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Quote:Hyperstrike [Hahy-per-stryhyk]I've often wondered how players pronounce their characters names. There are some that are easy to pronounce if your native tongue is English but for other languages it presents an awesome exercise.
My main's name is Murcielago which is Spanish for bat. Its said Mor-see-al-a-go
If you want a real tongue-twister, my warshade:
Iníon iomláin gealaí (Granted, without the accent marks). Inion IN-ee-yon YOM-lin Gyah-LIE (With a similar diction to the way you'd say the words Indian Tomlin July)
It's essentially Irish/Gaelic for Daughter of Darkness (Technically "Daughter of the Fullness of the Moon)
The Mighty Pi (Thuh My-tee Pie) He likes Pi! -
Quote:According to some, PvP has already been "fixed".So in other words what you're saying is that if I log into a PvP zone and fill out a bug petition PvP will be fixed!?

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Quote:A couple missions out there (one of the Roy Cooling ones especially) have ambushes spaced WAAAAAAAAAAAAAAAAAAAAA*PANT*PANT*PANT*AAAAAAAAAAAA AAY the hell out. Some of them so much the ambush groups wind up just sitting there in parts of the map and you, back with the guy you're supposed to protect, could wait forever...I'm in mourning...
My favorite tip mission is destroyed and turned into the most boring one ever.
Malta gunslinger action figure.
The waves were spaced out over an eternity and half!
They used to overlap so nicely, it used to be mad, crazy and stupid fun.
Now it's just a boring snoozefest... They've respeccified it ><
*sadface*
It's a shame really that they're having so much trouble timing ambushes. They're always either *AMBUSH*AMBUAMBUAMBUSH* Or *AMBUSH*[Insert Infinity]*AMBUSH*[Insert Infinity]*AMBUSH*[Exit, Complete Mish]* -
Quote:I've been using Mids Hero Designer for a long time now. It's always worked perfectly until now when i recently did a system restore. This is the error i always get >>>
-----------------------------------------------------------------------
Runtime Error!
Program: C:\P...
The application has requested the Runtime to terminate it in an unusual way.
-----------------------------------------------------------------------
and then it asks me to terminate or debug the program (debuging doesn't work).
Please tell me how to fix this error I've tried reinstalling and installing .net framework 2.0 and Microsoft Visual C++ Library and none of it works.
Have you tried reinstalling Mids?
Betting that your system restore borked some of your registry settings.
Lemme guess, an AVG user who got bit by the 64-bit Windows patch?
I got bit by it twice on my home machine... First time it mandated a complete reinstall of my OS as it was unrestoreable (XP 64-bit), the second time was thankfully restorable on a relatively clean Win7 install.
Lemme tell you, complete system reinstall marathons SUCK! -
Quote:Not sure. Honestly.I feel like a total tool, feel free to make fun of me, but a few days ago I saw an awesome guide to alpha slots, was on my way out of the door and closed the window without bookmarking, and now, after 30 minutes of searching, cannot find the blasted thing. I do recall if began with a "tl, dr" section, or something to that effect.
If anyone has the quick link, I'll meet you on Freedom and give you a batrillion bajillion gajillion infl.
Really.
Please?
Thanks ahead of time...
However, some of the pertinent info can be found here.
Okay, there's a copy in the closed beta section, but you may or may not be able to get there.
So here's a copy:
Quote:Originally Posted by Zombie ManFor a guide to all in Issue 19, please see: GUIDE: Issue 19 Beta
Official Web Site info on Incarnate System:
The tl;dr Version of What To Do1. Unlock your Alpha Slot by doing Mender Ramiel's (located in Ouroboros) arc. If you have trouble with EBs soloing, bring Shivans and a HVAS -- or even... other players! (Toons already on the Beta Server probably had their Slot automatically unlocked in I18... and therefore, can't do this arc.)
2. Slot your Alpha Slot with an Alpha Boost. Alpha Boosts are crafted in the Incarnate Window (power tray > powers > incarnate abilities).
a. Look at possible Boosts and determine which one you want. See the three Incarnate Components you'll need.
b. Do the TFs that will get you those three Incarnate Components (listed below in this post). By the time you do two of them, you'll probably get enough Shard drops to craft the third you need.
c. Craft and slot your Alpha Boost.
3. Now you can do the two new Incarnate TFs (Apex and Tin Mage) without suffering a -4 Level penalty. Doing so a few times will probably get you enough Shard drops to craft and slot the Uncommon Boost (Uncommon Boosts require crafting an Uncommon Component which can only come from crafting, it is not a drop or reward).
4. Respec or use your new Third Build to take advantage of your Alpha Boost and the new Inherent Fitness Pool.
5. Start feeling divine.
Incarnates
The Incarnate System is only available to those who purchase Going Rogue. There is a contact, Mender Ramiel in Orouboros, with more info on the Incarnate System and a means to unlock it.
I18 Patch Notes on the Alpha Slot
- The Alpha Incarnate Slot can now be accessed and Incarnate Abilities created to place in those slots. As part of Going Rogue, the Common and Uncommon Alpha Slot abilities are accessible.
- Incarnate Abilities are created using Incarnate Components, which are a new variety of special Salvage which cannot be traded but does not take up Invention Salvage inventory. Higher level Incarnate abilities not only require Components, but also lesser Incarnate Abilities to fuel their creation. There are no recipes to be gathered for Incarnate Abilities, they are all accessible from the Incarnate creation window.
- The Alpha Incarnate Slot can be unlocked by any level 50 character with the Going Rogue expansion as a reward available from the following activities / vendors: (this is changed in I19 to doing Ramiel's arc in order to unlock the slot)
- Statesman Task Force / Lord Recluse Strike Force
- Imperious Task Force
- Lady Grey Task Force
- Dr. Kahn Task Force / Barracuda Strike Force
- Cathedral of Pain
- Hamidon
- Vanguard Merit Vendor
- Reward Merit Vendor
- Alpha Incarnate Components can be earned from the above activities, with the exception of the Reward Merit Vendor, but only after the Alpha Slot is unlocked.
- In addition, Alpha Incarnate Subcomponents infrequently drop off of player defeats in PVP and almost all level 50+ foes.
- The Incarnate creation system includes conversions that allow you to turn Subcomponents into regular Components, as well as improve your existing Components into higher quality Components.
- Incarnate Abilities can be equipped and unequipped or swapped at any time from the Incarnate UI. There is a short cooldown on swaps, and you cannot swap out an Incarnate Ability that is still recharging
Known Issues from I18
- Boosts work while exemplared to at least Level 44 when they shouldn't work below 50 at all.
- Boosts should affect all builds, but you will have to zone after switching builds for the Boost to affect that build
- If you had a toon on GR Beta for I18, it was granted an automatic Alpha Slot. However, this means you won't be able to do Mender Ramiel's arc. Copy over a fresh toon.
I19 Release Notes
Systems
Incarnate System
- Your max level City of Heroes character can now unlock the beginnings of the Incarnate System via an Incarnate Introduction Story Arc, accessible from Mender Ramiel in Ouroboros. Following completion of this arc the Alpha Slot is unlocked for the character.
- You can further unleash the power of the Alpha Slot and its Incarnate Abilities by participating in the existing level 50 content:
- PvP
- Imperious Task Force (ITF)
- Statesman's Task Force (STF)
- Lord Recluse's Strike Force (LRSF)
- Lady Grey Task Force (LGTF)
- Reichsman Task Force / Strike Force
- Hamidon
- Cathedral of Pain
- Earning Vanguard Merits
Task Forces (Incarnate-only)
- We have added two task forces for characters who are level 50. These TF's can only be attempted by characters who have unlocked their Alpha Incarnate ability, and should be tackled by characters who have slotted the Alpha slot with a power. Emperor Cole has perfected a debuff that affects characters who have no Alpha Abilities slotted. Characters without an Alpha Ability can still attempt the TF but it will be significantly more challenging.
- Apex Task Force see Apex in the Rikti War Zone to thwart an attempted invasion from Praetoria
- Tin Mage Task Force see Tin Mage Mark II in the Rikti War Zone to take the battle back into Praetoria
Missions
- Incarnate Alpha Slot Unlock (Going Rogue expansion required)
- Missions for Heroes and Villains provide backstory to the System we're introducing in this issue and then expanding for Issue 20 (Levels 50+)
Incarnate Guide updated for I19
The Incarnate System will eventually give you 10 Incarnate Abilities. The first of these is the Alpha Slot in which you can slot Incarnate Boosts. A Boost can be thought of like a universal Enhancement that is applied to all powers in your build. Right now for Going Rogue, only the first slot, the Alpha Incarnate Slot is unlockable and some common and uncommon boosts are available for that slot.
First step is to unlock the Alpha Slot. For I19, it is only unlocked by doing Mender Ramiel's arc. (For I18 Beta, it was accomplished either as a reward for one of the tasks mentioned above, or for 75 Merits at a Merit Vendor or 300 Vanguard Merits at a Vanguard workbench in the RWZ.)
Once the Alpha Slot is unlocked, you'll need to get Incarnate Shard drops and Components to build the Incarnate Boost that goes into the Incarnate Slot.
For the Soloists:
Incarnate Shards drop from defeating foes that can drop level 50 Enhancements (level 47+), though Black Scorpion has said it should only be level 50+ that drop them.
(Drop rate is unknown. On the Family Farm set for x7, one or two Shards normally drop. There are no timer or map maximum gates to Shard drops. They're just rare drops and are subject to the randomizer and human perception of being 'lucky' or 'unlucky.')
Shards can be converted into *ANY* Component. So, e.g., you don't have to do the ITF to get the Nictus components for a particular Boost to slot in your Incarnate Slot -- that Nictus component can be crafted from Shards. You can convert Shards into whatever you need.
- It costs 4 Shards to create one of the six Common Components.
- It takes one of the Common Components plus 8 Shards to create one of the four Uncommon Components. Thus, each Uncommon Component costs 12 Shards.
- To create a Common Boost for a slot, it costs three Common Components (for a total cost of 12 Shards).
- To create an Uncommon Boost for a slot (dual aspect Boost), it costs
- two Common Components;
- one Uncommon Component; and,
- one Common Boost
(the equivalent of 32 Shards).
The Common Component called Gr'ai Matter can be crafted for 150 Vanguard Merits. It's the only Common Component available at a Vanguard crafting table. This can help reduce the Shard-cost of the Cardiac Boost (Common) from 12 to 8 Shards; and the Uncommon Cardiac Boosts from 32 to 24 Shards.
For the Teams:
In addition to Shard drops (and it's possible for more than one team member to get a shard drop from the same foe), doing any of the special tasks mentioned above will give the opportunity to chose a Component reward. Also, if you're fighting level 50+ foes in those tasks, there's always the chance of Incarnate Shard drops.
The Special Tasks have their own Common Component associated with them. Task/Strike Forces give them out as a choosable reward table (along with Merits or a special Enhancement). There is an 18 hour cooldown on obtaining a specific component from the same Special Task.
- Essence of Incarnate: Statesman Task Force or Lord Recluse Strike Force
- Hero 1 DNA: Lady Grey Task Force
- Ancient Nictus Essence: Imperious Task Force
- Dimensional Keystone: The Reichsman Task/Strike Forces (Kahn for Heroes, Barracuda for Villains)
- Penumbra of Rularuu: Cathedral of Pain
- Gr'ai Matter: Bought with 150 Vanguard Merits (a Mothership Raid typically gives 100-300 Vanguard Merits)
- 4 Shards: Hamidon Raid
List of Boosts:
Cardiac (Common) - 33% EndRedux
Cardiac Radial (Uncommon) - 33% EndRedux / 20% Damage Resist
Cardiac Core (Uncommon) - 33% EndRedux / 20% Range
Musculature (Common) - 33% Damage
Musculature Radial (Uncommon) - 33% Damage / 33% Def Debuff
Musculature Core (Uncommon) - 33% Damage / 33% Immob
Nerve (Common) - 33% Acc
Nerve Radial(Uncommon) - 33% Acc / 20% Def
Nerve Core(Uncommon) - 33% Acc / 33% Hold
Spiritual (Common) - 33% Recharge
Spiritual Radial (Uncommon) - 33% Recharge / 33% Healing
Spiritual Core (Uncommon) - 33% Recharge / 33% Stun
A Portion of the Alpha Boosts bypasses ED:
1/6 of the Enhancements from Common Boosts is unaffected by ED.
1/3 of the Enhancements from Uncommon Boosts is unaffected by ED.
This is calculated by taking the portion that is affected by ED and adding it to the other Enhancements slotted in that power and then applying ED and then adding the unaffected portion to that total.
An Example =========If you're already at the ED cap of diminishing returns (past 100% enhancement), any new enhancement is reduced to 15% effectiveness. So, that fifth SO, which is worth 33%, is now only worth 4.95% thanks to ED.
Another Example =========
For the Common Alpha Boost 1/6 of the Alpha Enhancement ignores ED. So, if you were at the DR Cap -- where new enhancements are at 15% effectiveness -- the Alpha Enhancement adds (33% * 5/6 * 15%) + (33% * 1/6) = 4.125 + 5.5 = 9.625%.
For Uncommon Alpha Boosts, 1/3 of the Alpha is ignored by ED. So, at the ED cap, an Alpha IncO is worth (33% * 2/3 * 15%) + (33% * 1/3) = 1.65 + 11 = 12.65%
A power has two Level 50 Damage IOs for a total of 84.8% pre-ED Damage Enhancement. Post-ED, it's 83.32 Damage Enhancement. How would a Musculature's Alpha Boost of 33% be calculated?
1. Determine how much of the Alpha Boost *is* affected by ED. For Common Boosts, 5/6 are affected. 5/6 of 33% is 27.5%.
2. Add all the Enhancements that are affected by ED: 84.8% (from the IOs) + 27.5% (Alpha) = 112.3%
3. Apply ED to the total Enhancements affected by ED. The breaking points of ED for Sched A are: 70-90% is reduced to 90% of its value; 90-100% is reduced to 70% of its value; and 100%+ is reduced to 15% of its value.
- The first 70% is at 100% value, giving 70% enhancement.
- From 70% to 90% (20% total) you get 90% of that value for an extra 18% entrancement.
- From 90% to 100% (10% total) you get 70% of that value for an extra 7% enhancement.
- From 100% onward, which is the 12.3% left over, you get 15% of that value for an extra 1.845% enhancement.
- Adding them up: 96.845% after ED.
4. Add in the part of the Alpha Boost *not affected* by ED. That would be 1/6 of the 33% Alpha Slot that bypasses ED (5.5%) added to the ED-affected subtotal of 96.845% for a grand total of 102.345%.
[Remember, unlike Enhancements and Alpha Boosts, 100% of Global Bonuses from IO Sets bypasses ED's diminishing returns.]
Where Do I Craft and Slot the Boosts?
On your Power Tray, click on Powers. On the top of the Powers Window, click on Incarnate Abilities. This will open the Slotting UI Window. [Note: In the first iteration of the Incarnate Window there was a button labeled "Maek Stuff" -- it was a place holder art to be changed. Players who experienced that made it into an inside joke about 'maeking stuff'.]
Also, /toggle incarnate opens and closes the crafting window.
Effects of Exemplaring?
The Boosts stop working when exemplaring somewhere between level 49 and 44, though, according to the Devs, they should not be working at all below 50.
Do they affect other things?
It should affect any power that's slottable with that type of enhancement, unless the effect is specifically unenhanceable. E.g., If you have a Boost that enhances Damage, it will affect powers that take a Damage enhancement. If the power does damage but does not take a Damage Enhancement, then that power will not benefit from the Damage buff of the Boost.
Will the Alpha Slot Boosts be able to slotted in the other Incarnate Slots when they become unlocked?:
No. Alpha Boost can only go into the Alpha Slot.
How does the Alpha Slot effect Builds?:1. The Alpha Slot effects all your builds. There is no need to unlock and slot the Alpha Slot on each build... do it once for all builds.
2. The Alpha Slot unlocks a third build!
So, is the Incarnation Boosts just a few global enhancements?:
So far, we've only seen the Common and Uncommon Boosts for the first (Alpha) slot. A little leaked information (very subject to change) shows these possible Very Rare Boosts for the Alpha Slot:Spiritual Radial Paragon - 33% Recharge / 33% Healing / 33% Stun / 33% Slow / 33% Jump / 20% ToHit / Level Shift
And the other Incarnate Abilities are different mechanically. Some provide extra damage to every attack, some debuffs, some pets, more Level Shifts, etc...
Spiritual Core Paragon - 45% Recharge / 33% Stun / Healing 33% / Level Shift
We are only seeing the tip of the iceberg... there are more slots and there will be brand new content available that unlocks those slots.
Wait... you can purchase these things? And why only some and not everything?
Since the Mother Ship Raid doesn't have a reward table, Vanguard Merits are used to purchase the Rikti Alpha Component (G'rai Matter). Nothing else related to the Incarnate System can be purchased with Vanguard Merits.
Does the Alpha Boost still work on a Master-of TF?
Yes. The "No Temp Powers" limitation on TFs does not shut down the Alpha Boost buff. No other TF/Flashback debuff affects the Alpha Ability except for "No Enhancements."
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New: Issue 19 Info || GR/I18 GUIDE || ParagonWiki: Going Rogue - Issue I18
Zombie Skins: better skins for these forums || Guide to Guides -
Quote:All defense, almost no resist. You probably experienced a cascading defense failure and, without resist to back it up, morphed into InstaSquishy Man.- I died only once. It was a bit of a fluke, fighting Rommy in the third mission, Requiem was shooting at me as well, I was holding aggro and my HP just dropped. Not entirely sure what happened.
Oh hell yeah! Had an ice tank on an ITF a while back and they just were aggro monsters of the highest order. I'd occasionally be able to strip aggro off, but they'd laugh and take it right back almost instantly.Quote:- I was able to hold aggro extremely well, even when holding large groups on me, my health never dipped below 50%, never used hoar frost.
With EA, you're actually TOUGHER tanking larger mobs. Like unslotted invuln, it starts getting dicier when you're down to the last 1 or 2 enemies.Quote:-A ambush in the second mission spawned right where I was standing. With no team mates around I used Ice patch, Ice storm, and with CE giving me some slow, I tanked the entire ambush for a solid minute before others came back to help me finish them off.
And Ice Patch. Comedy Gold!
High def is nice. Just be careful. On occasion these explosions WILL get lucky and bypass your defenses. Be ready with greens and Hoarfrost when this happens.Quote:- Cysts exploding did not even scratch me when I stood right on top of them
That's Wet Ice doing it's job.Quote:- Stood Right next to Rommy in the final fight, did not get stunned when he rezzed.
Glad you're pleased. Happy face mashing!Quote:All in all this Tanker is very sturdy. I'm very happy with it and since I'm revamping several alts right now I'm likely going to leave him this way for now, after I get the steadfast +def that is.
And yes, I was reading those states on Makos and Scirroccos a bit backwards, but honestly with things the way they are right now, I'm probably not going to change much. I like the way this place and in an ITF with tons of Lethal damage, I wasn't having any problems so I don't know if I really *need* to revamp anything. I might in the future, and I'll be consulting this thread when I do but for now I am happy. Thank you all so much! This tanker rocks now. -
Quote:Well, considering the build had 35% def outside of EA, I'm inclined to agree with you. However, it's also giving toxic resistance as well, and a nasty experience recently kinda convinced me that having more than just cursory toxic resist is a Good Thing.Hyper, IMO it makes no sense to slot Hoarfrost for resistance. Honestly, increasing the amount of F/C def is not worth gimping what is one of Ice's key powers. Heal and Recharge are the way to go, though it is a good spot for the Steadfast +Def.
My immediate response would be to scale back to a pair of Res/Rech and Res/End, then two Heal/Rech and the Def unique. -
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Quote:Exactly. And I, for one, am glad about it. While the greedy, impatient git in me enjoys a good productive speed run for merits, I like that people are taking more time in missions, TFs, raids, etc.If anything though; skilled players may get more out of this when they next decide to datamine for merit rewards. With people taking time to actually kill everything for potential shards; it's slowed down the number of speed runs being performed.
In the last two days I've run two sets of back-to-back Hami raids (Hero side on Freedom and Villain side on Protector) that weren't "drop nukes and power through the bloom" runs. For shards and highly attended.
Good stuff. -
Quote:I said they had their skills tested. I never said they were "skilled" or "competent". These terms are benchmarks so nebulous as to be utterly useless.Being able to complete the incarnate arc does not make some one a skilled or even competent player.
Again, it's not about being *'leet*, it's about putting forth the effort. -
As a skilled player, I feel that your attempting to co-opt my opinion is an insult to me.
In other words, you can't farm them like you can tickets or merits or Alignment merits.Quote:1. Using the RNG (Random Number Generator) to distribute Incarnate Shards puts them in the hands of undeserving players and can deny the shards to worthy players. Randomness should not be used to determine who obtains Incarnate boosts but should be rewarded to those who succesfully demonstrate mastery of their individual skills.
Shards are basic building blocks in the Incarnate system. They're jumped-up invention salvage. Do you begrudge people who get a Chronal Skip when you get a Temporal Tracer or nothing?
They DO have their skills tested. BY RUNNING THE INCARNATE ARC.Quote:Individual players need to have their skills tested before being rewarded with something as important as an Incarnate Shard. Using the same type RNG system as is used to determine the pick of real world lottery and slot machine numbers is an insult to the Incarnate System and the Incarnate characters. Skill, not luck, should determine who becomes an Incarnate.
Once the Incarnate slot is open, they are as eligible and "worthy" as anyone else to receive incarnate salvage.
Moreover, it's not WHOLLY random. Remember that you get Incarnate drops as an option at the end of various TFs as well.
First off, lazy programming my oversized, hairy left buttock! This is merely you nerdraging because you don't have complete control of the system. You have no idea what sort of programming went into this. And, as usual, the first attack of the system itself is with the lazy, know-nothing schlub's argument about "bad programming".Quote:2. I am concerned about the lazy programming that we seem to be heading towards with the future of the Incarnate System. Indications are that the future holds nothing but Raids involving many players. This means that the programming staff only need to create a couple of new TF's for each Incarnate slot release and throw them out to the user base while letting the RNG determine who gets the good stuff and who doesn't. Skilled players not required.
Again, raids are merely one of MYRIAD options available for obtaining shards.
You can raid.
You can TF.
You can mish.
You can "street" hunt in high level zones.
As for "skilled players", you don't even know what the hell you're talking about. You're assigning some arbitrary value to it based on YOU and the fact you consider yourself a skilled player.
As someone else who considers themselves a skilled player, I take this opportunity to offer you the digitus impudicus.
Wow, there's only one response for this.Quote:Look at the new content for Incarnates in issue 19. Two new difficult TF's...and that's it. Let the grind begin as these two TF's (and the others that give Incarnate rewards) are farmed over and over again by every type of PUG that can be assembled. Surely, the programming staff and management of this game can do better than that to weed out those deserving to be Incarnates from those not so worthy.
SELF ENTITLEMENT? MUCH?
Seriously. Who the hell do you think you are? And who appointed your snobbish posterior as the arbitor of "worthiness"? And what kinda drugs were you whacked up on when this happened?
More importantly, what kinda drugs were you whacked up on when you actually posted this piece of drivel to the forums?
Oh, you mean like PVP?Quote:3. The Incarnate System should be totally skill based throughout.
YeahNO!
Translation, a farm. YeahNO!Quote:a. Create a huge arc wtih Ramiel as the primary contact where the rewards at the end of each mission is a Shard and the reward at the end of the arc is a Component. Each mission would fit with the Incarnate lore and would reveal more as the arc progresses. Missions could be done in teams or individually with equal rewards for a successful (not auto) completion. Arc could be repeated via Ourobouros.
In other words, another free-form farm. How about I switch it up with a HELL NO!Quote:b. Create a large, related series of Shard missions that are offered randomly to level 50 players who have opened the Alpha slot. A similar system is already in game offering TIP missions and a Shard Mission system could be derived from that programming. Yes, it would take a lot of work to create quality missions but this game deserves to have that work done so that individual players have a fair chance to demonstrate their skills to the esteemed Incarnates like Statesman and Lord Recluse.
What you call "grinding" others call "playing the ******* game".Quote:4. RNG based rewards inevitably leads to incessant grinding which, most players will acknowledge, is the bane of any MMO game.
Normally I'd have to run an ITF with my Fire/Rads group to get one where we just marched through and killed anything in our paths (as opposed to speeding it).
I've now been on three in the last several days. It's changing the game away from solely speeding it for maximum merit generation. As such, I'm happy about that.
Please let us know when you actually know what the hell you're talking about.Quote:Skilled players want content and massive amounts of meaningful content that provides them with a story line they can follow and be rewarded accordingly at the end for their diligence in completing it. Unskilled players just want the rewards without the thoughtful work and those players should not be Incarnates.
Again, keep in mind (and I'm being nice to attribute whatever produced your rant as a "mind") that what you're arguing about IS A FORM OF SALVAGE. One that has almost NO value until crafted INTO ANOTHER FORM OF SALVAGE THEN CRAFTED INTO A USABLE ENHANCEMENT.Quote:5. The Incarnate System could and should be much more individually testing that what it is and seems to be headed for in future releases. As it is now, the laziest, most unskilled players can join a TF PUG and be rewarded richly while more highly skilled players receive far fewer rewards (or none at all). In the lore of comic super heroes, the lesser skilled pretenders fail while the more highly skilled ones succeed. Allowing the RNG to determine who moves forward and who lags behind runs counter to everthing super hero lore is based upon.
Now, you want a real insult right? A slap in the face?
Here ya go!
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What's happening in the BM mission isn't -Def. It's auto-hit. Def isn't reduced. It's simply ignored. A subtle, but VERY important difference.
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With all due respect. Like hell.
We wound up on an unfinishable Apex with mostly melee (2 tanks, a couple scrappers, a brute, and a Fire Kin and, IIRC a Blaster).
During the first mission into the sewers, we had to basically bypass the Hydra tentacles because the undefendable pure toxic damage was just too much. We wound up having to stand at max range and plink the pylons. Luckily I'd actually taken ranged attacks (LBE) or I could have been standing there holding my richard, not able to contribute anything to the team. I couldn't even aggro manage because the damn L54 tentacles would kill me in about 3 shots without DP and 4 with!
Then, during the first part of the BM mish, we were able to slap her down effectively, after the death patches, we weren't able to attack her effective. She was spawning 3-5 death patches at a time, seconds apart.
She came back into the second half of the mish with half hit points and regen'ed all the way back up simply because we couldn't get more than one or two (depending on how much recharge there was) before we got death-patched and had to move. Then, even with both tanks taunting the crap out of her in unison, she'd just stand blithely in the middle of her own death patch.
We eventually gave it an FTN and dropped.
I do too, but making it impossible for melee-based characters TO STAY IN MELEE range and have to rely on one or two Epic pool powers.Quote:I for one welcome content that doesn't involve melee forming a circle around the AV for a button mashing smack down.
I wouldn't mind the patches so much, especially with their crazy, unresistable damage if they weren't auto-hit. I'd be fine with them if they were high, unresistable damage with a very high to-hit chance to offset (not merely negate) defense. -
Honorary.
Bah!
Chuck don't need a real badge. He just gives the bad guys a roundhouse kick and, provided he lets them survive, they turn themselves in, admitting to every crime they've ever committed and a couple more just for good measure. -
Quote:Mako's isn't in my AoEs its in my Melee attacks. Smashing haymaker would give me 1.88 to S\L, but Makos gives me 3.75 to my E\N, which I'm happy with.
I did not get a Steadfast +def, but I might put that in one of my powers, and have only a 4 slotted aegis, since the +3 Global Defense would be nice.
My PbAoE is not Eradication, but it is Scirrocco's dervish which gives me the same bonuses to defense.
I may or may not *need* 2 end redux in my toggles, but I'm running like 6 toggles on this guy at the moment, that's a lot of End drain, and this character has always been heavy on end drain, so I want those there.
To Hypers question, I slotted EA with 2 basic Lvl 50 End Mod Ios and 2 Basic Recharge IOs. so it'll pop up quickly and give me max endurance, I didn't put any Def bonus in there, but I suppose I could if it makes a huge dif. Though the buff from EA lasts for 45 seconds and I have it recharging in 32, so it'll be perma.
All in all I'm pretty happy with the stats on this build, I don't know how much more I'm going to tweak it at the moment, but I'll still happily review suggestions!
Okay, know that you're happy with that build thus far. How about a new friend though?
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Ice Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Frozen Armor -- DefBuff-I:50(A), LkGmblr-Def:50(3), LkGmblr-Rchg+:50(3)
Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(13)
Level 2: Hoarfrost -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(5), Aegis-ResDam/Rchg:50(5), Aegis-ResDam/EndRdx/Rchg:50(7), Aegis-Psi/Status:50(7), S'fstPrt-ResDam/Def+:30(9)
Level 4: Chilling Embrace -- CtlSpd-Acc/Slow:30(A), CtlSpd-Dmg/Slow:30(15), CtlSpd-EndRdx/Rchg/Slow:30(15), CtlSpd-Rng/Slow:30(23)
Level 6: Wet Ice -- Empty(A)
Level 8: Permafrost -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(9), Aegis-ResDam/Rchg:50(11)
Level 10: Ice Sword -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(25), C'ngImp-Dmg/Rchg:50(25), C'ngImp-Acc/Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/EndRdx:50(33)
Level 12: Icicles -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(39), Sciroc-Dmg/Rchg:50(39), Sciroc-Acc/Rchg:50(39), Sciroc-Acc/Dmg/EndRdx:50(40)
Level 14: Frost -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(33), Det'tn-Dmg/Rchg:50(34), Det'tn-Dmg/Rng:50(34), Det'tn-Acc/Dmg/EndRdx:50(34)
Level 16: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(17), Mocking-Taunt/Rchg/Rng:50(17), Mocking-Acc/Rchg:50(19), Mocking-Taunt/Rng:50(19), Mocking-Rchg:50(21)
Level 18: Glacial Armor -- DefBuff-I:50(A), LkGmblr-Def:50(21), LkGmblr-Rchg+:50(23)
Level 20: 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 22: Ice Patch -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36)
Level 24: Boxing -- Empty(A)
Level 26: Energy Absorption -- P'Shift-EndMod/Rchg:50(A), Efficacy-EndMod/Rchg:50(27), LkGmblr-Rchg+:50(27), LkGmblr-Def/Rchg:50(29), Mocking-Taunt/Rchg:50(29), Mocking-Taunt:50(31)
Level 28: Freezing Touch -- BasGaze-Acc/Hold:30(A), BasGaze-Rchg/Hold:30(43), BasGaze-EndRdx/Rchg/Hold:30(43), BasGaze-Acc/EndRdx/Rchg/Hold:30(45)
Level 30: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(31), Aegis-ResDam/Rchg:50(31)
Level 32: Hibernate -- RechRdx-I:50(A)
Level 35: Greater Ice Sword -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(36), C'ngImp-Dmg/Rchg:50(37), C'ngImp-Acc/Dmg/Rchg:50(37), C'ngImp-Acc/Dmg/EndRdx:50(37)
Level 38: Frozen Aura -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(40), Sciroc-Dmg/Rchg:50(40), Sciroc-Acc/Rchg:50(42), Sciroc-Acc/Dmg/EndRdx:50(43)
Level 41: Weave -- DefBuff-I:50(A), LkGmblr-Def:50(42), LkGmblr-Rchg+:50(42)
Level 44: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(45)
Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
Level 49: Conserve Power -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(50)
Level 2: Stamina -- Efficacy-EndMod/EndRdx:50(A), Efficacy-EndMod:50(50), Efficacy-EndMod/Rchg:50(50)
------------
Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 11.75% Defense(Smashing)
- 11.75% Defense(Lethal)
- 22.38% Defense(Fire)
- 22.38% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 9.25% Defense(Melee)
- 6.75% Defense(Ranged)
- 23% Defense(AoE)
- 3.6% Max End
- 32% Enhancement(Accuracy)
- 2% Enhancement(RunSpeed)
- 2% Enhancement(JumpSpeed)
- 2% Enhancement(FlySpeed)
- 55% Enhancement(RechargeTime)
- 2% Enhancement(JumpHeight)
- 5% FlySpeed
- 126.5 HP (6.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 8.25%
- MezResist(Sleep) 1.65%
- 6% (0.1 End/sec) Recovery
- 62% (4.851 HP/sec) Regeneration
- 1.875% Resistance(Energy)
- 6.25% Resistance(Negative)
- 3% Resistance(Psionic)
- 20% RunSpeed
- 3.5% XPDebtProtection
------------
Set Bonuses:
Luck of the Gambler
(Frozen Armor)- 10% (0.782 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Frozen Fists)- MezResist(Immobilize) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Hoarfrost)- 5% RunSpeed
- 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
- 2.5% XPDebtProtection
- 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
- 3% Resistance(Psionic)
(Hoarfrost)- 3% Defense(All)
(Chilling Embrace)- MezResist(Immobilize) 1.1%
- 2% Enhancement(Slow)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Permafrost)- 5% RunSpeed
- 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
(Ice Sword)- MezResist(Immobilize) 2.2%
- 21.08 HP (1.125%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Icicles)- 10% (0.782 HP/sec) Regeneration
- 3.125% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
(Frost)- MezResist(Sleep) 1.65%
- 1.875% Resistance(Energy)
- 1% XPDebtProtection
- 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
(Taunt)- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
- 7.5% Enhancement(RechargeTime)
(Glacial Armor)- 10% (0.782 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Build Up)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.14 HP (1.875%) HitPoints
- 2.5% (0.042 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Energy Absorption)- 10% (0.782 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Energy Absorption)- 1.8% Max End
(Freezing Touch)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.033 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Tough)- 5% RunSpeed
- 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
(Greater Ice Sword)- MezResist(Immobilize) 2.2%
- 21.08 HP (1.125%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Frozen Aura)- 10% (0.782 HP/sec) Regeneration
- 3.125% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
(Weave)- 10% (0.782 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
- 7.5% Enhancement(RechargeTime)
(Health)- 12% (0.939 HP/sec) Regeneration
(Stamina)- 21.08 HP (1.125%) HitPoints
- 1.5% (0.025 End/sec) Recovery
Not QUITE perma-hasten, but pre-SLEN-capped and respectable Fire Defense. With double (or triple)-stacked EA and scads of extra accuracy.Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1573;743;1486;HEX;| |78DAA5945B4F134114C7677BB1B4B4945A5AAE2D504028606903245E1E8C114C9AD| |0A402F2A4D652D6B25216D236487DF203E083F155820F5E1FBC3D1A3F81774D8CFA| |25BC7C83F5CCF90F25A48F6EBAFFDFEED9333367E63FD3CCF68C57885B6784E63D5| |7CA572AB9C5BCB9A6979D997CD128089710A20391DC8C7E4D372B7A225DD07367CB| |EB1BE5B0FA90D14B3AC2FC14489BAB7A5937AB89FD075F7663A394386F1457AB865| |9F4F2DB9C9EDFA4170FBF2C6CEAFA4A801FD3E6965131968D9251AD0567378D4262| |D6D4CBC55A2E93AF54F572AD832A9AA6FBAD9B44A35B58361125A484AD4D6384185| |D1EA12ECB2EB28498F05C6078E78105C63BEA4843474E6D8A9B3A92408A71641298| |6634B51322E23DB5B2A395DD7E8F432DBBC07D46788FF181F29CC8134E8B2EF1912| |22E55B80BE335613C0FC6EBA6C2DD28DCE1BECA33EBC803CB8CBE02B0C2F844B9CD| |2ABD798B43C76E00DB408D317C93D143BDFB54BAEF193A7ACEE87F01BC045E31229| |4EE47BAD3BF6A93A15603B8CE38BA0694186DEB8CCF545340CD310073DA604E18E6| |44A9DBA0EA36F880DB8C3F641C7F043C069E30269E327AA95508AD6CA131EE76E01| |034DAAFED4810EDBCDA5FA8924EDE2796B3F32EF7D2751B40253D0100938A628A7D| |3450B7DA3BDDDF6CD2C8D1EFC00FC6F84F869DC68BA87946E065145E46E1E5571AB| |E5715D48B1AFB3D72D7C18018EC1D80BD83B07710F60EC2DE18A50FA9F421D83B0C| |7B87616F1CF68EC25E075534A22A1AC1CAC7B1F271CC374C096348D0C690300EC4E| |84B42AD6E02B54E1CC29E5D88A49A4C12A11E47FD90D14F2EF85C4324EB50079522| |1A47E28EFAD9FDAFEBB5777F2CF7BC3CED8B52B25296A45C927259CA15297929CB5| |20A52AC37F5D6FE13B2A093524E49392D25D44AB223335DF278354BF14AF1496991| |E297D22A2528A54BCAAE14CB4D8DED98B3F5CB53FF8351F3FFDD10F97310D1B48B6| |C546A89F1F7E08B4DBBC3BB33B503601F271B167CB421926A884C3544261B22070B| |FD0F35803408| |-------------------------------------------------------------------|
And yes, you're running an ungodly number of toggles. This is what EA is FOR.
If you want perma-hasten, go with a Spiritual Booster when the time comes.
If you want more End-friendliness, go with a Cardiac. But seriously. Energy Absorbption. If it's up, USE IT. In fact, on my Ice/Ice (which is noplace near complete), it's a major point of angst to put EA or Hasten on auto-click.
The build even has some head-room built in for defense as well, so if you want to beef your defenses up, go with the higher level Nerve Boosts for the additional defense bump.
You're at +32% accuracy WITHOUT taking into account Build Up's to-hit bonus. So all of your slotted attacks give you at least 54% Accuracy bumps. If you want more, replace one of the Crushing Impact sets with Hecatomb. You'll also see a nice recharge bump too, though it'll be less endurance-friendly.
You'll also noted that I've turned EA into a possible damage dealer as well.
.
One thing, PLEASE note that this build was just a throw-together of the powers. Not in any particular usable order. As such, it could probably be HEAVILY optimized for exemping duties.
Note, this build is NOT tweaked. -
Quote:Thanks for coming though, you allowed me to get a look at Cooling's arc and it was kinda interesting with all the new maps.Was fun sorry I couldn't stay longer hope more come and should have got a pic of that new mish and the stairs.
We had a low turnout this week (you and me). Though, this being just after the drop of a new issue, can't say I blame them.
Oh well, after you left, I hopped over to the Hive and was able to snag not one, but a SET of back-to-back Hami raids. I eventually picked up enough shards to craft my basic Cardiac Boost.
And one of the downsides of Fire/Rads revealed itself to me yesterday during the first Incarnate arc mission. Ennui!
I have my global recharge set in a monitor. Popped into the mission and saw it pegged at 400%. Instead of going "HOLY FLARKING SCHMIDT!", I went "MEH! Been there. done that. Got the tee-shirt."

Although I've found that toons sporting damage auras (Hot Feet, Mud Pots, etc) are just death-on-a-stick in that mish. I had my Stone tanker melting the echoes while my Inv/SS had to beat on them a bunch to get them to go away. Needless to say Hot Feet was ridiculously effective. -
Quote:Not only that, the +HP also bumps how much you regenerate.This.
Dull Pain grants +HP, which is functionally the same as stacking more Resist(All) on top of what you've already got. It also comes with a bigass heal, for when you hit an "Oh <bleep!>" situation.
YepQuote:Oh, and Aid Self is Interruptable. Siphon Life isn't. -
Quote:How did you slot out Energy Absorption? This can make a humongous difference.I think Endurance is going to be the sticky point on this guy, so tomorrow morning I'll be working towards his new Alpha Boost: Cardiac Total Core Revamp, which will help endurance and add to the defenses.
Also, have you snagged yourself a Steadfast Protection Unique?
The stats don't need to be incredible. Just sufficiently better than before and you'll see a noticeable difference in how tough he is. After respecing my main for defense cap, I had people actively commenting about how incredibly, crazily tough he'd gotten.Quote:Thank you so much again Hyper, you're guide was great. The stats aren't incredible now, but much better than they were, can't wait to test drive this guy in the morning! -
Aid Self?
Aid *BLEEP!* Self?
Say it ain't so Joe! Say it ain't so!
Head into the Defender forum and look at the response to "Pure Healer" threads.
Having to heal the damage after it's hit is the absolute WORST possible damage mitigation mechanic. It means you've failed to:
- Kill the opponent first. Dead enemies deal no damage.
- Avoid the damage due to defense buffs/To Hit debuffs.
- Take only part of the damage due to resistance buffs or damage debuffs.
There are far better, more useful power picks out there. Period. -
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-
Glad you guys appreciated it! I started typing around 1 AM, and digging through with Mids to get the set bonuses. Once I hit *SEND* I looked over and "Woo! 3:30! 5 hours till work!"
Granted I didn't spend the ENTIRE time looking through, was making myself a mid-night snack. -
Just an FYI. This is TONIGHT.
If you're running a Level 50 and haven't unlocked your Incarnate slot, NOW is the time to do it. -
Just an FYI. This is TONIGHT.
If you're running a Level 50 and haven't unlocked your Incarnate slot, NOW is the time to do it.

