Zul_Vakirol

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  1. Quote:
    Originally Posted by Virusman View Post
    It looks like it's called the ULTIMATE REGEN GUIDE to me, that seems appropriate.

    Just because you're like most people and won't do it, doesn't mean that it's not a really great way to build Regeneration.


    He goes pretty in-depth about the powers, as well, so just from an informational standpoint it's worth a read.


    You can easily make /Regen unstoppable without a hefty pricetag, PVPs and Purples make it even better, though. The set bonuses were just made for it, they can be a luxury for other builds that need the def set bonuses (a lot of them)
    In depth? I gathered that kind of detail by looking at what they did for my claws/regen, and I could just look at the set bonuses when getting to 50 with skads of inf and draw up the same conclusion for what sets to slot where for global recharge and getting close to softcap.

    It's little more than what I said, an instruction pamphlet for someone at 50, and by the time they could look at the guide and make good use of it, they'd be doing so already. Anyone who plays regen knows it's best to get as much global recharge and defense as possible from IO sets, that's been common knowledge since they were introduced way back when.
  2. Quote:
    Originally Posted by planet_J View Post
    So, what you're telling me, is that other than perhaps a fistful of IO enhancements...the majority of the INDIVIDUAL IOs that I slot into any given build, BY THEMSELVES (one at a time) cost MORE than your "richest build"?

    Ok, I am betting you solo on something like +0/x4 or team mostly...probably takes you something like 20 issues to get to 50...etc...and you like that right? That's fine...

    However, before you start talking about what an "expensive IO build" is...here's a tip...when people start talking about IO builds with even a single piece of Kinetic Combat, or Luck of the Gambler, or a Numina Proc, or a Miracle, Steadfast Unique, etc...when you hear those terms, run for the hills...SERIOUSLY...you need to cover your ears with ear muffs, then wrap your head in a blanket, then cover your ears with your hands, and start screaming, "la la la I can't hear you!!!" and run for the hills.

    On my most expensive build, I just counted, and I have only 5 IOs in that entire build that cost less than the $50 mil inf that you are claiming is your "richest build"...most of my individual enhancement pieces cost 2-6 times that, one piece at a time.

    You can keep your SOs or plain IO enhancements, I will take my sets and my bonuses, build them the way that I want to, and be happy soloing +4/x8.

    But the majority of builds I see people asking about are somewhere between 10 times and 40 times your "richest build"...so I would think you should realize your own perspective is perhaps a bit skewed...when the majority of people on here build around +/-$1 bil inf for an average/budget build. Not that there are not some that still build SOs...but they have been doing it long enough they don't need tips for slotting.
    Dude, your guide, simply put, is the scrapper regen equivalent of a Purple'd out Warshade.

    It is -NOT- a simple guide, it's just an instruction pamphlet for people with billlions of inf at 50. Why don't you call it that? Or just post it here where people can actually comment on it like they would any other guide?
  3. Quote:
    Originally Posted by Darth_Khasei View Post
    Roll a DM/SR scrapper a with standard set IO's and no incarnate powers and you will see it is not that hard.
    Werner showed that could happen. Just took him six hours against Nemesis.
  4. Broadsword was made with Scrappers in mind, as it's all about damage, damage, damage. Not DPS, but insane Burst Damage. Crit with Headsplitter when using reds or heavily buffed ans watch that HP plummet.

    War Mace and Battle Axe have more soft controls in them because like all other secondaries save for Fiery Melee, they were made with Tankers in mind. Not dealing crazy damage, but enough damage while throwing out a few specific forms of soft control to help with the job of tanking.

    That's pretty much the real difference, WM and BA were designed with Tankers and Tanker numbers, so they compensated with various soft controls, whereas BS was for Scrappers with Scrapper numbers, and no real reliable soft controls in comparison. Heck, Battle Axe gets Gash, a very hard hitter, at level 2 on Scrappers because for Tankers, it's a level 4 power that is on lower damage modifiers. Broadsword has to wait until Disembowel for a similarly powerful attack, more or less. Not to say that Broadsword is terrible in comparison, but giving Battle Axe's numbers to Scrapper damage modifiers and crits with the set as a primary and not a secondary shows how powerset proliferation did alter the game quite a bit.
  5. Quote:
    Originally Posted by Mordheim View Post
    Thanks for all of the input!

    Due to the quickness of Death From Below and the large number of Experienced temp powers I have sitting around, I was able to give a few things a try. Started with the Fortunata and for whatever reason it just didn't "click" for me. I think, in part, that I wasn't a big fan of the widow claws and mixing weapon attacks with the mental ones. Having redraw within my own primary was kind of meh and I felt really gimped just taking the non-weapon powers (specifically missing dart burst and follow up felt painful). I did really like having controls to solo with though and that part of it was quite fun.

    Second, I dusted off an old arachnos soldier, got him over the tiny hump to 24, and went crab. So far, enjoying that more than the Fort, but missing the lack of control. It is a ton of fun crouching and spraying packs with laser fire and arm-fired grenades though. Even if this doesn't end up my favorite, I think I'm definitely enjoying it.

    Honorable mentions (but not played high enough to really sink my teeth into) go to Sonic Attack on a Defender. The suggestions about Corrs/Defenders made me look through them and even at the low levels, screaming at stuff and debuffing its resistance felt awesome. I went with Defender for that because the -Res was higher and it just felt "right". Now I just need to pick a primary I like and that may be the favorite... Also made an Ill/Rad Controller given the comments about Controllers and the things I liked about a Fort. That is pretty darn awesome so far. Other than having to fight Arachnos robots, confusing and blinding stuff solo is tons of fun and I was really, really enjoying debuffing stuff. While I enjoyed buffing on the Fort, the rad debuffs definitely felt like they had more oomph and I noticed a much bigger shift in the performance of a team.

    Regarding the concept thing, I actually do like to RP in this game. That said, I am someone that has to like the play experience first and THEN find an interesting concept to work with a play experience I enjoy. I can probably come up with a good story for any combination though, especially given the amount of time I blow tweaking the costume and the look of every individual power. So yeah, totally get into the concept, but the play experience has to be worth it or I'll just stick a similar concept onto a better play experience =P

    Thanks again and feel free to offer more suggestions. So far they've definitely guided me to a way more awesome time in CoX.
    Earth/Storm is great. It does take a while to get up with decent powers, but DFB fills that need perfectly. I find the addition of fitness as an inherent and able to take a travel power without pre-reqs to be very nice. About the only powers I never took on my Earth/Storm were Salt Crystals and O2 Boost, and even now I'd just take Fly for my travel power, Hasten to get everything up faster, and O2 Boost purely to help Stoney in some tough fights or to slap on a tank/scrapper/brute who's be expecting lots of end drain and isn't Elec Armor.

    Quicksand is great, you can throw it down and follow up with Stone Cages to keep them still, immediately hit them with Stalagmites (all the -def is for a reason) and you've got a quick, poor man's aoe hold right there. Volcanic Gases is easily the best aoe hold ever, no matter what an illusion controller or mind controller will say. You plop down a pseudo pet and for the duration of the pet, it keeps re-applying the hold, so even after the first few targets that are held die, survivors will be held.

    Earthquake is wonderful, it keeps enemies flopping up and down, doing absolutely nothing. It debuffs their resistance a lot, and the AI tells them to leave the patch ASAP. However, communication is key, if other controllers/dominators keep throwing off their aoe immob for damage, I'm looking at you fire controllers/dominators, then a good chunk of Earthquake's mitigation factor is gone. Snow storm is useful since it slows down the enemy a lot, even with -recharge, it's a good -fly as well. Steamy Mist is great because most tankers will appreciate the extra fire and cold res, plus it gives mag 6 confuse protection and hefty confuse resistance, so on the rare spawns that fire off confuse, invulns and such will love you. You could even combine Steamy Mist with Superspeed for cheap PvE stealth as well. freezing Rain is more for the -res and constant knockdown than damage, but refer to Earthquake for dealing with immobs that have -kb on them.

    Hurricane is godly when you can herd enemies into corners, and this is where terrain and such comes in handy. Office maps with those small cramped quarters and you can have an entire spawn of say, Tsoo Yellow Ink Men in one corner, their tohit debuffed and even going through the knockback animation. The aoe immobs will stop knockback, but not repel. I recommend going to places like The Hollows or Perez Park and stick to the -11 Hellions, Skulls, etc to practice proper Hurricane and Gale use. Yes, even Gale is useful. Throw an annoying melee enemy back into one of your patches, or off of a fellow squishy team mate, but do not use Gale whenever just because it is up.

    Thunderclap is a nice PBAoE stun, and when combined with Stalagmites, will hold Bosses as you'll be combining Quicksand, Stone Cages, Stalagmites, and Thunderclap together.

    Tornado and Lightning Storm are both damage pets and control pets. One reason I recommend taking Fly or at least Hover is because if you fire those powers off while hovering/flying directly over your target and thus target location, it should turn the Knockback into Knockdown, but there is a new unique IO that's coming out soon enough that will turn all KB into KD, and that would really only hurt Gale since Hurricane pushes away mainly with Repel.

    Again, it's a very tight build that relies a lot on hasten, not perma hasten, but perma hasten just improves it even more, and good positioning and knowledge of the area you're in. Office maps are perfect for Hurricane to herd, in wide open maps, hang near the squishies to keep hard melee hits off them via repel and by debuffing tohit if repel won't cut it.

    Fire Mastery gives you a nice self-rez incase you need it, but there is a delay between activation and untouchable, so it's less useful in stuff like Magi Trial with Tyrant in it. Stone Mastery gives more control in it's few attacks, plus a hefty +HP/Heal in Earth's Embrace. The patron power pools, Scorpion's shield is +def, so good for those sets. Mu Mastery has power sink for when you need more end in a snap. Primal Forces is mainly for conserve power, temp invuln, and power boost. Ice is iffy, Hibernate is questionable on a squishy controller that's active enough as it is. I would have to say that your most useful Epic Power Pool is Psionic Mastery for mainly Indomitable Will, maybe Mind Over Body, but IW is a mez protection and the only pool that grants it to controllers is duh, Psionic Mastery.

    Rather long-winded, but there you have it. Oh, and your powers are very visible, so people will know how much you're contributing, no matter how much their graphics cards might suffer for it.
  6. Quote:
    Originally Posted by planet_J View Post
    Yes, as a matter of fact it is...What's expensive? DW? LotG? Crushing impacts I bet right? Or Oblits sets? Maybe it's the Reactive Armors/Aegis I recommend too??

    That guide works for a budget around 1 bil inf +/- and sadly more of that is the defense and resist IOs than anything else. If you build cheaply, you can cut costs and get the right sets, or if you're patient...

    When was the last time you looked at Regen?
    1 billion is like, 20 times what my richest character has, at least.
  7. Quote:
    Originally Posted by Nyghtmaire View Post
    HI there and welcome back to the game.

    At the outset, let me echo _Pine_'s recommendations, except:



    Since you are going for a hover build, I would not recommend chasing the slashing/lethal ("S/L") defense softcap. If you're hovering, range and aoe positional attacks will pose much more of a threat. Instead, you may wish to layer defense and resistance, especially any energy resistance you can scrounge.

    And +recharge, of course, rocks!

    I have a sample build below. It uses a couple enhancement boosters to lift range defense up to 32% - or the value it would take to softcap range (and AoE in this instance as well) with one small purple. Also, it uses a gladiator's armor slot. Since you've been gone, these pvp shinies have decreased substantially in price from their +2billion peak to the 200-300 million mark. It is still expensive, but far less so.

    The LotG's +recharge are expensive as well. However you may purchase these for 2 hero/villain marks at a pop. Lastly, the mastermind ATO's are not the ideal enhancements for your pets. However a) the recharge bonus is massive, and b) the unique adds a whooping 15% AOE defense to your pets. Overall, I squeezed all the pet unique that were available to your combination in to try and boost the pets' protections as much as possible.

    Drawback: I had to drop teleport foe and the medicine pool to fit your personal protection in the build.

    TLDR - the slotting and order by which powers are taken can (and likely should) be cleaned up. It is merely an alternative view of a direction you may wish to consider.

    On to your questions...



    I had it on my first mastermind - a necro/dark. I quickly dropped the power once I could increase my difficulty, thereby increasing the number of enemies in each spawn. For you, I think once you get a ton of recharge going and your secondary powers are up more often, you may find you have different tools to control unruly spawns.



    I agree. Effected mobs also have their tohit chance reduced, resulting in an effective increase in your's and your pets' relative defense levels.



    That and the bit of extra defense. Also having a hold can be quite handy for briefly controlling a PITA mob, maybe someone that you previously would have TP'd.



    Rather than reinvent the wheel, check out this post explaining the soft-cap and why the various levels are important. (Thank you to Plainguy for keeping this in his sig!): Why is the Softcap so Important?



    I do not like power boost on my TAs -- the things the power boosts is very limited overall. As for web envelope, you have a similar power that you are required to take from your secondary. Lastly, using these Black Scorpion powers may drive you nuts -- you will get some serious redraw going there switching between bow and mace.

    The build:

    http://www.cohplanner.com/mids/downl...CAF91F520C0121
    Using slug would make it worse. Redraw on the rifle, bow, and mace. Call him Major Redraw/
  8. Quote:
    Originally Posted by Nethergoat View Post
    well, I did it by way of an experiment- inasmuch as it bought me firsthand experience with the value of softcapped defense, it was definitely worth it.

    It's a character I wasn't really enjoying in his previous incarnation, so that's a wash- the problem is with the powerset, or rather the combination of ar & dev, once so fruitful.

    As far as performance goes, there's just no comparison- he's basically untouchable now, barring weird effects. There's no way he could have soloed at X8 with his old build.
    Would you be able to sacrifice any other powers for Ignite while still keeping ranged softcap?
  9. If you team up a lot, or buddy up with an MM,then /Poison is more useful. In fact, on an MM, Poison is powerful because it's not like they do much else when henchmen are summoned and equipped/upgraded.

    On a Corr or really any AT that requires constant use of the primary, I can absolutely see why Poison is a poor choice even with the numbers, it's simply too active, demanding, and an end hog outside of MMs.

    Not to mention that outside a couple powers, Poison is really a single target set, and that doesn't complement Fire much at all.
  10. Quote:
    Originally Posted by Nethergoat View Post
    ran my ar/dev through the the first episode of the new SSA to check out the cast time changes on gun drone.

    It's a lot less annoying to keep out now, although it still doesn't do much. When it (inevitably) gets mauled in HTH, I can just pop another one out on the spot. It's a good improvement, but still needs a buff as far as effectiveness goes.

    AR vs clocks was predictably tedious, but I've been playing my fire/ice blaster a lot lately and my AR just felt like he was lagging bad. I really miss Ignite, which I dropped in my quest for the ranged damage softcap....
    Would you call the tradeoff worth it? I mean you can last longer, but you're also taking longer killing things without ignite.
  11. Quote:
    Originally Posted by CyberGlitch View Post
    PVE softcapped DEF for M/S/L is easy on a Staff/Ela, and I'm currently also running about 60% S/L resists plus the 90% to energy. I've also got a base recharge of 140% so Energize is up quite a bit.

    But I do have to wonder why you would be too concerned about running capped S/L resists all the time? With /Ela you've got Power Surge as an "oh-crap" temp boost to resists. Triggering it with my build I cap out S/L/F/C and of course Energy was already capped. You also almost cap out NE. I think I've triggered it maybe twice in my toons entire history, both times in DA Incarnate arcs. Even normal iTrials are pretty much easy-mode on my Staff/Ela.

    I only allocated a single slot for it, but frankly on a Staff/Ela you really don't even need to take an epic pool choice so you have plenty of power picks available to you even taking most of your primary and secondary. If I were you I'd focus more on the M/S/L capped DEF and high Recharge and then just keep Power Sink in there for emergencies. You'll hardly ever need it as-is, plus I think you'll benefit more from a cascading series of defenses....pure defense, backed up by really good resists, backed up by a fast-charging heal, etc.
    Doesn't power surge have a horrific crash that's only offset by the Mag 3 or 4 hold that triggers?
  12. Quote:
    Originally Posted by Rangle M. Down View Post
    A. Check out any of the previous Dark Armor threads and see what's been discussed.

    B. Check out any of the previous Dark Armor Guides, including Jebe the Pirate's guide in the Tanker Guide section, and Dechs Kaison's guide in his signature.

    C. Yes. It can be even more viable with IOs and proper slotting.

    D. Carp


    ps. the "carp" is just for laughs...
    For some, "carp" is a horrific and painful death on the path to fun.
  13. Quote:
    Originally Posted by Rylas View Post
    If you're going to use an extreme build as an example as to why /Regen is so great, then you're not going to convince a lot of people that it's worth playing.
    Good god I didn't even see that part. Perma Hasten -and- Perma DP? Yeah, that's not a guide for a normal Regen player AT ALL.
  14. Quote:
    Originally Posted by planet_J View Post
    Read the link in my sig to my guide for /Regen...

    With all the stuff available to /Regen toons these days...I can run around constantly with never less than 1000-1200% Regen at all times with perma hasten and perma DP.

    Do you regenerate +/- 160-170 HP/sec all the time? Somehow I doubt it...
    You mean the guide that requires so many sets and doesn't show accurate slotting and I'd be more likely to be successful as a purpled out tri-form warshade?

    Sorry, but when I think of 'guide', I think like what Jock Tampson or EvilGecko has, something that goes into a good amount of detail for each power without needing to look at mid's or the power details in game. Yes I know regen is a 'take everything' set, but that doesn't help when figuring out what to slot and when with what.
  15. Zul_Vakirol

    Shield/Stone?

    Quote:
    Originally Posted by AkuTenshiiZero View Post
    Now, see, here's my personal issue. I consider this a weakness. I've never really tried to make a real tank character, and this is why: It always feels like tanking sets can't get the job done, forcing you to tap into pools. What if I don't like SJ as a travel power? What if I don't want to dedicate three power slots to Weave? I've always been of the opinion that power pools are optional. And who on God's green earth would six-slot Build Up?

    But here's where it starts to cross the line. Soft-capping is, in essence, min-maxing. But in order to be an effective tank, don't you need to be soft-capped? It just feels like there's no room for options or personal preference, you're stuck following a strict build just to do your job.
    It's still more forgiving as an SR or SD tank than other defense sets.
  16. Quote:
    Originally Posted by dmurray View Post
    Look, guys, I appreciate everthing thus far. I basically meant "what's least likely to get me killed while learning the game".
    Granted, this does have different mechanics compared to other games for the most part but it's not really anything other than reading the wiki and honestly, it doesn't seem that difficult to get into things. I get the idea of the various debuffs/buffs/resistences/etc.

    Still, one thing really bothers me about MMs, the fact that it seems like most of the powers have really, really long recharge times and while I do get that the minions are going about 95% of the work, it still seems like I'm going to be just standing around.

    So when people are making builds and such, are the builds set in stone or could (for example) just throw in an enhancement that reduces the recharge speed on an ability or two? So far it doesn't look like it's like World of Warcraft with the talent builds (where you maybed changed one or two points and that was that) and seems to be more "this is good, this is not so good but it's personal choice and can easily hold up on its own" since people aren't going X/Y powersets and not playing others.

    Anyway, speaking generally, are most MM primaries/secondaries equal (at least in being able to solo endgame stuff) or do any stand out in particular?
    If you're learning, then bots/ff would be the easiest. I have standard SOs slotted and when running the big bubble, all my pets, save for the prot bots sport 49% defense. They sport 38% and me roughly 20 or more defense. I'm not even done leveling or slotting Technological Terror yet either, I imagine the defense will get higher when I nab Mace Mastery for Scorpion Shield. Maneuvers with a bit of slotting could bring the Protector Bots even closer to softcap.
  17. Quote:
    Originally Posted by planet_J View Post
    I said /Regen because:

    (A) You could easily fuel a build with either set

    (B) There is no extra damage from the secondary...no damage aura/dmg buffs/attacks

    (C) It lends itself well to recharge so you can run optimal chains.

    (D) The comparison would be even.

    I would be ok with a comparison of both running elec armor...even though there's a damage aura...I could live with it for the sake of argument.

    If you look at the base numbers...TW has much higher damage modifiers.
    Why would anyone play regen at this point?
  18. Quote:
    Originally Posted by Player99 View Post
    Well, in that case wouldn't the added utility of the secondary set give a reason to be in melee range, even with the range defense?
    Apart from caltrops, my AR/Dev disagrees with you. I'm sorely tempted to remake him as an AR/TA Corr because at least with Flash Arrow, a nearby spawn won't concern me, with Glue Arrow, Ignite is suddenly more useful especially with a Scourging Ignite patch. Acid Arrow would help deal with the enemies resisting lethal and fire damage, plus EMP Arrow is a great power for any TA, able to have a powerful hold at range with no super-crash.

    Sure I lose Defiance and Traps gives Force Field Generator and Acid Mortar, but at least AR/TA Corrs are not a mainly stationary set (the mortars, bombs, mines, and caltrops).

    It's sad when an AT like Corrs can outdo Blasters because as the enemy gets lower in HP, the chance to crit/Scourge increases, and against high hp targets like EBs, AVs, GMs, etc, this allows their damage to consistently skyrocket above that of a Blaster while providing a form of debuffing/buffing during long fights.
  19. Quote:
    Originally Posted by Starsman View Post
    I can easily visualize a floating water ball caging an enemy in midair (hold), the enemy turning inside as he would with the Soul Storm power, only with a sphere of water as visual FX.

    I can also see a stabilized water sprout keeping you from moving (immob)

    You can play with the effects too and soak the enemy in chilling water that makes him shiver, barely able to counter attack (fear with different animation.) Not too far from Stone "Sleeping" foes with Salt Crystals.

    I'm sure if you decide you want to make a control set with water, ideas will be the least of the problems. Art would be the biggest one, and perhaps coming up with some uniqueness for the set.
    We shall call such a hold.... Drownball.
  20. Quote:
    Originally Posted by Nethergoat View Post
    well, I do have an ar/dev.

    =/
    I was about to make an AR/Dev on Virtue, but I decided that AR/TA Corr would be less painful. At least Flash Arrow helps in positioning and glue arrow helps with ignite. Oh, and all the scourging on stuff like Ignite is awesome stuff. EMP Arrow too. Oh right, I can use Acid Arrow to help negate the lethal damage that gets resisted.

    I think Defiance adding untyped damage or -res on every attack that lasted for a good 10 seconds or more and could continue to stack would really help.

    My own thoughts for devices' own TD and Cloaking Device is whenever you attack outside of combat with CD active, the attack is considered stealth if it's a snipe and won't aggro if it misses, and will crit, less than a stalker's AS, but more than a scrapper's crit. TD would also add more damage at all times, basically like the assault leadership power, only stronger since it requires a specific secondary. Combining the two would make any non-snipe crit for 2-2.5 or 3x damage, but automatically get a ton of aggro and could of course, only be used as the blaster's own alpha strike. For any snipe, it would basically one-shot anything at Boss rank or lower upwards of 3 levels above, not taking levels shifts into account as Incarnate stuff is entirely different. Using a snipe in this manner would allow the */Dev blaster to instantly remove one enemy from the fight, but it could only be an alpha strike, so no combining that with the extra crit on something like FA, Fireball, Flamethrower, etc.

    Some might say overpowered, but really, there's little else a Blaster can do aside from damage, and they need more of it, */Devices especially.
  21. This is perhaps the one thing stopping me from playing a rad/rad and the second from playing rad/sonic (sonic noises make me queasy). Oh look, my anchor decided to just up and run away and I have no means to slow him down right now or even at all.

    I'm actually looking forward to getting my VEAT up to crab and mace mastery just for some aoe immobs that will ground the target. Even Web Grenade from */Dev or */Traps is supremely useful because of these shennanigans.
  22. Quote:
    Originally Posted by I Burnt The Toast View Post
    If you can't don't plasma for extra cash...I have heard of other guys donating something else....
    That is actually far more restrictive than you may think.
  23. Quote:
    Originally Posted by Comicsluvr View Post
    Based on the number and length of threads for Blasters I have little doubt of that.

    However it remains to be seen whether they are songs of praise or howls or protest. For myself I think it will be praise. The devs have tried to introduce new mechanics into the last few sets (Momentum for TW, Pack Mentality for BM) with generally positive results. I see this as a good thing.
    I'd like to see older sets get some love as much as the new ones. I realize that won't make money for the game because they can't re-sell exisiting and released powersets, but I'd like to play an AR/Dev/Munitions character and not feel terribly gimped because everything and their mother laughs at Lethal damage just about everywhere.
  24. Zul_Vakirol

    Electric Armor?

    Could people stop with the Halloween colors when posting a Mid's?
  25. Quote:
    Originally Posted by Swergen View Post
    Not surprizing. A friend of mine had a chance to talk to a former coh dev about the game at a convention last year. The ex-dev said Masterminds and bases were the two things they always wished they could uninvent!
    Masterminds are so much fun! I would uninstall the game instantly if they ever got removed. What other game gives you command over several demons/soldiers/zombies/thugs/ninjas/robots and call them your own personal, loyal army?