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Posts
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When you try to figure out what archetypes/powersets your real-life friends, relatives and acquaintances would have.
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I can think of two rationalizations that incorporate in-game lore:
1) Its a Nemesis plot. (Isn't everything?) He drugged your hero to make him pliable/unstable in order to use him as a tool. As a result, your hero did a bunch of horrible things until he was captured and deprogrammed/detoxed.
2) Your hero was captured by Crey and subjected to various experiments. As a result, he gained new powers but became unbalanced. Eventually he was captured, restored to sanity and resumed his heroic career.
At any rate, the knowledge of his past (albeit unwilling) crimes can drive your hero to work even harder to fight evil and give him a personal grudge against the specific villain group that used him. -
Have you put an Endurance Modification IO in Stamina to increase your recovery? End Mod recipes aren't as common as some others but you can usually acquire them through regular game play.
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When I'm playing a character whose powersets offer no protection against endurance drain, I do one of the following:
(1) Use stealth to sneak up on the endurance drainer and take him out before he can attack me;
(2) Use a mitigating power (either one of your permanent powers or a temp) to neutralize the endurance drainer so I can take him out safely (for example, stunning him with beanbag);
(3) Use Teleport Foe to beam the endurance drainer into a death zone to take him out of commission. (i.e. into a mine field laid by a character with Trip Mines)
The main point is to take stock of your assets (primaries, secondaries, APPs, and temps) and adjust your tactics to take out your priority target before he can make your character miserable. -
A major character whose death is temporary? Wouldn't that be a poorly conceived, cheap, marketing gimmick? A cliche that demonstrates a lack of imagination, a lack of respect for the source material and insults the reader's intelligence? That NEVER happens in comics. (at least not this week)
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My favorite part of the tip missions is interacting with the Rogues Gallery. It reminds me of comics from my childhood when having a hero "guest star" in another hero's series was a big deal, or one of those monthly "team up" titles. For example, I bought my first Daredevil comic because it had Spider-Man on the cover as a guest star. Same thing with signature villains appearing. It just feels like you're stepping into a fully formed, well-established universe.
I also like how the personalities of the Rogues are portrayed, and the subtle changes each character undergoes depending on the type of arc you're playing. (i.e. Hero vs. Vigilante). Polar Shift, for example, is either an unbalanced, loose cannon or justifiably paranoid, depending on which tip mission you're running.
Similarly, Stalwart's involvement in the Hero tip mission was surprisingly poignant in light of his reason for showing up at the Family drug deal. I didn't expect such characterization.
So yeah, I'm also digging the tip missions. -
Quote:It also helps that criminals are a superstitious, cowardly lot.
OTOH, if I were starting over with it today, I would probably agree with the previous poster who went the Dark/Dark route. Perhaps Dark/Willpower. As the Fear powers are built into the set, they are a lot stronger than the Pool versions, and don't need to be slotted as heavily before you start to get effective results. -
Quote:It depends on what you mean by "batman type character." If you're talking about his actual powers, then I agree with many of the suggestions made by others.What AT and powersets would be best suited for playing as a batman type character?
On the other hand, I created a DM/DA scrapper that was inspired by Batman. I was going for the whole fear-inspiring, "creature of the night" thing. I wanted to capture the feel of Batman rather than duplicating his actual abilities. Cloak of Fear, Touch of Fear and Cloak of Darkness all seem pretty Batmanly to me in terms of how he affects/fights his enemies. -
I have an MA/SD currently at 37 and he's a lot of fun to play. Damage boost from AAO is great and Shield Charge gives you more hard-hitting PBAoE capability.
I rolled up an MA/Regen last night and I also like the feel of it. When you combine inherent Fitness with Fast Healing and Quick Recovery, your character feels supercharged. Very little down time between fights, which makes the game seem more fast-paced.
Don't have any experience pairing MA with the other secondaries you mentioned, but I can recommend both Shields and Regen. -
Good observations and well written. The FAQ section objectively presents the pros and cons of the set so players can make an informed decision about whether to choose it.
Your suggestions also made me reconsider certain powers that I had previously rejected, like Smoke Grenade and, dare I say it, Time Bomb.
I'd like to suggest that you mention Teleport Foe in conjunction with Caltrops and/or Trip Mines. As you pointed out, /devices excels in the area of preparing the battlefield ahead of time. Teleport Foe gives you the option of playing divide-and-conquer against problematic enemies and bringing them to you. For example, I have laid down minefields, covered them with Caltrops and then teleported Malta Sappers and Carnie Illusionists into the zone of death. When you're using Cloaking Device, it's relatively easy to get a teleportation lock on the bad guys without drawing aggro yourself in the process. (excluding certain enemies you already mentioned) Because mines don't always blow up when an enemy enters their detonation radius, the caltrops slow down their escape efforts and give the mines more chances to go off.
Anyway, that's my 2 cents. Looking forward to reading the completed guide. -
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Quote:Your description of the storyline actually sounds much better to me than when I was reading the original. It's not the concept of the storyline I object to as much as its execution.Maybe we're reading different versions of the Phantom.
The Phantom I read is currently raiding a third-world prison where his wife has been held captive. Chatu the Python faked Diana's death to destroy the Phantom's will, after he determined his civilian identity and menaced his family. Right now it's just the Phantom and Diana on a stolen horse vs. about one hundred prison guards. Meanwhile, the Phantom's comfort girlfriend from when Diana was presumed dead (the Phantom never "cheated," but Diana has been dead for a loooong time) is shelling the prison from her pirate-hunting battleship. Soon to come: letting Chatu live was the Phantom's cold sentence. How will the Phantom deal with Chatu, a man who not only knows his secrets but has demonstrated the ability to reach any member of the Walker clan. This larger arc has been going on for FOREVER and Diana has been reduced to a head-shaved, diseased, skeletal inmate. It's pretty wild and innovative to see something like this on the comic page, vs. the usual milieu of Peter Parker alternately napping/complaining that there isn't anything on television or that he can't reach the remote.
For example, after the Phantom learned that Diana might still be alive, he went to the prison to investigate. He managed to check all the cells but one before an interruption forces his departure. Of course, this last cell held Diana. He decides to go back and check out that last cell and finally finds Diana alive.
That whole sequence just seemed contrived to me. "Oh, she's in the last cell." "Oh, the Phantom has to leave before he can check out the last cell." "Oh, he's going back in again to make sure." "Oh, he's finally found her." To me, it seemed like a heavy-handed way to fill up another week's worth of strips.
I agree that it could be very interesting to see how the Phantom deals with this existential threat to his family and identity. I just hope that the execution is as good as the concept. Up to this point, I've found it very flat. -
Not really. They run two stories: one on Monday through Saturday and a separate Sunday strip. (I assume this is because some papers only carry it on Sunday.) I'd expect the Sunday-only storyline to move slower. It's the storytelling during the week that seems really draggy to me.
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My main character is an energy/devices blaster at 44 and I'm a big fan of the set. For me, the hallmark of Devices is its versatility. It doesn't excel at any one thing in particular but it does provide you with a lot of options. For this reason, I consider it an excellent choice for solo blasters who have only themselves to rely on.
I agree with those who say it requires a patient, calculating playstyle, so it's not for everybody.
As others have stated, combining a stealth IO with Cloaking Device can be very effective. My character does this and things get interesting when fighting the Knives of Artemis. It feels like submarine warfare to me with stealthy adversaries hunting each other to see who can take out the other first.
Finally, placing Gaussian's Chance for Build Up IO in Targeting Drone can partially compensate for the lack of an actual Build Up power. Not as good as the real thing, but nice when it fires off. -
I've lately become very disappointed with The Phantom newspaper strip. My two biggest complaints are the glacially slow pacing and the lack of action.
Storylines take forever to play out. It seems like the writer is intentionally dragging things out in order to fill up space. And when the story finally does reach a dramatic climax, the action either takes place out-of-sight or is just plain dull.
The character is roughly 70 years old and originated many of the tropes now associated with comic heroes, such as wearing tights and having eyes disappear behind the character's mask. I guess it's hard to maintain a high level of quality after so long.
It's kind of sad to see a once-great character reduced to mediocrity. I'll continue reading it because there aren't many heroic comic strips left anymore, but without enthusiasm. I wish The Ghost Who Walks would walk a little faster. -
I'd consider Hawkeye a good second tier hero. He's been a part of the Avengers but (to my recollection) can't really carry a book on his own. Not as recognizable, iconic or powerful as Marvel's heavy-hitters, but still an established hero in the Marvel Universe.
On the DC side, I think Firestorm qualifies. I've never followed the character, but he's been around a while and interacts with DC's more popular heroes/teams. I remember seeing his book on the shelves years ago, but I'm not sure if he's still carrying his own title. -
I appreciate the suggestions KillerShrike. With 2 experienced EA brutes recommending Taunt (you and Jibikao), it's time to try it for myself. Also nice to know that the defense IOs are doable, if not necessarily easy. I'm definitely getting psyched for this character.
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Quote:Thanks for the input, Jibikao. My normal playstyle is very ambush-y so Energy Aura sounds like a good match. To be honest, I've never tried Taunt before, but you're right about I19 freeing up most builds. Maybe it's time to give it a try.
2. Take Taunt! Brute's Taunt has no accuracy check. With i19, you have one more room to take it. Use it to grab aggro when you want to. Use it to generate Taunt! Use it to Pull! I've never taken Taunt before until I made my DA/EA. I love it. It costs no endurance too.
Honestly, Energy Aura on Brute offers a different and yet EFFECTIVE gameplay style. You see Masterminds trying to be "Tanker". Well, you can turn your Brute into a Stalker-like while still doing awesome damage and being able to tank when you want to! -
Quote:Could you describe an example of this lack of synergy (or perhaps, more accurately, this difference of focus)? I'm just trying to gauge how bad it is and if there are methods of compensating for it.You might be sorely disappointed.
Energy Melee is VERY single target oriented, whereas Energy Aura does better with large mobs.
My main goal is to approach the character with my eyes open and a full understanding of its abilities and limitations. One of the things I really enjoy about the game is finding the right tool (i.e. power) for the right job (i.e. task) and then devising a play style to make the best use of the combo's capabilities. It's why. for example, I love the versatility of /Devices on Blasters or DM/DA on my scrapper. I'm finding all of these views very helpful to that process of character definition and fine-tuning. -
Quote:I still play on the default difficulty settings, so /x4 won't be an issue. I don't plan to adjust it until I get at least one toon to 50 and have firsthand knowledge of most of the game's enemies. (and a decently tricked out build in terms of IO sets)It will come down to your playstyle. As a single target takedown specialist energy/energy is ok... though depressingly often with EA alone you won't live long enough to stack those stuns. Not something I'd try and run on /x4 or higher with even if you do softcap (I did - without using kinetic combats. It's endurance heavy to do but energy drain helps with that).
Thank you. -
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Quote:With Fitness becoming an inherent, the low defense and damage resistance can more easily be beefed up with the Fighting pool. So this is an issue to be addressed but not necessarily a deal-breaker for me.Like? hmmm...
I like look of the effect of Kinetic Shield...
I hate everything else about Energy Aura:
* Low Typed Defense(there is no such thing as Toxic Def)
* A mere pittance of Damage resistance(and no Psionic)
* A tacked-on ridiculously low Heal.
I would go on, but I'm beating a dead, dead horse...covered in flies.
As for the Toxic & Psi holes, I plan to deal with them preemptively using the tools available to the powersets. Specifically, I'll use Energy Aura's stealth capability to attack problem enemies first with stuns, then take them out as quickly as possible while they're reeling. Not as good as actual resistance or defense, but doable.
Agree that the heal is sub-par. I'll just have to carry around a decent supply of greens.
Much obliged.