Malkyre

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  1. You'd think they'd have a master fact-checker or something like that take a look at these things
  2. I am shocked that this thread hasn't hit about 15 pages by now.

    Amazing how good news is slower than DOOOM
  3. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Wait, Hamidon is a god?

    I thought he was a science experiment gone somewhat wrong by a crazed scientist injecting himself with the Will of Earth?

    [/ QUOTE ]

    Ditto, actually, it's one of the reasons I liked Hamidon, one of the ultimate powers in the universe that ISN'T an ancient god...

    Edit: I'd rather see the number of players moved up to 75...

    [/ QUOTE ]To be honest, this isn't an official site so the reviewer are probably under some misconception about Hamidon.

    The thinking probably follows as:

    1 huge monster+ need lots of SUPERHEROES to win+ Overwhelmingly powerful = Hamidon must be a god!

    [/ QUOTE ]

    Umm, see the background:

    [ QUOTE ]
    Written by Christopher Bruce, member of the Cryptic Development Team, the article presents the process, challenges and changes that went into this new feature

    [/ QUOTE ]

    Should be no misconception
  4. Agree that cap might be better at 75, so a whole SG can do it. Then again, I don't know what the new Hami is like

    And yea, my arc told me Hami used to be a scientist that invented a mutagenic colony of sentient bacteria or something that he infused himself with.

    Damn excited to see what the new strategy will be.
  5. Don't suppose we could get an update on this build?

    It was after all posted two years ago.

    At 14 on my Storm/Dark now, and I loves it. Just looking for issue changes that may have affected this build.
  6. ::crackles knuckles::

    ::clicks Summon Thread from his /Dark set::

    Allow me to necro this bad boy. I just wanted to say that this is hands down the best guide I've ever read. Hilarity, offense, 1984 references for mod's sake. It's amazing.

    I just started a Storm/Dark last night on a whim, and that whim kept me whimsical through 7 levels. I had a blast (darkly) and came to the forums today to see if anyone else had noticed the cripsiness of this set before me. I'm ashamed to say it took me so long.

    Nicely done. Float on.

    ::Opens Pet window::

    ::Clicks Dismiss Thread::
  7. As an old Fire/ Tanker, it's pretty much too little too late. I gave up on Burn a long time ago and never looked back, too much bad blood. I've been upset ever since CoV told me that Brutes already had a faster Burn recharge. Sorry you guys had to be hit, but I'm glad to see something finally happen to make the power play the same for everyone.

    /too tired to care anymore
  8. Global: @Fireforged
    Gender: Male
    Age: 24
    Hometown: Springfield, IL & St. Louis, MO
    Location: Edwardsville, IL
    Height: 6'6"
    SG Affiliation: In Hoc Signo Vinces
    VG Affiliation: Murder, Inc. & Mercenary Army
    Most Recognizable Server Toon: Fireforged, recently Kingdom Red 10-23

    Random comment:
    - I'm interested to see the number of people that are taller than the national average playing superheroes
    - I play on Infinity, and only Infinity. I tried expanding to Freedom a couple times, but I hated it. Infinity is my home
    - I've been playing since a couple weeks after launch. I ran an AR/Dev to 32 before they nerfed smoke grenade (which yes, deserved it), but it was on my friends account. So when I got my own account, I had to start over. It was a sad day. But, that being said, I'm still here

    :Edited for third randomness:
  9. Malkyre

    Moon Hazard Zone

    [ QUOTE ]
    [ QUOTE ]
    Faultline officials recently provided funding for reconstruction and work was underway in the first neighborhood, when major disaster struck. Due to strange seismic activity on the moon, tidal anomalies caused the Overbrook Dam to rupture flooding the zone. Additional crews have been called in to assess the Dam and shore up the rest of the zone, however, they are continually thwarted by the recent arrival of new villain groups to the area and one group, in particular, that no one expected: Arachnos. It appears Arachnos has been poking around supergroup base wreckage in Faultline for some time, searching for technology that will further Lord Recluse’s nefarious plans. Paragon Officials have called in small detachments of the Paragon Police Department and Freedom Corps, but are also asking heroes to come forward and protect the new city.

    [/ QUOTE ]

    I love you too Cricket!

    [/ QUOTE ]

    This was the first thing I thought of when that crossed my screen. I thought "FORESHADOWING!!!!"

    /e crosses fingers
  10. I (like many others) remember spending my first 2 hours making my character, and the remaining hour actually playing. And that was when we had about one THIRD of the costume options there are now.

    I remember when my AR/Dev soloed mobs of +6 purples in IP with nothing more than a bag full of smoke grenades and a box of trip mines.

    I remember (vividly) combining my first set of training enhancements, and the triumphant sound of success, with the halo of light around the newly empowered enhancement. (That whole process bugs the crap out of me now, it takes too long )

    I remember the sheer giddy excitement when I FINALLY unlocked Fly, and soared around Steel Canyon, stopping at every rooftop to drink in the view.

    I remember that black day when the Soldiers of Rularuu invaded our dimension. I remember the screech of the Emergency Broadcast, warning of 'dimensional instabilities' all over the city. And my first, horrifying glimpse of those giant spiked eyeballs shooting jets of flame and flinging spines in all directions. I remember hunting them and their Brutes down for hours in the streets of Steel Canyon, trying to save the city I had come to love.
  11. It's the villain side version of the Hamidon Origin Enhancement. They were synthesized from real Hami-O's by... one of the Praetorians, I think, or maybe one of the main Villains in Arachnos' club. Anyway, it stands for Synthetic Hamidon Origin Enhancement (S.H.O.E.)
  12. Taking One For the Team… Or Six, Or Twelve…

    This guide’s sole purpose is to relay insight on using the Tanker archetype. This is not a “This is teh uber build, this is the fun build.” This is a general guide for tanking any powerset. If you’ve never played a tank, this information will get you started. If you’ve already played a tank, I hope you and I have had some shared experiences. This information has been imparted to me by Tanks I’ve played with over the last couple years, and my own tanking experiences. If you’re really concerned, Fireforged is a level 50 Fiery Aura/Stone Melee Tanker on Infinity.

    ** Disclaimer: I tend to make analogies. Also, I am not infallible. If something is blatantly apocryphal, please tell me. If you do not agree with something I have said, that’s fine. But please provide a reason. I take my tanking seriously, and if I’ve been doing something wrong for 50 levels, I’d like to know :P **

    ** Disclaimer 2: Oh, and any wise [censored] remarks about other archetypes are from my perspective as a tank. They are however well reasoned and insightful. I have played every archetype and been good friends with every archetype, so anything smart [censored] I say isn’t entirely unjustified. Not entirely.**

    ** Disclaimer 3: There will be no more disclaimers.**

    Part 1. What Is A Tanker?
    This is a fairly straightforward question which has a nearly unlimited number of answers. The Tanker has been called many things: a meat shield, an anvil, a lightning rod, etc. Everyone has their opinions. But all in all, your role as a tanker is to take damage so that your team does not. In many cases, you initiate combat on behalf of your team, and keep the enemies attention fixed on yourself, while the rest of your team lays down some justice.

    Part 2. What Would Make Me Want to Be a Tanker?
    You should be a tanker because you enjoy not only battle, but leadership. Any schmuck can start a fight. Many can even live through them. But it takes a leader to guide a team into a hostile area, take on the enemy, defeat them, and return intact. As any military doctrine reflects, a good leader does so by example. Since you are the sturdiest, you can lead into the fight and lead back out again, standing as a pillar of strength for your team. Now, the other part of that is to know when, where, who and how to fight.

    A. When to Fight – When you have a statistically good chance of bringing your team out alive.

    B. Where to Fight – In a spot out of line of sight (LOS) of other mobs, or any place where you choose to fight the enemy that gives you an advantage over your enemy.

    C. Who to Fight – Enemies that your team can handle. If you think your team might be able to pull it off, buff up and try. The worst that happens is you all die, which is part of learning

    D. How to Fight – Methodically, intelligently and with a keen eye toward your weaknesses and those of your team members.

    Part 3. Love Your Team
    In order to be an effective leader and a good tanker, you have to play well with others. Here’s a brief overview of each AT and their relation to your job.

    Scrappers - The scrapper is like your little brother who went to the Special Forces while you stayed home and became a bouncer. He loves to be right in there in the thick of things with you, and he’s much better at kicking butt. But you have to protect him sometimes from the really nasty enemies. Just like a little brother, the scrapper will sometimes try to emulate you and be a tank. Unless he’s /Regen, that usually ends badly. But hey, as long as they’re having fun, right?

    Why They Will Love You: You take all the abuse while they dish all the damage.

    Blasters – The blaster is at once your most hated and most revered teammate. You might hate them just because they can do SO much damage when you’re still using Brawl. Or you might run into the cocky ones who fire on mobs before the team is ready, and before you can effectively collect aggro. But despite that, it’s pretty amazing to see one run into the midst of your collected mob and level them with one mighty blast.

    Why They Will Love You: You keep the aggroed mobs in close, so he can use his AOE’s without being mauled.

    Controller – The controller is a welcome friend if he knows his job well. He can put a mob to sleep while you grab the next mob that would normally be too close to safely pull. Once you’ve pulled all the enemies, he can lock them in place so they can’t wander or run. There’s nothing more infuriating for a tank than a runner. And now all your knockbacks are stuns or knockdowns

    Why They Will Love You: You round up the bad guys. It’s much more satisfying to encase people in rock if there are more of them.

    Defender – The defender is the only one on the team that is more concerned about the team’s safety than you. Whether its buffs or heals, you’ll love your defender for the protection they provide. They can tip the scale in your favor at a crucial moment. They can drastically reduce downtime after a setback. And in the case of things like Adrenalin Boost and Mutate, they can make you into a killing machine I think of the defender like a girlfriend: She can make your life easy and take care of you, but if you piss her off, she’ll be perfectly happy to stand there and watch you get your [censored] kicked until you apologize

    Why They Will Love You: You keep the damage centralized. It’s a hell of a lot easier to super heal one person than try and keep everyone else alive at once.

    Kheldians & Nictus – The Warshades and Peacebringers are such a varied and complex set of archetypes that it’s difficult to quantify your interaction with them on a team in any sort of general way. A couple of brief things then: Their Nova form can do insane damage. They have some horrendous knockback sometimes, so try and get them to fire from above the mob you’ve gathered so as not to scatter them and make you lose agro. The Dwarf form makes a good secondary tank. If there are just too many mobs swarming in, they can effectively collect aggro for a short while. But they don’t usually have your resilience, and their powers are limited. In general, these characters will be doing their own things to help the team, based on their build. As long as they’re not getting anyone killed, you can pretty much let them manage themselves.

    Why They Will Love You: You having aggro means they can do as they please: PB’s can blow things up with light, WS’s can create pets from the dead and then detonate their corpses, all without worrying about too much aggro.

    Part 4. The Joys of Taunting
    Now, let’s discuss taunting and it’s redheaded step sister, aggro. Now, back in the day, a well designed Tank could taunt a whole map, and bring every single baddie back to the team for a good old fashioned destruct-a-thon. This is no longer the case. The dev’s in their infinite wisdom decided that was not “fun”. So we now sit at about a 17 baddie aggro limit. This makes us old tanks very sad. But it is a truth, and all Tanks must learn to deal.

    Now, things that will cause aggro.
    1. Taunt will cause aggro. Taunt is what makes you able to do your job.

    2. Gauntlet will cause aggro. Any hit you land generates aggro from that baddie.

    3. Your PBAOE aura will cause aggro. Anyone hit by your aura will be aggroed on you.

    4. Being in sight range will cause aggro. As long as they see you first, they will be aggroed on you.

    5. Straight up damage of any kind will cause aggro. This is self explanatory.

    So here’s the idea behind Taunt and aggro. Before you is a group of baddies. They smell. They’re saying things about your mom. While the rest of the team stands and jeers at them, preparing for a fight, you start one. There are several ways this can go down:

    Scenario 1: Shields Up: You have all your shields on, but no aura. You jump into their midst, and don’t bother Taunting on the way in. Now, they see you, and they know they don’t like you. They start attacking. Great, that’s what you wanted. You stand there and take the damage with no real problem. Then the blaster in the back fires an AOE off that damages everyone around you. He has just done more damage than you. And now he is the target. By generating the most damage, he generated more aggro than you did simply showing up in their midst. The blaster gets swarmed and dies. This is bad.

    Scenario 2: Dance, Suckas: You have all your shields on, and an aura running. Again, you jump into their midst, and don’t bother Taunting on the way in. Now you have not only line of sight aggro, you are doing minor damage and minor Taunting with your aura. Now they really dislike you for melting their Reeboks. Then the blaster fires an AOE. They ignore him, because hey, you’re the one that messed up their new kicks. Then he fires another. Now their threads are damaged. Now they’re pissed at him. Blaster gets swarmed, dies, badness.

    Scenario 3: Bring It: One more time, you have all your shields on, and an aura running. This time you fire off Taunt at the guy in the center of the group while you’re jumping in next to him. You give the leader a wet willy as you land and make some derogatory comment about the sexual orientation of the baddies in the group. Now, they’re pissed. They come at you with all manner of death dealing devices and powers, regardless of what anyone else is doing to them. The controllers encase them in ice, the scrappers hamstring them, the blasters set them on fire: they don’t care. They just want to see you dead and gloat over your corpse. Your team lays waste to them, you move on to the next group.

    This is why we Taunt as tanks. Throwing a rock at someone does not hold their interest if they’re being skewered with a sword shortly thereafter. But Taunting them will. This will save the squishy members of your team from a lot of debt.

    ::Edited for I7: Some of my SG mates and I have been seeing a weird randomization in aggro. It seems like the baddies will lash out randomly at squishies, then come right back to the tank. It doesn’t happen all the time, but enough that we noticed it on separate occasions. Still working on this.::

    Part 5. Tactics (Or, Not Dying)
    Taunting. Easiest thing to do is jump into a group of baddies, taunting the guy in the center as you get closer.

    Pulling. Find a nice corner. Run up to a group, taunt them, then run back to the corner, and use it to get out of sight. They will follow you. Then have a controller lock them down and the team can lay waste to them. Works equally well with crates, trees, rocks, etc.

    Herding. Find your corner again. Jump into a group and Taunt. Let your PBAOE get a couple hits in to really anger them. Then jump to the next group. Taunt, PBAOE. Then jump back to the group you hit first, which should be in a rough line coming after you. Re-taunt to make sure they pay attention. Then jump to another group and do the same, keep jumping from group to group and Taunting until you’ve got your 17. Then pull them to your favorite corner. Wait for them to stack up and get down to business.

    Attacking. Attacking is reserved for three occasions. First, if you have pulled all you can and they’ve stacked at your corner, you can start attacking. Second, if an ally is getting hit and your taunt hasn’t recycled, a hit will usually get their attention. Third, if you’re not pulling and just jump in and beat the hell out of everybody.

    Dealing with runners. Let someone with a snipe or hold deal with runners. You do not need to chase them. They WILL come back. Chasing a runner more often than not leads to the aggro of another mob that your team may not be ready for. Even if it’s a kill all mission, you can come back later, or more likely than not, he’ll run back to his post about the time you’re mopping up the next mob.

    Dealing with AVs. Arch Villains have a way of breaking you down into your basic Tank functions. No matter what kind of tank you usually play, your function in an AV fight is taunt-monkey meat shield. As I said before, attacks are low priority. In an AV fight that’s even truer. You need to concentrate on not only staying alive, but keeping aggro. If you lose aggro on the AV, he can usually one shot everyone else. If he has nasty melee AOE, order everyone that can to get back or up. Once you’re confident you can survive and that you have aggro, then you can attack.

    Part 6. Debt and Death
    You will die. You will fall in battle. This is a natural thing, even for a tank. Yes, it takes longer to kill you. But you’re usually taking on a lot more than you can handle anyway. Debt is not the end of your career. One death in a mission can usually be wiped away by the time you get the mission end bonus. Don’t take unnecessary risks, but if things go bad, don’t freak out. Don’t lose faith in you or your teams’ abilities. [censored] happens. If one tactic doesn’t work, try something else. If the mission difficulty is too high, lower it to something manageable. Yes, you are a superhero. Yes, you often face overwhelming odds. Yes, you want to fight to the last man. But don’t be foolish about it. Bring your team home safe.

    That being said, allow me to add this: you should be angry if anyone else on your team gets hurt. That should make you furious. That should make you question your tactics and try to improve your effectiveness. If everyone else is doing their job, you should be the only one the defender has to heal. This doesn’t always work, obviously, but that should be your goal.

    Part 7. General Guidelines
    Following is a list of general techniques and suggestions that will keep you tanking and living for a long time.

    1) You are a damage TAKER, not a damage DEALER. If you want to be a melee damage dealer, go be a scrapper. Having said that, you can deal respectable damage, but not till later in your career. You first and all consuming goal should always be the protection of your team. Your job is to grab the enemy by his nose, hold him against the wall, and let your teammates pummel him into submission. To do so, you need to be able to stay standing when he repeatedly kicks you in the codpiece. And his friends hit you with lead pipes. While the guys in the back try to smash your brain inward with their minds. And their robot minions shoot you with lasers. You get the idea. So, defense first. Anything that will keep the enemy attacking you or even render him unable to attack (such as immobilize, knockdown, hold, etc) is second. Then and only then can you start to worry about damage. In a sufficiently built team, you won’t even be able to swing much before all the bad guys are dead. This is a good thing. Quick death for the enemy means more experience for you, faster.

    2) TAKE TAUNT. Did you get that? Every Tanker powerset has a Taunt power. Take it. Immediately. As soon as it is available. There is nothing more ridiculous than a tank without Taunt. That is your secondary function. To so enrage the enemy that they attack only you. Now, some people make builds that rely on pbaoe damage and effects to taunt mobs they encounter. IMHO, this is a lazy, sloppy technique. While these effects do indeed have taunt modifiers, they are inferior in several ways. First, they do not auto hit like Taunt. Every pbaoe is based on an accuracy check, and therefore, so is the taunt. Your taunt will always hit. Secondly, these are personal range, so you must be in the mob to taunt it. This tactic denies you some taunt pulling options. I know from my own personal experience that Tankers without Taunt are immediately kicked from pickup groups my SG organizes. Take taunt.

    3) There is no shame in retreat. If your wounds are too great, everyone has suddenly dropped into the orange, and you see another 10 hits stacked up on your hit bar that are about take their toll, order a retreat. “RUN!” is the easiest, since it’s hot-keyed. They won’t. They’re heroes after all. They’ll fight bravely to the last man. And they’ll end up with stacks of debt. But you gave them fair warning, so your conscience should be clear. Now, this is the case in two instances: You are playing with a cocky group of young players who know nothing of their own mortality, or just how much damage you’ve been keeping from hitting them. Or you are playing with a cocky group of high level players who know very distinctly of their own mortality, but think if they can just land that last hit… Meanwhile, your defender will have retreated to a safe distance to teleport bodies and resurrect the fallen. Most good defenders know when to retreat and reorganize.

    4) Even if you’re not the team leader, you are in effect in charge. Now, the guy with the star is indeed the leader, but that doesn’t make him the boss. You are the first one in and the last one out, so you should set the pace. I’m not saying that as soon as you see you’re the main tank, yell out “ALRITE ALL U LISTEN IM IN CHARGE FOR I AM TEH R0XX0R”. Bad idea. Use a bit more tact. Small things can set you up as the leader without outright mutiny and trash talking.

    a. Stand in front of the group. Not twenty feet out, just ahead of the rest. You are a tank, and they know it. This is where they expect you to be.

    b. Speak. While the team is gathering, joke around with the others. [censored] about the latest nerf. Whatever. Get them used to the way you talk. Once you’re on the mission, keep it up. But now it’s time to get serious. Tell them where you’re going to be pulling to. Or which group is the first target. Or where the biggest threats are and in what order the team should approach them. If you don’t know, give them options. “What do you guys think, clear left or skirt right and take the mob in the center?” This will focus their attention where you want it focused.

    c. Listen. Keep an eye out for what they’re saying, even when you’re in the thick of it. Often there might be a member or two who has higher level characters. They will be able to provide invaluable information in the form of “Well last time I ran this one…” A good leader knows that one of his greatest resources is the independent brains of a group. You can’t know everything. But within your group, you know a lot.

    d. If the leader doesn’t like where you’re headed and says so, don’t be offended. And don’t tell him to go to hell. Take his advice and give your own. Work out the best plan with the team.

    e. When it’s time for a break, announce it. This means you have to pay attention to everyone’s status bars in the team window (though you should have been doing this anyway ). If you yourself are healthy and full of energy, but the rest of your team is battered and worn out, call for a rest. Go behind cover and let them rest. Now, in this case I don’t allow any stealth runners or people who say “I’m fine, I just want to look”. Too often that can end in an accidental mob aggro, and the person comes running to the safety of the group, only to get them all one-shotted while they are in the rest cycle. Not good for morale.


    Now you should have a lot of tools you can use to be a good tank. This all takes practice of course, and you’ll never get it right every time. But keep trying new things, see what builds work for you. I enjoyed the hell out of my tanking experience, which is why I wrote this. I wanted to help all the new tankers out there who weren’t around for tanking’s glory days. Those days may be past, but there are still lessons we learned then that work, and work well.

    If anyone can think of anything I missed, please let me know by PM. If you ever have any questions, I’m @Fireforged in game. Always glad to lend a hand. Enjoy your career as a tank!!

    And take taunt, please
  13. CuppaJo
    You've helped us so
    We wish you didn't have to go
    But simply know
    We love you
    And all your Cuppa mojo

    Thank you Cuppa. You're the best. Cricket's got a big mug to fill. I hope the players of Tabula Rasa deserve you. Fare thee well.

    On the up shot, I'll see you all at the party Everyone wear your black armbands.