|
Login | ||||||
![]() |
|
|
Thread Tools | Display Modes |
I am curious what you all think a good power for a leader of a supergroup would be in a rp setting. If you have any suggestions place them here and if you have a build for it, then it would be even more appreciated
# 2
05-03-2012, 10:54 AM
Aura of Primal Majesty. Makes your entire team better at what they do. Call it "leadership".
# 3
05-03-2012, 11:26 AM
Quote:
|
Originally Posted by KenpoJuJitsu3
Aura of Primal Majesty. Makes your entire team better at what they do. Call it "leadership".
|
# 4
05-03-2012, 12:01 PM
Anything with a bald head.
And a wheelchair maybe. But I dont see the costume unlock for that.
No idea otherwise - all depends on the theme?
And a wheelchair maybe. But I dont see the costume unlock for that.
No idea otherwise - all depends on the theme?
# 5
05-03-2012, 02:50 PM
Patience of Job Rank 2 with Thick Skin advantage from the Masochism set.
# 6
05-03-2012, 09:08 PM
Well, you're going to want to focus most of your points into the "wet-bar" skill tree. Now I personally always take at least 2 ranks in Tequila, Gin, and Peppermint Schnapps. I leave Margaritas at rank 1 use rank 3 Rum as my block power. I've blocked entire WEEKENDS with that one, so I know it works.
Seriously, though, listen to Kenpo. Man knows his stuff like no one else on these forums. Unless your group has some huge gaping hole that absolutely no one is willing to fill, yet you cannot function without, then Aura of Primal Majesty is the way to go. Although, I have heard good things about Medical Nanites from the Gadget tree if you get your entire group to get them at once. That tends to make teams a bit bland, though.
Seriously, though, listen to Kenpo. Man knows his stuff like no one else on these forums. Unless your group has some huge gaping hole that absolutely no one is willing to fill, yet you cannot function without, then Aura of Primal Majesty is the way to go. Although, I have heard good things about Medical Nanites from the Gadget tree if you get your entire group to get them at once. That tends to make teams a bit bland, though.
# 7
05-04-2012, 06:49 PM
That's a tough question to answer. Taking a look at what powers some of the classic comic-book super leaders have, I see a mix of anything and almost everything from super-strong bricks, to gadeteering martial-artists, powerful telepaths, energy blasters, and someone who can literally stretch very well.
Realistically, super leaders seem to fall into two different types. First, there are the elected leaders. If the super-team just sort of happens or acts independently of their sponsor, the leader is usually the guy who is most level-headed. It could be the most intelligent guy on the team, or simply the most experienced in a fight. Second are the Masterminds. These people lead their teams because they're the one who sought out and recruited the team to begin with. Super villain masterminds are common, but heroic masterminds do exist. Professor X of the X-Man being a very well known example.
Frankly, if I would pick a power "for a leader of a super group in a role-play setting," it would have to be Invulnerability. Why? Because it Sparkles. Mix well with a buff, handsome, sharp-dressed, manly man and you can look to everyone like you're someone really admirable (even if you aren't).
It wouldn't be hard to make an entire build around "leadership." But probably the best you can do if you're using Invulnerability is to build in Crippling Challenge, Challenging Strikes, and a few more methods of shielding or healing yourself. However, my reasons are a bit underhanded. If you happen to be the team tank, the rest of the team has to go at your pace, or risk a nasty wipe. DPS types can faceplant very easily if they pull aggro before the tank takes control. Crowd control from support types just isn't powerful enough in most cases for control-tanking to work in a 5-man lair or alert. So they can get into trouble too if they go ahead of the tank. When the team is working like it should, the tank always goes first and everybody else follows. It's like instant "leadership." Just be careful to watch your instant "subordinates" carefully. Since it is still very easy to screw up a tank build, a lot of people are quick to assign the blame to the tank when things go sour, even when it is their own fault.
Realistically, super leaders seem to fall into two different types. First, there are the elected leaders. If the super-team just sort of happens or acts independently of their sponsor, the leader is usually the guy who is most level-headed. It could be the most intelligent guy on the team, or simply the most experienced in a fight. Second are the Masterminds. These people lead their teams because they're the one who sought out and recruited the team to begin with. Super villain masterminds are common, but heroic masterminds do exist. Professor X of the X-Man being a very well known example.
Frankly, if I would pick a power "for a leader of a super group in a role-play setting," it would have to be Invulnerability. Why? Because it Sparkles. Mix well with a buff, handsome, sharp-dressed, manly man and you can look to everyone like you're someone really admirable (even if you aren't).
It wouldn't be hard to make an entire build around "leadership." But probably the best you can do if you're using Invulnerability is to build in Crippling Challenge, Challenging Strikes, and a few more methods of shielding or healing yourself. However, my reasons are a bit underhanded. If you happen to be the team tank, the rest of the team has to go at your pace, or risk a nasty wipe. DPS types can faceplant very easily if they pull aggro before the tank takes control. Crowd control from support types just isn't powerful enough in most cases for control-tanking to work in a 5-man lair or alert. So they can get into trouble too if they go ahead of the tank. When the team is working like it should, the tank always goes first and everybody else follows. It's like instant "leadership." Just be careful to watch your instant "subordinates" carefully. Since it is still very easy to screw up a tank build, a lot of people are quick to assign the blame to the tank when things go sour, even when it is their own fault.
# 8
05-04-2012, 07:03 PM
Comic book leaders can fill all the roles, really. If you consider X-Men, Professor X would be a support character, but when they're in the field, Cyclops often leads, (who I'd consider a ranged DPS). If you are thinking of the Justice League, you could consider Superman as the leader in some cases, and he's basically a flying brick/tank. OTOH, Batman also leads sometimes, and he's more of a melee DPS/support character.
Basically, it's more about filling in the gaps that the rest of your team may have, or being able to meaningfully contribute no matter the team's makeup.
If you take a defensive passive, an ability or 2 to keep yourself standing, and an attack or two to deal meaningful damage, there really isn't a time where you wouldn't be needed.
Additionally, being able to provide useful advice and actually lead your team would be best...
Basically, it's more about filling in the gaps that the rest of your team may have, or being able to meaningfully contribute no matter the team's makeup.
If you take a defensive passive, an ability or 2 to keep yourself standing, and an attack or two to deal meaningful damage, there really isn't a time where you wouldn't be needed.
Additionally, being able to provide useful advice and actually lead your team would be best...
# 9
05-05-2012, 11:53 AM
It really doesn't matter in this game what powers you take with regards to leadership, though Kenpos AoPM makes some sense.
The best leadership issue in this game is how you, the player, use your gray matter to coordinate your team. Have your players coordinate their builds so they proc stacks that help each other. For instance, if you have a fire user that benefits from clinging flames, and another player chooses a power that can assist with that, it's a win for the team. Or, for a team Cage match group, we each chose an Aura that boosted each other. We were undefeated. This sort of leadership, player leadership, is what you need in RP.
Train together and communicate so you enhance your combat efforts and listen to the team lead. Team lead, know your team, their characters, and the content. Everything else will fall into place.
The best leadership issue in this game is how you, the player, use your gray matter to coordinate your team. Have your players coordinate their builds so they proc stacks that help each other. For instance, if you have a fire user that benefits from clinging flames, and another player chooses a power that can assist with that, it's a win for the team. Or, for a team Cage match group, we each chose an Aura that boosted each other. We were undefeated. This sort of leadership, player leadership, is what you need in RP.
Train together and communicate so you enhance your combat efforts and listen to the team lead. Team lead, know your team, their characters, and the content. Everything else will fall into place.
# 10
05-05-2012, 04:04 PM
Edit: Double post.
![]() |
«
Previous Thread
|
Next Thread
»
| Thread Tools | |
| Display Modes | |
|
|
All times are GMT -8. The time now is 07:56 AM.




Linear Mode
