Jade_Dragon

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  1. Quote:
    Originally Posted by StrykerX View Post
    The Arsonist does the same thing, and his has (or at least had) no cap on the number of targets. 30 targets hit by the molotov cocktail = 30 stacked burn patches, which is why the Arsonist used to be potentially the highest damage MM pet in the game.
    That's funny, I could have sworn Fire Bomb had a max targets of 16. That's what's listed in City of Data, anyway, if it's wrong then it's wrong. (And Molotov Cocktail is also listed as a max targets of 16, although it's not the one that drops the Burn patch)

    Assuming the Assault Bot had the same max targets, and hit the same number of targets, it should have been doing more damage. Not that the Arsonist's damage wasn't impressive under the same circumstances.
  2. Quote:
    Originally Posted by MowDownJoe View Post
    Seriously, I was moving my Rogue over to the heroic side, and I got this as one of my tips... I'm a little scared...
    Thread's gone a little off topic, but if I'm right, you should take a look at that mission from the Vigilante point of view.

    IIRC, the last line of the Vigilante's accept text is, "That'll show those ungrateful punks in the forums." Now that's comedy!
  3. I was watching a show on those huge cargo ships on The Discovery Channel the other day, and my first thought was how many Jump Enhancements I would need to put in Hurdle and Sprint in order to clear the deck by leaping up from the water.
  4. Quote:
    Originally Posted by Marcian Tobay View Post
    Correct me if I'm wrong, but my interpretation has always been this:

    Villain: Grandiose plan that involves their being at a masterful level of strength. Thus they train day in and day out with a single-minded purpose. Maybe they want to save the world at dark costs. Maybe they want to burn humanity in revenge for that one dark day. The point is, they are focused, and they have offered their soul and humanity in payment for their goal.

    Rogue: Holy crap, I have powers! How fun is that!? Wheeeee!!!! Oh, I'm bored. I'll be good todayokaythat got boring robbing a bank.

    Isn't that the essential spirit?
    As the game defines it, Villains are after power, and revenge. They want to make themselves more powerful, and those who they feel oppose them less powerful. Thus, their Tip missions are usually about either retrieving some device/artifact, or sabotaging the efforts of one of the major Contacts, or the hero or villain groups.

    Rogues want money. That's it. It's a job, and they get paid for it. They also want to preserve the status quo, and their ability to make money. They will often do good because if some evil plan comes to fruition, it will ruin their business. "It'll be hard to earn a living when everyone in the Rogue Isles is a zombie."
  5. Yeah, I think GG hit the nail on the head here. It's not a nice choice, but it's probably a choice that a lot of law enforcement officers who are going up against someone "above the law" have to face. The majority of the time, they'll do the legal thing and do nothing. But in this case, your hand is not being forced by your own ideals of morality, but by Washington's. You've got to decide whether his ideal of a better Praetorian society is worth both you and he being corrupted in order to achieve it.

    Which is actually a very Vigilante thing.
  6. Quote:
    Originally Posted by The_Coming_Storm View Post
    Being a destined one does not bind you to the will of Arachnos.
    I didn't say you were bound. I said you were "not totally separated".
  7. Quote:
    Originally Posted by The_Coming_Storm View Post
    Uhhh, your villains DON'T work for Arachnos. They just sometimes accept jobs from them.

    Redside is the way to be. *Flex*
    Well, that's a little like saying that your heroes aren't a part of the Freedom Phalanx. Okay, they aren't officially members, and they accept jobs from various Contacts around the city. But you are still a hero registered with the city, and have a card which says you are filed away in some database somewhere.

    If you are redside, you are a Destined One. If you go to Kalinda, she says you're on her list, and even if you start with Burke, by the time you get to Lord Recluse, you're caught up in the Destined One mythology whether you like it or not. Becoming a Rogue isn't going to change that. Only going Hero will. (And presumably if you are a Hero and turn Villain, you will end up being a Destined One as well)

    Of course, you don't have to BELIEVE all that stuff about being the Destined One. And you don't have to BELIEVE you're following the orders of Lord Recluse and his cronies either. You can believe you're just doing what they're asking because you're feeling generous.
  8. Quote:
    Originally Posted by Duncan_Frost View Post
    I didn't feel so bad about going Vigilante on one of my Heroes since in like 75% of the tips I got everyone was a Nemesis Automaton. Took the guilt away a bit
    Yeah, it's interesting because in some of the Hero missions you run across a Vigilante that was accused of killing a lot of people. After doing those missions you realize that the Vigilante really just "killed" a lot of Nemesis robots, probably the original victims were already dead.

    That does tend to blur the line in the other direction. Sometimes Vigilantes are accused of being criminals when they aren't.

    Quote:
    There's more than one Morality Mission for each alignment, right? I loved the Vigilante one involving you releasing a certain someone from their cell to beat them up - some of the Longbow will actually run away from you when you get them low on HP, hollering about how they aren't going to sacrifice their lives for a criminal.
    Yeah, I gave that one away, since it really related back to the first post. But yeah, it's a different mission for 20-30, 30-40 and 40-50. I believe there is just the one misson in each band, though. So you gotta do what you gotta do. (Although honestly if I could end the mission by beating up the two thugs that try to escape instead I think that would be cool)

    Also, I let that guy who get away on my main vigilante, but on my Vigilante that's going Villain, I actually hunted him down and killed him just for saying that.
  9. Quote:
    Originally Posted by Organica View Post
    First tip: Frostfire (and friend) are trying to become more heroic! Frosty, a hero? But he's gone off and tried something very brave and foolhardy, and needs your help...

    The vigilante option, of course, is to use the information given to you but ignore Frosty and his dilemma.
    It's important to note that if you get to the level 20-30 Vigilante Morality Mission, you will BEAT FROSTFIRE TO DEATH WHILE HE ADMITS HE DESERVES IT.

    Yeah, becoming a Vigilante makes you feel like scum.

    Personally, I feel that the whole Hero/Vigilante thing is a sliding scale. It isn't actually like Batman and Darkman and those other heroes are on the Vigilante side of the scale. It's more like:


    Superman ----- Batman ----- Punisher


    The truly "dedicated" Vigilantes are the ones that are for the most part off their rocker. They will kill without remorse, they will hurt innocents to punish the guilty, and they are incapable of showing mercy. Frostfire is a villain, thus he deserves to be punished, not reformed. Likewise, the Freakshow "students" who are trying to turn their lives around, the Vigilante doesn't believe them, and just takes them all down.

    Characters like Batman are more the "grey area" between the two. They would choose the Hero option sometimes, and the Vigilante option other times. Then again, those characters are not the ones who traditionally "go over the line" and turn villainous. So if you're a Vigilante as the game defines it, you're already in danger of becoming a Villain. You've gone beyond the grey.
  10. Well, unfortunately at this time the gameplay does not really support you being totally separated from Arachnos. You still get all your missions (as a Rogue, that is) on the red side, and your Patrons are still the Arachnos Patrons. In fact, if anything the hand of Arachos is SPREADING, because HEROES will now be going around, wielding the powers of the Arachnos patrons, and summoning Widows, Tarantulas, and Mu Mystics, in the streets of Paragon City!

    OTOH, you do have the option of using the new villain APPs now, and hopefully in the future new Patrons will be added. I was thinking of Patrons for the heroes, but a couple of independents who aren't really associated with either side, might be a cool idea too. But that means a lot more development time for the devs to come up with those power sets.

    Anyway, I have one villain that is truly, completely and totally evil. His name is Dragon Lord Morgon, and back during the middle ages, he experimented with body swapping and mind control, until he could steal the body of a dragon. He then was imprisoned by the Circle of Thorns, but was set free in the present. He is extremely sociable, charismatic, and polite, and he is also a ruthless, sadistic monster who thinks nothing on experimenting on other beings just to make himself more powerful.

    Most of my other characters are just in the wrong place at the wrong time. I have one character that was framed for a crime he didn't commit and was forced to go to work for Arachnos. Another had his partner killed by another villain, and he has gone underground in the Rogue Isles until he can find a way to get his revenge. Said other villain is himself just trying to free himself from the Mob, and thinks he can use his power to take over and turn the world into a Utopia. (Much like Cole) And I have several heroes that went over to the Rogue Isles and went "undercover".

    So yeah, the vast majority of them will either go Rogue, or full Hero. Then again, I have some Heroes that will go Villain as well.
  11. Quote:
    Originally Posted by NightErrant View Post
    What I would (ideally) like to see, someday, is the addition of tips that fit with the general idea of your new alignment.
    Rogue and Vigilante tips DO fit with the general idea of their new alignment. They are not just used to "turn" to Rogue or Vigilante, they are used to stay that way.

    The only problem is that you can only access Vigilante tips in Paragon City, and only Rogue tips in the Rogue Isles. There are no Vigilante tips in the Rogue Isles. That's more a technological issue, since the Rogue tips would be useless to you. (Except for the XP)

    Honestly, I think the bigger issue is that if you are in the Rogue Isles, you are either a villain, or you are planning to be a villain. As a Vigilante you are either completing your fall to villain, or you are playing along in order to accomplish some private idea of "the greater good". Even if you team with villains, you are helping them do villainous things.
  12. Well, Vigilantes wouldn't have red side contacts yet, so they wouldn't be working with Mavis or Phipps. And just killing them outright, even if you went Rogue and gave up your villain side contacts, you could always come around and do them again, by going Villain again. So you don't want to eliminate a Contact that could potentially be important later.

    On the other hand, eliminating a Contact after you are DONE with him, that would be a different matter. And I have to admit some of my "villains" I have role played as heroes under cover in the Rogue Isles, I have just assumed that once the mission was done, my hero turned on his Contact, beat the snot out of him and turned him over to Longbow. ESPECIALLY in cases like Mavis and Phipps. There's quite a few of my villains, whether secretly heroes or not, that end up wanting to beat their Contact into the ground, just out of spite. (Of course, there is the greater question of whether you COULD. For instance, I kind of suspect that while Mr. Bocor wouldn't be a problem face to face, you probably would never get the chance to get that close to him)

    If that were an optional mission at the end of an arc that would eliminate the Contact, that would be cool.

    Of course, the technology is new to Praetoria, and it will probably be a while before it can be retrofitted to the existing content.
  13. Another possibility is Rikti War Zone, the only Tailor there is also a Surgeon.
  14. Jade_Dragon

    Bodyguard mode?

    Quote:
    Originally Posted by Gilia View Post
    qr -
    It's worth noting that "Follow" isn't actually necessary, just that they be in defensive mode and within the range of supremacy. The Issue 7 patch notes were misleading on this note and caused the confusion.

    Naturally, "Go" and "Stay" are not going to keep them in range like "Follow" does, but having them stay around a corner or head in first can be helpful... and they will still be in BG mode.
    The exception is "Attack". All other combinations with Defensive work.
  15. You've set yourself for a challenge, IMHO the Mastermind is the most complex AT to play, and the hardest to master. Picking it as your first choice takes guts.

    The main thing to remember as a Mastermind, though, is that individually you are only one fourth of the AT. At lower levels that could be as much as one half, but you're always going to get the majority of damage and survivability from your henchmen. Your Secondary is not only intended to supplement your abilities, it protects and supplements your henchmen as well, keeping them alive and making the stronger. You can take your own attacks, but they will mostly be useful only in the lower levels when you don't have a lot of henchmen.

    (Basically, your damage will ramp down from 1-20. While you can still use attacks in the 18-24 range, you're really going to be pushing it to use them. And then once you hit the 30s, they really won't be useful any more, except to attract aggro and for the occasional control effect)

    The second thing to consider, as others have pointed out, is that AoEs are horrible against Masterminds. They can rip through your henchmen and even Bodyguard if they are all stacked together. You have two strategies to deal with AoEs, one is to split up your forces so half of them run into melee with the AoE throwers, while the others stand back and fire at them from a distance. The other is to go into melee yourself, attract all the aggro, and take the alpha so when your henchmen get into melee with you, the enemies won't have their AoEs recharged.

    You mention that your bots run into melee. This tends to happen with one or two, but they shouldn't all be going into melee. You can work with this tendency, though, by using a keybind to make that one bot who seems suicidal move to a particular location with Goto. If he runs into melee, well, he would do that anyway, but if he doesn't, he's still away from the others.

    Another thought is that you make have them on Aggressive. You should set some or all of your henchmen to Defensive. Setting some to Aggressive and some to Defensive is actually a good way to get them to split up and not draw all the AoE into one place. But setting all your henchmen to Follow Defensive is how you set Bodyguard Mode. And that's how you can get into melee with a bunch of foes and survive it. I don't know if you've read up on Bodyguard, but there was a post on the subject just now, and I'm sure you can find it.

    A couple more tips:

    To ensure you've upgraded everyone, open up your Pet Window, and then click on the arrow on the left side of the window that points in. It should make a bunch of icons appear next to the window. Once of those icons should represent the upgrade, it will be the same color as the upgrade power, and appear when you use the Power on the bots. Once you can recognize the icon in the set of them, you should know when your bots are upgraded.

    Another trick is to always upgrade all your henchmen at once, when you first summon them. If you start losing bots, keep resummoning, but don't upgrade them if you can help it. When the battle is over, call them all back and do it with one application. Of course, don't let yourself be killed, it's okay to upgrade "on the fly" if you have to.

    There should be two little red lights on the back of a bot that is upgraded. And as mentioned, they will ALL be upgraded if in the radius of the effect, even though only one gets the "machine comes out of the ground and welds on it" animation.

    Don't ever try to wait for a bot to heal on its own. If you have no heal power, no green pills, and the bot is too badly damaged to keep fighting, dismiss it. It takes less time to resummon a bot and re-upgrade it than to wait for it to heal on its own. (It can also be more useful to save the green pills until you need them instead of trying to keep from having to resummon)

    Of course, once you get to 12, and get the Protector bot, HE will start to heal your bots. Then you only need to worry about keeping HIM healed. (Until 18, when you can get two Protos which will heal each other)
  16. Yep. I'm guessing you just never noticed the differences before, or hadn't played a Corruptor or something to compare it to.

    Dark is still pretty much your best choice.
  17. Jade_Dragon

    Bodyguard mode?

    Yeah, it's annoying that the default controls don't set both Follow and Defensive. But then, they were created before Bodyguard existed.
  18. Quote:
    Originally Posted by SwellGuy View Post
    What happens in Praetoria stays in Praetoria.
    Well said.

    Personally, I look at it as, you are not choosing to be a Hero or Villain. You are choosing to go to Paragon City or the Rogue Isles. If you go to Paragon City, you'd better ACT like a Hero, even if you aren't one. So if you're a murderous Crusader terrorist, or a backstabbing, tyrannical Power Loyalist, you're going undercover to sabotage these namby-pamby weaklings from the inside.

    Likewise, maybe your Resistance Warden or Responsibility Loyalist decides to go to the Rogue Isles because "it feels more like home", and there's a better chance of overthrowing Recluse's lawless anarchy and bringing about positive change than there is in Praetoria under Cole's rule.

    Another point is to keep in mind that no matter what you do as a Loyalist, you always have the path open to switch sides to the Resistance. And vice versa. Becoming a Hero or a Villain at the end, in your eyes, is no different. You may have some idea as to what a "hero" and a "villain" is, from your experiences in Praetoria, but it's still just picking sides.
  19. Keep in mind that the mechanism of previous Contacts from the old "level band" (10-20, 20-30, 30-40) referring you to new Contacts happens only in Paragon City. Villains must do Mayhem Missions as they cross each level band to open up the Contacts in that Zone. So the devs are anticipating that you already know that mechanism exists to open up Contacts.

    It would have been nice if the devs did give you a free Contact in your level band when you switch sides, but it was easier to just require you to do a Safeguard Mission. And in fact, you can do Safeguard Missions as a Rogue and unlock the Contacts even though you cannot access them yet. So it was at least possible to anticipate the switch and have some Contacts waiting for you.

    The good news is, once you unlock a "regular" contact, they will continue to unlock Contacts across subsequent level bands, in Paragon City anyway.
  20. Corruptors, Blasters and Dominators are all very soloable. Blasters tend to be the most fragile of the three, while Corruptors are the weakest offensively. Corruptors also take a lot more planning and strategy, if you're playing a soloable Corruptor, you want one with debuffs like Rad or Kin. So you don't just charge in blasting, first you lay down your debuffs so the foes will be weak enough to take on.

    The Dominator is sort of similar. You want to lock down your foes before you start shooting them. But you can pick off the first few foes from a distance before you alert the rest of them by locking them down.
  21. I have both an Inv/SS Tanker and an SS/Inv Brute who are the same character. The way I have my slotting set up, the Tanker is somewhat inefficient in terms of End, and uses it up quickly on heavy attacks, settling on well slotted weak attacks at the end. The Brute is the other way around, uses his weak attacks to build Fury, then unleashes his strongest attacks at the end, with them slotted well so he can keep using them without draining his End and having to stop.

    They kind of act diametrically opposed. The Brute starts slow and builds up to high damage, the Tanker starts with high damage and tapers off as his foes get down to where he can hold them off indefinately.

    I don't know if I would recommend such a build to anyone else, but it does demonstrate that the two are equally good, just in different ways. The Tanker's slow but can wade into anything without thinking, the Brute is fast and can steamroller through a spawn, but sometimes you have to stop and hold yourself back.

    Also, a major consideration is whether you would like to have Unstoppable sooner, or Foot Stomp sooner. With Unstoppable you can become an engine of non-stop destruction that much faster. But you can only attack one foe at a time until you get Foot Stomp. So which would you like better at 32?
  22. Jade_Dragon

    Blaster Brute

    I would suggest picking up some control mitigation, maybe Intimidate from the Presense pool. You have no mitigation in Claws, and you have nothing but Defense mitigation in Super Reflexes. You really need something else, ANYTHING else to hold you over until you can softcap your Defense.

    Try buying some Stun Grenades from the Market. Get Sands of Mu or the Blackwand if you have those Vet Powers for the -ToHit. And you may have to rely more on slotting and less on Fury since you may have to take on smaller spawns. (And Vet and Temp powers will help with that since they don't rely on Fury)

    Of course, you've already come up with the best solution. You could have gone with another Primary, like Dark or Energy instead of another Secondary. It's about Set compatibility more than SR being the problem. But if you do feel like going back to your SR, hopefully my suggestions will help.

    (And I plan on trying a Claws/WP Brute soon myself... )
  23. Jade_Dragon

    Fury fears.

    I have to agree, I've been playing my Brute a lot lately, and even though I'm solo, it's been quite rewarding to see that Fury shoot up. I was never about maxing it out anyway, so I can maintain it a lot higher a lot longer.

    I honestly think the whole thing about "it drops slowly as long as you are in battle and drops quickly when it ends" is the way it should have worked all along. It just makes more sense that way, even if the incoming Fury has to be lowered accordingly.
  24. Quote:
    Originally Posted by Brakner View Post
    Was this change added to Thugs burn patch? haven't tested my thugs MM since patch.
    IIRC, Thugs' Burn patch is different from Bots/Fire Armor, because it is intended to do less damage. (The Arsonist is a Tier 1 pet, not a Tier 3)

    So either the Bots' patch needs to be split off, or Thugs rebalanced to the Bots' damage.

    In all honesty, I've thought it was a little suspicious that Incendiary Missiles drops a Burn patch under EVERY target it hits. That really gives Bots a huge advantage over the other MM Primaries, albeit under very heavily leveraged circumstances.
  25. Quote:
    Originally Posted by Kelron View Post
    Probably going to be a defender then, with focus on offensive spells! (Offender )
    You might be looking for a Corruptor instead of a Defender. The two have very close to the same capabilities, when both are built for offense, but the Defender will be MUCH better, when built for defense. Your Infamous character throwing around lightning would be an Electric Blast, and with that you can either go with Kinetics, or if you want to be a "weather wizard" type, Storm Summoning.

    One combo I particularly like with Electricity is Sonic Resonance. Which it's not a strong offensive set, it's strong enough on a Corruptor to make it, and I happen to think the sonic bubbles have a subtle similarity to electrics, if you change the colors. However, it may be tough going, you may not like it.

    In short, if you want to be offensively oriented at all times, go with the Corruptor. If you want to have strong offense when solo, but trade it in on more team utility when you're on a team, go with the Defender. You'll also have a little more luck with the Defender if you stick with sets like Radiation Emission, Kinetics, Storm, and Dark Miasma.