Aura_Familia

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  1. Quote:
    Originally Posted by LegionAlpha View Post
    The first thing I know will be nip picking is "We've got seven years of content, lore, " my first words were so. The competition has what? 60 plus years of content/lore they can delve into, plus books,games, animated series etc. Overall like usual there was really nothing said that was not printed in other interviews, to me a let down.

    Question tho this was brought up in the interview alot is I20, what could be so big in 20 that would knock our socks off? I get end game content that's good and all, but I the competition is offering interactive environments and no mitten hands, no travel suppression, faces that do not looked painted on.

    Sorry if I seem cynical, I just want more and this game can do more, just needs the right push.
    Ummm the competition most assuredly DOES have travel suppression.

    All I'm going to say is "GROUNDED". You'll learn what that means soon enough.
  2. If it involves pvp, NO, just no.

    The Nemesis system should having nothing to do with this game's poorly thought out/implemented I13 pvp system.
  3. Aura_Familia

    Judgment slot

    Quote:
    Originally Posted by brophog02 View Post
    If I had a nickel every time someone brought an absolute statement to a discussion, I'd have a lot of nickels. There's never a shortage of folks whose arguments are nothing more than 'because I said so'.
    Riiiiiight.

    Because all those ATs that folks claimed would be obsolete when GR came out and allowed side switching soooo can't find team now . . . oh wait.


    EDIT: Also I find it hilarious that folks are saying a power of which we don't know MOST of the details for is suddenly going to marginalize an entire AT. Talk about arguments of nothing.
  4. Aura_Familia

    Judgment slot

    Yawn I still see that AF is tilting at that old windmill.

    Face it, no matter how you state it folks aren't going to buy that anything makes blasters less useful.

    And Judgment won't do jack shite to marginalize anyone.

    There have been so many pronouncements that this AT or that is dead since 3 years ago it's just a joke now.
  5. Quote:
    Originally Posted by Hot_Head_Mike View Post
    Talk about Captain Positive!
    I'd say he's captain "spot on". With the douchbaggery that NBC has pulled before his assessment sounds correct.
  6. Quote:
    Originally Posted by Dechs Kaison View Post
    Ha. Hahaha.


    BWAHAHAHAHAHAHAHAHAHAHHAHAHAHA!
    Pretty much this. As much as I'd like some of the ideas in here considered (especially Fourspeed's) I don't see them touching PVP until they are well into rounding out GR and Incarnates. Meaning not anytime this year.
  7. Quote:
    Originally Posted by Roderick View Post
    You've got way more Smashing/Lethal defense than necessary. If you're going to use that as a base, save yourself some money and skip on the Kinetic Combat in Boxing. Use the slots you saved to put a Mako's Bite quad in Energy Punch, Bone Smasher, and Total Focus.

    I don't recommend using Gaussian's Synchronized Fire Control when building for typed defense. It only gives its 2.5% bonus to positional defense, and half that to types. 6 slots of 1.25% def isn't really worth the investment.

    Somehow, you've got both Combat Jumping and Super Jump turned on in that build. After turning off SJ, you're using 1.05 end/second on toggles and recovering 2.68 end/second. Picking up your accolades will improve your recovery, but as-is, you'll probably find yourself running out of end in long fights.

    If you want to get the Energy defense from Red Fortune, I'd personally drop Maneuvers and 6-slot Weave and Scorpion Shield with Red Fortune. If you really want those Luck of the Gambler +Recharge, you can keep Maneuvers as a set mule, or even grab Grant Invis instead, so that you can stealth teammates.

    I assume that you used the Detonations in Fire Ball and Fire Breath for the AoE/Fire/Cold defense. You don't really have enough of any of those categories for it to be worth trying to get them too high. Also, many attacks with these types also carry Smashing or Lethal vectors; in these cases the S/L defense will replace the AoE anyways. I'd recommend Positron's Blast for the +Recharge set bonus.

    This is a modification of your build. It's probably not the best, since it's a quickie, but it's a starting point. It has 47.5% S/L and 35.1% Energy - A little lower, but still over the softcap on S/L, which is where it counts. It's got 15% more global recharge, and when Hasten is active, it's got almost 3x the global recharge. Hasten is down for less than 20 seconds - With a Spiritual Boost in the Alpha Slot, you might even have perma-hasten. And the endurance usage is 0.4 end/sec (less than half yours) and recovery is 2.91 end/sec before accolades (only a bit more than yours). This leaves you plenty of end for blasting. Finally, I put a Stealth IO in Sprint, so you can use that with Stealth to get Invisibility level stealth, without the Only Affecting Self effect. You have one slot left over to put wherever you find most useful.

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    Not bad, but this build cuts my set bonus hitpoints in half. That's something I'll have to consider is acceptable or not.
  8. Quote:
    Originally Posted by Santorican View Post
    Here is a link to my soft capped range defense fire/energy blaster
    Link didn't appear.
  9. For the Fire mm one, I think I will go with Silverado's cheaper build on that other thread. Thanks all!
  10. What do you all think about this? I think I could do better but it's a start:

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Level 50 Natural Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Mace Mastery

    Hero Profile:
    ------------
    Level 1: Flares
    (A) Thunderstrike - Accuracy/Damage: Level 50
    (15) Thunderstrike - Damage/Endurance/Recharge: Level 50
    (17) Thunderstrike - Accuracy/Damage/Endurance: Level 50
    (17) Thunderstrike - Damage/Endurance: Level 50
    (19) Thunderstrike - Damage/Recharge: Level 50
    (19) Thunderstrike - Accuracy/Damage/Recharge: Level 50


    Level 1: Power Thrust
    (A) Kinetic Combat - Accuracy/Damage: Level 35
    (3) Kinetic Combat - Damage/Endurance: Level 35
    (3) Kinetic Combat - Damage/Recharge: Level 35
    (5) Kinetic Combat - Damage/Endurance/Recharge: Level 35


    Level 2: Energy Punch
    (A) Kinetic Combat - Accuracy/Damage: Level 35
    (5) Kinetic Combat - Damage/Endurance: Level 35
    (7) Kinetic Combat - Damage/Recharge: Level 35
    (7) Kinetic Combat - Damage/Endurance/Recharge: Level 35


    Level 4: Fire Blast
    (A) Thunderstrike - Accuracy/Damage: Level 50
    (25) Thunderstrike - Damage/Endurance/Recharge: Level 50
    (27) Thunderstrike - Accuracy/Damage/Endurance: Level 50
    (27) Thunderstrike - Damage/Endurance: Level 50
    (29) Thunderstrike - Damage/Recharge: Level 50
    (29) Thunderstrike - Accuracy/Damage/Recharge: Level 50


    Level 6: Combat Jumping
    (A) Luck of the Gambler - Defense: Level 35
    (9) Luck of the Gambler - Recharge Speed: Level 35


    Level 8: Boxing
    (A) Kinetic Combat - Accuracy/Damage: Level 35
    (9) Kinetic Combat - Damage/Endurance: Level 35
    (11) Kinetic Combat - Damage/Recharge: Level 35
    (15) Kinetic Combat - Damage/Endurance/Recharge: Level 35


    Level 10: Bone Smasher
    (A) Kinetic Combat - Accuracy/Damage: Level 35
    (11) Kinetic Combat - Damage/Endurance: Level 35
    (13) Kinetic Combat - Damage/Recharge: Level 35
    (13) Kinetic Combat - Damage/Endurance/Recharge: Level 35


    Level 12: Maneuvers
    (A) Red Fortune - Defense/Endurance: Level 50
    (31) Red Fortune - Endurance: Level 50
    (31) Red Fortune - Defense: Level 50
    (31) Red Fortune - Endurance/Recharge: Level 50
    (33) Red Fortune - Defense/Recharge: Level 50
    (33) Red Fortune - Defense/Endurance/Recharge: Level 50


    Level 14: Tough
    (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    (23) Steadfast Protection - Knockback Protection: Level 30


    Level 16: Fire Ball
    (A) Detonation - Accuracy/Damage: Level 50
    (33) Detonation - Damage/Endurance: Level 50
    (34) Detonation - Damage/Recharge: Level 50
    (34) Detonation - Damage/Range: Level 50
    (34) Detonation - Accuracy/Damage/Endurance: Level 50
    (36) Ragnarok - Chance for Knockdown: Level 50


    Level 18: Fire Breath
    (A) Detonation - Accuracy/Damage: Level 50
    (36) Detonation - Damage/Endurance/Range: Level 50
    (36) Detonation - Accuracy/Damage/Endurance: Level 50
    (37) Detonation - Damage/Endurance: Level 50
    (37) Detonation - Damage/Recharge: Level 50
    (37) Detonation - Damage/Range: Level 50


    Level 20: Weave
    (A) Luck of the Gambler - Defense/Endurance: Level 35
    (21) Luck of the Gambler - Defense/Endurance/Recharge: Level 35
    (21) Luck of the Gambler - Defense: Level 35
    (23) Luck of the Gambler - Recharge Speed: Level 35
    (25) Karma - Knockback Protection: Level 30


    Level 22: Blaze
    (A) Thunderstrike - Accuracy/Damage: Level 50
    (40) Thunderstrike - Damage/Endurance/Recharge: Level 50
    (40) Thunderstrike - Damage/Endurance: Level 50
    (40) Thunderstrike - Damage/Recharge: Level 50
    (43) Thunderstrike - Accuracy/Damage/Endurance: Level 50
    (43) Thunderstrike - Accuracy/Damage/Recharge: Level 50


    Level 24: Super Jump
    (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
    (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
    (45) Unbounded Leap - +Stealth: Level 50


    Level 26: Stealth
    (A) Luck of the Gambler - Recharge Speed: Level 50


    Level 28: Invisibility
    (A) Luck of the Gambler - Recharge Speed: Level 50


    Level 30: Build Up
    (A) Rectified Reticle - To Hit Buff: Level 20
    (48) Rectified Reticle - To Hit Buff/Recharge: Level 20


    Level 32: Aim
    (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
    (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
    (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
    (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
    (46) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
    (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50


    Level 35: Inferno
    (A) Obliteration - Accuracy/Recharge: Level 50
    (48) Obliteration - Chance for Smashing Damage: Level 50
    (48) Obliteration - Damage/Recharge: Level 50
    (50) Obliteration - Accuracy/Damage/Recharge: Level 50
    (50) Obliteration - Damage: Level 50
    (50) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50


    Level 38: Total Focus
    (A) Kinetic Combat - Accuracy/Damage: Level 35
    (39) Kinetic Combat - Damage/Endurance: Level 35
    (39) Kinetic Combat - Damage/Recharge: Level 35
    (39) Kinetic Combat - Damage/Endurance/Recharge: Level 35


    Level 41: Scorpion Shield
    (A) Luck of the Gambler - Defense/Endurance: Level 35
    (42) Luck of the Gambler - Defense/Endurance/Recharge: Level 35
    (42) Luck of the Gambler - Defense: Level 35
    (42) Luck of the Gambler - Recharge Speed: Level 35


    Level 44: Phase Shift
    (A) Recharge Reduction IO: Level 50


    Level 47: Boost Range
    (A) Recharge Reduction IO: Level 50


    Level 49: Rain of Fire
    (A) Damage Increase IO: Level 50


    ------------
    Level 1: Brawl
    (A) Empty


    Level 1: Sprint
    (A) Empty


    Level 2: Rest
    (A) Empty


    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift
    (A) Run Speed IO: Level 50


    Level 2: Hurdle
    (A) Jumping IO: Level 50


    Level 2: Health
    (A) Miracle - +Recovery: Level 40


    Level 2: Stamina
    (A) Performance Shifter - EndMod: Level 50


    ------------
    Set Bonus Totals:
    7.5% DamageBuff(Smashing)
    7.5% DamageBuff(Lethal)
    7.5% DamageBuff(Fire)
    7.5% DamageBuff(Cold)
    7.5% DamageBuff(Energy)
    7.5% DamageBuff(Negative)
    7.5% DamageBuff(Toxic)
    7.5% DamageBuff(Psionic)
    26.75% Defense(Smashing)
    26.75% Defense(Lethal)
    6.125% Defense(Fire)
    6.125% Defense(Cold)
    17.38% Defense(Energy)
    17.38% Defense(Negative)
    3% Defense(Psionic)
    19.56% Defense(Melee)
    20.5% Defense(Ranged)
    9.25% Defense(AoE)
    48% Enhancement(Accuracy)
    47.5% Enhancement(RechargeTime)
    17% FlySpeed
    140.05 HP (11.62%) HitPoints
    17% JumpHeight
    17% JumpSpeed
    Knockback (Mag -8)
    Knockup (Mag -8)
    MezResist(Immobilize) 15.95%
    MezResist(Sleep) 3.3%
    MezResist(Stun) 2.2%
    10% (0.167 End/sec) Recovery
    30% (1.509 HP/sec) Regeneration
    1.26% Resistance(Fire)
    1.26% Resistance(Cold)
    3.75% Resistance(Energy)
    1.875% Resistance(Toxic)
    17% RunSpeed
    2% XPDebtProtection



    ------------
    Set Bonuses:
    Thunderstrike
    (Flares)
    2% (0.033 End/sec) Recovery
    2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    7% Enhancement(Accuracy)
    4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)


    Kinetic Combat
    (Power Thrust)
    MezResist(Immobilize) 2.75%
    18.07 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)


    Kinetic Combat
    (Energy Punch)
    MezResist(Immobilize) 2.75%
    18.07 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)


    Thunderstrike
    (Fire Blast)
    2% (0.033 End/sec) Recovery
    2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    7% Enhancement(Accuracy)
    4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)


    Luck of the Gambler
    (Combat Jumping)
    10% (0.503 HP/sec) Regeneration
    7.5% Enhancement(RechargeTime)


    Kinetic Combat
    (Boxing)
    MezResist(Immobilize) 2.75%
    18.07 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)


    Kinetic Combat
    (Bone Smasher)
    MezResist(Immobilize) 2.75%
    18.07 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)


    Red Fortune
    (Maneuvers)
    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)


    Steadfast Protection
    (Tough)
    1.5% (0.025 End/sec) Recovery
    3% Defense(Smashing,Lethal,Fire,Cold,Energy,Negative, Psionic,Melee,Ranged,AoE)
    Knockback,Knockup protection (Mag 4)


    Detonation
    (Fire Ball)
    MezResist(Sleep) 1.65%
    1.875% Resistance(Energy)
    1% XPDebtProtection
    1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)


    Detonation
    (Fire Breath)
    MezResist(Sleep) 1.65%
    1.875% Resistance(Energy)
    1% XPDebtProtection
    1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
    1.875% Resistance(Toxic)


    Luck of the Gambler
    (Weave)
    10% (0.503 HP/sec) Regeneration
    13.55 HP (1.125%) HitPoints
    9% Enhancement(Accuracy)
    7.5% Enhancement(RechargeTime)


    Karma
    (Weave)
    Knockback,Knockup protection (Mag 4)


    Thunderstrike
    (Blaze)
    2% (0.033 End/sec) Recovery
    2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    7% Enhancement(Accuracy)
    4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)


    Blessing of the Zephyr
    (Super Jump)
    1.25% Defense(Ranged), 0.625% Defense(Energy), 0.625% Defense(Negative)


    Luck of the Gambler
    (Stealth)
    7.5% Enhancement(RechargeTime)


    Luck of the Gambler
    (Invisibility)
    7.5% Enhancement(RechargeTime)


    Rectified Reticle
    (Build Up)
    1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)


    Gaussian's Synchronized Fire-Control
    (Aim)
    5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    22.59 HP (1.875%) HitPoints
    2.5% (0.042 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)


    Obliteration
    (Inferno)
    MezResist(Stun) 2.2%
    3% DamageBuff(All)
    9% Enhancement(Accuracy)
    5% Enhancement(RechargeTime)
    3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)


    Kinetic Combat
    (Total Focus)
    MezResist(Immobilize) 2.75%
    18.07 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)


    Luck of the Gambler
    (Scorpion Shield)
    10% (0.503 HP/sec) Regeneration
    13.55 HP (1.125%) HitPoints
    9% Enhancement(Accuracy)
    7.5% Enhancement(RechargeTime)






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  11. Quote:
    Originally Posted by Santorican View Post
    No offense but that is probably the stupidest justification for not revamping anything in any game. Why? Because unless you can physically see and interpret the data into something that can be useful you won't know what a possible outcome can be. For all you know, fixing PvP could be a huge blessing and bring back a ton of players or it could just stay the same way it is not. With ever Issue comes new content that could have the potential to be a bust, so the developers are taking a gamble with just about everything they publish.
    Actually the costs vs value is something that is considered every time they want to make a new addition to the game.
  12. Thanks for the help all. I'll have something to post in a day or two. Got really busy all of a sudden.
  13. Are there any softcapped blaster builds/guides out there?

    Preferably fire/mm or fire/en?

    finally going to give in to the hype and try to build one.
  14. Good luck. Family comes first!
  15. The devs are currently on filling in the rest of GR and End Game content.

    I don't see them fixing pvp anytime soon.

    Also the current and upcoming direct competitors to this game don't do anything better in pvp. In fact for one of them (one launching this month) travel suppressions if 5x worse than it is here from what I've heard from a few folks who used to pvp here. So there really is no incentive (sadly) for them to tackle pvp AGAIN for the 3rd time, anytime soon . . . if ever.
  16. yawwwwwwwwwwwwwwwwwwwwwwnnnnnnnnnnnnnnn
  17. Quote:
    Originally Posted by Bringer_NA View Post
    Tried leading the Heroes around in the Mender Silos TF? Yeah, It's like leading a bunch of blind cows around California after an earthquake.
    The tech (LMAO) of hostages/followers/whatever the hell you want to call them is BROKEN in this game. I just played the Villain tip mission where you teach the sidekick a lesson, and he WOULD NOT follow me unless I went at SPRINT speed and had him directly next to my character's backside. Then he got stuck in geometry.

    I wish they would perfect that tech before making anymore IDIOTIC "lead to here" or lead-out missions.
  18. Quote:
    Originally Posted by Ravenswing View Post
    Has been suggested, often as a Base addition, for centuries. Yes, that's since before the computer was invented. We went back in time to retroactively suggest it!

    The reason you'd want the cooldown to be relatively short should be obvious: if you want to edit more than one costume slot at a time, each slot constitutes a different tailor invocation. If there's even a 5 minute cool down, it's likely to annoy people.
    Not sure if this is possible, but how about having each slot have it's own cool down timer?
  19. Quote:
    Originally Posted by ChaosExMachina View Post
    I'm against it because it is gating a QOL enhancement behind vet rewards.

    This, plus anything like a notoreity anywhere or AE anywhere or arena anywhere should be implemented as universal features or accolades, like the latter were.

    Putting exlusive abilities to 6+ year vet rewards is a bad idea. They're basically at the sweet spot with what they have been doing recently, things like bonus storage or patrol XP that can be a minor advantage but not create jealousy or put off newbies.

    I do like what you called the badge and would propose something like a permanent 50% discount stackable with other discounts.

    Create TWO: The non-vet one has an HOUR cooldown, and can be used 5 times. Add it as a temp power in game that can be crafted. The Vet one no cooldown and a 50% discount.
  20. As long as it doesn't delay any patches (don't think there are any upcoming on the test server) sure, go right ahead.
  21. Aura_Familia

    Swinglines!

    Quote:
    Originally Posted by Thirty-Seven View Post
    Perhaps the solution is to include multiple varieties customization for the "swingline." A web-like one, a normal grappling hook, and a technological device that creates an object at it's endpoint from which to swing. That way, the purists have their Spider-man/Batman and everyone else has a "functional" swingline.

    Am I being too generous?
    Is it even possible to do something like that with an engine this old?
  22. Aura_Familia

    Toggle buffs

    Quote:
    Originally Posted by Jordan_Yen View Post
    Bill, I don't mean to be combative, but I agree with this statement and might have said something similar. It's great that you want to point out possible flaws, but suggestions for fixing it would be best. It's also not necessary to paint the absolute worst case scenario and present it as if it would absolutely happen and there are no other possibilities.

    That particular approach is most likely to make many people just sit down, shut up, and stop making suggestions.

    P.S. My only reason for bringing this up is because I'm under the impression that you aren't intending to be that way and I know from experience that it's hard to stop doing something that you don't notice you're doing.
    I disagree. Completely. If you don't think a suggestion is needed, you ARE NOT required to make suggestions for improving it. You can simply point out WHY you don't think it's necessary and WHY you think it would make the current situation (that the suggestion is presumably tyring to "fix") WORSE.

    THAT is a major portion of these forums. Always has been. Always will be. In fact many times it causes the Suggestion Onwer/original poster to go back and think of ways AROUND those objections. In many of these cases the suggestion was implemented with safegaurds by the devs in order to avoid the pitfalls people thought of.

    It's NOT the job of those who think the suggesiton won't work/is unncessary/will make things WORSE to fix the original suggestion. It's the job of the SUGGESTION'S OWNER to offer things that work around those objections. Which by the way I think you'be been doing a very good job of.

    I just don't want anyone to get confused that this forum does not allow complete disagreement with a suggestion. That's not the case at all.
  23. Aura_Familia

    Toggle buffs

    Quote:
    Originally Posted by Jordan_Yen View Post
    I would like to respectfully ask that no one every say this. Ever.

    There is another option besides "shut up and suck it up": discuss possible changes, evaluate the merits, work for change where practicable. Hence the point of the suggestions thread, no?
    Agreed. As I said if they ever create OPTIONAL "toggle" versions of buffs I would not be mad, I simply wouldn't use them, as I don't see any way they could do it without making buffing an absolute HASSLE on the current typical COH teams.
  24. Aura_Familia

    Toggle buffs

    Quote:
    Originally Posted by Jordan_Yen View Post
    It's not that I don't like supporting and not attacking because I do. I've always played mostly defenders and then eventually controllers. What I don't like is having my sandcastle constantly washed away. Over and over and over.

    I'd like it to be easier to build the castle or have it last longer.




    See THAT part I bolded right there would be another problem. I just don't see the devs allowing you to do that without a HEAVY "adjustment" to those powers. Even if they created separate AOE versions of them (the feasibility and how long that would take put aside for now) I'd bet money that the new AOE ones wouldn't be nearly as strong as the current single target (can't target yourself ones).

    I've never personally had trouble buffing and attacking all at the same time. I just shift+1, buff, buff, shift+2, buff, buff and on till I hit all 7, then I get moving. I don't see an issue but again understand that that's not a playstyle that everyone would like.
  25. Aura_Familia

    Toggle buffs

    Quote:
    Originally Posted by Jordan_Yen View Post

    But an AOE one-time cast buff like RA works. Even on fast teams. They'll usually hold at the beginning of the mission or before big enemies. Otherwise, you can just wait till everyone's engaged on a big group and fire it in melee range
    That right there is one of the PROBLEMS I was stating. Currently on many teams people DON'T group up and wait for the buffer to fire. For most teams I've been on (fast moving teams) the buffer just hits everyone they can, because folks DON'T GATHER. EVER. I personally HATE that type of playstyle. It basically slows the speed of this game to a crawl when its often NOT necessary. I'd bet money I'm not the only one who feels that way.

    I sure as hell know that what you describe DOES NOT happen on speed teams such as speed tfs and such.

    For all buffs to work that way would be annoying as hell.

    If it were an option I simply wouldn't use the multi ones.