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void Torrent, it will annoy people who hate knockback.
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But isnt half of bubbles about knockback? Should I avoid the bubble knockback powers, or just take one or two for entertainment/shove them all into a corner purposes?
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Oh, I love knockback! With ragdoll physics, knocking mobs around is great fun. However as a Defender (and especially as a FF one) you will be quite team dependent and not many teams like knockback as it tends to annoy melee characters and knocks mobs out of Taunt auras and DeBuff AoEs. But it can be a very powerful damage mitigation tool, so if you do take it, use it wisely. -
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Dragons, unicorns, fae, angels, there are good 'monsters' that I'm sure are just as, if not more, valuable.
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Good point! Maybe even monstrous humans, mutants, fae, aliens etc. First assignment, the Amber Banshee!
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You'd better bring earplugs then. -
Out of Dark Blast, I'd take Dark Blast, Gloom, Tenebrous Tentacles, Night Fall and Black Star. Take Moonbeam if you like snipes, not everyone does.
Dark Blast and Gloom cycle very quickly and give you a nice one/two punch. Use Tentacles as an opener or once your friendly tank has gone in, then follow up with Nightfall. TT and NF are both cones so a bunched up mob is a bonus as you can hit whole spawns with stacked debuffs. Both cost a lot of endurance though so don't use them on single targets if you can help it.
You might want Life Drain for a heal but you're far better off with Aid Self. Avoid Torrent, it will annoy people who hate knockback.
If you want a little control, Dark Pit is a Mag1 stun but it has poor accuracy and duration and will need heavy slotting to work well.
Hope that helps a little. -
((I've had a ponder and sent you a PM on the Militia boards Brit.))
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((Include me in the interested list. Now I just need to decide whether to offer Rose or roll something new... Hmmm... decisions, decisions...
))
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Inherents are very themed and should tie in with the role of the AT so I have no problem with Vigilance being related to team health. What might be nice, and this is just an idea, is a modified form of Power Boost that applies when a team starts to suffer. So if things do start going belly up, debuffs, heals, shields, team buffs and holds become slightly more powerful, perhaps enabling the team to turn things around. It'd need some research to prevent it from becoming overpowered and letting bad Defenders who would allow their team to suffer so that they could get the boost, but it's an idea.
While I hate being mezzed, I find that Defenders should have a sybiotic relationship with the team: I am making the team more powerful and effective, in return they should be making sure I'm not mezzed and beaten to a pulp every five minutes. -
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I don't think there will be too much trouble if you RP maturely. Two annoying brats spamming "Heil Hitler" at random or otherwise overdoing their assumed roles would probably be seen as a lot more offensive than two mature RPers who take a somewhat more subtle approach. When played well most people probably wouldn't even notice unless they read the background story. At a first glance it could be just a slight German accent (one more thing that shouldn't be overdone unless it's intended to be comedy RP), the occasional German "mistake" in a sentence and a preference for uniform-like clothing. This would probably help in making clear that you are indeed RPing and not some nazi jerk spreading propaganda (and save you a lot of OOC apologies).
However, this is a nice concept and you will probably have fun with it. So just go ahead.
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This. (Sorry, just getting in on the trend for doing that!)
Seriously, if you do this well and maturely, you shouldn't have too many problems. In the alternative universe, they may or may not be villains, may not wear uniforms etc. The only discernable difference could be in their politics which you would only discover if you interacted with them. If done subtly, the only problems I can imagine you would face would be people unable to keep OOC feelings out of IC roleplay or someone who might read your bio, take offence and petition you. I seem to remember a problem with a similarly based SG a while ago which faced similar problems.
If however you goosestep around PD in jackboots, grey uniforms, sounding like Herr Flick, expect a lot of grief...! Either way, good luck. -
Scorpio Rose is level 30 these days and is Thug/Dark so I should be able to help you depending on what time and date.
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Hang on, stop the clock! 18 minutes between posts! Wow, patience boy, patience!
I have played AR/En in the past but deleted her recently. Build Up + Boost Range + Cones = destruction. Never got high enough to experience Full Auto but Flamethrower with the above buffs became very nice on large mobs.
The three problems you will encounter most are:
1) Redraw. If you use any of the melee powers in /En, you'll have to redraw the gun each time and that can annoy some people.
2) Lethal damage gets highly resisted later in the game and in PvP.
3) Rooting. Given that you have no powers to keep the enemy in place while you fire off your cones, it's quite possible to have mobs of burning, very angry foes come running up to you and hit you rather hard while you're still rooted to the spot.
If you can deal with the above, I think it's still a very viable set. Enjoy. -
In a curious twist of fate, the same TF at the same time, different server. I fancy running through this TF on Sunday, anyone is welcome to join. Let me know your toon name and AT and I'll scribble them in below. Details are as follows:
Contact: Moonfire
Level Range: 23 - 28
Notes: Requires 6 people
Zone: Striga Isle
Location: -3600 63.5 -388.
Primary Enemy: Council
Name: The Kheldian War
Badge: Honorary Peacebringer Badge
Current team: Me.
1) Dante M. Carver - Dark/Dark Defender -
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3. This is the really big point. We only get to make up our own canon where the game developers haven't provided or created one. They get to god-mod quite legitimately because they are the game devs and thus the gods of the gameworld.
There are a quite a few posts in ths thread talking about how a player sees time-travel. Interesting, but ultimately entirely irrelevant to a discussion about the gameworld. The way time-travel works is however the gameworld has it work. It is our job as RPers to then make it real in our characters lives, no matter how much we as players might think it impossible.
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This is the point that has stuck with me all along. The whole point of Ouroboros existing is so that they can change the past to save the future. Therefore, according to game canon, it is possible to change the past. That's what's presented to us and therefore it is up to us to try and work with it even if it is the most scientifically impossible, most difficult to work with, headache inducing (delete as appropriate) stance available.
We are of course entitled to disregard the game's stance on time travel as we can with many parts we disagree with but then that tends to only work within groups and will create conflicts when coming into contact with other roleplayers who see time travel differently. But then, hey, how's that different from normal?
Once the initial rush of time-travelling passes and the novelty wears off, I would hope to see it become something that doesn't crop up in plots too often given its potential for causing trouble. But I'm sure we'll work something out. -
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The problem with the quantum idea is that the can of worm is opened by travelling forwards, thus observing the outcome of possible future events which then would cause them to have to be the actual events because you've observed the outcome...
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Don't go confusing things further by going forwards too!
The slightly random wobblings from the Militia forums -
Welcome to my nightmare. I've been wondering about the implications of this ever since i11 went on test, hence a series of rambling posts on SG boards. Although I agree that the alternative dimension solution works, it's not how the Ouroboros work and they are based on the premise that you can change the past and therefore so can you. I won't bore you with the detail that we went into but there are at least two salient points that I feel can make time travel 'acceptable' to roleplayers.
1) According to Ouroboros, there is an extent to which people can travel before they become 'absorbed' into the time stream. This implies that 'time' (or space, or fate, or gods, or what have you) can heal itself and therefore smooth out the problems that paradoxes can cause. I feel that this can give us the required portion of fudge to help use time-travel wisely.
2) The time jumping is overseen by the Ouroboros. Although in game, they allow us to go wherever we want, one could argue that they also police the time stream and would therefore prevent people from going back for trivial purposes or to 'erase' people from existence.
3) Using time travel to god-mod should really be treated in the same way as any other god-modding. I'll leave that to your discretion to work out appropriate tactics but someone who god-mods that they killed my parents will get the same treatment as someone who claims they shot me through the head.
But yes.... time travel is a headache. Ibuprofen please! -
Well a little longer than I was expecting but all round good fun. Thanks to everyone for coming.
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I'll be down by the contact from just before 2pm. I reckon we wait until 2:10 to see give time for people to turn up then head off. See you all there!
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Updated:
1) Dante M Carver - Dark/Dark Defender
2) Rock Block - Stone/Stone Tank
3) Autumn Fox Claws/SR Scrapper
4) Boom Frost - Energy/Ice Blaster
5) Blackfur - ?/? Defender
6) Mr Erth - Scrapper or Blaster
7) Mr Teabaggins - FF/Dark Defender
8) Song Thrush - Empathy/Sonic Defender
Looking like a pretty solid team. -
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Who do you want? Blaster or scrapper?
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Either is fine as both can dish out the damage. Maybe the Scrapper so we have a few more people in melee range but I'm relaxed either way. I'm not a min/max team builder so I'll leave the choice down to you. -
Updated:
1) Dante M Carver - Dark/Dark Defender
2) Rock Block - Stone/Stone Tank
3) Wolfram - Scrapper or Defender
4) Boom Frost - Energy/Ice Blaster
5) Held for welshie if he's coming...!
6) Mr Erth - Defender, Scrapper or Blaster
7) Mr Teabaggins - FF/Dark Defender
8) Song Thrush - Empathy/Sonic Defender
Plenty of Defence but hey, that's not a bad thing. With a PM from a friend who may or may not join, the team appears to be full. However, things can change and there's still a whole day before the event so anything could happen. -
2pm GMT. Fourteen hundred hours to you military types.
Update:
1) Dante M Carver - Dark/Dark Defender
2) Rock Block - Stone/Stone Tank
3) Wolfram - Scrapper or Defender
4) Boom Frost - Energy/Ice Blaster
5) Held for welshie if he's coming...!
6) Mr Erth - Defender, Scrapper or Blaster
7)
8)
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I think we might need the damage from the Blaster if that's ok? If not, we'll be safe with two Stone Tanks.
1) Dante M Carver - Dark/Dark Defender
2) Rock Block - Stone/Stone Tank
3) Wolfram - Scrapper or Defender
4) Boom Frost - Energy/Ice Blaster
5) Held for welshie if he's coming...!
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7)
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Ok, so far we have
1) Dante M Carver - Dark/Dark Defender
2) Rock Block - Stone/Stone Tank
3) Wolfram - Scrapper or Defender
The TF will auto-exemp anyway so you're more than welcome. -
Hi folks.
Having a free afternoon, I'd like to tackle this task force again so if anyone would like to join, please sign up below. Details are as follows:
Contact: Sister Psyche
Level Range: 20 - 25
Notes: Requires 5 people
Zone: Independence Port
Location: (-1636, 0, -5856)
Primary Enemy: Freakshow
Name: Clamor and Destruction
Badge: Sister Psyche's Comrade Badge
Let me know your AT and toon name and we'll get a list going.
Thanks and hope to see you there. -
Yay!!!
Good to have you back.