Nericus

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  1. [ QUOTE ]
    ...then I'll have all the current Day Job badges

    ................yay

    but I'm sure I'll be cursing the Devs w/ new locations in Going Rogue

    [/ QUOTE ]

    I really hope that Going Rogue doesn't add to the dayjobs.

    More map badges: fine
    More kill badges: fine
    More Gladiator Badges: fine
    New TF Badges: fine
    New Dayjobs: please no.
  2. [ QUOTE ]
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    That's my perception of the problem of course, and YMMV and all that, but still, no one can deny that TriForm Kheldians (or even Human-only) have a playstyle to them that is usually more involved and requires more game-mechanics know-how and ingenuity.

    [/ QUOTE ]

    I agree, Khelds are definitely more involved. A couple of weeks back I was on the infamous DR. Q TF with my Triformer WS. No tank on the team, so I was part tank, part blaster, part vampire and was pulverizing the foes. Quite fun.

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    And the chance to mess things up if you're not on top of things, is 3 times than it would be if you had but one role...

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    Good thing I didn't mess up then. Tray buttons set up to trigger simultaneous transformation plus tray change to the tray I set that forms powers in, plus a tray button to revert to human or squid and change tray at same time.

    Was using my stealth+super speed for ghosting, teleport+Assemble team vet power to warp the team to correct areas, plus I was transforming so much a few joked that I was having an identity crisis.
  3. [ QUOTE ]
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    And they do own. But when the general concensus of players who don't know much about Kheldians is they are gimp, it makes me wonder what sort of builds and styles they "have" played with to have such an outlook.
    *
    I do not believe if the majority of Khelds owned there would be such a unilateral opinion of us being a gimpy AT.
    *
    I think this fact alone requires we ask ourselves "why is it so?".

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    Here's the thing... to be efficient means to execute the most simple sequence of the most easily repeated actions that gain you the most rewards per activation. I don't care how you build your Kheldian, but a Warshade while being one of the most, if not the most, sophisticated killing machines Blueside, is too sophisticated to be considered "simple" enough to be as efficient as a Scrapper for example.

    Most people who have seen me play my TriFormShade™ in real life and have spent a few minutes to understand my shifting style and the effort I've spent to learn and build my WS are very impressed with the raw carnage that's left in my black/purple wake, but when they see a Scrapper, they still figure the Scrapper is so much simpler to handle, therefore so much more efficient... good luck diffusing that bomb mate!

    That's my perception of the problem of course, and YMMV and all that, but still, no one can deny that TriForm Kheldians (or even Human-only) have a playstyle to them that is usually more involved and requires more game-mechanics know-how and ingenuity.

    [/ QUOTE ]

    I agree, Khelds are definitely more involved. A couple of weeks back I was on the infamous DR. Q TF with my Triformer WS. No tank on the team, so I was part tank, part blaster, part vampire and was pulverizing the foes. Quite fun.
  4. [ QUOTE ]
    Ok so I have been playing my SS/INV brute an i love playing him. I have read some of the previous boards an taken some of the advice and of course tweaked it a little my way. I do pretty good but I just can't get the endurance drain right on this guy. He is sucking endurance like Margarita's on payday. Any advice would be greatful. Thank you!



    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Blue Destrucion: Level 45 Natural Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Punch -- Acc-I(A), Dmg-I(31)
    Level 1: Resist Physical Damage -- ResDam-I(A), ResDam-I(3), ResDam-I(7)
    Level 2: Haymaker -- EndRdx-I(A), Acc-I(3), Dmg-I(7), Dmg-I(36)
    Level 4: Temp Invulnerability -- EndRdx-I(A), EndRdx-I(5), EndRdx-I(5), ResDam-I(9), ResDam-I(9), ResDam-I(17)
    Level 6: Swift -- Run-I(A)
    Level 8: Knockout Blow -- EndRdx-I(A), RechRdx-I(11), S'ngH'mkr-Acc/Dmg(11), S'ngH'mkr-Dmg/EndRdx(13), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(17)
    Level 10: Combat Jumping -- DefBuff-I(A)
    Level 12: Dull Pain -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25), Heal-I(27), Heal-I(27), Heal-I(36)
    Level 14: Health -- Heal-I(A), Heal-I(15), Heal-I(15)
    Level 16: Super Jump -- EndRdx-I(A), Jump-I(40)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(21), Efficacy-EndMod/Acc(21), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Rchg(43), EndMod-I(43)
    Level 22: Rage -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23), ToHit-I(34)
    Level 24: Acrobatics -- KBDist-I(A)
    Level 26: Unyielding -- EndRdx-I(A), EndRdx-I(29), ResDam-I(31), ResDam-I(36)
    Level 28: Invincibility -- EndRdx-I(A), EndRdx-I(29), EndRdx-I(31), ToHit-I(37), ToHit-I(37)
    Level 30: Boxing -- Dmg-I(A)
    Level 32: Foot Stomp -- Sciroc-Dam%(A), EndRdx-I(33), Sciroc-Acc/Rchg(33), Sciroc-Dmg/EndRdx(33), Sciroc-Acc/Dmg(34), EndRdx-I(34)
    Level 35: Tough -- ResDam-I(A), ResDam-I(37), ResDam-I(42)
    Level 38: Unstoppable -- RechRdx-I(A), EndRdx-I(39), EndMod-I(39), EndMod-I(39), RechRdx-I(40), ResDam-I(40)
    Level 41: Mu Lightning -- Acc-I(A), Dmg-I(42), Dmg-I(42)
    Level 44: Ball Lightning -- Acc-I(A)
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury

    [/ QUOTE ]

    In terms of IO's these are ones to go four:

    Impervium Armor: 2 slots = recovery bonus, 3 slot = psi defense (remember the psi hole of invul!), 4 slots increases overall stamina

    Gift of the Ancients: 2 slotting gives recovery bonus, try to get the 7.5% run booster one as an extra bonus.

    6 slotting stamina is no good per the rules of Enhancement Diversification. 4 slot it with Performance Shifter and make sure one of them is the +endurance proc.

    Super Jump is a travel power and should not be run during combat, drop a slot from it and change the one slot to a Jump/End Red IO.

    Rage: 5 slot it with either the Guassian Set (except the chance for build up, fires rather infrequently), or the Adjusted Targeting Set. That will aid you in getting the ever popular permarage, as well as some of each set has end reduction to aid when the power goes off again.

    Use Hasten against EB/AV fights, try not to use it all the time.

    You really do NOT need Acrobatics with the Invul set. Drop that power, if you really want Tough put Tough were you have Acrobatics and then take the L35 power of the Invul set.

    Dull Pain: 5 slot it with Miracle for the set bonuses(including recovery bonus) but dont waste the +recovery proc in Dull Pain, if you get THAT particular IO, install it into Fitness/health so that it is always on. (same with Numina regen/recovery)

    Unstoppable: 4 slot with either 2 recharge and 2 resistance or else 4 slot it with Impervium Armor.

    Tough: 4 slot with Impervium for the set bonuses.

    Add some Impervium and/or Gift of the Ancients to Invincibility for the recovery bonus, 3 end red is a bit of overkill.
  5. [ QUOTE ]
    I'm running many of them for the first time on my second Warshade (the first one levelled with a Controller partner on mostly TFs and other non-EAT content so we'd both get merits). The missions are rather "bleh", but there's at least an underlying story and they build on each other. If you don't read the clues/text/etc you're just going to be bored out of your skull and wonder why you didn't just run the Citadel and Hess TFs over and over so you can see that much Council.

    And I have to agree with Bill about the VEAT "arcs" - most of the MA farms have a similar amount of plot.

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    Only thing I liked about the Veat arc was getting the costume slot at Level 10. Even facing Statesman at the end felt meh.
  6. [ QUOTE ]
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    should SELF heals count towards the heal badge as well?

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    it would be nice, but i dont think it would be possible. what would distinguish between popping green inspirations and using a self heal? however, it would be nice if my blaster could get the empath badge by eating up 20 tier 3 greens over and over again hehehe

    [/ QUOTE ]

    I dont think they could distinguish between an insp and a heal power.

    Though I can just picture non healers camped in their base buying greens from the auto doc ad nauseum and burning through them for heal badge progress......

    [/ QUOTE ] I don't have a problem with self heal powers or even inspirations counting toward the healing badge either... but I don't think sitting in the base eating greens would count unless you find a way to be damaging yourself at the same time. lol

    [/ QUOTE ]

    Good point.

    Still if Self Heals were to start counting then at least the players can play the game knowing they are getting xp/inf/salvage/recipes/damage badge progress/heal badge progress even if they are self healing. Not a bad package.

    Still I do reiterate that non AE badge requirements should be reevaluated in terms of the "long haul" as it were and see if any of them need adjusting, either upwards or downward. Preferably downward in the case of certain ones.

    Though on a good note the new enhanced settings will indeed help many a badge hunter once ish 16 hits.
  7. [ QUOTE ]
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    should SELF heals count towards the heal badge as well?

    [/ QUOTE ]

    it would be nice, but i dont think it would be possible. what would distinguish between popping green inspirations and using a self heal? however, it would be nice if my blaster could get the empath badge by eating up 20 tier 3 greens over and over again hehehe

    [/ QUOTE ]

    I dont think they could distinguish between an insp and a heal power.

    Though I can just picture non healers camped in their base buying greens from the auto doc ad nauseum and burning through them for heal badge progress......
  8. [ QUOTE ]
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    On the other hand setting the last two Inf badges at 500 million and 1 billion would also work.

    [/ QUOTE ]

    This would be about right.

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    Well for what it's worth I finally earned Empath about a month or so -before- Posi lowered it to 100 million so I'm already past being momentarily "upset" by that. In fact I have fun imagining Posi waited to make sure I spent the time to get the billion HP version before he changed it just to spite me personally. lol.

    Anyway if the Devs ever decided to shift Popular/Leader down to say 500 million/1 billion INF it wouldn't bother me all that much either. I have those badges on my main badger right now so I've already -wasted- the time to get them regardless of future nerfing. I spent that "extra" billion INF buying Purple IOs so it's not like I got nothing for that effort in the long run.

    As I said before I think Leader should always be a top epic badge in that it should always be non-trivial to get. I could accept the argument that a billion INF version of it would still be challenging enough for most people.

    [/ QUOTE ]

    Glad we agree. 2 billion for Leader is a tad much. Also gratz on the badges.
  9. Looking forward to this! Many ideas to try.....
  10. Nericus

    LRSF Dom

    Stick with mind energy as it can be one of the easier combos to hit permadom with. Take power boost and also have the Megalomaniac accolade standing by.
  11. Also on the subject of things that should count towards a badge;

    We all know that Empath was fixed with ish 13 (Thanks again, Pos), but its still a high requirement and in the end will need some heal farming to get so, should SELF heals count towards the heal badge as well?
  12. [ QUOTE ]


    On the other hand setting the last two Inf badges at 500 million and 1 billion would also work.

    [/ QUOTE ]

    This would be about right.
  13. [ QUOTE ]
    A Mr E-Man Production

    Featuring Cold Satisfaction or Mr E-Lectric

    Mission: Master of Lord Recluse's Strike Force
    Contact: Lord Recluse
    Location: Grandville


    Date & Time: Saturday, July 25 @ 10:30PM Eastern/7:30PM Pacific

    Level Range: 45-50

    Combatants: Longbow, Malta Operatives, Freedom Phalanx, Vindicators

    Arch-Villain(s)/Hero(es): Agent Crimson, Kronos Class Titan, The Slinger, Back Alley Brawler (x2), Numina (x2), Manticore (x2), Sister Psyche (x2), Mynx, Luminary, Swan, Valkyrie, Malaise, Ms Liberty, Positron, Synapse, Citadel, Statesman

    Current Team Roster:

    1: Cold Satisfaction: Ice/Dark Corruptor -or- Mr E-Lectric: Elec/Elec Brute
    2: Rex Obscura: Crab
    3: Gabriel Keats: Fire/Rad Corruptor
    4: C-dub: EM/WP Brute -or- MAJ Burnone: Fire/Rad Corruptor
    5: Scruffy: TBA
    6: Hatake Ayane: Ninja/Pain Mastermind
    7: evil drogoh: Ice/Rad Corruptor
    8: Muir: Sonic/Pain Corruptor
    Alt 9: Robin Rogue: Dark/Kin Corruptor
    Alt 10:
    Alt 11:
    Alt 12:
    Alt 13:
    Alt 14:


    Strike Force Stats:

    <ul type="square">[*]This Strike Force requires an 8-person team to start &amp; I will set it to No Temp Powers (which includes Veteran Reward Powers) &amp; 0 Defeats[*]6 missions (1 talk to)[*]Badge(s): Servant of Recluse, Master/Mistress of Olympus, Annihilator, Master of Lord Recluse's Strike Force for No Deaths/No Temp Powers (no guarantees of course ) plus progress towards the Monkeywrencher badge for Zeus Titans [*]Merit Reward: 25[*]This Strike Force (by necessity) will probably be limited to just one team, and we have had overages the past couple of times we ran – I do try to be fair about holding spots based on the sign-up order, but it is not always possible &amp; I hope there will be no hard feelings. [/list]
    Mr E-Man’s MoLRSF Mission Notes:

    <ul type="square">[*]Stick together, listen to instructions &amp; do not be afraid to offer your opinion on strategy![*] First Mission: Completely clear to all of the doors - including the turrets. The Scientist location can be ascertained by checking the number of red objective points in each door (3 yes/2 no). Wait for &amp; clear the ambushes (3) after kidnapping the scientist (you may need to move him to the door to get the ambushes to spawn. Clear the left side to Crimson - Pets on passive to avoid Hero agro until we are set.[*] Second Mission: In the water to the Khronos Titan. Clear around the nearby mobs &amp; take out the Titan. Clear the mob in front of the door. Stealth &amp; TP to the end area if possible, if not stick together &amp; clear. Clear the two areas before opening up the door. After aggroing the Slinger, try to clear the surrounding mobs before taking him down to make it less hectic for when he spawns his bots.[*] Fourth Mission: After talking to Grillo (Third Mission), move to the base of the Atlas Statue. We may need to clear some nearby mobs first. Pull to the front foot of the statue (furthest from the Heroes). Pull/Kill order: Numina, Sister Psyche, Manticore, BABs subject to pulling circumstances.[*] Fifth Mission: Clear to the Vindicator door, while the rest of the team sets up back down the hall, someone stealthy should open the door. Pull/Kill order: Malaise, Swan, Luminary, Mynx, Valkyrie (x2) subject to pulling circumstances. Clear to the glowie. Set-up &amp; wait for the ambush (we usually go back to the main hall by the large room). Clear to Ms Liberty. Use the rifle on her &amp; take her down.[*] Sixth Mission: Clear to the right side of the Atlas Statue (to avoid any cross agro). Stay together &amp; keep buffs/debuffs running. From this side, Pull/Kill order: Numina, Synapse. Clear to the left side of the Atlas Statue. From this side, Pull/Kill order: Sister Psyche, Manticore. From here, we can determine which side to pull from next &amp; which hero to pull. Of course this is all subject to pulling circumstances. Apparently if Statesman is mentally undressing Numina, it will result in an “All-Pull” situation. If this occurs, we will determine a strategy - perhaps logging out to reset the mission &amp; hoping for a better distribution of the heroes.[*]This is still a work in progress…so please chime in with ideas![/list]
    Come &amp; join in the fun and while you are at it show Statesman what you really think of him! Sign-up here or send a global to @Mr E-Man

    Red Tomax Guide: The Future of Freedom Strike Force
    Paragon Wiki: The Future of Freedom Strike Force


    [/ QUOTE ]

    Put me down with my fire/wp Brute.
  14. [ QUOTE ]
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    With the I16 difficulty settings I think the challenge level of those badges are finally going to shift from being "slightly unreasonable" to "appropriate for top level epic badges".

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    I think that really depends on the AT of the badge toon in question. In regard to a toon like a Scrapper, I would agree completely. However, some of the less-hardy/less-soloable ATs would have considerably more difficulty in taking on large maps set for 8 at a high level (thus generating higher levels of inf).

    (Things like this have consistently made me feel relieved that, purely by dumb luck, my badge toon is a Scrapper...)

    [/ QUOTE ]

    Well for my main vill is a bot/poison and I've a got a nice mish set aside for him. He's fully IO'd and operational but if he cant take 8 spawn then I'll just play with the settings a bit. My primary hero would be a blaster so its a similar situation as with the MM. Find the setting so that their squishiness isn't readily used against them while making great money....
  15. [ QUOTE ]
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    Once ish 16's enhanced difficulty settings hit, progress towards the last 2 money badges will be better.

    However I am still of the opinion that the values needed to get the last 2 money badges need to be reevaluated.

    [/ QUOTE ]
    I might have agreed with you that the last two INF badges needed to be "reevaluated" before I heard of the news of the upcoming I16 enhanced difficulty settings. But with those new features in place I think the epic INF badges are going to be one step closer towards people having a realistic shot at them.

    With the I16 difficulty settings I think the challenge level of those badges are finally going to shift from being "slightly unreasonable" to "appropriate for top level epic badges".

    [/ QUOTE ]

    More like barely appropriate for Epic badges, imo. But mileage varies.

    Still if the Devs decide to go back and review criteria for all the non AE badges, I would hope that the epics are included, along with Illusionst badge and a few others.
  16. Once ish 16's enhanced difficulty settings hit, progress towards the last 2 money badges will be better.

    However I am still of the opinion that the values needed to get the last 2 money badges need to be reevaluated.
  17. My Super Permadom 3 Mind/Nrg was strong before the changes......now it's even better.

    My fire/psi Ascended Permadom is still capable of farming despite the PSW alterations and does quite well. Fire/psi dom users from prior to the change simply need to modify their playstyle a bit.
  18. [ QUOTE ]
    I was just coming at it from the "why did they bother to make it have a 5 minute timer at all?" perspective. If this thing only had a 10 second timer then things might be different. On the other hand 5 minutes is definitely more reasonable than say 30 minutes.

    As far as 63 month Vets being "mature" enough not to spam powers to grief, well, let's just say there could be old timers out there who'd easily be bored enough to be tempted if it were easily possible with a Vet power any of them could have regardless of AT/powersets. I doubt there will ever be a Vet power that'll "overlook" that possibility.

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    On a related note, it would be nice if the entire AE studio was under the power suppression field and not just Studio B....
  19. Is there any more lore or stories coming in regards to the Kheldians? We have that supposed "Last Kheld" in Ouroborus and references to the coming storm.

    Also as I've read up on and played Kheldians, I can't help but notice some parralels between the Kheldians and Ultraman Tiga. Were the Kheldians inspired by Ultraman Tiga at all?

    http://en.wikipedia.org/wiki/Ultraman_Tiga
  20. [ QUOTE ]
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    One of the big excuses I heard for not taking it before was that it was hard to target the dead body and then most of the mob is dead anyways

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    I have my z key on my warshade bound to

    /targetcustomnext enemy defeated

    So targeting corpses is easy. I'll often fire off one attack, and while it is animating, I'll be tabbing through corpses. (Or, occasionally, targeting an enemy I know will die from this attack, planning to explode his corpse)

    [/ QUOTE ]

    I use that keybind, fire off the power then quickly shift back into dwarf mode to keep on fighting. Had a few teammates wonder if my WS was having an identity crisis.
  21. [ QUOTE ]
    I have difficulty figuring out what power selections I want in those 40's.

    I dinged 47 on a Warshade yesterday, and spent probably over 10 minutes trying to figure out what I wanted to get, as there was nothing I really cared for. Some human-only usable powers that only duplicate other stuff, no chance for fly in human form, some shields that have limited usefulness to me, and some epic pool powers that only seem usable in human form. I finally settled on the aid other in the Med pool.

    I remember thinking on my PB that I wished I could swap a power selection for more slots, and that held true here again.

    Anyone having similar troubles, or have suggestions for those of us that tri-form and prefer Nova/Dwarf in combat? I don't really want anything that won't carry over to the forms, and I dislike the idea of grabbing a power just to slot an IO set for a bonus.

    P.S. Devs - I'd *love* for our "epic pool" to just be the ability to choose slots instead of powers!

    [/ QUOTE ]

    If you are shooting for perma eclipse or as close to perma as you can get it, perhaps Stealth, Grant Invis and Invis, no extra slots added to them and all 3 are slotted with an LOTG 7.5% recharge booster.....?

    Also I agree that at 41+ Khelds should gain more slots for their powers.
  22. [ QUOTE ]
    It was a rough night in Jericho...errr Atlas Park

    The ultimate in fail as we could not defeat a single member of the Freedom Phalanx...let alone complete the last mission...

    It pains me that we were so utterly beaten...

    *sigh*

    Well, tonight is another night!

    The Team:

    Cold Satisfaction: Ice/Dark Corruptor
    Robin Rogue: Dark/Kin Corruptor
    Hatake Ayane: Ninja/Pain Mastermind
    Volting Warrior: Elec/Eng Brute
    Khan Sac: Necro/Dark Mastermind
    Whitefox (name?): Crab
    Miss Outa Control: Dark/Dark Brute
    Ms Burned Bush: Plant/Psi Dominator

    Thanks for joining everyone - sorry it sucked so badly...

    See everyone tonight.

    [/ QUOTE ]

    With all the debuff/heals/holds that I see the team should have had, I can only conclude that the Brutes were a bit lacking.

    Dark Armor is a nice set but has no built in Anti-KB so unless the person had acrobatics or some IO's, they were likely getting swatted around like a fly which can complicate matters.

    Energy armor.......no comment, just....none.
  23. [ QUOTE ]
    I think it'll be most useful in the Arachnoid caves, since you can never tell where the hard walls are on the maps, to know if there is a path you missed.

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    True. That is one mission map I would glady use the power on. For the most though I would take my active alts to all the outdoor maps and use the power to remove the Fog of War, especially everyone's oh so favorite areas: The Shadow Shards.
  24. [ QUOTE ]
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    Looks good. Not great, but good. But then the City Traveler is going to be hard to beat. The Fog of War Reveal will help with my OCD about uncovering zone maps. Hopefully, it's permanent.

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    This, but it will cheapen the experience!!!!

    However: now I'll get those spots that were unreachable in many maps, like outside the bobbles in the shard.

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    Actually from a Shard TF standpoint this will be a useful power.
  25. [ QUOTE ]
    I'm kinda in the same boat of 'ok-ness' for the rewards... the map reveal will be kinda neat. But for this, one should get something special... like dual auras. Say, oh, I dunno... firey eyes and tendril bodies, for example, in different colors to boot. Bet that'd be really hard though, or something...

    Seeing as I'm just about 1 year behind all that... doesn't really apply to me does it? But I'll work on it.

    ---

    re: 63 Month - Honorable

    Um... Cerise Dawn is *anything* but honorable... so... what's the villian equivalent on this? Dishonorable? Heinous? Cowardly? Well, of course, not that one, that's silly, villains are pretty uncowardly, just evil, or at least ill tempered.

    The Enduring one for 66 is fine and dandy. Especially if you got your 50 Mind/Psi Dom there before the 'fren'ed the Doms. *points to self*

    I'm kinda thinking the badges aren't for Heroes/Villains, but for self. Still, it's going to be kinda funny to have Cerise with the 'Honorable' tab underneath, when everyone in the Rogue Isle knows different.

    /Kinda wondering what the 69 month reward will be...
    //get yer head outta the gutter... or wherever...

    [/ QUOTE ]

    It's possible to have a villainous character abide by a code of honor. Case in point: Beast Wars character Dinobot.