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1. About this guide
2. Why this guide?
3. Leading a lare group
3.1 The group experience
3.2 Be a leader
3.2.1 Form the group
3.2.2 Be the team leader
3.2.3 Be the highest member
3.3 But... my experience??
4. Technics
4.1 Charging
4.2 Herding
4.3 Pulling
4.3.1 Out-of-view pulling
5. Ranged Tanking
6. Conclusion
1. About this guide:
This guide is in fact a few technics and tactics that will help a tanker develop a good safe strategy to initiate attacks. It is build for the tanker that plays in large groups, so 6 to 8 player teams.
I myself have a lvl 50 tank, and leveled in large groups using these methods. It's based on my personal experience, so feel free to add your own.
2. Why this guide?
The role of a tanker. A controversial subject. But in my eye, the tanker does one of the most important thing in CoH: he starts the fight.
Oh sure, when there is 3 minions, it's not really hard to attack. Anyone can take on little groups of bad guy. But when you face something like this:
Ruularu Cave
you better have a plan.
3. Leading a large group
3.1 The group experience
Why play in 6+ teams? Well, CoH is a very different game solo, in small teams, or in large teams. Once you are in a large team, the game dynamic really changes. The controller shines, the tanker has a role. Ever felt dumb as a defender in a duo where you kill spawns of 4 minions and no one needs healing? Try the large team experience. It really puts the edge back in the game.
Of course, getting a group is not always easy, but by following these steps, you will make groups fast. Also, get in a SG that offers a large pool of people that group. Access to a pool of player is pretty much the only use right now for SGs, so make use of it!
3.2 Be a leader:
6+ teams NEED a leader. A guy in front, if you will. Many players, not used to large teams, will try to pull, walk ahead, etc...
Now, to apply the battle-starting technics in this guide, the team must follow you. No trigger happy blaster, no over-confidant controller, no super-speed phaser scout. A wrong aggro can mean death to all!!
Should you, the tank, lead? Of course! You can take the heat, you can survive a retreat, an ambush, you got the most HPs. I have alts, of all ATs, and it always amaze me to see tankers with no initiative. They walk behind blaster, and expect defenders to pull. Get a grip man, you are a tank!
Here are tips to assess your autority:
3.2.1 Form the group
A no-brainer. If you make the group, and make the invites, well, people get the idea that it's your group. They are in because of YOU, and tend to listen up. Also gets you the leader spot.
3.2.2 Be the team leader
If you didn't form the group, suggest to get the leadership. Why? Because the leader appears as a star on the navigator. It will help your team follow you around large missions like open outdoors.
3.2.3 Be the highest member
Always be the highest level. I know some are wincing already: if you are highest, you get bad exp, right?
Well, yes, of course, you don't get as much as the guy that fight +5 mobs. But overall, it helps a lot, and prevent many many deaths, including yours. Never forget: not having debts is still the best XP around.
How does it help? Well, first of all, it helps form the group. If, at lvl 35, you invite some lvl 33, you have a LOT more chance of finding members then if you invite 37s... People like exp, and the prospect of grouping with a higher level is always welcomed.
So, at 35, you get a 34, 2 x 33, and a 32. Then eveyone gets a SK, so you have a nice, quick 8 men team of 35,34 (sk), 34, 33 (sk), 33, 33, 32(sk), 32.
From then, you are guaranteed to be leader. Why? Because mobs in your mission will be 36, so yellow minions. Meanwhile, most of the group sees an ocean of reds with purple bosses. They won't feel like pulling at all and will be very very glad to have you in front.
Finaly, beeing the highest level possible VS mobs means more success at landing attacks and taunts, insuring a better aggro on you.
So, you made the team, you are leader, and you are the big guy. You are set.
3.3 But, my experience?
Will beeing always highest nerf your XP? No.
Oh, sure, tankers can tank grape mobs. But by tanking very large amount of white-yellow minions, with tons of LTs and Boss, you stay rather SAFE. Tanking yellows is easy for a tank. So you don't die. So no debt. And, you also kill fast.
It's great XP. In my 40s, an 8-man mission gave me between 0.5 to 1.5 bubbles. That means you won't run out of missions.
Also, you can even do lower people's missions. I remember when i was 48, we did a mission for my 46 friend. Because we were 8, mobs were 47 and 48 (blue and white). But lord, was there a lot of them. It was crazy. Crazy but safe, since they were blue. We completly trashed the place, and i ended up with 0.75 bubbles. Not bad at all for a lower level mission.
4. Technics
These are technics i use depending on spawns. I like to have macros that say "chargin", "pulling" or "herding" so my group knows what i'm about to do.
4.1 Charging
The no-brainer. You go in and charge. Good when mobs are all together, in closed space. It is easy to hold aggro. Make sure you controller is quick to follow behind, cause after the initial wave, you want him to lay the hold.
4.2 Herding
Charging won't always work. Here is an exemple:
Circle of many many thorns
You will notice, in that pic, that there is a second wave of Behemoths behind the first one. If you run in, that second group will aggro. Now, provoke or AoEs only cover one group. If your group charges after you, some people are gona get aggro.
So you need time to gather mobs up, herd them. So, you ask the group to stay back. Attack the first group, then the second, etc..., and once you have all aggro, then they can come and kill.
But getting aggro is not everything in herding. If you just go around getting aggro, you will end up in a situation like this:
Freaks blasting from range
That is, even if you have aggro, mobs will still use their ranged attacks, thus making it hard for you to KEEP that aggro.
The trick is to run out of view. After initially provoking/damaging the mobs, run out of their attack line. This way, they will have to close the gap to attack you, ending bunched up in a little package, like this:
Small Herd
You can thus turn this:
PP room
into this:
PP herd
Now, make sure you team is hidden while you herd, or they will get some aggro!
4.3 Pulling
Now, some mobs can't be herd. Maybe they hold. Maybe they slow you with caltrops. Maybe they sap all your end.
Look at this spawn of Malta Operatives...
Too many Sappers to shake a stick at
They are all too close for a charge, because then the others in the back will attack. Herding is really not an option with Maltas, not with all the sappers in this shot.
Pulling is the answer. Using Taunt, pick a mob, taunt it, and then HIDE, behind a rock, a wall, a tree, whatever. The result is simple, the spawn will gather to you, away from the adds. Consider it a small herd.
The hiding is very important. If you don't hide, then they will just range attack. Taunt, hide, and once they come, get aggro. Simple.
4.3.1 Out-of-view Pulling
This is a special technic using the queued attack system to pull. Basically, you jump, taunt in mid air, and land out-of view. Result? You will perform your taunt from out of view, landing the perfect pull, since you get no reply.
Take this room:
Nemesis Festival
Let's say you want to pull it. Because you think the group in the back will follow, or maybe you anticipate mobs dropping from the second floor.
You can target a Nemesis, and jump, aiming for the little corner in the wall. While in the air, TAUNT! You will attack as you land, out of view, get aggro, and have all the nemesis come in a small little package to you.
5. Ranged Tanking A special technic for weaker tanks (fire, ice) or if you group is scrapper heavy, to tank Archevillains. Some archevillain have really nasty melee attacks. Or deadly AoEs. I've seen so many scrappers die to Nova, for exemple.
To keep the group safe, stay at range, and spam taunt. Taunt makes no accuracy check, so it's a guaranteed aggro. Most of the time, the AV will reply with a ranged attack, usually a lot weaker (like Battlemaiden's crossbow instead of her deadly-cornhole-drilling-pike). Using this technic, you kinda "lock-down" the AV in range, on YOU, letting all scrapper/blasters kill in peace, without fear of melee AoEs.
Remeber, the ranged attacks are often also AoEs, so the team must stay away from you. Scappers can stay behind the AV, to avoid cone attacks.
Here is a setting exemple:
Ranged Tanking
As you see, i got aggro and the Av attacks me, while 2 scrappers are safely kicking it's butt.
6. Conclusion
The tanker is a fun AT, specially in large team. You can be a rock that people will follow, that unkillable hero. Using these technics, you can control how battles start, which is a big step toward wining them.
Feel free to add new technics, comments, critics or anything really.
English is not my first language, please, point-out mistakes and typos so i can edit them!
Super-Hero, lvl 50 fire/ice tanker, Justice. -
It will probably give some little cookies to people with skills.
For exemple:
- Finding glowies
- Finding Bosses
- Tracking certain mobs and monster
- Add more time to timer
- Show mobs weakness
- Have an extra sidekick
- Select filters for enhencement drops
- Increase combining % of success
- Get contact phone numbers earlier
- Open option for a 5th power pool
- Access to the private helicopter ride travel system that links together the Dark Astoria/King's Row/Founder Falls/Rikti Crash Site/Peregrine hospitals together
- Detect proximity to plaques and badges
- Get debt discounts
- Resist NPC-bypassers-push
and of course:
- open up the new super-secret cowbell emote -
Didn't read all pages.
Questions:
Would this taunt effect break sleep?
How does Burn work with this (taunt effect + fear effect? mmm) -
Ok.
Post, in this thread, a screenshot of your hero's car, and a little story about it.
Can be any car, from a casual truck in a parking lot, from a half buried crashed car at the bottom of the Faultline Canyon.
Write a little story about how it's your car, and how it ended up there...
I'll start!
Super-Hero's car
Well, this is my little hatchback, that my hero used everyday to go work at the warehouse of Constellation Row, Galaxy City. When he obtained his super-powered suit and started fighting crime, he didn't know what to do about his day job and actually went to work for a few day.
After a hard day's work, he just super-jumped home, never to go back again. He mainly travels that way now, so the car has been parked well over 2 months. The meter is up, and many infraction bills have been tagged to it.
Suprisingly it hasen't been towed yet, probably due to the recent increased hellion activity about... One of the few areas that Super-Hero doesn't patrol.... /whistles innocently. -
I have a bubbler too. Bubblers are god.
That's not a reason to stop others to enjoy an effect. Imagine if you need a kinetic defender to get superspeed...
Fact is:
20 sec Stim: Worth having? No. Overpowered? No.
60 sec Stim: Worth having? No. Overpowered? No.
6 minutes Stim: Worth having? Maybe. Overpowered? No.
Let me explain the third affirmation:
Exemple: Last night, me (fire/ice tanker) and 2 friends (Ice/ice blaster, Grav/Rad controller) hunted in Peregrine. We hunted everything. Not just Nemesis, we only attacked nemesis for the Fake Nemesis Bosses. We attacked Malthas, Carnies, Riktis. Anything moving got attacked.
We did not have Stimulant. We did not really need it. With my Ice touch, Frozen Aura, our Controller, his AM, and the Blaster's freezing, we had mobs pretty much covered. Even Master Illusionist were quickly pinned down.
Was a good night, was a fun night. We totalled 3 deaths: One on me directly related to stun-effect, and 2 on the blaster, also stun related.
Now, would changing the blaster for my OTHER blaster friend, the one with Stimulant, made us better?
Well technically, since he can't buff himself, we would have saved ONE death (in 3h of play).
We would have killed at the same rate. We would have accumulated the same XP. Gotten the same loot.
It wouldn't have changed a thing but save 1 death.
Does saving 1 death in 3h make that power worth it??? Some will say YES, if, using that power, you do know that this death would have been prevented. But on a 1 minutes timer, meaning that saving that death means a recast of a minimum 180+ times and that there is a good chance it would have dropped anyways (red Carnies Dark Ring Mistresses are long to fight, well over 1 minute), no, it's not worth. -
The thing is, usually, for a multiplayer game to work, grouping should provide more security.
Safety in group.
Effectiveness in group.
Right now, with the poor buffs we have, grouping just makes thing harder. Really.
My Fire/Ice tanker is a Tanker, has scrapper/blaster damage, has controller CC, and defender self buffs.
In the current game setting, grouping has 2 effect:
- The mission gets a lot harder, since i get a load more of mobs, specially LTs. Going from 3 Carnie Juggler to 6 Jugglers + 4 illusionist, 1 Master illusionnist and a ring mistress because i brought 3 friends along
- My teamates do NOT provide compensation for the increased difficulty, except healing, or controlling.
I just think that beeing in a group should provide more define advantages, like, in this case, better stun resist.
Take an invisibility tanker. He can: be an unmoving solo object, or be an unmoving grouped object... /yawn. With a good Stim, he could be a grouped moving object
This is City of Solo Heroes. There is no benefice to group, specially since mission exp got better. The Devs are creating missions forcing us to group, lol. Just:
-Make single target buffs better.
-Make group buffs better.
-Make Group XP better.
Right now, grouping needs love. I felt stimulant was it. Alas it's a bug, and will stay a crappy power. -
[ QUOTE ]
But to claim you need this protection to survive these encounters simply indicates an unwillingness to adjust your tactics against varying enemy powers. I assure you....you CAN take on these villians, even solo, in relative "safety" without the use of bugged powersets
[/ QUOTE ]
Hey, i hunt there myself, as a fire/ice tanker, i got enuff crowd control and resistance buffs that i can take on Riktis.
The point is that currently, you can take on Status mobs with a minimum of strategy, or take on mobs without that hastle (Nemesis for exemple).
Making Stim, ID, or CM longer would just help make the stunning mobs more in line with the non-stunning mobs.
They are doable, but would be easier with certain group members having certain powers. Just like a monster-type mob is easier with a tanker, the respec trial is easier with a bubbler, well, make it that Status-mobs would be easier with ceratin powers too. -
Dear Geko, Positron, Statesman, whoever.
This thread is not just about stimulant. It's about the playing field.
Lately, i've had the feeling that all the dev's attention have been drawn toward the exploiters and the solo-ers.
Is this why Stim won't stay longer then 1 minute? Fear of exploits?
Exploiters are there, they will always, always, always will be. Back in Beta, Dummy-Mobs missions were beeing expoited. I mean, for crying out loud, it's a beta! And people were still cheating to level faster. At lauch, it was hirelings (swarms and monkeys) and Prisonners. Then CoT portals. Now initial TF missions. And the more you will fix it, the more exploiters will find a way to level fast, and the more the guys playing for fun are getting hit.
I play for fun. But now hirelings are worth no exp, prisonners are not worth hunting, and CoT portals are an exp-less pain in the ***. I fear a TF nerf comming too... bleh.
Same for soloer. The game is getting tuned for them. Now with more exp per mission, groups are even more hard to find, since missions are worth soloing.
And, in a solo mission, you will face a LOT less status effect mobs. Best exemple are carnies, i can get solo mission with ZERO illusionists, while grouping gets me 2-3 per spawn plus the occasionnal master illusionnist.
So, by having poor status protection, solo play is , yet again, the best option. Adding a friend to your team will hurt more then help, because that friend brings more Stunning Lieutenants, but, in their current form, no good buffs against them.
Single target buffs (Stim, CM, ID, O2) are a way to make grouping fun, good, enjoyable, and most important, it helps make huge portions of the content fun to do. Exploiters and power levelers are already farming missions like Axis America non-stop anyways, please let the player who enjoy the ride to 50 form good efficient group to tackle all mobs, including carnies and Riktis. And if the exploiters use this to farm Rikti missions... so what? They are farming Nemesis, werewolves, Axis, and Minx mission anyways.
Exploiters go from game to game, get to last level fast, and leave. Don't waste so much time on them. Just keep the game fun. -
As for the Buff Bot issue, just make it like Grant Invisibility: a group-member only buff.
As for a power beeing "too good" and making defender useless... Mmm, out of all the defenders ability, only 2 can be compaired (clear mind and ID), and 2 ressemble (AM and O2) so it's not like it replaces what defender already do.
Power pools are already very strong. Hasten? Stamina?
You don't see tankers complaining about Thought and Weave. -
[ QUOTE ]
Just thought I'd add that Accelerate Metabolism also gives a resistance to sleep, hold, disorient, and immobilization. So that's yet another defender or controller type you can get for status protection.
[/ QUOTE ]
From my Tanker's experience, teaming with a friend with AM, it does not prevent me from getting effects. It does reduce the lenght. But, even if reduced to 1 second, it's enough to drop my 4 toggles (and die). -
[ QUOTE ]
it would just make status effects a null point
[/ QUOTE ]
Yup.
But the thing is, status effects is already a null point on a player's point of view: players just ignore it.
They find the best way to gain exp without even having to deal with it.
At first it was Rikti Monkeys, then Behemoth Portals, Nemesis, now the Synapse TF first 2 missions...
I am completely fine with having some buffs that makes status effect null. It still needs you to:
-assemble a group
-make sure the group has the appropriate powers
-apply these powers.
Right now, it's a lot more easier to:
- Fight mobs without status effect. -
Thanks for the reply Geko.
I understand how this was a "bug".
But look at the results:
- Medecine power now becomes a good choice.
- Players can finally hunt Eden, Crash Site, and non-Nemesis Peregrine with some kind of safeness.
- Effective stun resistance has become appreciated, sought after, and used.
Maybe, after this 60 sec -6 minute "blunder" you may want to re-evaluate giving it the a comparable duration has force-fields.
At launch, force fields lasted 2 minutes, and it just did not cut it. 4 minutes works fine.
How about 3.5 minutes for stim and 5 for clear mind and ID? -
So, only 3 of us playing with this?
I have a question to the devs: How is a power that helps fighting mobs with status effects when paired/grouped overpowered?
Does stimulant help fight Riktis? Yes.
Solo? no.
Does a team get more XP with Stimulant: NO
They get the same exp as fightning Nemesis or CoTs.
This power does not get better xp, does not create PL. It just puts mezzing mobs on par with other mobs.
Right now players have the choice not to fight mezzers: Nemesis, Axis America farms, Preathorian farms, Portal Farms, etc...
PLease, adress this.
Devs, why can't we have good, effective, and lasting group-oriented efect protection? -
Tested further.
In a 8 man mission of Carnies, we had some incredible fights. Fights lasted WELL OVER 5 minutes at times. Specially fights with 3 master illusionists boss.
Many deaths due to Stim dropping.
Conclusion: without a long effect protection, it is better for a player to do carnie missions solo or duo, where you don't get illlusionists.
-
Just tested the Stimulant change, that drastically lowers duration from 6 minutes to 1 minute.
First and foremost, 3 affirmations:
* The #1 goal of this game is fun
* Tanker's role is, accoding to Statesman, to be damage sponges
* Only a minority of players bother to fight Riktis, DEs, Carnies, Creys, Malthas, and Tsoos on a volontary basis (not mission related) Thus deserted areas (Crash Site, Eden, DE parts on Talos, IP, and FF)
Me and some friends were a bit sceptical about this change. We use Stims a lot to fight Riktis and Carnies. We like the crash site. Our alts like to get Tsoos and DEs. This change did not bode well for us..
Test : after a few hours on test, i think the changes are horrible.
-First, we had a lot more deaths. From the buff simply dropping mid fight, thus getting the tanker stunned, and killed. 60 sec is not very long considering we were fighting oranges and reds. Rikti Mentalist Boss, in spawn of 2 or 3 , can take a while to take down. As for rebuffing mid fight, well, if the Stimulator was under aggro, moving, out of range, or death, forget it...
- The Blaster with Stim was turned into a Stim Bot. Now, let's say, for safety, that you want 2 stim stacked on a character to protect him. That means, instead of 2 buffs/6 minutes, you jump to 12 casts.
Now, if you fight in a full group with 3 frontliners (2 tanks and a scrapper) that means, you go from 6 cast to... 36 casts!! Or, if you like, one cast every 10 seconds . How fun is that, for a blaster, to cast Stims every 10 seconds... Yay.
This is ridiculous, and brings me back to my bubbler pre-4-minutes day. Back when bubble lasted 2 minutes, that's all you did. And no one played bubblers. 4 minutes is the minimum a buff should last to be any "fun", for a must-have buff.
Back to our 2 affirmations:
- Beeing a Stim spammer is not fun
- Tankers can't be good sponges (and will refuse to be) against status effect spamming mobs without good protection
- With the current change, Stimulant is not a reliable stun protection. The few who have it will respecialize out of it and do like the rest, hunt Nemesis.
In Short : 60 seconds is not long enough to make a buff effective, for a buff that needs to be reliable, because people depend on it while choosing what mobs to fight.
General thoughts: Status effects and their protection against it is one of the best in-game group oriented feature. It makes a frontliner (tanker/scrapper) want to team with a Stimulator (or a defender with an similar buff). The reverse is true, a blaster with Stim now wants to team a frontliner to be able to hunt controlling mobs. Both win by hunting non-nemesis mobs...
If this synergy does not exist, then all go back to soloing non-controlling mobs, like Freaks, Familiy, Skyraiders, Nemesis. /yawn.
<font class="small">Code:[/color]<hr /><pre> I strongly suggest to the devs </pre><hr /> that they actually make all buffs better. Stim should be at least 4 minutes to be viable. Clear Mind, O2 Boost and Increased Density should protect from ALL effects and last 5 or more minutes.
The only thing to be gained by this is: more desire to group, players stronger when group, and an increase in players fighting Carnies, Riktis, etc.
I'm sure you datamine this, you only will find the Crash Site and Eden more visited... -
Yes really.
I'm glad someone started this thread.
I was dangerously getting bored with this game.
Now issue 2 is a GREAT update per mmorpg standarts.
It fixes and brings so much stuff people have been asking for (content, exemplar, badges, trials, respec, etc).
Me, and a LOT of my friends, and most people i play with online really enjoy the new CoH, the new challenging CoH.
But these forums are full of players that whine about it, makes you wonder about the quality of the players. And since i know the devs are listening, i'm very affraid to see a new update making it easier and boring again.
Just look at what they did to the poor Riktis... I was just destroying them, they are so weak now! -
The game is so much fun since the update.
I just soloed a Pantheon missions of +1 mobs including a few red totems.
With my Defender .
A FF/psionic defender. If you didn't know, Pantheons are highly resistant to psionics.
I use:
Strategy
Inspirations
Skills
Was fun. Please don't listen to people who can't play. Most players enjoy the change, but only the disatisfied people post.
I know, many people say they'll quit... We'll i brought 2 players BACK to the game by telling them it's fun again. -
Origins of the Frozen Crusader, Ice armor/ War Mace tanker.
September 24, 2003, Northern Scandinavia
Event Journal, dispensary 2b, sector 9
A very special day here at the dispensary, for a change. The local Laplanders have come to me saying they had found a man in the ice.
Apparently a huge piece of one of the main glaciers to the north-east, near the main Lappish settlements, broke off, creating a small quake. The nomadic tribesmen went to have a look and found what looks like a frozen body inside a huge ice block.
The brought the ice block to me on a sleigh, hoping that my modern medecine could revive the frozen cadaver. The tribe's shaman insisted that the trapped soul was alive.
It looks like some kinda knight, i'd say, from the look of the medieval armor. I already called HQ, they'll send a team tomorrow to pick it up and send it to the national museum.
- Anna Gordova , Field Nurse
September 27, 2004, St-Amersfield, Scandinavia
Ultrasonographic studies report, St-Amesfield General
Specimen 345777 was brought in to us by the institute of archeological discoveries. It consists of what looks like the frozen body of a medieval knight, trapped in a huge glacier piece.
Our mandate was easy enough, the national laws state that before the museum can recover the vestiges, official death must be certified by a doctor.
To prevent degradation of the frozen knight, we were asked to keep him frozen. We thus used advanced ultrasounds to see if we could detect any pulse or brain activities.
To my surprise, the individual in the armor is not dead. There is a faint pulse, this man from the past is in perfect hibernation.
He will be sent to Paragon's City medical research facility in America, where they have the ressources to, hopefully, awake the ice prisonner without killing him.
- Dr Nick Kiprousov , radiologist
October 8 , 2004, Paragon City, Atlas Hospital
Extreme Care Unit
Patient is still stable, with very low vital signs. He is still completely covered in ice, but at the rate we are warming him up, we should have access to him tomorrw for blood samples.
The experts from the national historical institute are still speculating, but the main theory seems to be that our knight is wearing a typical armor from the time of the great crusades. It could be that he got lost in northern europe looking for the Holy Grail.
- Dr Paul Olson , intensivist
October 20, 2004, Paragon City, Atlas Hospital
Recovery Ward A
Our patient, nicknamed The Frozen Crusader by the medias, is continuing his miraculous recovery. Our team still can't understand how his body can be intact, after all this time. There is now signs of renal, brain, or liver damage. The eyes are fully functionnal, which is just impossible, we didn't even find a single frostburn.
His test on the threadmill today are just astonishing.
Alas, our main problem is with the patient himself. The historical institute were very disapointed when he refused to give his armor to the museum. Not only that, but the nurses have a feeling that he will soon sign a discharge from the hospital.
He must continue his crusade, he says.
I will talk with the hospital autorities, to see if there is any ways that we can keep him here. But since he shows no signs of dementia, i don't think we have any legal rights to hold him here against his will. And with all the crowd he attracts (medias, cultists, researchers) i guess the hospital's director will be glad to have him gone.
- Dr Paul Olson , intensivist
November 6, 2004, Paragon City, Atlas Hospital
Recovery Ward A
Well, the Frozen Crusader decided to leave. I can't blame him, he's in more-than-perfect conditions. And he is very smart. For a man that lost centuries, he is barely confused. He's been watching TV and reading a lot, quickly adjusting to modern english, and insist that he needs to be outside, crusading against evil.
Before leaving, he told me not to worry about him: the ice had protected him all these years and will continue to protect him now. As he said that, he shook my hand and to my surprise, his hand became cold as ice, almost giving me a frostburn. He then winked and left.
I am not sure what happened, but i think we witnessed a paranormal phenomenon. If our knight indeed inherited super-powers from the glacier, then the Paragon City citizens have got a new hero with a pure, although cold, heart to defend them.
- Dr Paul Olson , intensivist
February 6, Paragon City
Paul Olson's personal journal
I had heard very little about our frozen friend since his departure. 1 or 2 mentions in the journal about him saving a lady in distress or arresting a few thugs.
Until today.
He came to see me at the office. Told me how he adapted to the modern times. How he appreciated us saving his life. But mostly, he asked for my help.
His body is in perfect shape, and he confrimed my suspicions: he now possess the ability to control his body temperature. But he wants my help to achieve his full potential.
I told him this was not my field of expertise. That he'd be better talking with Hero Corp, Mythic, or even Crey industries. But the Frozen Crusader told me: you are the one i thrust.
I will do my best to help him reach his potential, i always dreamed of beeing a hero. This, i think, is as close as i can get.
- Dr Paul Olson , intensivist
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