Lazarillo

Legend
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  1. Working as intended.
    The first time you do a signature arc, you get a reward table, but after that, only one signature arc per week will allow you to take the same reward. So you can take a new character through arcs 1-4, then repeat one, and end up with 5 A-Merits in relatively short order. But after that, you can never do that again on the same character, so it balances out a bit.
  2. I went with Soul Mastery on my Fire/Earth. Soul Drain + Hot Feet + Fissure and/or Tremor = HAPPY FUN TIME YES, and Dark Consumption tends to handle any endurance woes when Domination isn't ready to use.

    Incarnate-wise, this is mostly speculation, because I haven't taken mine through that part of the game, but I see Spiritual as being very attractive. It gets those long recharge powers up faster, and the Stun bonus is nice for Flashfire and Fissure. For Judgment, I'd also recommend Void since it keeps you in Melee, and I like varying up damage types when possible. For Interface, just about anything could have synergy depending on what you're going for, with the exception of Cognitive.

    I don't have access to my build right offhand, but I'll post it a bit later when I can. It's a cheap but quite powerful frankenslotted build; it may be less than what you're going for, but might also provide a decent starting point.

    Edit: Now then, here's the build I mentioned. There's nothing really built for in terms of set bonuses, outside a bit of accuracy and damage to compensate for what wasn't in the enhancements, however it's fairly versatile, solos pretty easily at around x4 or x5, and, as mentioned, can be put together on a budget (though I know you said money wasn't an object).

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Volcaniquette: Level 50 Science Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Earth Assault
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Char -- EoCur-Acc/Rchg(A), EoCur-Acc/Hold/Rchg(9), Lock-EndRdx/Rchg/Hold(9), Lock-Rchg/Hold(11), Thundr-Dmg/EndRdx(11), Thundr-Acc/Dmg/EndRdx(29)
    Level 1: Stone Spears -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/EndRdx(7), Ruin-Acc/Dmg/Rchg(7)
    Level 2: Stone Mallet -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/EndRdx(15), F'dSmite-Acc/Dmg/Rchg(15)
    Level 4: Tremor -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(17), C'ngBlow-Dmg/Rchg(17), C'ngBlow-Acc/Rchg(19), M'Strk-Acc/Dmg/EndRdx(19)
    Level 6: Combat Jumping -- Krma-ResKB(A)
    Level 8: Hot Feet -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(21), Sciroc-Dmg/EndRdx(21), TmpRdns-Acc/Dmg/Slow(23), TmpRdns-Dmg/Slow(23), TmpRdns-EndRdx/Rchg/Slow(25)
    Level 10: Super Jump -- Jump-I(A)
    Level 12: Flashfire -- Rope-Acc/Rchg(A), Rope-Acc/Stun/Rchg(25), Rope-Acc/Stun(27), Rope-EndRdx/Stun(27)
    Level 14: Smoke -- ToHitDeb-I(A)
    Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(37)
    Level 18: Cinders -- EoCur-Acc/Hold(A), EoCur-Acc/Hold/Rchg(29), G'Wdw-Acc/Hold/Rchg(31), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-Rchg/Hold(31)
    Level 20: Heavy Mallet -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Dmg/EndRdx(33), F'dSmite-Acc/Dmg/Rchg(34)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam/EndRdx(34)
    Level 26: Super Speed -- Run-I(A)
    Level 28: Seismic Smash -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Dmg/EndRdx(39), F'dSmite-Acc/Dmg/Rchg(39), Lock-EndRdx/Rchg/Hold(39)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
    Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(42), BldM'dt-Dmg/EndRdx(42), BldM'dt-Acc/Dmg(42)
    Level 35: Ring of Fire -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(36), Thundr-Dmg/EndRdx(36), Thundr-Acc/Dmg/Rchg(36)
    Level 38: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43), Det'tn-Dmg/EndRdx/Rng(45), Rope-Acc/EndRdx(45)
    Level 41: Dark Embrace -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx/Rchg(46), ImpArm-ResDam/EndRdx(46)
    Level 44: Soul Drain -- Sciroc-Acc/Rchg(A), Sciroc-Acc/Dmg(46), Sciroc-Dmg/Rchg(48), C'ngBlow-Acc/Rchg(48), C'ngBlow-Dmg/Rchg(48)
    Level 47: Dark Consumption -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(50)
    Level 49: Weave -- GftotA-Def/EndRdx/Rchg(A), GftotA-Def/EndRdx(50), RedFtn-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3)
  3. Quote:
    Originally Posted by Chris_Zuercher View Post
    So either the fix was made or Nemesis has won.
    You assume those are mutually exclusive.
    But yeah, it seems like...they actually did it this time. And it didn't even take the full maintenance window.
  4. Five minutes into the window, the forums are still running...I think I know where this is going.
  5. Quote:
    Originally Posted by Kheldarn View Post
    Every 10 seconds? No. You get an ad when you first start, and then it takes awhile before the next one comes. It even warns you when you're 10 mins. out from the next ad, and gives you the option to watch the ad any time before then...
    Weird. I kept having the little popup add appear at the bottom and cover a good 1/3 of the frame.
  6. Screw the rocks, it's the freaking firebombs that piss me off, since if you get hit by one going through a door, you're dead by the time the door-entering animation finishes.
  7. Man oh man, does the whole "ad pops up every 10 seconds" thing happen during the live streams, too? 'cause that was pretty awful.

    But regarding the video itself...Staff Fighting looks pretty tasty.
  8. Lazarillo

    VK!!!!!

    Quote:
    Originally Posted by Everything_Xen View Post
    The tier 9 is a twirling breakdance of doom... and the PBAoE attack got a few more twirls.

    The rest of the attacks seem to keep the same animations more or less.
    Awww, I kinda liked the "Eagle's Claw" style animation that it had in the leaked video, but I guess that's what happens when you start basing opinions on leaks like that. Hopefully it manages to look cool. I really want to want Staff Melee, but when it comes to paid-for powersets, it's important to me that they look good. For example, I probably wouldn't have bought Kinetic Melee separately because of how much I hate the animation for Concentrated Strike. But I'm going to hold out hope until the video surfaces (or until the set shows up on Beta, I guess).
  9. I'm a little wary of them calling it "hearbreaking". I hope they don't do anything inane just to stir up cheap melodrama.
    Honestly, though, I feel like the spot where series 6 ended...they really don't need to be back in series 7 anyway. It was a good closing point for them.
  10. Lazarillo

    VK!!!!!

    I'm assuming there's no direct link to just the Staff Melee sample video still, though?
  11. Quote:
    Originally Posted by Wing_Leader View Post
    Part of the problem, I think, is that the trials make you win only on its terms. So, the first part of the so-called challenge is figuring out what those terms are. Then the second part is arriving at a plan that, when executed more or less perfectly, manages to navigate the narrow path of success provided by all the constraints placed on the situation by the trial's gimmicks. It's not like there is a whole lot of room for thinking "outside the box" because the box itself is impenetrable from within.
    And when you find terms that solve the problem creatively, you are told you are doing it wrong and those methods are removed. "Telpathists are now immune to phasing."
  12. Quote:
    Originally Posted by Zemblanity View Post
    What's the point of playing these SSA's blueside? They've been on auto-failure since pretty much the beginning. I'm guessing there's something wrong with the Streak Breaker, because heroes are getting way too many critical failures. On that note, I'd be worried about MARTy if I were a villain. Of course, you could consider simply renaming blueside to City of Losers...
    One would assume the entire point of killing Statesman in arc five means that there's two left for the heroes to win in the end.
  13. [Post rescinded on account of being made just a little too early. Benefit of the doubt is now fully offered.]
  14. I find Super-Reflexes is pretty much fine as-is. Yes, it's not as versatile as Shield Defense, and Shield Defense can potentially out-defend it, but Super Reflexes is also much higher at its baseline, requires considerably less sacrifice for the sake of soft capping it, and better resists Defense debuffs, allowing it to remain soft-capped even against problem enemies.
  15. Quote:
    Originally Posted by Dark_Respite View Post
    It's odd - I'm more aggravated about HOW the devs announced it than the fact that States gets offed.
    Someone in the official topic mentioned that it's possible the latest patch includes the text already and in the game files, and Paragon wanted to get the information out on their own terms, rather than hope a pigg diver didn't leak it. I don't know much about how easy that would be to do, or even if the arc's text is indeed in there, but given that we've already got contact for later arcs showing up, that actually seems like a reasonable explanation.
  16. Quote:
    Originally Posted by Texas Justice View Post
    I wonder what the Seattle web team deemed was more important this time.
    Presumably, they were going to, but then they found out Bill brought tacos, and had a taco party.
  17. Just whatever I feel like, generally.

    While I don't RP, all of my characters have their own characterization I create them with, and I usually try to pick story arcs that best suit them.
    I am a bit anal about my contacts list, though; I end up doing, and will try to quickly finish any arc for a contact I can't out-level and get them moved off the list as soon as possible, so I do arcs for people like Pilgrim or Montague, and the Invention/Architect tutorials on every character ASAP.
    Tip missions rather frequently as well, though I have a tendency to do those "in character" rather than trying to go efficiently for one alignment or the other there, too.
    And then, of course, there's always the good, old fashioned Task Force/Trial/Pick-up Team when I just want to level rapidly.

    So yeah, pretty much anything. The one thing I try to avoid is doing the same thing too frequently in a short period of time, to keep any one part of the game from feeling too stale. This usually isn't too difficult, though. For example, I can have one character at 20 go hang out with Keith Nance, while another does errands for Mercedes Sheldon.
  18. Quote:
    Originally Posted by ShadowMoka View Post
    Actually at the end of WWD4, Positron takes over the Phalanx in Statesman's place. The player won't be the new leader. I hope not, at least. RP will get really wonky.
    No more wonky than it already is due to the nature of the story. "I defeated Frostfire!" "No, I defeated Frostfire!" "Look, I had seven other dudes with me and we all defeated Frostfire, but you two weren't among the seven!" Everybody being the leader of the Freedom Phalanx is not inherently different than everyone saving Mender Ramiel from Reflections in the distant future.
  19. Activating Ninja Run was all I needed. Once I memorized where the couple of problem-checkpoints were, I got it with a couple seconds to spare. Beast Run would probably do the same for folks, though, obviously, that'd only apply to people who bought the Natural or Animal packs.
  20. Quote:
    Originally Posted by rsclark View Post
    These aren't sale prices. I know this because they have never been offered at any other price. Those other numbers you've tagged on there are nothing but meaningless advertizing.
    Presumably, they have some sort of equation for calculating the prices of enhancements, relative to their rarity in the game. The same problem applies for the Uncommons that are in the store normally. So for the limited time rares, they apply that equation, then cut the total in half.

    Yes, it's sort of a goofy approach, but I can at least see where the idea comes from.

    I suppose they could simply share that equation, but I suspect they don't want to because it would give too close of in-game market<->real money value conversion idea.
  21. He was killed by Professor Plum, in the conservatory, with the rope.
  22. Can I vote for UniqueDragon?
  23. Quote:
    Originally Posted by MrCaptainMan View Post
    Can somebody tell me what a Super Pack is, exactly?

    Eco
    It's a lotto-draw being set for purchase on the Paragon Market. Each $1 purchase will get 6/205 different items of set rarities. These items include consumables like inspirations and temp powers, as well as unique costume pieces, AT enhancements, and Enhancement Catalysts.
  24. Quote:
    Originally Posted by TrueGentleman View Post
    Hang on a tick, does this apply to just the sale prices for these items, or is Paragon Studios really removing [i]all[i] Rare IOs from the market next week?
    To my knowledge, all the Rares added so far have been limited time offers. The ones "normally" on the market are the uncommon sets, no?