Jeremiad
From Unofficial Handbook of the Virtue Universe
"A German super soldier team. They first stuck in 1941, sinking the European relief fleet here in Paragon City Harbor. That was just the beginning of a terror and sabotage campaign that lasted the rest of the war, led by their leader, Requiem." ~ Statesman
Contents |
History
The story of Jeremiad begins in Germany, growing up as a boy in a family where perfection was everything. Pressure came from both his mother and father to do everything in the best possible way he could. Academics, sports, anything that he ever did was put into question as to how well he had done it. This carried on in his later life, when his father would push him to join the ranks of the 5th Column.
Boyhood
Burhardt enjoyed simple pleasures while living through the early years of his life. Despite the harsh attitudes of his parents to make him a perfectionist, he instead looked for simple things about life that made it worth the attention. His affinity for such things lead him to take up artistic habbits as a hobby. Many times his mother would walk into his room to find he had painted several portraits, or crafted many sculptures. His family would think this hampered his studies and so they would scold him whenever he would unleash his creative ability. Burhardt kept his desire for art in check because of this, only when he is comfortable now will he speak about it, but if there is something else that requires attention he will dismiss any feelings of it. Influence from his childhood would lead him to become a man who rarely shows any emotion. Not because he has none, but because any feelings other than the desire to be perfect was shunned by his parents.
Membership to the Column
After he had graduated from school, and grown to become a tall man with vibrant blonde hair, his father feeling proud enough of his appearance put forth the idea to him of joining the ranks of the 5th Column. Burhardt himself was not a man who thought along the same lines as the group did, but his father wanted glory for his son. For weeks he continued to pressure Burhardt to join, promising him that it would bring glory and honor to their family, and that he could be one of the best soldiers they had ever seen. His father was of course a member of the Nazi party from the old times of Germany, and knowing that the Column still exsisted in Paragon City in America, he figured there was still a chance for the party to survive. It was not out of desire for his son to succeed did he press Burhardt to join, only his conviction to see the Nazi party controlling parts of the world again, and through his son he saw this as possible. Finally because of the hounding Burhardt accepted the offer by his father, and after his membership was valid flew to Paragon City to begin his training under the ranks of the Column.
Becoming a Soldier
Under the hidden bases of the Column, Burhardt was trained to become an Ubermenschen, or one of their super soldiers. He was put in programs meant to push the limits of his physical ability, and daily he was given treatments to make his body nothing as what it resembled before, but into a machine. Finally after a while of such a process he was ready, put on patrol in several bases held by the 5th Column in the city for some time. During one of his patrols a group of heroes stormed inside the base he was currently in. Not a man to lose, and somebody who wants to do everything they can to the best of his ability, as his parents wanted him, he alongside his comrades fought these heroes, subduing them and locking them up in 5th Column prisons. For his efforts in the fight as the main meleeist, he was awarded handsomely. Given awards and a higher promotion, he was beginning the live the dream his father had created for him. Though the glory would have to wait, as the take over of the 5th Column by the Council would shorten his goals of success for a time.
The Creation of Jeremiad
Hiding his loyalty to the Fifth Column as a secret in the Council army as Requiem had asked of him and all of the other soldiers, Burhardt kept his eyes out for the sign in which Requiem would give when the Column would finally take back the army from the Council. After a while when the message had not come, Burhardt thought that this would be a long stretch of time before the Column would regain power, so he started to achieve success within the Council as well. Just as he had done before in the Column, fighting heroes and being able to take them out put him in a good light with the Council. A group of Council members loyal to the Column as Burhardt was, learned of a virus that was going to be unleashed on the world. The devastation that would become of the virus was of unthinkable proportions. Fearing what death lays ahead, they started gathering magics from all different sources. Circle of Thorns, Mu mystics, Coralax, and many other groups with items of magical effects, or spells and incantations. They were gathering all this magic to mimick the accident that happened to Biosphere that made his body immune to the incoming virus, only they could not recreate it on the scientific level, only on the magical. They saw Burhardt as the best soldier amoung them, and so pleading his assistance, the ritual began. In a secret meeting place they began their experiment. First reading from the books of magics they had taken from the circle, creating a runes all over Burhardt's body. Then they began the assault of Mu magics, reading writings and saying incantations that created red lightning around the area, making Burhardt's eyes glow with the infused properties. Continuing in this way, after some time of going through all of which they had gathered, the combination of magics created a glowing pillar of light that encased Burhardt for several minutes, levitating him in the air. Finally it disapeared, Burhardt landing to the ground on his feet, what seemed like steam whisking off his body. He was no longer just a Column super soldier, he had become Jeremiad.
Personality
Jeremiad believes himself superior to everything, many times, because of his power. This comes in conflict with the true him that lays benieth the surface, the boy who loves art and sees beauty in everything. At times many will be speaking with either side of him, but the Jeremiad that is arrogant will come out during battle. He is fufilling the role of a poster child for the Column. He looks the part and plays it, but inside him he desires to be that child who wants nothing more than to exsist in a simple way finding things in life that make it worth living.
Though, because he still has that side within him, Jeremiad loves to speak like a poet. The surface Jeremiad believes it makes him superior to normal citizens, but the true reason behind it is because he loves to speak in a way that gets his point across, but also adds in a touch of artistic quality. Sometimes he can't help but let out artistic side of him, despite him being a Column soldier.
Regularly he finds himself evaluating his surroundings through a cleased eye. Without a biased perspective or opinion. Though this calls into conflict the way his mind has been conditioned. He has been taught to see things as judgemental, observative to which things are powerful and which are not.
Powers
Attributes
Statistic
1
2
3
4
5
6
7
8
9
10
Fortitude
Stamina
Speed
Melee
Blasts
Support
Control
Durability
"Despite even our most sophisticated spells he was unmoved." ~ Circle Mage
Jeremiad's resistance to foreign attacks is attributed to the fact that he is a conduit through which all magics that were used on him flow. This is also why many of the Circle incantations, and Mu shackles of electricity
have no effect on his physical being. It is as if they are absorbed within him, feeding the quantity of magic that engulfes him. This energy is visible on Jeremiad through his eyes that burn constantly with bright glowing light. This energy or light will also manifest around his body should he desire more protection. As the magics circle around and through him, he can call upon their power for his own use. Many things will have no effect on him while he surrounds himself with the powerful magics, but if a weapon has enough force put into it, or another magic is strong enough, Jeremiad will take damage from it. Column soldiers found first hand that trying to hit Jeremiad was like fighting air, as their punches and kicks, even missles seemed to completely miss him entirely, leaving him unharmed. Yet with a determined mind, a person or item could find its way through the haze of protective magics that surrounds him and land a successful hit. Jeremiad also naturally has a higher tolerance to pain, and will continue to stay in a fight despite damage done to him. This plays in excellently with his strength.
Strength
"Impressive, now hit harder." ~ Requiem
Just as his magics protect him, so can they influence his power. Manipulating his energy, Jeremiad can add an extreme amount of force to his punches. This power manifests itself around his hands in the form of bright red energy, which supplies the power needed to give Jeremiad's punches a large amount of vigor. On closer inspection the light around his hands is a conglamoration of many runes, each flashing bright light as he manipulates his own magic. As mentioned before, Jeremiad's durability plays well into his ability to send out wave after wave of devastating attacks. Since he is able to survive, and absorb the energy of the attacks used against him, Jeremiad's power grows the more he is attacked. It also increases the more he instigates. This can add even more crushing pain to his blows, crippling his enemies.
Speed
Don't blink, you'll miss him! ~ Council soldier
Another established gift from his magical properties, Jeremiad is able to run and work at superhuman speeds. Either running around the Isles, or working in haste, relentlessly pounding his opponents with attacks, Jeremiad's agility is a fearsome attribute.
Leaping
Paired with his Speed, Jeremiad's jumping limit is far past normal human. Able to hop from rooftop to rooftop, or across large distances. Though not as honed as his Speed, he uses this ability in clever ways, and also in combat to lay out the battlefield in ways that benefit him.
Technique
Jeremiad's strength not only comes from his magic, but also his trained and refined fighting ability. Even though on his own he holds amazing power, it is nothing without a taught mind behind it. The reason why he is so deadly and effective is because of this. Trained under the Column he learned some of the deadliest fighting abilities to harness at his disposal.
Many times foes have approached Jeremiad with similar or even greater amounts of power, and yet they continue to fall at his feet. It is not that he simply tires his opponent out. He seeks out weaknesses and how to use what he has to its fullest ability.
Much of the attacks Jeremiad unleashes on his enemies consist of concentrated blows meant to stun the attacker. In most occasions this works wonderful, not many can stand the force of his stuns. Yet when faced with a stronger foe, he must improvise. At his hand he commands some mu magic, which can drain the energy of his opponent. Combined with his already naturally energy draining abilities, many times the foe is left without the drive to do much of anything. Barely able to lift their arms or legs drained of all their power.
There is one thing Jeremiad has had the most difficult time dealing with. Especially in a fighting situation. The darkness that seeps from the Netherworld has an uncanny ability to inflict the most harm to him. Fights with these types of creatures or heroes can be the most difficult. Not aware of why it is his main weakness, he fights on, continuing every day. Hopefully finding a way to counter it.
Villain Group
Jeremiad is now a member of the Injustice-Knights. A group dedicated to the goal of both destroying the Justice-Knights, and global take over. His status within the group remains in a leadership position, commanding the forces of the villains into battle. His nemesis Biosphere remains a constant objective for him to take care of. Along side his command within the group is Marius Thorn. Both are magic users and have no qualms with each other. Little do they suspect what Mr. Cyril has in store for the group. Only time will tell.
Official website~ http://justiceknights.net/
Conception
The inspiration to create Jeremiad came from the desire to have an ultimate melee villain to my first hero, Biosphere. Biosphere is the center of the universe for most of my characters, so I wanted to base a villain around the story of that character.
Brainstorming
At first I had no clue what I wanted to create. Brute was the most logical choice for what I wanted, but I had no idea what power sets I wanted to choose. Jeremiad was nothing more at this point than an idea, being built upon each day. My first inspiration lead me to create a fire melee/stone armor Brute. This brute was nothing like Jeremiad, but he had all the typical attributes of a walking death machine. The huge model is what I used, and he looked like a Tsoo ancestor spirit gone insane. I soloed with him for a while, but I started hating the character. I deleted the Brute and tried again, this time taking care to choose what power sets made sense against my hero. Biosphere is an Invulnerability/Super Strength Tanker, so I thought about what power sets I had not tried, but made sense against the character. Taking in game mechanics into consideration as well, I chose on Energy Melee for the primary. There was no denying that it was strong and could match up and even surpass my hero's. Choosing the secondary was much harder. I had always liked the thought of Energy Aura, and on occasion made alternative characters in the low levels to experiment with it. On a larger scale I couldn't imagine having a fifty of it though. All the press about the power set was negative, and in simple terms, most considered it a failure. Despite this, I found myself choosing Energy Aura because of the concept of Jeremiad mimicking a sun's energy. This is not to say he is scientific in any way, I just imagined with the energy fists a lot of glowing energy that was gold, like a burning sun.
Design
Jeremiad was meant to be a theatrical but also fearsome enemy. My thoughts on his character were plain and nothing more than just another Doomsday vision. When I was considering that he was to be on par with my main hero in the melee sense, that was all I could think of. Stepping back though, I took a look at some other villains. Biosphere is based off of Superman and Spider-Man, so I wanted to look at their toughest villains and seek guidance. Darkseid from Superman's universe was the template from which I crafted Jeremiad. His mannerisms and speech was something I liked about him, yet he was also a physically strong character. After some nights I eventually was able to conceptualize Jeremiad. He was now a Fifth Column created super soldier with the mind of a philosopher, with influential rhetoric.
Leveling
The road to fifty with Jeremiad was difficult, but also entertaining. In the early levels it was like all characters, you have your early selection of powers and snakes to fight. Though it was annoying at first because the missions were so mundane. As I leveled him up higher I found that most of the enemy groups could hit through my defense like it wasn't even there, but that was without enhancements or combat jumping on. I didn't really know how to slot Jeremiad till I got into the forties, but I managed to get along just fine. I had no major success with the character till completing the Midnighter arc where you have to fight the old man and his wife. When I fought the wife of the old hero in that white suit, she could barely hit Jeremiad, being that energy is what he has the highest defense to. It was a nostalgic feeling of being able to tank once more, which inspired me to try and make his build work when he approached fifty. Eventually I hit my goal, and Jeremiad became my eighth character to hit fifty.
Build
The difficult part of Jeremiad's character was not his primary, but his secondary. I had no trouble at all with Energy Melee, it was the best part about him. In fact, when I finally earned Total Focus I did nothing but run around and kill greys with it the first hour. Energy Aura, however, proved a hassle. Not only did I have to find a way to augment the defense, but I also had to find a way to make it endurance efficient. At first I looked at numerous ways to increase defense on a character, Manuevers, Weave, Combat Jumping. In the end I found a way to create a build without Weave, but with around forty percent defense to damage types. Negative being an exception because it is Energy Aura's weakness. I ended up slotting Hamidon enhancements as well as Luck of the Gambler ones in his defenseive toggles (Combat Jumping only has Hamidon enhancements) and other set enhancements in his other powers for typed defense bonuses. Before Issue 13 came out with more typed defense bonuses I had to really search around for sets that offered them. Eventually I found some that did, and with a Steadfast in one of his passives he was more than capable of being a good Brute. Now I can tank on Jeremiad to an extend, but if the enemy group that I am fighting uses psionic attacks I play him more as a scrapper.
The story of Jeremiad begins in Germany, growing up as a boy in a family where perfection was everything. Pressure came from both his mother and father to do everything in the best possible way he could. Academics, sports, anything that he ever did was put into question as to how well he had done it. This carried on in his later life, when his father would push him to join the ranks of the 5th Column.
Boyhood
Burhardt enjoyed simple pleasures while living through the early years of his life. Despite the harsh attitudes of his parents to make him a perfectionist, he instead looked for simple things about life that made it worth the attention. His affinity for such things lead him to take up artistic habbits as a hobby. Many times his mother would walk into his room to find he had painted several portraits, or crafted many sculptures. His family would think this hampered his studies and so they would scold him whenever he would unleash his creative ability. Burhardt kept his desire for art in check because of this, only when he is comfortable now will he speak about it, but if there is something else that requires attention he will dismiss any feelings of it. Influence from his childhood would lead him to become a man who rarely shows any emotion. Not because he has none, but because any feelings other than the desire to be perfect was shunned by his parents.
Membership to the Column
After he had graduated from school, and grown to become a tall man with vibrant blonde hair, his father feeling proud enough of his appearance put forth the idea to him of joining the ranks of the 5th Column. Burhardt himself was not a man who thought along the same lines as the group did, but his father wanted glory for his son. For weeks he continued to pressure Burhardt to join, promising him that it would bring glory and honor to their family, and that he could be one of the best soldiers they had ever seen. His father was of course a member of the Nazi party from the old times of Germany, and knowing that the Column still exsisted in Paragon City in America, he figured there was still a chance for the party to survive. It was not out of desire for his son to succeed did he press Burhardt to join, only his conviction to see the Nazi party controlling parts of the world again, and through his son he saw this as possible. Finally because of the hounding Burhardt accepted the offer by his father, and after his membership was valid flew to Paragon City to begin his training under the ranks of the Column.
Becoming a Soldier
Under the hidden bases of the Column, Burhardt was trained to become an Ubermenschen, or one of their super soldiers. He was put in programs meant to push the limits of his physical ability, and daily he was given treatments to make his body nothing as what it resembled before, but into a machine. Finally after a while of such a process he was ready, put on patrol in several bases held by the 5th Column in the city for some time. During one of his patrols a group of heroes stormed inside the base he was currently in. Not a man to lose, and somebody who wants to do everything they can to the best of his ability, as his parents wanted him, he alongside his comrades fought these heroes, subduing them and locking them up in 5th Column prisons. For his efforts in the fight as the main meleeist, he was awarded handsomely. Given awards and a higher promotion, he was beginning the live the dream his father had created for him. Though the glory would have to wait, as the take over of the 5th Column by the Council would shorten his goals of success for a time.
The Creation of Jeremiad
Hiding his loyalty to the Fifth Column as a secret in the Council army as Requiem had asked of him and all of the other soldiers, Burhardt kept his eyes out for the sign in which Requiem would give when the Column would finally take back the army from the Council. After a while when the message had not come, Burhardt thought that this would be a long stretch of time before the Column would regain power, so he started to achieve success within the Council as well. Just as he had done before in the Column, fighting heroes and being able to take them out put him in a good light with the Council. A group of Council members loyal to the Column as Burhardt was, learned of a virus that was going to be unleashed on the world. The devastation that would become of the virus was of unthinkable proportions. Fearing what death lays ahead, they started gathering magics from all different sources. Circle of Thorns, Mu mystics, Coralax, and many other groups with items of magical effects, or spells and incantations. They were gathering all this magic to mimick the accident that happened to Biosphere that made his body immune to the incoming virus, only they could not recreate it on the scientific level, only on the magical. They saw Burhardt as the best soldier amoung them, and so pleading his assistance, the ritual began. In a secret meeting place they began their experiment. First reading from the books of magics they had taken from the circle, creating a runes all over Burhardt's body. Then they began the assault of Mu magics, reading writings and saying incantations that created red lightning around the area, making Burhardt's eyes glow with the infused properties. Continuing in this way, after some time of going through all of which they had gathered, the combination of magics created a glowing pillar of light that encased Burhardt for several minutes, levitating him in the air. Finally it disapeared, Burhardt landing to the ground on his feet, what seemed like steam whisking off his body. He was no longer just a Column super soldier, he had become Jeremiad.
Personality
Jeremiad believes himself superior to everything, many times, because of his power. This comes in conflict with the true him that lays benieth the surface, the boy who loves art and sees beauty in everything. At times many will be speaking with either side of him, but the Jeremiad that is arrogant will come out during battle. He is fufilling the role of a poster child for the Column. He looks the part and plays it, but inside him he desires to be that child who wants nothing more than to exsist in a simple way finding things in life that make it worth living.
Though, because he still has that side within him, Jeremiad loves to speak like a poet. The surface Jeremiad believes it makes him superior to normal citizens, but the true reason behind it is because he loves to speak in a way that gets his point across, but also adds in a touch of artistic quality. Sometimes he can't help but let out artistic side of him, despite him being a Column soldier.
Regularly he finds himself evaluating his surroundings through a cleased eye. Without a biased perspective or opinion. Though this calls into conflict the way his mind has been conditioned. He has been taught to see things as judgemental, observative to which things are powerful and which are not.
Powers
Attributes
Statistic
1
2
3
4
5
6
7
8
9
10
Fortitude
Stamina
Speed
Melee
Blasts
Support
Control
Durability
"Despite even our most sophisticated spells he was unmoved." ~ Circle Mage
Jeremiad's resistance to foreign attacks is attributed to the fact that he is a conduit through which all magics that were used on him flow. This is also why many of the Circle incantations, and Mu shackles of electricity
have no effect on his physical being. It is as if they are absorbed within him, feeding the quantity of magic that engulfes him. This energy is visible on Jeremiad through his eyes that burn constantly with bright glowing light. This energy or light will also manifest around his body should he desire more protection. As the magics circle around and through him, he can call upon their power for his own use. Many things will have no effect on him while he surrounds himself with the powerful magics, but if a weapon has enough force put into it, or another magic is strong enough, Jeremiad will take damage from it. Column soldiers found first hand that trying to hit Jeremiad was like fighting air, as their punches and kicks, even missles seemed to completely miss him entirely, leaving him unharmed. Yet with a determined mind, a person or item could find its way through the haze of protective magics that surrounds him and land a successful hit. Jeremiad also naturally has a higher tolerance to pain, and will continue to stay in a fight despite damage done to him. This plays in excellently with his strength.
Strength
"Impressive, now hit harder." ~ Requiem
Just as his magics protect him, so can they influence his power. Manipulating his energy, Jeremiad can add an extreme amount of force to his punches. This power manifests itself around his hands in the form of bright red energy, which supplies the power needed to give Jeremiad's punches a large amount of vigor. On closer inspection the light around his hands is a conglamoration of many runes, each flashing bright light as he manipulates his own magic. As mentioned before, Jeremiad's durability plays well into his ability to send out wave after wave of devastating attacks. Since he is able to survive, and absorb the energy of the attacks used against him, Jeremiad's power grows the more he is attacked. It also increases the more he instigates. This can add even more crushing pain to his blows, crippling his enemies.
Speed
Don't blink, you'll miss him! ~ Council soldier
Another established gift from his magical properties, Jeremiad is able to run and work at superhuman speeds. Either running around the Isles, or working in haste, relentlessly pounding his opponents with attacks, Jeremiad's agility is a fearsome attribute.
Leaping
Paired with his Speed, Jeremiad's jumping limit is far past normal human. Able to hop from rooftop to rooftop, or across large distances. Though not as honed as his Speed, he uses this ability in clever ways, and also in combat to lay out the battlefield in ways that benefit him.
Technique
Jeremiad's strength not only comes from his magic, but also his trained and refined fighting ability. Even though on his own he holds amazing power, it is nothing without a taught mind behind it. The reason why he is so deadly and effective is because of this. Trained under the Column he learned some of the deadliest fighting abilities to harness at his disposal.
Many times foes have approached Jeremiad with similar or even greater amounts of power, and yet they continue to fall at his feet. It is not that he simply tires his opponent out. He seeks out weaknesses and how to use what he has to its fullest ability.
Much of the attacks Jeremiad unleashes on his enemies consist of concentrated blows meant to stun the attacker. In most occasions this works wonderful, not many can stand the force of his stuns. Yet when faced with a stronger foe, he must improvise. At his hand he commands some mu magic, which can drain the energy of his opponent. Combined with his already naturally energy draining abilities, many times the foe is left without the drive to do much of anything. Barely able to lift their arms or legs drained of all their power.
There is one thing Jeremiad has had the most difficult time dealing with. Especially in a fighting situation. The darkness that seeps from the Netherworld has an uncanny ability to inflict the most harm to him. Fights with these types of creatures or heroes can be the most difficult. Not aware of why it is his main weakness, he fights on, continuing every day. Hopefully finding a way to counter it.
Villain Group
Jeremiad is now a member of the Injustice-Knights. A group dedicated to the goal of both destroying the Justice-Knights, and global take over. His status within the group remains in a leadership position, commanding the forces of the villains into battle. His nemesis Biosphere remains a constant objective for him to take care of. Along side his command within the group is Marius Thorn. Both are magic users and have no qualms with each other. Little do they suspect what Mr. Cyril has in store for the group. Only time will tell.
Official website~ http://justiceknights.net/
Conception
The inspiration to create Jeremiad came from the desire to have an ultimate melee villain to my first hero, Biosphere. Biosphere is the center of the universe for most of my characters, so I wanted to base a villain around the story of that character.
Brainstorming
At first I had no clue what I wanted to create. Brute was the most logical choice for what I wanted, but I had no idea what power sets I wanted to choose. Jeremiad was nothing more at this point than an idea, being built upon each day. My first inspiration lead me to create a fire melee/stone armor Brute. This brute was nothing like Jeremiad, but he had all the typical attributes of a walking death machine. The huge model is what I used, and he looked like a Tsoo ancestor spirit gone insane. I soloed with him for a while, but I started hating the character. I deleted the Brute and tried again, this time taking care to choose what power sets made sense against my hero. Biosphere is an Invulnerability/Super Strength Tanker, so I thought about what power sets I had not tried, but made sense against the character. Taking in game mechanics into consideration as well, I chose on Energy Melee for the primary. There was no denying that it was strong and could match up and even surpass my hero's. Choosing the secondary was much harder. I had always liked the thought of Energy Aura, and on occasion made alternative characters in the low levels to experiment with it. On a larger scale I couldn't imagine having a fifty of it though. All the press about the power set was negative, and in simple terms, most considered it a failure. Despite this, I found myself choosing Energy Aura because of the concept of Jeremiad mimicking a sun's energy. This is not to say he is scientific in any way, I just imagined with the energy fists a lot of glowing energy that was gold, like a burning sun.
Design
Jeremiad was meant to be a theatrical but also fearsome enemy. My thoughts on his character were plain and nothing more than just another Doomsday vision. When I was considering that he was to be on par with my main hero in the melee sense, that was all I could think of. Stepping back though, I took a look at some other villains. Biosphere is based off of Superman and Spider-Man, so I wanted to look at their toughest villains and seek guidance. Darkseid from Superman's universe was the template from which I crafted Jeremiad. His mannerisms and speech was something I liked about him, yet he was also a physically strong character. After some nights I eventually was able to conceptualize Jeremiad. He was now a Fifth Column created super soldier with the mind of a philosopher, with influential rhetoric.
Leveling
The road to fifty with Jeremiad was difficult, but also entertaining. In the early levels it was like all characters, you have your early selection of powers and snakes to fight. Though it was annoying at first because the missions were so mundane. As I leveled him up higher I found that most of the enemy groups could hit through my defense like it wasn't even there, but that was without enhancements or combat jumping on. I didn't really know how to slot Jeremiad till I got into the forties, but I managed to get along just fine. I had no major success with the character till completing the Midnighter arc where you have to fight the old man and his wife. When I fought the wife of the old hero in that white suit, she could barely hit Jeremiad, being that energy is what he has the highest defense to. It was a nostalgic feeling of being able to tank once more, which inspired me to try and make his build work when he approached fifty. Eventually I hit my goal, and Jeremiad became my eighth character to hit fifty.
Build
The difficult part of Jeremiad's character was not his primary, but his secondary. I had no trouble at all with Energy Melee, it was the best part about him. In fact, when I finally earned Total Focus I did nothing but run around and kill greys with it the first hour. Energy Aura, however, proved a hassle. Not only did I have to find a way to augment the defense, but I also had to find a way to make it endurance efficient. At first I looked at numerous ways to increase defense on a character, Manuevers, Weave, Combat Jumping. In the end I found a way to create a build without Weave, but with around forty percent defense to damage types. Negative being an exception because it is Energy Aura's weakness. I ended up slotting Hamidon enhancements as well as Luck of the Gambler ones in his defenseive toggles (Combat Jumping only has Hamidon enhancements) and other set enhancements in his other powers for typed defense bonuses. Before Issue 13 came out with more typed defense bonuses I had to really search around for sets that offered them. Eventually I found some that did, and with a Steadfast in one of his passives he was more than capable of being a good Brute. Now I can tank on Jeremiad to an extend, but if the enemy group that I am fighting uses psionic attacks I play him more as a scrapper.
Burhardt enjoyed simple pleasures while living through the early years of his life. Despite the harsh attitudes of his parents to make him a perfectionist, he instead looked for simple things about life that made it worth the attention. His affinity for such things lead him to take up artistic habbits as a hobby. Many times his mother would walk into his room to find he had painted several portraits, or crafted many sculptures. His family would think this hampered his studies and so they would scold him whenever he would unleash his creative ability. Burhardt kept his desire for art in check because of this, only when he is comfortable now will he speak about it, but if there is something else that requires attention he will dismiss any feelings of it. Influence from his childhood would lead him to become a man who rarely shows any emotion. Not because he has none, but because any feelings other than the desire to be perfect was shunned by his parents.
Membership to the Column
After he had graduated from school, and grown to become a tall man with vibrant blonde hair, his father feeling proud enough of his appearance put forth the idea to him of joining the ranks of the 5th Column. Burhardt himself was not a man who thought along the same lines as the group did, but his father wanted glory for his son. For weeks he continued to pressure Burhardt to join, promising him that it would bring glory and honor to their family, and that he could be one of the best soldiers they had ever seen. His father was of course a member of the Nazi party from the old times of Germany, and knowing that the Column still exsisted in Paragon City in America, he figured there was still a chance for the party to survive. It was not out of desire for his son to succeed did he press Burhardt to join, only his conviction to see the Nazi party controlling parts of the world again, and through his son he saw this as possible. Finally because of the hounding Burhardt accepted the offer by his father, and after his membership was valid flew to Paragon City to begin his training under the ranks of the Column.
Becoming a Soldier
Under the hidden bases of the Column, Burhardt was trained to become an Ubermenschen, or one of their super soldiers. He was put in programs meant to push the limits of his physical ability, and daily he was given treatments to make his body nothing as what it resembled before, but into a machine. Finally after a while of such a process he was ready, put on patrol in several bases held by the 5th Column in the city for some time. During one of his patrols a group of heroes stormed inside the base he was currently in. Not a man to lose, and somebody who wants to do everything they can to the best of his ability, as his parents wanted him, he alongside his comrades fought these heroes, subduing them and locking them up in 5th Column prisons. For his efforts in the fight as the main meleeist, he was awarded handsomely. Given awards and a higher promotion, he was beginning the live the dream his father had created for him. Though the glory would have to wait, as the take over of the 5th Column by the Council would shorten his goals of success for a time.
The Creation of Jeremiad
Hiding his loyalty to the Fifth Column as a secret in the Council army as Requiem had asked of him and all of the other soldiers, Burhardt kept his eyes out for the sign in which Requiem would give when the Column would finally take back the army from the Council. After a while when the message had not come, Burhardt thought that this would be a long stretch of time before the Column would regain power, so he started to achieve success within the Council as well. Just as he had done before in the Column, fighting heroes and being able to take them out put him in a good light with the Council. A group of Council members loyal to the Column as Burhardt was, learned of a virus that was going to be unleashed on the world. The devastation that would become of the virus was of unthinkable proportions. Fearing what death lays ahead, they started gathering magics from all different sources. Circle of Thorns, Mu mystics, Coralax, and many other groups with items of magical effects, or spells and incantations. They were gathering all this magic to mimick the accident that happened to Biosphere that made his body immune to the incoming virus, only they could not recreate it on the scientific level, only on the magical. They saw Burhardt as the best soldier amoung them, and so pleading his assistance, the ritual began. In a secret meeting place they began their experiment. First reading from the books of magics they had taken from the circle, creating a runes all over Burhardt's body. Then they began the assault of Mu magics, reading writings and saying incantations that created red lightning around the area, making Burhardt's eyes glow with the infused properties. Continuing in this way, after some time of going through all of which they had gathered, the combination of magics created a glowing pillar of light that encased Burhardt for several minutes, levitating him in the air. Finally it disapeared, Burhardt landing to the ground on his feet, what seemed like steam whisking off his body. He was no longer just a Column super soldier, he had become Jeremiad.
Personality
Jeremiad believes himself superior to everything, many times, because of his power. This comes in conflict with the true him that lays benieth the surface, the boy who loves art and sees beauty in everything. At times many will be speaking with either side of him, but the Jeremiad that is arrogant will come out during battle. He is fufilling the role of a poster child for the Column. He looks the part and plays it, but inside him he desires to be that child who wants nothing more than to exsist in a simple way finding things in life that make it worth living.
Though, because he still has that side within him, Jeremiad loves to speak like a poet. The surface Jeremiad believes it makes him superior to normal citizens, but the true reason behind it is because he loves to speak in a way that gets his point across, but also adds in a touch of artistic quality. Sometimes he can't help but let out artistic side of him, despite him being a Column soldier.
Regularly he finds himself evaluating his surroundings through a cleased eye. Without a biased perspective or opinion. Though this calls into conflict the way his mind has been conditioned. He has been taught to see things as judgemental, observative to which things are powerful and which are not.
Powers
Attributes
Statistic
1
2
3
4
5
6
7
8
9
10
Fortitude
Stamina
Speed
Melee
Blasts
Support
Control
Durability
"Despite even our most sophisticated spells he was unmoved." ~ Circle Mage
Jeremiad's resistance to foreign attacks is attributed to the fact that he is a conduit through which all magics that were used on him flow. This is also why many of the Circle incantations, and Mu shackles of electricity
have no effect on his physical being. It is as if they are absorbed within him, feeding the quantity of magic that engulfes him. This energy is visible on Jeremiad through his eyes that burn constantly with bright glowing light. This energy or light will also manifest around his body should he desire more protection. As the magics circle around and through him, he can call upon their power for his own use. Many things will have no effect on him while he surrounds himself with the powerful magics, but if a weapon has enough force put into it, or another magic is strong enough, Jeremiad will take damage from it. Column soldiers found first hand that trying to hit Jeremiad was like fighting air, as their punches and kicks, even missles seemed to completely miss him entirely, leaving him unharmed. Yet with a determined mind, a person or item could find its way through the haze of protective magics that surrounds him and land a successful hit. Jeremiad also naturally has a higher tolerance to pain, and will continue to stay in a fight despite damage done to him. This plays in excellently with his strength.
Strength
"Impressive, now hit harder." ~ Requiem
Just as his magics protect him, so can they influence his power. Manipulating his energy, Jeremiad can add an extreme amount of force to his punches. This power manifests itself around his hands in the form of bright red energy, which supplies the power needed to give Jeremiad's punches a large amount of vigor. On closer inspection the light around his hands is a conglamoration of many runes, each flashing bright light as he manipulates his own magic. As mentioned before, Jeremiad's durability plays well into his ability to send out wave after wave of devastating attacks. Since he is able to survive, and absorb the energy of the attacks used against him, Jeremiad's power grows the more he is attacked. It also increases the more he instigates. This can add even more crushing pain to his blows, crippling his enemies.
Speed
Don't blink, you'll miss him! ~ Council soldier
Another established gift from his magical properties, Jeremiad is able to run and work at superhuman speeds. Either running around the Isles, or working in haste, relentlessly pounding his opponents with attacks, Jeremiad's agility is a fearsome attribute.
Leaping
Paired with his Speed, Jeremiad's jumping limit is far past normal human. Able to hop from rooftop to rooftop, or across large distances. Though not as honed as his Speed, he uses this ability in clever ways, and also in combat to lay out the battlefield in ways that benefit him.
Technique
Jeremiad's strength not only comes from his magic, but also his trained and refined fighting ability. Even though on his own he holds amazing power, it is nothing without a taught mind behind it. The reason why he is so deadly and effective is because of this. Trained under the Column he learned some of the deadliest fighting abilities to harness at his disposal.
Many times foes have approached Jeremiad with similar or even greater amounts of power, and yet they continue to fall at his feet. It is not that he simply tires his opponent out. He seeks out weaknesses and how to use what he has to its fullest ability.
Much of the attacks Jeremiad unleashes on his enemies consist of concentrated blows meant to stun the attacker. In most occasions this works wonderful, not many can stand the force of his stuns. Yet when faced with a stronger foe, he must improvise. At his hand he commands some mu magic, which can drain the energy of his opponent. Combined with his already naturally energy draining abilities, many times the foe is left without the drive to do much of anything. Barely able to lift their arms or legs drained of all their power.
There is one thing Jeremiad has had the most difficult time dealing with. Especially in a fighting situation. The darkness that seeps from the Netherworld has an uncanny ability to inflict the most harm to him. Fights with these types of creatures or heroes can be the most difficult. Not aware of why it is his main weakness, he fights on, continuing every day. Hopefully finding a way to counter it.
Villain Group
Jeremiad is now a member of the Injustice-Knights. A group dedicated to the goal of both destroying the Justice-Knights, and global take over. His status within the group remains in a leadership position, commanding the forces of the villains into battle. His nemesis Biosphere remains a constant objective for him to take care of. Along side his command within the group is Marius Thorn. Both are magic users and have no qualms with each other. Little do they suspect what Mr. Cyril has in store for the group. Only time will tell.
Official website~ http://justiceknights.net/
Conception
The inspiration to create Jeremiad came from the desire to have an ultimate melee villain to my first hero, Biosphere. Biosphere is the center of the universe for most of my characters, so I wanted to base a villain around the story of that character.
Brainstorming
At first I had no clue what I wanted to create. Brute was the most logical choice for what I wanted, but I had no idea what power sets I wanted to choose. Jeremiad was nothing more at this point than an idea, being built upon each day. My first inspiration lead me to create a fire melee/stone armor Brute. This brute was nothing like Jeremiad, but he had all the typical attributes of a walking death machine. The huge model is what I used, and he looked like a Tsoo ancestor spirit gone insane. I soloed with him for a while, but I started hating the character. I deleted the Brute and tried again, this time taking care to choose what power sets made sense against my hero. Biosphere is an Invulnerability/Super Strength Tanker, so I thought about what power sets I had not tried, but made sense against the character. Taking in game mechanics into consideration as well, I chose on Energy Melee for the primary. There was no denying that it was strong and could match up and even surpass my hero's. Choosing the secondary was much harder. I had always liked the thought of Energy Aura, and on occasion made alternative characters in the low levels to experiment with it. On a larger scale I couldn't imagine having a fifty of it though. All the press about the power set was negative, and in simple terms, most considered it a failure. Despite this, I found myself choosing Energy Aura because of the concept of Jeremiad mimicking a sun's energy. This is not to say he is scientific in any way, I just imagined with the energy fists a lot of glowing energy that was gold, like a burning sun.
Design
Jeremiad was meant to be a theatrical but also fearsome enemy. My thoughts on his character were plain and nothing more than just another Doomsday vision. When I was considering that he was to be on par with my main hero in the melee sense, that was all I could think of. Stepping back though, I took a look at some other villains. Biosphere is based off of Superman and Spider-Man, so I wanted to look at their toughest villains and seek guidance. Darkseid from Superman's universe was the template from which I crafted Jeremiad. His mannerisms and speech was something I liked about him, yet he was also a physically strong character. After some nights I eventually was able to conceptualize Jeremiad. He was now a Fifth Column created super soldier with the mind of a philosopher, with influential rhetoric.
Leveling
The road to fifty with Jeremiad was difficult, but also entertaining. In the early levels it was like all characters, you have your early selection of powers and snakes to fight. Though it was annoying at first because the missions were so mundane. As I leveled him up higher I found that most of the enemy groups could hit through my defense like it wasn't even there, but that was without enhancements or combat jumping on. I didn't really know how to slot Jeremiad till I got into the forties, but I managed to get along just fine. I had no major success with the character till completing the Midnighter arc where you have to fight the old man and his wife. When I fought the wife of the old hero in that white suit, she could barely hit Jeremiad, being that energy is what he has the highest defense to. It was a nostalgic feeling of being able to tank once more, which inspired me to try and make his build work when he approached fifty. Eventually I hit my goal, and Jeremiad became my eighth character to hit fifty.
Build
The difficult part of Jeremiad's character was not his primary, but his secondary. I had no trouble at all with Energy Melee, it was the best part about him. In fact, when I finally earned Total Focus I did nothing but run around and kill greys with it the first hour. Energy Aura, however, proved a hassle. Not only did I have to find a way to augment the defense, but I also had to find a way to make it endurance efficient. At first I looked at numerous ways to increase defense on a character, Manuevers, Weave, Combat Jumping. In the end I found a way to create a build without Weave, but with around forty percent defense to damage types. Negative being an exception because it is Energy Aura's weakness. I ended up slotting Hamidon enhancements as well as Luck of the Gambler ones in his defenseive toggles (Combat Jumping only has Hamidon enhancements) and other set enhancements in his other powers for typed defense bonuses. Before Issue 13 came out with more typed defense bonuses I had to really search around for sets that offered them. Eventually I found some that did, and with a Steadfast in one of his passives he was more than capable of being a good Brute. Now I can tank on Jeremiad to an extend, but if the enemy group that I am fighting uses psionic attacks I play him more as a scrapper.
Becoming a Soldier
Under the hidden bases of the Column, Burhardt was trained to become an Ubermenschen, or one of their super soldiers. He was put in programs meant to push the limits of his physical ability, and daily he was given treatments to make his body nothing as what it resembled before, but into a machine. Finally after a while of such a process he was ready, put on patrol in several bases held by the 5th Column in the city for some time. During one of his patrols a group of heroes stormed inside the base he was currently in. Not a man to lose, and somebody who wants to do everything they can to the best of his ability, as his parents wanted him, he alongside his comrades fought these heroes, subduing them and locking them up in 5th Column prisons. For his efforts in the fight as the main meleeist, he was awarded handsomely. Given awards and a higher promotion, he was beginning the live the dream his father had created for him. Though the glory would have to wait, as the take over of the 5th Column by the Council would shorten his goals of success for a time.
The Creation of Jeremiad
Hiding his loyalty to the Fifth Column as a secret in the Council army as Requiem had asked of him and all of the other soldiers, Burhardt kept his eyes out for the sign in which Requiem would give when the Column would finally take back the army from the Council. After a while when the message had not come, Burhardt thought that this would be a long stretch of time before the Column would regain power, so he started to achieve success within the Council as well. Just as he had done before in the Column, fighting heroes and being able to take them out put him in a good light with the Council. A group of Council members loyal to the Column as Burhardt was, learned of a virus that was going to be unleashed on the world. The devastation that would become of the virus was of unthinkable proportions. Fearing what death lays ahead, they started gathering magics from all different sources. Circle of Thorns, Mu mystics, Coralax, and many other groups with items of magical effects, or spells and incantations. They were gathering all this magic to mimick the accident that happened to Biosphere that made his body immune to the incoming virus, only they could not recreate it on the scientific level, only on the magical. They saw Burhardt as the best soldier amoung them, and so pleading his assistance, the ritual began. In a secret meeting place they began their experiment. First reading from the books of magics they had taken from the circle, creating a runes all over Burhardt's body. Then they began the assault of Mu magics, reading writings and saying incantations that created red lightning around the area, making Burhardt's eyes glow with the infused properties. Continuing in this way, after some time of going through all of which they had gathered, the combination of magics created a glowing pillar of light that encased Burhardt for several minutes, levitating him in the air. Finally it disapeared, Burhardt landing to the ground on his feet, what seemed like steam whisking off his body. He was no longer just a Column super soldier, he had become Jeremiad.
Personality
Jeremiad believes himself superior to everything, many times, because of his power. This comes in conflict with the true him that lays benieth the surface, the boy who loves art and sees beauty in everything. At times many will be speaking with either side of him, but the Jeremiad that is arrogant will come out during battle. He is fufilling the role of a poster child for the Column. He looks the part and plays it, but inside him he desires to be that child who wants nothing more than to exsist in a simple way finding things in life that make it worth living.
Though, because he still has that side within him, Jeremiad loves to speak like a poet. The surface Jeremiad believes it makes him superior to normal citizens, but the true reason behind it is because he loves to speak in a way that gets his point across, but also adds in a touch of artistic quality. Sometimes he can't help but let out artistic side of him, despite him being a Column soldier.
Regularly he finds himself evaluating his surroundings through a cleased eye. Without a biased perspective or opinion. Though this calls into conflict the way his mind has been conditioned. He has been taught to see things as judgemental, observative to which things are powerful and which are not.
Powers
Attributes
Statistic
1
2
3
4
5
6
7
8
9
10
Fortitude
Stamina
Speed
Melee
Blasts
Support
Control
Durability
"Despite even our most sophisticated spells he was unmoved." ~ Circle Mage
Jeremiad's resistance to foreign attacks is attributed to the fact that he is a conduit through which all magics that were used on him flow. This is also why many of the Circle incantations, and Mu shackles of electricity
have no effect on his physical being. It is as if they are absorbed within him, feeding the quantity of magic that engulfes him. This energy is visible on Jeremiad through his eyes that burn constantly with bright glowing light. This energy or light will also manifest around his body should he desire more protection. As the magics circle around and through him, he can call upon their power for his own use. Many things will have no effect on him while he surrounds himself with the powerful magics, but if a weapon has enough force put into it, or another magic is strong enough, Jeremiad will take damage from it. Column soldiers found first hand that trying to hit Jeremiad was like fighting air, as their punches and kicks, even missles seemed to completely miss him entirely, leaving him unharmed. Yet with a determined mind, a person or item could find its way through the haze of protective magics that surrounds him and land a successful hit. Jeremiad also naturally has a higher tolerance to pain, and will continue to stay in a fight despite damage done to him. This plays in excellently with his strength.
Strength
"Impressive, now hit harder." ~ Requiem
Just as his magics protect him, so can they influence his power. Manipulating his energy, Jeremiad can add an extreme amount of force to his punches. This power manifests itself around his hands in the form of bright red energy, which supplies the power needed to give Jeremiad's punches a large amount of vigor. On closer inspection the light around his hands is a conglamoration of many runes, each flashing bright light as he manipulates his own magic. As mentioned before, Jeremiad's durability plays well into his ability to send out wave after wave of devastating attacks. Since he is able to survive, and absorb the energy of the attacks used against him, Jeremiad's power grows the more he is attacked. It also increases the more he instigates. This can add even more crushing pain to his blows, crippling his enemies.
Speed
Don't blink, you'll miss him! ~ Council soldier
Another established gift from his magical properties, Jeremiad is able to run and work at superhuman speeds. Either running around the Isles, or working in haste, relentlessly pounding his opponents with attacks, Jeremiad's agility is a fearsome attribute.
Leaping
Paired with his Speed, Jeremiad's jumping limit is far past normal human. Able to hop from rooftop to rooftop, or across large distances. Though not as honed as his Speed, he uses this ability in clever ways, and also in combat to lay out the battlefield in ways that benefit him.
Technique
Jeremiad's strength not only comes from his magic, but also his trained and refined fighting ability. Even though on his own he holds amazing power, it is nothing without a taught mind behind it. The reason why he is so deadly and effective is because of this. Trained under the Column he learned some of the deadliest fighting abilities to harness at his disposal.
Many times foes have approached Jeremiad with similar or even greater amounts of power, and yet they continue to fall at his feet. It is not that he simply tires his opponent out. He seeks out weaknesses and how to use what he has to its fullest ability.
Much of the attacks Jeremiad unleashes on his enemies consist of concentrated blows meant to stun the attacker. In most occasions this works wonderful, not many can stand the force of his stuns. Yet when faced with a stronger foe, he must improvise. At his hand he commands some mu magic, which can drain the energy of his opponent. Combined with his already naturally energy draining abilities, many times the foe is left without the drive to do much of anything. Barely able to lift their arms or legs drained of all their power.
There is one thing Jeremiad has had the most difficult time dealing with. Especially in a fighting situation. The darkness that seeps from the Netherworld has an uncanny ability to inflict the most harm to him. Fights with these types of creatures or heroes can be the most difficult. Not aware of why it is his main weakness, he fights on, continuing every day. Hopefully finding a way to counter it.
Villain Group
Jeremiad is now a member of the Injustice-Knights. A group dedicated to the goal of both destroying the Justice-Knights, and global take over. His status within the group remains in a leadership position, commanding the forces of the villains into battle. His nemesis Biosphere remains a constant objective for him to take care of. Along side his command within the group is Marius Thorn. Both are magic users and have no qualms with each other. Little do they suspect what Mr. Cyril has in store for the group. Only time will tell.
Official website~ http://justiceknights.net/
Conception
The inspiration to create Jeremiad came from the desire to have an ultimate melee villain to my first hero, Biosphere. Biosphere is the center of the universe for most of my characters, so I wanted to base a villain around the story of that character.
Brainstorming
At first I had no clue what I wanted to create. Brute was the most logical choice for what I wanted, but I had no idea what power sets I wanted to choose. Jeremiad was nothing more at this point than an idea, being built upon each day. My first inspiration lead me to create a fire melee/stone armor Brute. This brute was nothing like Jeremiad, but he had all the typical attributes of a walking death machine. The huge model is what I used, and he looked like a Tsoo ancestor spirit gone insane. I soloed with him for a while, but I started hating the character. I deleted the Brute and tried again, this time taking care to choose what power sets made sense against my hero. Biosphere is an Invulnerability/Super Strength Tanker, so I thought about what power sets I had not tried, but made sense against the character. Taking in game mechanics into consideration as well, I chose on Energy Melee for the primary. There was no denying that it was strong and could match up and even surpass my hero's. Choosing the secondary was much harder. I had always liked the thought of Energy Aura, and on occasion made alternative characters in the low levels to experiment with it. On a larger scale I couldn't imagine having a fifty of it though. All the press about the power set was negative, and in simple terms, most considered it a failure. Despite this, I found myself choosing Energy Aura because of the concept of Jeremiad mimicking a sun's energy. This is not to say he is scientific in any way, I just imagined with the energy fists a lot of glowing energy that was gold, like a burning sun.
Design
Jeremiad was meant to be a theatrical but also fearsome enemy. My thoughts on his character were plain and nothing more than just another Doomsday vision. When I was considering that he was to be on par with my main hero in the melee sense, that was all I could think of. Stepping back though, I took a look at some other villains. Biosphere is based off of Superman and Spider-Man, so I wanted to look at their toughest villains and seek guidance. Darkseid from Superman's universe was the template from which I crafted Jeremiad. His mannerisms and speech was something I liked about him, yet he was also a physically strong character. After some nights I eventually was able to conceptualize Jeremiad. He was now a Fifth Column created super soldier with the mind of a philosopher, with influential rhetoric.
Leveling
The road to fifty with Jeremiad was difficult, but also entertaining. In the early levels it was like all characters, you have your early selection of powers and snakes to fight. Though it was annoying at first because the missions were so mundane. As I leveled him up higher I found that most of the enemy groups could hit through my defense like it wasn't even there, but that was without enhancements or combat jumping on. I didn't really know how to slot Jeremiad till I got into the forties, but I managed to get along just fine. I had no major success with the character till completing the Midnighter arc where you have to fight the old man and his wife. When I fought the wife of the old hero in that white suit, she could barely hit Jeremiad, being that energy is what he has the highest defense to. It was a nostalgic feeling of being able to tank once more, which inspired me to try and make his build work when he approached fifty. Eventually I hit my goal, and Jeremiad became my eighth character to hit fifty.
Build
The difficult part of Jeremiad's character was not his primary, but his secondary. I had no trouble at all with Energy Melee, it was the best part about him. In fact, when I finally earned Total Focus I did nothing but run around and kill greys with it the first hour. Energy Aura, however, proved a hassle. Not only did I have to find a way to augment the defense, but I also had to find a way to make it endurance efficient. At first I looked at numerous ways to increase defense on a character, Manuevers, Weave, Combat Jumping. In the end I found a way to create a build without Weave, but with around forty percent defense to damage types. Negative being an exception because it is Energy Aura's weakness. I ended up slotting Hamidon enhancements as well as Luck of the Gambler ones in his defenseive toggles (Combat Jumping only has Hamidon enhancements) and other set enhancements in his other powers for typed defense bonuses. Before Issue 13 came out with more typed defense bonuses I had to really search around for sets that offered them. Eventually I found some that did, and with a Steadfast in one of his passives he was more than capable of being a good Brute. Now I can tank on Jeremiad to an extend, but if the enemy group that I am fighting uses psionic attacks I play him more as a scrapper.
Under the hidden bases of the Column, Burhardt was trained to become an Ubermenschen, or one of their super soldiers. He was put in programs meant to push the limits of his physical ability, and daily he was given treatments to make his body nothing as what it resembled before, but into a machine. Finally after a while of such a process he was ready, put on patrol in several bases held by the 5th Column in the city for some time. During one of his patrols a group of heroes stormed inside the base he was currently in. Not a man to lose, and somebody who wants to do everything they can to the best of his ability, as his parents wanted him, he alongside his comrades fought these heroes, subduing them and locking them up in 5th Column prisons. For his efforts in the fight as the main meleeist, he was awarded handsomely. Given awards and a higher promotion, he was beginning the live the dream his father had created for him. Though the glory would have to wait, as the take over of the 5th Column by the Council would shorten his goals of success for a time.
The Creation of Jeremiad
Hiding his loyalty to the Fifth Column as a secret in the Council army as Requiem had asked of him and all of the other soldiers, Burhardt kept his eyes out for the sign in which Requiem would give when the Column would finally take back the army from the Council. After a while when the message had not come, Burhardt thought that this would be a long stretch of time before the Column would regain power, so he started to achieve success within the Council as well. Just as he had done before in the Column, fighting heroes and being able to take them out put him in a good light with the Council. A group of Council members loyal to the Column as Burhardt was, learned of a virus that was going to be unleashed on the world. The devastation that would become of the virus was of unthinkable proportions. Fearing what death lays ahead, they started gathering magics from all different sources. Circle of Thorns, Mu mystics, Coralax, and many other groups with items of magical effects, or spells and incantations. They were gathering all this magic to mimick the accident that happened to Biosphere that made his body immune to the incoming virus, only they could not recreate it on the scientific level, only on the magical. They saw Burhardt as the best soldier amoung them, and so pleading his assistance, the ritual began. In a secret meeting place they began their experiment. First reading from the books of magics they had taken from the circle, creating a runes all over Burhardt's body. Then they began the assault of Mu magics, reading writings and saying incantations that created red lightning around the area, making Burhardt's eyes glow with the infused properties. Continuing in this way, after some time of going through all of which they had gathered, the combination of magics created a glowing pillar of light that encased Burhardt for several minutes, levitating him in the air. Finally it disapeared, Burhardt landing to the ground on his feet, what seemed like steam whisking off his body. He was no longer just a Column super soldier, he had become Jeremiad.
Personality
Jeremiad believes himself superior to everything, many times, because of his power. This comes in conflict with the true him that lays benieth the surface, the boy who loves art and sees beauty in everything. At times many will be speaking with either side of him, but the Jeremiad that is arrogant will come out during battle. He is fufilling the role of a poster child for the Column. He looks the part and plays it, but inside him he desires to be that child who wants nothing more than to exsist in a simple way finding things in life that make it worth living.
Though, because he still has that side within him, Jeremiad loves to speak like a poet. The surface Jeremiad believes it makes him superior to normal citizens, but the true reason behind it is because he loves to speak in a way that gets his point across, but also adds in a touch of artistic quality. Sometimes he can't help but let out artistic side of him, despite him being a Column soldier.
Regularly he finds himself evaluating his surroundings through a cleased eye. Without a biased perspective or opinion. Though this calls into conflict the way his mind has been conditioned. He has been taught to see things as judgemental, observative to which things are powerful and which are not.
Powers
Attributes
Statistic
1
2
3
4
5
6
7
8
9
10
Fortitude
Stamina
Speed
Melee
Blasts
Support
Control
Durability
"Despite even our most sophisticated spells he was unmoved." ~ Circle Mage
Jeremiad's resistance to foreign attacks is attributed to the fact that he is a conduit through which all magics that were used on him flow. This is also why many of the Circle incantations, and Mu shackles of electricity
have no effect on his physical being. It is as if they are absorbed within him, feeding the quantity of magic that engulfes him. This energy is visible on Jeremiad through his eyes that burn constantly with bright glowing light. This energy or light will also manifest around his body should he desire more protection. As the magics circle around and through him, he can call upon their power for his own use. Many things will have no effect on him while he surrounds himself with the powerful magics, but if a weapon has enough force put into it, or another magic is strong enough, Jeremiad will take damage from it. Column soldiers found first hand that trying to hit Jeremiad was like fighting air, as their punches and kicks, even missles seemed to completely miss him entirely, leaving him unharmed. Yet with a determined mind, a person or item could find its way through the haze of protective magics that surrounds him and land a successful hit. Jeremiad also naturally has a higher tolerance to pain, and will continue to stay in a fight despite damage done to him. This plays in excellently with his strength.
Strength
"Impressive, now hit harder." ~ Requiem
Just as his magics protect him, so can they influence his power. Manipulating his energy, Jeremiad can add an extreme amount of force to his punches. This power manifests itself around his hands in the form of bright red energy, which supplies the power needed to give Jeremiad's punches a large amount of vigor. On closer inspection the light around his hands is a conglamoration of many runes, each flashing bright light as he manipulates his own magic. As mentioned before, Jeremiad's durability plays well into his ability to send out wave after wave of devastating attacks. Since he is able to survive, and absorb the energy of the attacks used against him, Jeremiad's power grows the more he is attacked. It also increases the more he instigates. This can add even more crushing pain to his blows, crippling his enemies.
Speed
Don't blink, you'll miss him! ~ Council soldier
Another established gift from his magical properties, Jeremiad is able to run and work at superhuman speeds. Either running around the Isles, or working in haste, relentlessly pounding his opponents with attacks, Jeremiad's agility is a fearsome attribute.
Leaping
Paired with his Speed, Jeremiad's jumping limit is far past normal human. Able to hop from rooftop to rooftop, or across large distances. Though not as honed as his Speed, he uses this ability in clever ways, and also in combat to lay out the battlefield in ways that benefit him.
Technique
Jeremiad's strength not only comes from his magic, but also his trained and refined fighting ability. Even though on his own he holds amazing power, it is nothing without a taught mind behind it. The reason why he is so deadly and effective is because of this. Trained under the Column he learned some of the deadliest fighting abilities to harness at his disposal.
Many times foes have approached Jeremiad with similar or even greater amounts of power, and yet they continue to fall at his feet. It is not that he simply tires his opponent out. He seeks out weaknesses and how to use what he has to its fullest ability.
Much of the attacks Jeremiad unleashes on his enemies consist of concentrated blows meant to stun the attacker. In most occasions this works wonderful, not many can stand the force of his stuns. Yet when faced with a stronger foe, he must improvise. At his hand he commands some mu magic, which can drain the energy of his opponent. Combined with his already naturally energy draining abilities, many times the foe is left without the drive to do much of anything. Barely able to lift their arms or legs drained of all their power.
There is one thing Jeremiad has had the most difficult time dealing with. Especially in a fighting situation. The darkness that seeps from the Netherworld has an uncanny ability to inflict the most harm to him. Fights with these types of creatures or heroes can be the most difficult. Not aware of why it is his main weakness, he fights on, continuing every day. Hopefully finding a way to counter it.
Villain Group
Jeremiad is now a member of the Injustice-Knights. A group dedicated to the goal of both destroying the Justice-Knights, and global take over. His status within the group remains in a leadership position, commanding the forces of the villains into battle. His nemesis Biosphere remains a constant objective for him to take care of. Along side his command within the group is Marius Thorn. Both are magic users and have no qualms with each other. Little do they suspect what Mr. Cyril has in store for the group. Only time will tell.
Official website~ http://justiceknights.net/
Conception
The inspiration to create Jeremiad came from the desire to have an ultimate melee villain to my first hero, Biosphere. Biosphere is the center of the universe for most of my characters, so I wanted to base a villain around the story of that character.
Brainstorming
At first I had no clue what I wanted to create. Brute was the most logical choice for what I wanted, but I had no idea what power sets I wanted to choose. Jeremiad was nothing more at this point than an idea, being built upon each day. My first inspiration lead me to create a fire melee/stone armor Brute. This brute was nothing like Jeremiad, but he had all the typical attributes of a walking death machine. The huge model is what I used, and he looked like a Tsoo ancestor spirit gone insane. I soloed with him for a while, but I started hating the character. I deleted the Brute and tried again, this time taking care to choose what power sets made sense against my hero. Biosphere is an Invulnerability/Super Strength Tanker, so I thought about what power sets I had not tried, but made sense against the character. Taking in game mechanics into consideration as well, I chose on Energy Melee for the primary. There was no denying that it was strong and could match up and even surpass my hero's. Choosing the secondary was much harder. I had always liked the thought of Energy Aura, and on occasion made alternative characters in the low levels to experiment with it. On a larger scale I couldn't imagine having a fifty of it though. All the press about the power set was negative, and in simple terms, most considered it a failure. Despite this, I found myself choosing Energy Aura because of the concept of Jeremiad mimicking a sun's energy. This is not to say he is scientific in any way, I just imagined with the energy fists a lot of glowing energy that was gold, like a burning sun.
Design
Jeremiad was meant to be a theatrical but also fearsome enemy. My thoughts on his character were plain and nothing more than just another Doomsday vision. When I was considering that he was to be on par with my main hero in the melee sense, that was all I could think of. Stepping back though, I took a look at some other villains. Biosphere is based off of Superman and Spider-Man, so I wanted to look at their toughest villains and seek guidance. Darkseid from Superman's universe was the template from which I crafted Jeremiad. His mannerisms and speech was something I liked about him, yet he was also a physically strong character. After some nights I eventually was able to conceptualize Jeremiad. He was now a Fifth Column created super soldier with the mind of a philosopher, with influential rhetoric.
Leveling
The road to fifty with Jeremiad was difficult, but also entertaining. In the early levels it was like all characters, you have your early selection of powers and snakes to fight. Though it was annoying at first because the missions were so mundane. As I leveled him up higher I found that most of the enemy groups could hit through my defense like it wasn't even there, but that was without enhancements or combat jumping on. I didn't really know how to slot Jeremiad till I got into the forties, but I managed to get along just fine. I had no major success with the character till completing the Midnighter arc where you have to fight the old man and his wife. When I fought the wife of the old hero in that white suit, she could barely hit Jeremiad, being that energy is what he has the highest defense to. It was a nostalgic feeling of being able to tank once more, which inspired me to try and make his build work when he approached fifty. Eventually I hit my goal, and Jeremiad became my eighth character to hit fifty.
Build
The difficult part of Jeremiad's character was not his primary, but his secondary. I had no trouble at all with Energy Melee, it was the best part about him. In fact, when I finally earned Total Focus I did nothing but run around and kill greys with it the first hour. Energy Aura, however, proved a hassle. Not only did I have to find a way to augment the defense, but I also had to find a way to make it endurance efficient. At first I looked at numerous ways to increase defense on a character, Manuevers, Weave, Combat Jumping. In the end I found a way to create a build without Weave, but with around forty percent defense to damage types. Negative being an exception because it is Energy Aura's weakness. I ended up slotting Hamidon enhancements as well as Luck of the Gambler ones in his defenseive toggles (Combat Jumping only has Hamidon enhancements) and other set enhancements in his other powers for typed defense bonuses. Before Issue 13 came out with more typed defense bonuses I had to really search around for sets that offered them. Eventually I found some that did, and with a Steadfast in one of his passives he was more than capable of being a good Brute. Now I can tank on Jeremiad to an extend, but if the enemy group that I am fighting uses psionic attacks I play him more as a scrapper.
Personality
Jeremiad believes himself superior to everything, many times, because of his power. This comes in conflict with the true him that lays benieth the surface, the boy who loves art and sees beauty in everything. At times many will be speaking with either side of him, but the Jeremiad that is arrogant will come out during battle. He is fufilling the role of a poster child for the Column. He looks the part and plays it, but inside him he desires to be that child who wants nothing more than to exsist in a simple way finding things in life that make it worth living.
Though, because he still has that side within him, Jeremiad loves to speak like a poet. The surface Jeremiad believes it makes him superior to normal citizens, but the true reason behind it is because he loves to speak in a way that gets his point across, but also adds in a touch of artistic quality. Sometimes he can't help but let out artistic side of him, despite him being a Column soldier.
Regularly he finds himself evaluating his surroundings through a cleased eye. Without a biased perspective or opinion. Though this calls into conflict the way his mind has been conditioned. He has been taught to see things as judgemental, observative to which things are powerful and which are not.
Powers
Attributes
Statistic
1
2
3
4
5
6
7
8
9
10
Fortitude
Stamina
Speed
Melee
Blasts
Support
Control
Durability
"Despite even our most sophisticated spells he was unmoved." ~ Circle Mage
Jeremiad's resistance to foreign attacks is attributed to the fact that he is a conduit through which all magics that were used on him flow. This is also why many of the Circle incantations, and Mu shackles of electricity
have no effect on his physical being. It is as if they are absorbed within him, feeding the quantity of magic that engulfes him. This energy is visible on Jeremiad through his eyes that burn constantly with bright glowing light. This energy or light will also manifest around his body should he desire more protection. As the magics circle around and through him, he can call upon their power for his own use. Many things will have no effect on him while he surrounds himself with the powerful magics, but if a weapon has enough force put into it, or another magic is strong enough, Jeremiad will take damage from it. Column soldiers found first hand that trying to hit Jeremiad was like fighting air, as their punches and kicks, even missles seemed to completely miss him entirely, leaving him unharmed. Yet with a determined mind, a person or item could find its way through the haze of protective magics that surrounds him and land a successful hit. Jeremiad also naturally has a higher tolerance to pain, and will continue to stay in a fight despite damage done to him. This plays in excellently with his strength.
Strength
"Impressive, now hit harder." ~ Requiem
Just as his magics protect him, so can they influence his power. Manipulating his energy, Jeremiad can add an extreme amount of force to his punches. This power manifests itself around his hands in the form of bright red energy, which supplies the power needed to give Jeremiad's punches a large amount of vigor. On closer inspection the light around his hands is a conglamoration of many runes, each flashing bright light as he manipulates his own magic. As mentioned before, Jeremiad's durability plays well into his ability to send out wave after wave of devastating attacks. Since he is able to survive, and absorb the energy of the attacks used against him, Jeremiad's power grows the more he is attacked. It also increases the more he instigates. This can add even more crushing pain to his blows, crippling his enemies.
Speed
Don't blink, you'll miss him! ~ Council soldier
Another established gift from his magical properties, Jeremiad is able to run and work at superhuman speeds. Either running around the Isles, or working in haste, relentlessly pounding his opponents with attacks, Jeremiad's agility is a fearsome attribute.
Leaping
Paired with his Speed, Jeremiad's jumping limit is far past normal human. Able to hop from rooftop to rooftop, or across large distances. Though not as honed as his Speed, he uses this ability in clever ways, and also in combat to lay out the battlefield in ways that benefit him.
Technique
Jeremiad's strength not only comes from his magic, but also his trained and refined fighting ability. Even though on his own he holds amazing power, it is nothing without a taught mind behind it. The reason why he is so deadly and effective is because of this. Trained under the Column he learned some of the deadliest fighting abilities to harness at his disposal.
Many times foes have approached Jeremiad with similar or even greater amounts of power, and yet they continue to fall at his feet. It is not that he simply tires his opponent out. He seeks out weaknesses and how to use what he has to its fullest ability.
Much of the attacks Jeremiad unleashes on his enemies consist of concentrated blows meant to stun the attacker. In most occasions this works wonderful, not many can stand the force of his stuns. Yet when faced with a stronger foe, he must improvise. At his hand he commands some mu magic, which can drain the energy of his opponent. Combined with his already naturally energy draining abilities, many times the foe is left without the drive to do much of anything. Barely able to lift their arms or legs drained of all their power.
There is one thing Jeremiad has had the most difficult time dealing with. Especially in a fighting situation. The darkness that seeps from the Netherworld has an uncanny ability to inflict the most harm to him. Fights with these types of creatures or heroes can be the most difficult. Not aware of why it is his main weakness, he fights on, continuing every day. Hopefully finding a way to counter it.
Villain Group
Jeremiad is now a member of the Injustice-Knights. A group dedicated to the goal of both destroying the Justice-Knights, and global take over. His status within the group remains in a leadership position, commanding the forces of the villains into battle. His nemesis Biosphere remains a constant objective for him to take care of. Along side his command within the group is Marius Thorn. Both are magic users and have no qualms with each other. Little do they suspect what Mr. Cyril has in store for the group. Only time will tell.
Official website~ http://justiceknights.net/
Conception
The inspiration to create Jeremiad came from the desire to have an ultimate melee villain to my first hero, Biosphere. Biosphere is the center of the universe for most of my characters, so I wanted to base a villain around the story of that character.
Brainstorming
At first I had no clue what I wanted to create. Brute was the most logical choice for what I wanted, but I had no idea what power sets I wanted to choose. Jeremiad was nothing more at this point than an idea, being built upon each day. My first inspiration lead me to create a fire melee/stone armor Brute. This brute was nothing like Jeremiad, but he had all the typical attributes of a walking death machine. The huge model is what I used, and he looked like a Tsoo ancestor spirit gone insane. I soloed with him for a while, but I started hating the character. I deleted the Brute and tried again, this time taking care to choose what power sets made sense against my hero. Biosphere is an Invulnerability/Super Strength Tanker, so I thought about what power sets I had not tried, but made sense against the character. Taking in game mechanics into consideration as well, I chose on Energy Melee for the primary. There was no denying that it was strong and could match up and even surpass my hero's. Choosing the secondary was much harder. I had always liked the thought of Energy Aura, and on occasion made alternative characters in the low levels to experiment with it. On a larger scale I couldn't imagine having a fifty of it though. All the press about the power set was negative, and in simple terms, most considered it a failure. Despite this, I found myself choosing Energy Aura because of the concept of Jeremiad mimicking a sun's energy. This is not to say he is scientific in any way, I just imagined with the energy fists a lot of glowing energy that was gold, like a burning sun.
Design
Jeremiad was meant to be a theatrical but also fearsome enemy. My thoughts on his character were plain and nothing more than just another Doomsday vision. When I was considering that he was to be on par with my main hero in the melee sense, that was all I could think of. Stepping back though, I took a look at some other villains. Biosphere is based off of Superman and Spider-Man, so I wanted to look at their toughest villains and seek guidance. Darkseid from Superman's universe was the template from which I crafted Jeremiad. His mannerisms and speech was something I liked about him, yet he was also a physically strong character. After some nights I eventually was able to conceptualize Jeremiad. He was now a Fifth Column created super soldier with the mind of a philosopher, with influential rhetoric.
Leveling
The road to fifty with Jeremiad was difficult, but also entertaining. In the early levels it was like all characters, you have your early selection of powers and snakes to fight. Though it was annoying at first because the missions were so mundane. As I leveled him up higher I found that most of the enemy groups could hit through my defense like it wasn't even there, but that was without enhancements or combat jumping on. I didn't really know how to slot Jeremiad till I got into the forties, but I managed to get along just fine. I had no major success with the character till completing the Midnighter arc where you have to fight the old man and his wife. When I fought the wife of the old hero in that white suit, she could barely hit Jeremiad, being that energy is what he has the highest defense to. It was a nostalgic feeling of being able to tank once more, which inspired me to try and make his build work when he approached fifty. Eventually I hit my goal, and Jeremiad became my eighth character to hit fifty.
Build
The difficult part of Jeremiad's character was not his primary, but his secondary. I had no trouble at all with Energy Melee, it was the best part about him. In fact, when I finally earned Total Focus I did nothing but run around and kill greys with it the first hour. Energy Aura, however, proved a hassle. Not only did I have to find a way to augment the defense, but I also had to find a way to make it endurance efficient. At first I looked at numerous ways to increase defense on a character, Manuevers, Weave, Combat Jumping. In the end I found a way to create a build without Weave, but with around forty percent defense to damage types. Negative being an exception because it is Energy Aura's weakness. I ended up slotting Hamidon enhancements as well as Luck of the Gambler ones in his defenseive toggles (Combat Jumping only has Hamidon enhancements) and other set enhancements in his other powers for typed defense bonuses. Before Issue 13 came out with more typed defense bonuses I had to really search around for sets that offered them. Eventually I found some that did, and with a Steadfast in one of his passives he was more than capable of being a good Brute. Now I can tank on Jeremiad to an extend, but if the enemy group that I am fighting uses psionic attacks I play him more as a scrapper.
Jeremiad believes himself superior to everything, many times, because of his power. This comes in conflict with the true him that lays benieth the surface, the boy who loves art and sees beauty in everything. At times many will be speaking with either side of him, but the Jeremiad that is arrogant will come out during battle. He is fufilling the role of a poster child for the Column. He looks the part and plays it, but inside him he desires to be that child who wants nothing more than to exsist in a simple way finding things in life that make it worth living.
Though, because he still has that side within him, Jeremiad loves to speak like a poet. The surface Jeremiad believes it makes him superior to normal citizens, but the true reason behind it is because he loves to speak in a way that gets his point across, but also adds in a touch of artistic quality. Sometimes he can't help but let out artistic side of him, despite him being a Column soldier.
Regularly he finds himself evaluating his surroundings through a cleased eye. Without a biased perspective or opinion. Though this calls into conflict the way his mind has been conditioned. He has been taught to see things as judgemental, observative to which things are powerful and which are not.
Powers
Attributes
Statistic
1
2
3
4
5
6
7
8
9
10
Fortitude
Stamina
Speed
Melee
Blasts
Support
Control
Durability
"Despite even our most sophisticated spells he was unmoved." ~ Circle Mage
Jeremiad's resistance to foreign attacks is attributed to the fact that he is a conduit through which all magics that were used on him flow. This is also why many of the Circle incantations, and Mu shackles of electricity
have no effect on his physical being. It is as if they are absorbed within him, feeding the quantity of magic that engulfes him. This energy is visible on Jeremiad through his eyes that burn constantly with bright glowing light. This energy or light will also manifest around his body should he desire more protection. As the magics circle around and through him, he can call upon their power for his own use. Many things will have no effect on him while he surrounds himself with the powerful magics, but if a weapon has enough force put into it, or another magic is strong enough, Jeremiad will take damage from it. Column soldiers found first hand that trying to hit Jeremiad was like fighting air, as their punches and kicks, even missles seemed to completely miss him entirely, leaving him unharmed. Yet with a determined mind, a person or item could find its way through the haze of protective magics that surrounds him and land a successful hit. Jeremiad also naturally has a higher tolerance to pain, and will continue to stay in a fight despite damage done to him. This plays in excellently with his strength.
Strength
"Impressive, now hit harder." ~ Requiem
Just as his magics protect him, so can they influence his power. Manipulating his energy, Jeremiad can add an extreme amount of force to his punches. This power manifests itself around his hands in the form of bright red energy, which supplies the power needed to give Jeremiad's punches a large amount of vigor. On closer inspection the light around his hands is a conglamoration of many runes, each flashing bright light as he manipulates his own magic. As mentioned before, Jeremiad's durability plays well into his ability to send out wave after wave of devastating attacks. Since he is able to survive, and absorb the energy of the attacks used against him, Jeremiad's power grows the more he is attacked. It also increases the more he instigates. This can add even more crushing pain to his blows, crippling his enemies.
Speed
Don't blink, you'll miss him! ~ Council soldier
Another established gift from his magical properties, Jeremiad is able to run and work at superhuman speeds. Either running around the Isles, or working in haste, relentlessly pounding his opponents with attacks, Jeremiad's agility is a fearsome attribute.
Leaping
Paired with his Speed, Jeremiad's jumping limit is far past normal human. Able to hop from rooftop to rooftop, or across large distances. Though not as honed as his Speed, he uses this ability in clever ways, and also in combat to lay out the battlefield in ways that benefit him.
Technique
Jeremiad's strength not only comes from his magic, but also his trained and refined fighting ability. Even though on his own he holds amazing power, it is nothing without a taught mind behind it. The reason why he is so deadly and effective is because of this. Trained under the Column he learned some of the deadliest fighting abilities to harness at his disposal.
Many times foes have approached Jeremiad with similar or even greater amounts of power, and yet they continue to fall at his feet. It is not that he simply tires his opponent out. He seeks out weaknesses and how to use what he has to its fullest ability.
Much of the attacks Jeremiad unleashes on his enemies consist of concentrated blows meant to stun the attacker. In most occasions this works wonderful, not many can stand the force of his stuns. Yet when faced with a stronger foe, he must improvise. At his hand he commands some mu magic, which can drain the energy of his opponent. Combined with his already naturally energy draining abilities, many times the foe is left without the drive to do much of anything. Barely able to lift their arms or legs drained of all their power.
There is one thing Jeremiad has had the most difficult time dealing with. Especially in a fighting situation. The darkness that seeps from the Netherworld has an uncanny ability to inflict the most harm to him. Fights with these types of creatures or heroes can be the most difficult. Not aware of why it is his main weakness, he fights on, continuing every day. Hopefully finding a way to counter it.
Villain Group
Jeremiad is now a member of the Injustice-Knights. A group dedicated to the goal of both destroying the Justice-Knights, and global take over. His status within the group remains in a leadership position, commanding the forces of the villains into battle. His nemesis Biosphere remains a constant objective for him to take care of. Along side his command within the group is Marius Thorn. Both are magic users and have no qualms with each other. Little do they suspect what Mr. Cyril has in store for the group. Only time will tell.
Official website~ http://justiceknights.net/
Conception
The inspiration to create Jeremiad came from the desire to have an ultimate melee villain to my first hero, Biosphere. Biosphere is the center of the universe for most of my characters, so I wanted to base a villain around the story of that character.
Brainstorming
At first I had no clue what I wanted to create. Brute was the most logical choice for what I wanted, but I had no idea what power sets I wanted to choose. Jeremiad was nothing more at this point than an idea, being built upon each day. My first inspiration lead me to create a fire melee/stone armor Brute. This brute was nothing like Jeremiad, but he had all the typical attributes of a walking death machine. The huge model is what I used, and he looked like a Tsoo ancestor spirit gone insane. I soloed with him for a while, but I started hating the character. I deleted the Brute and tried again, this time taking care to choose what power sets made sense against my hero. Biosphere is an Invulnerability/Super Strength Tanker, so I thought about what power sets I had not tried, but made sense against the character. Taking in game mechanics into consideration as well, I chose on Energy Melee for the primary. There was no denying that it was strong and could match up and even surpass my hero's. Choosing the secondary was much harder. I had always liked the thought of Energy Aura, and on occasion made alternative characters in the low levels to experiment with it. On a larger scale I couldn't imagine having a fifty of it though. All the press about the power set was negative, and in simple terms, most considered it a failure. Despite this, I found myself choosing Energy Aura because of the concept of Jeremiad mimicking a sun's energy. This is not to say he is scientific in any way, I just imagined with the energy fists a lot of glowing energy that was gold, like a burning sun.
Design
Jeremiad was meant to be a theatrical but also fearsome enemy. My thoughts on his character were plain and nothing more than just another Doomsday vision. When I was considering that he was to be on par with my main hero in the melee sense, that was all I could think of. Stepping back though, I took a look at some other villains. Biosphere is based off of Superman and Spider-Man, so I wanted to look at their toughest villains and seek guidance. Darkseid from Superman's universe was the template from which I crafted Jeremiad. His mannerisms and speech was something I liked about him, yet he was also a physically strong character. After some nights I eventually was able to conceptualize Jeremiad. He was now a Fifth Column created super soldier with the mind of a philosopher, with influential rhetoric.
Leveling
The road to fifty with Jeremiad was difficult, but also entertaining. In the early levels it was like all characters, you have your early selection of powers and snakes to fight. Though it was annoying at first because the missions were so mundane. As I leveled him up higher I found that most of the enemy groups could hit through my defense like it wasn't even there, but that was without enhancements or combat jumping on. I didn't really know how to slot Jeremiad till I got into the forties, but I managed to get along just fine. I had no major success with the character till completing the Midnighter arc where you have to fight the old man and his wife. When I fought the wife of the old hero in that white suit, she could barely hit Jeremiad, being that energy is what he has the highest defense to. It was a nostalgic feeling of being able to tank once more, which inspired me to try and make his build work when he approached fifty. Eventually I hit my goal, and Jeremiad became my eighth character to hit fifty.
Build
The difficult part of Jeremiad's character was not his primary, but his secondary. I had no trouble at all with Energy Melee, it was the best part about him. In fact, when I finally earned Total Focus I did nothing but run around and kill greys with it the first hour. Energy Aura, however, proved a hassle. Not only did I have to find a way to augment the defense, but I also had to find a way to make it endurance efficient. At first I looked at numerous ways to increase defense on a character, Manuevers, Weave, Combat Jumping. In the end I found a way to create a build without Weave, but with around forty percent defense to damage types. Negative being an exception because it is Energy Aura's weakness. I ended up slotting Hamidon enhancements as well as Luck of the Gambler ones in his defenseive toggles (Combat Jumping only has Hamidon enhancements) and other set enhancements in his other powers for typed defense bonuses. Before Issue 13 came out with more typed defense bonuses I had to really search around for sets that offered them. Eventually I found some that did, and with a Steadfast in one of his passives he was more than capable of being a good Brute. Now I can tank on Jeremiad to an extend, but if the enemy group that I am fighting uses psionic attacks I play him more as a scrapper.
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Control |
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Durability
"Despite even our most sophisticated spells he was unmoved." ~ Circle Mage
Jeremiad's resistance to foreign attacks is attributed to the fact that he is a conduit through which all magics that were used on him flow. This is also why many of the Circle incantations, and Mu shackles of electricity
have no effect on his physical being. It is as if they are absorbed within him, feeding the quantity of magic that engulfes him. This energy is visible on Jeremiad through his eyes that burn constantly with bright glowing light. This energy or light will also manifest around his body should he desire more protection. As the magics circle around and through him, he can call upon their power for his own use. Many things will have no effect on him while he surrounds himself with the powerful magics, but if a weapon has enough force put into it, or another magic is strong enough, Jeremiad will take damage from it. Column soldiers found first hand that trying to hit Jeremiad was like fighting air, as their punches and kicks, even missles seemed to completely miss him entirely, leaving him unharmed. Yet with a determined mind, a person or item could find its way through the haze of protective magics that surrounds him and land a successful hit. Jeremiad also naturally has a higher tolerance to pain, and will continue to stay in a fight despite damage done to him. This plays in excellently with his strength.
Strength
"Impressive, now hit harder." ~ Requiem
Just as his magics protect him, so can they influence his power. Manipulating his energy, Jeremiad can add an extreme amount of force to his punches. This power manifests itself around his hands in the form of bright red energy, which supplies the power needed to give Jeremiad's punches a large amount of vigor. On closer inspection the light around his hands is a conglamoration of many runes, each flashing bright light as he manipulates his own magic. As mentioned before, Jeremiad's durability plays well into his ability to send out wave after wave of devastating attacks. Since he is able to survive, and absorb the energy of the attacks used against him, Jeremiad's power grows the more he is attacked. It also increases the more he instigates. This can add even more crushing pain to his blows, crippling his enemies.
Speed
Don't blink, you'll miss him! ~ Council soldier
Another established gift from his magical properties, Jeremiad is able to run and work at superhuman speeds. Either running around the Isles, or working in haste, relentlessly pounding his opponents with attacks, Jeremiad's agility is a fearsome attribute.
Leaping
Paired with his Speed, Jeremiad's jumping limit is far past normal human. Able to hop from rooftop to rooftop, or across large distances. Though not as honed as his Speed, he uses this ability in clever ways, and also in combat to lay out the battlefield in ways that benefit him.
Technique
Jeremiad's strength not only comes from his magic, but also his trained and refined fighting ability. Even though on his own he holds amazing power, it is nothing without a taught mind behind it. The reason why he is so deadly and effective is because of this. Trained under the Column he learned some of the deadliest fighting abilities to harness at his disposal.
Many times foes have approached Jeremiad with similar or even greater amounts of power, and yet they continue to fall at his feet. It is not that he simply tires his opponent out. He seeks out weaknesses and how to use what he has to its fullest ability.
Much of the attacks Jeremiad unleashes on his enemies consist of concentrated blows meant to stun the attacker. In most occasions this works wonderful, not many can stand the force of his stuns. Yet when faced with a stronger foe, he must improvise. At his hand he commands some mu magic, which can drain the energy of his opponent. Combined with his already naturally energy draining abilities, many times the foe is left without the drive to do much of anything. Barely able to lift their arms or legs drained of all their power.
There is one thing Jeremiad has had the most difficult time dealing with. Especially in a fighting situation. The darkness that seeps from the Netherworld has an uncanny ability to inflict the most harm to him. Fights with these types of creatures or heroes can be the most difficult. Not aware of why it is his main weakness, he fights on, continuing every day. Hopefully finding a way to counter it.
Villain Group
Jeremiad is now a member of the Injustice-Knights. A group dedicated to the goal of both destroying the Justice-Knights, and global take over. His status within the group remains in a leadership position, commanding the forces of the villains into battle. His nemesis Biosphere remains a constant objective for him to take care of. Along side his command within the group is Marius Thorn. Both are magic users and have no qualms with each other. Little do they suspect what Mr. Cyril has in store for the group. Only time will tell.
Official website~ http://justiceknights.net/
Conception
The inspiration to create Jeremiad came from the desire to have an ultimate melee villain to my first hero, Biosphere. Biosphere is the center of the universe for most of my characters, so I wanted to base a villain around the story of that character.
Brainstorming
At first I had no clue what I wanted to create. Brute was the most logical choice for what I wanted, but I had no idea what power sets I wanted to choose. Jeremiad was nothing more at this point than an idea, being built upon each day. My first inspiration lead me to create a fire melee/stone armor Brute. This brute was nothing like Jeremiad, but he had all the typical attributes of a walking death machine. The huge model is what I used, and he looked like a Tsoo ancestor spirit gone insane. I soloed with him for a while, but I started hating the character. I deleted the Brute and tried again, this time taking care to choose what power sets made sense against my hero. Biosphere is an Invulnerability/Super Strength Tanker, so I thought about what power sets I had not tried, but made sense against the character. Taking in game mechanics into consideration as well, I chose on Energy Melee for the primary. There was no denying that it was strong and could match up and even surpass my hero's. Choosing the secondary was much harder. I had always liked the thought of Energy Aura, and on occasion made alternative characters in the low levels to experiment with it. On a larger scale I couldn't imagine having a fifty of it though. All the press about the power set was negative, and in simple terms, most considered it a failure. Despite this, I found myself choosing Energy Aura because of the concept of Jeremiad mimicking a sun's energy. This is not to say he is scientific in any way, I just imagined with the energy fists a lot of glowing energy that was gold, like a burning sun.
Design
Jeremiad was meant to be a theatrical but also fearsome enemy. My thoughts on his character were plain and nothing more than just another Doomsday vision. When I was considering that he was to be on par with my main hero in the melee sense, that was all I could think of. Stepping back though, I took a look at some other villains. Biosphere is based off of Superman and Spider-Man, so I wanted to look at their toughest villains and seek guidance. Darkseid from Superman's universe was the template from which I crafted Jeremiad. His mannerisms and speech was something I liked about him, yet he was also a physically strong character. After some nights I eventually was able to conceptualize Jeremiad. He was now a Fifth Column created super soldier with the mind of a philosopher, with influential rhetoric.
Leveling
The road to fifty with Jeremiad was difficult, but also entertaining. In the early levels it was like all characters, you have your early selection of powers and snakes to fight. Though it was annoying at first because the missions were so mundane. As I leveled him up higher I found that most of the enemy groups could hit through my defense like it wasn't even there, but that was without enhancements or combat jumping on. I didn't really know how to slot Jeremiad till I got into the forties, but I managed to get along just fine. I had no major success with the character till completing the Midnighter arc where you have to fight the old man and his wife. When I fought the wife of the old hero in that white suit, she could barely hit Jeremiad, being that energy is what he has the highest defense to. It was a nostalgic feeling of being able to tank once more, which inspired me to try and make his build work when he approached fifty. Eventually I hit my goal, and Jeremiad became my eighth character to hit fifty.
Build
The difficult part of Jeremiad's character was not his primary, but his secondary. I had no trouble at all with Energy Melee, it was the best part about him. In fact, when I finally earned Total Focus I did nothing but run around and kill greys with it the first hour. Energy Aura, however, proved a hassle. Not only did I have to find a way to augment the defense, but I also had to find a way to make it endurance efficient. At first I looked at numerous ways to increase defense on a character, Manuevers, Weave, Combat Jumping. In the end I found a way to create a build without Weave, but with around forty percent defense to damage types. Negative being an exception because it is Energy Aura's weakness. I ended up slotting Hamidon enhancements as well as Luck of the Gambler ones in his defenseive toggles (Combat Jumping only has Hamidon enhancements) and other set enhancements in his other powers for typed defense bonuses. Before Issue 13 came out with more typed defense bonuses I had to really search around for sets that offered them. Eventually I found some that did, and with a Steadfast in one of his passives he was more than capable of being a good Brute. Now I can tank on Jeremiad to an extend, but if the enemy group that I am fighting uses psionic attacks I play him more as a scrapper.
"Despite even our most sophisticated spells he was unmoved." ~ Circle Mage
Jeremiad's resistance to foreign attacks is attributed to the fact that he is a conduit through which all magics that were used on him flow. This is also why many of the Circle incantations, and Mu shackles of electricity
have no effect on his physical being. It is as if they are absorbed within him, feeding the quantity of magic that engulfes him. This energy is visible on Jeremiad through his eyes that burn constantly with bright glowing light. This energy or light will also manifest around his body should he desire more protection. As the magics circle around and through him, he can call upon their power for his own use. Many things will have no effect on him while he surrounds himself with the powerful magics, but if a weapon has enough force put into it, or another magic is strong enough, Jeremiad will take damage from it. Column soldiers found first hand that trying to hit Jeremiad was like fighting air, as their punches and kicks, even missles seemed to completely miss him entirely, leaving him unharmed. Yet with a determined mind, a person or item could find its way through the haze of protective magics that surrounds him and land a successful hit. Jeremiad also naturally has a higher tolerance to pain, and will continue to stay in a fight despite damage done to him. This plays in excellently with his strength.
Strength
"Impressive, now hit harder." ~ Requiem
Just as his magics protect him, so can they influence his power. Manipulating his energy, Jeremiad can add an extreme amount of force to his punches. This power manifests itself around his hands in the form of bright red energy, which supplies the power needed to give Jeremiad's punches a large amount of vigor. On closer inspection the light around his hands is a conglamoration of many runes, each flashing bright light as he manipulates his own magic. As mentioned before, Jeremiad's durability plays well into his ability to send out wave after wave of devastating attacks. Since he is able to survive, and absorb the energy of the attacks used against him, Jeremiad's power grows the more he is attacked. It also increases the more he instigates. This can add even more crushing pain to his blows, crippling his enemies.
Speed
Don't blink, you'll miss him! ~ Council soldier
Another established gift from his magical properties, Jeremiad is able to run and work at superhuman speeds. Either running around the Isles, or working in haste, relentlessly pounding his opponents with attacks, Jeremiad's agility is a fearsome attribute.
Leaping
Paired with his Speed, Jeremiad's jumping limit is far past normal human. Able to hop from rooftop to rooftop, or across large distances. Though not as honed as his Speed, he uses this ability in clever ways, and also in combat to lay out the battlefield in ways that benefit him.
Technique
Jeremiad's strength not only comes from his magic, but also his trained and refined fighting ability. Even though on his own he holds amazing power, it is nothing without a taught mind behind it. The reason why he is so deadly and effective is because of this. Trained under the Column he learned some of the deadliest fighting abilities to harness at his disposal.
Many times foes have approached Jeremiad with similar or even greater amounts of power, and yet they continue to fall at his feet. It is not that he simply tires his opponent out. He seeks out weaknesses and how to use what he has to its fullest ability.
Much of the attacks Jeremiad unleashes on his enemies consist of concentrated blows meant to stun the attacker. In most occasions this works wonderful, not many can stand the force of his stuns. Yet when faced with a stronger foe, he must improvise. At his hand he commands some mu magic, which can drain the energy of his opponent. Combined with his already naturally energy draining abilities, many times the foe is left without the drive to do much of anything. Barely able to lift their arms or legs drained of all their power.
There is one thing Jeremiad has had the most difficult time dealing with. Especially in a fighting situation. The darkness that seeps from the Netherworld has an uncanny ability to inflict the most harm to him. Fights with these types of creatures or heroes can be the most difficult. Not aware of why it is his main weakness, he fights on, continuing every day. Hopefully finding a way to counter it.
Villain Group
Jeremiad is now a member of the Injustice-Knights. A group dedicated to the goal of both destroying the Justice-Knights, and global take over. His status within the group remains in a leadership position, commanding the forces of the villains into battle. His nemesis Biosphere remains a constant objective for him to take care of. Along side his command within the group is Marius Thorn. Both are magic users and have no qualms with each other. Little do they suspect what Mr. Cyril has in store for the group. Only time will tell.
Official website~ http://justiceknights.net/
Conception
The inspiration to create Jeremiad came from the desire to have an ultimate melee villain to my first hero, Biosphere. Biosphere is the center of the universe for most of my characters, so I wanted to base a villain around the story of that character.
Brainstorming
At first I had no clue what I wanted to create. Brute was the most logical choice for what I wanted, but I had no idea what power sets I wanted to choose. Jeremiad was nothing more at this point than an idea, being built upon each day. My first inspiration lead me to create a fire melee/stone armor Brute. This brute was nothing like Jeremiad, but he had all the typical attributes of a walking death machine. The huge model is what I used, and he looked like a Tsoo ancestor spirit gone insane. I soloed with him for a while, but I started hating the character. I deleted the Brute and tried again, this time taking care to choose what power sets made sense against my hero. Biosphere is an Invulnerability/Super Strength Tanker, so I thought about what power sets I had not tried, but made sense against the character. Taking in game mechanics into consideration as well, I chose on Energy Melee for the primary. There was no denying that it was strong and could match up and even surpass my hero's. Choosing the secondary was much harder. I had always liked the thought of Energy Aura, and on occasion made alternative characters in the low levels to experiment with it. On a larger scale I couldn't imagine having a fifty of it though. All the press about the power set was negative, and in simple terms, most considered it a failure. Despite this, I found myself choosing Energy Aura because of the concept of Jeremiad mimicking a sun's energy. This is not to say he is scientific in any way, I just imagined with the energy fists a lot of glowing energy that was gold, like a burning sun.
Design
Jeremiad was meant to be a theatrical but also fearsome enemy. My thoughts on his character were plain and nothing more than just another Doomsday vision. When I was considering that he was to be on par with my main hero in the melee sense, that was all I could think of. Stepping back though, I took a look at some other villains. Biosphere is based off of Superman and Spider-Man, so I wanted to look at their toughest villains and seek guidance. Darkseid from Superman's universe was the template from which I crafted Jeremiad. His mannerisms and speech was something I liked about him, yet he was also a physically strong character. After some nights I eventually was able to conceptualize Jeremiad. He was now a Fifth Column created super soldier with the mind of a philosopher, with influential rhetoric.
Leveling
The road to fifty with Jeremiad was difficult, but also entertaining. In the early levels it was like all characters, you have your early selection of powers and snakes to fight. Though it was annoying at first because the missions were so mundane. As I leveled him up higher I found that most of the enemy groups could hit through my defense like it wasn't even there, but that was without enhancements or combat jumping on. I didn't really know how to slot Jeremiad till I got into the forties, but I managed to get along just fine. I had no major success with the character till completing the Midnighter arc where you have to fight the old man and his wife. When I fought the wife of the old hero in that white suit, she could barely hit Jeremiad, being that energy is what he has the highest defense to. It was a nostalgic feeling of being able to tank once more, which inspired me to try and make his build work when he approached fifty. Eventually I hit my goal, and Jeremiad became my eighth character to hit fifty.
Build
The difficult part of Jeremiad's character was not his primary, but his secondary. I had no trouble at all with Energy Melee, it was the best part about him. In fact, when I finally earned Total Focus I did nothing but run around and kill greys with it the first hour. Energy Aura, however, proved a hassle. Not only did I have to find a way to augment the defense, but I also had to find a way to make it endurance efficient. At first I looked at numerous ways to increase defense on a character, Manuevers, Weave, Combat Jumping. In the end I found a way to create a build without Weave, but with around forty percent defense to damage types. Negative being an exception because it is Energy Aura's weakness. I ended up slotting Hamidon enhancements as well as Luck of the Gambler ones in his defenseive toggles (Combat Jumping only has Hamidon enhancements) and other set enhancements in his other powers for typed defense bonuses. Before Issue 13 came out with more typed defense bonuses I had to really search around for sets that offered them. Eventually I found some that did, and with a Steadfast in one of his passives he was more than capable of being a good Brute. Now I can tank on Jeremiad to an extend, but if the enemy group that I am fighting uses psionic attacks I play him more as a scrapper.
"Impressive, now hit harder." ~ Requiem
Just as his magics protect him, so can they influence his power. Manipulating his energy, Jeremiad can add an extreme amount of force to his punches. This power manifests itself around his hands in the form of bright red energy, which supplies the power needed to give Jeremiad's punches a large amount of vigor. On closer inspection the light around his hands is a conglamoration of many runes, each flashing bright light as he manipulates his own magic. As mentioned before, Jeremiad's durability plays well into his ability to send out wave after wave of devastating attacks. Since he is able to survive, and absorb the energy of the attacks used against him, Jeremiad's power grows the more he is attacked. It also increases the more he instigates. This can add even more crushing pain to his blows, crippling his enemies.
Speed
Don't blink, you'll miss him! ~ Council soldier
Another established gift from his magical properties, Jeremiad is able to run and work at superhuman speeds. Either running around the Isles, or working in haste, relentlessly pounding his opponents with attacks, Jeremiad's agility is a fearsome attribute.
Leaping
Paired with his Speed, Jeremiad's jumping limit is far past normal human. Able to hop from rooftop to rooftop, or across large distances. Though not as honed as his Speed, he uses this ability in clever ways, and also in combat to lay out the battlefield in ways that benefit him.
Technique
Jeremiad's strength not only comes from his magic, but also his trained and refined fighting ability. Even though on his own he holds amazing power, it is nothing without a taught mind behind it. The reason why he is so deadly and effective is because of this. Trained under the Column he learned some of the deadliest fighting abilities to harness at his disposal.
Many times foes have approached Jeremiad with similar or even greater amounts of power, and yet they continue to fall at his feet. It is not that he simply tires his opponent out. He seeks out weaknesses and how to use what he has to its fullest ability.
Much of the attacks Jeremiad unleashes on his enemies consist of concentrated blows meant to stun the attacker. In most occasions this works wonderful, not many can stand the force of his stuns. Yet when faced with a stronger foe, he must improvise. At his hand he commands some mu magic, which can drain the energy of his opponent. Combined with his already naturally energy draining abilities, many times the foe is left without the drive to do much of anything. Barely able to lift their arms or legs drained of all their power.
There is one thing Jeremiad has had the most difficult time dealing with. Especially in a fighting situation. The darkness that seeps from the Netherworld has an uncanny ability to inflict the most harm to him. Fights with these types of creatures or heroes can be the most difficult. Not aware of why it is his main weakness, he fights on, continuing every day. Hopefully finding a way to counter it.
Villain Group
Jeremiad is now a member of the Injustice-Knights. A group dedicated to the goal of both destroying the Justice-Knights, and global take over. His status within the group remains in a leadership position, commanding the forces of the villains into battle. His nemesis Biosphere remains a constant objective for him to take care of. Along side his command within the group is Marius Thorn. Both are magic users and have no qualms with each other. Little do they suspect what Mr. Cyril has in store for the group. Only time will tell.
Official website~ http://justiceknights.net/
Conception
The inspiration to create Jeremiad came from the desire to have an ultimate melee villain to my first hero, Biosphere. Biosphere is the center of the universe for most of my characters, so I wanted to base a villain around the story of that character.
Brainstorming
At first I had no clue what I wanted to create. Brute was the most logical choice for what I wanted, but I had no idea what power sets I wanted to choose. Jeremiad was nothing more at this point than an idea, being built upon each day. My first inspiration lead me to create a fire melee/stone armor Brute. This brute was nothing like Jeremiad, but he had all the typical attributes of a walking death machine. The huge model is what I used, and he looked like a Tsoo ancestor spirit gone insane. I soloed with him for a while, but I started hating the character. I deleted the Brute and tried again, this time taking care to choose what power sets made sense against my hero. Biosphere is an Invulnerability/Super Strength Tanker, so I thought about what power sets I had not tried, but made sense against the character. Taking in game mechanics into consideration as well, I chose on Energy Melee for the primary. There was no denying that it was strong and could match up and even surpass my hero's. Choosing the secondary was much harder. I had always liked the thought of Energy Aura, and on occasion made alternative characters in the low levels to experiment with it. On a larger scale I couldn't imagine having a fifty of it though. All the press about the power set was negative, and in simple terms, most considered it a failure. Despite this, I found myself choosing Energy Aura because of the concept of Jeremiad mimicking a sun's energy. This is not to say he is scientific in any way, I just imagined with the energy fists a lot of glowing energy that was gold, like a burning sun.
Design
Jeremiad was meant to be a theatrical but also fearsome enemy. My thoughts on his character were plain and nothing more than just another Doomsday vision. When I was considering that he was to be on par with my main hero in the melee sense, that was all I could think of. Stepping back though, I took a look at some other villains. Biosphere is based off of Superman and Spider-Man, so I wanted to look at their toughest villains and seek guidance. Darkseid from Superman's universe was the template from which I crafted Jeremiad. His mannerisms and speech was something I liked about him, yet he was also a physically strong character. After some nights I eventually was able to conceptualize Jeremiad. He was now a Fifth Column created super soldier with the mind of a philosopher, with influential rhetoric.
Leveling
The road to fifty with Jeremiad was difficult, but also entertaining. In the early levels it was like all characters, you have your early selection of powers and snakes to fight. Though it was annoying at first because the missions were so mundane. As I leveled him up higher I found that most of the enemy groups could hit through my defense like it wasn't even there, but that was without enhancements or combat jumping on. I didn't really know how to slot Jeremiad till I got into the forties, but I managed to get along just fine. I had no major success with the character till completing the Midnighter arc where you have to fight the old man and his wife. When I fought the wife of the old hero in that white suit, she could barely hit Jeremiad, being that energy is what he has the highest defense to. It was a nostalgic feeling of being able to tank once more, which inspired me to try and make his build work when he approached fifty. Eventually I hit my goal, and Jeremiad became my eighth character to hit fifty.
Build
The difficult part of Jeremiad's character was not his primary, but his secondary. I had no trouble at all with Energy Melee, it was the best part about him. In fact, when I finally earned Total Focus I did nothing but run around and kill greys with it the first hour. Energy Aura, however, proved a hassle. Not only did I have to find a way to augment the defense, but I also had to find a way to make it endurance efficient. At first I looked at numerous ways to increase defense on a character, Manuevers, Weave, Combat Jumping. In the end I found a way to create a build without Weave, but with around forty percent defense to damage types. Negative being an exception because it is Energy Aura's weakness. I ended up slotting Hamidon enhancements as well as Luck of the Gambler ones in his defenseive toggles (Combat Jumping only has Hamidon enhancements) and other set enhancements in his other powers for typed defense bonuses. Before Issue 13 came out with more typed defense bonuses I had to really search around for sets that offered them. Eventually I found some that did, and with a Steadfast in one of his passives he was more than capable of being a good Brute. Now I can tank on Jeremiad to an extend, but if the enemy group that I am fighting uses psionic attacks I play him more as a scrapper.
Don't blink, you'll miss him! ~ Council soldier
Another established gift from his magical properties, Jeremiad is able to run and work at superhuman speeds. Either running around the Isles, or working in haste, relentlessly pounding his opponents with attacks, Jeremiad's agility is a fearsome attribute.
Leaping
Paired with his Speed, Jeremiad's jumping limit is far past normal human. Able to hop from rooftop to rooftop, or across large distances. Though not as honed as his Speed, he uses this ability in clever ways, and also in combat to lay out the battlefield in ways that benefit him.
Technique
Jeremiad's strength not only comes from his magic, but also his trained and refined fighting ability. Even though on his own he holds amazing power, it is nothing without a taught mind behind it. The reason why he is so deadly and effective is because of this. Trained under the Column he learned some of the deadliest fighting abilities to harness at his disposal.
Many times foes have approached Jeremiad with similar or even greater amounts of power, and yet they continue to fall at his feet. It is not that he simply tires his opponent out. He seeks out weaknesses and how to use what he has to its fullest ability.
Much of the attacks Jeremiad unleashes on his enemies consist of concentrated blows meant to stun the attacker. In most occasions this works wonderful, not many can stand the force of his stuns. Yet when faced with a stronger foe, he must improvise. At his hand he commands some mu magic, which can drain the energy of his opponent. Combined with his already naturally energy draining abilities, many times the foe is left without the drive to do much of anything. Barely able to lift their arms or legs drained of all their power.
There is one thing Jeremiad has had the most difficult time dealing with. Especially in a fighting situation. The darkness that seeps from the Netherworld has an uncanny ability to inflict the most harm to him. Fights with these types of creatures or heroes can be the most difficult. Not aware of why it is his main weakness, he fights on, continuing every day. Hopefully finding a way to counter it.
Villain Group
Jeremiad is now a member of the Injustice-Knights. A group dedicated to the goal of both destroying the Justice-Knights, and global take over. His status within the group remains in a leadership position, commanding the forces of the villains into battle. His nemesis Biosphere remains a constant objective for him to take care of. Along side his command within the group is Marius Thorn. Both are magic users and have no qualms with each other. Little do they suspect what Mr. Cyril has in store for the group. Only time will tell.
Official website~ http://justiceknights.net/
Conception
The inspiration to create Jeremiad came from the desire to have an ultimate melee villain to my first hero, Biosphere. Biosphere is the center of the universe for most of my characters, so I wanted to base a villain around the story of that character.
Brainstorming
At first I had no clue what I wanted to create. Brute was the most logical choice for what I wanted, but I had no idea what power sets I wanted to choose. Jeremiad was nothing more at this point than an idea, being built upon each day. My first inspiration lead me to create a fire melee/stone armor Brute. This brute was nothing like Jeremiad, but he had all the typical attributes of a walking death machine. The huge model is what I used, and he looked like a Tsoo ancestor spirit gone insane. I soloed with him for a while, but I started hating the character. I deleted the Brute and tried again, this time taking care to choose what power sets made sense against my hero. Biosphere is an Invulnerability/Super Strength Tanker, so I thought about what power sets I had not tried, but made sense against the character. Taking in game mechanics into consideration as well, I chose on Energy Melee for the primary. There was no denying that it was strong and could match up and even surpass my hero's. Choosing the secondary was much harder. I had always liked the thought of Energy Aura, and on occasion made alternative characters in the low levels to experiment with it. On a larger scale I couldn't imagine having a fifty of it though. All the press about the power set was negative, and in simple terms, most considered it a failure. Despite this, I found myself choosing Energy Aura because of the concept of Jeremiad mimicking a sun's energy. This is not to say he is scientific in any way, I just imagined with the energy fists a lot of glowing energy that was gold, like a burning sun.
Design
Jeremiad was meant to be a theatrical but also fearsome enemy. My thoughts on his character were plain and nothing more than just another Doomsday vision. When I was considering that he was to be on par with my main hero in the melee sense, that was all I could think of. Stepping back though, I took a look at some other villains. Biosphere is based off of Superman and Spider-Man, so I wanted to look at their toughest villains and seek guidance. Darkseid from Superman's universe was the template from which I crafted Jeremiad. His mannerisms and speech was something I liked about him, yet he was also a physically strong character. After some nights I eventually was able to conceptualize Jeremiad. He was now a Fifth Column created super soldier with the mind of a philosopher, with influential rhetoric.
Leveling
The road to fifty with Jeremiad was difficult, but also entertaining. In the early levels it was like all characters, you have your early selection of powers and snakes to fight. Though it was annoying at first because the missions were so mundane. As I leveled him up higher I found that most of the enemy groups could hit through my defense like it wasn't even there, but that was without enhancements or combat jumping on. I didn't really know how to slot Jeremiad till I got into the forties, but I managed to get along just fine. I had no major success with the character till completing the Midnighter arc where you have to fight the old man and his wife. When I fought the wife of the old hero in that white suit, she could barely hit Jeremiad, being that energy is what he has the highest defense to. It was a nostalgic feeling of being able to tank once more, which inspired me to try and make his build work when he approached fifty. Eventually I hit my goal, and Jeremiad became my eighth character to hit fifty.
Build
The difficult part of Jeremiad's character was not his primary, but his secondary. I had no trouble at all with Energy Melee, it was the best part about him. In fact, when I finally earned Total Focus I did nothing but run around and kill greys with it the first hour. Energy Aura, however, proved a hassle. Not only did I have to find a way to augment the defense, but I also had to find a way to make it endurance efficient. At first I looked at numerous ways to increase defense on a character, Manuevers, Weave, Combat Jumping. In the end I found a way to create a build without Weave, but with around forty percent defense to damage types. Negative being an exception because it is Energy Aura's weakness. I ended up slotting Hamidon enhancements as well as Luck of the Gambler ones in his defenseive toggles (Combat Jumping only has Hamidon enhancements) and other set enhancements in his other powers for typed defense bonuses. Before Issue 13 came out with more typed defense bonuses I had to really search around for sets that offered them. Eventually I found some that did, and with a Steadfast in one of his passives he was more than capable of being a good Brute. Now I can tank on Jeremiad to an extend, but if the enemy group that I am fighting uses psionic attacks I play him more as a scrapper.
Paired with his Speed, Jeremiad's jumping limit is far past normal human. Able to hop from rooftop to rooftop, or across large distances. Though not as honed as his Speed, he uses this ability in clever ways, and also in combat to lay out the battlefield in ways that benefit him.
Technique
Jeremiad's strength not only comes from his magic, but also his trained and refined fighting ability. Even though on his own he holds amazing power, it is nothing without a taught mind behind it. The reason why he is so deadly and effective is because of this. Trained under the Column he learned some of the deadliest fighting abilities to harness at his disposal.
Many times foes have approached Jeremiad with similar or even greater amounts of power, and yet they continue to fall at his feet. It is not that he simply tires his opponent out. He seeks out weaknesses and how to use what he has to its fullest ability.
Much of the attacks Jeremiad unleashes on his enemies consist of concentrated blows meant to stun the attacker. In most occasions this works wonderful, not many can stand the force of his stuns. Yet when faced with a stronger foe, he must improvise. At his hand he commands some mu magic, which can drain the energy of his opponent. Combined with his already naturally energy draining abilities, many times the foe is left without the drive to do much of anything. Barely able to lift their arms or legs drained of all their power.
There is one thing Jeremiad has had the most difficult time dealing with. Especially in a fighting situation. The darkness that seeps from the Netherworld has an uncanny ability to inflict the most harm to him. Fights with these types of creatures or heroes can be the most difficult. Not aware of why it is his main weakness, he fights on, continuing every day. Hopefully finding a way to counter it.
Villain Group
Jeremiad is now a member of the Injustice-Knights. A group dedicated to the goal of both destroying the Justice-Knights, and global take over. His status within the group remains in a leadership position, commanding the forces of the villains into battle. His nemesis Biosphere remains a constant objective for him to take care of. Along side his command within the group is Marius Thorn. Both are magic users and have no qualms with each other. Little do they suspect what Mr. Cyril has in store for the group. Only time will tell.
Official website~ http://justiceknights.net/
Conception
The inspiration to create Jeremiad came from the desire to have an ultimate melee villain to my first hero, Biosphere. Biosphere is the center of the universe for most of my characters, so I wanted to base a villain around the story of that character.
Brainstorming
At first I had no clue what I wanted to create. Brute was the most logical choice for what I wanted, but I had no idea what power sets I wanted to choose. Jeremiad was nothing more at this point than an idea, being built upon each day. My first inspiration lead me to create a fire melee/stone armor Brute. This brute was nothing like Jeremiad, but he had all the typical attributes of a walking death machine. The huge model is what I used, and he looked like a Tsoo ancestor spirit gone insane. I soloed with him for a while, but I started hating the character. I deleted the Brute and tried again, this time taking care to choose what power sets made sense against my hero. Biosphere is an Invulnerability/Super Strength Tanker, so I thought about what power sets I had not tried, but made sense against the character. Taking in game mechanics into consideration as well, I chose on Energy Melee for the primary. There was no denying that it was strong and could match up and even surpass my hero's. Choosing the secondary was much harder. I had always liked the thought of Energy Aura, and on occasion made alternative characters in the low levels to experiment with it. On a larger scale I couldn't imagine having a fifty of it though. All the press about the power set was negative, and in simple terms, most considered it a failure. Despite this, I found myself choosing Energy Aura because of the concept of Jeremiad mimicking a sun's energy. This is not to say he is scientific in any way, I just imagined with the energy fists a lot of glowing energy that was gold, like a burning sun.
Design
Jeremiad was meant to be a theatrical but also fearsome enemy. My thoughts on his character were plain and nothing more than just another Doomsday vision. When I was considering that he was to be on par with my main hero in the melee sense, that was all I could think of. Stepping back though, I took a look at some other villains. Biosphere is based off of Superman and Spider-Man, so I wanted to look at their toughest villains and seek guidance. Darkseid from Superman's universe was the template from which I crafted Jeremiad. His mannerisms and speech was something I liked about him, yet he was also a physically strong character. After some nights I eventually was able to conceptualize Jeremiad. He was now a Fifth Column created super soldier with the mind of a philosopher, with influential rhetoric.
Leveling
The road to fifty with Jeremiad was difficult, but also entertaining. In the early levels it was like all characters, you have your early selection of powers and snakes to fight. Though it was annoying at first because the missions were so mundane. As I leveled him up higher I found that most of the enemy groups could hit through my defense like it wasn't even there, but that was without enhancements or combat jumping on. I didn't really know how to slot Jeremiad till I got into the forties, but I managed to get along just fine. I had no major success with the character till completing the Midnighter arc where you have to fight the old man and his wife. When I fought the wife of the old hero in that white suit, she could barely hit Jeremiad, being that energy is what he has the highest defense to. It was a nostalgic feeling of being able to tank once more, which inspired me to try and make his build work when he approached fifty. Eventually I hit my goal, and Jeremiad became my eighth character to hit fifty.
Build
The difficult part of Jeremiad's character was not his primary, but his secondary. I had no trouble at all with Energy Melee, it was the best part about him. In fact, when I finally earned Total Focus I did nothing but run around and kill greys with it the first hour. Energy Aura, however, proved a hassle. Not only did I have to find a way to augment the defense, but I also had to find a way to make it endurance efficient. At first I looked at numerous ways to increase defense on a character, Manuevers, Weave, Combat Jumping. In the end I found a way to create a build without Weave, but with around forty percent defense to damage types. Negative being an exception because it is Energy Aura's weakness. I ended up slotting Hamidon enhancements as well as Luck of the Gambler ones in his defenseive toggles (Combat Jumping only has Hamidon enhancements) and other set enhancements in his other powers for typed defense bonuses. Before Issue 13 came out with more typed defense bonuses I had to really search around for sets that offered them. Eventually I found some that did, and with a Steadfast in one of his passives he was more than capable of being a good Brute. Now I can tank on Jeremiad to an extend, but if the enemy group that I am fighting uses psionic attacks I play him more as a scrapper.
Jeremiad's strength not only comes from his magic, but also his trained and refined fighting ability. Even though on his own he holds amazing power, it is nothing without a taught mind behind it. The reason why he is so deadly and effective is because of this. Trained under the Column he learned some of the deadliest fighting abilities to harness at his disposal.
Many times foes have approached Jeremiad with similar or even greater amounts of power, and yet they continue to fall at his feet. It is not that he simply tires his opponent out. He seeks out weaknesses and how to use what he has to its fullest ability.
Much of the attacks Jeremiad unleashes on his enemies consist of concentrated blows meant to stun the attacker. In most occasions this works wonderful, not many can stand the force of his stuns. Yet when faced with a stronger foe, he must improvise. At his hand he commands some mu magic, which can drain the energy of his opponent. Combined with his already naturally energy draining abilities, many times the foe is left without the drive to do much of anything. Barely able to lift their arms or legs drained of all their power.
There is one thing Jeremiad has had the most difficult time dealing with. Especially in a fighting situation. The darkness that seeps from the Netherworld has an uncanny ability to inflict the most harm to him. Fights with these types of creatures or heroes can be the most difficult. Not aware of why it is his main weakness, he fights on, continuing every day. Hopefully finding a way to counter it.
Villain Group
Jeremiad is now a member of the Injustice-Knights. A group dedicated to the goal of both destroying the Justice-Knights, and global take over. His status within the group remains in a leadership position, commanding the forces of the villains into battle. His nemesis Biosphere remains a constant objective for him to take care of. Along side his command within the group is Marius Thorn. Both are magic users and have no qualms with each other. Little do they suspect what Mr. Cyril has in store for the group. Only time will tell.
Official website~ http://justiceknights.net/
Conception
The inspiration to create Jeremiad came from the desire to have an ultimate melee villain to my first hero, Biosphere. Biosphere is the center of the universe for most of my characters, so I wanted to base a villain around the story of that character.
Brainstorming
At first I had no clue what I wanted to create. Brute was the most logical choice for what I wanted, but I had no idea what power sets I wanted to choose. Jeremiad was nothing more at this point than an idea, being built upon each day. My first inspiration lead me to create a fire melee/stone armor Brute. This brute was nothing like Jeremiad, but he had all the typical attributes of a walking death machine. The huge model is what I used, and he looked like a Tsoo ancestor spirit gone insane. I soloed with him for a while, but I started hating the character. I deleted the Brute and tried again, this time taking care to choose what power sets made sense against my hero. Biosphere is an Invulnerability/Super Strength Tanker, so I thought about what power sets I had not tried, but made sense against the character. Taking in game mechanics into consideration as well, I chose on Energy Melee for the primary. There was no denying that it was strong and could match up and even surpass my hero's. Choosing the secondary was much harder. I had always liked the thought of Energy Aura, and on occasion made alternative characters in the low levels to experiment with it. On a larger scale I couldn't imagine having a fifty of it though. All the press about the power set was negative, and in simple terms, most considered it a failure. Despite this, I found myself choosing Energy Aura because of the concept of Jeremiad mimicking a sun's energy. This is not to say he is scientific in any way, I just imagined with the energy fists a lot of glowing energy that was gold, like a burning sun.
Design
Jeremiad was meant to be a theatrical but also fearsome enemy. My thoughts on his character were plain and nothing more than just another Doomsday vision. When I was considering that he was to be on par with my main hero in the melee sense, that was all I could think of. Stepping back though, I took a look at some other villains. Biosphere is based off of Superman and Spider-Man, so I wanted to look at their toughest villains and seek guidance. Darkseid from Superman's universe was the template from which I crafted Jeremiad. His mannerisms and speech was something I liked about him, yet he was also a physically strong character. After some nights I eventually was able to conceptualize Jeremiad. He was now a Fifth Column created super soldier with the mind of a philosopher, with influential rhetoric.
Leveling
The road to fifty with Jeremiad was difficult, but also entertaining. In the early levels it was like all characters, you have your early selection of powers and snakes to fight. Though it was annoying at first because the missions were so mundane. As I leveled him up higher I found that most of the enemy groups could hit through my defense like it wasn't even there, but that was without enhancements or combat jumping on. I didn't really know how to slot Jeremiad till I got into the forties, but I managed to get along just fine. I had no major success with the character till completing the Midnighter arc where you have to fight the old man and his wife. When I fought the wife of the old hero in that white suit, she could barely hit Jeremiad, being that energy is what he has the highest defense to. It was a nostalgic feeling of being able to tank once more, which inspired me to try and make his build work when he approached fifty. Eventually I hit my goal, and Jeremiad became my eighth character to hit fifty.
Build
The difficult part of Jeremiad's character was not his primary, but his secondary. I had no trouble at all with Energy Melee, it was the best part about him. In fact, when I finally earned Total Focus I did nothing but run around and kill greys with it the first hour. Energy Aura, however, proved a hassle. Not only did I have to find a way to augment the defense, but I also had to find a way to make it endurance efficient. At first I looked at numerous ways to increase defense on a character, Manuevers, Weave, Combat Jumping. In the end I found a way to create a build without Weave, but with around forty percent defense to damage types. Negative being an exception because it is Energy Aura's weakness. I ended up slotting Hamidon enhancements as well as Luck of the Gambler ones in his defenseive toggles (Combat Jumping only has Hamidon enhancements) and other set enhancements in his other powers for typed defense bonuses. Before Issue 13 came out with more typed defense bonuses I had to really search around for sets that offered them. Eventually I found some that did, and with a Steadfast in one of his passives he was more than capable of being a good Brute. Now I can tank on Jeremiad to an extend, but if the enemy group that I am fighting uses psionic attacks I play him more as a scrapper.
Jeremiad is now a member of the Injustice-Knights. A group dedicated to the goal of both destroying the Justice-Knights, and global take over. His status within the group remains in a leadership position, commanding the forces of the villains into battle. His nemesis Biosphere remains a constant objective for him to take care of. Along side his command within the group is Marius Thorn. Both are magic users and have no qualms with each other. Little do they suspect what Mr. Cyril has in store for the group. Only time will tell.
Official website~ http://justiceknights.net/
Conception
The inspiration to create Jeremiad came from the desire to have an ultimate melee villain to my first hero, Biosphere. Biosphere is the center of the universe for most of my characters, so I wanted to base a villain around the story of that character.
Brainstorming
At first I had no clue what I wanted to create. Brute was the most logical choice for what I wanted, but I had no idea what power sets I wanted to choose. Jeremiad was nothing more at this point than an idea, being built upon each day. My first inspiration lead me to create a fire melee/stone armor Brute. This brute was nothing like Jeremiad, but he had all the typical attributes of a walking death machine. The huge model is what I used, and he looked like a Tsoo ancestor spirit gone insane. I soloed with him for a while, but I started hating the character. I deleted the Brute and tried again, this time taking care to choose what power sets made sense against my hero. Biosphere is an Invulnerability/Super Strength Tanker, so I thought about what power sets I had not tried, but made sense against the character. Taking in game mechanics into consideration as well, I chose on Energy Melee for the primary. There was no denying that it was strong and could match up and even surpass my hero's. Choosing the secondary was much harder. I had always liked the thought of Energy Aura, and on occasion made alternative characters in the low levels to experiment with it. On a larger scale I couldn't imagine having a fifty of it though. All the press about the power set was negative, and in simple terms, most considered it a failure. Despite this, I found myself choosing Energy Aura because of the concept of Jeremiad mimicking a sun's energy. This is not to say he is scientific in any way, I just imagined with the energy fists a lot of glowing energy that was gold, like a burning sun.
Design
Jeremiad was meant to be a theatrical but also fearsome enemy. My thoughts on his character were plain and nothing more than just another Doomsday vision. When I was considering that he was to be on par with my main hero in the melee sense, that was all I could think of. Stepping back though, I took a look at some other villains. Biosphere is based off of Superman and Spider-Man, so I wanted to look at their toughest villains and seek guidance. Darkseid from Superman's universe was the template from which I crafted Jeremiad. His mannerisms and speech was something I liked about him, yet he was also a physically strong character. After some nights I eventually was able to conceptualize Jeremiad. He was now a Fifth Column created super soldier with the mind of a philosopher, with influential rhetoric.
Leveling
The road to fifty with Jeremiad was difficult, but also entertaining. In the early levels it was like all characters, you have your early selection of powers and snakes to fight. Though it was annoying at first because the missions were so mundane. As I leveled him up higher I found that most of the enemy groups could hit through my defense like it wasn't even there, but that was without enhancements or combat jumping on. I didn't really know how to slot Jeremiad till I got into the forties, but I managed to get along just fine. I had no major success with the character till completing the Midnighter arc where you have to fight the old man and his wife. When I fought the wife of the old hero in that white suit, she could barely hit Jeremiad, being that energy is what he has the highest defense to. It was a nostalgic feeling of being able to tank once more, which inspired me to try and make his build work when he approached fifty. Eventually I hit my goal, and Jeremiad became my eighth character to hit fifty.
Build
The difficult part of Jeremiad's character was not his primary, but his secondary. I had no trouble at all with Energy Melee, it was the best part about him. In fact, when I finally earned Total Focus I did nothing but run around and kill greys with it the first hour. Energy Aura, however, proved a hassle. Not only did I have to find a way to augment the defense, but I also had to find a way to make it endurance efficient. At first I looked at numerous ways to increase defense on a character, Manuevers, Weave, Combat Jumping. In the end I found a way to create a build without Weave, but with around forty percent defense to damage types. Negative being an exception because it is Energy Aura's weakness. I ended up slotting Hamidon enhancements as well as Luck of the Gambler ones in his defenseive toggles (Combat Jumping only has Hamidon enhancements) and other set enhancements in his other powers for typed defense bonuses. Before Issue 13 came out with more typed defense bonuses I had to really search around for sets that offered them. Eventually I found some that did, and with a Steadfast in one of his passives he was more than capable of being a good Brute. Now I can tank on Jeremiad to an extend, but if the enemy group that I am fighting uses psionic attacks I play him more as a scrapper.
The inspiration to create Jeremiad came from the desire to have an ultimate melee villain to my first hero, Biosphere. Biosphere is the center of the universe for most of my characters, so I wanted to base a villain around the story of that character.
Brainstorming
At first I had no clue what I wanted to create. Brute was the most logical choice for what I wanted, but I had no idea what power sets I wanted to choose. Jeremiad was nothing more at this point than an idea, being built upon each day. My first inspiration lead me to create a fire melee/stone armor Brute. This brute was nothing like Jeremiad, but he had all the typical attributes of a walking death machine. The huge model is what I used, and he looked like a Tsoo ancestor spirit gone insane. I soloed with him for a while, but I started hating the character. I deleted the Brute and tried again, this time taking care to choose what power sets made sense against my hero. Biosphere is an Invulnerability/Super Strength Tanker, so I thought about what power sets I had not tried, but made sense against the character. Taking in game mechanics into consideration as well, I chose on Energy Melee for the primary. There was no denying that it was strong and could match up and even surpass my hero's. Choosing the secondary was much harder. I had always liked the thought of Energy Aura, and on occasion made alternative characters in the low levels to experiment with it. On a larger scale I couldn't imagine having a fifty of it though. All the press about the power set was negative, and in simple terms, most considered it a failure. Despite this, I found myself choosing Energy Aura because of the concept of Jeremiad mimicking a sun's energy. This is not to say he is scientific in any way, I just imagined with the energy fists a lot of glowing energy that was gold, like a burning sun.
Design
Jeremiad was meant to be a theatrical but also fearsome enemy. My thoughts on his character were plain and nothing more than just another Doomsday vision. When I was considering that he was to be on par with my main hero in the melee sense, that was all I could think of. Stepping back though, I took a look at some other villains. Biosphere is based off of Superman and Spider-Man, so I wanted to look at their toughest villains and seek guidance. Darkseid from Superman's universe was the template from which I crafted Jeremiad. His mannerisms and speech was something I liked about him, yet he was also a physically strong character. After some nights I eventually was able to conceptualize Jeremiad. He was now a Fifth Column created super soldier with the mind of a philosopher, with influential rhetoric.
Leveling
The road to fifty with Jeremiad was difficult, but also entertaining. In the early levels it was like all characters, you have your early selection of powers and snakes to fight. Though it was annoying at first because the missions were so mundane. As I leveled him up higher I found that most of the enemy groups could hit through my defense like it wasn't even there, but that was without enhancements or combat jumping on. I didn't really know how to slot Jeremiad till I got into the forties, but I managed to get along just fine. I had no major success with the character till completing the Midnighter arc where you have to fight the old man and his wife. When I fought the wife of the old hero in that white suit, she could barely hit Jeremiad, being that energy is what he has the highest defense to. It was a nostalgic feeling of being able to tank once more, which inspired me to try and make his build work when he approached fifty. Eventually I hit my goal, and Jeremiad became my eighth character to hit fifty.
Build
The difficult part of Jeremiad's character was not his primary, but his secondary. I had no trouble at all with Energy Melee, it was the best part about him. In fact, when I finally earned Total Focus I did nothing but run around and kill greys with it the first hour. Energy Aura, however, proved a hassle. Not only did I have to find a way to augment the defense, but I also had to find a way to make it endurance efficient. At first I looked at numerous ways to increase defense on a character, Manuevers, Weave, Combat Jumping. In the end I found a way to create a build without Weave, but with around forty percent defense to damage types. Negative being an exception because it is Energy Aura's weakness. I ended up slotting Hamidon enhancements as well as Luck of the Gambler ones in his defenseive toggles (Combat Jumping only has Hamidon enhancements) and other set enhancements in his other powers for typed defense bonuses. Before Issue 13 came out with more typed defense bonuses I had to really search around for sets that offered them. Eventually I found some that did, and with a Steadfast in one of his passives he was more than capable of being a good Brute. Now I can tank on Jeremiad to an extend, but if the enemy group that I am fighting uses psionic attacks I play him more as a scrapper.
At first I had no clue what I wanted to create. Brute was the most logical choice for what I wanted, but I had no idea what power sets I wanted to choose. Jeremiad was nothing more at this point than an idea, being built upon each day. My first inspiration lead me to create a fire melee/stone armor Brute. This brute was nothing like Jeremiad, but he had all the typical attributes of a walking death machine. The huge model is what I used, and he looked like a Tsoo ancestor spirit gone insane. I soloed with him for a while, but I started hating the character. I deleted the Brute and tried again, this time taking care to choose what power sets made sense against my hero. Biosphere is an Invulnerability/Super Strength Tanker, so I thought about what power sets I had not tried, but made sense against the character. Taking in game mechanics into consideration as well, I chose on Energy Melee for the primary. There was no denying that it was strong and could match up and even surpass my hero's. Choosing the secondary was much harder. I had always liked the thought of Energy Aura, and on occasion made alternative characters in the low levels to experiment with it. On a larger scale I couldn't imagine having a fifty of it though. All the press about the power set was negative, and in simple terms, most considered it a failure. Despite this, I found myself choosing Energy Aura because of the concept of Jeremiad mimicking a sun's energy. This is not to say he is scientific in any way, I just imagined with the energy fists a lot of glowing energy that was gold, like a burning sun.
Design
Jeremiad was meant to be a theatrical but also fearsome enemy. My thoughts on his character were plain and nothing more than just another Doomsday vision. When I was considering that he was to be on par with my main hero in the melee sense, that was all I could think of. Stepping back though, I took a look at some other villains. Biosphere is based off of Superman and Spider-Man, so I wanted to look at their toughest villains and seek guidance. Darkseid from Superman's universe was the template from which I crafted Jeremiad. His mannerisms and speech was something I liked about him, yet he was also a physically strong character. After some nights I eventually was able to conceptualize Jeremiad. He was now a Fifth Column created super soldier with the mind of a philosopher, with influential rhetoric.
Leveling
The road to fifty with Jeremiad was difficult, but also entertaining. In the early levels it was like all characters, you have your early selection of powers and snakes to fight. Though it was annoying at first because the missions were so mundane. As I leveled him up higher I found that most of the enemy groups could hit through my defense like it wasn't even there, but that was without enhancements or combat jumping on. I didn't really know how to slot Jeremiad till I got into the forties, but I managed to get along just fine. I had no major success with the character till completing the Midnighter arc where you have to fight the old man and his wife. When I fought the wife of the old hero in that white suit, she could barely hit Jeremiad, being that energy is what he has the highest defense to. It was a nostalgic feeling of being able to tank once more, which inspired me to try and make his build work when he approached fifty. Eventually I hit my goal, and Jeremiad became my eighth character to hit fifty.
Build
The difficult part of Jeremiad's character was not his primary, but his secondary. I had no trouble at all with Energy Melee, it was the best part about him. In fact, when I finally earned Total Focus I did nothing but run around and kill greys with it the first hour. Energy Aura, however, proved a hassle. Not only did I have to find a way to augment the defense, but I also had to find a way to make it endurance efficient. At first I looked at numerous ways to increase defense on a character, Manuevers, Weave, Combat Jumping. In the end I found a way to create a build without Weave, but with around forty percent defense to damage types. Negative being an exception because it is Energy Aura's weakness. I ended up slotting Hamidon enhancements as well as Luck of the Gambler ones in his defenseive toggles (Combat Jumping only has Hamidon enhancements) and other set enhancements in his other powers for typed defense bonuses. Before Issue 13 came out with more typed defense bonuses I had to really search around for sets that offered them. Eventually I found some that did, and with a Steadfast in one of his passives he was more than capable of being a good Brute. Now I can tank on Jeremiad to an extend, but if the enemy group that I am fighting uses psionic attacks I play him more as a scrapper.
Jeremiad was meant to be a theatrical but also fearsome enemy. My thoughts on his character were plain and nothing more than just another Doomsday vision. When I was considering that he was to be on par with my main hero in the melee sense, that was all I could think of. Stepping back though, I took a look at some other villains. Biosphere is based off of Superman and Spider-Man, so I wanted to look at their toughest villains and seek guidance. Darkseid from Superman's universe was the template from which I crafted Jeremiad. His mannerisms and speech was something I liked about him, yet he was also a physically strong character. After some nights I eventually was able to conceptualize Jeremiad. He was now a Fifth Column created super soldier with the mind of a philosopher, with influential rhetoric.
Leveling
The road to fifty with Jeremiad was difficult, but also entertaining. In the early levels it was like all characters, you have your early selection of powers and snakes to fight. Though it was annoying at first because the missions were so mundane. As I leveled him up higher I found that most of the enemy groups could hit through my defense like it wasn't even there, but that was without enhancements or combat jumping on. I didn't really know how to slot Jeremiad till I got into the forties, but I managed to get along just fine. I had no major success with the character till completing the Midnighter arc where you have to fight the old man and his wife. When I fought the wife of the old hero in that white suit, she could barely hit Jeremiad, being that energy is what he has the highest defense to. It was a nostalgic feeling of being able to tank once more, which inspired me to try and make his build work when he approached fifty. Eventually I hit my goal, and Jeremiad became my eighth character to hit fifty.
Build
The difficult part of Jeremiad's character was not his primary, but his secondary. I had no trouble at all with Energy Melee, it was the best part about him. In fact, when I finally earned Total Focus I did nothing but run around and kill greys with it the first hour. Energy Aura, however, proved a hassle. Not only did I have to find a way to augment the defense, but I also had to find a way to make it endurance efficient. At first I looked at numerous ways to increase defense on a character, Manuevers, Weave, Combat Jumping. In the end I found a way to create a build without Weave, but with around forty percent defense to damage types. Negative being an exception because it is Energy Aura's weakness. I ended up slotting Hamidon enhancements as well as Luck of the Gambler ones in his defenseive toggles (Combat Jumping only has Hamidon enhancements) and other set enhancements in his other powers for typed defense bonuses. Before Issue 13 came out with more typed defense bonuses I had to really search around for sets that offered them. Eventually I found some that did, and with a Steadfast in one of his passives he was more than capable of being a good Brute. Now I can tank on Jeremiad to an extend, but if the enemy group that I am fighting uses psionic attacks I play him more as a scrapper.
The road to fifty with Jeremiad was difficult, but also entertaining. In the early levels it was like all characters, you have your early selection of powers and snakes to fight. Though it was annoying at first because the missions were so mundane. As I leveled him up higher I found that most of the enemy groups could hit through my defense like it wasn't even there, but that was without enhancements or combat jumping on. I didn't really know how to slot Jeremiad till I got into the forties, but I managed to get along just fine. I had no major success with the character till completing the Midnighter arc where you have to fight the old man and his wife. When I fought the wife of the old hero in that white suit, she could barely hit Jeremiad, being that energy is what he has the highest defense to. It was a nostalgic feeling of being able to tank once more, which inspired me to try and make his build work when he approached fifty. Eventually I hit my goal, and Jeremiad became my eighth character to hit fifty.
Build
The difficult part of Jeremiad's character was not his primary, but his secondary. I had no trouble at all with Energy Melee, it was the best part about him. In fact, when I finally earned Total Focus I did nothing but run around and kill greys with it the first hour. Energy Aura, however, proved a hassle. Not only did I have to find a way to augment the defense, but I also had to find a way to make it endurance efficient. At first I looked at numerous ways to increase defense on a character, Manuevers, Weave, Combat Jumping. In the end I found a way to create a build without Weave, but with around forty percent defense to damage types. Negative being an exception because it is Energy Aura's weakness. I ended up slotting Hamidon enhancements as well as Luck of the Gambler ones in his defenseive toggles (Combat Jumping only has Hamidon enhancements) and other set enhancements in his other powers for typed defense bonuses. Before Issue 13 came out with more typed defense bonuses I had to really search around for sets that offered them. Eventually I found some that did, and with a Steadfast in one of his passives he was more than capable of being a good Brute. Now I can tank on Jeremiad to an extend, but if the enemy group that I am fighting uses psionic attacks I play him more as a scrapper.
The difficult part of Jeremiad's character was not his primary, but his secondary. I had no trouble at all with Energy Melee, it was the best part about him. In fact, when I finally earned Total Focus I did nothing but run around and kill greys with it the first hour. Energy Aura, however, proved a hassle. Not only did I have to find a way to augment the defense, but I also had to find a way to make it endurance efficient. At first I looked at numerous ways to increase defense on a character, Manuevers, Weave, Combat Jumping. In the end I found a way to create a build without Weave, but with around forty percent defense to damage types. Negative being an exception because it is Energy Aura's weakness. I ended up slotting Hamidon enhancements as well as Luck of the Gambler ones in his defenseive toggles (Combat Jumping only has Hamidon enhancements) and other set enhancements in his other powers for typed defense bonuses. Before Issue 13 came out with more typed defense bonuses I had to really search around for sets that offered them. Eventually I found some that did, and with a Steadfast in one of his passives he was more than capable of being a good Brute. Now I can tank on Jeremiad to an extend, but if the enemy group that I am fighting uses psionic attacks I play him more as a scrapper.