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Quote:You're very entitled to your opinion. I just disagree with it.Acctually, using a Dark/Dark is anything but redundant, or akward.
Quote:I can hold the Agro of a 8 man mob, with Bosses, better then many Tankers can, and for a long enough time, that I can drop a 8 man mob, and keep them in total control of my powers while doing it.
Think about this:
Dark Blast vs. Shriek. Dark blast does an exotic damage type and tohit debuff but shriek adds -res. Over time, shriek will edge out dark blast in terms of dps.
Gloom vs. Scream. No contest here as Scream does substantially more damage.
Moonbeam - nothing similar in the sonic set but it's a snipe and extremely bad from a dps perspective.
Dark Pit - a locational AoE that stuns only minions vs. Screech - a single target ranged stun that stuns up to Lts. Both can be stacked with howling twilight. This is a matter of taste, but I think they are roughly comparable if you consider ease of use, end cost and especially considering screech adds -res as well.
Tenebrous Tenacles vs. Howl -toss up IMO. TT has a great immobilize/tohit debuff and decent damage over time. Howl adds -res to the whole group hit and can add substantially to damage, especially in team settings. I also think tar patch makes TT somewhat redundant, since the slow from it is pretty much all the holding power a team needs to target AoEs.
Nightfall - A narrow cone AoE, difficult to use. Nothing comparable sonic side.
Torrent vs. Shockwave - roughly comparable powers.
Life drain - nothing comparable sonic side, but made redundant by twilight grasp.
Blackstar vs. Dreadful Wail - DW is better in almost every way.
Further, the secondary tohit debuff in dark blast becomes marginal because the primary has this pretty much covered. Fearsome stare + darkest night adds a ton of tohit debuffs. They both already stack with shadow fall, which is another power in your primary. Sonic also gives you aim and Siren's Song.
I'm not knocking dark blast as being bad. My point is that dark blast really doesn't add much to an already strong primary. Sonic blast on the other hand adds damage, more -res and a fair amount of useful/nonredundant utilities. -
You've never seen a Dark/Sonic? I'm not sure what your definition of "awkward fit" is, but Dark/Sonic synergizes *extremely* well. On the contrary, I think Dark/Dark is awkward because there are simply too many overlaps and redundancies in the controls/utilities. But then again, I tend to look at things from a min/max perspective.
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I still have a few niches where I buy the recipe for less than 100k, craft the IO and list it for 5M and it sells typically for 10M. There are times when I don't get 10M, but I almost always get 5M. They've been there for a long time. The difficulty is in the availability of the recipe. However, once it's listed, you can buy them up fairly cheaply. So this isn't a high volume strategy, but it's worked for over a year.
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It's not a simple answer. Theoretically, it should be just as durable. If it isn't, what else did you do different?
What are your in-game numbers for melee/ranged/AoE defense and smash/lethal resistance? You can check yourself. If it doesn't read 45%+ on all positions, you've done something wrong. -
Apart from maybe rocket boots, costume pieces are really really cheap. I'd go buy one for you and give it to you, but considering that a lot of pieces can be had for as little as 100 inf, it's easy enough for you do to it yourself.
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Apart from having siphon life (which is awesome), I find dark melee annoying to play for the lack of AoE. I like to hit build up, AoE, make a couple of follow up attacks and move on (preferably just hit build up and AoE and kill everything). Single targeting every minion in range is annoying as is lining up shadow maul. Yes, I know how to use shadow maul to catch 3+ targets. It's still a hassle.
If you're not focused on wittling down a big bag of hitpoints, dark melee seems inconvenient to play. All the other utility thing it does (endurance recovery, soul drain, fear) can all be substituted with smart slotting or use of pool powers if desired.
With that said, I really hope that dark melee becomes a FOTM favorite again. I'm a little worried about the recent spotlight cast on Fire/SD, so I'll take my scrapper and go play quietly in the corner over there while dark melee takes all the limelight. -
Quote:They all have pretty good synergy. Fire does as well too.I need to know which secondary has good synergy with Rad blast. My choices are:
Energy
Ice
Elec
Mental
Consider the following:
Rad/Ice - Ice patch + Irradiate + Ice Sword to finish
Rad/Fire - Irradiate + Fire Sword Circle (+ Combustion, optional)
Rad/Mental - Psy Scream + Electron Haze + Neutron Bomb
Rad/Energy - Boost range to make Electron Haze and Neutron Bomb much better, power boost to increase the stun of Cosmic Burst
Rad/Elec - I don't have direct experience with this exact combination (though I've played electric manipulation extensively), but on paper, the combination would be a good mix of blasts, blaps, utilities
I'd recommend Rad/Mental unhesitatingly. I think it's very strong and has a good blend of damage, utility and survivability. Rad/Fire would be a strong choice if you're teaming alot. Rad/Ice would probably be the safest overall choice if you're concerned about dying a lot. -
Quote:Psy Scream actually has considerable -rech which is very underrated mitigation. Subdual and psy scream something and they'll get off 1 attack and then pause for a long time.Thanks all for the input. I've played ice/, /ice and /cold on MANY of my characters, and don't dig the setup time and "planted" elements of /devices (though my AR/Dev is a solid soloer), so prior to hearing some of this latest feedback, already selected an Arch/MM build and so far am really enjoying it. The Telekinetic Thrust is a lifesaver so far, and I have experienced tough fights in the higher levels with Werewolves, who do seem affected by Fears, so expect Scare will come in handy in those situations.
I know it may sound silly, but I'm choosing to build this Blaster for survivability and less of an AOE focus until later levels when she has some mitigation to survive the aggro of multiple enemies. So for now, am foregoing Fistful of Arrows and Psychic Scream. If they had secondary effects that would help mitigate return fire, I might take them earlier.
I'm at 10 now, so any recommendations for how to build the most survivable build would be good. I'll be getting Aid Self in the build, but probably foregoing Hover and Combat Jump because of their very small DEF bonuses. Though taking Hover just for those times where I need to stay above the battlefield or can't get elevation with Ninja Run alone may be a good choice.
I'll be looking for Regen accolades and IO sets along the way, but I guess my outstanding question is regarding whether or not there are ways to build DEF and/or RES that will make a difference in survivability in later levels.
I appreciate the input.
You can probably get by without aid self. Drain psyche increases regen boosting your innate healing considerably. However, unlike aid self the hitpoints don't come all at once but in ticks. It also boosts endurance recovery. However, I've found drain psyche good only when well slotted. It's subpar with anything less than 4 slots. Slotted well and with good global recharge, I've seen builds with perma drain psyche, which essentially makes them blasters with instant healing levels of regeneration. This takes a while and quite of bit of investment to achieve.
I'd still recommend against scare only because for a secondary power it's so comparable to intimidate, a pool power, that it isn't worth a power pick. Also, Nemesis, that you run into a lot in the end game resists fear.
I would recommend grabbing combat jumping and/or hover if you're considering a high survival blaster build not only because of combat jumping's protection against immobilize but also because that power is typically key in many high defense builds. 2.5% to all defense doesn't sound like much but consider that players spend tens to hundreds of millions just to get 2.5% global defense bonus for just *one* position.
If you search the forums, you'll find a number of threads about soft capped (smash/lethal defense) Arch/MM builds. Yes, players have build them already. Just search for Archery/MM and you'll find them. -
Quote:Pretty much agree. I think it's certain scrapper builds, particularly shield scrappers, that is driving up a lot of this demand. Redside, resistance based brutes are as popular as defense-based ones and there's also less population.These aren't selling for the same prices on the Black Market as they are blueside. I would recon that a 2 billion infamy bid would land you one of these when they are thrown up on the market. Heroside, a 2 billion bid would probably give you a 1 in 200 chance of landing one. That's why they are selling for so much blueside-- as a way to avoid the lottery that is a byproduct of the cap.
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It's a toss up I think. -Rech and -movement are very underrated soft controls and ice patch pretty much that even bosses fall on their butts. However mental also has a lot of -rech and when built right is like playing a regen blaster.
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I think in order of safety:
Devices
Ice
Mental
Devices - taser (stun), caltrops, web grenade, smoke grenade, cloaking device, even gun drone can all provide mitigation. However, it's the slowest leveler, and it's no more safer on teams than the other secondaries.
Ice - shiver, ice patch and freezing touch (hold). Shiver is fantastic but requires good slotting to take advantage of it, and ice patch is very good. Deploy it around a corner, shoot mobs and then watch them slip over it. Ice is also wonderful on teams.
Mental - very late blooming set IMO. No more safer than other secondaries until you have drain psyche well slotted, good global recharge and psychic shockwave. Scare and World of Confusion on paper provides mitigation, but in practice they aren't that great. World of Confusion *is* good once you get a little bit of defense and slot the purple proc, but before then it's pretty bad. Scare is just bad.
I'd recommend ice for safety when you need it most from the late 20s to 50. Mental is very safe in the end game. Devices is safe from the get go, but a slow leveler. They all have pluses and minuses. -
Quote:Phalanx Fighting gives you a 3.75% def to melee/range/AoE. That's without anyone in range. Considering how precious every percentage of defense can be in shield builds, I've never seen a good shield build without this power.I think people tend to ignore Phalanx Fighting because its not a reliable source of defence due to its small radius, therefore you can't guarantee a team mate will always be in range. And the Membrane Exposures are to boost the defence debuff resistance, that one puzzled me too a while ago.
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Quote:Raids and bigger group content are fine. What I don't like is a lot of the negative stuff that comes with it: gear discrimination, tyrannical guilds, requirement for voice chat (not that I mind voice chat, I just don't want to see it become mandatory), and the requirement that you *have to* be in a SG (guild) of some sort to progress.There's really two separate issues here. One of them is the whole loot business where you need the right gear to do certain content and you need to grind certain content to get the gear, etc. This is bad.
On the other hand, I think we do need more raids - as in any activity that requires more than a single team. Hamidon really isn't very popular. The RWZ raids seem to me to be a great success, but it's just one raid. We need more group stuff, preferably with more flexibility. Hamidon is too complicated and requires too many people. -
I'd do things differently.
1. I'd add 1 more slot to Build Up and 6 slot Gaussians in there. Yes, the recharge enhancement value of the set isn't that hot, but 6 slotted it gives you 2.5% to all positions and that gives you a huge amount of flexibility in your build.
2. I'd respec out of Weave. It burns endurance needlessly and you have plenty of toggles and ways to get to the soft cap with 6 slotted Gaussians and slots in your passives.
3. I'd invest in at least one, possibly two LoTG sets. Yes, I know it's a budget build but the costs are justified IMO. It allows you to add global recharge, hitpoints, regen and accuracy - all things that helps your build.
4. Wasted slots in hurdle and conserve power. You'd be good with 1, maybe 2 slots in hurdle. I don't honestly notice the difference between 2 and 3 slots because you'd be over the ED cap with 3. Conserve power, if you have good endurance management may be a power you'd only use in long fight...devoting 3 slots to this is a complete waste.
There are other things I'd suggest, but they'd end up making your build a lot more expensive (health procs, etc.) However, the things above would improve your build, not add tremendously to the cost, and make it much more endurance efficient.
My modifications.
Better end usage: .78 end/sec vs .9 end/sec (toggling off sprint)
Better regen: 233% vs. 225% (this can be made considerably better with health procs)
Better global recharge: 50% vs. 45%
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Yoshitomo: Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Sting of the Wasp -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(3), Mako-Dmg/Rchg:50(11), Mako-Acc/EndRdx/Rchg:50(29), Mako-Acc/Dmg/EndRdx/Rchg:50(37), Mako-Dam%:50(40)
Level 1: Focused Fighting -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(5), LkGmblr-Def/EndRdx/Rchg:50(7), LkGmblr-Rchg+:50(15)
Level 2: Flashing Steel -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(3), Sciroc-Dmg/Rchg:50(7), Sciroc-Acc/Rchg:50(23), Sciroc-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(39)
Level 4: Focused Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(5), LkGmblr-Def:50(11), LkGmblr-Rchg+:50(15)
Level 6: Agile -- GftotA-Run+:40(A), GftotA-Def:40(25), GftotA-Def/EndRdx:40(45), GftotA-Def/Rchg:40(50)
Level 8: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(9), GSFC-ToHit/Rchg/EndRdx:50(9), GSFC-Rchg/EndRdx:50(13), GSFC-ToHit/EndRdx:50(40), GSFC-Build%:50(43)
Level 10: Practiced Brawler -- RechRdx-I:50(A)
Level 12: Hurdle -- Jump-I:50(A), Jump-I:50(13)
Level 14: Swift -- Run-I:50(A), Run-I:50(31)
Level 16: Health -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(17), Dct'dW-Heal/EndRdx/Rchg:50(17), Dct'dW-Heal:50(42), Dct'dW-Rchg:50(43)
Level 18: The Lotus Drops -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(19), Oblit-Dmg/Rchg:50(19), Oblit-Acc/Dmg/Rchg:50(23), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(37)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc/Rchg:50(21), P'Shift-Acc/Rchg:50(40), P'Shift-EndMod/Acc:50(42), P'Shift-End%:50(42)
Level 22: Dodge -- GftotA-Run+:40(A), GftotA-Def:40(25), GftotA-Def/EndRdx:40(45), GftotA-Def/Rchg:40(46)
Level 24: Quickness -- Run-I:50(A), Run-I:50(31)
Level 26: Soaring Dragon -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(27), Mako-Dmg/Rchg:50(27), Mako-Acc/EndRdx/Rchg:50(29), Mako-Acc/Dmg/EndRdx/Rchg:50(34), Mako-Dam%:50(39)
Level 28: Lucky -- GftotA-Run+:40(A), GftotA-Def:40(45), DefBuff-I:50(50)
Level 30: Kick -- Acc-I:50(A)
Level 32: Golden Dragonfly -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(39)
Level 35: Evasion -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(36), S'dpty-Def/EndRdx/Rchg:40(36), S'dpty-Def:40(36), S'dpty-EndRdx:40(37)
Level 38: Tough -- S'fstPrt-ResDam/Def+:30(A), TtmC'tng-ResDam/EndRdx:50(46), TtmC'tng-ResDam/EndRdx/Rchg:50(46), TtmC'tng-ResDam:50(48)
Level 41: Recall Friend -- RechRdx-I:50(A)
Level 44: Conserve Power -- RechRdx-I:50(A)
Level 47: Physical Perfection -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(48), P'Shift-EndMod/Acc:50(48), P'Shift-End%:50(50)
Level 49: Combat Jumping -- GftotA-Run+:40(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A), Run-I:50(43)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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I'm looking forward to the end game, but I think have a number of concerns that I hope are addressed (and addressed creatively).
1. Gear. I'm hoping that while the new content is challenging, it will not lead to discrimination based on IO sets. This won't affect me personally as I have a number of characters which are almost ridiculously IO'ed with the best of everything; however, it will affect a number of my friends who like playing the game with just SOs and a couple of key IO pieces. I want to continue to keep playing with these friends.
2. No more big bag of hitpoints as the big challenge. I really don't want to see a repeat of the Khan TF in any form. The tricks are lame because they (at least on the villain side) dictate or rather strongly influence AT choices and the final challenge really boils down to how much debuff you have. I hope they take the Khan TF and the Baracuda TF as examples of what *NOT* to do.
3. Character strength advancement but not a linear increase in strength. I'd like the option of being able to participate in the end game with a plain level 50 and not worry whether or not it will be woefully inadequate compared to the level 50.7 with the 7 more enhancement slots and the level 57 IOs. Ideally, I'd like advancement to be very incremental and long, where the power difference is noticeable but not so overwhelming that it completely eclipses a plain 50.
4. No to raiding culture. I'd rather not see something implemented here like there is in WoW: Application into various tiers of guild based on gear and then ascension into a higher level guild once you've gotten gear of that particular dungeon. Teamspeak and voice chat are absolutely required and raid leaders who can, at times, be tyrannical. I realize I'm very broadly generalizing and putting forward a caricature of guilds in WoW, but I've heard enough bad stories from real players that I'd rather not see that implemented here. -
Ice/Electric or Sonic/Em = blaster on easy mode.
Very different than your AoE oriented AR blaster, but so chock full of controls that it isn't funny. Both play like single target ranged scrappers with a healthy helping of controller thrown in. -
Quote:There's no intent to cause drama here. Also, I mean "concept character" within the loosest sense of the term. My character, for example, started with a power set I wanted to play and then went from there. The other folks in this thread started at different points.Someone define the intent of "Concept character" for me here? I think all of mine, to a degree, have concepts behind them, but im guessing that Im missing some secret meaning.
I just like seeing what people do to match powers with an idea they have for a character. A lot of people have several characters in which they do this. It's why I limited it to your "favorite", but that can be loosely interpreted as well. It could be current favorite, all time favorite, past favorite, etc. Generally, just post something you think is neat and wouldn't mind sharing. I've honestly enjoyed all the ones posted so far. -
Quote:It actually matters a great deal. I find farming irritating on either of my shield characters if I turn off AAO. Keeping stuff attracted and in place makes your AoEs work better, and I think you'd be consuming less end since you won't be needing to do as many follow up attacks.That really never matters Silverado. Besides I'll take the set that works better on endurance vs the set that doesn't anyday for farming.
That's not to say WP is a bad choice or that the end recovery power it has is bad. QR is awesome. But having a good taunt aura is really underestimated. -
Quote:Noght is jealous because my DM/Regen didn't die but his kept face planting.Hey Scrappers:
I'm wondering what the forum folks think would be an "optimal" scrapper build for Solo Posi Runs.
Of course there are parameters:
1) I want to cap at level 33 for the Midlevel Market project if possible.
2) Front load as many slots in the Powers level 1-20.
3) Thinking some type of Resistance-based Armor though Regen might work cuz you can heal because attack chain will have gaps.
4) Anything in the toolbox to handle the Toxic Zombie Vomit?
5) Fire seems nice due the PBAoE at 18 but am open to ideas. Sword(s) for stacking parry maybe.
6) IO's are fine, thinking lvl 18 for set bonus' or frankenslotting options.
I've been running a Fire/Willpower but he seems a bit fragile so far.
Thanks in advance.Just kidding Noght. While my scrapper was more survivable, there's no question which one of us did more damage.
If I were to make a Posi runner, I'd go Kat/Regen not Fire Melee. Divine Avalanche + heals = really tough to kill and katana has good offensive output even at Posi levels.
Edit: I'm fairly sure that reconstitution has toxic resistance in it. -
Quote:Very much doubt it. Even if you're a min/maxer there's very good reasons to take travel powers. They can take the Blessing of the Zephyr and Winter Gift sets. That alone makes them a min/max choice for many builds. Plus powers like fly and super jump are just fun. People do play this game for fun you know.DOOM!!
Seriously though, I have been doing alot of forum reading lately(work is keeping me from playing) and have been looking through many of the different mids builds that people post for various reasons. I have noticed on quite a few builds that people have been skipping travel powers to eek out a little more defense or recharge or whatever.
This makes me wonder. Have all these people bought the booster pack(highly possible) or are they just going without a travel power?
The 1st seems more likely but I can't believe that many people are using the "sprint on crack" that is ninja run all the way to lvl 50 and beyond.
...and the thought of using just sprint or a jetpack to get around all the time make my head want to implode.....slowly.
Don't get me wrong. I love ninja run(more importantly my lowbie's love it), but logging from a super jump, super speed, or even a (capped)flying toon to a Ninja run toon seems like I've been hit with perma caltrops.
Anyway, just wanting to get a general feel for what people thought. -
Not trying to raise the Doom Meter(tm), but the move to work on the end game content for Posi is a *voluntary* move, correct? It could be read as a demotion.
I mean I think Posi will be great at developing a compelling end game since he's the one that largely brought inventions to CoH. I want the announcement to mean that he's just taking one for the team because he's really good at designing as opposed to promoting someone else because management wants a "change of direction" or other nonsense. -
Quote:These are pretty good.Recently I was thinking, What will the next generation of CoH heroes be like? Just for fun I put together a few character bio's...
The Clockwork Queen [Mastermind Clockwork/Empathy]
After the Clockwork King died in the Malta Gambit, his fast array of Clockwork minions lay inert, until Penelope Yin took control of the vast psychic network. Now as a member of the Freedom Phalanx she serves as the worlds primary disaster aid resource, her clockwork repairing and rescuing where they once only worked to propagate their own numbers. Most countries in the world have their own regiment of clockwork troops ready to roll out at a moments notice.
Faultline [Earth/Stone Controller]
After the conclusion of the 2nd Rikti War Faultline and his wife Fusionette were hailed as heroes, not only having prevented another invasion, but finally ensuring peace between the Rikti and humans by decisively defeating Lord Nemesis during the Nemesis Ultimatium. The couple divide their time between protecting Paragon City and raising their children.
Fusionette [Energy/Energy Blaster]
While Fusionette may have been named "Most Kidnappable Super Heroine" in the Rogue Islanads Villain Weekly Magazin [3 years running] the young heroine surprised everyone when her passionate appeal to the Rikti overmind convinced not only the aliens to call off their attack but to lend their power to the young heroine, giving her the ability to defeat Lord Nemesis once and for all. Since that final epic act, Fusionette has avoided the spotlight, prefering to take her kids to soccer practice than to destroy giant robots, but her experience and kindness (Not to mention her power once roused) makes her a key member of the Freedom Phalanx.
Honouree [Invulnerability/Super Strength Tanker]
After the Rikti War ended the the Rikti became one of Earths closest allies, Hero 1 was returned to earth, but due to his quasi-magical nature the Lost Cure had no effect. Passing the mantle of Hero 1 onto another worthy soul, the Honouree serves both as the primary Rikti Ambassador to Earth and one of it's greatest heroes.
Scirocco [Electricity/Storm Corruptor]
After years of serving Archanos and Lord Recluse, the man named Scirocco eventually began to tire of the pointless brutality and violence and injustice caused by his Masters and made his escape to Paragon City. It took many years for the much hated man to gain the trust of the Heroes, but after sealing the magical rift under the Hollows they welcomed him with open arms.
I'd throw in Mirror Spirit since essentially she's immortal. Her arch nemesis being Foreshadow who has been reincarnated as a villain. Statesman could still be around if he hasn't been killed, since he's immortal as well too. -
Here's mine:
I've wanted to make a new scrapper for a very long time but couldn't decide what I wanted to make. I've heard of players singing the praises of electric/shield but I already had an electric/shield brute and I didn't want to replicate power sets. So I decided on a fire/shield scrapper.
However, fire melee and shield defense is sort of hard to wrap around a concept, so I thought of someone who could not only wield fire but manipulate it enough to form weapons and perhaps a shield, a character that literally fences with flame. Once I got the concept and the name, all the rest of it came together quickly. I threw in the bit about alchemy because it seemed to make the concept more cohesive, giving the character a reason on why she can yield fire. The costume is a very stylized version of how I envision an alchemist warrior would dress herself - part witch, part knight.
Anyways, a nice concept always makes a character more fun IMO. Please feel free to share your favorite. Looking at character design/concepts is one of things I enjoy most about this game. -