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Posts
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Mine is up to date... See sig.
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Updated to Issue 8
I wrote this to originally help with another posts question, but I figured it could help many of those that are new or want something to quickly answer their slotting questions. I recommend going to the Player Guides Section or Scrapper Guides and FAQs to look for specific builds, and to get an understanding about which powers to take and when. Here are the basics of slotting:
Bla bla bla Show me build advice! Scroll down to Primary / Secondary below these lines ++++++
Training Origin Enhancements (TO): Basic enhancement
Dual Origin Enhancements (DO): 2 times stronger than TOs
Single Origin Enhancements (SO): 2 times stronger than DOs
Special Enhancements (Like HOs): Many different effects in one enhancement, but each effect is no stronger than a SO.
Training Origin Enhancements Suggested Slotting:
Plan your build for the future The Primary/Secondary guides below are planned around having Single Origin Enhancements, so plan your build accordingly.
Attacks: Slot for accuracy
Shields: Slot for endurance reduction
Basic Slotting Strategy: Slot accuracy and endurance reductions as they drop and sell the rest.
If you have influence to burn whether obtained from a costume contest, generous person, or have a 50: Fill all of your attacks with accuracies, and all of your shields with endurance reductions. Slot auto powers as you see fit. Do not combine these enhancements unless you absolutely have no choice (full tray mid mission, or red). It is a waste of influence even if you have millions on tap.
The overall philosophy of this slotting is the less you miss, the faster you mow down mobs; and keeping those shields on most of the time also helps with overall survivability.
Dual Origin Enhancements Suggested Slotting (Available at level 12):
Plan your build for the future The Primary/Secondary guides below are planned around having Single Origin Enhancements, so plan your build accordingly.
Attacks: Slot for accuracy
Shields: Slot for endurance reduction , Regen heal / endurance / recharge
Basic Slotting Strategy: Buy some accuracies (2 per attack), and possibly a few endurance reductions for your shields if you are having problems keeping them on. Your basic strategy here is to save as much money as possible for SOs, so at level 12 and 17 when you buy your DOs keep that in mind. Do not combine these enhancements unless you absolutely have no choice (full tray mid mission, or red). You are better off selling everything you get and toughing it out until 22.
If you have influence to burn whether obtained from a costume contest, generous person, or have a 50: I recommend slotting for accuracy in your attacks (2), and if you have the slots left over slot for endurance reduction or recharge. I recommend slotting your shields with 1-2 endurance reductions, and if you have the slots left over slot for resistance or defense. Regen slot for health and recharge. Slot auto powers as you see fit. Do not combine these enhancements unless you absolutely have no choice (full tray mid mission, or red). It is a waste of influence even if you have millions on tap.
The overall philosophy of this slotting is the less you miss, the faster you mow down mobs. Damage enhancements look nice, but wont help you if you are sucking wind or waiting for a power to recharge. Keeping those shields on most of the time also helps with overall survivability.
Single Origin Enhancements Suggested Slotting (Available at level 22):
Plan your build for the future The Primary/Secondary guides below are planned around having Single Origin Enhancements, so plan your build accordingly.
Attacks: Slot for accuracy
Shields: Slot for endurance reduction , Regen heal / endurance / recharge
Basic Slotting Strategy: Even though you have been suffering and saving through all the levels you will not be able to fill up on SOs because they are just too expensive. I know you want those SOs really bad but here is the trick: If you have nearly all attacks 4-6 slotted and shields 3-4 slotted, then you will not be able to buy everything you need. You may be better off purchasing DOs so that you can enhance all your powers, rather than just a few. I am going off memory here, but lets say a DO costs 8k, and a SO costs 30k and you have roughly 300k to spend; you can only buy 10 SOs or you can buy 37 DOs. I recommend buying DOs rather than the precious SOs at 22 so that you can buy virtually everything you need. Another trick is to do the respec task force at level 24-26, so that when you hit 27 you can respec and sell everything you had slotted and you should have enough money to buy all the SOs you need. From that point forward influence will become less of a problem.
If you have influence to burn whether obtained from a costume contest, generous person, or have a 50: See the recommended slotting below I still think it is a waste of influence to combine enhancements even if you have millions on tap. Once you hit 50 go ahead and ++ those enhancements if you dont feel like doing missions or visiting Hami to obtain 53s or HOs.
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Overall Recommended Slotting: I recommend you look at the various guides for all the info you need on power selection, but here is my opinion on how I would slot each if I were to take all the powers:
Scrapper Primary:
Broad Sword:
Hack: 2 acc, 1 endred, 3 dmg
Slash: 2 acc, 3 dmg
Slice: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg, (3 tohit optional)
Parry: 2 acc, 2 def, 2 dmg
Confront: 1 range, (1 taunt optional)
Whirling Sword: 2 acc, 1 endred, 3 dmg
Disembowel: 2 acc, 1 endred, 3 dmg
Head Splitter: 2 acc, 1 endred, 3 dmg
Claws:
Swipe: 1 acc, 3 dmg, 1 endred
Strike: 1 acc, 3 dmg, 1 endred
Slash: 1 acc, 3 dmg, 1 endred, (1 rchg optional)
Spin: 1 acc, 1 endred, 3 dmg, (1 rchg optional)
Follow Up: 2 acc, 2 rchg, 1 endred (1 dmg or 1 tohit optional)
Confront: 1 range, (1 taunt optional)
Focus: 1 acc, 3 dmg, 1 endred (1 rchg optional)
Eviscerate: 1 acc, 3 dmg, 1 endred, 1 rchg
Shockwave: 1 acc, 3 dmg, 1 endred, 1 rchg
Dark Melee
Shadow Punch: 2 acc, 3 dmg
Smite: 2 acc, 1 endred, 3 dmg
Shadow Maul: 2 acc, 1 endred, 3 dmg
Touch of Fear: 2 acc, 1 rchg, 3 tohit debuff (3 fear in place of tohit debuff optional)
Siphon Life: 2 acc, 1 endred, 3 heal (3 dmg in place of heal optional)
Confront: 1 range, (1 taunt optional)
Dark Consumption: 2 acc, 2rchg, 2 endmod
Soul Drain: 2 acc, 2 rchg, 2 tohit
Midnight Grasp: 2 acc, 1 endred, 3 dmg
Katana
Sting of the Wasp: 2 acc, 1 endred, 3 dmg
Gamblers Cut: 2 acc, 3 dmg
Flashing Steel: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg, (3 tohit optional)
Divine Avalanche: 2 acc, 2 def, 2 dmg
Calling the Wolf: 1 range, (1 taunt optional)
The Lotus Drops: 2 acc, 1 endred, 3 dmg
Soaring Dragon: 2 acc, 1 endred, 3 dmg
Golden Dragonfly: 2 acc, 1 endred, 3 dmg
Martial Arts
Thunder Kick: 2 acc, 1 endred, 3 dmg
Storm Kick: 2 acc, 1 endred, 3 dmg
Cobra Strike: 2 acc, 1 endred, (3 disorient optional)
Focus Chi: 3 rchg, (3 tohit optional)
Crane Kick: 2 acc, 1 endred, 3 dmg
Warriors Challenge: 1 range, (1 taunt optional)
Crippling Axe Kick: 2 acc, 3 dmg
Dragons Tail: 2 acc, 1 endred, 3 dmg
Eagles Claw: 2 acc, 1 endred, 3 dmg
Spines
Barb Swipe: 2 acc, 3 dmg
Lunge: 2 acc, 3 dmg
Spine Burst: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg, (3 tohit optional)
Impale: 2 acc, 3 dmg
Confront: 1 range, (1 taunt optional)
Quills: 2 acc, 2 endred, (2 dmg or 2 slow optional)
Ripper: 2 acc, 1 endred, 3 dmg
Throw Spines: 2 acc, 1 endred, 3 dmg
Why put 2 acc in your attacks?
This slotting guide is generalized to give you good overall abilities no matter if you are solo, on a team, or in a PvP zone.
Do I really need 2 accuracies?
No. You do not need two accuracies unless you regularly fight +3 or above or want to focus on PvP. It is pretty typical to fight +2s through +4s on teams, so those two accuracies come in handy, but you can get by with one. Additionally, adding things like Focused Accuracy and Tactics will change the way you slot for Accuracy, but you will have to feel out whether or not you can remove the Accuracy Enhancement(s) from attacks.
Why endurance reductions in the attacks?
This is slotting that will work with any secondary, but Regen will not necessarily need endurance reductions in their attacks. Regen can either replace the endred with rchg or remove it completely.
Scrapper Secondary:
Dark Armor:
Dark Embrace: 1 endred, 3 dmgres
Death Shroud: 2 acc, 2 endred, (2 dmg optional)
Murky Cloud: 1 endred, 3 dmgres
Obsidian Shield: 1 endred, 3 dmgres
Dark Regeneration: 2 acc, 2 endred, 2 rchg
Cloak of Darkness: 1 endred
Cloak of Fear: 2 acc, 2 endred, 2 tohit debuff
Oppressive Gloom: 2 acc
Soul Transfer: 1 heal, (1 endmod optional)
Invulnerability:
Resist Physical Damage: 1 dmgres
Temp Invulnerability: 1 endred, 3 dmgres
Dull Pain: 3 heal, 3 rchg
Resist Elements: 1 dmgres
Unyielding: 1 endred, 3 dmgres
Resist Energies: 1 dmgres
Invincibility: 1 endred, 3 def, (2 tohit optional)
Tough Hide: 3 def
Unstoppable: 1 dmgres, 3 rchg
Regeneration:
Fast Healing: 3 Heal
Reconstruction: 3 rchg, 3 heal
Quick Recovery: 3 endmod
Dull Pain: 3 heal, 3 rchg
Integration: 3 heal (1 endred optional)
Resilience: 1 dmgres
Instant Healing: 3 rchg (3 heal optional)
Revive: 1 heal, (1 endmod optional)
Moment of Glory: 3 dmgres, (3 rchg optional)
Super Reflexes:
Focused Fighting: 1 endred, 3 def
Focused Senses: 1 endred, 3 def
Agile: 3 def
Practiced Brawler: 2 rchg
Dodge: 3 def
Quickness: 1 run (additional run/fly optional)
Lucky: 3 def
Evasion: 1 endred, 3 def
Elude: 3 rchg, (3 def optional)
Some people slot a few of the above power differently depending on primary and secondary, but if you slot like I have it above you will have a pretty solid build. -
I think taunt powers in general do not work. My Fire/Fire brute's punch-voke does not work, nor does the dmg aura. The only reason they are attacking is due to normal agrivation that any other AT can cause (ie while teaming they will pull away all the enemies I am fighting - even if its just 3).
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Good luck with Tabula Rasa...
You will, of course, be missed. -
I wrote this to originally help with another posts question, but I figured it could help many of those that are new or want something to quickly answer their slotting questions. I recommend going to the guide section to look for specific builds, and to get an understanding about which powers to take and when. Here are the basics of slotting:
Bla bla bla Show me build advice! Scroll down to Primary / Secondary below these lines ++++++
Training Origin Enhancements (TO): Basic enhancement
Dual Origin Enhancements (DO): 2 times stronger than TOs
Single Origin Enhancements (SO): 2 times stronger than DOs
Special Enhancements (Like HOs): Many different effects in one enhancement, but each effect is no stronger than a SO.
Training Origin Enhancements Suggested Slotting:
Plan your build for the future The Primary/Secondary guides below are planned around having Single Origin Enhancements, so plan your build accordingly.
Attacks: Slot for accuracy
Shields: Slot for endurance reduction
Basic Slotting Strategy: Slot accuracy and endurance reductions as they drop and sell the rest.
If you have influence to burn whether obtained from a costume contest, generous person, or have a 50: Fill all of your attacks with accuracies, and all of your shields with endurance reductions. Slot auto powers as you see fit. Do not combine these enhancements unless you absolutely have no choice (full tray mid mission, or red). It is a waste of influence even if you have millions on tap.
The overall philosophy of this slotting is the less you miss, the faster you mow down mobs; and keeping those shields on most of the time also helps with overall survivability.
Dual Origin Enhancements Suggested Slotting (Available at level 12):
Plan your build for the future The Primary/Secondary guides below are planned around having Single Origin Enhancements, so plan your build accordingly.
Attacks: Slot for accuracy
Shields: Slot for endurance reduction , Regen heal / endurance / recharge
Basic Slotting Strategy: Buy some accuracies (2 per attack), and possibly a few endurance reductions for your shields if you are having problems keeping them on. Your basic strategy here is to save as much money as possible for SOs, so at level 12 and 17 when you buy your DOs keep that in mind. Do not combine these enhancements unless you absolutely have no choice (full tray mid mission, or red). You are better off selling everything you get and toughing it out until 22.
If you have influence to burn whether obtained from a costume contest, generous person, or have a 50: I recommend slotting for accuracy in your attacks (2), and if you have the slots left over slot for endurance reduction or recharge. I recommend slotting your shields with 1-2 endurance reductions, and if you have the slots left over slot for resistance or defense. Regen slot for health and recharge. Slot auto powers as you see fit. Do not combine these enhancements unless you absolutely have no choice (full tray mid mission, or red). It is a waste of influence even if you have millions on tap.
The overall philosophy of this slotting is the less you miss, the faster you mow down mobs. Damage enhancements look nice, but wont help you if you are sucking wind or waiting for a power to recharge. Keeping those shields on most of the time also helps with overall survivability.
Single Origin Enhancements Suggested Slotting (Available at level 22):
Plan your build for the future The Primary/Secondary guides below are planned around having Single Origin Enhancements, so plan your build accordingly.
Attacks: Slot for accuracy
Shields: Slot for endurance reduction , Regen heal / endurance / recharge
Basic Slotting Strategy: Even though you have been suffering and saving through all the levels you will not be able to fill up on SOs because they are just too expensive. I know you want those SOs really bad but here is the trick: If you have nearly all attacks 4-6 slotted and shields 3-4 slotted, then you will not be able to buy everything you need. You may be better off purchasing DOs so that you can enhance all your powers, rather than just a few. I am going off memory here, but lets say a DO costs 8k, and a SO costs 30k and you have roughly 300k to spend; you can only buy 10 SOs or you can buy 37 DOs. I recommend buying DOs rather than the precious SOs at 22 so that you can buy virtually everything you need. Another trick is to do the respec task force at level 24-26, so that when you hit 27 you can respec and sell everything you had slotted and you should have enough money to buy all the SOs you need. From that point forward influence will become less of a problem.
If you have influence to burn whether obtained from a costume contest, generous person, or have a 50: See the recommended slotting below I still think it is a waste of influence to combine enhancements even if you have millions on tap. Once you hit 50 go ahead and ++ those enhancements if you dont feel like doing missions or visiting Hami to obtain 53s or HOs.
++++++++++++++++++++++++++++++++++++++++++++++++++
Overall Recommended Slotting: I recommend you look at the various guides for all the info you need on power selection, but here is my opinion on how I would slot each if I were to take all the powers:
Scrapper Primary:
Broad Sword:
Hack: 2 acc, 1 endred, 3 dmg
Slash: 2 acc, 3 dmg
Slice: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg, (3 tohit optional)
Parry: 2 acc, 2 def, 2 dmg
Confront: 1 range, (1 taunt optional)
Whirling Sword: 2 acc, 1 endred, 3 dmg
Disembowel: 2 acc, 1 endred, 3 dmg
Head Splitter: 2 acc, 1 endred, 3 dmg
Claws:
Swipe: 1 acc, 3 dmg
Strike: 1 acc, 3 dmg
Slash: 1 acc, 3 dmg
Spin: 1 acc, 1 endred, 3 dmg
Follow Up: 2 acc, 2 rchg, 2 tohit (2 dmg in place of tohit optional)
Confront: 1 range, (1 taunt optional)
Focus: 1 acc, 3 dmg
Eviscerate: 1 acc, 3 dmg
Shockwave: 1 acc, 3 dmg
Dark Melee
Shadow Punch: 2 acc, 3 dmg
Smite: 2 acc, 1 endred, 3 dmg
Shadow Maul: 2 acc, 1 endred, 3 dmg
Touch of Fear: 2 acc, 1 rchg, 3 tohit debuff (3 fear in place of tohit debuff optional)
Siphon Life: 2 acc, 1 endred, 3 heal (3 dmg in place of heal optional)
Confront: 1 range, (1 taunt optional)
Dark Consumption: 2 acc, 2rchg, 2 endmod
Soul Drain: 2 acc, 2 rchg, 2 tohit
Midnight Grasp: 2 acc, 1 endred, 3 dmg
Katana
Sting of the Wasp: 2 acc, 1 endred, 3 dmg
Gamblers Cut: 2 acc, 3 dmg
Flashing Steel: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg, (3 tohit optional)
Divine Avalanche: 2 acc, 2 def, 2 dmg
Calling the Wolf: 1 range, (1 taunt optional)
The Lotus Drops: 2 acc, 1 endred, 3 dmg
Soaring Dragon: 2 acc, 1 endred, 3 dmg
Golden Dragonfly: 2 acc, 1 endred, 3 dmg
Martial Arts
Thunder Kick: 2 acc, 1 endred, 3 dmg
Storm Kick: 2 acc, 1 endred, 3 dmg
Cobra Strike: 2 acc, 1 endred, (3 disorient optional)
Focus Chi: 3 rchg, (3 tohit optional)
Crane Kick: 2 acc, 1 endred, 3 dmg
Warriors Challenge: 1 range, (1 taunt optional)
Crippling Axe Kick: 2 acc, 3 dmg
Dragons Tail: 2 acc, 1 endred, 3 dmg
Eagles Claw: 2 acc, 1 endred, 3 dmg
Spines
Barb Swipe: 2 acc, 3 dmg
Lunge: 2 acc, 3 dmg
Spine Burst: 2 acc, 1 endred, 3 dmg
Build Up: 3 rchg, (3 tohit optional)
Impale: 2 acc, 3 dmg
Confront: 1 range, (1 taunt optional)
Quills: 2 acc, 2 endred, (2 dmg or 2 slow optional)
Ripper: 2 acc, 1 endred, 3 dmg
Throw Spines: 2 acc, 1 endred, 3 dmg
Why put 2 acc in your attacks?
This slotting guide is generalized to give you good overall abilities no matter if you are solo, on a team, or PvP.
Do I really need 2 accuracies?
No. You do not need two accuracies unless you regularly fight +3 or above or want to focus on PvP. It is pretty typical to fight +2s through +4s on teams, so those two accuracies come in handy, but you can get by with one.
Why endurance reductions in the attacks?
This is slotting that will work with any secondary, but Regen will not necessarily need endurance reductions in their attacks. Regen can either replace the endred with rchg or remove it completely.
Scrapper Secondary:
Dark Armor:
Dark Embrace: 3 dmgres
Death Shroud: 2 acc, 2 endred, (2 dmg optional)
Murky Cloud: 3 dmgres
Obsidian Shield: 3 dmgres
Dark Regeneration: 2 acc, 2 endred, 2 rchg
Cloak of Darkness: 1 endred
Cloak of Fear: 2 acc, 2 endred, 2 tohit debuff
Oppressive Gloom: 2 acc
Soul Transfer: 1 heal, (1 endmod optional)
Invulnerability:
Resist Physical Damage: 1 dmgres
Temp Invulnerability: 2 endred, 3 dmgres
Dull Pain: 3 heal, 3 rchg
Resist Elements: 1 dmgres
Unyielding: 1 endred, 3 dmgres
Resist Energies: 1 dmgres
Invincibility: 3 def, (3 tohit optional)
Tough Hide: 3 def
Unstoppable: 1 dmgres, 3 rchg
Regeneration:
Fast Healing: 3 Heal
Reconstruction: 3 rchg, 3 heal
Quick Recovery: 3 endmod
Dull Pain: 3 heal, 3 rchg
Integration: 3 heal
Resilience: 1 dmgres
Instant Healing: 3 heal, 3 rchg
Revive: 1 heal, (1 endmod optional)
Moment of Glory: 3 dmgres, (1 rchg optional)
Super Reflexes:
Focused Fighting: 1 endred, 3 def
Focused Senses: 1 endred, 3 def
Agile: 3 def
Practiced Brawler: 2 rchg
Dodge: 3 def
Quickness: 1 run
Lucky: 3 def
Evasion: 1 endred, 3 def
Elude: 3 rchg, (3 def optional)
Some people slot a few of the above power differently depending on primary and secondary, but if you slot like I have it above you will have a pretty solid build. -
Not only does PS take a few seconds to activate (you can die during that time), but also if they hit you with DoT that is big enough it will kill you while phased. I have a feeling you are the victim of poor timing and/or lag.
Another question. Did you have on that share damage thing that MM's have now? I am not sure how it works, but maybe that could have done it... -
I do not have a picture, but during CoV beta there was a costume piece for Huge (not normal size for whatever reason), that is not in the game. The peice I am talking about was a feather like shoulder thing that wrapped around the entire shoulders (kinda like football pads). I miss having that option.
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I thought Castle said he was working on improving Healing Flames?
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FYI: Melee AT Patron Power Pool Ranged attacks which cause damage will be changed to using the Melee damage scale.
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Can someone translate this dev speak for me? What does this mean? Why would range attacks be considered melee damage?
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Castle:
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Specifically:
Melee AT's have a considerable lower Ranged Damage modifier than Melee Damage modifier. For Stalkers and Brutes, the Range modifier is 2/3 the melee modifier.
So, if a Melee attack rated at 'High' does 100 damage, a 'High damage Ranged attack could be expected to do 66 damage before slotting.
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much much much better set now. I will be much more happy to only be forced to grab the medicine pool instead of acro and med
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I did not use any inspirations during testing.
Tested my level 21 Ice/Axe tank (not slotted with any enhancements) against a level 25 Tsoo Lt and Minion. It took them around a minute to kill me, which is much better than live. I would have lasted longer had I been 22 and had nrg protection. I will copy him over today and test that out since he now has that shield.
I also tested my level 27 MA/SR scrapper (fully slotted with SO's) against 3 level 30 Freakshow Lt's in Brickstown. He was actually able to stand toe to toe with them, which would have never happened on live. I ran right after 2 more and defeated them as well; with no rest and around 1/2 health. -
Now I can actually PvP instead of constantly turning toggles back on
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I dunno. DA doesn't really seem like a stalker set to me - the ideal form of stalker damage mitigation is defense, not resists. Though I suppose if they're putting regen in, why not.
I don't have much experience with DM, but I can say it'd be hella cool to watch a shadow maul score criticals with every punch.
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I would say that CoF and OG are very good damage mitigation tools. That is if they keep them in the set. And dont forget about the sick heal
.
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Awesome! Does that include all defensive sets? I know that CoV toons would like to have that as well...
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Bug that. There is nothing that can knock off a click power, break through it sure, but not knock it off.
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Longbow are worth more xp eh? Mua ha ha ha *cough*
They are tough, that is why I like them. Ignore the whiners... -
Miss three times in a row, your next attack will always hit? That is not correct with CoH or CoV.
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I wonder if ol' Emmert will actually be in front of the computer or if Statesman will just be an NPC. WOW that would be cool to open unlimited bottles of kick butt on the lead designer of CoH.
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You'll have your chance - I'll be playing the one and only Statesman!
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I hope it is not the level 54 AV versionDogpile!
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Short answer: YES.
Long answer: They are not going to release this feature until there are a significant amount of level 40's (eventually 50's) to avoid the transfer of cash, and the crying about the lack of content via PL's. -
DP non perma
QR lowered to be less effective than Stamina (if not removed entirely).
IH healing rate lowered -
Love the damage.
Love the activation times.
The sound. I feel there should be different sounds for Huge Men, Regular Men, and Women for those role players out there. -
Two Points:
1) Defiance works pretty well, but is very dangerous for a blaster. I recommend switching scrapper criticals and defiance around. It really sounds like something for a scrapper; and scrappers loose health slowly, where blasters loose it fairly quickly.
2) Add some kind of aura or something that tells us when it is on. I was thinking the aura from DM Soul Drain in a different color would look cool. -
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New zone Croatoa. Supposedly leaked photos indicate that it is a city zone with the third university (two are under construction on live right now). The level range is 25-35. According to a member of the forums who has supposedly seen it, the zone is HUGE. There is no definite information on this, so consider the above educated speculation. This zone will include new missions, contacts, TFs, etc. following the example set by Striga Isle.
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There is a vicious rumor going around that this zone has been pulled from I5...anybody confirm or deny this?
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The zone is still in Issue 5 (it's the bulk of issue 5, as Striga was for issue 3). The University is still in Croatoa, but alas the Skills System tied to it is not (its currently undergoing a redesign). So to clear up: Skills pulled from Issue 5. Croatoa is not.
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Could you clarify what you mean by Skills? Maybe if you made an official post or something we could help...