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dvandom ([personal profile] dvandom) wrote2010-03-22 02:53 pm
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CoH: Midnighter Arc guide

I put this together during breaks from working out homework solutions today, I figured I'd ask for comments from CoX-playing folks on my friends list before releasing it into the wild, as it were. @dvandom's Guide to the Midnighter Arc (Hero Side).

ETA: I've been making changes in response to discussion, so if it looks like some of the comments make no sense, it might be because I altered the file since the comment was made. :)

[identity profile] ebony14.livejournal.com 2010-03-22 08:09 pm (UTC)(link)
Something you might want to mention is that Monty's missions scale up for higher level characters. If you take that mission arc at a higher level, say around level 30, you don't get Lost. You get Rikti. (Except for the Cure the Lost mission, of course.) Changes the mission dynamic a little.

[identity profile] dvandom.livejournal.com 2010-03-22 09:29 pm (UTC)(link)
Amended. The main point, though, is pretty much anywhere out of the mid-teens you start seeing a lot of mez and that makes rushing the missions a lot harder.

[identity profile] foomf.livejournal.com 2010-03-22 11:17 pm (UTC)(link)
Having teamed this mission since back when Lady Jane was a total and complete Leeroy made of spun sugar, here's how to win this one with a team. It works well if you have an overpowered character solo as well, as described at the end.

0) Like all team missions, the XP works best when everyone is approximately on the same page as far as queued missions, so if possible have as many people as you can with the Lady Jane mission.

1) You must have at least one individual with a decent form of stealth (superspeed might not be sufficient) and at least recall friend, but the team teleport power is helpful. This person is the "Ninja Taxi".

2) The group advances just far enough to clear the path from the door to Lady Jane's group, and does not agro that group. Just don't. You don't want the ambushes.

3) The ninja taxi then stealthily makes their way back to the room with the chest in it. They teleport in all their buddies, who need to be careful not to blunder around and bring attention to themselves. One group at a time, pick off the enemies, until the room is cleared. Then go back out to Lady Jane by doing the same thing with each group along the way back. If there is a side-mob too close, then snipe or otherwise pull them back away from LJ and her defenders.

4) Once you have cleared, go after her defenders. Once you have her, DO NOT hang around congratulating yourself. Head back down to that glowy.

5) Optional: Have the entire team stand around the chest, with /em batsmash ready; have the person LJ has attached herself to, bring her in when everyone is set, and then everyone beat the heck out of the chest. Or her. It's all good. Screenshot and escape.


Alternate trick if you want to...

Solo in as far as the glowy room, using the same Ninja Taxi trick. Once there, invite your teamies, and once they are all inside, port them to you. Note that you will spawn the mission for your solo self, and your teammates will nowadays be auto-exemped to your level or one lower, so this just guarantees fewer enemies if you happen to be of the range that generates five skazillion ghosties with their stupid dark ghostie debuff power.

[identity profile] dbrycegh.livejournal.com 2010-03-22 11:31 pm (UTC)(link)
Step 5 is not optional at all.

[identity profile] dbrycegh.livejournal.com 2010-03-22 11:26 pm (UTC)(link)
"Vanguard bases also provide [a L35+ SO enhancement store] with no entry restriction, but there's two zones with a Midnighter
entrance and no Vanguard entrance in Paragon."


Maybe I'm reading this wrong, but it seems like you're missing a few entrances. Each has three. You can get to the RWZ from Atlas Park, Founders Falls, and Peregrine Island. The Midnighter Club (as your next sentence notes) connects to all the University campuses: Steel Canyon, Croatoa, and Founders Falls. But the point about connectivity is taken anyway. :)

[identity profile] dvandom.livejournal.com 2010-03-22 11:31 pm (UTC)(link)
Each has three, yes. But Midnighter Club has two that are not accessible from Vanguard DPO.

[identity profile] dbrycegh.livejournal.com 2010-03-22 11:48 pm (UTC)(link)
Aha, so I was indeed reading it wrong. Seems a fairly easy mistake to make though.

[identity profile] foomf.livejournal.com 2010-03-22 11:26 pm (UTC)(link)
ONE MORE THING!

Why are you talking about dropping the Cure the Lost mission?

THAT is the uttermost fun mission in the low end game!
If you're not utterly fragile you get to go to Faultline and terrorize the Aberrants and their buddies - watching them freak out and try to attack the cured is hilarious too.

[identity profile] dvandom.livejournal.com 2010-03-22 11:32 pm (UTC)(link)
Having done it a couple dozen times in the past two months, I can say that the fun factor does wear off eventually. (Oh, and there's usually Aberrants in Perez too.)
Edited 2010-03-22 23:34 (UTC)

[identity profile] foomf.livejournal.com 2010-03-22 11:42 pm (UTC)(link)
Wears off? NEVER!

I do save it up for some time when I feel particularly paladin-like though.

AND King's Row also has its share if you just want to do it without risk.

[identity profile] dvandom.livejournal.com 2010-03-22 11:44 pm (UTC)(link)
Yeah, I address King's Row. It's a matter of cutting down travel time as much as possible, really.