Heraclea

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  1. Quote:
    Originally Posted by airhead View Post
    A shiny superhero title is not a billion dollars of oil, but at least one superpower has demonstrated that litigation knows no bounds. For all they know, Australia's legal system could be incredibly corrupt, and/or there may be no way to cap the potential for litigation. I don't know what it'd cost to get someone to look it up.
    I doubt that Australia's legal system is particularly corrupt.

    On the other hand, I do understand that video and computer games have been the subject of a long-running peasantish tabloid panic down there; that sort of thing is not confined to the Land of the Free. Some of their politicians routinely seek to rile the peasants with calls for game and internet censorship. Any game company might be leery of giving a political system like that an opening.
  2. Heraclea

    Worst Mobs Ever.

    Vanguard Sword. Completely cheap and uncalled for, they make Gaussian's arc essentially unplayable.

    Carnie Ring Mistresses / Dark Ring Mistresses. Again, a completely cheap gimmick.

    Rularuu. Travel problems and long TFs are not the only reason the Shadow Shard is unpopular.

    Spectral Knights and Demon Lords. If I have to run Montague Castanella on a character, I make sure I get it done by level 11.
  3. Quote:
    Originally Posted by NightSable View Post
    Holiday sales of common salvage will likely reach record highs as people continue merit farming on Winter Lord mishes to the point of exhaustion.
    I don't foresee the Lord Winter event being used for merit farming, or really of that much lasting interest after a few teams run it to get the badge on their mains. The event that was tested involved a boss monster with more HP than Reichman. Certain powersets (several rads) will be needed to actually finish this within the time given, and the rewards are just not that great.

    Any merit farming that gets done will involve summoning the Winter Lord, and that's 2-merit, standard giant monster territory. He has a fairly small chance of spawning, and won't even be as common as the Halloween GMs.
  4. I decided one of my existing arcs fits the requirements, so I entered it. In it, a Paragon City hero contact sends you and your party to break out a member of a criminal gang from jail .... all for the sake of love.
  5. Shouldn't all of these stack into a single pile, rather than there being six different sorts of them?
  6. Quote:
    Originally Posted by Oubliette View Post
    Working on a mission for a couple weeks. Published it and sked some folks to try it and they started reporting an oddness.

    SEVERAL mobs in the mission were rewarding NO xp.
    If you remove even one power from the powers defined as being "standard" in difficulty, that mob will give no XP.
  7. Quote:
    Originally Posted by Solicio View Post
    One aspect of Going Rogue will be the change in demand for certain archetypes with regards to teaming. I thought about which ATs could see an increase in demand. Please bear in mind that I enjoy playing almost all the ATs in the game, and I'm not "out to get" any specific AT, even if I think it may be unfavorable for teaming under new mixed villain/hero teams. Some ATs are incredibly fun to play even if many teams may not want them as much.
    While I definitely plan on bringing Brutes heroside, I am also intrigued by the possibility of sending Tankers redside. I suspect that at least some Redside content (LRSF, Barracuda, even Silver Mantis) will become a lot more interesting and fun when you send over a character who exists purely for aggro control and survival.
  8. Heraclea

    Unstoppable?

    Quote:
    Originally Posted by SouthernCross View Post
    Hi all, Long time player and forum lurker here.I have a question for a Inv/SS tank build, I am using Call me Awesomes defense soft cap guide and I'm wondering if Unstoppable is a "must have power" I really could use the slot for something else like LBE, Hurl or Physical perfection. Thanks
    I have never taken Unstoppable on a tanker. I don't even consider it to be necessary to build towards the defense cap to skip it, because it just isn't very useful.

    Base, it gives you 70% resistance to everything but Psionics, plus a recovery buff, for three minutes. When it wears off, you lose almost all health and all endurance. This is not worth doing for several reasons. If something is doing so much damage to even a SO slotted Invuln tanker with a relatively standard build (inc. Tough and Weave) that you need this buff to survive longer, adding that kind of resistance is only going to prolong your falling, not avoid it entirely. The situations where that kind of resistance might help are relatively few. And those situations will either last longer than three minutes (Reichsman, Lord Recluse) or involve psionics, against which this will not help.

    Take it if wanted at level 32, if you don't have Tough and Weave then. Once you level enough to get them, drop it if you can.
  9. Quote:
    Originally Posted by Dispari View Post
    That's pretty much what I've been saying. I may not necessarily like the mag 100 hold or the detoggle, but it means they're at least trying to make this experience more unique and interesting.
    I've already lost interest, and if this goes live as-is I will be happy to ignore it. My main badge collector is a tanker, of course; and if you try to hold aggro on Lord Winter, all you can do is wait to die again. I was not amused.

    What is the point of having this event spawn in Atlas Park? Even assuming giant monster scaling, you have to be at least 35+ to hope to contribute to this. The event as written is 50-only content, only for characters that can ignore debt. And like most cheap-gimmick fights - just like Mask debuffs, Vanguard, Sappers - it burdens melee more than range, and is specifically unfair to tankers.
  10. Quote:
    Originally Posted by The_Foo View Post
    In order of overall talent and skill, I'd say it's Benes > Turner > Liefeld, but Benes' left eyes have a tendency to drift noseward like Liefeld's, and Turner's drawn some waists that make me cry. It's just a matter of time before one of them slips up and accidentally draws boobs on Cap.

    Okay, probably not, since Turner's dead.
    Benes was awful, a Mike Deodato clone, in the darkest 1990s. The first thing I can remember him drawing was the Artemis: Requiem mini, which was full of Image style mannerisms.

    Was never fond of Turner; I saw him as continuing in that vein, a slightly later version of Liefeld or J. Scott Campbell. Benes' more recent work manages to get a lot closer to making the women look human, and if you want to draw sexy that's where you need to begin from, IMO.
  11. One other thing I noticed on my Spines/WP. Caltrops is golden, and makes a better "o fhit" button than SoW does. Caltrops will keep the mobs distracted; they will stop attacking momentarily while they slowly try to run, then turn again while Quills pulses and it is good for reducing incoming damage.

    I slotted procs for -recharge. One in Quills, one in Caltrops (Pacing of the Turtles) and one in RttC (Dark Watcher's Despair). These seem to help, especially since they add up and stack, and add the functional equivalent of defense: you get hit less often.

    As Spines, you are going to have a lot of aggro, so build to tank. Take Tough and Weave. Chase defense bonuses within your budget: Multi-Strike is good, and you have several places to put them. I also mix Cleaving Blow and Eradications. I did, and my Spines/WP can tank just about anything in the game, and is my preferred tank for Lady Gray and anything in the Shadow Shard.
  12. Quote:
    Originally Posted by Lazarus View Post
    You're warned before you even begin the arc if there are customs in it. If you don't like it then don't play the damn arc.
    Unfortunately, the intros really don't distinguish between custom factions of standard critters and factions of custom critters. Since there are hardly any standard factions I use complete and unmodified, they all show up as custom groups.
  13. Quote:
    Originally Posted by Shubbie View Post
    So Im wondering whats the point of it being here at all if its so rarely used, and if its so rarely used doesnt it need to be looked at, or is all the devs care about right now Going Rogue?
    I still play MA arcs. It no longer occupies quite as much of my time online as it used to, but there are many advantages that it still has.

    MA tickets are handy. They are especially handy for characters that don't play MA content most of the time. I like to see that every levelling character keeps a stock of around a thousand tickets. That way, if they get a useful recipe outside of MA, they'll likely be able to just make it without resorting to the auction house for any missing salvage.

    MA can be run at the spur of the moment, and left just as easily. Get on too late for the TF? Go run MA until another one starts. If something does get started, it's easy to quit. I do wish you could bookmark your place in multi mission stories while being free to go do something else.

    MA gets you past content humps. This is especially important red side: too many characters there find 20-25 a pain. Also, while my redside levellers make sure they do not skip a mayhem mission, they like to get a level or two above them before actually running them: helps with the stacking ambushes. MA helps them rise past that.

    I still think that standard custom mobs are at least as difficult as most supplied mobs, and as such the XP nerf for customs remains unjustifiable. It's also put a damper on my willingness to write new material, that much is sure. Ask in your global channels if people want to meet in the RWZ to run some MA arcs. You might be surprised.
  14. By moving around some of your slots and enhancements, I was able to get you more regeneration and make Rage better than permanent without sacrificing your soft cap.

    Faced with the option of slotting Health vs. Physical Perfection, slot Health. Physical Perfection is 1/2 Health and 1/2 Stamina. If you are slotting up regen, slot Health first.

    I'd probably have taken Stamina and Char rather than Conserve Power and PP on a WP tanker anyways.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Nix: Level 50 Natural Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: High Pain Tolerance -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-EndRdx:50(17), TtmC'tng-ResDam/Rchg:50(19), TtmC'tng-EndRdx/Rchg:50(43), TtmC'tng-ResDam/EndRdx/Rchg:50(43), TtmC'tng-ResDam:50(43)
    Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:35(27), KntkC'bat-Dmg/EndRdx/Rchg:35(45)
    Level 2: Mind Over Body -- TtmC'tng-ResDam/Rchg:30(A), TtmC'tng-EndRdx/Rchg:30(3), TtmC'tng-EndRdx:50(3), TtmC'tng-ResDam:50(37), TtmC'tng-ResDam/EndRdx:50(37), TtmC'tng-ResDam/EndRdx/Rchg:50(40)
    Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(34)
    Level 6: Fast Healing -- Tr'ge-Heal/EndRdx:30(A), Tr'ge-Heal/EndRdx/Rchg:30(7), Mrcl-Heal:40(7), Mrcl-Heal/Rchg:40(34)
    Level 8: Indomitable Will -- RedFtn-Def/EndRdx:40(A), RedFtn-Def/Rchg:40(9), RedFtn-EndRdx/Rchg:40(9), RedFtn-Def/EndRdx/Rchg:50(17)
    Level 10: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(11), Numna-Heal/EndRdx/Rchg:50(11), Mrcl-Heal:40(13), Mrcl-Heal/EndRdx:40(15), Mrcl-Heal/EndRdx/Rchg:40(15)
    Level 12: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(13)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Swift -- Run-I:50(A)
    Level 18: Health -- Heal-I:50(A), Heal-I:50(19), Numna-Regen/Rcvry+:50(21), Numna-Heal/EndRdx:50(50), Numna-Heal/EndRdx/Rchg:50(50)
    Level 20: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(21), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/Rchg:35(45)
    Level 22: Quick Recovery -- Efficacy-EndMod/EndRdx:50(A), Efficacy-EndMod/Rchg:50(23), Efficacy-EndMod/Acc/Rchg:50(23), Efficacy-EndMod:50(33)
    Level 24: Knockout Blow -- KntkC'bat-Dmg/EndRdx/Rchg:35(A), KntkC'bat-Acc/Dmg:35(25), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx:35(33)
    Level 26: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(31), LkGmblr-Def:50(31), LkGmblr-Rchg+:50(31)
    Level 28: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(29), Rec'dRet-Pcptn:20(29), RechRdx-I:50(36), RechRdx-I:50(50)
    Level 30: Hand Clap -- RzDz-Acc/Stun/Rchg:30(A), RzDz-Stun/Rng:30(33), RzDz-Acc/EndRdx:30(37), RzDz-Acc/Rchg:30(46), RzDz-EndRdx/Stun:30(48)
    Level 32: Strength of Will -- S'fstPrt-ResDam/Def+:30(A)
    Level 35: Tough -- Aegis-ResDam/EndRdx:50(A), ImpArm-ResDam:40(36), ImpArm-ResDam/EndRdx:40(36)
    Level 38: Foot Stomp -- Oblit-Dmg:30(A), Oblit-Acc/Rchg:30(39), Oblit-Dmg/Rchg:30(39), Oblit-Acc/Dmg/Rchg:30(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
    Level 41: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42), LkGmblr-Rchg+:50(42)
    Level 44: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(45), Zinger-Taunt/Rchg/Rng:50(46), Zinger-Acc/Rchg:50(46), Zinger-Taunt/Rng:50(48), Zinger-Dam%:50(48)
    Level 47: Conserve Power -- RechRdx-I:50(A)
    Level 49: Physical Perfection -- Heal-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 7.5% DamageBuff(Smashing)
    • 7.5% DamageBuff(Lethal)
    • 7.5% DamageBuff(Fire)
    • 7.5% DamageBuff(Cold)
    • 7.5% DamageBuff(Energy)
    • 7.5% DamageBuff(Negative)
    • 7.5% DamageBuff(Toxic)
    • 7.5% DamageBuff(Psionic)
    • 28.6% Defense(Smashing)
    • 28.6% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 24.3% Defense(Melee)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 27% Enhancement(Accuracy)
    • 32.5% Enhancement(RechargeTime)
    • 2% Enhancement(Stun)
    • 309.2 HP (16.5%) HitPoints
    • MezResist(Held) 5.5%
    • MezResist(Immobilize) 13.2%
    • MezResist(Sleep) 4.4%
    • MezResist(Stun) 6.6%
    • MezResist(Terrorized) 2.75%
    • 20% Perception
    • 11% (0.18 End/sec) Recovery
    • 84% (6.57 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
  15. Heraclea

    WP/SS Scranker?

    Quote:
    Originally Posted by McBoo View Post
    Hmmm, I think I may forgo the Ancillary set all together. I'm looking to stick to a concept with the character that doesn't include environmental based powers. How about something like this? Hurl should help with runners. I was thinking about moving some slots out of my pool attacks to 3 slot Swift and Hurdle but I will have to see how Ninja Run works with just the one SO each first.
    Hurl is definitely handy, if situational; if you aren't taking a travel power you do have more room for extras. If you're relying on them, I'd at least 2 slot Swift and Hurdle; then again, even small boosts to running speed can cause rubberband issues in City of Kinetics.
  16. Heraclea

    WP/SS Scranker?

    Just as Conserve Power is overkill with Willpower, Focussed Accuracy is overkill with Super Strength. Rage, which will recharge as soon as it wears off with three Recharges, will give you a to-hit buff that's all you really need.

    Alternate choices might include:

    Char - ranged holds are always useful in the 40+ game
    Salt Crystals. Yes, Salt Crystals. Forget the sleep, it's a HUGE AoE that annoys up to 10 mobs in a 30' radius.

    Your last three power selections don't look high priority to me. If you wanted to go deep into an ancillary pool, this build would work for that. And if you have the space to go deep, Fire works well.
  17. Quote:
    Originally Posted by Plusone View Post
    I tried that and found it to die a lot. How do people play scrappers, am I missing a trick to staying alive, lol?
    Like tankers need to get into the slotting levels for offense, scrappers need to get that far for survival. Fire and other self-heal resistance sets may not be the best choice for a character that's meant to kill stuff while AFK. But my Spines/WP scrapper is quite adequately tough and will work that way.
  18. Quote:
    Originally Posted by Plusone View Post
    I'm a fan of the damage auras, I have an Ice armor slotted for regen right now thats fun to just let the enemies all around him fall down over time. it's my relax and make a sandwich solo build. I was wanting to do something to amp up the speed of kill. I wanna make a toon who uses the damage aura as the main weapon.

    I was wondering which would be better, Fire aura for flat damage, or Dark for a less resisted damage type? Or would yet another be better?
    Fire does more damage per tick, and Burn possibly could be used to effect in a build like this. But for the concept, until the set is ported to tankers, I can't see anything working better than a Spines/Fire scrapper.
  19. Quote:
    Originally Posted by Mr_Grey View Post
    Spaghetti Westerns?
    Them. And sword and sandal pictures from the preceding fad.
  20. It has been at least several months since I can remember anyone even talking about Hami raiding on any of the public coordination channels in my home server (Victory). I would show up for one --- if only to bestow the EoEs sitting in my SG storage on people who were interested in sticking it out to the bitter end.

    I've participated in the new versions once or twice. I never stayed until the end. They tend to drag on for hours as a result of coordinating the next assault on the blooms, with its requirements for specific characters to attack specific colors, and the need for massive coordination. After two or three hours, several raid wipes, and unreplaced attrition, my attention simply can't be sustained by the event. I will cede my spot in the hive to another.

    Running short of EoEs has also been an issue when I've run it. You daren't leave the zone to buy more, either.

    I think that some servers can get enough people together with the experience to know what they are doing and what they need to bring. Mine apparently does not have that. I could run two or three Statesman TFs in the time we spent sitting around, coordinating, wiping, and regrouping. If I want Hami-Os that's the way to get them. Actually raiding Hamidon is dull and inefficient.

    (The time would depend on how long it takes to find the right Security Chief. But if you've been around long enough to remember the old Hami raid, killing Security Chiefs is its own reward.)
  21. Quote:
    Originally Posted by Smurch View Post
    It depends on the context, really. I think it'd be out of place in a "realistic" grim and gritty kind of setting, but it's almost a requirement for cinematic pulp.
    It's even better when the mouth movements are entirely out of synch with the dubbed in English text. Italian is what my favorite examples were originally recorded in.
  22. Quote:
    Originally Posted by Atomic_Funk View Post
    I am interested in playing a Claws character and have been mulling over whether to go Brute or Scrapper. I am mostly a soloer and having just returned to game and chosen a new server, I am not worried about uber builds and the like. The secondaries I am interested in are /Elec, /WP, and /SR. Elec looks good from a visual point of view, whereas WP and SR seem to look better on paper for a solo player. Any thoughts from the community out there? I am mostly looking for something fun, capable soloer, and team contribution down the line.
    My natural preference would be for the scrapper.

    Redside forces you into places you don't want to go. I did make a claws brute, but it's rather slow going levelling the character exclusively through Mission Architect to get past the 20-25 hump where so many of my redside characters stall. I have another goal for the character: to get to level 50 without any Longbow or Arachnos defeat badges.

    Blueside, there is simply more content available to you. Accolades are easier to come by. You don't get stuck with level 30 Carnies, kinetic Tsoos, Succubi, and endless missions full of Longbow and Arachnos. Your bank missions don't generate ambushes keyed to a five-man team solo. I plan on rescuing most of my redside characters once Going Rogue goes live, and have put most of their levelling on hold in anticipation.

    Both Brutes and Scrappers can be built for tanking if that's what you want. I'd go with a defense set that has
    • a taunt aura,
    • a defense component, and
    • something besides defense to fall back on
    . There are several good options, including Shields, Willpower, and Invulnerability.
  23. Quote:
    Originally Posted by UberGuy View Post
    It could be worse. How many movies have you seen where a foreign (non-American) language was denoted by a British accent, no matter what the actual langauge/nationality was supposed to me? I haven't seen a lot of them, but that one always really stands out.
    Even Shakespeare acted in a British accent jars with my sense of linguistic history. Shakespeare's actual speech would sound to modern ears like a Scot trying to speak American English. There would be other differences: "meat", "great", and "threat" would all have the same vowel, a longer version of the vowel in "bed". To American ears, the chief distinguishing features of southern British English -- r-dropping and broad A -- all developed well after Shakespeare; using them in performance is anachronistic.
  24. I wrote a guide that explains all of this stuff. If you take away even one power that is given to a Standard difficulty custom mob, that mob will give no reward at all.
  25. Quote:
    Originally Posted by Sailboat View Post
    Frankly it would be nice to have an epic AoE like Fireball to go with Shield Charge, but I don't know what I'd give up -- I tried a travel-power-less Scrapper and always felt lame and un-super, so I would hate to give up my travel power, and it would take significant investment to replace the fighting pool's defense. I could give up two single target attacks, but that would deprive me of the nice alternate chains (Beheader/Gash/Swoop/Cleave for single targets and Pendulum/Whirling Axe/Cleave/occasional Shield Charge for AoE). So I've resigned myself to not having another AoE and finding something on which to spend these last two power picks.
    On my shield/mace tanker, I dropped Whirling Mace. I had several multi-target attacks in the primary and secondary, so I dropped the one that did the least IMO.

    Going without a travel power is quite feasible if you buy the ninja pack.