Cyclone_Jack

Legend
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  1. Having one last conversation with Faathim before our dimension is engulfed by the void, then sitting at the edge of the Chantry, staring off into the chaotic beauty of the shard.
  2. A small portion of Blaster Defiance 2.0, the attack while mezed part, and Reflections Flight for Architect were both suggestions that I sent to Castle that made it into the game.
  3. If CoH is saved, I would invite all of Paragon, past and present, to my 500 sq ft condo and give them all a big hug.
  4. Cyclone_Jack

    AP33 Forever!!

    He is very welcome. I know how it is when you need an upgrade. Besides, it is for a good cause.
  5. Cyclone_Jack

    AP33 Forever!!

    Thanks Zekiran_Immortal and Jesse for the logos. I'll be putting them on a shirt soon, just need to figure out which goes on the front and which goes on the back, and which color shirt to get.
  6. As of the last few days, I am getting this same exact issue. It launches fine, but it will start to get laggy after a short while (10 mins or so), and then eventually just stop responding. If it is running in a minimized state for a while, and then I bring it up, I get the same issue as in post #5, a border with nothing else. I end task and relaunch and it works fine. Version is 1.6.4.0.

    EDIT: Even tried redownloading and reinstalling, no luck.

    EDIT: I left the Launcher running on the screen, left for a few hours and returned. The program seemed to be locked up again, but I left it open to see if I could find anything. While it was 'Not Responding' it was using 25% of my CPU. However, after 4-5 minutes it started responding again, and CPU usage went back down and stayed at 3-4%. When I click between games it takes a second or two to update the Latest News. IF it is a clean launch, it uses 0% CPU and loads news near instantaneously.

    Again, this only started in the last few days, and I have been running the launcher in the background for months without any issue.
  7. Quote:
    Originally Posted by all_hell View Post
    tbh, I "own" a lot of stuff i have no idea that I "own" because I bought packs for one or two items in them.
    I can't tell you what all costume parts or auras or emotes that I already have.
    Pretty much this. Until the interface is fixed, the only thing I intend to spend points on are new power sets.
  8. SCR applies, but I would add a 10th power to Blaster primaries that is a less damage, fast recharge, crashless nuke (see Archery, DP), then make it an either/or choice with the current Tier 9. Easier said than done, I know.

    A more realistic approach would be to see if the crash and/or recharge can be tweaked a bit to be more 'friendly' to the Blaster (and other ATs that use the same nukes). I would also like to see them tailor the nukes to the AT, including creating a different 'Pet' for each power that uses them.
  9. Cyclone_Jack

    Manip/Manip AT?

    Quote:
    Originally Posted by theduke24 View Post
    Oh you said you talked to castle and synapse, what did they say?
    In the simplest of terms, "Never say never, but don't hold your breath," pretty much sums it up I'll keep bugging Synapse from time to time just because I think an Elec Manip/Ice Manip or Dark Manip/Psi Manip would be a ton of fun, IMO.

    Quote:
    Originally Posted by Oathbound View Post
    What I'd really like to see is Melee/Support (or Support/Melee). I'd drop a bit of cash to play Dark Melee/Time Manipulation.
    Yeah, if done right, I think a Melee/Support or Support/Melee could work out well. I'd probably give them a little bit of positional defense so they could linger in melee a little easier, but I think there would be some interesting and fun combinations.
  10. For subscribers who get free points every month, they'll be able to get them all for free.
  11. Quote:
    Originally Posted by CactusBrawler View Post
    The competion gives subscribers all new 'powersets' for free.

    Every hybrid MMO I've played gives subscribers classes for free.
    1) CoH will be giving away new powersets to subscribers for free as well.

    2) Other hybrids have classes locked behind fees, like EQ2 and AoC.

    Technically, LOTRO has 2 classes that require the purchase of MoM, just like CoH required you to purchase GR to get Pistols, Demons, Kinetic Melee and Elec Control. If you recall, you also needed to purchase CoV separately to gain access to 5 archetypes and all of their combinations.

    Are you just upset that you don't get all of the shiny on day one?
  12. Quote:
    Originally Posted by Oathbound View Post
    Here's the mob Resistance spreadsheet that was mentioned earlier: Click me. It's out of date, but other than not having the data on new mob groups should still be mostly accurate.
    When looking at that list, remember to multiply damage by the number listed, so 1.25 means they are weak to that damage type and will take 25% more damage, while having a 0.75 means they will resist 25%.
  13. I, personally, would like it as I've never been a fan of the crash. I wonder if they can do something like a 'split' Tier 9, where the player can choose to have the big nuke with a crash, or they can choose the less damage crashless nuke.
  14. Quote:
    Originally Posted by Demetrios Vasilikos View Post
    Except it really is. Even most AVs have below average psi res. Any players who have played tanks since the early years will quickly shout how much they feared fighting psi using mobs.

    Only a few defense sets carry significant psi def or res and these sets are rarely found on mobs.

    Meanwhile numerous mobs will see protections to fire,cold, and energy in the 20% range and res upwards of 40% or even higher in some mobs cases. None of this is new to be spoken of. Its not just Lethal Dmg that gets LOLd at these days.

    But Psi DMG never will be mocked by any but a fool. So please keep mocking it and confirming it for all who are in the KNOW. Keep in mind its well known only 1% of blasters are good, the ones who out tank tanks. If your blaster doesnt get tanks brutes and scrappers sending you tells during TFs in secret shame asking them how your blaster is out tanking them, then your not one of the 1%.

    Bentley Berkeley:50 Psi/Ment/Force LoreRP Virtue blaster. None better with few equals. I fear not the Shadow Shard and Faathim is not KIND!
    Just because enemies many not have a player equivalent ability, does not mean that they do not have some form of resistance. Many enemies have a Self Auto power that grants them various resistances. For example, Carnival of Shadows have defense to Psionic attacks, are resistant to Psionic damage but vulnerable to Lethal damage. There used to be a spreadsheet someone made that listed many of the resistances and defenses on enemies. I'm not sure how accurate it was, but it looked fairly correct when I was doing a ton of testing on my Ice Blaster (for an old guide I never got around to finishing). I do recall that most robots and Praetorians (from the L50 arcs) had a high resist to Psi (50%?), with the exception of Clockwork, which took extra damage from Psi (not sure if it was just Clockwork or if it also included the Psychic Clockwork as well).

    Suffice it to say, yes, there are quite a few enemies that have Psi resistances.
  15. Cyclone_Jack

    Manip/Manip AT?

    When I first read about Dominators using Control/Assault, I was hoping that the controls would be similar to the Controller controls, but changed into a smaller PBAoE format (like Ice Patch vs Ice Slick). I was actually quite bummed to see that it was just a straight port. That being the case, if I were to do the split:

    Manip/Manip
    Manip/Control
    Manip/Assault

    The Control powers would focus on small PBAoE controls and some ranged single target controls, and I would probably inner-mix a utility power or two (perhaps a debuff here or there). As these would be a smaller PBAoE, they would not affect as many enemies and would recharge faster. I would probably keep any shield powers for the APP/EPPs. Due to certain powers being duplicated between sets, certain secondaries would be unavailable depending on your primary choice (eg: no Energy Manip/Energy Assault).

    You could maybe add in a Manip/Debuff, but I'd rather see a Melee/Debuff combination get created someday.
  16. Quote:
    Originally Posted by Forbin_Project View Post
    Yeah the devs should at least put Save and Load buttons over the avatar of the character in the costume creator, and then a second screen should appear when they click the save button that states in large letters SAVE YOUR COSTUME.

    Oh wait they do have that.


    Edit: But what the tailor has to do with wanting unlimited respecs under level 6 I have no idea.
    As I said, the Save/Load under the costume creator isn't something that really stands out, especially for a new player, because no other MMO (that I am aware of) has a feature like that. I'm not even sure that the Tailor covers this when you talk to them.

    Why do I bring this up? Because you said it would be easier for someone to just recreate their character and load up their costume. If a new player missed out on saving their costume, how do you suppose they reload it? If there was a tailor in the starting zones, it would make your proposition a little easier than trekking a L4 character through Steel Canyon, assuming one knew that there was a tailor in Steel Canyon.

    Quote:
    Or they could just read the manual before playing.

    http://static.plaync.com/media/cox/pdf/CoH_Manual.pdf

    Icon tailors are listed on page 17
    I can honestly say, I have have read one manual for a video game, ever, and that was Master of Magic, and even that was only to cover certain aspects of the game. Also, my manual doesn't look anything like that manual, and I'm sure the Freedom manual will look even different.

    Fine. I concede. All new players must be experienced gamers, who just know exactly what they are doing. Adding some QoL like this just isn't needed and is, obviously, uncalled for. Oh, wait, according to Bill below me, this QoL is actually being added to the game.
  17. Quote:
    Originally Posted by Forbin_Project View Post
    Other than the simple fact that you can't screw up a build at level 6.

    We're still waiting for someone to post a build that makes a level 6 character unplayable and in need of a respec.

    Prove us wrong.
    Show me a player who has one hour in game that knows that they can go to the tailor to save their costume, let alone know that a tailor even exists or where to find one.

    As an alternative, a Trainer could point the player in the direction of the nearest tailor and then the tailor could explain that they can save costumes (something that isn't really that intuitive, especially for a new player). Another option would be to add a tailor to the starting zones.
  18. Quote:
    Originally Posted by Forbin_Project View Post
    Wow do you really think new players are so stupid they can't remember the build, or write down the powers/slots they chose for a level 6 character? Cuz your shock and outrage over my post makes it seem that you think new players are gibbering idiots.
    In all honesty? Yes. If you take someone who doesn't have much experience playing PC games, let alone in an MMO, it will take them quite a while to make progress, since they are learning quite a bit all at once, including how to control their character.

    If you don't believe this, then go find someone that only plays console games and sit them down at the char creator and observe them (you cannot talk to them at all or answer any questions). Try it again with someone who has only really played social app games or 'casual' games (I use the term loosely so as to not offend anyone. ). Even an experienced gamer that is new to CoH could benefit from this.

    I see no reason to deny a character under level 6 the ability to respec their character. Is this something that I think is needed ASAP, not really, but it would be nice to see something like this added shortly after Freedom goes live, if the Devs can fit it in.
  19. Here is my *OLD* suggestion for PPD EATs. That was originally created when the PPD were first introduced (way back in '07). The HU is still outside the boundaries of the current system, and I think I would do it differently today, but I left everything as it was back then.


    Epic Archetype: Paragon Police Officer

    Requirements:
    Warden (Defeat 500 Prisoners)
    Untouchable (Defeat 100 Family Consiglieri and Underbosses)
    Bomb Squad (Prevent 10 Bombings in Safeguard Mission)
    Fire Marshal (Prevent 10 Arsons in Safeguard Missions)
    Interceptor (Prevent 10 Weapons Deals in Safeguard Missions)
    PPD Deputy (Rescue 25 PPD Hostages during a Jailbreak in Safeguard Missions)
    Security Expert (Prevent 10 Vaul Break-ins in Safeguard Missions)
    Villain Disruptor (Defeat 25 Villains from Jailbreak/Bank Heist in Safeguard Missions)
    All Safeguard Exploration Badges (Heart of the City, King's Righteousness, Freedom's Defender, Courage Driven, Honorable Captain, Talos' Might, Cornerstone, Founders' Protector, Gatekeeper)

    Progression:
    L1: Paragon Police Officer
    L1: Paragon SWAT
    L1: Paragon Ghost
    L30: Paragon Hard Unit

    Officer, SWAT and Ghost are available at Level 1*. Progression through those trees are like any normal character. At level 30, you get access to the Hard Unit (HU), at which point you build the HU you wish to use*. When you do a Respec, it only affects your character, not your HU. To do a Repsec on your HU, you must speak to a Hard Unit-Cybernetics and Advanced Research Division (CARD) Technician. For a moderate fee (100K), you can Reslot your HU, for a very high fee (1 mil) you can Respec your HU.

    *Changing Departments (forms) must be done within a Paragon Police Department at the 'Power Stations'.
    *HU customization details below (in HU section)

    Origin:
    Natural (Officer) and Technology (Hard Unit)

    Stats:
    Health: Medium (Defender Level)
    Damage: Medium (Defender Level)
    Defense: Variable (Low for all Departments, Medium for HU)

    Bonuses:
    Special Police Band Missions:
    * Prevent Robbery
    * Search Warrant
    * Assist in Prison Riot
    Special Story Arcs:
    * Hellions vs Skulls: Gang war, from a Police perspective
    * Trolls: Expand on Superadine, Supa Trolls, and the Paragon Police Troll Task Force
    * Family: Extended story dealing with the Marcone Family and the Mooks
    * Prisoners: How can so amy Prisoners escape, and what role does Arachnos play in it
    Security Chielf Missions:
    * Security Chiefs hand out 'Hunt' missions, with a random chance of an 'instanced' mission (if their Zone permits it)
    * Security Chiefs are not Contacts, but will appear on the Map once spoken to
    Special Stores in PPDs
    * Special Stores that sell Inspirations, Temp Powers, and maybe even Enhancements
    XP Bonus for assisting citizens in non-Mission Zones
    * It is the duty for an Officer to assist the citizens of Paragon, no matter the threat (very minor bonus)
    Unique HU Customization
    * Player selectable powers
    Unique Costume choices
    * Custom costume options for the variety of Paragon Police Officers
    * Custom costume options for the HU depending on the powers selected

    Drawbacks:
    Travel Pools and Concealment Pool unavailable
    * While Heroes, the Police of Paragon are not Supers
    Limited Costume choices
    * Even when undercover, the Police have an image to uphold
    * At the end of the day, the Police are still 'only human'

    Inherent Power:
    Emergency Police Transporter: This interruptible power, on a 30 minute timer, allows you to request a recall to any of the Police Stations in which the Contact is to a certain point.


    Powers:

    Primary: Assault: Offensive attacks that are available to all Departments of the Paragon Police.

    01: Quick Shot: 60', Single Target, Minor Lethal Damage
    01: Knock Out: Melee, Single Target, Moderate Smashing Damage, 30% Chance to Disorient
    02: Steady Shot: 60', Single Target, Moderate Lethal Damage
    06: Suppression Fire: 40', Cone, Moderate Lethal Damage
    08: Aimed Shot: 60', Single Target, High Lethal Damage
    12: Aim: Self +Acc, +Dam
    18: Fragmentation: 25', Targeted 15' AoE, High Lethal Damage
    26: Take Down: Melee, Single Target, High Smashing Damage, 30% Chance to Knockdown
    32: Gun Kata: 10' Radius, High Lethal Damage, 30% Chance to Knockback


    Secondary: PPF (Paragon Police Force): Abilities tied to the different Departments.

    Paragon Police Officer:
    *Police Officers are equipped with a Handgun for ranged attacks and a Riot Baton for melee attacks.

    01: Undercover: Self Special
    02: Caltrops: 25', Location 15' AoE, -80% Run Speed, -Jump, Minor Lethal Damage
    04: Taser: 20', Single Target, Mag 3 Disorient
    10: K-9: Minion (Calls for a K-9 Unit to assist the Officer)
    16: Kevlar: Self, Auto, 8.5% Smashing Resist, 8.5% Lethal Resist
    20: Authority: 50', Targeted 15' AoE, Foe Avoid, 35% Chance of Terrorize
    28: Pepper Spray: 20', Single Target, Mag 3 Hold
    35: Superior Tactics: 60' Radius, Toggle, 10% To Hit, 35% Perception Resist, 45% Confuse Resist, 45% Terrify Resist
    38: Radio Backup: Timed Minion, 90 seconds (An Officer assists for a duration)

    *Undercover (Costume Slot 1): Placate Aura, 20' minimum radius, 30 second supression after attacking or being attacked by an enemy. Partial suppression when interacting.
    *Superior Tactics does not stack with Tactics from the same caster.
    *Authority can Critical if performed from Undercover, and as such has a 45% Chance of Terrorize.
    *K-9 Abilities: Bite (melee, lethal), Bark (10', Terrorize), Snare (melee, Foe Immobilize, Self Immobilize), Take Down (melee, knockdown, only usable on man-seized enemies)
    *If canine model cannot be done, change to Police Drone
    *Police Drone Abilities: Laser Burst (ranged, energy), heavy laser burst (ranged, energy), Snare (ranged, Immobilize)


    SWAT:
    *SWAT Officers are equipped with an M4 Rifle (with M203) for ranged attacks and the stock of the rifle for melee attacks.

    01: Web Grenade: 50', Single Target, Mag 3 Immobilize, -50% Run Speed. -50% Fly Speed, -50% Recharge, -Fly
    02: Body Armor: Self, Auto, 8.5% Smashing Resist, 8.5% Lethal Resist, 5% Fire Resist
    04: Flashbang: 50', Location 15' AoE, -35% ToHit, -35% Defense
    10: Tear Gas: 50', Location 15' AoE, Mag 3 Sleep, -10% Endurance, Avoid
    16: Incendiary Grenade: 50', Targeted 15' AoE, Moderate Fire Damage, 5 Second Burn Patch
    20: Stinger: 50', Location 15' AoE. Knockdown, Mag 3 Disorient
    28: Glue Grenade: 50', Location 15' AoE, -50% Run Speed, -50% Recharge, -Jump
    35: Sniper Rifle: 150', Single Target, Superior Lethal Damage
    38: Shield: Self, Toggle, 14% Defense [all but Psionic], -50% Movement, -25% Recharge


    Ghost:
    *Ghosts are equipped with a supressed MP5A4 for ranged attacks and use the stock of the gun for melee attacks.

    01: Hide: Self, Stealth (10 second suppression when attacking/attacked or interaction)
    02: Focused: Self, Auto, 5% Defense
    04: Tranq Dart: 20', Single Target, Mag 3 Sleep
    10: Quick: Self, Auto, 15% +Recharge, 30% +Run Speed, 40% -Run Speed Resist
    16: Placate: 50', Single Target, Mag 4 -Taunt
    20: Night Vision: Self, Toggle, 15% Perception Resistance, 5% To Hit, +Perception
    28: Smoke Grenade: Targeted 70', AoE, -90% Perception -3.5% ToHit DeBuff
    35: Psychological Training: Self, Auto, Fear Protection, Confuse Protection
    38: Psionic Shielding: Self, Auto, 10.5% Psionic Resistance

    *Attacks from Hide get a Sneak Attack bonus.


    Hard Unit (Special):

    Inherent:
    Armored Battle Unit: Self, 15% Res [all except Toxic or Psionic], Unenhancable

    The Hard Unit is customizable by the player, allowing them to choose one of many upgrades instead of a specific power. Upon recieving the HU, the player builds out the HU up to Tier 8, and gets 16 slots to place wherever they choose. Every 5 levels afterwards, until level 45, the player unlocks the next Tier. Every level in between, the player gets 1 addition slot to place:

    30: Tier 8
    31-34: 1 slot per level (4 total)
    35: Tier 9
    36-39: 1 slot per level (4 total)
    40: Tier 10
    41-44: 1 slot per level (4 total)
    45: Tier 11
    46-50: 1 slot per level (4 total)

    When the player creates the HU they wish to use, they build it in this order:

    01: Armor
    02: Arm (Right)
    03: Arm (Left)
    04: Head
    05: Legs
    06: Back
    07: Accessory 1
    08: Accessory 2
    09: Accessory 3
    10: Shoulder (Right)
    11: Shoulder (Left)

    Armor:
    Reinforced Plating: Self, Auto, 7.5% Smashing Resist, 7.5% Lethal Resist
    Thermal Plating: Self, Auto, 10% Fire Resist, 10% Cold Resist
    Insulated Plating: Self, Auto, 10% Energy Resist, 10% Negative Resist
    Increased Reflexes: Self, Auto, 5% Defense [all except Toxic or Psionic]

    Arm (Right):
    Solid Slug: 70', Single Target, High Lethal Damage, Knockback
    Shotgun Punch: Melee, Single Target, Moderate Smashing Damage, Moderate Lethal Damage, Knockback
    Shocking Bolt: 40', Single Target, Mag 3 Hold
    Shield: Self, Auto, 2.5% Smashing Resist, 2.5% Lethal Resist, 2.5% Smashing Defense, 2.5% Lethal Defense

    Arm (Left):
    Minigun: 40', Cone, Moderate Lethal Damage
    Energy Blade: Melee, Single Target, High Energy Damage
    Shield: Self, Auto, 2.5% Smashing Resist, 2.5% Lethal Resist, 2.5% Smashing Defense, 2.5% Lethal Defense
    Frozen Blast: 30', Cone, Mag 3 Sleep, Minor Damage, -20% Run Speed, -20% Recharge
    Energy Shield: Self, Auto, 5% Energy Resist, 2.5% Energy Defense, 5% Negative Resist, 2.5% Negative Defense

    Head:
    Advanced Targeting Systems: Self, Toggle, 15% Perception Resistance, 5% To Hit, +Perception
    Insulated Helmet: Self, Toggle, Sleep Protection, Disorient Protection
    Long Range Radar: Self, Toggle, +30% Range
    Exploit Weakness: 40', Single Target, Following Attack on Target is a Critical

    Legs:
    Rocket Slide: Self, Toggle, Super Speed
    Rocket Boost: Self, Toggle, Super Jump
    Movement Augmentors: Self, Toggle, Immobilize Protection, +Run Speed, 25% -Movement Resist
    Freezing Aura: 10' Radius, Mag 3 Immobilize, Minor Damage, -20% Run Speed, -20% Recharge

    Back:
    Rocket Pack: Self, Toggle, Flight
    Boosters: Self, Toggle, +Movement
    Sonic Resonating Field: 10' Radius, Toggle, -20% Resist [All]
    Thermal Barrier: Self, Auto, 5% Fire Resist, 5% Fire Defense, 5% Cold Resist, 5% Cold Defense

    Accessory 1:
    Personal Teleportation Device: Self, Click, Teleport
    Gyro Stabilizer: Self, Toggle, Knockback Protection
    Personal Force Field: 62.5% Defense, 34% Resist [all but Toxic], Only Affect Self
    Light Refraction Unit: Self, Toggle, Cloak

    Accessory 2:
    Axillary Power: Self, Endurance Discount
    Nano Repair Bots: Self, Click, Heal
    Dimensional Quantifier: Self, Auto, Intangibility Protection, Teleport Protection, Self, Toggle, Phase Shift
    Chrono-Particle System: Self, Click, +50% Recharge

    Accessory 3:
    Thermal Discharge: 10' Radius, Click, -25% Damage, -10% Endurance, -100% Recovery, -250% Regeneration
    Power Sink: 10' Radius, Click, -35% Endurance, -100% Recovery 4 Seconds, Self +20 Endurance
    Axillary Movement Servos: Self, Toggle, Hold Protection
    Boost Power: Self, 'Power Boost', +25% Damage

    Shoulder (Right):
    Seeker Drone: Pet, Minor Energy Damage, Mag 2 Stun, -90% Perception, -5% To Hit, -20% Damage
    Cannon: 80', Single Target, Superior Smashing Damage, Knockback (min range 20')
    Disruptor: 50; Singe Target, Moderate Energy Damage (DoT), -5% End / tick, 5 ticks.
    Hack: Melee, Single Target, Moderate Lethal Damage

    Shoulder (Left):
    Sentry Drone: Pet, Moderate Energy Damage
    Swarmer Missiles: 80', Targeted 15' AoE, High Smashing Damage (min range 20')
    Acid Mortar: 50' Range, Location 15' AoE, Moderate Toxic Damage, -20% Resist All, -20% Defense
    Slice: Melee, Cone, Moderate Lethal Damage


    Trainers:
    Atlas Park: PPD Captain
    Galaxy City: PPD Captain
    King's Row: PPD Captain
    Steel Canyon: PPD Sergeant
    Skyway City: PPD Sergeant
    Faultline: SWAT Sergeant
    Talos Island: SWAT Sergeant
    Independence Port: PPD Detective
    Brickstown: PPD Detective
    Founder's Falls: PPD Enforcer (Hard Unit)
    Peregrine Island: PPD Enforcer (Hard Unit)

    Primary Contacts:
    Atlas Park: L1) Det. (Need to add one)
    Galaxy City: L1) Det. (Need to add one)
    King's Row: L5) Det. Freitag / L5) Det. Becktrees
    Steel Canyon: L10) Det. Rogers / L15) Det. Martins
    Skyway City: L10) Det. Sluggit / L15) Det. Westbrush
    Faultline: L15) Det. Frazenbacker / L15) Det. Kowaccio
    Talos Island: L20) Det. Basinns / L25) Det. Croquette
    Inedpendence Port: L20) Det. Davids / L25) Det. Hutchinson
    Brickstown: L30) Det. Miller / L35) Det. Fish
    Founder's Falls: L35) Det. Junkers / L40) Det. Murwell
    Peregrine Island: L40) Det. McLord / L45) Det. Selnum

    Security Chiefs:
    L1) Atlas Park
    L1) Galaxy City
    L5) Perez Park (located in Atlas Park)
    L5) King's Row
    L10) Steel Canyon
    L10) Skyway City
    L15) Boomtown (located in Steel Canyon)
    L15) Faultline
    L20) Talos Island
    L20) Independence Port
    L20) Dark Astoria (located in Talos Island)
    L25) Terra Volta (located in Independence Port)
    L30) Brickstown (added to the Zig entryway)
    L30) Crey's Folly (located in Brickstown)
    L30) Founder's Falls
    L30) Eden (located in Founder's Falls)
    L40) Abandoned Sewer Network (located in Steel Canyon)
    L40) Peregrine Island

    *Players can also get access to other Contacts as they go through Safeguard Missions.
    *Galaxy City PPD Building needs to be accessible.
    *Security Chiefs are not added to the Contact List, but are labeled on the Map. They will hand out 'Hunt' missions, with a random chance of an 'instanced' mission (if their Zone permits it).
    *Hazard Zone Security Chiefs would suggest bringing backup along.
  20. Quote:
    Originally Posted by Lemur Lad View Post
    I'd love to hear your definition of what is then, because this sure sounds like it to me.
    I don't think giving Blasters a small bit of Ranged Defense inside Defiance would be all that game breaking. This would not help them much during alpha strikes, because it takes time to build up Defiance. This wouldn't help them too much when teamed since aggro will be either on the Tanker or spread across the entire team, leaving the Blaster to mostly deal with AoE attacks. All this would do would boost Blaster survivability, slightly, towards the end of battle while solo, and maybe boost their survivability against Ranged Mezes (the few that there are).

    Do I personally think they need it? Not really. I'm in the same boat as StratoNexus in that I like Blasters being quite squishy. Besides, if I really wanted it I could get soft-capped to Ranged Defense on my Blaster via Inventions.
  21. I was just pondering the idea of scalable Def/Res in Defiance. From what I remember, Defiance is fairly resource intense server-side, so this may not be a viable option.
  22. What would be the pros/cons to adding some scaling (unenhancable) Def/Res to Defiance?
  23. And how would that compare to a Corruptor or Defender who, most likely, will have their attacks slotted for damage and, quite possibly, also have Aim?
  24. Quote:
    Originally Posted by Another_Fan View Post
    Corruptors and Defenders turn the team into their damage by either buffing them or debuffing the enemies.
    During which time, they are doing no damage.

    So, what you are saying is that an AT that only does damage ~50% of the time, with a lower base damage, gets more benefit from Musculature, then an AT with a higher base damage that does damage 85% of the time? Interesting.
  25. Quote:
    Originally Posted by spazmeer View Post
    Guild Wars Charr?
    Nah, and old game that never came to be, Charr: The Grimm Fate. Some of the concept art was pretty amazing.