Akuma_Mishima

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  1. That's quite a guide, Camo. I agree with most of your advice but I must disagree about Blazing aura, I think it's a boon to aoe damage for any set and especially EM.
  2. [ QUOTE ]
    dev diaries are marketing?

    [/ QUOTE ]

    Would you believe closed beta testing and threatening with NDA is marketing as well?
  3. I'm curious, wasn't there mention of some sort of hospital in the Hollows in a previous dev post?
  4. Grounded's slotting suggestion is 1 End reduction. Thought it should be pointed out you.
  5. A Guide to the Super Strength / Willpower Brute
    Created i11

    SS/WP is a great combo. It’s a great solo build as well as powerful Team build. Top notch survival, good singlet target damage, a great aoe, and very useful soft control.

    *Disclaimer: I’m not very IO set savvy. I use some procs and some Globals, but I’m not interested in hunting down lots of sets nor am I interested in researching which sets are best for maximum efficiency. If you would like to leave comments recommending sets you are more than welcome to.

    [u]General Brute Advice[u]:

    You may have heard that Fury is key to playing a Brute, to this experienced Brute player this a lesson learned early on. Building Fury as early as possible is a foolproof strategy, and managing endurance makes it easier to do. Early on, you’ll want to slot for Endurance reduction instead of damage, then once you have the tools to help endurance management, you’ll be able to add damage slots.

    Remember that powerset selection is one of the Brute AT’s many tools. If you want to be a tank, or have great controls, or boost damage, or keep your endurance capped there are powersets that support these roles. But it’s hard for any single Brute to fulfill every role. Learn the limitations of Super Strength and Willpower to use it to the fullest potential. There are many things it can do without any help, but also several roles it cannot hope to fill without external support.

    [u]Super Strength base stat info, slotting, and recommendations[u]:

    1.Jab
    Single target melee attack.
    Animation time: 1.07 seconds
    Recharge: 2 seconds
    Cost: 3.54 End
    28.36 Smashing damage @ lvl 50
    7.156 second Mag 2 Stun (10% chance)
    Recommended slotting: 1 End, 1 Acc

    I didn’t take Jab on my SS/WP but some maintain that if slotted it will provide better DPS than Punch. Many also take it purely to build Fury.

    2.Punch
    Single Target melee Attack
    Animation time: 1.2 seconds
    Recharge: 4 seconds
    Cost: 5.2 End
    41.71 Smashing damage @ lvl 50
    0.67 Knockback (30% chance)
    Recommended slotting: 3 Dmg, 1 Acc, 1 Rchg, 1 Force Feedback chance for +Recharge

    I took this instead of Jab early on, the damage is ok until you factor in Fury and Rage. These damage boosts significantly increase the damage. In conjunction with Brawl/Jab/Boxing it’s going to be used to build Fury when you need it quick. Ideally, I placed 3 Nucleolus’s, 1 End, 1 Rech, and 1 FF Chance for Recharge to reduce the end cost and keep it recycling fast. (As a side note, if you did not know this already, any Knockback powers with magnitude less than .75 will knock mobs down where they stand).

    3. Haymaker
    Single Target melee attack
    Animation time: 1.5 seconds
    Recharge time: 8 seconds
    Cost: 8.53 End
    68.4 Smashing damage @ lvl 50
    0.67 Knockback (60% chance)
    Recommended slotting: 3 Dmg, 1 Acc, 1 End, 1 Rechg

    The archetypical tier 3 melee attack. It does good damage for it’s recharge. This combined with Punch will be what you typically use to dispatch minions / lieutenants when you want to save your long-recharge powers. This power has a great chance to knockdown mobs, keeping them from attacking without knocking them back. Ideally, I put 3 Nucleolus’s, 1 End cost, and 2 Recharges.

    4. Handclap
    PBAoE, Radius 15ft
    Animation time: 1.23 seconds
    Recharge time: 30 seconds
    Cost: 13 End
    9.536 mag 2 Stun (with a 50% chance for an additional mag 1 stun to stack)
    5.193 Knockback
    Recommended slotting: ???

    DO. NOT. WANT.
    Hands down Super Strength’s worst power. It will knockback all those juicy tightly packed mobs, which is bad gameplay to begin with but 100% anti-productive to Willpower’s Rise to the Challenge (which works off of mobs in melee range). If that isn’t bad enough, its starting Accuracy is 20% lower than the typical attack. This combined with Mu Patron’s Immob will make a short ghetto Hold, but that’s too much investment for too little return in my opinion.

    5. Knockout Blow
    Single Target melee attack
    Animation: 2.23 seconds
    Recharge time: 25 seconds
    Cost: 18.51 seconds
    148.48 Smashing dmg
    11.92 Mag 3 Hold
    7.789 Knockup
    Recommended slotting: 3 dmg, 1 Acc, 1 End, 1 Rchg

    Super strength’s premiere single target damage attack, as well as great mitigation. The hold will only one shot lieutenants and below and it’s unlikely that you’ll be able to stack 2 or more KO Blows to Hold Bosses. However, the knockup is the real mitigation, it will keep bosses and EBs from doing real harm to you. Combine the Knockdown from Punch, Haymaker, and KO Blow and you’ll be able to keep most mobs on the ground/in the air for the majority of the fight (one on one). An often-overlooked bonus is that KO Blow comes so early. At level 8, you’ll have a significant portion of your attack chain filled. The power comes with an inherent 20% bonus to Accuracy. Ideally slotted, I put 3 Nucs, 1 End, 2 Rchgs.

    6. Taunt
    Targeted AoE, Radius 15 ft, Range 70ft
    Animation time: 2.67
    Recharge time: 10 seconds
    No end cost
    Max targets: 5
    41 Second Mag 4 Taunt
    Recommended slotting: 1 Range or 1 Recharge or 1 Taunt Duration

    I did not take this on my SS/WP. Brute attacks come with a short mag 4 taunt that can be used to taunt most enemies (pvp and AVs excluded), combine this with WP’s taunt aura and most of your taunting needs are satisfied. That said, Taunt is good for making sure you get the brunt of enemy attacks therefore building and maintaining fury easier. For PvE, it’s autohit, while it requires a Tohit check and accuracy in PvP.

    7.Rage
    Self affecting Buff, Special
    Animation time: 1.17 seconds (Skippable?)
    Recharge time: 240 seconds
    Cost: 5.2 seconds
    20% Tohit Buff for 120 seconds, 80% damage buff for 120 seconds
    After 120s player receives -25 Endurance to self, -20% Defense to self, -9990% Damage to self
    Recommended slotting: 3 Recharge (3 Tohit, optional)

    One of Superstrength’s signature powers. It’s more or less a permanent buildup effect that can stack if you get hasten and build for recharge bonuses. This becomes a lifesaver when Smashing resistance is more or less the norm in higher level play.
    *Recently Rage was changed from an Only Affecting Self period. This time didn’t allow you to activate your powers to mitigate damage, and more importantly it shut down Rise to the Challenge entirely. This made Rage Crashes very dangerous for WP Brutes. It is now much safer, but Castle has claimed he will be looking at this power once more come i12.

    8. Hurl
    Ranged single target attack, range: 80 ft
    Animation time: 3.83 seconds (!)
    Recharge time: 8 seconds
    Cost: 9.36 End
    68.4 Smashing damage
    7.789 Knockback (50% chance), -1 Fly for 15 seconds (target can not fly)
    Recommended slotting: 3 Damage, 1 Acc, 1 End

    I didn’t take this power because the animation time is very long. This unfortunate feature combined with its Haymaker damage will ruin any chance of decent DPS. As a survival caveat long animations can be deadly for WP Brutes, while you’re busy trowing dirt the spawn around you is making you hurt. You could be clicking footstomp or even using your quicker attacks to knockdown several targets, or really anything more useful than trowing dirt.

    9.Footstomp
    PBAoE, Radius 15ft, Max targets: 10
    Animation time: 2.1 seconds
    Recharge time: 20 seconds
    Cost: 18.51 End
    59.22 Smashing damage
    0.67 Knockback (80% chance)
    Recommended slotting: 3 Damage, 1 Acc, 1 Rchg, 1 End

    This is an excellent power for any Brute and especially for WP. It does a good amount of damage, in a large area. Combined with Fury and Rage it’s very powerful. It comes in handy for WP due to the large chance to knockdown many targets. This keep mobs on the ground fueling your regen (through RttC) hopefully long enough to get hit with it again. You team mates will enjoy the damage mitigation because it’s such a large area, and because it’s knockdown the other melee’s won’t need to run all over the place. Ideally slotted, I put 3 Nucs, 1 End, 1 Rchg, and 1 FF Chance for +Recharge

    [u]Willpower base stat info, slotting, and recommendations[u]

    1.High Pain Tolerance
    Auto power
    5.625% Resistance to all damage types, 20% boost to Maximum Health (50% enhanceable)
    Recommended slotting: 3 Heals, 3 Res

    This passive buff to HP and Resistance is invaluable in early levels, and while the resistance loses its luster slightly it’s still all-encompassing and keeps your brute from having any large ****** in the armor. The boost to HP can only be pushed to about 30% with three regular SOs.

    2.Mind Over Body
    Toggle
    Cost: 0.208 End / second
    16.875% Resistance to Smashing and Lethal damage, 15% Resistance to Psychic damage.
    Recommended slotting: 1 End, 3 Res

    This power is unique because it provides a substantial resistance to psychic damage, more or less useless to heroes early on but villains encounter psy damage much more frequently from Fortunatas. Another interesting feature is that this power is easily pushed off until the mid to late 20s. As mentioned at the beginning of this guide, Endurance management is key to building and maintaining Fury, and early on toggles and attacks can be very expensive. A WP can save end by using Fast Healing, High Pain Threshold, Indomitable Will, and Rise to the Challenge and selecting Mind over Body later on. Survival is not particularly compromised but make sure to pick it up eventually.

    3.Fast Healing
    Auto power
    75% boost to Regeneration
    Recommended slotting: 3 Heals

    Fast healing provides a better boost to Regen than Health from the Fitness pool, but not by a huge amount. It’s a good power, giving you some passive Regen that’ll cut down time in between spawns and supplant Rise to the Challenge’s regeneration boost. Fast Healing also provides a small boost to regeneration debuff resistance, however many regen debuffs I come across seem powerful enough to overcome this resistance.

    4.Indomitable Will
    Toggle
    Cost: 0.208 End / second
    7.5% Defense to Psychic damage
    Protection against Disorient, Hold, Sleep, Fear, Confusion Mag 10, Knockback -10
    Recommended slotting: 1 End, 3 Def

    The archetypical melee mez protection. Not so archetypical is the wide variety of mezzes and statuses it protects against. Fear and Confusion are infrequently resisted in other powersets and usually at the expense of one of the other mezzes being dropped. Also, IW grantes a noticeable amount of psychic defense.

    5.Rise to the Challenge
    Toggle PBAoE 5-7ft? Radius
    Cost: 0.208 End / second
    100% Regen bonus for the first enemy that enters into melee, 25% Regen bonus for each subsequent enemy that enters into melee (the first enemy will net you 125% regen however)
    3.75% Tohit debuff to enemies that enter into melee
    *** Second Mag 4 Taunt
    Recommended slotting: 1 End, 3 Heals

    Perhaps Willpower’s centerpiece power, RttC is the vengeful son of the two spited powers: Invincibility and toggle Instant Healing. You will be tailoring your play style to RttC more than any other power in the set. The typical strategy is to get as many mobs surrounding in melee as you can, keep them from staying at range. This will fuel your regen to considerable levels. RttC also possesses a small tohit debuff that will help your defenses when you get Heightened Senses, but loses potency when you begin to fight enemies higher than your current level.

    6.Quick Recovery
    Auto power
    30% boost to recovery
    Recommended slotting: 3 End mod

    QR finally makes it’s Villainous debut, and on a brute no less. Quick Recovery provides a stronger boost to recovery than Stamina, and comes around the same time. This power eliminates any endurance troubles you had before taking it.

    7.Heightened Senses
    Toggle
    Cost: 0.208 End / second
    2.4975% Defense to Smashing and Lethal damage; 9.75% Defense to Fire, Cold, Energy Negative
    ??? Resistance to Defense Debuffs
    ???ft Bonus to perception
    Recommended slotting: 1 End, 3 Def

    HS provides decent defense to most of the exotic damages in the game, and small defense to smashing and lethal. Some people believe this power can be skipped, but the times an enemy misses are times when you’re able to regen life back unimpeded. It, combined with your resists, will allow RttC to do it’s job better. As an added bonus, you can now see those Bane Spiders before they AS you (cheaters!) and Black Widow –Perception grenades are less of a threat (especially with Rage counteracting the –Tohit associated).

    8.Resurgence
    Click
    Self Resuscitate
    Full heal, 50 Endurance granted
    28% bonus to damage, 21% bonus to Tohit, 50% boost to recovery, 100% bonus to Recharge reduction for 90 seconds
    21% debuff to Tohit, 16% debuff to damage for 45 seconds (delayed 90 seconds)
    Recommended slotting: 1 End mod

    Perhaps WP’s most easily skipped power. The idea supporting self rez is simple, your character has KO’d and this will bring you back into the fight relatively quickly. The common argument against self rez is a little more persuasive, how about you provide a power that keeps my character from dying in the first place? Unlike Dark Armor’s rez or Fiery Aura’s rez, Resurgance provides no guarantee that the same enemies who just killed you won’t be killing you again. However, Resurgence does provide a noticeable buff to Tohit and Damage, as well as an undocumented buff to recharge rate and recovery (in effect, almost mirroring Radiation Emission’s Mutation). One End mod IO will allow you to regain 75%-80% of your endurance after rezzing, that’s why I recommend it. If you take this power, I suggest reviewing your build to make sure you have all the useful powers you want. Your WP Brute will die, and at least it’s not Regeneration’s Revive.

    9.Strength of Will
    Click
    18.75% Resistance to Smashing and Lethal damage
    9.375% Resistance to Energy, Negative, Fire, Cold, Psychic, and Toxic damage
    20% Buff to recovery
    Mag 8Protection from Hold, Stun, Sleep, Immob, and Knockback, Can be used while effected by these statuses
    120 second duration, 300 Recharge (cannot be buffed or debuffed)
    -50 Endurance (delayed 120 seconds)
    Recommended slotting: 3 Res

    Willpower’s Tier 9 “Godmode” click. Its levels of protection don’t match Unstoppable, Powersurge, Overload, Elude, or Moment of Glory (seems weird to reference MoG these days). However, SoW is up much more often than any of these powers (except MoG), and lasts substantially longer than MoG. The Crash associated with SoW is very small compared to the crashes of other Tier 9’s, most will either drain all of your Endurance or drain both your End and virtually all of your HP. As an added bonus, if you find yourself held, slept, or stunned, you can use this like a breakfree.

    [u]Suggested Power Pool Selection[u]:

    Fitness:

    Is Stamina needed? No. But without massive +Recovery IOs and set bonuses, 4+ toggles and End heavy SS attacks can take its toll on QR. Stamina and QR allow you to smash indiscriminately.

    Fighting

    Tough is very helpful for WP Brutes. It provides an 18% bonus to s/l resistances when slotted(iirc), this helps when mob s/l damage becomes noticeably more dangerous in the 30s. Many Brutes also take Weave, I find that an /EA brute or an /SA brute gets more out of this. WP doesn’t have the glaring Psychic damage hole that both of these has (/SA while in Granite, and /EA’s Stealth power’s small def to all). WP already has substantial defense to most sources (no toxic defense of course), and this would put your toggle count at 6 (or 7 if you take Combat jumping).

    Speed

    Hasten provides little to no benefit to WP. However, it works very well with SS. All your attacks will recharge quicker allowing you to:
    A. Build and maintain Fury easier.
    B. Double stack Rage (160% dmg boost, 40% Tohit boost) easier.
    C. Keep Bosses and Elite Bosses knocked down more.
    D. Footstomp, FootStomp, Footstomp more to obliterate mobs as well as keeping them from attacking you.

    Travel Power

    This is purely the player’s decision. WP used to have an Immobilization hole in it’s Mez protection necessitating Combat Jumping, but since it’s been changed it’s no longer needed. I chose Super Jump because it affords you good vertical and horizontal mobility.

    [u]Patron Power Selection Recommendations[u]

    Mu and Soul Mastery

    I placed these two sets together because they’re typically regarded as the two best PvE patron pools ( don’t know what’s best for PvP the consensus changes depending on who you ask). Both sets have very quick animations allowing you to attack or move more, and aoes that allow you to stay in the middle of the action.

    I recommend Mu’s two blast powers, Mu Lighting (single target) and Ball Lightning (aoe). Mu Lighting is blast that does slightly less damage than Haymaker, it’s all energy damage, and it even saps a small portion of endurance. Ball Lightning is an aoe that does Whirlinghands damage (mediocre-moderate) but it does so over a large aoe with a 15 ft radius (Footstomp), the bad news is that half of the damage is over time. I’ve found that Mu Lightning is powerful enough to use in melee ranged attack chains as well as ranged shots. Ball Lightning’s damage isn’t enormous, but if used at the beginning of an attack chain its dot effect isn’t quite so annoying. Electric Fences will stop knockback and therefore keep mobs from falling, if you have a need for an aoe immobilization I’d suggest looking elsewhere.

    I have an equal but opposite opinion of Soul Mastery. Gloom (single target blast) and Dark Obliteration (aoe) are both good powers for a Brute to use. Gloom does just under a Haymaker of damage, it’s all negative dmg, but unfortunately it’s damage over time; Gloom also possesses a small tohit debuff. Dark Obliteration does whirlinghands damage just like Ball lightning, but the damage is all upfront and negative. Soul’s immob is a cone, this will force you to leave the fray (and therefore your substantial regen) to use it, or force you to use it before engaging and risk immobing them too far away to activate RttC.

    Mace

    Mace’s animations are longer than Mu/Soul’s, is subject to redraw adding even more time, and it’s blasts are half smashing. However, the immob is aoe and won’t kill footstomp’s knockdown. This will allow you to stay in melee as well as enjoy the mitigation of SS, however useful you find this.

    Leviathan

    Mako provides you with even longer animations, and only cones. I highly recommend against taking this set. Running out of RttC range, and long animations will get your WP killed. Personally, I could do without farting sharks and spitting goop regardless of gameplay disadvantages.

    [u]Some Strategies Gleaned from Experience[u]:

    Willpower can take the Alpha

    It’s easy to assume that WP’s low Resistances and low Defenses will keep it from surviving the alpha when teaming. Thankfully, with HPT’s HP increase and some mitigation, a willpower brute will be able to successfully take the alpha and survive. I even recommend this to ensure mobs stay within range of RttC.

    Will WP always be able to take the alpha? No, bosses, elite bosses, and AVs can put a crimp in survival. Sometimes they resist knockdown, sometimes they hit harder than you expect, in these situations it’s important to understand what went wrong and hopefully avoid them in the future.

    Always Attempt to Gather mobs into RttC range

    Rise to the Challenge is perhaps, as said above, WP’s most important power. Recognize which mobs prefer ranged attacks and which ones prefer melee. Engage the melee then move to the ranged ones, so that the melee follow you. Profit. If need be, pull them to a corner and attempt to jump in the middle.

    Prioritize Mobs to Benefit RttC best

    Now that you’ve gotten the mobs around you, are there any other pro-strats to help me? Why yes, there is. You may have noticed that RttC’s regen bonus ignores enemy rank. That even con minion will net you the same regen buff as that lvl 54 Statesmen. This, however, ignores that these mobs are attacking you. An even con mob will be doing much less damage than a Boss, and therefore allow you to regen more. So, what’s the strategy? Once all mobs are in melee, take out the ones that do the most damage. That way, you’ll be maximizing the Regen provided by RttC, this is especially apparent when it’s down to the last mob and you’ll be wishing you killed that Gunslinger first while leaving the operations engineer last.

    Prioritize the Mitigation properties and the Damage properties of your attacks

    You’ve probably already gathered by now that SS provides excellent mitigation by knocking an enemy down preventing him from attacking. It’s important enough to reiterate however, that even though you may not have very much fury, sometimes it’s wiser to use Footstomp to drop the spawn to it’s knees or KO Blow to send the bosses flying, than to wait for a higher damage bonus. In the end, you will survive longer.

    Concluding Remarks and Thanks

    This is a very fun Brute set for reasons stated (sometimes ad nauseum) above and perhaps for reasons you’ll find out yourself.

    I’d like to thank Red Tomax for Super Strength numbers, and for making a wonderful resource in general (City of Data). I’d also like to thank EvilGeko for providing WP numbers, allowing me to write this away from CoV on my laptop. Thanks go to Krytical, Ostrakon, Candlestick, and the Brute Forum at large for providing a relatively sane, helpful, and fun AT Forum. Thanks also go to Castle and Pohsyb, and the other Devs responsible for the Attribute Monitor.

    SMASH
  6. [ QUOTE ]
    So, then you saw all the references to the other thread and saw the parity between the two as far as the OP goes, thus able to come to the obvious conclusion that the OP was in fact a spoof and in no way serious, thus not requiring a serious response, like the one you gave, right?

    [/ QUOTE ]

    can't have teh lulz w/o teh frunz.
  7. What happens when you begin with the bare minimum and then several team mates need to quit?

    This change prevents casual players from organzing Task forces and strike forces, especially Villainside where subscriptions are dwindling and reducing the player pool already.

    The late explanation is superficial and hardly persuasive. Villainside Cap Au Diable SF was farmed because the redside market is anemic compared to the blueside market. This change will only increase this large gap. Clearly NCSoft is making changes to keep the game interesting by preventing easy recipes, but what will you do when the market has so few?

    I'm tempted to think that NCSoft is attemtping to manage serversize by making CoV uninhabitable.
  8. Akuma_Mishima

    Nice people

    [ QUOTE ]
    Budokai. Even if he doesn't want to admit to it.

    [/ QUOTE ]

    Yeah, let's see how ya think after some of us get dragged through his debt raid =P

    Just kidding, good luck.
  9. There were some "Board train" missions that villains could enter via a portal that acts like a train door in rwz.

    Apparently that lead to some badges being given out that are forbidden. Wow, funny how the devs get all riled up about some badges.
  10. I was always disturbed by the fact that they have no stomach/guts.
  11. The best things about i9 were the STF, the tweaks, and bug fixes for me.

    I don't like IOs, Crafting, or the auction house. My server has not had one successful Hami raid because there is not enough interest these days.

    I like new zones, new powersets, and expanding gameplay (ie the coop feature to the new zone speculated to come i10).

    The people who dislike i9 more than me already voted, in their subscription exit survey. This "vote" is fluff to convince people what a broad-sweeping success i9 is.

    IMO, just move on and start spreading more rumors about i10 to get the oldbies back.
  12. People may be complaing more because they may be genuinely dissatisfied with the game.
  13. I think that's the first time I've heard Posi say never to anything.

    Every other time it's been "On the back burner" "Not enough time right now" "Not currently on the schedule".

    Wooo! Time to start dreaming up that Pistols / Kin Corruptor.
  14. [ QUOTE ]
    [ QUOTE ]
    My wife has problems with the Ranged shot issue. It happens when targeting drone is on. Causes the draw animation to happen 2x, there by slowing the attack and wasting some of her Aim.

    [/ QUOTE ]

    This should be fixed on the Training Room server currently. Give it a shot and let me know if it's still a problem.

    [/ QUOTE ]

    And he does puns ladies and gentlemens!
  15. [ QUOTE ]
    So - here it is.

    Added to the patch notes:

    The Hamidon has been increased in difficulty. It is now capable of using one of its attack powers even when Held, Slept, or Stunned.

    Evidently Hammy got a laser beam on it's head a long time ago but just now figured out how to use it.


    The Mitos are AVs and are acting according to this patch note:

    AVs/Heroes and Giant Monsters now ignore threat level damage multipliers for different Archetypes. They are still affected by Taunt as before.

    As for the drops? Bug.

    [/ QUOTE ]

    Will the proposed AV Regen rollback effect Mitos and Hami?
  16. I was able to get the Scorpion shield as well for my MM and can say it's very handy indeed. I'm even gladder to say that the End cost is negligible which means I can use the extra slots somewhere else.
  17. In my travels as a MA / Regen Scrapper I've noticed that other ATs have strategies, tactics, and abilities that we as Scrappers don't.

    However, I consider myself philosophy of all that is "Scrap" and have come up with acceptable Scrappy substitutes for these tactics.

    1. Pulling Many Blasters have talked about something called a "pull". The idea is to subtley "encourage" one mob off the group in order to whittle down their numbers.

    Well, as I see it the whole idea is to get one bad guy from point A to point B, so I came up with the the Scrapper version of "the Pull" which I have dubbed "the Push". Pushing involves running behind the mob in question and knocking him back to the group. What's that? ALL the enemies showed up? Wonderful! Saves me the trouble of running back to Push the rest of them!

    2. Holds Apparently, those handmotions the Controllers do are actually a power and not just them wasting time with Emotes. They can keep a mob temporarily in place under their control hence the name Controller! Anyways, this is called a Hold. I know what you're thinking, "They hold the enemy? Bahahahaha! What's their Ultimate power? Dry humping them?"

    But don't be so quick to judge this "holding" because as I will explain, Scrappers are the best at it. In Holding an enemy is temporarily kept for moving or using their powers. However, a Scrapper can easily keep an enemy "held" indefinitely simply by killing it and I don't need to tell you that we Scrappers are the best at killing! Genius!

    3. Taking Mass Aggro Now as Scrappers we know what Aggro is (a Mob's uncontrollabe jealousy over how awesome we are) , but did you know Tankers can take aggro from multiple enemies and do this is repeatedly? I know! The bastards can't kill their own mobs so they want to take all OUR'S!

    As infuriating as it is to have a Tanker taunt that LvL 53 Infernal AV off of your epic solo battle (Damnit! I had him on the ropes! Those last 20 HP I had would have clearly stretched me to waiting for Archmage to pop again!), it is a solid fact that you can Aggro a thousand times better than any Tanker. Most Tankers rely on a few key factors: A. Good solid resistences and HP B. Inteligent use of Taunts & Gauntlet and C.Waiting for the team to get ready. As a Scrapper, you don't need to pay attention to any of these, infact they'd just hold you back! Right before the team gets ready, run past any and all Mobs ahead of you. Our buddies the Empathy Cheerlea- Errr defenders know about this and start our race to glory with their cue "Gather for AM, plz". You'll be Aggroing each and every damn one of those Council, Freaks, and Mitos in no team! Hell! I got so many at once that my team left the map before we finished the mission, they must have thought that I did such a great job that the mission was finished!

    Learn well young ones! For someday, even you may enlightened enough to delve into all that is "the Scrap"!
  18. Has anyone had any bugs or trouble with the 1st storyline?

    I got to the "Seek Info on Dr. Q" mission and happened upon a weird bug that occured each time I reset. When I rescue the Paragon Protector Elite it'll help me but before I'm able to get it to the terminal as per the mission requirements, it "freaks out" and begins to travel at Super Speed while flying back and forth. It disappears if it's out of my sight for a little.

    I'm not sure what triggers the freak out. At first I thought it was simply commanding my henchmen to heel that's what it looked like, but then it spaz-ed out without me doing that.

    I Bugged it but didn't expect a response considering it was like 2 AM.
  19. Akuma_Mishima

    Nice people

    Too many nice people to truly acknowledge them all.

    But one can try.

    Hakster

    UkaseRex

    CallMeBruce

    Sgt.Pandora (!)

    SpinicalSmash

    Liberty's Rad, Bad, Not a Fad! Knightz of the Round table including but not limited to:

    Smasher2

    DudleyDoRight

    Fyglia

    (Fyg's husband who has alt-itis)

    SuperBull2

    Froggy

    MendyFresh

    WhiteFang

    HHHTheGame

    Sparkplug

    Centered

    AND ALL OTHER MEMBERS!


    ...now who am I forgetting? Oh Right!

    The Invincible, Geas of the Kind Ones, Protector of Kindness...

    Akuma Mishima!

    It's too bad that guy hasn't logged on in a while, rumor has it the Devs are waiting for his fabled return to put i7 on Live...
  20. This change moved stim off my power trays and changed it to being a useful power to a heal self gateway power.
  21. If they put all crey troops in power suits then I could understand how a few of them could match a hero, but they are in a doctor suit. The riot guards are protected by the awsome might of a bullet proof vest. Even freak minions and lieutents start looking a bit wierd in the mid thirties. He is showing bare skin rather than being clad in ultra heavy armor like his tank brother? Well Mr. I'm Too Tough for Armor meet Mr. Singularity.