Hercules

P.E.R.C. Representative
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  1. Quote:
    Originally Posted by TheBruteSquad View Post
    For 25 to 50 dollars that powerset's tier 9 had BETTER be the "I-Win Button." That's more than an expansion pack.
    Powersets had better not be purchasable, that's taking things a bit too far.
  2. Quote:
    400........$5.00......................Signature Stories
    (NOTE: VIPs GET SIGNATURE STORIES FOR FREE, AS PART OF VIP STATUS)
    So are these signature stories similar to the guild wars epic stories where you play another character, or do you play as yourself?
  3. I also have an old BS/DA who has been been gathering dust for quite a while - he still has an old pre inherent fitness build. I've been trying to rework the build for more defense, and struggling...
    Three points:
    1. I have to have Cloak of Fear for the character concept, so took that instead of OG. This may change depending on what the new "ghost" aura looks like.
    2. I've never been that impressed with death shroud, most things are dead long before the minor DOT does that much damage.
    3. I have the cardiac alpha and probably will take the Ageless incarnate set,
    so endurance will not be an issue.

    I'd appreciate any suggestions.

    What I've come up with so far. Still a 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: Broad Sword
    Secondary Power Set: Dark Armor
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- Mako-Acc/EndRdx/Rchg:40(A), Mako-Acc/Dmg/EndRdx/Rchg:40(3), Mako-Dam%:40(3), Mako-Acc/Dmg:40(7), Mako-Dmg/EndRdx:40(7), Mako-Dmg/Rchg:40(11)
    Level 1: Dark Embrace -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(13), RctvArm-ResDam/EndRdx/Rchg:40(13), RctvArm-ResDam/Rchg:40(46)
    Level 2: Slice -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(5), Sciroc-Dmg/Rchg:50(5), Sciroc-Acc/Rchg:50(9), Sciroc-Acc/Dmg/EndRdx:50(9), Sciroc-Dam%:50(11)
    Level 4: Murky Cloud -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(42), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42)
    Level 6: Fly -- Zephyr-Travel:50(A)
    Level 8: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(21), GSFC-ToHit/Rchg/EndRdx:50(21), GSFC-Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:50(37), GSFC-Build%:50(37)
    Level 10: Hasten -- RechRdx(A)
    Level 12: Obsidian Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(25), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam/Rchg:40(36)
    Level 14: Parry -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(15), RedFtn-EndRdx/Rchg:50(15), RedFtn-Def/EndRdx/Rchg:50(17), RedFtn-Def:50(17), RedFtn-EndRdx:50(36)
    Level 16: Dark Regeneration -- Sciroc-Acc/Rchg:50(A), Sciroc-Acc/Dmg/EndRdx:50(45), Sciroc-Dmg/Rchg:50(45), Sciroc-Dmg/EndRdx:50(45), Sciroc-Acc/Dmg:50(46)
    Level 18: Whirling Sword -- Sciroc-Dmg/EndRdx:50(A), Sciroc-Dmg/Rchg:50(19), Sciroc-Acc/Dmg:50(19), Sciroc-Dam%:50(23), Sciroc-Acc/Dmg/EndRdx:50(23)
    Level 20: Cloak of Darkness -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(43), LkGmblr-Rchg+:50(48), LkGmblr-Def/EndRdx/Rchg:50(48)
    Level 22: Kick -- Empty(A)
    Level 24: Tough -- Aegis-ResDam/Rchg:50(A), Aegis-ResDam/EndRdx:50(34), Aegis-ResDam:50(40), S'fstPrt-ResKB:30(43), S'fstPrt-ResDam/Def+:30(43)
    Level 26: Disembowel -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(27), Mako-Dmg/Rchg:50(27), Mako-Acc/EndRdx/Rchg:50(29), Mako-Acc/Dmg/EndRdx/Rchg:50(29), Mako-Dam%:50(31)
    Level 28: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Rchg+:50(31)
    Level 30: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(50), LkGmblr-Def/EndRdx/Rchg:50(50)
    Level 32: Head Splitter -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
    Level 35: Super Speed -- EndRdx-I:50(A)
    Level 38: Cloak of Fear -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(39), SipInsght-Acc/Rchg:50(39), SipInsght-ToHitDeb/EndRdx/Rchg:50(39), SipInsght-Acc/EndRdx/Rchg:50(40), SipInsght-%ToHit:50(40)
    Level 41: Super Jump -- Zephyr-ResKB:50(A)
    Level 44: Conserve Power -- RechRdx-I:50(A)
    Level 47: Physical Perfection -- EndMod-I:50(A)
    Level 49: Soul Transfer -- Oblit-%Dam:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(46)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(36), EndMod(48), EndMod(50)
    Level 4: Ninja Run



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  4. Hmmm, a Fire/Time Control troller.

    Doesnt Time Fry when you're having fun?
  5. Thanks, some good ideas in there. I hate giving up fly - those temp powers tend to expire at some awkward moments.
  6. I'm leveling up a Mace/SD Brute - currently at level 42. I've been playing around with Mids trying to come up with a decent final build, and need some help.
    I'm looking for a balance between damage and survivability, and plan to primarily use him on Trials/TFs. I've been having endurance issues and plan to take both the Cardiac and Ageless incarnate powers.

    What I have so far:

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Brute
    Primary Power Set: War Mace
    Secondary Power Set: Shield Defense
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Bash -- T'Death-Dmg/EndRdx:35(A), T'Death-Dmg/Rchg:35(3), T'Death-Acc/Dmg:40(3), T'Death-Acc/Dmg/EndRdx:40(5), T'Death-Dmg/EndRdx/Rchg:40(5), T'Death-Dam%:40(7)
    Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(17), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Rchg+:50(19)
    Level 2: Pulverize -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(7), T'Death-Dmg/Rchg:40(9), T'Death-Acc/Dmg/EndRdx:40(9), T'Death-Dmg/EndRdx/Rchg:40(11), T'Death-Dam%:40(11)
    Level 4: Jawbreaker -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(13), Mako-Dmg/Rchg:50(13), Mako-Acc/EndRdx/Rchg:50(15), Mako-Acc/Dmg/EndRdx/Rchg:50(15), Mako-Dam%:50(17)
    Level 6: Fly -- Zephyr-ResKB:50(A)
    Level 8: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(21), LkGmblr-Def/EndRdx/Rchg:50(21), LkGmblr-Rchg+:50(23)
    Level 10: Clobber -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(25), P'ngS'Fest-Dmg/EndRdx:30(27), P'ngS'Fest-Dmg/Rchg:30(27)
    Level 12: True Grit -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(29), Numna-Heal/Rchg:50(29), Numna-Heal/EndRdx/Rchg:50(31), Numna-Heal:50(31), Numna-Regen/Rcvry+:50(31)
    Level 14: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(45), GSFC-ToHit/Rchg/EndRdx:50(46), GSFC-Rchg/EndRdx:50(46), GSFC-ToHit/EndRdx:50(46), GSFC-Build%:50(48)
    Level 16: Hasten -- RechRdx(A)
    Level 18: Super Speed -- EndRdx(A)
    Level 20: Whirling Mace -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
    Level 22: Active Defense -- HO:Membr(A)
    Level 24: Against All Odds -- RechRdx(A)
    Level 26: Shatter -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(34), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-%Dam:50(37)
    Level 28: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
    Level 30: Kick -- Empty(A)
    Level 32: Crowd Control -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(37), M'Strk-Dmg/Rchg:50(37), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(39), M'Strk-Dmg/EndRdx/Rchg:50(39)
    Level 35: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(40), RctvArm-ResDam/EndRdx/Rchg:40(40), RctvArm-EndRdx:40(40)
    Level 38: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(42), Oblit-Dmg/Rchg:50(42), Oblit-Acc/Dmg/Rchg:50(42), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-%Dam:50(43)
    Level 41: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(43), LkGmblr-Def/EndRdx/Rchg:50(45), LkGmblr-Rchg+:50(45)
    Level 44: One with the Shield -- S'fstPrt-ResKB:30(A)
    Level 47: Superior Conditioning -- EndMod(A)
    Level 49: Physical Perfection -- EndMod(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- EndRdx(A)
    Level 2: Rest -- RechRdx(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(48), P'Shift-EndMod/Acc/Rchg:50(48), P'Shift-Acc/Rchg:50(50), P'Shift-EndMod/Acc:50(50), P'Shift-End%:50(50)



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    Thanks!
  7. Quote:
    Originally Posted by Deus_Otiosus View Post
    This is funny, because Freedom as of right now is the server most voted to be rude, arrogant and impatient.

    So if this is your chosen server (Its where I play) I doubt you will notice much of a difference from the F2P population.




    Curious if you think its ok to gate Costumes, Emotes & Auras behind incarnate content.
    In comparison to GW, Freedom is tame stuff. The maturity level, on the whole, has been much better in this game than most other games I've played ( EQ, GW, WoW, DAOC )

    As far as gating costumes,etc. behind incarnate content, that wouldn't have been my design choice, but they're already well down that road so I'm not worrying about it.

    I hope they think long and hard about this before disrupting existing communities with a huge influx of F2P players.
  8. The only other F2P game I've tried is Guild Wars. Based on the type of player you typically found in that game (rude, arrogant, impatient), I'm not looking forward to this.

    I really, really wish they'd make the Freedom server a VIP only server.
    Or better yet, make mirror images of all the current servers, the original copies remain VIP, the mirrors are open to everyone.

    Sounds like they're making the veteran rewards purchasable ... which I dont approve of. Just like I didnt approve of them giving out the pre-order special sprint powers as vet powers.
  9. I like the feathery short cape on the current Swan, I wouldnt touch that. The costume and hair could use some changes though. She definitely needs to be rendered at high res. Also, her skin needs to be darkened just a bit, so that her white costume has more contrast.
  10. This is the one TF that I really despise - basically because the most "efficient" way to complete the TF is to fail missions. 90% of the LGTF's are speed, and this is the way it's done.

    From my perspective:
    1. I hate failing missions.
    2. It's not very heroic to purposefully let people die.

    Suggestion:
    - Make Penny Yin a "non-follow" captive. You rescue her, she's rescued and goes on her merry way. Then you fight the clockwork king, end of mission.

    - Either make Infernia/Glacia "non-follow" captives, or make their deaths irrelevant. I think you should have to defeat the end-boss ( Dra-gon ).

    Yes, I'm sure the TF speeders will disagree with the 2nd item, but a stealth TP to the end boss with a smackdown shouldnt take more than an extra couple minutes.
  11. Quote:
    Originally Posted by Quinch View Post
    Strictly speaking, that's not true - spiders and jaegers don't use bipedal skeletons, nor does Lusca. On the other hand, they also have a very limited palette of animations, so your point is still valid.
    They do have Hamidon ... seems like they could tweak that a bit to make something similar, although I'd prefer something that actually moves.
  12. http://en.wikipedia.org/wiki/File:Pa...%28film%29.jpg

    As is, everything is a bipedal humanoid. Seems like they could take the tech they use to animate the hydra tentacles and do something similar. At least, I hope they would do something like this for the end encounter of "the coming storm".
  13. My take on Psyche:





    The new Luminary:

  14. They should just have an option to either display "classic" colored names or the new multi-color scheme.

    Let me turn it off if I want to have standardized color names in my GUI.
  15. This is a concept which I hope SOME online game will implement at some point. As things stand, a trial/TF/dungeon is a linear story. You do task1, task2, task3 ... the end. You win.

    What I'd like to see are branching story lines with up to 4 or 8 outcomes.

    Example:


    1. You start the Lambda

    2. 1 of 2 random events occurs - which branches out into 2 alternate storylines.

    2.a You start task A.
    At some point, you make a choice. Based on this choice, you can do task 2.a.a or task 2.a.b.

    2.a.a. You perform your 3rd task.
    2.a.b. You perform your 3rd alternate task.

    2.b You start task B.

    and so on.


    The devs could start out small and perhaps have 4 possible outcomes for a trial. If it works well, they could branch out into perhaps 8 or 16 outcomes.

    Again, some branching could be through random events, others are based on your actions, success/failures, or choices.

    This would alleviate some of the "grinding" aspect of the trials, if you never knew going in which exact storyline you would encounter.

    I would be really nice if this could be expanded to mission architect, but that's another topic.
  16. Hercules

    Coming Storm?

    I seriously hope they dont turn GC into a hazard zone. It's my preferred zone for starting out a new hero - much quieter than AP and easier to get around in without travel powers.
  17. So, we're supposed to clean up Galaxy City - we definitely wouldn't want messy streets when those meteors hit.


    I can see it now, glowie trash piles all over GC. You get the "Mr. Clean" badge after you've picked up 1000 pieces of garbage.
  18. Purple drops are random. Proximity, damage, killing blow, etc. have nothing to do with it. Although, they jury is still out IMO on how pets affect the drop rate.

    The key to getting purples is killing lots of mobs, so running solo, with bosses on, at +0x8 is the best methodology. ( you can do -1x8 for speed, but then you lose out on level 50 orange recipes )

    The comment about Tankers getting all the drops.... definitely deserves a facepalm. I dont think my INV/SS has ever gotten a purple drop.
  19. Personally, I'd never take a secondary without some kind of buildup, unless the primary already has one.

    So my AR/DEV became AR/Fire.

    Go with whatever fits your concept, almost anything can be made to work.
  20. Quote:
    Originally Posted by Beastyle View Post
    There's some great stuff in here, guys! Be sure to post some of these on Facebook and tag them with "City of Heroes"; we'll pick one image and give away a Party Pack!
    That's cool, but would be better to pick from this thread, as not everyone has a facebook account.
  21. Hercules

    Thanks, Devs!

    Ugh, that is pretty disgusting. Have you tried the ribs pattern yet?
  22. Quote:
    Originally Posted by DMystic View Post
    As the others have said this game doesn't account for facing.

    Now for your experience,

    During the gathering phase of Lambda, each object triggers an ambush.

    Since Lambda is uses a mix of IDF and Warworks "Victoria" Mark IVs can spawn.

    Vicky's(as they're commonly called) have a stealth power that enables them to get a critical hit similar to Stalkers.

    Due to the layout of the area an ambush can come at you from behind. If said ambush includes a Vicky it's most likely stealthed. Since your backing away you become the closest target for an ambush. Vicky gets the crit on you, causing what appears to be an enhanced hit from behind.

    And Yes Vicky's use placate too.
    You may be right, but my perception is that the crit is from a ranged attack. I've been through the hall entrance a couple of times when this has occurred. But given the amount of lag in some trials, the amount of distance you think you've traveled vs what the server thinks may be two separate things.
  23. Not sure if this is a new issue or not, but it seems like I'm being penalized for retreating from combat. Hadn't really noticed this before, but it might be more pronounced due to having to constantly fight level 54 enemies in trials.

    For example, you finish taking out a box in the warehouse on a Lambda. You start to run towards a corridor when suddenly you get hit with a major crit and die. These crits appear to happen more frequently from behind vs facing the enemy.

    I've seen this kind of "feature" in other games, where the dev attitude appears to be "retreat and die", and frankly it annoys the heck out of me. Retreating from combat should not be penalized, especially not in a timed mission where the goal is to take out glowies and you cant waste time taking out all the mobs.

    Anyone else noticed this?
  24. Hercules

    Click Fail

    I've noticed this a lot on trials. You get hit for major damage by a mob - click click click click on a green insp.

    Nothing happens.

    Bam, you're dead.

    I really wish they would focus on performance for a couple issues instead of more incarnate stuff. Lag is killing the game...
  25. Well, the game already has witches ( Cabal ).

    If you choose blaster, I'd go electric as primary, and anything but devices as secondary.

    If you choose defender, Storm/Electric or Cold/Electric would be the closest to Cabal you could get.
    Then again you could go corrupter and switch those around for a little more offense.

    However, if I were to ignore the Cabal, I'd probably go Dark/Storm corrupter.