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Posts
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Quote:This has to the be most repeated piece of theorycraft crap in the history of CoH. Gun Drone is not build-up. Trip mine is not build-up. Time bomb is not build-up. Dude, even if I'm under assault by mobs, I can press buildup and get a 100% dmg bonus for 10 secs. That's huge for an AT that supposedly relies on hitting first and hitting hard. I can't say the same of a 39% dmg bonus that forces me to sit on my *** for 6 seconds, and if anyone even sneezes at me it gets interrupted and I'd be forced to start all over again.Still, when you slot up the drone, you can get pretty decent add-on damage. It also has a HUGE Defiance buff (39.6% for 15s). Reactive should help it out, too. Looking at numbers, a Fire/Fire can get +100% base damage for 10s with BU. A Fire/Dev gets ~120dmg every 2s for up to 90s (+60dps) and +39.6% base damage for 15s.
Next thing we know there'll be people defending Time Bomb and its 27 second activation time... -
The devs hate /devs. It's a self-deprecating condition that arises from having to get up and go to work on mondays. They even tried a workaround once, changing the name /devs into /gadgets, but unfortunately it didn't stick, so there's no hope of you ever seing a buff to gun drone.
Cheer up, though, you can always just remake your DP as /traps, which doesn't suffer from monday morning alias syndrome -
Quote:Well, I guess I could get a mask and a moniker, but that would certainly make it harder to get permission to heal kids with cancer and old people in late stages of dementia without being sued or thrown in jail. But yeah, straying away from any religious affiliations would be prudent, good adviceYou probably wouldn't want anyone to believe you were different from other similar 'healers' since you'd be forever healing the ailments of man for the rest of your days if they knew you could heal/cure everything.
The best thing, IMO, is to keep your identity a secret and seek out extreme cases to fix mixed with a lot of visits to 3rd world places and providing guidance while subtly touching the hurt/sick, healing them without them knowing it was you.
The last thing you want is to begin conflict to decide who 'obtains' you for their side or zealots trying to assassinate you as an opponent of their religion. -
A small note to consider is the range of webnade, which goes from 70' in /Traps to 40' in /Devices, consider that if you truly want range. It's also something to consider that webnade causes re-draw, which really sucks on DP/, not so much on AR/.
But really, it's more a question of playstyle. Do you prefer Scrappers/Brutes or Stalkers, meaning do you prefer to jump right in or wait for stealth and assassinate your targets? It's a pretty good analogy between /Traps and /Devices, the first with much better survivability (and mez prot) due to the little forcefield following you around, the second capable of toebombing from stealth for a mini AoE Assassin Strike.
If it's about performance, consider the limitations of stealth in this game, and all the little stupid things that make it fail, like ambushes, Rikti Drones, caltrops, etc. Late game almost all large groups of enemies have some sort of anti-stealth mechanism, meaning your main advantage in /Devices is moot. But /Traps +def and mez protection? From 1-53 you'll feel much more solid and useful, with no real weaknesses to speak off. -
Quote:No, I think the question is not whether Wikileaks (or any newspaper) has the right to publish the truth, no matter how uncomfortable it may sound. They are, and any attempts at censorship should be severely punished by the courts. I also think that the attorney general should seriously look at some of those dirty little secrets and determine whether any crimes against the US constitution or the Bill of Rights were perpectuated by the authorities, but it won't happen.So basically, "We can do what we like, because we're the righteous good guys and if anyone has proof that we're not, they're as evil as the eeevil badmen we're trying to stop."
Also, I highly doubt anyone was killed because of these, all identifying information was removed. I think the newspaper's probably wouldn't have published them themselves otherwise.
Yeah, that's right, the newspapers published these things as well, or do you support censoring the press too "for the greater good"?
You should be angry at your own government for doing these things, not wikileaks for uncovering them.
Then again, I suppose ignorance is bliss.
The real question is whether you can allow an inside man who willingly took an oath to serve the US Army to just sell confidential and possibly life-threatening information. For profit. Slimeball. I'd defend Assange with my life. Manning? If guilty, let him rot. -
I'd go for healing touch, and hopefully get people to believe I was different from all the other "spirit healers" prancing about ^_^
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While I generally agree with the need for this idea, I'd prefer if a new blinking tray with these temps popped up during the Marauder fight, maybe with a big arrow pointing at it. It'd be easier to let the easily distracted become aware they have a role to play after all besides auto-brawl and cut-scene spam.
On that note, I noticed during my first trial that my global chat didn't automatically join /league chat (maybe because I inadvertedly messed with it, maybe it was like that from the start, I don't know), and other players, supposedly unresponsive, might suffer from the same problem. I know at least one case where I used the /team chat to ask for acids and lo and behold, three different players suddenly found it! Maybe each of the 2 team leaders should ask in /team before entering Lambda if everyone is actually seeing the blue-colored league chat. -
While it requires that you step abit on the Rogue Isles, you should consider going Mu. In the Vllain Patron Power Pools there's a 20 sec AoE called Electrifying Fences that adds a -1000% KB/KU/KD to all mobs it hits. It essencially breaks your main form of mitigation, but at least you can nuke the hell out of everything you see in steamrolling teams without dispersing the mobs. Plus, those 2 extra AoEs in Mu come in handy when running -1/8 missions solo, Energy's not that good with cleaning up trash mobs.
Your choice, tho, Scorpion shield and its potential for capped s/l/e defense is also appealing, but that's why we have dual builds now. -
This was the dumbest episode I've seen in awhile now, worthy of those season 5 plots where Lana knew kung-fu. Surprising, really, since the last 2 seasons have actually been pretty good.
That "nooooo!" as CK is pulled back from the mirror world was just cartoonishly bad -
Quote:And then you compare an Elec/shield scrapper to an elec/dev blasters and fall off your chair laughing ^_^I think when people say that blasters give up too much for not really being the cannon that people who love blasters are insulted. There's no need to be. It's a valid point that's not an attack on your skill in fighting or design. It's simply recognizing that, say, a fire/fire blaster doesn't really do much more dmg than an elec/shield scrapper, and the scrapper gets def, def debuff resistance, dmg resistance, mez protection, +health, a temp God mode power, and the ability to slightly buff the team.
Anyway, nothing to see here. If you haven't learned that blasters are crap by now, chances are you never will -
I thought they pretty much exhausted the intercept plot, but it seems there's been ANOTHER intercept running around ever since Orion parked his car with the glowing pc in the trunk, years ago.
I thought it might be Bryce Larking, but he's too young, so it's likely a new character. Any guesses?
I hope that means season 5, anyway -
My blaster got infinitely better with Pyronic, not worse. I don't know about you, but having a 1sec activating super fireball on a 90sec recharge is pretty cool, and I don't want it taken away just because masterminds can do it too
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Totally agree.
On my blaster, I maxed out Judgement in 2 BAF runs because I landed on the "ambush" team twice. My buddy tanker got stuck with AVs both times and netted something like 12% judgement instead. How can this possibly be fair? -
Not limited to Issue 21, but my priorities would be:
1) More Power Customization and alternate animations, including Pool Powers and Epic/Patron Powers. If possible gravitate all assault sets into single palm, dual palm and eyebeam alternatives (3 for each power), and melee/weapon sets into brutish and stylish alternatives (2 for each plus weapon customization)
- Power customization is what makes us reroll sets we've already played in the past.
2) Allow the new Looking For Group tool to have players join any Task Force or Trial, not just the Incarnate stuff.
- I find it harder than ever to join any TF nowadays, and it's a communication issue.
3) Make the initial contact introduction for all Hazard Zone Contacts automatic once you hit the appropriate level (like Jim Tremblor and such).
- It gets confusing getting introduced to these contacts.
4) Rework unused Paragon City Hazard Zones in the spirit of the already existing and totally awesome Hollows, Faultine, Striga Isle, Croatoa, RWZ and Cimerora, so that a hero player can go from lvl 4 to 50 by following good storylines instead of farming outdated contacts and newspaper missions. This includes revamping Perez Park, Dark Astoria, Terra Volta, Crey's Folly, Eden and the Shadow Shard.
- Go hunt 30 Tsoo in Talos Island just doesn't cut it anymore when compared to CoV and Praetoria.
5) QoL improvements to existing sets and powers, like Electric Assault, Gravity Control, Ice Armor, Force Fields, Peacebringers, <insert any set that needs help here>. Is any Dev even working on this?
- It's been awhile and there are sets I wish I could play, if only they didn't stink...
6) Minor graphic adjustments to hairs (mostly female hairs, but also Long and Barbaric male hairs) to prevent conflict with jackets, trenchcoats, capes and Ninja Run.
- Minor stuff, but would be great.
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7) More incarnate stuff. Though it's really a low priority, it'll be awhile till the average player has maxed the incarnate potential of most of his toons. Still, the power-gamers who're done with BAF in a week deserve a treat now and then, maybe a new incarnate trial every 3 issues or so.
- I guess we all want our toons to be more powerful.
Welllll, I must have written up 10 issues worth of content, but anyway, that's what I want to see in the future -
Quote:I'd quote the posts, but it is unnecessary. I completely agree. Honestly, I am far more concerned with making my character (and his/her powers) look exactly the way I want them to, than I am with furthering their post-50 prowess (which currently seems to be the focus of developer attention). I do not doubt that pool/Ancillary/Patron costumization is a large undertaking, but it is something much of the player base has been requesting since i16, over a year and a half at this point. Just a few reasons we should bump it up on the priority list:
- The more new powers we add before completing customization across the board, the more potential we have for powers with conflicting/clipping animations i.e. I imagine every power in game would have to work with, say, a new hover animation, and adding new Incarnate abilities only increases the number of powers that need to be checked.
- The incarnate abilities are, if I remember correctly, customizable. Why not do that with existing powers first before adding the new stuff?
- The past couple issues have been spent appeasing those players who have been requesting end-game content. Let's now switch gears, just temporarily, back to those more concerned with the cosmetic side of things. You can't make everyone happy all the time, true enough, but you can alternate whom you appease.
I completely subscribe to every word you say, and would gladly support you if you ever make a bid to replace Tyrant as the new ruler of the multiverse. -
So, what's the first thing you do when you're ready to embark on an interdimensional trip to the unknown and beyond? Well, you pack your toothbrush, an extra sweater, a couple of candy bars for the road and, of course, a guide. A guide to what you may expect at every turn, because let's face it, you don't really want to waste your trip on a random bad choice. And that's precisely what this guide is for, a map to the most important landmarks in all of Praetoria. Not the badges, no, those are a distant second. Because in the end, what really matters are the women.
This becomes particularly important in the advent of the new Super-Booster Pack - Glamour, which has taken lessons from both "The Witcher" and all those japanese games no one ever talks about. For those few of you left out of the closed beta, let me tell you it introduces dozens of sexy cards to unlock throughout Praetoria, which will replace the usual Loading Screen Tips. These are character-bound, not account-bound, so only Praetorian characters get access to them, and only the ones they specifically unlocked. That's right, as of now, cards are limited to everyone's favorite dystopia. You can't get them in Paragon City or the Rogue Isles, so if you haven't purchased Going Rogue yet, what are you waiting for?
Luckily, Praetoria is riddled with women, all conveniently packed into themes. There's one for every taste, though you have to be careful to pick your poison. Choose the wrong one, and you're stuck with the same type of girl for the rest of the ride. But that's what this guide is for, to tell you in advance just what kind of sweetheart you're going to run across. Plus it prevents you from getting the "bad ending", which gets you stuck with a supposedly comical picture, but more often just a painfully annoying reminder of your failure everytime the Loading Screen pops in.
The first thing you need to know about Praetoria storyline is that it's splintered into two big paths, and each of these into another two smaller roads. You have to decide firsthand whether you'll support the emperor and become a Loyalist, or work against said emperor and become a member of the Resistance. Further along, you'll have to decide whether to work for the good of the people or just use your position to satisfy your every whim. You can switch any time, but most of these paths work best if followed from beginning to end.
Your trip is therefore divided into four possible paths, Warden and Crusader for those who joined the Resistance, Responsibility and Power for those who remained Loyalists. Since Praetoria is a dystopia, they don't translate all that well into Paragon City moral alignments, as each represents a very distorted view of the typical Hero, Vigilante, Villain and Rogue. To the Praetorian mindset, Loyalists are heroes and Resistance are villains, and the further you descend into the Resistance the more you step away from the limelight and all the pretty women. On the other hand, if you really want a blast, there's no partying like in the sewers, so don't go afraid to show Cole the boot!
Without further delay, here's the cards you're going to get.
Power - Prima-donnas
- Aria
- Duncan
- Belladonna
- Bobcat
- Tami Baker & Officer Welks
- Reese (bad ending)
Following the path of pop hero leads to public adoration, heroic parades and magazine covers, and of course as the top of the crop of Praetorian's high society you'll have a chance to meet the most gorgeous women in the city. Beautiful, yes, but these stuck-up bimboes will give make you want to rip your hair off in frustration. You'll spend half your time cleaning up their messes, the other half hearing them yammer about how their screw-ups were obviously your fault to begin with. Totally worth it, but if you take this path, bring either a bottle of pain-killers or some duct tape to shut them up. Take the red path at the end, you DON'T want to get the Reese Card by taking your hero ruse too far!
Responsibility - MILFs
- Cleopatra
- Tilman
- Vanessa DeVore
- Ivy
- Maxine & Emma
- Mr. Yin (bad ending)
You're going to be a real gestapo bad-*** if you take this path, and most women you'll meet here will be classy ladies with alot of skeletons in their closets. It's redundant advice, but don't trust any of those women! They'll use you, they'll abuse you and when they're done chewing you up they'll have their next boytoy stick a knife in your back. And after all that they'll still have the nerve to ask YOU to be reasonable! It says everything when the robot-chic is the most humane of them all. Don't take this path unless you're ready to try out your new handcuffs, because if anyone in Praetoria really deserves a spanking, it's them. Don't give in to you psychotic urges and take the red path in the end, though, or you'll get stuck with DeVore's former sweetheart instead.
Warden - Damsels in Distress
- Tunnel Rat
- Jessica Flores
- Rebecca
- Katie Douglas & Freed Seers
- Penelope Yin & Clockwork Seers
- Noble Savage (bad ending)
Here you get to play the dashing rogue coming to the rescue of the frail damsel in distress. And again. And again. It's uncanny the amount of trouble these women get into! If there's a minefield, you can expected them to be there happily picking flowers. Oh, they'll thank you, they'll hug you, they'll promise to be BFFs with puppy eyes and wishy voices. And they damn well should, just thinking about all the crap they made you do to "save them" is exhausting! In the end, you'll actually feel relieved to hit the portal back home. Now don't you dare look back, Katie's about to press the red button that says "DANGER" in extremely large letters, just, well, because. It's almost worth it to take the red side in the end, as Noble Savage's Card is particularly hilarious.
Crusader - Party girls
- Ricochet
- Splice
- Beholder
- Helix
- Scarlet & Dahlia
- Hatchet & Marty (bad ending)
Last but not least is the path of the bloodthirsty terrorist, erm, freedom fighter. Now these tunnel girls might not win any beauty contests, but they sure know how to party. Psychotic, to the last, but refreshingly honest and uncomplicated, even heartwarming at times. Best of all, you don't even have to pretend to understand what they're saying, as Resistance talk is conveniently meant to be unintelligeable to outsiders! So if blowing up hospitals and feeding innocents to rampaging ghouls is your thing, go crazy! Just don't mention the smell, and make sure you don't run out of things to explode - you really don't want to become their next big fancy target. Definitely go red in the end, Marty in a bikini is not as funny as you might expect.
There you have it. Now remember, the beta's still ongoing. If there's a girl card you really want to see that isn't on that list, go bug the red names until they say yes. As always, they're very open to suggestions.
P.S. Check the date of the thread before you post your comments -
How about a full eyebeam alternate animation set for Radiation Assault? On that matter, how about an eye/head animation for Spectral Wounds in Illusion Control?
Anyway, keep the new animations coming -
Hi ppl.
I'm not that experienced with Defenders/Corruptors (I usually go for the less complex hit-em-up AT), but I've made up my mind to try one of each. I've narrowed my choices down to Kinetics/Electric Defender and DP/Pain Corruptor, or their alternative Empathy/DP Defender and Electric/Kinetics Corruptor. Unless I get an invite (which are getting more and more infrequent nowadays), I mostly just solo it at the lower difficulties, no rush. Still, the BAF is coming, and with it the improved LFT tool, so I'd like to at least be team-ready at lvl 50 (when I get there). Anyway, I came up with this.
Kin/Elec (vs Elec/Kin) Defender
- Blue lightning sounds pretty good
- Access to Transference/FS 6 lvls earlier
- Access to all important dmg powers by lvl 10
- Team blasting (sapping) doesn't really suffer from Vigilance
- Easier to softcap S/L
- Easier to lvl
DP/Pain (vs Emp/DP) Corruptor
- Better concept for shooting ppl (hero using real bullets... really?)
- Doesn't lose dmg when blasting on teams
- Better dmg/debuffs solo/teams
- Easy to switch roles in teams from blaster to supporter
- Less demanding role on teams, just occasional healing/quick buffs/quick debuffs
- Doesn't have to randomly go redside to grab /Mace
- Easier to lvl
Or...
Elec/Kin (vs Kin/Elec) Corruptor
- Red lightning looks pretty awesome
- Equal (or near enough) sapping/buffing performance at high lvl
- Better dmg on teams
- Higher dmg cap works better with /Kin
- Doesn't have to randomly go redside to grab /Mace
- Overall better performance at peak lvl
Emp/DP (vs DP/Pain) Defender
- Chance to try out those angel wings I got awhile back
- Easier to softcap S/L
- Much better team buffs
- Much higher chance of getting team invites while lvling up
- Selflessness warming me up inside
- Overall better performance at peak lvl
This is my list of pros for each choice, leaving me the idea that the "fast lane" is Kin/Elec + DP/Pain duo, whereas the "long road" is Emp/DP + Elec/Kin. So..... what am I missing? Did I sum it up correctly or is there something I'm not factoring in the equasion?
I'm posting this on Corruptor forums rather than Defender's because, umm, from what I've been reading in the forums Defender diehards really scare me ^_^ Plus I find it easier to relate to Corruptor mentality (at least from the ones I've teamed with before).
Anyway, thanks for your help -
If you make and Earth, Wind and Fire blaster, I think I'd name him September
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Cole thought Peacebringers put too much of a strain on the Mediportal system, so he shut them out, making every Kheldian defeat a permanent death. It took only a few weeks for the entire species to go extint. True story.
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Quote:For brutes, all true, except EA lacks psychic defense even while running their tier9, whereas ELA doesn't really have any holes. Moreso, ELA running the tier9 is potentially capped to all resistances in the game. To make matters even more complicated, ELA offers a 20% +rech passive ability that significantly boosts a player's offensive abilities, EA offers nothing beyond its defenses.From a mitigation stand point, ELA has 41% resistance to SM/L/Fire/Cold/Psi, 32.4% to Neg, and 90% to Energy. This roughly equals the same mitigation as 20.5% defense to SM/L/Fire/Cold/Psi, 16.2% to Neg, and 45% to Energy.
EA has 25.7% defense to Sm/L, 29.3% defense to Fire/Cold, 32.2% defense to Energy, 22.2% defense to Neg, and stacks these values with 11.7% resistance to Sm/L/Neg and 14.6% to Toxic/energy. As you can see, when you convert the resistance values of ELA over to defense equivalents, EA has FAR higher values for the most common types of damage even before you factor its additional resistance bonuses.
Neither set at the time had a heal. Both sets had a g-d mode, but EA was blessed with a crash that the set itself could COMPLETELY negate (Conserve Power/Energy Drain) while ELA has the harshest tier 9 crash in the game. Power Surge from Electric Armor has -end, -recovery, and -HP,which is a combination no other tier 9 faces.
Electric Armor in theory used endurance drain as an additional layer of mitigation, but this ability scales poorly with enemy potency. Because of the way that debuffs are reduced as enemies con higher, this layer of mitigation is inadequate when the set actually needs an extra layer of mitigation against foes conning +2/+3/+4. When ELA doesn't need much additional mitigation against +0s the endurance drain is almost too potent.
And then there is the ubiquity of defense trhough Pool Powers and the IO system, which drastically alters the performance of these two sets (as Arcanavill pointed out). I played both EA and ELA on my Brutes, and ELA was and still is far squishier than EA.
Post buffs, ELA got the better heal, no matter what calculations Arcanaville might present on hypothetical values Castle refused to implement. Even if it were the 4.2% he suggested instead of the ingame 3%, I'd still take a 25% reliable heal with a lenghtier recharge over a 12.6% that requires 3 targets to be in range.
For stalkers, I agree with Arcanaville. Stalkers are capped at 75% resistance, and if you're going for a single layer of mitigation, which only old ELA and EA used to have, that resistance cap makes ELA a really bad choice, even if EA has that psychic hole.
Post buffs, at the end of the day ELA remains a resistance set with a heal on a 75% cap AT, so EA still retains a significant advantage (even if you ignore Energy Drain, which I mostly do).
But IMO, both ELA and EA were very poorly implemented on Stalkers (at least compared to sets like /Will, /Regen or /Nin), and even post buffs they remained the worse sets you could pick for everyone's favorite red AT. I imagine if it'd be like proliferating /Inv on stalkers by swapping Invincibility for Hide and Tough Hide for Repulse ^_^ -
Hi Arcanaville. I just want to say that I don't want to argue with you, because I know I'll lose ^_^ I'm still going to try to at least explain my point, no pressure for you to answer or anything, I know you're busy
Quote:You missunderstood me. I'm all for diversity, yay for different sets and different playstyles. What I don't like is to arbitrarily apply that diversity to sets that recognizably need (needed) help, not unless the solution is both creative and efficient. In this case, I feel that it wasn't.You say that like its a bad thing. In my opinion, powerset diversity is far, far more important than quibbling about which individual power in which individual powerset is better or worse. As long as the powersets as a whole are sufficiently well balanced against each other in performance given the game requirements, powerset diversity is overridingly more important than homogenized equality.
Homogenized equality is, in fact, something to explicitly go far out of your way to avoid. You do it only when you absolutely have to, and you virtually never actually have to.
Quote:FYI, when Energize and Power Sink were being tweaked, I calculated the best balance point for Energy Drain's heal from a setwide performance perspective to be about 4.2% per target. Slightly higher than Castle's value, but not extravagantly so. I wouldn't argue if it was increased to 4%, but I also wouldn't argue that its worthless or wildly improperly set at 3% either. If you hit four targets with ED, and it autohits, you're already at essentially half the strength of reconstruction in a set that isn't focused on heals.
In fact, the 4.2% number was a nearby number to the calculated value that happened to work out to the fact that if you slot it for heal and hit three targets, which is the size of a standard solo spawn, it will heal for about 25% health.
The problem is that brutes and stalkers are different creatures, as acknowledged in sets like Willpower, and a solution that works for one might not work for the other. I imagine the 2% (or 4% that you suggested) works well for brutes, since they usually face more than 3 opponents at the time (if only for the fact that they team more), but my stalker often finds himself alone facing a psy boss with only a minion around him. As I said, 2% + 2% doesn't do much for him in that situation. For me, that psy hole is precisely an example of bad diversity, uncreative and unefficient as it makes /Energy armor virtually unplayable against some of the game's official content (and highly prevalent at high levels).
In short, I wanted more for /Energy at that time, and I was disappointed that the fix to /Energy Armor consisted in (IMO) a fake heal at about half the strenght you reccomended and the scaling toxic resist on a passive I didn't pick. Moreso, the weakness-free /Electric (again, IMO) got energize instead (a real heal, and incidently auto-hit).
So I stand by my opinion when I say Novella's suggestions look interesting. You might not agree, but you're an exceptional player and dataminer. I'm just a grunt/cog who feels that his dusty old /energy stalker could use another reason to log in again...
Anyway, thanks for reading, Arcanaville. -
IMO, if the devs are still deadset on diversity at the cost of efficiency (no energize treatment to conserve power), I'd listen to Novella's suggestions. My En/En goes from mediocre (against anything but psy) to outright awful (against psy), and a fake 2% + 2% heal isn't going to change that.
A little off-topic, but is ANY dev actually working on game balance / QoL improvements? Because ever since Castle and BAB quit awhile back (or got fired, I don't know) I haven't heard any Red Names talking about reviewing the existing sets. -
Quote:Well, if it's Hotspur's son, I imagine he'd want to keep his father's gear, so /Devices probably stays. I'd suggest either Fire/ for pure mayhem (it goes well with the name, too) or...He's my namesake and any character that I recreate in his image (obviously not Energy/Devices) would need to have his name. I'm not a huge role-player but back-story and character fun out-weighs maximizing a build (plus I don't have the inf for it). So here's an idea.
His name is Agent Hotspur. How about I purchase a rename token and don him "Ex-Agent Hotspur"? Then I'll create a new Blaster and name him Agent Hotspur. Maybe the Ex has retired. Maybe he'll make the move to red side. Either way, I can "hang him up" of sorts and focus on building the new Agent Hotspur.
The new Agent Hotspur could maybe be his son. Or maybe his clone. Or could maybe just be the next guy to wear the orange and white tights.
Any suggestions on power combinations? I already have AR/Devices, DP/Mental, Ice/Ice, and Elec/Elec. I'm thinking maybe Fire/Energy. Anybody want to throw their power opinion out?
Sound like a plan? Sounds like I'm crazy?
... Have you considered Sonic/? With the new palmblast animations it looks and plays pretty much like Energy/ minus all the annoying knockback. It adds abit of synergy with its -res making up for the lack of build-up, the stun that stacks with Taser, plus Siren's Song to put a whole spawn to sleep, allowing you to set up a second bomb or summon the GunTurret midfight.
Another thing that just occured to me is the whole Kheldian stuff. I guess Agent Hotspur could have been fatally wounded, becoming a Peacebringer or Warshade to save his life.
Finally, you could always hang on to him and hope for a buff to Energy/ or /Devs... Hey, it's been 7 years, it's bound to happen someday ^_^
P.S. Don't name him Ex-agent! Be kind to the guy, make him a Commander or General Hotspur or something! If he goes civvie, why not give him a name, like John Spurs? Just saying -
I'd prefer it if they scrapped the heal portion of Energy Drain altogether and gave Conserve Power the Energize treatment, like they did for Electric Armor. It'd have the added bonus of facilitating proliferation to scrapper (since scrappers can't have Conserve Power on their armors).
I won't hold my breath, tho ;p