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Personally, I refuse to use any of the ugly workarounds for character names--no x[Name]x, no extraneous punctuation, no all-caps or spacing games (unless they're appropriate to the character for other reasons). You can still come up with decent names, you just have to approach it from a different angle sometimes.
For example, I have a blind character, too--my TA/A defender. I named him "Bluff", as in "Blind Man's Bluff", and tied it into his backstory. The name is connected with his defining characteristic without being a synonym for it, and it's a decent name that was available on Virtue.
I also recently started a Magic Origin rad defender on Freedom. I was quite surprised that the name "Hex Ray" wasn't taken, and it's a perfectly punny name for the character.
I get frustrated with naming sometimes, too--times when my first choice or two are taken--but I've never resorted to a thesaurus to name a character. French, German, and Latin dictionaries, maybe, but never a thesaurus. -
Most of my characters on any given server would know each other to some extent, mostly because they're all in the same SG. There are a few cases that have connections beyond that, though:
Blightfall, a knight from Brittanic Earth, is that world's version of Redemption Jack, a reformed villain from Earth Prime. Both of them find this disturbing, for different reasons, and the more things they find they have in common, the more creeped-out they get.
All of my characters on Victory--in fact, the whole SG there--are crew and/or passengers from the same marooned, time-traveling airship, so they have an established web of relationships with each other. -
*applauds*
Well done, and quickly, too! Did you enjoy playing tourist?
There's actually a way to get to the Death St...er, Storm Palace without flying, but it's substantially slower and more difficult, even at high levels--the gravity geysers make a trail around the long arc of islands that will get you there, as long as you don't misstep or get eaten by some of the most annoying mobs in the game. Flying is quicker, though.
The Storm Palace is where my empath used to go to hunt. He held the top of the Nemesis boards for storm elementals for months. -
Quote:To expand on that a bit--safety is optional. You can go almost anywhere, and working off any incidental debt just gives you something else to do.Explore If you're careful, you can get around most of the zones on foot in relative safety, even ones dozens of levels higher than you. Zones that you might want to avoid until you get a jetpack: Eden, Terra Volta. Independence Port is also a giant nothing, so just don't bother.
Personally, I suggest exploring the Shadow Shard. It should be easy enough to get there with a travel power, and it's certainly possible without one. I'm planning an excursion into the depths of the Shard with my level 1 exploration badger when I can spare the time. In case you don't know where to find the gate to the Shard:
1) Get to Talos Island. (In King's Row, you can jump in the truck to Pocket D and go out the Talos door. In Steel, go to the Green Line station at the north end and catch a train to Talos.)
2) Make your way carefully to the Peregrine Island ferry (it'll be marked on your map with an F). Flying shoudl bypass all of the mobs here, but you can make it on foot pretty easily, too.
3) Once in PI, check your map. At the north end of the main island, there will be a gate marker for Firebase Zulu. Set it as your waypoint, then go a short distance out to sea west of the island. (Going straight up the middle of the island is survivable, but it does expose you to snipers, so the water is safer.) Go back ashore when you're even with your waypoint. Steer well clear of the mobs and head into the Portal Corp courtyard. Safe! (For now.)
4) The nothernmost of the three Portal buildings holds the FBZ portal. Go in, down the elevators, and hang a right. Click on the glowy-noisy-spinny thing to zone.
5) Say "Hi" to General Hammond and look around for more portals--they'll be ahead and to your left. One leads out of the safe area of the base and into the FBZ zone proper, and the others lead to the Chantry, the Cascade Archipelago, and the Storm Palace, which are home to some of the coolest scenery in the game.
6) If you can't fly on your own, you can buy a Raptor Pack temp power here, or you can use the gravity geysers to jet around the floating islands. You don't take falling damage here, and if you fall between islands, you just get ported back to the zone entrance.
7) If you make it to the Storm Palace itself (you'll know it when you see it), grab a screenshot of your character standing on it and post it here so we can cheer for you. -
Classifying your character by theme and trying to stay within that theme is fine, and has the potential to be a lot of fun. I wouldn't want the theme to become a straightjacket, however; comics are full of heroes taking on threats that are outside their weight-class, and villains with goals too grandiose for their actual powers--that's part of the fun. To borrow an argument from Batman, "Those monsters you don't fight? They tend to step on little guys." In the end, though, it's up to the individual player--if you don't want your character getting dragged into something bigger, that's your choice.
I rather like the idea of categorizing AE arcs this way, since you can actually follow the theme all the way through a character's career that way--if you avoid all the really earth-shaking stuff in the main high-level content, you're going to end up short on stuff to do, and if you're looking for cosmic threats at low levels, you're going to come up empty. I'm not sure how you'd handle the categorization of that much stuff, though. The easiest way would be to have a set of threads in the Player Guides section, one for each category, and ask people to post arc ID and title of AE arcs that fit the category. Then you'd periodically update the OP with a list of the arcs by level. It would likely be very messy, though.
For the dev-created arcs, on the other hand, it could be as simple as updating the wiki entry for each arc to include a list of categories the arc fits. Still time-consuming, but not the bottomless pit that an AE classification project would be. -
While the idea as presented is arguably better than what we've got--as, indeed, most ideas would be--I can't say that I'm thrilled with it. As others have pointed out, the sheer variety of primaries makes it very uneven. It leaves Rad out in the cold, for example. Dark wouldn't get much joy out of it, either. Force Fields would end up uselessly renewing bubbles before their duration ends to keep the buff. The idea of making the single-target powers function (and function differently) without a target is probably impossible, and certainly inelegant.
As is my usual practice in these threads, I am instead going to toss a random idea into the pot just to watch it bubble:
The new Vigilance has a bar similar to Fury or Domination; it builds up whenever the defender activates any single-target power (primary, secondary, or pool). The represents the defender vigilantly watching friend and foe alike, and determining the best response on the fly. The defender radiates an aura similar to Supremacy or a Leadership aura, which provides an assortment of buffs to the defender and all allies--thematically appropriate buffs for it would be ToHit, Defense, and Perception. The magnitude of the buffs would be based on the state of the Vigilance bar.
This would benefit defenders on or off teams, be readily usable regardless of primary, and encourage defenders to take highly active roles on teams (whether actively buffing teammates or attacking enemies). -
Quote:No, he covered that in XIII: "You may have seen all that I say, or await it another day". No one hedges his bets like a prophet.Although technically speaking, the nit also failed to predict he was giving people predictions about things that were going to happen before the time capsule was opened and we got to read it, except for GR.
More seriously, he also said that he didn't know if his visions would come to pass, so he likely wouldn't know when, either, except in the most general terms. For that matter, some of the things he said (or hinted at) about past events are things that we, as players, have sussed out, but which aren't necessarily known in-game. Now there are clues to those things in the canon. -
Quote:If this is a reference to my number-crunching, that wasn't quite my point. I was just offering a frame of reference for what you can do with just Heal Other--it can provide mitigation that matches or exceeds the primary mitigation provided by a scrapper defensive set, on top of whatever defenses the target already has.And regeneration is, like someone else said, mostly outdone by the heals.
I actually consider Regen Aura a highly useful (and often underestimated) tool for Empaths. It's one of the things that prevents the sort of crisis in which you have to spam heals. Also, as Straightman pointed out, it frees up a lot of your time--spamming Heal Other may keep one target alive, but takes up nearly all of your time and leaves the rest of the team hanging out to dry. Regen Aura buys you time to refresh buffs, mez mobs, and use those "puny" blasts (which accomplish a lot more than most people seem to give them credit for), thereby providing a great deal more mitigation. It at least doubles your effectiveness in serious fights. -
No, the FFG doesn't inherit the buff. Even if it did, it would only last the duration of PBU (12.5s), which wouldn't be very useful.
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Quote:Did you overlook the "simultaneously" part? Having two heals in your tray doesn't mean you can activate two powers at the same time. I'm talking about cases in which two people have managed to get into deep red (without me managing to head trouble off at the pass) and one of them dropping while the heal is animating on the other. It's a pretty rare scenario, and either means that the team is way out of its depth, or that multiple people (probably including me) have screwed up repeatedly.Actually, that one scenario you noted can indeed be fixed by AP, at least. It's a second HO that's always there, waiting for such an emergency to come.
Seriously, SO-slotted for heal and recharge, Heal Other activates about every 4.3 to 4.4 seconds, and it heals for over a quarter of base tank hit points. With just HO, you can heal the tank's whole bar worth of health in about 13 seconds--comparable to +1800% regen (more than fully-slotted Instant Healing). You can push that a little more by firing off Healing Aura in some of the gaps. If someone is dying through that, plus their own defenses, there's a more fundamental problem than "not enough heals".
I'm not saying that AP is never useful, or even that it will never save anyone. I'm just saying that cases in which it could make a critical difference are so rare (and frankly, the consequences so minor) that I'd rather spend that power pick on something more consistently useful. -
I find Absorb Pain completely dispensable. I've never needed it while supporting a tank against Recluse in the STF--or for anything else, really. In my experience, it's very rare to have someone die on me as a result of just not having enough healing; they die because they've wandered off, because I've been mezzed and am out of Break Frees (rare--I'm obsessive about keeping them in stock), because they've split up and two or more teammates need heals simultaneously, or because they took enough simultaneous hits to kill them before I could fire any power.
None of those scenarios can be fixed with Absorb Pain. They can, however, be ameliorated by sensible use of buffs, inspirations, aggro management, and team coordination. That's not to say AP is useless; if you have a power slot free, and nothing else you really want to put in it, go for it. You might even occasionally save someone with it. (Of course, you might also occasionally manage to kill yourself with it.) On the whole, though, I'd rather fill that slot with something a little more proactive (like a mez or--heaven forfend--a blast) and rely on Heal Other for my ranged healing. -
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Quote:The Gamester did it.More feedback:
Unlike the Halloween Event, there doesn't seem to be any sort of a story behind this event (at least, we've not seen one!) It doesn't make a lot of sense as it stands - defeat the Winter Lord and Lord Winter sends you a huge present which you can use as a portal so you can come and confront him?
I think it would make a little more sense if we forced the Winter Lord to drop the present, the idea being that the present is his portal to the Winter Realm and we're hijacking it.
So, with that established, are we ever going to get anything more on the Gamester? -
They appear to be set on "1980s".
Oh, and more weapons are good, unlockable or not. I prefer them to be available at character creation, but I can see the reasoning for restricting weapons with clear connections to specific factions. -
Quote:Indeed. My favorite "challenge" character is Agoraphobic Man. He's a level 1 defender, permanently. His challenge is to get every exploration badge he can reach with only unenhanced Sprint. (As a sideline, he's getting all the day job and time-in-zone badges, but exploration is his main deal.) He was on hold for a while, having gotten all the accessible badges in the city zones, but I16 opened the hazard zones to him, so he's back in business.c) start a challenge toon, and impose and stick to a self imposed restriction. My current toon in progress is a Dark/Stone Scranker, who's doing ALL contact missions from 5-50. Currently parked at 44 with XP turned off and going through all the main contacts. (Just getting that toon more or less sorted on endurance consumption was a challenge in and of itself)
There's more than one way to play this game. -
I would guess that Praetoria's critical failure rate with native supers--90% of them disappear "overseas"--must be leaving them short on meta-power. If so, it's not wonder the DE have been able to run amok, and there's no telling what kind of imbalance that's introducing between them and the other nations on Praet-Earth. Since Tyrant has reason to know of the huge number of supers zipping around Paragon, he may have some notion of trying to "recruit" some of them. He may also have some "Justice Lords"-esque notion of conquering Prime for its own good, since we haven't managed to crush our villains for ourselves.
Regardless of his reasons, his current approach isn't working. Prime and Praetoria have been raiding back and forth for years now, but both sides have been concentrating heavily on the upper-echelon supers. As a result, neither side has been able to hold onto captives--they've been too powerful/clever/plot-armored to keep contained. He's going to expand his Prime operations by having Loyalists infiltrating or invading Prime; that's why they leave Praetoria for either Paragon City or the Rogue Isles at 20. The Resistance, of course, would want to send agents and advisors through to counter the Loyalists.
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Empathy has sort of an odd learning curve, I think. It's not like Storm, which has a learning curve of "ThisSucksThisSucksThisSucksThisSucks...THIS ROCKS!" It's more like a series of plateaus, with a steep slope looming over them.
Basic healing is easy, and Empaths get praised for it early on, which I think leads far too many players to stop there, on the Aura Rocker plateau. On the edges of the plateau, you'll find a few more adventurous types playing Whack-A-Mole with health bars. The problem is, that sucks, and the suckage increases with level. They usually don't notice.
Aura buffs are also pretty easy to use, and they form the next plateau. This is where the Gatherers live. You can hear them calling out to their teams whenever the RAs recharge. This, of course, interrupts whatever the teams are doing, but at least they get some really nice buffs out of it.
Single-target buffs require a lot more work than auras. You have to pick targets, and renew the buffs often. It involves a lot more clicking, which distracts one from the game of Health-Bar Whack-A-Mole. This leads to the plateau where the Tank Polishers live. The Polishers choose a Tank and attach themselves, remora-like. This allows them to simplify their single-target buffing by only buffing the Tank (whether the Tank needs that buff or not), and they get to feed on the bits of xp the Tank drops (Tanks are messy eaters).
On the slopes above all the plateaus, you find the real Empaths. These defenders use their powers dynamically, firing auras on the fly when the natural flow of combat clumps the team for them, covering as many of the team as possible with single-target buffs based on an every-shifting set of efficiency and safety critera, spot-healing when bad luck or mistakes open holes in the team's defenses, and contributing with damage and control. Not all of them are equally skilled in these endeavors, but they have all abandoned the easy life on the plateaus for the sake of their teammates. They do not ask for praise for their "healz", nor do they demand special treatment. To make such a sacrifice, they might say, is simply the way of the Defender. Treat them with the respect due a fellow hero, and maybe they'll make you a god for a little while. -
Quote:See, we're just making assumptions here. Maybe these cosmic-level threats are more common than we realize, and our comics are just the local papers covering local events. Who's to say that Shhhhk'mr'he of Niphrolous IV (for example) haven't defeated half a dozen dimension-devouring demigods? Or that heroes on Kithrak Prime aren't out there responding to calls on the police telepathic amplifier and stopping low-end gangsters from getting their hands on devices that can slice, dice, and julienne the fabric of reality?Joking aside, it must be admitted that nearly all comic book universes are Earth-centered to a degree not often seen since Copernicus came along. All those sci-fi planets and alien empires, all those alternate dimensions, but for some reason, the one that the heroes live in/on is the one that everything happens to. This is for a simple, obvious reason - all the readers also live on an Earth, which is improbably similar despite the presence/lack of superpowers - but it can lead to absurd situations as the OP and others have noted.
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Quote:The All-Defender Hami Raid hasn't succeeded yet. I think that in the last attempt we took out a couple of mitos--enough for proof-of-concept, at least--but people ran out of time, and participation dropped off below the minimum we needed (around 23-25 defenders, we estimated).Something impossible in City of Heroes that hasn't already been done? Hmm, can you guys think of anything?
There was also an effort at one point to test what happened if you managed to confuse Hamidon, but we never achieved critical confusion mass.
Those are a bit esoteric, but they're still hurdles that haven't been overcome. -
Quote:He falls to the bottom of a dark, empty space, and the zone crashes. When he logs back in, he's in a new instance--er, dimension. (Or maybe in Atlas Park.)I was just thinking, what actually happens when Rularuu consumes a dimension? Also, how does he consume it? Does he end up in some vast white area before traveling to the next dimension?
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Quote:So, you define "flamer" as "someone who disagrees with Firewasp", then?I know, this is a Defender board so I will stop. I would say that 30% of the replies here have been very good information for a Defender prospects, while 70% of the replies were nothing more than flamers. Squash any good idea people.
Consider this: You walk into a place that logically concentrates the experts on a subject--people who have been analyzing and working with the subject for years, who have pushed it far beyond expectations, and some of whom are regarded by the people who actually created the subject as experts--and 70% of them disagree with you. Is it not possible that this is because you're simply wrong? It's not quite on par with walking into an MIT physics lab and trying to expound upon the Time Cube, but it's something to think about.
Your "good idea" is actually only half of a good idea. You realized the potential of defender superteams, which is a step in the right direction. No one has disagreed on that part--they've only pointed out that many of us, including the experts referenced above, have been building such teams for years. Your insistence on clinging to a paradigm that doesn't apply here, however, unnecessarily hampers you. -
Quote:Flying mentor + Super Jumping sidekick = spam enough to sate a table-full of Vikings.You're getting too far away from your mentor.
Your mentor is too far away!
Your mentor is assisting you again.
...
You're getting too far away from your mentor.
Your mentor is too far away!
Your mentor is assisting you again.
"What were you doing?"
"Getting to the mission." -
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Quote:If I were to venture a guess on the Aspects--and venturing guesses is about all we have left to do in this matter--I would guess that they are incarnations of the original Rularuu from different dimensions he has consumed. That is, somewhere in the ancient past, there were many dimensions, each with its own version of a single powerful being; one version was Rularuu the Ravager, who possessed (or somehow gained) the power to consume dimensions. As he did so, he subsumed each incarnation he found, incorporating them into himself--though obviously not perfectly.We do know that the aspects of Rularuu were once mortals like us. This is quoted during one of the task forces. That would suggest that the worlds he consumes survive in some form.
Venturing even further into tenuous supposition, I would suggest that the Paragon Prime dimension's incarnation of Rularuu was the Dream Doctor. -
Quote:I will occasionally call for a team to gather, not to ensure that everyone gets the buff, but as a tool to keep a PUG from scattering too much. You can just ask them to stay together, but a really scatterbrained team responds better if you hold out a treat when you call them.I think I've only ever asked a team to 'gather for buffs' once, when my Empathy/Sonic first got her RA's. Since then, it's always been my prerogative to try and get in range of as many people as I can at once and let 'em fly mid-battle. The only way to buff in my opinion.
That aside, I usually just find the biggest clump of teammates (or the clump that needs the buff most) and fire off the aura among them. If someone misses the buff, they can either handle being on their own, or they shouldn't have wandered so far off. I usually don't prebuff with the auras before an AV/GM fight, either--part of the duration always gets wasted as people fumble around, trying to get ready.
Hami raids are their own beast, of course; everyone fires off their auras by the numbers there.