I feel like by that point the obvious solution is to stop trying to game injury levels and just send the summons in and let the enemy kill it. Most people are going to prioritize the ominously red glowing enemy not ignore it. The intent is clearly *not* to use someone proverbially squeezing a stress ball to charge the shields, but an enemy over killing a red glowing shadow monster seems perfectly within the spirit of the Hustle.Going back to the Helicopter that has a human and a punching bag idea, having John Henry and Menagerie Witch in the backline seems like the ideal strategy. Have one of Menagerie Witch's summons keep hitting a red barrier to keep recharging the team's shields.
The best high tolerance builds there are probably on a Red Huntress, Giant Slayer, or Lightstep build I would imagine in terms of meleeish fighters. Man-o-War also exists but also seems at least personally more boring to build with in my eyes.John Henry's Red Barriers would be very ideal on a melee fighter that demands and attracts enemy attention, someone that can't be easily ignored and preferably has Steadfast's invincibility.
Sadly, we don't quite have that yet.
Everyone forgets that Opale also makes barriers, too.
I mean, two good defenders are better than one, but we had a defense specialist before.
Forgot about Opale because we got her the lame way (winning her loyalty through aid and benevolence) instead of the cool way (messing around with magic drugs)Everyone forgets that Opale also makes barriers, too.
I mean, two good defenders are better than one, but we had a defense specialist before.
That just means we gotta get my idea of magical girl Sigrid for the wild hunt plan to boost menagerie, whichEveryone forgets that Opale also makes barriers, too.
I mean, two good defenders are better than one, but we had a defense specialist before.
It's more the diffrence between them.Everyone forgets that Opale also makes barriers, too.
I mean, two good defenders are better than one, but we had a defense specialist before.
I'd argue that it's the reverse. John Henry is, with his powerset, far more in the role of someone who controls the tempo of a battle field. I don't actually know- hold onTo borrow from City of Heroes terms, Opale is a Controller, John Henry is a Defender, even if they're both barrier spec they do it in very different ways.
City of Heroes Controller said:The Controller is at the same time the weakest and yet the most powerful of the archetypes.
The Controller has few offensive attacks and possesses the fewest hit points. But the Controller has access to a range of powers that no one else has: the Control power sets. Armed with these powers, a Controller can affect the behavior of villains — from freezing them in place to routing them away.
Armed with such abilities, the Controller is the backbone of many groups involved in large-scale battles - but the Controller depends upon his teammates for protection.
City of Heroes Defender said:The Defender is a long-range support specialist. This Archetype is effective with ranged attacks (though not quite on par with the Blaster), but the Defender's true worth shines in another area.
Defenders are the premier helpers in the game - they are the best at strengthening their teammate's abilities (buffing) and weakening foes (debuffing). They aren't built for lengthy hand to hand combat, though they aren't fragile, either.
The Defender needs to keep an eye both on his teammates and the enemy — in order to see which requires his powerful attention first!
Could just straight-up make him The Shadow. Black and silver wide-brimmed hat, black longcoat, pants and shoes, and a long bright scarf wrapped around his faceI kind of want the costume to have a longcoat. Probably a slightly more low-key look rather than a classic superhero costume?
Not really opales shield cabt give our peeps more hp. Like John can she need to pass hit checks to block attacks.Everyone forgets that Opale also makes barriers, too.
I mean, two good defenders are better than one, but we had a defense specialist before.
Good point. Having MW's Echidna with a red barrier would be good for that since it's tanky enough to take several hits. Though, maybe having a swarm with 3 summons covered in red barriers is better? They pop in one hit but MW can always make more.I feel like by that point the obvious solution is to stop trying to game injury levels and just send the summons in and let the enemy kill it. Most people are going to prioritize the ominously red glowing enemy not ignore it. The intent is clearly *not* to use someone proverbially squeezing a stress ball to charge the shields, but an enemy over killing a red glowing shadow monster seems perfectly within the spirit of the Hustle.
"Is this what a family is supposed to look like . . .?"
"I wouldn't know," you say, observing Dr. Massive Ibis attempt to get on one knee before a fleeing Natalie, while their parents cheer and Nathan pouts in envy.
"But if it is not, then it should be."
John Henry receives the side effect: Minor Psychic Field Sensitivity!
"My," you say, "And who else but her chief research assistant could finish her work and make her idea reality? Unfortunately, I fear her design is so complicated that only someone who built it could ever effectively use it in combat."
Given how it's worded, technically what matters is the amount of energy imparted on the red field to determine how much it's charged. So a relatively weak summon getting over killed should in theory be as good a source as Echidna or other Chimera gradually getting worn down. In practice, I doubt we'll be allowed to super charge the Hustle off a weak summon getting completely over killed.Good point. Having MW's Echidna with a red barrier would be good for that since it's tanky enough to take several hits. Though, maybe having a swarm with 3 summons covered in red barriers is better? They pop in one hit but MW can always make more.
John Henry may tag up to three objects or people with a "red barrier". The barrier provides no shielding, but for every injury level that occurs to an object or person with a red barrier, John Henry recharges one injury level's worth of energy to use in other shields or force fields. He may only store three injury levels worth of energy at a time.
It was said that we could probably guess a missing tag, I'm going to assume it was Invulnerability that was missing.So I want to point out something as a reminder. Telekinesis also involved Clairvoyance + Energy Manipulation but is not this one, that synergy is still up in the air with the 3rd tag unknown.
Towarri said in her video that she and Leizi both have difficulty visualizing the 'better tomorrow' the rest of JU could see. Hopefully, this gives the two loners a glimpse of what it looks like.
Lantern: Could you not? Could you just not!?
That is a very nice cover story... and yet I can't wait to see the look on Crusade's faces when the armor itself is assigned to Heavenly Astrologer's daughter who just got picked up out of nowhere. Like, the assistant is right there, and you hand the superweapon to some nobody?
Overwatch?Well, we can just tell the truth, which is that only Ellie was compatible.
Hmm. Tossing out some more name ideas, though I still prefer Vigilance:
Warden
Sentinel
Bastion
Reinforce
I would love to use this in the opportunity to point out just because you build something doesn't make you right to flyThat is a very nice cover story... and yet I can't wait to see the look on Crusade's faces when the armor itself is assigned to Heavenly Astrologer's daughter who just got picked up out of nowhere. Like, the assistant is right there, and you hand the superweapon to some nobody?
I will have you know that I produced a high-pitched squeal when I read this.He looks at Ellie and then freezes for a second. Then he looks at Black Swan, looks back at Ellie, and then looks back at Black Swan and smirks.
"Huh."
"W-what?" Black Swan says, slowly flushing. "What?"