Ineffable_Bob

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  1. Thumbs up for Issue 20, but thumbs down for the direction the game is heading.

    I like the content that was added for Issue 20. The trials are interesting (at least at first) and the new 20-40 TF/SF are very well done. There are several good quality of life improvements as well. I really like the league concept, makes larger groups of people much more manageable.

    Now the bit I don't like. When the game first came out, and all the way up until about Issue 11, there was a fairly low power level ceiling. Sure, you could always tweak builds and choose certain powersets to be a bit better than the average player, but the difference between an average, low-time-investment L50 and a min-max, tons-of-hours-invested L50 was pretty low. The benefit to this was that players who didn't play much were more-or-less on par with those that did, at least if you compared only one character at a time. Those that did play a lot tended to end up with a lot of different characters.

    Ever since the introduction of purple IO sets, and especially now with Incarnate powers, the game has been heading away from that. Now the power level ceiling is extremely high. The difference between a L50 with non-IO build, a L50 with a IO-set-backed build, and a L50 with high-end IOs plus Incarnate powers is huge. Those who play a lot mostly have fewer characters which are at higher power levels, and those who play less don't reach those higher power levels at all.

    Why is this bad? Because the content is reflecting the new higher power level ceiling, and it leaves anyone not willing to spend the time investment out in the cold. I play a lot, and even I'm having trouble getting all the new incarnate slots unlocked on just two characters. If I were unable to play as much, or even just wanted to play lowbies sometimes, I'm not going to be able to keep up. And as the new content comes out, those unwilling or unable to invest time in hitting that new power ceiling won't be able to participate.

    Now I realize I'm predicting a future that hasn't yet actually come to pass. So far all the Incarnate stuff is accessible to lower-powered characters...unlocking alpha and getting a common slotted is pretty easy even for casual players, and none of the others are absolutely required in order to participate in the incarnate trials. But with the power level gap growing by leaps and bounds with every new issue, the Devs are going to have to crank up the difficulty to keep the highest end of the spectrum happy. Even in normal runs of the new trials, a character without some pretty significant build investment is going to find himself dying a lot, because the power level of the enemies has been cranked way up to balance against all the new Incarnates running around. How long will it be before you can't participate without three level shifts? We're already seeing that with some things, like Master Lambda runs.

    The game's trajectory is leading us toward the same place That Other Game is in, where the only way to see the high-end content is to grind through a bunch of mid-level stuff. Not what I signed up for. I'm not giving up yet, not by any means, but I really hope the Devs have a sharp turn in another direction planned for the near future.
  2. I can vouch for this...ran 3 of these with Hew yesterday and it went great. Got enough components to upgrade my judgement from tier 1 to 3 in just over an hour.
  3. I could see myself doing a Sutter on Tuesday. Can bring literally any AT you care to name, since I've only got the badge on two toons to this point, so...whatever we need at the time.
  4. Very well done! I'm certainly going to be pointing any new players I find toward it.
  5. Thanks, folks. Sounds like for the big guys like Miracle and LotG, using the merits directly is pretty close to optimal. Probably close enough, considering the extra time that would be needed to squeeze out of few million extra inf by crafting, reselling, and rebidding. If I ever get to the point where I have all my toons fully outfitted with those...and it'll be a long time before I manage that...then maybe doing some random rolls may make sense.
  6. I've been doing quite a few tip missions on various toons, mostly to get all the Miracle +Rec and LotG:Recharge IOs that I need for my various I19 respecs. But I'm starting to wonder if it would be better to get something else with my hero or villain alignment merits, which would be worth more inf, and then buy the recipes I need. Anyone have any advice for the best use of A-merits?
  7. Folks in this thread may also want to try this one:

    http://boards.cityofheroes.com/showthread.php?t=255245

    Some of the builds are ridiculously expensive, but I posted one that is only moderately so.
  8. This is the Bane build I'm planning for Bane of the Living, my Soldier. I like having the option of going either Bane or Crab so I'm going to be making a Crab build later as well.

    Goals of the Bane build:
    • Cap positional defense. All three are 51% or higher, which translates down to a bit over 45% after suppression hits Cloaking Device.
    • Big single target damage. The Mace melee attacks cover this nicely, and I also picked up Poisonous Ray since it combos so nicely with Venom Grenade.
    • Debuff. This is Venom Grenade (40% resist debuff to Toxic and 20% to everything else) and Surveillance (23% defense debuff and 20% resist debuff). Poisonous Ray also has a 11% defense debuff, although that's just an added bonus on top of the damage.
    • Team buff. Since most of my personal defense comes from the two Maneuvers, this is an added bonus from the defense cap. Additionally, I picked up the Soldier Tactics and both Assaults. 21% defense, 15.75% To-Hit, and 30% Damage buff for everyone.
    • Recharge. Between Mental Training, Hasten, and set bonuses, total additional recharge is 140%. Not quite enough for perma-Hasten, but only about 20 seconds downtime.
    • End Recovery. Thanks to Conditioning, Stamina, and plenty of boosts from IOs, recovery is almost 2 per second even with all the toggles running.

    Added benefit of this build...it's not hugely expensive. I know the OP said money was no object, but for anyone with a budget, this will be a lot easier to find than a build that uses a lot of Hami-Os, purple sets, and/or PvP IOs.

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Bane of the Living-BANEPLAN: Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership

    Villain Profile:
    Level 1: Bash -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(13), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(15)
    Level 1: Bane Spider Armor Upgrade -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(3), S'fstPrt-ResKB(3), ImpSkn-Status(5), Aegis-Psi/Status(5), ResDam-I(7)
    Level 2: Combat Training: Defensive -- Krma-ResKB(A)
    Level 4: Wolf Spider Armor -- ResDam-I(A)
    Level 6: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(7), RechRdx-I(9)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(40)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Rchg+(11), DefBuff-I(15)
    Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(42)
    Level 14: Pulverize -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(40), S'ngH'mkr-Dmg/Rchg(40), S'ngH'mkr-Dmg/EndRdx/Rchg(43)
    Level 16: Poisonous Ray -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Acc/Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(45), LdyGrey-DefDeb/Rchg(45), LdyGrey-DefDeb/Rchg/EndRdx(45)
    Level 18: Shatter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(43)
    Level 20: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(27), GSFC-Build%(29)
    Level 22: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(23), LkGmblr-Rchg+(23)
    Level 24: Cloaking Device -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(25), LkGmblr-Rchg+(25)
    Level 26: Mental Training -- Run-I(A)
    Level 28: Surveillance -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(33), ShldBrk-Acc/Rchg(34), ShldBrk-DefDeb/EndRdx/Rchg(34), ShldBrk-Acc/EndRdx/Rchg(34), ShldBrk-%Dam(37)
    Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 32: Crowd Control -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(46), Sciroc-Dmg/Rchg(46), Sciroc-Acc/Dmg/EndRdx(46), Sciroc-Dam%(48)
    Level 35: Web Cocoon -- Lock-Acc/Hold(A), Lock-Acc/Rchg(36), Lock-Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(37)
    Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), S'bndAl-Dmg/Rchg(50)
    Level 41: Tactical Training: Assault -- EndRdx-I(A)
    Level 44: Assault -- EndRdx-I(A)
    Level 47: Vengeance -- LkGmblr-Rchg+(A)
    Level 49: Placate -- RechRdx-I(A), RechRdx-I(50)
    Level 50: Musculature Radial Paragon
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Conditioning
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(17), P'Shift-EndMod/Acc/Rchg(31), P'Shift-Acc/Rchg(31), P'Shift-EndMod/Acc(33), P'Shift-End%(37)
    ------------



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  9. Neat thread! It's fun reading some of the ideas folks had for their backstories.

    Bane of the Living (SoA) was your standard Recluse cannon fodder soldier until he died. Unlike your standard dead human, he found himself still up and around afterward. He feels no pain, needs no sleep, has much greater strength than when he was alive, and has a pretty obvious grey zombie-ish skin condition unless the light is really bad.
  10. Point well taken about the end use. I've revamped the plan pretty significantly with that in mind, as well as added some more run speed. Changed my mind about depending solely on Teleport to get around. The build is no longer at any of the defense caps but it only needs a small purple to hit the cap for non-psionic typed damage, or two to cap to positional.

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Strataslicer-PLAN: Level 50 Magic Brute
    Primary Power Set: Dual Blades
    Secondary Power Set: Stone Armor
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Power Slice -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(46)
    Level 1: Rock Armor -- LkGmblr-Rchg+(A)
    Level 2: Ablating Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(46), C'ngImp-Acc/Dmg/Rchg(50)
    Level 4: Earth's Embrace -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15), Dct'dW-Rchg(15)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
    Level 8: Blinding Feint -- F'dSmite-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/Rchg(37), RechRdx-I(37), Rec'dRet-ToHit(40), Rec'dRet-ToHit/Rchg(43)
    Level 10: Teleport -- TSM'n-EndRdx(A), TSM'n-Rng(11), TSM'n-Stlth(11)
    Level 12: Mud Pots -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(45), Sciroc-Acc/Dmg/EndRdx(45), Sciroc-Dam%(48), M'Strk-Acc/Dmg/EndRdx(48)
    Level 14: Typhoon's Edge -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(21), C'ngBlow-Dmg/Rchg(21), Sciroc-Acc/Dmg/EndRdx(23)
    Level 16: Rooted -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19), Dct'dW-Rchg(19)
    Level 18: Vengeful Slice -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(34), Hectmb-Acc/Rchg(34), Hectmb-Dmg/EndRdx(34), Hectmb-Dam%(37)
    Level 20: Boxing -- Acc-I(A)
    Level 22: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResPsi(23), Aegis-ResDam/EndRdx(27), Aegis-ResDam(29), S'fstPrt-ResDam/Def+(29)
    Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(25), GftotA-Def/EndRdx(25), GftotA-Run+(27)
    Level 26: Sweeping Strike -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(31), C'ngBlow-Dmg/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31)
    Level 28: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(33), Zinger-Taunt/Rchg/Rng(33), Zinger-Taunt/Rng(33)
    Level 30: Recall Friend -- Range-I(A)
    Level 32: One Thousand Cuts -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(46), C'ngBlow-Dmg/Rchg(50), Sciroc-Acc/Dmg/EndRdx(50)
    Level 35: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(36), GftotA-Def/EndRdx(36), GftotA-Run+(36)
    Level 38: Granite Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(39), Aegis-ResDam/EndRdx(39), Aegis-ResDam(40), Aegis-Psi/Status(40)
    Level 41: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
    Level 44: Superior Conditioning -- P'Shift-EndMod(A), P'Shift-End%(45)
    Level 47: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(48)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Fury
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A), Run-I(9)
    Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(5), Numna-Regen/Rcvry+(7)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(3), P'Shift-EndMod(3), P'Shift-End%(5)



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  11. I've spent some time over the last few weeks getting Fire Me, my Fire/Fire tanker on Victory, rebuilt for Issue 19. I thought I'd share the build with the group both for feedback or suggestions, and as a reference for anyone else looking for a similar build.

    The aim here is balance. I didn't sacrifice all else in the name of getting to the defense soft-cap, nor did I ignore defense in favor of all-out offensive power. I took the Pyre Mastery pool to get Char because I like having that one hold for annoying minions (Sapper, I'm looking at you) even though Energy Mastery probably has better powers.

    For my alpha slot, I've got Cardiac Total Radial Revamp. The endurance cost reduction helps quite a bit in this toggle-heavy build with lots of costly AoE attacks, plus the damage resistance boost is handy.

    The build has 39.8% defense to smash/lethal and 41.4% to melee. Combine that with the 76.2% smash/lethal resist, capped fire resist, and 50.4% resist to energy/NE and survivability is pretty good. A purple inspiration or two can put you over the top in cases where the mobs are particularly nasty (cold or psionics, typically). Or better yet, team with a cold or FF buffer to cap off your positional defenses. On top of all that, Healing Flames is good for almost 900 HP every 15 seconds or so.

    Offense was more or less taken care of when I picked Fiery Melee at character creation. Blazing Aura is always ticking away, Burn and Fire Sword Circle are the big hitters in terms of overall damage, and Combustion fills in the AoE attack chain. Single-target damage is Scorch and Incinerate, which is much weaker than the AoEs, but in most cases a single target can simply be Taunt-ed along to the next group and dealt with via more AoEs. Liberal use of Build Up and Fiery Embrace help to boost the damage even more.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fire Me-PLAN: Level 50 Science Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5), S'fstPrt-ResDam/Def+(5)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27)
    Level 2: Healing Flames -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9), Dct'dW-Rchg(9)
    Level 4: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
    Level 6: Combat Jumping -- DefBuff-I(A), DefBuff-I(15)
    Level 8: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(46), Efficacy-Acc/Rchg(46), Efficacy-EndMod/Acc(50)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(29), Mocking-Taunt/Rng(29)
    Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(15)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 16: Super Jump -- Winter-ResSlow(A)
    Level 18: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(46)
    Level 20: Acrobatics -- EndRdx-I(A)
    Level 22: Blazing Aura -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(31), Sciroc-Dmg/EndRdx(31), Sciroc-Dam%(31)
    Level 24: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(34), RechRdx-I(34)
    Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(34)
    Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(40)
    Level 30: Kick -- Acc-I(A)
    Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(33)
    Level 35: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(36), DefBuff-I(36)
    Level 38: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 41: Char -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(42), NrncSD-Acc/EndRdx(42), NrncSD-Hold/Rng(42), NrncSD-Acc/Hold/Rchg(43), NrncSD-Dam%(43)
    Level 44: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(45), DefBuff-I(45)
    Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 49: Rise of the Phoenix -- RechRdx-I(A)
    Level 50: Cardiac Radial Paragon
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(11), Mrcl-Rcvry+(11)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), EndMod-I(17)



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  12. This is an I19 respec plan for Strataslicer, my Dual Blades/Stone brute. This build is intended to run in Granite all the time. If I have to drop down below L33 for some reason, I have a secondary build for that. It also has Spiritual Total Radial Revamp selected for the alpha slot, which I'm only a few shards away from obtaining.

    Highlights:
    • Defense softcap for Smash/Lethal
    • Close to defense softcap for Fire/Cold (43.1%) and Energy/NegEnergy (36.9%)
    • 70.7% smash/lethal resist
    • 58% fire/cold resist
    • 53% Energy/NegEnergy resist
    • 450% Regen with Rooted
    • 206% End Recovery
    • 42% accuracy bonus from sets
    • 72.5% recharge bonus from sets

    Weaknesses:
    • Very slow normal movement (1.4 mph run speed with Rooted, 12.9 without). I can live with this because I like Teleport anyway, but if you're not a Teleport person, you probably want to find a place for some +run speed.
    • Not quite enough recharge to make Earth's Embrace permanent while staying in Granite. If you get some outside help from Speed Boost/AM/etc, it'll probably put you over the top.
    • Minimal psionic defense and resist. You'll want some buffs to help against psionic AVs. The most important thing is +recharge, to keep Earth's Embrace up.
    • Lots of end usage due to all the toggles. Granite + Tough + Weave + Maneuvers + Tactics + Mud Pots is a lot of endurance, not to mention adding Rooted when necessary.
    • Spendy. A lot of these IOs aren't cheap. The 5 Hecatombs are the obvious culprit...I only included that because I already have 4 of them. You could drop down to Mako's Bite or something instead. The 5 LotG global recharge take either a lot of cash or a lot of time spent running tips for Hero/Villain merits, the Miracle/Numina's uniques are expensive, and Obliteration sets aren't the cheapest things you'll find either.

    I'm looking for feedback on the build in general...is there anything I'm missing to help with the weaknesses? I'm not overly concerned about the expense, although I'm not going to be adding any more purple sets. But it would be nice to find a way to pull out a bit more recharge and psionic resist, and maybe end recovery, if I can do it without sacrificing what I already have.

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Strataslicer-PLAN: Level 50 Magic Brute
    Primary Power Set: Dual Blades
    Secondary Power Set: Stone Armor
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Teleportation
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Power Slice -- Acc-I(A)
    Level 1: Rock Armor -- LkGmblr-Rchg+(A)
    Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17)
    Level 4: Earth's Embrace -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(7), Dct'dW-Rchg(7)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(9)
    Level 8: Blinding Feint -- F'dSmite-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/Rchg(19), RechRdx-I(19), Rec'dRet-ToHit(23), Rec'dRet-ToHit/Rchg(50)
    Level 10: Typhoon's Edge -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(13), Oblit-%Dam(15)
    Level 12: Kick -- Acc-I(A)
    Level 14: Teleport -- TSM'n-EndRdx(A), TSM'n-Rng(31), TSM'n-Stlth(42)
    Level 16: Rooted -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(29)
    Level 18: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(29), TtmC'tng-ResDam(31), S'fstPrt-ResDam/Def+(36)
    Level 20: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Rchg+(21), DefBuff-I(23)
    Level 22: Vengeful Slice -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(34), Hectmb-Dmg/EndRdx(34), Hectmb-Dam%(34)
    Level 24: Mud Pots -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(25), Sciroc-Dmg/EndRdx(36), Sciroc-Dam%(36)
    Level 26: Recall Friend -- Range-I(A)
    Level 28: Sweeping Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-%Dam(43)
    Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(33), Mocking-Taunt/Rng(33), Mocking-Rchg(43)
    Level 32: One Thousand Cuts -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(46), Oblit-%Dam(46)
    Level 35: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(37), DefBuff-I(46)
    Level 38: Granite Armor -- LkGmblr-Def/Rchg(A), LkGmblr-Def(39), LkGmblr-Rchg+(39), Aegis-ResDam/Rchg(39), Aegis-ResDam(40), Aegis-Psi/Status(40)
    Level 41: Superior Conditioning -- EndMod-I(A), EndMod-I(42)
    Level 44: Physical Perfection -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(45), EndMod-I(45)
    Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 50: Spiritual Radial Paragon
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Fury
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(9), Numna-Regen/Rcvry+(11)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(3), EndMod-I(3)



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  13. Excellent thread, fellas...I'm going to check out some of these builds tonight and see what I can glean for my own I19 respec. Scarlet Toxin, my Thugs/Poison MM, hasn't gotten a lot of play recently while I alpha'd up other toons, but it's about time to dust her off and a respec is definitely in order.

    Quote:
    Originally Posted by Dromio View Post
    Also, and this is totally off topic, but I've been summoning the tier one and two pets and upgrading them completely, then summoning the Bruiser and only giving him the first upgrade. He doesn't have as many powers but he does get himself into combat much sooner instead of chucking boulders (which drives me nuts). Especially with the Gas on him, it's a nice thing. Do you do anything like that?
    I used to do the same, but since the 2nd tier upgrade also includes Foot Stomp, I really hate to avoid giving it to Ugly (my Bruiser). The way I handle it is that I have a macro that sends only Ugly to whatever spot I click, and sets him to aggressive. This way he gets most of the aggro, he doesn't stop to chuck a boulder, and I still get the benefit of bodyguard mode from all the other pets. Works like a charm when soloing or in small groups. And if I screw up and click the wrong spot or something, then he usually chucks one boulder and attacks anyway.
  14. Good info, thanks everyone. I don't run farms as such, but I do run a lot of tip missions to get hero merits. (Which I suppose is just a different sort of farm.) I certainly like the fact that I can do so a bit quicker with my level shift, but I wanted to make sure I wasn't losing some of my chance at good drops at the same time. Sounds like staying at even level is fine.
  15. With the advent of the level shift a couple of weeks ago, we now have a new situation: characters who can get L50 recipes from mobs which are below their level. I'm not clear enough on the concept of drop rates to know if this matters in terms of how often you'll get something. If I'm L50 and fighting L50s, then I'm going to get a drop X% of the time, where X depends on mob type, rank, etc. If I'm L50(+1) and fighting L50s, do I still get a drop X% of the time, or is it some number less than X? Do I now need to change over to fighting L51s to get back to X%? What about L52s...do I get a drop at some rate higher than X%?

    Note that this isn't a question about XP or Inf(luence|amy|ormation), which does change based on relative level. I'm not particularly concerned about those. It's recipes and salvage that are of interest.
  16. Every time a new Issue is released, I'm reminded of this renewal story that Jock_Tamson originally posted for Issue 9. Quoted here for easy reference.

    Quote:
    Originally Posted by Jock_Tamson View Post
    The season has turned again, and once more the City is renewed. It streets and towers teem with life as the Children of Statesman seek out the new challenges set before them. We have seen some hard seasons in the past, and reaped some bitter harvests, but always there was also the joy of the new gifts a new season brings.

    Look out over the City! See the crowd there at the new House of Trade. Here a line of Statesman's Children stand laughing and toying with bats as they wait their turn to meet the Avatar he has placed amongst us. Someday the Endless Winter may come, but today there is Spring and new life.

    Someday the Endless Winter may come.

    Turn now from the happy and lively sight of the City and our new Springtime and look with me into the future that may come. Here is Atlas Park, quiet and forlorn. A single voice calls out asking if anyone wishes to join a Hunt in the Sewers. No answer comes, his voice echoes across empty streets. We move on to the Land of the Pugs by the Great Pit. A few gather here. They stop us and ask if we are the one they seek, but Aitchelar has not been seen in this land for some time. Here is Perez Park. Ah brothers and sisters, do you remeber the crowds that gathered here once in the Springtime of the World. No crowds teem here now. Skuls gather and dance, but nobody watches. The Endless Winter has fallen.

    Someday the Endless Winter may come.

    But not today. Today it is Spring! And we go to play. Fear not the Winter today. In Statesman's City, while we play, the Winter shall not come.

    - Jock Tamson, Mythologist
    Each time a new Issue is released, and I see the pretty yellow and red lights on the server screen, I am reminded that the Winter has not yet come to the City.
  17. I've got a Bots/Storm currently in Rogue mode, heading to Hero, that I'd be willing to bring along. It all depends on when it's scheduled, to see if I can be online at the time.
  18. Quote:
    Originally Posted by Leandro View Post
    Note, however: HeroStats posts the badges during the verification cycle, not just when you earn them. I clicked on a couple of badges and they were posted on Twitter as if I'd just earned them. So when you're switching badges around, you'll want to stop HeroStats.
    Fixed - just restart HeroStats and download the new message file when prompted. Sorry folks, I screwed this up when I updated the Issue 17 messages. It was working before that, as Rod said earlier. Rod, SaintNicster, thanks for pointing it out.

    As for the rest of this thread...all I can say is what many others have already said: If you don't like it, turn it off and/or block it. If you do like it, enjoy.
  19. This build is totally Masque's fault. After he got me thinking about softcapping ranged defense on this blaster, I had to play around with the idea.

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

    Click this DataLink to open the build!

    Flame of Ebony: Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Ice Manipulation
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(33)
    Level 1: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(21), Thundr-Dmg/EndRdx(43)
    Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
    Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(29)
    Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(39)
    Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(27)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(15), GSFC-ToHit/EndRdx(15), GSFC-Build%(19)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(17), RechRdx-I(17)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
    Level 22: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(27)
    Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(34), Stpfy-Acc/EndRdx(34), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(36), Stpfy-KB%(37)
    Level 26: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39)
    Level 28: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(40)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 32: Inferno -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(37), Sciroc-Dmg/Rchg(45), Sciroc-Acc/Rchg(45), Sciroc-Acc/Dmg/EndRdx(45)
    Level 35: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(36), DefBuff-I(36)
    Level 38: Freezing Touch -- Lock-Acc/Hold(A), Lock-Acc/Rchg(40), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(42), Lock-%Hold(43)
    Level 41: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(46), Lock-Rchg/Hold(46), Lock-EndRdx/Rchg/Hold(46), Lock-Acc/EndRdx/Rchg/Hold(48), Lock-%Hold(48)
    Level 44: Fire Shield -- ImpSkn-Status(A)
    Level 47: Blazing Bolt -- ExtrmM-Acc/Dmg(A), ExtrmM-Dmg/EndRdx(48), ExtrmM-Acc/ActRdx/Rng(50), ExtrmM-Dmg/ActRdx/Rchg(50), ExtrmM-Dmg/EndRdx/Rchg(50)
    Level 49: Rise of the Phoenix -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance



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    Ranged defense is soft-capped at 45.2%. Melee defense is a measly 12.7% but I don't plan on being anywhere near an enemy most of the time anyway, and there's Chilblain and two holds to discourage the persistent. AoE defense is only 32.7%, but that's close enough that a single Luck will cap it, for those situations where AoE is a major problem (Nemesis and Rikti Magus, I'm looking at you). You could get to 36.5% AoE if you swap the Posi Blasts for Detonations, but the Posi Blasts have much better set bonuses otherwise, especially the 12.5% recharge.

    This isn't anything you'd be likely to use while leveling up, but it has the potential to be pretty deadly at 45+. When death does happen (this is a blaster, after all), there's Rise of the Phoenix. This is probably the build I'll be aiming for to modernize my blaster now that she's on a server where I spend my playtime.
  20. I recently started looking at builds for my Fire/Ice blaster again, after the free server transfers allowed me to move her from Freedom to Victory (where I do all my heroing these days). I first came up with this:

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

    Click this DataLink to open the build!

    Flame of Ebony: Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Ice Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(15)
    Level 1: Chilblain -- Immob-I(A)
    Level 2: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(15), Decim-Build%(50)
    Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(43)
    Level 6: Super Speed -- Run-I(A)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Combat Jumping -- Krma-ResKB(A)
    Level 12: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(13), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-EndRdx/Rchg(25), AdjTgt-ToHit/EndRdx(31), AdjTgt-Rchg(33)
    Level 14: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(45), Numna-Regen/Rcvry+(46)
    Level 16: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-EndRdx/Rchg(34), AdjTgt-ToHit/EndRdx(40), AdjTgt-Rchg(43)
    Level 18: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(23), Range-I(25)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(21)
    Level 22: Ice Patch -- RechRdx-I(A)
    Level 24: Ice Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 26: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(29)
    Level 28: Rain of Fire -- RechRdx-I(A)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Inferno -- Dmg-I(A), Dmg-I(33), C'ngBlow-Dmg/Rchg(33), RechRdx-I(46), RechRdx-I(46)
    Level 35: Freezing Touch -- Lock-Acc/Hold(A), Lock-Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(36), Para-Acc/Rchg(36), Para-Acc/Hold/Rchg(37)
    Level 38: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(39), Mantic-Acc/ActRdx/Rng(39), Mantic-Dmg/ActRdx/Rchg(39), Mantic-Dmg/EndRdx/Rchg(40), Mantic-Dam%(40)
    Level 41: Char -- Lock-Acc/Hold(A), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Para-Acc/Rchg(42), Para-Acc/Hold/Rchg(43)
    Level 44: Melt Armor -- UndDef-DefDeb/Rchg(A), UndDef-Rchg/EndRdx(45), UndDef-Rchg(45)
    Level 47: Fire Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(48), S'fstPrt-ResKB(48), ResDam-I(48), ImpSkn-Status(50), Aegis-Psi/Status(50)
    Level 49: Rise of the Phoenix -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    The intent of this build was to create something capable of soloing basic missions (for badging, mainly) and dealing massive damage in teams, using anything short of purples. Between massive alpha strike damage and a bit of control with Ice Patch, Rain of Fire, and the two holds, the soloing is covered. Just being a fire blaster pretty much takes care of the massive damage in teams, but I helped it out a bit with some damage bonuses, recharge reduction, and mez resist.

    I built this at L50, but the slots are organized such that you could use the same build leveling up. The one thing I didn't do here that I almost always do for blasters is take Acrobatics. I love Acro for the near-immunity to knockback and the ability to ignore one hold, but I just couldn't find two more powers that I wanted to drop. I'm thinking that it's not a big deal with all the status resistance bonuses, though, and it is one less toggle to suck End - always a problem for a blaster.

    This does include Rain of Fire but it's more for theme than anything real use - it's not even slotted. Could be handy for soft control if you get a bit too much attention. Or it could be swapped for Shiver if you're more interested in slows as control. There are slots that could be fairly easily moved around if you wanted to go with the Shiver-slotted-for-slow approach.

    After I posted this on the LoV SG forums, an SG mate suggested a different approach... (next post)
  21. Quote:
    Originally Posted by Flameshot View Post
    Now that that's out of the way, the reason for this is because of how Vista/7 deal with "OnTop". In previous versions of Windows it was apparently quite easy to get a program to stay on top by simply forcing it. In Windows Vista/7 they changed the way this functions. The developer of HeroStats has said he's planning to work on it, but it's on the backburner. Not something he's looking to fiddle with right now. At least that's what I gathered from the last time I read up on the issue.
    I have indeed said this in the past, but recently I did try to fix this on Vista and I got exactly nowhere. I can't find anything in the .NET APIs that actually lets you force something to stay on top - except for the properties I'm already using that don't work with Vista (and apparently Win7) full-screen mode. So I'm afraid this is one of those things we're just going to have to live with. I myself am running the game in windowed mode these days, for exactly this reason.
  22. Same issue is back, for me at least. No store (no big deal) and no use of my extra character slots (which sucks).
  23. Quote:
    Originally Posted by Jack Power View Post
    HeroStats is my all time favourite add on in CoH. I was so sad when I noticed it doesn't work well with Vista. I'm very sad about this. I have heard it might work with windowed mode, but I just can't bare to play in windowed mode, I have no idea why, I guess it makes me feel like I'm playing a browser game.
    It sucks, I know. I've tried dozens of different things to make the HeroStats in-game window's always-on-top option work properly with Vista full-screen mode. It's never worked consistently. I actually have Vista now (I ran XP up until a few months ago) and I myself have to run in Windowed mode to make the HeroStats in-game window work. I find that once I size the window to take up all but a few pixels around the edge of the screen, I barely even notice the difference. I'd love to find a way to fix the always-on-top issue with Vista, but I have yet to find anyone that can explain why it's happening, much less how to correct it.
  24. Quote:
    Originally Posted by Positron View Post
    But... but... I posted to twitter AFTER I made the post, and AFTER I made the link in the General Chat forum.
    I found the link on Twitter. I greatly encourage the posting of announcements there, so much easier to follow.
  25. At first glance, I like the super-sidekicking. No more "3 spots but no SK" member-hunting messages! Also, it'll be nice not to have to worry about what mission difficulty I need in order to keep my lowest team member within 4 levels of the mobs.

    It will be interesting to see if this changes people's build practices to be more exemplar/malefactor-friendly, since that will be happening more often.