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Posts
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I've always been comfortable picking cosmetically agnostic power sets and then using costume auras to "set a tone". Soul Mastery would just serve to augment such an effort in my opinion.
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YES.
I can FINALLY break my overwhelming compulsion to put Imperial Defense boots on EVERY character I make.
(Previously an overwhelming compulsion to put Enforcer Heavy Boots on EVERY character I made). -
Willpower works almost synonymously with Invulnerability. I think Invulnerability can ultimately made a tad tougher, but I also know your reticence to dive to deeply into the IO set meta-game. Really that boils down to a matter of preference, and I could well have been projecting a personal desire to explore a DM/Invuln combination.
You do have a point about shadow maul, and to be honest I forgot about it. I never take it.
After that, for me, the in-your-face-ness of smite or shadow punch are completely overshadowed by the considerably more dramatic look and feel of siphon life, midnight grasp, and (if taken) gloom or dark blast. And there's still touch of fear, dark consumption, and soul drain.
Once you omit shadow maul, there's really only the first two punches that aren't pretty much completely mystical in nature as well as animation.
<shrug>
I'm trying for a hard sell, just explaining why it doesn't feel very "melee" to me. -
I haven't read the entire thread, but I think I caught the highlights of Sam's posts.
I keep coming back to Dark/Invuln on this character. I think it might be in retaliation to the high maintenance aspects of the /Regen inkling. This entity does not seem like it should need to actively monitor it's survivability, only occasionally augment it with yet more power. That's /Invuln to me.
The Dark Melee just feels right. It's the least "melee" of the melee to me (Elec is a very strong second).
But yeah. Invulnerable. -
This is how I roll most of the time:
Sometimes a little more like this:
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I see folks struggling to soft cap Willpower from time to time, so I thought I would share my build. With the onset of enhancement converters, this is becoming much more feasible for the more casual player. I was able to respec into this build without purchasing anything but the Gladiator's Armor, which I picked up for a relative song (225 million).
I present my favorite scrapper, Happy Feet. (for what it's worth, I believe he's actually older than the penguin) As the title of the thread implies, I favor the Kinetic Combat Knockdown proc in my core attack chain, which means that in addition to probably being stunned, immobilized or confused (Cognitive Interface), his foes are usually also flopping around on their back.
He's a very fun hero to play, with respectable single damage output, decent AoE capacity for regular game play, and spectacular survivability.
As mentioned in the title, this build is soft capped with a Tier 3 Total Radial Revamp Agility Alpha equipped. It also features 62.5% global recharge (no hasten), and always has a top-shelf attack at the ready. It also manages 10 toggles (including sprint) and continuous attacks with no endurance concerns.
Build Chunk up front:
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And the long forum export:
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Happy Feet: Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick- (A) Hecatomb - Damage/Recharge
- (3) Hecatomb - Accuracy/Damage/Recharge
- (3) Hecatomb - Accuracy/Recharge
- (5) Hecatomb - Damage/Endurance
- (5) Hecatomb - Chance of Damage(Negative)
- (7) Kinetic Combat - Knockdown Bonus
- (A) Aegis - Resistance
- (7) Aegis - Resistance/Endurance
- (11) Aegis - Resistance/Recharge
- (11) Healing IO
- (25) Healing IO
- (A) Crushing Impact - Accuracy/Damage/Endurance
- (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (13) Kinetic Combat - Accuracy/Damage
- (15) Kinetic Combat - Damage/Recharge
- (15) Kinetic Combat - Damage/Endurance/Recharge
- (21) Kinetic Combat - Knockdown Bonus
- (A) Aegis - Resistance
- (25) Aegis - Resistance/Endurance
- (27) Aegis - Resistance/Endurance/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (21) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (23) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (29) Numina's Convalescence - Heal
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (A) Jumping IO
- (A) Doctored Wounds - Heal/Endurance
- (17) Doctored Wounds - Endurance/Recharge
- (17) Doctored Wounds - Heal/Recharge
- (19) Doctored Wounds - Heal/Endurance/Recharge
- (19) Doctored Wounds - Heal
- (A) Crushing Impact - Accuracy/Damage/Endurance
- (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (34) Kinetic Combat - Accuracy/Damage
- (36) Kinetic Combat - Damage/Recharge
- (36) Kinetic Combat - Damage/Endurance/Recharge
- (36) Kinetic Combat - Knockdown Bonus
- (A) Performance Shifter - Chance for +End
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (33) Eradication - Accuracy/Damage/Recharge
- (33) Eradication - Chance for Energy Damage
- (37) Cleaving Blow - Damage/Recharge
- (37) Cleaving Blow - Accuracy/Recharge
- (37) Cleaving Blow - Accuracy/Damage
- (A) Kinetic Combat - Damage/Endurance
- (29) Kinetic Combat - Accuracy/Damage
- (31) Kinetic Combat - Damage/Recharge
- (31) Kinetic Combat - Damage/Endurance/Recharge
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (27) Eradication - Accuracy/Damage/Recharge
- (39) Eradication - Chance for Energy Damage
- (40) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge
- (40) Superior Scrapper's Strike - Accuracy/Damage/Recharge
- (40) Superior Scrapper's Strike - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (33) Luck of the Gambler - Defense/Endurance
- (42) Luck of the Gambler - Defense
- (A) Aegis - Resistance
- (39) Aegis - Resistance/Endurance
- (39) Aegis - Resistance/Endurance/Recharge
- (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (34) Mako's Bite - Accuracy/Endurance/Recharge
- (45) Mako's Bite - Damage/Endurance
- (45) Superior Scrapper's Strike - Accuracy/Damage
- (45) Superior Scrapper's Strike - Damage/Recharge
- (46) Superior Scrapper's Strike - Recharge/Critical Hit Bonus
- (A) Luck of the Gambler - Recharge Speed
- (42) Red Fortune - Defense
- (42) Red Fortune - Endurance
- (43) Red Fortune - Defense/Endurance
- (46) Red Fortune - Endurance/Recharge
- (48) Red Fortune - Defense/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (48) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Defense/Endurance
- (A) Adjusted Targeting - To Hit Buff
- (43) Adjusted Targeting - To Hit Buff/Recharge
- (43) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (46) Adjusted Targeting - Endurance/Recharge
- (50) Adjusted Targeting - To Hit Buff/Endurance
- (A) Steadfast Protection - Resistance/+Def 3%
- (50) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Performance Shifter - Chance for +End
- (A) Range IO
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Cognitive Total Radial Conversion
Level 50: Agility Total Radial Revamp
Level 50: Vorpal Total Core Judgement
Level 50: Ageless Partial Radial Invocation
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Level 2: Swift- (A) Run Speed IO
- (A) Miracle - +Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (A) Pulverizing Fisticuffs - Accuracy/Damage
- (31) Pulverizing Fisticuffs - Accuracy/Damage/Recharge
- (50) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge
Level 1: Sprint- (A) Endurance Reduction IO
- (A) Empty
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Set Bonus Totals:- 6.5% DamageBuff(All)
- 28.5% Defense(Smashing/Lethal)
- 16.63% Defense(Fire/Cold)
- 16% Defense(Energy/Negative)
- 6% Defense(Psionic)
- 24% Enhancement(Accuracy)
- 62.5% Enhancement(RechargeTime)
- 215.9 HP (16.12%) HitPoints
- 4% Enhancement(Heal)
- 32% (1.79 HP/sec) Regeneration
- 3.6% Max End
- 7.5% (0.13 End/sec) Recovery
- 5.04% Resistance(Fire/Cold)
- 1.26% Resistance(Energy/Negative)
- 20% RunSpeed
- 5% JumpHeight
- 5% JumpSpeed
- 36% ModifyEffect PlayerCrit
I've got this about where I want it. I'm mostly posting to share. That said, if anyone has any suggestions, I'm all ears. -
I'll echo the sentiments on the Agility alpha. It's done wonders for endurance management on my MA/WP, something he had struggled with for years.
Here's my build.
Soft capped to S/L/E/NE with a T3 Agility Alpha; probably close enough without. Around 30% defense to everything else. No purple sets or PVP IOs, but it does use a Superior Scrapper's Strike set.
The attack choices and slotting are not optimized for DPS, but rather what's proven the most fun for me to play. I'm a sucker for a good knockdown proc. Salt to taste.
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For what its worth, the hacked recipes showed up on my "old" worktables without incident, so check first.
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Power and control on the hacked unit is the same at 50 and 25 respectively. Beacons are 5 control per, so total on a loaded hacked teleporter would be 50 power, and 55 control.
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This is weird. I woke up this morning thinking about the exact same thing.
For some strange reason, I really wanted a Martial Arts/Time whatever. It seems to me like it could actually be a new archetype: Scrapper-esque primary, Corruptor-esque secondary. (although simply giving melee sets to existing ranged AT's would probably be less complicated?)
edit: Aett_Thorn typed over me ... didn't mean to seem argumentative about giving existing sets melee power sets. sorry. -
OK. I am probably off base on the promotion upon completion.
I'm was thinking more about time in grade and follow on training before assignment to a team, and I incorrectly related that to completion of the Q. What do I know, I'm no wikipedia.
Fill your team with spec fours. Sounds like a plan. I'm sure that's what the General would want anyway. -
"X Ray" is a special civilian enlistment program designation, where you sign up for a direct pipeline to the selection process for Special Forces, instead of getting approval to go from a regular army unit. The total training window, if successful, is somewhere around 2 years, if you don't have any other delays due to injury or getting a class slot. If you wash out of the selection process, you default to Infantry. Rangers have something similar, as does OCS (Officer Candidate School). All have special requirements above and beyond regular enlistment options (higher aptitude test scores, pre-passing of a flight physical, foreign language aptitude test scores, etc.)
Also, as far as I know minimum rank in the Army Special Forces branch is E-6. If you're below that rank during training and selection, you are promoted to that rank upon successful selection. For officers, you need to either go through a commission pipeline after selection and then get back into Special Forces (I would imagine this is rare, but I don't know for sure), or you need to apply for selection as a 1LT (promotable), and would presumably make Captain shortly after. -
If you'll pardon an anecdotal analysis: I used to notice the increased critical chance afforded by Eagle's claw. It was particularly evident when EC was followed up with Dragon's Tail. I never noticed a damage increase, but honestly, I never paid that much attention.
I say "used to" because ever since I slotted the critical chance increase ATO proc (catalyst applied, slotted in a mule power), if "feels" like I don't get this critical bonus anymore.
I realize this proc is currently bugged on live. I'm hoping whatever issues it has are connected to my perceived drop in critical chance, and will be fixed when I22 goes live. -
What exactly is this team doing?
I think if you are going to have a tiny joint operations team like this with a company grade officer commanding it, it should be comprised of much more experienced "hand picked" operators.
There is nothing a Marine Private or Airmen can offer that couldn't be drawn from Army personnel rosters.
http://en.wikipedia.org/wiki/List_of...s_Army_careers
If the members of this team weren't particularly valuable battlefield assets due to exceptional experience, they wouldn't have an officer (or even a higher ranking NCO) directly leading them. If they had this exceptional experience, they would have earned multiple promotions already.
The last time a company grade officer found himself directly leading 3 privates was probably in WWII, when all the airborne sticks were scattered all over Europe and troopers were crawling down hedge rows in the middle of the night scrambling to reassemble their units.
EDIT:
Hollywood examples that come to mind: Tom Hanks picking his crew for a specialized mission straight from the top in "Saving Private Ryan" (lower ranks involved, but all from the same unit, exception going to the highly specialized linguist -- and even then it was noted that the scenario could be perceived as a "demotion" for Tom Hanks' character), and the team members of the "whatever" team that worked with Optimus in "Transformers" (Joint force team composed of high ranking individuals from different services). Both of these examples are not outside a reasonable suspension of disbelief, given the fanciful nature of their story lines. -
Quote:Actually, someone said: "Squad members (E4, E3, E2, E1)"Anyways...
Someone said that the fireteam would consist of E-1, E-2, E-3, and E-4 (along with the E-5 leader)... How is that the case? Isn't E-1 and E-2 both basic training ranks and would never be put in a live fire situation? so wouldn't the fire team be mad up of E-3s and E-4s and the E-5 being the leader?
and someone else said: "A 5 man "Fire Team" in the Army Infantry is a group of privates led by (at best) a Corporal or maybe a Sergeant."
Which both say the same thing, that a fire team is made up of privates with a corporal/specialist at the lead, and sometimes a sergeant. (this would be if a given platoon was particularly well experienced or manned.
This is the most the most fundamental command structure of an infantry unit. It's also the least autonomous. The team leader does what the squad leader tells him to do, and tells his soldiers "follow me and do what I do".
I really don't see this relating to your "5 man team" at all. What you are describing is some sort of small highly specialized (judging by presence of a commisioned officer at it lead) team that really doesn't have an analog that I know of in modern military hierarchies. If there is one, it would probably relate to a flight crew of some sort, but that's definitely out of my lane. -
Quote:Cool deal. I need to get mine rolling ad well, tho I fear that I would delete and reroll if a proliferation was announced.
Btw, what is a Brute Bump?
Lewis
I guess I just coined that. That's the quick pass through AE teamed up with the SS/Fire on my wife's account to level up to SO level play. -
Thank you. I was in and out pretty quick (training injury), but I will humbly accept your thanks on behalf of those that do and have done so much more.
Thank you too. I may well fall into that category myself if I ever get done with round two of college here. -
Quote:I actually have a bit of real world experience in this area too.I actually have a bit of real world experience in this area. During the last few years I've worked with several younger Air Force officers. Most of them are Captains who are anywhere from their mid 20s to early 30s. There have been a couple of Majors in that same age range, but they were clearly exceptions (and very sharp people as you might imagine). The current commander of this group is a LtCol, but he is clearly in his 40s.
I commissioned very "old" at 33, and most all of my peers were younger, where as most of the Captains I worked with were about "my age". Majors on up were almost always older than I was. (above Major was always significantly older). -
Quote:I don't think there is any real world correlation in formal military structures for this action. There is a "field commission" of an enlisted man to officer rank. I would probably play this out somewhat similarly. If warranted, this could even sow seeds of discontent and envy from "peers" within the unit. Like any "boys club," there would be a measure of resentment from the rest of the members of the unit that the civilian didn't pay his or her dues until he proved himself otherwise."The civilian" is only a civilian during the invasion. When the general get everything set he "recruits" the civilian so that he becomes a part of that military organization. He doesn't go through basic training and is forced to learn on the job. I'm going to make the argument that surviving the invasion and saving the 2 officers along with having the most experience with the technology equates to him being allowed to skip it or something like that.
Quote:Yeah, I realize the LtC is more or less a desk job, but I figure I could make the argument that the LtC has experience, is a fighter, and they need the best people for the job more so than the rank and they need the experience to make up for the civilian so she would take on the lead role for those reasons...
Now that i think about it I'm not even sure if the character would be eligible for the rank as she's supposed to be mid-20s... wouldn't an LtC's age be more in the late 20s early 30s?
If you want a bad *** in her mid 20s, and want to stay somewhat true to "reality", I would make her a Captain (O3) or some sort of "fast track" Major (O4).
EDIT:
A standard requirement for a commision in the US Military is a 4 year college degree. So officers generally "start" in their early 20s at the youngest. In times of war this can push out older, but not younger unless they're some sort of MIT genius that graduated early. (I actually think General Petraeus' son is one of those lol).
Figure minimum time in grade for a O1 is 18 months, and then typically 4 years at 02, means you are on the tail end of your "mid 20s" before you are even eligible for O3, captain. O4 is years further down the road. Now, in times of war, these schedules can be pushed the other way. (promotions happen faster) -
Quote:Officers are generalists, NCO's are specialists. Where an NCO will often do the same job his entire career, continually refining his expertise; an officer will change rolls and responsibilities continuously throughout his or her career. To this extent, its actually the NCO command structure that serves much of practical mentor-ship role for the (continuously) newly arriving officers in their units.
Perhaps you could clarify the point of having them as I view that the job would be a "command" role as in issue orders and such, but if I read what you're saying right are you saying that Officers are the Command and clerical role while the NCOs are more the training and actually following the commands? Or something like that?
In simplest terms, NCO's direct the enlisted men in a unit to carry out the orders given to them by the officer in a unit. The officer supervises the direction of their NCO's, and communicates with higher to modify and further disseminate orders as needed. -
Quote:I forgot to say this, but EnigmaBlack covered it for me while I was typing.With that said the beauty of your idea is that it's your idea and you can choose to implement the structure as you wish, especially considering the basis and that this is a new military branch.
Take the "real world" references for what they are worth to you. Fiction is just that. Fiction. -
It sounds like your structure is going to be based loosely on the Navy? I'm not all that familiar with command structures outside of the Army, but I can lend a few general notes that should apply universally to any service.
First, don't discount the upper level NCO importance. They are the backbone of any military organization. Think Sergeant Major Plumley (played by Sam Elliot in "We Were Soldiers Once"). While they won't often demand it, competent NCO's absolutely deserve and likewise command respect from enlisted man and commissioned officer alike.
Also often overlooked in fiction is the dynamic between upper level enlisted and lower level commissioned ranks. While technically the lowliest lieutenant in the Army out ranks any Sergeant Major, it never works this way in practice. The reason is simple. Every higher rank NCO generally has an officer counterpart, and this counterpart out-ranks the lower level officer. For example, while a head strong lieutenant may feel like he needs to take on a company First Sergeant, and by the letter of the law he can... he will always lose, because the First Sergeant works day in and out with a company commander that out ranks the lieutenant, and will side with his NCO every time.
Civilians hold no rank. They're civilians. Think of it like this (simplified). It's illegal for a subordinate to disobey a lawful order from their superior in the military. It's not illegal for a subordinate to disobey their boss in the civilian world. It's also not illegal for a civilian to disobey their military boss, which they often have when employed by the military. The respect a civilian gains by his military counterparts in a unit will generally be directly proportionate to his or her competency and ability to contribute to the accomplishment of their mission.
As to your unit, I'll speak from an infantryman's perspective. A 5 man "Fire Team" in the Army Infantry is a group of privates led by (at best) a Corporal or maybe a Sergeant. A "Team" in the Army Special Forces is generally around 12 enlisted men and warrant officers (minimum rank of staff sergeant), led by an Army Captain. (O-3, much lower rank than a Navy Captain). Fiction, in particular movies, seem to always place high ranking commissioned officers in places you wouldn't typically see them. A Lieutenant Colonel is a field grade officer, and commands a battalion level contingent of 100's of men and women (or much more typically, serves on the staff of a higher ranking officer -- basically a desk job). -
Quote:I do too, but I got tired of waiting.I keep hoping they will port ice melee to scrappers or brutes.
Quote:Anyway, if you are not power-leveling this guy, It will be a tough slog with so few attacks at low level. Looks rough. Bad rough. I myself like the ice swords, and hate frost, but took lt anyway because I needed another attack.
Good luck!
Lewis
I'm actually performing surprisingly well with the limited attack chain. Full boat SO's and 5 of the Tanker ATOs plus a range in Frost and I have a remarkable amount of offense. I'm also actually using boxing occasionally, which I never do, but for once it's animation and sound effect mesh really nicely with my staple attack (Frozen Fists). I'll be slotting it up a bit sooner rather than later methinks.
I normally shy away from melee cones, but for some reason Frost is really working on this toon. I think its a combination of the range slotting (which I've never tried before), and Ice Patch. I'm already realizing that Ice Patch is not going to be routinely needed for mitigation, but what it does very nicely is lock down nice tight clumps of goons for lining up Frost.
Fun times so far.