UncleYuan

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  1. UncleYuan

    Beast Powers?

    Has anyone figures out what the pets' powers are in Beast Mastery? I'm trying to figure out how to slot them beyond Acc/Dam, but I haven't seen anything yet on buffs/debuffs or secondary effects and have no idea what they pick up with the various training powers. The wikis are silent on this.
  2. Thanks for the very helpful and complete reply. I was looking for something that would give some analysis of the villain epic powers like there is for the heroic, but there doesn't seem to be.
  3. Specifically I am looking for mace mastery. I don't see anything under the "Archetypes and Powers General Discussion" and several searches have yielded goose eggs. Help?
  4. Sorry - this is completely in the wrong forum. For some reason I thought I was somehwere else . . .
  5. From my point of view I must disagree on the alien/elf is "natural." While I can see the point, to me a natural is Batman or Green Arrow. Even Captain America can squeeze in there since he is not personally superhuman despite getting "maximal" in a decidedly science-y way.

    Aliens are the stock and trade of science fiction, so to me aliens come under the "science" origin. Granted this doesn't strictly fit the definition, but to call Superman a natural doesn't seem right to me either. I figure if it took some outlandish tech to get them here in the first place, then science or tech is the proper origin.

    Supernatural creatures, however, I feel belong squarely in the "magic" category. Gods, monsters, races are all the products of supernatural forces. Again, "normal" elf or not, without magic they would not be here.

    But then, my feelings about what constitutes a "natural" is even more limited than the OP. For example, nearly every one of his "adequate" sets, and even more of the "dubious" are outside of the origin as far as I'm concerned.

    That being said, a strictly "natural" character would be have very few power sets to choose from in this game. There are certainly isolated powers within many sets that might qualify, but taking a power set and only choosing two powers strikes me as being a very good way to very badly nerf your character. Being a practical person I will admit that some flexiblity is neccesary to give naturals a decent scope in the game. But then, origins are fairly pointless for anything but enhancements anyway, so why not call a spade a spade and take the origin that really fits?

    To really make the origin work there needs to either be more powersets appropriate to the origin (especially a good movement power - "Vehicles" anyone?), or a more open powers structure that allows you to pick and choose without the restraints of power sets.

    In the end, it's a game. If you're having fun it doesn't really matter.
  6. I got Quicksand kind of late for my earth troller, and since then I've been doing a lot of Croatoa missions. My experience thus far is mixed. I mean it works as advertised, no problems, but it also seems to pull all the aggro. At least with Tuatha - lay it down, pull the aggro off the tank, die.

    And that is the question: do all baddies react the same way or just Tuatha? Because if they all do, this power is going to loose a lot of it's usefullness!
  7. I got Quicksand late, but my expereince thus far is that (with the Tuatha at least) it is the biggest agro magnet on the field. Lay it down, pull all the agro off the tank and die. If I have a corner or other way to break line of sight, I do fine, and I can use it well as a pull trap (especially if there is a corner), but using it in the middle of battle with Tuatha is risky.

    I haven't had much opportunity to try it against other enemies - I hope this is a specific thing beause I'm too squishy to draw tis much agro.