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Quote:Plenty of Blasters are able to move in close to foes without holding them first and to some degree this is where your secondary comes into play.No, it's a redundant survival tool for a Blaster. When solo, it's only safe to go point blank when your target is held. A held target can remain held, as all Electricity blasters have at least one, and upwards of three, good perma-capable holds to choose from.
Pretty much every Blaster Secondary has a power that makes using Short Circuit safer:
Devices: Smoke and CD let you get the first strike, Caltrops keeps enemies away from you
Electrical: Short Circuit + Power Sink means you can drain them completely at once rather than needing two cycles of Short Circuit
Energy: Power Boost + Short Circuit also means you don't need two cycles of Short Circuit
Ice: Chilling Embrace and Ice Patch help keep them from attacking while you sap (and CE is getting buffed in terms of radius in I24), Frozen Aura also offers some possibilities if combined with Stealth.
Mental: You can use Drain Psyche at the same time to handle any damage you took.
Fire: Like Caltrops Hot Feet encourages foes to move away form you and slows them down.
Dark: Ok, I can't think of anything but at least you're moving into melee range to use Soul Drain anyway.
In fact overall I would say that Blasters have an easier time leveraging Short Circuit than Defenders. While specific Defender priamries have an easier time than Blasters they don't all have powers that make running into melee range a good idea.
Quote:That's an assumption, just like those that assume that everyone takes VS. Not everyone uses Aim and Buildup every time they're up. In fact, I would argue that a very significant percentage don't; that use them primarily when gearing up for a snipe or nuke, or in those teams where you're standing there shooting an AV for a half hour and have nothing better to do but pop whatever powers you have handy.
I think a lot of Blasters play in most situations without a lot of concern for those types of powers, and that it should not be a mechanic that the devs should focus on. I'm sorry, but I think it's silly that very soon we might have a situation where every blaster is stopping every 30 seconds to do the Aim/Buildup dance and/or randomly clap their hands for a survival buff. It's going to look like a gaggle of Tourrette sufferers.
I'll also add that I have no issue with the idea that the game is balanced around the idea that you are using certain tools in your powerset. If Electrical gets a chunk of it's ST damage form VS then I'm fine with that.
Quote:I want a ranged attack chain that does not suck. ELB's current attack chain sucks, and it can only be called an attack chain if you include a 16-second AoE that MUST be used almost constantly as a single-target attack.
Arbiter Hawk has discussed pushing more damage into VS. While that works from a numbers point of view I'm not a huge fan of it from an actual play-style point of view. Uncontrolled single target damage is a LOT less useful than an actual attack. There are some other options here (such as combining it with a Haunt style taunt mechanic) but those are more significant changes.
Converting Zapp to a non-snipe power is also a viable option but, in general, I think if this is done then all of the snipes should be similarly changed. -
Quote:It depends a lot on your character and powersets. AoE heavy ranged characters often have 6.25% recharge bonuses coming out of their ears (my AR/Dev Blaster has five of them without slotting a single Decimation set). Additionally Ranged Defense bonuses tend to be the 6-slot bonus and in the case of my attacks I'll pretty much be 5 or 6 slotting them anyway. Non-attack powers on the other hand are more likely to only need 5 or 6 slots for the set bonuses so a lot of the time Thunderstrikes are a more slot efficient way of boosting my defense.I'm always surprised when people compare Thunderstrike to Decimation.
Just speaking personally, I find Recharge Bonuses a lot harder to find than Ranged/Energy/Neg Energy defense.
If Decimation went up to 50, I don't think I'd ever slot another enhancement set in my ranged attacks at all, except in very rare circumstances where I need to boost up my ranged defense and can't find other sets to do the job. -
Yeah I think we come at it from different angles. For me it's not primarily about rewards (although they do matter) and it's not about really about story. It's all about blasting something in the face. What I'm blasting in the face, why I'm blasting them in the face and who I'm doing it with don't really matter. I tend to migrate towards blasting something which offers rewards I want since I do enjoy progressing but at the end of the day I just want something to blast. On my Incarnate Time/Elec Defender I'll often go to the RWZ and do the repeatable missions at x8. Not for any particular reward, I just enjoy electrocuting large numbers of Rikti.
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Quote:Fundamentally is this any different from regular content? You've got story arcs that can be solo'd and Trials/TFs that need a team. The Trials/TFs offer better rewards/time than the story arcs.See, here's the thing. Aside from DA - which isn't particularly replayable, to be honest - the only thing to do is "Get 12-600000000 of your friends together and grind the trials."
I don't really get why you feel that the DA arcs are unrepeatable. Sure the story isn't new but back when Reward Merits were new there were plenty of people repeating story arcs through Ouro in order to farm merits so it's not exactly unprecedented. While simultaneously other people were grinding ITF/STF/LGTF/LRSF in a team for merits.
Now that being said I would like to see more TF-style Incarnate content which need a 6-8 man team. Sort of fill in the gap between the DA arcs and the Trials.
EDIT: I'll also add that I agree that I think the devs did screw up somewhat with the release schedule for both the DA arcs and the incarnate slots. I think if they had a release schedule that looked like this it probably would have gone over better:
I20: Lambda, BAF, Judgement, Interface
I21: Dark Astoria, DD Trial
I22: Keyes, Underground, Destiny, Lore
I22.5: TPN, MoM
I23: Magi, Hybrid
Basically space the slots over a longer period and release the solo path closer to the group path. Still I give them credit and hope that they learn from their mistakes with the later slots.
EDIT2: It occurred to me I should also defend trials so here goes. To me power isn't about being able to defeat hordes of enemies it's about being able to defeat powerful enemies. In the case of the Incarnate Trials I need allies because my enemies are EXTREMELY powerful. The Incarnate powers are making me more powerful, it's just a situation where my enemies are so powerful that I need a team of allies who are similarly powered up to defeat them. So in general I like the idea of the trials, I think a situation so drastic that it requires a team of the absolute best to defeat makes sense. As long as my allies are a similar power level to me then my increased power IS making a difference. Now if my allies were level 10s being exemplared up I would question it but so long as I'm surrounded by level 50(+3)s I'm fine with it. I will admit a bit of annoyance as to the particular foes I'm fighting since for the most part I've already kicked their punk *** solo and I don't really care for the Puddle of Annoyance answer as to why they are now so much more powerful.
So overall the trials do make me feel more powerful, I just don't care for the opponents chosen. But I manage, Marauder isn't the Marauder I fought he's his more-powerful identical twin . -
Quote:It depends a lot on the team. Yes, in many situations teams run at low difficulty so sapping doesn't mean much (but then neither do a lot of Defender debuffs). But at the other end of the scale I've been on teams where a Blaster using Short Circuit was doing a LOT of the work at keeping the team alive (in one memorable case the team was lacking in support but did have two E/E Blasters who would just run in and drain the spawn so fast that they were barely attacking).As for Short Circuit, I disagree on its utility for Blasters. On teams, even at the lowest levels, fights are over so fast that it really has no utility. It does something useful, but that something is glossed over by the fact that it happened 5 seconds into a 12-second fight where the enemies' endurance was never a factor to begin with.
I'll also add that you're focusing on team play. Solo Short Circuit is an excellent survival tool for a Blaster.
Quote:Again, I really like the your idea in general, I just don't want a high-maintenance Blaster that I have to constantly self-buff. I love the idea of attacks jumping to other targets on occasion, and maybe a little of that can offset the current uselessness of the secondary effect.
I can get that you don't care for self buffs but in that case you should probably just play an AR/Dev Blaster and be done with it because EVERY Blaster is reliant on self buffs to some degree (and more so with the upcoming survivability changes). AR/Dev has the advantage that all its self buffs are toggles.
Quote:But in general, I'm just looking for a decent attack chain. The 4/8/16 chain is horrible, predictable, and repetitive. I want to be able to actually be a Blaster, not a guy who occasionally blasts as he's running in and out of mobs to sap and punch stuff. -
I would say that we go as deep as we need to go until there is a valid solo and team path all the way to Omega. The whole point of the Incarnate system is that our characters ARE becoming more powerful. What's the point of that if the content doesn't become more difficult as well? I want to feel that my efforts in the Incarnate system are allowing my character to face content that he wasn't able to face before.
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Quote:I'd have no problem with that. In fact in another thread I argued for making that change to ALL of the snipes since I find the current FastSnipe mechanic to be unpalatable due to the inconsistent application between ATs and Powersets.Okay, so how about converting Zapp to a standard 80ft ST blast? All I'm looking for from the set is a ranged attack chain that doesn't suck.
Quote:You're right. Short Circuit still has utility for Defenders. I overlooked that. This is a Blaster forum. Look at it as a Blaster set. What would you suggest to fix its shortcomings?
I posted my wishlist for Electrical earlier in the thread but I may as well do it again since you asked. These changes assume that the Snipe changes go live roughly as is.
First the small changes:
1. Decrease the cast time for Short Circuit and change it so that it deals about 50% of it's damage up front. This makes it easier and safer for Blasters to use.
2. Increase the damage on VS, possibly by adding a chain effect or just a straight damage boost, decrease the cast time (and maybe change it so it just appears next to you rather than needing a summon location declared), increase it's movement speed.
Now the big one. Remove Aim and replace it with a new power called Charge Up (because I suck at naming things). Charge Up would provide a moderate To Hit Buff (enough to hit FastSnipe with little or no slotting) and a small damage buff (probably less than 20%). Duration would be 30 seconds and recharge 90 seconds. While Charge Up is active Charged Bolts, Lightning Bolt, Zapp and Ball Lighting all have a chance to Chain and hit additional targets. I'm thinking something like 30% for Charged Bolts, 50% for Lightning Bolt, 100% for Zapp and maybe 10% per target for Ball Lightning (the Ball Lightning chain effect would only hit one target for each chain proc, not a full AoE).
The general effect of this change would be two-fold. First Electrical Blast using SOs gets FastSnipe two-thirds of the time on it's own about 90% of the time if Charge Up is cycled with Build Up (you can probably hit 100% with IOs). This would help with the single target strength of the set by allowing it to use Zapp to make up for the lack of a third ST blast. By adding chaining to it's single target attacks and Ball Lightning it gets a bit more AoE strength at range. An IO build with decent recharge should find it possible to get Charge Up permanent giving more options for IO'ing. Finally it doesn't technically break the cottage rule (Charge Up still buffs To Hit and Damage). -
Quote:Not everyone has a smartphone though (I contemplated it but honestly don't consider it worth the extra cost for my phone plan).The compromise for authenticators is to use smartphone authenticator apps. They are automatically clock synchronized by virtue of being on the phone and so cannot really get out of sync, and there's no extra physical fob to carry around. I used on with SWTOR. For something like a game, it seems to me to be a reasonable compromise between enhanced security and increased hassle.
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Quote:PANCAKE No! This would utterly KILL the set for me. I have a Time/Elec Defender I adore and part of the reason for that is that Short Circuit allows me to drain the endurance of an entire spawn at once. If it became a ST attack then Electrical Blast would be pretty much dependent on Thunderous Blast for AoE Sapping and even with the upcoming nuke changes that won't cut it.This is also part of the reason I advocate turning Short Circuit into an 80ft ST blast.
Short Circuit is pretty much the linchpin of Electrical Blast. It may not have great single target damage, it may not have great AoE damage (the lack of a cone hurts here) but it does have one thing no other Blast Set has and that is an AWESOME sapping power. I can accept reasonable changes to bring the set up to par but if you remove the sapping from Electrical Blast then it's pretty much useless as a set since even with a third ST blast most of the other sets will be better (i.e. Ice and BR offer more St damage with about the same AoE, Rad offers more AoE and about the same ST damage, etc.).
Now I can accept making some changes to Short Circuit (such as shorter cast time). I could even accept making it a ranged AoE (although I'd really hate the smaller radius that would almost certainly come with it) but I could not tolerate making it a single target attack. -
Quote:It depends a LOT on the ATs and powersets being compared. Take a character like a Bots/Traps MM using SOs and put them up against an IO'd Incarnated Blaster and the MM could definitely give the Blaster a run for his money. On the other hand an IO'd Incarnated Brute (pick whatever powerset is FotM) will probably out-perform the SO'd Bots/Traps.now here is the question are all toons like this are any so toons other than random support toons optimal? Is there an SO toon that can hang with a pimped out incarnate toon?
ANY just one?
I would love for some information even if anecdotal.
Now Bots/Traps is one of the strongest powerset combos in the game and is almost certainly a finalist for the "most powerful using SOs" award (if not the winner) while Blasters are a contestant of "weakest AT in the game" so it isn't really a fair comparison. -
Speaking for myself I don't see a whole lot of point. The purpose I'd use this sort of feature for (as opposed to the current semi-solution of using Alts) is for a situation where the character has a justification for significant shifts in their powers (in my case due to multiple suits of power armor). For me this sort of setup is only worth mucking about with if the powers are significantly different which in general means a different AT (or different primary in a few cases).
So Adeon Hawkwood currently has four variants none of which would work in the setup you proposed: AR/Dev, Traps/AR, Bots/Traps, Beam/Dev. Now if the option was that you could change AT but one of the powersets must match a powerset on the original character than I could make it work (Traps/Beam as the primary character, Beam/Dev and Bots/Traps as the alternate builds).
So yeah in that case I'd do it in a heartbeat even if I had to individually level the characters to 50 and do their Incarnate content separately. Yes, it would be worth it to me to completely remake three characters just to be able to have the character called Adeon Hawkwood for all three powerset combos and be able to "change my armor" in-game. I still don't expect the devs to do it though. -
Quote:Not to mention that Arachnos agents are already there working against the Council so there's already the basics for a good story arc. What would be cool is if it was made co-op with red-siders getting their own story arcs that roughly parallel the hero ones (but with more emphasis on figuring out what the Council is up to and less on defending people) and that also unlock the Hess TF (that one works fine as a co-op TF since you're already working for Arachnos as a Hero).Striga -- Striga is its own contained island without any real reason why villains can't go there and why there couldn't be villain content there. It can also serve as a waypoint for rogues and vigilantes to crossover from red to blue or blue to red side without using Pocket D.
So basically story-wise Heroes come in and get one set of arcs, Villains come in and get a different but both of them lead you towards helping Hess take down Archon Burkholder. -
Since we're discussing bias, here's mine. I have two Blasters both with Devices secondary. I have 4 Defenders all of whom already have Tactics (so I just need to steal a slot for a Kismet and take the snipe). I have one Dominator (Fire Assault). So if the change goes forward as currently proposed I will make out like a Bandit, I have six characters with easy access to perma-FastSnipe (although one doesn't actually have a snipe in his secondary so oh well, 5).
However I do not want the changes to go forward as is. I believe that the ability of Tactics to trigger perma-FastSnipe on a Defender but not a Blaster is a huge mistake by the devs in terms of power design. It devalues the FastSnipe mechanic on some ATs while making it to limited on others. -
I'm leaning towards "new MMO that has some play style similarities to CoH but is NOT a superhero game".
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Don't forget Mark of Supremacy: Resist/Regen in the next set of super packs.
Honestly I would say that the best place to put the Aura ones really depends a lot on your build and where you have room. For example Call Thugs can manage with three slots (3 x Nucleolus Exposures) so it could potentially take three of the Aura IOs but you might prefer to slot Blood Mandate for more defense.
So my advice would be take a look at your options. How many slots do you need in each power if you Frankenslot rather than going for set bonuses? Which powers can take sets that will work well with your build? -
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Quote:I'll be honest here. I pretty much define "fully incarnated" as having a T3 in every slot since that's where diminishing returns hit hard. The value of T4s is, for the most part, not worth the effort. The only slots I routinely bother with T4 in are Alpha and Destiny. However for the sake of this thread I'll stick to your definition.
- Fully Incarnated: I use this phrase to refer to a character with one T4 in each available incarnate slot Alpha/Judgment/Lore/Destiny/Hybrid
Quote:- How many characters have you fully incarnated?
- How many characters have you incarnated?
- How many characters have you rolled with the intention of making them Full Incarnates?
- Do you have any characters that you, for whatever reason, are not going to make Incarnates?
- One, my Time/Elec Defender (he kinda got it by accident since he had a lot of VR salvage sitting around and I really love playing him)
- Four currently (not counting the Time/Elec above) however I'm planning to retire two of them since I have to much powerset repetition amongst my Incarnates which has been boring me. I've got four other characters that I'm considering incarnating but I'm not sure how many or which of them I'll end up doing.
- None of them really. I roll characters that I want to play and the ones that I incarnate are ones that I want to continue to play after hitting level 50.
- Sure, I currently have 14 characters and 5 of them have basically zero chance of becoming incarnates (although they do all have their alpha slot unlocked and a couple even have an Alpha Slot ability). In each case I had little interest in playing the character anymore once they reached level 50 largely because I just didn't enjoy their play-style. In one specific case I did enjoy the character but just didn't like how he performed on trials (Demons/Thermal MM). I've toyed with the idea of incarnating him using mostly DA arcs (which would be more in character for him than the trials anyway) but it's low on my priorities list.
Quote:So how do you foresee the future content being delivered? Invasion stile where they spawn X levels higher than you? In all zones? Across all levels? How inclusive should the content be?
1. Stopping the Incursions
2. Defending the Beachhead
3. Taking the Fight to Them
So what do I mean by these?
Stopping the Incursions
This is the mid level content. Starting at level 30 (since there isn't a whole lot of new content there) and continuing to level 50 you get access to missions that are about dealing with the attacks by the weaker vanguards of the main invasion. My ideal is for this to include level 50 TFs (similar to Apex/Tin Mage) that are accessible to non-Incarnates but that also provide Incarnate progression up to Lore/Destiny (to provide more incentive for Incarnates and Freeps to play together at high levels).
Defending the Beachhead
This is the DA-equivalent, it's unambiguously Incarnate content but like DA the focus is on solo and small team play. As the name suggests the idea here is that the main force of the Battalion is attacking FBZ and it's up to you to help hold them off and smash up their forward bases. Difficulty-wise I would expect this to be harder than DA with most enemies being level 50(+2) 0r 50(+3) so that it's primarily intended for character who already have 2-3 level shifts (although no doubt some could solo it earlier).
Taking the Fight to Them
This is the equivalent of the Praetorian War where large groups of Incarnates are working together to defeat the Battalion's main force and end the war for good. Enemies would be mostly 54(+2) to provide a solid challenge even for +3 Incarnates.
EDIT: Just one thing to add here. Part of what I'd really like to see is the idea that all three areas are equally important in terms of actually winning. The less experienced heroes are holding the line and protecting the people of Paragon while the more experienced heroes are busy trying to stop the main invasion, if it wasn't for them the Incarnates would return victorious to find a blasted wasteland where Paragon City used to be. Similarly the solo heroes in FBZ aren't second stringers they are the special ops teams and skirmishers fighting around the edges to distract the enemies and draw off reinforcements so that the main force has a chance to actually win. One thing that kind of bugged me in the initial Incarnate content is the feeling that the big, flashy raids are all that actually matters in the Praetorian war. -
Quote:I have a Demons/Thermal Radiation Mastermind. So at any time I am:No other powerset has to do what an Empathy Defender powerset has to do.
Watching for targets to heal (both AoE and single target heals)
Watching for allies that need a mez broken
Keeping track of Forge and recasting when it's up (similar to using Fortitude but it's a worse power)
Making sure all my teammates and my pets are fully shielded
Manually positioning and ordering my pets
And despite all of that I still have time to use my personal attacks. So don't give me that "Empath's don't have time to blast" BS. If you want to play a character that is truly busy play a Mastermind. -
Quote:I believe his suggestion was that you make an alternate build with Group Fly. Then join a BAF, leave Group Fly running the entire time and see how long it takes for people to yell at you to turn it off.I don't understand what I'm supposed to be doing here. That I can do a BAF without Group Fly? Errr...
While I don't think his attitude is particularly helpful I think he does have a valid point. Back when NtG was originally implemented one of the major complaints was that since the options were tied to a physical NPC as opposed to being a menu command it was impossible to toggle them on the fly. The problem here is that there are people (such as myself) who never actually get around to visiting NtG for one reason or another (in my case I only actually think of it when someone casts Fortune on me and by the time the mission/TF ends I've forgotten). Having the ability to turn off the effect of Group Fly on the fly without needing to visit NtG would be nice for the handful of occasions when someone actually has it. Plainguy is talking about suppressing it from the users end since it seems that the NtG options will never get implemented into the actual UI. -
No Thunderstrike? Come on devs, you're trying to sell SBEs to all the new Water Blast characters and you skip what is probably one of the most popular Ranged Damage sets .
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I've been toying with dusting off my old TA/A and respeccing him something like this. It's not softcapped (mostly because I prefer Leadership to Fighting) but it's got a respectable 35% defense. I'm planning to add the Vigilant Assault set when it comes out split 3 and 3 between Snap Shot and OSA. The Overwhelming Force enhancements (and the Positron's Blast in OSA) are there as placeholders to give me the correct enhancement values (the blank slot in Snap Shot is for the Vigilant Assault proc).
Hero Plan by Mids' Hero Designer 1.959
http://www.cohplanner.com/
Click this DataLink to open the build!
Marcus Taldari: Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Archery
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Flash Arrow -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(46), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48)
Level 1: Snap Shot -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(3), Dev'n-Acc/Dmg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Empty(7)
Level 2: Aimed Shot -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(7), SDefendersB-Dmg/EndRdx/Rchg(9), SDefendersB-Acc/Dmg/EndRdx(9), SDefendersB-Acc/Dmg/EndRdx/Rchg(11), SDefendersB-Rchg/Heal%(11)
Level 4: Glue Arrow -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(50), RechRdx-I(50)
Level 6: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Dam%(15), Range-I(21)
Level 8: Poison Gas Arrow -- LgcRps-Acc/Rchg(A), CSndmn-Acc/Rchg(48), RechRdx-I(50)
Level 10: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(21)
Level 12: Acid Arrow -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(43), UndDef-Rchg/EndRdx(46)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(36)
Level 18: Disruption Arrow -- RechRdx-I(A), RechRdx-I(34)
Level 20: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(27)
Level 22: Ice Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-%Hold(31)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(25), HO:Cyto(25)
Level 26: Oil Slick Arrow -- Posi-Dmg/Rchg(A), OvForce-Dmg/End/Rech(36), OvForce-Acc/Dmg/End/Rech(36), Det'tn-Dmg/Rchg(37)
Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(42), GSFC-Build%(42)
Level 30: Assault -- EndRdx-I(A)
Level 32: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(33), Lock-EndRdx/Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(34)
Level 35: Aim -- RechRdx-I(A), RechRdx-I(37)
Level 38: Rain of Arrows -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(39), Ragnrk-Knock%(40)
Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42)
Level 44: Temp Invulnerability -- HO:Ribo(A), HO:Ribo(45), HO:Ribo(45), S'fstPrt-ResDam/Def+(45), GA-3defTpProc(46)
Level 47: Force of Nature -- RechRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Acc-I(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 1: Vigilance
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(43)
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For the most part the best way to get them is through the AH. Except for a few ATs (Scrapper and Brute mostly) they aren't that expensive so it's the easiest way to get them. Even for the more expensive ones it's generally easier to just farm some A-Merits, sell LotG IOs (or something else with a similar price) and use the cash to buy them as compared to the extreme merit costs or get sufficient super packs to get them luckily.
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Yep, forgot about Pain.
And to add insult to injury Defenders and Corruptors have access to Focused Accuracy giving them the option for a large quantity of To Hit Debuff Resistance, something only available to Devices Blasters. -
Quote:Welcome to the Internet.After ten pages of this I not only think it is the place for folks to vent about sets "they" don't like, but also a place where people show they know "just" enough about a set that they can speak on the topic, but unfortunately not really from an "educated" perspective.
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Quote:Yeah it wouldn't make a whole lot of sense (why is my Defender's Ice Shield more effective on a Tanker than a Brute?) but it would be interesting from a balance perspective. It would provide an alternative way to differentiate between ATs in a high-buff situation other than buff caps.And that concept makes little sense here when the ratings refer more to our own personal ability than gear (how do you outlevel your own abilities?). In fact I believe the days of expiring enhancements is numbered (that's my feeling: I know of no such plan by the devs at the moment). I think part of the motivation the devs have for selling attuned enhancements is that they are realizing or have realized that enhancements shouldn't expire, and this is a small step in the direction of eliminating that behavior.
Not necessarily a good way but an interesting way.
As for Enhancements now all we need to do is convince them to change IOs so that their set bonuses behave the same way as Attuned enhancements (but considering how much I PANCAKED about it in Beta I doubt that'll happen).