Black_Strike

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  1. Here's the build;

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

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

    Death-Widow: Level 50 Natural Arachnos Widow
    Primary Power Set: Night Widow Training
    Secondary Power Set: Widow Teamwork
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Teleportation
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Poison Dart -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Dmg/EndRdx/Rchg(11), Thundr-Acc/Dmg/EndRdx(36)
    Level 1: Combat Training: Defensive -- GftotA-Def/EndRdx/Rchg(A), GftotA-Def(5), LkGmblr-Def/EndRdx(7), LkGmblr-Rchg+(40)
    Level 2: Strike -- T'Death-Dmg/EndRdx(A), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg(9), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dam%(40)
    Level 4: Tactical Training: Maneuvers -- GftotA-Def/EndRdx/Rchg(A), GftotA-Def(5), LkGmblr-Def/EndRdx(7), LkGmblr-Rchg+(29)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Hover -- LkGmblr-Rchg+(A)
    Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+(A)
    Level 12: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-Acc/Dmg/Rchg(21), Oblit-%Dam(34)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15), RgnTis-Regen+(15)
    Level 16: Fly -- Frbd-EndRdx(A), Frbd-Fly(17), Winter-RunSpd/Jump/Fly/Rng/EndRdx(29)
    Level 18: Follow Up -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Dmg/Rchg(19), Mako-Dmg/EndRdx(19), Mako-Dam%(21), Mako-Acc/Dmg(36), Mako-Acc/EndRdx/Rchg(37)
    Level 20: Stamina -- P'Shift-End%(A), EndMod-I(23), EndMod-I(23), EndMod-I(27)
    Level 22: Tactical Training: Leadership -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-Rchg/EndRdx(25), GSFC-ToHit/Rchg(25), GSFC-ToHit(43), GSFC-Build%(50), GSFC-ToHit/EndRdx(50)
    Level 24: Mask Presence -- LkGmblr-Rchg+(A), GftotA-Def(46), LkGmblr-Def/EndRdx(46)
    Level 26: Foresight -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), GftotA-Def(34), GftotA-Def/EndRdx/Rchg(34)
    Level 28: Mental Training -- Flight-I(A)
    Level 30: Lunge -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(43)
    Level 32: Slash -- Mako-Dmg/EndRdx(A), Mako-Acc/Dmg(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(46)
    Level 35: Tactical Training: Assault -- EndRdx-I(A)
    Level 38: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(50)
    Level 41: Soul Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Dam%(43)
    Level 44: Mind Link -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/Rchg(45), LkGmblr-EndRdx/Rchg(45)
    Level 47: Elude -- GftotA-Run+(A), GftotA-Def(48), GftotA-Def/Rchg(48), GftotA-EndRdx/Rchg(48)
    Level 49: Recall Friend -- TSM'n-Rng(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    ------------
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]19.5% DamageBuff(Smashing)[*]19.5% DamageBuff(Lethal)[*]19.5% DamageBuff(Fire)[*]19.5% DamageBuff(Cold)[*]19.5% DamageBuff(Energy)[*]19.5% DamageBuff(Negative)[*]19.5% DamageBuff(Toxic)[*]19.5% DamageBuff(Psionic)[*]11.8% Defense(Smashing)[*]11.8% Defense(Lethal)[*]4.25% Defense(Fire)[*]4.25% Defense(Cold)[*]10.5% Defense(Energy)[*]10.5% Defense(Negative)[*]3% Defense(Psionic)[*]20.5% Defense(Melee)[*]14.3% Defense(Ranged)[*]5.5% Defense(AoE)[*]1.8% Max End[*]46.3% Enhancement(RechargeTime)[*]43% Enhancement(Accuracy)[*]9% FlySpeed[*]96.4 HP (9%) HitPoints[*]9% JumpHeight[*]9% JumpSpeed[*]MezResist(Held) 12.1%[*]MezResist(Immobilize) 12.1%[*]MezResist(Stun) 4.4%[*]15% (0.26 End/sec) Recovery[*]58% (3.11 HP/sec) Regeneration[*]4.08% Resistance(Fire)[*]1.58% Resistance(Cold)[*]16.5% RunSpeed[/list]
    As you can see, my defenses all increased, but my Recharge, Accuracy, recovery, and Regeneration drastically decreased.

    Hmmmm.

    Let me know what you think.
  2. I have played around a bit, and come up with this.

    These Positional Defense Totals are with all my toggles on, but without Mind Link.

    Defense: 63.4%
    Ranged: 45.4%
    AOE: 36.7%


    That is much better than what I had.

    Will post the build in the next Post, since it is on my secondary computer, Short-Form.

    Please let me know how it looks now.

    And, thanks for the help!
  3. Okay...

    I'll show my ignorance here. How do I get Mid's to show Positional Defense? I can do the export Short Form, but have never even seen Positional Defense in Mid's.

    Where is it at, and how do I include it?

    lol, I feel stupid.
  4. I agree with Fire Away also.

    Though Forbin's favorite suggestion on the Storage/Workbench thing sounds right on the money. It allows ease of use, while not allowing access to all the Storage Racks in the Base. Adding a couple of Racks as Aux to Invention tables would work to, while Personal Salvage remains safe.

    I think a Dev at least saying something on these Storage Concerns is long overdue.
  5. This Widow is primarily intended for all melee fighting style. I kept Poison Dart for occasional Pulling, and runners.

    Please let me know if you see somewhere I need improvement!

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

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

    Death-Widow: Level 50 Natural Arachnos Widow
    Primary Power Set: Night Widow Training
    Secondary Power Set: Widow Teamwork
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Teleportation
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Poison Dart <ul type="square">[*] (A) Apocalypse - Damage/Recharge[*] (3) Apocalypse - Accuracy/Damage/Recharge[*] (9) Apocalypse - Accuracy/Recharge[*] (11) Apocalypse - Damage/Endurance[*] (36) Apocalypse - Chance of Damage(Negative)[/list]Level 1: Combat Training: Defensive <ul type="square">[*] (A) Gift of the Ancients - Defense/Endurance/Recharge[*] (5) Gift of the Ancients - Defense[*] (7) Luck of the Gambler - Defense/Endurance[*] (40) Luck of the Gambler - Recharge Speed[/list]Level 2: Strike <ul type="square">[*] (A) Crushing Impact - Damage/Endurance[*] (3) Crushing Impact - Damage/Recharge[*] (9) Crushing Impact - Accuracy/Damage/Recharge[*] (11) Crushing Impact - Accuracy/Damage/Endurance[*] (36) Crushing Impact - Damage/Endurance/Recharge[*] (40) Touch of Death - Chance of Damage(Negative)[/list]Level 4: Tactical Training: Maneuvers <ul type="square">[*] (A) Gift of the Ancients - Defense/Endurance/Recharge[*] (5) Gift of the Ancients - Defense[*] (7) Luck of the Gambler - Defense/Endurance[*] (29) Luck of the Gambler - Recharge Speed[/list]Level 6: Hurdle <ul type="square">[*] (A) Jumping IO[/list]Level 8: Hover <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]Level 10: Indomitable Will <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%[/list]Level 12: Spin <ul type="square">[*] (A) Obliteration - Damage[*] (13) Obliteration - Accuracy/Recharge[*] (13) Obliteration - Damage/Recharge[*] (17) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (21) Obliteration - Accuracy/Damage/Recharge[*] (34) Obliteration - Chance for Smashing Damage[/list]Level 14: Health <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery[*] (15) Miracle - +Recovery[*] (15) Regenerative Tissue - +Regeneration[/list]Level 16: Fly <ul type="square">[*] (A) Freebird - Endurance[*] (17) Freebird - FlySpeed[*] (29) Freebird - +Stealth[/list]Level 18: Follow Up <ul type="square">[*] (A) Hecatomb - Damage/Recharge[*] (19) Hecatomb - Accuracy/Damage/Recharge[*] (19) Hecatomb - Accuracy/Recharge[*] (21) Hecatomb - Damage/Endurance[*] (36) Hecatomb - Chance of Damage(Negative)[*] (37) Gaussian's Synchronized Fire-Control - Chance for Build Up[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - Chance for +End[*] (23) Endurance Modification IO[*] (23) Endurance Modification IO[*] (27) Endurance Modification IO[/list]Level 22: Tactical Training: Leadership <ul type="square">[*] (A) Adjusted Targeting - To Hit Buff[*] (25) Adjusted Targeting - To Hit Buff/Recharge[*] (25) Adjusted Targeting - To Hit Buff/Endurance/Recharge[*] (43) Adjusted Targeting - Endurance/Recharge[*] (50) Adjusted Targeting - To Hit Buff/Endurance[*] (50) Adjusted Targeting - Recharge[/list]Level 24: Mask Presence <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (46) Gift of the Ancients - Defense[*] (46) Luck of the Gambler - Defense/Endurance[/list]Level 26: Foresight <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance[*] (27) Luck of the Gambler - Defense[*] (34) Gift of the Ancients - Defense[*] (34) Gift of the Ancients - Defense/Endurance/Recharge[/list]Level 28: Mental Training <ul type="square">[*] (A) Flight Speed IO[/list]Level 30: Lunge <ul type="square">[*] (A) Crushing Impact - Damage/Endurance[*] (31) Crushing Impact - Damage/Recharge[*] (31) Crushing Impact - Accuracy/Damage/Recharge[*] (31) Crushing Impact - Accuracy/Damage/Endurance[*] (37) Crushing Impact - Damage/Endurance/Recharge[*] (43) Touch of Death - Chance of Damage(Negative)[/list]Level 32: Slash <ul type="square">[*] (A) Crushing Impact - Damage/Endurance[*] (33) Crushing Impact - Damage/Recharge[*] (33) Crushing Impact - Accuracy/Damage/Recharge[*] (33) Crushing Impact - Accuracy/Damage/Endurance[*] (37) Crushing Impact - Damage/Endurance/Recharge[*] (46) Touch of Death - Chance of Damage(Negative)[/list]Level 35: Tactical Training: Assault <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 38: Eviscerate <ul type="square">[*] (A) Obliteration - Damage[*] (39) Obliteration - Accuracy/Recharge[*] (39) Obliteration - Damage/Recharge[*] (39) Obliteration - Accuracy/Damage/Recharge[*] (40) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (50) Obliteration - Chance for Smashing Damage[/list]Level 41: Soul Tentacles <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage[*] (42) Positron's Blast - Damage/Endurance[*] (42) Positron's Blast - Damage/Recharge[*] (42) Positron's Blast - Damage/Range[*] (43) Positron's Blast - Chance of Damage(Energy)[/list]Level 44: Mind Link <ul type="square">[*] (A) Luck of the Gambler - Defense[*] (45) Luck of the Gambler - Defense/Endurance[*] (45) Luck of the Gambler - Defense/Recharge[*] (45) Luck of the Gambler - Endurance/Recharge[/list]Level 47: Elude <ul type="square">[*] (A) Gift of the Ancients - Run Speed +7.5%[*] (48) Gift of the Ancients - Defense[*] (48) Gift of the Ancients - Defense/Recharge[*] (48) Gift of the Ancients - Endurance/Recharge[/list]Level 49: Recall Friend <ul type="square">[*] (A) Time &amp; Space Manipulation - Range[/list]------------
    Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Celerity - RunSpeed[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Conditioning
    ------------
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]12% DamageBuff(Smashing)[*]12% DamageBuff(Lethal)[*]12% DamageBuff(Fire)[*]12% DamageBuff(Cold)[*]12% DamageBuff(Energy)[*]12% DamageBuff(Negative)[*]12% DamageBuff(Toxic)[*]12% DamageBuff(Psionic)[*]6.75% Defense(Smashing)[*]6.75% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]3% Defense(Psionic)[*]10.5% Defense(Melee)[*]3% Defense(Ranged)[*]3% Defense(AoE)[*]1.8% Max End[*]81.3% Enhancement(RechargeTime)[*]81% Enhancement(Accuracy)[*]96.4 HP (9%) HitPoints[*]MezResist(Confused) 7.5%[*]MezResist(Held) 7.5%[*]MezResist(Immobilize) 14.1%[*]MezResist(Sleep) 7.5%[*]MezResist(Stun) 11.9%[*]MezResist(Terrorized) 7.5%[*]14.5% (0.25 End/sec) Recovery[*]74% (3.97 HP/sec) Regeneration[*]6.6% Resistance(Fire)[*]4.1% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]7.5% RunSpeed[/list]
  6. &lt;qr&gt;

    I would hope you have plans to do something similar for CoV?

    When it hits it's 5th Aniversary?

    I can already picture a black shirt with Lord Recluse in the center, Ghost Widow, Scirroco, Mako, and Black Scorpion to his right and left.

    That is the T-Shirt I'll buy, since I only play Cov.
  7. That is the norm for CS/Tech Support.

    The Current Room Tab is the easiest way to get rid of something misplaced. If you hit another snag like that, use the Current Room Tab to delete a misplaced item. Not that you misplaced it, the Editor will misplace them for you, lol.

    That tab also comes in handy for deleting the safes, lamps, and floor Plates we all use for stacking purposes these days.

    Have fun!

  8. I just wish they would make MA available through the Mission Computer, and allow SG Exclusive Arcs that can be accessed through the Mission Computer.
  9. Cobat Training Offensive is an Accuracy Buff.

    Tactical Training Leadership is a To-Hit Buff.

    In a guide I read, the poster recomended omitting Offensive in favor of Leadership at some point in your build. Stating that the To-Hit Buff of Leadership would more effectively result in more hits than the Accuracy of Offensive.

    I have noticed in some builds posted on the Forum that alot of builds include both.

    Is it a good idea to omit on in favor of the other?

    And is Leadership more advantageous if you did omit one?

    I'm not all that up on all the math of the combat equations, lol.

    Any advice would be appreciated.
  10. &lt;qr&gt;

    To whom it may concern at this point,

    I think the Market is completely out of control, and that is because of the Marketeers that control it.

    The Devs cator to them, like this is a new form of PVP, as referenced several times above.

    I use the Market to IO my toons because there is no other way to accomplish that task.

    I have said, and will always say that the prices are extremely excessive, giving the rate people can earn Inf, and drops in the game.

    This whole thread appears to me an attempt to get all us Base Builders to join them, and help drive prices even higher.

    I did pretty good building my Base/SG with me and three folks I know. I'm on the second to the largest Secured Plot.

    As I said up-thread I only Convert if I need a little more Prestige to finish a project, and convert only what I need.

    My SG is where it is because of dedicated players. Not the Market, or the Conversion Factor.

    I don't want to become a Marketeer.

    No thanks.
  11. Black_Strike

    i15 this week?

    It would have to be I14b. There's already been an I14a.
  12. &lt;qr&gt;

    Only times I use the Conversion is if I come up a little short on a project I'm working on. Then I convert only enough to finish what I'm doing.
  13. &lt;qr&gt;

    My OP stated that I'm not talking about the AE, and using it to Farm. I'm talking about Farming Normal Game Missions.

    Setting a limit to how many time a regular game Mish can be repeated would work too.

    I do not use Filling to Farm Missions by repeating them. I use Filling to up the Spawn count, and make the Challenge increase. I'm not too lazy to up the Diff Setting, it's kinda hard to up it to Challenge Rating 6 when it don't exist.

    I also stated in my OP that this suggestion would reduce the playerbase. That is because alot of players would quit the game.

    I'm saying that if they are going to attack Farming in the AE, they need to do so outside AE as well. Or, better yet, leave Farmers alone. Right now there is a Double Standard, you can Farm the Game Missions, but don't you dare Farm AE. If rules are created to stop it in one, rules should exist to stop it in both.

    As for putting "Word's in the Dev's mouths". If I knew how to link to a recent Posi Interview I read, I would do so. But, he clearly stated that he was against Farming, and was always looking for ways to reduce it. He was talking about the overall game, not the AE.

    My intention in starting this thread was to introduce an idea a friend of mine had. He doesn't use the Forums, and asked me if I would suggest it.

    My hope is that folks will help refine this suggestion, or offer other constructive ideas to decrease In-Game Farming.

    It was not my intention to start another Farming Flame War, but that seems to happen whenever someone uses the word Farm.
  14. Black_Strike

    Meowchanics

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    this is just a related observatory rant, not aimed at anyone specifically, just triggered by more detailed information people have posted:

    There are so many topics about people who don't understand why the penalties happened for doing this kind of stuff. The more I read the mechanics of what it took to use the MA in the manners they were being used, the less I believe that the people making the arcs had no idea it wasn't as intended. There have been so many arguments about it, mostly bashing the devs for taking unwarranted action, and then I read posts detailing what it took to get the XP farms. I don't see how anyone can be so naive as to think that they weren't doing anything that could be seen as bad.

    [/ QUOTE ]

    It was most likely because it worked.

    The Devs Issued and Released a Product, that we all pay for.

    Some Peeps found the flaws in the Product and used them to their gain.

    The Devs never intended to have Rikti Comm Officers act the way they did, it was a complete oversight on their part, when the "Special" versions were included in the MA. That was their fault, as they should have realized the differences in the Spawn of that Critter.

    However, you most likely own a Hammer. It is a tool used to drive nails into wood, commonly used to build things.

    It can also be used as a weapon.

    Was it the intent of the maker of the Hammer that it should kill? No.

    It was the person using the Hammer that decided to use it as a weapon.

    [/ QUOTE ]

    It wasn't just Rikti Comm Officers.

    When someone tells you not to use a hammer except for hitting nails or prying nails, and you do it anyway and it turns out to be a weapon, then you suffer the consequences.

    [/ QUOTE ]

    That is my point.

    The Blame lies with the user of the Hammer (AE).
  15. [ QUOTE ]
    Heck, if you've ever worked in an office where the basis of business was filing (title co., courthouses, etc.), even though most stuff is computerized, the actual files still have to go somewhere.... and it's a PITA to try and get everyone in said office to keep the friggin files straight. Even your basic Purchase Order type office systems are a PITA for everyone to keep straight.

    [/ QUOTE ]

    lol, it's harder to get them to keep the Microwave Oven clean.
  16. You can increase the output of any mission using Fills. That isn't Farming.

    I have a secondary account and log in a toon to fill in Cimeroro, and that's fun! But it isn't Farming.
  17. Black_Strike

    Meowchanics

    [ QUOTE ]
    this is just a related observatory rant, not aimed at anyone specifically, just triggered by more detailed information people have posted:

    There are so many topics about people who don't understand why the penalties happened for doing this kind of stuff. The more I read the mechanics of what it took to use the MA in the manners they were being used, the less I believe that the people making the arcs had no idea it wasn't as intended. There have been so many arguments about it, mostly bashing the devs for taking unwarranted action, and then I read posts detailing what it took to get the XP farms. I don't see how anyone can be so naive as to think that they weren't doing anything that could be seen as bad.

    [/ QUOTE ]

    It was most likely because it worked.

    The Devs Issued and Released a Product, that we all pay for.

    Some Peeps found the flaws in the Product and used them to their gain.

    The Devs never intended to have Rikti Comm Officers act the way they did, it was a complete oversight on their part, when the "Special" versions were included in the MA. That was their fault, as they should have realized the differences in the Spawn of that Critter.

    However, you most likely own a Hammer. It is a tool used to drive nails into wood, commonly used to build things.

    It can also be used as a weapon.

    Was it the intent of the maker of the Hammer that it should kill? No.

    It was the person using the Hammer that decided to use it as a weapon.
  18. It should be "In-Game" time.

    I'm not a fan of this suggestion, I will run the TV Missions myself. Got different ones saved on different 50's.

    If the Devs want to crack down on Farming, this is a feasible way to do it In-Game, to support their efforts in MA.
  19. Welcome back!

    I like Ninja Blade/Ninjitsu. It is very Solid, but little AOE. Damage is very good though.

    As far as Role, Stalkers can provide many services for a team.

    You can Stealth Missions, and TP the Team to the Boss/Blinkie for quick finishes.

    You can scout, and tell the team what kind of Mob is waiting for them around the corner.

    AS is awesome for taking out Troublesome Enemies; Tsoo Sorcerers, Air Raider Operations Engineers, Malta Sappers, etc...

    The Run and Hide playstyle is less used now, and I as a Stalker prefer to stay and fight.

    It all depends on your team though, and how they are playing missions. If they are "rush in and kill them all fast" teaming, then just depend on your damage.

    I love my Stalker, and have never heard one complaint that I was on a team. I have recieved Tells asking me to join teams to help them complete difficult missions, lol. I can dish out more damage than some Brutes, and take the Alpha Strike with no problems.

    Stalkers are very fun to play.

    Just started another one, lol.
  20. Black_Strike

    Widow survival

    I tried to run a Widow twice, and ran into the same thing.

    I started a new Widow last week, and have just reached 20, and she is already much better than the struggle of 1-15. Stamina is an issue early, but I love this Widow I'm playing now. She is pretty good, despite having to rest for Stam.

    Now, at 20 I have the Stamina Power, and a Perf Shifter +End. She will improve Stamina wise a good deal when I slot two End Mod Enhancements at lvl 21.

    The toon is solid, but you just have to get past the Stamina issue in my opinion.
  21. After all the Flame Wars that have gone on concerning Mission Architect and Farming, it is clear that the player base is devided concerning Farming.

    I am a casual Farmer, myself. I get bored easy, so I can't Farm effectively. After about 3 runs of the same Mish I got to go do something else, lol.

    The Devs have made alot of changes to the MA concerning Farming.

    I would like to give them a suggestion to Kill Farming In-Game. Here it is;

    Set a time limit on how long a Mission can remain in a players Mission Tray.

    This will work for the G-Ville TV Missions, and Most every other Farm Mission in the game.

    Now, before someone says this wont work in AE, I will remind you that I said Kill Farming In-Game, not AE which they are already addressing.

    Devs, you should realize that if you read this and do it you will chase off a big portion of your income. The percentage of your playerbase that are active Farmers.

    But this would Kill Farming.
  22. &lt;qr&gt;

    Snow Globe is dead? Cool!!!!

    Just kidding Snow, lol.

    I'll play it this weekend.
  23. Has anyone realized that he just used up all 18 of your Base Storage Items allowed to create those three wonderful racks?

    Hello!

    There are still Inspiration Wells, Enhancement Tables, and the Personal Storage Vault to add into his/her planned scheme.

    I'm all for more Salvage allowed in the Racks, and all for smaller racks, as the ones I got are quite frankly ugly, and cumbersome to fit in.

    But there are other things that require storage.

    I think they need to start by increasing the number of Base Storage Items allowed. 24 sounds like a reasonable number.

    I can't store, and have my Base set up the way I would like it to be with just 18. I'm already condensing Insp Storage to provide my three other Leaders a Personal Enhancement Table. And no, we aren't Hoarders/Marketeers, we use them on our toons, and store them for use on future toons.

    Just my 2 cents...
  24. &lt;qr&gt;

    I agree completely with the OP.

    Why am I as an Arc Creator going to waste all this time coming up with good Dialogue/Story, when nobody is going to read it but the Leader of a Team?

    If MA was created for the Soloist, the system works fine; on this point.

    For a Team, nobody knows what the heck is going on but the Leader.

    I have read the posts about Mission/Detail Clues Backfilling, but why should I have to tell the story twice? I want to use my Clues to further fill in the Story, not re-tell it from the beginning.

    When I run an MA Arc on a team where I am not the leader, I Rate it on the Mission playability alone. I have likely shortchanged some good Arcs because I could not read the Dialogue.

    There needs to be a way for Team members to read the Story if they so choose, but only allowing the Leader to Progress the Story.