Ineffable_Bob

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  1. Everyone...and I mean everyone...who runs a website, game, or any other shared service can learn from the way Tony V and the rest of the CoHTitan crew have handled this: immediate response upon being informed of the problem, frequent detailed updates, explanations that everyone can understand. You guys do it right.
  2. Quote:
    Originally Posted by StarGeek View Post
    I find that Random Rolls + Crafting far outweigh going for LotG.
    I stand corrected, you're right. Part of it is the way I ignored unsold items (meaning the most expensive stuff wasn't in my numbers), and part of it is luck of the draw. You got an IO worth at least 50 million 9/14 rolls in October, or 64% of the time. I got the same 5 rolls out of 9, or 55% of the time. Nine percent difference may not sound like much, but when you're talking about the big-money IOs, it makes a big difference to the average in the end.

    I may yet have to go back to rolling, because making money off the old buy-the-recipe-craft-and-sell method seems to be going downhill. I'm having a harder and harder time finding usable niches that make enough profit to be worth the time. I suppose that's a good sign for the overall game economy.
  3. Halloween seemed like a good time to unearth this zombie thread. I did some tracking (see Market Transactions link in sig) on a bunch of random rolls, and interestingly enough, it worked out to be almost exactly the same return whether I rolled or went with the LotG:+Recharge.

    The way I did this was spend 1 A-merit for the 5 random recipes (on a L50), craft the IOs, and sell them on the market. The average selling price of all the rolled IOs was approximately 14 million. The approximate selling price of a LotG:+recharge is 150 million. You get ten random recipes for two A-Merits, or one LotG:+recharge: 140 vs 150 million. Pretty darn close.

    I did keep some of the stuff I rolled, so this is probably skewed a bit low on the rolls, given that I tend to keep useful stuff that would have sold a bit higher than average. Still, I think I'm going back to the LotGs. They sell quicker, so I don't have to wait for my inf. And I can get them at L25 so that they're useful on lower level toons.
  4. Build: The Changed

    Level 18 (Trainer: Mirror Spirit)

    Power: Taunt (DO:Recharge)

    I didn't want to take another power that would stretch my Endurance even further, so I decided on Taunt. Obviously useful in teams, but I've also found it handy when soloing for gathering enemies together for Death Shroud and Combustion. The range debuff is extremely useful to a melee character.

    Level 19 (Trainer: Mirror Spirit)

    Slots Added:
    1 to Scorch (DO:Accuracy)
    1 to Fire Sword (DO:Accuracy)

    The lowbie levels have an inherent accuracy boost. After SOs, you have a good chunk of accuracy from a single slot. But the high teens through L21 are a accuracy hole, where you really need to slot two slots per power. At least, you do if you want to hit 80-90% of the time, which I do. So I decided to add a slot to each of my single target attack powers. They're devoted to accuracy now, and this also gives me 4 slots in each, which conveniently is the number of slots I'm going to want at L25 to slot in 4 Kinetic Combat IOs per power.
  5. Story: The Changed

    Markol meditated upon the Change.

    With his mind empty of all else, he could feel a connection to his fellow Lost. Many were nearby, in this abandoned building which they called home. Those connections were strong, almost enough to identify individuals. Other, fainter connections indicated Lost in other parts of Paragon City and even the rest of the world. Faintest of all, he sensed the Others, who had completed their Change. Or perhaps they had always been Other.

    Once he had been Mark Cole, a human being of no particular note. One of the dregs of society, mostly on the streets, living by begging and petty theft. Then he was chosen, and the Change remade him. His body became larger, stronger, different. His very thoughts were affected by the Change. He welcomed it, concentrated all his energies on continuing the Change, aspiring to join the Others.

    The other Lost which he could feel most strongly were no longer tranquil. Something had disturbed them. Within a few moments the agitation was strong enough to break his concentration. The connections disappeared. His own Change was not yet complete enough to maintain the connection in all situations.

    Markol moved, gathering lesser Lost to him as he went. Toward the source of the agitation. He would smooth over this disturbance, and then return to his contemplation of the Change.

    Rounding a corner, he saw several Lost lying unconscious on the floor. Over them stood...no, floated, her feet did not touch the ground...a young woman. UnChanged. Dressed in a tight blue body suit, with blue hair in pigtails, and the glow of nuclear energy at her hands.

    The woman spoke, but Markol paid no attention to her words. Energy came in bolts and waves from her hands, knocking many of his fellow Lost to the ground. But the Change had make Markol strong, enough to weather the storm. He pushed with his mind, and felt a mental resistance. His mind was the stronger, though, and he felt the resistance falter. The blue woman fell from the air. Another push, and she lay unconscious at his feet.

    At the next opportunity, the woman would be taken to receive the sacraments of the Change. Until then, one small part of his mind was devoted to muting her powers, keeping her docile. His fellow Lost regained their tranquility.

    Markol meditated upon the Change.

    Time passed, unmeasured. Then the nearby Lost were disturbed once again. Markol felt their agitation, and felt its source coming nearer. The connection was lost again, but there was no need to seek out the disturbance. It had come to him.

    Coming toward Markol was a vaguely man-shaped cloud of darkness. When it passed near one of the Lost, there would be a brief struggle, then the cloud moved on, leaving behind an unconscious body. It moved steadily closer. Markol stepped forward to meet it.

    Markol pushed, but instead of the feeling of overcoming resistance, he felt his mental strength slip away. Another push, and again he was turned away. The dark cloud was nearly upon him. He pulled forth his sword, curved and crackling with lines of energy. He swung blindly into the darkness, and felt contact, but it was only a glancing blow. The cloud enveloped him. Heat singed his skin and stole his breath away. Then, all was darkness.

    Later, Markol awoke. The dark cloud was gone. So was the blue woman. He and his fellow Lost had been left where they fell. Other than the fallen Lost and missing woman, there was no sign of any struggle. Even the memory of it was slipping from his mind. It was of no importance...the Change was all.

    Markol meditated upon the Change.
  6. I'll have to try to stay awake for that CoP, I still haven't completed one of those successfully on a Live server.
  7. Over on the VB Facebook page, a question was posted asking about suggestions for a Dark/Dark/Soul brute. I put together a build that I might use for such a toon, and thought I'd share it here for perusal by all. Explanation of the various power choices, slotting, sets, etc down below. Questions? Comments? All feedback welcome!

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    DarkDarkDark: Level 50 Magic Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Shadow Punch -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(36)
    Level 1: Dark Embrace -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(9), TtmC'tng-ResDam(11), ResDam-I(15)
    Level 2: Death Shroud -- C'ngBlow-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(19), Sciroc-Dmg/EndRdx(19), Sciroc-Dam%(27), Erad-%Dam(27), Oblit-%Dam(31)
    Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 6: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(7), DefBuff-I(7)
    Level 8: Super Jump -- Winter-ResSlow(A), Zephyr-ResKB(9)
    Level 10: Obsidian Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(11), S'fstPrt-ResKB(13), ResDam-I(13)
    Level 12: Murky Cloud -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(15), TtmC'tng-ResDam(17), ResDam-I(17)
    Level 14: Boxing -- Acc-I(A)
    Level 16: Dark Regeneration -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(40), Mrcl-Heal/EndRdx/Rchg(40), Numna-Heal/EndRdx(42), Numna-Heal/Rchg(42), Numna-Heal/EndRdx/Rchg(42)
    Level 18: Dark Consumption -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(37)
    Level 20: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def(21), LkGmblr-Rchg+(23)
    Level 22: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(23), TtmC'tng-ResDam(25), ResDam-I(25)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31)
    Level 26: Soul Drain -- C'ngBlow-Dmg/Rchg(A), C'ngBlow-Acc/Rchg(40), Erad-Acc/Rchg(43), Erad-Dmg/Rchg(43)
    Level 28: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(29), LkGmblr-Rchg+(31)
    Level 30: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(50)
    Level 32: Midnight Grasp -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(46)
    Level 35: Gloom -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(43), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(45)
    Level 38: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(39), LkGmblr-Rchg+(39)
    Level 41: Darkest Night -- DarkWD-ToHitDeb(A)
    Level 44: Summon Widow -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(46), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48)
    Level 47: Touch of Fear -- Cloud-Acc/ToHitDeb(A), Cloud-ToHitDeb/EndRdx/Rchg(48), Cloud-Acc/EndRdx/Rchg(50), Cloud-%Dam(50)
    Level 49: Soul Transfer -- RechRdx-I(A)
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(3)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(5), P'Shift-End%(5)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Fury
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 9% DamageBuff(Smashing)
    • 9% DamageBuff(Lethal)
    • 9% DamageBuff(Fire)
    • 9% DamageBuff(Cold)
    • 9% DamageBuff(Energy)
    • 9% DamageBuff(Negative)
    • 9% DamageBuff(Toxic)
    • 9% DamageBuff(Psionic)
    • 4.88% Defense(Smashing)
    • 4.88% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 6.75% Defense(Melee)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 5.85% Max End
    • 57.5% Enhancement(RechargeTime)
    • 50% Enhancement(Accuracy)
    • 10% FlySpeed
    • 320.5 HP (21.38%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 9.4%
    • MezResist(Sleep) 11.6%
    • MezResist(Stun) 7.2%
    • MezResist(Terrorized) 5%
    • 7.5% (0.13 End/sec) Recovery
    • 64% (4 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 10% RunSpeed



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    Overview

    When it comes to brutes, my default goals in a build are: 1) Damage (usually via nice Fury), 2) Survival, 3) Ability to Tank. Those might switch around a bit in certain cases, but it works well enough for this case. So the power, slotting, and IO choices reflect these three priorities.

    Powers

    Dark Melee has good single-target damage but the AoE powers are a bit sub-par. Shadow Punch and Midnight Grasp will do plenty of damage to single targets. Soul Drain is nice for the buffs and should be used at every opportunity, but don't expect huge damage. The wild card power is Shadow Maul, which can either do huge damage if lined up correctly for multiple enemies, or be a very expensive and slow single target attack if not. I chose to skip Smite because Shadow Punch is better for Fury building, and attack chain shouldn't be too much of an issue because of the Dark Regen/Shadow Maul/Soul Drain activations. Thrown in an occasional Boxing if needed. You may have to use some Vet powers to fill in the chain at low exemplar levels, though. Dark Armor can help with the damage a bit with Death Shroud, which is awesome at both Fury generation and damage over time. Endurance shouldn't be any issue with Dark Consumption, even with non-stop attacking.

    On the survivability side of things, the resistance armors are all important, and the fact that they resist psionic damage, fear, and end drain as well as all the usual stuff is pretty awesome. You really want to have Tough/Weave to harden your defenses, also. The build only has around 20% defense, but that's still going to block a good number of attacks, especially when facing hordes of minions. You will get hit and take good chunks of damage at times, which is why you have Dark Regen, which is downright awesome. Even without Hasten going it'll recharge every 12.2 seconds, so use it liberally. I skipped both Cloak of Fear and Oppressive Gloom primarily because they only really affect minions, and minions shouldn't worry you in the least. Let your Soul Drain/Shadow Maul/Death Shroud kill those while you go after the bigger fish. Soul Transfer was thrown in for the fun of it at the end, but you could easily switch it for something else if you like.

    For tanking, there's the taunt in Death Shroud, and Taunt. Also remember that your AoEs can draw a lot of attention - not as much as a tank, but enough to matter. Sometimes a Soul Drain/Dark Consumption/Dark Regen at the right time, followed by a hop into another group of enemies, can keep attention focused on you enough to keep teammates alive.

    Slotting/IOs

    I focused on two things with the slotting and IOs: +HP and +recharge. The recharge plays into all three of the goals: more attacks = more damage, more Dark Regen and Dark Consumption = more survivability, more Taunt and AoEs = better aggro control. The +HP is very important for a melee toon with no inherent +HP power. Almost every set has +recharge, +HP, or both.

    In addition to that, IOs are also where this build gets its knockback protection. I have three slotted, which is a bit overkill in most cases, but it's helpful against some higher level bosses. You may still get the occasional knockback against Longbow Ballistas, Siege, and other high-knockback enemies, but it should be rare.

    Finally, I've included a good number of other buffs in the IOs. Extra regen and recovery in the Miracle and Numina uniques in Health. Extra damage with the damage proc IOs in Death Shroud. Slow resist with the Winter's Gift IO in Super Jump. Stealth with the Unbounded Leap IO in Sprint (that's total invisibility combined with Cloak of Darkness, useful if you want to stealth a mission sometimes). All useful stuff that contributes to overall usability of the build.
  8. Thanks for pointing out the +Def IO, fixed that. Otherwise I left the build as-is and respec'd into it last night. Minimal testing shows that all is well so far. If anyone has any other suggestions I'd be happy to take note for the next respec!
  9. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    As far as the bad stuff, BAF and Lambda will no longer award Empyrean Merits once you've unlocked the Lore and Destiny slots, respectively.
    I like this from a not-grinding-so-much perspective, but it's unfortunately going to make it harder for those trying to unlock the slots to find one of the easier trials. So instead you'll have more people less well-equipped doing the harder trials, which means more failures.
  10. I'm trying to revamp one of my older scrappers, a Spines/Invuln who's been around for years. She's still got inherent Fitness at the moment so a revamp is definitely in order. I started this with the intent of softcapping defenses, but it's turned out to be harder to do that than I thought. The build below didn't make the softcap (unless you have a crazy number of melee mobs for Invinc) but it's pretty close on S/L/E/N. Anyone have any suggestions for improvements? Thanks in advance!

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Death.Angel-PLAN: Level 50 Science Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Invulnerability
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(3), KntkC'bat-Knock%(5)
    Level 1: Resist Physical Damage -- S'fstPrt-ResKB(A)
    Level 2: Spine Burst -- Dmg-I(A), Sciroc-Acc/Dmg/EndRdx(43), Erad-Dmg/Rchg(43), Erad-Acc/Dmg/Rchg(45), Erad-%Dam(45)
    Level 4: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13), Dct'dW-Rchg(15)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(9), GSFC-Rchg/EndRdx(11), GSFC-ToHit/EndRdx(40), GSFC-Build%(42)
    Level 8: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam(23)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Combat Jumping -- Krma-ResKB(A), LkGmblr-Def/Rchg(27), LkGmblr-Def(33), LkGmblr-Rchg+(33)
    Level 14: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(36), LkGmblr-Rchg+(45)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(19)
    Level 18: Quills -- C'ngBlow-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx(36)
    Level 20: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(23)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Knock%(37)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(27)
    Level 26: Ripper -- Dmg-I(A), Sciroc-Acc/Dmg/EndRdx(40), Erad-Dmg/Rchg(46), Erad-Acc/Dmg/EndRdx/Rchg(46), Erad-%Dam(48)
    Level 28: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(29), LkGmblr-Rchg+(33)
    Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(31), LkGmblr-Rchg+(31)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40)
    Level 35: Super Speed -- Winter-ResSlow(A)
    Level 38: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(39), DefBuff-I(43)
    Level 41: Resist Elements -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(42), Aegis-Psi/Status(42)
    Level 44: Confront -- Mocking-Taunt(A), Mocking-Taunt/Rchg(46), Mocking-Rchg(48), Mocking-Taunt/Rchg/Rng(50), Mocking-Acc/Rchg(50), Mocking-Taunt/Rng(50)
    Level 47: Char -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(48)
    Level 49: Unstoppable -- ImpArm-ResPsi(A)
    Level 50: Nerve Partial Radial Revamp
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(34)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(5), EndMod-I(7)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Critical Hit
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 16.25% Defense(Smashing)
    • 16.25% Defense(Lethal)
    • 7.5% Defense(Fire)
    • 7.5% Defense(Cold)
    • 15% Defense(Energy)
    • 15% Defense(Negative)
    • 10% Defense(Melee)
    • 9.38% Defense(Ranged)
    • 5.63% Defense(AoE)
    • 5.4% Max End
    • 36% Enhancement(Accuracy)
    • 56.25% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 10% FlySpeed
    • 125.5 HP (9.37%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 9.9%
    • MezResist(Terrorized) 2.2%
    • 5% (0.08 End/sec) Recovery
    • 50% (2.79 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 6% Resistance(Psionic)
    • 15% RunSpeed



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  11. Quote:
    Originally Posted by The_Masque View Post
    I think a regen brute might be pretty good for keyes to be honest- MoG, 2 heals and a +regen. Regen lacks a taunt aura like NRG/shieldfire/dark/invuln/wp(to a lesser extent) so you will have to spam your taunt power...but it would be interesting.
    This sounds interesting. I've got a young Broadsword/Regen brute that I might try to trick out for tanking once he hits 50. Probably aim for 30-ish defense and count on the team to fill it out to the cap, and all the regen should take care of anything that gets through and that silly auto-hit stuff.
  12. Nugget didn't slot Rest! Or Brawl! He knows nothing!

    Doesn't look bad at all, though there's a few things I'd change. All little tweaks, nothing serious.
    • Assuming you can live without Super Jump (that's what Ninja Run and such are for), I'd rather take Tactics and use it for Gaussian's. Better use of slots than 6-slotting Taunt, IMHO.
    • Moved the stealth IO to Rest and the Slow resist IO to Super Speed, since SJ is gone.
    • Kismet +Acc isn't really worth a slot, not with all the other Acc bonuses from the sets.
    • Replaced the two Mako IOs in Rib Cracker with a single Crushing Impact IO. Saves a slot, and all you lose is a bit of acc/end/rch, all of which were already way higher than really necessary.
    • Used the above slots to allow use of 4xLotG in the defense powers instead of HOs. Better bonuses.
    • Pulled the Miracle:Heal out of Health and used it to put a Aegis Psionic resist in Resist Energies instead. Also removed a Hasten slot and put an Impervium Armor psionic resist in Resist Energies. When you're an Invuln, every little bit of Psionic def/resist helps.
    • Pulled a slot out of Initial Strike, moved it to Boxing, and re-organized into two Kinetic Combat sets, plus a Crushing Impact IO in Initial Strike.

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  13. Build: Frostfire's Return

    Level 16 (Trainer: Foreshadow)

    Power: Death Shroud (DO:End Reduction)

    Level 17 (Trainer: Foreshadow)

    Slots Added:
    2 to Death Shroud (DO:Accuracy, DO: Damage)

    I continue to fail to mostly solo as originally planned, which is perfectly fine because it's a lot of fun. It is more dangerous, though. The Frostfire mission with four other Eagles was run below my level (11 or 12, I think), which is nice since it gives me a bit more margin for error. Still had a couple of hairy moments, where I'd used Dark Regeneration and it hadn't recharged yet, and my health stubbornly continued to drop. Inspirations and some good support from the team kept me out of any real danger, but I was still a little nervous on a couple of rooms. Especially when we managed to aggro three groups in one of those ice-slide rooms.

    The mission got me a couple of levels, and I chose to use my power choice on Death Shroud since I was really feeling the lack of an aggro control tool on that team. It'll be useful solo, too, whenever I can herd up a couple of minion groups. Probably won't run it all the time until after L22, which I can get SOs and some IOs for better endurance management.

    I also picked up a Steadfast Protection +Def IO from the Iron Eagle base. For now it's in Dark Embrace. Eventually that 3% defense-to-all will be important to help stack up to a decent level of defense.
  14. Story: Frostfire's Return

    Hailing Frequencies ducked as a chunk of rock flew by his head. An energy beam from his rifle took out the Troll behind that close call, but there were plenty more where that one came from. Temporal Rime was nearby, sending chunks of ice through the air toward the oncoming Trolls. Spell Shooter and Twilight Sunfire were further ahead, but slowly began to give ground, dropping Trolls with blasts of fire and energy as they went.

    After the last of the green-skinned gang had fallen to the ground and been teleported away to secure medical facilities at the nearest PPD precinct, the young Iron Eagles took a brief rest. All four were newly arrived to Paragon City, and had just recently attained their tenth security level. This trip to the Hollows in support of Lt. David Wincott and the undercover officer Flux was their first venture into one of Paragon City's hazard zones.

    "It's a bit rough out here." A murmur of general agreement met this pronouncement from Hailing Frequencies. "And Flux said he had something even bigger after we finish off this group."

    "Bigger as in more dangerous, I assume." Spell Shooter grimaced and continued, "I don't particularly care to join the three previous Spell Shooters on the Eagle memorial just yet."

    "I suppose we could put out a call for help to the rest of the Eagles...." Temporal Rime said, but then trailed off. None of them wanted to be known as the heroes who had to call for help in their first really dangerous outing.

    After a moment, Twilight Sunfire said, "The other day I met another new Eagle, and he mentioned that he had also spent time in the Hollows. Said he'd be happy to help if I needed anything, and he knows what it's like here. What do you think, should I call him?" The other three nodded in agreement, happy to have an alternative to a general call for help.

    The call placed, the young heroes finished the job of clearing out the Troll gang's hideout. When they returned to Flux, he greeted them warmly. "Welcome back, Hailing Frequencies! Thanks to you and your friends for your help with those Trolls." Flux turned to a figure standing nearby, covered in shadow. "Have you met my good friend Shadow of Disgrace? Not too long ago, he helped me to bring in the same villain that you are about to face - Frostfire. It's unfortunate, but the PPD can't seem to keep him locked up."

    Shadow of Disgrace stepped forward, extinguishing his protective aura of darkness and shaking the hand of each of the other Iron Eagles. "When Twilight Sunfire called, I came as soon as I could. Frostfire can be a dangerous foe."

    Flux gave Hailing Frequencies the location of Frostfire's lair, and the Eagles set out. The scorched and frozen gang hideout was much as Shadow of Disgrace remembered it, though this time Frostfire had gathered an even larger number of Outcast gang members.

    As they hunted through room after room in search of Frostfire, Shadow of Disgrace found himself acting in the role of leader, though he was scarcely more experienced than the other young heroes. His protective aura of darkness both protected and sustained him, allowing him to take the brunt of the Outcasts' blows. He led the charge against each new group of enemies, sending pale gray flames at the strongest Outcasts. He was their center of attention for the critical moments needed for the beams of energy, jagged chunks of ice, and fiery blasts from the other Eagles to clear all opposition from their path.

    Frostfire himself had kept some of his strongest subordinates nearby. When the Eagles finally found him, they were plunged into the most difficult battle yet...but they were equal to the challenge. Shadow of Disgrace stood toe-to-toe with Frostfire and his guard, while Temporal Rime and Twilight Sunfire supported him and weakened their foes. Hailing Frequencies and Spell Shooter poured rifle energy fire into the Outcasts, dropping them one by one.

    When the final Outcast had been defeated, the Eagles gathered for a quiet moment, enjoying the camaraderie. Quiet congratulations were exchanged, well-deserved for a job well done. Then each went their separate ways, a little stronger and wiser, ready to face their next challenge.
  15. Quote:
    Originally Posted by MaestroMavius View Post
    Is it available now or not? I've been holding off on my beamer awaiting the devastator.
    I wouldn't wait...make yourself a character with the normal one, then switch at the tailor (or trainer) once it's available. No danger of losing your name that way.
  16. Ineffable_Bob

    Win Is...

    ...beating down a boss with your Broadsword scrapper to an inch of his life, then putting up your sword and Kicking him to death, because he's not worthy of death by the sword.
  17. Calendar'd. Have many toons that I haven't done any First Ward badges on.
  18. Build: The Sewers

    Level 13 (Trainer: Sewer Trial Trainer)

    Slots Added:
    2 to Stamina (DO:End Recovery)

    Level 14 (Trainer: Sewer Trial Trainer)

    Power: Super Jump (DO:Leaping)

    Level 15 (Trainer: Blue Steel)

    Slots Added:
    1 to Health (DO:Heal)
    1 to Combustion (DO: Damage)


    When some other Iron Eagle lowbies decided to run the Death From Below sewer trial, I decided it was time to introduce Shadow of Disgrace to the supergroup. I really like the trial. Not only is it a great way to get some quick low levels without the boredom of power leveling, it also gives new players a good way to get some early team experience. Well done, Devs!

    I also managed to work my way through scanners to get the KR safeguard, so I now have a couple of temporary travel powers. With that in mind, the choice of Super Jump may seem like a strange power choice. I picked it primarily because I intend to take Acrobatics soon, and I really don't like Jump Kick at all. Acrobatics is a very useful survival power, even though it's overkill most of the time. When running hardcore, overkill on defense is a good thing.

    I'd noticed some endurance issues (already!) and thus the extra slots in Stamina. At some point I'll probably end up with a fourth slot, and four Performance Shifter IOs, but I won't be ready for that until L25.
  19. Story: The Sewers

    Shadow of Disgrace stepped out of the bank in King's Row, dragging the limp form of the villain Martial Gloom. The waiting PPD officers relieved him of the burden, pushing the villain into a magically-sealed paddy wagon for transport to the local jail.

    The job here finished, Shadow of Disgrace once again turned to the police scanner for any other signs of trouble. But before he could activate the scanner function on his all-purpose communicator, another notification caught his attention. The Iron Eagles were calling.

    He had yet to fight alongside any of the others in the Iron Eagles supergroup. He had joined them in hopes that they would be another opportunity to learn more of his past, since their name had appeared alongside his own on the ID card that was his only physical link to whatever had gone before. Now several of the Eagles were calling for assistance in breaking up a dangerous concentration of villains deep in the sewer system of Paragon City. He decided to answer the call.

    Working with a group of like-minded heroes was a completely different experience than fighting crime on his own. Each had their own areas of strength and weakness. Shadow of Disgrace found himself leading the charge, absorbing many of the blows from the Hellions, Vahzilok, and Lost. The others followed his lead, cutting down each new group of villains almost as quickly as they appeared.

    Almost before he knew it, they had reached the lowest level of the sewers. A pair of sickly green pulsating mounds of hydra flesh filled the final sewer junction. Once again, he led the charge, but this time only narrowly escaped a massive gas explosion which bubbled up through the disgusting waters. One of the other Eagles was not so lucky, falling face down into the muck. The remaining heroes persisted in their task, and after an epic battle the hydra heads were destroyed.

    Shadow of Disgrace emerged from this experience both stronger and wiser. He knew now what it was to be part of something greater than himself. But he also knew the grief that came from losing a valued comrade. Both feelings were familiar, like old friends met again after a long separation, but the details of his prior experiences still eluded him.
  20. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    So... uh... anybody need a tech guy with significant phone and offsite support experience?
    Just sent you a PM with some links to the job openings site at Amway. *waits for the peanut gallery to quiet down*

    We're big enough that there's almost always an IT job or two open. Other than the hazard of running into me occasionally, it's a pretty decent place.
  21. Quote:
    Originally Posted by Sailboat View Post
    There's also "3) Combustion has a large radius and the damage isn't too bad, despite the animation time," and "4) /Fiery Melee can eventually build a decent AoE chain, and Combustion is an indispensable part of that."
    True, and even "5) Combustion is a fine spot to put some Scirocco's Dervish IOs and get more AoE defense or even Obilteration IOs and get more melee defense" up at the higher levels.
  22. Build: Focus

    Level 11 (Trainer: Foreshadow)

    Slots Added:
    1 to Dark Embrace (Training:Resist Damage)
    1 to Dark Regeneration (Training:Recharge)

    At about level 10.5, I broke my own rules and did a little teaming in the Hollows. There was a person broadcasting in the Help channel asking for help with Frostfire, and since I was already there, helping him out seemed like the neighborly thing to do. Turns out that this guy was quite the newbie (no Vet badges showing), playing an Electric blaster, so it's not surprising that he found Frostfire to be a tough opponent. Another veteran from Help joined us on a Brute, and we made our way through the mission. With only three of us, there was no real danger as long as didn't do something incredibly stupid, and fortunately everyone was happy to follow my lead. With no taunt or AoE power, I had to spend quite a bit of time running around hitting every Outcast I could find so they wouldn't kill off the blaster. I made much use of Dark Regeneration, probably a bit more than necessary, but on a hardcore toon better safe than sorry. Enough blue inspirations dropped for me that I was able to keep using it pretty much any time I got down around half health. Got almost a full level in that mission, so it was a good use of time, and I think we helped the new player out a bit. When I leveled, I decided to slot the defensive powers a bit more, just in case I end up in another similar situation before getting to 22.

    Level 12 (Trainer: Blue Steel)

    Power: Combustion (DO:Accuracy)

    Dual Origin re-enhancement time! I finished out Julius the Troll's missions, and ran a quick scanner in KR, to push my XP bar up to L12. No problem with cost since I'd transferred 20 million inf to myself earlier, so Shadow of Disgrace is now fully kitted with DOs (plus the Karma KB IO and Theft of Essence +End IO). I didn't change any of my enhancement choices - just replaced every training enhancement with the corresponding DO.

    I chose Combustion because 1) I'm tired of not having an AoE attack power (other than Sands of Mu) and 2) it serves as a sort of ghetto-taunt with Gauntlet, in case I end up in another team. I'd rather have an attack power than the always-sucking-down-End damage aura at this point, although of course I expect to take Death Shroud later in my career.
  23. Story: Focus

    Shadow of Disgrace knocked yet another green-skinned Superadine addict to the ground, then helped the captive citizen to his feet. The police presence in the Hollows was substantial, but often ran afoul of the Trolls and other gangs. There was plenty of opportunity for a hero to step in.

    As he moved on in search of the remaining Trolls in this hideout, Shadow of Disgrace caught a glimpse of an object on the floor, something the last Troll must have dropped. Closer examination revealed a gauntlet, battered and worn but still servicable. He picked it up and put it on; the Troll wouldn't be needing it any more.

    Clearing out the hideout went very quickly, because the Trolls weren't lasting long in each fight. Each heated punch, each swing of the dull gray sword of fire, was inflicting obvious pain on his opponents. Something had obviously changed when he picked up that gauntlet, and Shadow of Disgrace was determined to learn why.

    He asked some of the police officers how he might find more information, and eventually was directed to the GIFT offices in Atlas Park. There, Prince Kiros Nandelu took the gauntlet and examined it closely.

    "Yes, I recognize this item," Prince said. "It's fairly common for mutant to use a device such as this to focus his powers. Magic users will often do the same."

    Shadow of Disgrace frowned, thinking. "I didn't do anything special, just picked it up and put it on."

    "You must already know how to make use of a focus," Prince reasoned. "You just didn't have one until now."

    "I don't remember anything about this, but then, I don't remember much of anything very clearly." Shadow of Disgrace paused, then asked, "You said mutant or magic user. Which am I?"

    "We can determine that easily," Prince said, stepping over to a nearby desk and picking up a small device. He ran the device over Shadow of Disgrace's arm and studied the readout. He frowned, pressed a few buttons, and repeated the procedure, then stared again at the readout.

    After a moment, his curiosity getting the better of him, Shadow of Disgrace prompted, "Am I a mutant?" He couldn't keep a note of anxiety from entering his voice.

    Prince looked up and smiled reassuringly. "Oh, I'm sorry, it's just that I've never seen quite this reading before. You are unmistakably a mutant. What's odd is that the device also detected a strong magic presence, which is not at all usual for a hero of your experience." He put down the device and pulled out a map. "But let's not worry about that. Let me show you where you can find Subgenetics. You can find all kinds of focus artifacts there..."

    Shadow of Disgrace listened, and followed Prince's advice, traveling to Subgenetics and outfitting himself with all manner of focus artifacts. He ran faster, recovered more quickly, absorbed more of the force of his enemies' attacks...he felt more powerful than ever. All the while, though, Prince's mention of an unusual "strong magic presence" replayed in a corner of his mind. He knew that this was an important piece of information, but it was not enough. He needed to learn more to unlock the mystery of his memories.
  24. Build: Frostfire

    Level 5 (Trainer: Ms Liberty)

    Slots Added:
    1 to Scorch (Training:Accuracy)
    1 to Fire Sword (Training:Accuracy)

    Decided to keep slotting the attacks up front. Each has 3 now, and I'll have to find a fourth for each sometime before L22. At that point I expect to slot 4x L25 Kinetic Combat IOs in each.

    Level 6 (Trainer: Ms Liberty)

    Power: Obsidian Shield (Training:Endurance Reduction)

    Yay, status protection. Well, as much as Dark gets, anyway. The immobilization and knockback holes are annoying. But those are fairly easily filled, and the psionic resist is very nice later on.

    Level 7 (Trainer: Ms Liberty)

    Slots Added:
    2 to Dark Embrace (2x Training:Resist Damage)

    At this point I'm starting to need to use my defenses, so it makes sense to slot the smash/lethal resist a bit.

    Level 8 (Trainer: Blue Steel)

    Power: Dark Regeneration (L10 Theft of Essence: Chance for +End IO)

    Now we're getting somewhere on the defensive front. Even soloing, there are times when Dark needs its big-gun heal to stay alive. And whenever I start teaming, it'll be a key power. One of my Iron Eagles compatriots was kind enough to provide the Chance for +End IO, which is handy given the big endurance cost.

    Level 9 (Trainer: Blue Steel)

    Slots Added:
    2 to Dark Regeneration (Training:Endurance Reduction, Training: Healing)

    Dark Regeneration is going to end up with at least five, perhaps six slots eventually. Good to get some of them in early.

    Level 10 (Trainer: Foreshadow)

    Power: Combat Jumping (L12 Karma: KB Protection IO)

    Time to fill in those status protection holes. I take Combat Jumping on almost all of my hardcore characters. Getting both immobilization and knockback protection with a single power choice (plus IO), with no additional slots required, and at minimal endurance cost, is a great help in keeping low-level Iron Eagles alive. The extra combat mobility of Combat Jumping doesn't hurt, either.

    As I'm sure everyone has gathered from the story section, I went over to the Hollows and ran missions up through Frostfire. Nothing gave me any serious trouble, mainly because I was careful not to get into a situation where I'd be fighting more than 4-5 minions at a time (or 1-2 plus a Lt). Even with that caution, I still needed Dark Regeneration a few times. Frostfire himself was no problem primarily because I timed my L10 level-up boost to hit right before entering his room, but I could have gotten the same result using up my inspiration tray if I'd had to.
  25. Story: Frostfire

    In the heart of the Outcast gang's headquarters in the Hollows, a shadow moved. The interior of the office building which the gang had claimed for their own was alternately scorched and covered with ice. Through this wasteland, gang members wandered. Some stood guard, some pursued errands of their own. And some met a painful defeat at the hands of the shadow.

    It had been an eventful few days for Shadow of Disgrace. There was the Vahzilok plot to capture and dismember charity event guests. Arachnos had made an incursion into Atlas Park, looking to capture Galaxy City refugees; that had ended well, thanks to Matthew Habashy. He had met Twinshot and her associates, who seemed eager to join forces; but after visiting their base, he decided that he could do more good helping the police.

    That had led him to King's Row, where he met Detective Freitag and the hero Blue Steel. He had received notification from the detective via police scanner of gangs of Outcasts, Vahzilok, and Clockwork. Having dispatched those, he was summoned back to Atlas Park to foil a bank robbery by the villain Comatorium. After putting the villain behind bars, he had been told of Lt Wincott and his work in the Hollows.

    Shadow of Disgrace spent time with Lt Wincott and Meg Mason, cleaning up Outcast, Troll, and Hellion gangs. He even ran across the Hellion Burnscar again, who had escaped and was holed up in a Hollows warehouse. But Shadow of Disgrace had learned much in a short time, working with experienced heroes such as Blue Steel and Ms Liberty. This included how to better protect himself from fire attacks; this time their fight was short and one-sided. In due time, Lt Wincott directed him to Flux, who had led him to this scorched and frozen gang hideout.

    Shadow of Disgrace was recalled to the present by the voice of Frostfire, somewhere up ahead. He gathered darkness about him as a shield, then launched his attack, drawing on experience from previous battles. The Outcast leader stood no chance before his relentless attack. He ignored the other Outcasts, the icy and burning simulacrums summoned by Frostfire, the fire and ice under his feet. In moments it was over, as Frostfire fell senseless to the ground and the others stared unbelieving at their fallen leader.

    Later, after the Outcasts had been turned over to the police, Shadow of Disgrace reflected on his recent experience. He had made little progress in unraveling his confused memories, or identifying the burning figure that wielded darkness, who was never far from his thoughts. But he felt no disappointment from this. The urgency to uncover his past had not disappeared, but it was muted by present accomplishments. The deeds of today were enoughÂ…for now.