Lady Athyna

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  1. *tosses confetti*

    Happy anniversary everyone! Thanks for two years Cryptic.

  2. [ QUOTE ]
    Hey Posi, What do you think about people that hyjack threads?

    And what do you think of people that belittle others cause they arent english majors?

    Thx for your reply

    [/ QUOTE ]

    *Athyna sneaks in, puts on a fake looking Positron helmet, reads Whiteseeker's post*

    *ahem*

    "Wheeeeeeeeeee"

    *sneaks out*
  3. [ QUOTE ]
    Irregardless of being derailed, I think this thread has reached the end of its lifetime as a useful Q&A thread by virtue of being Way Long.

    [/ QUOTE ]

    This thread? Long? Excuse me while I laugh till I pass out. No sir. There's no thread that's too long. Well, except the original ED thread that had to be pruned several times, and the AASQ thread that borked the forums and was finally shot. No, this thread, maybe with some pruning and some TLC from all of us, can still be a useful thread.

    We *need* a player asks/dev answers thread. Seriously. It will go a long way towards fostering the sense of community that Jack has mentioned in several interviews. But first, we need to be respectful of the devs, and listen to their answers. Perhaps that will engender a desire to answer those questions and communicate with us.

    Lately, the most a redname has posted has been a quick joke or one-liner in response to a humorous thread, except for _Castle_, and Posi's answers at the beginning of this thread. If we want more meaningful communication with the dev team, first, treat them as humans, realize they misspeak and/or make mistakes, and be willing to either accept their answers or counter with logic and hard numbers. Trust me, "I ran such-n-such tracker program and found a n% change to such-n-such power" goes miles further than "I don't feel super anymore".


    Alright, done rambling...
  4. Unless they hold a Meet & Greet in Tampa, FL... I'm not going to get a chance. Well, that and it was the first thing that popped into my head as an attempt at asking questions of the devs.

    I'm sure someone out there has a questions that either Pos or _Castle_ can answer. Also, if the mods are interested in keeping this thread, they can prune the way off topic stuff and leave the other stuff. This thread can be salvaged.
  5. *attempting to head back towards the original topic*

    _Castle_, since the Patron powers numbers will be available in-game, will the heroic APP numbers be made available also?
  6. [ QUOTE ]
    The real-time forums with those funny little poeple runnign round.

    [/ QUOTE ]

    o.O?
  7. [ QUOTE ]
    I'l just add my welcome to the pile . As you know by now most of the inhabitans here has
    A: forgoten there is a game attached to this forum
    B: Takes small bites out of the furniture.
    C: Stolen most of the office supplies.

    Anyhow glad to have you aboard.

    [/ QUOTE ]

    Game?

    What game?
  8. [ QUOTE ]
    Mantid now has a possibly love interest. Run! Run while you can! *runs away screaming*

    [/ QUOTE ]

    I am not telling Miss_Kitty.
  9. Welcome to the nuthouse Cricket. Nothing worse than super-powered nuts, yanno. Anyway, welcome.
  10. [ QUOTE ]
    I'm gonna repeat this a few times with cruise control for cool so people notice in case they're zipping through the pages.

    POSITRON HAS STOPPED ANSWERING QUESTIONS.

    POSITRON HAS STOPPED ANSWERING QUESTIONS.

    POSITRON HAS STOPPED ANSWERING QUESTIONS.

    POSITRON HAS STOPPED ANSWERING QUESTIONS.

    No point posting any more. Move along, move along.

    [/ QUOTE ]

    Some of us foresaw that happening and asked if Positron would visit this thread tomorrow too.
  11. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    I think these tidbits really did help a lot. We've been in sort of an info blackout.

    [/ QUOTE ]

    /agreed.

    I would not mind an informal 'Ask a Dev' series repeated.

    [/ QUOTE ]
    It's really amazing how just a little bit of Dev time can help alleviate board tensions.

    [/ QUOTE ]

    That, and I think it helps some people see the devs as actual, yanno, people.

    Alright, group hug everybody.

    You too Clint!
  12. [ QUOTE ]
    I think these tidbits really did help a lot. We've been in sort of an info blackout.

    [/ QUOTE ]

    /agreed.

    I would not mind an informal 'Ask a Dev' series repeated.
  13. [ QUOTE ]
    OK, last question I'll answer today. Apologies to those that are typing up questions as I write this.


    [/ QUOTE ]

    Ok, but I have a feeling there will still be questions posted in this thread tomorrow. Would you mind popping back in here when you get a chance?

    Don't stop working on i7 though.
  14. [ QUOTE ]
    [ QUOTE ]
    Any talk of changing the permanent part of Patrons or something?

    [/ QUOTE ]

    It's really not as simple as "let's let them respec it!"

    Since Patron sets are tied to Contacts you receive, you get the set of the Contact you choose. We'd need to add a bunch of technology to take away access to Contacts (something we don't do currently), to make sure you couldn't end up with multiple Patron Pools.

    We have talked about it though, and are not through talking about it either.

    [/ QUOTE ]

    Thanks. That's really all we can ask for right now. So thanks.
  15. Any talk of changing the permanent part of Patrons or something?
  16. [ QUOTE ]
    I'm crazy busy right now, but I'd be happy to answer a few questions, as long as none of them are "when is I7...?"

    [/ QUOTE ]

    When is... damn.
  17. Yeah, it was the one on Mayhem Missions that I read last. Left me feeling "Meh". We've seen a lot of that info before.
  18. I like this idea. To be honest, I'm getting a little burned out with the teasers from Alexa. No offense meant to Alexa, but those seem to be mostly fluff.
  19. [ QUOTE ]
    [ QUOTE ]
    That was worse than my Howling Twlight in the threads (I rezzed about 6-7 yesterday and got a warning )

    [/ QUOTE ]

    I've gotten a warning, too...but it wasn't for necromancy.

    *looks at Mantid, Miss Kitty, and Athyna*...You three got me in trouble!

    [/ QUOTE ]

    No sweetie. You did that all by yourself... even if you might have gotten a blue ribbon for it.
  20. [ QUOTE ]
    [ QUOTE ]
    Wow, I was pretty excited here until I read the mastermind powers. Without a new pet for the fourth power, or other pet related powers, I find it hard to justify taking any of them. I am sure the protective buffs would be nice, but the rest of the patron powers MMs get just scream "shoot at me".

    Honestly, my level 41 - 50 power slots would probably be smarter spent on more powers from my primary, secondary and common pools.

    [/ QUOTE ]

    agreed....guess now i need to hit the invis pool for better use of traps

    [/ QUOTE ]


    Do MMs really need another pet? I'm sorry, but I think holding a foe for the pets to kill without taking damage and a shield balances out the overall squishiness of the MM AT.

    Ok, rip me apart.
  21. [ QUOTE ]
    Can anyone copy/paste into a post for those of us behind a firewall?

    [/ QUOTE ]

    Copy & Paste from Lady Sadako's post...

    Patron Powers

    You have completed the trial set before you by your Patron. You have survived a battle against Ghost Widow’s true enemies, Black Scorpion’s creator, Scirocco’s dangerous djin, or Mako’s high-ranking nemesis. You have even come face to face with your own fate as you confronted the very heart of Arachnos itself.

    You have prevailed and thus earned your reward. Accept your Patron Badge as a sign of honor - Scirocco will bestow the “Mirage”, Mako “Blood In The Water”, Ghost Widow the “Spiders Kiss”, and Black Scorpion “The Stinger”.

    In addition to this badge, you will gain a respec and access to one of 20 new Patron Power Pools.

    Each Patron Power Pool contains four powers. Ghost Widow focuses on harnessing the darkest undercurrents of the universe, Black Scorpion relies on the blunt power of deadly technology, Mako calls upon the malevolent spirits of the deep, and Scirocco draws from the electrical energies of the Mu.

    The exact powers you will be able to acquire will be determined by the unique combination of your Patron and your Archetype. For instance, Scirocco can grant you access to many of the Mu Mystic powers, but your Archetype will determine which specific Mu abilities you will be able to choose. The powers you gain will be those that your archetype cannot typically access on its own (for example, Brutes will gain ranged attacks, while Corruptors will have access to defensive armors and so on).

    The last power in most sets will allow you to summon one of your Patron’s signature soldiers. For instance, if you choose Ghost Widow, you can call forth a Fortunata. Black Scorpion will let you summon an Arachnobot, Scirocco a Mu, and Captain Mako brings forth a Coralax.

    Patron Power selections will become available at threat levels 41, 44, 47 and 49. Once you have mastered these unspeakable powers, your strength will be rivaled by few among the City of Villains.

    Ghost Widow - Soul Mastery

    Ghost Widow will teach you how to corrupt and utilize souls of the dead to damage and hinder your enemies.

    BRUTE
    Gloom: Gloom slowly drains a target of life, while reducing his Accuracy. Slower than Dark Blast, but deals more damage over time.

    Soul Tentacles: You can create a cone-shaped rift to the Netherworld that allows the souls of the damned to slip into our reality. These Soul Tentacles will snare all foes within range, Immobilizing them while they drain their life.

    Dark Obliteration: You hurl a large blast of negative energy that violently explodes on impact, exposing the dark power of the Netherworld to all foes near the target. Dark Obliteration can reduce the Accuracy of all affected targets. You must have one other Soul Mastery power before selecting this power.

    Summon Widow: Ghost Widow will assign a beautiful but deadly Blood Widow assassin for you to command. Her weapons of choice include wrist-mounted retractable razors and darts tipped with deadly poison. You must have two other Soul Mastery powers before selecting this power.

    STALKER
    Dark Blast: A long range blast of dark energy. Deals moderate Negative Energy damage and reduces the target’s Accuracy.

    Moonbeam: An extremely long range and accurate beam of Negative Energy that deals tremendous damage and reduces the target’s Accuracy. This is a sniper attack, and like most sniper attacks, is best fired from a distance as it can be interrupted.

    Soul Storm: Like Ghost Widow, you will be able to summon the souls of your victims to do your bidding. Soul Storm enraptures a single target, holding them while their life-force is drained from their body. You must have one other Soul Mastery power before selecting this power.

    Summon Widow: Ghost Widow will assign a beautiful but deadly Blood Widow assassin for you to command. Her weapons of choice include wrist-mounted retractable razors and darts tipped with deadly poison. You must have two other Soul Mastery powers before selecting this power.

    CORRUPTOR
    Soul Drain: Using this power, you can drain the essence of all nearby foes’ souls, thus increasing your own strength. Each affected foe will lose some Hit Points and add to your Damage and Accuracy.

    Dark Embrace: You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, and Toxic damage.

    Soul Storm: Like Ghost Widow, you will be able to summon the souls of your victims to do your bidding. Soul Storm enraptures a single target, Holding them while their life-force is drained from their body. You must have one other Soul Mastery power before selecting this power.

    Summon Mistress: Ghost Widow will assign a Fortunata Mistress for you to command. Arguably, the most powerful of the Fortunatas, these rare few have mastered numerous psychic abilities and have risen to the top of Lord Recluse’s beautiful Black Widows.

    DOMINATOR
    Dark Consumption: The dark power of the Netherworld allows you to tap the essence of your foe’s soul and transfer it to yourself. This will drain Hit Points of your enemy and add to your Endurance.

    Dark Embrace: You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy and Toxic damage.

    Dark Obliteration: You hurl a large blast of Negative Energy that violently explodes on impact, exposing the dark power of the Netherworld to all foes near the target. Dark Obliteration can reduce the Accuracy of all affected targets. You must have one other Soul Mastery power before selecting this power.

    Summon Seer: Ghost Widow will assign a Fortunata Seer for you to command. Fortunata Seers can glimpse moments into the future. They use this ability to increase the Perception of their teammates. You must have two other Soul Mastery powers before selecting this power.

    MASTERMIND
    Night Fall: Unleashes a cone-shaped burst of particles from the Netherworld. All targets within the modest range of this power take Negative Energy damage and have a reduced Accuracy.

    Dark Embrace: You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, and Toxic damage.

    Soul Tentacles: You can create a cone-shaped rift to the Netherworld that allows the souls of the damned to slip into our reality. These Soul Tentacles will snare all foes within range, Immobilizing them while their drain their life. You must have one other Soul Mastery power before selecting this power.

    Soul Storm: Like Ghost Widow, you will be able to summon the souls of your victims to do your bidding. Soul Storm enraptures a single target, Holding them while their life-force is drained from their body. You must have two other Soul Mastery powers before selecting this power.

    Black Scorpion - Mace Mastery

    Black Scorpion will give you access to an Arachnos Mace, and teach you how to use it in battle.

    BRUTE
    Mace Blast: The Executioner’s Mace is capable of firing a powerful bolt of kinetic energy. The blast is powerful enough that it may knock down some foes. Arachnos Bane Spider Troopers call this the Mace Blast. The Arbiters who invented it scoff at this simple term.

    Web Envelope: The Executioner’s Mace can lob a modified Web Grenade. Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets in a wide area. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and prevents jumping.

    Disruptor Blast: Fires a tremendous charge of kinetic energy from your Executioner’s Mace. This charge is so powerful it will explode on impact, blasting all nearby foes. Some affected foes may be knocked down by the force of the blast. You must have one other Mace Mastery power before selecting this power.

    Summon Blaster: Black Scorpion will grant you an Arachnobot Blaster to command. Arachnobot Blasters were created by Arachnos Orb Weavers to take down particularly powerful super-powered threats. You must have two other Mace Mastery powers before selecting this power.

    STALKER
    Mace Blast: The Bane Mace is capable of firing a bolt of kinetic energy. The blast is powerful enough that it may knock down some foes. Arachnos Bane Spider Troopers call this the Mace Blast. The Arbiters who invented it scoff at this simple term.

    Mace Beam: Fires an extremely long range and accurate beam of kinetic energy from the Bane Mace that deals tremendous damage and knocks back the target. This is a sniper attack, and like most sniper attacks, is best fired from a distance as it can be interrupted.

    Web Cocoon: The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically Slowed. Web Cocoon can also bring down flying targets and prevent foes from jumping. You must have one other Mace Mastery power before selecting this power.

    Summon Spiderlings: Black Scorpion will grant you access to a small squadron of Arachnobot Spiderlings. Three Spiderlings that are one level less than you will show up when summoned. You must have two other Mace Mastery powers before selecting this power.

    CORRUPTOR
    Web Envelope: The Executioner’s Mace can lob a modified Web Grenade. Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets in a wide area. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping.

    Scorpion Shield: Black Scorpion’s technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.

    Web Cocoon: The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically Slowed. Web Cocoon can also bring down flying targets and prevent foes from jumping. You must have one other Mace Mastery power before selecting this power.

    Summon Disruptor: Black Scorpion will grant you an Arachnobot Disruptor to command. Arachnobots were created by Arachnos Orb Weavers to take down particularly powerful super-powered threats. You must have two other Mace Mastery powers before selecting this power.

    DOMINATOR
    Poisonous Ray: The Bane Mace can fire a nasty Poison Ray. This toxin is suspended in a polarized plasma field and delivered like an energy blast. Upon impact, the toxin directly attacks the immune system, reducing the affected target’s Defense and Damage Resistance as it deals Toxic damage.

    Scorpion Shield: Black Scorpion’s technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.

    Disruptor Blast: Fires a tremendous charge of kinetic energy from your Bane Mace. This charge is so powerful it will explode on impact, blasting all nearby foes. Some affected foes may be knocked down by the force of the blast. You must have one other Mace Mastery power before selecting this power.

    Summon Tarantula: Black Scorpion will grant you a Toxic Tarantula to command. Weaver One developed the Tarantula Exoskeleton Armor, which so radically transforms an Arachnos troop that hardly anything human is recognizable.

    MASTERMIND
    Web Envelope: The Nullifier Mace can lob a modified Web Grenade. Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets in a wide area. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping.

    Scorpion Shield: Black Scorpion’s technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.

    Mace Beam Volley: Fires a volley of multiple kinetic energy blasts from your Nullifier Mace. These blasts spread out in a wide cone and are powerful enough to knock down some foes. You must have one other Mace Mastery power before selecting this power.

    Web Cocoon: The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically Slowed. Web Cocoon can also bring down flying targets and prevent foes from jumping. You must have two other Mace Mastery powers before selecting this power.

    Captain Mako - Leviathan Mastery

    Captain Mako will embolden you with the knowledge of the Coralax and their mysterious powers over the seas.

    BRUTE
    Spirit Shark: You are empowered with Spirit of the Mako Shark. You can project this spirit to attack and maul your opponent. The Shark Spirit Energy will manifest and attack your foe, quickly dealing heavy Lethal damage over time.

    School of Sharks: You can call forth a school of vicious Shark Spirits that will swim out in a cone formation and encircle your foes, draining their spirit energy. The encircling Shark Spirits will immobilize most foes while they deal Negative Energy damage over time. Both you and the target must be near the ground for this power to activate.

    Chum Spray: Sharks will eat anything, so their stomach acid must be powerful indeed. You can regurgitate this acid and spew a corrosive spray of bile at a foe. Affected foes in the cone will take Toxic damage over time. You must have one other Leviathan Mastery power before selecting this power.

    Summon Guardian: Captain Mako will show you how to summon a Coralax Guardian Sentinel to do your bidding. These creatures are composed of living coral made from the sea-goddess Merulina. You must have two other Leviathan Mastery powers before selecting this power.

    STALKER
    Spirit Shark: You are empowered with Spirit of the Mako Shark. You can project this spirit to attack and maul your opponent. The Shark Spirit Energy will manifest and attack your foe, quickly dealing heavy Lethal damage over time.

    Water Spout: Conjures up a Water Spout at a targeted location. The Water Spout will chase down your foes, tossing them into the air and hurling them great distances. The victims are left Disoriented and with reduced Defense. The Water Spout is a menacing sight, and can even cause panic among your foes.

    Spirit Shark Jaws: You can summon a massive Spirit Shark that will attack your foe from below. The Shark will grip your foe with its massive jaws and attempt to Hold the target while he mauls it, dealing Lethal damage over time. Flying targets will likely be pulled to the ground. You must have one other Leviathan Master power before selecting this power.

    Summon Guardian: Captain Mako will show you how to summon a Coralax Guardian Sentinel to do your bidding. These creatures are composed of living coral made from the sea-goddess Merulina. You must have two other Leviathan Mastery powers before selecting this power.

    CORRUPTOR
    School of Sharks: You can call forth a school of vicious Shark Spirits that will swim out in a cone formation and will encircle your foes, draining their spirit energy. The encircling Shark Spirits will immobilize most foes while they deal Negative Energy damage over time. Both you and the target must be near the ground for this power to activate.

    Shark Skin: The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold damage.

    Spirit Shark Jaws: You can summon a massive Spirit Shark that will attack your foe from below. The Shark will grip your foe with its massive jaws and attempt to Hold the target while he mauls it, dealing Lethal damage over time. Flying targets will likely be pulled to the ground. You must have one other Leviathan Master power before selecting this power.

    Summon Coralax: Captain Mako will show you how to summon a Coralax Red Hybrid to do your bidding. The Coralax are humans who have been infected with living coral. You must have two other Leviathan Mastery powers before selecting this power.

    DOMINATOR
    Water Spout: Conjures up a Water Spout at a targeted location. The Water Spout will chase down your foes, tossing them into the air and hurling them great distances. The victims are left Disoriented and with reduced Defense. The Water Spout is a menacing sight, and can even cause panic among your foes.

    Chum Spray: Sharks will eat anything, so their stomach acid must be powerful indeed. You can regurgitate this acid and spew a corrosive spray of bile at a foe. Affected foes in the cone will take Toxic damage over time.

    Shark Skin: The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold damage. You must have one other Leviathan Master power before selecting this power.

    Summon Coralax: Captain Mako will show you how to summon a Coralax Blue Hybrid to do your bidding. The Coralax are humans who have been infected with living coral. You must have two other Leviathan Mastery powers before selecting this power.

    MASTERMIND
    School of Sharks: You can call forth a school of vicious Shark Spirits that will swim out in a cone formation and will encircle your foes, draining their spirit energy. The encircling Shark Spirits will immobilize most foes while they deal Negative Energy damage over time. Both you and the target must be near the ground for this power to activate.

    Chum Spray: Sharks will eat anything, so their stomach acid must be powerful indeed. You can regurgitate this acid and spew a corrosive spray of bile at a foe. Affected foes in the cone will take Toxic damage over time.

    Shark Skin: The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold damage. You must have one other Leviathan Mastery power before selecting this power.

    Spirit Shark Jaws: You can summon a massive Spirit Shark that will attack your foe from below. The Shark will grip your foe with its massive jaws and attempt to Hold the target while he mauls it, dealing Lethal damage over time. Flying targets will likely be pulled to the ground. You must have two other Leviathan Mastery powers before selecting this power.

    Scirocco - Mu Mastery

    Scirocco will instruct you on the Way of Mu, ancient techniques that give access to the lightning-based powers of the ancient race.

    BRUTE
    Mu Lightning: You can send a large blast of Mu energy at a foe, dealing heavy damage and draining some Endurance. Some of this Endurance may transfer back to you.

    Electrifying Fences: Electrifying Fences attempts to Immobilize a group of foes in an area. This power deals some Energy damage over time as it slowly drains some Endurance.

    Ball Lightning: Hurls a highly charged ball of Mu lightning that explodes on contact. Ball Lightning deals good damage in an area of effect, and drains some Endurance from each target it hits. You must have one other Mu Mastery power before selecting this power.

    Summon Striker: Scirocco will show you how to call upon a mystical Mu Striker to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts. You must have two other Mu Mastery powers before selecting this power.

    STALKER
    Mu Bolts: You can quickly hurl small bolts of Mu electricity at foes, dealing some damage and draining some Endurance. Some of this Endurance may transfer back to you. Mu Bolts deals light damage, but recharges quickly.

    Zapp: A focused blast of Mu electrical energy that can travel great distances with high Accuracy. Zapp drains Endurance, and is best fired from a distance as it can be interrupted. Some of the Endurance you drain may transfer back to you.

    Electric Shackles: Electric Shackles binds a foe’s limbs, leaving the target Held and helpless. The target is drained of some Endurance and some of that Endurance may be transferred back to you. You must have one other Mu Mastery power before selecting this power.

    Summon Adept: Scirocco will show you how to call upon a mystical Mu Adept to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts. You must have two other Mu Mastery powers before selecting this power.

    CORRUPTOR
    Power Sink: Power Sink leeches Energy directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw energy from increases your Endurance. If there are no foes within range, you will not gain Endurance.

    Charged Armor: When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage.

    Electric Shackles: Electric Shackles binds a foe’s limbs, leaving the target Held and helpless. The target is drained of some Endurance and some of that Endurance may be transferred back to you. You must have one other Mu Mastery power before selecting this power.

    Summon Adept: Scirocco will show you how to call upon a mystical Mu Adept to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts. You must have two other Mu Mastery powers before selecting this power.

    DOMINATOR
    Power Sink: Power Sink leeches Energy directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw energy from increases your Endurance. If there are no foes within range, you will not gain Endurance.

    Charged Armor: When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage.

    Ball Lightning: Hurls a highly charged ball of Mu lightning that explodes on contact. Ball Lightning deals good damage in an area of effect, and drains some Endurance from each target it hits. You must have one other Mu Mastery power before selecting this power.

    Summon Guardian: Scirocco will show you how to call upon a mystical Mu Guardian to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts. You must have two other Mu Mastery powers before selecting this power.

    MASTERMIND
    Static Discharge: Hurls multiple bolts of Mu electricity in an arc that deals damage and drains Endurance from all affected foes in the area.

    Charged Armor: When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage.

    Electrifying Fences: Electrifying Fences attempts to Immobilize a group of foes in an area. This power deals some Energy damage over time as it slowly drains some Endurance. You must have one other Mu Mastery power before selecting this power.

    Electric Shackles: Electric Shackles binds a foe’s limbs, leaving the target Held and helpless. The target is drained of some Endurance and some of that Endurance may be transferred back to you. You must have two other Mu Mastery powers before selecting this power.
  22. [ QUOTE ]
    In the lobby of the watchtower in Grandville is a statue of each of Lord Recluse's lieutenants. At the base of this statue is a plaque that, when you click on, brings up a text box with tabs. The tabs are for the Archetype, and it goes into detail about the powers (including the hard numbers) that that Patron will give that Archetype. (Thus you can easily look at all the patron powers for your AT, and even those not for your AT).

    You are given a mission to visit each of these plaques before you choose your patron.

    [/ QUOTE ]

    That's a very interesting way to present the info, thanks. Just... double check the old spellchecker, please.
  23. Positron is lead developer, I thought. He got a level bump when States was changed to lead creative designer.
  24. [ QUOTE ]
    Well, if this is postponed yet again and especially because of this PPP nonsense, I'm going to lose my temper again. I hope I can contain myself and not post a childish rant this time heh.

    As for the 'not after level 40 to switch': if true, they had better make it absolutely clear BEFORE we level up. I've been planning on at least 2 switches---waiting and waiting and waiting.

    Why won't they spill the info on all this? It's becoming tiresome having to gripe over vague tidbits of info. Bah.

    Cal2

    [/ QUOTE ]


    Everything I said was pure speculation on my part. But... the DJ in Pocket-D has no alliences, his info, during V-day stuff was kinda open to whichever side, making him a crossover contact just seems to fit his info stuff. Either way, Posi said a lot of info about PPP would be released, perhaps side switching info, inluding if there's a level requirement will also be released.
  25. [ QUOTE ]
    [ QUOTE ]
    I guess I have 2 questions regarding the "hard wiring" of making patron powers permanent.

    1.) how will this effect when hero to villian and vice versa happens?

    Will the powers still be avalibale to a villian turned hero?

    2.) How will epic power pools be handled for heroes who become villians? will they also get to chose patron powers? will they lose thier epic pools?

    Seems kinda confusing when one set is permanet and the other isn't.

    Thanks

    [/ QUOTE ]
    Good questions, and the lack of easy answers has likely contributed to a Hero/Villain-switch TF not being implemented anytime soon.

    [/ QUOTE ]

    Quick and easy answer?

    There might not be side-switching after level 40.

    Here's where I came up with that. The zones that have entrances to Pocket-D. The DJ is not good or evil but freelance. I could speculate that he'd be the perfect contact for a fallen/redeemed story arc. There's three entrances to Pocket-D. Further speculation, those zone levels are the levels that side-switching will be available at.

    Did I mention this is speculation?