Tired Angel

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  1. Quote:
    Originally Posted by Adeon Hawkwood View Post
    That's pretty much WHY he urged you not to skip Burn. For a Fire Tanker Burn adds quite a bit of damage.
    I will have to agree here. Since they changed burn (removed the fear aspect and front loaded the damage) it is a great power and does a lot of damage.

    If I was going to skip powers from Fire I would skip Temp Protection and Rise of the Phoenix. Consume is still a good power, particularly while leveling unless you have your endurance completely under control.

    The plus side of Temp Protection and RotP they can both be left untill level 49 as neither requires any slotting. Temp Protection does offer some slow resistance and can be useful if you wanted to save an enhancement slot for slotting the Steadfast Protection +Def enhancement if you are going to build for defence down the line.
  2. The controllers I have tried are:

    Gravity/Storm - this is my main character and my first controller. He is great fun to play. He has some good single target damage, can unleash chaos and has some good utility powers. Took me a long time to come up with a build and play style I was happy with though.

    Mind/Trick Arrow - this was good fun to level. Mass Hypnosis a mob, lay down Oil Slick Arrow and then watch them burn!

    Illusion/Forcefield - not the most interesting toon to play but is a great support toon with buffing defence and managing agro.

    Ice/Cold Dom - only just got her to lvl 33, she doesn't solo too well but again is a great support toon

    Plant/Kin - only at lvl 28 so haven't got to the big kinetic powers yet, but I can really see his potential and Seeds of Confusion is such a great power!

    Illusion/Rad - only lvl 27 at the moment but can see the potential again if you invest the time and inf into the build to make it great

    Electric/Kin - only lvl 26 but is fun to play on teams, doesn't solo too well

    Illusion/Dark - only just rolled this toon but from what I've read it can potentially be a powerful combo

    Dark/Storm - another toon I've only just rolled but I love Storm and from playing with Mids it looks like it could be a good combo

    Fire/Storm - another baby toon but this could potentially be a strong toon with freezing rain and containment boosted damage from hot feet. Could potentially have some endurance issues though

    Fire/Kinetic - only lvl 28 at the moment so I don't have the big kinetic powers yet. I can see the potential for lots of damage but really takes a long time to mature.

    Earth/Sonic - only at lvl 20 at the moment but is slow to solo but is another great support toon.
  3. Tired Angel

    Radiation Armor

    I wonder if the 'God Mode' power Melt Down has a crash or not

    It could be fun to run around with Melt Down active and after the crash let yourself faceplant and then self rez/nuke with Ground Zero
  4. I am going to definitely try and get one of these and put it in my Grav/Storm Controller's Tornado. It will allow me to keep it up and have it follow me around and not worry about the KB scattering mobs
  5. Tired Angel

    What to try

    Fire/Fire to melt mobs (lots of damage)

    Shield/Electric to have some great burst damage (run into mob for AAO, Build Up, Lightning Rod, Shield Charge)

    Electric/Mace for a very solid toon (strong resistances, heal, endurance drain, damage, knock up/knock down and stuns from Mace)

    In fact Fire/, Shield/ and Electric/ primaries are my favs so anything with them
  6. Bit late to this thread but I wanted to show off my Triform WS who is great fun to play.

    Name: Omega Sentry
    Bio: Alison Jacobs, code name "Omega", was an undercover detective for the Paragon Police Department. She was working on a case to infiltrate a gang of Skulls who seemed to be getting access to some high tech weaponary. After some time she found that they were being supplied by the Counsel and managed to infiltrate their base. However, it was then things started to go wrong. Alison was discovered and as she fled deeper into the base to hide she discovered a captured reformed Nictus scout named Senterion. Sensing each others desperation they joined becoming the Warshade Omega Sentry and used their new found powers to escape. Since then Omega Sentry decided to stay with the PPD and applied to joined the Awakened Devision. She battled long and hard to join this Peacebringer only devision and once a member faced even more difficulties as she was discriminated for being a Warshade and was not trusted at first. However, since she has proven herself a valued member of the devision, often going on stealth missions and using her detective and scouting experience to solve crimes that other members of may not be able to.

    Edit - ooops forgot screen shots!









    The build isn't 100% complete as I am missing some -kb IOs and a couple of other filler IOs but so far she rocks!
  7. Tired Angel

    Gaussian Proc

    Quote:
    Originally Posted by Blue_Centurion View Post
    If I drop a Gaussian set into focused accuracy will the proc fire, and about how often?
    In a toggle power procs have a chance to fire once every 10 seconds and then it only has a 5% chance of going off.
  8. Also you haven't got a Incarnate power toggled on which you haven't achieved yet (e.g. a high tear Agility Alpha)
  9. Have you double checked that the "Foes in Range" of Invincibility is set to 1 on Mids and not to 10?
  10. Quote:
    Originally Posted by dugfromthearth View Post
    I don't think my question is coming across.

    People are focused on how you play, which is not my question. My question is how you experience the game.

    Take the ITF. You can fly to the end and defeat Romulus first. I suspect that the devs planned for you to make your way along the valley facing an epic battle of others first. I further suspect that doing it the way the devs intended gives it a much more epic feel than just flying to the end.

    Likewise in the Sutter TF Duray teleports around a bunch. If you somehow managed to hold him so he could not, you would not experience that element of the mission.

    This is not a question of cheating or of playing wrong.

    It is a question of whether you get the "proper" experience from playing the game.
    The thing is that with the powersets availabe the "proper" experience of the game is still variable.

    If my character has fly and team teleport then the "proper" experience of the ITF is to 'sneak' past a giant army to take out the big boss at the end.

    Or with the whole Duray teleporting thing, if the way our toons deal with that is by holding him then that is the "proper" eperience.

    Our characters have a variety of tools to deal with different situations and because of the way CoX is designed there are multiple ways of dealing with a given situation.
  11. Tired Angel

    Which Kin?

    I've got a Kin/Archery Defender which I have sofcapped to Smashing, Lethal, Energy (using Scorpion Shiled) which I quite enjoy. On a team you're a force multiplier with some heavy hitting attacks (Rain of Arrows, Fire Arrow) which pack a punch after you have fulcrum shifted.

    While solo being soft capped helps a lot as I can jump into mobs buff up and let loose with the AoEs
  12. Quote:
    Originally Posted by Bullet Barrage View Post
    This ended two days ago, I think. It's pointless to post new builds.
    Did it? Ooops! lol

    I thought it ended on the 16th April (today) for some reason
  13. Well I ended deciding on taking this build into melee range to take advantage of Artic Air so I opted going with the Stone Mastery Epic to increase damage output as I found Fissure/Seismic Smash useful on my Grav/Storm Controller which focusses on melee as well.

    I have soft capped to Smashing/Lethal Defence, got 102% recharge (172% with Hasten) and boosted recorvery a bit to help against the endurance usage.

    I envisage the play style starting at range setting up with Flash Arrow/Ice Slick, then the debuffs and Oil Slick Arrow and then wading in up close with Jack in tow using Block of Ice, Fissure and Seismic Smash to take down foes. I skipped a travel power with the assumption that Ninja Run etc could be used in its place.

    It would be advisable to go Tech or Magic origin for the toon so you could light Oil Slick Arrow although you could try and rely on the procs from Acid Arrow or Fissure to light it.

    I guess my IO tricks would be:
    * The unique Numina and Miracle are extremely useful in Health when dealing with a toggle heavy character
    * I try and slot Luck of the Gambler defence/global recharge IOs at level 25 because the bonus to Defence is that much difference from a level 50 version and you get to keep the recharge bonus at a lower level when exemping

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Trick Arrow
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Block of Ice
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (5) Basilisk's Gaze - Accuracy/Recharge
    • (7) Basilisk's Gaze - Endurance/Recharge/Hold
    • (7) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (9) Damage Increase IO
    Level 1: Entangling Arrow
    • (A) Accuracy IO
    Level 2: Flash Arrow
    • (A) Siphon Insight - ToHit Debuff
    • (43) Siphon Insight - Accuracy/ToHit Debuff
    • (43) Siphon Insight - Accuracy/Recharge
    • (43) Siphon Insight - ToHit Debuff/Endurance/Recharge
    • (46) Siphon Insight - Accuracy/Endurance/Recharge
    Level 4: Glue Arrow
    • (A) Recharge Reduction IO
    Level 6: Arctic Air
    • (A) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
    • (9) Superior Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
    • (11) Superior Will of the Controller - Endurance/Recharge
    • (11) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance
    • (13) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
    • (13) Coercive Persuasion - Contagious Confusion
    Level 8: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (46) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 10: Ice Arrow
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (15) Basilisk's Gaze - Accuracy/Recharge
    • (15) Basilisk's Gaze - Endurance/Recharge/Hold
    • (17) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    Level 12: Ice Slick
    • (A) Endurance Reduction IO
    • (17) Recharge Reduction IO
    Level 14: Hasten
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    • (50) Recharge Reduction IO
    Level 16: Poison Gas Arrow
    • (A) Fortunata Hypnosis - Sleep/Recharge
    • (25) Fortunata Hypnosis - Accuracy/Sleep/Recharge
    • (34) Fortunata Hypnosis - Accuracy/Recharge
    • (37) Fortunata Hypnosis - Sleep/Endurance
    • (40) Fortunata Hypnosis - Chance for Placate
    Level 18: Maneuvers
    • (A) Luck of the Gambler - Defense/Endurance
    • (19) Luck of the Gambler - Recharge Speed
    • (19) Red Fortune - Defense/Endurance
    Level 20: Acid Arrow
    • (A) Positron's Blast - Accuracy/Damage
    • (21) Positron's Blast - Damage/Recharge
    • (21) Positron's Blast - Damage/Endurance
    • (23) Positron's Blast - Accuracy/Damage/Endurance
    • (23) Positron's Blast - Chance of Damage(Energy)
    Level 22: Boxing
    • (A) Accuracy IO
    Level 24: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 26: Glacier
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (27) Basilisk's Gaze - Accuracy/Recharge
    • (27) Basilisk's Gaze - Endurance/Recharge/Hold
    • (29) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    Level 28: Disruption Arrow
    • (A) Endurance Reduction IO
    • (29) Recharge Reduction IO
    Level 30: Weave
    • (A) Luck of the Gambler - Defense/Endurance
    • (31) Luck of the Gambler - Defense/Endurance/Recharge
    • (31) Luck of the Gambler - Recharge Speed
    • (31) Red Fortune - Defense/Endurance
    • (50) Karma - Knockback Protection
    Level 32: Jack Frost
    • (A) Sovereign Right - Accuracy/Damage
    • (33) Sovereign Right - Damage/Endurance
    • (33) Sovereign Right - Accuracy/Endurance
    • (33) Sovereign Right - Accuracy/Damage/Endurance
    • (34) Sovereign Right - Accuracy
    • (34) Sovereign Right - Resistance Bonus
    Level 35: Oil Slick Arrow
    • (A) Ragnarok - Damage
    • (36) Ragnarok - Damage/Recharge
    • (36) Ragnarok - Accuracy/Damage/Recharge
    • (36) Ragnarok - Accuracy/Recharge
    • (37) Ragnarok - Damage/Endurance
    • (37) Achilles' Heel - Chance for Res Debuff
    Level 38: Fissure
    • (A) Positron's Blast - Accuracy/Damage
    • (39) Positron's Blast - Damage/Endurance
    • (39) Positron's Blast - Damage/Recharge
    • (39) Positron's Blast - Accuracy/Damage/Endurance
    • (40) Positron's Blast - Chance of Damage(Energy)
    • (40) Force Feedback - Chance for +Recharge
    Level 41: Rock Armor
    • (A) Luck of the Gambler - Defense/Endurance
    • (42) Luck of the Gambler - Defense
    • (42) Luck of the Gambler - Recharge Speed
    • (42) Red Fortune - Defense/Endurance
    Level 44: Seismic Smash
    • (A) Kinetic Combat - Accuracy/Damage
    • (45) Kinetic Combat - Damage/Endurance
    • (45) Kinetic Combat - Damage/Recharge
    • (45) Kinetic Combat - Damage/Endurance/Recharge
    • (46) Accuracy IO
    Level 47: EMP Arrow
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (48) Basilisk's Gaze - Accuracy/Recharge
    • (48) Basilisk's Gaze - Endurance/Recharge/Hold
    • (48) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    Level 49: Earth's Embrace
    • (A) Recharge Reduction IO
    Level 50: Vigor Radial Paragon
    ------------
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (5) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (3) Endurance Modification IO
    • (3) Performance Shifter - Chance for +End
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Containment
    Level 1: Sprint
    • (A) Unbounded Leap - +Stealth
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 4% DamageBuff(Smashing)
    • 4% DamageBuff(Lethal)
    • 4% DamageBuff(Fire)
    • 4% DamageBuff(Cold)
    • 4% DamageBuff(Energy)
    • 4% DamageBuff(Negative)
    • 4% DamageBuff(Toxic)
    • 4% DamageBuff(Psionic)
    • 12.06% Defense(Smashing)
    • 12.06% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 13% Defense(Energy)
    • 13% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.88% Defense(Melee)
    • 8% Defense(Ranged)
    • 3% Defense(AoE)
    • 4% Enhancement(Confused)
    • 4% Enhancement(Held)
    • 4% Enhancement(Stun)
    • 4.4% Enhancement(Terrorized)
    • 72% Enhancement(Accuracy)
    • 8% Enhancement(Immobilize)
    • 8% Enhancement(Sleep)
    • 102.5% Enhancement(RechargeTime)
    • 4% FlySpeed
    • 38.15 HP (3.75%) HitPoints
    • 4% JumpHeight
    • 4% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 2.75%
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 2.75%
    • MezResist(Sleep) 2.75%
    • MezResist(Stun) 2.75%
    • 21% (0.35 End/sec) Recovery
    • 30% (1.27 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 18.19% Resistance(Fire)
    • 18.19% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 4% RunSpeed
    • 2% XPDebtProtection



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  14. Illusion/Forcefield Controller! Most boring toon I've ever played! At least with the Mastermind you can control your pets!
  15. My priority really is this

    Travel power - this really does depend on concept but I tend to use Combat Jumping and Flight more than Super Speed and Teleport. And with the introduction of universal City Traveller it makes realising a concept a lot easier.

    Combat Jumping - as people have said it is so useful, doesn't need additional slots, helps with defence, is a good IO mule etc. I will tend to end up with this on all my toons even if its the level 49 power choice

    Fighting Pool - I take this on every Tank and Brute I have (and the couple of scrappers) to help boost their resistance/defence. I do use it on some squishy toons if I am aiming for the softcap, e.g. my Kinetic/Archery/Mace defender

    Leadership - I take this on every Mastermind I have as it makes sense. I also take maneuvers or assault on most of support toons (controller, defender, corruptor). Maneuvers has also made an appearance on my TriFire tank to help with soft capping. I will occasionally take Tactics and Vengence depending on how much room I have power wise.

    Hasten - I will tkae this on every Dominator I have and it is a must on my Warshade. I rarely will use it on other toons depending if they have any long recharge powers which will benefit from it (e.g. Accelerate Metabolism, Phantom Army) and will usually aim to make it perma.

    Hover - I will take this occasionally for concept reasons, or as a LotG mule

    Medicine - I will take this on most of my Masterminds if I can fit it in

    Presence - I have taken this on one of my Masterminds and find it quite useful

    Stealth - I have taken Grant Invisibilty on my Warshade as a mule, take stealth a couple of times for concept reasons and have taken the full set on a toon for concept reasons
  16. I don't have mids on me as I'm at work but something I found helped a lot on my /Dark Blast Defender was finding a 6th slot for TT and Night Fall and adding an extra proc to the powers. I added the Cloud Senses: Chance of Negative Energy Proc to Night Fall and the Gravitational Anchor: Chance to Hold Proc to TT (although you could add the damage proc here instead).

    I did notice a difference in the amount of damage I did and the little extra control helped with surviving.
  17. I'm assuming you mean AR as Assault Rifle rather than Archery. I can't really comment much but mine is sat in his mid 20s at the moment. I think it has a lot of potential but is a bit of a late blooming combo

    As for redraw, as long as you plan how you use TA and AR powers it isn't that bad
  18. Quote:
    Originally Posted by Local_Man View Post
    I have always loved Propel. To me, Gravity is a pretty boring set except for three powers: Propel, Wormhole and Singularty. My Grav/Storm has been a solo build, so I used GD-Crush-Propel as my attack chain. It wasn't very fast, but it hits hard . . . not everything is speed. Crush did more damage then Lift per activation AND it set up Containment when GD missed. I haven't tried my Grav/Storm yet, but I'm looking forward to seeing the improvement to Propel.

    I want to look at my build and see whether I can add Lift. But there's no way that I will give up Propel.

    I'm not convinced that the changes to Dimension Shift make it worth taking. Every time I have tried any of the Intangible powers, I've hated them.
    Put me in the camp that has always loved Propel too and I have always preferred Lift over Crush so I doubt I will be changing my build much. I have always tended towards the attack chain of Wormhole/Gravity Distortion Field - Crushing Field - Freezing Rain - Fissure to open then use Gravity Distortion - Lift - Propel for single targets with Seismic Smash for stronger targets.

    I like the idea of Dimension Shift as a nice panic power but I just don't know what I could drop to fit it in or if I can afford to pull any slots from other powers to invest into it.

    One of my other fav changes is that Singularity is not meant to randomly charge into melee anymore. This for me is brilliant because I have built my Grav/Storm to fight in melee so having Singie sit back more consistently won't cause scatter
  19. Quote:
    Originally Posted by Roderick View Post
    Actually, I'd forgotten about that post. I was talking about something he said in a uStream (which is why I didn't provide a link), where he basically said that there was nothing left to proliferate, and that there was "all new" stuff in the works for them that they're not ready to talk about yet. That, to me, sounds more like new powersets. Proliferation isn't "all new".
    Ah! I didn't see that uStream!
  20. I think the quote that Roderick and Rosa are arguing over is this one;

    Quote:
    Going to nip this potential rumor in the bud. There is no immediate plan to revamp, remove, alter, change, nerf or buff this archetype as a whole. I never said changes were coming. I said we had plans for the archetype. As in plans for power sets. So, stay tuned for that in the future! (And by future I mean post I21.)

    Also, if you didn't see your set proliferated it is likely because we plan on having another round (or rounds) of proliferation in future issues and we only had enough time to implement as many sets as we did.

    Regards,
    Synapse
    Which can be found here:

    http://boards.cityofheroes.com/showt...73#post3728973

    And in my opinion it could be taken either way - all he says is that there is plans for powersets which could be either new ones or 'tweeked' ports (like Earth Assault wasn't a direct port from anything).
  21. Quote:
    Originally Posted by Rainbow Avenger View Post
    1. Warshade - That other people find them "too complicated" is often satisfaction enough.
    I find my Warshade not necessarily complicated but does require an element of concentration and focus that some other toons don't. If I want to make the most out of the toon in a mission it's a little non-stop so find it harder to multitask (e.g. stop and just chat with friends).

    But when you are on a roll with maxed Eclipse, three Dark Extractions and a damage buff hanging around 200% it is a sight to behold!!
  22. I guess this would be my top:

    1) Tanks
    2) Controllers
    3) Defenders
    4) Warshade
    5) Dominators
    6) Mastermind
    7) Brute
    8) Arachnos Soldier
    9) Arachnos Widow
    10) Stalkers
    11) Corruptors
    12) Peacebringer
    13) Scrappers
    14) Blasters

    For me 1-5 I would classify as favs, 6-10 are fun, 11 + 12 are ok and 13 + 14 are boring
  23. Quote:
    Originally Posted by NuclearMedicine View Post
    Just a reminder, we're on Union today! Meet in King's Row by IP Gate at High Noon PT\3pm ET\8pm BST.
    Sorry I missed the TT - I completely lost track of the date and was out visiting family all day today and didn't get home till a short while ago.
  24. Personally I think the old tutorials were a bit too long and a bit bland (to much running back and forth with the action to backloaded) while I think the new one is too short and but has a bit of drama about it (the situation does feel epic but the foes are defeated to quickly, due to NPCs, and it is over just as you are getting into it).
  25. Height is also a trait that is determined by nurture as well as nature - so disparity could be explained by the characters different up-brinings.