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Posts
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^^^: I actually find the Inf costs less of an issue than the shards. I'm no market mogul or anything but 100 million really doesn't take all that long to make if you're actually playing level 50s instead of making alts, in my experience.
Quote:Oh. Right. Yeah, in that case I think we're pretty much both on the same page. Can't disagree.Oh I completely agree with your point of view on this. The Devs basically bent-over-backwards to offer a compromise that would meet the soloers part-way without disrupting the core plans for their end game system. I'm just saying based on my experience living though the Isolator saga that I pretty much expected that any "concession" the soloers got from this was going to be something they still wouldn't be overjoyed about. -
Quote:I just don't think it's a case of the devs spiting anyone. They've been pretty up-front that all the Incarnate stuff is basically end-game, team-based things. IMO they'd be perfectly defensible making TFs the ONLY way to get the rarer pieces - it's not 'fair' to people who can't/won't play those TFs, but this IS a MMO and at some point you have to expect your players to actually group up for things in it.Obviously it's not a perfect analogy. The main point that I think relates the two situations is that in both we had something about the game a vocal minority didn't like and when they finally got a "solution" to it they complained that they hated the solution as well.
It's a classic case of "be careful what you wish for" and "you can't please everyone" all rolled up into one.
Instead, the devs have gone above and beyond by supplying a way to 'solo' for Incarnate stuff. Having that at all is a big 'gimme' in my opinion, and even if it takes much, much longer to do at least you have the option instead of never being able to do it because you can't/won't do TFs. -
Quote:I suppose in the end this is a question everybody has to decide for themselves.So, Incarnates are the best of the best. We are talking iconic figures here, fantastically super powered folks like Statesman, Lord Recluse, etc. The best of the best. I have a bunch of noble and/or super-evil characters who are qualified to go that next step and become the best of the best.
But then again, I'm looking at my list and wondering if some of the following really deserve going to that next level.
For myself, the question 'Does this character DESERVE to become an Incarnate?' is sort of like the question 'Does this character DESERVE to level past 40?' - it's just the next step in power level, slotting an Alpha enhancement is effectively the same as levelling to 51, so why wouldn't I do it on all my characters? -
You get the choice of a component (on a 20-hour timer per TF) or the normal merit rewards. I just take the merits, generally.
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Quote:I don't really see the connection. Isolator was something people didn't have because it literally didn't exist at the time. Everyone has the same access to Incarnate salvage, it's just that some people don't want to do the things that get you the rarer pieces.I can't help but to draw parallels between this "soloers want a way to get Notices" situation and the long and infamous history of the Isolator badge.
A more apt comparison would be someone knowingly skipping the tutorial and wanting the Isolator badge, but refusing to do the Ouroboros introduction arc, IMO.
Edit: As far as just getting shards goes, I don't see why there's a big deal. Even the most die hard 'soloer' can get into an ITF and 30 minutes later be guaranteed 3 shards (select the incarnate salvage for the reward and break it down). -
This is what I do when I run Khan with friends. We taunt all the other AVs next to Reichsman as they enter the battle, but otherwise ignore them. Spillover AOE damage usually kills a couple of them before Reichsman dies, then we mop up whoever's left.
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Quote:To repeat:What if my Natural Origin isn't human, but an alien from a doomed planet, who developes flight, super strength and invulnerability under the Earth's yellow sun, due to the effects of the yellow son on the aliens race? :O
Natural isn't just about being human
The Natural origin is as super-powered as any of the other four, it's just the one that embodies your personal power/willpower/determination/whatever, whether you're like Apex and you just trained so hard you can do things no other mortal can, or whether you're an alien and shooting cosmic rays comes 'naturally' to your race. -
Quote:Oh, it's very possible, just expensive. My build puts me at 44.8% S/L/F/C/E/N, and 21.1% Psi. It gives up no damage or resistance to get that, although it has less global recharge and HP/regen than other setups I could have gone with.Since you did not specify what type of softcapping, I assumed you (and by extension, Werner) were talking about the most common/practical (for DA, scappers & tankers) softcapping, which is to say S/L. I know almost no one that tries to softcap all 3 positions w/a resist based set, and that indeed would be a rather... difficult proposition, even for a tank (I'm tempted to call it futile, actually).
Edit: Doh, you were talking about positional defense. Yeah, that's a bit harder to do for most melee characters, from what I've seen. Incredibly easy on some other though (like my Bots/Traps MM).
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Impervious Girl: Level 50 Mutation Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Invulnerability
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Hero Profile:
Level 1: Storm Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
Level 1: Resist Physical Damage -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(7)
Level 2: Cobra Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(13)
Level 4: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/Rchg(19), Aegis-ResDam/EndRdx/Rchg(19), Aegis-EndRdx/Rchg(21)
Level 6: Hover -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), LkGmblr-Rchg+(23)
Level 8: Dull Pain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(23), Mrcl-Heal/Rchg(25), Mrcl-Heal/EndRdx/Rchg(25)
Level 10: Focus Chi -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(29), GSFC-Build%(31)
Level 12: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(33)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Unyielding -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(33), Aegis-EndRdx/Rchg(34), Aegis-ResDam/EndRdx/Rchg(34)
Level 18: Crippling Axe Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(37)
Level 20: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(39)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(50), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50)
Level 26: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 28: Invincibility -- HO:Enzym(A), HO:Enzym(42), HO:Enzym(42)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Rchg+(43)
Level 32: Eagles Claw -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(45), Mako-Acc/Dmg(45), Mako-Acc/EndRdx/Rchg(45)
Level 35: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(46), LkGmblr-Rchg+(46)
Level 38: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(46), LkGmblr-Rchg+(48)
Level 41: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
Level 44: Unstoppable -- GA-3defTpProc(A)
Level 47: Assault -- EndRdx-I(A)
Level 49: Warriors Challenge -- Range-I(A)
Level 50: Cardiac Total Radial Revamp
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/Rchg(13), Numna-Regen/Rcvry+(15)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-End%(17)
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Set Bonus Totals:- 14.5% DamageBuff(Smashing)
- 14.5% DamageBuff(Lethal)
- 14.5% DamageBuff(Fire)
- 14.5% DamageBuff(Cold)
- 14.5% DamageBuff(Energy)
- 14.5% DamageBuff(Negative)
- 14.5% DamageBuff(Toxic)
- 14.5% DamageBuff(Psionic)
- 16% Defense(Melee)
- 16.63% Defense(Smashing)
- 16.63% Defense(Lethal)
- 16.63% Defense(Fire)
- 16.63% Defense(Cold)
- 16.63% Defense(Energy)
- 16.63% Defense(Negative)
- 6% Defense(Psionic)
- 21.63% Defense(Ranged)
- 17.88% Defense(AoE)
- 9% Enhancement(Accuracy)
- 42.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 230.91 HP (17.25%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 9.9%
- MezResist(Immobilize) 19.25%
- MezResist(Stun) 2.2%
- 6.5% (0.109 End/sec) Recovery
- 74% (4.137 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 20% RunSpeed
- 5% XPDebtProtection
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Quote:Even the Natural origin in-game is really more of a 'Beyond Natural' since, as has been brought up earlier, no truly 'natural' person is going to be punching Rularuu out. The Natural origin is as super-powered as any of the other four, it's just the one that embodies your personal power/willpower/determination/whatever, whether you're like Apex and you just trained so hard you can do things no other mortal can, or whether you're an alien and shooting cosmic rays comes 'naturally' to your race.Just because your Origin is "Natural" doesn't mean that your Destination is too.
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Everything that took hard work and effort before becomes second-nature, and you're ready to push yourself Beyond "Natural".
Natural = Power over/through myself
Science = Power gained by altering myself
Technology = Power harnessed via external object(s)
Mutation = Power inherent in myself from birth (kind of straddles Natural/Science)
Magic = Power harnessed via control over mystical spells/items/entities/etc
The Well is none of these (or perhaps all of them, from a certain point of view). It gives you Power, and you use that power in a way that is dictated by your Origin. -
Seems like the real problem here is the naming of the system. People are reading 'Incarnate' and then thinking 'Incarnate (of a god)' and hey, that must be magic, right?
It's pretty clear in-game that all the Well really does is make you 'more better' at whatever you already do. If you fling magic then yeah, it's a 'magic power boost' because it's making you better at flinging magic which is what you already did. Statesman was originally Natural (unlocking his potential in the Orient and all that) so when he drank from the Well he got a big boost of Natural power; he's a Natural Incarnate.
Recluse I don't think has been stated definitively in-game but the tie-in novel had him considering it as a sort of scientific boost (and stuff like the pylons at the end of the STF seem to also imply this is the direction he thinks in) so I would expect him to be a Science Incarnate.
The Well doesn't give you any particular sort of power. It just gives you Power, and how you use it is defined by who (and what) you already are.
Edit: That said, I tend to ignore the lore around this for my characters. I'll still make them 'incarnates' because I want the game mechanics that come with that, but as far as I'm concerned the Well and Incarnates (lore-wise) don't exist in their stories/concepts. It's a purely mechanical system as far as I care. -
Quote:I started an Earth/Stone Dominator over the weekend as well. Even managed to get the name Rock Lad (how that wasn't taken I have NO clue) and am loving him. Sooo awesome.Glad to see you enjoying the earth/earth combo. (This is Earth-Bender btw.) Earth/Earth/Ice has become my favorite toon. it screams fun-factor.
the only downside is it's almost too fun and too beastly. i worry the devs will try to find a way cripple the ride.
I was looking at going Earth/Stone/Fire though, more aoe is always good, plus an AV debuff and self-rez... -
Totals for today:
Soldier of Arachnos/Crab Spider: Creation to level 24
Warshade: Creation to level 21
Kinetic Melee/Shield Defense Scrapper: Creation to level 6
I kind of slacked off during the early evening, cooked an oven pizza and watched two episodes of DS9, I probably could have squeezed a few more levels out if I had really wanted to. -
I'm not sure I can come up with a build that softcaps all of S/L/E/N without making major sacrifices in other places!
Softcapped S/L and ~30% E/N/F/C (with 1 enemy in range of Invincibility - numbers go to ~54% and 40% with 10) still seems pretty darn tough to me though, no? -
Quote:Unfortunately, I don't qualify for the vet perk that lets you choose a travel power without a prerequisite, and swapping Hover for CJ means I either need to swap Fly for SJ or drop another power for it. I prefer Fly for concept and ease-of-use reasons even if it isn't the most optimal choice here.If you don't use Hover I'd swap it for CJ, gives a little extra defense, good midair maneuverability and costs basically nothing to run.
Quote:- The +3def PVP proc is probably better in Unstoppable, unless you use Unstoppable a lot. It's always active regardless of the power it's slotted in, and this way it saves you a slot.
Quote:- I'd put a range in Warrior's Challenge rather than a damage proc. It's not a damage power, and adding a 1 in 5 chance to do 74 psi damage won't change that ; it can even make the power worse (you might wake up sleeping AVs while taunting them for example).
- I'd swap the sets in REM and Unyielding, Aegis being level 50 gives a little more %. -
The title pretty much says it all; I stopped playing CoX for close to 2 years so all my characters need touching up, and my scrapper is the oldest so she goes first. I think I've come up with a pretty good setup but I'd like to get some other people to look over it in case I managed to forget something simple (which happens to me way too often for comfort).
I'm happy with the power selections (have no intention of dropping anything for Hasten, for example) although the order in which they're chosen isn't necessarily set in stone. I'm also not really worried about losing set bonuses while exemplaring; I've done the lower-level content pre-IOs and I can do it again with vaniilla bonuses if necessary, I'm more worried about tweaking my top-tier potential.
Oh, and just for the record I don't actually use Hover or Kick, they're just mule powers/stepping stones to later ones in their pools.
It's got softcapped S/L defense, a decent amount of extra health and regeneration, although I would have liked to fit more recharge into it. I figure that if I end up going with this build I'll use a Spiritual enhancement in my Alpha Slot for the recharge bonus.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Impervious Girl: Level 50 Mutation Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Invulnerability
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(7)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(7), GA-3defTpProc(9)
Level 2: Cobra Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13)
Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-EndRdx/Rchg(17)
Level 6: Hover -- LkGmblr-Rchg+(A)
Level 8: Crane Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(21)
Level 10: Dull Pain -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(23), Numna-Heal/Rchg(23), Tr'ge-Heal/EndRdx(25), Tr'ge-EndRdx/Rchg(25), Tr'ge-Heal/Rchg(27)
Level 12: Focus Chi -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Unyielding -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(27), ImpArm-ResDam/Rchg(29)
Level 18: Crippling Axe Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(33)
Level 20: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(33)
Level 22: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(34)
Level 24: Kick -- Acc-I(A)
Level 26: Dragon's Tail -- Erad-Dmg(A), Erad-Acc/Rchg(34), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Sciroc-Acc/Dmg(36), Sciroc-Acc/Rchg(37)
Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(37), HO:Cyto(37)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(40)
Level 32: Eagles Claw -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 35: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(43), LkGmblr-Rchg+(45)
Level 38: Unstoppable -- RechRdx-I(A)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/Rchg(45), RgnTis-Regen+(45), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(46), P'Shift-End%(46)
Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
Level 49: Warriors Challenge -- Zinger-Dam%(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/Rchg(48), Numna-Regen/Rcvry+(50)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(50), P'Shift-End%(50)
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Set Bonus Totals:- 27.25% Defense(Smashing)
- 27.25% Defense(Lethal)
- 12.25% Defense(Fire)
- 12.25% Defense(Cold)
- 11.63% Defense(Energy)
- 11.63% Defense(Negative)
- 7.875% Defense(Psionic)
- 16.63% Defense(Melee)
- 8.813% Defense(Ranged)
- 9.125% Defense(AoE)
- 1.8% Max End
- 22.5% Enhancement(RechargeTime)
- 15% FlySpeed
- 296.17 HP (22.12%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 32.45%
- 6.5% (0.109 End/sec) Recovery
- 70% (3.913 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 25% RunSpeed
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Here's what I've come up with after playing with Mids for a while. I'd have liked to get a bit more recharge or HP/regen, but I don't see where I can pick up much more without sacrificing defense. Thoughts?
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Impervious Girl: Level 50 Mutation Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Invulnerability
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), P'ngS'Fest-Dmg/EndRdx(5), P'ngS'Fest-Dmg/Rchg(7)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(7), GA-3defTpProc(9)
Level 2: Cobra Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), P'ngS'Fest-Dmg/EndRdx(13), P'ngS'Fest-Dmg/Rchg(13)
Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-EndRdx/Rchg(17)
Level 6: Hover -- LkGmblr-Rchg+(A)
Level 8: Crane Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19), P'ngS'Fest-Dmg/EndRdx(21), P'ngS'Fest-Dmg/Rchg(21)
Level 10: Dull Pain -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(23), Numna-Heal/Rchg(23), Tr'ge-Heal/EndRdx(25), Tr'ge-EndRdx/Rchg(25), Tr'ge-Heal/Rchg(27)
Level 12: Focus Chi -- Empty(A)
Level 14: Fly -- Empty(A)
Level 16: Unyielding -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(27), ImpArm-ResDam/Rchg(29)
Level 18: Crippling Axe Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), P'ngS'Fest-Dmg/EndRdx(31), P'ngS'Fest-Dmg/Rchg(33)
Level 20: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(33)
Level 22: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(34)
Level 24: Kick -- Empty(A)
Level 26: Dragon's Tail -- Erad-Dmg(A), Erad-Acc/Rchg(34), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Sciroc-Acc/Dmg(36), Sciroc-Acc/Rchg(37)
Level 28: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(37), S'dpty-Def/Rchg(39), S'dpty-EndRdx/Rchg(39), S'dpty-Def/EndRdx/Rchg(39)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(40)
Level 32: Eagles Claw -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), P'ngS'Fest-Dmg/EndRdx(43), P'ngS'Fest-Dmg/Rchg(43)
Level 35: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(43), LkGmblr-Rchg+(45)
Level 38: Unstoppable -- Empty(A)
Level 41: Conserve Power -- Empty(A)
Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/Rchg(45), RgnTis-Regen+(45), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(46), P'Shift-End%(46)
Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
Level 49: Warriors Challenge -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/Rchg(48), Numna-Regen/Rcvry+(50)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(50), P'Shift-End%(50) -
Quote:Speaking as a player returning from a nearly 2-year hiatus who's had an MA/Inv scrapper since Issue 1, this is surprising (and welcome) news. It was kind of a slog last time I played, what with the beating Inv kept taking seemingly patch after patch.In my opinion, MA/inv is very high in the rankings of ultra-tough scrapper combos. As far as I can determine, DM/inv, BS/sd, and DM/sd are the only ones firmly ahead of it. Like most of the super-tough scrap builds, it leaves a bit on the table as regards AOE damage, but that can be helped a bit with epics and careful attack chain management.
Quote:Also, how do you like fighting while in hover? MA has unique flight-only animations for many powers, if you want to continue the 'flying' theme. -
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We figure our 3rd team will be 3 Crabs x 3 Merc/Darks. Venom/Tarpatch, Achilles procs and AoEs sound good? My bro and I will be in transit a lot in December but this is a great team to bash with at night. Don't know when we'd hit 50 but I can say it would probably be before the end of January. You want these guys on Virtue or a different server? You want a hero team instead?
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Hahaha. Can't believe I just found this thread. If I had the inf to bid competitively, I'd be interested in this, just for giggles' sakes. But the best I could do would be around 20 million (I suck at farming and am constantly broke) so I don't think it will happen.
Will be watching, though. -
Here's how I have mine set up right now. Still trying different options, but the basic idea is to keep all the information I need to play the game together in one area of the screen, and chat (which I can more or less ignore during huge fights) up top.
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blah blah blah maiden, the same tripe over and over. look, its simple, maybe people DO NOT value readiation emission the same as you do. maybe they only liked AM. what gives you the right to judge them on this fact? you do it nonstop. your drivel is becoming too much to handle. how is it their fault? your words, their fault. its their fault they chose a power because of how it worked? get over yourself maiden.
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So you don't have anything constructive to add? -
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I know Defenders and Controllers who want to drop the entire rad powerset now. Can they switch to Empathy? And when you nerf that can they switch to Storm? Can they switch archetypes once you've nerfed ALL support powers?
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Why would they want to drop the whole set when only its' secondary (at best) effect was rebalanced? It still has 3 awesome debuffs, a pretty darn good heal, the best combat rez in the game...
The only people I can understand wanting to drop the whole set would be those who took it for AM alone. And, well, if you take a whole powerset for one power, it's noone's fault but your own if that power turns out to be unbalanced (and likely why many took it in the first place). -
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Could I see some examples? I look at Enervating Field and Choking Cloud and the rate of endurance drain seems extreme. I have taken both those powers because the description seemed powerful. But I find they are near useless because it comepletely drains my endurance in a matter of seconds.
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He was talking about Radiation Blast, not Radiation Emission. Neutrino Bolt and X-Ray Beam vs. Energy Blast and Energy Torrent, and such. -
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Super Speed. You can max it out in two, three if you don't have Swift or Quickness.
Also, Geko said that Flight and Super Leap were artificially capped at sub-Super Speed speeds, so that leads one to assume that they max out short of 6 SOs.
And as I said, you should be able to slot in endurance enhancements (since the move costs endurance) if you REALLY feel like 6 slotting it. The move is just NOT worth 6 slots, and 6 slots are NECESSARY to get the move to be of ANY value. I cannot understand why so many people cannot understand that.
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I don't think you can really count the travel powers. Yes, you can't get a full 6 slots of use out of them, but that's due to limitations set by the servers/their technology, not because of the powers themselves. Heck, Super Speed could have its base speed moved down so you indeed would need 6 slots to get the maximum, but that would remove its one advantage as a travel power (speed).
As for Hasten, sorry if this sounds blunt, but if it's vital enough that you need it all the time, then obviously it should be worth 6 slots to you.
We (or at least I) understand what you're claiming. We (I) just don't agree that hasten is totally useless without 6 slots. -
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They give you 49 slots between 20 powers. You can only max out 9 of them, which leaves one more with 5 slots, and the rest with none, UNLESS you short change some of them. Primary attacks deserve 6 slots. Primary defenses deserve six slots, some travel powers and support abilities deserve maybe 4 slots, but Hasten has never been strong enough to justify allocating 5 of your free slots to it.
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I think this is the core of the issue. I think we purposefully don't get enough enhancement slots to 6-slot everything. This way, we're forced to choose which powers are our best, our mainstays. Even beyond which powers you did or did not choose, which powers you put your slots in define your character.
And one more comment on Hasten. Not trying to flame here, or anything like that. But, if you used to be able to get the absolute maximum benefit from Hasten with only 2 slots (since the effect never increased, and at 2 slots/SOs you could always have it on) what's the point of having an option to put 6 slots in it? What other power in the entire game doesn't gain something (maybe not much, but something) by adding those last 4 slots? I can't think of one. Why should Hasten be any different?