Frosticus

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  1. I like CI, it is kind of cool and I really like that it uses the old ET animation as I've been missing that attack ever since they made it look stupid on EM.

    I didn't realize it rolls a tohit chance on each jump. In fact I've been using it to hit really hard to hit targets like the raider FFgen's by hitting a foe next to it and the jump seems to always go over to the FFgen.

    I wouldn't object if it jumped faster, but I find it to reliably hit a lot more targets than jacobs and even thunderstrike (unless I corner stack them). I just make sure I always use it early so that it has the best chance of doing ring around the rosy on the spawn before someone dies and breaks the chain.
  2. Arch, run in drop acid+posion trap and then launch rain of arrows while they are all held. Not to shabby and you don't have to reposition yourself.
  3. Frosticus

    Cold/Elec

    Targets don't use much end when they never attack...

    IMO the reason /thermal works so well is because it doesn't impede your target, they go full out trying to kill you and next thing they know they are flatlined and going nowhere. Elec/kin works similarly in that regard as /kin doesn't really hinder the target.

    IMO elec is attrition based and so is /cold, but they aren't the same type or even symbiotic types of attrition. I'm sure some people can make the build work though.

    Elec you want your target attacking lots so they drain themselves really fast, so ideally you pair it with something that will keep you alive while they go all out on you. Even better if that pairing also helps drain them faster (ie therm, kin)

    Cold you want your target to cease all attacks due to being hammered with -rech because cold has limited survivability when taking a lot of incoming damage.

    To me they just don't seem like a very good match up.
  4. I'm going to say elec/shield/fire or ss/shield/mu. Though I'll give a mention to elec/fire/fire and ss/fire/mu as well.

    Spines is really good too though, it just doesn't have anything like the "everyone dies NOW" powers like elec and/or shields offers. But if you had a way to constantly feed things into your damage aura it may well pull ahead, auras are really good.

    I'm currently leveling an elec/fire/fire scrap. I think FE and blazing aura will do a decent job of replacing AAO and sheildcharge for me because I like hitting the tele-nukes from range yet AAO dictates I already have to be surrounded. FE fueled blaze mastery should be pretty nice too. The build I'm planning has FE up about 37% of the time, that should work nicely for blazing aura and fireblast/fireball.

    Don't laugh but I'm also going to try leveraging rise of the pheonix. Slotted up it hits almost as hard as scrapper l-rod, which is quite a bit harder than shield charge. Basically I plan to use it in the ~10 second window that hasten is down so that I don't mess with my cycles. I don't have it yet, but I plan to make a bind that will drop all my armor toggles and just jump in and immeditately die, boom rofflecopter of the pheonix +fireball and then retoggle while I jump to the next group. We'll see...
  5. Frosticus

    Rad/EM Blaster

    I'm unsure why you have slotted two pieces of achilies in each attack. I can assure you that the 1.5% dam buff it offers is less than fully enhancing the damage of said power.

    I'm also confused why you have the hold proc in CB. It already stuns. Plus it makes your acc slotting of the power ridiculously low.

    I dunno, doesn't look that bad, but you have some weird choices and I'm not sure you need both hiber/hoarfrost +aidself, you should be killing things faster than that kind of staying power provides imo.
  6. -1 x 5+ is great for my "weaker" aoe toons. You know the kind of toons that can do tremendous aoe damage, but don't have very much survivability. Not everyone is a scrapper or brute or a softcapped squishy, but they still may want to experience the same joy of playing a hack n slash as other people get.

    I think the -1 setting is awesome for low level toons and even some high level toons that don't dump a lot of inf into their build. I'm generally running at +con/4+ on most of my toons by the late 20's/early 30's, but I'm pretty sure I'm not the typical cox user.

    From the sounds of it it is not the -1 setting that is causing this change to TF's, but rather making it more of a priority to the dev team.

    TF's have been using the old difficulty system for years and just now we here it causes all kinds of problems...I doubt those problems are greater than everyone being stuck running the ONLY end game content the game offers at the same difficulty, but hey what are you gonna do.

    Use the old system for TF's or find a way for -1 to be disabled for that area of the game only. Those are the only two solutions that should be on the table at paragon. We don't need another difficulty system introduced for TF's on top of what we already know, it's too late in the game for that. Option A or option B and as far as I'm concerned that should be the end of the discussion as I'm not really interested in hearing excuses from the dev team.
  7. I think you should ditch thunderous blast, slot some end mods and range into telsa cage, get some damage slotted into your two attacks, and then switch over to an IO build

    A couple end mod IO's in telsa will give you better draining capability in pvp than slotting your two attacks with endmods.
  8. I don't think penultimate means what you think it means

    I don't really have anything to add, tanks will remain a bottom 4 AT (popularity wise, excluding epic AT's) after GR. If anything they'll dip a bit further, but probably not enough to warrant the Master of Spreadsheets attention.
  9. Frosticus

    Soloing set fo 8

    Quote:
    Originally Posted by TRTerror View Post
    I want a new trolller for solo/occasional teaming that would be able to solo 8 man spawns reasonably fast(other than fire/kin).

    Currently i´m looking at plant/kin and mind/kin but the road to fulrcrum is long so i was wondering if there was any other suggestions
    of these two combos I happen to have each at 50 . Hands down the plant/kin. Like not even in the same realm how much better the plant/kin is for what you are looking to do.

    Roots (double other immobs damage), perma creepers (pretty easy as a kin), and epic AoE (I use fissure, but ice is pretty deadly on a plant/kin too), is a LOT of aoe damage.

    I'm currently easily to very easily running most missions on +2/8 setting (bosses, on/off, doesn't really matter most of the time from a survivability standpoint other than plant has very low st damage).

    I won't say it is faster than fire/kin, but it is generally safer as seeds is just so good and Creepers is a major workhorse too as it can and does pull its own agro.
  10. As always with that reply number 7 is the only valid point, but it is valid enough to prevent it from happening anytime in the near future.

    1-4 are just some dude's opinion. One shared by many I'm sure, just as I'm sure many would enjoy a more populated experience.

    If I can solve 5, 6 (with the assumption that bases could move) with about 2 seconds of thought I'm sure someone smarter than me could do it too.

    7 - as mentioned the only technically valid point.

    8 - back to dudely's opinion
    9 - neither freedom or virtue hit more than 2 dots last 2x xp event, hardware has been upgraded well enough to fulfill the task now.
    10 - CoX has survived plenty of death knells around the community and has even weathered some bad PR as lately as i14. If a merge was determined to be the course of action it would work out better than if it was determined to be important and it wasn't done.

    It hasn't been necessary to date and I think it is fair to see where the game stands after the dust settles. If it staves off CO it is pretty bullet proof, though CO seems to be doing everything it can to make that as easy as possible for CoX heh.
  11. Quote:
    Originally Posted by Grey Pilgrim View Post
    I believe he meant most people that use those. He's been arguing against using anecdotal evidence as well, so I doubt he was trying to argue that most players use hide, since that would hard for any player to prove.
    Ya that's what I figured, just wanted to be clear as suggesting the former would be silly.
    Quote:
    I don't think anyone is pretending that a lot of people ARE using hide. They're just saying you don't know how many people are hiding when you do a search. It is a fairly common practice, however (I know a lot of posters and friends in game that do it fairly often).

    My arguments are solely based from what I am able to do in game. I use my SG, my friends list, my server's channels, search, and broadcast (though rarely for broadcast, unless I'm a high level hero in a high level zone, etc.) to create teams. Even at slow times, like late on a Sunday night, I am able to find teammates. And I make mid to full-sized teams quite easily during evening hours when most players are on (and I know plenty happens in the afternoon on my server as well). If you're using those tools, you should be fine looking for a team. If you're playing at 2 AM on your server, it'll probably be dead, of course. But that's the way it is.

    Most of these posts seem to come from people not using SGs, channels, etc. to find teams. Though such posts are also a little vague on how the person is looking for a team too... they like to sit at "I can't find a team." Which is much different depending on if you're being active like I described, or waiting for an invite.
    I'm curious what a reasonable estimate for the population percentage that uses /hide from searches would be.

    Anyone care to take a stab at what current sub numbers are for CoX? NCsoft hasn't published numbers for a long time now and I can only recall them mentioning subs are "up" and never "down". Have they continually gone up? what are they "up" to? What qualifies as "up"?

    I dunno, I don't think I'm personally going anywhere for awhile, but I had a rl friend ask me the other day and saying subs are "up" just didn't satisfy the matter.
  12. Quote:
    Originally Posted by Westley View Post
    So then you're suggesting that the devs are liars then. Good to know.
    No not at all, I used to write press releases. So I have an understanding of the difference between lying and otherwise.

    They may very well be at record highs and from the sounds of it you guys are experiencing huge numbers. All I can do is speak for my personal gameplay experience. If the numbers were released tomorrow that said we have 200k subs all I could say is that they aren't playing anywhere near me...

    At any rate, anyone have the link to where they recently said numbers are up and did they give an indication of what "up" means in terms of tangible numbers?
  13. Quote:
    Originally Posted by Forbin_Project View Post
    Slash Command

    /hide
    Brings up a window that asks the user what they would like to hide from.
    Hide Options
    1. Hide and block all Invite Options
    2. Hide from Tells (Private Messages)
    3. Hide from Global Chat Channels
    4. Hide from Global Friends
    5. Hide from Server Friends
    6. Hide from Supergroup
    7. Hide from Searches
    Most players use #7 and #2 to hide from people like Spammers, Powerlevelers, AE babies, Inf beggers, and PuG's.
    Most players? or most players that use the hide function use those settings?

    I highly doubt most players use hide, but I'd agree that if using the hide feature they will hide from searches. I don't see many hiding from tells unless they select several other ones as well.

    Personally I've been having a really hard time finding teams redside on freedom lately for my elec/kin that I'm leveling. There are a lot of reasons for that to occur, but I really don't believe subs are "up". I believe they went up with Architect Edition box release, but since CO, Aion, School and AE nerf to name a few, I dont' put much stock in that message at this current date.

    A press release or a dev can say numbers are up, but all I can do is go by what I'm experiencing and at least in my corner of the game numbers are anything but up.

    Really if we pretend that many people are using hide it doesn't really help, if they are hidden from searches and not accepting tells as suggested and effectively just playing on a private server then they are no good to me, or anyone else making pugs.

    I know it isn't this bad, but I've been having a few moments where I feel like I'm a diehard hanging on to a dead product. Admittedly, that applies almost entirely to my redside experiences though, which at the best of times has been pretty bleak.
  14. Quote:
    Originally Posted by Tatmia View Post
    Sorry, the people that want to play on the "large population servers" have the ability to transfer. Many did when that option opened up.

    Some of us keep buying more slots on the smaller population servers or occasionally deleting stale characters to roll new ones.

    For me, it's not about the lag (lord knows, I continue to play on the east coast servers, so I must be able to tolerate it). It's about the general community on the smaller servers.

    Then, there's the little things like actually being able to find presents to click during the winter events, etc.
    http://boards.cityofheroes.com/showthread.php?t=192397
    if you haven't already this seems right up your alley.

    Edit: also Nethergoat is right, farming is farming. Sewer teams rush levels, that is a type of farming. Many MA missions rushed levels, also a type of farming. in fact the same type. It's ok if you are happy to see MA farms go by the wayside and also celebrate sewer farms, you're just being hypocritical. Stuff like that happens all the time, don't let it upset you, just realize what you are doing.
  15. The "phased can attack phased" was imo added because the pvp community asked for it for a long time. It can be a neat thing there. In pve it has very limited application as the enemies that use phase themselves are very short in numbers and the use of player generated enemy phases is also exceedingly low.
    *I don't even know if it would actually work on those dudes with the shield that goes up, and carnies phase in and out so fast that the 90 second "no phase" imposed on players makes it pretty suboptimal.

    It could be a cool game mechanic, it just isn't.
  16. Quote:
    Originally Posted by Chrome_Family View Post

    The issue with ice was the slows hamper fury since they slow them down, hence why we got energy aura. However if/when they give tanks energy aura they might give brutes ice armor.
    Looks at Dark Armor...heck slowing fury generation has got to be better than halting it all together aside from what you generate from your own attacks.
  17. Here's a really easy example.

    ie
    If I have 1000 hp and 40% def I die when 10,000 incoming damage has been delt.
    If I have 1000 hp and 45% def I die when 20,000 incoming damage has been delt.

    *Well in both cases you could die after 1001 damage, but I mean over enough samples that is what it would come out to be.

    Other factors* because damage generally occurs over a time frame adding in regeneration and resistance extends the timeframe longer for the 45% than it does for the 40%. Meaning that softcap can even exceed being twice as good as 40%.

    Many toons find it unnecessary to reach softcap for their play experience, while others still have it as their main goal for a build.

    Regarding positional vs typed: I good guideline to follow is build whatever is easier for your toon to hit high levels with. ie if you have frozen armor as an epic choice that already gets you ~half way to 45% s/l maybe take a look at that rather than building for positions from scratch.

    Lastly, teams often easily offer ways to go far beyond softcap for many builds and also don't be afraid of inspirations. For instance, being at about 32.5% def is 1 small purple away from softcap, don't be afraid to use it. My fire/sr scrap is currently in that boat, so I'll pop an insp and can tank +2's for a full team. ya it will be softcapped on his own eventually, but for now use the tools available.

    But we all know that the RNG can be a cruel mistress. Def can be streaky, resistance on the other hand is always steady and consistent in its performance. I don't think the devs overvalue resistance, it is very good. I think they undervalue defense personally and that's why it is so much easier to boost defense
  18. Nothing against dm/shield it is a very powerful toon, but for all the times I've wished I had more st damage compared to wishing I had more AOE damage...well it isn't even close.

    If you are specifically building a dm/shield as a big game hunting scrapper then cool, it is very good at that. Though tbh there are better AV killers to be found in the other AT's.

    You mention a goal of +0/8, well you don't need the extra survivability that DM offers for that, but you will probably enjoy some extra aoe that's for sure. An elec/shield will very quickly defeat entire spawns set at that and truly the best mitigation is complete mitigation found through defeat.

    If you have a goal of harder and maybe even fewer targets then dm/shield all the way for a scrapper, though a solid case can be made for BS/shield and also FM/shield.

    I personally ended up rolling bs/shield after doing a dm/shield brute up to the mid 30's. The non-existent aoe ended up wearing me down. And sometimes it is nice to open up with a full strength shield charge, which unless souldrain is still active from the last group you have to get in the mix before hitting it. It's a small thing I guess, but the teleport is fun.
  19. Quote:
    Originally Posted by Aluminum_Dave View Post
    The low damage comment has just been my experience with this dom so far(my mind/psi dom is MUCH better).

    It could be I only have attacks slotted with Acc and end reduction or that I am only 22,....not sure. That is part of my problem.

    If the damage gets better and is viable as mostly AOE I will try a respec(mostly single target right now other than immobs) and see how that goes.
    Fire/thorns is a pretty decent aoe build, takes down st decently too thx to imps.

    It isn't on par with fire/psi or fire/fire, but it does other things well like hit hard to hit enemies and make your imps useful against +cons.
  20. Quote:
    Originally Posted by Smoore View Post
    Hey there, thanks, some slotting in there I definately hadn't thought of... I'm no expert on sets. I did manage to improve it a good deal from when I first posted, but it still wasn't great.

    This is what I had come up with, not quite ranged cap, but once any dark power hit, the -To hit would have kicked it up.

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    If you goal is specifically ranged def flip fearsome stare over to clouded instead of siphon and you'll be there.

    tbh though I don't like a lot of the choices you made. I'd take all the pacing of the turtle out of tarpatch and make sure w/e you do it has max recharge. Take those extra slots and enhance the defense value of shadow fall. Ideally you can pretty much max out def and res on that aura and get the end cost down to something reasonable.

    I'd pull those numi's out of twighlight, you need it to hit first off so it needs some acc. If you were rad/dark you might be able to get away with skimping on acc in it, but even then. Find 3 more slots for aim and complete the Guassian set.

    Find 1 more slot for webcocoon and put 2 pieces of basilik in there.

    Basing it on the powers you have chosen and the expensive IO's you have slotted I'd do something more like this: (I'd do it differently if it were my build, but like I said based on what you have shown). Personally I'd sacrifice Posi in Rain of Fire to make sure I get a lot more rech in it.
    Click this DataLink to open the build!

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  21. Frosticus

    Farmers Adapt.

    Quote:
    Originally Posted by Hart View Post
    Er.. why?

    My clockwork farm has lasted my Stone/WP to 37, though it caps him at 18.
    cause I'll move on to bigger and better things where I can use L-rod AND fireball (will only have access to L-rod on it) and farm it at about 6x the speed. And I'll use more melee oriented fire mobs so I don't have to corner herd nearly as much.
  22. Quote:
    Originally Posted by Chaos Creator View Post
    Repeat after me:
    pohsyb is the backwards byshop.
    pohsyb is the backwards byshop.
    pohsyb is the backwards byshop.
    pohsyb is the backwards byshop.

    Now you'll never mispell it again
    Delicious irony is delicious. Your spelling and grammar enforcement badge has been revoked pending review of how and why it was issued in the first place
  23. Very few AT's in the game have active primaries and active secondaries that consume endurance on par with a dominator. In fact I don't think any do. Blaster blast sets tend to be incredibly endurance friendly whereas doms have endurance intensive primary control sets and what amounts to endurance intensive assault sets.

    You have to look at specific combos within AT's that can burn end like a dom can.

    I latched onto your one comment in your first post because it is inaccurate without some heavy qualifiers. Simply put being able to refill domination more often via increased recharge in a build can and does off-set the increase endurance burn that goes along with that increased recharge. The recharge on domination was not changed with the dom revamp so you could only be talking about a global rech build vs a more OEM build. Alone it doesn't, but as a build it does. I agreed with everything else you said in that post, but I though that went without saying as I highlighted what I found incorrect.

    I'm not going to explain something within the confines of your observations because that's all they are; your observations. Suffice to say I disagree with them.
  24. Quote:
    Originally Posted by Jade_Dragon View Post
    So for this discussion it is not relevant that attacks outside of Domination are doing ~37% more damage before, with no proportionate increase in End cost? Sure, if you've got Domination up 75% of the time, you're getting that overall damage boost down into the single digits. But again, is that what counts as relevant to you? Are the only figures that matter those from people who have 67% or greater recharge? AND who are on teams large enough to have their Domination bar ready to go the moment the power recharges?

    How about another question, would you say that Electrical Assault is using more Endurance than before? Or would powers from that set not be a valid example?

    Put your goalpost in somewhere and leave them. I don't know what you want me to tell you, but I've said what I've said and offered what I can offer. If you have no interest in the discussion then ok.

    I've already stated that if you give the powersets I'll gladly do w/e comparisons you want. The only reason I haven't done it yet is I know you will just **tch about the choices I made. You aren't doing that so I don't know what you want. I'm guessing nothing as usual.
  25. Frosticus

    Farmers Adapt.

    Quote:
    Originally Posted by SimonSayz View Post
    After i16 was publsihed, I tried running a few missions with mobs that I knew gave higher-thank-standard XP (PPs). I added minions and bosses to the custome groups so the XP/Inf/ticket rewards would be 100%. I ramped up my difficulty to +0, x8, No Bosses for the duration of my testing.

    After killing a few groups, I noticed that the rewards had diminished somewhat from what it was in i15. I tried a few more mobs like Fake Nemesis and some DE minions and lieutenants, but they all gave exactly the same infamy for their defeat as one of my hard/hard critters would.

    Just to be sure, I ran a Liberate TV map with no bosses and the Fakes still gave higher than normal Infamy for the kill, albeit lower because of the reduced rank.

    So my question is....

    Am I doing it wrong, or did they go ahead and standardize all rewards in AE?
    You know, I loaded a mission with freaks pre i16 cause of their higher xp modifier and cause they are pretty easy and they were giving the same xp as other factions. i figured that they had set all mobs to reward the same dependant on their rank.

    I'd have to check more closely.

    Oh and so Donna doesn't get mad at me: I made a map with the 3 different types of fire pumpkins for my lowbie elec/fire scrapper and I set it to as many players as I think I can handle at the time. It is working well enough for me to level with when I feel like it. It will only last to the low 30's though.

    I doubt I'll mess much with customs, there are plenty of easy dev created enemies that I can mix and match.