Repeat Offenders has several Hero SGs on Virtue. repeat Offenders official Virtue night is Monday, but people are on all the time. Please see the SGs below, the official Repeat Offender Website and the Repeat Offender Global Channel "Repeat Offenders"
Apostles of RO
[*]Basic Concept: Catch-all group for ATs that have no other place to go on the server, or who do not meet the build requirements for a group that would normally house them.
[*]Quick build description: No build requirements. But as RO members, you are strongly encouraged to pick up a few team-friendly powers regardless of your AT. Examples would include Recall Friend, Stimulant, or Challenge.
[*]What Server: Virtue
[*]When started: April 2006
[*]Leader(s): The Vilifier (@ottercub) and Light Artillery (@artillery MKV), Hobo Healer (@Hobo_Healer)
[*]Calandar/play schedule: no specific teaming nights (Virtue hero nights are Mondays and SGWeek 1 Wednesdays)
[*]How high the SG/project is in lvl: Members range in all levels.
Don't Whiz On The Electric Fence
[*]All Electricity has ever wanted... is some love. Now it can have it, and you can be a part of the beauty
[*]DWEF (Don't Whiz on the Electric Fence) is a Super Group on the Virtue Server to display the sheer power of Electricity. A Super Group comprised of nothing but Elec/x Blasters and x/Elec Defenders focusing on the merits of ENDURANCE DRAIN in order to safely and completely render all villains incapable of action. Follow up with madd damage, do anything but rinse (water on the Electric Fence= no good), and repeat. From level 6 onwards for Blaster and level 10 onwards for Defenders, the entire group will be mean endurance draining machines thanks to Short Circuit.
[*]Q: How does it work?
A: The thing that makes this SG tick is Short Circuit. Early levels can be fought with standard Blaster/Defender tactics, but after gaining access to Short Circuit, everything changes. With the use of Grant Invisibility, everyone will be able to enter melee mode undetected, and simultaneously activate Short Circuit. In each team, a "leader" can be designated in order to achieve this. At each spawn, once the leader announces some universal understanding, i.e. "Ready!" the Short Circuits will be roughly executed simultaneously, which is all that we need. Post-drain, the groups will be rendered completely impotent, and we can beat down as we please, reapplications of endurance drain spread as necessary. Consequently, this will be melee oriented.. pick up melee attacks, melee AoEs, and don't be afraid to use them--it's your chance to make them work really, really well.
Fairly often, the sheer plethora of buffs allows groups to play more aggressively and with less set up time; with a few bubbles, sonic shields, fortitudes, etc., it becomes very easy to just hop from group to group even without invisibility!
[*]Q: What's required of characters in the Supergroup?
1). Clearly, the Electrical Blast primary for Blasters or Electrical Blast secondary for Defenders. This set gives us access to the AoE endurance drain Short Circuit early on, and combined, will allow us to drain large groups easily. Blasters MUST get SC at 6 and Defenders at 10.
2). Suggested secondary sets for Blasters are Electricity and Energy for better single target damage, or Fire for massive AoE damage. Ice is too controlling and Devices takes too much setup time.
3). Suggested primary sets for Defenders= anything, really; we currently lack a good number of Sonic, Trick Arrow, Storm, and Dark primaries, if you're looking to be more original.
4). Concealment. All BLASTERS need to pick up Grant Invisiblity at level 8.
5). Leadership. All DEFENDERS need to pick up Assault at 8 and Tactics ASAP, hopefully at level 16.
(Fitness is optional; there's often enough endurance buffs going around to get by without it, but don't make that your crutch.)
Coordinated play times as of now are MONDAYS. You can play your characters any other time, but these are the currently agreed upon meeting times with the highest level of activity.
[*]Contacting:
To join, please send me an in-game tell, @Mystic Amethyst with your character's name so that they can get invited to the Super Group!
Fortissimo
[*]Basic Concept: Take advantage of the -Res in all Sonic powersets.[*]Quick build description: *Take all -Res powers available in all your powersets - See the sticky thread >
Required Powers for Fortissimo[*]What Server: Virtue[*]When started: 1 August, 2006[*]Leader: @Col. Kernel, @Wifferboy, @Sailor Rush, @Ottercub[*]Calandar/play schedule: All Virtue hero nights, see Calendar.
Justice Force
[*]Concept: Silver Age, light to moderate RP. Heroes only.[*]Build/AT Requirements: None.One alt/member joins the Justice Force as a signature character. Two other active alts/member may be added as well. Remaining alts may join our shards[*]Server: Virtue[*]Founded: CoH Launch[*]Leaders: Quasar Lad (@Quasar Lad); Dr. Malkovich (@Tusky); Digitizer (@Digitizer)
Teaming Schedule: Meetings the second Sunday of every month in the JF base. Biweekly events scheduled on our forums.[*]Details regarding membership can be found in:linky ->
http://www.justiceforce.com/wiki/ind.../Justice_Force
Lone Stars
Quick overview of Lone-Stars SG
[*]Specialization/Concept: Any AT, primarily soloists[*]Build Requirements: None. Build how you wish[*]Server: Virtue[*]Founded: May 17, 2007[*]Leader(s): Sailor Rush, Freeze Rush (@Sailor Rush), River Wolf (@OtterCub), Jet Ghost (@Col. Kernel)[*]Teaming Schedule: No teaming days set, but all Lone-Stars should help other members of the RO network when able. The Spines/* and */DA Project is also part of the SG.
Pinball Wizards Virtue
See Here For More Details
DEFENDERS
The following powers are REQUIRED to be taken at the level stated.
Those powers without levels should be taken as soon as possible.
Siphon Power at level 1
Transfusion
Speed Boost at level 12
Increase Density by level 16
Transference
Fulcrum Shift
Tactics by level 26
CONTROLLERS
The following powers are REQUIRED to be taken as they are available.
Siphon Power
Transfusion
Speed Boost
Increase Density by level 30
Transference
Fulcrum Shift (respecing out of Siphon Power is an option after Fulcrum Shift is acquired)
Tactics (Optional)
T.R.I.C.K
[*]To be a member of TRICK, a few minor guidelines are to be followed:
Team when you can. We understand that you aren't always able to lend a hand to the other members, but try to team up when you've got time.
Be active. We fully understand that some members may have hectic lives, so we do allow a good amount of leeway. We do, however, have a strict 60 day inactivity rule. If you're going to be inactive for over 60 days, let us know.
[*]As a member of TRICK, you must be one of the following:
A) Trick Arrow/ Defender
B) /Trick Arrow Controller
C) Archery/Devices Blaster
[*]As part of TRICK, we request you take certain powers. These are useful tools normally, but when combined with those your teammates will have, they become truly powerful.
Required Powers
[*]All Controllers and Defenders must take:
- Acid Arrow
[*]All Players must take 2 of the following:
One of the required powers must be taken before 26. The second must be taken before 38.
- Assault
- Maneuvers
- Aid Other
- Stimulant
- Grant Invisibility
- Recall Friend
[*]Recommended Powers
These powers are not required, but are recommended:
- Tactics
- Vengeance
- Resucitate
[*]Questions, comments, critiques, problems? - Contact @Rush Bolt or @Techsplode