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Wenlocke

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Posts posted by Wenlocke

  1. I kind of like the idea of a variation on the theme from Terry Pratchett's "Thief of Time."

     

    Essentially, history shattered. Into little bits. It was repaired, fairly seamlessly from the POV of the people in it, but because of having to make patches fit, make do and mend, things ended up a little... different, and had always been so.

  2. Old Unionite here.

     

    @myopicaardvark (aka Fugitive Hunter). Stopped playing a couple of years before the game closed, but always missed it.

     

    Last couple of days have been a nostalgic dream come true  :)

     

    Aardy!

  3. From experience, whirling hands isn't spectacular for a brute. It really shines when used as a tank secondary for the ability to spread punchvoke far and wide. As a brute primary attack, it is merely "not bad"

  4. I fully levelled (50 plus incarnate etc...) a Bots/Traps. It is hard to explain exactly what makes it great but I do know a few reasons why it worked.

    1) all the right debuffs in one place. Traps was given a very weak heal and was given outstanding debuff and damage in exchange. Acid mortar means that you will hit. Poison trap shuts down adds as well as most controllers and can wreck giant monster's health regen. Even the stupid seeker drones debuff accuracy, which compliments the defense granted by shield generator. And by the way, just throw caltrops and stand there. The AI poops itself and runs in circles everytime it steps on a Lego.

    2. Shield generator. <-- it's really good. Mez protection is super important in chaotic fights. I played FF for a while and was jealous of the generator. Once it is out your endurance doesn't matter. It is clunky at times but so worth it. Bonus: when it blows up randomly at a quiet moment you get to watch your blaster friends freak out.

    3. Aggro management. Normally, the MM draws hate by debuffing and healing. Traps confuses the AI. Acid mortar is a mini tank. Seeker drones draw fire. Occasionally something will pointlessly shoot at your generator. Poison trap lasts longer than the aggro list cares to remember. And as I said before caltrops can scare almost anything. Also, triage beacon is weak but it does not draw aggro the same way as AoE heals. The aggro managment makes you and your team highly survivable.

     

    Traps are strange. Definately not for everyone, but they work really well. I never felt underpowered with bots/traps. I was an AV killing machine.

     

    All of this. Plus, of course, it's thematic as all get out, in the way that, say, dark has to work at. If you can make robots, you can make gadgets. Dark requires a little more of a logical leap.

  5. Running around the hollows about a week into my time (a month or so after eu launch) on the first character I actually stuck with, and running into a couple of random people who were impressed that I actually answered them IC, so we RP'd around the hollows and teamed up and beat things up for a bit. Me, Dark Stone, and Doctor Temporis.

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    That was how the Guardians of Destiny came to be.

  6. Speaking of all this, on live a LOT of people wrote great bios for their characters. I loved checking for them and was seldom disappointed. Some were so creative it left me in awe. For some reason very few folks here make a backstory for their heroes/villains. Did anyone else ever click on other's toons to see if there was a bio?

     

    Interestingly, all of my characters had a backstory, and some of them were quite intricate, but almost none of them were really reflected in the in-game bio. As a roleplayer, the view of me (and a number of others) was that, just like your character name, ui-world, wasn't floating above your head, so your bio and history were not available to just any rando that happened by (how would anyone know?)  There was some leeway, of course, and always room for pithy quotes and snippits of hilarity, but full bios were for wiki pages, and forum fiction.

  7. A little bit of all options, if we're honest

     

    At least one character has made a comeback, with her original powersets, but INV/EM tank was a frustrating powerset to level to 50 the first time round, so she may only crop- up in RP sessions.

     

    A couple of characters I never really got to play much due to their powersets being released too close to the shutdown have come back (Rad/Time corr, SJ/WP brute) as they were.

     

    Then there's the "changed name" characters.

     

    My peacebringer has had to be slightly renamed due to name clash (not that it bothers me personally.) She's essentially staying the same with the variation in name,

     

    My main EN/EM blaster started off as a simple rename due to (again) name clash. Then I decided that I wanted to use EN/MA as that more closely fit her original concept from waaay before Martial arts in blast was a thing. As I played, I realised she no longer fit her new adopted name, so I rechristened her, and created a new EN/EM blaster with that name (and same power vfx)

    I then got bored, my altitis happened, and I creates a BS/Shield scrapper using the same power vfx, vanguard weapons, and a similar outfit, named her in the same theme, and so, out of me wanting to have my cake and eat it, I ended up with Project BRIGHT, a multi-phase project to create Expert-System Assisted Quantum Waveform-Engine Battlegear (Phase 1: Ranged Combat (EN/EM). Phase 2: Frontline Melee (BS/SD). Phase 3: AI Type Human-mimic Combat/Infiltration Frame (EN/MA)

    That whole business has taken a life of its own now, due to my insatiable need to create stories.

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