Prolix

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  1. I used to be a mess: I was divorced, living in my parents basement... I weighed 400 lbs. My hair was falling out except on my back, and I was trying to play CoH through a 28.8 dial-up!

    Now, thanks to this guide I have my life back in order! Everything is better: I have a high-paying job on Wall Street; I'm down to a lean, muscular 170; nightly I have hot chicks begging me to lay them, and I play CoH on a dedicated T3 line that's only three hops from the Liberty server! Recently I soloed Hamidon! All because of your program!

    Thank you, TheTrueNoir!!


    KILL SKULS

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    The steps:
    .
    1. Go.
    2. Hunt.
    3. Kill Skuls!

    [/ QUOTE ]
  2. Definitely be able to get rid of top-ranked SG members somehow. Perhaps there could be a "Demote" option for them which acted as a counter, and if a majority of other Captains clicked to demote another Captain, that person would be forced down in rank to the mid-level. Or some such system; I can leave the actual implementation to y'all

    [ QUOTE ]
    In general, we need to be able to do something about inactive top-level leaders. Taser, in my case the inactive who's clogging the roster *is* the SG founder. He left due to RL issues, been inactive for months and months and I can't do a thing about it.

    Gatecrasher

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  3. [ QUOTE ]
    Being helpful here...
    .
    GM & CS openings will be posted at this link:
    .
    <a href="http://www.plaync.com/jobs/jobs.html"> NCsoft Jobs</a>

    [/ QUOTE ]

    Thanks. Seeing as how I was serious that CoH GM appeals to me as a job, that's truly helpful.
  4. Oh, no no, I was being serious. I mean, I would literally like to hold the job position of a Game Master in CoH.

    Where's Cryptic's support staff located at? I'm able to relocate
  5. Screw that (no offense, CuppaJo) -- I'd love to be GM_Daniel! That has to be one of the best jobs ever.
  6. [ QUOTE ]
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    If I'm not mistaken, Divine Avalanche only buffs defense vs. Melee, so taking it with Invul would not help your ranged defense at all.

    [/ QUOTE ]
    Right, so using it when you have Invincibility would be almost redundant. You COULD, however, use it less often (just once every 10 seconds I suppose) and more easily keep yourself at the Def vs Melee cap while providing room for a more damaging attack in your cycle. Further, it would still be very useful for Inv scrappers before they get Invincibility, then if they wanted they could just respec out of it later.
    .
    Dwimble

    [/ QUOTE ]

    Also, many people will now slot Invinc with DefBuf SO's since its bonus is lower now; if you supplement your +Def with Divine Avalanche, you could save those precious slots for ToHit -- then you wouldn't even need an Acc in DA & you could slot it for Rchg or EndRdx or DefBuf... sweet.

    Although even an Invinc without DefBuf slotted will probably provide higher melee +Def after a certain point, but it would depend on how often you end up fighting in those circumstances.
  7. You forgot the additional advice that: any AV you cannot solo, simply call in your pre-Issue 3 BS/Invul Scrapper buddy to help out, and you're set!

    Anyway, I remember helping you with Nosferatu, etc. & those were fun fights. I was surprised to find out how long the solo AV fight takes an Ill/Rad Controller, but it's understandable now considering you didn't have Headsplitter-like damage available like the times I duo'd with you.


    Did you ever run into Giovanna, a <Carnies> AV? I just fought her for the first time Friday.


    Glad to see you finally got this info down, friend. Just had to do one of those, 'First post!'-type of replies, even though in general I hate them
  8. [ QUOTE ]
    To reply in the 'what could make a better team' genre, I propose the following:

    7 rad / electrics and a dead guy.

    [/ QUOTE ]

    I'm sorry, I'd like to comment, but I had to stop reading there while my spleen exploded from laughter
  9. The Deliveryman. Natural Broadsword/Invulnerability Scrapper (all powers derived from the sword destined for M.A.G.I. that he found in the back of his Paragon Parcel Service truck the day of the Rikti invasion)...


    "What can Brown do for YOU?!"
  10. Yeah, mez terminology is confusion with 'protection' meaning the effect is blocked, and 'resistance' meaning you snap out of it sooner. Especially when damage resistance means that damage is blocked IMO this makes Leaping a good pool for the superteam; AoE Sleep attacks would be about your only problem... for the Ill/Kin's the threat would be much lower though, as the stacked AM's would break your pets free of holds very soon so that they draw aggro again (Phants don't run toggles, so they don't care, lol).


    To the OP, I have to admit that Ill/Rad would probably be superior... you get AM in no time anyway I have a level 46 Ill/Rad friend I've duo'd with a lot (ever since he was 35-ish and I was ~16), and they're unreal soloers -- which is what many with that build do, since they really needed groups to advance faster early on. But with a directed team of Ill/Rads, it'd be too fun to pass up And when you're team wasn't on, you could still do some damage.
  11. I would love to run with a Rad/* team I tried speaking to Chernoble on Virtue, but haven't bumped into him yet -- I'd definitely start a hero for that SG. And I'll try to show up on Victory tonight.


    I agree with Cap about mez effects. It's just like why the devs changed the Kheldian's bonus from being grouped with Controllers to mez protection instead of mez resistance: teamed with 7 Controllers, they'd still get held, it'd just be over before you blinked. But it still drops toggles.

    I'll definitely take Leaping on any kind of "Offender" build I'd make. And if we take Medicine, we can spend time spamming Stimulant in between blasts. Not that that's any fun , but a high mag hold or stacked holds will overcome Acro, so better have a backup plan for Chief Mesmerists and the like.
  12. [ QUOTE ]
    Just a bump to make sure it doesnt get deleted due to inactivity...

    [/ QUOTE ]

    FYI, posts in the Guides forum don't get deleted. Happy happy, joy joy

    *Runs off to make an avatar of me herding*
  13. Peacebringers: Blaster-like powers where you shoot doves out of your mouth & other more-unmentionable orifices which explode into feathers upon impact (Moderate DMG(Avian), Foe Disorient).

    Warshades: lemme put it this way: Ray-Bans have never been so deadly!


  14. [ QUOTE ]
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    On the same note, anyone who has completed the Skyway TF should get the badge for Babbage.

    [/ QUOTE ]

    Actually, you don't have to kill Babbage to complete the Skyway TF. Your party can run away or miss him entirely. Since Babbage is an ambush, I know of a few players who missed him. They didn't know he was coming and took off for the tram.

    [/ QUOTE ]

    Wow, that's cool. The few times I've gotten that far on the Synapse TF, Babbage was all over us as we exited the Clockwork Lord mission. It would be hard not to get aggro'd by him.
    Heh, most recently, he was barreling down the street, so you could see this big hunk of Clockwork staring you down from 200 yards off...
  15. When you're far enough along & involved in the game to start binding keys to commands and self0designed macros on your own, you may also start to wonder how to remove a key binding...

    For some reason, binding a key to the 'nop' command is how you unbind the key. So to clear whatever you have assigned to Shift+Tab for instance, you type:

    /bind shift+tab nop

    ...and that keystroke will no longer do anything.

    Thanks to whoever I read that info from on the forums in the first place, but I don't know how common the knowledge is so I thought I'd try to spread it.
  16. Prolix

    City of Haikus

    Scrapper on the prowl
    Mobsters are making a deal
    I must ruin their plans
  17. Excerpt follows from query database.Zirilian.historical.biography.Zelogen.ful l_text:

    Zelogen hails from a system surrounding the star known as Zirilia. The area is quite unique in that all 4,295 planet/planetoid entities are inhabited by his race. In fact, travel between celestial bodies is so routine that the individual planets were never granted names by the natives; however, for ease of understanding by aliens, they are numbered.

    Zelogen's race, the Zirilians, are predominantly peaceful and wise, deriving joy mainly from intellectual and physical pursuits of excellence; however, they are considered above all to be just, which keeps problems on their homeworlds minimal: should a dispute arise, the party at fault usually cannot even bear to continue the ruse that he is innocent in his actions; vindication goes to the deserving when the other finally admits his guilt. This has led to a society nearly free of contradiction and strife...

    ...Problems are encountered in matters of a more personal nature though, as Zirilians do mate for life -- but take on one additional partner for every cycle around Zirilia that planet #1904 makes (approximately 3.14159 Earth years). With a life expectancy of 105 Earth years and rising, domestic dispute ranks high among the problems of the common Zirilian, although most fights are little more than tiffs.

    While appearing as a large humanoid, the most distict characteristics of Zelogen's people (beyond the pale skin) are the large calcified, retractable protrusions that litter their bodies. These have few drawbacks since they are under complete voluntary, conscious muscle control -- that is, no reflex causes them to extend, and getting angry won't accidentally impale someone (though this plea was attempted in court once). The spines are an incredible boon to the race, giving them enhanced survivability via boosted skeletal strength; organs and tissue and used to dealing with the punishment of sliding spines repeatedly causing puncture wounds; therefore, the Zirilians heal at inhuman rates. These pointed spikes are also the source of much diversion for the race, with sporting activities and artistic expression built upon their cornerstone.

    Zelogen has never been involved in an altercation that led to the Zirilian High Court of Arbitration on #19. His personal life is also unblemished, even though he has four mates now that he is in his 34th year of life. He is a highly-regarded member of Zirilian society, but that is not as great an achievement as it sounds, since so many of his race strive for perfection. His spines are quite a nice specimen, and he is envied for their size, strength, and polish in his neighborhood of #1-#269

    In matters of science, Zirilia aims to develop better travel technology, things that improve their quality of living, and also researches new uses for their spines. This is where Zelogen makes his living, in the Tactical Assault Research Division, a subgroup working for Zirilian Army Corporation (Z.A.C.T.A.R.D.). He co-led the project which resulted in their current light battle armor (the equivalent of the best properties of Titanium and our Kevlar, only exponentially more effective), which comes in suits fitted to work with a soldier's spines as their main weaponry.

    Zelogen has never been one for sports, partly because he is a little too proud of his spines to dirty them up... but mainly because he is secretly really bad at Spikeball and the other popular games.


    Around 5 Zirilian years ago, the Rikti arrived in the next star system closest to Zirilia. Soon the Rikti intentions were clear, and a full-on assault by the alien marauders was underway. Early space-based attacks were wildly unsuccessful, and Zirilians as a whole were confident in their ability to beat back the enemy. Then the Assault of Zobegane 5th happened, and the tide turned. The Rikti managed an invasion of over 400 planets that day, and Zirilia would never possess that ground again.

    While ground-to-air cannon and beam weaponry had thwarted Rikti spacecraft, in close-quarters battle the Rikti had a definite advantage. While Zirilians had naturally good defense, along with combat suits from Z.A.C., their offense was based primarily around their spines, and this would not be enough to kill off the invaders.

    Slowly, more planets fell to the Rikti. Zirilians became better and better at fighting, but on a per-person basis, they were never able to be better than the Rikti. Zelogen was one of the few who was more than a match for any Rikti. His assignment as a newly-drafted cadet had him stationed at a military post that was one of the last on the Rikti's path to conquest. This afforded him and his fellow soldiers much time to prepare, and they fended off many scouting runs by the aliens, learning how best to fight them as time went by.

    Alas, eventually a full evacuation of Zirilia was ordered. The remaining soldiers had but a few duties left: some guarded civilians as they evacuated; some made haste to friendly planets, asking asylum for refugees; some took the fight to the Rikti, and this is what Zelogen did. As his homeworlds were nearly empty of his people, his command learned of Rikti plans to invade another innocent system -- this one containing a small planet known as Earth.

    Zelogen was one of few to come to Earth just ahead of the Rikti invasion. He survived the horrors of that great battle, and came to respect the heroes of Paragon City, who were the only reason Earth did not fall as his homeworlds had.

    Diversions for an emotionally and physically beaten warrior such as Zelogen are few and far between, but are made more common by the fact that he now lives in an alien system. For instance, there is the persistence of other heroes to address him as "Z", which makes no sense to him because in Zirilia, all translated native names begin with our letter Z. He has also picked up smoking fine tobacco, as he was offered his first cigar last July 4th. He was given a light by a cocky young hero, The Prolix Dragon, who Zelogen believed more just wanted to show off his (literal) firepower... but he came to like the habit, basking in its nastiness and how foul they tasted. Life has become one long streak of pain for this displaced warrior; he has to come to terms with it or give up.

    Zelogen continues the fight because he reasoned that, while he could not save his people, perhaps if he combined his prowess with these incredible superheroes -- the ones that stopped invasion -- then maybe he could eventually destroy every last Rikti. And so, that is his mission, and he seeks to do it to the best of his ability, to his dying breath, with the heroes of Paragon at his sides...



    Credit is herein given to Peter Smith of The Paragon Post for his wonderful article on Zelogen in his recurring column: "Heroic Tales", which runs every Wednesday.
  18. ... that you must do the mission for Serge (the Icon tailor) before your second costume slot is opened? If you just waltz in at 20 when you're notified that you earned a new costume, you'll be making alterations on your MAIN, original costume!