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While I agree with the above posts, giving reasons why this is not such a good idea in reality... but I have to be honest here, I'd play anything, if it just 'something' new for my 50 chars to do. -
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Follow up question, the name of the gif file seems to be the MOV command, is that correct ?
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Mostly. There are a couple that aren't merely because of a mistake on my part. Don't remember which ones they were and I haven't felt that it was important enough to go back and correct.
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Okies, well, no biggie, most seem to work in demos, at least those I tried, so its still very useful for me as a reference. Thanks again. -
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At least on test, she says something like "Save the Sorority, Save the University"
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Only thing she said to me was, "Like...Hi!"
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That's it!
so... yes, not exactly a model of eloquence...
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Prior to the TV show Heroes, I started a cheerleader type character. For some reason, the character never really worked as a hero for me. I tried a couple years ago when I saw energy melee... the pink pom-poms of doom.
But, as a villain, well, let's just say that Cheer Queen Ashliegh is throwing a hissy fit over not getting crowned homecoming queen. She also doesn't take to kindly to people poking fun at her liberal use of "like... OMG!"
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Funny, similar reason to make one.. never could get into a concept Hero side, but for villains, it worked out nicely: Dead Cheerleader -
Follow up question, the name of the gif file seems to be the MOV command, is that correct ?
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Netherworld Angel
Skydance
Warsun
If interested, I can get you more detailed story backgrounds, alternate costumes, with powers on, action shots etc.
(Skydance and Warsun's background story turned out a bit too similar in the end, but since they'll never actually met each other (same account), I went with it anyway, might retcon a bit later)
Edit: Might as well add:
Dead Cheerleader
Psidream -
Is there any data on how long the buffs lasts from click powers for example ? Say I got one in Dull Pain, and activate Dull Pain, the way I understand it, the second I click Dull Pain, the bonus applies for a fixed duration (which isn't tied to, in this case Dull Pain).
Will the specific invention list how long the bonus lasts ? -
Greetings, the double exp weekend is coming up, and I am planning on a new Brute, problem is, I dont have much time to actually play until then, and I need to know how certain sets look together (this is a very serious issue for me, if the powers don't look well together with the costume I had in mind, I won't enjoy them, even if they are great stat wise).
So, I am looking for a screenshot of an Invuln. Brute running Invincible, Unyielding and Temp. Invuln. with Super Strenghts Rage aura active. Has to be a brute, since it looks different then Tankers/Scrappers version of it.
Second request would be a Brute or Tanker running Fire and Plasma shield with Super Strenghts Rage aura active.
Thank you very much in advance. -
'Vee Badgers' is another somewhat used badge channel on Virtue (without the ' ').
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On one of the Croatoa missions, you fight a named Witch. I always thought this was a reference to Fran Drescher, as the Witch was called Fran, and has Sonic Blast based powers. (Anyone seen any work by her, will notice her voice is kinda 'special')
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Call Thugsavailable level 1) Summons a pistol equipped thug to do your bidding. These are your basic "cannonfodder" minions but will form the backbone of your early career and still add significant damage throughout your lifespan.You gain your first minion upon selecting this power, the second minion at level 6 and the third at level 18. The third minion is an arsonist and uses fire based attacks and can scourge. 2 acc, 3 damage, 1 recharge (for faster resummoning) or and an end reduction( for cheaper summoning).
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Is this correct.. doesn't an Endurance Reduction in the Summon power mean that the henchman uses less Endurance ?
If so, I think that's not really needed in the regular Thugs, they don't use much endurance at all with their attacks. -
Two questions on Terrify:
1.) The two guides I read recommend slotting for -To Hit debuffs. City of Data doesn't list it even having a to hit debuff though. Does it actually have one ?
2.) I know it has a longer recharge then Psychic Scream, but the damage is very similar... would it work out slotting for damage instead of fear (an to hit debuffs, if that turns out to be wrong). ?
The base fear duration isn't that bad really already.
I am not sure really yet how to deal with this power (though I will be getting it at 26), slotting more for control, or more for damage. I will probably find my own playstyle with it, but some advice from more experienced Mind/Psi Dominators would be greatly appreciated. -
Have a look at No future.org.
It has pretty much all the information you are asking for, though not quite listed the way you're asking for. -
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Seismic Smash 18.52 End, 1.5 Activation, 20 Recharge, BI 9.89
Heres where it just gets silly. Like HM, this is a high-fury attack. It does ridiculous damage (youll one-shot stuff with high-fury) but at the cost of 1/5th of your end bar. Some people like to open with this attack because in addition to its nice damage, it has a stun/hold (Listen, I dont know which one it is, but it seems like a stun)
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For the record, it is a hold (mag 4), that uses the disorient/stun animation on the target. Why, I don't know, but it's a hold.
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Dear Skydance,
Sorry, I have a headcold. I missed your well-stated point. Volcanic Gasses and Quicksand will not scare an AV out of its radius. Each will, however, aggro him or her at you. However, if the AV is busy beating on your scrapper friend, he won't stop and run away just because you dropped either of these two powers down. Instead, he'll kill your scrapper buddy and then come after you.
This is, of course, based on my own AV battle experience with this toon. AVs have always been intent on slaughter, not running.
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Excellent news, thank you so much for taking the time to reply to this matter -
Thanks for the reply.
1) Ok, I see if I can spare an Acc for VG, but it's great that I don't need to worry about it much. Good news.
2) You said 'can' run out, but will they make it priority...? For example, like with a Rain type power, or Caltrops... or will they stay assuming someone is in melee taking the aggro ? Sorry, I'd really like a clarification on this one.
3) I don't care much for containment, this character is going to be for a fixed Superteam with my SG, I don't intend on soloing ever with her, and we got the damage planned for. But I do take your points on AV's and immobilizes into consideration.
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That is a very well written, and very informative guide. While not going for Sonic (taking Rad.), the Earth side of things was exactly what I was looking for. And very fun and pleasent to read too, I really enjoyed it.
A couple of questions, as I never played earth myself, and to be honest, passed the teens never grouped with one either, though this is more due to the fact that I don't do PuG's, and we just don't have an earth controller in our small SG.
- Volcanic Gasses: Not even a single Acc in there ? Is the base accuracy at 1.4 really that good ?
I am aware of all the -Def in the set, but I personally don't like to depend on that, esp. since AoE holds are something that need to hit 'now' (IMO). Quicksand may not be up, neither Earthquake at the time, and the situation may be desperate enough that the first tick of the gasses needs to land, or else...
- Fear effect: This question relates to AV fights only. Does laying down an Earthquake, and/or Quicksand cause the AV to run out of the area of effect ?
I do plan to slotting Earthquake with additional -Acc to stack with Radiation Infection, but that would be pointless if the AV tries to leave the area the second I drop it.
- I don't really have room for any of the Immobilizes, so how good is the -Speed effect of Quicksand (assuming 2* Slow, +1Lv-+2Lv Mobs) in relation with Stalagmites ?
Will they wander off to far, or stay reasonably close together after beeing disorientated ? -
Not a single word on any lv50+ (non TF/SF or PvP related).... what was that about the Legend system, that we will play our lv50 Chars again ?
SighI love this game, I just... would love to keep my main playing too. Alt's are fun and all... but I'd like to keep playing my mains really too. When they are 50, finally all powers and slots there.. you know.
Sorry, I am just disappointedDon't mind me.
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That looks pretty good.
It's just probably some naughty thinking on my behalf, and some shadow placement.. but he does look quite happy to see me -
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Here's is one of Germanys' premier heroes Der Deutcher Blitz
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Hope thats doesn't ruin anything now... but "The German Lightningbolt" would be spelled "Der Deutsche Blitz" -
Small added tip to this great guide (I hope I didn't miss this one, I read through it, but work kept interupting, so may have skipped a few paragraphs here and there):
When you are close to finishing a storyarc (you can usually tell by the mission descriptions, or having it done before), make sure you aren't close to level up before accepting the mission.
Reason beeing, the story arc exp is awarded based on the level you took the mission on, not when you finished it. So if you level up during the final mission, and then call the contact to get the souvenir, you get less exp, since the game calculates the exp based on your current level vs. the level you took the mission.
So when you notice the next mission might be the final one, and you are close to level up, run a paper or two quick, finish the level, then finish the story arc and get full exp. -
Addional Costume slots and Capes/Auras
When you reach level 20, you not only get to do the cape mission but you also get another costume slots.
It is important here that you do the cape mission first, and add the cape to your first costume before doing the second costume slot mission.
Reason beeing, the second you finish your second costume slot mission, the costume in the first slot is copied over to the second slot. What this means is, if you already have the cape on the first one, you will now have it on the second slot as well, thereby saving you the cost for buying the cape for the second slot.
This works similar with the lv30 aura mission.
Ideally, if you really want to save cash, you wait to 30, then do your cape and aura mission, select the aura and cape on the first slot, copy to test if needed to make sure you get it right, and then do your second and third costume slot mission, and you won't have to pay for the cape and aura for your new costume slots, as they will be copied over from the first slots.
This all only makes sense of course, if you do indeed want to have the same cape and aura on all costume slots.