Nefchast’s Gaming Blog

Mostly about Video Games, but boredom often breeds endless creations…

Archive for September, 2009

The Abyss.

Posted by nefchast on September 28, 2009

I’ve spent most all of my free-time the past week playing Aion, leveling my Chanter to get into the Abyss. And I’ve done it, finally.

*Might add in some screenshots later, I think I have some of the Abyss lying around* — Update: Screens below.

If you’ve played a game like Warhammer Online that has PvP zones you’ll probably be pretty familiar with the Abyss — but it’s also a bit different. The Abyss is three tiers — a lower level, a core and an upper level. all three have numerous floating islands, monsters, and fortresses surrounded by artifacts. You can fly anywhere here and it’s all open to PvP. So, what’s to do here and what makes it special?

Grind: I know it’s an evil word to a lot of western gamers, but grinding here is great — the mobs tend to give a lot more experience then non-abyss varieties. They also tend to be plenty of them around. As a bonus, monsters also grant some Abyss Points — think of it as honor points.

PvP: That’s probably why you’re here in the first place. If rifts aren’t exciting enough for you, you can come here and expect to find plenty to kill or die to. Players tend to give a lot more Abyss Points and some XP.

Quests: There’s plenty of quests here too, for those that prefer them to grinding. There’s also some good rewards I think.

Fortresses: If you’ve played another MMO with them, you’ll likely be familiar. Forts have doors and force fields (to prevent flight entry) that need to be taken down, then large guardian raid bosses that must be killed. Attackers can use siege weapons. The Balaur hold control of all forts, at first.

Artifacts: They’re mini-capture points that can provide various effects when used. There’s a sort of introductory video/quest that you go through to explain some of it — basically, control over them allows access to effects like massive AoE nukes/Rez’s and other effects. Powerful stuff. To control you must kill the guardian NPC that watches over them.

Named: There’s some named mobs around that drop good loot. Always an incentive.

Kisks: Now here’s a fun item — obtained at the General Goods merchant. It’s a rez point that you can set up anywhere and temporarily bind yourself to. Get a group/alliance version and others can use it as well. The group kisk holds 6 different people, 18 rez’s (3 each) and lasts some 2 hours. Used one in a group while hunting Asmodians and it proved *very* handy. Be warned: they can be destroyed fairly easily. I happened to get lucky and die right as an Asmodian Gladiator was walking up to ours — killed him and saved our kisk. Always hide it in a good, out of the way spot.

Flight: You can fly anywhere here — anywhere that your timer will take you. You should know by now that flying high and on a low timer will get you killed, even more-so in the abyss where there’s plenty of… abyss… to fall into. Get some flight timer potions and flight speed scrolls — big help in PvP. Also of note: rings. There’s rings all over the Abyss that will charge up your flight time by flying through them. You can ‘hump’ the rings (just going back and forth through them) to fully recover your time quickly. If you really want to kill someone, trying flying as high as possible — if they follow you’ll likely both wind up plummeting to your deaths. This is most likely to happen with melees for one reason — getting into melee range manually in flight can be a pain in the ass, especially in PvP. Using auto-approach target is a great way to keep your melee character in range and dealing damage, especially if you don’t have to worry about situational attacks (like my Chanter).

PvP Gear: This is some good stuff. Once you hit 30 you can start to wear gear purchased with Abyss Points.

That’s all I can think of at the moment. Most, if not all, of it has been done before in various parts by various games, and it all works well in Aion.

I can’t tell how balanced the PvP is right now, as I’ve only gotten some 40+ish kills in so far, but I can tell you that grouping is important. There is no single class that can do it all in Aion; you need a diverse party to really get the most out of PvP. Numbers are important, as always, and the smaller group will almost always get crushed by the larger one — provided the larger one stands united. That is something that I’ve seen happen some — a slightly larger force caving in to a smaller one after a couple kills, which then results in the deaths of them all. Don’t let that happen and you’ll be fine.

As a last word: Stigmas almost seem made solely for the Abyss. They’re cheap on the AH right now (with the exception of a few, mostly higher ones) so grab up what looks good and put em to use. You get Stigma Shards from mobs in the Abyss, and you’ll have plenty of them — don’t be afraid to experiment.

*Edit — I’ve finally taken the time to realize the simple process to link to the full image… yeah, I’m a newb — clicky the images for bigger ones!*

Abyss PvP

Abyss PvP

On the Western Shard in the lower abyss a large group (raid/alliance size it seemed) of Asmodians were out killing Elyos. Hard to tell from the shot, but we eventually got about the same number of people and pushed them back — killing many. This is the largest battle I’ve seen yet, though I haven’t participated in a fortress siege. Of note: on Siel we have two fortresses taken over by Elyos and none by Asmodians — both Elyos forts are owned by the legion Benny Lava.

Training Camp Dungeon

Training Camp Dungeon

This is the first instanced dungeon you face, do-able at around level 25. If you do it at 25 make sure to bring a full group. Group content in Aion, as I’ve said before, is really made for groups — it’s tough stuff.

The General here is the end boss; he’s fairly tough but an easy tank and spank monster. The *real* challenge (for us) was killing the Teleporter above him. The Teleporter is a Balaur that summons up one add after aggro’ing (need a Sorc to sleep it, if it doesn’t take or gets broken you can be in trouble), does an AoE slow with somewhat decent damage and a stun. The problem can come from the add not getting slept, aggro’ing the healer, and the tank being stunned/slowed and not able to get to the add. Almost everything here hits hard. The XP though… oh so nice. The loot *can* be but you’re not guaranteed anything; so just be happy for the fast leveling.

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Aion’s Launch Day.

Posted by nefchast on September 22, 2009

Today’s the day… or Sunday was, really. The servers are going, the queues were long (well, not mine — about 7 minutes) and the newbie areas are flooded. The higher zones, however, are quite nice! I’m sitting on 20 right now, just starting Theobomos. Posting is likely going to be tight, or non-existent, till I hit the max level.

There are some tips that I may be able to impart to new players… lessee what I think of (I’m rather tired…):

- When leveling do not focus on quests alone. Often the quests you’ll be doing, especially at the lower levels, will be heavily camped. If you have to spend an hour to do a simple kill quest — skip it for now. Grinding and gathering are good ways to earn XP and money. If you can find an area that has a number of kill/gather quests and lots of mobs that people aren’t going after — grind out a level or two there and fill up your cube with loot. Doing it this way has allowed me to keep a good pace leveling and a healthy amount of cash — even after buying the best gear I can.

- Make use of the auction house and private stores. Private stores aren’t only for going AFK — set them up in remote areas and you can raise your prices a bit over the auction house. If you make potions or food as a craft — even better.

- Learn to glide. Gliding is a great way to get around a bit quicker, but it takes a bit of finesse. From what I’ve learned, while gliding you can move forward to increase your speed and let off the movement while near the ground to bounce off and gain some more air — if you try moving forward too much while hitting the ground you will land. Make use of hills and timing your movements and you’ll be able to glide out your entire flight time easily.

- There are group areas in zones and group quests — but not all of them state this. For Elyos in Verteron, Tursin Outpost and Tursin Garrison are group areas — you won’t make it solo. And when I mean group areas, I mean group — tanks, healers, DPS, as full a group as possible to make it there. I ran it with two others (my Chanter, a Gladiator and an Assassin) and we could do single pulls easy (not many of those) and pulls of two were harder. Anything more and we wouldn’t survive. I don’t know if I’d want to PUG the place, at least not yet.

Not much else at the moment… I should have some more posts when I can make the time.

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Pre-Selection Servers Up, Woo.

Posted by nefchast on September 18, 2009

Just finished creating my soon-to-be main in Aion. Now for the intolerable wait till Sunday…

At least I have UO, DDO, and CO to keep me company till then.

Also, should have a DDO post sometime in the future — that is, if I don’t get absorbed into leveling in Aion ASAP and if Cryptic puts out the content gap fillers… This may be more gaming than one man can do…

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Moving?

Posted by nefchast on September 16, 2009

Alright, this was the week I was supposed to move but things have changed. There is a bit of downtime on postings right now since I’m busy.

As for gaming — being distracted is keeping me from UO so I’ve decided to mess around in Dungeons & Dragons Online and Runes of Magic.

DDO, now that it’s free and I haven’t played it since launch, is quite good — I command all of you to play it for self-study till I return! *chop, chop!*

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Stygian Abyss and the Newb.

Posted by nefchast on September 12, 2009

The last couple of days have been busy… with some Ultima Online. Since I grabbed the lifetime sub for Champions Online, I don’t really feel the pressure to level as quickly as possible right now — I can wait for them to iron out the content gaps at the higher levels and re-tool the powers. With the time spent waiting I’ve learned a good bit about UO that I didn’t in my trial period — the game is not nearly as hard starting out as I thought. I was just a newb before.

Whack-A-Skelly

Whack-A-Skelly

Well, on second thought… I was and am still a newb. I started out on my first character, the Gargoyle featured above, the same way as before — grabbing my initial lowbie skill gain quest right from the start, then trying to complete it (which I did, and it was Chivalry — if you were wondering). This might seem pretty normal, to newbs like myself, but there’s one little thing to think about… you can’t buy skill trainings while the quest is active. You can drop the quest, though, so it’s not really a problem — unless you’re stubborn like myself. The best way to start UO off is to buy the skills you need to the max rank possible at the trainers — just ask about training a skill, they’ll tell you how much gold, drag and drop the gold amount on them. As you can probably guess, my first character is the first for a reason…

This leads me to: Gargoyles. They’re the new race introduced in the expansion and they’re pretty cool! They have innate flight abilities and a fun little buff that initiates when you’re low on health (and helps you run away), BUT it seems they can’t use the same equipment regular humans/elves can… meaning that, if you go to Haven (a smart move as a lowbie), you won’t be able to use gear purchased there. Not realizing this, I headed to Haven right away (if you want to: go to the help section and click the top option, it’ll teleport you to Haven). It took a bit of work, but I managed to break my weapon (no Blacksmithing skill to repair it) and was left weaponless… well, except for the pickaxes.

Workin' in a... Iron Mine...

Workin' in a... Iron Mine...

So, I picked up Blacksmithing and Mining (along with Tinkering) in order to try and get the Grandmaster level (which I’d guess is 100%). That level of Blacksmithing allows you to alter equipment to fit Gargoyles — something I find very useful.

I seem to remember crafting years ago in UO, and there being bronze and such… it looks like they might have simplified it to just Iron. In any case, I grabbed a bundle of pickaxes from the Blacksmith and headed out to the mountains in south-western Haven. There’s a nice little camp with the Mining trainer, a forge (smelting), and anvil. Just use the picks and attack the mountain — keep clicking and you’ll fill up with ore eventually.

It’s important to point out that crafting tools in UO have limited uses, once they’re up they’re gone (with the exception of picks like the blessed one you get from the mining quest). So you can keep a supply from the NPC merchants or pick up Tinkering and make your own.

Crafting is simple enough; you have an interface that lets you see what’s available to craft — click the button to the right side to view the info (chance to craft, skill needed to craft, material cost) and the button on the left of an item to craft one. There’s other buttons at the bottom that do various things, most of which should be self-explanatory.

After doing a few hours of mining and crafting I decided enough was enough, I wanted to kill something! So…

Re-Rollin'

Re-Rollin'

New character, essentially the same — a Paladin — but as a Human. Starting as a Human has some advantages, you’ll automatically be sent to Haven, go through the short tutorial, and be able to use the equipment sold there.

This time was going to be different. I had some knowledge now and a bit of a plan… Soon enough things turned from broken newbie to:

Horsie!

Horsie!

Slightly advanced newbie! It only took a day’s worth of pretty casual play but I hit the newbie account’s max skill cap of 700. Skill cap you ask? Yup, there’s a limit to how many skill points your character can have — which means you can really screw yourself over with a poor build. That’s my next issue to work out — getting a decent build worked out. Generalizing, unlike CO, is not too good here. You need a specific build if you want higher skills and the ability to do higher content. I generalized a bit too much with this character, wanting to try things out, so now I’m in the process of down-skilling stuff I don’t need. How’s that work? Pretty simple: with skills in UO you can set them to three different statuses — up, down, or locked. Should be pretty obvious from there what happens. Since you can only have 700-ish skill points on a character you can down-train some skills to replace them with others (essentially, the skills you train up at this time will cannibalize the points from the down training skills, locked skills will not be effected).

Some tips for potential newbies (the game is still quite cool, if you haven’t played it I suggest you do):

- Remember to train skills before grabbing quests

- There’s plenty of escort quests around, the NPCs with the blue names — usually shouting at you — will give you 500 gold for escorting them around, easy money

- Once you’ve gotten trained up, grab the training skills for the skills you use and go train them! You’ll get some good starter gear

- Think about your build and try to specialize some, you should know what your main skills are — same points to get them raised up

- You can have 5 followers assist you — hire NPCs around town or use the animal taming skill — right click on their names in the pet window to issue various orders

- Stable any extra animals you might pick up and don’t want to release (it does cost some gold)

- Anyone using Chivalry will need to get Tithes to use their abilities — look for the big Ankhs, get close to them and click, you get one Tithe per gold piece

- You can train up stats like Strength through activities other than fighting — like Lumbering

- Moongates allow you to teleport throughout the lands, watch where you go — it’s a dangerous world

- Merchants and trainers buy different items — if you have something you think might sell, look around, especially if it’s something that fits a certain trainer/merchant

- UO is not strictly PvP anymore — you start off in the world of Trammel, a non-PvP world, the original world was Felucca and you can still travel there through the Moongate — if you don’t want to PvP, don’t go there, stay in Trammel

- There are plenty of dungeons around, since there’s no levels it will be hard to decide on what you can do — the best option is to check them out and be quick at running away… watch out for traps, too

- When you die you have 15 minutes to get your corpse back… might sound harsh, but there are plenty of wandering healers around

- Explore — this isn’t a linear game, there isn’t any simple progression path to choose, no “do this, then this, then this…” you have to explore the world and create your own adventures or quests… there’s plenty to see and kill, so set a goal and work towards accomplishing it

- Lastly, there aren’t any official forums so look around for fan-sites — many located on the UOHerald site — for the forums used by the community. I’ve only just started exploring them, but it’s obvious the community in this game is deep.

In case anyone cares to share some knowledge, I’d love some tips, the character I’m using now is Nika Volkov on Catskills — the shard that has the best name, ever.

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Nef’s Buyers Guide — September ’09.

Posted by nefchast on September 9, 2009

This month has been exceptionally busy in the world of MMOs. We’ve got Champions Online having launched just last week, Fallen Earth entered its head start, and Aion is launching in a couple of weeks. For two more curve balls, throw in Ultima Online’s expansion that launched yesterday, DDO Unlimited, and Cities XL launching sometime next month. There are plenty of choices in the MMO field right now, but what might be the best choice for you?

Champions Online: If you’ve read this blog at all recently you’ve seen plenty of this game. It’s no secret — I really enjoy this MMO, even with the launch day “nerfs”. This is s game you may want for a few reasons: fast paced combat, superhero theme, and highly customizable characters. There are some issues with the game — bugged quests were fairly common at the higher levels (and some during the lowbies) and a gap in content once you reach the early thirties. Pretty much all of the missions that were bugged for me have been fixed, so that isn’t much of an issue now, but there is still a gap in content. Luckily, there have been dev responses noting that they are working on fixing it and adding more missions. If you’re interested in the game, might be a good idea to wait for the holiday season and pick up a copy then. I think most of the wrinkles will be smoothed out by then.

Fallen Earth: I tried to love this game, I really did. Something just did not click with me, though, and I never could get into it. Needless to say, I won’t be getting a copy of it… I think. But that doesn’t mean you shouldn’t. FE is different from most, if not all, your average MMOs out right now. It has FPS controls that work quite well, a post-apocalyptic wasteland to explore, and challenging game play. What I did not enjoy was the more pronounced grinding of leveling/crafting — it is something in most games, but I could really feel it here, the wasteland was really a wasteland — not too much to see. The game felt a bit old, or more like something that would of launched five or six years ago, not simply because of the non-sparkly graphics but the actual feel of the game. That’s not really a positive or a negative though, just a preference. You may want to check the game out since the market is terrible lacking in the post-apocalyptic setting, but it’s another good one to wait till the holiday season on — I might snag it after the first price drop.

Aion: This is the big behemoth on the horizon. It’s garnered more attention than any other title on this blog, and while that’s not saying much it is something — people are really interested in it. I won’t be covering it till launch — and even that might be a tad late since I’m moving that week — since I really want to keep the content fresh for myself. The game is beautiful to look at, runs quite well for the graphics, has great PvP potential, and some fun, somewhat fast paced game play. The downside is that not much is new — WoW with pretty graphics and a slight challenge increase comes to mind, and the flight (a major feature) is pretty limited. CO has less restricted flight and aerial combat, as did City of Heroes — no need to restrict a fun thing, that makes it boring. It is definitely worth looking into. Of all the titles this should be the easiest to decide on — whether you like this type of familiar game play or you don’t.

Ultima Online: Stygian Abyss: I don’t have much info on this one, apart from a features list, but I do want it. In fact, while Aion and CO sort out their launches I may just buy it and give it a whirl. I’ve done a short trial in the past, posted about it too, and found the game enjoyable. It is apart of our gaming history and should be checked out before it eventually goes under. A new race is a great place to begin as there should be plenty of lowbies running around. Expect some posts on this in the future.

Dungeons and Dragons Online Unlimited: I played DDO when it first launched — took about a week to complete all the content, even with school and all getting in the way. I haven’t been back to check it out yet but now is a good time, and dice it’s free — you might as well check it out too. If anything it will tide you over till the other games you do want to play are patched up or launched. I will say that the game was a lot of fun when I played, with some great group instancing game play.

Cities XL: This game is set to launch sometime next month, so you may be able to afford it after going on a buying spree this month. If not, should you wait? If you love SimCity deeply and spend hours setting up and running virtual cities, it might just be worth the wait. The MMO aspect is interesting, but I would have liked seeing it implemented a bit more deeply. This is a niche game, but worth it if you enjoy the genre.

That’s all the gaming I can think of right now, if I see some other games going on sale in the near future (or if you do, eh?) I’ll see about adding them here or to a new post.

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Arrows and Shadows.

Posted by nefchast on September 8, 2009

Labor Day weekend is past… the time spent watching movies and playing games. The game of choice was still Champions Online, and my main is still far from level cap — sitting at level 32. I’ve taken the time to play two other alts, Archery and Darkness users, as the 30′s content is a bit lacking right now — you can easily be doing level 34 missions at 32, hoping those will be enough to get to 33 without needing much mob grinding. Throw in the changes coming to Telekinesis users in the next patch and… well, it’s best to wait and see. I’m hoping the free full retcon will be around shortly (or at least with the patch) in order to help me plan out the character better. Even with a basic understanding of stats and the skills I’ve still managed to screw things up. It’s perfectly playable and solo’able, but not as efficient or good as it could be. Thankfully my alt experiments are doing much better!

First up is Archery. The character is currently around 11-12 and still very newbish, but I have seen enough to get a feel for the basics of the framework. It revolves around two things: Crits and AoE. The two primary stats for Archery are Dexterity and Intelligence; Dexterity provides crit chance, Intelligence provides shorter cool downs and lower energy costs. To make the most out of these two you’ll need to Talent and Gear for Ego and Endurance/Recovery — I recommend Endurance. With Dex/Ego at respectable levels you’ll be looking at rather nice crits pretty often. Combine that with AoE attacks and you can see lotsa damage popping up all over the screen. The Archery abilities seem to cost a good bit, though it is likely the lack of Endurance right now. To help with the energy costs, Archery users have Quarry — a slotted offensive passive that provides a stack of buffs to reduce the energy cost of abilities. If you’re solo’ing — might want to find something different to use, something that will keep you alive. Grouping, however, can make excellent use of Quarry.

As you can guess, Archery is excellent against packs of henchies, not so much against Master Villains/Super Villains. The Taser Arrow does help some, though, provided it works against them. Not all holds do, so it’s iffy. The best bet I’ve had with strong single mobs is to keep distance with flight and hold them as much as possible, if possible… you won’t have to worry about any of their minions, at least.

Next up is Darkness. This is a Sorcery-esque framework, using dark magics to hold/kill(enemies)/heal(yourself). The suggested stats for this build are Constitution and Endurance, the two stats that effect your maximum status numbers. I find this to be excellent for soloing. This character, like the Archery one, is in the early teens, still a newbie but just big enough to get a feel for the set. What I’ve noticed so far is a relative balance of abilities — this character does not really excel at any particular function, except maybe single target nuking. I went ahead and ranked Shadow Blast, the Tier 0 charged nuke you get at the start, to 3 — maxed it out. The damage, currently, is enough to pretty much one shot any henchie and take out Villains/Master Villains in a few shots. For the energy cost (pretty low), it’s damn good. Add in Shadow Form (offensive passive, slotted) that increases your damage (paranormal and ego), reduces paranormal damage (can be useful, all in the situation) and looks awesome (very awesome) — you’ve got a pretty awesome character.

The point to stress on the character is really the balance in abilities, to me. I’ve got a nice cone effect that deals good damage, a high damage single target nuke, a life drain that damages and heals (with an advantage it seems to have a chance at AoE heals, for some added group effects), an AoE hold that is very nice, a block replacement and passive slotted buff and active buffs… it’s got a bit of everything. If you really want to solo — take this build, or at least try it out.

My darkness character is focusing more on group support right now with the AoE hold (Grasping Shadows). To really make this work well I’ve been getting as much Recovery equipment as possible, going to have to get Talents too, in order to cast it fully at equilibrium. It should be noted that Grasping Shadows’ charging breaks when damaged — casting in combat is not always easy to do. To make up for this impairment is the AoE nature of the hold and that you can damage the targets while they are held — manage a good cast and that group of mobs just became fodder. I have not gotten to use Ebon Rift yet (basically creates a small rift/wormhole in the space some feet away from you, drags mobs to it) so I can’t say the useability of the Rift and Grasping, might work really well.

Offense is the best defense on my character, but with Constitution as a main stat it’s possible to find something else more suitable to your tastes. Increasing Recovery to make better use of Grasping Shadows would also help with other powers (Regeneration, perhaps…). I tend to hold and kill most things, bigger baddies I just try to nuke down as fast as possible. It’s a pretty simple framework to use.

And that’s that — more to come later.

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On Force.

Posted by nefchast on September 4, 2009

Ever since the launch day patch the boards have had numerous complaints about PFF — or Personal Force Field — and the Force Framework. I’ve decided to give Force a try as I like a good challenge, and so I can try and find the best possible solo build for it — or at least a work-able one. My little lowbie is now level 10, barely getting into her Force powers, and starting to get an idea of what people are talking about. I’m also doing things a bit differently.

The two recommended Super stats for Force users are Endurance and Ego. Endurance is quite useful by itself — providing more maximum Energy and increases your Energy build rate — and in a Force build it’ll increase the health of your PFF. Ego, on the other hand, does not provide much past increasing your PFF’s regen rate… and I’m not even sure what the regen rate is or how much it increases it. Looking at PFF I knew one thing: this is a buffer. It’s an extra pool of health. I have Ego Form on my Telekinesis character; the damage reduction scales with Constitution — I swapped out an upgrade with nearly 30 Constitution for one without any, and the damage reduction dropped 1%. It seems stats effect some powers very poorly, and I think Ego/PFF regen might be the same. I can’t say for sure, as I don’t have any numbers to go by, but from reading people’s complaints — having to wait between fights just to regen — it seems Ego may not be worthwhile. So I went with Constitution as my first Super stat, saving Endurance for the second. I did not choose Endurance first for one reason — the Constitution gave me a bigger increase in effective health then the Endurance did. If your health scales better with Constitution then the PFF’s with Endurance, you’ll be better off getting more Constitution. It’s all in the effective HP’s with PFF.

There is one active defense that works in tandem with PFF — Field Surge. Essentially this is a heal to your shield, should you have it on, or a temporary shield, should you not. The not bit is pretty interesting to me. Should it work properly, and well, Field Surge could be a nice addition to Regeneration/Invulnerability passives. That’s something to think about if PFF just isn’t doing it for you. Still, if you’re going the Regeneration/Invulnerability route — Resurgence would probably be a better option. I’m not going either route, however, because I want to try and stick as close to Force as possible. Anywho, Field Surge works pretty well, but might be a bit buggy at the moment. It’s hard to tell since you don’t have any indication of how your PFF is really doing till you start taking bigger hits to your health.

Since my character is still a lowbie she still has very few powers. All the extra powers I’ve picked up (all two of them) have been defense oriented. There’s something to be said about needing DPS. Looking at the force list, I see a few DPS-type powers on there, but it is pretty slim. Force Bolts and Force Blast are the initial abilities — Bolts is your average weakling energy builder, with the added bonus of possibly knocking back an enemy, and Blast is a pretty average charged nuke that takes most of a Henchman’s health out and has a higher chance of knockback. Looking down the list I see three more damaging attacks — and all are AoE/Cone. Good stuffs. The next three power points I spend are going into those.

What I’ve noticed in fights is the power of the henchmen. These fodder are weak… health-wise, but don’t let that fool you — they can put some DPS out in small numbers. Taking on villains+ with henchmen still alive and kicking is typically foolish — always slaughter the little guys before taking on the big one. To do this, AoEs and Cone abilities are excellent — and that’s what a chunk of the Force damage powers seem to be. A typical Villain-Master Villain fight with added henchmen seems to work in one way: Containment Field the big guy, AoE the henchmen to death, Blast the big guy to death (with blocking and such thrown in as needed). PFF might hold out during the henchmen fight, depending on how many there are and how high your Endurance is, but it will likely fall towards the end. Field Surge will be used during the fight with the big guy, as needed. The wild card here is knockback, and how often it proc’s. Knockback is a major part of Force defense — it interrupts damage. Using your AoE abilities you should be able to knock around a group of henchmen pretty well — killing them while interrupting their damage, prolonging your PFF. This is part of the reason, along with Energy costs (they seem cheap to me), that Force does less damage than other builds — it has some extra utility.

Grouping seems the be the most fitting playstyle for the Force user. Not simply because of Protection Field (used it back in open beta and found it quite handy) but because of the knockback and health buffer. You can get in near the tank and blast mobs back — that’ll take some of the heat off the tank for a bit, enough for a shield or heal to make a difference possibly. Protection Field also gives you energy when being struck so you can use it and all your powers more often, without having to take as much time to build up energy. Then there’s Containment Field, fairly useless when you want to hold something and beat on, but good as crowd control. I use Ego Hold on my Telekinesis character and have had great success with it; while I doubt the hold will last as long, you can damage the mob through it. It might be worthwhile to use Ego Hold, and the animation is a wobbly sphere — so you could think of it as an unstable Containment Field, thus the damage seeping through without resistance. At times it’s not the exact framework the power came from, but how well you can modify its meaning and use to your character concept — don’t gimp yourself if you don’t have to.

I’ll be putting much of this to work over the long weekend, hoping to max out my main as well. I’m confident Force is a very stable and reliable build. But we’ll see. Perhaps some screenies later today.

Posted in Champions Online, MMOs | Tagged: , | Leave a Comment »

A Busy Weekend.

Posted by nefchast on September 2, 2009

Yesterday saw the launch of Champions Online, and the previous four days were the early head start. I haven’t posted for a bit for two reasons: playing CO in every free moment, and I was sick. So, I was playing a lot of CO. With the extra playtime I’ve gained quite a few levels — sitting at 28 right now — and had the opportunity to see quite a few things. Like Monster Island and Nemesis creation. Yay. (there is enthusiasm there, really!)

I’ll start off with the Nemesis:

In Champions Online, there comes a time when every superhero grows up. They’ve fought their share of street thugs, mutants and ice zombies — they’re ready for something bigger. In comes their Nemesis. At level 25 players are able to stop by the Millennium City Police Department (it’s not on the map, for directions: it’s north of City Hall and a bit east I think, run around till you see vendor symbols appear on your mini-map) and get a mission to input their Nemesis into the MCPD’s database. This works similarly to character creation, with a few differences: you only select a powerset for the Nemesis to use — no custom frameworks, you choose a minion type — there’s around ten or so choices, a basic powerset for the minions, a personality type for the Nemesis — there’s three choices here — Mastermind (Dr. Destroyer), Savage (Grond), and a comedic-type based on Foxbat.

After crafting your Nemesis you’ll receive the first Nemesis quest, one that will introduce the villain to the game in a wonderfully evil fashion (at least for mine). After this mission you’ll begin to notice the changes that Nemesis bring to the game, like having minions attack you at any time — any where! I’m sure some people will see this as a nuisance, especially when you’re already fighting a group of baddies, but it is quite cool and fun. During these random attacks you’ll occasionally find clues that will open up more Nemesis missions. So far, I’ve gotten two — both took place in the open world. Yup, my Nemesis’ minions were up to nefarious acts right where anyone could see them — including the middle of the atomic wasteland in the desert (sorry to any lowbies that might have been killed by them!). The system really adds to the detail of the world and to help draw you into it. Not only are you solving problems caused by criminals already in the game world, now you have to put a stop to one of your own creation!

To add even more cool stuffs to the Nemesis system, there’s Nemesis vendors! More stuff for you to want and more stuff to work towards.

Monster Island:

At level 28 you’re given a quest — a level 30 quest — to venture to Monster Island. The island is for levels 30+ and has lots of baddies to face — namely robotic/cloned/alien?/dinosaurs, Manimals, Viper, and more. To get there you must first pass an instance which will set up the story for the island. I did this with one other level 28 character and we were able to do it pretty easily. I really want to talk about it… but I think it’ll spoil the fun — just trust me when I say it’s pretty epic. It was a bit buggy, though. After completing the instance, though, you’ll be able to freely access Monster Island through the jet transport.

I can’t say much else about the island as I’m not quite high enough to really tackle it, but I will say that it’s quite large. I really want to see Lemuria too, but I’m not sure when we gain access to that. It may be higher/max levels.

As for anything else… I might have some knowledge to share. Crafting will get it’s own post, so that’ll happen later. For now — gameplay.

There was a recent nerf to defenses yesterday, anyone who keeps up with the game will have heard about it — or heard the complaints (from outer space, it’s said). The game is still quite solo’able — just yesterday I solo’d two even-con quests that were recommended for duos, and I did it quite easily. The solution is simple: build and play smartly.

CO is laid out in a way that easily shows varying degrees of difficulty. You know when a quest is going to be harder than normal. You know what mobs are harder than others. You can see their groups. The only challenge is how you pick them apart. Being primarily Telekinesis I have a strong melee focused DPS/Tanking build. I can do a bit of AoE and cone damage, and I get a decent hold. Then throw in a couple self heals from Telepathy and Supernatural. What I’ve found, and what’s worked for me, is that solo’ing is about diversifying. You want to be able to handle anything thrown at you. You need to play defense, offense, and support — all at the same time. Before the defense nerf you didn’t really have to do much support, you could tank and gank your way through most things, but it’s different now. I recommend getting at least one hold — a single target and an AoE would be great — just to help out on harder missions. Often, the only targets that can’t be held are Super Villains, but most of their minions can — even Master Villains. Make good use of holds and you can quickly turn a fight. Blocking is also very important — even if you’re not the tank, learn how to do it properly. Blocking does not only lower incoming damage, it’ll also block roots and holds. Lastly, pick your opponents. I’ve found it’s best to always take out the smaller guys first — Henchmen usually die quickly, anyway. In some cases though, such as Lancers, you will need to know what your opponents can do and what might hurt you most. Having an enemy that likes to use holds then blast you is a serious threat — take them out quickly (one such opponent that comes to mind is the Ice Shaman in the early Canada zones, they like to freeze you then shatter it — dealing large damage and a knockback). For the numerous smaller targets, having an AoE is very nice — for the stronger single, a strong single attack… Pretty simple.

A diverse character will prove useful to the average solo’er, but remember that it might not be best for groups. You can handle anything, but not exceptionally well. Thankfully it seems Cryptic has added in full retconning! It’ll just cost your characters arms, legs, and torso to do so.

Along with the full retconning, we have the next event and first content patch on the horizon — Blood Moon! There’s a page for it over at the CO site, it’s worth checking out. Zombie PvP and the Celestial powerset are the highlights for me, but I really want to see the battles against the dead heroes from the battle of Detroit too.

Posted in Champions Online, MMOs | Tagged: , | Leave a Comment »

 
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