Hatred666

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  1. Quote:
    Originally Posted by Supermax View Post
    It's actually not that uncommon. The idea is basically that if they were perfectly fine with it being broken for a whole 2 years, why do they suddenly fix it now? Fixing bugs is great, but it only makes sense if you actually take it seriously. Fixing one random bug out of a hundred really serves no purpose other than to annoy the people that the fix affects directly. I think that if they routinely fixed PvP bugs, nobody would complain about this issue. But the way this looks, it's like their only goal was to make yet another set worthless in PvP.
    So, are you saying that if bugs aren't fixed within a certain time frame that you feel is acceptable, that it shouldn't be fixed at all?
  2. Quote:
    Originally Posted by Arcanaville View Post
    All critters LT and higher have some intrinsic resistance to tohit debuffs based on their rank: Lts have 10% resistance to tohit debuffs for example, while bosses and elite bosses have 20% and archvillains have 30%. This is intrinsic to the rank definition and has nothing to do with any powers the critter might have.

    Elite Bosses specifically have 25% resistance to endurance drain and Archvillains have 50% resistance to endurance drain intrinsically - meaning all EBs and all AVs. Neither have intrinsic resistance to recovery debuffs. Again, this is intrinsic to the rank definitions and has nothing to do with any power the critter might have.

    None of the standard critter ranks have intrinsic resistance to defense debuffs, knockback, or recharge.

    Its literally impossible for anyone to have special resistance to resistance debuffs: the only way to have that is to have resistance to the damage type. 25% smashing resistance will also automatically be 25% resistance to smashing resistance debuffs. There is no other way to resist resistance debuffs.

    AVs *usually* get special resistances in their special resistance power, but that's at the will of the critter designer. By default, AVs tend to resist endurance drain, recovery debuffs, defense debuff, regeneration debuffs, recharge debuffs, knock effects, and perception debuffs, and this resistance scales upward with level.

    And to reiterate, AVs do not have special resistances against resistance debuffs. To put it another way, anything that was made immune to resistance debuffs would be immune to damage also. The game engine makes no distinction between the two.
    Learned a few things. Thanks for making it clearer.
  3. Quote:
    Originally Posted by Trick View Post
    There was something I noticed a while back, and something that I was reminded of today, therefore I decided to make a post about it. Electric Blast has less damage than other Blaster powersets? Why? The Endurance Drain.

    The Endurance Drain is a problem because on the enemies it would matter on, it does absolutely nothing. They can still attack perfectly fine, making it so that Electric Blasters forfeit their damage for nothing. This doesn't mean it's not good. It works well on minions, lieutenants, and alright on bosses. Once you get to Elite Bosses and up, it loses it's effectiveness. So, do you think I have a valid point, and that the Electric Blast damage reduction is unfair for what the Endurance Drain is supposed to make up for?
    Anything Elite Boss and up, other blast sets lose effectiveness of their secondary effects. The -Res from Sonic will do less on an AV than it will a minion, lieutenant, or boss. The same goes for the -Tohit of Dark, -Def of Rad, Knockback of Energy, -Recharge of Psi, -SPD and -Recharge of Ice.
  4. Illusion/Dark sounds really cool. I might give it a try.
  5. Defenders can get melee powers through Epic powersets; Thunderstrike, Total Focus.
  6. This is the build I use for my Ele/SD.

    Softcapped to all positions. Good recharge. Good end recovery.

    Cardiac Alpha
    Ion Judgement
    Reactive Interface
    Rebirth +Regen Destiny


    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(43)
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Rchg+(13)
    Level 2: Jacobs Ladder -- Erad-Dmg(A), Erad-Acc/Rchg(3), Erad-Dmg/Rchg(5), Erad-Acc/Dmg/Rchg(7), Erad-Acc/Dmg/EndRdx/Rchg(23), Erad-%Dam(42)
    Level 4: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Rchg+(13)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(42), GSFC-Build%(42)
    Level 8: Thunder Strike -- Erad-Dmg(A), Erad-Acc/Rchg(9), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(23), Erad-%Dam(43)
    Level 10: Active Defense -- RechRdx-I(A)
    Level 12: Super Speed -- EndRdx-I(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 16: True Grit -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(29), Aegis-ResDam/Rchg(29), Numna-Heal(39), Numna-Heal/EndRdx(40), Numna-Heal/Rchg(40)
    Level 18: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(43)
    Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), LkGmblr-Def(46)
    Level 22: Against All Odds -- EndRdx-I(A)
    Level 24: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(34), LkGmblr-Rchg+(34)
    Level 26: Super Jump -- Jump-I(A)
    Level 28: Boxing -- Empty(A)
    Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(31), Aegis-ResDam/EndRdx/Rchg(31)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(39)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc(45)
    Level 47: Spring Attack -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
    Level 49: One with the Shield -- S'fstPrt-ResDam/Def+(A)
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 50: Ion Total Core Judgement
    Level 50: Rebirth Partial Radial Invocation
    Level 50: Cardiac Total Radial Revamp
    Level 50: Reactive Radial Flawless Interface
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Numna-Heal/EndRdx(45), Mrcl-Rcvry+(46), RgnTis-Regen+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(15)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 17.5% DamageBuff(Smashing)
    • 17.5% DamageBuff(Lethal)
    • 17.5% DamageBuff(Fire)
    • 17.5% DamageBuff(Cold)
    • 17.5% DamageBuff(Energy)
    • 17.5% DamageBuff(Negative)
    • 17.5% DamageBuff(Toxic)
    • 17.5% DamageBuff(Psionic)
    • 9.88% Defense(Smashing)
    • 9.88% Defense(Lethal)
    • 13.63% Defense(Fire)
    • 13.63% Defense(Cold)
    • 14.25% Defense(Energy)
    • 14.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 16.75% Defense(Melee)
    • 16.13% Defense(Ranged)
    • 14.88% Defense(AoE)
    • 3.6% Max End
    • 27% Enhancement(Accuracy)
    • 52.5% Enhancement(RechargeTime)
    • 15% FlySpeed
    • 301.2 HP (22.49%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Held) 6.6%
    • MezResist(Immobilize) 6.6%
    • MezResist(Stun) 6.6%
    • 2.5% (0.04 End/sec) Recovery
    • 74% (4.13 HP/sec) Regeneration
    • 25% RunSpeed
    • 4% XPDebtProtection



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  7. Quote:
    Originally Posted by DreadShinobi View Post
    There are no attacks that deal both psychic damage and lethal damage. Softcapping Lethal defense won't help you deal with psy damage.
    I believe there are some melee psychic attacks in-game that have a smashing component.
  8. Quote:
    Originally Posted by BellaStrega View Post
    I suggest reading everything Prometheus has to say on the subject of the Well and Emperor Cole. It's clear there's only one (human) Well and the point of the Praetorian trials is to attract the Well's attention and prove your worthiness as the Well's champion(s) over Tyrant.
    Ok. Makes more sense now. Thanks.
  9. Quote:
    Originally Posted by BellaStrega View Post
    I believe the Praetorians have the same Well Primal Earth does. Prometheus' stated intent is to attack Cole and the Praetorians so that the Well will choose the players instead of Cole as its champion.
    I thought the Wells' were alternate versions of each other, not the exact same one shared by two universes. Theoretically, we could drink from the well of each universe and become double Incarnate.?
  10. For my Inv/SS.......

    Muscular when I'm soloing.

    Cardiac when I'm teaming.
  11. Quote:
    Originally Posted by Ukaserex View Post
    I originally wanted to put the proc in blazing aura, but it won't go there. The Tier 1 attack seems like the best place to put it, because of bruising, it's a standard part of the attack chain. I typically see my fire/stone tanks resist numbers cap with no extra effort.
    I purchased the proc today and slotted it Jab. After doing some testing, I seem to be able to keep it double stacked without any problem. Triple on occasion.
  12. Quote:
    Originally Posted by adam41476 View Post
    So what would you slot into the powers you've selected?

    I have no clue about slotting things really. If it's purple I trust it's best, but I know that's not correct. I also know that things are overlapping that shouldn't.

    When people are talking about S/L caps and things - means nothing to me at all. Or % of things. I dont' really understand. I just wanna get the best out of each set that I can.

    Thanks!
    This is the build I use for my fire/kin. It's "softcapped" to S/L. Maybe it can give you some ideas on how you want to proceed with yours.


    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(11), BasGaze-EndRdx/Rchg/Hold(23)
    Level 1: Transfusion -- Acc-I(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(15), Dct'dW-Rchg(15)
    Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(23), Enf'dOp-Acc/Immob/Rchg(27), Enf'dOp-Acc/Immob(31)
    Level 4: Siphon Power -- Acc-I(A), RechRdx-I(34)
    Level 6: Smoke -- EndRdx-I(A)
    Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Dmg/Rchg(9), M'Strk-Acc/EndRdx(11), M'Strk-Acc/Dmg/EndRdx(27), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 10: Super Speed -- EndRdx-I(A)
    Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(21), Stpfy-Acc/Stun/Rchg(25), Stpfy-KB%(40)
    Level 14: Siphon Speed -- ImpSwft-Acc/Slow(A), ImpSwft-EndRdx/Rchg/Slow(37), ImpSwft-Dmg/Slow(43), ImpSwft-Acc/EndRdx(46), ImpSwft-Rng/Slow(46), ImpSwft-Dam%(50)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 18: Cinders -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(19), NrncSD-Acc/EndRdx(19), NrncSD-Hold/Rng(21), NrncSD-Acc/Hold/Rchg(25), NrncSD-Dam%(43)
    Level 20: Speed Boost -- EndRdx-I(A)
    Level 22: Combat Jumping -- Krma-ResKB(A)
    Level 24: Super Jump -- Jump-I(A)
    Level 26: Boxing -- Empty(A)
    Level 28: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(37), S'fstPrt-ResKB(37)
    Level 30: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(31), LkGmblr-Rchg+(31)
    Level 32: Fire Imps -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(33), SvgnRt-Acc/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(33), SvgnRt-Acc(34), SvgnRt-PetResDam(34)
    Level 35: Transference -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36)
    Level 38: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39), EndRdx-I(39), EndRdx-I(40)
    Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
    Level 44: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(48)
    Level 47: Rock Armor -- GftotA-Def/EndRdx(A), GftotA-Def(48), LkGmblr-Rchg+(48)
    Level 49: Earth's Embrace -- Mrcl-EndRdx/Rchg(A), Mrcl-Heal/Rchg(50), Mrcl-Heal/EndRdx/Rchg(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Pyronic Total Radial Judgement
    Level 50: Vigor Partial Core Revamp
    Level 50: Diamagnetic Total Radial Conversion
    Level 50: Ageless Partial Core Invocation
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(17), P'Shift-EndMod/Acc(17)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 16.13% Defense(Smashing)
    • 16.13% Defense(Lethal)
    • 3.94% Defense(Fire)
    • 3.94% Defense(Cold)
    • 7.06% Defense(Energy)
    • 7.06% Defense(Negative)
    • 3% Defense(Psionic)
    • 21.75% Defense(Melee)
    • 7.38% Defense(Ranged)
    • 4.88% Defense(AoE)
    • 3% Enhancement(JumpSpeed)
    • 16% Enhancement(Accuracy)
    • 2% Enhancement(Held)
    • 3% Enhancement(RunSpeed)
    • 3% Enhancement(FlySpeed)
    • 3% Enhancement(Stun)
    • 3% Enhancement(JumpHeight)
    • 4% Enhancement(Heal)
    • 47.5% Enhancement(RechargeTime)
    • 6% Enhancement(Immobilize)
    • 10% FlySpeed
    • 106.8 HP (10.5%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 2.75%
    • MezResist(Held) 4.95%
    • MezResist(Immobilize) 4.4%
    • MezResist(Sleep) 4.4%
    • MezResist(Stun) 6.6%
    • MezResist(Terrorized) 2.2%
    • 17.5% (0.29 End/sec) Recovery
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 13.78% Resistance(Fire)
    • 13.78% Resistance(Cold)
    • 10% Resistance(Energy)
    • 13.75% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 10% RunSpeed



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  13. Quote:
    Originally Posted by adam41476 View Post
    So what would you slot into the powers you've selected?

    I have no clue about slotting things really. If it's purple I trust it's best, but I know that's not correct. I also know that things are overlapping that shouldn't.

    When people are talking about S/L caps and things - means nothing to me at all. Or % of things. I dont' really understand. I just wanna get the best out of each set that I can.

    Thanks!
    Smash and Lethal damage are the two most common damage types in the game. Also, many attacks in the game that do energy or elemental damage tend to have a S/L damage component, so having S/L defense will protect you from these attacks as well.

    I'm not familiar with the exact mathematical numbers, but the way it works is that the higher percentage of defense you have, the less chance mobs have of hitting you in the first place. Once you hit 45% defense, anything over that doesn't lower your chance of getting hit. This is what people are referring to when they say "softcap".

    Many people use the set bonuses from IO sets to increase S/L defense. As a controller, you also have access to Rock Armor and Ice Armor, both providing significant S/L defense. Combining your epic armor and IO sets will get you to the softcap.
  14. Quote:
    Originally Posted by Comicsluvr View Post
    Ok so swapping out the T1 on SS Tanks is no good. My SS Brutes however...Thanks for the tips
    How do you plan on swapping out a Tanks Tier 1 attack?
  15. Quote:
    Originally Posted by RevolverMike View Post
    I was actually thinking about this the other night, but didnt the devs want to give us a couple extra enhancement slots? If I remember correctly they wanted to give us 3 slots in place of a couple levels that normally only gives us 2 but it broke the game. Wouldn't adding a few levels allow them to give us those slots they wanted to give us?

    I'm not saying increase us to 70 or 100. I'm talking about being at lvl 53 or 55.

    I'm all for having at least 1 extra power on all my toons and an extra 6 slots. Doubt one more 5 or 6 slot bonus would overpower us. Than again I havent fully thought out every aspect.
    I assumed that's what the Incarnate system was partly about.
  16. Quote:
    Originally Posted by Golden_Avariel View Post
    Need help with an Escort
    Before I opened up this thread, I was going in a completely different direction.
  17. I was thinking about slotting this into Foot Stomp in my Inv/SS Tank. From my perspective, it doesn't seem worth it though. If anyone has experience with this proc and would be willing to share their results, I'd appreciate it.
  18. Quote:
    Originally Posted by Eva Destruction View Post

    Yes, that is why we are getting a solo path; for people who want to progress their 50s and don't want to farm the trials.
    Idk about anyone else, but I think this is awesome! I've been hoping for a solo option for the Incarnate path.
  19. Quote:
    Originally Posted by Zwillinger View Post
    Alright, so I'm ready to fully deck out my Kat/Reg Scrapper. I've decided that this is going to be my Dark Astoria character, and I want it to be IO'd out when we launch Issue 22.

    So here's the dealio. I am going to blatantly abuse my position and offer a Rula Shen costume code to the creator of whichever build I choose:

    Post your mids builds here for Katana/Regen, assume that it only has access to the EPP's, no PPP's.

    Let's make the deadline Friday, 2/24/12 at 5 PM Pacific. I'll announce on Monday which build I've chosen and we'll go from there. Post your builds below, along with a brief explanation as to why your build is the best and I'll weigh each option carefully!

    PS: If this turns out to be a fun exercise, we'll see if we can do this on a regular basis and maybe have Synapse or Arbiter Hawk judge it.

    Now run my minions! Make me a build! Muuuuahahahahahahahaha!
    I've had this build for a little while. Using Divine Avalanche, your softcapped to Melee.

    You didn't mention financial limits, so I slotted 3 purple sets. With recharge bonuses and Spiritual Total Radial Revamp as your Alpha slot, you have Perma Hasten.

    I chose Barrier as your Destiny slot. The idea I had in mind was along with the builds high recharge rate, you would always have Barrier, Instant Healing, or Moment of Glory up to use.

    For your Interface slot, I picked Diamagnetic Total Core Conversion. This way, your applying a 100% chance to Debuff your enemies To Hit, thus increasing your survivability.

    Judgement slot, I chose Pyronic thematically to go with Blaze Mastery.

    Idk if you have accolades on your toon, I put them in. Here's the build....


    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Regeneration
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Sting of the Wasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(46)
    Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(40), Numna-Heal/EndRdx(43)
    Level 2: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(40)
    Level 4: Quick Recovery -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(7), P'Shift-EndMod/Rchg(7)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Acc/Dmg/Rchg(37), LkGmblr-Rchg+(40)
    Level 10: Reconstruction -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(11), Tr'ge-Heal/EndRdx/Rchg(11), Tr'ge-EndRdx/Rchg(13), Tr'ge-Heal/Rchg(13)
    Level 12: Fly -- Winter-ResSlow(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(17), Numna-Heal/EndRdx/Rchg(17)
    Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(39)
    Level 20: Dull Pain -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(21), Numna-Heal/EndRdx/Rchg(21)
    Level 22: Resilience -- S'fstPrt-ResDam/Def+(A)
    Level 24: Boxing -- Empty(A)
    Level 26: Soaring Dragon -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(27), Hectmb-Acc/Dmg/Rchg(27), Hectmb-Acc/Rchg(31), Hectmb-Dmg/EndRdx(31)
    Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(31)
    Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
    Level 35: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Rchg+(36)
    Level 38: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(39)
    Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 44: Fire Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
    Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Moment of Glory -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Total Radial Revamp
    Level 50: Pyronic Partial Core Judgement
    Level 50: Barrier Partial Radial Invocation
    Level 50: Diamagnetic Total Core Conversion
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTis-Regen+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 15.5% DamageBuff(Smashing)
    • 15.5% DamageBuff(Lethal)
    • 15.5% DamageBuff(Fire)
    • 15.5% DamageBuff(Cold)
    • 15.5% DamageBuff(Energy)
    • 15.5% DamageBuff(Negative)
    • 15.5% DamageBuff(Toxic)
    • 15.5% DamageBuff(Psionic)
    • 13.94% Defense(Smashing)
    • 13.94% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 4.25% Defense(Energy)
    • 4.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 21.13% Defense(Melee)
    • 5.5% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 71% Enhancement(Accuracy)
    • 3% Enhancement(Immobilize)
    • 88.75% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 235.9 HP (17.62%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 4.4%
    • MezResist(Stun) 6.6%
    • 13% (0.22 End/sec) Recovery
    • 88% (4.91 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 10% RunSpeed



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  20. Hatred666

    1 Tanker only

    Quote:
    Originally Posted by Johnny_Butane View Post
    -A few combos of Tankers can solo a few of the weaker AVs with IOs and Bruising.

    -Incarnate Tankers can solo more of the AVs and even a few GMs, if you consider throwing your lore pets at it "soloing".
    Only a few Brute/Scrapper combos are capable of soloing AV's as well. It's not a very common practice in-game, no matter how much we hear about it in forum or youtube videos you see.

    My inv/ss tank was capable of soloing a few of the "weaker" AV's pre-incarnate. When bruising was introduced, my list of AV defeats increased. Once Incarnate powers were introduced, the only AV's I can't solo are guys like Malaise who do Psychic damage, and Statesman. He a Dull Pain/Unstoppable hell that I can't overcome.

    Muscular Alpha + Reactive Interface + Double Stacked Rage + IO Damage bonuses + Procs = wonders to your damage output.
  21. Quote:
    Originally Posted by Iannis View Post
    Course this might just lead up to Lord Recluse and Emperor Cole fighting it out, so the two Incarnates have their evil empires bashing each other while the heroes aid the rebels.
    This is something I've been thinking about for a while that might end up happening.
  22. I have a lvl 50 ax/wp brute that's been shelved for about 3 years now. I haven't really played him since I hit 50. He has a few sets slotted, but until now I've never reallly sat down to plan anything out in Mid's. This is what I came up with so far. I got him softcapped to S/L, but E/NE is only around 34%. I'd really like to get it to 45% as well, but this is the best I've been able to come up with so far. Hoping someone can take a look and offer some advice. I'm open to different power choices/slotting btw.


    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Brute
    Primary Power Set: Battle Axe
    Secondary Power Set: Willpower
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Chop -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx/Rchg(15), Heal-I(46), Heal-I(46)
    Level 2: Gash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(50)
    Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(19)
    Level 6: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(11), RechRdx-I(19)
    Level 8: Swoop -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(40)
    Level 10: Indomitable Will -- EndRdx-I(A)
    Level 12: Fly -- Empty(A)
    Level 14: Combat Jumping -- DefBuff-I(A)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/EndRdx/Rchg(17)
    Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(45)
    Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21)
    Level 22: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(45)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(45)
    Level 26: Cleave -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(40)
    Level 28: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(29), LkGmblr-Def(29)
    Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(31), LkGmblr-Def(31)
    Level 32: Pendulum -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(39)
    Level 35: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(36), Zinger-Taunt/Rchg/Rng(36), Zinger-Acc/Rchg(37), Zinger-Taunt/Rng(40), Zinger-Dam%(46)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Gloom -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(42), SipInsght-Acc/Rchg(42), SipInsght-ToHitDeb/EndRdx/Rchg(42), SipInsght-Acc/EndRdx/Rchg(43), Dmg-I(43)
    Level 44: Darkest Night -- EndRdx-I(A)
    Level 47: Dark Obliteration -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(48), SipInsght-Acc/Rchg(48), SipInsght-ToHitDeb/EndRdx/Rchg(48), SipInsght-Acc/EndRdx/Rchg(50), Dmg-I(50)
    Level 49: Strength of Will -- S'fstPrt-ResDam/Def+(A)
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 50: Nerve Partial Radial Revamp
    Level 50: Void Total Core Judgement
    Level 50: Diamagnetic Total Core Conversion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTis-Regen+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(13)
    ------------
    Set Bonus Totals:
    • 11.5% DamageBuff(Smashing)
    • 11.5% DamageBuff(Lethal)
    • 11.5% DamageBuff(Fire)
    • 11.5% DamageBuff(Cold)
    • 11.5% DamageBuff(Energy)
    • 11.5% DamageBuff(Negative)
    • 11.5% DamageBuff(Toxic)
    • 11.5% DamageBuff(Psionic)
    • 34.25% Defense(Smashing)
    • 34.25% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 8.63% Defense(Energy)
    • 8.63% Defense(Negative)
    • 3% Defense(Psionic)
    • 24.25% Defense(Melee)
    • 8.63% Defense(Ranged)
    • 3% Defense(AoE)
    • 15% Enhancement(RechargeTime)
    • 36% Enhancement(Accuracy)
    • 13% FlySpeed
    • 224.9 HP (15%) HitPoints
    • 13% JumpHeight
    • 13% JumpSpeed
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 17.05%
    • MezResist(Stun) 4.4%
    • MezResist(Terrorized) 2.75%
    • 20% Perception
    • 54% (3.37 HP/sec) Regeneration
    • 13% RunSpeed
    • 4% XPDebtProtection



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  23. Quote:
    Originally Posted by Lord_Kalistoh View Post
    They did not have scrappers. Now they also miss tankers.

    Statesman: tanker
    Citadel: blaster
    Manticore: defender
    Numina: controller
    Positron: defender
    Sister Psiche: controller
    Sypanse: blaster

    Not an actual member, but usually depicted like that:
    [Back Alley Brawler: tanker]
    Another unofficial member....
    Ms. Liberty: ma/inv "scrapper"
  24. Quote:
    Originally Posted by slainsteel View Post
    So, hate to bring the 'practical' aspect in, but, um, how does this affect our gameplay? Does this mean no more STF's?
    I think something mentioned that the TF will stay, but the contact will be changed to someone other than Statesman, as well as a rename to the TF itself.