Heraclea

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  1. Quote:
    Originally Posted by Sarrate View Post
    Note: Thunder Strike isn't a full fledged AoE, it's a st / aoe hybrid. While it deals splash energy damage, the smashing damage is still single target. It also has a smaller than usual radius of 7ft and is centered around the target, not you.
    I assumed it was an AoE; it takes PBAoE sets. For ordinary tanker play, the difference is probably difficult to notice.

    Also, I omitted one AoE in Electric - Lightning Clap, which seems to be similar to Hand Clap. Did not take that one either, but that's a third (or second) PBAoE in the power set.
  2. Quote:
    Originally Posted by Slax View Post
    boughten?
    Been through this before. Boughten: Commercially made; purchased, as opposed to homemade: "boughten bread."
  3. Electric Melee has 2 PBAOEs (Thunder Strike, Lightning Rod), a narrow cone (Jacob's Ladder), and an attack that, while nominally a single target attack, will jump to other mobs and do damage (Chain Induction). It seems to me to be superior to Fire in its multi-target capacity.
  4. Quote:
    Originally Posted by Werner View Post
    Wish granted. If you play your 50s, you're likely going to get a lot of purples dropping, whether that's farming, running task forces, or just doinking around on radio missions with your friends. The drop rates aren't so low that you can't purple out a character by just playing the game and trading the purples that dropped for you for the purples that dropped for others via the market.
    I really don't care about purples. I have a couple characters with one or two purple set bonuses; none has any more than two of a set slotted. None are boughten; all are drops.

    But mostly, what interests me and keeps me going is to experience new powersets and new combinations. Levelling up new characters and getting them the bonuses I think will benefit them most is what keeps me playing. And what concerns me about prices is not the price of purple sets, but the prices of a number of lesser sets - indeed most of them are lower level sets - that have the bonuses I particularly want.

    I realize that I'll eventually be able to get them with merits if I run enough task forces. So that's what I do. They aren't available on the market for prices I will ever be able to afford. The characters I want to have them are also fed by my squishies, who in return get the dropped IOs my melees can't slot.

    I have been buying more random rolls for recipes, especially on characters that don't get played a lot that have fewer than 100 merits on them. But if anything good comes out of a random roll, it sure ain't going to be sold on the market. The history of the market suggests that anything you sell there will have to be bought back for twice what you sold it for when you had it in your hand. Or more. So only the crappiest of random roll results get sold; the rest get held; somewhere down the line, some character may want that.

    Holding inf seems to me to be a bad investment. I'd much rather have crafted IOs in the base. They're a hedge against inflation, which has abated only slightly in i16. Converting my roll results to inf in order to buy on the market is what makes no sense to me. I might not get it, naow or ever. I'll be stuck with inf, and that inf will be worth less tomorrow than it is now.
  5. This is the build I plan on working towards. One with the Shield probably is skippable once you get all the sets in place to cap you on all positions, but until then it's good to have a panic button.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Yansan: Level 50 Mutation Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Electrical Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed

    Hero Profile:
    Level 1: Deflection -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(9), GftotA-Def/EndRdx/Rchg:40(11), GftotA-Def/Rchg:40(15)
    Level 1: Charged Brawl -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(13), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(37)
    Level 2: True Grit -- Heal-I:50(A), Heal-I:50(9), Heal-I:50(11), S'fstPrt-ResDam/Def+:30(15), ImpArm-ResDam:40(43), ImpArm-ResPsi:40(43)
    Level 4: Jacobs Ladder -- Erad-Acc/Rchg:30(A), Erad-Dmg:30(5), Erad-Acc/Dmg/Rchg:30(5), C'ngBlow-Acc/Dmg:50(13), C'ngBlow-Acc/Rchg:50(36), C'ngBlow-Dmg/EndRdx:50(37)
    Level 6: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
    Level 8: Against All Odds -- EndRdx-I:50(A), Taunt-I:50(43)
    Level 10: Hurdle -- Jump-I:50(A)
    Level 12: Combat Jumping -- Ksmt-ToHit+:30(A)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(17), Numna-Regen/Rcvry+:50(17)
    Level 18: Thunder Strike -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(19), M'Strk-Dmg/Rchg:50(19), M'Strk-Acc/EndRdx:50(25), M'Strk-Acc/Dmg/EndRdx:50(25), M'Strk-Dmg/EndRdx/Rchg:50(34)
    Level 20: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(21), P'Shift-End%:50(21)
    Level 22: Battle Agility -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(23), GftotA-Def/EndRdx/Rchg:40(23), GftotA-Def/Rchg:40(34)
    Level 24: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg/Rng:50(36), Mocking-Taunt/Rchg:50(36), Mocking-Rchg:50(42)
    Level 26: Shield Charge -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(27), M'Strk-Dmg/Rchg:50(27), M'Strk-Acc/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(33), M'Strk-Dmg/EndRdx/Rchg:50(50)
    Level 28: Chain Induction -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx:35(29), C'ngImp-Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(34)
    Level 30: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(31), GSFC-ToHit/Rchg/EndRdx:50(31), GSFC-Rchg/EndRdx:50(40), GSFC-ToHit/EndRdx:50(46), GSFC-Build%:50(46)
    Level 32: One with the Shield -- Aegis-Psi/Status:40(A)
    Level 35: Phalanx Fighting -- DefBuff-I:40(A)
    Level 38: Lightning Rod -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(39), M'Strk-Dmg/Rchg:50(39), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(40)
    Level 41: Boxing -- Stpfy-Acc/Rchg:50(A), Stpfy-Acc/EndRdx:50(42), Stpfy-Acc/Stun/Rchg:50(42)
    Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(45), RctvArm-EndRdx:40(46)
    Level 47: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(48), GftotA-Def/EndRdx/Rchg:40(48), GftotA-Def:40(48)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  6. This is the build I plan on working towards.

    I understand that Claws gets an endurance discount so I am putting off Stamina, maybe way too long, and taking the defensive toggles before it. If this proves to be a mistake, I will rearrange things and get Stamina at 22 according to my usual custom with the Willpower secondary.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ranavalona: Level 50 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed

    Villain Profile:
    Level 1: Strike -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx/Rchg:35(19), C'ngImp-Acc/Dmg:50(46)
    Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(3), Heal-I:50(13)
    Level 2: Slash -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(5), T'Death-Dmg/Rchg:40(11), T'Death-Acc/Dmg/EndRdx:40(15), T'Death-Dmg/EndRdx/Rchg:40(42), T'Death-Dam%:40(46)
    Level 4: Fast Healing -- Heal-I:50(A), Heal-I:50(5), Heal-I:50(11)
    Level 6: Spin -- M'Strk-Acc/Dmg:30(A), M'Strk-Dmg/EndRdx:30(7), M'Strk-Dmg/Rchg:30(13), M'Strk-Acc/EndRdx:50(15), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(40)
    Level 8: Follow Up -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(9), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(43), C'ngImp-Acc/Dmg/EndRdx:50(43), RechRdx-I:50(43)
    Level 10: Indomitable Will -- EndRdx-I:40(A)
    Level 12: Super Jump -- Jump-I:50(A)
    Level 14: Combat Jumping -- Jump-I:50(A)
    Level 16: Rise to the Challenge -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal:50(17), Dct'dW-Heal/EndRdx/Rchg:50(17), Taunt-I:50(19), DarkWD-Slow%:50(31), DarkWD-ToHitDeb/EndRdx:50(50)
    Level 18: Hurdle -- Jump-I:50(A)
    Level 20: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
    Level 22: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam:40(34), RctvArm-EndRdx:40(36)
    Level 24: Focus -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(25), Thundr-Dmg/Rchg:50(25), Thundr-Acc/Dmg/Rchg:50(39), Thundr-Acc/Dmg/EndRdx:50(39), Thundr-Dmg/EndRdx/Rchg:50(39)
    Level 26: Eviscerate -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(27), M'Strk-Dmg/Rchg:50(27), M'Strk-Acc/EndRdx:50(37), M'Strk-Acc/Dmg/EndRdx:50(37), M'Strk-Dmg/EndRdx/Rchg:50(37)
    Level 28: Health -- Heal-I:50(A), Heal-I:50(29), Heal-I:50(29)
    Level 30: Heightened Senses -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(31), GftotA-Def:40(31), GftotA-Def/Rchg:40(40)
    Level 32: Shockwave -- Det'tn-Acc/Dmg:50(A), Det'tn-Acc/Dmg/EndRdx:50(33), Det'tn-Dmg/Rchg:50(33), Det'tn-Dmg/EndRdx/Rng:50(33), Det'tn-Dmg/EndRdx:50(34), Acc-I:50(34)
    Level 35: Stamina -- EndMod-I:50(A), EndMod-I:50(36), EndMod-I:50(36)
    Level 38: Strength of Will -- S'fstPrt-ResDam/Def+:30(A)
    Level 41: Boxing -- Stpfy-Acc/Rchg:50(A), Stpfy-Acc/EndRdx:50(42), Stpfy-Acc/Stun/Rchg:50(42)
    Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(45), RctvArm-EndRdx:40(46)
    Level 47: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(48), GftotA-Def/EndRdx/Rchg:40(48), GftotA-EndRdx/Rchg:40(48)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
  7. Quote:
    Originally Posted by Catwhoorg View Post
    I think the best answer to the 'purple question' is akin to the answer Lord Irvine suggested about the West Lothian Question.

    Though I'm quite partial of citing Arkell v. Pressdram (1971) when people feel they should be able to get purples with little or no effort.
    For the curious: Arkell v. Pressdram.
  8. Are Chain Induction and Lightning Rod still bugged, so that you want to avoid slotting procs into them?

    I remember reading several issues ago that if you slotted a proc in Chain, its chance to jump to another mob would be reduced to the chance of the proc; and that procs in Lightning Rod could misfire and affect you rather than the mobs. I was considering putting a chance for knockdown in Chain, but obviously can't if this is how it works.
  9. I made a brute (Claws/WP), got her to level 5, went to Grandville and bought a jet pack, and then went badge hunting in the Rikti War Zone. Dinged level 6 on exploration badge XP. Got a good many of the RWZ badges, some are too close to the pylons and she isn't tough enough yet to stand up to them.
  10. Quote:
    Originally Posted by BaronVonSavage View Post
    i think the Thesaurus/Dictionary route is a good one to take. Also, try an online latin converter like:

    http://www.translation-guide.com/fre...glish&to=Latin

    Ice Girl = glacies puella

    Works for me
    This is an easy way to get into difficulty. The worst that could happen is that someone who knows the language a bit better will find your machine translation awkward or ungrammatical, like that Latin is. I know what it's trying to say, but you really want the genitive case there. The English word order makes it sound more like it's ice made of a girl, rather than a girl of ice. Puella glaciei would be better.

    You could wind up with unexpected double entendres or just look bad. I am especially suspicious of Japanese or pseudo-Japanese names. Remember the classic site making fun of Japanese people trying to write English, or using it for decoration? This works both ways.

    I've never run into problems using historical, mythological, or literary names. Some of my more recent characters on Victory include:

    William Shakespeare rad/arch def
    Madame Nhu widow
    Betsy Ross spines/wp scrapper
    Spaghetti Monster warshade
    Yansan electric/shield tanker
    Ranavalona claws/wp brute

    All of these names are based on mythological or historical figures, although one is from a slightly more recent mythology.
  11. Quote:
    Originally Posted by BlackSun17 View Post
    I would like to see the creation date for my characters in-game. Perhaps it could be found in-game by clicking on an NPC citizen. Not the most critical of things to ask for, but I was interested in determining just how old some of my many characters are.
    I can usually guesstimate this fairly easily. Most of my characters made in 2005 or later were picked up by my super group within a day or two of their creation. So their super group join date is their date of creation, or at best a day off.
  12. Quote:
    Originally Posted by Lyrik View Post
    Okay, so I have this bots MM and I really want to name one of my bots: Arthur. As long as I play MM's I never was able to name one Arthur.

    And I want to know why this name is added to the list of invalid names. Is it a name that is offensive to someone? Or what?
    When the game refused to allow me to promote one of my first-rank ninjas named Saddam to a second rank minion bearing the same name, because the name had been apparently banned in the interim, I ended up calling that character Saddam. with a period. This would appear to be enough to get around it.

    Since Arthur is an ordinary name (for that matter, so is Saddam) and it's unlikely that a ninja, thug, mercenary, zombie, or robot can be made to look like the PBS character, you are doing no wrong by evading this.
  13. Quote:
    Originally Posted by Neogumbercules View Post
    It's not even so much that the missions themselves are bland and boring, or that the long travels are tedious, but it's also the story content. There's plenty of cool story arc things to do 15+ plus, but there is absolutely nothing on the caliber of Faultline or Croatoa for lowbies other than The Hollows, which many new players can blow by on a sewers team without even knowing it. The early missions in this game are designed specifically to get players to run all over the damn place and figure out how to get to different zones, which isn't totally a bad thing. However, the way they are structured makes them boring and tedious. I didn't even like doing them when I was a new player, and I had never played an MMO before.
    This. All of the old line hero material needs a thorough revision. Contacts ought to live in the zones where the mobs they focus on are the visible problem, and ought to give missions in that zone. Being introduced to a new contact in a different zone is all anyone needs to do to induce someone to figure out how to get there.

    If the missions involve Tsoos, Outcasts, or Vazhilok, those contacts and their missions belong in Steel Canyon; that's where they live. If it's Trolls, Clockwork, or the Lost, they ought to live in Skyway. This simple change would help the old content make a little more sense with minimal revisions to the underlying stories, which probably ought to be looked at as well.

    Security Chiefs are Crey sleeper agents, and ought to be targetable enemies.
  14. Quote:
    Originally Posted by vampyrus_ddg View Post
    So am I the only one who enjoys all the aspects of this game?
    I do everything but PvP and marketeering (really, another form of PvP.) I will enter PvP zones from time to time, but mostly in search of Shivans and temps. Mostly I am an altaholic and a concept maker, which is a sort of roleplaying. I run AE, missions, and task forces.
  15. Quote:
    Originally Posted by Camper View Post
    I was under the impression that some people got rich because they were really good at something.
    Most people who are rich are really good at being born into the right family. If I don't get many purple drops, maybe my parents are to blame.
  16. Quote:
    Originally Posted by Squez View Post
    Sweet. I guess I can finally quit my job that I hate and wait for chance and random circumstance to hand me some cash. If someone could email all the other folks out there working hard for a lot of cash, I would appreciate it (since I won't have email).
    Two words: chain letter.

    Quote:
    My recent rad blaster has been surfing that wave to the tune of 139 merits at level 27 (old system I would have been able to snag 80 by lvl 33 when I would cash them all in).
    This much I will grant. My level 36 tanker rolled for i16 is currently sitting on 408 merits; was 458, but she's already spent 50 of them. I'll probably wait until she hits 50 before I actually buy anything with them, but I would like to slot some unobtainable or ridiculous sets like Kinetic Combat and Eradication.
  17. Quote:
    Originally Posted by Finduilas View Post
    I'd definitely swap out those Obliteration in Shadow Maul for Eradication with its nice E/NE defense bonus, but otherwise, looks good!
    Eradication is one of those sets that's not available at a reasonable price from the market, assuming it is available at all. If you slot it, you will be ordering it up with merits.
  18. Quote:
    Originally Posted by snake1313 View Post
    Well Ive been on Freedom for a couple months now, and most of my farmers are on Guardian.
    I've got my Shield/Electric to 35 now, and that tanker looks like it definitely has potential in this, and will have more once I get some of the attacks maxed for recharge.
  19. Was fun and interesting - thanks for putting this together.

    Learned that Archery's animations are still too slow to work well on an all-blaster run.
  20. Quote:
    Originally Posted by TopDoc View Post
    If you are not prepared to jump through the hoops the Devs created in order to earn purples, then you do not deserve them. If you feel you deserve them simply because they exist, and you pay your $15/month, I recommend you keep it quiet. You have a sense of entitlement that people in this forum will laugh at. It's about as silly as demanding a Hummer just because you have a Driver's License.
    People get purples the same way they are rich or poor in real life: it's all a matter of chance and random circumstance. The first purple drop I ever got was on a level 35 character's charity ITF. I have two characters with any purple bonuses, having two of the set slotted. All dropped. None were bought. Generally the purple set bonuses, while nice, aren't really what I prioritize any more.

    The prices of purple recipes do not bother me very much. I am not looking for the bonuses they offer. What shocks and dismays me most about market prices involves a small handful of low level sets, most of which top out at 35. I do think that there ought to be a cap on the reward merit prices, and that no lowbie set like that ought to ever need more than 100 merits per piece. As to the market, fuhgeddaboudit.
  21. Quote:
    Originally Posted by BlackBellatrix View Post
    My thought was that since Tanks are the penultimate "Tanking" AT, that maybe they should have their aggro cap tweaked up slightly higher than the other ATs in the game? Say go from 16 to 20 or 25?
    I'm not sure that a higher aggro cap would achieve anything other than to encourage sloppy play. Now, making Taunt hit ten targets rather than five might be worth doing, if only because it would largely erase the Willpower disadvantage.

    The main things I would want for Tanker buffs to keep them competitive would be:

    - An across the board revision upwards of tanker Resistance values, to keep the resistance based sets (Fire, Dark, Electric) competitive with Defense based sets (Ice, Shields) and mixed sets (Willpower, Invuln, Stone) in survivability. My experience is that defense and mixed tankers are quite survivable, while resistance based tanks can be painfully squishy at times. I haven't been in a hurry to roll an Electric Armor tanker because of this.

    (On the other hand, while Resistance is not the best for the high level game, it does tend to exemp down far better than Defense. But that's less of an issue in i16)

    - Endurance issues still need work, especially at lower levels. (You knew I was going to say that.) The change to Brawl is a positive move, and seems to have helped quite a bit, though.

    - Tier 8/9s need work. I question the value of self-rez powers and have never taken one on any tanker. Reverse-suicide powers like Unstoppable are a larger problem; the crashes need to be less punishing.

    I suspect that when the Prætorian paid expansion comes out, it will be adding at least one new class with access to defense primaries or secondaries. At this point we can only guess whether this is going to step on Tanker roles or not.
  22. Not terribly different from my own build. I do think you need to put some damage into Midnight Grasp, though; it's your biggest hitter.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Omphale: Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Dark Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(13), RctvArm-EndRdx:40(46)
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(43), SipInsght-Acc/ToHitDeb:30(43), SipInsght-Acc/Rchg:30(50)
    Level 2: Dull Pain -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(3), Numna-Heal/Rchg:50(5), Dct'dW-Heal:50(13), Dct'dW-Rchg:50(34), Dct'dW-Heal/Rchg:50(46)
    Level 4: Shadow Maul -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(5), M'Strk-Dmg/Rchg:50(7), M'Strk-Acc/EndRdx:50(7), M'Strk-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(34)
    Level 6: Combat Jumping -- DefBuff-I:50(A)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-EndRdx:40(17), RctvArm-ResDam/EndRdx/Rchg:40(40), RctvArm-ResDam:40(42)
    Level 10: Swift -- Run-I:50(A)
    Level 12: Taunt -- Mocking-Taunt/Rchg:50(A), Mocking-Taunt/Rchg/Rng:50(15), Mocking-Taunt:50(37), Mocking-Rchg:50(50)
    Level 14: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(15), Heal-I:50(17)
    Level 16: Super Jump -- Jump-I:50(A)
    Level 18: Invincibility -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(19), S'dpty-Def/EndRdx/Rchg:40(19), S'dpty-Def:40(27), S'dpty-EndRdx:40(36), GSFC-Build%:50(42)
    Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(37)
    Level 22: Siphon Life -- Nictus-Acc/Heal:50(A), Nictus-Acc/EndRdx/Heal/HP/Regen:50(23), Nictus-Acc/EndRdx/Rchg:50(23), Nictus-Heal/HP/Regen/Rchg:50(25), Nictus-Heal:50(33)
    Level 24: Touch of Fear -- SipInsght-Acc/EndRdx/Rchg:50(A), SipInsght-Acc/Rchg:50(25), SipInsght-Acc/ToHitDeb:50(31), SipInsght-ToHitDeb:50(37), SipInsght-ToHitDeb/EndRdx/Rchg:50(43)
    Level 26: Tough Hide -- GftotA-Def/Rchg:40(A), GftotA-Def:40(27), GftotA-Def/EndRdx:40(33)
    Level 28: Soul Drain -- Sciroc-Acc/Dmg:50(A), Sciroc-Acc/Rchg:50(29), Sciroc-Acc/Dmg/EndRdx:50(29), Sciroc-Dmg/Rchg:50(31), Rec'dRet-ToHit:20(33), Rec'dRet-ToHit/Rchg:20(50)
    Level 30: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(31)
    Level 32: Resist Energies -- ResDam-I:40(A)
    Level 35: Dark Consumption -- Efficacy-EndMod/Acc:50(A), Efficacy-EndMod/Acc/Rchg:50(36), Mocking-Acc/Rchg:50(36), Mocking-Rchg:50(42)
    Level 38: Midnight Grasp -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-Acc/EndRdx:50(39), Enf'dOp-Acc/Immob/Rchg:50(39), Enf'dOp-Acc/Immob:50(39), Dmg-I:50(40), Dmg-I:50(40)
    Level 41: Boxing -- Acc-I:50(A)
    Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(45), RctvArm-EndRdx:40(46)
    Level 47: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(48), GftotA-EndRdx/Rchg:40(48), GftotA-Def:40(48)
    Level 49: Resist Elements -- ResDam-I:40(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 22.1% Defense(Smashing)
    • 22.1% Defense(Lethal)
    • 6.44% Defense(Fire)
    • 6.44% Defense(Cold)
    • 6.75% Defense(Energy)
    • 6.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 13.9% Defense(Melee)
    • 4.88% Defense(Ranged)
    • 9.88% Defense(AoE)
    • 7.65% Max End
    • 30% Enhancement(Accuracy)
    • 5% Enhancement(Heal)
    • 3% Enhancement(Immobilize)
    • 13% FlySpeed
    • 168.7 HP (9%) HitPoints
    • 13% JumpHeight
    • 13% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 6.05%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 1.65%
    • MezResist(Terrorized) 2.2%
    • 8% (0.13 End/sec) Recovery
    • 26% (2.03 HP/sec) Regeneration
    • 7.21% Resistance(Fire)
    • 2.21% Resistance(Cold)
    • 5% Resistance(Negative)
    • 13% RunSpeed
    • 2% XPDebtProtection
  23. Quote:
    Originally Posted by Kurugi View Post
    If I hadn't been spending all my merits on random recipes to sell ....
    Random recipes are random. If you have specific needs or wants, odds are they aren't going to be there for you.

    You might get something you can sell; but still, it's a sure bet that there's someone out there with more inf than you as well. Trying to get things from the market feeds a vicious circle.
  24. Quote:
    Originally Posted by Kurugi View Post
    The only thing left in my build that increases my recovery are set bonuses here and there, the Miracle unique, and a Performance Shifter +end proc in Stamina. None of this I have right now. I could maybe afford the Performance Shifter +end but that would eat up over half of my total influence I think...
    Most of my tankers farm task forces. A few ITFs, Numinas, and others will put you at the 125 merit price of that proc fairly easily, and help get you to 37 as well. Most of my tankers end up getting one or more of those because that's how I want them to play.

    And, being on task forces, you will be teamed, which also helps. Shield/stone is going to be rough going; stone is quite costly.