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Everything posted by Heraclea
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For gits and shiggles I worked up this build. This is a Rad/Kinetic Melee tanker. I chose Rad because I knew it had a speed and recharge buffing power. The build gets around 60 MPH without turning on super speed. It won't be the world's tankiest tanker - no fighting pool - but it still sounds like a fun character to play. Concept might work better for a brute or scrapper. Other considerations in the build include movement debuff resistance, recharge, recharge debuff resistance, and recovery. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! speedster: Level 50 Magic Tanker Primary Power Set: Radiation Armor Secondary Power Set: Kinetic Melee Power Pool: Speed Power Pool: Utility Belt Ancillary Pool: Energy Mastery Hero Profile: Level 1: Gamma Boost -- PrfShf-End%:50(A), RgnTss-Regen+:30(9), RgnTss-Heal/EndRdx:20(25), RgnTss-EndRdx/Rchg:30(43), RgnTss-Heal/EndRdx/Rchg:30(46) Level 1: Quick Strike -- KntCmb-Acc/Dmg:35(A), KntCmb-Dmg/EndRdx:35(3), KntCmb-Dmg/EndRdx/Rchg:35(3), KntCmb-Dmg/Rchg:35(13), KntCmb-Knock%:35(46) Level 2: Body Blow -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Rchg/HoldProc:50(5), KntCmb-Acc/Dmg:35(7), KntCmb-Dmg/EndRdx:35(13), KntCmb-Dmg/EndRdx/Rchg:35(37), KntCmb-Knock%:35(50) Level 4: Smashing Blow -- SprBlsCol-Acc/Dmg/EndRdx:50(A), SprBlsCol-Acc/Dmg/Rchg:50(5), Hct-Dmg:50(7), Hct-Acc/Dmg/Rchg:50(9), Hct-Acc/Rchg:50(43), Hct-Dam%:50(45) Level 6: Fallout Shelter -- UnbGrd-Max HP%:50(A) Level 8: Super Speed -- WntGif-RunSpd/Jump/Fly/Rng:50(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx:50(34), WntGif-ResSlow:50(50) Level 10: Alpha Barrier -- Ags-ResDam/EndRdx:50(A), Ags-ResDam/Rchg:50(11), Ags-ResDam/EndRdx/Rchg:50(11), Ags-Psi/Status:50(50) Level 12: Taunt -- PrfZng-Dam%:50(A) Level 14: Beta Decay -- SphIns-Acc/ToHitDeb:50(A), SphIns-Acc/Rchg:50(15), SphIns-ToHitDeb/EndRdx/Rchg:50(15), SphIns-Acc/EndRdx/Rchg:50(48) Level 16: Repulsing Torrent -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(17), AirBrs-Acc/Dmg:50(17), AirBrs-Dmg/EndRdx:50(27), AirBrs-Dmg/Rchg:50(34) Level 18: Particle Shielding -- RgnTss-Heal/EndRdx:30(A), RgnTss-Heal/EndRdx/Rchg:30(19), RgnTss-Heal/Rchg:30(19) Level 20: Hasten -- RechRdx-I:50(A), RechRdx-I:50(21), RechRdx-I:50(21) Level 22: Radiation Therapy -- RgnTss-Heal/EndRdx:30(A), RgnTss-EndRdx/Rchg:30(23), RgnTss-Heal/Rchg:30(23), RgnTss-Heal/EndRdx/Rchg:30(48) Level 24: Proton Armor -- Ags-ResDam/EndRdx:50(A), Ags-ResDam/Rchg:50(25), Ags-ResDam/EndRdx/Rchg:50(27), Ags-ResDam:50(48) Level 26: Ground Zero -- NmnCnv-Regen/Rcvry+:50(A) Level 28: Burst -- FrcFdb-Acc/KB:50(A), FrcFdb-Rechg%:50(29), FuroftheG-Acc/Dmg:50(29), FuroftheG-Acc/End/Rech:50(31), FuroftheG-Acc/Dmg/End/Rech:50(31) Level 30: Power Siphon -- GssSynFr--ToHit/Rchg:50(A), GssSynFr--ToHit/Rchg/EndRdx:50(31), GssSynFr--Build%:50(46) Level 32: Meltdown -- EffAdp-EndMod:50(A), EffAdp-EndMod/Rchg:50(33), EffAdp-EndMod/Acc/Rchg:50(33), EffAdp-Acc/Rchg:50(33), EffAdp-EndMod/Acc:50(34), EffAdp-EndMod/EndRdx:50(43) Level 35: Focused Burst -- SprWntBit-Dmg/EndRdx/Acc/Rchg:50(A), SprWntBit-Acc/Dmg/Rchg:50(36), SprWntBit-Acc/Dmg/EndRdx:50(36), MlsFur-Acc/Dmg:35(36), MlsFur-Dmg/EndRdx:35(37), MlsFur-Dmg/EndRdx/Rchg:35(37) Level 38: Concentrated Strike -- SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(A), SprBlsCol-Dmg/EndRdx:50(39), KntCmb-Acc/Dmg:35(39), KntCmb-Dmg/EndRdx:35(39), KntCmb-Dmg/Rchg:35(40), KntCmb-Dmg/EndRdx/Rchg:35(40) Level 41: Burnout -- RechRdx-I:50(A) Level 44: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(45) Level 47: Physical Perfection -- Pnc-Heal/+End:50(A) Level 49: Freerunning -- Run-I:50(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet 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 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I:50(A) Level 2: Health -- Mrc-Rcvry+:40(A), Prv-Absorb%:50(40), Prv-Heal:50(42) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(42), PrfShf-EndMod/Rchg:50(42) ------------
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My mains are all Torchbearer, which is my Amazon theme server; I was an early adopter. But each server but Reunion has at least one character; that character will be a tanker, to participate in the rotating Tanker Tuesdays. And a supergroup of some kind. And with Reunion it may just be a matter of time. I do know a bit of French, but it's mostly passive knowledge, and keeping up with the slang is as difficult as it is with English.
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Invulnerability/Dark Melee is one of the most survivable tankers out there. Invulnerability's self-heal/add HP power (Dull Pain) is slow. The set is improved by the rapid fire self heal in Dark Melee, which is pretty good if you slot it for accurate healing. You also have scaling defense: the more mobs you have nearby, the higher your defense grows. This defense is amplified by the -tohit debuff in the Dark Melee attacks. Shield/Dark Melee is also a strong combination for similar reasons, and with Shield you get a solid alpha AOE attack from the primary. Shield has no attack in the primary, so having one in your attack set supplies its chief deficiency.
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Best of the New-to-You, builds and powersets
Heraclea replied to Without_Pause's topic in General Discussion
The one character I have who has both powersets new to me in i25 is my Bio/Spines tanker, Spines, I had at least played in i23, on a scrapper; I always coveted the set for tankers. This combination gets all the aggro, keeps 'em close, and does decent damage. She can just stand there and watch mobs slowly die. I think it's the tamales. My Sentinels try out one new powerset: Water/Willpower, Pistols/Rad. Never had the time to level a Titan Weapons character in the old game; now I have a TW/WP scrapper with all her incarnates unlocked. Same goes for my Street Justice/Willpower brute. I never really enjoyed blasters in the old game. Neither my Archery/Devices blaster (fresh made in anticipation of Halloween) nor my Electric/Electric blaster are new powersets to me, but the sustain powers make them much more entertaining than they ever were back then. I will be making more blasters. -
No. You can't transmute anything into a Winter or ATO enhancement by using converters, catalysts, or boosters. You can convert an IO into another IO of equal rarity; into a different IO of its class (melee damage, heal, etc.); or into a different IO of its set, using converters. None of these processes have any chance of landing on an ATO or Winter enhancement, unless you feed it one of those kinds of enhancements, and I don't even know if in-type conversion works on those.
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Heraclea was ordered by the inscrutable gods to travel to the Underworld. (Every epic hero does this. It's in the contract.) From there she travelled to even more wondrous places, like Hyboria. (She still visits when she is in a drinking mood.) As is customary when one spends time in an eldritch and fey place, when she returned she found a world that had been subtly changed. Where once she relied on pure force of arm, she found that the infernal gods had granted her dark powers: of life-stealing, of fear, of leaching skill of hand. People she knew were often still there, but oddly changed, although they all seemed unaware that anything was amiss. Little she could do but shrug and carry on.
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Dark Melee/Super Reflexes is a strong combination, and one that was available in issue 0.
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Back in i23 my villain mains on Victory all belonged to the Worshipful Company of Blackguards. Think of a slightly posher version of the Guild of Calamitous Intent. We had no ideology; we were purely mercenary. There is a lot more ideology in my current hero SGs, especially Amazon Army and The Holy Office. But their politics relate to Paragon City and only very tangentially to RL political ideas.
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There really aren't many secondaries that aren't improved by Dark Melee, though Fire and Regen might get less out of it than some others. Two things make DM especially beneficial: sets that don't get a self heal (Shield, Willpower) or have a slow self heal (Invuln); and sets that are oriented towards defense or mixed defense/resistance (Invuln/Bio). The -tohit debuff in just about all of your attacks, adds the moral equivalent of defense to everything you hit by them.
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(Those philosophers, given superpowers, would be a great danger. They'd lead you to question the very existence of any reality outside your own head.) Government attempts to organize superhumans have come to grief before. Consider the example of Vanguard, a morally corrupt organization of fanatics. Time and time again they have proven themselves willing, not only to recruit known criminals, but worse, to adopt fighting methods contrary to the mos maiorum (ancestral custom). Unsurprisingly, their members are a greater threat than the Rikti, who seem an honorable warrior culture bound by their own tradition. The blind indiscipline of their ranks causes many incidents. The objection may be made that ours, too, is an army of superwomen directed by a government. But ours is exactly that: an army, united in the purpose of its civilizing mission. And there is no real difference between our army and our government; and uniquely among the earth's armies, ours is run by its soldiers, all of whom have a voice in its direction. Most importantly, we exclude men from our ranks. Their flightiness, impracticality, and fondness for vainglory makes them poor soldiers, at least in command positions. This seems directly related to the problem with Vanguard. I have spoken with the Lady Grey about the possibility of being more selective in their recruiting and excluding males from leadership positions; she listened politely and has not acted. I say no. And it remains my opinion that the Vanguard should be abolished.
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One is Cassiopeia; a badge text says she saved Earth from a comet. Not sure anything names the others.
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I don't think incarnate abilities can be deleted, sold, or transferred. When you make them they get added to the list of incarnate abilities you can slot in that particular hole. The process of getting any of them to t4 always involves making a duplicate power levelled along the other tree AFAICT. While you are working on that you always have two until you combine them for the t4, which combines two t3s.
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Not there yet, but the character that's on a rocket to 50 right now is an Archery/Devices blaster. Only 28 of them. Blasters are much more fun now that they get sustain powers.
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Incarnates: Heraclea - Invulnerability/Dark Melee tanker Yamnaya - electric/electric blaster Catrina - bio/spines tanker Mother of Vinegar - water/willpower sentinel Shero - titan weapons/willpower scrapper Penthesilea - street justice/willpower brute Level 50, alpha not unlocked yet: Grandma Gnosis - illusions/radiation controller
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I own one level 50 blaster and have another that just turned the corner to 40. As these blasters approach the endgame, they are constantly annoyed and frustrated by Judgment nukes, that let all other classes do their one trick.
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For Heraclea, I've always imagined her speaking with the voice of the late Lynne Thigpen, as she portrayed the Chief in the 1990s era Carmen Sandiego children's game show. For someone alive, I suppose Jennifer Hale, who has a solid track record voicing soldiers. Grandma Gnosis - give the part to Michelle Gomez. Yamnaya - give her part to Peri Gilpin, who also has a good soldier voice, with the right notes of sarcastic cynicism. Witchfinder General - the late Vincent Price. No other will do. Catrina - probably Michelle Rodriguez Plaster Caster - maybe Tara Strong, who can do about anything SheRo - Melendy Britt is the obvious choice Penthesilea - Minnie Driver Who would you want for your characters?
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