Allstar_Guard

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  1. OK, other than you think the market is fine the way it is, do you have any Ideas? Suggestions?
  2. Allstar_Guard

    Ice / Thorn Dom.

    I made one the other day just to mess around with the Sets as a COmbo, it's still very low level, but seems fun so far, has anyone else played this "ICE / Thorn" and did you like it?
  3. I think they said , when they gave us a 2nd build, that in the future more could be added, but I don't think there has been a lot of players asking for more.
  4. OK, You think it is a bad Idea, thats fine, your not in agreement with changing the market system to a ticket/reward merit system over all, thats cool. You are also right that if someone dosn't think it's a good Idea, I wouldn't expect them to put any more thought in it. Tough as I said this is a suggestion and I am open to any other suggestions. FailSight you did offer suggestions, and I didn't agree with them, because I feel they are just temporary fixes, and that they would have to repeat those fixes every time the Players who going looking for something to exploit and find it. But what of the other Suggestion, (SK level Limits), the 2 main issues with AE is the Markets incredible fluxuations with it's prices, and the increased demand because of nearly Instant lvl 50 charaters. SO what are other suggestions you may have?
  5. And if you've run most if not all the Missions given by contacts, well they are giving us new ones....they will be in Praetoria, until then, create some actual story arcs in the MA/AE and invite your friends to run them.
  6. OK One more thing , it's fine that you don't agree with my "SUGESTIONS", no ohter than just telling the Devs they need to fix this and that, since we're in a Suggestion Channel, do you have any Ideas? I have no power over anything the Developers may do with the further development of the game, but this is a suggestion thread for us to offer up our suggestions. If there are better suggestions I'm open to read, think about and discuss them.
  7. OK, in this game, "Influence" is a tradable comodity that is used for what? Purchasing Recipes, Salvage, Enhancements. What else....anything? We allready have a Reward Merit / Reward Ticket system in place. It could easily be expanded to be the overall system in which we attain the items in this game that we want for our characters. As far as helping out other players by giving them "Cash" well what would they need the "Cash" for? Recipe's, Salvage. Enhancement's? As they play, they would be rewarded with Reward Tickets/Merits, to get those things for there character. It brings us back to the Risk for Reward statements that have been made. Time Consuming, lets see. (Example: Level a Character to 50 saving reward Tickets/Merits the whole way. I go to a Reward Merit Vendor I choose which recipe I want, I get the Salvage I need, I go make it slot it.) How does it work now? (Example: I Level a Character to 50 saving Influence the whole way I go to the market bid on the IO's, Recipe, Salvage I need....oh but wait do I have enough Inf because the costs for all this changes not daily but by the minute. Meaning I may not be able to enhance my character the way I want, because I had no way of knowing how much influence I would need.) Therefore taking a very long time to get my character the way I want.
  8. The Bottom 5 of you reply, 1) Exploitable enemie, that is up to the Devs to fix. 2) Auto SK was allowed to give those players who may not have a mentor or were not of appropriate level to run a MA story arc. 3) The level of the content in AE is up to the players you can easily make low level mission, but that is up to us. 4) XP, Tickets to get recipes, salvage, SO enhancements, prestige, is your incentives. Random button is still fine as is.
  9. [ QUOTE ]
    And again: you'll never get a barter-only system to work with people on a large scale. Never. Bartering takes far too much effort and attention, because the list of possible things is very, very large. Especially compared to auctioneering, which really only trades directly between item and currency, currency and item. With bartering, you'll instead have to go item to some number of items or some number of items to some other number of items.

    In a small community, bartering systems work, because values are more or less common and accepted. No such thing exists amongst populations as large or diverse as a player community.

    Also, bartering only truly works if buyers are buying things they cannot themselves produce. Given the option of either being only able to barter or to simply produce themselves, people will choose to just produce it themselves. This is, again, due to bartering simply taking more effort or requiring a common concept of value. Currency is easy to understand, as we use it practically daily.

    So if people start only producing for themselves, with perhaps the odd barter here or there when the moons align just right, guess what's going to happen? Just to get to the levels where people are at even now, players will have to resort to higher ticket drop rates to get what they want, as they are forced to try to get what they want by going it alone.

    This can only lead to a few possible outcomes:

    1) people go back to the ol' SO or basic IO routine;

    2) people feel even more justified to farm;

    3) the devs drop reward costs greatly so that everybody has at least a chance of getting what they want.

    None of those sound like ideas that are going to fly well, either with the community or with the devs--generally both. Even option 3 basically leads to higher burn out numbers, as it gives upper-level characters less to strive for.

    As for the MA itself, I can only really suggest a small number of things:

    1) keep closing those exploits, devs;

    2) get rid of auto-SK--it's not really necessary, and having it greatly assists in PLing;

    3) make the random arc button visible at the top level instead of two clicks in;

    4) give incentive to use that random button, like an extra few percentage chance of ticket drops if the arc was chosen via the random button;

    5) penalise repeated running of the same arc over and over in a 24 hr period (not sure if this might already be implemented) via diminishing returns a la TFs/SFs.

    These suggestions come from a few things I've noticed about the MA:

    1) exploitable enemies are exploitable (duh) and need to be fixed as found regardless;

    2) mass PLing does more damage than farming to the in-game economy--farming, to some degree, is actually beneficial to the market, as it creates supply, especially considering particular recipes cannot themselves be bought, just random rolls or salvage;

    3) there is a severe lack of playable low-level MA content;

    4) most people's arcs are never played because there's no incentive to. It's important to give incentive for players to explore other people's creations;

    5) in the event of people using the random button until exploitable content shows up, well...see 1), but it should still slow things down a bit for those who try to do that.

    [/ QUOTE ] So the Devs should continue eliminating content from the AE as we "some of the players" exploit it? Do you think they want too? SK Level Limits would hinder PL-ing dramaticly if by PL-ing you mean a Level 50 sk-ing a level 2. Random Arc button is fine as is. I don't think the players would want their missions to have "DR" though I'll leave that up to them.
  10. So if people start only producing for themselves, with perhaps the odd barter here or there when the moons align just right, guess what's going to happen? Just to get to the levels where people are at even now, players will have to resort to higher ticket drop rates to get what they want, as they are forced to try to get what they want by going it alone.

    This can only lead to a few possible outcomes:

    1) people go back to the ol' SO or basic IO routine;

    2) people feel even more justified to farm;

    3) the devs drop reward costs greatly so that everybody has at least a chance of getting what they want.
    So if players use SO's or Basic IO's until they can get the IO they want, that is something the players and Devs would not want? People are gonna farm, if they want, actually I have heard theat some like to "Farm". The Devs would not have to drop reward costs, the Item you want would be at a set ticket price and you would have to earn that many tickets to get it. Taking this from the top of your statement, "If People start producing for themselves" isn't that what we the player do now? I think you mean, If everyone can get what they want, no one can make a pfofit, is that what your getting at? Oh... and a set SK level limit would mean players would have to team with other player's characters of relative level, or go solo if they choose, I don't see that as goin it alone.
  11. The Term Barter was used rather loosely, set up properly it would take no more effort, actually would be less. What would the difference be if you trading (Merit/Ticket for Item) or (Currency for Item)? The new System would allow players to make exactly what they want, the "Barter" part would be a secondary function to be used if someone dosn't have a need for the Item they have, or they could sell the Item back for tickets and not worry about waiting for a trader. I thought that when you go to the market, your after something you want? So if you can produce what you want through your own work and effort that is wrong, people should not only produce for themselves?
  12. OK, go to Skyway, Steel Canyon, Faultline, have a great time exploring those zones at those levels!
  13. AE is not ruining the game...
    #13746134 - 07/13/09 10:49 AM Edit Reply Quote Quick Reply



    I know there have been a lot of passionate posts about “AE ruining the game.” As I see it, AE is not ruining this game, INFLUENCE/INFAMY, is ruining the game!

    The main reason people are running AE missions is not to experience a new mission arc but to earn large amounts of INF or fast XP. Why do players need large amounts of INF? Look at the Markets (WW/BM) some of the desirable IO's are very, expensive. With the way the player base can now gain large amounts of INF in a short time you would think that the Spam-Mail Farmers/INF peddlers would go out of business. It's actually the opposite they know they have to make it harder still for you to get the IO's you want for your characters so they manipulate the market driving up the Price for these IO's. There is also obvious market manipulation going on.

    Running non-AE missions doesn’t yield the same rewards as AE. (I know there are also a few players who have learned to use the market to make a good sum of INF for them selves and I'm not pointing at them, as this is a capitalist system).

    Fast XP...well I have 12-lvl 50 characters and I can see that after leveling so many that there are points in the game that has become redundant. AE was supposed to allow us to fix this ourselves, giving us enough creative control sob that we no longer have to make the same mission-Arc runs over and over again.

    So how do we fix this, so that there are no more Email-Spam INF peddlers? How do make the game more enjoyable for veteran players who have become exhausted with the same mission grinds? We "Eliminate Influence/Infamy"!

    The untradeable ticket reward system can be used to allow us to purchase Recipes, Salvage, IO's and enhancements. Recipe's, Salvage, IO's enhancement would still be tradable.

    For those who have earned a large amount of INF on their characters, we should provide an opportunity to exchange INF for a fair number of Tickets. This system would allow the player base to earn the IO’s they want. It would make the AE system the tool it was supposed to be making new story arcs. Some players would try and farm tickets, but as the Tickets are untradeable, they would be working to enhance their own characters. This would keep the WW/BM from being manipulated.

    Some may still want to power-level their characters, but many more may want to go back and enjoy the AE system as it was intended. Players will have a way to enhance there characters without having to farm for large amounts of INF.

    Well that is my rant on the AE is ruining COX, I think rather than just throwing a fit about it, look for a way to fix it! I know not all will agree with me, and that’s ok, but how about offer a way to fix it. Now be honest but be cordial with your responses please.
  14. It would be nice to get a Video, or something. You Devs know, wheres the carrot on the end of the stick for us to drool after?
  15. I appreciate you posting an alternative build Vermain, I wasn't really looking for free builds, just critiques on what I did. I do see some things you've done that I didn't consider. I'm new at the Veat builds and they seem to be very flexible, and can be built in a great # of ways. Mind Link isn't something that would have thought should be perma'd but I'll definately take a look at it. I mostly play scrappers and that is were my tactics in this build mostly came from, but I can say that being new to VEATs I can definately use some advice. In reply to NordBlast, I don't Hami Raid much, and I refuse to spend my hard earned influence on Purps/Hami-o's and IO's that are bank breaking, I wish I could but the market has become way to manipulated by Spam-Mail farmers. Some of the IO's i did place in my build are a bit expensive, but I can afford those through reward ticket's, AE ticket drop's. Novella I have seen some of your posts on Widow's I think you could have some insightful advice, and would welcome it.
  16. Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    First Widow test: Level 50 Natural Arachnos Widow
    Primary Power Set: Night Widow Training
    Secondary Power Set: Widow Teamwork
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting

    Villain Profile:
    Level 1: Poison Dart -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(3), Dev'n-Dmg/Rchg:50(3), Dev'n-Acc/Dmg/Rchg:50(5), Dev'n-Acc/Dmg/EndRdx/Rchg:50(5), Dev'n-Hold%:50(7)
    Level 1: Combat Training: Defensive -- RedFtn-Def:50(A), RedFtn-Def/EndRdx:50(7), RedFtn-Def/Rchg:50(9), RedFtn-Def/EndRdx/Rchg:50(9)
    Level 2: Strike -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(11), T'Death-Dmg/Rchg:40(11), T'Death-Acc/Dmg/EndRdx:40(13), T'Death-Dmg/EndRdx/Rchg:40(13), T'Death-Dam%:40(15)
    Level 4: Combat Training: Offensive -- Acc-I:50(A), Acc-I:50(15), Acc-I:50(17)
    Level 6: Hurdle -- Jump-I:50(A)
    Level 8: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(17), Winter-ResSlow:50(19), LkGmblr-Rchg+:50(19)
    Level 10: Indomitable Will -- Aegis-ResDam/EndRdx:50(A), Aegis-EndRdx/Rchg:50(21), Aegis-ResDam/Rchg:50(21), Aegis-ResDam/EndRdx/Rchg:50(23), Aegis-ResDam:50(23), Aegis-Psi/Status:50(50)
    Level 12: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(25), GSFC-ToHit/Rchg/EndRdx:50(25), GSFC-Rchg/EndRdx:50(27), GSFC-ToHit/EndRdx:50(27), GSFC-Build%:50(29)
    Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(29), Zephyr-ResKB:50(31)
    Level 16: Lunge -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(31), T'Death-Dmg/Rchg:40(31), T'Death-Acc/Dmg/EndRdx:40(33), T'Death-Dmg/EndRdx/Rchg:40(33), T'Death-Dam%:40(33)
    Level 18: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(34), Numna-Heal/Rchg:50(34), Numna-Regen/Rcvry+:50(34)
    Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(36), P'Shift-EndMod/Acc/Rchg:50(36), P'Shift-Acc/Rchg:50(36), P'Shift-EndMod/Acc:50(37), P'Shift-End%:50(46)
    Level 22: Slash -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(37), Mako-Dmg/Rchg:50(37), Mako-Acc/EndRdx/Rchg:50(39), Mako-Acc/Dmg/EndRdx/Rchg:50(50), Mako-Dam%:50(50)
    Level 24: Mind Link -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(39), Rec'dRet-Pcptn:20(39)
    Level 26: Eviscerate -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(40), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(42), Oblit-%Dam:50(42)
    Level 28: Kick -- FrcFbk-Rechg%:50(A)
    Level 30: Tough -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(42), ImpArm-ResDam/Rchg:40(43), ImpArm-ResPsi:40(43)
    Level 32: Mental Blast -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(43), Dev'n-Dmg/Rchg:50(45), Dev'n-Acc/Dmg/Rchg:50(45), Dev'n-Acc/Dmg/EndRdx/Rchg:50(46), Dev'n-Hold%:50(48)
    Level 35: Tactical Training: Vengeance -- Ksmt-ToHit+:30(A), Mrcl-Rcvry+:40(45), LkGmblr-Rchg+:50(46)
    Level 38: Elude -- LkGmblr-Rchg+:50(A)
    Level 41: Mask Presence -- LkGmblr-Rchg+:50(A)
    Level 44: Mental Training -- Run-I:50(A)
    Level 47: Tactical Training: Assault -- RechRdx-I:50(A), RechRdx-I:50(48), EndRdx-I:50(48)
    Level 49: Tactical Training: Leadership -- ToHit-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    ------------
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]24% DamageBuff(Smashing)[*]24% DamageBuff(Lethal)[*]24% DamageBuff(Fire)[*]24% DamageBuff(Cold)[*]24% DamageBuff(Energy)[*]24% DamageBuff(Negative)[*]24% DamageBuff(Toxic)[*]24% DamageBuff(Psionic)[*]6.88% Defense(Smashing)[*]6.88% Defense(Lethal)[*]9.06% Defense(Fire)[*]9.06% Defense(Cold)[*]6.25% Defense(Energy)[*]6.25% Defense(Negative)[*]9.38% Defense(Psionic)[*]13.8% Defense(Melee)[*]12.5% Defense(Ranged)[*]13.4% Defense(AoE)[*]2.25% Max End[*]6% Enhancement(Heal)[*]35% Enhancement(RechargeTime)[*]9% Enhancement(Accuracy)[*]10% FlySpeed[*]156.6 HP (14.6%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 15.4%[*]MezResist(Immobilize) 11%[*]MezResist(Stun) 2.2%[*]20% Perception[*]9.5% (0.17 End/sec) Recovery[*]36% (1.93 HP/sec) Regeneration[*]20% ResEffect(FlySpeed)[*]20% ResEffect(RechargeTime)[*]20% ResEffect(RunSpeed)[*]1.26% Resistance(Fire)[*]1.26% Resistance(Cold)[*]3.13% Resistance(Toxic)[*]6% Resistance(Psionic)[*]15% RunSpeed[*]2.5% XPDebtProtection[/list]------------
    [u]Set Bonuses:[u]
    [u]Devastation[u]
    (Poison Dart)<ul type="square">[*] 12% (0.64 HP/sec) Regeneration[*] 24.1 HP (2.25%) HitPoints[*] 3% DamageBuff(All)[*] MezResist(Held) 3.3%[*] 3.75% Defense(Psionic)[/list][u]Red Fortune[u]
    (Combat Training: Defensive)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 2% DamageBuff(All)[/list][u]Touch of Death[u]
    (Strike)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 16.1 HP (1.5%) HitPoints[*] 2.5% DamageBuff(All)[*] MezResist(Held) 2.75%[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Blessing of the Zephyr[u]
    (Combat Jumping)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[/list][u]Winter's Gift[u]
    (Combat Jumping)<ul type="square">[*] 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)[/list][u]Luck of the Gambler[u]
    (Combat Jumping)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Aegis[u]
    (Indomitable Will)<ul type="square">[*] 5% RunSpeed[*] 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)[*] 2.5% XPDebtProtection[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[*] 3.13% Resistance(Toxic)[*] 3% Resistance(Psionic)[/list][u]Gaussian's Synchronized Fire-Control[u]
    (Build Up)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 20.1 HP (1.87%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[*] 2.5% DamageBuff(All)[*] 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)[/list][u]Blessing of the Zephyr[u]
    (Super Jump)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[*] Knockback Protection (Mag -4)[/list][u]Touch of Death[u]
    (Lunge)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 16.1 HP (1.5%) HitPoints[*] 2.5% DamageBuff(All)[*] MezResist(Held) 2.75%[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Numina's Convalescence[u]
    (Health)<ul type="square">[*] 12% (0.64 HP/sec) Regeneration[*] 20.1 HP (1.87%) HitPoints[*] 6% Enhancement(Heal)[/list][u]Performance Shifter[u]
    (Stamina)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 20.1 HP (1.87%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[*] 2.5% DamageBuff(All)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[/list][u]Mako's Bite[u]
    (Slash)<ul type="square">[*] MezResist(Immobilize) 3.3%[*] 16.1 HP (1.5%) HitPoints[*] 3% DamageBuff(All)[*] MezResist(Held) 3.3%[*] 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)[/list][u]Gift of the Ancients[u]
    (Mind Link)<ul type="square">[*] 2% (0.04 End/sec) Recovery[/list][u]Rectified Reticle[u]
    (Mind Link)<ul type="square">[*] 20% Perception[/list][u]Obliteration[u]
    (Eviscerate)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Impervium Armor[u]
    (Tough)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 1.88% Defense(Psionic)[*] 2.25% Max End[*] 3% Resistance(Psionic)[/list][u]Devastation[u]
    (Mental Blast)<ul type="square">[*] 12% (0.64 HP/sec) Regeneration[*] 24.1 HP (2.25%) HitPoints[*] 3% DamageBuff(All)[*] MezResist(Held) 3.3%[*] 3.75% Defense(Psionic)[/list][u]Luck of the Gambler[u]
    (Tactical Training: Vengeance)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
    (Elude)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
    (Mask Presence)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list]
  17. DO you have a resistance power like Tough in your build? You will get Deflected at times if you actually resisted the attack, rather than dodge it.
  18. I can see that it is harder to find a normal mission team, most people do seem to want to play the AE missions. Both Farm and Story(Mostly farms). The reason is obvious, there is much more reward for the AE arcs. The AE don't drop recipe or salvage drops, but the Influence/Prestige/Experience are all much better. If you can gain more Influence, more prestige and level faster while playing AE than standard missions why would most run standard missions. I for one hope that the AE bldg is not placed in any zone of Praetoria when the expansion drops.I want to explore the new city zones and meet the new contacts as well as run a bunch of new missions. It is allways better to do that with a team. If the AE is placed in the new expansion zones then I would like to think that the AE missions will have no bearing on weather you run Heroic or Villanous missions, that would allow alighnment changes so as to bring characters back and forth Red to Blue,Blue to Red. This is just my opinion and I think that would make the new Expansion much more enjoyable.
  19. Well, this Isuue has some neat stuff, but It or I-16, I don't expect to be huge. They are giving us new content, but with The Going Rouge Expansion comming out this year, I'm ok with "Lite" Content updates. The Devs do seem to have a lot going on atm so It's all good, I'm ready to try th new TF myself, I have run every TF in the game(Hero side) with one of my Scrappers. Now to get him a New Badge!(Even though he lost a bunch from the AE Badge purge).
  20. This brings up a good Question, in the Posi post we see Blue and Purple Fire/trollers. It seems Blasters,Defenders and Trollers and others with Pet, Range Attacks,Auras will be able to change thier colors. WHat about a Red Granite Stone Tank/Brute? Different Colors for Spines? Dark Armour ? The Colors of effects for Melee Based toons. Can we get an example of this? Or let us know exactly what Sets will have the Color options?
  21. Allstar_Guard

    wp/ba build

    Well, Altyrian is this a sufficient build? I would also like any and all oppinions on this is there are any who are interested in the WP/BA, I know at the moment at least WP/WM seems to be more popular.
  22. Allstar_Guard

    wp/ba build

    I have a WP/BA I've ben working on, though I am trying to streamline the build beyond this, but I'll post for you to look at and Maybe get some good critiHero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Magnus: Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Battle Axe
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting

    Hero Profile:
    Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5)
    Level 1: Beheader -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(7)
    Level 2: Mind Over Body -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/Rchg:50(9), TtmC'tng-EndRdx/Rchg:50(9), TtmC'tng-ResDam/EndRdx/Rchg:50(11), TtmC'tng-ResDam:50(11), TtmC'tng-EndRdx:50(13)
    Level 4: Gash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(15)
    Level 6: Indomitable Will -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(17)
    Level 8: Swift -- Run-I:50(A)
    Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(21), Mocking-Acc/Rchg:50(23), Mocking-Rchg:50(23)
    Level 12: Rise to the Challenge -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitDeb/Rchg:50(25), DarkWD-ToHitdeb/Rchg/EndRdx:50(25), DarkWD-Rchg/EndRdx:50(27), DarkWD-ToHitDeb/EndRdx:50(27), DarkWD-Slow%:50(29)
    Level 14: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(17), Zephyr-ResKB:50(19), LkGmblr-Rchg+:50(29)
    Level 16: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(31), Zephyr-ResKB:50(31)
    Level 18: Quick Recovery -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(19), Efficacy-EndMod/Acc:50(33), Efficacy-EndMod/EndRdx:50(33)
    Level 20: Health -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(21), Mrcl-Heal/Rchg:40(33), Mrcl-Rcvry+:40(34)
    Level 22: Heightened Senses -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(34), RedFtn-EndRdx/Rchg:50(36), RedFtn-Def/EndRdx/Rchg:50(36), RedFtn-Def:50(36), RedFtn-EndRdx:50(37)
    Level 24: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(37), P'Shift-End%:50(39)
    Level 26: Resurgence -- P'Shift-End%:50(A)
    Level 28: Whirling Axe -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(31), Oblit-Dmg/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(37), Oblit-Acc/Dmg/EndRdx/Rchg:50(39), Oblit-%Dam:50(40)
    Level 30: Fast Healing -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(42), Numna-Regen/Rcvry+:50(42)
    Level 32: Strength of Will -- Aegis-Psi/Status:40(A)
    Level 35: Cleave -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(40), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(42), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-%Dam:50(43)
    Level 38: Pendulum -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(45), Oblit-Acc/Dmg/Rchg:50(45), Oblit-Acc/Dmg/EndRdx/Rchg:50(45), Oblit-%Dam:50(46)
    Level 41: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(43), GSFC-ToHit/Rchg/EndRdx:50(46), GSFC-Rchg/EndRdx:50(46), GSFC-ToHit/EndRdx:50(48), GSFC-Build%:50(48)
    Level 44: Kick -- FrcFbk-Rechg%:50(A)
    Level 47: Tough -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(48), S'fstPrt-ResKB:30(50)
    Level 49: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(50), LkGmblr-Rchg+:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]15.5% DamageBuff(Smashing)[*]15.5% DamageBuff(Lethal)[*]15.5% DamageBuff(Fire)[*]15.5% DamageBuff(Cold)[*]15.5% DamageBuff(Energy)[*]15.5% DamageBuff(Negative)[*]15.5% DamageBuff(Toxic)[*]15.5% DamageBuff(Psionic)[*]22.4% Defense(Smashing)[*]22.4% Defense(Lethal)[*]7.38% Defense(Fire)[*]7.38% Defense(Cold)[*]9.88% Defense(Energy)[*]9.88% Defense(Negative)[*]3% Defense(Psionic)[*]24.9% Defense(Melee)[*]14.9% Defense(Ranged)[*]11.8% Defense(AoE)[*]1.8% Max End[*]27% Enhancement(Accuracy)[*]47.5% Enhancement(RechargeTime)[*]5% Enhancement(Heal)[*]10% FlySpeed[*]323.3 HP (17.3%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -12)[*]Knockup (Mag -12)[*]MezResist(Held) 5.5%[*]MezResist(Immobilize) 8.8%[*]MezResist(Sleep) 2.2%[*]MezResist(Stun) 8.8%[*]10.5% (0.18 End/sec) Recovery[*]42% (3.29 HP/sec) Regeneration[*]1.26% Resistance(Fire)[*]1.26% Resistance(Cold)[*]6.75% Resistance(Psionic)[*]10% RunSpeed[/list]------------
    [u]Set Bonuses:[u]
    [u]Reactive Armor[u]
    (High Pain Tolerance)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Kinetic Combat[u]
    (Beheader)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Titanium Coating[u]
    (Mind Over Body)<ul type="square">[*] MezResist(Sleep) 2.2%[*] 28.1 HP (1.5%) HitPoints[*] MezResist(Stun) 2.2%[*] MezResist(Held) 2.75%[*] 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)[/list][u]Kinetic Combat[u]
    (Gash)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Luck of the Gambler[u]
    (Indomitable Will)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 7.5% Enhancement(RechargeTime)[/list][u]Mocking Beratement[u]
    (Taunt)<ul type="square">[*] 1.8% Max End[*] MezResist(Held) 2.75%[*] 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)[/list][u]Dark Watcher's Despair[u]
    (Rise to the Challenge)<ul type="square">[*] 28.1 HP (1.5%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[*] 5% Enhancement(RechargeTime)[*] 2% DamageBuff(All)[*] 3.75% Resistance(Psionic)[/list][u]Blessing of the Zephyr[u]
    (Combat Jumping)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[*] Knockback Protection (Mag -4)[/list][u]Luck of the Gambler[u]
    (Combat Jumping)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Blessing of the Zephyr[u]
    (Super Jump)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[*] Knockback Protection (Mag -4)[/list][u]Efficacy Adaptor[u]
    (Quick Recovery)<ul type="square">[*] 21.1 HP (1.13%) HitPoints[*] 1.5% (0.03 End/sec) Recovery[*] 10% (0.78 HP/sec) Regeneration[/list][u]Miracle[u]
    (Health)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 35.1 HP (1.88%) HitPoints[*] 5% Enhancement(Heal)[/list][u]Red Fortune[u]
    (Heightened Senses)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 2% DamageBuff(All)[*] 5% Enhancement(RechargeTime)[*] 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)[/list][u]Performance Shifter[u]
    (Stamina)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 35.1 HP (1.88%) HitPoints[/list][u]Obliteration[u]
    (Whirling Axe)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Numina's Convalescence[u]
    (Fast Healing)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[*] 35.1 HP (1.88%) HitPoints[/list][u]Aegis[u]
    (Strength of Will)<ul type="square">[*] 3% Resistance(Psionic)[/list][u]Obliteration[u]
    (Cleave)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Obliteration[u]
    (Pendulum)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Gaussian's Synchronized Fire-Control[u]
    (Build Up)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 35.1 HP (1.88%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[*] 2.5% DamageBuff(All)[*] 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)[/list][u]Steadfast Protection[u]
    (Tough)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[*] 28.1 HP (1.5%) HitPoints[*] 3% Defense(All)[*] Knockback Protection (Mag -4)[/list][u]Luck of the Gambler[u]
    (Weave)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 21.1 HP (1.13%) HitPoints[*] 7.5% Enhancement(RechargeTime)[/list]


    ques as well.
  23. I took a look at the Going Rouge FAQ, and seen very few questions actually answered. I have tried to follow the Forums but there is so many different perceptions on what Going Rouge will actually mean for the player. I have only one question. When you take a Hero's morality to a villains attitude do you become a hero only in Praetoria or will you be able to actually take your villain to Paragon and play blueside? I would really like to know,because I'm thinking you take your toon "Rouge" and you play only in the "Praetoria(Co-Op) zone or your Origin zone being the Rouge Isles for villains and not be able to take your New Hero with Villain powersets to Paragon. Can Anyone"Preferably a PRO" Answer this one question?
  24. Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    H E R T Z: Level 50 Magic Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5)
    Level 1: Resist Physical Damage -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx:40(7), RctvArm-ResDam/EndRdx/Rchg:40(7)
    Level 2: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/Rchg:50(9), TtmC'tng-EndRdx/Rchg:50(9), TtmC'tng-ResDam/EndRdx/Rchg:50(11), TtmC'tng-ResDam:50(11), TtmC'tng-EndRdx:50(13)
    Level 4: Dull Pain -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(13), Numna-Heal:50(15), Numna-Regen/Rcvry+:50(15)
    Level 6: Swift -- Run-I:50(A)
    Level 8: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(17), Zephyr-ResKB:50(17)
    Level 10: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(19), Oblit-Dmg/Rchg:50(19), Oblit-Acc/Dmg/Rchg:50(21), Oblit-Acc/Dmg/EndRdx/Rchg:50(21), Oblit-%Dam:50(23)
    Level 12: Resist Elements -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(23), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(25)
    Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(27), Zephyr-ResKB:50(27)
    Level 16: Unyielding -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/Rchg:50(29), TtmC'tng-EndRdx/Rchg:50(29), TtmC'tng-ResDam/EndRdx/Rchg:50(31), TtmC'tng-ResDam:50(31), TtmC'tng-EndRdx:50(31)
    Level 18: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(33), Numna-Heal/Rchg:50(33), Numna-Heal/EndRdx/Rchg:50(33)
    Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(34), P'Shift-EndMod/Rchg:50(34), P'Shift-End%:50(34)
    Level 22: Jacobs Ladder -- Oblit-Dmg:50(A), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Rchg:50(36), Oblit-%Dam:50(36)
    Level 24: Resist Energies -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(37), RctvArm-ResDam/Rchg:40(37), RctvArm-ResDam/EndRdx/Rchg:40(37)
    Level 26: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(39), GSFC-ToHit/Rchg/EndRdx:50(39), GSFC-Rchg/EndRdx:50(39), GSFC-ToHit/EndRdx:50(40), GSFC-Build%:50(40)
    Level 28: Invincibility -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(40), RedFtn-EndRdx/Rchg:50(42), RedFtn-Def/EndRdx/Rchg:50(42), RedFtn-Def:50(42), RedFtn-EndRdx:50(43)
    Level 30: Kick -- FrcFbk-Rechg%:50(A)
    Level 32: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(43), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(45), Oblit-Acc/Dmg/EndRdx/Rchg:50(45), Oblit-%Dam:50(45)
    Level 35: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/Rchg:50(46), Aegis-ResDam/EndRdx:50(46), S'fstPrt-ResDam/Def+:30(46)
    Level 38: Tough Hide -- RedFtn-Def:50(A), RedFtn-Def/EndRdx:50(48), RedFtn-Def/Rchg:50(48), RedFtn-EndRdx:50(48)
    Level 41: Unstoppable -- Aegis-Psi/Status:50(A)
    Level 44: Weave -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(50), Ksmt-ToHit+:30(50)
    Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
    Level 49: Mu Lightning -- Decim-Build%:35(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]15.5% DamageBuff(Smashing)[*]15.5% DamageBuff(Lethal)[*]15.5% DamageBuff(Fire)[*]15.5% DamageBuff(Cold)[*]15.5% DamageBuff(Energy)[*]15.5% DamageBuff(Negative)[*]15.5% DamageBuff(Toxic)[*]15.5% DamageBuff(Psionic)[*]18% Defense(Smashing)[*]18% Defense(Lethal)[*]10.5% Defense(Fire)[*]10.5% Defense(Cold)[*]12.4% Defense(Energy)[*]12.4% Defense(Negative)[*]3% Defense(Psionic)[*]21.8% Defense(Melee)[*]16.1% Defense(Ranged)[*]13.3% Defense(AoE)[*]22.5% Enhancement(RechargeTime)[*]12% Enhancement(Heal)[*]27% Enhancement(Accuracy)[*]10% FlySpeed[*]179.9 HP (12%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 5.5%[*]MezResist(Immobilize) 10.5%[*]MezResist(Sleep) 4.4%[*]MezResist(Stun) 11%[*]5% (0.08 End/sec) Recovery[*]34% (2.13 HP/sec) Regeneration[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]2.25% Resistance(Psionic)[*]15% RunSpeed[/list]------------
    [u]Set Bonuses:[u]
    [u]Kinetic Combat[u]
    (Havoc Punch)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 22.5 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Reactive Armor[u]
    (Resist Physical Damage)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Titanium Coating[u]
    (Temp Invulnerability)<ul type="square">[*] MezResist(Sleep) 2.2%[*] 22.5 HP (1.5%) HitPoints[*] MezResist(Stun) 2.2%[*] MezResist(Held) 2.75%[*] 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)[/list][u]Numina's Convalescence[u]
    (Dull Pain)<ul type="square">[*] 12% (0.75 HP/sec) Regeneration[*] 28.1 HP (1.88%) HitPoints[*] 6% Enhancement(Heal)[/list][u]Blessing of the Zephyr[u]
    (Combat Jumping)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[*] Knockback Protection (Mag -4)[/list][u]Obliteration[u]
    (Thunder Strike)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Reactive Armor[u]
    (Resist Elements)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Blessing of the Zephyr[u]
    (Super Jump)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[*] Knockback Protection (Mag -4)[/list][u]Titanium Coating[u]
    (Unyielding)<ul type="square">[*] MezResist(Sleep) 2.2%[*] 22.5 HP (1.5%) HitPoints[*] MezResist(Stun) 2.2%[*] MezResist(Held) 2.75%[*] 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)[/list][u]Numina's Convalescence[u]
    (Health)<ul type="square">[*] 12% (0.75 HP/sec) Regeneration[*] 28.1 HP (1.88%) HitPoints[*] 6% Enhancement(Heal)[/list][u]Performance Shifter[u]
    (Stamina)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 28.1 HP (1.88%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[/list][u]Obliteration[u]
    (Jacobs Ladder)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[/list][u]Reactive Armor[u]
    (Resist Energies)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Gaussian's Synchronized Fire-Control[u]
    (Build Up)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 28.1 HP (1.88%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[*] 2.5% DamageBuff(All)[*] 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)[/list][u]Red Fortune[u]
    (Invincibility)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 2% DamageBuff(All)[*] 5% Enhancement(RechargeTime)[*] 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)[/list][u]Obliteration[u]
    (Lightning Rod)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Aegis[u]
    (Tough)<ul type="square">[*] 5% RunSpeed[*] 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)[/list][u]Steadfast Protection[u]
    (Tough)<ul type="square">[*] 3% Defense(All)[/list][u]Red Fortune[u]
    (Tough Hide)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 2% DamageBuff(All)[/list][u]Aegis[u]
    (Unstoppable)<ul type="square">[*] 2.25% Resistance(Psionic)[/list][u]Luck of the Gambler[u]
    (Weave)<ul type="square">[*] 10% (0.63 HP/sec) Regeneration[*] 7.5% Enhancement(RechargeTime)[/list]


    Feel free to Critique, He's only lvl 14 atm, but this is what i came up with as a possible final build.
  25. Allstar_Guard

    A Spines Brute?

    I think I'm gonna use the AE MA to make a "Spines Brute" enemy using the Scrappers Spines/Brutes Secondary, just to look at this, I'm sure it's allready been done.