Heraclea

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  1. [ QUOTE ]
    I am looking for some feedback from some open minded users on the following arc:
    [ QUOTE ]

    Arc Name: et tenebrae erant super faciem abyssi
    Arc ID: 16252
    Faction: Both (will be villainous on Live)
    Creator Global: @Sermon
    Difficulty Level: Easy/Medium
    Synopsis: Tale, in Latin, of Romulus' rise to power.
    Estimated Time to Play: 4 missions, 40-60 minutes?


    [/ QUOTE ]
    This arc is in Latin, but I would like to think it is enjoyable for even those who don't understand the story (think of how many people play arcs without reading anything anyways). This is main feedback, in fact, that I want. What is the impression of this arc for someone not knowing Latin? How does it play?

    Also, there are several placeholder character descriptions, bosses, maps at the moment (only because I am waiting to use unlockables until live to avoid any potential problems).

    [/ QUOTE ]

    I played through this. The story line itself was enjoyable and plausible. I do read Latin and so was able to follow the story, though I am mostly a medievalist and so any errors in classical construction would sail right past me anyways. I will not spoil the story here, but it does propose an interesting link between two major villains.

    I would have changed some things about this, and reallocated some resources. The four elite bosses in the third mission are identical. None of them are any threat to the brute I played through this on. I'd recycle some of the custom models from the female characters and create a couple different ones with different power sets.

    Also, the use of caves could be improved with a bit of variety. Some of the settings could be moved to outdoors.

    Also, the third mission had a blank exit text.
  2. [ QUOTE ]
    Arc Name: A Hero's Halo
    Arc ID: 8150
    Faction: Marauder's Praetorians, Rularuu
    Creator Global Name: @Vanden
    Difficulty Level: Medium-Hard
    Synopsis: I bet you think that halo you picked up in Pocket D last winter event is pretty cool, huh? Well, maybe you shouldn't be so trusting of things from the Shadow Shard...
    Mission Count: 3
    Estimated Time to Play: About one hour

    It's changed a bit since I first posted it in this thread. If you like it, please post in the feedback thread linked in my sig or this post so more people can find it!

    [/ QUOTE ]

    I played this. I got the distinct impression that this was about someone's character roster or super group friends. The custom character designs were interesting, and the story sort of explained why they were there, but some designs were better than others. The nature of the plot made it unnecessary to make the designs look like they belonged with the Rularuu, at least.

    I don't like Rularuu. Don't care to fight them, and the eyeball critters are hard to avoid fighting. On the other hand, only they could have figured in this story, given the fact that the Shadow Shard is full of shades of in-game enemies. Because I dislike having to deal with Rularuu, I don't much like escorting aggro happy NPCs through missions full of them.

    My opinion is that important background material and plot points should be made in mission exit texts, or contact debriefings. The clues tab is not a really good place to put important text, despite the name. The preferred pace of play often precludes people from opening it and reading it.
  3. Arc Name: Lawyers of Ghastly Horror
    Arc ID: 16651
    Faction: Heroic
    Creator Global/Forum Name: Heraclea
    Difficulty Level: Moderate (no AVs, no EBs)
    Synopsis: You thought the Banished Pantheon was bad before. Now they've got lawyers.
    Estimated Time to Play: Less than 1 hour

    Enemies: Banished Pantheon, Circle of Thorns, Cimeroran Traitors, Custom

    I would like some feedback on this one. My first two published stories were largely exercises in "let's see what we can make this thing do." With this one, I started getting more interested in the story telling aspect. The BP, who star here, always struck me as underdeveloped. They have a giant monster, but no archvillain; and there's mythology and lore there, that is well underdeveloped compared to, say, the Circle of Thorns. The story has tongue in cheek elements in it, but that's because I am probably incapable in temperament of leaving them out.

    I am also tinkering with combat balance here. The Lawyers, the custom faction here, are designed to synergize with each other and to be quite annoying. I did not include an elite boss or an archvillain in this story, since at least at this stage of the game most arcs seem to be solo experiences. And I don't need to: it's fairly easy to make regular bosses that are as nasty as most in-game elite bosses. Some of the bosses in here are challenges to my toughest characters, and I am not sure what they'd be like when backed up with team sized minion spawns.

    The third thing I'm experimenting with is recycling existing game content as custom features: since character space for custom characters is so limited, I decided to add only one real custom character groups (and some custom BP bosses that are meant to go with standard BP mobs) and to make everything else in the story out of existing game resources.
  4. Arc Name: Lawyers of Ghastly Horror
    Arc ID: 16651
    Faction: Heroic
    Creator Global/Forum Name: Heraclea
    Difficulty Level: Moderate (no AVs, no EBs)
    Synopsis: You thought the Banished Pantheon was bad before. Now they've got lawyers.
    Estimated Time to Play: Less than 1 hour

    Enemies: Banished Pantheon, Circle of Thorns, Cimeroran Traitors, Custom
  5. It still would be nice to be able to rename non-boss standard characters, even if we can't change their powersets.

    In "Anactoria's Escape", I tossed in the Cimeroran Sybils as extra bosses to give them some variety; the Sybils looked like they could belong with the rest of the custom characters. What that yields, unfortunately, is multiple instances of "Sister Solaris" and "Sybil Bramlett" being added to the mission. Simply being able to rename them as "Sybil" and "Priestess" would help.

    Existing characters can be renamed, but only if they are being used as bosses in set fights. The same design casts Daedalus in the role of Apollo, and Romulus in the role of Mars. I'm tempted to resort to using Valkyrie as Minerva in order to free up a custom spot to allow some more variety in the minions. Since bosses for set fights can be renamed, I am not sure that allowing the renaming of non-set bosses should be impossible.
  6. Arc Name: The Great Chicken Caper of '09
    Arc ID: 12148
    Faction: Nemesis, Custom, Custom Allies
    Creator Global/Forum Name: Heraclea
    Difficulty Level: Moderate - 1 EB
    Synopsis:

    Mutant chickens are running AMOK! on a farm outside of Salamanca. Probably a Nemesis plot in there somewhere. . . .

    Estimated Time to Play: 30-45 minutes (3 missions, one outdoor)
    Alignment: Heroic
    Tone: Humorous
  7. Arc Name: Anactoria's Escape
    Arc ID: 6218
    Faction: Circle of Thorns; Red Caps; Custom (Amazons, Angels, Creatures of Myth)
    Creator Global/Forum Name: Heraclea
    Difficulty Level: Medium to hard. Recommended for level 40+
    Synopsis:

    Anactoria is a young Amazon from the island of New Colchis who has been stricken with wanderlust. Your task is to assist her in escaping the island. In the process, you will have to confront the Amazon armies, journey to the Underworld, and defy the gods themselves.

    Estimated Time to Play: 45 minutes - 1 hour. Four missions; two outdoor.

    For background information about New Colchis, see my signature. This is an extended version of the origin story of my brute Anactoria. As such, this story is fairly emphatically villainous in character, but relatively light in mood.
  8. [ QUOTE ]

    http://en.wikipedia.org/wiki/Sarah_Rainmaker

    But I'd agree it shouldn't be filtered.

    [/ QUOTE ]

    I should have figured that out. Always remembered Fairchild more than her, though.
  9. I wanted to name the boss of my Lawyers faction Rainmaker. That name is apparently disallowed also.
  10. Sëë if yoü cän üse þe wørd "Gämbit" instëad. Ümläuts are your friënd, ænd þey make everyþing møre mëtal as a happy side effect.

    A møøse once bit my systir, BTW.
  11. I've always begun with the presumption that readers are going to be slotting with SOs or common IOs to enhance the basic functions of powers. The other thing is that people's priorities as to what they want out of set bonuses may differ sharply. I put a very high priority on endurance recovery bonuses, myself; not everyone shares that, I know.

    The few guides I've written that discuss set IOs speak mostly about how to get away with using the sets that few people want, using them for frankenslotting. I usually build this way, myself, at least at the beginning. If a power will take Hold or Sleep or To-Hit Debuff sets, I look to see what those sets have to offer before looking at "default" sets like healing or defense.
  12. I have a mission where the objectives are to beat up four AV class enemies in a row. They are Apollo, Mars, Diana, and Minerva.

    The word "god" is also censored in the editor. So that's why you'll be reading about "göds" instead.
  13. There was a "Reflection" power pool in addition to Flight that apparently could be added to a mob's power set. How does it differ from Flight?
  14. How do you create custom critters that share a name - say, like in Cimerora, where you have male and female Legionarii and Centurions?
  15. Syntax: simplified.

    Omitted: grammatical particles (most), auxiliary verbs (most), copula. No clauses: separate sentences instead.

    Prominent: participles.

    Subject: predicate.

    Fronting (topic): permitted.

    Practice: helpful. With practice: mastery. Easy: Rikti speech. Talk this way: natural.
  16. Recently figured fairly strongly on my personal playlist:

    16 Horsepower: Low Estate
    In Gowan Ring: The Twin Trees
    Swans: White Light from the Mouth of Infinity
    Diabolus in Musica: Paris expers Paris
    Tom Verlaine: Flashlight
    David Johansen: David Johansen
    The Tubes: Young and Rich
    Alex Harvey: Rock Drill
  17. When the Shields set for tankers went live, the power screen indicated that Against All Odds had a short taunt duration in its aura, the same as Willpower's.

    With the latest patch, that went up to the standard duration for non-WP sets.

    Which is intended?
  18. What do you suppose those Cimeroran Traitors are there for up on that wall, if we're not supposed to fight and kill them if we want to?
  19. I would also add, "do not send tells to random strangers asking them to pad your mission."

    I put "NO PAD" as the first words in all of my LFT strings, and still get them.
  20. I have finalized my latest guide:

    [b] The Untamed Shrew: Aggro for Willpower Tankers.

    Thanks to all who commented on the draft!
  21. THE UNTAMED SHREW
    Being, a guide to holding aggro with your Willpower Tanker

    Willpower is the most inviting of the tanker primaries to level up: the possibility of combining Quick Recovery with Stamina solves one of the biggest problems faced by levelling Tankers. There is a penalty for being so easy and inviting to play, though. It is somewhat more difficult to hold aggro on a Willpower Tanker than it is with some other sets.

    There is one reason alone for this. All Tankers have an aura that taunts enemies in melee range of the Tanker. The most aggressive of these auras apply debuffs or do damage as well as taunt effects, like the two auras of Ice, or the auras of Fire and Stone.

    Yours does only a mild to hit debuff; but it has an even larger disadvantage. It has a lower magnitude than other tanker taunt auras; this is usually only of consequence if there is another non-Willpower tanker on your team. The biggest problem is this: every other taunt aura (now including Shields) taunts its target for more than ten seconds. Yours only taunts for just over one second (1.25 seconds). And your aura, like all other tanker auras, must do a to hit check at -20% before it has a chance to taunt an archvillain or giant monster class enemy.

    Since it pulses every second, you should get enough overlap, right? Wrong: the length of the taunt effect is resisted by higher conning (yellow and above) mobs, based on their levels. So very simply, when faced with red or purple mobs, you can be certain that the pulses of your taunt aura will not overlap, which means that they will wander from you the first chance they get.

    This guide proposes ways to overcome that obstacle.

    == TIER 1: Take Taunt ==

    This is a no-brainer. Taunt is available in each Tanker secondary. Its effects are always the same. Taunt always taunts its target, and up to five surrounding targets, for a base duration of at least thirty seconds. With a single taunt enhancement, that climbs to 43 seconds base.

    Even though Taunt, like the taunt in your aura, is subject to diminishing returns against higher conning enemies, it still lasts plenty long enough to keep a mob's attention for a good long time. And, unlike an aura, it is guaranteed to affect an archvillain.

    Taunt is just the best thing at what it does. Now that it has a -range debuff, it's even useful solo. Take it as soon as your defenses are ready for what it will bring: I usually take it shortly after hitting the SO levels. Use it liberally.

    == TIER 2: Slot Rise to the Challenge for Taunt ==

    This is Willpower's compensating weakness: you can make yourself plenty tough and your character will be more fun to play than other Tanker primaries, but Rise to the Challenge is not as powerful a taunt aura as other sets get.

    This can be compensated for, at least partially, by slotting two taunt enhancements into the power. Two even level SO enhancements boost the duration of its taunt effect to over two seconds. Even given the diminishing returns of higher conning enemies, this is enough to ensure overlap with all but very deep purple enemies. So long as the mob stays next to you, it should continue to be taunted.

    My recommendation is to six-slot Rise to the Challenge, and to slot it like this:

    2 different IO set Heal/Endurance buttons;
    1 full Heal, from either a set or a generic IO or SO;
    2 Taunt generic IO or SOs;
    1 Dark Watcher's Despair, Chance for Recharge Slow

    That last slot and enhancement is optional. But since RttC is probably going to be kept on, you'll get good mileage from that relatively inexpensive IO.

    == TIER 3: Use Multi-Target Attacks in your Secondary ==

    Your Gauntlet inherent power causes your attacks to automatically taunt the target they hit and up to four other surrounding enemies. The base duration of this taunt effect is 13.5 seconds. More can be gotten out of this inherent by using attacks that hit multiple targets.

    There are several types of multi target attacks. Some are player based area of effects: think of these like a circle or sphere, affecting all that are in it. Others are cones, that affect only a circle in front of you: short range and small arc cones may as well be single target attacks that occasionally get a second or third mob if they are densely packed in front of you. Finally, all tankers have access to Taunt, a ranged area of effect attack; a very few tanker secondaries have others, and some have targeted area of effects that affect the area around a chosen spot on the ground.

    My personal opinion of the several tanker secondaries and their usefulness with Willpower follows. I broke my analysis of them into several headings: Damage (how hard does it hit?); Control (how much control does it have, and how much does the kind of control you get help?); AoE (how many powers? how useful are they?); Utility (does it help keep me alive? how are its buffs or debuffs?) and overall.

    === Battle Axe ===

    * Damage: B+
    * Control: B
    * AoE: B+
    * Utility: B-
    * Overall: B +

    This is a very solid set. Three multi-target attacks: one wide cone, one PBAoE, and one very narrow cone. The recharge on the multi-target attacks is very reasonable, although one attack (Cleave) is difficult to target more than one mob with. Narrow cone attacks like Cleave are more useful for holding aggro on herded mobs than they are at obtaining initial aggro on scattered mobs.

    The control is all knockup/knockdown/knockback: excellent for reducing incoming damage, but the set lacks a way to incapacitate a single high priority target (like a Malta Sapper) consistently. Unless you regularly team with someone who can take care of that, you may want a single target ranged hold from one of the ancillary pools. Your Build Up is generic.

    Recommended.

    === Dark Melee ===

    * Damage: C+
    * Control: A
    * AoE: C
    * Utility: A
    * Overall: B+

    This is one of my favorite sets to combine with Willpower. It is a low damage set, but its Dark damage is not often resisted. You won't kill anything very fast, but a Rikti Chief Soldier falls about as fast as anything else.

    But it's the Swiss Army Knife of Tanker secondaries, giving you a self-heal, stacking debuffs, a reliable mob incapacitator (Touch of Fear), and a way to keep a mob next to you (Midnight Grasp). The first several attacks are nicely fast recharge. And almost every attack in your secondary contains a To-Hit debuff. These debuffs stack with each other, and also with the to-hit debuff in Rise to the Challenge.

    On paper, it looks like a fairly solid multi-target set, with two PBAoEs and one cone. But that cone is very narrow, and requires fairly dense packing to hit a second target. It has a very short recharge. Like Cleave from Battle Axe, it may be more useful for holding herded mobs' attention than for gaining it initially.

    The two AoEs both have very long recharge times. Dark Consumption does slight damage and regains some endurance from the mobs it hits. Willpower tankers should not need it for endurance, and can get better AoEs from auxiliary pools.

    Soul Drain is one of the better Build Up type powers in the game, and also does damage but you will definitely want to slot it for recharge as well as accuracy. This will benefit from Hasten, which can bring it to under a minute, and makes it useful as an alpha strike to gain initial aggro.

    Recommended.

    === Dual Blades ===

    * Damage: C+
    * Control: D
    * AoE: B-
    * Utility: D
    * Overall: C-

    This is a difficult set to combine with Willpower. Being a Willpower tanker means needing eight of nine powers from your primary. Making the most of this set's interesting combo system means taking eight of nine powers from the secondary, and being a Willpower tanker means needing Taunt as well. Your Build Up is a combo.

    There are two late cones, and one PBAoE. There is only one attack with any kind of control (knockdown) and one combo with more knockdown: nothing to incapacitate a problem mob. One thing that this set has going for it is relatively modest endurance costs: but that's less of an advantage to a willpower tanker than to other primaries. To use this with reasonable freedom, you need a less demanding primary than Willpower.

    === Electric Melee ===

    * Damage: B
    * Control: C
    * AoE: A+
    * Utility: C-
    * Overall: B+

    New for i16, Electric Melee is a fine choice for the Willpower tanker whose goal is to hold aggro for a team.

    First, the bad news: the set is rather slow, and benefits from recharge enhancements. The control is a mixture of sleep (yeah right), knockdown, and (feh) knockback. The endurance return feature of the set is likely wasted on a Willpower tanker. The single target damage is not all that great, although most attacks do seldom resisted energy damage as well as smashing. You only get a generic Build Up.

    But lookit those AoEs! Three PBAoEs (one does no damage) and a narrow cone! But that's not all! You also get Chain Induction, that has a chance to leap from one herded mob to another. Now, technically, some of the AoEs give splash damage rather than full damage to their other targets, but they accept PBAoE enhancements. With five multi-target attacks, this set replaces Fiery Melee at the top of the heap for multi target melee sets for tankers. It comes close to Spines in its potential to mow down large numbers of mobs at once. (I wish!)

    Recommended.

    === Energy Melee ===

    * Damage: A
    * Control: C
    * AoE: D-
    * Utility: D
    * Overall: D

    Just as Battle Axe is all about knockdown, this one is all about stun. Problem is, because of your weaker taunt aura, stun does not help you all that much. Stunned mobs can wander away from you, out of your aura, where you lose taunt almost immediately. The Build Up is generic.

    Willpower tankers should take note: if you use Strength of Will reactively rather than proactively, the animations may prevent you from using it in time. At least you don't have a self heal to worry about. This set benefits strongly from Hasten. The animations and the long recharges of the powers make for a very slow feel, and mean that you will eat a lot of damage and debuff. While it still does pretty good single target burst damage, there is only one PBAoE here, with nothing further to commend it other than Stun.

    While it may be a good set for a solo tanker, this guide is about holding aggro for teams. Steer as far away from this set as you can.

    === Fiery Melee ===

    * Damage: A
    * Control: F
    * AoE: A
    * Utility: D
    * Overall: B

    No control at all, solid damage, and plenty of AoE goodness: this set is an excellent choice for a Willpower tanker who wants to hold aggro -- IF they can rely on teammates to deal with problem mobs like Sappers. The only way this contributes to your survivability is by killing stuff. And you get 2 PBAoEs and one cone, all with reasonable recharge. The Build Up is generic.

    I recommend that if you take this, you choose Fly as your travel power and Air Superiority as the prerequisite. That will get you some control that this set lacks.

    === Ice Melee ===

    * Damage: C
    * Control: A
    * AoE: B+
    * Utility: B+
    * Overall: B+

    While Ice Melee is no longer a poor sister in the damage department, its damage powers are still primarily single target attacks. Almost every attack slows its target's movement and recharge: this helps your weaker aura a lot, if only by preventing them from leaving all that quickly. You get lots of control, including a single target hold, and a ranged, targeted AoE attack. You only get a generic Build Up.

    This is an excellent choice for the team oriented tanker who will be relying on teammates to kill things. And solo, do not worry: you're still a tanker, and you have time.

    Recommended.

    === Stone Melee ===

    * Damage: B+
    * Control: B+
    * AoE: B
    * Utility: C
    * Overall: B+

    This is another set that's an excellent choice for a team oriented Willpower tanker. You have solid single target damage. You have a targeted, slightly ranged AoE knockdown. You have a PBAoE knockdown. Your powers contain a mix of knockdown, knockback, and stun. And your tier 9 attack has a single target Hold if it hits: in other words, it can incapacitate that Sapper. The Build Up is generic.

    Willpower tankers, who ought to have both Quick Recovery and Stamina, are uniquely able to benefit from this secondary, which has very high endurance costs. And it has many team friendly features.

    Recommended.

    === Super Strength ===

    * Damage: B+
    * Control: B
    * AoE: B-
    * Utility: B+
    * Overall: B+

    This set is very popular with Willpower tankers. It is something of a late bloomer, since its strength depends mostly on Rage (from level 28) and Foot Stomp (level 38). The control is all knockdown or knockup, and in Hand Clap, knockback, which hurts more than it helps a Willpower tanker. But nobody takes this set for Hand Clap. Knockout Blow is supposed to be a sure shot hold, incapacitating any minion it hits.

    Rage is the single best Build Up type power in a tanker set, since it can be turned into an effective toggle with three recharges. It carries a fairly substantial crash, during which your damage will drop to near zero and you will be drained 20 points of endurance - but willpower tankers should have enough endurance to cope with that. And finally, Foot Stomp is an excellent PBAoE power, with substantial damage and reasonable recharge. The only problem is that you can't get it before level 38.

    Recommended.

    === War Mace ===

    * Damage: B-
    * Control: B+
    * AoE: B
    * Utility: C
    * Overall: B

    This one starts out very similar to Battle Axe, with slightly weaker damage. It too used to be a poor sister in the damage department, but has been buffed.

    Clobber now does decent damage, and is a sure-shot stun. Your other attacks contain a mixture of stun and knockback, neither of which are that useful for Willpower tankers. You only get a generic Build Up. After level 28, this set acquires a fairly fast PBAoE and a wide cone for multi target attacking.

    == TIER 4: Keep punching ==

    It's long been my opinion, not universally shared, that Willpower tankers should always take Stamina, and most should aim for Stamina at level 20 the way everybody else does. If you follow this advice, endurance should never be an issue for you, even with the most taxing secondaries like Stone Melee, and even after you've added Tough and Weave.

    So you have no excuse not to be the first into every mob, and to always keep an active pace.

    Use basic tactics. Move to intercept ambushes, taking advantage of corners and other obstacles if they exist. For stationary mobs, aim yourself not for the leading mob, but towards the rear of the largest mass of mobs, and taunt the leading mobs back towards you. Once you attract the attention of the pack, it helps to stay put unless some kind of emergency comes up. If Rise to the Challenge is fully slotted for Taunt, the only mobs that should peel off you are the ones your teammates have chosen to kill themselves.

    Go with the flow: some teams require more aggro management than others. Teams that need a lot of tanking should be willing to cooperate with tactics such as corner pulls that concentrate mobs on yourself.

    == TIER 5: Get an ancillary pool that helps ==

    My opinion is that the pool powers that are unlocked at 41 serve three purposes:

    * Fixing any remaining endurance issues;
    * Getting holds to cope with late game problem mobs; and
    * Getting AoEs for team support.

    A properly built Willpower attacker doesn't need endurance help. You should have no reason to consider Energy Mastery for Conserve Power or Physical Perfection.

    Whether you need a single target hold depends on what you got in your secondary, and the sort of content you like to run. Fire and Super Strength may want to consider a power pool that helps with this. I like Fire Mastery and Char for that reason, especially since it does not interfere with knockup. Later powers in Fire Mastery are also valuable multi-target attacks.

    But for holding additional aggro, I recommend Salt Crystals from Earth Mastery. This is a slow recharge PBAoE sleep. The sleep business is unimportant. It also imposes a defense debuff, which helps more. But it is a HUGE AoE with a 30 foot range. And every single mob it hits within that range, up to ten, is taunted for the standard Gauntlet time of 13.5 seconds. Finally, this is available as a first tier power: you don't have to go deep into the pool for it.

    == TIER 6: Educate your teammates ==

    There are two things that the rest of the player base needs to know:

    * Willpower tankers CAN hold aggro; and
    * Knockback is not your friend.

    I suspect that most of the complaints you sometimes read about willpower tankers not being able to hold aggro come from people who throw about knockback liberally. Very simply, that Kheldian and that energy blaster needs to be able to finish off any mob that they knock away from you - because even in the least demanding of situations, your taunt aura is still only going to last two seconds after they're knocked away from you.

    Assume basic competence, at least at first: if they targeted it, they must think they can kill it. But if they make a habit of taking on more than they can handle, a courteous tell might help.
  22. Heraclea's inspiration was originally Wonder Woman, of course. She's since switched to the Valkyrie kilt and some more earth/leather tones, a bit of Xena influence.

    The Amazoness web comic has also inspired a number of characters, including Melaena. But Lampito is a character from Lysistrata, and she's a Spartan, of course.
  23. Post deleted. Formatting broken beyond my patience for fixing.
  24. Supergroup: Themiscyra
    Contacts: Damage Cushion - @Heraclea
    Colors: Gold and black.
    Symbol: Wreath

    Themiscyra is a Tanker-oriented supergroup for characters on Champion that are played only every once in a while. I created the supergroup so that my characters on Champion would have a home, after having them get dumped from too many established supergroups for infrequency of play.

    Female melee characters are preferred, but I'd add anyone who asked who needs a modest group like this. The one thing I promise is that we will not kick your character because you haven't played her in a while.

    We currently have a modest two-room base with a public salvage bin and a crafting table; if we get a couple more members I will add a medbay and more storage. We also are allied with TankHQ for access to transporters.

    If you are interested, I will try to be on this Tuesday. Otherwise, look me up at @Heraclea, and if I am not otherwise occupied I will log into Champion and get you signed up.
  25. [ QUOTE ]
    Why would you take Stamina and not Dark Consumption?

    [/ QUOTE ]

    Even if you don't take Stamina, you still want Health. That's playing to your strengths, given that your survivability depends so strongly on regeneration. So Stamina represents one more power choice, rather than three.

    Dark Consumption's base recharge is three minutes, 180 seconds. Maximally slotted for recharge, it could be brought down to just over a minute and a half. It has to hit to give you more endurance too, and that's going to eat more slots. That's a very little bit of AoE damage, and it won't be up for every fight. Meanwhile, Stamina builds on top of Quick Recovery, is never off, and allows you to keep building Fury while worrying a lot less about endurance. In short, Stamina also plays to your strengths. Dark Consumption eats your slots to do less for you.