Garielle

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  1. Quote:
    Originally Posted by SwiftOneSpeaks View Post
    So I've come back after a while off...Wow!
    Welcome back.

    Quote:
    Originally Posted by SwiftOneSpeaks View Post
    1) I've noticed a lot of chatter on Help announcing DFBs and a handful of TF/SFs. Great to see red-side life as well. Is Help really the place to find these? My efforts to find a mission team tended not to succeed quickly, though it wasn't hard to join a TF that someone else was building. Since I can't usually commit to a 2 hour block, missions teams have less commitment and would thus be more interesting (though I do intend to try a few more TFs)
    The primary reason a lot of people are using the Help channel for teaming is the chat restrictions on Free players. They can't send tells in response to broadcasts so "Please Send Tell (or PST)" doesn't work well if you are trying to include them. Ideally, a LFG global channel would be nice. Of course, ideally, everyone would set their LFG flag, use the Search feature, and only blindly invite those folks who were actually marked as LFG.

    Quote:
    Originally Posted by SwiftOneSpeaks View Post
    2) While I've no desire to rerun or reset a lot, I would like to try a DFB. Any warnings I should know about?
    No real warnings. I am assuming you have already come across the changes to how Sidekicking/Exemplaring works. In short, it's automatic, and you continue to earn experience when you exemplar down. In fact, your average XP per kill is the same regardless of if you are fighting your own level or exemplared way down.

    Quote:
    Originally Posted by SwiftOneSpeaks View Post
    3) MMs still get injured (well, the team gets injured) when teammates don't understand that we can't just fly around to the different spots on an outdoor map, or short-range TP is a bad idea. Is this a common problem?
    Your best bet if you are running an MM is to enable the option that stops people from teleporting you without a prompt. In fact, even if you don't run an MM, it's still not a bad idea. Many people have a nasty habit of assuming everyone wants to be teleported to the door of the mission right away. Can be frustrating if you are busy emptying out your inventory or training.

    Quote:
    Originally Posted by SwiftOneSpeaks View Post
    4) I used to love guides. I'd read them and weigh their descriptions of how a power is or is not useful and the hidden tidbits that the numbers don't give. It seems the last few years that guides are fewer and focus more on Mid's slotting than explaining these things. Am I just yearning for a past that won't return?
    It really depends on who is writing the guide. There are still some solid guides out there that are quite comprehensive, going over each power in the sets, explaining the benefits and drawbacks of each, and perhaps giving examples of good ways to make use of them.

    Other guides are just builds, perhaps explaining why certain powers were chosen, perhaps not. Also perhaps explaining effective attack chains and/or general play advice, perhaps not.

    Then, of course, there are the threads that basically just present a build and ask for advice. Those are more "build advice" threads than "guides". Not sure if this is what you were seeing.

    Quote:
    Originally Posted by SwiftOneSpeaks View Post
    5) Did performance increase? It seems I spend less time on loading screens and have fewer slide shows, though I've not gone through a Rikti invasion lately. Meanwhile, I'm running on the same comp...
    They have done a few rounds of trying to improve server performance. They did a number of them prior to the kick off of "City of Heroes: Freedom" to try to make things as smooth and enjoyable as possible for any new faces that may wander in or old faces like you (not calling you old..really), who make their way back.

    Quote:
    Originally Posted by SwiftOneSpeaks View Post
    6) One reason I've often skipped TFs is that I never learn the story or what's going on. Someone suggest I read the Clues while on the mission (not really sure when that downtime would be). Is that the best way to know what's going on?
    You really miss a lot by not reading the mission text. Luckily, you don't need to do it during the TF. If you have a look at http://www.paragonwiki.com, the text of all (or almost all) missions is there for you to read at your leisure.

    There's also a metric ton of other great information regarding the game, particularly the lore. I highly recommend it. In fact, the developers of themselves have stated that they use it as a reference sometimes.

    Quote:
    Originally Posted by SwiftOneSpeaks View Post
    7) The other reason I've skipped TFs is my only previous attempt was a Villain Respec Trial with the frickin Tentacles. Apparently I have horrible understanding of 3-d space in-game and would always get one-shotted by the thing in the center because I didn't understand where I was relative to it. Was this just a non-standard example of what to expect? The descriptions I've read of Hamis, the new Seed event, or the Incarnate Trials all lead me to expect similar confusion and insta-dead. Am I wrong?
    Yeah, the Tree is a bit of a pain. Most TFs are not quite that bad. Some of them can be a bit rough, especially at the end, but at least you see it coming. That being said, some of the Incarnate Trials can also be perilous if you aren't aware of your surroundings... orbital space stations shooting you with death rays, massive turret weapons, areas in the underground trial where you are under a constant DoT, etc.

    For most of the TFs though, that's not the case.

    Quote:
    Originally Posted by SwiftOneSpeaks View Post
    8) I am VIP, having been a subscriber from before and never playing without being a current subscriber. If I drop my subscription, what happens with my full load of characters, including those of restricted ATs or powersets?
    If you drop your subscription, you will become a "Premium" player. "Premium" players include anyone who is not a current subscriber, but who has spend money on the game in the past. This can be through buying a boxed product, subscribing for at least a month, or buying at least $15 worth of goodies from the Paragon Market.

    If you drop to Premium, you will have 2 "Global" character slot tokens. These are slots which allow you to unlock characters. These tokens are across all servers. So you would not have, for example, 2 on Freedom, 2 on Liberty, 2 on Virtue, etc.

    You may have more than 2 slots available if you have purchased or earned extra character slots either through the current Paragon Market and Paragon Rewards program or through the old store and Veteran Rewards programs.

    As for the restricted ATs. Depending on what tier you are on in the Paragon Rewards program, these may already be unlocked for you. Optionally, you can pay a one time fee to permanently unlock them. Be aware though, if you pay to unlock them, and then later you earn that unlock for free as part of the Rewards program, you don't get a refund.

    Quote:
    Originally Posted by SwiftOneSpeaks View Post
    9) As someone that tends to pop on, play for a few months, and then vanish for a year or more, not paying a subscription is appealing. Ideally, as soon as I get to feeling I'm done
    for a while, I'd stop paying. Then, when the itch returns, I log in and play a bit, and if it's truly what I'm interested in, I'd re-subscribe, and if it really wasn't quite time, I'd wait a bit longer with no impact to my wallet. Is this a workable plan?
    Absolutely. There are really only two things which you can NEVER get access to if you aren't subscribing.
    • Incarnate Content

      There is no way to buy or earn permanent access to the Incarnate System. This includes not only the trials, but also the Incarnate Powers. If you already have Incarnate powers and then drop to Premium, they will be grayed out, you won't be able to craft new ones, and you won't have access to Incarnate salvage drops.
    • Base Building

      Fairly self-explanatory. Non-subscribers can not open the supergroup base editor.

    As new systems are added that list may, of course, change. Also, of course, there may be new content added that you either need to be a VIP or purchase access to. First Ward and the Signature Story Arcs are examples of this.
  2. Quote:
    Originally Posted by Rodion View Post
    And we also need to recall that the first time you affirm your alignment you do not get an alignment merit -- you get 50 reward merits. You don't get an alignment merit until you run a second morality mission with that alignment.

    Though I was rather disappointed with this change as much as the next guy, it makes the reward consistent across the board.
    Not sure what change you are referring to here. The 50 merits the first time you affirm thing is not a change. It's been like that since the alignment system was introduced.

    As far as that goes, I think it may be worth noting, you do NOT need to affirm your alignment twice, and earn a merit, in order to claim a Hero Merit at the end of a SSA. As long as you have done it once, and gotten the 50 merit reward, you can immediately go claim a Hero Merit for doing a SSA.
  3. Quote:
    Originally Posted by Electric-Knight View Post
    I agree.
    The one instance I have seen where the "game may change" may have gone too far and could have possibly called for subscription plans to be canceled and reimbursed was with the previously mentioned SWG NGE debacle.
    You pay for chess and it turns into checkers, maybe a subscriber should have a tiny bit more of a guarantee...
    Quote:
    Originally Posted by BrandX View Post
    *nod* In the case of the first Star Wars MMO, I agree. Those who paid for subcriptions that far in advanced to have the game changed that drastically deserved a refund (not sure if they got one).

    Thankfully, CoH has gone through changes, but never THAT drastic.
    It's actually because of SWG I wince when I see CoH make changes such as softening debt (which they thankfully haven't done for a while) too much or when they lowered the level requirement for Epic ATs from 50 to 20.

    I understand the desire to want to make new players feel welcome. I also understand the desire to make games more enjoyable. It's important to remember that easier does not necessarily mean more enjoyable though. There's something to be said for the argument that having to attain level 50 to earn something makes it more of an accomplishment. Granted, getting from 1 to 50 game is not all that difficult, especially with farms, but this is all the more reason why there's very little to be gained by dropping the level requirement.
  4. Quote:
    Originally Posted by Zemblanity View Post
    There's a reason the Coyote never catches the Road Runner. He'd be eaten.
    There's also no story. What is the story? "There's a Coyote who's always trying to catch a Road Runner." That's it. Nothing more. The story never moves beyond that. Something like that is good for a few chuckles and perhaps a few passing moments of entertainment, but nothing beyond that.

    That's precisely what an MMO developer does NOT want. They want to keep the players engaged. They want to keep them interested. They want to keep them asking what happens next. Instead of self contained issues, where the plot lines are capsulized, they want issues and stories that end in cliff hangers and have us itching for the next issue so we can see what happens next.
  5. Garielle

    City of Sewers

    Quote:
    Originally Posted by Forbin_Project View Post
    Very little of the AP Origin content sent people to Galaxy City so they could have left that alone and worked on giving the Galaxy Origin content mission doors in AP.
    Yes, they also need to go through and make sure that textural references to Galaxy City are removed or edited, as well as make sure that they don't ask you to go talk to someone in Galaxy City, as well as make sure when they introduce you to a new contact, it isn't one in Galaxy City. None of these may seem major, and they may or may not actually be very difficult. You have to remember though, a lot of the folks who work on missions were busy designing the new tutorial zone, all new starting arcs in both Atlas Park and Mercy Island, and who know how much other fresh new content.

    That being said, I would expect that at some point within the next few issues we will see one or two alternate threads added to both Atlas and Mercy. Remember, when Mercy Island was first put out there, there was only Kalinda. There was no Burke at all. All you had was one story arc to run if you started off as a Villain. Burke was added an issue or two later. Right now, both Atlas and Mercy are back at that point with one single, all new, arc. There's no reason to expect that it will stay that way forever though.
  6. Quote:
    Originally Posted by Zemblanity View Post
    That's fine with me. You're still leaving out PvP, zones and Arena, the "correct avenue" to shove it to the otherside.

    Again, if you want to give heroes grief, try PvP.
    There's a good reason I left out PvP. I left out PvP because, for the purposes of this topic, PvP is completely irrelevant. Nothing in PvP has any effect at all on the story. The topic you are discussing is about "story", where PvP does not (and I hope never does) play an important role.

    Quote:
    True, but why does it look worse at lvl 50 than it does at lvl 1? That seems to indicate that the villains are winning, so for those of us who aren't interested in personal tragedy or self-inflicted pain, there's little motivation to log on a hero right now.
    I never said it DID have to look worse. The major flaw with your argument is that you are looking at the content introduced in a very narrow window, relatively speaking. In the vast majority of the existing content, the Heroes DO win. Plus, you don't know what the plans are for future content.

    As someone else has already said, the pendulum swings back and forth. Give it time and it will come back around. If you really feel you absolutely must be on the winning side (and I get that..a lot of people feel that way), nothing is preventing from rolling a Red side character to play around with for a while. Well, nothing except yourself.
  7. Quote:
    Originally Posted by Necrotech_Master View Post
    yeah, but then whats the purpose of the first sig arc if its lvl range is 10-20 lol, the main reason i do the sig arcs more than once is cause of the alignment merit lol (the first time i run it is for fun and seeing the suprises)

    and even post lvl 20 people cannot earn the alignment merit if they never run a morality mish, i have several lvl 50 villains that never ran a morality mish that cant earn the alignment merit from it
    You do understand what the Hero Merits are intended to represent, right? You are being rewarded explicitly for affirming your alignment. They aren't something you earn just for staying a Hero, but for affirming that decision. If you have never met that requirement even once, then why should you be able to earn them?
  8. Quote:
    Originally Posted by GATE-keeper View Post
    Are sub level 20's still allowed to go to Ft Trident and convert Reward Merits to a Hero Merit?
    That I don't know. Never tried.
  9. Quote:
    Originally Posted by Necrotech_Master View Post
    this is not a bug but an intended change

    yes it basically screws sub lvl 20 poeple out of the alignment merit from the first sig arc

    you must have run a morality mish to affirm your alignment at least once in order to get the alignment merit, which you cant do till at least lvl 20
    Correct, though I am not sure "screws sub lvl 20 people" is the correct term. After all, sub level 20 people can't earn (and aren't intended to earn) Hero Merits anyway. Additionally, these missions are all repeatable and you can always repeat it later and get the Hero Merit. It's more or less, "You can't use this yet, so choose something else." It's no different than not allowing you to claim threads or the Astral Merit if you aren't level 50.
  10. Is there a Darwin Award for MMOs? If so, I think these guys should top the list for 2011.
  11. Garielle

    City of Sewers

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Quote:
    Originally Posted by Megajoule View Post
    I'd just like to observe, as an aside, that the whole "relieve the strain on the instance server by making the new low-level content all open-world kill-stealing instant-respawning immersion-destroying hunts" "solution" that the Devs were so proud of is rendered entirely irrelevant when most lowbies, apparently, go straight for the instanced sewers. Bravo. *golf clap*
    Not entirely true. It reduces the number of instances by at least 75% (since the LFG tool forms 4 man teams).
    Exactly what I was going to point out. And since most people prefer to run in 8 man teams, the actual figure is probably closer to an 80% reduction in the number of instances. It would be higher but you have to take the instances created by MA missions being run by low level players into account. Of course, most of those are teams, but since I don't have real numbers, i want to be liberal in my estimate.

    In all fairness, I can only think of one other game that offers instanced content for single player teams. Even in that case, the content is not scaled based on team size, and not every character or player is actually capable of running the content alone. In the case of that game, they have never offered the instanced content until a certain level was reached. CoX was unique in offering instanced content all the way from level 1 to the max level.

    I've said before and will say again that I do not really like this change. I prefer instanced content over open world content. It's one of the reasons this is my MMO of choice.

    This doesn't make the reasoning behind the change invalid though. I am willing to accept the change for low level content. I am even willing to accept the possibility of more open world content being added at other levels, but not at the expense of existing instanced content. Removing instanced content from Atlas, okay... removing it from other higher level zones...not so much. Such a move would likely push players like myself to Mission Architect, where ALL content is instanced. Most of it is plotless farms, but there are enough threads on the forums about story arcs to keep players busy for a few trips from 1 to 50.
  12. Quote:
    Originally Posted by Scene_EU View Post
    well enhancement boosters could be seen as pay2win items
    Not really. "Pay2Win" is when a game has an item or ability which can only be gained through spending money, and then turn around and require that same ability in order to have the slightest chance in Hades of actually winning. At the very minimum, it is something that offers a clear advantage and significantly increases the odds of victory. Both IOs and Incarnate Abilities could be seen as providing such a "clear advantage", but both of these can be earned in game without spending cash. The Incarnate abilities could possibly be argued as pay to win since you need to own Going Rogue AND have an active VIP subscription to access them. IOs can't because you can earn those in game and earn the ability to permanently access them through the rewards program.

    The Enhancement Boosters simply don't offer enough of an advantage, in my eyes, to be classified as "Pay2Win". Even the Premium powersets are not any more powerful than the existing powersets. They may offer some advantages in some areas, but they are still balanced with what is already there.
  13. There's a reason why a lot of the older the content has stronger hero victories than the newer content. When a lot of that older content was written, there was no City of Villains, only City of Heroes. It was not a question of which players would win, it was simply a question of if the players should win. When phrased that way, it's a lot easier to see the answer, "yes". The players should usually be able to win, in the end.

    With the addition of City of Villains, the question began to move to "which" rather than "if". Up until recently, the question has been avoided. The content on each side really had no impact on the other side. Stories written for one side didn't really have counter stories on the other side. This made it possible for the answer to be "both".

    We really only started to see interlocking counter-story lines in the Praetorian content. If you play through all four tracks in Praetoria you can see the same stories from multiple directions.

    Personally, I think this is better story writing. As others have said, and as I myself stated earlier, if the heroes always win, the story becomes too predictable and boring. How many times can you see Inspector Gadget nearly be killed by Dr. Claw and see Dr. Claw narrowly escape capture at the end before you start to see it coming in every story? What happens before that part becomes inconsequential because you already know the ending is inconsequential. Nothing is going to change and next week, you'll be right where you were.

    Now that zone phasing has been introduced, it is a technology I hope we see a lot more of across the entire game. It would be interesting to see a game where the world changes around you, based on your actions. By the time you reach level 50, the world looks substantially different than it did when you started off at level 1, and as you advance through the levels, you see that change occurring gradually over time as you attain (or fail to attain) your goals.
  14. Garielle

    City of Sewers

    Quote:
    Originally Posted by Wicked_Wendy View Post
    So all they did was shut off the old content to any new characters.. that makes no sense at all. If the content is still there why not leave it available to anyone.. as you mentioned variety makes anything seem better.. even if its old stuff.
    Probably because of that content needs to be rewritten because it points people to go to Galaxy City, which they can't do, except by going to the Echo of Galaxy City through Ouroboros, which no low level players have access to, or an SG base teleporter, which some, but not all, low level players have access to.
  15. Quote:
    Originally Posted by Necrotech_Master View Post
    IIRC this change was intentional because pets add to server strain so the fewer pets the less server strain
    Quote:
    Originally Posted by Millennium View Post
    If their servers aren't up to the task, then perhaps they should look into that
    In this case, I don't think it is as much about server-side load as it is client side load. It doesn't seem like the non-interactive pets should really require that many server side resources. The server "should" be keeping track of simple information such as the name of the pet's model, location, direction it's facing, velocity, who it is following, and PERHAPS any animation it is running. Even the animation doesn't necessarily have to be stored server side. If you have a German Shepard pet out and it's sitting on your screen, but stretching on someone else's, what difference does it make? Very few people would even know.

    The load for the pets is mostly on the client side, where they have to be rendered. The more entities that have to be rendered on screen, the more things will slow down client side. If you are running your card well below what is capable of, then this probably isn't a big deal. If you are running an older graphics card, or are pushing your card for everything you can, it is much more of a factor.

    One of the things the developers have always tried to avoid doing is raising the minimum requirements of the game. They don't want to have to tell people who have been playing this game since launch that they can't any more unless they go out and buy new gear. It's just bad business, and it makes sense.

    All of that being said, I can understand limiting vanity pets to one at a time. In fact, that other grossly overweight MMO that has tons of vanity pets available already does this, even for vanity pets you pay cash for. I do think it may be a mistake to lump the buff pets in with other vanity pets though. If the temp power summons (such as the Loa Bone) which summon a limited number of COMBAT pets are also lumped into this same group, that is DEFINITELY a bad move, so I hope that is not the case. Not sure if anyone can confirm or deny this yet.
  16. Garielle

    Is this legit?

    I ran that arc early on, and if I recall correctly, that particular mission DID send you to the rep in Steel Canyon. This may be bug. Even if it's not, it wouldn't hurt to report it as one. The worst that can happen is you get a response back saying that it is working as intended.
  17. Quote:
    Originally Posted by Mega_Jamie View Post
    The colour customisation for Judgement Slots shows what pool customisation would need to look like if we picked it all from character creation.

    A jumbled mess.
    Precisely my point.
  18. Given that the OP mentioned "what's going on in GC", I think they are referring to the panels prior to entering the tutorial, and not the ones for the WWD arc.
  19. Quote:
    Originally Posted by EmperorSteele View Post
    Standard Code Rant applies, but as far as I've been able to piece together, causing a character to be immune to speed buffs, and taking away VFX that are hard-coded onto a character who uses an optional power are two completely separate things. Our Primary, Secondary and Incarnate powers are a part of the character. You already have every single power, there's just some you cannot access (either by choice or because you're not the appropriate level). The Pool powers are NOT. What they'd have to do is make every pool power automatically assigned to the character before the character would be able to be flagged for fx: on/off. So at THAT point, they might as well wait until everything is color tint-able, too.
    Quote:
    Originally Posted by Necrotron_RO View Post
    I was under the understanding that part of the reason it hasn't been implemented yet is that it required UI work (adding menus to the power customization screen), which required the coders (who are very busy).

    At least, that is what my memory says was the latest stated hurdle to power pool customization.
    Both are correct as far as what I have read on the subject. Think about when you actually do your power customization for the first time (or the first time you can at least). That is during character creation. You haven't chosen any power pools yet, so how would the system know which ones to allow you to customize. If they were to make you have to go to a tailor later after choosing them, people would gripe about having to pay the tailor or use a tailor token. Yes, I know.. many view the cost of the tailor as minuscule, but there are many who do not and would rant and rave about it.

    The other option is to allow everyone to choose to customize any and all power pools during character creation. Now think about how that would look if it were simply tacked on to the existing UI. Right now, that screen is fairly uncluttered, but doing this would certainly set that back more than just a few paces. Given the current discussions over the UI becoming outdated and cluttered, do we really want the devs to clutter up the one part of the UI that is still, relatively, clean?
  20. Will definitely give that build a try. I appreciate the feedback.
  21. If you're looking for a little of everything, you can't go wrong with a BlastaScrapaTankaFendaTrollaPeaceWarCorruptaDomaSt alkaBrutaMindWidaSold
  22. Quote:
    Originally Posted by Hyperstrike View Post
    You kinda caught me as I'm going out the door to work. So forgive the brevity and specificity of this advice.
    Hey, you're helping me out here. No need to apologize at all. I appreciate you taking a moment to post your input.

    Quote:
    Originally Posted by Hyperstrike View Post
    Swap Char and Ring of Fire. And you want to slot it well for Acc/Hold/Rech. Ring of Fire is only a single-target IMMOB, so it still allows enemies to shoot back at you. Char is an ST HOLD, and doesn't.

    Char is your "spot control" for enemies that don't immediately succumb to your AoE holds.
    Okay. Made that change, slotted it with 5/6 Unbreakable Constraint. Was considering also moving the slot I have slotted with a generic IO recharge in Siphon Speed to Char as well so I could pick up the proc from Unbreakable Constraint. Not sure if the change for Smashing is good enough to justify the drop in recharge from 26.7s to 32.9s. Maybe I will just keep both of those slots and move something else.

    Anyway, with the changes, the build now looks like...


    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Incendia of Verum: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Char
    • (A) Unbreakable Constraint - Hold
    • (37) Unbreakable Constraint - Hold/Recharge
    • (40) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (43) Unbreakable Constraint - Accuracy/Recharge
    • (46) Unbreakable Constraint - Endurance/Hold
    Level 1: Transfusion
    • (A) Doctored Wounds - Heal/Endurance
    • (9) Doctored Wounds - Heal/Recharge
    • (11) Doctored Wounds - Heal/Endurance/Recharge
    • (34) Doctored Wounds - Heal
    • (34) Doctored Wounds - Recharge
    • (34) Accuracy IO
    Level 2: Fire Cages
    • (A) Gravitational Anchor - Immobilize/Recharge
    • (3) Gravitational Anchor - Accuracy/Immobilize/Recharge
    • (5) Gravitational Anchor - Accuracy/Recharge
    • (7) Gravitational Anchor - Immobilize/Endurance
    • (15) Gravitational Anchor - Chance for Hold
    Level 4: Siphon Power
    • (A) Accuracy IO
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (7) Recharge Reduction IO
    • (9) Recharge Reduction IO
    Level 8: Ring of Fire
    • (A) Recharge Reduction IO
    Level 10: Siphon Speed
    • (A) Tempered Readiness - Accuracy/Slow
    • (11) Tempered Readiness - Accuracy/Endurance
    • (13) Tempered Readiness - Endurance/Recharge/Slow
    • (17) Tempered Readiness - Range/Slow
    • (19) Tempered Readiness - Accuracy/Damage/Slow
    • (33) Recharge Reduction IO
    Level 12: Flashfire
    • (A) Absolute Amazement - Stun/Recharge
    • (13) Absolute Amazement - Accuracy/Stun/Recharge
    • (15) Absolute Amazement - Accuracy/Recharge
    • (17) Absolute Amazement - Endurance/Stun
    • (21) Absolute Amazement - Chance for ToHit Debuff
    Level 14: Super Speed
    • (A) Run Speed IO
    Level 16: Hot Feet
    • (A) HamiO:Nucleolus Exposure
    • (23) HamiO:Nucleolus Exposure
    • (23) Endurance Reduction IO
    • (25) Endurance Reduction IO
    • (46) Scirocco's Dervish - Chance of Damage(Lethal)
    Level 18: Cinders
    • (A) Accuracy IO
    • (19) Accuracy IO
    • (21) Hold Duration IO
    • (25) Recharge Reduction IO
    • (31) Recharge Reduction IO
    Level 20: Speed Boost
    • (A) Run Speed IO
    Level 22: Recall Friend
    • (A) Interrupt Reduction IO
    Level 24: Super Jump
    • (A) Jumping IO
    Level 26: Boxing
    • (A) Stupefy - Accuracy/Recharge
    • (27) Stupefy - Endurance/Stun
    • (27) Stupefy - Accuracy/Endurance
    • (31) Stupefy - Accuracy/Stun/Recharge
    • (31) Stupefy - Stun/Range
    Level 28: Tough
    • (A) Steadfast Protection - Resistance/Endurance
    • (29) Steadfast Protection - Resistance/+Def 3%
    • (29) Steadfast Protection - Knockback Protection
    Level 30: Smoke
    • (A) Recharge Reduction IO
    Level 32: Fire Imps
    • (A) HamiO:Nucleolus Exposure
    • (33) HamiO:Nucleolus Exposure
    • (33) HamiO:Nucleolus Exposure
    Level 35: Transference
    • (A) Efficacy Adaptor - EndMod
    • (36) Efficacy Adaptor - EndMod/Recharge
    • (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (36) Efficacy Adaptor - Accuracy/Recharge
    • (37) Efficacy Adaptor - EndMod/Accuracy
    • (37) Efficacy Adaptor - EndMod/Endurance
    Level 38: Fulcrum Shift
    • (A) Accuracy IO
    • (39) Recharge Reduction IO
    • (39) Accuracy IO
    • (39) Recharge Reduction IO
    • (40) Accuracy IO
    • (40) Recharge Reduction IO
    Level 41: Fire Ball
    • (A) Positron's Blast - Accuracy/Damage
    • (42) Positron's Blast - Damage/Endurance
    • (42) Positron's Blast - Damage/Recharge
    • (42) Positron's Blast - Accuracy/Damage/Endurance
    • (43) Positron's Blast - Damage/Range
    • (43) Ragnarok - Chance for Knockdown
    Level 44: Fire Blast
    • (A) Thunderstrike - Accuracy/Damage
    • (45) Thunderstrike - Damage/Endurance
    • (45) Thunderstrike - Damage/Recharge
    • (45) Thunderstrike - Accuracy/Damage/Recharge
    • (46) HamiO:Nucleolus Exposure
    Level 47: Consume
    • (A) Efficacy Adaptor - EndMod
    • (48) Efficacy Adaptor - EndMod/Recharge
    • (48) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (48) Efficacy Adaptor - Accuracy/Recharge
    • (50) Efficacy Adaptor - EndMod/Accuracy
    • (50) Efficacy Adaptor - EndMod/Endurance
    Level 49: Fire Shield
    • (A) Resist Damage IO
    • (50) Resist Damage IO
    ------------
    Level 1: Brawl
    • (A) Damage Increase IO
    Level 1: Containment
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Healing IO
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Healing IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (3) Endurance Modification IO
    • (5) Endurance Modification IO
    Level 4: Ninja Run
  23. Quote:
    Originally Posted by Justice Blues View Post
    He is talking about pre-paying for a month and getting his Paragon Points early. And that was never going to happen. And I seriously doubt it ever will.
    Yes, rereading I can see that. For some reason, I was thinking of the VIP tier 9 costume parts (reward tokens).

    Everyone here is absolutely correct. Don't prepay for months to get the points to spend in the store, just buy the points you want. You will also get extra paragon reward tokens (for the rewards program) at same time.
  24. Yeah, that doesn't sound like your issue unless you are paying for 20 accounts or something. Then again, I don't think the "spending limit" includes the subscription cost anyway. If I understand it's function correctly, it's more or less a way for a parent to put in the credit info and prevent their children from going overboard and dropping a couple of grand in the store.

    You may need to wait until Monday and contact Account Support. One other thing to try... there are actually two different places that you can buy points. One is with the "Add Points" button. The other is to go into "My Account" and there is a link there to buy points. I am assuming you tried the first, if that's the case, try to do it from the Account Management screen. It's a long shot, but it may work.
  25. I have an old build for a Fire/Kin controller that I want to bring up to date. I originally got this build from a friend, back before Fitness was inherent. I used the power slots that were freed up to rearrange a few powers to pick them up a little earlier, and also to pick up a few things that were not in the initial build (Char and Smoke for instance). Of course, I still didn't have any slots to use since I was still using slots in the inherent versions of the fitness powers.

    It should be noted that this build was originally designed by him specifically optimized for running the Battle Maiden farm that was all the rage at the time in Peregrine Island. Though I am not much into farming, I am looking for something that has a decent survivability at high levels.


    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Incendia of Verum: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(43), Dev'n-Hold%(46)
    Level 1: Transfusion -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(34), Dct'dW-Rchg(34), Acc-I(34)
    Level 2: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(7), GravAnch-Hold%(15)
    Level 4: Siphon Power -- Acc-I(A)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(9)
    Level 8: Char -- RechRdx-I(A)
    Level 10: Siphon Speed -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(11), TmpRdns-EndRdx/Rchg/Slow(13), TmpRdns-Rng/Slow(17), TmpRdns-Acc/Dmg/Slow(19), RechRdx-I(33)
    Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(17), Amaze-ToHitDeb%(21)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Hot Feet -- HO:Nucle(A), HO:Nucle(23), EndRdx-I(23), EndRdx-I(25), Sciroc-Dam%(46)
    Level 18: Cinders -- Acc-I(A), Acc-I(19), Hold-I(21), RechRdx-I(25), RechRdx-I(31)
    Level 20: Speed Boost -- Run-I(A)
    Level 22: Recall Friend -- IntRdx-I(A)
    Level 24: Super Jump -- Jump-I(A)
    Level 26: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Acc/Stun/Rchg(31), Stpfy-Stun/Rng(31)
    Level 28: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(29), S'fstPrt-ResKB(29)
    Level 30: Smoke -- RechRdx-I(A)
    Level 32: Fire Imps -- HO:Nucle(A), HO:Nucle(33), HO:Nucle(33)
    Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
    Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), Acc-I(39), RechRdx-I(39), Acc-I(40), RechRdx-I(40)
    Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rng(43), Ragnrk-Knock%(43)
    Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), HO:Nucle(46)
    Level 47: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-Acc/Rchg(48), Efficacy-EndMod/Acc(50), Efficacy-EndMod/EndRdx(50)
    Level 49: Fire Shield -- ResDam-I(A), ResDam-I(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Heal-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(5)
    Level 4: Ninja Run