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  1. One of the reasons I love this game is that it's friendly to casual players. People can play suboptimal builds and make tactical mistakes and still have a good time. It's fun when a team steamrolls AVs because everyone knows how to play efficiently. But I can still enjoy a team that takes a long time to finish a task force, as long as everyone is being supportive of each other. Advice is useful and often welcome, but tone is so important. The one thing that will make me stop enjoying a team is snippy comments in team chat (whether directed at me or at someone else).
  2. Thanks, plainguy. I clearly need the lions at this stage of the game (the toon is at level 23 now). Your post makes me think that I might want to keep the lions at level 50, and possibly create a secondary dog-only build. (Of course I could always just run missions without summoning the lions!) I will clearly benefit from endurance-related Incarnate powers...but that is a long time away. I guess my big remaining question about this build is whether it's viable to take Mu as an ancillary power pool, to get defense from four regular power pools, and to skip Hasten. I'm sacrificing some buffing / debuffing power in exchange for thematic consistency and high S/L/E resistance.
  3. I have a concept for a mastermind that is a K9 cop for the Rogue Isles Police. His "wolves" are actually Siberian huskies. His warm temperament makes his dogs, his allies, and people in his custody feel safe. To anyone violently resisting his authority, his temper can turn hot. He carries a technologically advanced stun gun. There are a lot of powers I've skipped for thematic reasons. It would be odd for a police officer to have tame lions, and it would be very odd for him to summon birds to attack people in the style of a Hitchcock movie. Emotional energy is powerful, but it can't resurrect people. Taking Mu Mastery rather than Chill Mastery so the cop could have a stun gun dictated a lot of choices. Within those constraints, I've designed the build primarily for smashing/lethal defense. I didn't get to the soft cap, but I did get up to 42%. Melee defense is softcapped, and S/L resistance is hardcapped. To get there, I had to do some pretty weird things, like skipping Hasten and six-slotting Boxing as a set mule. Is this build going to be playable in the late game, or have I made this toon ridiculously weak by skipping the lions and taking Mu instead of Chill, which (as far as I can tell) necessitates skipping Hasten if I want to get anywhere near the S/L softcap? I could add lions to the build, cook up some story to justify them, and leave out Tactics. I'd probably take the enhancements slots from Forge and give the lions Superior Command of the Mastermind. If I gave up on the stun gun and replaced Mu with Chill, I'd have to rethink the build completely. Edit / update: I think I have to take lions at least while I'm leveling up. I've put Tranquilizer Dart in my tray so that I have a second (minor) direct attack. Removed earlier comment about dogs attacking doors; I'm still learning how MM controls work. Villain Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Pavlovich: Level 50 Science Mastermind Primary Power Set: Beast Mastery Secondary Power Set: Thermal Radiation Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Concealment Ancillary Pool: Mu Mastery Villain Profile: Level 1: Summon Wolves -- SvrRgh-Acc/Dmg(A), SvrRgh-Dmg/EndRdx(3), SvrRgh-Acc/EndRdx(3), SvrRgh-Acc/Dmg/EndRdx(5), SvrRgh-Acc(5), SvrRgh-PetResDam(7) Level 1: Warmth -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(11), NmnCnv-Heal/Rchg(37) Level 2: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-EndRdx/Rchg(9), UnbGrd-Rchg/ResDam(9) Level 4: Super Jump -- Jump-I(A) Level 6: Train Beasts -- RechRdx-I(A) Level 8: Combat Jumping -- BlsoftheZ-ResKB(A), LucoftheG-Def/Rchg+(43), LucoftheG-Def(46) Level 10: Cauterize -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(11), NmnCnv-Heal/Rchg(21) Level 12: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-EndRdx/Rchg(13), UnbGrd-Rchg/ResDam(15) Level 14: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/Rchg(34), SprBlsCol-Rchg/HoldProc(34), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48) Level 16: Tough -- TtnCtn-ResDam/EndRdx/Rchg(A), TtnCtn-EndRdx/Rchg(17), TtnCtn-ResDam/Rchg(17), TtnCtn-ResDam(19), TtnCtn-ResDam/EndRdx(39), TtnCtn-EndRdx(50) Level 18: Fortify Pack -- DefBuff-I(A), RechRdx-I(34) Level 20: Weave -- RedFrt-Def/Rchg(A), RedFrt-Def/EndRdx/Rchg(21), RedFrt-Def/EndRdx(36), RedFrt-Def(36), RedFrt-EndRdx(36), LucoftheG-Def/Rchg+(37) Level 22: Thaw -- ResDam-I(A), ResDam-I(23) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-EndRdx/Rchg(25), RedFrt-Def/EndRdx/Rchg(39), RedFrt-Def(40), RedFrt-Def/Rchg(40), RedFrt-Def/EndRdx(40) Level 26: Summon Dire Wolf -- SprMarofS-Dmg(A), SprMarofS-Dmg/EndRdx(27), SprMarofS-Acc/Dmg(27), SprMarofS-Acc/EndRdx(29), SprMarofS-Acc/Dmg/EndRdx(29), SprMarofS-EndRdx/+Resist/+Regen(31) Level 28: Forge -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit/Rchg/EndRdx(31), GssSynFr--Rchg/EndRdx(33), GssSynFr--ToHit/EndRdx(33), GssSynFr--Build%(33) Level 30: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(43), LucoftheG-EndRdx/Rchg(43), LucoftheG-Def(46), LucoftheG-Def/EndRdx(50) Level 32: Tame Beasts -- RechRdx-I(A) Level 35: Heat Exhaustion -- RechRdx-I(A), RechRdx-I(37) Level 38: Melt Armor -- DefDeb-I(A), RechRdx-I(39) Level 41: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-EndRdx/Rchg(42), UnbGrd-Rchg/ResDam(42) Level 44: Electrifying Fences -- EnfOpr-Acc/Rchg(A), EnfOpr-EndRdx/Immob(45), EnfOpr-Acc/EndRdx(45), EnfOpr-Immob/Rng(45), EnfOpr-Acc/Immob/Rchg(46), EnfOpr-Acc/Immob(50) Level 47: Electric Shackles -- Lck-%Hold(A), Lck-Acc/Hold(48), Lck-Acc/EndRdx/Rchg/Hold(48) Level 49: Tactics -- ToHit-I(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(15) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(19) Level 1: Alpha Howler Wolf Level 1: Howler Wolf Level 1: Pack Mentality Level 26: Dire Wolf ------------
  4. A lot of the people we call "heroes" in this game are not particularly heroic. Good ends do not justify sadistic means.
  5. Since I prefer to play rogues, rather than villains, I'm okay with having villains as the primary targets in redside storylines. I consider Longbow a villain group. Heroes don't use flamethrowers.
  6. I'm sorry I missed the meet-up but glad we connected later on. I was playing my mid-level rogue Time/Sonic, Jailbird Joe. My schedule is erratic, especially during the holidays, but I hope to join the group for some defender awesomeness.
  7. I'm new-ish to Everlasting (my 50s are on Indominable). My experience so far is that it's hard to get a full redside team together, but it's often possible to find a small team with good banter. If there are active rogue-aligned or purpleside supergroups, I am interested! Bios in RP Classifieds.
  8. This thread is a great idea! I have a pair of toons on Everlasting who could use a supergroup or other roleplaying contacts. They are based on the same non-canon story. Both are mid-level (as of 2019-12-15), but I'm developing them for endgame content. Of the two, I am more excited about Joe, because Time Manipulation and unreliable narrators are awesome. Global Handle: Bastille Boy Name: Turnkey Tom Side: Redside. Can run occasional blueside missions. Alignment: Rogue. Formerly villain, but guarding imprisoned heroes has reformed him. Origin/Archetype: Natural Defender Powers: Empathy/Sonic Bio: Some young villains dream of conquering the world. Tom had a more modest dream: a small house, a steady job, three weeks' vacation a year, and a fortress with a few hundred defeated heroes in cages. The Rogue Isles Police Department was hiring. They needed more prison guards. Tom had two useful qualifications: an imposing presence and a powerful command voice. He was hired. After starting the job, he was dismayed to discover that he has empathy. His moonlighting isn't for the money. It's to let out aggression he won't let himself show in his regular job. Desired RP Focus: Moonlighting. Reliable narrator: Tom tells the truth about his day job (though he's discreet about some details, especially when heroes are present). RP/mission limts: Cannot attack the RIPD. Can only run blueside missions occasionally, due to limited vacation time. Really wants to use his sonic attack powers. SG Status: No SG yet. Interested. Preferred First Contact: No preference Name: Jailbird Joe Side: Redside. Can run blueside missions regularly. Alignment: Rogue. Formerly hero, but correctional officers have corrupted him. Origin/Archetype: Defender; primary powerset is Science origin Powers: Time/Sonic Bio: Joe didn’t understand why he was sent to the Zig for protesting. All he did was yell at people. He didn’t understand why Arachnos busted him out of the Zig and called him a “chosen one.” He had no powers! Alone on the streets of Mercy Island, he tried to survive by stealing. Soon he was behind bars again. The Pen was very different from the Zig. Most of the prisoners seemed weirdly happy. The food was good, the guards weren't hostile, and there was a generous work release program. Was that the whole explanation? The warden pulled Joe aside. “Doing time is easier if you can control it,” he said. He handed Joe a bottle of pills. If you see Joe on the streets of the Rogue Isles or Paragon City, the RIPD knows where he is, how much money he’s about to make them, and when he’ll be back in prison to get his drugs. Desired RP Focus: Hired help. Unreliable narrator: Joe isn't supposed to tell the truth about his living arrangement and his "work release." His cover story is always changing and never convincing. He knows that perceptive people can figure out he's been in prison, so he usually claims to be an ex-con. He knows that fights go faster when he shouts, but he doesn't understand that his voice causes his opponents physical harm. RP/mission limits: Cannot attack the RIPD. Won't get along well with truly vile villains. Must wear a mask in Paragon City. Will have an anxiety attack if he goes to Brickstown. SG Status: No SG yet. Interested. Preferred First Contact: No preference
  9. I love writing character bios. When I'm writing them, I often wish I had more than 1024 characters. But when I'm running missions, I usually don't read bios that run the full allowed length. I do check my teammates' bios out while waiting for a mission to start. There usually isn't time to read walls of text. There is time to read a few sentences. I have no opinion about what the devs should do, or indeed about what other players should do. I do think it's a good idea to keep your character bios short if you want to maximize the number of people who read them.
  10. When I create new toons, I try to strike a balance between finding powersets that suit my playstyle and having a compelling origin story. I'm most often drawn to backstories that involve a non-magical origin. There are some top-tier powersets I've avoided because I can't think of an origin story I find compelling. Once I've chosen powersets, I generally take all the powers in them, unless there's a gameplay reason to skip powers. The one exception is mind control. If my character is a hypnotist or a psychologist, with totally natural origins for their powers, I don't see how they'd be able to make people levitate. I always take travel powers, but I do choose them thematically. I only take fly and hover if the character's powers have an origin in magic, high technology, or exotic physical science. If they got their powers in the gym or the psych lab, I give them combat jumping and either super speed or super jump.
  11. That is remarkably close to what I had in mind.
  12. It is odd that the Rogue Isles has a police force but no visible prison. I have several characters based on a non-canon story about the prison that the Rogue Isles Police Department presumably operates west of Port Oakes. The RIPD is not about justice; it's entirely a for-profit operation. Prison labor can be profitable. If a clever warden could find a way to get superpowered prisoners to work, their labor would be highly profitable. But it is difficult to keep supervillains or superheroes behind bars even when their powers are chemically suppressed. (The frequency of serious escape attempts at the Zig is shocking.) Force alone won't keep people with active superpowers in prison, and it certainly won't motivate them to work. There has to be a positive incentive.
  13. So you put out an ad for roommates, and a superhero answered it. What is sharing a house with a hero going to be like? Your relationship with that charming rogue you've been dating is getting serious, and they want to move in. Is it going to work out? You're in charge of housing assignments for a university / a military barracks / a prison, and you have a bunch of superpowered students / soldiers / inmates. How should you decide who bunks together? Of course everybody is unique. Of course you have to ask questions, like "Do you smoke?" and "What kind of music do you like?" and "Do you currently have any enemies who are trying to hunt you down and blast you with beam rifles or turn you into a newt?" But people's occupations and abilities inevitably shape their personalities. There are some rough generalizations we can make about the home lives of the major hero and villain archetypes. Defenders Defenders don't like to do anything alone. They don't like to go on missions alone; they don't like to eat alone; they don't like to sleep alone. If you were hoping to spend a lot of time with your new roommate, you'll probably get along great with a defender. If you value quiet time by yourself, you may need to set some boundaries. Defenders with buff auras thrive living in close quarters with other people. Or, more accurately, other people thrive living with them. Being within the positive auras of several defenders feels wonderful. If you're running an institution where space is tight, and you have to put three heroes or three villains in a room designed for two, choose three defenders. If you're running a navy, try to get defenders with auras on the submarines. Corruptors Corruptors are only subtly different from defenders, both in their fighting style and in their social interaction. Perhaps ironically, of all the traditional villain archetypes, corruptors are most likely to reform. Their need to be close to other people often motivates them to become more moral. Those who remain "redside" throughout their careers generally form a strong honor code that enables them to live with others of their kind ("honor among thieves"). Masterminds Petless masterminds, especially those with positive auras, can thrive in close quarters with others. Most masterminds need their space. If a mastermind answers your roommate ad, be very clear about your policy on pets. No matter how much your mastermind girlfriend or boyfriend loves life in the city, there's a good chance that they'll eventually want to move to a big house in the outer suburbs or in the countryside, where their bots, beasts, or demons will have plenty of room and won't trouble the neighbors. Bot masterminds are highly desirable romantic partners. Any mastermind who can design an autonomous robot superweapon can also design a robot to do the laundry and the dishes. They probably already have. Brutes All brutes experience fury, and most brutes have problems with anger management. They can have healthy relationships, but it takes hard work on their part and patience on their partners'. Students who are brutes give university administrators a lot of headaches; their roommates often ask to be reassigned. The easy solution is to pair the brute with someone with empathy. For an administrator who is willing to do a bit of counseling, it can work surprisingly well to house a brute with a dominator. The dominator will typically find a way to limit the brute's outbursts. If the dominator becomes oppressively demanding, the brute will angrily enforce boundaries. Their first few months living together can be a rocky learning experience, but they are likely to get along once they come to an understanding. Tankers Tankers and brutes look similar, but their characteristic personalities couldn't be more different. Anyone who has worked at the Zig in Paragon City or at the Pen in the Rogue Isles will tell you: put two brutes in a cell together, and they're almost guaranteed to fight. Bunk two tankers together, and they'll get along fine. A mission team of eight brutes can work very well, but eight brutes sharing a house is a recipe for conflict and chaos. A mission team of eight tankers is inefficient, but eight tankers sharing a house can totally work (though if they all have the stereotypical tanker's build, neighbors may comment). Tankers lack brutes' fury. They are good at rolling with the punches, both literally and figuratively. They tend to be easygoing roommates and accommodating partners. They like living with other people, but they aren't as needy as defenders. Their tolerance makes them problematic roommates for a controller or a dominator. Their "mez resistance" may protect them in combat, but it provides no help in an emotional conflict. Tankers' tolerance can also present a challenge to them as parents. ("So my kid is hitting other kids in nursery school. What's the big deal? A four-year-old's punches don't hurt.") Often the other parent has to be the disciplinarian. Scrappers Scrappers tend to have middle-of-the-road personalities, neither extremely extroverted nor extremely shy. They can live happily on their own, and they can also live happily with other people. They make fine romantic partners. They also make fine parents as long as they don't get too emotionally invested in their children's sports competitions. Conflicts between scrapper parents can get ugly. Of all the superhero archetypes, scrappers are among the most likely to blend in to mainstream society. Unlike tankers and brutes, scrappers don't have a characeristic physique. When they're not in costume and not carrying their melee weapon of choice (or, for the street justice / martial arts types, when their fists aren't flying), they look fairly normal. They don't *need* a suburban or rural home, as masterminds do, but they're likely to get along well with the neighbors in a tight-knit community. Stalkers Have you heard the myth of the ring of Gyges, the ring that makes its wearer invisible? Anyone who wears the ring can commit all sorts of mischief without fear of getting caught and punished. The temptation to evil is nearly impossible to resist. Stalkers don't have true invisibility, but their ability to hide their movements and activities can tempt them to try to get away with things. Stalkers who start their careers as heroes are often corrupted. Dating a stalker is problematic, but the problems aren't what you'd guess from the name of their archetype. People with the stalker power archetype aren't usually stalkers in the everyday sense. The problem with dating a superpowered stalker is cheating. They think that they can get away with anything, and often they're right. Though stalkers are problematic partners, they make wonderful roommates. They're so quiet! They can even get along decently with brutes, as they can easily hide from a brute's outbursts. They don't make ideal roommates for defenders, though, as they value their alone time. They prefer an anonymous life in the big city to a tight-knit suburb or rural community. Blasters Like scrappers, blasters tend to be on the middle of the introvert-extrovert spectrum. In combat, almost all blasters prefer to be part of a team. But they don't get their skills by practicing with other people. Target practice is a solitary activity. Aside from this, blasters' personalities are enormously varied. There are some famous blasters with fiery, destructive personalities, but it would be unfair and inaccurate to generalize from a few notorious cases. Weapon-using blasters tend to be collectors. Dual-pistol blasters almost always own a lot more than two guns. The home of an assault rifle or beam rifle blaster can easily turn into an arsenal. The archer who starts out using the compound bow their grandma gave them is going to want to learn to use a composite bow and a crossbow sooner or later. Eventually your home is going to look as if you're living with Robin Hood's entire band of merry men. Blasters like to talk about their collections with anyone who will listen. If you are sharing a home with a blaster, make peace with this. If you live with a sonic blaster, and you get in an argument, don't raise your voice. Controllers Controllers can be problematic partners and very problematic parents. The problems are just what you'd think they are. They can have successful relationships, but they need to resist the temptation to behave at home as they do in combat. The ideal partner or roommate for a controller is another controller. After some initial conflict, they work out their boundaries, and then they get along well. Though it can be tricky living one-on-one with a controller, they do very well in group living situations. This is especially true for controllers with positive auras. They may not be the best parents, but they are the best resident advisors (at least from a college administrator's perspective, if not from the students'). Dominators Dominators are even more problematic than controllers. If a dominator wants to be your roommate, say no. If you're in love with a dominator, good luck. It's best for dominators to live by themselves with a whole bunch of cats. They can herd cats! Okay, that's unfair. It's possible for dominators to have successful relationships, but it takes emotional maturity on their part. For a less mature dominator, a roommate or a significant other who sets firm boundaries can be a valuable learning experience. The best roommate for a dominator is another dominator, a controller, or a brute. Though stalkers generally live fairly well with difficult people, as they're good at avoiding conflict, they usually aren't good roommates for dominators. The dominator often perceives the stalker's avoidance of confrontation as passive-aggressive.
  14. Are there any active purpleside roleplay-friendly supergroups? I have some rogues (corrupt RIPD cops and Robin Hood type robbers) who could use some not-totally-evil redside allies.
  15. I'm afraid I don't see any loopholes here. Remember that the interpretation of the rules is up to the people who run the servers. A player who gets too close to the boundaries is risking an account ban. The server administrators have no obligation to listen to appeals. (See rule 2 of the User Agreement.) I can't speak for the administrators, but my advice would be to to stay far, far away from violating these rules if you want to keep your account. It's pretty clear that World War II is one of the sensitive historical events that the administrators were thinking of when they wrote these rules.
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