Controller information updates

I have added some information on the kinetics secondary to my controller information pages.  It is less than halfway done, but I thought getting the information out early would give others a chance to view and comment on what I’m working on writing.

I’ve made minor updates to the fire controller primary information as well as the radiation emission secondary information page in the past couple of days.  Feel free to comment on the information and let me know if I’ve missed anything or need to clarify details.

Ninja Gaiden speed run

This is not my work by any means, but I just found these awesome speed runs of several versions of Ninja Gaiden (available below, as well). If you aren’t familiar with Ninja Gaiden, it’s a series of some of the harder games you play – probably something like a modern Ghost n’ Goblins. If you aren’t familiar with speed runs, well, you can see more examples all over the web.

[gamevideo 11798 Ninja Gaiden NES] Ninja Gaiden I (NES)

Continue reading “Ninja Gaiden speed run”

Steadfast protection

Finally got my knockback resistance Steadfast Protection enhancement for my Spines/DA scrapper.  Look for vide of him farming those CoT in Founders in the near future.  I plan on burning a respec to make him a ‘porter now.  This was his planned playstyle all along, but knockback became such a problem that I used a respec last year to go Combat Jumping/Superjump/Acrobatics.  Thanks to inventions, I can now get back to his intended build.  And maybe I’ll be able to save up enough money to get the stealth invention enhancement for the ‘port set, while I’m at it.

In case you can’t tell, I’m kinda stoked about this.

Statesman’s Task Force

Finally had a chance to run Statesman’s Task Force last night. We completed it in 2 hours 34 minutes. For a group that doesn’t know each other, that’s really not bad. If I were running with a team completely made up of folks from the Buffer Overrun supergroup (all radiation defenders and controllers), we probably would have finish about an hour faster, but that’s not the norm. Late Bloomer dinged 50 during the 2nd mission. My end reward was a Positron’s Blast chance for energy damage recipe. I have all but one of the salvage components, but it looks like that will cost me around 3 million influence to get. Still, this could be a handy invention for my Psychic Tornado. Now I need to plan a rebuild for Late Bloomer which includes invention slotting.

I don’t have a demo of the task force to post, but honestly, it would be boring and probably uninformative to watch, because the task force involves fighting arch-villain after arch-villain with scores of normal minions/enemies mixed in.  I admit I should have recorded the Arachnos Flyer fight, because even though it’s a little boring, too, seeing all the spiders it spawns is kind of cool.

But I’ll be running the task force again in the future, and will try to record parts of it for showing then.

I’m back

Lost 2 computers in the house last month during a lightning storm (mine and my wife’s).  I’m back and working with an upgraded system, and ready to start making more updates.  I’ve started working on my radiation emission secondary information.  Check the link on the left sidebar.  I’ll also be making more updates to the fire control information soon, now that I’m able to work again.  And finally, hopefully I’ll get some more short movies soon to show more of the fire/rad and fire/kin play off.

Another fire controller fight

This fight is my level 38 fire/rad controller in an unyielding difficulty mission against Nemesis enemies. I accidentally cut the video off right as I was fighting the final Lt, but the fight is pretty much over by the time I get to him. The nice thing about a fire/rad controller, if you choose to build for it, is you can have 3 Area effect controls available for fights – flashfire/fire cages, Cinders, and EMP. With these options, if you throw in hasten, you can fight a lot of spawns before you’ll not have an area control ready.

In this particular fight, I opened with flashfires. I didn’t use fire cages to immobolize them because they attacked first instead of trying to move, so they weren’t going anywhere anyway. Furthermore, Hot Feet has a slow, and Choking Cloud holds them within the first few seconds of the fight. Against enemies that start moving instead of fighting, I probably would following with fire cages. I next used my healing aura, although it wasn’t strictly necessary, and tagged two different enemies with radiation infection followed by enervating field. Then I turned my attention to the enemies who had seen me start this fight and came to join in. A couple of single target holds were all I needed to shut them down.

If the YouTube video is unwatchable (I haven’t checked it yet, since I just uploaded it and it isn’t even converted), you can downlad and watch the full video here. Please be gentle on my bandwidth, however – the file is about 15 meg.

Playing with video

I’m working on putting together some videos for City of Heroes.  My first stab at this is shown here.  This is just what a typical fight often looks like when I’m running my fire/radiation controller solo in game.  I’ve cropped out a lot of in-game display, but you can still see what happens.

For solo work, I typically open with a control on the spawn or on the most dangerous opponent when I’m sure I can handle the return fire from all uncontrolled enemies.  I usually run Hot Feet (damage), Choking Cloud (pulsing area effect hold), Acrobatics (knockback protection), Assault (damage buff), Tactics (Tohit buff), and my imps.  An alternative fight opening is to put Radiation Infection on the most durable opponent then corner pull.  Once enemies are in range, I just use fire cages to hold them still, and possibly Enervating Field to reduce damage until Choking Cloud has a chance to incapacitate most of the enemies.

Look for more videos as I get time to work on them, including brief clips showing the activation of each power in the fire control primary and the radiation and kinetics secondaries.