Combat

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  1. Whether you delete it or not, I'd say Radiation Blast and Energy Blast make sense conceptually.

    Light technically is a form of radiation. Therefore, yellow colored light would make sense, because you are flinging a form of radiation.

    Light also can be seen as energy.

    I'd say wait till I16 and see which one looks better and decide off that.
  2. I'd like to see the pistols get a toggle damage power as there teir 9 rather than a traditional nuke (or perhaps as a teir 8). It would have about the same end drain and telekinesis. The way I would like it work is for it to have the guns shooting continueously until your end runs out or you detoggle it. That may or may not stop you from using other powers while it is on.

    Also, pistols "need" to not root. If I have to stop moving completely in order to shoot a pistol, however realistic is may be, it will still make it less impressive.
  3. Thanks for the great reply Samuel_Tow. It's always nice to seem someone who can write up a long, thoughtful post even about what they disagree with.
  4. I've edited the orignal post in order to kick the twitch-reflex thing out.

    So now all it's just a game the splits away from ordinary MMO thinking in levelling, the power and speed of the player, sand-box style play, and non-contact based content.
  5. Probably the stupidest part of the whole long post is the point and click targeting. Mainly, that was my thought processing going:

    Make a concept of a super game!

    You start strong!

    You get stronger by learning, not grinding!

    Stronger means skill!

    In order to gain skill you need-

    What?

    What?

    Faster clicking?

    Bigger clicking?

    Think FPS, think FPS, think FPS, you need skill in those right?

    Skill = Reflexes!

    Right?"


    And then not going back and editing it out with a better solution.
  6. Don't get the idea that I don't like CoH or anything. I would consider it without a doubt one of the most enjoyable games I have ever played, and I play as much as I can.

    This is just an idea, not a "I wish CoH had all these things and it sucks because it doesn't it sucks x(" thread. These are not things I would want for CoH. These are just ideas for a different style of MMO.

    Maybe I've been reading too much JB though.
  7. Would you be interested in a comic book MMO where you started at the game's max level? Where ordinary MMO logic was turned on it's head? Read more to find out!

    The game's philosophy would basically this:

    You are a hero or villain. You are STRONG. You can fight off armies of lesser adversaries at will. How you got there is up to you, and you could "re-live" getting there through a system similiar to Flashback in this game if you want to "find-out.

    Imagine that all the sets are designed to basically be equal in "amazingness" at 50. This means that designing sets around a leveling curve is less important, but the end-game powerset effectiveness is #1. Ideally, this would allow for game-breakers (Granite, PSW, and friends in this game) to be balanced with more consistent sets, like Axe or War Mace in this game.

    The heroic side of the game would be based on random missions rather than contacts. Basically, events that are appening would show up on as a blip on a mini-map, with more urgent events showing up as different colored blips. For an example, a kitten in a tree would show up as a green blip, but a giant robot destroying the city would be a purple blip. That's not saying there wouldn't be contacts, but they would take a lesser role. The idea is that the player decides what they want to do, not the contact.

    On the villain side however, the game is about being proactive. Building a doomsday device is all in a days work, and playermade villains would be responable for a large number of the hero side random missions. If a villain sets a fire, you can bet the heroes will know there's a burning building. Is it a trap!? If you want it to be, it is!

    Baddies would be big. Whether that means giant robot, or an army complete with tanks and aircraft, you can expect fighting things that respect you. And if they don't, they will. Enemy groups that you have beaten badly before will not attempt to tackle you again with the same amount of force. However, occasionally baddies will come up that just completely defy even the ordinary giant robot. Perhaps it is a planet eating monster from outer space, or a sea leviathan. These would be what we ordinarily call "raids". The rewards would vary, but one big reward is the stopping of complete destruction of the world/world/superbase/COOKIES. And though that type of threat is not likely once upon a month, and it will have plenty of warning, it could happen.

    Powersets in this game would be based around making someone feel awesome. Because you start as a "Justice Leaguer" equivalent, you have the power. If this means throwing cars, you throw cars. If this means the ability to summon giant red balls from the sky, then you summon giant red balls from the sky. Knockback would be of the "through buildings" sort, and would cause extra damage on collision. That won't be a worry for melee classes, because just about everyone is designed to BE a tank-mage. You can be more tank, or more mage, but all characters will have the ability to have ranged attacks.

    Each character would be given a choice of a themed powersets (if you have fire, you use fire up close, from range, as a heat shield, etc.). However, you could also take a different route and choose between 4 or 5 different powersets, with travel powers being basically inherent powers that don't cost any slots. Because of the tank-mage design being intentional, the developers wouldn't care if you could blast and melee in Fire, Ice, Force, and Pink. It's just still just a type of blast. Even if it's pink.

    The following section has been dismissed by the author as stupid. Ignore or read at your own condemnation! (I didn't really want to edit it out, but basically, it's obviously a bad idea. I accept that, and want the rest of the "game" to be talked about)
    -The game could be played as a traditional MMO or using a point and click system. The tradiational MMO way would basically involve clicking a target, and clicking your powers to defeat them. The point and click way would involve a FPS like system where you point a cursor with the mouse and fire a power with the left mouse button. To make it less stressful, right-clicking locks the cursor on the target, and scrolling up and down would select powers. This would allow you to basically play the game with the mouse, if you felt like it (pointing and clicking without a power selected would move you).-

    The game would invite you to fly around shooting fire at 90 mph. This would not only make it hard to hit you, it would make it hard to for ordinary mobs to target you. Speed = awesomeness, and as such combat versions of travel powers would still aim to be very fast. To go even faster would be allowed, but it would be harder for you to target and hit other enemies if you are traveling 200 mph.

    In the game, player knowledge would basically determine the Supermans and the "mere" average JL player. Complex play mechanics would invite players to learn about the powers, and though just using "Punch Hard" and "Punch REALLY Hard" will be completely feasible, learning the ins and outs of the game would be a advantage. While this could easily just make min-maxers change the order of the powers, a more comprehensive system would be highly perferable.

    And finally the game would basically be a sand-box game. If you're idea of fun is picking fights with giants robots, than you can do that all day. If you prefer to flashback and find out just how your hero/villain got to where they are now, you can do that. If you want achievements and collectables, there would be those. If you like a little bit of PvP (whether of the doomsday device sort or the usual bashing in heads sort), you can do that. You can build your own base, you can travel around the world, you can start your own missions, you can end them, and you can do it with very little of the usual policing and dictating.



    Is this game coming soon to a market near you? Is a DC Universe online, or champions, or GR, or an unannounced game that is being secretly worked out in a military base?

    NO!

    This game is just a concept of a concept of a game that Combat, the forum-user that no-body knows, thought up. Basically, it is a comic book game that completely defies ordinary MMO logic, such as: No tank-mages, Contacts and quest-givers should be the majority of the content, you should have to work hard to get a character to a high level, and etc.

    The question is, would you be intrigued by such a game, or by any of the features of the game? If so, or if not, please reply.
  8. Stealing a post I made in a different thread:

    The real problem is not damage, or AoE damage.

    It's endurance efficiency.

    A controller with containment is getting nearly twice the DPE as the defender. This is lessened in the blast sets that have AIM (namely every set but Dark Blast and Psychic Blast), and also lessened by the sets that either have some endurance recovery or offensive boost.

    Most sets have these, and in fact both Empathy and Force Fields (the two most common primaries stated when talking about lack of damage) have either an endurance recovery power or an offensive boost (RA and Repulsion Bomb or whatever its called). However, in the case of Empathy, it just doesn't have anything that can be used most of the time. You can basically only use a very gimpy heal for most of the time solo, and for a little bit of the time you can't run out of endurance. Even with RA, the set just doesn't have anything that is useful on an every other mob basis.

    Force Fields, on the other hand, give you plenty of defensive boosts for solo content (I'm talking about the knockback tools mostly, and Dispersion Bubble only to a small extent for the mez protection). It's only effective offensive boost comes in the form of a damage power with slight stun and knockdown (off the top of my head). Even though it is nice, it just doesn't give the set enough of a boost to overcome the amount of endurance needed to defeat a target. Sets with either +damage or -resistance gain much more because they make the defender more efficient.

    For this reason, the main offenders of the "low damage" stereotype are Empathy, Force Fields, DB, and PB. When combined together you tend to get a character that uses a large amount of endurance to defeat a target, compared to other sets. Any plan that tries to rebalance defenders must do so with these sets in mind.

    My solution would involve either giving the sets a flat endurance discount (see Claws for scrappers), or giving the blast sets an optional Aim power. If you take the latter solution, I would probably say to give a choice between Aim and another power, and taking one would lock you out of the other. Prime spots for this are either the snipe, or Dark Pit and Scramble Thoughts. You could also give Life Drain in the Dark Blast set a damage bonus, so that it is more equal to the melee attack Siphon Life (which was recently upped in damage).

    With AR coming in I16, I foresee it also being highly endurance inefficient. That say may also get a flat endurance discount, or an optional Aim power for either the snipe or Beanbag.

    I don't really want to see much changed in the primary sets, because both Empathy and Forcefields excel in a teaming environment. I could see giving Vigiliance a bonus for soloing, which would also help the other sets.

    Any wide-scale defender rebalancing is less necessary if you follow some of those suggestions. I believe it would take much less work to simply up the efficiency of these powersets than to raise damage or try to balance the endurance efficiency of all sets (and probably lower the -resistance in Sonic, change Radiation to standarized values for its single target blasts, increase the effectiveness of Voltaic Sentinel in Electric, etc). That's not saying I couldn't see it happening, just that I think that this will probably come first because it is less work.

    TLDR version:

    It's not defenders, it's Empathy/DB, Empathy/PB, Forcefields/DB, and Forcefields/PB. Fix THEM.
  9. Yeah, I was planning on using Obliteration instead of Gaussian if the proc didn't work quite like I thought.

    My thoughts were that it would have a change to proc for each enemy, and it seems like that is true.

    I think I was unclear when I said "proc multiple times". I meant have a greater chance to proc because each enemy would give it a chance to proc. Thinking of another, similiar proc (the Force Feedback +recharge), I probably could have guessed that it would be set to not stack.

    Thanks for the help!
  10. I'd say your best bet would be either Fire/Fire or Elec/Fire. I'd say Fire/Fire for theme and general effectiveness (mainly because electricity doesn't have great AoE outside of LR).
  11. Quote:
    Originally Posted by Rosie_ODonnell View Post
    Oh really? I thought it was about discussing City of Heroes in general, not blindly praising it constantly. The fact of the matter is, CO is offering more than CoH can. I used to love CoH. It was my favorite MMO. I've played it since issue 3. But frankly it's grown boring. There is absolutely nothing to do in this game but farm anymore. There is no end-game content. I was hoping i16 would keep me, but it's not adding any actual content other than power customization, which CO already has.

    The last three issues have been worthless. i13 was going to be the MA, but it changed. It didn't add much. i14 was the MA. It added farms and Atlas spam. i15 added one task force. I want more things to do for FUN.

    Maybe GR will sway me back, maybe not. I'm guessing not, but we'll see.
    Please don't take this as an attack of any kind on you, this is mainly directed to forumgoers in general whether or not they like CO or not.

    Your main complaint with CoH is that "they've only added this, this and this!". When you get to the point all you can complain about is additions to the game, the game is probably in good shape.

    For the rest of the quoted post, I only quoted it so I could mention my upcoming guide to playing the game. It seems like a lot of people do play to farm, and I simply want to show a different style of play. Getting into a SG like (for example) the Repeat Offenders can completely change your play experience. You'd be surprised how much longer you can enjoy the game if you find friends in-game and do completely "unneccessary" things like TFs, actual missions, and etc.
  12. Just wandering whether it would be beneficial or not to put the proc in. I'd to do so anyway (for the +3% defense) but I want to know if it would actually work well in the power.
  13. On my Shield Tanker, I managed to get 44 hps. I'm sure a Willpower Brute with the same amount of IOing could get up to about 80-90 hps for one guy in RttC fairly easily.
  14. The real difference is not damage, or AoE damage.

    It's endurance efficiency.

    A controller with containment is getting nearly twice the DPE as the defender. This is lessened in the blast sets that have AIM (namely every set but Dark Blast and Psychic Blast), and also lessened by the sets that either have some endurance recovery or offensive boost.

    Most sets have these, and in fact both Empathy and Force Fields (the two most common primaries stated when talking about lack of damage) have either an endurance recovery power or an offensive boost (RA and Repulsion Bomb or whatever its called). However, in the case of Empathy, it just doesn't have anything that can be used most of the time. You can basically only use a very gimpy heal for most of the time solo, and for a little bit of the time you can't run out of endurance. Even with RA, the set just doesn't have anything that is useful on an every other mob basis.

    Force Fields, on the other hand, give you plenty of defensive boosts for solo content (I'm talking about the knockback tools mostly, and Dispersion Bubble only to a small extent for the mez protection). It's only effective offensive boost comes in the form of a damage power with slight stun and knockdown (off the top of my head). Even though it is nice, it just doesn't give the set enough of a boost to overcome the amount of endurance needed to defeat a target. Sets with either +damage or -resistance gain much more because they make the defender more efficient.

    For this reason, the main offenders of the "low damage" stereotype are Empathy, Force Fields, DB, and PB. When combined together you tend to get a character that uses a large amount of endurance to defeat a target, compared to other sets. Any plan that tries to rebalance defenders must do so with these sets in mind.

    My solution would involve either giving the sets a flat endurance discount (see Claws for scrappers), or gives the blast sets an optional Aim power. If you take the latter solution, I would probably say to give a choice between Aim and another power, and taking one would lock you out of the other. Prime spots for this are either the snipe, or Dark Pit and Scramble Thoughts. You could also give Life Drain in the Dark Blast set a damage bonus, so that it is more equal to the melee attack Siphon Life (which was recently upped in damage).

    With AR coming in I16, I foresee it also being highly endurance inefficient. That say may also get a flat endurance discount, or an optional Aim power for either the snipe or Beanbag.

    I don't really want to see much changed in the primary sets, because both Empathy and Forcefields excel in a teaming environment. I could see giving Vigiliance a bonus for soloing, which would also help the other sets.

    Any wide-scale defender rebalancing is less necessary if you follow some of those suggestions. I believe it would take much less work to simply up the efficiency of these powersets than to raise damage or try to balance the endurance efficiency of all sets (and probably lower the -resistance in Sonic, change Radiation to standarized values for its single target blasts, increase the effectiveness of Voltaic Sentinel in Electric, etc).

    TLDR version:

    It's not defenders, it's Empathy/DB, Empathy/PB, Forcefields/DB, and Forcefields/PB. Fix THEM.
  15. In truth? Willpower has the advantage for 99% of content in the game. It's that one percent that people roll Granites for, and even in those situation Willpower has a chance.

    But that still leaves out Shields and Invulnerability. Both of which are very sexy with IOs. Shield especially.
  16. And while we're at it.

    Whats with the slashed 7s? Don't you know you could get by so much easier if you didn't write your ones with a loop? A one is an l with a / at the top, not an l with a u at the top. Duh

    And don't get my started with Zs.

    (Having gone to a high school were a sixth of the graduating class were foreign exchange students, I mock "the others" without any intention of actual harm. After all, without the Brits how would we ever have had Doctor Who?)
  17. With Power Customization coming at last, it may seem as though all of our dreams are coming true. Many of you may have wondered what could possibly top it. However, we absolutely -must- think of incredibly hard things to add, if only to give the devs something to do.

    Here are some things that have yet to be added, or whose addition could prove helpful to the game:

    -Unconvential travel powers: Ice Sliding, Vechicles, Slinging, Wall-running, Walking...

    -Movement "stances": The ability to define a characters movement. This would involve things like walking with hands on the ground (Golem shuffle), or perhaps a sort of jerky walk like a robot or something.

    -Removing/improving the red rectangle: Currently, all characters in the game are basically rectangular prisms. With updated technology, it may be possible to reinvent the targeting system so that we occupy a character shaped space. While this may not seem like much of an improvement, it would make help solve some of the problems dealing with extremely large foes. One of the main reasons we do not have amazingly large creatures in the game is because melee toons would be literally unable to hit them. This would allow, us to fight beings like Rularuu, which brings me to my next point.

    -Epic Scale encounters: In comic books, gargantuan characters are nothing new. It would be nice to face something that is amazingly impressive.

    -Fun PvP: Lets face it, the PvP Revamp was not a sucess. I foresee at least one more attempt to revitalize this aspect of the game. In particular, we must focus on what would make PvP fun in this game:

    --1. Speed: Heroes and Villains don't fight like classic MMORPG characters. We don't partake in the "kick enemy in shins until he falls over" style of PvP present in most games. We are -SUPER-. PvP should be all about flying, blasting, superspeeding, and should always be about speed. The only problem is bringing melee style ATs into the speed game. My solution would involve giving melee based ATs higher max speeds, and keeping the -range in Taunt powers.

    --2. Flight: Remember that super powers thing? Well, wouldn't it amazing if they styled aerial combat in a way that was fast and fun? It would be something that would be unique (note, other games do have flight, and PvP, but it still is just a gimmick) to COx.

    --3. Knockback: In any superpowered combat, I expect to see people being thrown around. Tanks and other melee ATs would be tougher to knock around than most characters, but still would not be entirely immune. I would give the most powerful knockback to melee ATs, so that if a Tank was fighting another Tank, he might be able to knock the other tank flying with his strongest attack (knockback being attached to powerful attacks for effeft). I don't think that ranged characters should be able to knock melee characters back in most situations, but some exceptions could be made.


    -Game Engine: I could see them improving the game engine to allow more effects. One big thing they could do is to just speed up of the game engine "ticks" (reducing the Arcanatime factor). There are many other things too, but I'm not a programmer, so I don't know anything beyond: The engine is old and it makes adding things hard. So I suggest getting a new (similar but much better at adapting to new programming, so that the game would be basically unchanged) engine.
  18. QR

    This is the build I currently use for my SS/Shield. It is extremely effective, and can withstand defense debuffs. Just today, I joined a lowbie group that was doing a boss farm in AE (despicable I know, but I did meet some interesting people, and it wasn't at all a typical PUG), and actually managed to complete a large portion of the mission by myself. As in, they took one side, I took the other, and I ended up beating them to the end of the mission. The force feedback proc in Footstomp gives a huge bonus, much larger than I actually expected. I would recommend it to any SS Brute. It really makes it feel like it is a purpled/LotG'ed out build.

    [color:#1E90FF]Villain Plan by Mids' Villain Designer 1.401[/color]
    [color:#1E90FF]http://www.cohplanner.com/[/color]

    [color:#FFA500]Click this DataLink to open the build![/color]

    [color:#1E90FF]Poor Farmer Ideal:[/color][color:#1E90FF] Level 50 Magic Brute[/color]
    [color:#1E90FF]Primary Power Set: [/color][color:#1E90FF]Super Strength[/color]
    [color:#1E90FF]Secondary Power Set: [/color][color:#1E90FF]Shield Defense[/color]
    [color:#1E90FF]Power Pool: [/color][color:#1E90FF]Fighting[/color]
    [color:#1E90FF]Power Pool: [/color][color:#1E90FF]Fitness[/color]
    [color:#1E90FF]Power Pool: [/color][color:#1E90FF]Leaping[/color]
    [color:#1E90FF]Power Pool: [/color][color:#1E90FF]Speed[/color]
    [color:#1E90FF]Ancillary Pool: [/color][color:#1E90FF]Mu Mastery[/color]

    [color:#1E90FF]Villain Profile:[/color]
    [color:#32CD32]Level 1:[/color] [color:#1E90FF]Punch[/color] [color:#1E90FF]--[/color] [color:#FFC000]Acc[/color][color:#FFC000]-I[/color](A)
    [color:#32CD32]Level 1:[/color] [color:#1E90FF]Deflection[/color] [color:#1E90FF]--[/color] [color:#FFE600]LkGmblr-[/color][color:#FFE600]Def[/color](A)[color:#FFA500], [/color][color:#FFE600]LkGmblr-[/color][color:#FFE600]Def/EndRdx[/color](3)[color:#FFA500], [/color][color:#FFE600]LkGmblr-[/color][color:#FFE600]Def/Rchg[/color](3)[color:#FFA500], [/color][color:#FFC000]ResDam[/color][color:#FFC000]-I[/color](5)[color:#FFA500], [/color][color:#FFC000]ResDam[/color][color:#FFC000]-I[/color](11)[color:#FFA500], [/color][color:#FFE600]S'fstPrt-[/color][color:#FFE600]ResDam/Def+[/color](11)
    [color:#32CD32]Level 2:[/color] [color:#1E90FF]Haymaker[/color] [color:#1E90FF]--[/color] [color:#FFE600]T'Death-[/color][color:#FFE600]Acc/Dmg/EndRdx[/color](A)[color:#FFA500], [/color][color:#FFE600]T'Death-[/color][color:#FFE600]Dmg/Rchg[/color](39)[color:#FFA500], [/color][color:#FFE600]T'Death-[/color][color:#FFE600]Dmg/EndRdx[/color](40)[color:#FFA500], [/color][color:#FFE600]T'Death-[/color][color:#FFE600]Dam%[/color](40)[color:#FFA500], [/color][color:#FFE600]T'Death-[/color][color:#FFE600]Dmg/EndRdx/Rchg[/color](40)[color:#FFA500], [/color][color:#FFE600]T'Death-[/color][color:#FFE600]Acc/Dmg[/color](43)
    [color:#32CD32]Level 4:[/color] [color:#1E90FF]Battle Agility[/color] [color:#1E90FF]--[/color] [color:#FFE600]RedFtn-[/color][color:#FFE600]EndRdx/Rchg[/color](A)[color:#FFA500], [/color][color:#FFE600]RedFtn-[/color][color:#FFE600]Def[/color](5)[color:#FFA500], [/color][color:#FFE600]RedFtn-[/color][color:#FFE600]Def/EndRdx[/color](7)[color:#FFA500], [/color][color:#FFE600]RedFtn-[/color][color:#FFE600]EndRdx[/color](7)[color:#FFA500], [/color][color:#FFE600]RedFtn-[/color][color:#FFE600]Def/Rchg[/color](9)[color:#FFA500], [/color][color:#FFE600]RedFtn-[/color][color:#FFE600]Def/EndRdx/Rchg[/color](9)
    [color:#32CD32]Level 6:[/color] [color:#1E90FF]True Grit[/color] [color:#1E90FF]--[/color] [color:#FFE600]RgnTis-[/color][color:#FFE600]Regen+[/color](A)[color:#FFA500], [/color][color:#FFC000]Heal[/color][color:#FFC000]-I[/color](46)
    [color:#32CD32]Level 8:[/color] [color:#1E90FF]Knockout Blow[/color] [color:#1E90FF]--[/color] [color:#FFE600]Mako-[/color][color:#FFE600]Acc/Dmg/EndRdx/Rchg[/color](A)[color:#FFA500], [/color][color:#FFE600]Mako-[/color][color:#FFE600]Acc/Dmg[/color](13)[color:#FFA500], [/color][color:#FFE600]Mako-[/color][color:#FFE600]Dmg/EndRdx[/color](13)[color:#FFA500], [/color][color:#FFE600]Mako-[/color][color:#FFE600]Dam%[/color](17)[color:#FFA500], [/color][color:#FFE600]Mako-[/color][color:#FFE600]Dmg/Rchg[/color](19)[color:#FFA500], [/color][color:#FFE600]Mako-[/color][color:#FFE600]Acc/EndRdx/Rchg[/color](19)
    [color:#32CD32]Level 10:[/color] [color:#1E90FF]Active Defense[/color] [color:#1E90FF]--[/color] [color:#FFC34B]HO:Membr[/color](A)[color:#FFA500], [/color][color:#FFC34B]HO:Membr[/color](39)
    [color:#32CD32]Level 12:[/color] [color:#1E90FF]Boxing[/color] [color:#1E90FF]--[/color] [color:#FFE600]RzDz-[/color][color:#FFE600]EndRdx/Stun[/color](A)[color:#FFA500], [/color][color:#FFE600]RzDz-[/color][color:#FFE600]Acc/Rchg[/color](15)[color:#FFA500], [/color][color:#FFE600]RzDz-[/color][color:#FFE600]Acc/EndRdx[/color](17)[color:#FFA500], [/color][color:#FFE600]RzDz-[/color][color:#FFE600]Stun/Rng[/color](43)[color:#FFA500], [/color][color:#FFE600]RzDz-[/color][color:#FFE600]Acc/Stun/Rchg[/color](43)[color:#FFA500], [/color][color:#FFE600]RzDz-[/color][color:#FFE600]Immob%[/color](45)
    [color:#32CD32]Level 14:[/color] [color:#1E90FF]Tough[/color] [color:#1E90FF]--[/color] [color:#FFE600]Aegis-[/color][color:#FFE600]ResDam[/color](A)[color:#FFA500], [/color][color:#FFE600]Aegis-[/color][color:#FFE600]ResDam/EndRdx[/color](15)[color:#FFA500], [/color][color:#FFE600]Aegis-[/color][color:#FFE600]ResDam/Rchg[/color](31)
    [color:#32CD32]Level 16:[/color] [color:#1E90FF]Against All Odds[/color] [color:#1E90FF]--[/color] [color:#FFC000]EndRdx[/color][color:#FFC000]-I[/color](A)
    [color:#32CD32]Level 18:[/color] [color:#1E90FF]Rage[/color] [color:#1E90FF]--[/color] [color:#FFE600]GSFC-[/color][color:#FFE600]Build%[/color](A)[color:#FFA500], [/color][color:#FFE600]GSFC-[/color][color:#FFE600]Rchg/EndRdx[/color](25)[color:#FFA500], [/color][color:#FFE600]GSFC-[/color][color:#FFE600]ToHit/Rchg/EndRdx[/color](27)[color:#FFA500], [/color][color:#FFE600]GSFC-[/color][color:#FFE600]ToHit/Rchg[/color](29)[color:#FFA500], [/color][color:#FFE600]GSFC-[/color][color:#FFE600]ToHit/EndRdx[/color](34)[color:#FFA500], [/color][color:#FFE600]GSFC-[/color][color:#FFE600]ToHit[/color](37)
    [color:#32CD32]Level 20:[/color] [color:#1E90FF]Weave[/color] [color:#1E90FF]--[/color] [color:#FFE600]RedFtn-[/color][color:#FFE600]EndRdx/Rchg[/color](A)[color:#FFA500], [/color][color:#FFE600]RedFtn-[/color][color:#FFE600]Def[/color](21)[color:#FFA500], [/color][color:#FFE600]RedFtn-[/color][color:#FFE600]Def/EndRdx[/color](21)[color:#FFA500], [/color][color:#FFE600]RedFtn-[/color][color:#FFE600]EndRdx[/color](23)[color:#FFA500], [/color][color:#FFE600]RedFtn-[/color][color:#FFE600]Def/Rchg[/color](23)[color:#FFA500], [/color][color:#FFE600]RedFtn-[/color][color:#FFE600]Def/EndRdx/Rchg[/color](25)
    [color:#32CD32]Level 22:[/color] [color:#1E90FF]Phalanx Fighting[/color] [color:#1E90FF]--[/color] [color:#FFC000]DefBuff[/color][color:#FFC000]-I[/color](A)
    [color:#32CD32]Level 24:[/color] [color:#1E90FF]Hurdle[/color] [color:#1E90FF]--[/color] [color:#FFC000]Jump[/color][color:#FFC000]-I[/color](A)
    [color:#32CD32]Level 26:[/color] [color:#1E90FF]Health[/color] [color:#1E90FF]--[/color] [color:#FFE600]Mrcl-[/color][color:#FFE600]Rcvry+[/color](A)[color:#FFA500], [/color][color:#FFE600]Numna-[/color][color:#FFE600]Regen/Rcvry+[/color](27)[color:#FFA500], [/color][color:#FFE600]Mrcl-[/color][color:#FFE600]Heal[/color](31)[color:#FFA500], [/color][color:#FFE600]Numna-[/color][color:#FFE600]Heal[/color](39)
    [color:#32CD32]Level 28:[/color] [color:#1E90FF]Stamina[/color] [color:#1E90FF]--[/color] [color:#FFC000]EndMod[/color][color:#FFC000]-I[/color](A)[color:#FFA500], [/color][color:#FFC000]EndMod[/color][color:#FFC000]-I[/color](29)
    [color:#32CD32]Level 30:[/color] [color:#1E90FF]Combat Jumping[/color] [color:#1E90FF]--[/color] [color:#FFE600]Zephyr-[/color][color:#FFE600]Travel[/color](A)[color:#FFA500], [/color][color:#FFE600]Zephyr-[/color][color:#FFE600]Travel/EndRdx[/color](31)[color:#FFA500], [/color][color:#FFE600]Zephyr-[/color][color:#FFE600]ResKB[/color](42)
    [color:#32CD32]Level 32:[/color] [color:#1E90FF]Foot Stomp[/color] [color:#1E90FF]--[/color] [color:#FFE600]Sciroc-[/color][color:#FFE600]Acc/Dmg[/color](A)[color:#FFA500], [/color][color:#FFE600]Sciroc-[/color][color:#FFE600]Dmg/EndRdx[/color](33)[color:#FFA500], [/color][color:#FFE600]Sciroc-[/color][color:#FFE600]Dmg/Rchg[/color](33)[color:#FFA500], [/color][color:#FFE600]Sciroc-[/color][color:#FFE600]Acc/Rchg[/color](33)[color:#FFA500], [/color][color:#FFE600]Sciroc-[/color][color:#FFE600]Acc/Dmg/EndRdx[/color](34)[color:#FFA500], [/color][color:#FFE600]FrcFbk-[/color][color:#FFE600]Rechg%[/color](34)
    [color:#32CD32]Level 35:[/color] [color:#1E90FF]Shield Charge[/color] [color:#1E90FF]--[/color] [color:#FFE600]Oblit-[/color][color:#FFE600]Acc/Dmg/EndRdx/Rchg[/color](A)[color:#FFA500], [/color][color:#FFE600]Oblit-[/color][color:#FFE600]%Dam[/color](36)[color:#FFA500], [/color][color:#FFE600]Oblit-[/color][color:#FFE600]Dmg[/color](36)[color:#FFA500], [/color][color:#FFE600]Oblit-[/color][color:#FFE600]Acc/Rchg[/color](36)[color:#FFA500], [/color][color:#FFE600]Oblit-[/color][color:#FFE600]Dmg/Rchg[/color](37)[color:#FFA500], [/color][color:#FFE600]Oblit-[/color][color:#FFE600]Acc/Dmg/Rchg[/color](37)
    [color:#32CD32]Level 38:[/color] [color:#1E90FF]Hasten[/color] [color:#1E90FF]--[/color] [color:#FFC000]RechRdx[/color][color:#FFC000]-I[/color](A)[color:#FFA500], [/color][color:#FFC000]RechRdx[/color][color:#FFC000]-I[/color](42)[color:#FFA500], [/color][color:#FFC000]RechRdx[/color][color:#FFC000]-I[/color](48)
    [color:#32CD32]Level 41:[/color] [color:#1E90FF]One with the Shield[/color] [color:#1E90FF]--[/color] [color:#FFE600]Numna-[/color][color:#FFE600]Heal[/color](A)[color:#FFA500], [/color][color:#FFE600]Numna-[/color][color:#FFE600]Heal/EndRdx[/color](42)
    [color:#32CD32]Level 44:[/color] [color:#1E90FF]Electrifying Fences[/color] [color:#1E90FF]--[/color] [color:#FFE600]Enf'dOp-[/color][color:#FFE600]Acc/EndRdx[/color](A)[color:#FFA500], [/color][color:#FFE600]Enf'dOp-[/color][color:#FFE600]EndRdx/Immob[/color](45)[color:#FFA500], [/color][color:#FFE600]Enf'dOp-[/color][color:#FFE600]Immob/Rng[/color](45)[color:#FFA500], [/color][color:#FFE600]Enf'dOp-[/color][color:#FFE600]Acc/Immob/Rchg[/color](46)[color:#FFA500], [/color][color:#FFE600]Enf'dOp-[/color][color:#FFE600]Acc/Immob[/color](46)[color:#FFA500], [/color][color:#FFE600]Enf'dOp-[/color][color:#FFE600]Acc/Rchg[/color](48)
    [color:#32CD32]Level 47:[/color] [color:#1E90FF]Ball Lightning[/color] [color:#1E90FF]--[/color] [color:#FFE600]Posi-[/color][color:#FFE600]Dmg/Rchg[/color](A)[color:#FFA500], [/color][color:#FFE600]Posi-[/color][color:#FFE600]Dmg/Rng[/color](48)[color:#FFA500], [/color][color:#FFE600]Posi-[/color][color:#FFE600]Dam%[/color](50)[color:#FFA500], [/color][color:#FFE600]Posi-[/color][color:#FFE600]Dmg/EndRdx[/color](50)[color:#FFA500], [/color][color:#FFE600]Posi-[/color][color:#FFE600]Acc/Dmg[/color](50)
    [color:#32CD32]Level 49:[/color] [color:#1E90FF]Grant Cover[/color] [color:#1E90FF]--[/color] [color:#FFC000]DefBuff[/color][color:#FFC000]-I[/color](A)
    [color:#1E90FF]------------[/color]
    [color:#32CD32]Level 1:[/color] [color:#1E90FF]Brawl[/color] [color:#1E90FF]--[/color] [color:#FFD700]Empty[/color](A)
    [color:#32CD32]Level 1:[/color] [color:#1E90FF]Sprint[/color] [color:#1E90FF]--[/color] [color:#FFD700]Empty[/color](A)
    [color:#32CD32]Level 2:[/color] [color:#1E90FF]Rest[/color] [color:#1E90FF]--[/color] [color:#FFD700]Empty[/color](A)
    [color:#32CD32]Level 1:[/color] [color:#1E90FF]Fury[/color]



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  19. Actually, I was thinking a fixed price of a billion (give or take 500 million) for one month. Then, the fixed price will be removed, and the REALLY insane prices will start to come in.
  20. Combat

    Best AV soloers?

    For combinations:

    Illusion/Rad Controllers

    Illusion/Kin Controllers

    Fire/Rad Controllers

    Rad/Sonic Defenders

    Bots/all but storm

    Sonic/Rad Corrupters

    Fire/Rad Corrupters

    And a few combinations of scrappers and Brutes.
  21. While I can't provide a link, there's a thread posted in the general discussions by Zekrian that has a video of it.

    Anyway, Jab and Punch become a jab and punch, and Haymaker is now a slightly slower, stronger punch. KO Blow now becomes a two handed strike, starting from the hip and moving across the chest to the opposite shoulder in a seamless, fast, and very strong looking motion. Footstomp now becomes ground pound. And the colors appear to be customizable (no more incredibly bright Rage!)
  22. Combat

    Weakest Combo?

    SS/Shield. Do not slot rage for recharge, do not slot active defense for recharge, and don't take AAO, Shield Charge, or Footstomp. And probably not KO Blow. That's plenty weak, because you have:

    Horrible defense that is completely killed when rage drops.

    Horrible offense, because without AAO and perma-rage SS basically has no real single target offense.

    And even though IOed out SS/Shield Brutes are basically some of the most amazing characters in the game (I should know, I have one with capped defenses, perma hasten, 30 hps/sec of regen, and 95%+ DDR to boot), a badly built one will basically be a self-defeating character.
  23. MA created the 4th edition of DnD.
  24. I'm suggesting a new fixed price temporary power. It would cost some huge amount of influence. It will be a jetpack.

    And money will shoot out of it.

    And I shall give it the name: Teh Ebil Jetpack. The end.