Zeus_Obscura

Recruit
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  1. [ QUOTE ]
    Hey guys,

    Manticore funded *and* founded Wyvern. The rest of the Phalanx are not aware of that however.

    Carry on...

    [/ QUOTE ]

    Um... can we join Wyvern and get the nifty leather-surfaced rocket packs?
  2. Heh... I only see one problem with the Epic Pools...

    Blaster pools are fire/cold/energy/devices...

    I'm electric/electric... with all 18 powers, yet the defenders are gonna get electric armor? I'd kill for electric armor!

    Who do I have to talk to to get electric mastery moved over?
  3. Zeus_Obscura

    More answers....

    [ QUOTE ]
    Flight isn't getting looked at? so that means it's going to stay the same? I still think it should be changed somehow. Maybe a little faster. And I REALLY would like the 4th power changed, no one uses it at all. Like MANY have suggested, some sort of super sonic quick speed boost for the 4th power.

    [/ QUOTE ]

    Actually, I've seen a lot of group flight at the post 45 levels on Justice. In fact I have it, as a blaster. I use it to ferry people across the shards, and for strategic purposes: getting entire groups out of a massive multi-caltrop fields (darn ninjas), and catching mid-air ports when there's no safe place on the ground to set up for an AV attack.

    However, because the range is fairly short, and the delay before going off is 10 seconds, there are always problems with people flying too far away and not realizing it. Since the power is slower than regular flight, has no "group hover" for use as a battle power, and burns a lot of endurance if used for group of more than 4, I'm not sure why it's range is so limited at all. I don't see why it couldn't have a 500 yd range, for instance. It'd make it useful for travelling safely, and wouldn't really give any huge advantage to having the power over what it's supposed to be able to do already.

    So, just like teleport foe, there's still some use to be had from the power as is... although it'd be nice to see it tweaked up to where it would be more useful.
  4. Because I had a respec unused on my level 47 hero, I was able to respec and take all travel powers to test with Powerslide.

    But guess what? it's just sprint... with different animations. So... just like sprint it'll stack with superspeed, and you can have it on while jumping or teleporting or flying...

    You can't have it on with sprint... or prestige sprint from the pre-release... but that's okay.

    So, for a while, people who buy the special boxed edition get to slide, instead of running with a dust cloud, if they so desire. Of course, CuppaJo was talking about a Hero Gear Pack that would be provided at some point in the future, which would include powerslide, gradient transparent capes, and other stuff...

    So.. even though I'd love to have my ice tanker sliding all over maps, I'm gonna wait for the Gear Pack and see what's what, before buying another copy of the entire game. (Although, if you wanna suck your friends in, I suspect the boxed set would make a great Christmas/Holiday gift.)
  5. We succeeded last night with two hours remaining on the clock. The trial really is a "must see" experience, the best location I've seen in the game yet.

    A couple of points:

    Tank: an ss/invulnerable tank is trule indespensable on this mission. Because there are so many smashing-vulnerable devouring earth in the mission, having someone along who can bear the brunt of hundreds of attacks at once, and dish out constant destruction really helps.

    The first wall: We took out the two wandering monsters in the room immediately, then cleared the area in front of the wall before assaulting it. No monster fell on us at 25%, so I can only assume that the first team got hit by one of the wanderers. With a tank and scrapper at the base of the wall, and three blasters hovering above it, the obstacle went down in about 3 minutes.

    Second Wall: After clearing lichen, we had 3 blasters taking on the wall. At about 30% of wall left, a squad of fungoids fell, and somehow managed to target and shoot the blasters before they hit the ground, sleeping the entire squad. This is where we had our sole death of the adventure, so be cautious at this point. Fortunately, two of us were able to regain the air and get out of range before the wall recovered too much.

    Recovery Aura: an absolute must for the walls! The heroes killing the walls, especially the blasters, cannot run out of endurance, or the process will grind to a halt. Keep em fueled here, or life will get very difficult.

    Freed Heroes: Frankly, trying to drag things back to the heroes would have taken a lot more time. We just worked our way around the lake twice, once on the outside and once on the inside, clearing it as we went. Really no danger here unless you let the group split up and aggro too much at once.

    The Titan: The ambrosia was hardly necessary in the final fight. Our ground forces each used one inspiration, while the air team didn't bother at all. The titan dropped in about 20 seconds so there was no need for a second helping.

    Note: the badge apparently doesn't work for this trial, since none of us got it. We all got the special inspirations, but as far as I'm aware none of us got any that were useful: Combinations usually seem to include either buffs or debuffs as one of the two effects... with accuracy, or recharge reduction as the other. It'd be good for a kinetics, radiation, or dark defender, but that's about it. Would love to see more damage and accuracy, or damage and end reduction, or recharge reduction and range... anything else.

    Finally: if you hit the 39-41 range, take the time out to do this Trial. Form up a decent team and it'll wash all those bad sewer experiences right out of your mind.

    Zeus Obscura, Justice Server
    41 elec/elec blaster