Luminara

Renowned
  • Posts

    1251
  • Joined

  1. Quote:
    Originally Posted by Eiko-chan View Post
    Here's the flaw in your logic. You view Veteran's Rewards as something you paid $900 for. In reality, you paid $900 for access to the game. You get the Veteran's Rewards for free.
    And so will you. Which really blows your entire argument out of the water, doesn't it, because you're basing your complaint on exclusivity or lack of availability, which doesn't exist.
  2. Quote:
    Originally Posted by AzureSkyCiel View Post
    Also, why is there no Arachnos unit based off of or called "Birdeater"? (http://en.wikipedia.org/wiki/Bird-eating_spider)
    Better question, why isn't there an all female unit named (and colored) like Argiope aurantia?

    So lovely. *sigh*
  3. Quote:
    Originally Posted by Sailboat View Post
    If the Devs would finally split up a few servers to further dilute the player pool a bit, it might help.
    Here here! I was just invited to a team of five other players running a test on an AE story arc, at 5:30 a.m. Eastern time, and had fun. That cut 30 minutes off of the time I was attempting to accrue on the Shadow Shard day job badge.

    OUTRAGEOUS!

    Split the servers now, before more people have fun! We can't have these "teams" running around like this, it's disruptive, especially at such an early hour in the morning!

  4. Quote:
    Originally Posted by BlackBellatrix View Post
    I ask again; Hypothetically, were it offered at the same price as subscription rates and limited to the registration date of the account, would you still oppose it?
    Consistently and without hesitation.
  5. Quote:
    Originally Posted by BlackBellatrix View Post
    Yeah, except that my account was inactive for all that time and they wouldn't have made that money regardless.
    But they did make that money from other players who kept their accounts active and earned those rewards. That sets the precedent and ground rules, that veteran rewards are purchasable with exactly one currency-- time accrued on an active account. As such, NCSoft is not obligated to sell veteran rewards for any other form of currency. Nor is anyone entitled to purchase those rewards with any other form of currency.

    Quote:
    As far as I can tell, people don't pay upwards of $45 a month solely for Vet Rewards, they pay to access and play this great game.
    We have players who keep their accounts active just to chat on the forums. They don't log into the game for months, but they keep paying just so they can talk here.

    But that's neither here nor there. Whether or not some players pay their subscription fees regularly strictly to accumulate veteran rewards is irrelevant. What is relevant is that we have many, many players who maintain their accounts not only to play but also to build time toward veteran rewards. They, we (i include myself in this group), keep accounts active for that month here and there when interest has waned, time has not permitted play or real life has intruded, and that is why veteran rewards were implemented, what they were designed to accomplish.

    Quote:
    Bottom line, they make more money. Now, if other Veterans feel cheated, that's a different matter altogether.
    You're offering 1/10th, or less, the cash value (based on subscription fees) for those veteran rewards and they're likely to lose your subscription sooner because you no longer have that carrot on a stick to coax you into renewing your subscription if/when you get bored. Additionally, since you would presumably have everything you wanted, you'd have nothing to retain your interest once you got bored with the things you purchased.

    No, they don't make more money.

    Quote:
    Would you still object if it was $10 per reward month and, as per my original suggestion, only available up to your original registration date?
    Yes. Vehemently. If you want those rewards, you pay for them with the same currency that everyone else has had to pay for them. Accrued time on an active account. No-one is entitled to getting them sooner or for less than anyone else, including you, or me, for any reason.
  6. Quote:
    Originally Posted by Thirty_Seven View Post
    Though I too think Luminara's post was priceless...

    Would it be okay to have a pool of Vet rewards to pick from at each step? Say a Power Tier that includes all of the Vet Powers, a Costume Tier that includes all of the costume bits, etc.

    Then, whenever a costume or power is offered as a Vet Reward, one can CHOOSE which of the powers or costumes or whatever they want. That way, they would have the same number of rewards that they qualify for, and the same range of rewards (they wouldn't have all of the good Vet Rewards by 15 months...) but would still not have to wait as long if the only thing they really want is say, the Boxing Outfit.
    Which then leads to complaints about "all" of the veteran rewards being "crap" by the players who picked what they wanted early. It can also be argued that more customers would cancel their accounts sooner, since they "got what they wanted" and saw nothing to encourage them to continue to subscribe. Or people who only kept their accounts active for one quarter of every year, just so they could get whatever new rewards were released, thus depriving the company of three fourths of their potential revenue.

    Veteran rewards serve two purposes-- little gestures of appreciation to people who keep their accounts active, and enticement for players to continue to keep their accounts active.

    Those are the reasons veteran rewards exist. That is their purpose, reward and enticement. Change how they're awarded and you change that purpose, and they no longer have meaning or value as veteran rewards, nor as incentive to maintain an account.

    I work a low wage job, washing dishes and scrubbing floors. I was forced to let my account lapse for a year due to HDD failure and unemployment. No-one knows better than I do how frustrating it can be to look at upcoming rewards and know that it'll be months or years before I can have them, but I still don't, and never will, support any change to the veteran rewards system because it doesn't need to be changed. It's fair, it's reasonable and it works. Changing them in any way is a lose-lose situation for NCSoft and the developers, and most of the players.
  7. Quote:
    Originally Posted by BlackBellatrix View Post
    I think that Veteran Rewards should be made purchasable. Something along the lines of $1 per month. (So, 3 per reward.)
    Translation matrix engaged.

    "Dear NCSoft and development team,

    Despite my failure to keep my subscription active in order to qualify for veteran rewards, and thereby depriving you of between $30 and $45 for each three month period, I believe you should sell me those same rewards for $3, a discount of 90% or more, and allow me to access them immediately. The fact that everyone else has had to pay that $30-45 and wait for up to five and a half years for their veteran rewards should not, in any way, sway your decision.

    In short, gimme stuff, and thanks for being stupid, gullible and terrible at math and finances. Suckers.

    Love,
    BB"

    Translation matrix disengaged.

    No.
  8. Quote:
    Originally Posted by SoulSpark View Post
    I have two questions about that.

    1) Do damage procs go through the (10 second recharge) thing? So once it fires off it needs 10 seconds to recharge for a chance to fire off again?
    No. Activation checks are made each time the power is activated if it's a click. Doesn't matter if the time between checks is less than 10s. Only toggles are subject to that limitation.

    Quote:
    2) If a damage proc fires off in an AoE power, will all affected targets get the effect of it, or just a random single target?
    Every target is checked individually. If a proc rolls a successful hit on a target, it activates on that target. It will not activate on adjacent targets. It can activate on more than one target at a time, if it has successful hit rolls on other targets. It's exactly like hit rolls for AoEs/cones, it's just locked at a lower chance to hit.

    Quote:
    I'm just asking this to see if putting damage procs in powers like Sleet/Ice Storm/Freezing Rain/Blizzard is a good idea or not.
    Depends on whether or not you're giving up a "crucial" enhancement to fit the proc in. If a proc would average out to less damage, or force you to sacrifice recharge time or endurance reduction that you can't afford to sacrifice, then it's not worth it. If the average damage with proc(s) is higher and you're not giving anything up to use it (them), it's worth it.

    I have three damage procs slotted in Tenebrous Tentacles on my TA/Dark defender. It's extremely worthwhile in that power because it has low base damage and takes a comparatively long time to deal that damage. However, I only have two procs in Night Fall on that same character, and have the other four slots dedicated to damage, accuracy, endurance and recharge, because adding one more proc would not compensate for the increased recharge time/endurance usage or reduced damage output.

    This is all irrelevant, though, because the powers you're asking about are all subject to the 10s rule. They will only check for proc activation once every 10s while active. But targeted AoEs, PBAoEs and cones with immediate effects, such as Neutron Bomb, Irradiate or Tenebrous Tentacles work as I describe above, procs can check as often as you can get the power to activate again.
  9. Quote:
    Originally Posted by Celestial_Lord View Post
    Would it be possible for NCSoft to release some no longer used character names? Say characters under level 25 on accounts that have been expired for a year or more?
    They did something similar twice in the past, found that fewer names than they expected were freed up.

    Quote:
    Or, better yet, find a way to tie character names to the global name, so everyone can be Captain Bob?
    I'd prefer that they didn't. I like having unique character names.

    Quote:
    I became inspired to create a new Radiation Blast / Energy Manipulation Blaster tonight. It took me about 45 minutes or so to get the costume right, mostly black with a splash of bright red. When it came time to choose a name, I tried "Celestial Striker," figuring it would be taken. It was. Darn. Okay. How about.... "Atomic Striker?" Taken. Hrm. Okay, let's try... "Celestial Fusion." Taken. Grr. "Atomic Fusion." Taken. "Scarlet Fusion." Taken. Tried a few others. All taken.
    I started a TA/Rad defender a couple of weeks ago, colored the blasts whitish-yellow and picked up the name Ultrasolar on the first attempt.

    A month before that, I decided to make a TA/Sonic defender and wanted to "be prepared" with a list of names, so I thought of three, Ultrasonia, Ultrasonja and Ultrasonya. Turned out all three were available. All three on two different servers, so there were actually six available. I took the Ultrasonias and left the rest for other players.

    Frostglow, Infinity Effect, Dazzle Girl, Jewel of the Empire, Lady Nemesis, Eisensoldat (German for Iron Soldier), all names I've picked up within the last year.

    Quote:
    Really, it's gotten pretty difficult to come up with a character name that doesn't use leetspeak like C3lesti@l, or throw random letters and / or numbers in like Celestial A 3,
    My experiences lead me to disagree.

    Quote:
    or use a foreign language like Latin.
    Practically all of the English language is based on, or stolen from, other languages. We have very few words which are unique to our tongue. Why not use Latin, or Egyptian, or German, or Greek, or Mayan, or any other language, considering that most of the words you're going to use have their roots in those other languages anyway?
  10. Follow up.

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

    Click this DataLink to open the build!

    The Swan Device: Level 50 Technology Corruptor
    Primary Power Set: Radiation Blast
    Secondary Power Set: Traps
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Presence
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: X-Ray Beam -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(3), Thundr-Dmg/Rchg:30(3), Thundr-Acc/Dmg/Rchg:30(5), Thundr-Dmg/EndRdx/Rchg:30(5)
    Level 1: Web Grenade -- Enf'dOp-Acc/Rchg:30(A), Enf'dOp-EndRdx/Immob:30(13), Enf'dOp-Acc/EndRdx:30(15), Enf'dOp-Immob/Rng:30(37), Enf'dOp-Acc/Immob/Rchg:30(43), Enf'dOp-Acc/Immob:30(43)
    Level 2: Irradiate -- M'Strk-Acc/Dmg:30(A), M'Strk-Dmg/EndRdx:30(7), M'Strk-Dmg/Rchg:30(7), M'Strk-Acc/EndRdx:30(9), M'Strk-Acc/Dmg/EndRdx:30(9), M'Strk-Dmg/EndRdx/Rchg:30(11)
    Level 4: Caltrops -- TmpRdns-EndRdx/Rchg/Slow:49(A)
    Level 6: Hurdle -- Jump-I:50(A), Jump-I:50(11), Jump-I:50(13)
    Level 8: Combat Jumping -- LkGmblr-Rchg+:25(A), Krma-ResKB:10(50)
    Level 10: Acid Mortar -- AnWeak-Acc/Rchg:49(A), AnWeak-Acc/Rchg/EndRdx:49(15)
    Level 12: Aim -- GSFC-ToHit/Rchg:30(A), GSFC-Rchg/EndRdx:30(25)
    Level 14: Swift -- Run-I:50(A)
    Level 16: Force Field Generator -- RedFtn-Def/EndRdx:30(A), RedFtn-Def/Rchg:30(17), RedFtn-EndRdx/Rchg:30(17), RedFtn-Def/EndRdx/Rchg:30(19), RedFtn-Def:30(19), LkGmblr-Rchg+:25(21)
    Level 18: Cosmic Burst -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(21), Thundr-Dmg/Rchg:30(23), Thundr-Acc/Dmg/Rchg:30(23), Thundr-Dmg/EndRdx/Rchg:30(25), Dsrnt-I:50(46)
    Level 20: Stamina -- P'Shift-EndMod:30(A), P'Shift-EndMod/Acc:30(27)
    Level 22: Poison Trap -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(27), BasGaze-Rchg/Hold:30(29), BasGaze-EndRdx/Rchg/Hold:30(29)
    Level 24: Aid Other -- Heal-I:50(A)
    Level 26: Neutron Bomb -- Posi-Acc/Dmg:49(A), Posi-Dmg/EndRdx:49(33), Posi-Dmg/Rchg:49(33), Posi-Acc/Dmg/EndRdx:49(34), Posi-Dam%:20(34), LdyGrey-%Dam:21(34)
    Level 28: Seeker Drones -- Cloud-ToHitDeb:30(A), Cloud-Acc/ToHitDeb:30(36), Cloud-Acc/Rchg:30(36), Cloud-ToHitDeb/EndRdx/Rchg:30(36), Cloud-Acc/EndRdx/Rchg:30(37)
    Level 30: Aid Self -- Dct'dW-Heal/EndRdx:33(A), Dct'dW-Heal/Rchg:33(31), Dct'dW-Heal/EndRdx/Rchg:33(31), Dct'dW-Heal:33(31), Dct'dW-EndRdx/Rchg:33(33)
    Level 32: Provoke -- Mocking-Acc/Rchg:32(A), Mocking-Taunt/Rchg/Rng:32(37), Mocking-Taunt/Rchg:32(40), Mocking-Taunt:32(42), Mocking-Taunt/Rng:32(50), Mocking-Rchg:32(50)
    Level 35: Trip Mine -- M'Strk-Acc/Dmg:38(A), M'Strk-Dmg/EndRdx:38(39), M'Strk-Dmg/Rchg:38(39), M'Strk-Acc/EndRdx:38(39), M'Strk-Acc/Dmg/EndRdx:38(40), M'Strk-Dmg/EndRdx/Rchg:38(40)
    Level 38: Health -- Heal-I:50(A)
    Level 41: Web Envelope -- Enf'dOp-Acc/Rchg:41(A), Enf'dOp-EndRdx/Immob:41(42), Enf'dOp-Acc/EndRdx:41(42), Enf'dOp-Immob/Rng:41(43), Enf'dOp-Acc/Immob/Rchg:41(46), Enf'dOp-Acc/Immob:41(46)
    Level 44: Web Cocoon -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(45), BasGaze-Rchg/Hold:30(45), BasGaze-EndRdx/Rchg/Hold:30(45)
    Level 47: Summon Disruptor -- ExRmnt-Acc/Dmg:49(A), ExRmnt-Dmg/EndRdx:49(48), ExRmnt-Acc/Dmg/Rchg:49(48), ExRmnt-EndRdx/Dmg/Rchg:49(48)
    Level 49: Scorpion Shield -- RedFtn-Def/EndRdx:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge



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    Contrast this with my previously posted build. In this case, I not only have no purples planned, I'm specifically avoiding purples because none of the purple sets meet the goals I set for this build (primarily +Melee Defense). Even if I did acquire purples with this character, I wouldn't use them.

    Whether purples are worth it is entirely different from player to player, and even from build to build.
  11. Quote:
    Originally Posted by DarkInvado View Post
    If you could share some of your builds
    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Parthenia: Level 50 Magic Defender
    Primary Power Set: Trick Arrow
    Secondary Power Set: Dark Blast
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Flash Arrow -- Cloud-ToHitDeb:30(A), Cloud-Acc/ToHitDeb:30(3), Cloud-Acc/Rchg:30(3), Cloud-ToHitDeb/EndRdx/Rchg:30(5), Cloud-Acc/EndRdx/Rchg:30(5)
    Level 1: Dark Blast -- Thundr-Acc/Dmg:30(A), Thundr-Acc/Dmg/Rchg:31(7), Thundr-Dmg/EndRdx/Rchg:32(7), Thundr-Dmg/Rchg:31(9), Thundr-Dmg/EndRdx:31(9)
    Level 2: Gloom -- Thundr-Acc/Dmg:32(A), Thundr-Acc/Dmg/Rchg:31(11), Thundr-Dmg/EndRdx/Rchg:31(11), Thundr-Dmg/Rchg:32(13), Thundr-Dmg/EndRdx:30(13)
    Level 4: Glue Arrow -- TmpRdns-EndRdx/Rchg/Slow:49(A)
    Level 6: Hurdle -- Jump-I:50(A), Jump-I:50(15), Jump-I:50(15)
    Level 8: Poison Gas Arrow -- FtnHyp-Acc/Rchg:50(A), FtnHyp-Acc/Sleep/Rchg:50(17), FtnHyp-Sleep/Rchg:50(17), FtnHyp-Sleep/EndRdx:50(19), FtnHyp-Plct%:50(19)
    Level 10: Combat Jumping -- Krma-ResKB:10(A), LkGmblr-Rchg+:25(50)
    Level 12: Acid Arrow -- Achilles-ResDeb%:18(A)
    Level 14: Swift -- Run-I:50(A)
    Level 16: Tenebrous Tentacles -- DampS-Rchg/EndRdx:50(A), Range-I:50(21), Range-I:50(23), TotHntr-Dam%:34(25), Posi-Dam%:34(25), Cloud-%Dam:16(27)
    Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(21), RechRdx-I:50(23)
    Level 20: Night Fall -- Posi-Acc/Dmg:49(A), Posi-Dmg/EndRdx:49(31), Posi-Dmg/Rchg:49(31), Posi-Acc/Dmg/EndRdx:49(31), Posi-Dam%:41(33), Cloud-%Dam:16(33)
    Level 22: Stamina -- P'Shift-EndMod:29(A), P'Shift-EndMod/Acc:29(33)
    Level 24: Disruption Arrow -- RechRdx-I:50(A)
    Level 26: Oil Slick Arrow -- Ragnrk-Acc/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(27), Ragnrk-Dmg/Rchg:50(34), Ragnrk-Dmg:50(34), Ragnrk-Dmg/EndRdx:50(34)
    Level 28: Ice Arrow -- BasGaze-Acc/Hold:15(A), BasGaze-Rchg/Hold:27(29), BasGaze-EndRdx/Rchg/Hold:27(29), BasGaze-Acc/Rchg:11(36)
    Level 30: Dark Pit -- Amaze-Acc/Rchg:50(A), Amaze-Acc/Stun/Rchg:50(37), Amaze-Stun/Rchg:50(37), Amaze-Stun:50(39), Amaze-EndRdx/Stun:50(39)
    Level 32: EMP Arrow -- BasGaze-Acc/Hold:24(A), BasGaze-Acc/EndRdx/Rchg/Hold:24(39), BasGaze-Rchg/Hold:27(40), BasGaze-EndRdx/Rchg/Hold:30(40)
    Level 35: Life Drain -- Dct'dW-Heal/EndRdx:38(A), Dct'dW-Heal/Rchg:38(36), Dct'dW-Heal/EndRdx/Rchg:38(36), Dct'dW-Heal:38(37), Dct'dW-EndRdx/Rchg:38(40)
    Level 38: Maneuvers -- RedFtn-Def/EndRdx:41(A), RedFtn-Def/Rchg:41(42), RedFtn-Def/EndRdx/Rchg:41(42), RedFtn-Def:41(43), RedFtn-EndRdx:41(43), LkGmblr-Rchg+:25(43)
    Level 41: Oppressive Gloom -- Stpfy-Acc/Rchg:44(A), Stpfy-EndRdx/Stun:44(42), Stpfy-Acc/EndRdx:44(45), Stpfy-Stun/Rng:44(45), Stpfy-Acc/Stun/Rchg:44(45)
    Level 44: Soul Transfer -- Stpfy-Acc/Rchg:47(A), Stpfy-EndRdx/Stun:47(46), Stpfy-Stun/Rng:47(46), Stpfy-Acc/Stun/Rchg:47(46), Stpfy-KB%:47(48)
    Level 47: Moonbeam -- Mantic-Acc/Dmg:49(A), Mantic-Dmg/EndRdx:49(48), Mantic-Dmg/ActRdx/Rchg:49(48), Mantic-Dmg/EndRdx/Rchg:49(50), Mantic-Dam%:49(50)
    Level 49: Dark Embrace -- S'fstPrt-ResDam/Def+:15(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth:43(A)
    Level 2: Rest -- EndMod-I:50(A)
    Level 1: Vigilance



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    This is my main character.

    Quote:
    and describe what the builds are designed for that might help.
    Everything. I spend most of my time solo, but when I do play with a team, I want to be absolutely certain I'm contributing as well and much as possible. I hunt GMs on occasion (haven't successfully defeated one yet, but i keep trying). I play at +0 or -1/x6 or x8/+Bosses/-AVs (AV fights don't interest me, at all). I meander into Bloody Bay, Warburg or RV once in a while. Any time I'm thinking about playing this game, this is the character I'm most likely to be considering. I have other characters with purples (including an Ill/Rad with perma-Hasten/AM and almost perma-PA), but I don't play this character for or because of the purples, I just end up getting purples because I play her so much. I logged out last night with ~200,000,000 more influence than I had when I logged in that evening. What else am I going to do with it, other than buy purples?

    But that may not answer your question, so I'll explain why I'm using purples in this build.

    I had leveled my Bots/TA up to the 40s and started playing around with Soul Tentacles and Night Fall, and I was really enjoying having those two cones. I experimented with them and found that I could match the ranges and slot them both with procs and they worked very well together. So I decided that a TA/Dark defender would be an interesting project.

    Originally, this build only had one purple set planned, the Fortunata Hypnosis set in PGA, and that was only because it's dirt cheap. I neither planned nor expected to get any other purples for this character. I didn't even have Hasten in the first few versions of this build.

    Over time, I accumulated a nice sum of influence, new IO sets were released and I re-evaluated my build, and found that I could improve the character's performance across the board if I made a few changes, such as picking up Hasten to help alleviate the nasty recharge times in TA, and I realized that I could afford the Absolute Amazement set in Dark Pit. Adding that set helped because it allowed me to change the way I had other powers slotted, such as Tenebrous Tentacles, which I could then slot the way you see above, rather than trying to fit in Accuracy and Damage in addition to the Range, Recharge, Endurance Reduction and procs. It was a cascade effect, adding that one purple set, that changed the build in a way that filtered down through all of my other powers.

    More time passed and I had again built up more influence than I knew what to do with. Not through farming, or running TFs during double XP weekends, but simply by playing, almost entirely solo. I actually had enough to buy my first truly expensive purple set, the Ragnaroks in OSA. Once again, that one change (it was previously slotted with three Dam/Rchg, one Dam/End and one Rchg/End) had an impact on the entire build, allowing me to shift more slots around and change the slotting on other powers again.

    For this build, purples offer two bonuses which make the way I want to play it more viable. +Accuracy, which allows me to forgo slotting that in other powers, and +Recharge, which allows me to cycle TT and NF more quickly (i really, really enjoy many versus one (critters versus me) fights, rather than one on one or eight on one (team versus single foe)). Those were goals I had before I started acquiring purples, but purples do achieve those goals, so I started using them.

    Now I'm sitting on another pile of influence and considering another purple set. I have a new goal, to get Hasten down under 119.27s recharge, so it will be permanent. The character has evolved and previous goals (enough Accuracy to allow me to slot TT in this way, for example) have been met, so I've set new goals. Perma-Hasten is one of those new goals, and another purple set will put me one step closer to that goal.

    Quote:
    So... Really worth all that?
    It's worth it if they enhance the enjoyment you get from playing a character, if you have specific goals for a character's build and can meet some or all of those goals with purples, or if they allow you to change a character in such a way that it improves the entire build even if you didn't have that in mind as a goal.

    It's not worth it if all you want them for is to wave your set bonus list in other peoples' faces, if you haven't figured out exactly what you're trying to accomplish with a build, or if they don't help you reach the goals you do have.
  12. Quote:
    Originally Posted by Supernumiphone View Post
    Why not use build 2 for your leveling build and keep build 1 as your regular build? Unless you plan on using build 2 for something else later it'll save you a respec or two.
    ...

    I'd completely forgotten that we have that functionality now. Thank you. That saves me two respecs and quite a bit of time running to and from one of the special arbiters.

    The Swan Device is armed, Operation Redwing Sioux is go. I repeat, Operation Redwing Sioux is go, payload release is approved.

    I go boom now.
  13. Quote:
    Originally Posted by Supernumiphone View Post
    Interesting build. As for the LotGs, how about getting 27s instead of 25s? If you shifted some slots around you could have Neutron Bomb partially slotted for use. There is no functional difference between a level 27 and 25 in the current content. Flashbacks go in 5 level increments. There's no way to have them active at 19, but a 27 would work in the next tier, 20-24. The same goes for SFs.

    Unless you're planning ahead for when a new low level SF is added, which IMO is unlikely, a 27 would work just as well as a 25.
    The arcs that I prefer to run through Ouroboros are in the 1-14 and 15-19 ranges. The ToHit bonus from Beginner's Luck makes it easier to get by with less than optimal slotting, attacks deal slightly more damage proportionate to critter HP and critter attacks deal less damage proportionate to player character hit points, so the whole process is smoother.

    I'm thinking of using this build to do the Ouroboros stuff, then respecing into the preferred build when I finish and go back to leveling.

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

    Click this DataLink to open the build!

    Level 25 Technology Corruptor
    Primary Power Set: Radiation Blast
    Secondary Power Set: Traps
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Medicine

    Villain Profile:
    Level 1: X-Ray Beam -- Mael'Fry-Dmg/Rchg:28(A), Mael'Fry-Dmg/EndRdx/Rchg:28(3), Ruin-Dmg/EndRdx:28(5), Ruin-Dmg/Rchg:28(9), Ruin-Acc/Dmg:28(13)
    Level 1: Web Grenade -- Enf'dOp-Acc/EndRdx:28(A)
    Level 2: Irradiate -- C'ngBlow-Acc/Dmg:28(A), C'ngBlow-Dmg/EndRdx:28(3), M'Strk-Dmg/Rchg:28(5), M'Strk-Dmg/EndRdx/Rchg:28(9), C'ngBlow-Dmg/Rchg:25(13), UndDef-Rchg/EndRdx:28(15)
    Level 4: Neutrino Bolt -- Mael'Fry-Acc/Dmg:28(A), Dmg-I:25(15), Dmg-I:25(21), Ruin-Acc/Dmg/Rchg:28(23)
    Level 6: Hurdle -- Jump-I:25(A), Jump-I:25(7), Jump-I:25(7)
    Level 8: Combat Jumping -- DefBuff-I:25(A)
    Level 10: Acid Mortar -- Acc-I:25(A), UndDef-Rchg/EndRdx:28(11), UndDef-Rchg:28(11)
    Level 12: Aid Other -- Empty(A)
    Level 14: Swift -- Run-I:25(A)
    Level 16: Force Field Generator -- DefBuff-I:25(A), DefBuff-I:25(17), DefBuff-I:25(17)
    Level 18: Cosmic Burst -- Mael'Fry-Dmg/Rchg:28(A), Mael'Fry-Dmg/EndRdx/Rchg:28(19), Ruin-Acc/Dmg:28(19), Ruin-Dmg/EndRdx:28(21), Ruin-Dmg/Rchg:28(23)
    Level 20: Stamina -- Efficacy-EndMod:28(A)
    Level 22: Caltrops -- TmpRdns-EndRdx/Rchg/Slow:28(A)
    Level 24: Aid Self -- Heal-I:25(A), Heal-I:25(25), Heal-I:25(25)
    Level 26: [Empty]
    Level 28: [Empty]
    Level 30: [Empty]
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge



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    I'll have to respec twice, once into this build (i already started The Swan Device and have her at level 5, then back to the planned build, but I have four veteran reward respecs that I'd likely never use for any other reason, so it won't be a hardship to use a couple of them for this.
  14. Quote:
    Originally Posted by Dispari View Post
    Quote:
    Defenders and controllers share the same Slow modifiers.
    MMs too.
    Masterminds use 1.0 Slow mod, Ranged and Melee. Defenders and controllers use 1.25 Ranged and Melee. Every other AT uses either 1.0 or 0.8.

    Quote:
    MMs also share RES/DEF debuff values.
    Defenders have 0.125 mods across the board, Ranged and Melee, for -Dam, -Res, -Def and -ToHit. Controllers use 0.100 mods for all of those. Masterminds only share controller values for Melee -ToHit, -Dam and -Def, the rest of the listed debuffs sit at 0.075.

    In no case is a mastermind's debuff potential comparable to that of a defender, and in only a few cases is it even as high as that of controllers.
  15. There are Wrapped boot and glove options. I use them on my Egyptian priestess of Ra, Djeseritra (Fire/TA/Stone).

    For the chest and legs, I think the Enforcer or Buckled options might fit the bill, with careful colorization to make them look more like bandages.

    Failing that, you could use the Zombie chest and legs, Wrapped boots and gloves and a kilt or skirt. That's similar to how I have Djeseritra clothed, except no Zombie parts (she was sent forward on the river of time to serve Ra's will in Paragon City, but despite having traveled across ~5000 years, she's still only in her 20s).

    Hm... could also throw an animal head on and make it an avatar of an Egyptian god. They were typically depicted as bare chested, wearing kilts/skirts and sandals.
  16. Quote:
    Originally Posted by Miladys_Knight View Post
    Um..... you're a fish?
    No you!
  17. Quote:
    Originally Posted by New Dawn View Post
    Actually it does but not by itself. People make their own choices and so it's by those choices they live or die by.
    And that's precisely the reason TA needs to be improved. Players should not be tied to specific pool powers, secondaries, temp powers or inspirations in order to use this powerset to effectively mitigate alphas or provide sufficient extended combat mitigation to allow slower teams or solo players to progress without counting down the seconds to defeat.

    "You need Hasten" is not an acceptable answer to TA's problems.

    "You need Maneuvers" is not an acceptable answer to TA's problems.

    "You need Medicine" is not an acceptable answer to TA's problems.

    "You need Lucks" is not an acceptable answer to TA's problems.

    "You need Dark Blast" is not an acceptable answer to TA's problems.

    No other primary is reliant on these types of specific build patterns in order to be used to defend a team. Not a single other one. Only TA. And that, sir or ma'am, is why TA needs to be improved.

    Quote:
    Sometimes it's not just what's in your build, it's what's in somebody elses and what dynamics you can achieve should you combine abilities.
    "You need the right teammates" or "You need teammates with the right builds" is not an acceptable answer to TA's problems.

    Quote:
    There is a distinct lack of pace in playing with a TA and AV fights and so -regen to PGA would be gold!
    We have 40% -Res without even putting any effort into it, in addition to the 1000% -Regen in EMP. In my experience, in teams ranging from 8 to 2 (me and one other player), with my TA/A as the only debuffer, that 40% is sufficient. I've defeated AVs and GMs in duos with my TA/A, without using EMP Arrow at all, and see no reason why we need more -Regen, other than simply to make AV/GM fights so mind-numbingly fast and easy that players are napping through them with Brawl on auto.
  18. Quote:
    Originally Posted by Redlynne View Post
    Glue
    ...

    Target (ground) Location instead of target Foe to spawn Sticky Arrow pseudo-pet.
    It was, originally. It was changed to a foe-targeted power because the developers felt that having to constantly switch between types of placement was awkward. I agree with that assessment and decision. Especially considering Glue's sticky property (no pun intended (okay, maybe a little pun intended)), which makes it possible to pull an almost unlimited number of foes through it and have it affect every single one of them for the full 30s.

    Functionally, it serves little purpose to make it a location-targeted debuff, as there's little need to pull in this game.

    Quote:
    Increase Recharge Debuff to -25% (Defender) / 20% (Controller, Corruptor) / 15% Mastermind.[/b]
    Defenders and controllers share the same Slow modifiers.

    Quote:
    PGA

    ...

    Poison Gas Arrow is another power that I *wish* was running on Target Location (any surface) rather than Target Foe!
    Used to be, was changed for the same reason Glue was.

    Quote:
    Again, utility and player skill would dramatically increase as a result of such a change in deploying a pseudo-pet to deliver this power.
    It would also make it potentially less useful and more difficult to use, because the PGA effect isn't lingering, it's a one shot deal. At least with foe-targeting, you're assured of hitting something, as opposed to location-targeting which can result in critters leaving the AoE before it even spawns and thus avoiding the effect entirely.

    Quote:
    Change to 100% chance for Sleep (Mag 2) for 20 seconds (Defender) / 16 seconds (Controller, Corruptor) / 12 seconds (Mastermind)(PvE).
    Add additional 50% chance for Sleep (Mag 1) for 20 seconds (Defender) / 16 seconds (Controller, Corruptor) / 12 seconds (Mastermind)(PvE).
    Add additional 20% chance for Sleep (Mag 1) for 10 seconds (Controller)(PvE).
    Overkill if Placate is added to Flash, and it would be horribly exploitable in conjunction with that Placate. PGA to Sleep everything, deal some damage, Flash to Placate everything, deal some damage, PGA, damage, Flash, damage, etc.

    Quote:
    Acid

    ...

    Clearly there is "no problem" with deploying debuffs via arrows that affect a 25 ft radius. Why then is Acid Arrow's radius so ... miserly? Is it because of the low recharge (at 20 seconds)?
    I suspect that it's a holdover from when Acid dealt much more damage, which should have been addressed when the damage was reduced.

    Quote:
    Furthermore, as everyone knows ... Resistances inherently "resist" being debuffed. This means that against high levels of resistance, any resistance debuffs have a laughably small "throughput" of effect ... while against targets with no resistances, the resistance debuffs are absolutely devastating. What ought to be happening is that Resistance Debuffs ought to be cutting through high resistances, while having a comparatively lesser effect on targets with little to no resistance. The way to do that is to make the Resistance Debuff effect small ... but Unresistable.
    Resistance isn't a global buff, it doesn't affect all damage types simultaneously and equally. Every damage type has a corresponding resistance, and one damage type's resistance does not increase or affect any other damage type's resistance. As a result of that, there aren't actually that many critters in the game which have both a specific damage type and resistance to that specific damage type, and of those which do, they are intentionally designed to be more difficult for everyone.

    Additionally, I strongly disagree with the concept of reducing TA's -Res, especially for the purpose of making it slightly more effective (when taking into account the totals you recommend) against the hardest targets in the game, because it effectively cuts TA's -Res contribution in half for the 90%+ remainder of the game.

    Quote:
    Also, if any power in the Trick Arrow set ought to be gaining Regeneration Debuffing, it's Acid Arrow.
    We don't need more -Regen (1000% already in EMP Arrow). Empathy, FF, Sonic and Storm all get by just fine without -Regen. Kinetics only has 50% -Regen and it's not suffering. -Regen's contribution has continued to be grossly overrated over the past couple of years, despite the reversal of the decision to increase AV and GM regeneration rates not long after they bumped them.

    Quote:
    Increase recharge time to 60 seconds (ie. same as Disruption Arrow).
    Increase Toxic Damage, Resistance and Defense Debuffs to 30 seconds duration (same as Disruption Arrow).
    And the power becomes drastically worse for low level players who can only use it on one out of every two to four spawns. We need to fix that problem, not compound it by increasing recharge times across the board.

    Quote:
    Change Resistance Debuff (all types) to -10% (Defender) / -8% (Controller, Corruptor) / -6% (Mastermind)[Unresistable].
    Increase radius of effect to 25 ft.
    Add Regeneration Debuff of -1 for 30 seconds.
    Increase Endurance Cost to 14.56 (same as Disruption Arrow).[/B]
    No other changes necessary.
    And then you've blown through nearly half your endurance bar just putting Acid, Disruption and Glue on the spawn (and you do need to use Glue, or OSA, otherwise the spawn just walks (or runs, thanks to the AI bug) out of the AoE) for a measly 20% -Res.

    That's not an improvement.

    Quote:
    Disruption

    ...

    [b]Change Resistance Debuff (all types) to -10% (Defender) / -8% (Controller, Corruptor) / -6% (Mastermind)[Unresistable].
    As I've stated twice already, the majority of what we fight in this game are weak, easily defeated foes with no or minor resistances. Gutting TA's -Res in order to make it slightly more effective against the toughest foes in the game just destroys it for the entire rest of the game, and it's just not worth it. Not for the endurance it costs and the requirement of using one or more other applications of powers to ensure that it even affects the foes (Entangling, Glue, Ice, OSA, EMP).
  19. About a year ago, I was reading about early nuclear weaponry and developed a concept for a new character. Specifically, I read about the Swan Device, the first portable nuclear bomb, and thought it would make a decent concept for a Rad/Traps corruptor.

    It never went anywhere, though. At that time, I was fixated on playing it from range, trying to cram Electron Haze into the build and foreseeing a lot of moving around to make it work, and I just wasn't getting into it. I abandoned the character at level 11 and went back to playing TA and Archery characters.

    This past weekend, I was poking around in Mids', looking at some of the builds I'd thrown together over the years and noticed the Rad/Traps again, and decided to see what would happen if I tried it with Melee Defense and no Electron Haze.

    This was the result.

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

    Click this DataLink to open the build!

    The Swan Device: Level 50 Technology Corruptor
    Primary Power Set: Radiation Blast
    Secondary Power Set: Traps
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Presence
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: X-Ray Beam -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(3), Thundr-Dmg/Rchg:30(3), Thundr-Acc/Dmg/Rchg:30(5), Thundr-Dmg/EndRdx/Rchg:30(5)
    Level 1: Web Grenade -- Enf'dOp-Acc/Rchg:30(A), Enf'dOp-EndRdx/Immob:30(13), Enf'dOp-Acc/EndRdx:30(15), Enf'dOp-Immob/Rng:30(37), Enf'dOp-Acc/Immob/Rchg:30(43), Enf'dOp-Acc/Immob:30(43)
    Level 2: Irradiate -- M'Strk-Acc/Dmg:30(A), M'Strk-Dmg/EndRdx:30(7), M'Strk-Dmg/Rchg:30(7), M'Strk-Acc/EndRdx:30(9), M'Strk-Acc/Dmg/EndRdx:30(9), M'Strk-Dmg/EndRdx/Rchg:30(11)
    Level 4: Caltrops -- TmpRdns-EndRdx/Rchg/Slow:49(A)
    Level 6: Hurdle -- Jump-I:50(A), Jump-I:50(11), Jump-I:50(13)
    Level 8: Combat Jumping -- LkGmblr-Rchg+:25(A), Krma-ResKB:10(50)
    Level 10: Acid Mortar -- AnWeak-Acc/Rchg:49(A), AnWeak-Acc/Rchg/EndRdx:49(15)
    Level 12: Aim -- GSFC-ToHit/Rchg:30(A), GSFC-Rchg/EndRdx:30(25)
    Level 14: Swift -- Run-I:50(A)
    Level 16: Force Field Generator -- RedFtn-Def/EndRdx:30(A), RedFtn-Def/Rchg:30(17), RedFtn-EndRdx/Rchg:30(17), RedFtn-Def/EndRdx/Rchg:30(19), RedFtn-Def:30(19), LkGmblr-Rchg+:25(21)
    Level 18: Cosmic Burst -- Thundr-Acc/Dmg:30(A), Thundr-Dmg/EndRdx:30(21), Thundr-Dmg/Rchg:30(23), Thundr-Acc/Dmg/Rchg:30(23), Thundr-Dmg/EndRdx/Rchg:30(25), Dsrnt-I:50(46)
    Level 20: Stamina -- P'Shift-EndMod:30(A), P'Shift-EndMod/Acc:30(27)
    Level 22: Poison Trap -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(27), BasGaze-Rchg/Hold:30(29), BasGaze-EndRdx/Rchg/Hold:30(29)
    Level 24: Aid Other -- Heal-I:50(A)
    Level 26: Neutron Bomb -- Posi-Acc/Dmg:49(A), Posi-Dmg/EndRdx:49(33), Posi-Dmg/Rchg:49(33), Posi-Acc/Dmg/EndRdx:49(34), Posi-Dam%:20(34), LdyGrey-%Dam:21(34)
    Level 28: Seeker Drones -- Cloud-ToHitDeb:30(A), Cloud-Acc/ToHitDeb:30(36), Cloud-Acc/Rchg:30(36), Cloud-ToHitDeb/EndRdx/Rchg:30(36), Cloud-Acc/EndRdx/Rchg:30(37)
    Level 30: Aid Self -- Dct'dW-Heal/EndRdx:33(A), Dct'dW-Heal/Rchg:33(31), Dct'dW-Heal/EndRdx/Rchg:33(31), Dct'dW-Heal:33(31), Dct'dW-EndRdx/Rchg:33(33)
    Level 32: Provoke -- Mocking-Acc/Rchg:32(A), Mocking-Taunt/Rchg/Rng:32(37), Mocking-Taunt/Rchg:32(40), Mocking-Taunt:32(42), Mocking-Taunt/Rng:32(50), Mocking-Rchg:32(50)
    Level 35: Trip Mine -- M'Strk-Acc/Dmg:38(A), M'Strk-Dmg/EndRdx:38(39), M'Strk-Dmg/Rchg:38(39), M'Strk-Acc/EndRdx:38(39), M'Strk-Acc/Dmg/EndRdx:38(40), M'Strk-Dmg/EndRdx/Rchg:38(40)
    Level 38: Health -- Heal-I:50(A)
    Level 41: Web Envelope -- Enf'dOp-Acc/Rchg:41(A), Enf'dOp-EndRdx/Immob:41(42), Enf'dOp-Acc/EndRdx:41(42), Enf'dOp-Immob/Rng:41(43), Enf'dOp-Acc/Immob/Rchg:41(46), Enf'dOp-Acc/Immob:41(46)
    Level 44: Web Cocoon -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(45), BasGaze-Rchg/Hold:30(45), BasGaze-EndRdx/Rchg/Hold:30(45)
    Level 47: Summon Disruptor -- ExRmnt-Acc/Dmg:49(A), ExRmnt-Dmg/EndRdx:49(48), ExRmnt-Acc/Dmg/Rchg:49(48), ExRmnt-EndRdx/Dmg/Rchg:49(48)
    Level 49: Scorpion Shield -- RedFtn-Def/EndRdx:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge



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    I've been staring at this build in Mids' now for several days, and... I like it. Capped Melee/Smashing/Lethal Defense after taking Seeker Drones into account, nearly capped on Energy/Negative, good AoE/Ranged/Fire/Cold and even pretty respectable Psi Defense. Endurance usage is very manageable, since I only have one toggle (CJ), good travel speed... and it's a cheap build. Recharge times are satisfactory, despite having spoiled myself by having a TA/Dark with Hasten only one second away from perma.

    I can get those two LotG +Recharge IOs by locking the character at 25 and running Flashbacks for merits to do random rolls until I get them, and that should also provide me with enough infamy to purchase whatever I don't get as drops or random rolls.

    I'm envisioning this character as a living embodiment of a nuclear projectile. She'll drop right into the middle of a spawn and obliterate it with AoEs and Trip Mines. Leveling up to 18 will be rough, since I'll only have four attacks (X-Ray and Irradiate, plus Sands of Mu and Nemesis Staff), but once I get Cosmic Burst, it should go more smoothly. Locking XP at 25 will be a little frustrating, being denied the second AoE that I could get at 26, but I want the LotG IOs to be the lowest level possible so I still have the benefit for as far down as I can when I have to exemplar.

    I'm still a little torn on Aid Self versus Triage Beacon. I could, with Health, TB and some set bonuses, build up enough +Regen to get my regeneration rate down to ~2.5s per tick, and that would certainly be preferable for fighting hard targets (when i may not have the luxury, or chance, to use Aid Self) and saving endurance, but at the same time, it would also mean tying myself to a specific location for up to 90s at a time, which is counter to the way I want to play this character (nuclear bombs do not wait, or pull!). So for now, I'll plan for Aid Self, as it seems to be the most flexible option.

    Health is just a placeholder, I don't actually have anything else to squeeze in there, at least nothing that would be beneficial. Could pick up Teleport Foe, but as I said, I don't want to bring them to me, I want to drop in on them and blow them to bits. I could also save up for a level 10 Blessing of the Zephyr -KB, put Super Jump in that spot and slot the -KB IO in that, then move that extra slot out of CJ, drop Scorpion Shield, pick up Focused Accuracy and two-slot that for another 5% +Movement... but then you'd all look at me funny and wonder why I was still using Hurdle + CJ for travel when I had a perfectly good travel power, and I really don't want to get into that kind of debate.

    But yeah, I think I'm happy with this build. No matter how many times I try to tweak it, I keep coming back to this one. I'm especially pleased with how inexpensive it's going to be. I don't normally plan for purples, but I do consider them and make alternate builds with them as possibilities. With this build, I actually don't want any purples because they'd compromise the capped Defenses.

    I think this is going to be fun... if I can stomach the first 17 levels. *twitch*
  20. Quote:
    Originally Posted by kokuryu_EU View Post
    Just out of interest, where do people think there is a lack of mitigation? What moments on TFs etc?
    Alpha and extended combat situations, and low level power availability.

    Standard, every spawn alpha mitigation in TA is Flash Arrow and PGA. And it's not enough. If you choose to let someone else take the alpha, the only mitigation you can provide is the -ToHit from Flash. Your other option is to take the alpha yourself, for which you have only PGA to back up Flash, and that just is not sufficient for large team play.

    To put it another way, you can either offer a teammate the equivalent of unslotted Dispersion Bubble (that's if you slot Flash up to 56% ToHit Debuff) and let him/her take the alpha, or you can try to take the alpha yourself with that same unslotted Dispersion Bubble and an unslotted APP shield (roughly equal to the mitigation PGA provides). Try it on a team of 8, see what happens.

    Now, you can rely on EMP and OSA in the later levels, but those are poor solutions to TA's problems. The KD in OSA is only 5% chance per 0.2s, so there's not only no guarantee that any foes in a spawn will fall down before they can alpha, there's not even a guarantee that any foes will fall down during the entire duration of OSA. And both OSA and EMP have recharge times so long that it's impossible (short of having massive +Recharge buffs, which would obviously be coming from teammates, which in turn, due to the powersets which offer those +Recharge buffs, renders your use of EMP or OSA to mitigate the alpha completely unnecessary) to use them on every spawn, or even every other spawn. At best, an average player can expect to use one or the other every three to five spawns. The rest of the time, it's Flash and PGA, and a lot of pain for someone (you or whomever is tanking).

    Secondary is practically irrelevant, because by the time you can use any of your attacks, the spawn has already done whatever damage it was going to do.

    The second problem, extended combat mitigation, comes from the lack of stacking effects (-Dam, -ToHit) and almost nonexistent -Recharge. TA has no buffs and no heals, so incoming damage is a constant factor, with no way to reduce it further or alleviate it after it arrives. Sooner or later, the incoming damage will accumulate to the degree of critical failure. That means one or more teammates, or you, die. All of the other primaries either provide sufficient mitigation to permit base regeneration to compensate for the incoming damage, or provide buffs which remove the incoming damage. TA just slows it down and hopes that the team will defeat the spawn before the spawn defeats the team.

    This can be partially resolved with "the right" secondary powerset or EMP Arrow, but even then, you're still working with much stricter limitations than any other type of defender. EMP Arrow, again, has a long recharge and won't be available for every spawn, and even the best mitigation you can provide via your secondary won't reduce or repair the incoming damage enough to allow normal regen to keep players alive because when you use your secondary to mitigate damage, you're limited by endurance.

    Even presuming that everyone else on the team has their own mitigation and are actively using it (essentially, eight solo players who happen to be communicating and working together perfectly), TA brings less to the table than any other primary, in terms of damage mitigation. Sure, we can boast that if we have enough +Recharge, we can provide the most -Res, and if we get lucky, we can roast a spawn with OSA, and if we chose the "right" secondary/APP, and if we manipulate the AI (using the delay when are supposed to switch between ranged and melee attacks to buy extra time), and if we engage in some minor exploitative behavior (firing OSA around a corner, or abusing the "run away from debuffs" bug), and if we're fortunate enough to be on a team of experienced players, and if we've taken the Medicine/Leadership pools... if we do a whole lot of compensating, we can make TA look good or better. But making it look good doesn't fix it.

    The third issue, power availability at lower levels, is just as serious. The recharge times on Glue and PGA are ridiculous. You can pull some foes into Glue, but PGA is a one shot power, no lingering effects, and you're left with little to nothing, except Flash Arrow, if you want to continue before those powers recharge. PGA's recharge time is especially egregious because it's intended to be a key mitigation power, yet it's restricted to one use every other spawn (and that's if you're solo. on a team, you might not be able to use it until every third or fourth spawn) until you hit level 22 and have it slotted with plenty of +Recharge, or if you realized the deficiencies in TA and dipped into the Speed pool for Hasten to do some of that compensating I was talking about before. Glue's recharge time is even more prohibitive, and ridiculous considering how essential it is to low level progress and survival, and the almost nonexistent -Recharge it provides.

    Those are TA's problems. It doesn't provide anyone with sufficient alpha mitigation, it doesn't provide enough mitigation to keep anyone alive in extended combat (AV fights, for example) and it's practically unusable at lower levels due to the recharge times on critical powers. And the fact that it can improve damage output doesn't compensate for these problems because even that aspect is restricted by Acid's craptastic radius, Disruption's 10 target limit/60s recharge time/frustratingly high endurance cost and OSA being bugged and broken for so long that it's become a freaking internet meme.

    That said, I'm sure someone will be along shortly to counter everything I've just said, or simply say that I don't know what I'm talking about, or that I'm a fish, or... whatever. This is all pointless anyway. With I17, I18 and GR all in the works, it's unlikely that the developers will have any time to do a balance pass for any powersets right now, or even in the foreseeable future. Rather than let myself get frustrated and start picking fights or saying things I'll regret later, I'm going to go play the damn game.
  21. Quote:
    Originally Posted by ClawsandEffect View Post
    Adrenaline Boost adds a further 100% recharge bonus on top of that, but there is no way to display the effects of having it cast on you.
    Geas of the Kind Ones (in Hero Accolades) is 100% +Recharge. So is the Force Feedback proc. You can use either of those to simulate the effect of having AB active.

    Alternatively, you could edit the DB, just remember to change it back when you're finished.

    Quote:
    I'm unsure how to calculate whether or not we will be able to perma things. I'm pretty sure both Hasten and AB will be possible,
    Yes. You'll have ~10s of overlapped effects on both powers. Hasten won't activate until the previous application expires. I don't know about AB, I don't have any Empathy characters.

    Quote:
    but I don't know about the RAs.
    No. You'll still be ~20s short of perma on both, even if you stagger them (you cast, then your friend casts after yours expire). Wait ~10s after each buff expires, then cast. You still end up with ~20s total down time, but splitting it reduces the effective down time to ~10s.

    To recap, you should have ~10s overlap on AB (presuming you both recast immediately upon recharge, and that AB stacks with itself), perma-Hasten with ~10s overlap (you can remove two slots from Hasten and still have it perma) and ~10s down time between RAs (presuming staggering with ~10s wait after each buff expires).
  22. Quote:
    Originally Posted by ShadowsBetween View Post
    I have an idea for a concept character - basically, I'd like a character that is part spider. I don't mean a Spiderman rip-off though. The trouble is, I'm having a hard time thinking of any ATs or powersets that would mesh well with what spiders basically do. (Hunting, webs, and jumping.) Some sets have a few things, like web grenades, that would fit pretty well, and a bunch of stuff that doesn't seem to fit at all. Others are a stretch - claws and spines might work. I don't really have the option to make any of the Soldiers of Arachnos (not for a while, anyway.)

    My main considerations are that I prefer to solo or at least be able to do so. Thus, I tend to avoid ATs and sets that need other players to work properly. (Defenders, Tankers, Forcefields on anything but a Mastermind.)
    Defenders and tanks can solo just as well as any other AT. Build, not AT, is what matters. I recently respeced my TA/Dark/Dark into Soul Transfer and have been trying to get myself killed just to use it, soloing at +0/x8, and I still haven't used it. Build, not AT.

    Quote:
    And I'd like the powers to look at least vaguely like something a spider might do, so things like the FoTM Fire/Kin are out.

    I'm starting to think that this might be a case of my ambition exceeding the limits of what the game will let me do.
    Dark/TA/Mace corruptor. Dark blasts can be recolored to look somewhat like spider webs, Tenebrous Tentacles can be role played as spider legs; TA gives you Entangling, Glue, Acid and Poison, all of which can be role played as spider abilities; Mace Mastery gives you two web powers and a giant spider pet.

    Alternately, Dark/Traps/Mace. Same reasons for Dark and the -Res/-Def powers in Traps, and the Mace powers, plus Web Grenade, and you can role play FFG as a silk barrier, Caltrops as little tiny spiders biting at enemies, Trip Mine as an exploding egg sack and Seeker Drones as more little spiders.

    And getting that to 50 will unlock Soldiers of Arachnos, which will give you a Crab Spider to play with.
  23. This is the list I sent to Castle four and a half months ago.
    • Entangling Arrow - January 31, 2006, you stated that you would be revisiting Entangling Arrow in light of the dissatisfaction that players have with the power. It's been almost three and a half years and it's still inferior to Web Grenade. Time's up. You said you'd address it, so address it.
    • Flash Arrow - While I, personally, am satisfied with this power, many feel that it's underwhelming as a defender debuff, especially in a primary powerset with only one other pre-32 power to mitigate the alpha from spawns. The general opinion is that the ToHit Debuff is too low in value. I do believe it wouldn't be overwhelming to increase the base debuff to... 8%, which would bring it up to ~12.5% when slotted for 56% +ToHit Debuff. This would be an incremental step toward reducing the alpha mitigation problem with TA, a big step toward appeasing the dissatisfied players and slightly improve the strength of the entire powerset.
    • Glue Arrow - 20% -Recharge could be higher. Should be higher. Most of the Recharge Debuffs were stripped from the set before it ever left the test server, now what little remains is so low that it provides too little useful mitigation. Buff it up.
    • Glue Arrow - Placement in set indicates that this power is intended to be used as a primary functional source of mitigation, but 60s recharge is too long for the level at which it becomes available. Simply put, it's not useful at level 2 (or 4), it's not usable frequently enough to be considered a primary source of mitigation with this kind of recharge time until the player has access to SOs (or the equivalent) or takes Hasten. Quicksand (Earth Control) applies all of the same debuffs except -Recharge, instead having -Def (25%, compared to Glue's 20% -Recharge), has a 30s recharge time and 45s duration. Why is a debuff in a controller primary functionally superior to a debuff in a defender primary? Reduce Glue's recharge time to 30s. This would make it much more useful and usable for lower level play and bring it closer to parity with similar debuffs.
    • Ice Arrow - I hate to belabor a point, but this power... sucks. It's not "black hole at the center of the galaxy" suckage, like Petrifying Gaze, but it's slow to animate, it's broken, it's weak... at least add -Fly so it can be used like Entangling Arrow... and so we're not staring at Flying ice cubes.
    • Poison Gas Arrow - 45s recharge, 20s duration, flagged as "does not stack from same caster". Why? Is there a point to disallowing stacking and having a recharge time more than 2x the duration?
    • Poison Gas Arrow - 45s recharge time makes it difficult to use on every spawn prior to SOs (or equivalent). This is inappropriate because the power is one of the primary sources of damage mitigation in the set, and one of only two powers which can be used to reduce alpha damage prior to 32. Recharge time needs to be lower to make it more usable at low levels.
    • Acid Arrow - Other than the radius, this power is relatively well balanced. Radius really does need to be increased, though, now that critters no longer have to bunch up to attack a melee target.
    • Disruption Arrow - See Bugs. Fix Bugs. And reduce the recharge time to 45s.
    • Oil Slick Arrow - I believe we're at a point where we have to consider that some of the bugs may never be fixed. If that is the case, then it's time to consider making some other changes to compensate. The description already states that it "may" ignite if attacked with Fire or Energy, so the groundwork is in place to reduce the recharge time and wave off the bug as "working as intended". 120s would be a good compromise, yes?
    • EMP Arrow - This is the best Hold in the game. It can be used from range, it has no Accuracy penalty, it has a chance to stack an additional mag 1 Hold... I hate to say it, but it's too good, especially as a defender primary power. On the other hand, I never actually use it on my masterminds because it comes so late that by the time it is available, there are so many other ways to deal with spawns that it has nothing to offer, except that brief Regeneration Debuff, so for masterminds, it's of very little use at all. So we've got both ends of the balance spectrum here, ridiculously overpowered at one end and of no practical benefit at the other. How can we find a good middle ground for this power, something that remains useful for defenders but which also makes it useful for masterminds?

      Oh, my controllers, of course, use this as a replacement for the AoE Hold in the primary. It's even better for controllers than it is for defenders.
    • TA in general - Still facing that alpha mitigation issue, especially if the powerset is paired with a secondary which is doesn't offer additional mitigation, like Archery or Electrical Blast. It needs to be better at alleviating the alpha strike from spawns, because it requires the player to risk that alpha strike. As I've previously stated, no other debuffing primary has the same level of risk attached. Darks, Rads and Storms can completely neuter a spawn with 45% or greater -ToHit, and that's just one of the ways they can do it, and they have buffs to back that up in the event of unexpected critter hit roll success. And every other primary offers buffs which allow another player, one more appropriate for the task, to take the alpha with much lower risk. TA's design forces the player to choose between mitigating the spawn and risking defeat or allowing someone else to take the alpha with little or no mitigation. Bottom line, the total alpha mitigation is insufficient and needs to be increased in some way. Flag PGA to generate no Threat. Add a Placate to PGA or Glue. Put an animation in somewhere, which cannot be overridden and gives the defender 2 seconds to get out of the line of fire. Something. Anything.

      Anything except a "heal arrow".

    This and addressing the bugs (another list i sent him at the same time) would all but resolve all of TA's issues. Per Castle, all of the bugs I've sent him are in the queue and will be fixed when code/QA gets to them in turn. Ice Arrow has been fixed (didn't make the power great, but at least it's not allowing enemies to blow our heads off when they're supposed to be held, like it was before).