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Posts
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Joined
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Quote:I guess that depends on your definition of rare. If I run a TF or Trial and get one orange recipe, to me that's rare. Once every several days is well beyond rare. And I'm not 100% certain the drop rate has not been changed - oranges used to drop quite more often - at least for me.
The drop rate wasn't changed. And Rare means Rare. Why should Rare recipes be common?
Guess I'll go back to farming tickets for now, at least randoming on bronze level recipes seems to work far better than doing normal content. -
There are a number of things about this game that annoy the heck out of me. I'm sure the devs have their hands full with all the upcoming game enhancements, but it would be nice to fix existing issues as well.
1. Fix Collision Detection around doors/and npc vendors & with npc civilians -
- You're trying to interact with a vendor and some npc knocks you out of range.
- You're trying to click the portal in Ouroboros and someone else pops in and knocks you out of range.
- You're just standing somewhere minding your own business and some npc civilian rudely knocks you aside.
2. Clicking on npc vendors - You have to click the vendor "just the right way" or you dont get the interface dialog.
3. Losing the interace dialog with an npc vendor or at a crafting station.
Not sure why this keeps happening, but you'll be attempting to scroll or click a button and the dialog just closes.
4. Clicking on the guards shields to get into a hazard zone- again you have to click in "just the right spot". Same thing with doors in missions.
5. Having to wait several seconds to click on a door after someone else has entered.
6. Having to wait 10+ seconds after clicking a door to enter a mission. Having to wait another 10+ seconds after zoning through a door just to move.
( seems to happen more in highly populated zones )
7. General lag issues in trials. Either limit trials to 16 max or fix the problems with handling that many players.
8. Increase drop rates of SOs. Yes, I know, I'm one of the few who still use SOs while leveling, but I dont care to use IOs until level 50 (with a few exceptions, such as knockback IOs). Just my personal preference. And someone new to the game will not have a level 50 alt to finance purchasing of SOs from vendors.
9. Drop level of enhancements and recipes. If I kill a level 20 enemy, I should get a level 20 enhancement or recipe. I have no use for enhancements 2 levels below me.
10. Take temp powers off the drop table and move them to npc vendors. This was a nerf to the drop rate of normal items, and was uncalled for.
11. Increase the drop rate of orange recipes. From what I've seen lately, if you dont do tip missions or farm tickets, it would probably take over a year to slot out a character with just orange enhancements. The old drop rate was fine - the current drop rate is abysmal.
12. Remove collision detection with friendly MM mobs.
13. Characters infrequently stuck in "standing" position while flying. This happens several times a week and forces me to stop/restart the fly power.
14. If I set a mission to +0, I should get +0 mobs. Not +1. My squishies would greatly appreciate it. -
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Hmmm, I see a new hero "California Beachdude" coming soon.
Can we have a new costume piece "Hawaiian Shirt" please?
While, we're at it, Grass Skirts and Lei's wouldnt hurt either. -
My take on Azuria:
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skin_bare Texture2 None DisplayName P3937616722 RegionName "Upper Body" BodySetName Jackets Color1 255, 124, 59 Color2 255, 75, 137 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Geometry slipon Texture1 skin_slipon_01a Texture2 skin_slipon_01b DisplayName P2104750136 RegionName "Lower Body" BodySetName NewSkirts Color1 127, 0, 0 Color2 255, 75, 137 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Geometry standard Texture1 leather_01 Texture2 None DisplayName P177456852 RegionName "Upper Body" BodySetName Jackets Color1 0, 0, 0 Color2 0, 0, 0 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Geometry V_Fem_HAIR.GEO/GEO_Hair_Serrated_Sugar_01 Texture1 !SF_Hair_Serrated_Sugar_01 Texture2 !SF_Hair_Serrated_Sugar_01_Mask DisplayName P2681220175 RegionName Head BodySetName standard Color1 0, 0, 0 Color2 0, 0, 0 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 255, 124, 59 Color2 255, 75, 137 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P2793026233 RegionName Head BodySetName standard Color1 255, 124, 59 Color2 255, 75, 137 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P2281134661 RegionName "Upper Body" BodySetName Jackets Color1 255, 124, 59 Color2 255, 75, 137 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P772741860 RegionName "Upper Body" BodySetName Jackets Color1 255, 124, 59 Color2 255, 75, 137 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 255, 124, 59 Color2 255, 75, 137 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 255, 124, 59 Color2 255, 75, 137 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P2371314042 RegionName Head BodySetName standard Color1 255, 124, 59 Color2 255, 75, 137 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 255, 124, 59 Color2 255, 75, 137 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 255, 124, 59 Color2 255, 75, 137 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 255, 124, 59 Color2 255, 75, 137 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 255, 124, 59 Color2 255, 75, 137 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 255, 124, 59 Color2 255, 75, 137 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Geometry Pencil_01 Texture1 pleated Texture2 pleated_01b DisplayName P3930658043 RegionName "Lower Body" BodySetName NewSkirts Color1 41, 0, 61 Color2 0, 0, 0 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Geometry V_FEM_TOP.GEO/GEO_Top_Open_Jacket_01 Texture1 !Top_V_Open_Suit_01 Texture2 !Top_V_Open_Suit_01_Mask DisplayName P828551227 RegionName "Upper Body" BodySetName Jackets Color1 0, 0, 0 Color2 0, 172, 255 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Geometry V_FEM_SLEEVES.GEO/GEO_Sleeves_Dress_Shirt_03 Texture1 !Top_V_Skin_Cop_Shirt_02B Texture2 !Top_V_Skin_Cop_Shirt_01_Mask DisplayName P90216369 RegionName "Upper Body" BodySetName Jackets Color1 0, 137, 204 Color2 255, 75, 137 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P1848153390 RegionName Head BodySetName standard Color1 255, 124, 59 Color2 255, 75, 137 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 255, 124, 59 Color2 255, 75, 137 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 255, 124, 59 Color2 255, 75, 137 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 255, 124, 59 Color2 255, 75, 137 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 255, 124, 59 Color2 255, 75, 137 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P546439883 RegionName "Lower Body" BodySetName NewSkirts Color1 255, 124, 59 Color2 255, 75, 137 Color3 255, 124, 59 Color4 255, 75, 137 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } }
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A lot of good ideas here. You know, many of these would make good 1 handed weapons as well - proliferation of existing weapon set models would be nice.
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How many tokens to get to tier 9?
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Quote:Both.Ok I know there are lot of guide on how to slot this guy. But they're all from like 10 issues ago. So right now at this moment is it better to slot this for damage or pack it full of procs?
I have mine slotted with:
2 Hami-O Nucleolis Exposures ( DMG/ACC )
2 Recharge IOs
Posi Blast Proc
Impeded Swiftness Proc -
It would be simpler from an end-user perspective just to have a checkbox on the enhancement screen for "Enable Knockback" on each power. If the power has no knockback, the checkbox is ignored.
I'm sure the backend coding would be a nightmare, but that would be my preference.
As far as the OP list, I love knockback on Hurricane, but on footstomp it's totally useless ( and from my experience it usually does knockdown unless the mob is below my level ). -
Simple solution to that is to make personal storage be independent of SGs and/or bases. Put a vault in some building in each zone, problem solved.
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I'm really hoping at least one of the energy gun attacks is similar to the "pulse" attack from the Predator plasma weapon - or the photon torpedo effect from Star Trek. Just having only a beam effect would be kind of boring.
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I recently pulled yet another Issue4 character out of mothballs and starting leveling him - currently at level 44 and working on his final build.
This is based on a build from another post which I can't currently find.
A few questions: For a regen scrapper, is it better to have higher Melee defense instead of S/L? If so, I could replace the Kinetic combats with Touch of Death. Also wondering if Stamina is underslotted, or if the fully slotted Quick Recovery will be sufficient.
I'd like to have better across the board positional defense, but cant find a way. I'd also love to fit "Fly" into the build since I don't much care for SJ, if possible without giving up too much.
As far as the Alpha slot - would you go for recharge or endurance?
Thanks.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Hero Profile:
Level 1: Storm Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5), HO:Nucle(5)
Level 1: Fast Healing -- Heal-I:50(A), RgnTis-Regen+:30(11)
Level 2: Cobra Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), HO:Nucle(9)
Level 4: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(11), P'Shift-EndMod/Acc/Rchg:50(17), P'Shift-Acc/Rchg:50(17), P'Shift-EndMod/Acc:50(23), P'Shift-End%:50(37)
Level 6: Super Speed -- Clrty-Stlth:50(A)
Level 8: Crane Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(15), HO:Nucle(15)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 12: Super Jump -- Zephyr-ResKB:50(A)
Level 14: Reconstruction -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(23), Dct'dW-Heal/EndRdx/Rchg:50(25), Dct'dW-Heal:50(25), Dct'dW-EndRdx/Rchg:50(31)
Level 16: Dull Pain -- Mrcl-Heal/EndRdx:40(A), Mrcl-EndRdx/Rchg:40(31), Mrcl-Heal/Rchg:40(33), Mrcl-Heal/EndRdx/Rchg:40(33), Mrcl-Heal:40(33)
Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg:35(A), T'Death-Dmg/EndRdx:35(19), T'Death-Dmg/Rchg:35(19), T'Death-Acc/Dmg/EndRdx:35(21), T'Death-Dmg/EndRdx/Rchg:40(21), T'Death-Dam%:40(46)
Level 20: Focus Chi -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 22: Integration -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(34), Numna-Heal/Rchg:50(34), Numna-Heal/EndRdx/Rchg:50(34), Numna-Heal:50(37), Numna-Regen/Rcvry+:50(39)
Level 24: Resilience -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(50)
Level 26: Dragon's Tail -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(27), Erad-Dmg/Rchg:30(27), Erad-Acc/Dmg/Rchg:30(29), Erad-Acc/Dmg/EndRdx/Rchg:30(29), Erad-%Dam:30(31)
Level 28: Instant Healing -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal:50(39), Dct'dW-Heal/Rchg:50(39), Dct'dW-Heal/EndRdx/Rchg:50(40), Dct'dW-EndRdx/Rchg:50(40)
Level 30: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx:50(42)
Level 32: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(42), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-Rchg/EndRdx:50(43), GSFC-ToHit/EndRdx:50(43), GSFC-Build%:50(43)
Level 35: Eagles Claw -- T'Death-Acc/Dmg:35(A), T'Death-Dmg/EndRdx:35(36), T'Death-Dmg/Rchg:35(36), T'Death-Acc/Dmg/EndRdx:35(36), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(48)
Level 38: Kick -- Empty(A)
Level 41: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(45), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45)
Level 44: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(46), LkGmblr-Def/EndRdx:50(46)
Level 47: Moment of Glory -- LkGmblr-Rchg+:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Heal-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A)
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Sigh, another flavor of MA. I'm still awaiting my Staff melee set.
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Clear as mud how you get to tier 9. Pay?
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I wouldnt judge any set on its performance without getting at least into the mid 30s. Invuln is a very solid set with only one hole ( psionic ), which can easily be remedied by using purples.
I've never played invuln on a scrap, but my invuln tanker is very sturdy against most content. -
I guess I'll try out a Bane, and followup with a Claws Stalker. Thanks for the suggestions.
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I have a dark/dark corrupter that's been gathering dust for a while. Just wondering what the difference will be playwise other than one gets scourge and the other doesnt?
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For my plant troller:
Circle of Thorns- an area of massive thorny branches erupts from the ground causing heavy damage combined with a DOT.
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I was just watching a little bit of "Aliens vs Predators", and thought it would be an interesting concept to create a Predator type alien in-game.
SOA seems to be the best fit, but having never played one, I'm not sure which flavor to select. The Predator in-game appeared to have a mix of ranged energy blasts and melee attacks, and good durability.
Which branch do you think would be the closest, Crab or Bane?
If I decided to go Crab, is is possible to have the Crab attacks without the spider legs actually being visible? (I'd really love to have that shoulder mounted weapon ) Are you stuck with the SOA armor, or can you pick from regular costume options? -
It would probably get boring after a while, if it turns out to be the same scenario every time. So, a few more scenarios:
1. The goal is to defeat the end-boss. As your fighting him, you are hit with wave after wave of ambushes. ( Survivor )
2. The goal is to rescue someone. When you rescue him - halfway back he turns on you and again you are ambushed.
3. Any goal - you are hit with random ambushes throughout the mission. Even better would be new maps with sliding secret doors and/or trapdoors where ambushes pop out. I've never been a fan of current ambushes where you can hear them coming from a mile away. I'd even like maps where you fall through trap doors into another level or into a jail cell.
4. Wouldnt hurt to occasionally have a surprise appearance by a well known AV, such as Nemesis. EB level of course. -
I'm currently leveling a Spines/WP - still running on SOs and working on my level 50 build. The biggest issue I have right now is against hard targets - bosses, EBs, AVs. He just doesnt have the ability to take spike damage.
Would appreciate any help making him more survivable (while still maintaining a high level of dps) Like most of my toons, he's intended for endgame content - trials, Hami raids, TFs, etc. Not pvp.
Work in progress:
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Willpower
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: Barb Swipe -- Mako-Acc/Dmg:40(A), Mako-Dmg/EndRdx:40(3), Mako-Dmg/Rchg:40(3), Mako-Acc/EndRdx/Rchg:40(5), Mako-Acc/Dmg/EndRdx/Rchg:40(5), Mako-Dam%:40(7)
Level 1: High Pain Tolerance -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9)
Level 2: Lunge -- Mako-Acc/Dmg:35(A), Mako-Dmg/EndRdx:35(11), Mako-Dmg/Rchg:35(11), Mako-Acc/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:30(13), Mako-Dam%:30(15)
Level 4: Spine Burst -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(15), Oblit-Dmg/Rchg:50(17), Oblit-Acc/Dmg/Rchg:50(17), Oblit-Acc/Dmg/EndRdx/Rchg:50(19), Oblit-%Dam:50(19)
Level 6: Mind Over Body -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(21), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-EndRdx:40(46)
Level 8: Fast Healing -- Numna-Heal:50(A), Numna-Heal/Rchg:50(27), Numna-Heal/EndRdx/Rchg:50(27), Numna-Heal/EndRdx:50(42)
Level 10: Fly -- Flight-I:50(A)
Level 12: Hasten -- RechRdx-I:50(A)
Level 14: Super Speed -- EndRdx-I:50(A)
Level 16: Impale -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(23), Thundr-Dmg/Rchg:50(25), Thundr-Acc/Dmg/EndRdx:50(25)
Level 18: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(29), GSFC-ToHit/Rchg/EndRdx:50(29), GSFC-Rchg/EndRdx:50(31), GSFC-Build%:50(31), GSFC-ToHit/EndRdx:50(31)
Level 20: Quills -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/Rchg:50(33), M'Strk-Dmg/EndRdx:50(33), M'Strk-Acc/EndRdx:50(33), M'Strk-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(34)
Level 22: Kick -- Empty(A)
Level 24: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(34), RctvArm-ResDam/Rchg:40(36), RctvArm-ResDam/EndRdx/Rchg:40(36), S'fstPrt-ResDam/Def+:30(37)
Level 26: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(36), LkGmblr-Rchg+:50(37), LkGmblr-Def/Rchg:50(37)
Level 28: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def:50(40)
Level 30: Rise to the Challenge -- Heal-I:50(A)
Level 32: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(40)
Level 35: Heightened Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx:50(43), LkGmblr-Def/Rchg:50(43)
Level 38: Ripper -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(45), Sciroc-Dmg/Rchg:50(45), Sciroc-Acc/Dmg/EndRdx:50(45), Sciroc-Dam%:50(46)
Level 41: Throw Spines -- Posi-Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(42), Posi-Dmg/Rchg:50(42), Posi-Acc/Dmg/EndRdx:50(43), Posi-Dam%:50(46)
Level 44: Strength of Will -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(48), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48)
Level 47: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(50), LkGmblr-Def/EndRdx:50(50), LkGmblr-Def/EndRdx/Rchg:50(50)
Level 49: Hover -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(39), Mrcl-Rcvry+:40(39)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A)
Level 4: Ninja Run
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Quote:Nope, but just read the wiki page - seems to be limited to:Have you not heard about Null the Gull?
You not having heard about Null the Gull is the only reason I can think of for this to be the second request instead of the first.
Speed Boost, Increase Density, Inertial Reduction, Enforced Morale, Accelerate Metabolism, Group Fly/Group Energy Flight/Team Teleport,
and Mystic Fortune.
A good start but my suggestion would be a bit more global. Also, dont see anything about just not showing the graphical portion while accepting the actual buff. -
-- First request, the ability to completely dismiss a buff.
With the change of several buffs to PBAE ( like SB ), some people may want to dismiss the effects. In certain maps, especially caves, SB can be a annoyance.
-- Second request, the ability to turn off graphical effects from buffs.
I know in the last 3 costume contests in AP I've been involved in, Ice Armor griefing has been occurring. Also, I have several characters where the self buffs are nice, but thematically I could do without the graphical effect.
This could either be a global setting under options OR preferrably a per-power option.
Yes, some powersets have a minimal option - but this needs to be expanded to epic power sets as well. At a minimum, allow me to turn off the graphical effect on demand. -
1. Melee - Staff
2. Blaster - Old West Rifle set
3. Controller - Water Control
4. Blaster - Ephereal Magic
Some explanation for this one. In traditional Sword/Sorcery novels, Gandalf type characters usually have magical sparkly type spells that they cast. I want something that just screams "MAGIC". Note: I also want a full-blown wizard beard, very long hair, long pointy hat, and a wizard robe to go with it.
5. Melee Defense - Transformer
I want mechanical armor parts to appear on the person's body as various defense toggles are turned on. Don't care if its "auto" themed or whatever, as long as it's mechanical in nature. I'd have the set be mostly defensive in nature instead of resist.
6. Melee - Spear
Seriously, they gave us a Zulu type shield, but no spear to go with it?
7. Blaster - Spear Chucking
Yep, blasters get into the spear business also.