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Zed-F

HERO Member
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Everything posted by Zed-F

  1. Re: Thoughts about the Holiday event? Note - the travel powers have nothing to do with the winter event. They just happened to get added to the game at the same time as the winter event went live, and will be sticking around afterwards. Also, technically if you have enough alts you don't really need to grind that much for them; you collect the components for all crafting professions anyway just for adventuring in MI, whether you have the quests or not.You can just level a few toons through MI and you'll probably gather most of what you need regardless. Or you can put them in the SG vault in case someone wants to actually build one of these things. Though I personally agree that I don't see the point of them except for those with an OCD problem. If the crafted travel devices were bind on equip so that you could give them to a level 5 alt, maybe they'd have some use. But since they are bind on pickup, and since you will have a second travel power already by the time you could possibly make one, I don't really see much benefit to them. Maybe they will listen to some of the suggestions along these lines that have been posted in the CO forums. Overall I found the grindy nature of the event pretty forgettable, and not something I wanted to do for longer than it took to get a set of action figures and 1000 toy kills on 2 toons. I do like that spiced cookies stack to 20 rather than the usual 6 for crafted healing devices, and I have found a couple of the rare blue drops useful on a couple characters (the primary defenses in particular), but otherwise it was worth a limited amount of my time and I'm pretty much done with it for now, other than opening the odd present to look for cookies.
  2. Re: Request on MMO Games, AAA Games and 3D Games Call me cynical but this strikes me as an odd way to place an advertisement...
  3. Re: A proposal Looking good so far!
  4. Re: History: My first HERO character I can't even remember the name of my first character, back in 2nd Edition, but I do remember she had a lightning-based elemental control including a 16d6 stun-only EB. Flying blaster, obviously. EDIT -- Now I remember her name: Tempest. More memorable was my brother's first character, Bullet, who stumbled onto the munchkin power of shrinking bricks entirely by accident. At least I assume it was by accident, since neither of us were that familiar with the rules. He had a gobsmack of HID-Only-Always-On-In-HID Shrinking and Density Increase, combined with a good bit of superleap and a tendency to punch holes in things with move-by and move-through. One of the more amusing things was that the character also had a Secret ID and the Paramedics skill, but the GM (rightly) wouldn't let him use the skill with his tiny hands while shrunk. There was a time or two when an injured person needed saving in combat situations, and he was the only one around who could do it (my character, who also had paramedics, being elsewhere at the time.) Fun times, fun times...
  5. Re: A proposal Sounds good to me!
  6. Re: A proposal Sure, I'm certain I can contribute a story or two. Probably using Instant Karma, I imagine, or perhaps another up-and-coming hero/heroine with a unique handicap.
  7. Re: List Your CO Heroes! http://www.herogames.com/forums/showthread.php/75091-Official-Hero-Boards-Super-Team-And-Chat-Channel First few posts should tell you about Hero Board Chat (in-game CO chat channel)...
  8. Re: Official Hero Boards Super Team And Chat Channel! Better to send an in-game email to myself (@Zed-F) or one of the other officers/leaders, or pipe up on Hero Board Chat in-game. People don't often check the Hero Boards while in-game to make these additions!
  9. Re: Looking for teams. Ok, I checked Dynamode and she is available for both burial caves and Teleios Tower. Look me up when you are on for a team-up!
  10. Re: Supergroup Bank problems Looking this up on the CO forums, it appears that there is a bug withdrawing from SG banks across multiple SGs. It would seem the bank is broken. For now, don't use the bank! EDIT: Specifically, don't use the bank to move cash around. Putting in or taking out items still seems to work.
  11. I just put 15 global in the supergroup bank to transfer to my other toons, but it won't let me take them out again, saying I've reached my withdrawl limit. What gives? How come we now have a withdrawl limit with no notice that any such policy was being put in place? Is this a bug?
  12. Re: On the Willful Killing and Maiming of NPCs Sounds like a good plan to me Bolo! And CK vanishes either way, so it sounds like you liked my idea.
  13. Re: Vigilantee PC Soulbarb: Not really applicable for much of her career; she's too secretive. If she's advanced enough in her career for this to be applicable, she'll be investigating both the kid and her parents to find out the whole story behind this before she does anything. With her detective skills, mystic resources, and her Soulsight, this shouldn't be too difficult. Sylph: If the kid is a bit less easygoing than Sylph, that's probably just putting her in the range of normal superheroes; Sylph is entirely too nice for her own good. If the teen in question is really violent, then the story about being inspired by Sylph really doesn't add up, unless they're actually inspired by Maenad, in which case all bets are off. She'll probably find out the kid to hear her story, and then go have a chat with the local avatar of Dionysius to find out what to do. It's very possible that her patron has a hand in this somehow.
  14. Re: Official Hero Boards Super Team And Chat Channel! Welcome!
  15. Re: Considering an Alt with Munitions. LR is the defense of choice at level 40, if you have a build with a reason to stack DEX. No other defense performs as well at high character levels, and as a mitigation defense it acts as a healing multiplier. However, it requires a lot of stat investment to work well, which is why people don't prefer it until you reach those high levels. Regen is the opposite. It requires little stat investment, and works well at low levels where you're unlikely to have much in the way of self-protection other than your defensive passive, but loses its shine at high levels compared to mitigation-based defenses.
  16. Re: Considering an Alt with Munitions. It's not the best available melee power by any means, but I haven't heard too many complaints that it's horrible or anything.
  17. Re: Looking for teams. I don't think I have any toons that are currently at a good point to do those missions, except maybe IIRC Dynamode might be close to the right point for Burial Caves. The rest of them have either done them or are too young to be eligible. Depending on when this happens, I might be able to get Cyber Angel levelled up enough for Destroyer Factory or Teleios Tower, but I'm more likely to be concentrating on Wild Huntress in the near future.
  18. Re: Considering an Alt with Munitions. If you're looking for melee range, Munitions has bullet ballet. Otherwise most munitions attacks are 50' or 100', with sniper rifle at 120'.
  19. Re: Considering an Alt with Munitions. Munitions has a gatling gun you can carry around yourself, power armour has a shoulder-mounted minigun, and Gadgeteering has a pair of munitions bots that can transform into fixed-mount minigun turrets.
  20. Re: Considering an Alt with Munitions. Typically, Munitions characters go DEX/EGO for crits and Killer Instinct, since those are the recommended stats for the set. It's certainly not the only way to go, especially if you're not planning to concentrate mostly in munitions, however. Having a large DEX investment suggests Lightning Reflexes as an effective passive defense. However, Lightning Reflexes needs a lot of DEX to work well, and you'd likely find it under-performs at lower character levels. Many people prefer regeneration at low to mid levels because it's a reliable source of healing, and is effectively multiplied by blocking. Bear in mind that regeneration tends to get overshadowed by other passives at high character levels, though. Some of the more popular Munitions powers include Assault Rifle, Shotgun, Gatling Gun, and Lead Tempest. It's really hard to go very far wrong making a munitions character, though. The set is by no means the most powerful in the game, but it has relatively few stinkers; if you're planning to concentrate mostly in munitions, you'll be certain to come out with a usable build. Bear in mind, though, that munitions tends to have a lot of attacks and not much by way of utility powers, so if you want those you'll need to look into other sets.
  21. Re: My Name Is Morty Sylph nurses her soft drink (she won't deliberately touch alcohol... the side effects are something fierce) and smiles encouragingly at Morty. She thinks it's a really good idea and offers whatever support she can. She's not one to dwell on past misdeeds as long as a person is willing to make an honest effort to change their ways. Soulbarb (Early career): Is probably there in her SID, would be briefly encouraging, but would quickly make her excuses, leave the table, and check whether Morty is currently wanted by the police for his attempted muggings; if so she'll leave them a tip as to his current whereabouts. Later in her career, she'd probably be more sympathetic, especially if her Soulsight suggests that he's really sincere in his efforts to mend his ways.
  22. Re: The Tale of Instant Karma Fight club: soloed! Of course, Instant Karma did have to wait to level 20 to do it. His first attempt at level 18 didn't go so well. Nevertheless, the deed is done! (For anyone who doesn't play the game, fight club is ostensibly a 3-person mission. People with strong builds solo it all the time, but Instant Karma has anything but a strong build.)
  23. Re: The Tale of Instant Karma Part 3:
  24. Re: The Tale of Instant Karma Finally, a couple close-ups of Instant Karma from the front. The first picture is his usual outfit; the second is mainly for when he wants to attend some function in hero ID without being so obviously menacing, e.g. if he were going to Club Caprice, for instance.
  25. Re: The Tale of Instant Karma Some more action shots of Instant Karma. He's up to level 18 now, and has finished most of the quests in West Side, save only for Fight Club. Enemies packs sized for a group of 3 are a bit much for him just yet, but I have some ideas.... First a couple of pics of Instant Karma in his alternate duds. He's also using his rocket boots in hover mode rather than at full power -- along with smoke grenade, a good way of handling single troublesome melee types. Next up we have Instant Karma's latest toy -- a Pulson RF pistol. Power replaces are not really worthwhile for most characters so far, but occasionally they can be good for a character with a high hit rate... or for a munitions-based character. Munitions power replaces work differently from all other power replaces because they completely replace the attack they are based on, rather than simply adding to it as all non-munitions power replaces do. This means you lose the benefit of any advantages you might have bought on that base power, but sometimes the stats on the replace make this worthwhile. To wit: The Pulson RF does about 50% more base damage than my regular pistols do, and they add a chance to set enemies on fire to boot. My energy regeneration is considerably worse without a Recovery item in the offensive power slot, but if I'm using the pistols a lot, this is still a good deal. It might not be if I'd ranked up my pistol damage, mind, but so far I've been very sparing with my power and advantage points. I expect I'll probably outgrow this weapon in a few levels, but for now it's proven a handy addition to Instant Karma's arsenal.
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