Dr_MechanoEU

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  1. Actually yes they are...they're trying to stop what they believe to be vanguard from blowing up the portal which leads to and from the Rikti homeworld because it's actually a very very bad idea (universe destroyingly bad idea).

    Longbow just got the wrong end of the stick not realising it was a Renegade faction of Vanguard doing it, infact at the end of the arc you get an apology letter from that Longbow Eagle hero lass (the on partnered with the nicer and generally more approachable Forcefields/Energy Ballista).
  2. [ QUOTE ]
    Heh thanks, I know about that one. I was in a hurry though and 65 was a lot to wait for since you very rarely get more than half a dozen at a time. Far quicker to just abandon the thing and get on with the next one. I know they'd like us to only use the abandon mission thing for bugs but when time wasters come along, I sometimes use it there too.

    [/ QUOTE ]

    Be warned the abandon mission feature wont always save you from this.

    If this is the contact I'm thinking it is he has a series of missions which goes 'beat up 45 carnies in PI' 'go beat up 45 more carnies in PI' 'now do it again one more time because I hate you' literally 3 in a row, so ditching one only mildly lessons the horror.
  3. Certainly an interesting build Dr and you're right I don't think I could bring myself to play such a build but it shows that it can be done.

    Think I'll stick with my nearly at softcap build, with the introduction as and when I pick up a Steadfast protect res/def IO it's very servicable and quite survivable by the looks of things.
  4. what's the unhappy face for TBT?
  5. Ah you thought I meant with invincible turned on and surrounded by mobs...

    No I meant it as invincible off but with still high def to the type damages except Psi (since getting Psi def is a lot harder than getting the other types).

    Will play around with the build more, can probably squeeze a bit more out of it at not too much great expense.

    Edit: Ok been playing around with the build more, again using mostly inexpensive sets and the total when invincible is on BUT only 1 enemy in range comes to:

    S/L: 37.5%
    N/E: 40%
    F/C: 39.1%

    With the introduction of the Steadfast Protection res/def IO you're only a little of hitcap.

    Who knew insommnia would pay off when fiddling about with builds.

    As usual please ignore the level slot numbers, it was a pick powers, think about what and how much to slot rather than a what slots when build.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

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

    Hero Profile:
    Level 1: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(3), Aegis-EndRdx/Rchg(3), Aegis-ResDam/EndRdx/Rchg(5), Aegis-ResDam(5)
    Level 1: Jab -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(17), S'ngH'mkr-Dmg/Rchg(17), S'ngH'mkr-Dmg/EndRdx/Rchg(27), B'ngBlow-Acc/Dmg(31)
    Level 2: Dull Pain -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(33), H'zdH-EndRdx/Rchg(33), H'zdH-Heal/Rchg(34), H'zdH-Heal/EndRdx/Rchg(34)
    Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(7), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(9), B'ngBlow-Acc/Dmg(9)
    Level 6: Swift -- Run-I(A)
    Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-EndRdx(43), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(11), Mocking-Taunt/Rchg/Rng(11), Mocking-Acc/Rchg(13), Mocking-Taunt/Rng(13), Mocking-Rchg(15)
    Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(40)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(46)
    Level 16: Health -- Heal-I(A)
    Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(19), DefBuff-I(19)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(27)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(34), RctvArm-EndRdx(37), RctvArm-ResDam/Rchg(40)
    Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Tough Hide -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(31)
    Level 32: Unstoppable -- RechRdx-I(A), RechRdx-I(33)
    Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
    Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40)
    Level 41: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 44: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx(45)
    Level 47: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam/Rchg(48)
    Level 49: Weave -- DefBuff-I(A), DefBuff-I(50), DefBuff-I(50), EndRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]3% DamageBuff(Smashing)[*]3% DamageBuff(Lethal)[*]3% DamageBuff(Fire)[*]3% DamageBuff(Cold)[*]3% DamageBuff(Energy)[*]3% DamageBuff(Negative)[*]3% DamageBuff(Toxic)[*]3% DamageBuff(Psionic)[*]12.5% Defense(Smashing)[*]12.5% Defense(Lethal)[*]14.1% Defense(Fire)[*]14.1% Defense(Cold)[*]15% Defense(Energy)[*]15% Defense(Negative)[*]6.25% Defense(Melee)[*]16.9% Defense(Ranged)[*]18.8% Defense(AoE)[*]1.8% Max End[*]16% Enhancement(Accuracy)[*]3% Enhancement(Heal)[*]7.5% Enhancement(RechargeTime)[*]4% FlySpeed[*]70.3 HP (3.75%) HitPoints[*]4% JumpHeight[*]4% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Confused) 1.65%[*]MezResist(Held) 6.05%[*]MezResist(Immobilize) 13.2%[*]3.5% (0.06 End/sec) Recovery[*]10% (0.78 HP/sec) Regeneration[*]3.13% Resistance(Negative)[*]9% RunSpeed[*]2.5% XPDebtProtection[/list]------------
    [u]Set Bonuses:[u]
    [u]Aegis[u]
    (Temp Invulnerability)<ul type="square">[*] 5% RunSpeed[*] 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)[*] 2.5% XPDebtProtection[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[/list][u]Smashing Haymaker[u]
    (Jab)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)[/list][u]Harmonized Healing[u]
    (Dull Pain)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[*] MezResist(Confused) 1.65%[*] 3% Enhancement(Heal)[*] 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)[/list][u]Smashing Haymaker[u]
    (Haymaker)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)[/list][u]Reactive Armor[u]
    (Unyielding)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[*] 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)[/list][u]Mocking Beratement[u]
    (Taunt)<ul type="square">[*] 1.8% Max End[*] MezResist(Held) 2.75%[*] 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)[*] 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)[*] 7.5% Enhancement(RechargeTime)[/list][u]Blessing of the Zephyr[u]
    (Combat Jumping)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[*] Knockback Protection (Mag -4)[/list][u]Blessing of the Zephyr[u]
    (Super Jump)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[*] Knockback Protection (Mag -4)[/list][u]Mako's Bite[u]
    (Knockout Blow)<ul type="square">[*] MezResist(Immobilize) 3.3%[*] 28.1 HP (1.5%) HitPoints[*] 3% DamageBuff(All)[*] MezResist(Held) 3.3%[*] 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)[/list][u]Reactive Armor[u]
    (Tough)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Thunderstrike[u]
    (Hurl)<ul type="square">[*] 2% (0.03 End/sec) Recovery[*] 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)[*] 7% Enhancement(Accuracy)[*] 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight[*] 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)[/list][u]Scirocco's Dervish[u]
    (Foot Stomp)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 3.13% Resistance(Negative)[*] 9% Enhancement(Accuracy)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[/list][u]Reactive Armor[u]
    (Resist Physical Damage)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Reactive Armor[u]
    (Resist Elements)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Reactive Armor[u]
    (Resist Energies)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list]
  6. Actually not the one I meant but that's a great find Dr T!

    *hugs* now to go on with research!

    Thanks again Dr T.

    Edit: Ok fiddling around in Mids, using some of the more inexpensive sets (not sure on the cost of Harmonized healing or Thunderstrike sets) but I've put together a build which comes out at 35.7% S/L def (not too worried about capping S/L def because of the 90% resistance to it but it's always nice to have) 34.4% Nrg/Neg def (bit low I know) and 40.7% Fire/Cold def.

    This is done using the majority of the cheaper sets, some are more expensive but if you invested in the Steadfast +def IO and a couple of the more expensive sets (plus a little slotting rearragning) I reckon you could be pretty close to def capping on all of them for an Invuln/SS.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

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

    Hero Profile:
    Level 1: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(3), Aegis-EndRdx/Rchg(3), Aegis-ResDam/EndRdx/Rchg(5), Aegis-ResDam(5), Aegis-Psi/Status(7)
    Level 1: Jab -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(7), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(13), B'ngBlow-Acc/Dmg(15)
    Level 2: Dull Pain -- H'zdH-Heal/EndRdx(A), H'zdH-EndRdx/Rchg(15), H'zdH-Heal/Rchg(17), H'zdH-Heal/EndRdx/Rchg(17), H'zdH-Heal(19), H'zdH-EndRdx(19)
    Level 4: Punch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(27), S'ngH'mkr-Dmg/Rchg(27), S'ngH'mkr-Dmg/EndRdx/Rchg(29), B'ngBlow-Acc/Dmg(29)
    Level 6: Swift -- Run-I(A)
    Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-EndRdx(9), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(31), Mocking-Taunt/Rng(31), Mocking-Acc/Rchg(33)
    Level 12: Combat Jumping -- DefBuff-I(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Health -- Heal-I(A)
    Level 18: Invincibility -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(37), S'dpty-EndRdx/Rchg(40), S'dpty-EndRdx(43), S'dpty-Def(46)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/EndRdx(21)
    Level 22: Knockout Blow -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(23), P'ngS'Fest-Dmg/Rchg(23), P'ngS'Fest-Stun%(25), B'ngBlow-Acc/Dmg(25)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(33), Aegis-EndRdx/Rchg(34), Aegis-ResDam/EndRdx/Rchg(34), Aegis-ResDam(34)
    Level 28: Rage -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
    Level 30: Tough Hide -- DefBuff-I(A), DefBuff-I(43), DefBuff-I(43)
    Level 32: Unstoppable -- RechRdx-I(A), RechRdx-I(33)
    Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
    Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(40)
    Level 41: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 44: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam(45)
    Level 47: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam/Rchg(48)
    Level 49: Weave -- DefBuff-I(A), DefBuff-I(50), DefBuff-I(50), EndRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  7. Actually with Wrath of the Lich King WoW has shortened it's dungeon instance runs to a reasonable time length of 30 minutes to 1 hour, name me a task force that I can complete in that time besides the notorious quick ones.

    World of warcraft actually has gotten easier, the Instance bosses aren't very difficult anymore, heck even semi-casual raiders completed all the raid content within a month of the expansion pack being released,

    WoW is actually following CoX example by making things to appeal for the casual market and instead tending to ignore the hardcore raiders (who account for very little of the games massive population).

    The casual market is the big market, yes give the hardcore something to strive for but if players are getting bored/sick of having to do X amount of grinding even at level cap just to get into a 10 man raid then you've lost them.

    A lot more MMORPGs are focusing on becoming like City of Heroes in their casual friendly attitudes.
  8. Bah fair enough, I withdraw the statement, I just remembered a lot of RPers tend to have more than one account as well but come on, the people with many accounts aren't exactly in the majority as Mog is implying.
  9. DXP weekends are also busier than normal thanks to the free reactivation time over the weekened as well, so you've got people who have left the game coming back to check it out to see what advancements and changes have been made, fiddling about with a few characters and then once the free reactivation period is over they're off again back to whatever it is they're doing.

    Many players DON'T have more than one account, the only people that do are dedicated farmers and PvPers for two very different reasons, farmers so they can pad their farms and PvPers so they can PL a character they fancy trying out at high end PvP.

    Many players don't read the forums, use Mids hero designer, they pick powers because they sound/look cool, less than 10% of the playerbase read the US forums, it's probably more like only 5% on the EU side of things.

    Hell I've come across tanks without status protection because they considered it too much of an endurance drain, not noticing it protected them from all those nasty mez effects until it was mentioned that it did.
  10. Dr_MechanoEU

    SS and WP

    Seems like people have moved on from Merge the servers to nerfing willpower/Super Strength, guess complaining about WP is a FotM thing, give it a week and they'll be back to complaining how 'empty' the servers are (even though I've noticed a rather large increase in invites to teams, even after the DXP weekend).

    Nobody is being swayed by the OP and we're not swaying him, all we're doing is shouting at each other, both parties having their fingers in thier ears.

    Willpower has it's weakness and strengths, just like every other set as does Super Strength, Fire/Fire Brute will kill things twice as fast as WP at the sacrifice of survivability (until reasonably well slotted with IOs), a DM/SR Brute is able to solo AVs and has barely any AoEs, a */Stone brute in Granite can out-tank WP brute but sacrifices DPS for Tanking.

    SS/WP is a good allrounder but it doesn't specialize in anything, the only synergy set it blows out of the water is SS/Invulnerability which in my opinion still needs a few tweaks to get it up to par with WP, what those tweaks are, no idea but I feel like Invuln just isn't quite up to WP for some reason as it's the other 'jack of all trades' kind of set.
  11. I'm not planning on altering my Psi resi based build as I said this is a secondary build, more kind of a side project.

    What's so lazy about not wanting to change my primary build?!

    The build you linked to was my Psi res designated build, how the hell does that have anything to do with a high def to all build?

    You know I actually took your advice on that Psi res build and tweaked it as you mentioned, now you're just hurling insults because I was seeing if someone could remember or create a high def to all typed damage build (except Psi) because when I try it came out as High def to two types but only mediocre to others...thanks a bunch Shannon..
  12. yes it is Invuln/SS.

    I'm just curious as this would be a second build type thing, the one with the overrall resistance and high Psi res is nearly complete (safe to say coming up on 40% Psi res), there are tweaks to the build I posted a while back but don't fancy doing it all over in mids.

    Looking at the Invuln/Mace build it doesn't seem too expensive either if I can translate that to SS (although if we could share IO's between primary and secondary build it'd make my life a lot easier).
  13. Eds been around for about two years now in one guise or another, he's built up enough backstory to choke a small horse, had enough crazy events to make even the most LSD hardened hippie think he was trippin' (including being turned into a Supa-Troll due to a Superadine accident, much fun was made of the Bruce Banner/Hulk connection) and he's also had some of the most random costumes I've ever thought of (including one that looked like a Wuzzle when wings first came out, a purple catboy with butterfly wings, spiked collar, mesh top and black cargo pants).

    Edward has a lot of history behind him, he's my namesake, even putting him on hiatus for an extended time is a somewhat tough decision but I feel that I've become to dependant on the old nutjob mad scientist and he needs to be put down for a while. Currently he's one of the most vocal of Union's Rogues Gallery, the other big names are all about the plotting and the machinations which works very well for villains to keep below the radar but Edward never was someone to keep below the radar even at his most ineffective of villainy.

    Someone else needs to step up and take his place for a while.
  14. The reason that Edward can't be revamped is that he's already been a hero once before, he's already gone from ineffectual villain to effective hero and back to villain (though this time more crazy) as FFM pointed out, there's very little chance for anyone to see Ed as anything but a villain anymore...

    hmm possible plottage with Infinitron but I believe someone already has first dibs on putting him down with regards his turning bad.

    Jac aka Jean-Luc aka Loup Garou, Ed made him promise to kill him if he ever faltered...

    Loup has never bested Edward in a training fight before (DM/Regen vs Claws/Regen) so perhaps it's time that the old wolf came back to keep hold of a promise...
  15. recently looked up on the US forums and found a build that gave 44% def to everything but Psi (but not Melee/AoE/Ranged by to the specific damage types like Smashing, Lethal etc) using IO sets...now I can't for the life of me remember that build and all my fiddling about in mids only tends to get me 40%+ in one area and only 30%ish is the other areas.

    Anyone else able to get those numbers like that build and if so could you post the build up?
  16. I pondering something...

    ...I want Ed to go on hiatus for a while (all good villains can return) and I want him to go out in a big way, a large heroic sacrifice which will end in his physical disbodiment and his spirit being sent back to the underworld, I'm just wondering in what way can I achieve this.

    It would be Eds heroic sacrifice his final act before he goes on hiatus.
  17. Just like to add that the Imperious Taskforce was insanely hard when it first hit open beta, you know why?

    We had no idea what was going on, I was on one of the first teams to run through the ITF once it hit open beta in the EU and there was no info on it whatsoever from any source.

    Coming up against three Nictus AVs + Nictus infused Romulous was a major stumbling block until everyone figured out which Nictus AV did what and that you needed to either have enough debuffs and DPS to down Rommy through healing or just seperate him from Mr Healy the Healing Nictus. All this was on heroic.

    Now people know what to do it's obviously become a lot easier but that first time, trying to figure out how what nictus was doing what and when was interesting.

    The point is that info has also helped reduce the difficulty, people know to stack Clear mind on the Tanker for Ghost Widow on the STF, imagine being the first team through that and not knowing that she pulls off a Mag 100 hold or about uber-buffed Recluse, the respawning Arachnos Flier (which I wish would die and stay dead once you've killed it), everybody knows much more than they do when the content is fresh, the proliforation of information helps make the game somewhat easier as well.
  18. Not tried Nosferatu on a non-melee based toon so that's the experience I've had with him you must admit he is widely regarded as one of the tougher Elite Bosses in the game.

    What this all comes to is what powersets your going up with against what bosses.

    my Invuln/SS tank managed to beat Marauder as an EB on relentless without inspiration help alright it took 15 minutes (two invuln/SS tankers going at it is like repeatedly hitting each other with a spoon) and the only reason I came close to getting killed was for the fact I decided to fire off unstoppable as he did just to even out the odds when it crashed for both of us but I managed to survive through the crash (thank you Dull pain) and then beat him down.

    My DM/Regen scrapper pretty much flies through anything but AVs with ease thanks to being able to stack enough Touch of Fear to reduce their tohit to the ground and actually fear through purple triangles (can also achieve this with AVs as well).

    Heroic is pretty much the starting out easy period, it's meant to be the difficulty which is the easiest to solo on.

    To take the doom difficulty levels and compare them to our own.

    "I'm too young to die": Heroic

    "Hey, Not Too Rough": Rugged

    "Hurt me Plenty": Relentless

    "Ultra-Violence": Unyielding

    "Nightmare!": Invincible Master of the Statesman TF (since Invincible is nowhere near the challenge doom in Nightmare mode is).
  19. [ QUOTE ]
    NOTHING is to difficut for a toon on Heroic

    [/ QUOTE ]

    Go do the Mender Lazarus TF on heroic, there's one EB (yes elite boss) that is the bane of most characters existance, Nosferatu. Why that guy isn't incharge of the Council I'll never know since he's tougher than any of the other Elite bosses/Arch-villains, I've seen him take out Vandal one on one all by his little self before about one hundred minions, lts, bosses and Maestro ganked him (was the only way they could bring him down I think)

    Or the Madame of Mystery Carnie EB, yes she has that end draining power, yes you need a temp power to even remotely dent her regen.

    There are some challenges out there for any toon on heroic...trust me those two Elite Bosses are just plain evil...
  20. Hmm I'm liking various Ideas but it also doesn't cover the one man SG (stuffed with many alts).

    They simply can't field an entire teams worth and I always like rooting for the small guy I like the idea of the achievement being done in SG mode for Taskforces.

    I like the idea that it has to be completed X amount of times but these are purely decorative items unlike most of the SG badge rewards which are functional plus also allow for someone to move from SG to SG without worrying their own personal achievement trophies are lost.

    In order to tie them together so that both villainside and Heroside don't have to do different things perhaps tie them to badges.

    Any Co-op or available to both sides Taskforce (the Mender Lazarus TF isn't co-op but it is available to both sides and probably should award both Council and 5th column variants since villains don't have an all Council based TF) nets you the rewards for that TF as long as you did it in SG mode.

    Badges reward smaller trophies, not quite of the same stature as the TF rewards but something nifty like say for the Infilitraitor badge you're awarded a Paragon Protector helmet in a small display case.

    Just throwing out more ideas.
  21. Dr_MechanoEU

    SS and WP

    Surely if someone wanted a powerful set for tanking duty they would pick up Stone with Granite armour (pretty much THE tanking set).

    Sure Lord Recluse is easier to handle with Granite and an Empath over an Invuln Tanker and an Empath but all it took was six small purple inspirations and Lord Recluse isn't hitting me anyway. At 50 an entire trayfull of small lucks gives you roughly 3-4 minutes of complete invulnerability which is usually enough time for the team to take down atleast two out of the four towers, especially the Red tower which is the cause of most of the non-granite tanking sets problems.

    By nerfing one set or the other it affects people who don't take it in the supposedly 'godly' combination and why the sudden picking on of SS/WP brutes...you want to solo AV's you're going to go DM/SR since that's the place to be (as proven by a DM/SR scrapper in videos on youtube where he solo's almost every single AV).

    Or for that matter there are sets like Rad/Sonic (or Sonic/Rad if you're going corruptor route) which are widely regarded as having the best synergy as is Illusion/Rad for controllers, they can solo GMs! You wont be seeing a SS/WP doing that any time soon but they make up for their great single target DPS by having one damaging AoE or one Cone in the set, you sacrifice quick group killing AoE damage (ala fire/EM blaster) for killer single target DPS.

    Yes SS/WP is a good set for brutes but it has a crappy aggro aura (though better than some sets) and is also nearly squishiest (infront of Fire, DA and Nrg but that's about it) when it comes to tanking 'hard targets' such as AVs or GMs, it excells in mass mob combat compared to single target tanking, which is where some of the other sets pull ahead.

    And for Damage, SS/Shield is the place to be, combined Rage with the +Damage aura, Fury, Footstomp, Shield Charge and you're reaching damage levels where stuff just dies by looking at you apparently (Hyberbole I assure you but I've heard it comes close).

    Edit: Yes there are some underpowered sets (/NRG for Brutes apparently...) but often the case that each set just isn't as easy to play as one other set...Trick Archery for example is apparently underpowered but it has loads of tricks which match upto Radiation Emission, it has -regen, -res, -to hit, -rech, basically every trick Rad can pull so can Trick Archery, it's just got a bit of a crappy rep from aeons past.

    There are a few really underpowered sets but most of the time you just have to get to grips with a set and learn whether it blooms early (like Rad/* for defenders) or later (like TA/* for defenders).

    Each set has their own strengths and weakness, Fire blasters and Assault Rifle blasters when paired with Energy Manipulation become master of cones and area of effect abilities, the only sets that possibly need a buff are Elec blast, Psi Blast and the Devices secondary.
  22. The story arc in question actually runs through two contacts at two level ranges villainside, the 15-20 with Peter Themari (where the hero in question is turned from being a hero to a villain through your machinations).

    A devoured using firepowers of the same name later turns up in the Vernon von Grun story arc at level 45-50 suggesting after her turn to villainy that she got in over her head with the devouring earth and got transformed into a rather unique Greater Devoured.
  23. Just a random thought but wouldn't it be nice if you could get certain trophy items related to Taskforce, certain Story arc completetion or badge related (non SG-badges).

    Say you've just completed the Mender Lazarus Taskforce, this give you new base trophies to display which would include a slightly tatty 5th Column banner (can be used like an SG banner) and non-functioning versions of their robots in display cases. If you complete the Citadel Taskforce you get the Council versions as well, complete the LGTF, you get a depowered Assault Suit in a display case and so on.

    Nothing that infringes on the vet reward base items (the signature heroes/villains display items) but something that would add a little extra to the SG bases to show their members personal efforts in defeating or spreading villainy.
  24. The only occupants of his house currently was a single woman who seemed to have a large collection of Faschist memorabilia, a lot of items relating to the 5th Column including a uniform though there was a lack of the distinct facemask worn by the standard 5th Column soldiers.

    When served the papers she simply begun yelling that the old man didn't live there any more and that they should get off of her property before she got angry unless they were willing to pay for a tour of her museum ((if the tour is taken it includes various rants on why the 5th Column should rule the world, how they're better than the Council, and various informational pieces on 5th Column clothing, equipment and tactics)).

    When the person left, she returned to the house and opened up a vid screen to the Doctor.

    "Nice work Hilda, I need to maintain the fact that I am missing after the Infinitron Incident now as payment I've got more 5th Column souveniers on the way to your abode, you're going to like this, I managed to find an old mark two Wolfpack robot it's currently non-functioning but it will make an excellent piece of your museum of the righetous rulers of humanity..."
  25. Edward chuckled, "oooh a lawsuit...that the best you could come up with Bathory?"

    Edward cracked his neck, "well you're not the only one with money Bathory...and I'm sure I can wrangle some of my Dream Partner clients into help with my defense IF they ever catch up to me, got to serve me the papers first sweet heart, saying your sueing me is all well and good but unless I get the papers, doesn't mean squat...".

    Edward went back to his research on his holographic projection belt, the bullet to his head from Infinitron had slowed down his plans somewhat but he would have his own subtle vengeance on both The Gang and The Court of the Blood Countess...