TheDeepBlue

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  1. Quote:
    Originally Posted by EJI View Post
    I'd move the heca set to smite, perhaps 4 KC and an acc/heal for siphon life? I'd use eradications in place of the cleaving blow set.
    How necessary is the heal improvement in Siphon Life?
  2. Quote:
    Originally Posted by Syntax42 View Post
    I looked at your new build. You still have more powers than you need from your primary and secondary pools. Did you read any guides on Dark Melee or Dark Armor?
    I get the gist of opting out of primary/secondary powers in exchange for economic pool choices and freeing up slots for the powers that remain. I'm just particularly of the mind that I'd rather have certain powers and not always need them than need them and not always have them. I've seen plenty of tanks/brutes eat pavement because the mob they jumped into wouldn't let up, and wondered what a single Hand/Lightning Clap would have done for them, just as an example. I understand that making critters dead is the best form of crowd control, but it's not always instantaneous and I never expect it to be unless I'm fighting grays. That's been my experience, at least.

    Quote:
    Touch of Fear is not useful because fears are simply not useful in the current state of the game. Enemies need to stay in melee range for you to do full damage to them.
    Touch of Fear and Cloak of Fear don't cause critters to flee.

    Quote:
    Oppressive Gloom's stun is not powerful enough to affect anything higher than a lieutenant.
    That's fine. It's another way to mitigate damage from a decent chunk of any mob. It just has to mitigate more damage than it causes by its use.

    Quote:
    The Musculature is not a very good choice on a Brute. Damage bonuses add to each other. Normal attack slotting gives about 95% damage bonus and Fury gives about 150% damage bonus. That would make a 100 damage attack do 345 damage. Adding Musculature would bring that up to 380, which is a 10% increase in overall damage. Instead, I would take the Spiritual Alpha boost to increase your recharge bonus. Having Soul Drain on permanently would add much more damage bonus than Musculature.
    Well, I'm not taking Musculature Radial Paragon just for the damage, but for the -ToHit and End Mod bonuses as well. Seems fun.
  3. Quote:
    Originally Posted by ClawsandEffect View Post
    Huh? Since when is this true? Last I checked, Gloom and Darkest Night are both tier 1 picks in Soul Mastery. You should be able to take either one at level 41 and the other at 44.
    Mid's says otherwise. :/
  4. Quote:
    Originally Posted by Syntax42 View Post
    You took Teleport as your travel power without taking any other powers from that pool. Did you know you are required to have the 60-month veteran badge to take travel powers without taking other powers from the pool?
    Yes.

    Quote:
    Originally Posted by teflonshugenja View Post
    Is there a reason that you stopped short of the fifth Apocalypse in Gloom? Purples aren't cheap but you're already looking at an extremely high-budget build here and Dark/Dark responds really well to the recharge. In fact, I see several places where you stopped short of picking up global Recharge bonuses and it seems like you're undervaluing them.
    Just funky prototype slotting. I haven't worked on a build focusing on typed defense bonuses before. My SR was pretty tough to figure out, too.

    Quote:
    Why the heavy slotting in Soul Transfer?
    The build above was my attempt to build up Fire/Cold resistances in addition to other stuff people usually focus on for Dark Armor. Guess I should have mentioned that.

    Quote:
    ST is autohit.
    Well now I know that. >_>

    Quote:
    Last, you skipped Dark Obliteration? Why? It's a phenomenal power.
    I know. I really wanted Darkest Night; it seems to be more useful against boss rank and up than Dark Obliteration.

    Quote:
    Originally Posted by teflonshugenja View Post
    The build is using Musculature. It looks like he's relying on Ageless Core Destiny and Dark Consumption to handle the end issues.
    Well, I don't choose Incarnate powers to fill holes, as a general rule...

    Quote:
    Probably, but you could easily 5-slot Gloom and 4 slot DN just by changing the levels they are chosen at and pushing Soul Transfer back instead. Spending that much inf on an Apoc set and then not taking advantage of it is a screaming waste.
    I couldn't take Gloom after Darkest Night without taking Soul Tentacles first.
    __________


    Anyway, here's another attempt, based on advice from here and elsewhere.

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Tinsel Black 06: Level 50 Magic Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Dark Armor
    Power Pool: Teleportation
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    ------------
    Level 1: Shadow Punch KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(45)
    Level 1: Dark Embrace RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
    Level 2: Smite KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 4: Death Shroud Armgdn-Dmg(A), Armgdn-Dmg/Rchg(37), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(39), Armgdn-Dam%(39)
    Level 6: Shadow Maul C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(21), C'ngBlow-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(36)
    Level 8: Murky Cloud RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11)
    Level 10: Siphon Life Hectmb-Dmg(A), Hectmb-Dmg/Rchg(17), Hectmb-Acc/Rchg(19), Hectmb-Dmg/EndRdx(19), Hectmb-Dam%(34)
    Level 12: Obsidian Shield RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(15)
    Level 14: Teleport Zephyr-Travel(A), Zephyr-ResKB(37)
    Level 16: Dark Regeneration Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/EndRdx/Rchg(34), Theft-Heal/Rchg(36), Theft-Acc/EndRdx/Rchg(37), Theft-+End%(40), HO:Golgi(46)
    Level 18: Dark Consumption P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(31), P'Shift-Acc/Rchg(31), P'Shift-EndMod/Acc(31)
    Level 20: Touch of Fear N'mare-EndRdx/Fear(A), N'mare-Acc/Fear/Rchg(23), N'mare-Acc/Fear(25)
    Level 22: Taunt Zinger-Dam%(A)
    Level 24: Cloak of Darkness LkGmblr-Def/EndRdx(A), LkGmblr-Def(25), LkGmblr-Rchg+(27)
    Level 26: Soul Drain Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(27), Acc-I(29), RechRdx-I(29), RechRdx-I(46)
    Level 28: Cloak of Fear SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(34), SipInsght-Acc/Rchg(40), SipInsght-ToHitDeb/EndRdx/Rchg(40), SipInsght-Acc/EndRdx/Rchg(43)
    Level 30: Kick HO:Nucle(A)
    Level 32: Midnight Grasp KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 35: Oppressive Gloom HO:Endo(A)
    Level 38: Soul Transfer RechRdx-I(A)
    Level 41: Tough RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
    Level 44: Weave LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Rchg+(45)
    Level 47: Gloom Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48)
    Level 49: Darkest Night DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(50), DarkWD-ToHitDeb/EndRdx(50), DarkWD-Slow%(50)
    Level 50: Musculature Radial Paragon
    Level 50: Void Radial Final Judgement
    Level 50: Diamagnetic Core Flawless Interface
    Level 50: Seers Radial Superior Ally
    Level 50: Ageless Radial Epiphany
    ------------
    Level 1: Brawl HO:Nucle(A)
    Level 1: Fury
    Level 1: Sprint Run-I(A)
    Level 2: Rest RechRdx-I(A)
    Level 2: Swift Run-I(A)
    Level 2: Health Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(36)
    Level 2: Hurdle Jump-I(A)
    Level 2: Stamina EndMod-I(A), EndMod-I(23), P'Shift-End%(43)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    21.9% Defense(Smashing)
    21.9% Defense(Lethal)
    11.3% Defense(Energy)
    11.3% Defense(Negative)
    10.9% Defense(Melee)
    6.56% Defense(Ranged)
    1.8% Max End
    46% Enhancement(Accuracy)
    1.65% Enhancement(Terrorized)
    40% Enhancement(RechargeTime)
    9% FlySpeed
    179.9 HP (12%) HitPoints
    9% JumpHeight
    9% JumpSpeed
    Knockback (Mag -4)
    Knockup (Mag -4)
    MezResist(Immobilize) 12.7%
    20% Perception
    16% (0.27 End/sec) Recovery
    30% (1.87 HP/sec) Regeneration
    5.04% Resistance(Fire)
    5.04% Resistance(Cold)
    9% RunSpeed
    2% XPDebtProtection






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  5. My 50 Dark/Dark brute is in need of a respec to take advantage of inherent Fitness. I ran her through some villain tips last night, and she gets splattered by the Miss Thystle trio. Just standard Dark Armor issues. Right now, my bar is to be able to solo that encounter without resorting to Shivans.

    I expect some improvements after respeccing to this build, which is sort of based on suggestions from folks in my favorite global channel, but it could probably use tweaking/more suggestions. I'm uncomfortable with the low accuracy in the attacks slotted with Kinetic Combat alone, but this could be solved by ripping enhancements from somewhere else and giving those attacks one Nuc each. I'm having trouble deciding where, though, since I despise taking powers that I'll never use...

    Anyway, how's this look for starters?


    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Tinsel Black 04: Level 50 Magic Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Dark Armor
    Power Pool: Teleportation
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    ------------
    Level 1: Shadow Punch KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 1: Dark Embrace RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(29)
    Level 2: Smite KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 4: Death Shroud Armgdn-Dmg(A), Armgdn-Dmg/Rchg(5), Armgdn-Acc/Rchg(15), Armgdn-Dmg/EndRdx(37), Armgdn-Dam%(40)
    Level 6: Shadow Maul Oblit-Dmg(A), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(34)
    Level 8: Murky Cloud RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(37)
    Level 10: Siphon Life Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal(11), HO:Nucle(25)
    Level 12: Obsidian Shield RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(29)
    Level 14: Teleport Zephyr-Travel(A), Zephyr-ResKB(15)
    Level 16: Dark Regeneration Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/Rchg(17), Dct'dW-Rchg(17), HO:Nucle(23)
    Level 18: Dark Consumption P'Shift-EndMod(A), P'Shift-EndMod/Rchg(19), P'Shift-Acc/Rchg(19), P'Shift-EndMod/Acc/Rchg(25)
    Level 20: Taunt Mocking-Taunt(A), Mocking-Taunt/Rchg(40), Mocking-Acc/Rchg(40), Mocking-Taunt/Rng(46)
    Level 22: Touch of Fear HO:Endo(A)
    Level 24: Cloak of Darkness LkGmblr-Rchg+(A)
    Level 26: Soul Drain RechRdx-I(A), RechRdx-I(27), RechRdx-I(27), HO:Nucle(37)
    Level 28: Cloak of Fear HO:Endo(A)
    Level 30: Kick KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 32: Midnight Grasp KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 35: Oppressive Gloom Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(46)
    Level 38: Soul Transfer Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/Rchg(39), Dct'dW-Rchg(39), HO:Nucle(39)
    Level 41: Tough RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
    Level 44: Weave RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45), RedFtn-Def/Rchg(45)
    Level 47: Gloom Apoc-Dmg(A), Apoc-Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(48)
    Level 49: Darkest Night DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(50), DarkWD-ToHitdeb/Rchg/EndRdx(50), DarkWD-ToHitDeb/EndRdx(50)
    Level 50: Musculature Radial Paragon
    Level 50: Void Radial Final Judgement
    Level 50: Diamagnetic Core Flawless Interface
    Level 50: Seers Radial Superior Ally
    Level 50: Ageless Core Epiphany
    ------------
    Level 1: Brawl HO:Nucle(A)
    Level 1: Fury
    Level 1: Sprint Run-I(A)
    Level 2: Rest RechRdx-I(A)
    Level 2: Swift Run-I(A)
    Level 2: Health RgnTis-Regen+(A), Mrcl-Rcvry+(43), Numna-Regen/Rcvry+(46)
    Level 2: Hurdle Jump-I(A)
    Level 2: Stamina EndMod-I(A), EndMod-I(43), EndMod-I(43)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    9% DamageBuff(Smashing)
    9% DamageBuff(Lethal)
    9% DamageBuff(Fire)
    9% DamageBuff(Cold)
    9% DamageBuff(Energy)
    9% DamageBuff(Negative)
    9% DamageBuff(Toxic)
    9% DamageBuff(Psionic)
    22.5% Defense(Smashing)
    22.5% Defense(Lethal)
    5.63% Defense(Energy)
    5.63% Defense(Negative)
    11.3% Defense(Melee)
    3.75% Defense(Ranged)
    1.8% Max End
    39% Enhancement(Accuracy)
    32.5% Enhancement(RechargeTime)
    5% FlySpeed
    185.5 HP (12.4%) HitPoints
    5% JumpHeight
    5% JumpSpeed
    Knockback (Mag -4)
    Knockup (Mag -4)
    MezResist(Held) 2.75%
    MezResist(Immobilize) 17.6%
    MezResist(Stun) 2.2%
    MezResist(Terrorized) 6.6%
    13% (0.22 End/sec) Recovery
    16% (1 HP/sec) Regeneration
    10.1% Resistance(Fire)
    10.1% Resistance(Cold)
    5% RunSpeed






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  6. Bees seem to be a popular theme, eh? Here's my Spines/SR, Honeythrasher. Second character ever made in CoH.

  7. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    Does my heart good to see people caring about some of the older well-written lore.
    There's barely anything written about Krazy Mark and his store.
  8. Quote:
    Originally Posted by Chase_Arcanum View Post
    I haven't been running with my Mastermind (yet) but I've been taking to gathering all the squishies together, encourage the mastermind to deploy pets, then, together, steamroll foes rather than jump past them.

    Things work amazingly well when the team doesn't abandon one another and although it IS much slower than stealthing to the target, we're not pressed for time while getting the objectives... and nobody dies... much. Its a shame its so tough to pull this off with the habits others have already taken to heart.
    This sounds like a good idea for league/team leaders that can actually get other players to listen.
  9. Assuming that you're on a team that prefers to spike the crates and tubes in the second phase of Lambda Sector instead of dungeon crawling through, what's your preferred strategy for running the trial with a Mastermind? Do you:

    A) Try and keep up with the non-MM players while dragging your henchmen along behind you in case you need them, only to train every mob around them on your position?

    B) Ditch your pets for the entire second phase and try and spike the objectives with the rest of the team, leaving yourself very vulnerable in the process?

    C) Do the same, but you actually have some sort of +Stealth power?

    D) Try to crawl slowly through the narrow corridors on your own and hope you don't get splattered by +conning mobs with AoEs as they run randomly all over the map trying to catch other players?

    E) Not play Bots/FF? >_<
  10. Quote:
    Originally Posted by Samuel_Tow View Post
    That only works if we assume that Cole has managed to control EVERYBODY, and he clearly hasn't. The Resistance have cells throughout the world and the Syndicate very much isn't falling for his propaganda or for his scare tactics. We have plenty of people on Praetorian Earth who know about the broader world around them, who should conceivably know about magic, yet it's never so much as mentioned.
    Which is fine, but I'm saying that, with few exceptions, he has a firm grip on magic in Praetoria, regardless of who comes in knowing what. So, I'm not suprised that it isn't mentioned very much.

    Quote:
    Originally Posted by Daemodand View Post
    The magic in Praetoria is YOU!
    And knowing is half the battle!

    geeeeaaayyyyyjooooooo~~~~
  11. Quote:
    Originally Posted by Techbot Alpha View Post
    It'd be like having to pay for access to Incarnate trials
    To be fair, you need GR for those.
  12. Quote:
    Originally Posted by Redlynne View Post
    Let's just say that most people are going to be more comfortable classifying Psionic Powers as being either Mutant or Natural in origin, rather than Magic or Tech. A case can be made for Psionics being the result of a Science origin too, but that's rarer (and usually involves Countess Crey for some reason).
    But my Mind/Psi Dom is Science Origin. :/

    I think that pigeonholing psychics/psions into a Mutant or Natural origin is an unhealthy behavior. I can only imagine that it stems from people trying to compare the CoH universe to the Marvel/DC universes.

    If the origin of a meta's powers is explained reasonably, why should we impose any sort of artificial restrictions?

    Quote:
    Originally Posted by Samuel_Tow View Post
    That's really all I'm saying - Magic in general isn't a sign of social and intellectual decay, at least not how I've seen it in fiction. On the contrary, it's a sign of great prosperity and learning. To have that absent from Praetoria completely is just... Odd. This isn't something that you can just suppress any more so than you can suppress the laws of thermodynamics.
    Aside from artifacts like Transmuter's medallion, Vanessa DeVore's mask, and a couple of interesting things on display at the Trading House in Imperial City, we don't know if magic is absent from Praetoria, so to speak. In fact, considering that there's an Item of Power secured in the Trading House and regarded as a mere curiosity, I think it would fair to assume that Cole more or less has magic firmly under control within Praetoria. It may not necessarily be dampened.

    For the time being, at least.

    Quote:
    Of course, you could have mind-altering powers accessible via magic, but you don't stuff these people in a tank like Cole does. So if he has captured former Tsoo casters, what does he do with them? We see neither sight nor mention of such. And while it's true that the Tsoo would normally have magical mind control powers, they also have dark powers, storm powers, teleportation, spines, energy powers and I even forget what else. That, and their Ancestor Spirits. Neither hide nor hair of those exists in Praetoria.
    Again, just conjecture, but I think it might not help Cole achieve his goal if the people under his rule began to understand that there's more to the world around them than what he chooses to show them. He convinced them not to leave the confines of the sonic barrier by threatening them with the boogeyman Hamidon, dulls their minds with Enriche, forcibly 'straightens' their lines of thinking if they deviate from a preassigned path, and even tries to cover up the existence of alternate Earths; keeping wizardry under wraps would definitely be in Cole's MO.

    For now.

    Quote:
    Originally Posted by SlyGuyMcFly View Post
    We do know of some differences that occurred before 19-whatever. Praetorian Nemesis has been stated to have died "a simple clock-maker". That would have happened sometime in the mid-late 1800s. I know, I know, this is Nemesis. But still.
    Eh? I heard that he was pretty full of fail on Praetoria, but I didn't hear that he died. :/
  13. Quote:
    Originally Posted by Samuel_Tow View Post
    The world still had the USA, France and all the other countries we have that almost weren't at quite a few points in history, so that's kind of just conjecture. That's what I mean when I say we need to be given an explanation, not left to guess.
    Well, yeah, that idea about Tielekku is just conjecture. We will really just have to wait and see what the truth is, but regardless of whatever the truth may be, I still chalk the similarities and parallels between different universes up to spooky action at a distance.

    Quote:
    So one would think, but if they were, then the Syndicate would show SOME magical ability, and they really don't.
    There's no way to manifest psychic abilities through inherent magical power?
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    Praetoria, on the other hand, feels like a Minority Report style alternate future that's focused on its theme to the exclusion of esoteric elements.
    Of course, we haven't seen everything yet. Remember that pretty much everything on the surface is Cole's facade, and everything underground is absconded and repurposed from that facade. What lies beyond the sonic barrier and within places only Cole's insiders know about remains to be seen.

    Also, there's poor Transmuter.

    Quote:
    I keep wondering: What happened to the Praetorian Circle of Thorns? ... How could he have rooted out incorporeal ghosts out of their miles of claustrophobic catacombs? What about the Midnight Squad?
    Cole's act of killing Richter on Praxidae isn't necessarily time zero for where the history of the two worlds diverge. We really don't know if Praetorian prehistory is the same as that of Primal prehistory.

    Suppose, for instance, that Tielekku never begame the Goddess of Magic, and instead human beings were left to tinker with what magical power they could concieve of on their own...

    Quote:
    What happened to the Tsoo's ancestral magic?
    Remnants were absorbed into the Syndicate after the Hamidon Wars by Tub Ci.

    Quote:
    Where did all the demon-worshipping street gangs go? What happened to factions like the Legacy Chain? What about the descendants of the Mu?
    Again, history may not have played out in the fashion necessary for those groups to come about.
  15. Quote:
    Originally Posted by Golden Girl View Post
    Their avatars need to become cellshaded, as a mark of shame and total failure.
    Their message font needs to be changed to Comic Sans as well, maybe?
  16. Quote:
    Originally Posted by Golden Girl View Post
    The GR info page on the Resistance says that some of them are hackers.
    That Splice is also kind of a jerk hacker.
  17. Quote:
    Originally Posted by Memphis_Bill View Post
    The problem, IMHO, is more one of "You're 50 when you're doing this and likely have several full trays, so you don't see something new pop in." Some other way of letting the player know and use it without having to dig through the (exceedingly long) temp power list, and/or making the powers themselves noticable, would help.
    The newest temps acquired are always at the bottom of the temp tray. Additonally, you can reduce the length of the temp tray by deleting the temp powers you never plan to use.

    I can find the Lambda temps very quickly knowing just the first thing there. I can move it to my powers tray if necessary by clicking through to a section of the tray with even just one empty slot. If I'm not planning on using them myself, I can drag them directly from my temp tray to the player who will.

    The issue isn't even with people being unable to use them quickly enough. The issue is that when I or another league leader asks, "Who still has acid?" or "Who still has grenades?", and I get zero replies, and by the number of doors still up or by number of grenades the designated grenade-chucker has I can tell that someone still has some, I can't tell who that is. When I ask people to please check their temp trays, and I still get no replies, what am I or others supposed to do other than spend time I shouldn't be spending trying to get more from shipments?

    If someone is glowing, and they aren't replying to any prompting, if they happen to not have league chat up, I can at least send them a tell or something. I can't do that if I can't tell who's holding onto the temps, whether they know it or not.
  18. Quote:
    Originally Posted by Lothic View Post
    Technically speaking the game isn't really forcing a league to stand around wasting time shuffling (or not shuffling) temp powers around. You don't have to dump all the temps on one person to succeed in a MoLambda attempt. Not sure what making people glow like this is going to solve here. Besides there are so many aura/temp powers being thrown around these days how is a new aura for this even really going to reliably serve its purpose?

    There will always be naive/idiot players who choose to not listen to requests made by other players on trials like these. I understand your frustration with these players not playing well with others. I just don't see your suggestion as something that would be helpful enough to be worthwhile. *shrugs*
    One part of the problem is that some of these players are not aware that they have the temp powers, or even that temp powers are involved in the trial at all. If they start glowing, they're going to wonder what's going on.
  19. For real, ala Meteor Fragments, etc. This way we know who still has acids or grenades left, because when people are asked for their temps, people don't respond or even seem to know if they have the temps, even when we tell them where the temps can be found. Some players even misguidedly hoard the temps to try and get the trial badges, without knowing how the badges actually work. I haven't been on a single Lambda trial where we've failed to complete the sabotage phase, so I know this isn't happening because we actually have less than ten acids/grenades.

    Please implement this suggestion so the league doesn't stand around for five minutes blindly pleading with oblivious people to check their temp trays so we can finish the trial. The shipment drops are supposed to be for leagues that didn't manage to comlete the sabotage phase, not for leagues with people who don't know what's what.

    Thank you.
  20. Quote:
    Originally Posted by Golden Girl View Post
    Atlas Park is the heart and soul of the city - and the game too
    In the first novel, the Furies explain to Marcus Cole that Paragon City as well as the other civilizations that inhabited the land previously did so because it's one of several places in the world where the threads of fate and destiny are woven (or something to that effect) and any force that controls the land may exert considerable influence over the rest of the planet. Right now, heroes control Paragon City. There's another such locus at the Rogue Isles. Guess who controls that.

    Most citizens of Paragon City aren't consciously aware of this situation, but they seem to feel it somehow nonetheless: the city motto is "The Birthplace of Tomorrow"; there's a statue of Atlas holding the world up on his shoulders at the heart of the city; and, of course, villains repeatedly try to take the city for themselves.

    (I tried to put all of this in an AE arc but it didn't take. I deleted it. >_<)
  21. It's hard to mash ambushes onto players if the map is less linear.

    Or, it's trickier to get 'em to do certain events in order without a lot of back-and-forth and searching.
  22. TheDeepBlue

    Lambda Sabatoge!

    Quote:
    Originally Posted by Zyphoid View Post
    Too many things had gone in a direction we had warned against for it to have all been an accident. I let the other lead and my Cor know what I thought, the both agreed. Someone was trying to sabotage us.
    Don't be paranoid. People really can be that disconnected with the league, especially when they're coordinating with their own little sub-group on teamspeak.

    Unless you're on Justice, in which case everyone is always coordinated, or abruptly not on the trial any longer.
  23. Quote:
    Originally Posted by Organica View Post
    Also, the Sky Raiders need their own giant robot – although the new Admiral Buffy (whatever his name is) TF is full of borrowed giant robots. I'm very happy that the Sky Raiders finally have their own task force, of a sort. It is an awesome task force, it gets the Giant Robot seal of approval! But where's the flying fortress? How can they be airship pirates without a flying fortress? (And a giant flying Skyraider robot!)
    The Sky Raiders have a lot of high-tech equipment, but they're so poor they have to steal or borrow most of it. I mean, you saw that they couldn't built a gigantic boat themselves, they had to make it out of smaller boats they taped together that they had to steal. Such is the life of pirates.

    Quote:
    Why hasn't Nemesis built a giant robot yet?
    Because he's tried. Twice.
  24. Quote:
    Originally Posted by Venture View Post
    As if our characters would care about him being a god in any case. "Oh, you're a god? There are three in my supergroup, and there's the 17 I was just drinking with in Pocket D, not counting the 29 guys each claiming to be the son of Satan...you'll have to get in line."
    Yes yes, but how many of them were Incarnates? You have to keep things in perspective, here.
  25. Quote:
    Originally Posted by Eva Destruction View Post
    Isn't the Center's superpower essentially getting people to do what he says?
    I didn't mean he convinced Requiem to work undercover, I meant that he managed to place Requiem into that position...and was able to keep people thinking that it was all legit, for decades.