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Heraclea

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Everything posted by Heraclea

  1. Jefferson Airplane - Good Shepherd
  2. Foghat - Stone Blue
  3. Television - Glory
  4. Rolling Stones - Just My Imagination
  5. Tom Verlaine - Last Night
  6. Joe Cocker - With a Litte Help from my Friends
  7. Trader Horne - Jenny May
  8. Pantangle - Sally Go Round the Roses
  9. United States of America - Garden of Earthly Delights
  10. Patti Smith - Fireflies
  11. Lonnie Donegan - Does Your Chewing Gum Lose its Flavor
  12. Trees - Lady Margaret
  13. The Black Keys - Walk with Me
  14. Old Leatherstocking - Death and the Lady
  15. WP doesn't have a self heal in the primary. This means that Dark Melee and Radiation Melee are primo secondaries, because they give you that reliably (DM) or at least occasionally (RM). Since the tanker AoE improvements Dark Melee is much more fun than it used to be. With willpower, the main thing you need to do is live long enough to take the alpha and let your regen saturate. If you can do that you might take a dip initially but after that you will be golden. Definitely will want Tough and Weave though.
  16. Depends. My general go-to character is Baroness Munchhausen. a rad/spines tanker with a DPS oriented build. Still a very adequate tank. Jungle Jenny, my rad/electric brute, fills a similar role; more than adequate toughness, good enough DPS. But if the team is struggling with survival, I will choose Heraclea, invuln/dark melee tanker, about as tough as you can be without Granite. And if the team is struggling to take down an AV or GM, that's a job for Elizabeth Bathory, poison/dark defender, a Swiss Army Knife of debuff. Can duo a giant monster with just about any teammate.
  17. I have a fire/regen scrapper built along much the same philosophy, although not quite as extreme or expensive a build as this. The character absorbed most of the melee purple sets, because my other melee characters lose more than they gain by slotting them. The character isn't my main scrapper, but the build works well in several cases: - Hami raiding, where resistance and defense count for very little. Helps that she flies. - Shadow Shard TFs, where poorly resisted damage types are flying. Helps " " " " - The exemped down content where Regen shines generally. Edit: Edit 2 - I had no notion that the internal names of the prestige sprints were 'Best Buy' and 'Gamestop'.
  18. La Hell Gang - The Beginning Remains the End
  19. Rhiannon Giddens - O Love is Teasin'
  20. Technically Salt Crystals is an AoE sleep. I will often take it as an ancillary pick on a tanker that doesn't have a strong need for Conserve Power and Physical Perfection. The fact that it's an AoE sleep is not the attraction. But it's a very wide AoE that puts a tanker attack on what is it - 12 mobs? - makes it an attractive proposition to me. You can slot a proc from one of the Sleep sets that gives you a tiny self heal. It also adds a bit of defense debuff. Quick Sand from the same pool is also attractive.
  21. I do wish that it were possible to start a Ouroboros storyline, leave it to join friends doing something else, and then return to it where you left off. I would run Maria Jenkins no other way if this were possible.
  22. Combat jumping has a fairly low base endurance cost for a toggle. The defense it gives is also rather paltry. This makes it ideal to use its one base slot to mule a defense set unique like Shield Wall Global Resistance. It also accepts travel sets so it's a good place to stow a Winter's Gift slow resistance or a Blessing of the Zephyr knockback protection. You could, as noted, slot LotG in the power as well, but LotG has attractive set bonuses so it might be better in a defense power you're giving slots to. Which, if you don't have any others, may be this one. Generally you will get more bang from your buck slotting something other than CJ for defense.
  23. IIRC, Atlantis is at least mentioned by a Fifth Column NPC in the ITF. It's a throwaway line, in the third or fourth missions, and it probably isn't noticed three quarters of the time. That said, there is absolutely nothing wrong with developing a body of personal lore to serve as a backstory or shared backstory for your characters, and have it interface at some point with game lore.
  24. Decided to make a Rad/Martial blaster. Was somewhat surprised that 'Immortal Combat' was not yet taken on Torchbearer.
  25. Of the more recently introduced contacts I would consider the Graham Easton storyline in Steel Canyon the masterpiece. I try to get this one in on every character from 15 through 24. He is a walkup contact, requires no introduction, and immediately gives you his story line; that's all he does. Nothing is hidden behind street hunts or security chiefs. The mobs (Tsoo) are interesting and consistent. The storyline makes sense and is mostly free from padding. Several missions can be milked for XP or beelined to objectives at the player's options. I have not run the last mission on anything more than a 2 person team so I don't know how well it scales, The story line has repeatability in case you want your choice of temp powers and badges, of which there are two alternatives for each, and contains a moment of decision that your character can play out in character. It also avoids the flaws in some other recent material. The maps are useful, unlike some you see in Admiral Sutter, Apex, and Tin Mage. You are not constantly being left wondering where to go next and how to get there. There are no floor funks and nuisance mechanics to avoid, like there are in Sutter and Apex. Given the amount of funks and glows players can put on the floor, these are never a good idea. You can remain in melee range of all the mobs, and are not constantly being sidelined. There are no Arachnos, Longbow, IDF, or Neuron clockwork mobs in the missions; those are overused and monotonous. EDIT: The Shauna Braun vigilante contact in IP shares many of its virtues as well.
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