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Everything posted by Heraclea
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Valkyrie, Battle Maiden, and Warrior Earth
Heraclea replied to Zumberge's topic in General Discussion
Primal Earth is where Heraclea lives and works. Warrior Earth is where she goes drinking. -
Just an observation on how cheap this market is.
Heraclea replied to Murcielago's topic in The Market
I am still my old hoarding self. I carefully save just about all of my yellow and orange salvage in my bases. I use a simple filing system: I look through each salvage rack until I find what I need. I don't farm, or rather, I farm task forces rather than AE farms. I am finally levelling a fire/DB brute, so that may change. I don't play for inf, either in markets or in farms. I mostly buy recipes and ATOs with merits, because I have the merits, and they seem pretty pricey to me at the AH. -
travel Getting Around the Cities of Heroes and Villains
Heraclea replied to Robotech_Master's topic in Guides
More about Cimerora - home of the Imperious Task Force. You need a Midnighter Club member ship to get there, because the entrance is through the Midnighter Club. Blueside, you get there through the building on the right hand side of the universities (facing the main building) with a moon and crossed swords logo above the door. Redside I think there is one entrance from Cap au Diable but don't quote me on that. There are two ways to gain access to Midnighter Club and thence to Cimerora. The hard way for heroes is to run Montague Castanella's story arc (Steel Canyon - heroes) or Ashley McKnight's (villains). Montague's arc is rather fun - you get to craft a Lost Cure that turns them into citizens who immediately get attacked by their former colleagues, and it gives the Lost Savior badge. Heroes can do this at level 10; villains must wait until 30. The easy way for either is to enter Night Ward via the TUNNEL swirly; I know there's one for Heroes in Atlas and Talos, for villains in Mercy and Cap; there are likely others, and it is available to Praetorians also. Once in Night Ward, you will see a large haunted house on a hill. Go inside. You will be immediately awarded the House Hunter badge, which in turn gives you Midnighter Club access as well. With that, you can get to Cimerora once you hit 35. There is AFAIK no other way to get to Cimerora.- 12 replies
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Heraclea Furia, legata cos. Paragonensis, Iuliam Calusaridem cos. salutat: Cisternam conditam mandavi in castro nostro Paragonense. Haec in copias aquae ingenio subornatur. Urbs subterranea Oranbega multas aquae copias continet. Haec autem portas habet ad translationem uno loco ad alterum. Unam ex his praecepi, ut aqua ex Oranbega ad castrum nostrum transfertur. Hoc modo aquas nostras in obsidione haud abscinduntur. Pro cibo in exigientiis canes habemus. Urbs Paragonensis in dominione Coreanorum ceteris annis fuit; in hoc tempore ars preparandi ad cibum valde nota est. Datum die ante duodevigesimae Kalendas Septembri in urbe Paragonensi. Heraclea Furia, consular legate in Paragon City, salutes the consul Julia Calusarides. I have ordered the construction of a cistern in our base in Paragon City. An interesting trick is used to supply it with water. The underground city Oranbega is well supplied with water. It also is full of portals that go from one place to another. I have taken command of one of those, and now it is devoted to the purpose of moving water into our base. By this method, our water can hardly be cut off in case of siege. For emergency rations we have dogs. Given at Paragon City on the eighteenthnday before the Kaends of September.
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I have taken to exclusively using 'poof-to-base' macros to enter my bases (e.g. /macro base enterbasefrompasscode amazon-963). If your SG base has a passcode set up you can do this. It requires no badges or day jobs, is not subject to interrupts, charges, or cooldwns, and can be used from anywhere. How does this work with day jobs? When you exit your base after entering this way, it puts you back where you poofed from (if open world) or by the door (if an instance). Does time spent logged off from in the base count towards the base badge, or from the outside location badge?
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Spines works conceptually and visually: you sprout and emanate various nasties. Spines is a demanding attack set like TW, so it makes sense to pair it with an endurance friendly defense set like Bio. I have this combo on a tanker that I enjoy quite a bit.
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Mother of Vinegar (Water/WP Sentinel) has the most complicated UI of any of my characters. Hers is a bit more elaborate than others, because she ordinarily activates two of her powers (Whirlpool and Ninja Caltrops) by macros. The 'FLUSH' macro fires Whirlpool at her current target. The 'prick' macro fires the caltrops at her feet. This avoids the fussy and distracting floor targeting bits. The ordinary buttons for the powers sit in the extra tray so I can tell when they're on cooldown. Apart from these complications, this layout is fairly standard for all of my characters.
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Completely agree. Will be good to have some statues I can use beyond the Roan female.
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Ovidius me multa docuit... (I learned a lot from Ovid....)
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I generally find scrappers more welcoming to play than brutes, but some powersets favor one over the other. When there's no tanker on the team, that job will probably fall to any brutes present, and it's slightly harder on one, especially without the right teammate buffs that synch with your secondary. You can make a regen brute, but try to tank on one and it'll end in tears. Neither is ideal for facing mobs with big burst strikes; for that you want a tanker. Brutes want small, fast attacks: brutes favor sets like Dual Blades and Dark Melee, with fast animations and quick recharges. It took me until close to level 40 before I found my Titan Weapons scrapper fun to play. Levelling that set on a Brute sounds like pure agony to me. Brutes need a lot of endurance relief, and need it early on: they'll want a rich patron. (So do Tankers, for different reasons.) Scrappers can relax in the middle of fights and try to recover in a way that Brutes can't. Scrapper damage is as consistent as the day is long. Brutes start out from a place that's worse than a tanker's, and need to work up a head of steam before they reach anything close to their potential. This makes getting killed a minor setback to the Scrapper, and a catastrophe to the Brute. This also makes running with the +4/8 set more attractive to Brutes, given content that's actually fun to play. But for solo, Scrappers generally don't care quite as much about content selection than Brutes do. Scrappers can solo New Dark Astoria and enjoy the storylines and earn the merits. Brutes fare less well among kinetic Tsoo and BP shamans. For similar reasons, I think Scrappers have a lot more build freedom than Brutes do. You can build a Scrapper for stealth. I have one. Not an option for a Brute. You can't really break a Scrapper with power choices. (It helps that they don't have Energy Melee or Super Strength.) Some will do better in endgame content, then again Scrappers are usually more fun exemped down than Brutes are. I have a scrapper that is specialized for this, and is happy to run Synapse and Citadel all day long. Something like Titan Weapons/Regen would not be ideal for a Scrapper, but hardly unplayable. On a Brute it sounds like one of those worst possible power combinations. I've just said no to fighting pool on at least one Scrapper; just seemed not to do enough to bother with. A lot harder to do on a Brute. For concept characters Scrapper is the better choice.
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Bio/Spines is a solid combination that gives you a lot of chances to slot exotic procs.
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Costume Piece suggestions for character "The Passive Voice"
Heraclea replied to AmishJustice's topic in General Discussion
Now I am tempted to create an entire roster of characters named after grammar things. The Pluperfect Subjunctive, The Imperative Mood, The Ablative Absolute, The Split Ergativity, Polysynthetic, Proto-Algonquian. -
Explore Shadow Shard without fly or teleport.
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Addressing the Tanker Brute Connundrum.
Heraclea replied to Profit's topic in Suggestions & Feedback
If mass modification of powersets or complicated mechanics that increase tanker damage are out of the question, I'd propose something different: an across the board discount for endurance costs. It's going to take the Tanker longer to defeat something, and require activating more attacks. That's the way it always has been and should be. So a tanker shouldn't spend more endurance than a brute or scrapper getting it done. This small change would make levelling a Tanker much more inviting.