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Superheroes of The Trust OOC Thread (Accepting Alts)
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<blockquote data-quote="Victim" data-source="post: 4163686" data-attributes="member: 78"><p>Wren's plan is going the wrong way, I think. Star's damage tops out at 12 on normal hits, and can be less if her autofire doesn't go so well. She's throwing around basically the same 25% chance to stun per hit on most enemies as the other characters. However, she's less likely to inflict the serious KO and staggered results. </p><p></p><p>On the other hand, Nitro starts at +14 damage, and has Power Attack for more. If the target can't defend itself properly, Nitro can really pound them. Of course, he has plenty of feint options for setting that up himself, but those can fail too and eat a move action.</p><p></p><p>It generally going to be a better idea for our lighter attackers open up on enemies, hopefully creating opportunities that the heavy hitters can exploit. Against a stunned, snared target, Star ought to be maxing out her autofire - but there's a decent chance that's happening on just her normal attack roll. Nitro or Nightweaver, however, can crank up the Power Attack to finish them off.</p><p></p><p>So we'd want the snares (or any of the other crippling attacks V can throw) and Star and or Apollo going off early, and then Nitro and Nightweaver exploiting any openings created by initial attacks that hit. Hope is slightly in favor of damage, has Imp Crit a few time, no Power Attack, and also has other set up moves (blinding, TK throws) - she can sort of go either way.</p><p></p><p>Naturally, in game, we'll have multiple enemies to engage (most of the time) - possibly with barriers or significant distances in between, and a random starting order (most of the time). So things won't be so clear cut. For example, Nitro also has Improved Initiative, so if he's going in front of some baddies it might be best to attempt to nail them before they can go.</p><p></p><p>---------------------------------------------</p><p></p><p>Precise doesn't let you change the Area size. You need Progression for that - and you have to pick whether or not the progression works toward making the area bigger or smaller when you buy it.</p><p></p><p>It also needs a rank. Since you have Indirect, Affects Insub, 'Precise', that leaves 29 of your 32 point array open for buying ranks. So Hope can buy a +9 Area Blast with those mods. Since she'd have 2 points open that way, she can afford the extra progression feats.</p><p></p><p>Since Hope already has a +10 Indirect Area Blast, buying a second one seems rather redundant. If you want to nail some wind/mist guy, you could always do a stunt off your weather attack array. You could take that 1 point, and apply a power feat (like Variable Descriptor IIRC) to your entire attack power array so Hope could attack with wind, lightning, hail, etc.</p><p></p><p>Actually, you should have done that with your last power point.</p></blockquote><p></p>
[QUOTE="Victim, post: 4163686, member: 78"] Wren's plan is going the wrong way, I think. Star's damage tops out at 12 on normal hits, and can be less if her autofire doesn't go so well. She's throwing around basically the same 25% chance to stun per hit on most enemies as the other characters. However, she's less likely to inflict the serious KO and staggered results. On the other hand, Nitro starts at +14 damage, and has Power Attack for more. If the target can't defend itself properly, Nitro can really pound them. Of course, he has plenty of feint options for setting that up himself, but those can fail too and eat a move action. It generally going to be a better idea for our lighter attackers open up on enemies, hopefully creating opportunities that the heavy hitters can exploit. Against a stunned, snared target, Star ought to be maxing out her autofire - but there's a decent chance that's happening on just her normal attack roll. Nitro or Nightweaver, however, can crank up the Power Attack to finish them off. So we'd want the snares (or any of the other crippling attacks V can throw) and Star and or Apollo going off early, and then Nitro and Nightweaver exploiting any openings created by initial attacks that hit. Hope is slightly in favor of damage, has Imp Crit a few time, no Power Attack, and also has other set up moves (blinding, TK throws) - she can sort of go either way. Naturally, in game, we'll have multiple enemies to engage (most of the time) - possibly with barriers or significant distances in between, and a random starting order (most of the time). So things won't be so clear cut. For example, Nitro also has Improved Initiative, so if he's going in front of some baddies it might be best to attempt to nail them before they can go. --------------------------------------------- Precise doesn't let you change the Area size. You need Progression for that - and you have to pick whether or not the progression works toward making the area bigger or smaller when you buy it. It also needs a rank. Since you have Indirect, Affects Insub, 'Precise', that leaves 29 of your 32 point array open for buying ranks. So Hope can buy a +9 Area Blast with those mods. Since she'd have 2 points open that way, she can afford the extra progression feats. Since Hope already has a +10 Indirect Area Blast, buying a second one seems rather redundant. If you want to nail some wind/mist guy, you could always do a stunt off your weather attack array. You could take that 1 point, and apply a power feat (like Variable Descriptor IIRC) to your entire attack power array so Hope could attack with wind, lightning, hail, etc. Actually, you should have done that with your last power point. [/QUOTE]
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