Brimmy

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  1. Quote:
    Originally Posted by Warrior of Light View Post
    Havent seen any official word yet either...not a good sign...
    considering the time of day, i wouldnt get my hopes up on any official word for quite a while.. i'll just do what i normally do when the servers go to bits.. catch up on some ZzZ's :P
  2. Confirming Union being down too, got "kicked off" as i was alting and can't get back on at all.. someone must've tripped over a cable while robbing the vending-machine :P
  3. another happy customer

    very trustworthy seller right here.. Panacea Proc bought via global emails, barely had the last inf-mail been sent before i had recieved the IO. will very happily do business with @Cornerstone again
  4. Quote:
    Originally Posted by midgard2 View Post
    All servers down yet again. Rofl
    no they're not, lots of ppl ingame :P
  5. i just must say... bravo... not only did the servers get taken down smack in the middle of EU Primetime AS USUAL, it also took over 9hrs to get them back up... well done...

    i'm not even gonna try to be constructive in my criticism here... it's just plain horrible that this happens as often as it does...
  6. Quote:
    Originally Posted by joebartender View Post
    You didn't take Mass Confuse. That makes me a sad sad person. Is that because you don't like the power or for a concept reason?

    I find TK of marginal use most of the time and easily to skip. At the levels of recharge your have in that build Terrify can be skipped also

    If you want +Def and more AOE dip into the Ice epic. I find it to be the best all around epic pool. Two Aoe's, one of which is a nice debuff, a plus hp power and a +Def shield. The only downside is the ice shield annoys some people as it can obscure your costume.
    The main reason i didnt take Mass Confuse is that i dont really like confuse powers (took the ST one for the IO set), when i'm teaming there's really nothing dislike more than someone confusing an entire mob making them go all honkadory :P my plan is to mainly use Total Domination backed up by Mesmerize and Domination, and Terrify as soft-control while TD is recharging..
    What i may have failed to point out is that i aim for this to be mostly for solo-use (with exception of Trials and maybe a TF here or there) and as such i probably wont be aiming for huge mobs (i have other toons for that :P), and as such i wont often find myself heavily dependent on AoE control/confuse.

    As for Ice Epic, i just plain dont like it :P and it takes up far more power-slots than i feel that i can spare.

    I'll have a peek at your build, see if there's any idea's that can be incorporated to improve mine

    Quote:
    Originally Posted by Necrotech_Master View Post
    i personally like terrify because it doesnt just add some soft control its also a great dmg power and does a good amount of -tohit

    now i also ask why you skipped mass confuse because its a great control power (one of the few hard controls that mind has)

    if you want another suggestion i can post the build i have for my mind/fire
    see above the quote for explanation about Mass Confuse and i along with you really like Terrify

    if you wouldnt mind posting the build i would certainly appreciate having a look, i find looking at others builds really help my creativity to find alternate solutions to my own creations
  7. Noticed i'd missed a small but slightly important thing, so here's a repost with that change

    S/L Def is now 42%

    Villain Plan by Mids' Villain Designer 1,942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Mesmerize
    • (A) Fortunata Hypnosis - Sleep
    • (3) Fortunata Hypnosis - Sleep/Recharge
    • (27) Fortunata Hypnosis - Accuracy/Sleep/Recharge
    • (27) Fortunata Hypnosis - Accuracy/Recharge
    • (48) Fortunata Hypnosis - Sleep/Endurance
    Level 1: Flares
    • (A) Decimation - Accuracy/Damage
    • (9) Decimation - Damage/Endurance
    • (15) Decimation - Damage/Recharge
    • (17) Decimation - Accuracy/Endurance/Recharge
    • (46) Decimation - Accuracy/Damage/Recharge
    Level 2: Dominate
    • (A) Unbreakable Constraint - Hold
    • (3) Unbreakable Constraint - Hold/Recharge
    • (7) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (7) Unbreakable Constraint - Accuracy/Recharge
    • (33) Unbreakable Constraint - Endurance/Hold
    Level 4: Incinerate
    • (A) Kinetic Combat - Accuracy/Damage
    • (5) Kinetic Combat - Damage/Endurance
    • (5) Kinetic Combat - Damage/Recharge
    • (9) Kinetic Combat - Damage/Endurance/Recharge
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (13) Recharge Reduction IO
    Level 8: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 10: Fire Blast
    • (A) Decimation - Accuracy/Damage/Recharge
    • (11) Decimation - Accuracy/Damage
    • (11) Decimation - Damage/Endurance
    • (15) Decimation - Damage/Recharge
    • (29) Decimation - Accuracy/Endurance/Recharge
    Level 12: Telekinesis
    • (A) Endurance Reduction IO
    • (13) Endurance Reduction IO
    • (34) Endurance Reduction IO
    Level 14: Super Speed
    • (A) Quickfoot - Endurance/RunSpeed
    Level 16: Embrace of Fire
    • (A) Recharge Reduction IO
    Level 18: Total Domination
    • (A) Basilisk's Gaze - Endurance/Recharge/Hold
    • (19) Basilisk's Gaze - Accuracy/Hold
    • (19) Basilisk's Gaze - Accuracy/Recharge
    • (21) Basilisk's Gaze - Recharge/Hold
    Level 20: Stealth
    • (A) Luck of the Gambler - Recharge Speed
    Level 22: Fire Breath
    • (A) Positron's Blast - Accuracy/Damage
    • (23) Positron's Blast - Damage/Endurance
    • (23) Positron's Blast - Damage/Recharge
    • (25) Positron's Blast - Damage/Range
    • (25) Positron's Blast - Accuracy/Damage/Endurance
    Level 24: Boxing
    • (A) Empty
    Level 26: Terrify
    • (A) Glimpse of the Abyss - Accuracy/Recharge
    • (31) Glimpse of the Abyss - Accuracy/Fear/Recharge
    • (33) Glimpse of the Abyss - Fear/Range
    • (34) Glimpse of the Abyss - Accuracy/Endurance
    • (50) Glimpse of the Abyss - Endurance/Fear
    Level 28: Consume
    • (A) Efficacy Adaptor - EndMod
    • (31) Efficacy Adaptor - EndMod/Recharge
    • (33) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (34) Efficacy Adaptor - Accuracy/Recharge
    • (43) Efficacy Adaptor - EndMod/Accuracy
    • (46) Efficacy Adaptor - EndMod/Endurance
    Level 30: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 32: Confuse
    • (A) Coercive Persuasion - Confused
    • (37) Coercive Persuasion - Confused/Recharge
    • (37) Coercive Persuasion - Accuracy/Confused/Recharge
    • (40) Coercive Persuasion - Accuracy/Recharge
    • (40) Coercive Persuasion - Confused/Endurance
    Level 35: Blazing Bolt
    • (A) Sting of the Manticore - Accuracy/Damage
    • (36) Sting of the Manticore - Damage/Endurance
    • (36) Sting of the Manticore - Accuracy/Interrupt/Range
    • (36) Sting of the Manticore - Damage/Interrupt/Recharge
    • (37) Sting of the Manticore - Damage/Endurance/Recharge
    Level 38: Blaze
    • (A) Apocalypse - Damage
    • (39) Apocalypse - Damage/Recharge
    • (39) Apocalypse - Accuracy/Damage/Recharge
    • (39) Apocalypse - Accuracy/Recharge
    • (40) Apocalypse - Damage/Endurance
    Level 41: Levitate
    • (A) Kinetic Crash - Damage/Knockback
    • (42) Kinetic Crash - Accuracy/Knockback
    • (42) Kinetic Crash - Recharge/Knockback
    • (42) Kinetic Crash - Recharge/Endurance
    • (43) Kinetic Crash - Damage/Endurance/Knockback
    • (43) Kinetic Crash - Accuracy/Damage/Knockback
    Level 44: Scorpion Shield
    • (A) Luck of the Gambler - Defense/Endurance
    • (45) Luck of the Gambler - Defense
    • (45) Luck of the Gambler - Defense/Endurance/Recharge
    • (45) Luck of the Gambler - Recharge Speed
    Level 47: Weave
    • (A) Luck of the Gambler - Defense/Endurance
    • (48) Luck of the Gambler - Defense
    • (48) Luck of the Gambler - Defense/Endurance/Recharge
    • (50) Luck of the Gambler - Recharge Speed
    Level 49: Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    Level 50: Musculature Total Core Revamp
    ------------
    Level 1: Brawl
    • (A) Kinetic Combat - Accuracy/Damage
    • (31) Kinetic Combat - Damage/Endurance
    • (46) Kinetic Combat - Damage/Recharge
    • (50) Kinetic Combat - Damage/Endurance/Recharge
    Level 1: Domination
    Level 1: Sprint
    • (A) Unbounded Leap - +Stealth
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Miracle - +Recovery
    • (29) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (17) Endurance Modification IO
    • (21) Endurance Modification IO
    ------------
    Set Bonus Totals:
    • 13,5% DamageBuff(Smashing)
    • 13,5% DamageBuff(Lethal)
    • 13,5% DamageBuff(Fire)
    • 13,5% DamageBuff(Cold)
    • 13,5% DamageBuff(Energy)
    • 13,5% DamageBuff(Negative)
    • 13,5% DamageBuff(Toxic)
    • 13,5% DamageBuff(Psionic)
    • 10,5% Defense(Smashing)
    • 10,5% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 6,44% Defense(Energy)
    • 6,44% Defense(Negative)
    • 3% Defense(Psionic)
    • 6,75% Defense(Melee)
    • 6,13% Defense(Ranged)
    • 3% Defense(AoE)
    • 4,5% Max End
    • 4% Enhancement(Confused)
    • 66% Enhancement(Accuracy)
    • 130% Enhancement(RechargeTime)
    • 2,75% Enhancement(Terrorized)
    • 137,3 HP (13,5%) HitPoints
    • Knockback (Mag -3)
    • Knockup (Mag -3)
    • MezResist(Immobilize) 11%
    • 18% (0,3 End/sec) Recovery
    • 64% (2,71 HP/sec) Regeneration
    • 2,5% Resistance(Smashing)
    • 6,62% Resistance(Fire)
    • 6,62% Resistance(Cold)
    • 3% RunSpeed



    Code:
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  8. I've played some domi's before, but i've mainly kept them the "teamy AoE" types :P so now i'm looking at maybe going for a more solo-ish damage type and am therefor mucking about in mids to check out what can be done..

    so far i've gotten to having perma-dom without the -need- for hasten, and hasten itself is perma (with overlap) on 2 regular IO recharges.. so i tried to balance it out with some Def and reached about 38-39% S/L and Muscular Alpha to top it all off...

    I did kinda want to go Fire Ball for epics for -some- extra AoE damage, but at the same time i felt that Def would benefit me more in the long run..

    Is there any other things that i should maybe take into consideration here? perhaps someone more "seasoned" in the playing of doms could make it even better

    (and yes, i do have the funds for a build of this caliber so dont worry :P) *Build below*



    Villain Plan by Mids' Villain Designer 1,942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Mesmerize
    • (A) Fortunata Hypnosis - Sleep
    • (3) Fortunata Hypnosis - Sleep/Recharge
    • (27) Fortunata Hypnosis - Accuracy/Sleep/Recharge
    • (27) Fortunata Hypnosis - Accuracy/Recharge
    • (48) Fortunata Hypnosis - Sleep/Endurance
    Level 1: Flares
    • (A) Decimation - Accuracy/Damage
    • (9) Decimation - Damage/Endurance
    • (15) Decimation - Damage/Recharge
    • (17) Decimation - Accuracy/Endurance/Recharge
    • (46) Decimation - Accuracy/Damage/Recharge
    Level 2: Dominate
    • (A) Unbreakable Constraint - Hold
    • (3) Unbreakable Constraint - Hold/Recharge
    • (7) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (7) Unbreakable Constraint - Accuracy/Recharge
    • (33) Unbreakable Constraint - Endurance/Hold
    Level 4: Incinerate
    • (A) Crushing Impact - Accuracy/Damage
    • (5) Crushing Impact - Damage/Endurance
    • (5) Crushing Impact - Damage/Recharge
    • (9) Crushing Impact - Accuracy/Damage/Recharge
    • (29) Crushing Impact - Accuracy/Damage/Endurance
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (13) Recharge Reduction IO
    Level 8: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 10: Fire Blast
    • (A) Decimation - Accuracy/Damage/Recharge
    • (11) Decimation - Accuracy/Damage
    • (11) Decimation - Damage/Endurance
    • (15) Decimation - Damage/Recharge
    • (29) Decimation - Accuracy/Endurance/Recharge
    Level 12: Telekinesis
    • (A) Endurance Reduction IO
    • (13) Endurance Reduction IO
    Level 14: Super Speed
    • (A) Quickfoot - Endurance/RunSpeed
    Level 16: Embrace of Fire
    • (A) Recharge Reduction IO
    Level 18: Total Domination
    • (A) Basilisk's Gaze - Endurance/Recharge/Hold
    • (19) Basilisk's Gaze - Accuracy/Hold
    • (19) Basilisk's Gaze - Accuracy/Recharge
    • (21) Basilisk's Gaze - Recharge/Hold
    Level 20: Stealth
    • (A) Luck of the Gambler - Recharge Speed
    Level 22: Fire Breath
    • (A) Positron's Blast - Accuracy/Damage
    • (23) Positron's Blast - Damage/Endurance
    • (23) Positron's Blast - Damage/Recharge
    • (25) Positron's Blast - Damage/Range
    • (25) Positron's Blast - Accuracy/Damage/Endurance
    Level 24: Boxing
    • (A) Empty
    Level 26: Terrify
    • (A) Glimpse of the Abyss - Accuracy/Recharge
    • (31) Glimpse of the Abyss - Accuracy/Fear/Recharge
    • (33) Glimpse of the Abyss - Fear/Range
    • (34) Glimpse of the Abyss - Accuracy/Endurance
    • (50) Glimpse of the Abyss - Endurance/Fear
    Level 28: Consume
    • (A) Efficacy Adaptor - EndMod
    • (31) Efficacy Adaptor - EndMod/Recharge
    • (33) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (34) Efficacy Adaptor - Accuracy/Recharge
    • (43) Efficacy Adaptor - EndMod/Accuracy
    • (46) Efficacy Adaptor - EndMod/Endurance
    Level 30: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 32: Confuse
    • (A) Coercive Persuasion - Confused
    • (37) Coercive Persuasion - Confused/Recharge
    • (37) Coercive Persuasion - Accuracy/Confused/Recharge
    • (40) Coercive Persuasion - Accuracy/Recharge
    • (40) Coercive Persuasion - Confused/Endurance
    Level 35: Blazing Bolt
    • (A) Sting of the Manticore - Accuracy/Damage
    • (36) Sting of the Manticore - Damage/Endurance
    • (36) Sting of the Manticore - Accuracy/Interrupt/Range
    • (36) Sting of the Manticore - Damage/Interrupt/Recharge
    • (37) Sting of the Manticore - Damage/Endurance/Recharge
    Level 38: Blaze
    • (A) Apocalypse - Damage
    • (39) Apocalypse - Damage/Recharge
    • (39) Apocalypse - Accuracy/Damage/Recharge
    • (39) Apocalypse - Accuracy/Recharge
    • (40) Apocalypse - Damage/Endurance
    Level 41: Levitate
    • (A) Kinetic Crash - Damage/Knockback
    • (42) Kinetic Crash - Accuracy/Knockback
    • (42) Kinetic Crash - Recharge/Knockback
    • (42) Kinetic Crash - Recharge/Endurance
    • (43) Kinetic Crash - Damage/Endurance/Knockback
    • (43) Kinetic Crash - Accuracy/Damage/Knockback
    Level 44: Scorpion Shield
    • (A) Luck of the Gambler - Defense/Endurance
    • (45) Luck of the Gambler - Defense
    • (45) Luck of the Gambler - Defense/Endurance/Recharge
    • (45) Luck of the Gambler - Recharge Speed
    Level 47: Weave
    • (A) Luck of the Gambler - Defense/Endurance
    • (48) Luck of the Gambler - Defense
    • (48) Luck of the Gambler - Defense/Endurance/Recharge
    • (50) Luck of the Gambler - Recharge Speed
    Level 49: Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    Level 50: Musculature Total Core Revamp
    ------------
    Level 1: Brawl
    • (A) Kinetic Combat - Accuracy/Damage
    • (31) Kinetic Combat - Damage/Endurance
    • (46) Kinetic Combat - Damage/Recharge
    • (50) Kinetic Combat - Damage/Endurance/Recharge
    Level 1: Domination
    Level 1: Sprint
    • (A) Unbounded Leap - +Stealth
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Miracle - +Recovery
    • (34) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (17) Endurance Modification IO
    • (21) Endurance Modification IO
    ------------
    Set Bonus Totals:
    • 13,5% DamageBuff(Smashing)
    • 13,5% DamageBuff(Lethal)
    • 13,5% DamageBuff(Fire)
    • 13,5% DamageBuff(Cold)
    • 13,5% DamageBuff(Energy)
    • 13,5% DamageBuff(Negative)
    • 13,5% DamageBuff(Toxic)
    • 13,5% DamageBuff(Psionic)
    • 4,88% Defense(Melee)
    • 6,75% Defense(Smashing)
    • 6,75% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 6,44% Defense(Energy)
    • 6,44% Defense(Negative)
    • 3% Defense(Psionic)
    • 6,13% Defense(Ranged)
    • 3% Defense(AoE)
    • 4,5% Max End
    • 73% Enhancement(Accuracy)
    • 135% Enhancement(RechargeTime)
    • 4% Enhancement(Confused)
    • 2,75% Enhancement(Terrorized)
    • 122,1 HP (12%) HitPoints
    • Knockback (Mag -3)
    • Knockup (Mag -3)
    • MezResist(Immobilize) 10,5%
    • 18% (0,3 End/sec) Recovery
    • 64% (2,71 HP/sec) Regeneration
    • 2,5% Resistance(Smashing)
    • 6,62% Resistance(Fire)
    • 6,62% Resistance(Cold)
    • 3% RunSpeed



    Code:
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  9. Quote:
    Originally Posted by Memphis_Bill View Post
    Given it was "emergency downtime," I'd *think* it'd be safe to assume they don't know. They'll update when they do. Watch announcements.
    Going by past "emergency downtime" procedure, they wont "update when they do".. they very rarely keep us in the loop unless there's a uStream going (which there isnt)..
  10. Spines for Brutes... PLEASE! :P
  11. Quote:
    Originally Posted by Global_DJB View Post
    Do you want to pick a specific time in the evening and get them going? I'd be on for running/helping/participating in a daily run or three to at least get them up and going again. I reckon I've at least 3 friends who I can count on to join then too.

    I'm sure that the motd in various chans can carry a notice about it. Or if there isn't enough interest for daily, we could go weekly like CoP/MSR or maybe Thur & Sun or the like.
    I've actually been thinking in those lines, maybe do something like Sals lambda badge-runs, but being a uni-student and all it's hard for me to nail down a specific time every day/week since my "busy time" goes up and down like a rollercoaster :P
  12. Quote:
    Originally Posted by Wondering_Fury View Post
    When I run BAFs I always ensure a nomination from the Siege+Nightstar team for the Incarnate XP - it is only fair after all. Every BAF I have been on otherwise has done so too, you must be a little unlucky in the PuGs Brimmy.

    Fury
    It may well be that my luck is running low. I could list like 5-10 names of organizers that cares f-all about sharing i-exp, but the "name and shame" game has never been something i fancy so i shall refrain from such action.

    Yesterday (as per usual) the BAF runs seems to come to a complete halt after I stopped my own runs, managed to get on a single run of Lambda the entire evening (not many of those around yesterday either apart from Sals badge-runs). Oh well, it got me the last step to T3 Alpha and levelshift so i guess i can't complain, and I did get like 57% Interface progress from that run alone.
  13. Quote:
    Originally Posted by Rock_Powerfist View Post
    a good leader asks who needs ixp, thats what i have found, even making sure they switch people around for the next run, maybe i have just been lucky with raid leaders.
    It would seem that you have ^^

    95% of the BAF runs I've joined (rather than lead) on Union has resulted in the leaders team being the only ones allowed on Adds and the other two teams being "balanced" in a way that they HAVE to all be at AV in order to take him/her down at all.
  14. Quote:
    Originally Posted by Global_DJB View Post
    Finally though it is very nice to see Bafs running again. They seemed to be slacking off. So hopefully this keeps going and maybe we can get a balance of TC and Mo runs going often enough
    This being the main point of it all tbh What I've been picking up on Union is that BAF's started to bore ppl and Lambdas are sooo much faster to run, a mix of TC and Mo tactics could really liven up BAF


    Just to add, I'm not at all against doing Mo-runs on occasion (especially since i'll want the badges), but as far as speed, simplicity and i-exp goes i personally prefer the TC
  15. Right, so the BAF runs on Union seems to have fallen into near non-existance now..

    I wanna start by saying that i am NOT surprised, given the tactics that have been applied (or rather how oraganizers have chosen to apply it).

    Doing full 24man runs is quite fine, wanting all the badges is also quite fine, but only letting 1 team deal with Adds and have monopoly of the i-exp? not cool folks...

    So, after some time over on Freedom, here's the FAIR and quite simple "Tennis Court" tactics (works for 16man leagues and up).


    Stage 1, Defeat 40 enemies:

    Nothing changes here, smash their roboty heads in


    Stage 2, Nightstar fight:

    EVERYONE gathers at the tennis courts (inbetween the chokepoints mid-map), a sturdy tank/brute (or a scrapper if he/she can manage) pulls Nightstar to the tennis court and she is engaged as near the middle of the courts as possible.


    Stage 3, Escapee's:

    Regular Choke-Point tactics apply. If it's a 16man run S-team will probably need 1 or 2 members of the N-team to help out (leaders shall balance as necessary).


    Stage 4, Siege fight:

    Again everyone gathers at the tennis courts, this time -behind- Nightstars body!
    Siege is then pulled to the tennis courts and engaged as close to dead-NS as possible.


    Stage 5, Double-AV fight:

    Here's the good part about this tactics, once Siege is defeated both him and Nighstar will rez, at the same place (just where you left them), meaning everyone gets to fight both AV's AND the adds as they come along.

    16man league: Each team beats on one specific AV, use of AoE's will make sure that both AV's will give i-exp to both teams. Targets will be switched as the fight goes along to keep their HP bars nice and even.

    24man league: 1 team on Siege, 1 team on Nightstar, 1 team on 'balance'. Otherwise same rules apply as above.

    Stage 6? You win :P


    Advantages with this tactics:
    *Everyone gets i-exp
    *Everyone gets drops
    *Easier to make sure both AV's die at the same time
    *Allows for 16man runs meaning less lag
    *The healers (however few there might be) will be aiding the entire league not only 1 team.
    *No need to split the debuffers between AV-teams when they're both at the same place.

    Disadvantages:
    *You "only" get 5 Astrals instead of 6, big deal? :P


    I really hope to be seeing this tactics take off on Union, i'm sure it will make more people want BAF runs if they're actually fair when it comes to i-exp and drops. I for one will be organizing this type of runs from now on.
  16. Quote:
    Originally Posted by Oliin View Post
    I believe they have said that we're going to be getting new powers to slot in the currently unlocked slots before we get any new slot unlocks. I don't off hand remember where I saw them say that though. Probably in one of the recent u-stream chats.
    I've heard/read this as well, but where i heard/read it is a bit foggy :P
  17. Well, what level is the character in question?

    Because if you are, for example, lvl 44 and do a 25-29 roll, the recipe you end up with will be lvl44 unless it has a maximum level below that.

    I do a lot of architect stuff, thus i get A LOT of tickets that i use up in rolls and never have i gotten any recipes at levels i shouldn't have.
  18. My experience is in agreement with the original poster, i've done all T3's on my elec/shield scrapper (whom i basicly tank with), currently working on them with an ss/fire brute and started (and gave up) on a Dominator..

    The dominator never got anything above uncommon, ever.

    The scrapper can rake up Rare's in insane amounts

    The brute has so far done 2 BAF run and 4 Lambda runs, resulting in 1 Common, 1 V-Rare and 4 Rare. On the 2 BAF runs he also dropped Uncommons from the final battles.

    I'm not sure what it is that affects it, but something surely is (despite what the devs/gm's say)

    My record for the scrapper is, believe it or not, 6 Rare tables over 6 consecutive runs, 3 BAF and 3 Lambda back-to-back.
  19. Quote:
    Originally Posted by 0verload View Post
    I think an official post early on stated that all affected accounts would have a global rename token. No idea if anything has changed that but I really doubt that we'll be left with the games choice of global forced upon us.
    They have indeed said that we will all be granted renames after the update, they have not however (as far as i am aware) specified exactly WHEN we'll get them??
  20. Quote:
    Originally Posted by Vendince Windwalker View Post
    While I don't mind the whole combining the servers part, the part that gets on my nerves is this:

    The account collision is between my own accounts. The US one is a trial that was never used. WHY is it even counted as a collision? I accidentally registered for US when I meant to go to EU, and as soon as I realized the mistake (which was when I saw the wrong server names in the server selection list), I logged out of the US account, never to touch it again. It does not even have any characters on it, as I never created any characters or indeed do anything with said account.

    Why is there a collision between a trial that hasn't been logged into since February 2010 and an active account that's got up to nine month veteran rewards? That's the part that irritates me.

    I contacted support and asked them to please delete that never used US account, to avoid the collision, but apparently they couldn't do anything. So right now, it feels like they're doing this in the most irritating way possible.
    That collision isnt based on character names or global handle Vendince, it's the actual account-name that is a collision, meaning the name you type in when you log on.

    Account names being affected is, in my opinion, only a slight annoyance, it's global handles that makes me go "gaaaahhh!" ...
  21. Quote:
    Originally Posted by tanstaafl View Post
    Character names will be totally unaffected.
    The eu servers are being added to the NA ones, not being replaced by them.
    Right, I thought about character names the wrong way around. My mistake
  22. Adding my 2cents worth from an EU perspective:

    Am I glad the integration is happening? both yes and no.

    I utterly despise the WAY it's being done, the only people who stands to suffer any negative effects are us on the EU servers while the NA population get away scotch-free. This is nothing else but a big slap in the face.

    While I sincerely look forward to the possibility to play on NA servers without needing another account (I originally started playing this game on an NA account) it baffles me why the negative aspects of it can't go both ways.

    Hypothetical example: I've had my global handle (@Brimmy) for about 4yrs, and if that where to collide with an NA user that's had it for less than 4yrs he/she gets to take it? the very least you could do is to take things like that into consideration before you start stripping our ingame-identities away.

    The one who's had the name the longest gets to keep it, no matter if they're EU or NA. Doesn't really get any fairer or simpler than that!

    And something i've not seen anything about (possibly just missed it in the midst of everything else), what about character names? I for one have many toons whos stories and relationships (between eachother) is based heavily on their names (names that i've had on them for years!). Am I to loose the character names as well? Probably.. Does that make me upset? Hell yes!

    Having been a paying EU-customer for half a decade and a paying customer over-all for even longer I'm APPALLED at how we're now being disregarded to favour the bigger part of the clientel. Just goes to show that PS doesnt really care about their customers, just the money...

    For shame PS, for shame indeed...
  23. Quote:
    Originally Posted by Finduilas View Post
    50% defense debuff resistance is "little to none"? I think we have a very different definition of the phrase then. I remember very well the time when Invul literally had none, and I've found in practice that even 50% makes a huge difference. Between soft-capped S/L/E/NE defense and the 50% debuff resistance, even situations like the ITF where defense debuffs are rampant pose little threat to a Invul tanker. As a matter of fact, I did the ITF on my Invul/EM at Tanker Tuesday this week and can't remember having a single cascade defense debuff.
    Hehe what can i say, i'm very used to SR which even with a lot of debuff resistance falls flat on when faced with it ^^

    I have however made a testbuild, to get a feel for which changes will affect the tank in what ways. And out of the 2 BAF runs i've done so far with only 1 death in each I feel like i'm at least looking in the right direction

    *Note* only some minor changes done, havent altered much pre-existing slotting yet

    Hero Plan by Mids' Hero Designer 1,93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Dark Melee
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability
    • (A) Aegis - Resistance/Endurance
    • (5) Aegis - Resistance
    • (5) Aegis - Resistance/Recharge
    Level 1: Shadow Punch
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (7) Kinetic Combat - Damage/Recharge
    • (29) Kinetic Combat - Damage/Endurance/Recharge
    Level 2: Dull Pain
    • (A) Doctored Wounds - Heal/Endurance
    • (3) Doctored Wounds - Endurance/Recharge
    • (7) Doctored Wounds - Heal/Recharge
    • (15) Doctored Wounds - Heal/Endurance/Recharge
    • (23) Doctored Wounds - Heal
    • (23) Doctored Wounds - Recharge
    Level 4: Shadow Maul
    • (A) Eradication - Damage
    • (11) Eradication - Accuracy/Recharge
    • (13) Eradication - Damage/Recharge
    • (13) Cleaving Blow - Damage/Endurance
    • (15) Cleaving Blow - Accuracy/Damage
    • (25) Cleaving Blow - Damage/Recharge
    Level 6: Hasten
    • (A) Recharge Reduction IO
    Level 8: Unyielding
    • (A) Aegis - Resistance/Endurance
    • (9) Aegis - Resistance/Recharge
    • (9) Aegis - Endurance/Recharge
    • (11) Aegis - Resistance/Endurance/Recharge
    • (42) Aegis - Resistance
    Level 10: Boxing
    • (A) Empty
    Level 12: Taunt
    • (A) Mocking Beratement - Taunt
    • (40) Mocking Beratement - Accuracy/Recharge
    • (42) Mocking Beratement - Taunt/Recharge
    • (43) Mocking Beratement - Taunt/Recharge/Range
    • (46) Mocking Beratement - Taunt/Range
    • (50) Mocking Beratement - Recharge
    Level 14: Super Speed
    • (A) Winter's Gift - Slow Resistance (20%)
    Level 16: Siphon Life
    • (A) Kinetic Combat - Accuracy/Damage
    • (17) Kinetic Combat - Damage/Endurance
    • (17) Kinetic Combat - Damage/Recharge
    • (25) Kinetic Combat - Damage/Endurance/Recharge
    • (31) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
    • (46) Touch of the Nictus - Accuracy/Healing
    Level 18: Invincibility
    • (A) Luck of the Gambler - Recharge Speed
    • (19) Luck of the Gambler - Defense
    • (19) Luck of the Gambler - Defense/Endurance
    Level 20: Resist Physical Damage
    • (A) Reactive Armor - Resistance/Endurance
    • (34) Reactive Armor - Resistance
    • (37) Reactive Armor - Resistance/Recharge
    Level 22: Resist Elements
    • (A) Reactive Armor - Resistance
    • (29) Reactive Armor - Resistance/Recharge
    • (31) Reactive Armor - Resistance/Endurance
    • (34) Steadfast Protection - Resistance/+Def 3%
    Level 24: Resist Energies
    • (A) Reactive Armor - Resistance
    • (31) Reactive Armor - Resistance/Endurance
    • (34) Reactive Armor - Resistance/Recharge
    Level 26: Tough Hide
    • (A) Luck of the Gambler - Defense
    • (27) Luck of the Gambler - Defense/Endurance
    • (27) Luck of the Gambler - Recharge Speed
    Level 28: Soul Drain
    • (A) Eradication - Accuracy/Recharge
    • (43) Eradication - Damage/Recharge
    • (43) Eradication - Accuracy/Damage/Recharge
    Level 30: Tough
    • (A) Titanium Coating - Resistance/Endurance
    • (33) Aegis - Resistance
    • (33) Aegis - Resistance/Endurance
    • (33) Aegis - Resistance/Recharge
    Level 32: Weave
    • (A) Luck of the Gambler - Defense/Endurance
    • (40) Luck of the Gambler - Defense
    • (40) Luck of the Gambler - Recharge Speed
    • (42) Endurance Reduction IO
    Level 35: Dark Consumption
    • (A) Eradication - Accuracy/Recharge
    • (36) Eradication - Damage/Recharge
    • (36) Eradication - Accuracy/Damage/Recharge
    • (36) Efficacy Adaptor - EndMod/Recharge
    • (37) Efficacy Adaptor - Accuracy/Recharge
    • (37) Efficacy Adaptor - EndMod/Accuracy/Recharge
    Level 38: Midnight Grasp
    • (A) Kinetic Combat - Accuracy/Damage
    • (39) Kinetic Combat - Damage/Endurance
    • (39) Kinetic Combat - Damage/Recharge
    • (39) Kinetic Combat - Damage/Endurance/Recharge
    Level 41: Conserve Power
    • (A) Recharge Reduction IO
    Level 44: Laser Beam Eyes
    • (A) Decimation - Accuracy/Damage
    • (45) Decimation - Damage/Endurance
    • (45) Decimation - Damage/Recharge
    • (45) Decimation - Accuracy/Endurance/Recharge
    • (46) Decimation - Accuracy/Damage/Recharge
    Level 47: Physical Perfection
    • (A) Performance Shifter - Chance for +End
    • (48) Performance Shifter - EndMod/Accuracy
    • (48) Performance Shifter - EndMod
    • (48) Performance Shifter - EndMod/Recharge
    • (50) Numina's Convalescence - +Regeneration/+Recovery
    • (50) Regenerative Tissue - +Regeneration
    Level 49: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 0: The Atlas Medallion
    Level 50: Nerve Total Core Revamp
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Health
    • (A) Miracle - +Recovery
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Endurance Modification IO
    • (21) Endurance Modification IO
    ------------
    Set Bonus Totals:
    • 16,75% Defense(Smashing)
    • 16,75% Defense(Lethal)
    • 17,06% Defense(Fire)
    • 17,06% Defense(Cold)
    • 17,38% Defense(Energy)
    • 17,38% Defense(Negative)
    • 3% Defense(Psionic)
    • 9,875% Defense(Melee)
    • 10,19% Defense(Ranged)
    • 12,38% Defense(AoE)
    • 9,45% Max End
    • 48,75% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 5% FlySpeed
    • 260,03 HP (13,88%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 2,75%
    • MezResist(Immobilize) 14,3%
    • MezResist(Terrorized) 2,2%
    • 5% (0,083 End/sec) Recovery
    • 30% (2,347 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 1,26% Resistance(Fire)
    • 1,26% Resistance(Cold)
    • 1,26% Resistance(Toxic)
    • 1,26% Resistance(Psionic)
    • 20% RunSpeed
    • 2,5% XPDebtProtection



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  24. Quote:
    The end cost difference between both builds is 0.07 per second. Pretty much completely negligible. The loss of 1.8 total max endurance won't be noticed either. Not only that, but Findulias's build has the attacks slotted for better end management so you will find that the build will use less than you used to. When slotting always remember that attacks > toggles for end reduction.
    Very true, though with Dark Consumption up ever so often it's not a huge problem, but I do see your point and accept your hypothesis


    Quote:
    Damage may not be the primary goal of a tanker build, but it does play a role in aggro control since it increases threat. And I honestly don't see why a tank wouldn't want to fully slot attacks for damage as long as it's not done at the expense of other important build considerations.
    Must admit, I hadnt considered the aspect of Threat-level -> Aggro.. Which seems to be a great flaw on my part considering how many tanks i've had over the years Thnx for calling my attention to it


    Quote:
    Lastly, of course you can keep as many KC sets as you wish, but keep in mind that you will rarely use more than 45% defense, and in cases where you do you will most likely have more available to you with the foe bonus in Invinc.
    Yes more than 45% def is 'usually' a bit of a waste, but what i'm also trying to keep in mind is that invuln has little-to-none Defense Debuff resist, meaning that a single application will pretty much break the build-concept. Having more than necessary def is one way of negating this, to a degree


    Quote:
    Quote:
    Originally Posted by UberRod View Post
    Personally I never cared for Aegis as a set as I usually 3 slot my dam res powers and the set bonuses for just 3 are crap.

    In terms of set bonuses for 3 slotted damage resist powers I'm not too crazy about any res set.
    3% F/C def for 3 slots of Aegis is crap? Wow, that's a really...interesting perspective.

    Building up F/C defense may not be top priority for most tanks, but I don't see how that changes the fact that slotting Aegis is an excellent way to get F/C def if you want it.
    Uhm, yeah as Finduilas says here, when it comes to wanting the Def, Aegis is a great source of F/C with very few slots needed
  25. Not bad thoughts overall Finduilas, but some of the things you've pointed out doesnt quite transfer across to the changes you've made. For instance changing slotting in Autos->Toggles doesnt lower the end-cost, it's actually higher in your build than in the one i've got, with less Recovery and Max End then what i have :P

    as for the Kinetic Combat slotting, that's rather intentional, since it's hard to move slots around as it is, and i'm going for the "solid tanker" type of build, he doesnt really need to do more damage than he does (doesnt lack that much compared to one more dam-slot) and accuracy he gets from Alpha too so that's rarely a problem

    Thank you very much for your input though *gives cookie* ^^