Capa_Devans

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  1. Capa_Devans

    Pentad Victor

    Thanks for arranging this and the AE badge today.
    Much appreciated.
  2. Capa_Devans

    Pentad Victor

    My stalker needs all of the arena badges and my blaster needs the Free For All one.

    I'd be happy to help you and pick up whatever badges I can at the same time.

    I'm usually lurking around the channels.
    @Capa Devans
    @Capa Devans2
  3. Quote:
    Originally Posted by Schismatrix View Post
    i don't think that means what you think it means.

    Are you sure one wasn't a brute or something? You can go to base and other zones as long as all members of the team are the same faction, red or blue.
    It means some red some blue. I mistakenly put troller in my post not corruptor (which is what I was playing). Must proof read.
  4. TL;DR: DPS and debuffs. Even with a less-than-perfect team everyone full on attacking can get you a long way.


    I once one a team which was down to five people by the last mission (we had started with eight). One left fairly early on because the kids he was babysitting was annoying him. We weren't concerned about him going.

    Can't remember what happened to number seven. Bit worrying but .. well six of us, ok.

    * The team was me (on a fire/kin CORRUPTOR - the only one able to do any type of healing), a tank and I think the rest were scrappers. I don't think we had any blasters. Hami was a nightmare.*

    I don't recall if it was before or after Hami, but we lost member number six when he decided to go to the base for inspirations. Yep, you read above right, we were a mixed team and he dropped when leaving the RWZ.

    Well we were all tired but we'd been at this for a long time and didn't want to quit. We thought we could do it, so we went on. Even with the less than optimal team make up.

    Hro'Dtohz wasn't too bad. The tank tanked, scrappers dealt damage and I alternated fire with syphons and heals etc. Wasn't the quickest but persistance paid off and down he went.

    But then the Honoree.

    We KNEW he was going to be a pain. He usually is and with the remaining team make up even more so.

    So we pounded. Got him down a bit. He regenerated. We pounded, got him down, he regenerated.

    Picture the scene: I'm doing an impression of a bad emapth with my heal on auto, SBing people every 90 seconds so it never drops, using FS, and both syphons every time they're up. And dodging in and out of melee to catch some Transference because my endurance bar was taking a major hit. Sometimes I even got to chuck a fireball.

    The tank stood toe to toe with the big H and the other three pounded on him from behind. All of them were on him full whack. No afking, no munching a snack, just full on doing what they could.

    We pounded, got him down, he regenerated. But not QUITE as much to heal all the damage we were doing.

    I don't know how long that final fight lasted. I DO know it was 4.30am when we finished it but there was no way I was quitting that team. Awesome guys to stick with it. Fantastic playing by them all and no one - no one - suggested we should give up at that final fight. We all knew we could do it. Eventually. We all earnt our merits that night.

    However, while that felt great to finish that TF; debuffs are your friend.
  5. Capa_Devans

    hello!

    Hi Kool.

    Bacon, cookies and MA nerfs. The usual really.

    Enjoying those 1.13c rune drop rates, are you?*
  6. Quote:
    Originally Posted by Dr. Aeon View Post
    We certainly understand a lot of your concerns and we want to do our best to alleviate them.
    If you genuinely understood the concerns and upset, you would not have released that patch. It hits every non-farm, story-telling arc. If you rolled that patch out across Task Forces and Dev-created content you would be the laughing stock of MMOs.
    Quote:
    The change that has been implemented is a temporary change to combat a long standing exploit. This was a stopgap fix that we had to put out until we could come up with a more permanent solution.
    Really? There has been exploits through the MA since it started. Arcs which are clearly farms (eg of all bosses or lts) are still live. Why aren't those arcs removed?

    I honestly do not believe that there was such an urgent exploit that required you to affect every singe arc with release captives, destroy and object etc etc in it. Not buffbots, not 18+ helpers but release captives.

    You left the mitos in the AE for ages. The HDS runs were an epidemic for long time. Yet you say you have to nerf every non-farm arc for a month while you sort "long standing exploit"? In net parlance: "O'rly?"Any exploit that bad would be all over the boards, all over the channels and be spammed in Atlas/Cap of any high population server.

    Not having heard a sausage about it, I call hogwash on your "long standing exploit"; a badly-concieved patch is much more likely.

    Quote:
    We certainly do not want to leave your arcs in a state where using them in non-exploitive ways results in little to no experience being gained.
    Too late. Neither of my arcs are farms. One has a similar mission content to the ITF. Both are hit because ... I did nothing wrong. Yet a farmer who doesn't need buff bots can still his farm happily. Great job!

    Quote:
    Myself, pohsyb, Television, War Witch, along with everyone else here involved in the operations of Mission Architect, are doing everything we can to arrive at a solution that we can all agree on.
    Why is it so hard? Many people have given you options which are better than this. The Discussion forum had lists of better ways to remove the farms within hours of this patch going live. Are you telling me that full-time paid developers can't come up with the same ideas as people who play the game as a hobby?

    Here's what I wrote in the Discussion forum:
    Quote:
    Originally Posted by Capa_Devans View Post
    Let me offer some constructive ideas:
    1) If you want to nerf allies, nerf ALLIES over 10. Not captives or items to be destroyed. ALLIES who help and fight/buff.
    The mission computer in the ITF doesn't help the party one whit; why would you penalize people for it being there?
    2) Actually remove arcs which only have one mob type in their arc.
    I have no idea how hard this would be but they are still out there; remove them and free space for decent arcs
    3) Remove arcs which are reported as farms
    Quote:
    We currently plan to implement a solution in issue 17 or soon thereafter (and I mean actual soon and not Soon™) .
    This patch wasn't properly tested. Devs didn't realize how much of a mess it was and don't have the guts to roll it back so you're going to spend a month letting the MA be wasteland and authors punished for writing content similar to your own. Does that sound like a well-thought out strategy?

    By the you re-patch (if it isn't forgetten about) it will be too late. Anyone who would run or create an arc won't bother.

    Quote:
    We can't go into detail about what exactly is planned, but it will alleviate the current issue that many of you are having, which is finding your normal arcs are rewarding little experience.
    Why was that patch released in it's current state? Was there something so bad you needed to wreck every arc or was it just sloppy testing? Because without any proof of the former, I'm calling the latter.

    Quote:
    Anyone who has a normal story arc that is drastically affected by this change should not go about overhauling your work. We are going to make sure that this upcoming fix will stop exploitive behavior within Architect while also allowing you all to be as creative as you want within the system - without extremely negative consequences.

    Dr. Aeon
    Anyone with any sense isn't going to spend hours re-writing their work because of a sloppy patch release.

    I hope I17 and GR has better testing than this because if not, they're going to be one huge mess.

    It's incredible that the amount of dev time and marketing that went into MA and it has consistantly been one error after another.

    I suppose I should thank someone for writing that post. But it's hard to because it's such nonsense. It's smoke and mirrors, vague hints of unknown issues and promised future fixes. Pfft.
  7. I respec a character when my wealth increases enough to improve it.

    My main is currently buying items for her 5th respec (I'm actually doing this on one her second build). She has only been active for 21 months. It's easy to see how people who have been around much longer than that can work through a lot more respecs than I have.

    Her build hasn't really changed (a swap of travel powers and a few sockets moved) but the wealth I have accrued allows me to respec and improve.
  8. Quote:
    Originally Posted by Steele_Magnolia View Post
    Now that I know more than allies are affected I realize my arc is getting the xp hammer because it's more than a radio-type "defeat the boss".

    M1: 3 battles, glowy
    M2: 3 battles, defeat boss
    M3: 3 battles, defeat the boss
    M4: defeat 3 bosses, hostage/ally
    M5: 10 battles, destructible object, defeat the boss]

    Removing all the -xp items is not an option. I wouldn't have a story left.

    Epic Fail.
    Did you see this in the MA forum?

    Quote:
    Originally Posted by Katie V View Post
    The results of my testing of the ally XP nerf:

    What counts as an "ally"?
    All "Ally" mission objectives, all "Release Captive" objectives, all "Defend an object" objectives, and all "Escort" mission objectives.

    What does not count?
    Allied patrols and fights where one side is an ally, "Fight a Boss" objectives where the boss is an ally, as well as the obvious ones: "destroy an object", "fight a boss", etc.

    Does it matter if the ally objective is mandatory or not?
    No.

    Does it matter if the ally is a custom mob or not?
    No.

    Does the difficulty of the ally matter?
    No.

    Do the powers of the ally matter?
    No.

    How much is XP reduced?
    Each additional ally removes 10% of the XP for a defeat, so the formula is: RewardXP = BaseXP * (0.9 ^ NumAllies). For example, having five allies would reduce the XP for defeating an opponent by 41%.

    Are ticket drops reduced?
    I haven't tested this, but I assume so. I expect the formula used gives the same results as the XP reduction formula.
    Hence my comments about one of my arcs being affected when it has rescue hostages and destroy objects in it but no allies.
  9. This has killed both of my story arcs.

    One was designed to be soloable by anyone (with the aid of two captives who can be released and help). The second was designed to be a TF. So release captives (who then run away); items to destroy etc.

    * Heard in game from a farmer "pfft, I don't need allies so devs failed".
  10. It's amazing that not one red name has posted here to justify the coding.

    Today I realized that this patch kills both of my arcs.

    One has two fighting (not buffing) allies so it can be solo'd by anyone. The other (in the sig) has a number of captives to be released.

    As has been stated above - and in game to me - the hardcore farmers don't need buff bots. So this patch does more harm to people who would run my arcs than farmers.

    Let me remind you of a 'normal' TF which would be hit by this patch. The ITF.
    Release captives: Mission one
    Destroy Objects: Mission two and three
    Ally: Mission three and four

    So, when is this being applied to dev-coded content?*

    Let me offer some constructive ideas:
    1) If you want to nerf allies, nerf ALLIES over 10. Not captives or items to be destroyed. ALLIES who help and fight/buff.
    The mission computer in the ITF doesn't help the party one whit; why would you penalize people for it being there?
    2) Actually remove arcs which only have one mob type in their arc.
    I have no idea how hard this would be but they are still out there; remove them and free space for decent arcs
    3) Remove arcs which are reported as farms
    4) Post something in this thread
    It is your game and your servers but we do pay you and you have clearly hurt more genuine people here than farms. That is a mistake which you should admit or at the least justify the rationale.

    This should be rolled back until you can implement it in a way which does not harm the majority of non-farm arcs.
  11. I'd like to see:

    * An assurance that if PvP raiding is brought back, those of us who do not raid don't have to comply to their pathing rules even if we use a 'secure base plot' for energy requirements. A total opt out of PvP and pathing related to PvP

    * More base items. There's some lovely items around the Isles/City (I recall a lamp in an arc somewhere) let's have at it

    * Clearer TP beacons PLEASE. I use an overlay so I can read arcane ones but it really is guess work

    * A couple of direction signs? "Porters -> "or "<- Vault" just a couple to aid people.

    * On the subject of editing; I usually buy a bigger plot size, edit etc (with copious use of expensive corridors) and then resize down but I'm dreading maxing the plot size because that takes away that option. I do appreciate the difficulty of breaking base continuity while editing. (Member zones in and is stuck. LOLs allround.) However, would it be possible to have a way to be able to make edits and changes which don't effect the actual base until it is "republished"? Similar to MA arcs. You can edit but nothing is set - errors are flagged but the changes not rejected - until you try to republish. This would enable members to use the base without any problems; it would be easier for them as they wouldn't get lost as the editor is moving things around! Only one person can edit a base at one time so there shouldn't be any issues regards conflict.
  12. I have an arc designed to be soloable by anyone. It has two (optional) allies per mission.

    It's a badly-thought out 'fix'. 10+ buffbots is not the same as an one or two allies. This has penalize people who make arcs designed to be solo'd (and there are precious few of them).

    Sincerely hope that is clarified/altered asap.

    Also, another nod of agreement to "fix the lag on the ITF" from me. It's awful on mission three. Anything over that water gets me a ping of 2000. I'm don't have issues anywhere else. Even Rikti Ship Raids.

    The lag in general has been worse recently - especially on the ITF - but across the City/Isles in general. Can almost count on at least one DC per TF over the past fortnight.
  13. In the past week, I've been told twice "I'd rather have anything BUT an Empath".
    Having teamed with ones which don't announce that they're going to throw an aura out there, or ever Fortitude someone, I can see why.**
    Quote:
    Originally Posted by PhroX View Post
    To be honest, these days I see more "we need a kin". And it's just as wrong. Yes, even if you're a Stone tank, you still don't need a kin....
    Don't even get me started on this one. I have five kins and the only one I like to play is the one without SB.
    Quote:
    Originally Posted by PhroX View Post
    I can understand this. SBing everyone every 2 minutes is the most pointlessly tedious thing in the game. Why the devs haven't done something about it I'll never understand.
    I did put a suggestion in the Development forum. *shrug*
    * I will generally only play a kin if someone does have a stone tank (to keep the team moving) or with friends. Otherwise my role is so often defined by one power of one of my powersets. A power which does nothing to benefit me but actively takes my time away from doing something much more useful EG FS. (See my experience recently in the Rude Tells thread; I'm a moron for not taking SB.)

    What is great about this game is the variety. The fact you have have offensive defenders etc. Providing everyone who is involved in the team does use their powerset effectively, who cares what that powerset is. (Master TFs being the exception.)
  14. Just another nod here for Inv/SS. Fun to play and there are some Awesome () guides out there.

    My Inv/SS was a bundle of fun to play to 50; apart from endurance issues. That can be mitigated for slotting acc/end redx then damage last.

    A review of CMA's Defence Guide (in his sig), improved survivability a lot and made him noticably more sturdy. Endurance was still an issue despite having End Redx in Footstomp and Knockout Blow. (I will admit that I was tight on slots so relied on set bonuses in Jab/Haymaker.)

    However, since I've picked up the two End boosting Accolades there have been less of an issue.


    I'm currently buying stuff for a second build which will improve his +max end (because while I'm doing it I might as well) and his Psi Res/Def (because the first TF I solo tanked was a Faathim and they annoyed me ). Other than Psi damage he's a brick. And I don't have perma Dull Pain (will on build two) nor do I have Unstoppable.

    I can't say as to pure tankage (but they do seem the "goto" type) but Stone/Stone is fun. I admit I like the attacks more than the Armour. Especially Fault. I don't care if it doesn't do any damage. While stuff is on their rears, they aren't hitting me or my team.

    I do suspect the question is effected by two things, though.
    1) Your playstyle
    2) How much you want to spend

    Good luck with whatever you decide and a belated "thank you" to CMA.
  15. When you edit the published version, there should be a "save and republish" button at the top. It's separate from "save locally".



    Hope that helps.*
  16. Quote:
    Originally Posted by DarkGob View Post
    A question I have to ask: would there be any purpose in reporting these people? Technically you have no way of knowing that they're doing anything wrong, but they're pretty obviously working for inf selling companies.
    I reported some - group of four gibberish names fire/kin controllers who were on for a ridiculously long amount of time each day.

    Yes got the standard email. No they didn't get banned; they were on every day for the next week or so.

    Then I got a RMT email which I deleted as spam (IE auto reports). That got them banned.

    I'd still report, but I question whether anything is done until they start sending out RMT emails.

    *shrug*
  17. I don't pretend to be the best player/number cruncher, but I love this girl to death.

    Maybe you'll pick up a couple of ideas you hadn't thought of.

    Villain Plan by Mids' Villain Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Capa Arizona: Level 50 Technology Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Dark Miasma
    Power Pool: Fitness
    Power Pool: Teleportation
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Call Thugs
    • (A) Blood Mandate - Accuracy
    • (3) Blood Mandate - Damage
    • (5) Blood Mandate - Accuracy/Damage/Endurance
    • (9) Blood Mandate - Accuracy/Damage
    • (11) Blood Mandate - Damage/Endurance
    • (11) Blood Mandate - Accuracy/Endurance
    Level 1: Twilight Grasp
    • (A) Touch of the Nictus - Healing
    • (3) Touch of the Nictus - Accuracy/Endurance/Recharge
    • (7) Touch of the Nictus - Accuracy/Healing
    • (9) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
    • (46) Touch of the Nictus - Chance for Negative Energy Damage
    Level 2: Tar Patch
    • (A) Recharge Reduction IO
    • (5) Recharge Reduction IO
    Level 4: Darkest Night
    • (A) Endurance Reduction IO
    • (7) Cloud Senses - ToHit Debuff
    • (34) Cloud Senses - Accuracy/ToHitDebuff
    • (34) Cloud Senses - ToHit Debuff/Endurance/Recharge
    • (36) Cloud Senses - Chance for Negative Energy Damage
    Level 6: Equip Thugs
    • (A) Endurance Reduction IO
    Level 8: Swift
    • (A) Run Speed IO
    Level 10: Howling Twilight
    • (A) Recharge Reduction IO
    • (19) Positron's Blast - Damage/Recharge
    • (21) Positron's Blast - Damage/Range
    Level 12: Call Enforcer
    • (A) Blood Mandate - Accuracy
    • (13) Blood Mandate - Damage
    • (13) Blood Mandate - Accuracy/Damage/Endurance
    • (15) Blood Mandate - Accuracy/Damage
    • (17) Defense Buff IO
    • (19) Defense Buff IO
    Level 14: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (15) Numina's Convalescence - Heal
    Level 16: Shadow Fall
    • (A) Endurance Reduction IO
    • (17) Steadfast Protection - Knockback Protection
    • (33) Steadfast Protection - Resistance/+Def 3%
    • (33) Steadfast Protection - Resistance/Endurance
    • (34) Impervious Skin - Status Resistance
    Level 18: Teleport Foe
    • (A) Accuracy IO
    • (43) Accuracy IO
    Level 20: Stamina
    • (A) Efficacy Adaptor - EndMod
    • (21) Efficacy Adaptor - EndMod/Recharge
    • (46) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (50) Efficacy Adaptor - EndMod/Endurance
    Level 22: Fearsome Stare
    • (A) Glimpse of the Abyss - Accuracy/Recharge
    • (23) Glimpse of the Abyss - Endurance/Fear
    • (23) Glimpse of the Abyss - Accuracy/Endurance
    • (25) Glimpse of the Abyss - Fear/Range
    • (43) Glimpse of the Abyss - Chance of Damage(Psionic)
    Level 24: Gang War
    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (25) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (37) Expedient Reinforcement - Endurance/Damage/Recharge
    • (37) Expedient Reinforcement - Resist Bonus Aura for Pets
    • (37) Sovereign Right - Resistance Bonus
    • (43) Edict of the Master - Defense Bonus
    Level 26: Call Bruiser
    • (A) Blood Mandate - Accuracy
    • (27) Blood Mandate - Damage
    • (27) Blood Mandate - Accuracy/Damage/Endurance
    • (29) Blood Mandate - Accuracy/Damage
    • (29) Blood Mandate - Damage/Endurance
    • (31) Blood Mandate - Accuracy/Endurance
    Level 28: Teleport
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 30: Petrifying Gaze
    • (A) Ghost Widow's Embrace - Endurance/Hold
    • (31) Ghost Widow's Embrace - Hold/Range
    • (31) Ghost Widow's Embrace - Accuracy/Endurance
    • (33) Ghost Widow's Embrace - Chance of Damage(Psionic)
    Level 32: Upgrade Equipment
    • (A) Endurance Reduction IO
    Level 35: Hasten
    • (A) Recharge Reduction IO
    • (36) Recharge Reduction IO
    • (40) Recharge Reduction IO
    Level 38: Dark Servant
    • (A) Dark Watcher's Despair - To Hit Debuff/Recharge
    • (39) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (39) Dark Watcher's Despair - Chance for Recharge Slow
    • (39) Cloud Senses - ToHit Debuff
    • (40) Cloud Senses - ToHit Debuff/Endurance/Recharge
    • (40) Cloud Senses - Chance for Negative Energy Damage
    Level 41: Web Envelope
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (42) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (42) Enfeebled Operation - Accuracy/Endurance
    • (42) Enfeebled Operation - Accuracy/Immobilize
    Level 44: Maneuvers
    • (A) Gift of the Ancients - Defense/Endurance
    • (45) Gift of the Ancients - Defense/Recharge
    • (45) Gift of the Ancients - Endurance/Recharge
    • (45) Gift of the Ancients - Defense/Endurance/Recharge
    • (46) Gift of the Ancients - Defense
    Level 47: Tactics
    • (A) Adjusted Targeting - To Hit Buff
    • (48) Adjusted Targeting - To Hit Buff/Recharge
    • (48) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (48) Adjusted Targeting - Endurance/Recharge
    • (50) Adjusted Targeting - To Hit Buff/Endurance
    • (50) Adjusted Targeting - Recharge
    Level 49: Assault
    • (A) Endurance Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Endurance Reduction IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Supremacy
    Level 0: Ninja Run
    ------------
    Set Bonus Totals:
    • 5% DamageBuff(Smashing)
    • 5% DamageBuff(Lethal)
    • 5% DamageBuff(Fire)
    • 5% DamageBuff(Cold)
    • 5% DamageBuff(Energy)
    • 5% DamageBuff(Negative)
    • 5% DamageBuff(Toxic)
    • 5% DamageBuff(Psionic)
    • 5% Defense
    • 5.5% Defense(Smashing)
    • 5.5% Defense(Lethal)
    • 12.4% Defense(Fire)
    • 12.4% Defense(Cold)
    • 8.31% Defense(Energy)
    • 8.31% Defense(Negative)
    • 3% Defense(Psionic)
    • 4.25% Defense(Melee)
    • 13.6% Defense(Ranged)
    • 13.3% Defense(AoE)
    • 10.8% Max End
    • 2.75% Enhancement(Terrorized)
    • 3% Enhancement(Immobilize)
    • 5% Enhancement(Heal)
    • 27% Enhancement(Accuracy)
    • 23.8% Enhancement(RechargeTime)
    • 78.3 HP (9.75%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 22.5%
    • MezResist(Held) 24.7%
    • MezResist(Immobilize) 22.5%
    • MezResist(Sleep) 22.5%
    • MezResist(Stun) 27.5%
    • MezResist(Terrorized) 22.5%
    • 14.5% (0.24 End/sec) Recovery
    • 22% (0.74 HP/sec) Regeneration
    • 20% Resistance(Smashing)
    • 20% Resistance(Lethal)
    • 22.5% Resistance(Fire)
    • 20% Resistance(Cold)
    • 21.3% Resistance(Energy)
    • 23.1% Resistance(Negative)
    • 20% Resistance(Toxic)
    • 20% Resistance(Psionic)
    • 5% RunSpeed
    ------------
    Set Bonuses:
    Blood Mandate
    (Call Thugs)
    • 1.5% (0.03 End/sec) Recovery
    • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
    • MezResist(Stun) 1.65%
    • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Touch of the Nictus
    (Twilight Grasp)
    • 15.1 HP (1.88%) HitPoints
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(Heal)
    • 2.25% Max End
    Cloud Senses
    (Darkest Night)
    • Status Resistance 2.5%
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    Positron's Blast
    (Howling Twilight)
    • 2.5% (0.04 End/sec) Recovery
    Blood Mandate
    (Call Enforcer)
    • 1.5% (0.03 End/sec) Recovery
    • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
    • MezResist(Stun) 1.65%
    Numina's Convalescence
    (Health)
    • 12% (0.4 HP/sec) Regeneration
    Steadfast Protection
    (Shadow Fall)
    • 1.5% (0.03 End/sec) Recovery
    • 12 HP (1.5%) HitPoints
    • Knockback Protection (Mag -4)
    • 3% Defense(All)
    Impervious Skin
    (Shadow Fall)
    • Status Resistance 7.5%
    Efficacy Adaptor
    (Stamina)
    • 9.04 HP (1.13%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.34 HP/sec) Regeneration
    Glimpse of the Abyss
    (Fearsome Stare)
    • 2.75% Enhancement(Terrorized)
    • 15.1 HP (1.88%) HitPoints
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Expedient Reinforcement
    (Gang War)
    • Status Resistance 2.5%
    • 3% DamageBuff(All)
    • 6.25% Enhancement(RechargeTime)
    • 10% Resistance(All)
    Sovereign Right
    (Gang War)
    • 10% Resistance(All)
    Edict of the Master
    (Gang War)
    • 5% Defense
    Blood Mandate
    (Call Bruiser)
    • 1.5% (0.03 End/sec) Recovery
    • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
    • MezResist(Stun) 1.65%
    • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Blessing of the Zephyr
    (Teleport)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    Ghost Widow's Embrace
    (Petrifying Gaze)
    • 5% RunSpeed
    • 15.1 HP (1.88%) HitPoints
    • 2.25% Max End
    Dark Watcher's Despair
    (Dark Servant)
    • 12 HP (1.5%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    Cloud Senses
    (Dark Servant)
    • Status Resistance 2.5%
    • 2.25% Max End
    Enfeebled Operation
    (Web Envelope)
    • 3% Enhancement(Immobilize)
    • 1.88% Resistance(Negative)
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    Gift of the Ancients
    (Maneuvers)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Resistance(Fire)
    • 1.8% Max End
    • MezResist(Held) 2.2%
    Adjusted Targeting
    (Tactics)
    • 2% DamageBuff(All)
    • 1.26% Resistance(Energy,Negative)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • Status Resistance 7.5%



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  18. @Capa Devans
    @Capa Devans2

    A week short of 21 months but being unemployed through a fair bit of that lead to some marathon play sessions, so I'm probably double that in expected play hours. *It also accounts for my random hours.

    I prefer redside but have (a lot ) of alts and 50's both sides.

    My Guardian SG/VG doesn't actively recruit (honestly you're welcome but I hog all the storage) but I will offer coalitions to people who want to start their own SG/VG. Just break coalition when you have your porters so I can pick up another group in need.*

    Guardian is my home but I also play (and have fledgling SGs you're welcome to join) on Virtue (red/blue) and Triumph (blue).
  19. Been my avatar for a couple of months.
  20. Capa_Devans

    RSF Runs

    My main is a 50 DB/WP Stalker who needs the Master badge.

    For the practice runs I can bring her or:
    50 thug/dark MM
    50 VEAT (crab)
    50 Fire/kin corr

    I have a rad/rad corr on the way up but she's only 40-42 ish right now.

    I have ran it before a few times. Biggest thing for me is to know what time you're going to run.
  21. Busy little bunny was I:
    • Made three new characters and got them to levels: 2 (DuP); 7 (energy/energy blaster); and 14 (TA/arch Def) respectively
    • Levelled a fire/kin controller from 3 to 30
    • Levelled a mm/ff controller from 28 to 38
    • Levelled a fire/dark corr right from 22 to 25 right at the end
    • Levelled a sonic/kin from 43-46
    • Levelled a ice/emp from 44 to 47
    • Made two new SG's (Virtue and Triumph) and a new VG (Virtue)
    • Accidentally wound up on a level 50 a few times.
    • Memorized a load of recipies on a character
    • Shuffled some characters around to free up slots on Guardian (home )
    • Oh and a tour of both Guardian bases.*
    I need to get out more.


    I did do a couple of TFs, but most of those levels came from mission teaming.*


    Pretty pleased with that little lot. Being on two hours sleep to ensure I was awake during prime US playing time was a tad painful. That level 7 blaster could have been 18 if I hadn't decided bed was a better idea than killing the team leader.

    I was really pleased with the free transfers. I hadn't really bothered with them before (except to hop somewhere for a TF) but I got some use out of it before they finished.

    Although I was probably the only person not starting a DuP character (took me two days to do the costume ), I was quite impressed playing with them. That fire/kin was on a team with seven of them. *hold* *pew pew* *hold* *pew pew PEW*. Rinse and repeat. Sick. Now that Mids is updated, I'll work on that odd build idea I have already made as well as a standard blaster.

    Now if only they'd kick off a double merit weekend. Dr Q until your eyes bleed.

    Hope those of you who managed to get some playtime in, had fun and commiserations to those of you who didn't. I heard quite a bit of "since when did xxxx" and "The 5th is back?" so it would be nice if a few resubbed. Especially redside.
  22. A while ago I said I'd reciprocate the tours given by others here. Well, that time has come, if anyone fancies having a look around.

    Both bases are on Guardian; one red, one blue.

    I did give a tour to last week which received some nice comments, so I am hopeful that I shan't bore any of you experts too much.

    Either PM me here or message me in game @Capa Devans or @Capa Devans2.

    Tours are hard to judge but neither base is huge - I actually re did the layout of both to reduce plot size - so probably 30-60 minutes. Obviously if you wish to spend longer gushing about my outstanding skills, feel free.
  23. Quote:
    Originally Posted by Predatoric View Post
    However after been here a while, im shocked at how little people actually seem to team here, and the amount of abuse people constantly deal out to each other. The server may have a higher population, but its nowhere near as friendly as the european ones, and you will still have more chance of getting a team there than you will here.

    * * Also I noticed on European servers we tend to have just a few major SGs that have a majority of players in them, here everyone seems to be in a different SG and have loads of inactive members.
    I'm sorry you've had such a poor experience here, but it does not tally with my own.

    * I started (and am based on Guardian) but I also regularly play on Virtue and Triumph. (I dabbled on Freedom a little but thought three servers was enough.) Each server has it's own flavour and it may take time to find the one you like.

    Generally players are courteous and helpful. There are exceptions and I will admit that I use user notes and *quit team*. To be fair most slanging matches in broadcast happen because of the anonymity of the internet and how easy it is to misinterpret something typed quickly mid-battle. Or just an oddity. I recall someone making a mother-in-law joke in one channel which turned into a fairly heated religeous debate. I've still no idea how.

    I think Atlas broadcast is pretty mindless - especially since AE - no matter which server you're on. The AE teams seem to be a lot of purple induced death so for me 'real' teams are outside AE.

    The teams and TFs/SFs which I join are rarely put together in broadcast or local. They are from the in-game channels. Some of which are searchable (EG Guardian) and some of which are not searchable and are invite only. If you're talking and teaming in the searchable channels, you'll soon find out about the other ones.

    As for SGs; I and most of the people I team with have their own solo SG/VGs. The advantage is you get to hog all of the storage without having to worry about permissions. It is easy to do this if you're not relying on the SG for teams but are using the channels. I offer coalitions to new players who are building up their own SG/VG - they can use my porters while they focus on prestige and racks. I'm sure I'm not the only one to do that.

    It is a shame you've had such a bad experience but it isn't always like that. And in an MMO you're dealing with people who may be short on sleep, having a bad day or just not 'feeling that character' at that moment. It doesn't mean they're bad - but caught at a bad moment. Catch me on a good day, you'll think I'm the best empath going, next day you'll one star me and label me the worst empath ever. Truth is somewhere between.


    Good luck with whatever you decide.
  24. I'm looking at tweaking my tank and wondered if there's any suggestions anyone here would care to make.

    My plan was to take damage, not deal it out. I like the presence pool - I find it another way of crowd control. I have done a couple of options without it, but never thought that the benefits (hasten being one) were enough to make removing it worthwhile. I also have a thing for fly.

    I've listed his current build below.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Presence
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    ------------
    Level 1: Resist Physical Damage RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(50)
    Level 1: Jab S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(13), S'ngH'mkr-Dmg/EndRdx/Rchg:35(31)
    Level 2: Temp Invulnerability RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(5), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11), S'fstPrt-ResDam/Def+:30(42)
    Level 4: Haymaker S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(17), S'ngH'mkr-Dmg/EndRdx/Rchg:35(33)
    Level 6: Dull Pain RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7), Heal-I:50(15), Heal-I:50(15)
    Level 8: Unyielding RctvArm-ResDam/EndRdx:40(A), RctvArm-EndRdx:40(9), RctvArm-ResDam:40(11), RctvArm-ResDam/Rchg:40(17)
    Level 10: Air Superiority S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(29), S'ngH'mkr-Dmg/Rchg:35(34), S'ngH'mkr-Dmg/EndRdx/Rchg:35(43)
    Level 12: Provoke Zinger-Acc/Rchg:50(A), Zinger-Taunt/Rchg/Rng:50(13), Zinger-Taunt:50(36), Zinger-Taunt/Rng:50(36), Zinger-Taunt/Rchg:50(37), Zinger-Dam%:50(39)
    Level 14: Fly Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(43)
    Level 16: Swift Run-I:50(A)
    Level 18: Invincibility EndRdx-I:50(A), EndRdx-I:50(19), DefBuff-I:50(19), DefBuff-I:50(21)
    Level 20: Knockout Blow S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(21), S'ngH'mkr-Dmg/Rchg:35(27), S'ngH'mkr-Dmg/EndRdx/Rchg:35(34), EndRdx-I:50(34)
    Level 22: Health Heal-I:50(A), Heal-I:50(23), Heal-I:50(23)
    Level 24: Stamina EndMod-I:50(A), EndMod-I:50(25), EndMod-I:50(25)
    Level 26: Tough Hide DefBuff-I:50(A), DefBuff-I:50(27)
    Level 28: Intimidate Acc-I:50(A), Fear-I:50(29)
    Level 30: Rage RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
    Level 32: Invoke Panic Abys-Acc/Rchg:50(A), Abys-Acc/EndRdx:50(33), Abys-Acc/Fear/Rchg:50(33), Abys-Dam%:50(40), Abys-EndRdx/Fear:50(45)
    Level 35: Boxing S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(36), S'ngH'mkr-Dmg/Rchg:35(37), S'ngH'mkr-Dmg/EndRdx/Rchg:35(37)
    Level 38: Foot Stomp Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Rchg:30(39), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(40), EndRdx-I:50(40), Dmg-I:50(46)
    Level 41: Tough RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-EndRdx/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(43)
    Level 44: Weave EndRdx-I:50(A), EndRdx-I:50(45), DefBuff-I:50(46), DefBuff-I:50(46)
    Level 47: Resist Energies RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-EndRdx/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48)
    Level 49: Resist Elements Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(50), Aegis-Psi/Status:50(50)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Gauntlet



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    His biggest issue right now is endurance. I do have TFC, AM and FPRM and I am working on Portal Jockey.

    So on the respec I have these goals:
    * maintain soft cap S/L Def/res
    * increase max endurance which I feel gives better return than increasing recovery
    * increase psi def/res - I've been told not to worry about this but I do
    * improve regen/recovery
    * try and keep the other def/res decent
    * tweaking of power choice timing so I can exemp down to 35 without problems

    This is what I've come up with (although rage will probably either two plain recharge IOs or one recharge IO and move the other slot to Resist Elements with a Plain resistance IO):

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Presence
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    ------------
    Level 1: Resist Physical Damage S'fstPrt-ResDam/Def+:30(A), ImpArm-ResDam/EndRdx:40(34), ImpArm-ResDam/Rchg:40(36), ImpArm-ResDam:40(40), ImpArm-ResPsi:40(45)
    Level 1: Jab KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(13)
    Level 2: Temp Invulnerability ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(36), ImpArm-ResDam:40(37), ImpArm-ResPsi:40(42)
    Level 4: Haymaker KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(13)
    Level 6: Dull Pain Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(11), Dct'dW-Heal:50(11), Dct'dW-Rchg:50(37)
    Level 8: Air Superiority KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(15)
    Level 10: Provoke Zinger-Taunt/Rchg:50(A), Zinger-Taunt/Rchg/Rng:50(45), Zinger-Acc/Rchg:50(45), Zinger-Taunt/Rng:50(46), Zinger-Dam%:50(46)
    Level 12: Swift Run-I:50(A)
    Level 14: Fly Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15)
    Level 16: Health RgnTis-Regen+:30(A), Mrcl-Heal:40(17), Mrcl-Rcvry+:40(17), Numna-Regen/Rcvry+:50(42), Numna-Heal:50(42)
    Level 18: Invincibility GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(19), GftotA-Def/EndRdx/Rchg:40(19), GftotA-Def:40(37)
    Level 20: Stamina Efficacy-EndMod:50(A), Efficacy-EndMod/EndRdx:50(21), Efficacy-EndMod/Rchg:50(21), Efficacy-EndMod/Acc:50(31)
    Level 22: Knockout Blow KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(27), Mocking-Rchg:50(33), Mocking-Acc/Rchg:50(34)
    Level 24: Unyielding ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(25), ImpArm-ResDam:40(25), ImpArm-ResPsi:40(43)
    Level 26: Tough Hide LkGmblr-Rchg+:40(A), LkGmblr-Def:40(27)
    Level 28: Boxing KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(29), KntkC'bat-Dmg/Rchg:35(29), KntkC'bat-Dmg/EndRdx/Rchg:35(31)
    Level 30: Tough ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(31), ImpArm-ResDam:40(43), ImpArm-ResPsi:40(46)
    Level 32: Weave GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(33), GftotA-Def/EndRdx/Rchg:40(33), GftotA-Def:40(34)
    Level 35: Resist Energies Aegis-Psi/Status:50(A), Aegis-ResDam:50(36), Aegis-ResDam/EndRdx:50(43)
    Level 38: Foot Stomp Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Sciroc-Acc/Rchg:50(39), Sciroc-Dmg/Rchg:50(40), Sciroc-Acc/Dmg/EndRdx:50(40)
    Level 41: Rage AdjTgt-Rchg:21(A), AdjTgt-ToHit/Rchg:50(50)
    Level 44: Intimidate Acc-I:50(A)
    Level 47: Invoke Panic Abys-Acc/Rchg:50(A), Abys-EndRdx/Fear:50(48), Abys-Acc/EndRdx:50(48), Abys-Fear/Rng:50(48), Abys-Acc/Fear/Rchg:50(50), Abys-Dam%:50(50)
    Level 49: Resist Elements ImpArm-ResPsi:40(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Gauntlet



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    So my queries are these:
    * Is it worth pushing psi def/res? The first TF I tanked was a shard one and it was not a pleasant experience. Other than endurance he stands up pretty well as is.
    * Is perma DP really worth it? I'm over the HP cap with DP and (I think) respectable without it. Is it being down for that period really a big deal?
    * Is it a daft idea to drop rage? I rarely use it because I hate the crash.
    * I friend says he has capped Def across the board. Does that make a huge difference if you have S/L def/res capped?
    * Any suggestions on what level IOs to slot? My instinct is that I won't exemp down any lower than a Manticore TF, so I was thinking 38's to keep the set bonuses. But then I have a fair amount of 50's knocking around (for scirroco/numina etc); should I just use those and ignore losing the sets when exemp'd?

    Any other ideas/comments, I would welcome them. He's my first tank and I've very fond of him but I know sometimes I hang on to 'how the character started' rather than bite the bullet and make a change.

    Thank you for the time you take with your responses.
  25. Nice idea and a welcome change from raining zombies or Rikti but I'd like to make two suggestions:



    1) The zones (Kings Row and St Mart)
    St Mart is at least 30+ but KR is a level 6-8 zone. A lowbie zone full of level 54 malta and lots of those as AVs!*
    Grandville and PI would be better choices I think.


    2) The use of a PvP zone
    I heard a fair bit of "I'm not going into a PvP zone" and that's a fair point.
    Also the zone used - Warburg - is a free for all PvP zone. So if I used any AoE I hit other heroes, villains and the mobs. In the end I gave up because I wasn't able to do anything because it might be detrimental to my side.
    If you want co-op zones, why not use either Cim or - even better - the RWZ.


    Other than that, kudos for trying another team event.