William_Valence

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  1. Quote:
    Originally Posted by Reiska View Post
    This is the sort of thing I can get behind, actually; during double XP weekend I saw a Dark Armor tanker that colored the auras blue and was RPing it as water manipulation. It looked absolutely amazing in action.
    Heh, missed this one. If this was on virtue, I think I know who that was

    Quote:
    Originally Posted by Reiska View Post
    This never, ever ends well. Just saying. Story and gameplay segregation, etc. Our characters routinely do lots of crap the lore dictates should be impossible. Statesman survived a direct hit from a nuclear ICBM but is somehow routinely beaten back in the middle of Atlas Park by eight non-incarnate supers with seven of his friends backing him up?

    Game mechanics really need to stay out of this argument.
    Then Game mechanics Vs Lore needs to be better defined. One storyline in the game is that the Villain character gets so powerful; that instead of being destined to bring Recluse's eventual victory, the battle between the two ends the world. In order to not die you have to defeat him.

    Redside PC lore progression: Broken out of Zig as possible "Destined one" -> Perform various jobs becoming more powerful-> Select a Patron for protection and progression through the ranks -> Do Patron Jobs -> Betray Patron to save bacon -> Do more Patron Jobs -> Find out you're such powerful competition that the battle between you and Recluse would end the world -> Find out Recluse doesn't like competition -> Defeat Recluse at the moment of his Victory in alternate future to punk him and show him not to mess with you (Without ending world)

    Defeating an Incarnate is part of the Redside lore, and has been for a while now.

    Incarnate are, as I've said, revered by lore but not the be all end all level of power. Lore supports the premise that non-incarnates can act at the level of incarnates and even defeat them.
  2. Makes me wonder where the "Exotic damage" Justification for the lesser Psi and Toxic DoT interfaces came from.

    Also, it's kinda funny that the Psi and Toxic DoT had to be lesser due to a supposed advantage to the damage type; when it's actually reactive that has the advantage, and it's already the king DoT.
  3. Quote:
    Originally Posted by Reppu View Post


    Are we really going to bring in game mechanics here? Fine, I'll counter with "Solo the Freedom Phalanx in LRSF or Lord Recluse in STF with out Incarnate Powers or IO's, because the game isn't balanced around the latter and aren't considered beyond a brief tutorial. And why no Incarnate Powers? Because you said Non-Incarnates have been soloing them."

    Reichsman doesn't count he's just a giant sack of HP.

    Either way, no. The rest of what you said is fine, but... no. Game Mechanics and how to break it =/= lore.
    That's not bringing game mechanics in there. There is lots of fluffery lore saying Recluse is a big bad. There is also that little bit of inconvenient lore where villian trounce Recluse and punk him so he doesn't try an have them killed. That's not a game mechanic; that's part of the story and lore. Statesman gets dropped by SoAs in their storyline. That's part of the lore.

    I only used the argument that "Non incarnates have been soloing them" to counter the likely mechanic argument of "You didn't do it by yourself" and "they weren't AVs so they didn't represent their power"

    The lore treats Incarnates with a level of reverence, but no it dosn not show them as unassailable and undefeatable by non-incarnate.

    Quite the opposite in fact.
  4. I just want to start off by saying, if you run a trial or TF or, really, anything; it's a "Your house your rules situation". If that means Level shifts required, I don't have to join if I disagree. No need to Villify, just a difference of oppinion.

    That being said, How do you fail a MoM? Seriously, I have yet to see one that I've been on fail. That includes one with a team of 50s. I've seen UG trials fail, TPN trials fail, but never a MoM. I guess if I had to guess, it'd be teams not keeping Aurora alive, but I've usually been one of the three people for that part, so
  5. Quote:
    Originally Posted by Reppu View Post
    Even Incarnates with 5 slots are immeasurably immensely in-canon powerful than those who lack them.

    You may choose to ignore this, as much as Reiska put it, I will consider you insane. And you can try to boast saying it should be decided in the Arena (you lost ALL of your RP credibility with this claim, Dechs) or a killing spree (nice to choose something involving AoE with your general theme of characters, Dechs), but again. In canon? Flick to the forehead, your head explodes.
    Obviously Incarnates are more powerful than non-incarnate characters, except...wait, characters have been soloing incarnates for lord knows how long now. Recluse didn't explode Necromicus' head with a flick, he Bled and died, then I handed him his helmet and he blubbered and tried to save face.

    Statesman and 7 of his pals didn't make the LRSF an impossible to finish head explosion-fest. It was tough, but people managed doing it, sometimes without being defeated.

    Cannon treats incarnates with a level of reverence when speaking of them, but in practice incarnate as a level of power has always been one that is possible to overcome by non-incarnates.

    As for fun with characters not being gods, the recent updates to the lore have been great for expanding my explination of my characters not being gods.

    William Valence was always the representation of all my heroes potential, he would gather them and invite them to his home to help grow into their full ability. Basically, my characters are incarnates, but instead of taking power from the Well of the Furies, I have them connected to one of my characters, who is now (thanks to updates in the lore) being explained as a "Young" Well of power.

    My solo SG Valence Manor is the dimension he created, and he likes to individuals connected to him gain and seek more and more power. However, since he is a Well limited to those heroes rather than an entire race, he holds more of their traits than the general instinctual traits of an entire race. He seems far more heroic than the Well of the Furies due to the heroic nature of those he came from, and he warns those he gathers to not reveal their secret for fear larger Wells may try to pray on them and consume him.

    Because he is a reletively new Well, first appearing in Merlin's time, and then resurfacing a few decades before WWI, the Incarnates that pull from him now are not mistaken as gods. There are no "Templates" for a "Fast path". They couldn't be the representation of a Past incarnate as they are the first of this Well.
  6. Oh so often a story is easy to understand. It has a neat little beginning, middle, and end. However, very little of William Valance’s life has been easy. Most of his story is a scatter shot of the vastness of time. What might have seemed, at the time, the end of an amazing hero’s story, is truly just the beginning.

    It started on a nice day, just after the end of the first Rikti war. Paragon City, everywhere for that matter, was rebuilding. Heroes were attempting to keep a safe city, but the least of society was busy trying to capitalize on the situation. Individuals have always tried to blame the heroes of Paragon City for some issue or another, and often these heroes are brought to the court. Targets of unwarranted, irresponsible, and wrongful civil suits.

    This is where our intrepid hero enters the narrative. William Valance has always worked in the court of law to defend those who defend. Refusing payment, he worked pro-bono. A protector of protectors, he was often the only thing standing between a crippling lawsuit and a person invulnerable to bullets. With the Rikti war, the number of cases he was responsible for skyrocketed.

    Tired, he walked down the steps of the courtroom. The end of his day, he was going to eat and get some much needed sleep. The best laid plans of course, as the ground shook he noticed two Freakshow members harassing a young woman. He assumed the tremor was their doing, but decided to deal with the matter at hand, ignoring his phone for the moment. It was an incredibly easy fight.

    “Why are you hitting yourself, Freaks?” the words had power, and it took all of three seconds before the freaks were flailing on the ground crying out in imagined agony. He gestured for the woman to leave, while checking his phone. A message from an old friend from WWII, a Warshade called Moonshatter, containing only one word. William took off like a man possessed.

    Rularuu

    ….

    “We don’t know he’s free?! How can you say that with a straight face?” The longbow rep was fuming at a man that Will could only assume was a Midnighter.

    “The wards are strong” the Midnighter managed to get out, but he was quickly stopped by another presence. The Statesman moved forward to address the room, his experience showed as he was a calming force in a room filled with panic.

    “They are strong or were strong, it doesn’t matter. Rularuu’s aspects are tearing through the city. We need to prepare a counter offense, and the sooner we’re all on the same page the more of the city will be left when we get them sealed away”

    William made his way through the various checkpoints of the Forward base, the ground shaking the entire time. He followed the group from their previous position to a more formal meeting area, more appropriate for a proper briefing.

    As he looked around he saw very few people he knew, and he could count the number of people in the group he trusted on one hand. With fingers left over. It was an unsettling situation, but when he reached the briefing room, he was all business. Video of Rularuu’s aspects littered the room.

    “Uh, Moonshatter was the one to fill me in on the situation, where is he?” Will noted Statesman’s near wince at the mention of Moonshatter. He knew the two had issues, but he didn’t realize it was that bad.

    Sister Psyche was the one to respond, “He’s not in any condition to help with a situation of this level. Evacuating the civilians during the war left him incredibly weak.”

    His heart sunk a little bit and with Statesman’s reaction to the mere mention of Moonshatter, his list of trust dropped by one. This was not looking to be a promising day.

    He took his seat as the leaders of some of the most well know Super Groups took theirs. Will couldn’t help but wonder; what in God’s name am I doing in the midst of these great people?

    Snapped out of his self doubt, the briefing was started with the Midnighter speaking, “Ladies and Gentleman, Rularuu is breaking free from his imprisonment. As we speak, his various aspects are targeting mystic leylines throughout the City. Their goal is to disrupt the magical energies of our dimension enough for Rularuu himself to tear through and enter Paragon City.”

    “Our plan is simple but difficult, each team with take a leyline with the objective of disrupting the attacking aspect’s form. If successful the aspects will be forced back to the Shadow shard, and Rularuu stays where he is. Our contingency, should Rularuu be freed before we can stop him, is to have the assigned Midnighter rep in each team to restore the leyline, and rebuild the anchors that imprisoned Rularuu”

    Will was impressed with Statesman’s ability to end the previous disagreement, and get people focused as the Longbow rep barked, “You’ve got your orders people, go knock’em down!”

    He stood up slightly confused. He didn’t have his orders. Looking around he found Sister Psyche, but before he could ask anything she piped up. Her solemn tone reinforced the idea in his mind that this was not going to be a good day.

    “William, good, I needed to speak with you”

    ….

    “I don’t want to die…I don’t…I’m not ready” The pain in his voice was palpable. He couldn’t imagine the possibility of death. William Valence had been alive for a long time, before WWI at the least. He didn’t know where he came from, he wasn’t magic, he had no mutation and when he first appeared science and technology were limited to discovering things like penicillin and building bicycles. All he knew was, he existed and now he might not. He was terrified.

    “You know why we have to ask you to do this. I know you’re scared, we all are, but we need you to do this.” Manticore’s voice was almost pleading “No one wants you to die, no one wants to die themselves, but this is dangerous and we all know it’s a possibility for any of us”

    “You might die, I will die!” Will was yelling at the pair. He always hated Manticore, he knew his heart was in the right place, but he couldn’t stand a person that smart believing it was ok to go as far a he was willing to go, because he believed he was right. He didn’t see him as any better than the might makes right villains who litter the Isles. Money, however, seems to afford a certain level of control over people’s perspective. Today…today he just happened to be right.

    Will took a deep breath before addressing the two “You’re both right, I’m sorry.”

    Sister Psyche’s voice was calm, but she was visibly shaking “Don’t apologize, it’s a terrible situation no one blames you for being scared, or angry, but if Rularuu goes free he will beeline for the teams trying to imprison him. They wouldn’t make it. We need you, your illusions; we need you to distract him if he gets free.”

    “How likely is it that he’ll get out?”

    “Almost certain,” Sister Psyche motioned to the monitors in the room showing each fight, some just starting, others that have been raging for a while. None showed any sign of a quick win. A few seemed to be losing battles with very little chance of victory. “We know where Rularuu will enter the city. It’s the place where the magics will be most disrupted soonest. As powerful as he is, we expect him to go for a quick return instead of waiting and trying to surprise us with a return location.”

    “I’ve got a helicopter on standby that will take you to the location; Shalice will stay here, coordinate the teams, and keep you updated. I’m praying for a miracle I really am.” Manticore put a hand on William’s shoulder and accompanied him to the helicopter.

    As he got into the helicopter, will looked back to Manticore “I have a feeling today is gonna suck for me, but that just might mean I’m the miracle you’re hoping for”

    With a nod Manticore closed the helicopter door, and Will was off.

    ….

    “This is Task force Resonance…We’re not going to make it in time…We don’t, we don’t…It’s taking too long, he’s not going down in time. Prepare for contingency”

    “Task force Clarity reporting a similar situation, requesting mission order clarification, how are we supposed to defend against Rularuu himself? This Fragment is tearing us apart!”

    “Task force Mach reporting in…I think it’s happening this aspect is falling back! Requesting the same clarification, how are we defending anchors from Rularuu?”

    “This is Statesman and Task force Sonar…The Rularuu aspects are moving to the return point, they will be absorbed into Rularuu…they will not be a concern.”

    “Task force Mach again, I’m not concerned about the aspects! We were surviving them, how are we going to survive Rularuu!”

    “Affirmative on that, Task force Resonance requesting information on how to prepare for Rularuu”

    “This is Sister Psyche, the diversionary team has reached the return point. Rularuu is already back. All Task forces should focus on preparing the anchors and imprisonment asap!”

    “Diversion team? There was only one other person available for the mission, what orifice did you pull a team from, and why didn’t they help prevent him from breaking free?!”

    “One other person, five task forces of eight with Psyche and Manticore leading support and coordination efforts, who’s the extra?”

    “That lawyer William Valence, which task force was he assigned to?”

    “Not Resonance”

    “Not Mach”

    “This is Statesman, knock it off! Cut the chatter and get to work”

    “Oh God…Oh God no. HE’S THE DIVERSION TEAM! Are you out of your mind, one person can not stand up to Rularuu!”

    “I said cut the chatter! The faster we work, the less he has to distract. If you’re worried about how long he’ll survive; SHUT UP, HURRY UP, AND GET DONE!”

    ….

    “With lots of places to run to…and if she had to die tryin’…she had one little promise she was gonna keep”, The irony was not lost on him, but Will marveled at how much better he felt with a good song stuck in his head.

    He walked toward the fearsome god. It was a terrifying thing to see, but he had a job to do. It was an immediate realization, Rularuu was interested. If he was forced to guess, Will believed he just wanted to crush the plans of those who thought they could defeat him; but who could claim to understand such a being.

    It was like the world was crushing him, the focus of the monstrous deity crashing down on him, the sounds of the city were nothing and it was Rularuu who broke the silence.

    “One person, one insignificant being, is that all you could muster to save your world?”

    “Not at all, there’s way more than just me. I’m just the only one available to play with you right now”

    “Is that so? They believe one worm like you is enough to hold me off? I could destroy you without effort on my way to crush whatever allies you think you have.”

    William laughed, time to push things a bit, “You haven’t yet, and I know why…”

    “…You’re weak…” The words had power, they echoed through the deafening silence of Paragon City’s terror. Reaching the Shadow god, the illusion took and the tremendous being buckled at the legs, his surprise could be felt in the air.

    William dropped to the ground in exhaustion, his whole body in pain. He couldn’t imagine the effort it took to use one of his bread and butter illusions on Rularuu.

    Rularuu regained his composure in moments, “A flash of power, but it is nothing compared to me. What would you do now, despair?”

    “I don’t need to do anything,” Will stood up dusting himself off, “The earth itself see’s your threat, the earth itself is against you!”

    The ground shook as earthen pillars closed in on Rularuu in a serpentine path. A terrible crash was averted with Rularuu’s laugh shattering the illusion.

    “I’m a devourer of worlds; did you truly believe I would be concerned if one of them decided to fight back, did you believe none of them have before? You are not grand enough to stand before me”

    Taking the mask of his costume, a mask he wore proudly as a hero since WWII, he responded “No, but you are…”

    “…Atlas…”

    …

    Sitting at the edge of the bridge in Independence Port, William watched as the ships were loaded. Destined for the British war effort, he looked over to see his friend Atlas standing and watching with him. The giant of a man, gentle as he was massive, spoke up; breaking the silence.

    “Do you think we should be doing more? With the war I mean, are we helping enough? Their homes, they’re…they’re dying. Will is it ok that we’re just sending them stuff, shouldn’t we be fighting with them?”

    William sighed “Nobody should be fighting, but they are. I fought in the last war; I can’t begin to think about sending that many people to die again.”

    The despair in Atlas’ voice seemed out of place for a man so large, “Do you think it hurts, dying? So many people, I hate to think about how much pain that is.”

    “Sometimes, sometimes not. I know some soldiers were specifically ordered to use less effective ammunition, making the victim die slower and with a great deal of pain, to demoralize the enemy. God I can’t believe I’m saying this, but fear for the day when we have to kill quickly because we’ve grown accustomed to people dying in agony.”

    “War is a distur…” Atlas was interrupted by the sound of an exploding ship. The pair watched in horror as the ports were overrun by soldiers, bullets cracked, and explosions burst.

    William leapt to his feet “It looks like lesser men have made the decision for us! What’s the plan?”

    “Run. You need to let the city know we’ve been invaded. I’ll hold them off, you go get help.”

    “You can’t hold off an army by yourself! We can take them on together; a bystander will call the police.”

    “Stop! We don’t have time; this isn’t the type of fight for you. They’re too far spread, they won’t hear your voice; they’ll just shoot you. Go get help.”

    “I’ll be back soon, I swear!” William was in a dead sprint heading for the nearest building, the nearest phone, “Don’t die while I’m gone! Hell, don’t die after that either.”

    Turning to stare down the army it was a whisper of determination “Live or die, their invasion stops here”

    …

    It was disturbing. A moment before, William was facing down a mad god. A devourer of worlds, intent on making Earth just one of many destroyed. Now he faced the ghost of a Memory. A long dead friend who in Will’s mind’s eye was the same stone Behemoth holding the world on his shoulders outside city hall.

    He couldn’t let himself be distracted, if he didn’t play this right, the Illusion wouldn’t take.

    “Atlas! Stand tall buddy, we’ve got a fight on our hands!” Will looked over his shoulder, and as he said the words a monstrous form emerged from behind a building. “Rularuu’s here! We can’t let him hurt innocent people!”

    “Not possible, no. I’m Rularuu!” As he said the words, Will showed no signs of concern. This was part of the process. Rularuu looked to the glass of the neighboring building and saw Atlas’ form. “Am I going mad? Why would I think I’m…” Trailing off, he faced the image of Rularuu. Though an illusion, his face was etched with a legitimate determination.

    With a mighty swing, the false Atlas engaged the illusion with quick but disappointing results.

    “I can’t even hurt him! Will, what should I do?”

    “We can’t beat him Atlas; Rularuu is too powerful. All we can do right now is distract him. Just don’t die before the others are ready.” William began to choke up, an act not lost on Rularuu. The memories of Atlas’ death were getting in the way of the illusion

    “What’s wrong Will?” The words were terrifying to those who were paying attention to the fight, a mixture of Rularuu and Atlas’ voices.

    Not skipping a beat, it was an almost miraculous save, “We’re going to both be dead, this is Rularuu, and he’s going to make sure we’re both dead by the end of this fight Atlas.” Pushing the Illusion harder, with equal determination, Will echoed the last words he heard from his friend, “Live or die, his invasion ends here”

    Wiping his face, he brushed aside tear shed for a friend long dead. He brushed aside the memories that pained him, and brought forth the good memories of fighting alongside a true hero. He brushed away blood, dripping from his nose. Not nearly enough to pay for the sin of bringing back the memory of someone who died to save innocents, just to die again.

    His only comfort was knowing that there would be more blood to follow.

    …

    Sister Psyche watched in a confusing mixture of horror and amazement. William Valence was succeeding, he was holding off Rularuu. Her repulsion needed to be suppressed, she was finding it difficult to watch the legendary hero Atlas being brutalized by the illusion of Rularuu, but she realized what was going on.

    “How’s he doing Shalice?” Manticore, speaking with a great deal of concern, walked up hoping for good news. There were no cameras watching Will’s fight with Rularuu, the only way to see what was going on was for Sister Psyche to open her mind and show him what she was seeing.

    “He’s doing it; he’s actually holding him off.” The astonishment in her voice gave Manticore some hope.

    “So he might pull it off, this is actually happening?” He looked to the various screens, and checked the progress of the various task forces, “We might want to update the other teams; they’re tending to casualties and could use a morale boost”

    “I don’t know if that’s a good idea. Will’s holding him off, but he’s dying. Maintaining the illusion is putting too much stress on his body. Justin, Rularuu is dying too.”

    “I need to see what’s going on there; I need you to show me!” Manticore felt a familiar feeling. As Sister Psyche entered his mind, the images of the battlefield flooded in. He could see Atlas, an unmistakable figure. There he was battered and bruised on the ground, the illusion of Rularuu looming over him.

    William on his hands and knees panting in much the same way as the false Atlas, however Will was not battered and beaten, instead he was bleeding. The blood payment for the outrageous sin of a mere man defying a god, the sin of stirring memories of long dead heroes that deserved their peace, his blood was his payment.

    Anywhere his life could escape from him it did. His eyes, ears, his mouth and his nose; he was even sweating blood through his skin. He wasn’t going to be able to keep on living let alone maintaining his illusion. A powerful illusion it was. Perfectly targeted, Manticore could see why Rularuu was dying.

    “He’s killing himself, Rularuu that is.” He looked at Sister Psyche in disbelief, “He thinks he’s fighting himself, and he’s the most powerful being there is, he’s using his power to kill himself. He’s knows that Atlas wouldn’t stand against him and live. He thinks he’s Atlas…” Devolving for a moment to rambling, Manticore quickly came back to reality with a startling thought.

    “He’s going to die too soon”

    …

    On the ground he couldn’t catch his breath. William could feel his life escaping from every part of his body. He wondered to himself for a moment, was he trying to escape from this fight, or was something pulling it from him?

    He looked to the ground, counting the drips as they fell from his face. Everything was going black

    “William! You’re not done yet. William, we need more time!” Sister Psyche’s voice brought him back, but not fully. Everything was blurry, and he couldn’t muster the strength to stand.

    “It’s time for me to go; I don’t have anything else in me. I’m done, I’m dying, I don’t even think I have moments let alone the minutes you need. Goodbye, I’m really sorry I couldn’t be strong. I think that’s just who I am, you know, the type that runs away.”

    Poking at his mind, Sister Psyche wouldn’t let him rest. “We need you, you can still be strong. We need you to live just a little longer!”

    “I…please, please just let me die”… “We need you Will, stand up”… “I can’t, let me go, I’m too weak!”

    Back and forth Sister Psyche and William Valance were both in tears, begging. Both at once.

    “I’m sorry”

    An invasion the likes that Shalice never believed she would do. Connected to as many Psychics as Manticore could wrangle in the short time they realized Will was about to go, she did something unthinkable.

    As his vision once again faded, William saw in his minds eye images rushing in. He was connected to the minds of as many people as Sister Psyche could manage. Millions, hundreds of millions he couldn’t tell. He saw birthday parties, first steps, marriages, birth, and deaths. Celebration and tragedy; he saw life. He could feel their terror, and hear them beg him to stand. She felt it was a truly terrible thing to do, but it forced William to face the consequences of his weakness. See everyone that would die if he couldn't get to his feet.

    Sister Psyche couldn’t tell if he was asking her, but she didn’t have the ability to respond. All her focus was on maintaining the connections she made to his mind. The various Task forces encourage William, begged him to continue, but he made up his mind well before that.

    “Does it hurt, dying?” He was asking Atlas, but he didn’t care if anyone knew, he didn’t expect an answer. That made it all the more shocking when he got a response. He’d never know if it was the voice of a friend trying to help him, or an illusion he made to ease his mind, “Yes, it hurts a great deal, but let me tell you this; it hurts a whole lot less then knowing you couldn’t keep the people you care about safe. Die proudly, and die with purpose.”

    “Atlas get up! We still have work to do, get up!” He yelled at the image of the Titanic legend.

    “Leg me go, let me die” The words were almost an echo of Williams pleading, but William knew what to do.

    “You’re going to die friend. I’m sorry but you have to stand up.” The words had power, but not the power that made Rularuu believe he was Atlas. Instead it was the power of a friend helping another do something that needed to be done. William had love for his friend and at this time that love radiated to his enemy. “Stand up, Stand up and keep fighting. Fight until you die, and fight after if you must, just keep fighting.”

    Turing his attention to the connections in his mind, he went to communicate through them. Speaking rather than thought, his words had power, the power of a person desperately trying to mend what might not be within his reach to do so.

    “Thanks for making me better than I could be, thanks for making me live up to the image I tried to hide behind, and please try and forget this horrendous tragedy.”

    Manticore and Sister Psyche looked at William for the first time since he stood up. His eyes were glossed over and blood was dripping down his face, on his face was a loose smile. He had passed on a while ago, his desire to meet the heroism of his friend his pure strength of will, that was all that allowed him to reach beyond death and hold out those last few moments to do what needed doing. Still standing he maintained the illusion long enough for the task forces to finish their jobs.

    Banished once again, there was no trace of Rularuu left. And as the desperate battle for their very existence came to a close, the greatest heroes of Paragon city found themselves wondering what they were doing. Shutting down the forward base, they felt little need to check the tapes; even the mysterious death of the Enigmatic William Valance, found in a pool of his own blood, found in the middle of a street. Even that was not enough for them to question recent events.

    Too busy with repairing the city, the Lawyer’s funeral was sparse in attendance. A few non-essential coworkers from his office, his friends Moonshatter and Trueshooter, but there was one truly notable attendee. With little understanding of why she was compelled to attend his funeral, Sister Psyche was just having an odd week. Blackouts, stress from the war, and a death that she couldn’t explain why it affected her so much.

    Listening to the Eulogy, her mind wandered. She couldn’t help but think, with all the tragedy and dealth, how much better it made her day to have a good song stuck in her head. Admittedly it had been stuck in her head since the blackouts, but it did provide some comfort.

    “She was…an American girl”
  7. So, way back when Sonic Resonance was an interesting little set. On it's own, it had the power to seriously hurt your teammates. So you could imagine how difficult it made playing my first hero, William Valence. Eventually when I decided to give blueside the good ol' college try, I deleted him.

    Not because he wasn't fun to play, but because I was actually concerned about what he could do to other players. Freeing up the name, I've used it for every hero I currently have. However it just didn't fit, William was the illusionist lawyer, and once they changed the effects, he was back.

    This is the story that explains why William "Died" I don't know if it's good, I like it, and I thought I would share it.

    Also, yeah yeah, special snowflake. Cut me some slack, I was killing off a character I really liked The references to my other characters, Moonshatter and Trueshooter were added after I brought Will back, and they both started off as William Valence.

    Anyway, here's the story
  8. Quote:
    Originally Posted by Blood Red Arachnid View Post
    Now, bosses con at +2 your level, so all effects have only 80% effectiveness. This affects things linearly, so you can multiply it against the base damage output of the classes. However, the Tanker's resistance debuff is affected separately from their damage output, meaning that tankers only get a 16% resistance debuff instead of a 20% debuff. So, doing the math.
    I don't think this is how it works. As far as I've been aware, the purple patch only applies for level difference. The native +2 con level for bosses is just a way to let the con system show bosses are more dangerous than other enemies, not a purple patch modifier.

    Also, isn't bruising is a grantpower, not an effect? That would make it like interfaces where it's immune to the purple patch. The only thing that would lessen the magnitude would be any resistances held by the target.
  9. Quote:
    Originally Posted by UberGuy View Post
    What you seem to be missing is that doing that would neuter the threat against the characters its actually targeted at.
    Maybe, but I'll get to this in a second.

    Quote:
    Originally Posted by UberGuy View Post
    Irresistible damage isn't especially more scary than plain old everyday damage to most Blasters, Defenders, Dominators, Controllers or Corruptors, because, with the common exception of L/S damage after getting epic shields, most of them aren't used to resisting a lot of damage across the type spectrum anyway. Even if they have an epic shield with third or fourth resistance type, they are pretty used to having other damage types bypass them. They might not be used to being hit with autohit damage, depending on how good their inventions access is, but otherwise they're probably pretty used to being hit, and being hit hard when they are hit.
    Interesting ommisions to the AT list would be Stalkers, Scrappers, Brutes, Tankers, Warshades, Peacebringers, SoAs, And Masterminds. That's actually more than half the ATs.

    Quote:
    Originally Posted by UberGuy View Post
    The whole point of irresistible damage is to hurt the people who are most used to shrugging it off. Yes, it hurts them a lot more than they're used to being hurt, by definition. But it doesn't hurt them worst, because they start from such a much stronger mitigation position. A well-built Tanker who has lost half his HP to irresistible damage is still far, far better off than a Blaster who has lost half of his HP. If you make a Tanker able to ignore irresistible damage, they establish pretty firmly that nothing is able to threaten them unless it blatantly takes them out of the fight a-la sequestration, Ghost Widow or Reichsman grade mezzes. And that is almost certainly the point of those irresistible damage types.
    Thing is, while I said I could see Ranged capped blasters as being an intended target for much of this damage(Not the sole target, but part of the thought process), I don't think it's wise to compare Tankers vs Blasters. Tankers VS the others on that list of ommisions, sure. Stalkers and Scrappers are low on the list of concern, but Brutes are far too close to Tankers, and Masterminds are already in possession of a partial resistance to Unresistable damage in the form of BG mode, so it's not a suggestion out of the norm.

    Making tankers able to resist the damage would still leave quite a list of viable targets for unresistable and autohit damage; it would neuter the threat to tankers, but leave it for the other ATs it's intended for.
  10. Quote:
    Originally Posted by Zyphoid View Post
    IIRC Inventions were i8, and the RWZ update with pylons was in i11.
    Inventions were i9, I never did the Crash site stuff, due to being redside exclusive at that time so I guess there may not have been Crash site challenges prior to it's change to a Co-Op.

    And being primarily a MM, I wasn't too concerned with Scrapper challenges, so I don't know if they had any in the SO era or not, or if they were tearing down AVs then. That's kinda what I'm asking; what were they able to do back when?

    I know the answer for Brutes, I've seen them since I started Playing, I don't know so much about the "early" days for scrappers (Post ED, Pre IO)
  11. Quote:
    Originally Posted by UberGuy View Post
    Given the numbers Sarrate just posted, I honestly don't see how you can say that seriously.
    Gotta ask, you don't see how I can say blasters aren't supposed to have survivability seing Sarrate's numbers, or that Tanks may not have a level of survivability above all other ATs that actually provides them benefit (Meaning being gainfully more survivable) when looking at her(?) numbers, about blasters?

    I guess a good question to start with is, how long have scrappers been soloing Pylons, doing the RWZ Challenge, and soloing AVs? If it was since before inventions, then that's it. If you can survive an AV long enough to kill it by yourself, the margin only improves on a team.

    Add to that, the Brute AT has been the exclusive aggro management AT redside from it's introduction to the addition of side switching, so it's ability is demonstrated not theoretical. Brutes can fill the role of a tank, theres no if, and it can do it with SOs.

    Quote:
    Originally Posted by UberGuy View Post
    Brutes are the AT designed explicitly to have the next closest survivability after Tankers. I see the point in debating whether they are too close in survivability, but it's to be expected that the AT designed to be the next closest in survivability be, well, close in survivability.
    That's what I am debating, that Brutes are too close. I'm not saying they should be brought down to scrapper levels, I'm saying that with what Brutes are able to do now is too much. Also, scrappers were supposed to be the next closest in survivability for a fair bit of time, but they were never expected to be, well, close in survivability. It's a near impossible sweet spot, more than scrappers less than tankers, which is why I never suggested to try and hit it directly. Instead, my suggestion was to target a very debilitating type of offense, Unresistable/autohit damage.

    And with all my talk of iTrials and Hami, I do mean all Unresistable/autohit damage. Sewer kill patches, Hydra damage, Crystal titan damage, Caltrops, PPD acid mortars. From 1 to 50, make it part of the inherent that damage can't bypass Tanker mitigation. If enemies can overcome tanker mitigation, cool it happens, but things shouldn't simply bypass the survivability tools.
  12. Quote:
    Originally Posted by Sarrate View Post
    I say it's more likely aimed at Tankers because of how their survivability ramps up. Think about it this way, a Blaster has 1204.8 hp base, Tankers have 1874. That's a survivability advandate of ~55.5% just on raw hitpoints. HP capped, a Blaster has a meager 1606.4 and a Tanker has 3534, a survivability edge of ~120%.

    It gets even worse when you start throwing reistance in the mix. Suppose a Blaster with base hp and 25% resistance, an effective hp pool of 1606.4. A Tanker with base hp would have 33.33% resistance, and an effective hp pool of 2811.2. That's a survivability bonus of 75%. Pull that same stunt at capped hp and the difference jumps to 148%.

    These are pretty low numbers, compare the extreme, hp & res capped Blaster vs the same on a Tanker. The Blaster would have an effective hp pool of 6425.6 while the Tanker sports an effective hp pool of 35,340, or an additional 450% survivability.

    If you're a designer trying to make a dangerous attack, what number do you use? If it's just dangerous to a Blaster, it will tickle a Tanker. Make it dangerous to a Tanker, it could insta-gib a Blaster.
    My issue is, the Blaster isn't supposed to have survivablility. Maybe someday Arcanaville will succeed, and Blasters will be intended to have survivablility, but now they're not supposed to. I don't bat an eyelash at those numbers because that's what's supposed to be. The problem is, Tanks are supposed to be gainfully more survivable than everyone else as well. I just don't know if that's the case.

    When you have a Brute with it's HP level, access to buffs, and caps; I don't see Tankers as gainfully more survivable in that case. When you go HP vs HP, there is a 10% difference in HP at the cap, 20% at base. It'd be interesting to see how many more ticks of turret damage a tanker can take with that HP. That's what, 9% to 16% equivilant resistance, or did I do the conversion wrong?

    And if I'm a designer making a dangerous attack, I wouldn't forget that the Tank AT is intended by design to take those attacks as a proxy for allies. That's what taunt is for, that's what Gauntlet is for, that's what the auras are for, that's what the damage secondary (with lesser damage mods) is for and that's what the survivablility primary (with greater mods) is for. The two problems are, and I've been harping on this for a few posts now, Brutes have access to the same tools as a legacy from being the exclusive aggro controlling class, as well as incredibly competative survivability that is within the bounds of being enough for all content I can think of, or was at least enough for the redside content up to side switching.

    When you look at the survivability problem you can Either make content more damaging, to the point where Tankers numbers are required to survive holding aggro, but that would hurt everyone including baby Tanks without the Apocolypse level, soft-capped Ela/ builds. Or you can look at the part that hits everyone incredibly hard, and make it hit Tanks less.

    It wouldn't drastically change the meta, (or even the lack of survivability gap between brutes and tankers) and make tanks the uber trial AT, if tankers get to ignore marked for death, disintigration, nova fist, the AM pulse, the pink patches, or the blue patches. It would however change perception quite a bit. Sure, the Brute can hold it's own against the iTrial spawns and he can do more damage, but he gets the hell outa dodge when he see's Marked for Death or Pink Swirlies. Me? I'm a Tank, I stand in the middle of it and shrug it off! That what what I'm thinking when I say let them avoid this crap.

    Add to that the need for Tanks to be the best aggro managers, and I think you could set aside all legitimate gripes about the AT.
  13. Quote:
    Originally Posted by Neuronia View Post
    Tankers are fine.
    My SOd (with HP Accolades) Willpower/EM Tanker held aggro on Lord Recluse with a bunch of inspirations to allow for Recluses's massive damage.

    Tankers hold aggro like no other, they have a mountain of hit points to soak damage from all those foes they've annoyed, every attack they make directs foes to THEM and a good Tanker with Taunt can make his teammates nigh indestructible. That damage issue? You can do great with Super Strength, Fire Melee and if that isn't enough just get the Musculature Alpha to give yourself a nice boost.

    -----
    So are you saying that a SOd WP Brute, with a bunch inspirations, couldn't do the same thing, wouldn't be the same individual that makes their teamates nigh indistructable, that they couldn't be the same Mountain of hit points? The taunt auras, the ability to pick up taunt, and a taunt with attack effect doesn't do it for Brutes?

    The damage issue? Not really an issue, because Tankers are supposed to do less damage, but the sets you mentioned are shared with Brutes. You can do great with them on Tanks, but You can do Better on Brutes.
  14. This got long

    Quote:
    Originally Posted by UberGuy View Post
    That doesn't seem to follow, to me. If it's a multiplier (which matches my understanding), they could make the Tanker have the larger multiplier. I don't understand it to be a fixed multiplier shared among ATs.

    In any case, it seems to me that the issue (when there is one) is not one of Brutes simply stealing aggro from Tankers. If a Brute steals aggro and dies, then the Tanker can still step in. The issue is that the Brute can steal aggro and usually survive it, which means the Tanker didn't need to be there to start with.
    That is definitely part of the issue, but the fact that Brutes and Scrappers can be made to survive this stuff bugs me (but not to the level it may sound in text form), the fact they can be made to survive this stuff and deal more damage doesn't bug me that much because they're supposed to do more damage and surviving is a casualty of being survivable enough (which bugs me on it's own).

    I've always seen tanks as the playable Phantom army (often) without the stupid, so the ability to survive with more damage and sufficient aggro management tools is what bugs me. The fact that the brute can grab enemy attention unconditionally, like Tankers, and manipulate them (Read:Tank for the team); that's what really gets to me.

    And it's not scrappers so much as it's Brutes, though I'll admit scrapper taunt auras annoy me. I'm really, really against non tankers getting taunt auras and Punch-voke, and I have a Spines/Fire Scrapper. I know what can happen if you don't have the aura.

    Quote:
    Originally Posted by UberGuy View Post
    Honestly, despite all the gnashing of teeth about cheaty mechanics and irresistible damage, I find Tankers much more reliable in this regard in Incarnate content than Brutes. Don't misunderstand, I know full well that well built and well played Brutes can successfully tank even the most annoying of iTrial bosses. The point is that Tankers seem to have a sufficiently easier time of it that it takes much less optimal builds and/or skilled play to achieve the same result. I think that if there's anywhere that Tankers get to show off how tough they are, iTrials are that place.
    That could be, but when I'm on my MM in a MoM, and I look down and go "lawlnubtank!" because he tried to stay in the pink -WITH ME- and died like a blaster while I'm still alive. That makes me nervious. The idea that a Tank should die to Maelstrom's Marked for death, AM's disintegrate, DE special damage, or Maurader's Nova Fist the same way everyone else does, doesn't really fit with what tanks are said to be.

    And really, the trials have many ways to temper the damage dealt by characters now-a-days, but those methods don't nullify the damage advantage possesed by damage dealers. If damage is being dealt, better damage dealer dish out more damage. However they also added ways to deal with high survivability, my issue is that the method (autohit unresistable damage) nullifys the tanker's supposed Survivability advantage as the damage dealers still deal proportionately more damage, tankers don't take proportionately less. They're the same as everyone else. If special damage is being taken, tankers take the same as everyone else.

    Quote:
    Originally Posted by BrandX View Post
    Actually, I was always for dropping Brutes max resist to 85% and having it so Tankers had the higher resist potential at 90%.
    That looks nice, but what can a Brute survive now, that they wouldn't be able to survive should their Resist cap be changed? It's sort of what I mean by survivable vs survivable enough, and an example of a similar change would be the last time they looked at Brutes vs Tankers and increased the Tanker HP cap. I don't really see it changing the performance gap, or lack thereof, but it was done.

    Quote:
    Originally Posted by Sarrate View Post
    Personally, I think that unresisitible damage was added to actually hurt characters that could get near/hit their resistance caps. By allowing Tankers to resist unresistible damage, it would dilute the effect for the AT it was most likely targetted at.
    I would be incredibly disappointed if unresistable, unavoidable damage was added with tanker's in mind, rather than mistakenly ignoring the effect on tankers when targeting things not supposed to have the level of survivablility. Brutes; sure. Scrappers; yeah. Blasters;definitely. Tankers? Heck no. They're supposed to take damage better than other classes. They trade their AT damage scale for their AT resistance/Defense mods. The only way I'd buy that there should be Damage that ignores their resistance is if a trial is added where the only way to kill specific, required enemies is by using a Temp power that does the same damage no matter what AT uses it.

    I guess it could be said that that's exactly what power cells are, but I don't know, that seems like a perception thing. They aren't enemies, they're objectives, and not every trial has something like that when they all have unresistable damage. That's actually an interesting line of thought...

    Quote:
    Originally Posted by Sarrate View Post
    Just to be clear, the multiplier is based off the taunt effect's duration, so in order to make Tanker's have threat parity with Brutes and some Scrappers, Tanker taunt effects would need to be on the order of 50-66% longer than they are now to account for it. In other words:

    Standard taunt auras: 13.5s -> 20.25s / 22.41s
    Long taunt auras: 16.875 -> 25.31s / 28s
    Taunt: 41s -> 61.5s / 68s

    That's unslotted duration, mind you.

    Given how much extra threat taunting characters swim in compared to tauntless characters, I think it would make more sense to lower Brute/Scrapper taunt mods rather than increase Tankers. Seriously, taunt auras that lasted 8-9s should still be plenty of extra threat to offtank / stop runners.
    Doesn't the WP aura last like 3s, and it was found that a tanker couldn't Taunt (ranged taunt) an enemy off? I can't remember what was going on with that, or if I got that right, I don't know if you remember the details on that or not.
  15. Quote:
    Originally Posted by Bill Z Bubba View Post
    I concur. While I may still never play a stalker, I've long agreed that they should be the single target damage kings.

    Now if the devs can figure out how to make tanks the kings of aggro management again, the 4 melee archetypes will be damn near perfect.
    Quote:
    Originally Posted by Darth_Khasei View Post
    Raise the aggro cap to 20 and give them a special threat level seen by the enemy AI as the threat above all others.
    Or, make them the only AT that can resist unresistable damage (as has been mentioned they -do- have mitigation as a primary), and the only one that gets taunt auras and Punch-Voke (Brutes don't need it anymore as they are no longer the exclusive aggro managment AT redside, which IIRC, was the reason it was added in the first place).

    Quote:
    Originally Posted by ThePill View Post
    Could the devs boost their punchvoke based on how many people are on the team?
    Wouldn't do much. With the way taunt works, so long as the higher damage ATs have it, they win. That's what I was getting at with #2 and #3 on my list. Taunt is a threat multiplier, so as long as Brutes and scrappers can gainfully taunt (I.E apply a magnitude of taunt that effects the enemy), their level of damage will beat the Tank's ability to generate enough threat. You can boost punchvoke, but I don't believe there's a level of boost that will let the Tank out-threat Taunt fueled Scrappers and Brutes.

    Seriously, make tankers the Ultimate survivable characters in Trial content (I.E allowing them to resist unresistable damage, and now that I think of it avoid autohit damage), and remove Scrapper's and Brute's ability to taunt outside Taunt itself, Confront, and pressence powers.
  16. Honestly, the Scrapper Schtich seems to be the simplicity of the AT, "Flip out and kill things"; if you will.

    But to try and be a more rational devil's advocate, with regard to tankers, Tankers give up damage for survivibility. My issue is, does the level of survivibility that Tankers have, actually provide any benefit? Brutes were the tanks of CoV up and until Side switching, they were capable of taking damage, managing aggro, and acting as main tank for the most dificult content Redside. Yes, they do so with support, but without IOs I don't believe Tankers are capable of tanking the most diffucult stuff in the game without support, so I belive that argument isn't valid.

    The three big issues with tankers that I see:

    1. When Tankers get Apocolypse level survivability, content like iTrials and hami raids add in damage that completely bypasses that survivability. The argument of survivable vs survivable enough.

    At base, Brutes have 80% tanker health, when buffed the gap closes to 90%. In this content with Unresistable damage is 10%-20% survivibility advantage enough to compare to the Fury advantage? My sexy blue tank is infinitely survivable vs 7 DE monsters (Quite possibly more, aggro cap issues though ), however, that survivability is bypassed by unresistable damage, and a WP Brute becomes more survivable vs the special damage in trials.

    2. A hold over from when Brutes were expected to play double duty as tanks. Brutes have an inherent Taunt in all their attacks. It's not AoE, but one of the best Pieces of Advice new Tankers are alway given is that Gauntlet isn't Effortless. They have to switch targets, keep tagging enemies, and even then they won't be perfect. Brutes get Taunt auras (as do some Scrappers which I believe was more for Parity then mechanics) And AoE attacks have taunt, directly equating to the tanker version.

    Should any AT that is not Tankers Have the ability to taunt without a power selection? I'm not sure that they should be able to.

    3. Stemming from 2, there have been situations where the native Taunt of a teamates aura or Poke-voke coupled with much greater damage created a situation where I could not pull aggro off the teamate. Sometimes they died, sometimes they tanked while I just plugged along with attacks. This is less of an issue, but should something be able to take the aggro of a single enemy that a tank is activly working to hold?

    Those are the three biggest issues I'm seeing with tanks. And I think it goes to show that the OP's argument is better held for Tankers vs Brutes than Scrappers vs Stalkers.
  17. Uh oh, found a DP thread where I haven't plugged my standard DP suggestion!

    Let us use Two Ammo types, and make the damage 50% lethal, 25% ammo type 1, 25% ammo type 2. Have huge diminishing returns for using the same ammo on both pistols.

    If DP with incendiary is Middle of the pack damage (as has been shown in many DPs threads) adding the ability to sacrifice damage for large levels of debuff (still not the level of say Sonic or dark with lesser damage) or sacrifice secondary effects for above average damage (still not close to fire) would make for a powerful set, without doing other set's niches better.
  18. 30. Hang him in the middle of Atlas with a sign around his neck: "This is what happens when the Off-tank tries to pull aggro!"

    31. Send him to Reichsman in a box with the note "Steal this Cole's power Suck-a-duck; look behind you!"

    32. Give him to Flambeux so she can pretend he's her friend and fan and will leave the rest of us the **** alone!
  19. Expanding mid mission rewards used in the Trials (The 60 thread drop once you defeat a specific enemy) triggered to give experience/inf when specific objectives are completed.

    That way people won't have an alergic reaction to fights that end with a conversation (thus preventing rewards) and allow for fights that have the enemy dissappear at a certain health, trigger a mid fight ambush, then return at full health and maybe more support.
  20. Quote:
    Originally Posted by Dr. Aeon View Post
    2) Little to no impact on the art team or powers team. The goal here is to come up with ideas that are easily applicable to several scenarios.
    Can you give us a heads up on what it is that the power and art teams do when it comes to designing missions and encounters?

    I.E: Does the power team make critters? Would making intermediate Con ranks be off limits? Stuff like that would help a lot.

    Aside from that, as was suggested, the best way to improve challenge without "Hitting the AV button" is to have support focused enemies helping out in fights.

    Using the Incarnate level stuff as an example, imagine a boss fight with a Malta director that hacked a PPD and Arachnos drone (described as being of the Insta-kill variety not the every day versions), but because you're an Incarnate they actually can't insta-kill you, and instead debuff your speed/recharge and (to a lesser extent) and have a chance for a Mag100 hold that has you do a quick Kneel animation as if you're resisting the effect. (similar to the forced puke of poison gas trap).

    An EB level Malta directer wouldn't be a big deal to an incarnate character, but with two EBs with big recharge debuffs that have a chance for a short mag100 hold would be more difficult.

    A good example in my opinion, that's already in game, would be Sky Raider Engineers. The FFGs that they summon can make a fight much more difficult, especially if they stack, without toggling the AV button as you say.
  21. Quote:
    Originally Posted by Arcanaville View Post
    DA should be the place where the devs focus on one priority: making the best possible solo and small team experience for incarnate progress. Anything else is a distraction from that. If better large team and incarnate power scaling was possible with no cost and no problems then fine, I would be ok with adding it. But if there are *any* issues at all, however small, this is the place where the solo and small team priority should trump everything else. This should be the one place where we do not say "adding the ability to allow larger teams and more powerful characters to better enjoy the content only adds one tiny little problem for the solo and small team players, so they can deal with it.
    Quote:
    Originally Posted by Arcanaville View Post
    Its not a question to me of what happens in DA. Its more a question of what the design priority is. And if the devs are sitting around discussing the best way to incorporate higher team scaling in DA and investigating if it can happen in a reasonable way then I think they are already wasting time that should be spent making the solo and small team experience better.

    At some point, that design imperative isn't going to hold. They are not likely to focus their attention in DA to solo and small team players indefinitely, and some larger scale stuff will leak through. That's pretty much inevitable. But they should try to hold the line as long as possible, because at the moment this is the only place that sort of thinking is even allowed to happen.
    Honestly, while I'll agree with the idea that DA should have the focus on small team and solo players; I'd argue that finding a way to better scale EBs and AVs depending on team size, as well expanding the "I'd like to fight AVs solo" feature to some of the big bads of DA and the SSAs, is working on solo/small team issues.

    If an issue with scaling EBs and AVs would exist if applied to DA, then it applies in the places where scaling is already being used. Also, if a better method could be developed then it would not only apply for DA, but past non-DA content and all future content as well.

    I'm just really getting tired of seeing "Hero" and "Arch-Villain" on the target, and not knowing if I should be ready for a fight or a nap.
  22. Was sort of expecting the endurance issues, but I'm used to characters like that so that's not a deal breaker.

    I made this build before the ATOs, and wanted to get capped Psi resist when using Cardiac. That's why I have the Aegis proc there, but looking at the ATO, I can pull the Aegis and still get capped Psi with the superior set bonuses. It also looks like I'll be over 80% S/L with the MotT set, so that's nice. Yay! Numina proc in health it is!

    As for Afterburner, I wanted it and it's a good mule for for a BotZ -KB proc. I really can't stand hasten if it's not permanant (I Forget to use it ), and Afterburner would be nice for faster travel.
  23. So with 2XP coming, I'm going to pull double duty, and PL my Dark/EM tank to 50 while boosting the crap out of my Solo SG's prestige. I'd really like to have all the Enhancements ahead of time, and just slot as I level, but I want to make sure that the build doesn't have any glaring weaknesses.

    Energy transfer is going to have all 6 of the ATO, but with the recharge rate I've got it looks unlikely that I'm gonna see it stack which makes me a little sad.

    Anyway, here's the build.

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Floodgates: Level 50 Technology Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Energy Melee
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Leaping
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Dark Embrace -- RctvArm-EndRdx/Rchg(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7), S'fstPrt-ResDam/Def+(33), S'fstPrt-ResKB(34)
    Level 1: Barrage -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(48)
    Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
    Level 4: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(39)
    Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(15), Aegis-Psi/Status(48)
    Level 8: Dark Regeneration -- Theft-+End%(A), Mrcl-Heal/EndRdx/Rchg(9), Mrcl-Heal/EndRdx(9), Mrcl-Heal/Rchg(11), Nictus-Acc/EndRdx/Rchg(11), Nictus-Acc/EndRdx/Heal/HP/Regen(13)
    Level 10: Boxing -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(21), P'ngS'Fest-Dmg/Rchg(23)
    Level 12: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def(17), SW-ResDam/Re TP(29)
    Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam(36), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 16: Whirling Hands -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-Acc/Rchg(23), Armgdn-Dmg/EndRdx(25)
    Level 18: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def(34)
    Level 20: Stun -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(21), Stpfy-Acc/Stun/Rchg(36)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
    Level 24: Death Shroud -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(27), Erad-Dmg/Rchg(29)
    Level 26: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(31), Mocking-Taunt/Rng(36), Mocking-Acc/Rchg(42)
    Level 28: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(34)
    Level 30: Fly -- Zephyr-ResKB(A)
    Level 32: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 35: Energy Transfer -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dmg/Rchg(43), GS-Dam/End/Rech(43), S'ngH'mkr-Dmg/EndRdx/Rchg(43), Empty(45)
    Level 38: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Block of Ice -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(42)
    Level 44: Ice Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Entrpc-Dmg/EndRdx/Rchg(48)
    Level 47: Afterburner -- Zephyr-ResKB(A)
    Level 49: Soul Transfer -- Erad-Dmg/Rchg(A), Erad-Acc/Rchg(50), Erad-Acc/Dmg/Rchg(50), Erad-Acc/Dmg/EndRdx/Rchg(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(33)



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  24. William_Valence

    Your DXP Plans

    Get Floodgates to 50, and prestige booster the high holy Jesus outta' my Heroside personal SG.

    Acctually, XP boosters are said to stack with 2xp weekend, anyone know if Prestige boosters do as well?
  25. When you're driving down the street and get excited seeing a mailbox, because you only need three more for the badge.