Post by Mr Bismarck's Electric Donkey on Jan 31, 2007 15:54:27 GMT
Ok, more boring parts. I'll give you a rundown of the classes, or, in Co* "Archetypes" of the characters you can build. As with the game, heroes are blue, villains, (eventually), red.
Tank
The tank is built to be the "meatshield" in a team, taking all the damage and keeping the bad guy's attention off of the rest of the team.
One is defence based, (difficult to hit), but for the most part, they're resistance based - not difficult to hit, but aren't especially perturbed by being hit in the face with a shovel. One tank, the Fire/Fire, used to be the toon to be, as it could take insane damage and churn out a high amount too, so the devs "nerfed" it into submission and now no one uses them.
Signature Power : Taunt.
Jump in the middle of a crowd of bad guys and shout out "Your mother swam after troop ships!" Bad guys get really annoyed and focus on panning you in mush, allowing the rest of the team to kill them, uninterrupted.
Scrapper
Close range damage dealer. Scrappers get in the enemy's face and punch them repeatedly until they stop making that bubbling noise. Two of the sub-classes are the Broadsword scrapper who can turn out incredible single-target damage with sweeps of his mighty sword, while the "claws" scrapper can launch attack after attack after attack.
They vary from resistance based, to defence based to mitigation based - the "Regen" who heals back damage more quickly than anyone else.
Signature Power : Offence and lots of it.
Punching you in the face. A lot. Or stabbing. Whatever.
Controller
Allegedly the brains of the operation, Controllers work on stopping you doing what you want, by holding you in place, slowing you, freezing your movement and ability to use your powers or making you think your teammates are actually the enemy.
Signature Power : Pets.
The Controller's damage isn't great, but when they hit level 32 they get their pets and then you could be in trouble. A Fire trollers' Fire Imps for instance are three nasty little buggers who are somewhat akin to rabid terriers on crack. Then there's the Gravity trollers' singularity. Try to saunter up on the guy and suddenly you have a face full of gravity well, either firing you across the map at high speed or, hello, I just fell into an alternate universe.
It's a lot like sitting next to Hornet.
Blasters
Blasters were designed to do insane damage at range, until someone stumbled upon the idea of the "Blapper" - a Blaster built to do damage up close, like a Scrapper.
The blaster is in a perpetual race to kill whatever it's fighting before it finds a new an exciting way to die. Blasters will have more "debt" badges (when you die, you get experience debt) than anyone else and their inherrent power increases their damage the weaker they get, so many will get into scraps purely to get within an inch of death, where their powers really start to be fun.
Make a Fire Trollers' Fire Imps seem like reasonable chaps, really.
Signature Power : Nuke.
A stupidly powerful point-blank attack which will either kill everything within 10 feet of you, or result in your death. Usually triggered with accompanying mad cackling laughter and messages like "Watch this, this is cool!"
In game inspirations called Rage, or just "Reds" raise your damage output 5%, so it's not uncommon to see a blaster swallow 10 reds, sticking their damage out to about 162% of normal and then trigger nuke. Because, you know, they might not kill a cheeseplant three galaxies over if they don't.
Defenders
Defenders are the make do and mend toon of the Hero side. They "buff" your character, making them more powerful or difficult to hit, they debuff the enemy, making them slower or less accurate and, in the case of empathy defenders, they heal you directly.
My "fifty" is an Empathy defender built as a "pure" empath, designed to heal and not much else.
Signature Power : Getting really annoyed if you call them "Healers."
The boards on the official forums are fun, because they're permanently triple-stacked with dark, or rad or sonic defenders complaining about how they were kicked off their teams because they weren't "a real healer."
As I am a real healer, with my defender, I just laugh.
Kheldians
When you get a toon to the maximum level - 50 - you unlock a class of characters called Kheldians. These are energy based beings who inhabit humans who are willing hosts. There are two types - Peacebringers and Warshades, each with different back stories and abilities.
Unlike every other toon who has to wait until level 14, Peacebringers, (flight) and Warshades (teleport) get travel powers from level one. This is excellent for annoying new players, who think it's unfair.![:D](//storage.proboards.com/forum/images/smiley/grin.png)
I can't explain Kheldian gameplay, except to say it's fookin' hard. You have one specific enemy who can kill you by breathing on you and you are the dictionary definition of Jack of All Trades. My Warshade is "tri-form" which means I can transform into from human, Nova (squid) and Dwarf (lobster) forms. Each one has as many powers and choices as one single ordinary hero, so trying to remember what button does what is a nightmare.
Signature Power : Scaring the fuck out of newbies
A popular meeting place in game is under the Globe in Atlas Park, which also happens to be where the brand new players appear with their level 1 characters.
They're feeling pretty sweet about the costume they just spent 25 minutes designing in the hero builder and they run up to you and give you the "check it out" pose, feeling all smug about how cool they look.
This is the point where you trigger dwarf form and with a seriously bass-rattling BOOOOM, you turn from an ordinary looking hero into an eight feet tall, Rhino with a glowing purple aura and a belch that will part your hair at 15 paces.
This is where our shiny new hero goes back into the designer and picks the brown tights.
Tank
The tank is built to be the "meatshield" in a team, taking all the damage and keeping the bad guy's attention off of the rest of the team.
One is defence based, (difficult to hit), but for the most part, they're resistance based - not difficult to hit, but aren't especially perturbed by being hit in the face with a shovel. One tank, the Fire/Fire, used to be the toon to be, as it could take insane damage and churn out a high amount too, so the devs "nerfed" it into submission and now no one uses them.
Signature Power : Taunt.
Jump in the middle of a crowd of bad guys and shout out "Your mother swam after troop ships!" Bad guys get really annoyed and focus on panning you in mush, allowing the rest of the team to kill them, uninterrupted.
Scrapper
Close range damage dealer. Scrappers get in the enemy's face and punch them repeatedly until they stop making that bubbling noise. Two of the sub-classes are the Broadsword scrapper who can turn out incredible single-target damage with sweeps of his mighty sword, while the "claws" scrapper can launch attack after attack after attack.
They vary from resistance based, to defence based to mitigation based - the "Regen" who heals back damage more quickly than anyone else.
Signature Power : Offence and lots of it.
Punching you in the face. A lot. Or stabbing. Whatever.
Controller
Allegedly the brains of the operation, Controllers work on stopping you doing what you want, by holding you in place, slowing you, freezing your movement and ability to use your powers or making you think your teammates are actually the enemy.
Signature Power : Pets.
The Controller's damage isn't great, but when they hit level 32 they get their pets and then you could be in trouble. A Fire trollers' Fire Imps for instance are three nasty little buggers who are somewhat akin to rabid terriers on crack. Then there's the Gravity trollers' singularity. Try to saunter up on the guy and suddenly you have a face full of gravity well, either firing you across the map at high speed or, hello, I just fell into an alternate universe.
It's a lot like sitting next to Hornet.
Blasters
Blasters were designed to do insane damage at range, until someone stumbled upon the idea of the "Blapper" - a Blaster built to do damage up close, like a Scrapper.
The blaster is in a perpetual race to kill whatever it's fighting before it finds a new an exciting way to die. Blasters will have more "debt" badges (when you die, you get experience debt) than anyone else and their inherrent power increases their damage the weaker they get, so many will get into scraps purely to get within an inch of death, where their powers really start to be fun.
Make a Fire Trollers' Fire Imps seem like reasonable chaps, really.
Signature Power : Nuke.
A stupidly powerful point-blank attack which will either kill everything within 10 feet of you, or result in your death. Usually triggered with accompanying mad cackling laughter and messages like "Watch this, this is cool!"
In game inspirations called Rage, or just "Reds" raise your damage output 5%, so it's not uncommon to see a blaster swallow 10 reds, sticking their damage out to about 162% of normal and then trigger nuke. Because, you know, they might not kill a cheeseplant three galaxies over if they don't.
Defenders
Defenders are the make do and mend toon of the Hero side. They "buff" your character, making them more powerful or difficult to hit, they debuff the enemy, making them slower or less accurate and, in the case of empathy defenders, they heal you directly.
My "fifty" is an Empathy defender built as a "pure" empath, designed to heal and not much else.
Signature Power : Getting really annoyed if you call them "Healers."
The boards on the official forums are fun, because they're permanently triple-stacked with dark, or rad or sonic defenders complaining about how they were kicked off their teams because they weren't "a real healer."
As I am a real healer, with my defender, I just laugh.
Kheldians
When you get a toon to the maximum level - 50 - you unlock a class of characters called Kheldians. These are energy based beings who inhabit humans who are willing hosts. There are two types - Peacebringers and Warshades, each with different back stories and abilities.
Unlike every other toon who has to wait until level 14, Peacebringers, (flight) and Warshades (teleport) get travel powers from level one. This is excellent for annoying new players, who think it's unfair.
![:D](http://storage.proboards.com/forum/images/smiley/grin.png)
I can't explain Kheldian gameplay, except to say it's fookin' hard. You have one specific enemy who can kill you by breathing on you and you are the dictionary definition of Jack of All Trades. My Warshade is "tri-form" which means I can transform into from human, Nova (squid) and Dwarf (lobster) forms. Each one has as many powers and choices as one single ordinary hero, so trying to remember what button does what is a nightmare.
Signature Power : Scaring the fuck out of newbies
A popular meeting place in game is under the Globe in Atlas Park, which also happens to be where the brand new players appear with their level 1 characters.
They're feeling pretty sweet about the costume they just spent 25 minutes designing in the hero builder and they run up to you and give you the "check it out" pose, feeling all smug about how cool they look.
This is the point where you trigger dwarf form and with a seriously bass-rattling BOOOOM, you turn from an ordinary looking hero into an eight feet tall, Rhino with a glowing purple aura and a belch that will part your hair at 15 paces.
This is where our shiny new hero goes back into the designer and picks the brown tights.