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Cardiac is nice for any resist based set (can up your survivability significantly, especially if you have Tough as well), and when you add an endurance hungry set like DA... Cardiac seems like a no-brainer. Spiritual is nice and all, but your heal is back up fast with DA, and it's quite strong already (assuming you slotted it well, which you should have). You can get more recharge from other places, too, so I'd say Cardiac.
I do have a Rare Spiritual for my Fiery Aura tank as well, but I prefer the added survivability and end usage of the one with Cardiac. -
I should be on no problem tomorrow night. See you all there.
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Quote:They're... relevant because they explain what Peacebringers need adjusted to get in line with Warshades?Why exactly are the reasons relevant? I'm serious here. Enlighten me.
Quote:The problem in this discussion is that people don't know how to fix PBs. There are numerous threads on that subject.
Quote:The problems in this discussion is that people are 1 - denying PBs even have a problem, and 2 - denying that the problem is important enough to merit resolution, and 3 - giving new players bad advice that will almost invariably lead them into buyer's remorse over their PB a few weeks or months down the road, unless they abandon the character prior to hitting the endgame.
This whole post clearly misreads everything I and others have clarified on the subject. You can't seem to distinguish between "plays okay but needs some adjustments to be closer to other ATs" and "this AT has powers all over and is in serious need of improvement."
Quote:The fact that you can point to specific powers as 'why' doesn't change the facts of 'what.' Indeed if you want photon seekers and lightform buffed to match extracted essence and eclipse, the first hurdle is convincing the devs that buffs to PBs need to happen at all, which is only made harder by people posting in denial. And is also made harder by people continuing to play PBs, because the most effective way to get dev attention to something is generally to vote with your feet. I'm very cynical about this, but my motivation is really more to address point 3: I don't think the devs are going to read or care about the feedback in this forum.
You can get get dev attention by posting about it, and that's about it. Even then, there are no guarantees. I and others posted until we were blue in the face about how Fiery Aura needed some tweaking still after I11, and nothing happened. Castle suddenly posted in a Shields thread in the Scrapper forums that mentioned the issue, and BAM! suddenly adjustments were made in time for GR. I don't know what triggered it for him, or even if it was that thread. It might have been on his to-do list and he finally had time for it, I dunno.
But not playing an AT that I like? Heck no. Devices needs help, but it doesn't mean I'm letting my Archery/Devices Blaster sit, same for my Peacebringer. I wish I could like the mechanics of Warshades, but I just can't, and I like Peacebringers. So I have my alpha to rare levels on my Peacebringer, and I'll work him into the next four whenever I can... darn grindy nature of the trials is the only thing holding me back there.
Oh, and last but not least:
Quote:I do think we have something of a social obligation to tell people the truth about what they're getting into when they come here looking for advice.
*added* I do apologize for the caps and bold, and sounding a little cranky, but I do hate having to repeat myself... especially when I'm grading through a huge stack of papers. -
I do have a strong liking for the Norse myths, so I may have to check this out if I can. Hmmm, wonder if my local comics stores is nutty enough to get a copy of this tome on their shelves for me to look at. I doubt it, but I may look. Kind of says something that I'm interested, since I like the idea of comics, but don't read too many, heh.
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Quote:Yes, I have been talking about relative performance as well. One of my main points was that not every set in the game can be the "most uber" and that some sets are going to be a little weaker than others. That's okay, as long as they offer a degree of uniqueness or options that are different from other sets. The only other option with all this is to make all sets the same... which may or may not be possible, and doing this would also make the game much more bland.For most people, relative performance is more important than absolute performance.
People don't want to be minimally strong to be able to play the game. They want to be as strong as their friends.
The "relative" in "relative performance" is an important word to be sure of with your meaning. When you say people want to be as strong as their friends, you (since you're falling into this with your post) and others want to be able to stomp on all other powersets, or seen as the most uber. Your "relative" performance is a bar set far higher than the developers necessarily think things have to aim for, like soloing at +4 x8. Maybe that's not quite where your bar is, but your bar is set higher than you may be accounting for.
Why can I say that? Because the game is still technically set up for SOs, and where 3 minions=a hero or villain. Most can get beyond that, and any decent Peacebringer can (I was beyond that before the I11 changes on my Peacebringer, so I'm even farther now). People tend to put their "relative performance" significantly higher than that, though, and that is part of the perception problem. And that's not really an opinion problem on my part, because nowhere have the devs implied that you have to solo on +4 x8, or even +2 x6. It's merely an option you can play at if YOU choose.
There is a lot of room for opinion on what needs buffs, and of course who knows what the devs are thinking (if anything) about Kheldians, Peacebringers in particular. But I'll make this point, and break a lot of internet etiquette to do it, just so I am clear. PEACEBRINGERS DO NEED BUFFS AND ADJUSTMENTS TO THEIR POWERS TO PUT THEM IN LINE WITH WARSHADES AND OTHER ATS. I am not saying they don't. However, this is not in line with saying they suck or something like that, as you continue to state. You can tank for your team, you can blast for them, you can even scrap for them if you want, or do all of that solo. We're not at some seriously weakened point where we have a damage debuff solo, or a weaker damage mod, etc., like we used to.
If someone likes the idea of Peacebringer powers and the powerset, they can play the game well with them. Just because people see the need for some adjustments to Peacebringers does not mean you can't play them well at this point. In short:
STOP RAINING ON PEOPLE'S PARADES BECAUSE YOU SEE THE NEED FOR SOME ADJUSTMENTS TO PEACEBRINGERS.
I seriously wish the developers would do something about Peacebringers, as I am rather tired of them sitting in a spot where they do need some fixing. But I'm equally sick of players trying to get down on another player's choice for characters or powersets, just because they're a little weaker than some others. Sheesh, it's a game. Let them go have fun with if if they want: it is possible with a Peacebringer.
Quote:I generally don't do IO Sets. It's way to complicated and time-consuming. I'm happy with the odd "Hey that's neat!" set and Generic IOs.
Question: Can I build a Tri-Form PB similar to Iscariot/Dechs Kaison? Binds and such? Obviously how I slot would change and my playstyle...
Do you HAVE to use IO sets? No, you can do fine without them, if you so choose. Plasma's guide in the guide section will still help you out here, if you want. And you can make a decent tri-form Peacebringer with just general IOs or SOs. Just realize you're not going to be up there with an IO build... those bonuses really do add up a lot to improve a build.
Tri-form Peacebringers are pretty fun. You can adapt for your team (I tank, blast, or scrap for my team, depending on what they need at the time... even better, you can do this in the middle of a battle) and do a lot of different things. I was on an ITF recently with mine, and it was great to mow down a huge swath of Cimerorans with a couple blasts from Nova, then switch over to scrapping for taking down a Minotaur or something. Good times.
One note on tri-forming. As you level up, don't spread your slots too much between the forms. Focus on one, get it slotted up well, then move on. Plasma's guide notes this, and it helped me a lot when leveling. I focused on Nova first, then Dwarf, then human (though some key human powers like the heals, build up, etc. got some attention as I worked on the other forms). If you don't focus, your slots get too spread out, and you can't do any one thing particularly well. Going Nova, Dwarf, Human works well, since blasting makes things a lot easier in the early levels: the Blaster AT kind of has it easier at those levels than most other ATs, I would say. Nova rather mimics that. -
Love the Calvin and Hobbes spoof. That was a great strip, and then they did some funny Spiderman/poking fun at comic book things in there, too.
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Quote:... Where did I say that Peacebringers outperform Warshades, exactly? Nowhere. I said Peacebringers don't suck where they currently stand, which is not equivalent to all the stuff you posted about something... I did not say.Numbers neither whine nor lie.
Peacebringers on SO's vastly underperform warshades. The numbers are here on this very board and were generated by a longtime 'pro-kheldian' player. This is fact, not whining, hyperbole, or exaggeration. They are fact. You can argue what the numbers mean, or if the numbers show a sufficient problem, but you can't argue what they are.
Yes, Peacebringers do have performance issues... it's not like I don't argue for those buffs everywhere. I did in this thread, too. I am going to take umbrage with anyone saying they suck or can't get the job done, though. Because there aren't any sets or ATs in this game that can't solo or add to the team anymore. Heck, Devices needs more help than Peacebringers do, I would say.
Quote:But don't confuse its being fun and able to clear the very low hurdle of minimal difficulties, with its being good enough to match its peers in the game. They had to raise the difficulty options to let people try and solo things on higher than invincible, because of how easily the other ATs were handling invincible... while PBs tended to struggle with anything about Rugged.
However, you can make an easy and clear cut case for Peacebringers needing a buff by comparing them to how well other powersets perform, and you can do so just by looking at the numbers, as you said. Smiling Joe's analysis of the two Kheldian sets made that even clearer to everyone (and by the way, I did read that thread... I commented in it multiple times, too, to clarify what the tables meant).
For whatever reason, Peacebringers have been allowed to languish, even though we all made suggestions for improving them (the same ones that keep getting stated since the last round of "major" adjustments in I11) back when Castle made some adjustments to them. It's quite on par with how silly Burn and other issues were for Fiery Aura all those years, and I was somewhat annoyed it took a whole discussion about Shields on the Scrapper forum to (apparently) get Castle to make a change to Fiery Aura, even though nothing was said there about Fiery Aura that hadn't been said for years.
So how does all that jive with me saying Peacebringers don't suck? Because if we're honest, we can see that Peacebringers can solo and do fun stuff for their team. The problem is that they're too far behind other powersets (it's okay for powersets to be at different levels: we don't want them all to be the same, but Peacebringers are clearly too far down from other sets). So yes, you can argue for a buff to Peacebringers. But sucking? Not so much. Unless you expect every powerset in the game to be at the level of Shields that is heavily IO'd, etc., but then the problem is more your perception, more than the powerset itself. -
Quote:More than a little work? I think you and I have significantly different definitions of "a little work." Peacebringers no longer have a negative damage power when solo, enemies that do large and unresistible damage, or have an inherent that doesn't help them out in forms.Peacebringers need more than a little work. The powers are literally cut and paste from other powers, they don't work well together, and the entire AT seems to have been designed in a vacuum.
Also, they're very vulnerable to debuffs, having only a minimal debuff resist. And high end content, particularly Incarnate content, is debuff heavy.
They could use more damage, they could use a pet that doesn't expire almost immediately on a recharge better suited to a full Nova power, they could use a resist cap closer to that of a tanker.
Are they horribly bad? No. Are they below average? Yes. Can a dedicated Peacebringer player pull off some amazing things? Yes. Then again, nearly any AT can pull off amazing things with a dedicated player. It's just other ATs can pull those amazing things off with less effort.
Peacebringers are great in the mid levels. They fall behind in the high levels and keep falling behind.
Anything you posted there, or I did in the other post, is not a lot of work. Making Pulsar a guaranteed Mag 3 is not a huge change, but a helpful one. Same for the recharge rate on Photon Seekers. Now, I'm sure the tech to do a more major change to Build up (rather than just lengthening its duration) might take more dev time, but as far as PB performance goes, that's a small thing. Same thing for the inherent not working while solo.
So again, it's a bunch of little things that would add up to make Peacebringers better. But their being small issues (and potentially labor intensive on a development end) are probably why they are continually ignored by the devs. But they're also why saying Peacebringers need a lot of work is disingenuous. It implies that they're just not able to play the game well, which isn't true. Things used to be much more difficult and for no good reason.
Now, there are smaller issues--whose continued existence don't make sense, I agree--but they are smaller issues. There aren't any powersets or ATs out there anymore that are doing badly to any extreme (hence my calling people out on the hyperbole). Just a lot of small things that I sure as heck hope get looked at sooner rather than later. -
Quote:Wow... not sure how he is ever going to get this series done if he still hasn't gotten to that. I assumed that threat was going to pop out in the second book at least. I didn't care for the style or feel of the world, so I gave up after Book 1... but that vignette at the start of Book 1 certainly made me think the whole series was going to go in a very different direction.Yes in WoT terms, it would be a bit like not seeing Trollics or the Forsaken until book 5 or 6. You know their looming out there. You get the idea that there will be a conflict involving hordes of them coming south, and that the various political games going on are just a distraction of the larger threat they pose, but as of book four, you really don't know too much more than you did in book 1 about them.
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Quote:Your strategies for tanking AVs in any encounter are going to be pretty much the same as for any other tank. Fiery Aura isn't as defensive, of course, but it is a tank set: it will get the job done. Any recommendations you see on the Tank forums will hold true no matter your primary: your primary simply changes how you need to get to that survivability (Statesman TF comes to mind in particular for this)How about the bosses themselves. Most of the critics I hear from say its the AVs that destroy fire tanks. So in the new content I am specifically interested AV input like Battlemaiden, Siege, Nightstar, White,... As far as the teamwork end I agree it is a must in the new content as is AT placement.
Battle Maiden isn't an issue on Apex for Fire Tanks. You really can't be standing toe to toe with her with how it works, so I honestly haven't taken many melee hits from her. She and her minions can hit pretty hard, but it's not really any more of an issue than fighting a bunch of Romans on the ITF or something. Pick up Tough and round out your defenses if you can, as it helps. Pick up as much recharge as you can, as Healing Flames getting up sooner helps out.
I'm also a huge fan of the Cardiac Alpha for Fiery Aura. Without dipping into expensive IOs, you can get your S/L resists into the 76% range, which is a big boost over the high 60s. If you add Barrier on top of that from the new Cardiac boost, that's even better.
But yes, any of the AVs on the trials can do a number on you as a Tank (it doesn't matter what tank you are). Any level shifts you can get will help, but also remember that this is meant to be team content. If you're running around solo on Lambda, for instance, and trying to take down crates on your own, you are going to have issues from those mobs too. Before the new level shifts, they're +3 or +4 to you, and they have a lot of exotic damage: Psi, Energy, etc. The best trial runs I have been on, people stick together and it helps a lot more. These really aren't like the ITF or LGTF where you should be running around solo for too much. YOu can do it, it's just not the best idea for you (and you're not tanking for your team much on your own, either).
Quote:I'm not a huge fan of firetanks for pure survivability. However, I'm going to try and be constructive.
1) For Defense, it pays to specialize. There's usually a huge difference between 45% and 25%, or even 40%. (details here if you feel mathy.) But there's a corollary: 32.5% is much better than 27.5%. Why? One small purple insp, which you can make out of any three-of-a-kind that drops, turns 32.5% into 45% and you're nigh unkillable for the next 60 seconds. So if you have a choice between, say, "A lot of En/Neg" and "some En/Neg and some Smash/Lethal" go for the lot. You can also carry ten or fifteen medium purple insps if you don't mind planning in advance and shopping for them. If you have 20-25% Defense one medium inspiration (or two small ones) will cap you.
2) It seems very likely that AV's are firetank killers. Many AV's (old Battle Maiden was famous for this) throw out shots doing six or eight THOUSAND points of smash/lethal damage. Multiplying that by 28% (if you're 72% resistant) hurts a lot more than multiplying that by 10% (if you were 90% resistant.) One possible workaround is to carry big oranges. Yeah, those things that everyone in the game converts to something else. They're cheap!
3) I don't generally build for psi survivability unless I have something to build on [like a Dark Armor], because you can either put a lot of resources towards getting mediocre survivability vs. psi or you can put a lot of resources towards getting huge survivability vs. two or three other things, which are probably way more common. Some people don't like weaknesses. I'm ok with them as long as I'm ludicrously overpowered to everything else. (Yeah, I'm repeating myself: it pays to specialize.)
If anything, that's one of the great things about Fiery Aura, you can make it pretty well rounded against almost all encounters out there, whereas Invuln (which is much, much better against S/L damage) is going to be more nervous against exotic damage types.
Quote:One thing you don't mention is that Healing Flames has a toxic resistance component to it. In the lower levels you can also somewhat use it pre-emptively if you're facing Vahzilok. It helps a little.
Don't get me wrong, the resist boost is nice when you need it: it's just more helpful to get something from the heal first. I generally take the same approach with Dull Pain (except on a Regen Scrapper, since they don't have as many resists). On the Apex TF, for instance, I usually use an orange inspiration before taking all the damage from the Hydra, then heal when my health inevitably goes down... it takes longer then before I need another heal (if ever before the pylon is destroyed). -
I'm okay with I20. I quite dislike that the new Incarnate stuff was narrowed down to two trials only, and think that adding threads on top of the shard system was a mistake, but whatever... said it too much already. The trials are pretty fun, and I like both of the new TFs.
If you need a break from the trials, don't worry about it. Plenty of people running other stuff if you want in. I know I'll be up for the other stuff most night, even though I still feel a little pricking to keep working on the new Incarnate stuff whenever I'm on. I may try for a Sutter or a Mortimer Kal Saturday and Monday nights, and I have another character who would love to run Moonfire for work on his Atlas badge. -
Quote:Nice hyperbole. No ATs in CoH suck. They all play differently and people will have their preferences, but none of them suck. I dislike every Defender and MM combo I have tried, but I'm not going to go and say they suck because of it.No...no they suck...they really do...
The people who play them don't, but we are a dedicated and stubborn few.
Peacebringers have some wonky powers that need tweaking, sure. But they can do a great job all the same and are fun to play. If I was less honest, I would let people whinge about them on the boards and hope that gets them the dev attention they deserve, but I can't. People paint it overly bleak and it annoys the heck out of me.
Antares, some sections of the boards get quieter depending on what's going on. I know the comic culture section is a lot quieter since new forum rules were put in. Kheldians are a smaller niche and people chatter about them a little, but these have never been hot part of the boards. Most Kheld players have said what needs to be said about the tweaks they need and how to play them, so I know I don't post here as much as I used to.
Have fun with your Peacebringer... I'd probably recommend tri-form, though you can make all human work: I know I've actually been playing my tri-former like that on teams lately, just for fun. Go with what floats your boat and make sure you have a good overall build (pretty much what I say for every AT, heh). -
Bubba, I have a decent Fire/Fire guide that you can find in my sig if you'd like more info and builds to play with. They are Mid's builds, just so you know, but you can look at them in the thread without Mid's (just a little harder to read, I think). My builds I have in there are meant to be economical, but good builds. Someone recently requested that I make a more expensive one, so I'm tweaking that now to put in there.
Regardless of what build you go with, do plan something overall and respec into that build... you can fill in gaps with SOs for now without spending too much cash. Anything else will just be more difficult and require more respecing: better to go in with slots placed where you know you want them, and go from there. You can also have a tray of ten IOs that you know you really want to place when you go in to the respec to the new build, to get yourself started.
Overall goals for Fiery Aura that helps are more defense (and damage you can outlast), more recharge, more HP. Probably in that order, and also with enough recovery to not get an empty blue bar before Consume recharges again. The type of defense you go for is kind of up to you... getting a lot of S/L defense is one approach that works well. I also like my defense build that covers the more exotic damage you can cover, like Psi. Either one can work, just get at least to 20% to really notice a difference for the type of damage you are facing. As another poster in that thread noted recently (I think it was Fulmens), getting to about 32% defense is pretty nice, as you can then soft cap to that defense type with one small purple.
Last but not least, Melt Armor isn't fantatastic, but it's okay. I prefer it over the constant End Drain of the Leadership toggles, and it does have a long duration. One thing in its defense is that it can go with your other -res sources, like Bruising. Even the Incarnate Interface power if you have it.
I would also highly recommend Taunt on any tank. You can see that debated in my guide as well, if you're up in the air about it. -
Quote:Well, the reward system seems wonky, but do keep in mind that it is random. I just led a Lambda on Wednesday night on my Fire/Fire Tanker, it went quite well and fast, and I earned a Rare. *shrugs* Random is random.Yes, the current reward scheme is now...grim in my experience with my Tanker. It was better however, for a while.
When i20 first dropped, I decided to forgo the low-hanging fruit and went right for T3 Lore and T3 Destiny for the shifts. For a time my rewards were very good; most often a Rare or Very Rare, because I was putting out more damage than un-shifted individuals of any AT and I was usually the only one concerned with tackling the adds.
Now, the damage dealers have their shifts, caught up with my damage and everyone tries to tag the adds. This week I'm lucky if my Tanker sees an Uncommon. -
Cardiac is awesome if you are running a character with a lot of toggles (much easier to happen with inherent Stamina) or other end heavy powers, and then also for sets with resists in them. There are analyses out there have how much each percentage of resistance gets you in terms of survivability, but the higher you go, the more significant each percentage helps you. You can find it if you want.
Me, I'm not a huge numbers person, so I'll go with personal experience. My Fiery Aura tanker with Tough going went from the high 60s resists (68 of 69%) to S/L to 74% or so with his uncommon. The difference for him in how much damage he could take on the ITF and LGTF was dramatic. Soloing a group of Romans on the Cimeroran wall used to require use of Healing Flames at least once every mob. After, I hardly touched it.
If you're already at 90% S/L with your Invuln, you can round out your other resists at least with Cardiac. You might also be able to adjust slotting in your other powers to account for the extra resists and pick up something you currently have.
If none of that sounds good, you can try something else out. But Cardiac is pretty awesome. -
Quote:I may use threads for more xp again, but I have already done so and would rather make sure I have all the commons I need for at least a rare with Lore before spending more of them. Did 2 lambdas and one BAF last night, which got me enough to get Destiny to Rare levels.The iXP won't be big on the speed runs (I think I got 10% towards Judgement last night...so 150k), but do enough of these and it will pile up. I don't think I got Lore unlocked until someone convinced Masque to do a farming BAF on one run (I was close when we did that run, but the iXP comes slowly on speed runs).
I'm pretty much spending all my Astral merits now, but Baronyx's post today is reminding me that doing so may not be the best thing at this point. Oh well, I'll stockpile a few later: I probably won't have enough for whatever we can buy with them no matter what I do.
Blech, BAF IXP is pretty crummy, though. Our BAF run last night had Nightstar and Siege rez multiple times with many defeats of their adds, and I think I made all of 16% on Destiny. Pathetic. A run of Lambda that I crashed on with my Controller yielded 44% on Interface. Less xp needed for that, I know, but that was a lot more than I usually got on BAF for Judgement. -
I'd love to join in, but I will never, ever be able to team like this on a weekend morning, except in extremely rare circumstances that I can't even imagine right now. I sleep in on weekends or have other things planned, pretty much always.
It'd be great if you could do this again more in the evening, which does seem to be primetime for a lot of people. -
Thanks for the heads up... good to know something is in the works.
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I would just like them to have the old warehouse maps for the sake of variety. Rather than eliminating the old ones, they should have brought in new ones to add to the ones we have.
The performance issues... I would like them to figure out. It seems to be an issue for a lot of different computers. -
Quote:That's par for the course for Jack Emmert and Cryptic, actually. You can see that kind of thing all over in their games. They did not design this game with long term game development or customization in mind.That totally defeats the purpose of modular level design. I'm frankly quite surprised by this. Then again, the more I learn, the more problems I see here that should have never seen the light of day. Don't get me wrong, I still love the game but some of these problems stem from easily correctable issues and it makes me wish they cared more. It bugs me when classmates don't make modular maps correctly; it's even worse when it's professionals.
That said... uh, Devs, can I come fix this type of thing when I'm done with school? Not really what I want to do (environments aren't my favorite thing to make, I like props and characters more), but I do know what I'm doing with them.
You can't entirely fault them for that, of course. It's a common problem with a lot of things. My department at my college has a textbook we put out, and it is in need of major revision. Part of why it is so hard to revise and revamp is because it's too integrated: each chapter refers to many other sections of the book, so any change to one part of the book requires finding and revising those parts.
We're going to rewrite it so it doesn't do that so much and each chapter can stand on its own. Overall design for any more complex system is always tricky. Still, there's a lot to be said for designers that think about that stuff ahead of time. -
I'll be around and wanting to BAF as well. GP still needs to unlock his lore slot, and I'm tired of him not being set on these all yet. I can be patient on getting to rare and very rare... not so much on getting them unlocked still on just one character.
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I do hope they change this, but you should be picking up typed defense when you're building for positional, so it isn't completely lost. If you went Barrier with Destiny, it'll also add on top of that (this is what I am doing on my Fire/Fire).
Not as good as it buffing all types, of course, but I'll take what I can get. The Seer boss will help with your MoLambda badge too, since Marauder's Tier 9, etc., doesn't resist Psi as much (if at all). Not sure how the Seers don't do more damage... with other mobs, though... they sure rip up my tanks pretty well. -
It might be a level shift thing, Des. I'm not sure if Death Conqueror was level shifted on the BAF where I experienced the same thing, but I know I couldn't pull aggro off of him even when he moved away from the AV. He kept taunting, too, but I was up close, whacking Nightstar, and taunting like crazy, too. Didn't shift for about the 45 seconds I was trying before he said he was okay being sequestered (he did have some support, but he did die once being sequestered... but I let him do what he wanted, heh).
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If the new Incarnate stuff weren't locked into two trials, and so much XP needed for them... I might have spread out to my Macer for them by now. As it is, I'm still working on Lore for my Fire/Fire, and he needs some more commons to get up to the Rare level with Destiny.
But... soon (as in months, hopefully) my Macer will be at the same spot! Just in time to be behind for the new round of trials. Hehe. Still, it'll be fun to knock some more Warworks around. -
Probably going to skip out tonight. I keep being bad and not turning off experience, so I am still a ways ahead of you guys (I kind of want to keep advancing, as this guy gets easier and easier to solo the more slots and powers he gets... in the 20s, I didn't even bother). And I'm feeling the kick to either work on some trials and finish getting them all unlocked for GP (or start on another character), or to do the new villain SF. Or both.
I figure it balances out in the end. I'll join in next week for sure.