Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Heraclea

Members
  • Posts

    3187
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by Heraclea

  1. I tend to run my mez protection and all of the defensive/resistance/regen toggles all the time. I usually turn on Sprint as well on any team; on a stealthy that also has an IO that improves stealth. But the stealth toggles must be killed in some situations and I am always forgetting to do that.
  2. An underwear toggle is one you put on first thing and usually leave on. ....
  3. Heraclea at the outset was heavily indebted to Wonder Woman, and that's still her classic look. My Wonder Woman and DC fandom died during the New 52, but the inspiration of the character remains the same. Almost all of my Torchbearer characters share a basic backstory as women who are either from an island of Latin-speaking Roman Amazons, or who were recruited by them from Paragon City or elsewhere. As such they are mostly originals, with only a few tribute characters like She-Ro. There are a lot more mythological and folklore characters (Omphale, Penthesilea, Medeia, Vanth Rasnal, Potnia Theron, Belphoebe, Carracuca, Catrina, Pomba Gira) and music or music-history homages (Plaster Caster, Janitor of Lunacy) than superhero homages in that roster. There are also allusions to in game lore (Crey Proctologist, Arbiter Friendly) and a few puns (Ann Atomic, Grandma Gnosis, Maiden Heaven) in the Amazon roster.
  4. You will know if your Panacea is working. Every so often you will see a +NN above your character if you have it slotted in a passive or in an underwear toggle. You will still get these notices at full health, and if you are doing something like crafting or messing with a costume you may see several at once when you stop.
  5. If you want to solo AVs, the debuffs in Bio Armor will help.
  6. Put the Panacea, Miracle, and Numina's recovery procs in Health rather than three Heals. You're Willpower, you have Quick Healing, you don't need Health for regeneration. Even though Broadsword can be difficult, you should not run out of endurance that easy. You surely can do better than Boxing for your last selection, even if it's just something like Vengeance. Why the deuce are you skipping Parry? That adds substantially to your survival. Your attack sequence will be pretty anemic at lower levels generally; unless you are planning on running this character exclusively at higher levels (goodbye Atlas Medallion and TF Commander) you should at least work in Slice. Cross Punch may be suboptimal on a weapon set because of redraw. I'd also pick up Strength of Will rather than an unslotted Boxing.
  7. Renamed 'Cito' to 'Ann Atomic', so 'Cito' is now free.
  8. Back on Victory, it was a Spines/Willpower scrapper. This character was rolled entirely as a joke for a Fourth of July contest. So I created 'Betsy Ross' and gave her a flag themed costume. I made her Spines because why not, not that such a fugly thing would make a difference in a costume contest; and Willpower for the minimal FX and endurance recovery. Because this was old live and inflation was out of control, I used a slotting strategy based around cheap stuff like Pacing of the Turtle. She became a proc monster before there was such a thing. Here, a Kinetics/Radiation scrapper. This was built to be a speedster, which really doesn't work so good on many maps. But the combo is another one that can milk the debuffs, and turned out to be surprisingly strong, replacing a Titan Weapons/WP at the top of my list for scrappers.
  9. The latest installment in my long standing quest to create very brief and high concept bios: I am also extremely fond of historical references like Anne Bonny and Revenant De Molay.
  10. I typically turn on 'double inf, no XP when exemped' when I get a character to t3 in all the chosen incarnates. I don't think turning off XP entirely turns XP you would have earned in max level content gets you anything, so I don't plan on doing it at all.
  11. Go Invuln if you want to be the last one standing. Go Rad if you want your self heal to also have a handy debuff. DM will make anything tankier, so Rad/DM is also a possibility.
  12. Salvage is what AE tickets are for. Because I play a fair amount of AE, I can order up any uncommon or rare salvage that isn't already in the base, and don't have to pay any attention to AH prices.
  13. This is exactly why I would want him back. Back when the original devs had a contest for AE content geared to low level characters, the plot hook for mine revolved around how a temporarily depowered Statesman ended up a prisoner of the Skulls. The players had to assist Flower Knight (a character who also could stand more development) to retrieve Statesman from captivity. The big plot twist involved Azuria, driven to villainy over her constant failure to keep dangerous artifacts out of the hands of villains. (And this is one of several I would republish if I could PLEASE have more than 3 AE slots.)
  14. I made a Dominator, spent a shedload of inf and merits to get her to perma-Domination. Then I quickly lost interest. Got Alpha unlocked; that's as far as she got. Like a Brute that takes a lot longer for the buildup, but then loses any advantage and goes back to zero if your attention slips at the wrong time. Like a Brute, only without mez protection. Too fussy and fiddly to play at level 50, and rather a sad thing when exemped. Even the Mastermind is easier to play. And it turns out I don't really enjoy slotting strategies that involve pursuing one goal like Recharge above all else. Rolled a Ninjutsu/Katana tanker. Thought that could be made into an unstoppable murder machine. Endurance was too much of an issue. There are other characters that have disappointed. Titan Weapons/Willpower scrapper. Staff/Regen brute trying to tank. But those characters are still rather fun.
  15. Brian Jonestown Massacre - Nailing Honey to the Bee
  16. Batman has been the victim of bad writing ever since Frank Miller got a hold of him and turned him from the World's Greatest Detective to Wolverine with gadgets. Batman needs to get his Adam West back, is all.
  17. My vote is to have Heraclea's arch-villain nemesis, Mold Wall, to be reformed and be the Atlas Park trainer.
  18. Thing is, they aren't rolls; only white salvage is a gamble, and even then you get to specify level ranges. Yellow and orange salvage is just ordered straight up.
  19. Let's see here: Tanker main: Invuln/Dark Melee. Reasonably popular. Blaster main: Archery/Devices. Reasonably popular. Brute main: Radiation/Electric Armor. Very unusual Scrapper main: Kinetic/Radiation Armoe. Rather unusual Stalker main: Ninja/Ninja Unoriginality, thou art made in Japan. Mastermind main: Beast/Time. Boring. Dominator main: Mind/Fire. Boring. Corruptor main: Psy/Dark. Rather unusual. Controller main: Illusion/Radiation. Super boring Not sure I've even rolled a Defender. I have a Widow I haven't started on, no Kheldians of either flavor. It seems like the more comfortable I am playing an AT, the more unusual choices I am willing to make.
  20. Making part of it about Blue Steel suggests that it might be possible to work in a Skulls angle. There are hints about a Skulls/Family relationship in some of the older material that strike me as a dropped narrative thread. Maybe this could partially resolve that.
  21. Heraclea could really use a version of TP Foe that's actually a rope and lasso.
  22. This is an excellent reason to hie thee to the AE and run some player created stories for tickets.
  23. There's always going to be a shedload of Invulnerability characters, especially on tankers. Iconic comic book theme. Solid performance. Friendly to any concept and costume. It's common for many reasons, and you shouldn't back away from it on that basis alone. On Victory, I set myself a goal of having a level 50 tanker with every armor set primary. IIRC I succeeded with every power set except Electric, which I was still working on in 2012. In HC I've spread out my interests somewhat between tankers, scrappers, and brutes, as well as the occasional sentinel and stalker, where the armors are weird and don't count. It remains my goal to have a level 50 with every armor set. Only repeats are Willpower (everything but a scrapper) and Radiation (effects not as funky as Bio). Yet to get started on Energy.
  24. I have an Invuln tanker (Inv/Dark Melee) and a Bio tanker (Bio/Spines) at level 50. Both are quite fun to play with all their incarnate and IO stuff, but I suspect that the Bio tanker was a bit more fun to level up. With Invuln, enhancement task job one, more urgent than hitting any softcap, is to pack as much endurance relief into the build as possible. That will make your character much more fun to play and enable you to take the lead on teams, since it's a given that you will be sprinting to the next mob. Bio requires a bit more attention than Invuln; it has more than one trouble buttons and your health will wobble a bit more than with Invuln. This makes the artificial lag of animation times an issue; there is little more frustrating than pressing a needed self-heal and having it do nothing because you have to watch some animation finish first. Things like self-heals and inspirations really need to be instant. That said, when finished Bio can be made as tough as Invuln, and is well suited to a tanker that wants to deal damage. I could see your Bio/Dark turning into a total beast. Having self-heals that also do damage and adding the PBAoE of Bio to the single target damage of Dark Melee has a lot of potential.
  25. This is what an Inv/DB build based on Heraclea's current Inv/DM build would look like. This is designed to be fun to play running anything from Posi 1 forward. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Inv. Template: Level 50 Magic Tanker Primary Power Set: Invulnerability Secondary Power Set: Dual Blades Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Temp Invulnerability -- Ags-ResDam/EndRdx:50(A), Ags-ResDam/Rchg:50(7), Ags-EndRdx/Rchg:50(11), Ags-ResDam/EndRdx/Rchg:50(15), Ags-ResDam:50(43) Level 1: Nimble Slash -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(3), KntCmb-Acc/Dmg:35(7), KntCmb-Dmg/EndRdx:35(13), KntCmb-Dmg/EndRdx/Rchg:35(33), KntCmb-Knock%:35(48) Level 2: Dull Pain -- NmnCnv-Heal/Rchg:50(A), NmnCnv-Heal/EndRdx/Rchg:50(3), NmnCnv-Heal:50(50), NmnCnv-EndRdx/Rchg:50(50) Level 4: Ablating Strike -- SprGntFis-Acc/Dmg/Rchg:50(A), SprGntFis-Dmg/EndRdx/Rchg:50(5), KntCmb-Acc/Dmg:35(5), KntCmb-Dmg/EndRdx:35(11), KntCmb-Dmg/Rchg:35(33), KntCmb-Knock%:35(34) Level 6: Super Jump -- Jump-I:50(A) Level 8: Unyielding -- Ags-ResDam/EndRdx:50(A), Ags-ResDam/Rchg:50(9), Ags-EndRdx/Rchg:50(9), Ags-ResDam/EndRdx/Rchg:50(13), Ags-ResDam:50(46) Level 10: Taunt -- PrfZng-Dam%:50(A) Level 12: Boxing -- Acc-I:50(A) Level 14: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx:50(15) Level 16: Typhoon's Edge -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(17), SprMghoft-Dmg/EndRdx/Rchg:50(17), SprMghoft-Acc/Dmg/Rchg:50(33), SprMghoft-Rchg/Res%:50(34), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(34) Level 18: Invincibility -- LucoftheG-Def/EndRdx:50(A), LucoftheG-Def/Rchg:50(19), LucoftheG-Def:50(19), LucoftheG-Def/EndRdx/Rchg:50(40), GssSynFr--Build%:50(42) Level 20: Blinding Feint -- SprGntFis-Acc/Dmg/EndRdx/Rchg:50(A), SprGntFis-Rchg/+Absorb:50(21), KntCmb-Acc/Dmg:35(21), KntCmb-Dmg/EndRdx:35(37), KntCmb-Dmg/Rchg:35(43), KntCmb-Knock%:35(43) Level 22: Tough -- Ags-ResDam/EndRdx:50(A), Ags-ResDam/Rchg:50(23), Ags-EndRdx/Rchg:50(23), Ags-ResDam/EndRdx/Rchg:50(31), Ags-ResDam:50(48) Level 24: Weave -- GifoftheA-Def/EndRdx:40(A), GifoftheA-Def:40(25), GifoftheA-Def/EndRdx/Rchg:40(25), GifoftheA-Run+:40(48) Level 26: Tough Hide -- LucoftheG-Def:50(A), LucoftheG-Rchg+:50(27), LucoftheG-Def/EndRdx:50(27), LucoftheG-Def/Rchg:50(31) Level 28: Vengeful Slice -- KntCmb-Acc/Dmg:35(A), KntCmb-Dmg/EndRdx:35(29), KntCmb-Dmg/Rchg:35(29), KntCmb-Knock%:35(31), CrsImp-Acc/Dmg:50(42), CrsImp-Acc/Dmg/Rchg:50(42) Level 30: Resist Energies -- StdPrt-ResDam/Def+:30(A) Level 32: Resist Elements -- UnbGrd-Max HP%:50(A) Level 35: Sweeping Strike -- Mlt-Acc/Dmg:50(A), Mlt-Dmg/EndRdx:50(36), Mlt-Dmg/Rchg:50(36), Mlt-Acc/EndRdx:50(36), Mlt-Acc/Dmg/EndRdx:50(37), Mlt-Dmg/EndRdx/Rchg:50(37) Level 38: One Thousand Cuts -- Mlt-Acc/Dmg:50(A), Mlt-Dmg/EndRdx:50(39), Mlt-Dmg/Rchg:50(39), Mlt-Acc/EndRdx:50(39), Mlt-Dmg/EndRdx/Rchg:50(40), Mlt-Acc/Dmg/EndRdx:50(40) Level 41: Resist Physical Damage -- GldArm-3defTpProc:50(A) Level 44: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(45) Level 47: Physical Perfection -- PrfShf-End%:50(A) Level 49: Power Slice -- CrsImp-Acc/Dmg:50(A), CrsImp-Acc/Dmg/EndRdx:50(50) 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), NmnCnv-Regen/Rcvry+:50(45), Pnc-Heal/+End:50(45) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(46), PrfShf-EndMod/Rchg:50(46) Level 50: Musculature Radial Paragon Level 50: Melee Radial Embodiment Level 50: Diamagnetic Core Flawless Interface Level 50: Barrier Core Epiphany Level 50: Cimeroran Radial Superior Ally ------------
×
×
  • Create New...