Hercules

P.E.R.C. Representative
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  1. Quote:
    Originally Posted by Quinch View Post
    2: Talking to the detective yields you a new story contact, if available. I wouldn't mind having the runaround removed, but only if the new contact mechanic remains.
    Normal contacts don't require you to show in person to choose a new contact, so I don't think that would be an issue if they chose to implement this.

    Quote:
    3: Pick a mission at random. Then abandon it. That will repopulate the radio list.
    Thanks. I'll try it out.
  2. MIght as well just remove the kick feature then, people will stop using it if it ends up punishing the player who originated it.

    I personally havent see it used that much, and usually for afk people, so I have to vote no on this suggestion.
  3. 1. After I've completed my first bank mission for a Detective, please dont make me travel all the way across the zone to get subsequent bank missions.
    Can't tell you how many times I've done radios in PI where I'm in the vicinity of the police wagon, I have to travel across the zone to the Detective, than back across the zone to the wagon. Somewhat annoying.

    2. Remove the "return to contact" option after completing a bank mission. It serves no useful purpose since radio missions are already available after completion. Wouldnt hurt my feelings to be congratulated over the phone vs in-person.

    3. Allow a "re-roll" of radio missions if I dont like the current options. Sometimes I just feel like rolling against a particular villain group, and I'll get nothng but CoT and Arachnos, for example.

    4. Provide more villain group options in PI. Freakshow and Praetorian for starters.

    5. Provide more than one bank mission, with different villain groups and goals.
  4. #4 I agree with. Unresistable attacks are a cheap gimmick that totally make
    your build irrelevant, regardless how much you've put into it.

    The first 3 can be handled by proper slotting, or bringing the correct inspirations. Cutting short animations would dumb down the game, and remove a bit of strategy.
  5. Quote:
    Originally Posted by Lothic View Post
    Yep this one was such a "no brainer" that the Devs already gave us something like that.
    Obviously the Devs thought that combination in one single power was too powerful so I doubt we're going to get anything better.
    I have both flight and SS on a number of toons - definitely not overpowered, since they're mutually exclusive.
    I'm not proposing that the SS component speed up flight, just that it have a toggle similar to dual pistol's "modes".

    Freeing up a slot to use on something else would be nice.
  6. Hercules

    Challenge Trials

    Your alternative of adding this to AE is a good one, let the players test each other's skills. It would need two new features:
    A. Saved times/Player names
    B. Some kind of player awarded "Badge" when you break the record.

    The only real issue with this is, if I as the creator of the mission decide I dont care for someone being on the list, I can easily unpublish and republish, essentially wiping out the current times. Of course - do this often enough, people will stop playing your missions.


    Short answer to most of your objections:
    I have no problem with players using any power. The caveat I added about not using "resurrect" in survivor was just this - you didn't survive, you died.
    Vet powers? Fully IOed toons vs SO toon? The IOed toon should win, period. That's the whole point - testing my build vs other characters.
    If someone doesnt have the time or desire to fully outfit their toon, sorry, no sympathy.
  7. Hercules

    Challenge Trials

    We've always had people in the game competing for best time for doing specific trials, or posting about how long it takes them to clear out a specific AE farm map using their uber farm build. ( I sometimes have a hard time figuring out if their posted build is as great as they claim )

    So, how about challenge trials, so that it can be recorded in-game...

    I'd propose several specific types:

    1. Speed Trial - something like an ITF with 4-5 missions, with varying goals. The goals and enemies should be varied enough so that specific team builds ( i.e. all melee ) do not have an advantage over a balanced team with mixed archtypes. Top 10 times would be recorded along with the team members' names.

    2. Clear Map ( Team ) - the mission settings would allow you to specify the damage type for the mobs ( fire, ice, energy, mixed, etc. ) - and top 10 times for each damage type would be recorded.

    3. Clear Map ( Solo ).

    4. Survivor ( Team ) - the team is placed in an arena ( similar to the summer event ) - and ambushes keep coming at them with increasing numbers, frequency, and levels until the team is wiped. Resurrect powers disabled. Top 10 survival times recorded.

    5. Survivor ( Solo ).

    Rewards: After a minimum of 10 scores have been recorded, I'd award a badge for achieving the top score. Perhaps a small number of reward merits for a top 3 score, with a 20 hour timeout before you can receive the award again.

    Restrictions - for the group trials, you would need a restriction of perhaps +/-5 levels from the group leader to prevent power leveling abuse. Not sure if I'd want to totally restrict this to level 50s, but it's a possibility. The drop rate might need to be restricted as well, especially on the survivor trials.
  8. I have a dark/dark recently leveled up to 50 - he needs to be slotted out.

    I've seen dark defenders a couple of times on Lambdas able to root Marauder in place with stacking tar patches. Makes for a nice short SLAM when you dont have to chase the guy all over the place.

    How much recharge is needed to accomplish this, and how many stacks?
  9. I have a number of characters where I just cant fit flight into the build & I end up getting the temp power Raptor Pack as my travel power.

    However... the raptor/rocket pack just doesnt fit the concept on a number of my toons - especially the magic origin ones.

    So, how about an alternative? A magical flight necklace, or an anti-gravity belt. Something a little more subtle and less obtrusive.
  10. Sounds like a good idea on the surface, but just to play devil's advocate...

    1. As a Dev, 99% of the development spent on AE since its inception has been to stomp out farmer exploits. Now, I'm going to open it up even more?

    2. As a farm map creater - hmmm. Now, I have even more fire attacks to choose from. And I can make a mob with zero defenses balanced out with these extra attacks ( or a weaker combination of defensive powers), probably without penalty to the xp/ticket level.

    3. Back to the dev side - now I have to tweak the code that determines the amount of xp/tickets per custom critter. Probably becomes much more complex.

    The devs are going to say - is this worth the headache of going back and closing down all the loopholes found by farmers in the new open system?

    Note: I am a ticket farmer myself. Got nothing against farming, especially given the drop rates have been nerfed to heck.
  11. Quote:
    Originally Posted by Rigel_Kent View Post
    Very cool idea, and I do think a Wind Blast set will make its way into the game at some point in the future. Just make sure to build around existing and likely future Wind ******* powers, so as not to cause namespace collisions or too much duplicated functionality. The names of the following two powers, in particular, are problematic.
    While an air blast set would be cool, I'd prefer to keep this set focused on tornados, so some revisions to avoid naming conflicts:

    1. Funnel Blast - ranged minor damage ( cold, slows enemy )
    2. Blistering Wind - ranged moderate damage ( energy, foe knockdown )
    3. Dust Devils - targeted AOE ( cold, slows enemy ) -
    graphical effect would be of a number of mini-tornados swirling around the target.
    4. Tornadic Form ( +Dmg, +Acc, + Speed ) - slight increase to damage, accuracy, and travel speed. Legs temporarily turn into a tornado. ( duration 30 secs )
    5. Tornado Bolt, Ranged Snipe - superior damage. ( graphical effect would be dual tornados eminating from both hands going horizontally to the target ).
    6. Sand Storm - short range cone, moderate damage. ( foe disorient ) ( graphical effect would be of a wall of dust - like a desert storm. Small dust 1devils interspersed inside the cloud of dust. ).
    7. Dual Funnels - ranged high damage. Double funnels eminating from the hands - to the target. ( enemy slow )
    8. Cyclone - ranged AOE ( moderate damage, knockdown ). Similar in appearance to the water set's whirlpool.
    9. Finger of God ( or just F5 ) - superior damage PBAOE or targeted AOE. ( huge tornado with emanating electrical bolts ).
  12. Quote:
    Originally Posted by Tenjoy View Post
    I'm not sure whether Air Blast is a good idea for a powerset.

    You know, we already have a powerset that could be called Air Blast: Sonic Attack. (Sound is just motion in the air, after all.) In order for Air Blast to be a different powerset, maybe it should rather be Weather Blast, or something like that?

    10joy
    Ok, we'll go with Tornado. But Weather would be a good alternate name.
  13. I remember this old-time DC comic book character called the Red Tornado.
    Really cool powerset - tornado's eminating from his hands, etc.
    Would be really nice to have something like that in this game, we already have Storm Summoning, so some of the graphical effects already exist.

    Powers:

    1. Air Blast - ranged minor damage ( cold, slows enemy )
    2. Wind Gale - ranged moderate damage ( energy, foe knockdown )
    3. Dust Devils - targeted AOE ( energy, slows enemy ) -
    graphical effect would be of a number of mini-tornados swirling around the target.
    4. Tornadic Form ( +Dmg, +Acc, + Speed ) - slight increase to damage, accuracy, and travel speed. Legs temporarily turn into a tornado. ( duration 30 secs )
    5. Tornado Bolt, Ranged Snipe - superior damage. ( graphical effect would be dual tornados eminating from both hands going horizontally to the target ).
    6. Sand Storm - short range cone, moderate damage. ( foe disorient )
    ( graphical effect would be of a wall of dust - like a desert storm ).
    7. Water Spout - ranged high damage. Double water spouts eminating from the hands - to the target. ( enemy slow )
    8. Down Draft - ranged AOE ( moderate damage ).
    9. Cyclone - superior damage PBAOE. ( graphical effect would be similar to hurricane, but would have a short duration ).

    Effects could be varied from what I've specified. I know most sets concentrate on just 1 effect, such as slow or knockback. I'm not picky in that regard.

    Edit:
    Guess I should have put this in the suggestions/ideas forum. My bad.
  14. I would prefer this NOT be just energy whips ... I had in mind an Indiana Jones type character - not Desdemona.

    I also dont care for these new mechanics, where you have to build up "points" for powers to be fully effective. Personally, I'd rather have 1-2 combos, do power X first, then power Y has an extra effect. Like martial arts, where one power gives a greater chance for subsequent powers to critical. Or the 1-2 combo in dual blades.
    So, yes to taunt and buildup, no to the "Power of" whatever.
  15. I believe some people spam incandescense precisely because it annoys other people. You'll find these jerks in almost any online game.

    I was in a BAF today, where two people were alternating...
  16. Replaced the Oblit set with Eradication, the HO with a recharge, and one of the KBs in "One with the Shield" with a GA +3%. Still a bit short on Melee without stealth on.

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Star Spangled Shield: Level 50 Technology Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Shield Defense
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(5), T'Death-Dmg/EndRdx/Rchg:40(5), T'Death-Dam%:40(7)
    Level 1: Deflection -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(7), Aegis-ResDam/EndRdx/Rchg:50(9), LkGmblr-Def:50(9), LkGmblr-Def/EndRdx:50(11), LkGmblr-Rchg+:50(11)
    Level 2: Cobra Strike -- 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 4: Battle Agility -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(17), LkGmblr-Rchg+:50(19), Krma-ResKB:13(19)
    Level 6: Fly -- Zephyr-ResKB:50(A)
    Level 8: Crane Kick -- SScrappersS-Acc/Dmg:50(A), SScrappersS-Dmg/Rchg:50(21), SScrappersS-Rchg/+Crit:50(21), SScrappersS-Acc/Dmg/Rchg:50(23), SScrappersS-Acc/Dmg/EndRdx/Rchg:50(23), OvForce-Dam/KB:50(25)
    Level 10: True Grit -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(25), Numna-EndRdx/Rchg:50(27), Numna-Heal:50(27), Numna-Regen/Rcvry+:50(29), Numna-Heal/EndRdx/Rchg:50(29)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
    Level 14: Super Speed -- EndRdx-I:50(A)
    Level 16: Active Defense -- RechRdx-I:50(A)
    Level 18: Focus Chi -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(31), GSFC-ToHit/Rchg/EndRdx:50(33), GSFC-Rchg/EndRdx:50(33), GSFC-ToHit/EndRdx:50(33), GSFC-Build%:50(34)
    Level 20: Crippling Axe Kick -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(34), Mako-Dmg/Rchg:50(34), Mako-Acc/EndRdx/Rchg:50(36), Mako-Acc/Dmg/EndRdx/Rchg:50(36), Mako-Dam%:50(36)
    Level 22: Kick -- Empty(A)
    Level 24: Tough -- Aegis-EndRdx/Rchg:50(A), Aegis-ResDam/Rchg:50(37), Aegis-ResDam/EndRdx/Rchg:50(37), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam:50(39)
    Level 26: Dragon's Tail -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(39), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(40), Erad-Acc/Dmg/EndRdx/Rchg:30(40), Erad-%Dam:30(40)
    Level 28: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Rchg+:50(42), LkGmblr-Def/EndRdx/Rchg:50(42)
    Level 30: Against All Odds -- RechRdx-I:50(A)
    Level 32: Eagles Claw -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(43), Hectmb-Acc/Dmg/Rchg:50(43), Hectmb-Dmg/EndRdx:50(43), Hectmb-Dam%:50(45), Hectmb-Acc/Rchg:50(45)
    Level 35: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(45), Oblit-Dmg/Rchg:50(46), Oblit-Acc/Dmg/Rchg:50(46), Oblit-Acc/Dmg/EndRdx/Rchg:50(46), Oblit-%Dam:50(48)
    Level 38: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Physical Perfection -- EndMod-I:50(A)
    Level 47: One with the Shield -- GA-3defTpProc:30(A)
    Level 49: Stealth -- LkGmblr-Rchg+:50(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Sprint -- EndRdx-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(48), P'Shift-Acc/Rchg:50(48), P'Shift-EndMod/Acc/Rchg:50(50), P'Shift-EndMod:50(50), P'Shift-EndMod/Rchg:50(50)
    Level 1: Critical Hit
    Level 1: Prestige Power Slide -- Empty(A)
    Level 4: Ninja Run
    ------------



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  17. Quote:
    Originally Posted by Sailboat View Post
    Couple of points tyhat jump out at me from casual perusal of the build:

    You're not soft-capped to AoE.
    Yeah, off by 2 percent. I'm thinking about slotting the +3% Def IO somewhere - just havent decided where yet.

    Quote:
    You're not soft-capped to any position if you turn Stealth off (not sure about when it is merely suppressed). Do you fight with Stealth on?
    Depends on what I'm fighting. Against an AV or EB, yes. Against normal mobs, no.

    Quote:
    You have 3 knockback protection IOs slotted. Shield doesn't need any additional -knb if you run Active Defense constantly, unless there's some reason specific to the iTrials I don't know about.
    I put them in there for Hami raids, back when they were popular. I have hasten on auto, and there are times I would forget to click AD in the heat of the battle. The KB Protection IOs were there to fill in the gaps - probably a bit overkill, and can be replaced with something else.

    Quote:
    Speaking of Active Defense, you have a Membrane Exposure HO in there, for 33% recharge bonus. I think they removed the effect Membranes had on Active Defense's DDR, so all it's giving you is 33% recharge -- you'd get over 42% from a lvl 50 common recharge IO.
    Hadnt heard that, guess I can pull that out of there and replace with a common recharge.

    Quote:
    That's really just tidbits and does not address your main point, sorry.
    Thanks for the response.
  18. Ok, though I had a pretty decent build... I'm at or near softcap with my positional defenses, T3 or T4 in all incarnate powers.

    However, I'm finding that turning on Against All Odds against any of the iTrial AVs is instant death. ( or running in a trial where none of the tanks or brutes are making any effort to hold aggro ) Marauder, Siege, any of them flatten me with just 1 hit - I'm not even talking about special attacks like Marauder's pile driver.
    No, I'm not a tank, but it would be nice to be able to take the occasional hit.

    Would appreciate any suggestions for toughening this up:


    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Shield Defense
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(5), T'Death-Dmg/EndRdx/Rchg:40(5), T'Death-Dam%:40(7)
    Level 1: Deflection -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(7), Aegis-ResDam/EndRdx/Rchg:50(9), LkGmblr-Def:50(9), LkGmblr-Def/EndRdx:50(11), LkGmblr-Rchg+:50(11)
    Level 2: Cobra Strike -- 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 4: Battle Agility -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(17), LkGmblr-Rchg+:50(19), Krma-ResKB:13(19)
    Level 6: Fly -- Zephyr-ResKB:50(A)
    Level 8: Crane Kick -- SScrappersS-Acc/Dmg:50(A), SScrappersS-Dmg/Rchg:50(21), SScrappersS-Rchg/+Crit:50(21), SScrappersS-Acc/Dmg/Rchg:50(23), SScrappersS-Acc/Dmg/EndRdx/Rchg:50(23), OvForce-Dam/KB:50(25)
    Level 10: True Grit -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(25), Numna-EndRdx/Rchg:50(27), Numna-Heal:50(27), Numna-Regen/Rcvry+:50(29), Numna-Heal/EndRdx/Rchg:50(29)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
    Level 14: Super Speed -- EndRdx-I:50(A)
    Level 16: Active Defense -- HO:Membr(A)
    Level 18: Focus Chi -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(31), GSFC-ToHit/Rchg/EndRdx:50(33), GSFC-Rchg/EndRdx:50(33), GSFC-ToHit/EndRdx:50(33), GSFC-Build%:50(34)
    Level 20: Crippling Axe Kick -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(34), Mako-Dmg/Rchg:50(34), Mako-Acc/EndRdx/Rchg:50(36), Mako-Acc/Dmg/EndRdx/Rchg:50(36), Mako-Dam%:50(36)
    Level 22: Kick -- Empty(A)
    Level 24: Tough -- Aegis-EndRdx/Rchg:50(A), Aegis-ResDam/Rchg:50(37), Aegis-ResDam/EndRdx/Rchg:50(37), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam:50(39)
    Level 26: Dragon's Tail -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
    Level 28: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Rchg+:50(42), LkGmblr-Def/EndRdx/Rchg:50(42)
    Level 30: Against All Odds -- RechRdx-I:50(A)
    Level 32: Eagles Claw -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(43), Hectmb-Acc/Dmg/Rchg:50(43), Hectmb-Dmg/EndRdx:50(43), Hectmb-Dam%:50(45), Hectmb-Acc/Rchg:50(45)
    Level 35: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(45), Oblit-Dmg/Rchg:50(46), Oblit-Acc/Dmg/Rchg:50(46), Oblit-Acc/Dmg/EndRdx/Rchg:50(46), Oblit-%Dam:50(48)
    Level 38: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
    Level 41: Conserve Power -- RechRdx-I:50(A)
    Level 44: Physical Perfection -- EndMod-I:50(A)
    Level 47: One with the Shield -- S'fstPrt-ResKB:30(A)
    Level 49: Stealth -- LkGmblr-Rchg+:50(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Sprint -- EndRdx-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 2: Swift -- Flight-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(48), P'Shift-Acc/Rchg:50(48), P'Shift-EndMod/Acc/Rchg:50(50), P'Shift-EndMod:50(50), P'Shift-EndMod/Rchg:50(50)
    Level 1: Critical Hit
    Level 1: Prestige Power Slide -- Empty(A)
    Level 4: Ninja Run
    ------------



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  19. Hercules

    Scrapper Love

    IMO these should be the next 2 sets:

    Whips Melee
    Nun-Chuks
  20. Quote:
    Originally Posted by Xzero45 View Post
    This. I've never had a problem dodging his, or anyone else's, special attacks. They give you a pretty big warning, and then usually three to five seconds later the attack triggers.
    Well, it usually happens when I click one of my slow animation attacks just as I get the warning for his attack. Followed by the 2-3 seconds of travel suppression. If you've gotten out of the way 100% of the time, good for you - guess I don't have your luck or reflexes.
  21. Quote:
    1 - Server synchronization issues. If too many people try to 'teleport' (which is what using the door is) to the same point at once someone inevitably ends up falling to respawn and falls through the map (even solo if the server hiccups you can do this. Happens fairly frequently in the Founders Fall safeguard leaving the bank).

    2 - Agreed

    3 - Synchronization.

    4 - Synchronization

    5 - Players in non pvp zones, sure, but it would be dumb to be able to walk through mobs. Also exploitable to an extent - you could stand inside the mob and it wouldn't be able to target you because of the way the game works (enemies target from the borders of their hit box - so do players).

    6 - Don't use travel powers in combat? Three out of four methods have non-suppressing alternatives (combat jumping, hover, and sprint). Hell, sprint's even given to you for free.

    7 - Design decision. Annoying, but understandable. Still, I'd love to see tankers get a special 'unresistable' resistance added to their inherent. Even 25% would be appreciated.

    8 - Been requested a million times. They'd have to redesign the way the game handles sounds and then design a way to interface with that. Not impossible, but not likely.

    9 - They thought of doing that, but people (justifiably) wanted to be able to switch abilities in trials and mission maps. Hence, global timer instead of map specific limitations.

    10 - Grabbing their crotch always works (its the center of their hit box). Paragon City's hiring policies could do with a review... (but agreed)
    1. Sounds like they implemented a hack instead of fixing the root cause.
    6. Yes, I can use sprint. But thats not quite fast enough to get out of range of a special attack like Marauder's or Tyrant's electrical field. Problem with Marauder's attack is that you have to get out of the way BEFORE he begins his animation. I've literally been 50 yards away using SS, and still hit by his attack. Wouldnt be an issue if we didnt have travel suppression.
    7. Yeah, I understand what they're trying to do - make trials more "difficult" to compete with games like WoW, but completely nullifying an archtype's
    primary power set isnt the way to go about it.
    9. ??? Dont understand how switching abilities in a trial has anything to do with creating a higher tier ability outside of mission.

    Another addition to the list:
    11. Fix trial league merges. Most people dont like forming leagues, because:
    A. It doesnt autofill teams from top to bottom as you invite people, you spend a lot of time moving people around.
    B. It doesnt preserve team composition when you enter the trial, even with the "lock teams" feature.
    C. It doesnt preserve the league leader position, even when the other people being merged are solo.
    D. You have to beg and plead sometimes to get the star back. Some people apparently dont read chat or just ignore you.

    New Logic:
    A. If merging two or more leagues on trial start, preserve the league leader of the largest league. 99.9% of the time, it's going to be 1 legitimate league, plus a few solo players. If necessary, remove the ability for non solo players to queue, if the number of players in their team/league doesnt meet the trial criteria.
    B. Remove the "lock team" button. Always preserve team composition from all leagues being merged.

    .
    .
    Would be very, very nice if they could create an "open league" setting, where you specify the max players in your league, and allow people to invite theirselfs to your league until you hit max ...
  22. Quote:
    Originally Posted by Snowzone View Post
    "Fix all" was a joke. Stop getting your hopes up.
    Hope springs eternal.
  23. Just a few QOL items I wish they would address:

    1. Clicking Doors - clicking doors is problematic during trials, someone beats you to the punch, you can't click. You have to wait several seconds. Someone else outclicks you again. You wait again. Just let me click the door - period. Why should there be a timeout period?

    2. Clicking Vendors/NPCS - some require you to have the hand icon, some dont. Make it consistent please. I'd rather not have to position the cursor to get the hand icon.

    3. Remove the limit on the number of sold items when you click "Get All Influence" at WWs.

    4. There is always a several second pause after entering or exiting a mission, where I cant move. Would be very nice to be able to move immediately. Especially when you have people zoning in next to you and shoving you into a corner.

    5. Remove collision detection with npcs and MM pets.

    6. Remove travel suppression in PVE. Might have its use in PVP, but it's gotten me killed plenty of times in iTrials.

    7. Stop with all the unresistable attacks in iTrials. I'd like my tank to actually function as a Tank. Yes, Marauder should be able to hit for a lot of points with his special attack - but not for 99% of my hitpoints as a tank - and not 1 shot kills with my other toons.

    8. Provide the ability to turn off specific sounds in settings. You can start off with - Demon Pets, Wolf Pets, and Psychic Shockwave to name a few.

    9. Remove the incarnate component build timeout. You just exited a mission and FINALLY got that rare component to upgrade to T3. Sorry, that component was used recently - you have to wait for it to recharge. I can understand not wanting people to flip abillities INSIDE the trial, but outside?
    There's no point to it. Let me upgrade immediately if i want to.

    10. Trial zones require you to click on the guard to enter the zone. Just let me walk into the zone, it's hard finding that "sweet spot" on their shield to click.
  24. Hercules

    EM/Shield

    I was reading a thread dealing with the "best farmer" and someone mentioned his electric/shield scrapper. So... I thought about creating a brute version.
    Has anyone tried creating a farmer with this combo, and how does it compare to a SS/Fire?

    I created a build in Mids with the goal of maximizing recharge and positional defense - would appreciate any feedback. I honestly dont know if recharge is that big a deal since I have so many AE attacks (6)...

    Villain Plan by Mids' Villain Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Havoc Punch -- 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(48)
    Level 1: Deflection -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(7), LkGmblr-Rchg+:50(9)
    Level 2: Battle Agility -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(9), LkGmblr-Rchg+:50(11), SW-ResDam/Re TP:50(15)
    Level 4: Jacobs Ladder -- SBrutesF-Acc/Dmg:50(A), SBrutesF-Dmg/Rchg:50(11), SBrutesF-Acc/Dmg/Rchg:50(13), SBrutesF-Acc/EndRdx/Rchg:50(13), SBrutesF-Acc/Dmg/EndRdx/Rchg:50(15)
    Level 6: Hasten -- RechRdx-I:50(A)
    Level 8: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(17), RechRdx-I:50(17)
    Level 10: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(19), Oblit-Dmg/Rchg:50(19), Oblit-Acc/Dmg/Rchg:50(21), Oblit-Acc/Dmg/EndRdx/Rchg:50(21), Oblit-%Dam:50(23)
    Level 12: True Grit -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(23), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(25), GA-3defTpProc:50(27)
    Level 14: Active Defense -- RechRdx-I:50(A)
    Level 16: Against All Odds -- EndRdx-I:50(A)
    Level 18: Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:35(29), KntkC'bat-Dmg/EndRdx/Rchg:35(29)
    Level 20: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31)
    Level 22: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(33), LkGmblr-Rchg+:50(33)
    Level 24: Phalanx Fighting -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(33), LkGmblr-Rchg+:50(34)
    Level 26: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(34), Mocking-Taunt/Rchg/Rng:50(34), Mocking-Acc/Rchg:50(36), Mocking-Taunt/Rng:50(36), Mocking-Rchg:50(36)
    Level 28: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(37), HO:Nucle(39)
    Level 30: Stealth -- LkGmblr-Rchg+:50(A)
    Level 32: Lightning Rod -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg/EndRdx:50(39), Sciroc-Dmg/Rchg:50(40), Sciroc-Dam%:50(40)
    Level 35: Shield Charge -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(43), Erad-Acc/Dmg/Rchg:30(46), Sciroc-Acc/Dmg:50(46), Sciroc-Dam%:50(48)
    Level 38: Mu Lightning -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(40), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(42), Thundr-Dmg/EndRdx/Rchg:50(48)
    Level 41: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(43), LkGmblr-Rchg+:50(43)
    Level 44: Ball Lightning -- OvForce-Acc/Dmg:50(A), OvForce-End/Rech:50(45), OvForce-Acc/Dmg/End:50(45), OvForce-Dmg/End/Rech:50(45), OvForce-Acc/Dmg/End/Rech:50(46)
    Level 47: Super Jump -- Zephyr-ResKB:50(A)
    Level 49: Spring Attack -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(50), Erad-Dmg/Rchg:30(50), HO:Nucle(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I:50(A)
    ------------



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