How does martial arts compare to might? I have a might character, he works fine.

not to mention it is probably a problem with content that you end up doing +3-4 missions which is where most of the difficulty comes from. I wish they would add a bunch more quests and then balance it like wow (although still making it so 4 henchmen weren’t really a challenge unless you weren’t paying attention) where +3 were the hardest you could realistically do generally. Then maybe nemesis missions wouldn’t be a joke.

Speaking of nemesis missions, the ambush attack things are way too rare. I only got one yesterday and no drop so maybe i’d say 1-1.5 nemesis missions per week.

Mordrak: only second hand info, but from what i hear, MA is the worst power set in the game, even more so than sorcery before the fixes.

for nemesis ambush, stay on the ground, if you are flying they won’t come.

I’ll have to give MA a go, but never felt my sorcery character was particularly gimped either (other than the later broken powers).

Edit: Speaking of which, I was thinking we should get a once a week team going. I’m not sure if enough people are playing regularly for more than 5 (of even if we’ll get a full party)… but I like themed grouping… cuz I’me weird like that.

What themes would people be interested in if interested at all?

I was thinking Golden Age heroes (though someone would need to post pics for aesthetic reference) or perhaps a Femme Fatale theme.

I am teleport though! It wasn’t until a week ago that i realized the game wasn’t black & white :(

yeah just stay around in wildness and don’t teleport, you get them fairly frequently, I don’t get them much as a teleport either.

Hey, he asked, dipshit.

And no, I don’t have any trouble with Villains, nor Super Villains.

I hate how advantage heavy gadgets is.

You might want to take a look at the combat log when attacking a dummy before you do that, it really is pretty good. Largely as a result of Killer Instinct I almost never have to use my energy builder. Killer Instinct also turns the Munitions energy builder from pretty bad into one of the better ones.

You do need to have DEX/EGO to really milk it though.

My 26 bullet ballet/lead tempest focused munitions hero walks over pretty much everything as well (every so often i do still die against +3-4 quests and i do have to teleport away at times). Even the greatest villains (not the group only cosmic ones of course) die in second once enrage is up and i start spamming bullet ballet to such a degree that John Preston would be jealous. Bullet ballet really is tap gigabolt with 30% (100% enraged) chance to do a death arc (although a bit lower damage death arc).

Now i just need to find a way to make my other characters as effective…

did we not get a free respec with this last patch? They stated that we would get one when the economy changes went live and i’m pretty sure they went live, but no button… Unless the technology isn’t ready yet and i need to use that fancy console command again?

oh and does anyone have any decent space marine hero pics?

Two Gun Mojo, which has great sustained damage. I’ve faced lots of people in PvP who see me using it and think that I must be an easy target, and that their active defenses will save them. Often they’ll leave their group to come after me one on one, and yet I’ve killed or beaten off nearly all of them, except for those bullet proof bastards with Invulnerable (which works great against Mojo); then I try to evade and look for another target. On the upside, Mojo is great against the other passive defenses.

The only time I have trouble finishing people off is when they Teleport away, or have someone else dedicated to healing them.

Aoe attack + sonic device will nearly take down a high end villain if they have adds of course.

Not so much anymore, now that they lowered its damage and tweaked how often the AoE Sonic Device upgrade can trigger in large groups. With 2 Henchmen and a Villain in overlapping AoEs, the Villain ends up somewhere over half dead. Master and Super Villains are definitely hurt by it, but most of my damage against them comes from Mojo; well, unless they’re the sort that keep summoning Ammuni… I mean Minions.

i probably spend 1/3 of my CO related time trying to plan out how i’m going to make a character, including researching abilities, playing with champion builder (great program!) and then finally playing with the costume designer.

Heh. You’re not the only one! I’m clean out of slots, and actually have to delete some characters so my kids can play…

I read that for some reason the free retcons are coming tonight (and that they don’t stack, so use the old ones). Not sure why, although perhaps they’re trying to get people to actually use the new powers for a bit before switching.

Mainly i just wanted to use it on one of my 15ish heroes i dont use currently so that i could mess around with powers in the power house to see if i would like them for my gadgets hero.

I’ve mostly sided on assault rifle & chainsaw as my main skills (with orbital cannon too). then grenade and probably some sorcery circle as support. With the next attack things too of course. I’ve heard the shrink debuff doesn’t do much but the advantage does give you a +25% damage buff i believe.

+25%? Dang, that is pretty good… How much damage does the attack do?

i’ve heard the shrink debuff itself is almost useless (bugged). Unless they fixed it, i remember hearing that the slow effect as well as the damage reduction effect were completely unnoticeable. I only ever tried it out in the end of beta event though so can’t be sure on the debuff part.

Well I felt no nerf tonight, anyway. I had already been emphasizing constitution as a tertiary stat for the hit points, so I was just below the stat cap for the 32% bonus.

But really, at level 28 I’ve gotten to the point where I have no more useful powers to take. I just picked up sigils of the primal storm almost at random. With the right timing they can possibly help out in a boss fight a little bit, but otherwise I won’t have much call to use them. Everything else that’s useful seems either to be slotted, or highly dependent on stats I don’t have.

i’m at about the same point Miramon. I like taking chii resurgence for the always on heal if you have the advantage points. after that though i have nothing else i really need. Maybe getting ego sprites for the extra heal but that was pretty heavily nerfed.

I didn’t get a chance to test out the changes on my main hero tonight though. Made a gadget hero instead. Trying to decide if i really want to not take teleport since it is really the best travel and escape power. good luck escaping with flying when things look bad and you can even trigger chii resurgence in teleport mode.


All of my heroes end up looking like villains.

I sure felt it, went from glass cannons to extremely thing glass cannons. Lame enough that I cancelled. Will fuck about for the remainder of the 30 days - might be back for new powersets because it will take them a week or so to remove the fun from them.

This is a “flag in the sand”-type post. I’m trying to understand ChampO from the outside, as the website itself is as far as I can tell anemic in that respect. So tell me if the following is actually a good summation or not:

Except for travel powers, ChampO’s powers are all contained in power sets. Any given power in a set has a requirement before you’re allowed to take it - a character level requirement and a number of powers from that set you need to have before you can take it.

You can select one focused power set at character creation, which relaxes the level requirements for taking powers in that set.

Powers can be augmented with “advantages”, up to 5 advantage points per power. Each power has its own advantages with their own point costs. Most powers have, effectively, 2-point advantages called “rank 2” and “rank 3”, which boost the general parameters of the power - damage, energy cost, et cetera. Other advantages stack on extra effects but don’t affect the numerical aspects of the power.

You also have statistics, which affect things like hit points, critical rate, critical power, global energy cost, et cetera. You can select two “super statistics” which will automatically scale with level and provide a damage bonus in addition to their other effects.

The effect of statistics scales down with level, so that in general you need to keep boosting a statistic at a modest pace to see the same level of effectiveness. Aside from your superstats, statistics don’t automatically increase - instead you select a stat-boosting “talent” at various levels which can shore up a desired stat or provide an additional boost to your superstat. (Do talents do anything besides boost stats?)

You can also buff your statistics with equippable gear. You have six (?) slots - primary and secondary offense, defense, and utility. (Gear is actually something I’m very unsure about. Are there just six slots? Can gear do something besides boosting stats?)

Some powers gain a specific additional benefit from a statistic - I’ve seen people talk about Invulnerability providing a fixed damage reduction with STR and a percentage-based one with CON. I’m guessing the percentage also scales down with level so you need to keep CON high?

Something I’m very unsure of is the idea of “form” powers. I think I’ve gathered that you can only have one defensive power (eg Invulnerability) active at a time, and you can probably only have one “form” active at a time, but do “forms” overwrite the defensive power when they’re in effect, or stack their effects in addition to it?

I’ve seen bits and pieces of the system talked about here and there and it seems like I need to understand the whole thing in order to understand what people are talking about. Have I got the rough shape of it, or is there even more going on than I’ve been able to catch a glimpse of?

What powers/upgrades/stats do you have?