Biospark

Legend
  • Posts

    1439
  • Joined

  1. I played a Mind/Emp a long time ago and as far as soloing on "base" settings, Mind Control is pretty darn nice. The truth is that Controllers really don't start to "shine" solo until level 42+.

    If I were to pick up a Mind/Emp again, I would be sure to take Hasten, pick up either Flurry or Air Superiority as an additional attack (depending on my travel choice), then either Fighting or Leadership (I prefer leadership) and finally choose Psionic Mastery and take : Indomitable Will, Mental Blast (probably respec out my pool attack at that point), Psy Tornado and Mind over Body.

    IO for recharge, recharge, recharge in order to maximize the up-time of Indomitable Will and the Auras from Empathy.

    But thats just me.
  2. As a casual player of regen (I jumped ship over to Willpower after it was relased), I can only speak in general to your ideas Claws.

    It makes a lot of sense to add slow and regen debuff resistance. Especially the slow resistance.

    As far as Defense or Resistance goes, I am less convinced that it is the way to go.
    Personally, one of the contributing reasons that I now prefer Willpower over Regen is the MANY changes that have occurred to Regen over the years. It would actually be more enjoyable to me if they lowered the recharge on Instant Healing a little and/or Moment of Glory.

    My "instinct" tells me that Moment of Glory was meant to be that Defense/Resistance power for regen. The problem as I see it, is that functionally, "Shadowmeld" is more effective at countering "alphas" or "hanging-by-a-thread" while you recover some health (because you can get the up-time much higher).
  3. Quote:
    Originally Posted by Angelofvalor View Post
    After playing dark/dark to around level 30 I perhaps will go back to him once I finish my ill/rad controller first. Anyways it just feels like there are to little of tools to help my teams, sure it helps your personal damage but playing a defender it just doesnt feel right, I highly enjoyed what tools I could use to help my teams and there where so many tools.

    Sure kinetics is fast paced and its a fun and fast ride but it almost feels shallow like its not enough to bring it to 50. I am starting to think it might need a little work, sb is nice and all but its not everything.
    Like others here have mentioned, Kinetics is FULL of team-oriented powers, so I am not sure how you reached the perception that it is "shallow" or "lacking" in tools for teaming.

    My own take on Kinetics is that it is TOO BUSY on teams. Between using Speed Boost on Everyone, Increase Density on every Squishy (plus defense-based Melee toons), Tranfusion, Siphon Power, Transference and Fulcrum Shift, there was very little time left over for my Kin/Elec to use some of his own attacks.

    However, if you were actually speaking of the "solo-ability" of Kinetics, that is a completely different subject. Could you elaborate your point some more ? Many people would be able to speak more specifically regarding your concerns in that way.
  4. What powerset combination are you trying for Tex ?

    I have played a Sonic/Energy Defender and I was actually intrigued by the slotting options, so perhaps I can take a look from my perspective and see what comes up.
  5. Quote:
    Originally Posted by Razawere View Post
    My pov on this issue is the current shard drop rate "feels" right.

    Shards droppage should be at the mercy of the rng...that is part of the arc of the charactor progression, fate is a fickle mistress.

    If a reward is automatically becomes expected, it loses some of the luster and in some manner diminishes the uniqueness. For the PnP RPG vets...think monty hall-ish if it becomes common place.

    Perhaps it is a matter of subjective observation, most of the playerbase are vets...had stabled 50s for awhile and just now, we get to boost them.

    If we had the singular experience of only lvl 1 toon to 50 and then strive for slotting the Alpha slot, we might have a different perspective of the shard drop rate...something to consider.
    Your perspective is shared by many folks here, and I don't criticize that viewpoint, however...

    Not all toons solo just as well as the next toon, but yet they can jump into a team and earn rewards at the SAME rate as the more "team-oriented" toons. This is not an issue if the vast majority of players spend the majority of their time "teaming". It IS a concern for players like myself that only team ocasionally, due to heavy personal demands and working odd hours. Due to this, I spend the majority of my play time "solo", with the exception being the Weekend, where I can "ocasionally" join up with guildmates.

    I am not asking for any "special" hand-outs regarding Incarnates because I prefer team-oriented characters, but am not able to team 100% of the time. What I am repeatedly saying is that the shard rate (while solo) is waaaayyy too grindy, especially if you are not able to crank it up to X8. While, on the other hand, getting shards while teamed, especially on High-end TFs is way too easy. I don't have a real good suggestion for how to make it work better, but I think the daily shard "mission" idea has the best chance of helping people like me, WITHOUT making it ridiculously easy for players with "different" playstyles.

    P.S. I liked that reference to "Monty-Haul" brings back memories. Of course, the last time I played PnP, there was no subscription fee. Hmmm, well unless you count the BYOB house rules :P
  6. Quote:
    Originally Posted by PennyPA View Post
    Not opposed to the suggestion, but I would like to see some more time with this issue so that we can get some "real numbers" here. It may be slow, but if they increase the rate, then they run the risk of too many (all?) players have uncommon Alpha slots, plus a pile of shards just ready to be converted. Add that if there is an open beta, players will see what the next round of requirements are for shards/slots, stockpile them and be fully slotted 5 min after the issue comes out.

    Again, not a bad idea, but I would place a bet that the devs are watching, checking who is naughty or ni....er gathering data on drops and slotting for datamining later and adjust the rates up (or down) as needed, based on how fast they want us to slot up.
    I think the "piles of shards" is going to be a reality if you team even occasionally.

    Biospark is sitting with his Uncommon boost of choice and enough material to make a common boost after only one weekend of TF running (Kahn, STF(x2), ITF(1 or 2 times ??)). And I have no intention of wasting time and material making all eight uncommons and all four commons to fill out the tree. So anything else I get from now until the next release of boosts is "gravy" and will just sit there waiting.

    Thats the equivalent of 44 shards (estimating, I took the component reward every TF)
    with only THREE shards from doing my 5 tips each day (This includes the 1 shard from doing the "unlock" Arc).

    Teaming 41 shards (8-10 hours work over 2 days)
    Solo 3 shards (8-10 hours work over 5 days)

    As I have said before, this "Ratio" may be intended, buuuuttt I don't like it.
    ***as a side-note, a daily shard run would have raised my solo amount up to 8, which is still a far cry from the teaming rewards, but it would have gotten me closer to my Common boost before jumping into my first TF this weekend at least***
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    I'm actually not opposed to the Shard drop rate slowness, what I'm opposed to is its utter unreliability. One of the first things that gets drilled into your head when you study statistics is that random chance has no memory. If you flip a coin 19 times and get 19 heads, your chance to flip heads again is still 50/50 (assuming a fair coin).

    What this means is that if I go an entire day without getting a Shard drop, I have effectively achieved nothing. Random chance will not go out of its way to give me more Shards tomorrow to even things out. No, tomorrow will go on as if today never happened, so I have effectively gotten dick for my hard work.

    Making the Shards system finer-grained may or may not speed up the process, but it will almost certain let us walk away with a greater feeling of accomplishment. Getting 1 out of 40 is still better than getting 0 out of 4. That 1 still puts me one closer with 39 to go. That ZERO puts me no closer to my goal, as I have exactly the same number of Shards to look for as I did before.---

    On topic, I'd personally love to see level 50 playable story arcs grant a single Incarnate shard, at least.
    AMEN !

    Make it so Devs !

    *Section highlighted for emphasis*

    The system currently rewards Teaming too heavily, and Solo-ing too little.
    This may be WAI but could stand for an adjustment in my opinion. By adding a daily shard "run" there would be a feeling of progress for players that only team occasionally (like on weekends) and spend the majority of their game time "solo". The major teaming benefit would always remain intact due to "speed-of-defeats", and the 4-shard reward at the end of the TF (if that is what you are doing). No solo-er will ever beat that (even though there are the rare combinations that can come close).
  8. Quote:
    Originally Posted by Techbot Alpha View Post
    Since the Very Rare slot takes two Rares to make, it might be worth making another uncommon for when they do release them? I know I will be on Alpha.
    Yes, but what do you make ? What pieces do you keep in storage ?

    Until we know more, its all just "junk in the trunk".... sorta speak
  9. Quote:
    Originally Posted by Jerikko View Post
    First this is not a rant. I like to new system, and eagerly await more!

    I see a disturbing trend happening since the launch of i19. Now I know that a lot of this is simply because our high end characters have a new goal to shoot for, which is awesome.

    But I have noticed that the lower level players/newbies are having a difficult time starting tf's at their level. I am not immune to this either. I have found myself looking at the various chat channels I belong with; ignoring the request to do a manti, or posi simply to get the high end content for the incarnate shards.

    I feel this is creating some alienation between the older community and the younger one and believe to help stop this, it would be better to at least let the common shard drops happen for those that have completed the Alpha arc at the same drop rate they are now at.

    Now I would not say to go as far as granting the uncommon shards to be dropped as an reward for completion; as those should remain for high end rewards.

    This way the younger group should have an easier time to get the lower end tf's going and all of 45+'s still at least get to work towards our Alpha goals.
    I am actually starting to see a completely different issue present itself. The one where I have "boatloads" of incarnate salvage just sitting on my Incarnate tab with nothing to do with it until they release more Incarnate slots. I suppose I could make all those other common and uncommon boosts. You know, the ones that I will probably not ever need because the Spiritual Radial boost is everything "in-a-can" that I want so far. Was finally able to run some TF this weekend with my guildmates and with 4 TF runs got my Common boost, then the Uncommon and have enough material left over for another common boost. If I need to wait a couple months before new recipes/slots, I will be "over-flowing" with "stuff" that has no "urgent" need to be used.

    In regards to your point, however, I agree with others in that it's too early to predict what the effect on the players will be. Welcome to every other MMO expansion release ! Where all the high level folks are doing their high level thing, while every one in the middle or at the beginning needs to seek players of their own level to team with. If you find that you cannot get any of your level 50 friends to hang out with you, it may be time to suggest a "Lowbie Night" for your SG, which will offer a chance to lower level members to get what they need and still feel "connected" to the Veterans. Either that, or you can form a new super group in which you specifically recruit players of your level and time-zone. This has always worked for me in other MMOs.

    I don't actually want to see shards dropping on lower level content, but I would like to see the solo shard rate looked at, or perhaps a Daily Shard Mission to help the more casual players.
  10. Quote:
    Originally Posted by FunstuffofDoom View Post
    Why a dominator instead of a controller?
    What Blue_Fenix said. Mind-Psi dominator is simply more selfishly fun than the controller options.

    Theoretically, a Mind Controller could leverage it's damage with greater safety and utility after getting into the 40+ game, but prior to the 40s, Mind control is more like a Psychic blaster with a weakened Defender set. A Dominator is more like a Blaster/Scrapper that doesn't need to baby-sit any teammates, just exert your will and destroy anything that you feel like at the moment. It's more of a "Playstyle" difference than anything else.
  11. I agree with everyone regarding Super Reflexes. It is going to be much easier to fit in powers from the secondary now that fitness is inherent. However, I think they should still re-arrange the powers for scrappers like the Brutes have it. Not even sure what the reasoning WAS/IS for leaving scrappers the way they are.

    Another powerset that I consider tight is Empathy. Prior to I19, I had 7/9 primary powers on my defender (skipped Rez, and AP, which are worth taking) and had only 5/9 from my blast set and the rest were pool powers for extra survival and utility (NO, I did not take Medicine !). I19 let me pick up one more Primary (Rez), one more standard pool (Vengeance) and one more Utility power (Electric Fence). So thats 8/9 and there are still situations where I could see the usefullness of Absorb Pain, but I would rather have Vengeance !!!
  12. Quote:
    Originally Posted by Socorro View Post
    I got the Spiritual Uncommon for my Brute (Recharge Bonus). Without it, I already have high recharge (77.50% - 147.50% with hasten). When I slot the Alpha Spiritual, I'm not noticing any extra recharge (I even timed the recharge on a few powers with my comp's clock), nor can I see any of its effects in the combat window or power info.

    So, what do you think is happening? Am I not timing things right (hard to see how I could be messing that up, but maybe...)? Am I at ED Recharge cap (all of my powers are slotted with IO sets of some kind, and I didn't think global recharge added to the ED cap)? How can I tell?

    I'm going for Nerve Uncommon 2nd tier to get a defense bonus and see if that's noticeable (or viewable in combat window), but basically I'm wondering if something is wrong or if these bonuses just down show up that much on heavily IOd toons.

    Finally, I know I have the Alpha slotted correctly, I see its Icon in my active powers lists.

    Suggestions? Musings?
    The real noticeable difference will probably come once we start seeing the rare and very rare bonuses.

    However, what I have done on my Emp/Elec is take the Spiritual Boost into consideration with my build. Many of my recharge powers were re-adjusted to get recharge around 65-80% before the Alpha is taken into account. The second phase of my transformation has not been done yet and what I am still "build-planning" is moving slots around in order to trade generic Recharge for IO set bonuses.

    For example: My I18 slotting on Hasten is 3 generic Recharge IOs, putting it at the ED-cap.

    With my next respec, I will pull one of those slots off and keep 2 generic recharge IOs and move that slot to another power that is not 6-slotted and GAIN 1 more set bonus. Since Hasten doesnt take IO sets, this becomes an extra set bonus without any loss of recharge on Hasten. What is really funny, is that one of the powers that I gained from I19 is Vengeance, which coincidentally is getting a LoTG recharge IO and I could slide that extra Hasten slot there to boost the amount of Def I get from Vengeance AND get the 2-piece set bonus. Win-Win AFAIAC

    So the biggest suggestion I could give is to look at where you have generic IOs, OR... where you are already AT the ED-cap and see what optional IO set-ups you can make.

    Example: If you slotted a power heavy on recharge with an IO set, you could swap out which pieces you are using to increase Dmg, Acc, EndReduc, etc.... while lowering the Recharge down to 66-80% and the Alpha boost would bring it back to the cap. You would not gain any set bonuses this way, but you COULD gain improvements in the other aspects of a power. A good example of this in my build is Short Circuit. My I18 build has this power sitting around 73% Damage, 50% Acc, 88% EndMod, and 95% Recharge. I am re-evaluating my slotting to reduce the Recharge down, while boosting the Damage and EndMod up to the caps. The power is currently 6-slotted because of the many needs of the power.

    Hopefully this all made sense.
  13. Biospark

    Duo Advice

    For a Scrapper, I would go with a Defender and possibly a Corruptor.

    What a Fire scrapper needs is Defense, Recharge and any debuffs that you can throw out.

    Ice Domination comes to mind, but just about any good Defender set will improve the toughness of a scrapper, especially a resist based one like Fiery Aura.

    A couple of interesting team-ups come to mind though :

    Fire/Fire scrapper and Fire/Thermal corruptor (or Fire/Thermal controller) OR...

    Fire/Fire plus Ice/Cold corruptor (or Ice/Storm controller)

    A Fire and Ice team sounds pretty cool actually.
  14. I will echo the thought that a Dominator could be the best bet. You get Ranged attacks, Controls and Melee attacks, and each combination has its own flavor. Tactics are very important, especially prior to reaching Perma-dom status, so you will have to be fast on your keys. AND.... it plays kinda like a blaster, but with greater safety.

    The only limitation for Dominators (to me) is that they don't have as many sets to choose from as other ATs, so this seems more limiting to me, but they are just so much fun to play that it doesn't seem to matter. Every combo I have tried has been alot of fun.
  15. Quote:
    Originally Posted by Amy_Amp View Post
    Also note for Elec control the recovery that is given to you is much more noticeable than anything in Elec blast.
    Funny you mention this Amy, I am seriously toying with making an alternate version of Biospark on another server as an Electric/Empathy controller. Would be very interesting to see how that would compare.
  16. Biospark

    Endurance.

    Quote:
    Originally Posted by Ultimo_ View Post
    Fortunately, this character has (for me) a significant amount of Influence, but it's not infinite. Further, I'm only L41 right now. It will be some considerable time until I reach L50 (consider, I've been playing for years and don't have even one L50 character). I usually do turn off Tough if I'm not going to be dealing with smashing or lethal damage.

    I'll look into the Thunderstrike IOs, and see if they're something I can afford.
    You need to get a character to level 50. Seriously, it will solve many of your problems.

    For example, Today I logged on Biospark and did my 5 tip missions set to +0/x2 cause I was not feeling like working too hard and got a purple recipe (Ragnarok iirc), sold it for 400million. This cannot happen with a character that is below level 50.

    Also, you can run story arcs to get merits and purchase recipes that sell very well on the market and make some influence to bank-roll your characters. 200 merits = 100million influence. Think about it.
    Edit: As mentioned by McNum, Hero Merits are another way to get "sellable" recipes, but I personally use Hero Merits for my own "hard-to-get" recipes, like Miracle, LotG, Steadfast etc...
  17. Biospark

    Endurance.

    Quote:
    Originally Posted by Ultimo_ View Post
    I see. This is the kind of advice I was hoping for, thanks. However, the next question is, how much can I expect this to cost?
    Depends on how patient you are with the market.

    If I am willing to work the market, I can get most of the Thunderstrike recipes for 250K or less(each). But if I am not feeling very patient (which is most times) I have spent upwards of 2.5 million per recipe. So... thats 4.5 million up to 45 million for three full sets of Thunderstrike.

    Usually, I get all my salvage with AE tickets and buy the Thunderstrike IO recipes at whatever level I can get. It is often easier to get recipes at the max level, but check every level to see what is available before putting up bids.
  18. Biospark

    Endurance.

    Quote:
    Originally Posted by Ultimo_ View Post
    Hm. The question becomes, then, where can I squeeze out more endurance? As I say, I've tried slotting for endurance, damage and both at once. Nothing seems to help. On the other hand, those numbers include Combat Jumping and Assault. The projected build doesn't include Combat Jumping (that extra 2% Defense didn't seem to make a significant difference), though it uses very little endurance.

    My thinking was that IOs might be the solution, but I've never dealt with them at all; they tend to be prohibitively expensive to buy or make.
    IOs are the solution. For two reasons;

    A) You can get End recovery in many set bonuses (Thunderstrike for example)
    Three sets of this will give you 6% more endurance recovery. That's enough to cover the cost of Hover.

    B) Slotting IOs will net you more enhancement than simple SOs. Again Thunderstrike is a great example. 6-slotted Thunderstrike will yield 2 SOs ACC, 3 SOs DMG, 2 SOs Recharge and 2 SOs EndReduc. Thats 9 SOs if you were counting, but with only 6 slots.

    If you 6-slot each of your three single target attacks with Thunderstrike you will ALSO get;

    6% Endurance Recovery
    21% GLOBAL Accuracy
    12% GLOBAL Movement speed increase AND...
    11.25% Defense to Ranged, Energy, Negative

    Both my Energy Blast characters are Hover style blasters with Range Defense as their Focus. Thunderstrike is THE set for that tactic.

    One last note regarding your build which you can take to the bank. You are running too many toggles.
    My FF/Energy Defender runs Dispersion/Hover/Tough/Weave and that is pushing the envelope a little.
    I am considering switching to Leadership instead of Fighting when I get my Ancillary Toggle, but that is going to be even more difficult to manage endurance with. I am thinking that the final solution to my endurance troubles will come with the Alpha slot, which is most likely going to be the end-reduction one.
  19. Biospark

    Endurance.

    Quote:
    Originally Posted by Ultimo_ View Post
    1.76 end use/second
    2.45 recovery/second

    I can provide endurance use by the powers if you need that.
    This is your problem, combined with not getting ED-capped damage in each of your attacks.

    I always shoot for 2.0eps NET recovery in my Builds AND ED-capped damage in my attacks.
  20. Quote:
    Originally Posted by DrMike2000 View Post

    If it were up to me I'd spread the drain more evenly between all powers, so that the single target blasts had a noticeable secondary effect too. Letting a blast set neuter a single boss in a few moves is acceptable, multiple bosses isn't.
    I am not sure how that would play Dr.Mike. It could potentially weaken the set's built in mitigation of "all mobs sapped" to become "one mob sapped and all the rest having some remaining endurance".

    From my perspective, the most annoying thing about "sapping" is that you have to keep them there, and once they have even a sliver of endurance, they can take shots at you. Which is why I want to see their endurance STAY at zero longer. If we could get a -recovery attached to the drain for the standard debuff duration, that would make me very happy.

    Example;
    Charged Bolts would drain 7 endurance and debuff recovery for 6 seconds
    Lightning Bolt would drain 10 endurance and debuff recovery for 10 seconds
  21. Quote:
    Originally Posted by Garent View Post
    Objection!

    Each of voltaic sentinel's blasts are almost the same damage as charged bolts, and it attacks fifteen times over its lifetime. So without damage enhancements at level 50 it'll do 533.85 damage over its lifetime without damage enhancements. At a 3.3 second casting time, it has an unenhanced DPA of 161.77. It's always worth recasting, and if it wasn't limited to one at a time electric blast would be one of the best single target damage sets in the game.

    Short circuit is the largest culprit for why electric blast underperforms. If the power was improved, electric blast would immediately become an average set at the very least.
    Hehe, Ok Garent you got me.

    I simply hate having to recast him during battle. I would glady take anything else than a pet. A Damage Aura, or a Tier 3 blast would be more my style. I spend so much time looking for "blinking" Icons, what is one more right ?

    What are the chances they would ever make him a standard pet like the Dark Servant ?
    That would make me happy...-er.
  22. Biospark

    AE Power Combos

    Quote:
    Originally Posted by Dispari View Post
    You and I have very different definitions of "easily."

    No character I've ever made outside of my widow have been able to achieve softcap without build sacrifice. So I've never bothered.
    Let's not forget that when someone says "softcap" they don't generally mean "softcap to all types/positions". I have seen many people calling themselves "soft-capped" when, in fact, they are really only "soft-capped to smash/lethal". It may seem a minor point, but against some enemies your "soft-cap" can disappear darn fast.
  23. Quote:
    Originally Posted by Veslin View Post
    Hmm, okay I think I see. You have to sacrifice damage, but with the correct slotting, it can sap. That's a somewhat unusual idea, but something to consider. Like I said, I'm trying to find something to go wtih Dark Miasma, and the ability to drain in addition to all the other things DM can do is an interesting thought.
    Radiation blast reduces Def, not Dam, and I took it because -Def is the only stat that Dark Miasma cannot debuff, but using the blast set itself was not fun for me. I was often either too far away for Cosmic Burst or not quite right where I needed to be for my AOEs to hit most of the enemies.
    I have often seen that End drain is not terribly effective, but I am looking at the potential of the powerset as a whole. The Hold plus the free-damage pet plus the sapping ability may be enough to make it worthwhile for me to play.
    That being said, I wanted something that could solo well, dealing some solid damage, and it seems to get mixed reviews in that department.
    Have you considered Dark/Archery ? I have played both a Defender and Corruptor version and the two sets synergize very well.
    Tar Patch + Rain of Arrows + the kitchen sink = lots of defeated mobs. Archery has good single target damage, great AoE damage, and some utility if you take stunning shot and combine it with Dark Mastery (oppressive gloom).

    As far as Electric Blast goes, here is my input;

    Overall the set is a haphazard mix of Damage, AoE, and Control. But it's not very good at any of them. Let's talk about each one individually.

    Single Target damage : You get only 2 single target blasts, a Snipe, and the Pet. Against alot of weaker enemies you will be fine. Summon the pet, use AoEs and Blasts till the spawn is done. Against Harder targets is where this set suffers. Both the Snipe and the Pet will lower your dps if you use them after the start of a battle, so I skip them in Boss/EB fights and use Sands of Mu as my third attack instead.

    AoE Damage : On paper you would think that Ball Lightning + Short Circuit would be decent at AoE damage. Two reasons this is not the case. (One) Short Circuit has a huge casting time, and (Two) most Electric users WILL slot Short Circuit for Endurance Drain to get the most out of each use. Even with franken-slotting, you cannot get capped Damage AND Drain (not to mention recharge and Acc <--- both very important). Perhaps with the alpha slot (and/or other incarnate abilities) this Power will get some "love".

    Control : Tesla Cage is an excellent power that truely helps in the solo department. It's only weakness being that it comes kinda late (level 28). It does minimal damage, and since both it and Short Circuit need to be re-applied during a large battle, this will lower your DPS even more. Endurance drain was meant to be the "Main" trick of electric and as mentioned above, Blasters really get the ability to make it work before level 40. Defenders, not so much. It really matures as a tactic after you get either Power Build Up (Power Mastery) or Powersink (Electric Mastery). It works on teams prior to the 40s, however, due to the fact that you are probably not being attacked "initially" so can jump next to the "Tank" and fire it off multiple times.

    What does electic need ? Here are some possibilities (not meant to be taken as a whole)

    Add damage to Tesla cage on par with Lightning Bolt

    Shorten Short Circuit's casting time (since it got the drain amount nerfed way back then)
    additionally, modify damage, recharge slightly (due to slotting needs being so many) or...
    Increase the Drain amounts on Defenders (essentially treating it as a Debuff)

    Change all powers to stop endurance recovery instead of just Tesla and Short Circuit
  24. I play an Empath solo 75% of the time as my main (working graveyard can do that to ya), and the solo shard drop rate SUCKS !

    From the beta testing it was determined the rate approx;

    1 shard per 1000 minions
    1 shard per 150-200 Lieutenants
    1 shard per 50-75 Bosses

    We all know the bulk of our fighting will be against minions, and Bosses can be pretty annoying on a low-damage AT so how about? ;

    1 Shard per 450 minions
    1 Shard per 150 Lts
    1 Shard per 50 Bosses

    This would even out soloing for some ATs without really messing with anything else.
  25. Quote:
    Originally Posted by Tife_the_Gilded View Post
    So this is just for fun. Me and some roommates were talking about multi-classing/archetyping/etc in some MMO's we play. My question is if you were to MultiArchetype in CoH? What would you be?

    Simple Rules are:
    -Don't count Archetype Generic Abilities into your choices.
    -You can't choose the same AT 2 times.

    I would Probably make a Tank (32 or 38 Levels) with Defender (18 or 12 Levels)
    32 levels Scrapper and 18 Levels Blaster.