perwira

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  1. Quote:
    Originally Posted by AegisWolf View Post
    Guys I'm trying to create a good template for my Ninjas/Pain MM, have you some suggestions for me?
    For example, did you think I must take all the heals or I can skip Share Pain?
    Any help will be appreciated.
    Just musing here...

    From the Ninja set: I would skip the three attacks in this power set in favor of focusing your attention to casting powers from the pain domination set. Even solo, I wouldn't take one. Let the ninja (and your teammates, if any) do the real fighting.

    From the PD set: I'd take every one of these, with the possible exception of Share Pain. A solo build would skip the Conduit of Pain rez, but it's all but expected of you to have one if you team. Every one of these buffs/heals your ninjas except for Anguishing Cry which seriously debuffs the enemy (the -resistance especially is a real boon for your ninja). If I had to pick one to skip, it'd be the Share Pain because you will not benefit from the +damage +tohit bestowed on you (assuming you don't take any attacks out of the Ninja set) and you probably won't benefit much from the rest of it if you're not in active combat.

    From the power pools...

    Leadership: Every MM I have has this. The bonuses aren't huge, but they stack and they're on 6 fighting ninjas. I'd take all three less the vengeance.

    Speed: Haste, superspeed: Unlike some MM primary/secondary pairs that can get away without haste, a pain dominator really shouldn't be without haste. Given the large number of PD powers and situational necessity of having any given power up quickly, I see haste as a must. I'd also take superspeed. It's a travel power, both in moving between zones and on the battle field, that has a nice bonus of providing with some stealth and a place to slot defense sets (and a +stealth proc on top of all that, if you're so inclined).

    Fitness: Hurdle, health and stamina, all three. My experience with PD is stamina can often be an issue, and if you have to resummon any of your ninja during battle you need the endurance for that too.

    Fourth power: Take your pick, as the template you asked for is pretty much complete as it is. You can gain yet another layer of stealth (making all but invisible nose-to-nose to any but the larger/est bosses) and another place to have a defense set, but as above you already have superspeed plus a future +stealth proc. Maybe you'd rather be able to hover or fly with the way you intend to fight. Maybe you'd rather have combat jumping to move around the battlefield better, along with yet another possibility for a defense set. Teleport (and team teleport with the ninjas) or Presence provide for some interesting tactical possibilities you might like. I'm not sure what I'd pick here except to say that I'd probably pick a fourth pool power after seeing how this build plays with the template above.

    Anyway, just to get you thinking. I'm sure others will have other suggestions which as just as good if not better. This build would suit my style of play, but perhaps others would prefer a different build for a different play style.

    Good luck!
  2. perwira

    Merc MM vs AVs

    I've successfully defeated an AV with a bot/traps MM with carefully chosen powers and IO sets/procs specifically for the purpose. I haven't played either merc's or ff's with an MM so it's difficult for me to judge whether you can succeed.

    At first glance, it seems that your build isn't geared towards fighting an AV. You've skipped patron powers that provide you protection as well as the potential ability to hold, disorient and/or further debuff the AV. I would be skipping powers like swift and group fly in favor of one of the patron power sets. And if damage is an issue, why skip assault if you've chosen the leadership pool and vengeance doesn't apply to your henchman?

    Tactically, you need to carefully plan the fight. It helps to read up on any major enemy in Paragon Wiki you intend to face to find out what their primary powers and special abilities are. I.e., is the AV primarily range, melee, mixed, and/or a mezzer? You should know the map, who the supporting minions are, if there are any ambushes to be expected, and so on. In your case, delivering sufficient damage (and perhaps damage mitigation) seems to be an issue and I'd look again at your IO sets to see if you've emphasized your build in the right direction. Without IO set information, it's difficult to comment any further.

    Also your planned tactics will determine what inspirations you bring into the battle. By and large, inspirations are not for the MM but for the henchmen. Large inspirations thrown into your largest henchman can make him survivable for much longer and deliver much more damage.

    Having said all this, it is quite possible to have a build (even slotted fully with IO sets) that is impossible to defeat certain AV's. Depending on the AV, this build may be one of them.
  3. Quote:
    Originally Posted by Artaniss View Post
    PLease let me know. Thanks...
    The ones I haven't played yet.

    New experiences.
  4. Quote:
    Originally Posted by MoldyLunchboxx View Post
    I can't stand playing this game with the camera all the way in as if I'm playing a first person shooter game. I don't mean to say I hate first person shooters, but it feels weird playing it zoomed in all the way. I personally like to zoom my camera out and that is how I play almost all the time.

    Do you know of anyone who plays it like a first person shooter game? I mean, they can't even see their character or even the drawn weapons (if they use one.)

    Are there any benefits of playing with the camera zoomed in? I can't really think of any.
    Another way to rephrase that question is, 'Are there any benefits of playing with the camera zoomed out?'.

    For any archetype that needs to have a full view of the battle, seeing friend and foe alike, (an empath defender is a simple example), an elevated zoom out is essential to battlefield awareness and making the right decisions accordingly.

    Being fully zoomed in at ground level is like being half blind, or worse.
  5. Quote:
    Originally Posted by Laevateinn View Post
    Week 2 (24 Aug to 31 Aug)

    I've left flipping behind (mostly), and am revving up the crafting engine now.

    I made a miscalculation during the weekend, which has slowed things down abit and tied up a few slots. I'm counting on the next weekend to make up for lost progress.
    I've been watching this thread with interest. I don't know if we're operating in any of the same niches or not (probably not as there are a very large number of potential niches), but I've noticed some significant market movements and increased competition in the niches I moved into late last week just before the weekend.

    Out of curiosity (speaking as a relative newcomer to the game), do you think other marketers caught on to the niches you entered into over the weekend and, if so, is this the source of your slots being tied up? In short, in reaching the goals for your investment scheme, is competition a factor you need to be constantly on the eye out for?
  6. Quote:
    Originally Posted by Nethergoat View Post
    I want to compile & document via screenshots a collection of idiot-proof inf earning methods for the absolute market know-nothing.

    On board so far are selling your big insps from the tutorial, buying cheap giant insps on the market and combining them into big selling insps (like 3 resists > 1 defense), vendoring high level recipes & underprices salvage, flipping generic IOs, and crafting set IO drops.

    What other things have y'all done for inf that literally anyone in the game could do if they were willing to lift a finger on their own behalf?
    I let the inspirations drop and use them while they drop. Buying and crafting is another matter entirely, as I drive my inf and set bonuses accordingly.
  7. Quote:
    Originally Posted by Elaith View Post
    For empathy you want recharge, recharge, and some more recharge, it's all about getting those power buffs back as fast as possible.)
    With my first character as a 50th level empath, I totally agree.

    An empath does not have an 'attack cycle' or 'heal cycle'; rather, as much as possible, the whole board lit up for whatever needs to be done next to support the team.

    Recharge, recharge and recharge. And endurance power.
  8. perwira

    Defensive Stay

    Quote:
    Originally Posted by New Dawn View Post
    I hate the fact that they can't stay and attack. When I call defensive stay I expect them to hold the line but!...No
    Yeah.

    For this reason alone (there is always that rogue bot who wants to run into melee or chase a fleeing enemy into the next mob), I often use the 'come to me' command. But not for long... after the rouge bot(s) get this command, it breaks the chase, and immediately afterwards I'll have it (or them) 'attack my target'.

    I agree. It'd be nice to have a 'all stay put and attack range from here' command. As it is, the MM has to stay on top of where the bots are running off to.
  9. Quote:
    Originally Posted by Black_Strike View Post

    Are you trying to kill the game?
    Nope, I'm only trying to kill critters in the game, for which the citizenry of Paragon City are more than happy to reward me.

    Today, I picked up $2 worth of lemonade powder, sugar and ice cubes for my efforts and then I mixed it and sold $10 worth of lemonade on the sidewalk. Now I can buy a big purple Barney at the Goodwill store.
  10. Quote:
    Originally Posted by Biospark View Post
    Thanks for giving me more things to look at
    This is my favorite part of CoX, exploring the many different ways we can empower our characters - and then playing them!
  11. Quote:
    Originally Posted by Biospark View Post
    Thanks Perwira,

    I really appreciate build advice like this.
    Currently, I am at 24, amd will likely hit 25 on my next session. I have generic IOs (all 25) on my powers, and am still debating on when to start the power drain tactics. Up to this point, I have focused on Blaster tactics, using a steady stream of damage from a good attack chain and staying mobile in combat to keep as few villains on me at a time while I pick them off. Air Superiority is what I am using for problematic Villains (Bosses, Lts).
    Here are some more specific IO slotting suggestions, if nothing else just to get you to thinking. The emphasis here is to load up with IO doublets and triplets which combined give far better values than single or generic IO's.

    For single traget ranged attack, Thunderstrike starts at level 30 when you reach level 27, recommended in order:
    Accuracy/Damage/Recharge
    Accuracy/Damage/Endurance
    Damage/Endurance/Recharge
    Damage/Recharge or Damage/Endurance (deciding between endurance reduction or speeding up the attack chain)

    Combined, this gives hefty damage bonuses, very fast recharge, good accuracy and some endurance reduction. The numbers add up much higher than using generic IO's.

    A set of four helps with the accuracy and endurance issues (as well as some ranged defense), giving:
    * 2: Increases Recovery by 2%.
    * 3: Increases Energy and Negative Energy Defense by 2.5%.
    * 3: Increases Ranged Defense by 1.25%.
    * 4: Improves the Accuracy of all your powers by 7%.

    If you have a 5th slot you might consider frankenslotting the Efficacy Adapter triplet End Mod/Recharge/Accuracy or (to address endurance issues) End Mod/End Red.

    For the Short Circuit and maybe the Lightning Bolt, you can already slot in Efficacy Adaptors, recommended in order:

    Endurance Modification/Recharge/Accuracy
    Endurance Modification/Endurance Reduction (this attack does use up a lot of endurance)
    Endurance Modification/Recharge
    Endurance Modification/Accuracy
    Recharge/Accuracy or Endurance Modification/Recharge (deciding whether you are going for faster recharge or perhaps additional accuracy)

    A set of four will make you a lot more robust and again address endurance issues:
    * 2: Increases maximum Health by 1.13%.
    * 3: Increases Recovery by 1.5%.
    * 4: Improves your Regeneration by 10%.

    Eventually getting all 6 will give you a global 5% recharge speed as well.

    Both of these sets run to 50, so you can upgrade their levels as and when you can afford it when you rise levels.

    You can get the Efficacy Adaptors now and pick up Thunderstrikes when you get to 27.

    Ballpark cost figure: If you are willing to bid low across a few levels (like 27-30 or 30-32) and be patient (allow a few days), you can probably purchase the recipes and salvage and craft a set of 4 Efficacy Adaptors for roughly 1m inf per set, and a set of 4 Thunderstrike (starting at level 30) for roughly 2m inf per set. For four nearly complete sets (two sets of Efficacy Adaptor and two sets of Thunderstrike), that'd be about 6m inf grand total. Double or triple that if you want ready-made IO's (a poor man crafts!). They will hold their value for at least 5-10 levels, and by the time you get to level 37 or so, you might want to upgrade them one time to roughly 40's before maxing to 50's at level 47.
  12. Quote:
    Originally Posted by Amy_Amp View Post
    Not not be all doom and gloom, here's a couple things I do like about elec. The biggest not talked about mitigation aspect of /elec is the shock animation your targets go through after you hit them. It's not a lot, but if you keep tossing out blasts you can slow down incoming damage. There are times when end drain becomes a very underrated mitigation tool because it can be a control aspect that gets kind of forgotten about.
    This. There is a controller-like subduing aspect to a constant barrage of electric attacks that seems to be overlooked, and it is this that has to be taken most advantage of as an emp/elec defender going solo.

    I found that the slotting of the targeted AoE and PBAoE (e.g., lightning bolt and short circuit in particular) changed over the levels. The question is the balance between endurance modification and damage, while maintaining just enough accuracy to hit reliably. Also early on, recharge speed to produce a non-stop attack cycle that incorporates as much area effect as frequently as possible is a must. These bonuses eventually work their way into the set bonuses, which can be all electric (i.e., efficacy adapter), damage (Targeted AoE or single target range sets) or a frankenslotting of both.

    In general, I would suggest that single target attacks be slotted for damage, leaving any endurance modification to some or all of the area effect attacks, particularly short circuit. My experience has been that I often tweaked the balance for these over the levels until arriving at the final 4-6 slot IO sets in the between the mid 20's and early 40's. If you can afford them (and to upgrade them periodically), having IO set doublets/triplets early as possible (beginning at no later than level 22 with level 25 IO's available) helps tremendously.
  13. First of all, good luck!

    Secondly, it's not as hard as some folks make it out to be. My first (and currently only) level 50 character is an emp/elec. Although I designed my empath to be a team player (including the leadership pool), I left enough leeway in power selections and my play style for her to solo as well. She solo'd frequently, even earning the Atlas Medallion on her own as a (blue) litmus test of her mettle.

    While the electric set provides enough tools to subdue mobs and pin down bosses through draining their endurance or caging them, delivering enough damage to take them out reasonably quickly is a challenge. Survival is rarely a problem if you keep yourself constantly mobile and out of melee range. Stealth and superspeed (particularly together) also aid in survivability and the ability to adopt a number of combat tactics such that she rarely got hit.

    The largest bosses are a bear, particularly those with regenerative and recovery powers. There are some that unless you prepare specifically to fight them, it will be a tactical draw - you can't kill them and (unless you're suicidal) they can't kill you. Preparing for a particular fight might mean bringing a boatload of large damage inspirations just to put your attacks over the top to bring them down once and for all.

    Again, good luck. It's not as painful as some folks make it out to be. Indeed, I rather enjoyed (and still enjoy) playing her solo as much as I do on teams. If anything, you'll learn to excel with emp/elec combat tactics that few people of this specific archetype have mastered. Then when you do go back to team play (after 50?), so much the better.
  14. My first character, and the first (and currently only) one to reach 50. Although she was designed (along with leadership) to be a selfless team player, even during the early levels I learned how to solo well with her - something not easy to do with this set.
  15. Quote:
    Originally Posted by Eva Destruction View Post
    There is the Leviathan cave, which has a watery look, but is rather annoying to navigate, as well as being mostly empty when you use it in MA. Some of the Cimeroran caves also have a room with water in it. There are also outdoor maps with water, such as the Grandville beach map, one of the "forest" maps, the St Martial map, and the Mercy Island docks map, but none of them have spawn points in the water.

    For your customs, the closest you could get to "water" is giving them ice powers, which could be annoying if all the customs have them, due to stacking slows.
    Thanks for the quick reply. The important part of my question is whether groups might spawn in the water and if not then I'll go with another concept. As far as 'water powers' go, I was looking more at melee-type Mako-like sharks in the water rather than any controller-type effects. I don't like the idea of shark-like creatures on the land, so it looks like back to the drawing board on this one.
  16. Does anyone here know whether it is possible to create a mission using map(s) with water on it and water creatures? I have in mind an ocean or bay with Mako-like custom creatures in it.
  17. Quote:
    Originally Posted by Panzerwaffen View Post
    Drones need much more accuracy then the other pets, since once you have all 3 they will be 2 levels below your own. This means potentially, they would be facing up to +5 enemies. I personally think Battle Drones are the best of the 3 pets for slotting the full BM set. That gives them max accuracy and max damage with some end reduction (which they really don't need).
    Good point there, actually, about the drones level penalty and the need to maximize their accuracy in particular. Given that, I agree on the 6-slot BM here.

    Quote:
    You are giving up on a fair amount of potential damage by having the Protector Bots slotted that way. No accuracy or damage enhacmenet at all? They won't hit anything, and even if they get lucky they won't be doing much damage. ProBots need end reduction too. Watch how often their blue bar drops. It seems they use more end than either of the other two pets. I think they are a great candidate for frankenslotting. Max defense, at least 50% accuracy, as much damage as you can fit in, followed by end reduction.
    This is why I was pondering it. In most situations, they seem to hit pretty often even without the enhancements (possibly due to the -def bebuffs by the acid mortar in /traps), but with three attacks (laser blast, laser burst and grenades) along with the seeker drones, it seems worthwhile to maximize the accuracy and damage of those attacks. Good observation, too, that they're the only bots that seem to have an endurance problem in a protracted fight.

    Quote:
    I would drop the heals as well. The heals have a fairly long recharge and don't get used that much. My opinion is that the uniques are best placed in the Assault Bot. It needs the least amount of accuracy enhancement, since it is even level to the MM, and doesn't seem to use that much endurance. You can fit all that it needs into 4 slots, leaving 2 for the uniques.
    Completely agree on keeping the defense at least double slotted (at the higher levels, anyway, maybe triple-slotted at the lower levels until reaching the 90%-95% defense mark with three). With your suggestion, the protector bots could have 4 BM of acc, dam, acc/dam, and acc/dam/end (or a frankenslot of 4 mixed set IO's to get the desired mix of set bonues) to go with the 2 generic defs, maximizing their attacks.

    You may have just sold me on your suggestion to slot the uniques in the assault bot and gear the prot bot for attacks. I haven't tried bots in the Mid's builder yet, but if Mid's works for pets/henchmen, I'll try out some of the numbers. Compared to what I already have, your suggestion leaves the drones the same at max acc/dam, slightly reduces the assault bot numbers but not significantly in holding the 2 uniques, and converts the prot bots into mini-assault bots with the def shields still present. The only downside is the loss of the 2nd set of BM set bonuses (with a full set already in the drones) for the 5th and 6th IO's in the assault bot's set.

    Thanks for your constructive suggestions which I'll definitely consider whether I respec or not.
  18. I think how you slot the AM depends on what you're looking for overall. Given what the AM is for, I aim (pun intended) for the highest accuracy, debuff, and recharge speed (not caring so much about damage) along with valuable global set bonuses.

    I slot mine with 5 Analyze Weakness IO's (excluding the Chance for ToHit proc), which cranks up the defense debuff, recharge and accuracy to the point where it is always available when needed and *will* hit and seriously debuff (non debuff resistant) the toughest targets. Adding one Achilles' Heel proc -resist is icing on the cake. The +10% regen, +3% damage, and +11% (!) accuracy with 5 Analyze Weakness IO's is nothing to sneeze at, either.
  19. Quote:
    Originally Posted by Knightslayer View Post
    Heya folks, i'm thinking of slotting this and the other resist/def special IO's into my Tier 1 pets (Battle Drones) - that way i can slot my stronger Bots with good sets.
    Sound thinking or bad idea?
    Definitely, the EotM and SR uniques should be picked up. The CR taunt and placate resistance unique isn't necessary for bots, although it might be for the other MM henchmen types.

    A fair question is where to slot it. For the one bots MM I do have, I slotted the EotM and SR uniques with the protector bots instead of the drones, preferring instead to fully slot the assault bot and drones with full Blood Mandate sets. I've noticed over time, though, that as you rise levels and increase the levels of your BM IO's, you're maxing out on damage and accuracy, so a 5th and 6th IO of the BM set may not be as necessary for the drones at the higher levels than as at the earlier levels. The 5th and 6th BM enhancements provide Area & Ranged Defense by 3.75%, plus 1.88% fire/cold & neg/energy defense, so there's a trade-off in dropping those 5th and 6th BMs on the drones. Even so, I'm still pondering about moving the EotM and SR uniques into the battle drones to free up two slots for the protector bot.

    Which begs the other question, what do you load into the protector bots? So far, I've got the 2 uniques mentioned, plus 2 generic Def and 2 generic Heal slotted in the protector bots, with the idea that the protector bots are more for buffing the other bots and staying in defensive mode to provide my MM consistent bodyguard protection, although I will often have them shift to the attack by having them fire at the same target as the other bots. Moving the 2 uniques to the drones leaves open the possibility to load the protector bots with at least two offensive IO's such as a pair of BM doublets/triplets for accuracy and damage (acc/dam & acc/dam/end), while dropping the 2 generic Heals which don't seem to get used nearly as often as the generic Defs.

    Deciding on these two questions, I think, depends a lot on the role(s) you expect the protectors bots to play.

    (Edited to add: This thread probably belongs in the ATs/powers thread instead of the market thread.)
  20. Quote:
    Originally Posted by Fulmens View Post
    Perwira: I would consider that high knowledge is effort one time; high effort is effort EVERY time.

    Taking two imaginary examples: Player A crafts generics on two different characters, making ten million a day with three "cycles" each. That's around fifteen minutes a cycle, 45 min total, so about 13 million inf per hour of work.

    Player B spends twenty minutes a day finding and crafting high end recipes, making 50 million a day. So about 150 million inf per hour of work.

    Player B may have spent twenty hours learning the market... once. Those general rules result in ten times the inf per hour compared to player A.

    I am a lot like Player A (I don't know WHY I still craft generics... like knitting, it's not exactly cost-effective, but I still sell about 40 a day) and also like Player B (I don't have numbers, but I'd guess it works out to 50 or 100 mil an hour.)
    Like you, I'm a lot like Player A, but I'm gradually mixing in B along with it, with part of a tray for the generics and several slots for bid stacks & sells within the more lucrative low recipe / high enhancement markets. But knowing which niches are lucrative itself takes some effort, so this is what I meant by knowledge being continuous effort. It's partly research (looking at the recipe+salvage+crafting costs vs. the enhancement prices), it's partly trial and error (as the market moves around in daily/weekly cycles) and it's partly venturing into areas not looked at before. I found one niche purely by accident last night as I overbid the number of recipes to upgrade the levels one of my character's IO sets, discovering that the extra recipes I bought and crafted almost paid for the upgrade itself after I crafted all of them.

    I tend to work in short cycles, typically 5 characters inside of half an hour (that's about 5 minutes each), maybe twice or three times a day, while playing one or two of them in an hour-long session or two. Thinking on your inf per hour figure, it sounds about right. One of my characters will pick up roughly 50m/week with about 1.5 hours of total (market, not play) login time, although that's with about 15-20 logins of 5 minutes each over the week. It's actually the number of spaced sessions, rather than total time, that determines the inf/hour rate, as a single hour-and-a-half market session per week won't earn much at all. This is one of several reasons why some of my characters have gone through the trouble to obtain the field crafting badge - simply to shorten the time logged in by doing the crafting at the market, effectively increasing the inf/hour rate.
  21. Quote:
    Originally Posted by Hart View Post
    I'd say that there's another category, maybe 'power gamers'.

    When I look at your list, it seems that wealth is the main goal of the types of players listed here. That's the difference for a power gamer - it's not the wealth that matters, it's the game outside the crippled artificial economy of CoX. Wealth is a means to an end, where the other types see wealth as an end in itself.
    Exactly. I see influence/infamy as a resource to improve the character to the fullest extent economically possible. Knowledge is very important because it means the difference between being able to get one IO set in a rush or three IO sets with some degree of research and patience. I plan my levels in advance, perhaps not all the way to 50, but I know which powers and slots are coming up for at least the next few levels and I prepare accordingly.

    The market is a tool and a resource in and of itself. While the character is out on the field of battle earning inf/rewards through successful missions (or sitting idle logged off), his/her market slots can concurrently be earning inf through properly considered bids and sells. Inf can (and should, for best results) be earned both ways. By my estimate, each market slot is worth somewhere in the neighborhood of 500k-1m inf a day or so (depending on how often and how long you log on). Inf applied within the market is inf earned through the profits of good market decisions.

    At the same time, my primary goal is to improve my character to the fullest extent possible using this inf. This often means leveling a bit more slowly and taking my time (to research and bid low) to acquire what the character needs to fight a few levels above his/her actual level, even at the lower levels. Ahead of their level curve, they solo better and they play in teams (particularly higher level teams) better, being built for the task.

    The categorizations in the original post make a nice initial framework, but few of those categories are mutually exclusive, and many players are a combination of them.

    And high knowledge, by its nature, requires high effort with so much to learn and track.
  22. Quote:
    Originally Posted by Shred_Monkey View Post
    Capes go in the back slot with wings.
    Thank you (and the poster below you too)! That answers my question.
  23. Quote:
    Originally Posted by IanTheM1 View Post
    Characters cannot have multiple "cape"-style elements in their costume at the same time. If you've got a trenchcoat or the fancy robe from the Magic Pack, you won't see the cape option.

    Either that, or you've stumbled upon a bizarre bug.
    None of the characters have other gear that might conflict with a cape (like a trenchcoat) - their costumes are fairly simple, so I don't see a problem here. I have also not bought any supplementary Packs either. If it helps, I bought the combined Hero/Villain Good vs Evil edition about 8 months ago.

    What should I see? A CAPES bar similar to the AURAS bar in the tailor/facemaker options? I even tried checking the body locations for the cape options, but I may have missed it (i.e., upper body).
  24. I'm sure I'm overlooking something, so this is probably a 'dumb question' with a simple answer, even after searching through this forum, Paragon wiki and online guides.

    I completed both the cape and aura missions on several characters, but I waited until recently to actually go to the tailor to make costume changes.

    At the tailor (or facemaker) I see the options for aura (which I added for some of the characters), but I don't see any options for the cape or a bar like I see for the aura.

    What am I missing?

    Thanks in advance for your help!
  25. Actually, I faced this dilemma red-side with a bots/traps MM who appears somewhat more heroic than villainous, or at least neutral as intended in the original "Firebase Charlie" concept for this character. I could easily transport him hero-side and he'd fit right in.