Popping (red)caps

Hildy and Torchy headed back to Croatoa, back to a level (30+) to take Buck’s missions — the first of which was one of those awful Faerie Fort maps, rescuing prisoners. We dragged along Ciunas Bas, SKed up, and finally managed to clear the map (after a few Hildy and a few more CB face-plants).
Interestingly, I’ve drawn the parallel between H/T and Psi-clone/Amorpha, with the basic difference that the “controller” in H/T is actually the one in the middle of the melee (Hildy), while the killing machine is, rather than a scrapper, the blaster in the back ranks.
One other difference that occurred to me yesterday afternoon is that with PC/A, if things went pear-shaped and Amorpha went down, PC had both the control and the healing to take a few moments to ponder the best course (run in an rez? duke it out? turn tail and come back later?). With Torchy, though, there’s no question — she’s horribly squishy, has no self-healing besides chicklets; generally speaking, when Hildy goes down, Torchy is hightailing it out of there.
(That, in turn, is a bit more difficult now that she’s a Flyer rather than a SJer, as speed suppression on Fly is a lot more noticeable, and can spell crucial seconds in bailing out. On the other hand, while SJ can get you behind things, and faster, it can also drag you into trouble; Fly lets you just Get Away.)
I do need to figure out a way to make Torchy marginally less squishy.
Anyhoo, both of us dinged to 31, huzzah. CB managed to end up out of debt, and with a bunch of high DOs in her tray, so it was, hopefully, a worthwhile outing. The soiree was incredibly rich, drop-wise, and I ended up with an entire tray full of SOs (and having gotten rid of several DOs along the way, and not counting the couple of SOs I could use).
It was also neat to see more than two CoJ folks on at a time. Almost had 4, but T’lauro signed out before Hildy signed in.
Earlier in the evening, was running around with Lynn doing CoT mishes. Bleah. I really hate those maps, and inevitably miss a side passage or a mob behind a wall or something. Lynn’s got a mad-on at the CoT, though, because of a hostage she couldn’t find, who turned out then to be dead. Making her cranky.
On the other hand, before the tunnels, she had a Hunt Council mish over in Bricks, and she just kicked ass. I mean, groups of seven or eight reds, or a couple of purple with red escorts. Not without a couple of white knuckles, but still, impressive enough to make me wonder if I need to ratchet up her reputation more. I tend to be conservative on these things (or cowardly, if you prefer), but maybe that’s not as necessary with her.

2 thoughts on “Popping (red)caps”

  1. Yep, it was fun last night.
    And you are going to have to do a better job of remembering when you have an SK, because when Hildy dropped once, you flew off and everything became very purple. ;P

  2. I was painfully aware of that problem. Okay, not as painful as it was for you, but I did keep seeing the little red “You are too far from your sidekick!” balloon when it came up.
    Part of it I’ll blame on a combo of not being used to having an SK and of doing mostly duos with the characters. Part of it I’ll blame on, ah, not the most organized processes we had for going from Point A to Point B, or communicating when we were individually going to be managing or chatting or just standing there.
    We probably needed to do a bit more chatting about tactics, too, both in general and in each specific instance, until we were doing better as a team.
    Rez and learn.

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