BBQ_Pork

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  1. I'd certainly like to see the "Hero Apartments" idea implemented.

    In the meantime, you can sorta fake it, if you are willing to not be in a SG that has other players. Just make a SG that consists of only your alts, a small, cozy base and maybe park one alt at the SG registrar to pay rent once every 28 days. (14 days if you don't want to see the "We gonna shut off ur power!" warning for two weeks).
    Redside, you can make a fully functional base with the smallest map and less than 9 small (2x2) rooms. 1 Entrance(free), 1 Control, 1 Power, 2 TP rooms, 1 Workshop (recommended) and 1 Medical (convienient, but quite optional). Very cheap.



    Sam: I see your point, but I also think that you're missing out.
    1: Payable with personal resources. Earning enough Prestige to build up the base may take a while, but the Rent is pretty cheap. Playing in SG mode doesn't really take anything off of your character's earning power. Sure, you miss out on some of the $Inf reward from enemy defeats past a certain level, but Drops are the main source of wealth (in my experience), anyway.
    2. Drop all rent and upkeep. Rent is very cheap nowadays. Generally about one mission's Prestige or so. The problem is the nuisance factor of running over to the registrar to pay every 2-4 weeks. I agree. Or wasting a slot to park a character there and log/re-log. I doubt that you're going to be willing to do that.
    From what I've read of your posts, you put a lot more thought into things in this game than most people do, particularly in little things (dare I say "minutia?" that many overlook. So I kind of doubt that you would be willing to put together a one-player SG for this purpose, particularly since you would have to have the same SG name under all of these characters. I've seen your threads where you strive to make a character whose costume and power selections absolutely perfect towards a desired goal, so it might not work for you to have all these characters with "Sam's House of Horrors", "Renegade Squad" or "...Is Awesome" under thier names.
    Still, I urge you to consider it.
  2. Quote:
    Originally Posted by Darkelven_Vixxin View Post
    Hi, me again.

    I was thinking the portals we have are all based on tech looks like it anyways.

    Let's have something I call "Witches Hidehole", it's a place like Ouroboros, but a witch's den map, you would cast it with a seed throw animation, a Fey Ring would appear like the ones in Croatoa, then you'd hop into it like you do into sub's, manholes, and holes then you would be in the den where you can buy enhancements or inspirations, maybe have some witchlly contact (I don't know if it's needed though), and then the return fey ring would take you to the Midnighters' Crossroads (that area heroes and villans share).

    Since my other idea is based on the same idea, how about a Arachnos base

    Heres that idea, the Arachnos Epics would have something from the contact giving them a Portal to the Main base, a Arachnos base that I believe is one of the maps from AE. It has what looks like a barracks, a shooting range and a supply depot. Well I think we as arachnos should have that ( a badge in there would allow others you bring in to have access on their own too), and the coolest thing would be, not just having a central place to get enhancements and inspirations but the Return door. It's a exit door in the base that would take you to any of the bases in the isles, like the 'O' portal gives that return thinggy? Well this would do the same but you are shown exiting one of the bases not a empty place somewhere in the open =-), giving that " I'm Arachnos and awesome" feel.

    And that's another thing. Doors for bases, the bases we make why can't the base portal be a door in the base? Some cool door it don't have to open just click it and let's not just return to where we were but have a list of other places if coilitioned to other bases.

    And also on bases let's have more options, like arachnos or longbow looks, even sewers or caves like the 5th Collumn or Council bases, could even have the bases like in Faultline the destroyed bases.
    I agree that there could be a lot more stuff for bases, both cosmetic and functional.
  3. I agree with your ideas and wish to say that I support the major points of your post.
    (Because "/signed" doesn't have that same zing. )
  4. Quote:
    Originally Posted by Red Valkyrja View Post
    As long as players are willing to pay ridiculous prices, sellers will continue to list them at ridiculous prices.
    There will also be a few players who dump things at "sell it now" prices to avoid high listing fees, and to avoid locking up all thier Market slots.
    I often do this, and still make decent enough $Inf by my humble standards.

    The OP's rant just leaves me shaking my head.
    Just by playing the game normally and dumping things at the Market, a player earns $Inf hand over fist. I tried the laziest, simplest way of using the Market and still was financially self-sufficient on every character I tried it with.
    The OP's claims are based on the uppermost top-tier of the IO system, Purples and PvP sets. And he is not the first of his kind.
    I want to tell him "Forget Purples and PvP sets and grab the regular sets, they're much better bang for your buck and almost as good.", but he'll never listen.
  5. Lt. Ferber (Bots/FF)

    Battle Drones: Necktie, Nickle, Neckerchief
    Protector Bots: Klaatu, Verata
    Assault Bot: Boomstick
  6. BBQ_Pork

    Character Bios

    I have short bios written for most of my characters. I don't write the kind of bio that pushes towards the length limit of the field, but is descriptive enough to get the basics covered.
    I've no quarrel with those who skip the bio, nor those that bump against the length limit, but to see the description field say this:
    Quote:
    d







    is just a waste, IMO.
  7. Kinetics
    1) Transfusion. {Foe -End (13%), -50% Regen for 20 Sec.} Activation 1.17, End 7.8, Base Accuracy x1.2, Recharge 8, Range 60 (but you are going to be much closer if you want the benefit.)
    By firing this at the target, you DeBuff the foe slightly, and cast a PBAoE Heal around them for all your friends. And yourself if you are close to this foe.
    Slotting: (SO's 2 Acc, 3 Heal, 1 Recharge) Accepts Healing, Accurate Healing and EndMod sets.
    (Healing Sets: 2 Common Acc, 4 Frankenslotted Healing IO's for Healing and Recharge in that priority order),
    (1 Common Acc, 5 Theft of Essence, skipping the Proc)
    (5-6Touch of the Nictus (an Accurate Healing Set).
    Rating: ***** (Not that you have a choice )

    2) Siphon Power Range 80, Activation 1.93, REcharge 20, End 10.4.
    {Foe: -20% Damage}, Self plus PBAoE around Self +20% Damage.
    This is the (very) junior version of Fulcrum Shift. On a team, you can use it to buff any ranged combatants on your team, so as to not make them feel completely left out.
    Does not accept any IO sets.
    Slotting: 1-2 Acc.
    Rating: ****

    3) Repel Toggle: PBAoE KB. Mag 4.51, AoE 9ft, Max 16 targets. End 0.78/s+more for each foe affected, Activation 1.07, Recharge 20
    Sounds like a decent power, until you consider that four of your best powers involve getting into close combat (Transfusion, Transference, Fulcrum Shift and Inferno).
    Probably takes KB sets, but I completely skipped it in every build.
    Slotting: Skip it. But if you must, then: (SO's: Start with 1 EndRed, add EndRed/KB to taste.) (IO's: 4-slotted Kinetic Crash to get KB protection for yourself)
    Rating: *

    4) Siphon Speed Activation: 1.93, Recharge 1min, Acc 1.0, End 7.8, Range 80
    {Foe: -20% Recharge, -50% Run/Fly/Jump} Self: +20% Recharge, +285.69% Runspeed, +110% Flyspeed.
    It's very well-known that this power will give you the equivalent of SuperSpeed without dipping into a pool, for the expense of needing a ToHit check and aggravating a mob that you may have to deal with, should you miss.
    But it's also good for something else. A well-slotted Siphon Speed can be used to keep a tough single target slowed to a crawl, as you pop in just close enough to benefit from Transfusion, then pop out to a more ranged position to continue blasting him. Good for kiting melee-heavy bosses.
    Accepts Slow sets, and the amount of Slow Enhancement appears to also affect the amount of +Run that you recieve.
    Slotting: (SO's: 2 Acc, 3 Slow, 1 Recharge) (IO's: 6-slotted Slow set of your choice)
    Rating: *****

    5) (L16) Increase Density
    Range 70, click buff, Activation 2.07, Rech 3, End 5.2
    [1min of Prot. vs. KB (9), Prot. vs. Repel (9), TP (100%), REsist Smashing/Energy 18.75%, free from Stun/Immob/Hold]
    Usefull to a team, but useless to a soloist, other than to accept Resistance Set IO's.
    Rating: * (** if you team)

    6) (L20) Speed Boost Activation 1, Recharge 2, End 7.8
    (Accepts Run, EndMod, Universal Travel sets)
    2 minute duration of [+50% Recovery, +50% Recharge, 50% resistance to -Rech, +168.05 RunSpeed, +168.05 Resistance to -RunSpeed, +64.75%? FlySpeed with Resistance to -FlySpeed]
    Pretty useless to a soloist, except to SB the occasional pet found in a mission. On a team, this is one of the buffs often expected of a Kinetics character. I took it on my soloist build to buff such mission pets as Faultline, Fusionette (ha!), Ohmtown, etc.
    Slotting: 1 EndRed.
    Rating: **

    7) (L28) Inertial Reduction. Activation 2.03, Recharge 1min, End 23.4, AoE 25ft [1 minute of +2640% Jump ht, +242% Jump Speed]
    Identical in effect to Super Jump, except it's a click and instead of combat suppresion, it suffers from making you immobile to cast the animation of re-casting it every minute. A bind like " /bind P powexec_auto Inertial Reduction" may be handy.
    I really wanted to want this power. It's a perfectly good travel power without taking up a pool choice.
    Instead, after using it for several levels, I respec'ed for Combat Jumping and then Super Jump. While IR gives great manueverability in combat, that manueverability goes away as soon as you are hit by an Immobilize effect, which CJ provides. CJ also gives a 2.13% Defense for only 0.06 End/sec. Rather than take CJ and IR, I suggest CJ+SJ to open up Acrobatics, which provides a little (Mag 2) Hold Protection and +44.52% Hold Resistance at the time of this guide. (I-15)
    Slotting: 1 EndRed. Recharge is redundant, as the power's recharge is already equal or lesser than it's duration, a.k.a. "Perma" right out of the box, and you have +Rech from Siphon Speed and possibly other sources.
    Rating: ** (If they ever give it Immobilize resistance, I'll upgrade this rating. until then, it's servicable, but disappointing.)

    8) (L35) Transference Activation 2.27, Recharge 30, End 2.6, Acc 1.1, Range 60 (but you'll want to be close so that you can reap the benefit for yourself.) Well-slotted, this power not only saps a good deal of endurance from your foe, but any allies of yours (including yourself) that are near the foe will gain a great deal of Endurance. Teamates love it and properly used, you can use it to give yourself nearly limitless Endurance.
    Accepts EndMod sets.
    Slotting: (SO's 2 Acc, 3 EndMod, 1 Recharge) (IO's: 6 pieces of the EndMod set of your choice.)
    Rating: *****

    9) (L38) Fulcrum Shift Activation 2.17, End 15.6, Acc 1.0, Recharge 1 min, Range 70 (but you will want to be in melee-ish range to reap the benefits for yourself. Why let the Brutes/Scrappers/Tanks have all the fun?)
    {Foe: -20% Damage for 30 sec} {Allies in area around foe: +40% damage, and +20% damage per foe in area for 45 sec.}
    It's quite common to see your damage buff in the 200%+ range when using this power solo. With team-size mobs, expect to reach the cap.
    This is the big boy. Take it, slot it, love it.
    Accepts no sets.
    Slotting: 1 Acc, 3 Recharge, 1 Endred.
    Rating: ***** (Like there was any doubt)

    Notes regarding Pools:
    Leaping: Combat Jumping, Super Jump, Acrobatics (see above regarding Inertial Reduction)
    Speed: Hasten (+70% Recharge with no corresponding Recovery bonus and it's own Endurance cost. I'm not a fan of Hasten. Blasphemy, I know. Take it, leave it, your choice, but it's popular for a reason.) The rest of this pool is completely skippable for a Fire/Kin.
    Medicine: With one of the best healing powers in the game (Transfusion) in your powerset, you are doing something wrong if you need this pool of interuptible powers, which are are little use for a soloist, except Aid Self, which is still overshadowed by Transfusion.
    Fitness (Swift/Hurdle/Health/Stamina): I took it. You could skip it if you chose, using Transfusion and Transference to keep your Blue and Green bars full.
    Presence, Stealth, Fighting: Not on my build, but YMMV.
    TP, Flight. I'd skip these pools, but YMMV.
    Leadership: I used Assault and Tactics, but skipped the others.
    Manuevers 0.39End/secx for 2.63Def seemed a bit higher than I wanted to pay.
    Assault (for a Corruptor) grants +15% damage buff for the same end cost. (Slotting is EndRed only)
    Tactics is going to grant you +10% ToHit, raising you from 75% to 85% before any other bonuses are taken into consideration. Slotting is EndRed, ToHit if desired. Remember that most of what you do requires ToHit checks, so more Acc and ToHit is always better. 0.39End/Sec.
    Vengeance is useless while solo. Skipped.
  8. In this guide I will discuss the Fire/Kinetics Corruptor, from the perspective of solo AoE PvE.
    This set lends itself to a style of using self-buffs (for speed, recharge and damage) to buff your own offensive capabilities, with corresponding DeBuffs on the enemy, and then unleashing your Primary powerset's offensive power.

    Fire Blast
    1) Flares. Minor Damage, Single-target, Fast recharge (2.18). End 3.69
    Activation: 1, Range: 80.
    Take this power initially, as it will be one of your top four offensive powers, usefull for taking out wounded foes that are barely standing after Fire Ball. You might respec out of it when you have enough recharge later.
    Slotting: (SO's: 1Acc, 3 Dam, 1 endred, 1 Rech) (IO's: Any Ranged Damage Set of your choice)
    Rating: ****

    2) Fire Blast. Moderate Damage, single-target, Recharge 4, End 5.2, Activation: 1.2
    Simply put, a must-have.
    Slotting: (SO's: 1Acc, 3 Dam, 1 endred, 1 Rech) (IO's: Any Ranged Damage Set of your choice)
    Rating: *****

    3) Fire Ball. Moderate Damage, Ranged AoE (up to 16 targets), Range 80ft, Activation 1, Recharge 16, End 15.18
    This is the reason you took Fire Blast as your primary, AoE Damage put out in one large tick and a few smaller ones afterward.
    Slotting: (SO's: 1Acc, 3 Dam, 1 endred, 1 Rech) (IO's: Any Targeted AoE Set of your choice)
    Rating: *****

    4) Fire Breath Moderate Damage, Cone AoE (up to 16 targets). Activation 1, Range 80, Recharge 16, End 15.
    I want to be able to recommend this power as a second AoE, but I can't. While it does similar damage to Fire Ball, it does so in a manner more evenly spread out over it's damage ticks, less "front-loaded" than Fire Ball and thus more foes stand up longer against you. Which leads in a little more return fire. Take this power late in your career, if at all.
    Slotting: (SO's: 1Acc, 3 Dam, 1 endred, 1 Rech) (IO's: Any Targeted AoE Set of your choice) Note: Range Enhancements do increase the area that can catch foes, up to the max of 16, this is the only power in this set where I would consider a range enhancement, as you will spend your time in very close quarters.
    Rating: ***

    5) Rain of Fire Minor Damage, placed AoE, (Foe -Run, -Jump), Activation 2.03, Recharge 1 Min, Range 60, End 26
    This is your only real mitigation tool in your primary. Place it at your feet to make foes scatter from you, albiet in slow-motion as they suffer both -Run and -Jump. Or place it in a doorway to create a No-Go zone that foes will hesitate to cross. It has a bad reputation from the days of early CoH (2004-2005) where some new Fire Blasters would use it to scatter a Tanks clustered herd without doing significant damage.
    Slotting: You can go a few different ways with this power. If using it as a mitigation tool, try 1 Acc, 2 Rech. Or you could slot it like any normal attack, but you will not see much difference in the millions of DoT ticks when you slot for damage.
    Rating: ***

    6) Aim +42.5% ToHit, +42.5% Damage for 10 seconds.
    Recharge 1m30sec, End 5.2, Activation 1.17
    Great power. It's the only damage buff you get (from your Primary/Secondary anyway) that doesn't cause agro and thus start the counter-attack. Take it, pop it before every battle if it's recharged.
    Slotting: (SO's 2 Recharge) (IO's 2 Common Recharge or portions of the ToHitBuff set of your choice, focusing primarily on Recharge)
    Rating: *****

    7) Blaze High Damage, Single-target. Activation 1, Recharge 10, End 10.4, Range 40.
    Great power. It's your best single-target heavy hitter and has a good recharge rate. Don't worry about it's short range, you'll be that close most of the tiome anyway.
    Slotting: (SO's: 1Acc, 3 Dam, 1 endred, 1 Rech) (IO's: Any Ranged Damage Set of your choice)
    Rating: *****

    8) Blazing Bolt. Extreme Damage, Single-target. Activation 4.67, Range 150, Acc 1.2, end 14.35, Recharge 12.
    A fairly good snipe, but sniping doesn't fit with the build or playstyle of Fire/Kinetics. On the bright side, Snipe Set IO's are pretty cheap redside, possibly because Snipe powers aren't taken that often. (This may change if the Markets are ever merged)
    Slotting: (SO's: 1Acc, 3 Dam, 1 InteruptReduction, 1 Rech) (IO's: Any Ranged Damage Set of your choice)
    Rating: **

    9) Inferno PBAoE Extreme. Activation 3.0, Recharge 6 Min, Acc 1.4, End 20.8+crash afterward.
    The big boom, this is your nuke. If anything lives through it, you will be scrambling to pop inspirations or laughing as it puts you down. Many folks would rate this five-star, but I'm not a fan of powers with a crash, and it's hard to survive long enough to grab a large enough mob make it worthwhile.
    Slotting: (SO's: 1Acc, 3 Dam, 2 Rech) (IO's: Any PBAoE Damage Set of your choice)
    Rating: **** (5-star if you team)

    Next: A discussion of Kinetics as it pertains to this build.
  9. Somebody put it in a the cardboard box that the SSOCSS was in, and then couldn't find it.
  10. Quote:
    Originally Posted by Felderburg View Post
    So I looked closely at my female widow's crotch as she jumped using Ninja Run. I do see the appearance of an enlargement, but it seems to me that it's a result of the way the body is built and moves during ninja run. You can see the bulge slightly in regular jumping, too. In the ninja run jump, the legs go higher (the knee is closer to the face) than during regular jump. This isolates the area between the legs, making it look like it got bigger, even though it's just being shown on its own all of a sudden.

    Ok never mind I looked even more closely, and the stomach gets sucked in and the extra material makes its way to the crotch when standing still in ninja run. This becomes very noticeable when actually jumping. But it still happens during regular jump, just not as noticeably because the crotch is its normal, smaller size.
    I haven't laughed this hard all day, thanks.
  11. BBQ_Pork

    Santa = villain?

    I had a Grinch-hunting AR/Dev named "Cindy L. Hu", but I deleted her.
  12. Nah.
    Red for Stop (as in "Stop Trolling and start being reasonable and polite")
    Green for Go/Continue (as in "Continue being decent to folks")
    But then the in-between should be yellow in that case, rather than grey.
  13. So a Tank could have <Defensive set>/Luminous Blast
    A Scrapper <Melee Attack set>/Luminous Aura
    Blaster <Blast Set> / Luminous Aura
    Controller <Control Set> / Luminous Aura?
    Defender <Buff Set>/ Luminous Blast?
    Or would they all get the defensive set (Lum. Aura) as thier secondary? Because in that case, the Tank in the above example would get two defensive sets and no attacks, which would suck.

    Redside, well, what about MM's? None of the Kheld powersets really look that great at buffing/defending your pets.
    http://wiki.cohtitan.com/wiki/Luminous_Aura

    http://wiki.cohtitan.com/wiki/Luminous_Blast
  14. BBQ_Pork

    New Cape Mission

    The time capsule shouldn't have anything to do with the Redside cape mission. You should still be able to cause havoc in Paragon to get attention, then beat up (and take thier cape) the hero who tries to stop you.
  15. Would this be ANY AT? Red or Blueside?
    I would imagine that some of them would fare better than others with thier Secondary replaced with that of the Khelds. The first thing I thought of was the "Stalker without Hide", but that's just me.

    How well do you think this would this work on each of the AT's that would qualify?

    Edit: I have an old scrapper that I'd be happy to use as a test subject though.
  16. Quote:
    Originally Posted by TargetOne View Post
    The bacon-related products failed to include:

    *swoons*
    MUST HAVE NAO!!!1!!!!eleventeen!!

    *swoons again*
  17. Quote:
    Originally Posted by Memphis_Bill View Post
    Already in Increase Density, which comes earlier and (fortunately) not in an AOE.
    Unfortunately, Increase Density does not affect the caster.
    Perhaps it's not going to be well-recieved to start adding in status protection into the powersets of the "squishies", and that does cause me a little hesitation, but it is the only status effect that I would seek to protect the /Kinetics user (who can already skip this power and grab CJ, then SJ and Acro!) from with this change. I believe that it fits with the "feel" and theme of the set.
  18. Quote:
    Originally Posted by FredrikSvanberg View Post
    OH COME ON! We've almost finally got away from the ridiculous notion of our "morality" deciding what powers we can have. Now you want to re-introduce this crap? Archetypes are a sadly necessary evil. Anything which prevents us from breaking the molds is BAD.
    It's not about the assumed "Morality" of each powerset, it's more about the uniqueness of the individual AT's. Blasters and Defenders for example, would each have an offensive ranged set that the other would not.
  19. It's Dec.1, and there's there's still some time for X-mas shopping, dear Santa Devs. But just in case the stores close early and I/we can't get these things by X-mas, these are the things I'd like to see implemented in 2010, in no particular order.

    1) Blueside Contacts really should give out thier cell numbers a bit earlier. They're dealing with registered heroes, so a little more trust shouldn't be out of line. And really, they should be more in tune with the neighborhoods they are living in. Get in touch with thier fellow citizens and all that (Have more of the missions actually be in the same zone, except where it makes more sense to the storyline for it to be elsewhere)

    2) A tutorial for the use of the LFT flags. We have a great LFT system, if people use it, but all too many simply don't know how to do anything but yell over Broadcast in thier one zone or send blind invites to everyone tagged as Not Looking.

    3) A Merger of the Markets would be nice. Redside, I can't GIVE away Snipe Recipes, yet for a fair number of pieces in sets there is often zero supply in a 5 level range or more.

    4) And speaking of the Markets, we can bid on up to ten of a single item of a single level, but in order to purchase one recipe where we don't care about the level that much? We have to use a bid slot for each and every level. And have the chance to accidentally buy unwanted extras if we leave those bids up too long.
    Sure would be nice to bid for 1 single item, but at up to X level range. Up to ten levels?

    5) Badges. I appreciate the chaanges to badgelist UI. But while Veteran badges are account-wide for good reason, and some of the AE badges appear to be as well because....(.well, I'm not really sure about why) , why not make the Anniversary badges account-wide as well?
    The Anniversary badges really ought to be, IMO. Add to that any other badge that's based more on the player's actions than the character's actions.

    6) Immobility Protection (ala Combat Jumping) for Inertial Reduction. Hey, it's a Primary (or Secondary) power, let's make it better than a L6 pool power. Kinetics is all about movement and mobility, and I'm not going to lobby for Stun, Hold or Sleep protection to be added into this squishy's set, just Immob.

    7) 1 unique powerset (both a Primary and a Secondary) for each AT. Sure, a lot of folks like Powerset Proliferation, but I like my AT's to have a little more uniqueness than just thier Inherent and thier HP.

    8) A remote Market interface for SG bases. Remote access for individuals is sorta already done, by a dayjob that allows them to TP to the Market (of thier choice of multiple zones!), but I'd like to see a terminal in my base.

    9) Option: Hide/Show unfinished badges. A toggle, like how we can hide/show recipes we don't have or recipes we don't have the salvage for.

    10) And this last one is on the behalf of a couple of Arbiters. Arbiters Fredricks and Lupins would like to requisition a couple of Arbiter Drones for thier little corner of Nerva, to prevent wandering Longbow from interfereing with thier jobs. Failing that, Crey has some empty office space available for lease. Perhaps they could set up in there and have some privacy from prying eyes.

    Edit to add: I'll admit that some or most of these ideas were not originally mine, but I support them. And while I usually say that any idea good enough to be in a list like this deserves it's own seperate discussion thread, most of these already have had them and were relatively well-recieved.
  20. BBQ_Pork

    Carnies!!!!

    I'm guessing that you got one of those really annoying hunt missions. What was it, Hunt 50 Carnies?
    I'm going to toss an "/agreed" at the OP, and throw in the following:
    IMO, any Hunt mission that's longer than 25 foes is pointless, annoying and an intentional waste of time. I don't mind hunt missions, I just don't like annoying ones, and would like to see the size limited to 25 or less.
  21. Quote:
    Originally Posted by Premonitions View Post
    A cursory glance seems to indicate that that was dressing your existing character off of the name of your badge of choice.My idea would be creating a character based on the badge, and/or it's story. So ore of a creativity exercise then a contest.
    Edit: That would limit this idea further to just exploration badges, obviously.
    Would it really HAVE to be based on only exploration badges, as long as you've earned the badge in question before showing up to be judged?

    I guess since it's your creativity challenge, then I'd accept your rules, though.

    For what it's worth, BBQ_Pork, despite all the badges he's earned, still displays a lowly King's Row Exploration badge above all others. "Smoky".
  22. Number-crunchers would determine that the "Sunbeam on Windowsill" attack has approximately a Mag 3 Sleep.

    The Toggle power "Under-foot" would be classed as a Slow power, with small chance of KnockDown.
  23. And of course,

    (Very nice with OJ, not so much with anything else. Maybe a Bloody Mary)
    And another favorite of mine, although a tad salty: