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Freedom City Guidebook
Freedom City PBP: A How-To Guide
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Everything posted by Geez3r
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:approved:
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Atlas for his part was used to hearing less than unkind things whispered behind his back, especially due to recent events, so this wasn't entirely something out of the blue. The only difference was that now Atlas was walking everywhere, instead of jumping or flying. He was drawing enough attention and he didn't want to put the citizens even more on edge. That and the fact that he didn't know the area, and he was pretty sure their building materials wouldn't be able to support his weight after coming down from a long jump. So when the messenger came there wasn't really much for it other than the fact that he could be getting his answers some time soon. After getting directions from the messenger, Atlas headed over to the castle at a brisk walking pace, not wanting to seem like he might attack the castle.
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Dynamo for one was enjoying the group session. With so many new members, and the fact that his own powers had radically changed, he wanted to get a good sense of where everyone stood in relation to everyone else, and everyone else was comfortable in the knowledge of each other's abilities, it was the only way they could act as a team. Speaking of acting like a team, it was a good thing the rest of the Interceptors knew what they were looking at because he most assuredly, had no idea what so ever. Ordinarily, protocol in the situation was to make with the stab-punching ASAP, but seeing as how it was Dok (apparently, he was taking the words of the other Interceptors on this one) it required a moment of analysis. Maybe one of his experiments just went awry and needed their help? Surely if he had wanted to do them harm he would've just attacked while he had the element of surprise, while they were distracted by the training simulation. Heck he would've just picked them off one by one, seeing as how he likely knew their schedules inside and out. And if he really wanted to - Okay, not helping. thought Dynamo as he mentally chastised himself. "Uh... Dok? You in there?" asked Dynamo cautiously as he subtly prepared for plan knucklesandwich in case the answer was a resounding no.
- 19 replies
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- thrude
- jill o cure
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Atlas's strangely fluid form still waved wildly around the room as he wrestled with the soldier that was effectively inside of him. "This is not disgusting." said Atlas as he hefted the reanimated soldier high into the air. "This is normal. If you want to be a hero, invest in soap." As a second soldier closed the gap towards Atlas and lashed out at him, Atlas had to flatted himself to the ground to avoid being hit. That same maneuver also gave him all the time he needed to crush the living bejeezus out of the unfortunate soldier he had in his grasp.
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Bringing his form to this page Atlas' action is quite simple, he'll first maintain his grapple as a free action, then he'll take a Full-Round Action to Coup de Grace to the target he is grappling, provoking a DC 32 Toughness save. If he takes damage from that, he needs to make a DC 27 Fort save to remain conscious.
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This may be close to what you want. Buying the Refection Field power by itself is just abhorrently expensive. If you don't want to deal with Deflect (and I wouldn't blame you if you don't!) Shaen's idea is your best bet.
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Had to get one more post in there. :P
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From his position by the door, Dynamo had a good vantage point for all of the good and terrible things that had transpired in the seconds between breaths. But his worries were without reason, the group had things well in hand, and soon enough, everything was resolved. Dynamo picked up his tux in the back corner of the room, and threw it back on in a blur of motion. "Congrats." he said softly to Dok and Fulcrum, wanting them to enjoy the moment, while not disturbing Colt and Grim who had just gone through a rather tough ordeal. Excusing himself from the four couples, Dynamo went to go collect the rest of the wedding party, and fill them in on what had transpired (of course leaving certain details unsaid). Walking out of the main hall and rounding a corner, Dynamo had to pause a moment. He must have had something caught in his eye...
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Sam gave a particularly loud snort as he took a lolipop from jar offered by Gossamer. He was halfway through putting it in his coat pocket before he stopped suddenly. He looked quizzically between the lolipop in his hand and the jar from which it came. ...She doesn't see normal patients in here... and she's not a normal medical doctor... so why...? mused Sam internally before deciding not to comment on the whole issue and just stuck the lolipop in his pocket like a good little lad. "I think I'd like that. After you doctor."
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Well then I'm out of ideas. You can skip me.
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Any chance Dynamo could run through the worm hole, grab Colt and Thrude and run them back in time? Take a 10 on Know: Physical Sciences and/or Technology to get DC 25 result to know relatively likihood of success. Carrying the 2 of them would be a heavy load, or a medium load for the seldom used application of EE to double one's lifting capacity. Eli's got a +10 Acrobatics if that helps, or +18 if his Pursuit Expert feat comes into play for rapid turn arounds. Feesible or no?
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As it turns out, I forgot to give people permission to actually put stuff in the bank slots as it was under a different submenu. So that should work now.
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Also, random tip for the people who are getting to level 30 ish. If you find any of the following items off a random mob, don't vendor them. Sell them at the auction house. These are components for the special R&D Travel powers. They sell for a whole ton of resources because they are very rare and you need A LOT of them to get the travel power. There may be a few missing from the list so if you get what appears to be a random component off of a high level mob, check to see what it sells for at the auction house before you vendor it. Those in bold are the rarer version, and can usually fetch 1-2G a piece. Metabolic Accelerant Reinforced Tissues Mutated Gene Sequence Atomic Neural Receptors Minor Dimensional Mutation Major Dimensional Mutation Elemental Air Essence Ritual Blood Knife Rotten Eyetooth Shamanic Bone Rattle Drowned Man's Breath Edomic Empowerment Viperium Flex Alloy Dragon Power Cores Articulated Armor Plates Radioactive Isotopes
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We now have our very own Super-Group, the aptly named Knights of Freedom. I've currently set everyone up with their own personal bank account in the SG vault. We'll currently be using the honor system for people not yoinking other people's stuff. I can see the transaction history btw. The Up for Grabs slots are basically where you throw stuff you don't want or need. If you want something in one of those tabs, feel free to take it, even if you didn't put it there. Once we get more people however, we'll have to create a new filing system however. Suggestions on that are welcome.
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:approved:
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I'm good for practically any level if you guys want to team. I've added a few more characters and updated their levels Grue Atlas@Geez3r - Level 40 Behemoth Heretic@Geez3r - Level 34 Soldier Scorch@Geez3r37 - Level 34 Inferno Maxima@Geez3r37 - Level 21 Mind Teilmak@Geez3r43 - Level 16 Blade Magnus@Geez3r43 - Level 11 Grimoire
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Also, if we can get a few people online at once (I think we need 5) we can start our own Supergroup. It allows us to get an additional Costume Slot (the only way for Silvers to get one without paying real world money) and we get access to a Supergroup Bank. Essentially just another bank we can use, albeit communal. But it could just as easily be used as a personal bank slot for our members. And trust me, you will need bank space.
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Here's a good guide on the Wiki, which I also recommend looking through. If you want my advice keep reading. Alright, if you're a F2P member (aka Silver), you've got to play one of the Archetypes. Some are free for Silver, and others are a one time purchase. Like other MMO's, you've got your different party roles. Tank, Support, DPS and General. In CO, the most forgiving IMO is the Tank role for solo play. That being said, getting even one person to play in a group helps tremendously, regardless of the role combinations. The first and most basic note, is that immediately after the tutorial, you'll be in the Reniassance Center of Millenium City. This has absolutely everything you need, and functions very much like a Hub for the rest of the game. Learn the area. There are several quests that help you do just that. The main feature here however is a building/teleporter thing that looks like a rotating gear in the center of the Ren Center. This is the Power House. This is where you go to buy your powers and the like after a level up. Every major area has a Power House. Until you get used to the game and know the pacing, I suggest coming here after every level up. The fact that you get tons of stuff early on in the game also helps matters. You can also try your powers out here to see if you like them before you buy them. You can also remove powers at a later date, though do note that it can cost quite a bit of in game money to undo many choices. Getting back to the Archetypes, you'll notice most of your Powers are chosen for you. This doesn't mean you don't have customization however. You gain Talents which bump your stats every 5 or so levels, but the main customization comes from your Advantage Points. They make your powers better. Go to the wiki for further details. In general however, I recommend the first power you use advantage points on is your "Slotted Passive" It'll be the power your unlock at level 8. If you're a tank, it'll greatly reduce the damage you take. if you're a DPS, it'll greatly increase your damage, so on and so forth. It gives you the most bang for your buck that early on in your career. The one exception is Defiant if you're a Behemoth. I don't really see the need of getting it to rank 3, as stacks of Defiant can be built fast and last a while. Besides the passive, every character needs the following: 1. An energy builder. You start with this power, it gives you energy to power every other power you have. Don't spend advantage points here, it's good enough as is. 2. A mook sweeper. A decent AoE with solid damage to take out a room full of henchmen is a must. 3. A single-target damage effect. You will fight bosses, you will need to defeat them. This can be excused if your Mook sweeper power is very powerful, or you haven't unlocked the high damage one yet. 4. A shtick power. Something specific to your role. Something that adds to your damage if DPS, something that adds threat if a tank, healing if a support role, etc. 5. The Oh Crap button. Sometimes you screw up and accidentally aggro like 3 or 4 groups of enemies, or you forget to block the boss' big hit, and you need to get out of combat now. This depends on your role and your Archetype. For instance, many DPS archetypes have an active offense power which dramatically increase your damage for a very short time. Use that time to kill everything in the room before it kills you. Other archtypes have smoke grenades, or a power that makes you nearly impossible to damage for a short time. If you cover all those bases, you've made a good character. Now, as for Travel powers you get your pick of the following (for free, you can purchase others). You can increase your TP to rank 2 at level 20 and rank 3 at level 40 using Advantage Points. I highly recommend you do so. You unlock a second TP at level 35, but you can't use them both at the same time. Flight Super-Speed Super-Jump Acrobatics Teleportation Flight is bog standard, and is very well rounded. You've got a slower acceleration, and your top speed isn't all that high, but you travel safely from one part of the map by setting your direction and walking away to get a drink or something. Super-Speed is the fastest out of all of these powers in a straight line. The main drawback of this power however is that you have to go around obstacles instead of over them. It also makes enemies less likely to notice you, allowing you to run really close by them. Super-Jump is IMO, the best power for overworld travel. Not quite as fast as Super-Speed, but faster than Flight, and you can get over obstacles really easy. However, bunny hopping through dungeons can be annoying. Acrobatics is a mash up of Super-Speed and Super-Jump, but to a lesser degree than their counter parts. You can't jump up onto buildings (until rank 2), but you can jump over hills due to a glitch where you effectively surf over the incline of the hill. I think it's the slowest from point to point, but there's rarely a situation it's bad in. Teleportation is a source of constant complaints on the forums. If you're into PvP, you've got Teleport. It got hit with the nerf hammer recently so I don't know if that'll continue. It's basically the opposite of Super-Jump, great for tactical movement, but terrible at overworld travel. As for a leveling guide, never accept a quest that is a higher level than your own. There are 2 exceptions to this. The "collect 20 of X off of this type of enemy" quests and the "defeat 150 of X" quests. They are meant to be quests you do while doing the rest of the quest chains in the area. So you get extra XP for doing what you would have done anyway. If you ever run out of places to go, pull up your quest journal (J by default) and click on your Crime Computer and Search for Emergencies. It'll tell you where there are quest givers and the levels of quests they give. Keep and eye on the minimap too because some of them don't appear on the Crime Computer. Leveling wise, once you finish with the Tutorial, and the basic "find your way around the Ren Center" quests, go to the Crisis in Canada from the helicopter, which is right by the Super Jet. Pop back between Canada and Millennium City until you're like level 17-ish, at which point you'll open up the Desert Crisis, which you can go to using the same helicopter. After that you'll find yourself jumping between those three repeatedly up until you reach level 30 or so, where Monster Island opens up, and it is awesome. The around level 35 or so, you get Lemuria, which is terrible. Once you ditch Lemuria to do a quest chain in Millennium City, you open up Vibora Bay, which is easily the best part of the game. If you're willing to shell out a bit of money, you can also unlock Adventure Packs, which are basically really in depth side quests that can be done at any level. I don't know anything about them however.
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Wait? You need to unlock capes in a superhero game? :facepalm:
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Well this was entirely a creepy evening. Ghosts were more of Dead Head's thing, and summoning rituals were Phatoms. Hopefully there was some way to break the enchantments or something. I should really be better at this magic stuff by now. mused Atlas for what seemed like the 12th time tonight. A sudden influx of the apparent big bad and some of his cronies snapped Atlas out of his funk however. This he knew how to handle. He suddenly stretched out like taffy, with his limbs becoming incredibly long, and having unneccessary waves and curves in them, as he practically stooped beneath the ceiling under his new height. From his new vantage point he sent a fist towards one of the goons, who unfortunately managed to dodge, but he didn't count on the fact that Atlas could change the direction of his attacks as his attacking fist made a U-Turn and struck the zombie in the back. The fist splattered against the back of the zombie, the strange ooze that now made up Atlas' body began to engulf the zombie and squeezed the unlife out of him. Speaking from an apparent face where his stomach might be Atlas asked "Was I supposed to shout a one-liner before I did that or is now good?"
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Move Action: Extend Body out to full Elongation Standard Action: Melee Attack Roll vs Einherjar 3 DC 27 Toughness on hit (1d20+12=19) If that hits, Improved Grab to Grapple: Grapple Roll vs Einherjar 3 If necessary (1d20+29=46) EDIT: It apparently did not hit, so HP to reroll: Melee Attack Roll vs Einherjar 3; DC 27 Tough, HP Reroll (1d20+12=27)
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Thinking about winding the thread down? I'm kind of out of ideas.
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:approved:
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They've just added Hideouts I do believe the "Mom's Basement" is the most common type we see here at FC :P
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Two quick things: Firstly, you repeat the paragraph that begins with "Lucy Harker was a fine civil lawyer" twice in your background. Secondly, Attack Specialization (unarmed) won't apply to your Strike power. Get Attack Specialization (Strike) for that. The devil's in the details.