Lycanus

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  1. Quote:
    Originally Posted by Bronze Knight View Post
    There is a LONG line of game developers that thought that your ... kind ... was the most common one. Not just ones that worked on this game either.

    The reality is that the "I want every thing now/I want to accomplish something tonight." Crowd are FAR more common. People find death FUN in this game. It is quite possibly one of our best features.

    There are two kinds of relaxed people. The ones that would rather take things slow and steady and for a reward later. <this is you

    And the ones that would rather push the envalope and exceed their limits for a glorious team wipe, and then spend 5min dead while chating about how absoulty bad *** they looked when doing it.

    For normal content, we're so used to it that we tend not to have any problems.

    We generally call "Cont" at some point, which is means continuous and probably matches the normal way people play. However, we have established formations and positions of responsibility.

    For TFs and the like, we prefer the 5 minutes of chatting being 5 minutes of planning prior to about a minute of dominating the field.

    Glorious death is fine when I'm solo.

    Teammate death is my failure, which is not the same thing as fault.

    It might not be my fault...but it is still my failure.
  2. Quote:
    Originally Posted by ketch View Post
    Resurrect and Mutation fix a mistake. Vengeance gives you two minutes of preventing further mistakes. And you know what they say about an ounce of prevention...
    yes, but it's not worth a place on my build for a situation that doesn't occur all that often

    unless someone screws up
  3. Quote:
    Originally Posted by Cold_X View Post
    If you dismiss deaths as being part of the equation that equals success and replace it with time alone .
    You see...with us...time is inconsequential...you can always set aside the TF to complete later
  4. thanks, now I just wish there was a knockback set that had melee or s/l defense for my solo build
  5. I just want something unique...if the procs really are working different than the standard ones, that would be something....but all I see right now is another IO set without much different to it
  6. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I've never before encountered the attitude of "If you use vengeance a lot you're not doing it right."

    Shouldn't it be more like "If people use Vengeance on YOU a lot, you're not doing it right?"
    My static team standard attitude: If anybody on the team dies, then things were done wrong.

    Fallout and Vengeance are powers I've never seen taken by anybody I play with for the past 7 years. And none of us have ever thought about taking them...in fact I believe our shared response to such powers was "a power that requires a teammate to die to use without actually resurrecting the teammate? why?"

    resurrect and mutations are fine, they correct the mistake....
  7. Would like this to be a relatively inexpensive build and currently I have Kinetic Combat's in there....which might take some time to collect

    I want a team-centric build for my currently solo brute.

    Her solo build is built with an eye towards KB for the fun of it and glorious death is fine solo and makes for some fun "explode out of pile of bodies" moments with return to battle, but on a team, having those moments might be dramatic, but no longer fun because dying in team just leaves team vulnerable


    This is the build I'm currently planning on (character is currently 35 and I've bought none of this...second build is empty)

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Tender Bar Team: Level 50 Natural Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Jab
    • (A) Kinetic Combat - Accuracy/Damage
    • (43) Kinetic Combat - Damage/Endurance
    • (43) Kinetic Combat - Damage/Recharge
    • (45) Kinetic Combat - Damage/Endurance/Recharge
    • (45) Mocking Beratement - Accuracy/Recharge
    • (46) Mocking Beratement - Recharge
    Level 1: High Pain Tolerance
    • (A) Impervium Armor - Resistance
    • (3) Impervium Armor - Resistance/Endurance
    • (3) Healing IO
    • (5) Healing IO
    Level 2: Punch
    • (A) Kinetic Combat - Accuracy/Damage
    • (37) Kinetic Combat - Damage/Endurance
    • (40) Kinetic Combat - Damage/Recharge
    • (42) Kinetic Combat - Damage/Endurance/Recharge
    • (42) Mocking Beratement - Accuracy/Recharge
    • (43) Mocking Beratement - Recharge
    Level 4: Mind Over Body
    • (A) Impervium Armor - Resistance
    • (9) Impervium Armor - Resistance/Endurance
    • (9) Impervium Armor - Resistance/Endurance/Recharge
    Level 6: Haymaker
    • (A) Kinetic Combat - Accuracy/Damage
    • (34) Kinetic Combat - Damage/Endurance
    • (36) Kinetic Combat - Damage/Recharge
    • (36) Kinetic Combat - Damage/Endurance/Recharge
    • (37) Mocking Beratement - Accuracy/Recharge
    • (37) Mocking Beratement - Recharge
    Level 8: Knockout Blow
    • (A) Kinetic Combat - Accuracy/Damage
    • (33) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (33) Kinetic Combat - Damage/Endurance/Recharge
    • (33) Kinetic Combat - Damage/Recharge
    • (34) Basilisk's Gaze - Accuracy/Recharge
    • (34) Basilisk's Gaze - Endurance/Recharge/Hold
    Level 10: Indomitable Will
    • (A) Luck of the Gambler - Defense
    • (11) Luck of the Gambler - Defense/Endurance
    • (11) Luck of the Gambler - Defense/Endurance/Recharge
    Level 12: Taunt
    • (A) Mocking Beratement - Taunt
    • (13) Mocking Beratement - Taunt/Recharge
    • (13) Mocking Beratement - Taunt/Recharge/Range
    • (15) Mocking Beratement - Accuracy/Recharge
    • (23) Mocking Beratement - Taunt/Range
    • (27) Perfect Zinger - Chance for Psi Damage
    Level 14: Fast Healing
    • (A) Healing IO
    • (15) Healing IO
    Level 16: Rise to the Challenge
    • (A) Miracle - Heal/Endurance
    • (17) Miracle - Endurance/Recharge
    • (17) Miracle - Heal/Recharge
    • (19) Miracle - Heal
    • (19) Miracle - Heal/Endurance/Recharge
    • (21) Doctored Wounds - Heal
    Level 18: Rage
    • (A) Adjusted Targeting - To Hit Buff
    • (21) Adjusted Targeting - To Hit Buff/Recharge
    Level 20: Quick Recovery
    • (A) Endurance Modification IO
    • (23) Endurance Modification IO
    Level 22: Boxing
    • (A) Accuracy IO
    Level 24: Tough
    • (A) Impervium Armor - Resistance
    • (25) Impervium Armor - Resistance/Endurance
    • (25) Impervium Armor - Resistance/Endurance/Recharge
    • (27) Impervium Armor - Resistance/Recharge
    Level 26: Hurl
    • (A) Thunderstrike - Accuracy/Damage/Recharge
    • (46) Thunderstrike - Damage/Endurance/Recharge
    • (48) Thunderstrike - Accuracy/Damage/Endurance
    • (50) Thunderstrike - Accuracy/Damage
    Level 28: Heightened Senses
    • (A) Luck of the Gambler - Defense
    • (29) Luck of the Gambler - Defense/Endurance
    • (29) Luck of the Gambler - Defense/Endurance/Recharge
    Level 30: Weave
    • (A) Luck of the Gambler - Defense
    • (31) Luck of the Gambler - Defense/Endurance
    • (31) Luck of the Gambler - Defense/Endurance/Recharge
    • (31) Luck of the Gambler - Defense/Recharge
    Level 32: Foot Stomp
    • (A) Obliteration - Damage
    • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (46) Obliteration - Accuracy/Recharge
    • (50) Obliteration - Damage/Recharge
    • (50) Obliteration - Accuracy/Damage/Recharge
    Level 35: Resurgence
    • (A) Recharge Reduction IO
    • (36) Recharge Reduction IO
    Level 38: Strength of Will
    • (A) Aegis - Resistance
    • (39) Aegis - Resistance/Endurance
    • (39) Aegis - Resistance/Endurance/Recharge
    • (39) Aegis - Resistance/Recharge
    • (40) Aegis - Psionic/Status Resistance
    Level 41: Combat Jumping
    • (A) Luck of the Gambler - Defense/Endurance
    • (42) Luck of the Gambler - Defense
    Level 44: Superior Conditioning
    • (A) Endurance Modification IO
    • (45) Endurance Modification IO
    Level 47: Physical Perfection
    • (A) Endurance Modification IO
    • (48) Endurance Modification IO
    • (48) Healing IO
    Level 49: Hasten
    • (A) Recharge Reduction IO
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 50: Musculature Radial Paragon
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Fury
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Healing IO
    • (7) Regenerative Tissue - +Regeneration
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (5) Endurance Modification IO
    • (7) Endurance Modification IO
    ------------
    Set Bonus Totals:
    • 5% DamageBuff(Smashing)
    • 5% DamageBuff(Lethal)
    • 5% DamageBuff(Fire)
    • 5% DamageBuff(Cold)
    • 5% DamageBuff(Energy)
    • 5% DamageBuff(Negative)
    • 5% DamageBuff(Toxic)
    • 5% DamageBuff(Psionic)
    • 13.8% Defense(Smashing)
    • 13.8% Defense(Lethal)
    • 8.75% Defense(Fire)
    • 8.75% Defense(Cold)
    • 5% Defense(Energy)
    • 5% Defense(Negative)
    • 3.75% Defense(Psionic)
    • 6.88% Defense(Melee)
    • 2.5% Defense(Ranged)
    • 8.13% Defense(AoE)
    • 9.45% Max End
    • 5% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    • 25% Enhancement(Accuracy)
    • 168.7 HP (11.3%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 11%
    • MezResist(Stun) 2.2%
    • 14% (0.23 End/sec) Recovery
    • 40% (2.5 HP/sec) Regeneration
    • 3% Resistance(Psionic)
    • 5% RunSpeed
    • 2.5% XPDebtProtection
    ------------
    Set Bonuses:
    Kinetic Combat
    (Jab)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Mocking Beratement
    (Jab)
    • 1.8% Max End
    Impervium Armor
    (High Pain Tolerance)
    • 2.5% (0.04 End/sec) Recovery
    Kinetic Combat
    (Punch)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Mocking Beratement
    (Punch)
    • 1.8% Max End
    Impervium Armor
    (Mind Over Body)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    Kinetic Combat
    (Haymaker)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
    Mocking Beratement
    (Haymaker)
    • 1.8% Max End
    Kinetic Combat
    (Knockout Blow)
    • MezResist(Immobilize) 2.75%
    • 22.5 HP (1.5%) HitPoints
    Basilisk's Gaze
    (Knockout Blow)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 2% (0.03 End/sec) Recovery
    Luck of the Gambler
    (Indomitable Will)
    • 10% (0.62 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    Mocking Beratement
    (Taunt)
    • 1.8% Max End
    • MezResist(Held) 2.75%
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    Miracle
    (Rise to the Challenge)
    • 2.5% (0.04 End/sec) Recovery
    • 28.1 HP (1.88%) HitPoints
    • 5% Enhancement(Heal)
    • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
    Adjusted Targeting
    (Rage)
    • 2% DamageBuff(All)
    Impervium Armor
    (Tough)
    • 2.5% (0.04 End/sec) Recovery
    • 1.88% Defense(Psionic)
    • 2.25% Max End
    Thunderstrike
    (Hurl)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    Luck of the Gambler
    (Heightened Senses)
    • 10% (0.62 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    Luck of the Gambler
    (Weave)
    • 10% (0.62 HP/sec) Regeneration
    • 16.9 HP (1.13%) HitPoints
    • 9% Enhancement(Accuracy)
    Obliteration
    (Foot Stomp)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Aegis
    (Strength of Will)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 2.5% XPDebtProtection
    • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    • 3% Resistance(Psionic)
    Luck of the Gambler
    (Combat Jumping)
    • 10% (0.62 HP/sec) Regeneration
  8. Lycanus

    Tender Bar vid

    ...this is pretty raw...demorecord, to frap...was listening to music on youtube and frap caught it, so it's rather disjointed....this comp doesn't like frap so everything comes out pretty jerky, but hopefully getting my desktop fixed soon...then can try this again...


    http://www.youtube.com/watch?v=qeyx85IWteA

    Tender Bar's build is built toward fun and KB rather than raw survivability...I don't mind that she dies more often than she should...half of that is my tendency not to play her intelligently...
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    I don't think a female only server would solve anything even if it were enforceable. What, you think women never harass other women? I don't care about how sexist an exclusionary server may be, what I find to be insultingly sexist is the belief that somehow only men ever harass other people, and men never get harassed themselves.
    Indeed...one the documentaries I transcribed this year for one of the film festivals I do work for was about how Hollywood still objectifies Asian women...

    I got immensely fed up with it and eventually posted a vid-rant to youtube about it

    for one thing they kept equating "white culture" with Hollywood, which is insulting in and of itself for several reasons:

    a) what the hell is "white culture"? How the hell can you typify us that way? It's like saying "Asian culture" and expecting that to cover India, China, Japan, Indonesia, Korea and the Philippines (but probably excluding Arab and Russia, despite those being Asian)

    b) since when does Hollywood match up with anybody's culture except their own little fantasy world of how they believe things are and how they believe they should be?

    c) Hollywood objectifies EVERYBODY, regardless of race, sex, religion or anything else...they don't care....yeah, you're getting objectified...so are the bloody one and two-dimensional male characters...


    and...stopping now...gah...too easy to get on a rant with this stuff...
  10. Quote:
    Originally Posted by Matriarch View Post
    Ignore works great, and to avoid those kinds of situations later on, I made a few huge creepy male bunnies...

    It worked! Haven't been harassed since
    this reminds me of how I cut off a revenge prank from a co-worker...I played a prank on them and was promised they would get revenge...said co-worker had one prank: they put something in your drink

    so, I invented what would later be called alchemy:

    as many sodas as possible, A1, Worchestshire sauce (Tabasco was added to the recipe a couple of years later) and then drank it down

    they turned corpse white and avoided me for a full day or two

    rather pleasant mix though...the settlement from the worchestshire and A1 makes the last drink have a real kick on about a 1-2 second delay
  11. Quote:
    Originally Posted by Primantiss View Post
    So the IO sets would increase the capabilities of the their various AT's Inherents? I do like that idea, a lot.

    Though Tanker's and Defender's would need something a bit different, the +res works fine for Tankers. Defenders could get, +special maybe? kind of a mini Powerboost effect.
    yeah, they had the right idea with the brutes...assuming "fury bonus" works the way I'm thinking...something tailored for the AT, not just the same procs and rather average set bonuses...
  12. Quote:
    Originally Posted by Lemur Lad View Post
    My Dom would kill to replace one of his 6.25 recharge bonuses with a set that has 8.75 recharge, AND accuracy, AND 3% ranged Def.

    I'm not sure what color sparkles you were looking for on your unicorn, but this one is just fine by me thanks.
    the recharge is nice, but for things with the Unique tag, I'd like to see something more.

    I'm not saying the double digits we see in purples, but I would like to see BrandX's +3% defense across the board...or the 2-3 mez protection she also suggested

    I'd also like to see "chance fors" exchanged for passive constants

    instead of "chance for Res(all)" just make it give Res(all)

    instead of "Chance for Neg energy damage" make Corruptor scourge kick in at 60 or 70% health instead of 50%

    instead of "Chance for fire damage" make Blaster defiance pops last longer so you can build up higher bonuses

    instead of "chance for psychic damage" give the corruptors a higher chance for getting overpower

    give scrappers a high chance to deal criticals

    and so on...

    would like brute's bonuses more like this, +1.75% health, +3% Def(all), +8.75% rech, +4% recovery, +8% acc

    and tankers more like this +2% Health, +3% def(all), +3% res(all), +9% Regen, +4% recovery

    reasoning for the odd numbers, so that these don't mess with any 5-stack plans and always add on top

    I'd like to see the range bonus at +10%, and for the corruptor to have the Acc bonus fit in somewhere...


    something that stands out rather than just being a meh set that I'd possibly slot if it dropped...but wouldn't go looking for
  13. how isn't it a good build?

    S/L 2.016% of damage gets through
    F/C 3.47% of damage
    E/N 3.49% of damage

    and the weird damage:

    Toxic(Melee) 24.745% of damage
    Toxic(Ranged) 17.8871% of damage
    Toxic(AoE) 20.0788% of damage
    Psychic (Melee) 33.368% of damage
    Psychic (Ranged) 24.541% of damage
    Psychic (AoE) 27.548% of damage

    And this doesn't take into account the stacking -tohit from the dark melee, siphon life's heal, dull pain, unstoppable, having more than one opponent or incarnates and accolades

    it's an immensely survivable set that I've seen dive into invuln-unfriendly territory without a problem
  14. Yeah, that doesn't stop the creeps, for one thing, there are creeps of either gender, for another, some of those creeps really don't care what you are behind the toon...speaking as a male whose had to report cyber-stalking to the moderators at least twice...

    one of those didn't even seem to be sexual, just someone who'd gotten ahold of one of my names and made a habit to invite me anytime they saw me online and continue to invite me as long as I stayed online, and got belligerent when I told them to stop...and started harassing me from new names when I blocked him (pre-global days) and so on

    it only stopped when I switched to an alt and eventually I had to report all his alts I ran across to the moderators....
  15. Quote:
    Originally Posted by MajorDecoy View Post
    I'm sorry, but you're flat out wrong about that. Smashing and Lethal typed attacks are still the most common in the game. And when building to the soft cap, even 1.25% set bonuses are useful, just look how many builds use Reactive armour.
    only when you build to that...in which case, these sets are nothing special.

    Quote:
    If you have a lot of resist, but you're not at the cap, every little bit makes a huge difference. A person with 88% resistance is taking about 20% more damage than a person with 90% resistance. And Smashing/Lethal resistance is actually one of the harder bonuses to come by.
    a difference of 20 damage per 1000 sent at you, actually...88% takes 120, 90% takes 100, 20% of the damage, yeah, but still not significant...not even the difference between one hit and two.

    Quote:
    I've actually heard a lot of people complain that accuracy bonuses aren't useful because most people already slot for accuracy and once you're at 95% to-hit, it's not helping you any.
    If you have acc from set bonuses, you're free to slack a bit on the acc from enhancements.

    Quote:
    Kinetic Combat is not popular because it fills a hole in Smashing/Lethal defense. I mean, take a look at all the Invulnerability tanks that use Kinetic Combat. We don't use it because we're weak to Smashing/Lethal damage. We use it because 1) More defense doesn't hurt (unless you're already at 59% defense) and 2) it provides protection to attacks like Fire Sword (because we don't have a lot of fire resistance).
    actually, the suggestions I've heard for Kin Combat is for stuff like fire aura which has little defense....and possibly Willpower...the best invuln build I've seen yet avoids kinetic combat deliberately and gets to S/L defense of 33.2%, Fire/Cold of 46.4%, Energy/Neg at 47%, psionic at 15.6%, melee at 15%, ranged at 24.7%, Aoe at 21.6%

    and resists at 88% s/l, 30.6% fire/cold, 30.2% en/neg and 29.3% toxic with 3% psi

    regen at 227%, end recovery at 150%, max end at 109%, max hp at 106.8%

    all that before taking into account buffs, incarnates and accolades


    These AT specific sets aren't really any better than the normal sets...if something's going to be limited to the specific ATs I'd expect more benefit than something I can get already with good planning
  16. Quote:
    Originally Posted by Lazarillo View Post
    Given that they're unique enhancements, I doubt you'll be able to stack them unless there's some other new sets out there, too.
    they were asking if they could have an 8.75% stack with a 5%....which you can do
  17. Quote:
    Originally Posted by Aura_Familia View Post
    Is the 8.75% stackable to 5? Cause if it is some of my toons WILL be getting these.
    yes, it is, you can have 5 5%'s, 5 8.75% (if more than this exist) and 5 7.5%

    you can get some truly massive recharge bonuses...which is why I said the recharge on these sets is excellent


    the increasing as you level thing almost made me drool too....then I got a look at what the sets were, compared to performance of other sets I've seen and suddenly everything was "meh"
  18. Quote:
    Originally Posted by MajorDecoy View Post

    Really, how do you decide which bonuses are useful and which aren't?
    Recharge, Acc, End and Recovery are useful to most classes

    Health and Regen is generally only useful if you have high health or regen to start

    Defense is mostly useful if you can stack a lot of it together or if you already have a fair amount of Defense in your powers to begin with....3% defense to one specific attack type is statistically insignificant...BrandX is right, it should be a flat defense bonus to all types of attack, not just one type...

    Resistance is even less useful because there's less of it out there to build on...it takes too much effort to get a statistically significant amount of resist out of set-bonuses...if you have a resist heavy set, then it really doesn't add that much, if you have very little resist, then it really doesn't add that much...

    Damage bonuses are like candy, they taste good but have no substance, an extra 2-3% damage isn't all that useful, even a standing 15% increase isn't enough to bother going to the expense that getting all the necessary set recipes would require...

    Status resist, as someone noted, is worthless

    increased control duration is like damage bonuses, sounds good in theory, but doesn't add enough to really make a difference.

    look for acc, recharge, recovery, health, regen and end....if you have a set with a specific hole in its defense, then look at defense (which is why Kinetic Combat is popular right now, it fills a hole in S/L defense), but unless you only have one hole, you're not going to be able to focus enough to actually fill it....and forget about resist...as said, not enough out there and what is there is largely too hard to get to make what you'd lose worth it.
  19. Quote:
    Originally Posted by Lazarillo View Post
    Unless I'm mistaken, they're only account based because they're store items, aren't they? So they kind of have to be account based, or the markets will lead to them being direct conversions of cash -> influence thanks to the markets.
    yeah, account-based is there specifically so you can't sell them, hadn't heard if these were pay-for items or not

    I certainly wouldn't pay money for them, can tell you that...

    it does say any damage power or control power etc

    makes me wonder...because procs in AoEs and passives actually usually are worth it....if I put the chance for Res(all) in an AoE, would it proc off of each target or off power activation

    if Chance for REs(all) procs off activation, it'll be pretty much worthless since it won't go off often enough to really matter...if it procs off targets the way damage procs do, then would I get multiple increased res for multiple targets?

    I am reminded, again, of the sleep proc "chance for self heal" that I put in frozen aura on an ice tank and which never went off even once in 2-3 years of having it slotted.
  20. Quote:
    Originally Posted by Nericus View Post
    Yeah, I could see the D&D cartoon being updated, but I suspect that many of the old "D&D = satanic influence over kids" arguements would also return. Then again these people probably either didn't blink an eye over Harry Potter, or else would condemn Harry Potter also.

    As to Thundercats, I liked the reboot. But as to death in cartoons back in the 80's the original Thundercats started with them escaping Thundera as it exploded. Genocide in the 80's pilot too.
    however, it WAS Rankin-Bass back in the day, which is well known for, among other things, psychodelic death scenes as a way of confusing the matter for kids
  21. I wouldn't be complaining about it terribly if it weren't for the unique/account based bits

    the only thing attunement does for you is save influence and that's relatively easy to get a hold of...

    most of the procs are nothing special....I have no idea how the fury bonus will work

    having chance for type-damage I'm ambivalent about..I have controllers that have nothing psychic at all about them, and blasters that are the opposite of fire....would prefer have other proc chances in there

    also procs in single target attacks are somewhat unreliable....

    all in all...barring some revelation about the procs being better or the base numbers being higher, like say instead of getting +18% at level 37 on a split-three enhancement, you get +22%...or if it ignored a percentage of ED

    then it's not something I'm going out of my way to get or pay for

    if it is incredibly easy to get, however, I wouldn't mind slotting them...

    it's just that it seems like a good concept which they did poor execution on

    (also, would prefer to power-based IOs....for example, a set based around fire-users or dark-users)
  22. Quote:
    Originally Posted by Memphis_Bill View Post
    Yet they'll *always* be even-level to you, if you read more than just the set bonuses. With their effectiveness increasing as you level. They're going to have a tradeoff for that. And increased fury generation? Increased resistance?

    Interesting concept.
    I did read more than the set bonuses....but until I know more about the procs and what the numbers here compare to numbers on other IOs....I'm not going to be enthused

    it is an interested concept and one I've had before...but what it looks like now is a mid-range IO set with unique and "Account based" slapped on it to prevent the players from filling up everything with them and/or selling them....

    right now the only really interesting thing about them is that they go up in level with you and that's only interesting to me if they turn out to be common enough that I can slot them all in one power by the time I hit mid teens

    I'm just not sure the "Attunement" thing equals "Unique" and "Account Based"
  23. Screenies gleaned from a Victory thread here:
    http://boards.cityofheroes.com/showt...+costume+slots


    First of all, brute, increased health, decent, increased recharge, excellent

    defense, resist and damage, however, might as well not be there for the impact this set would make...and the bonuses, save for the recharge, are no better than mid level IO set bonuses anyway

    really, +End, +Recovery and +Regen would have been better



    dominator, gets recharge and accuracy, everything else here is rather blah

    the bonus acc and rec though, are nicely high



    Tanker, health and recharge again....everything else is meh...would much rather have see +End, +Rec, +Taunt or +Regen



    I like the idea of a range set bonus, but given the ONLY set bonus that increases range is this one, I have to say that it should be a higher number to be useful

    accuracy and recharge, good again, much everything else is blah, though at least you can add in that dam bonus to other dam bonuses...still, isn't anything more than what you could do with normal IOs



    like a blaster but they took the acc bonus?? why???



    almost exactly the same dominator...acc, recharge is good....everything else is meh


    the attuned thing is nice, if you're lucky enough to get them before level 15-20, otherwise, that's also somewhat meh

    the procs look promising, but I'm reminded of the chance for self-heal proc that never goes off and the fact that most procs have deliberately mediocre performance in addition to being rare to go off...

    describing the stats to my brother, who is much more into number crunching and build design than I am, his response was "ker toss"

    really, unless the basic enhancement is much higher than a normal enhancement for its level, or those procs happen more often or with greater effectiveness or both...then these sets are rather blah

    it isn't quite the "dart board" selection method of set bonuses we see in the majority of IOS (ie, it looks like set-bonuses were chosen by throwing darts at a labeled board) but it's still mediocre
  24. Quote:
    Originally Posted by MajorDecoy View Post
    You can do knock-back with just one Acc/Dam/Knockback enhancement slotted.

    Edit: Well, one level 50 Acc/Dam/Knockback enhancement.

    on most things...tanks and a few others have KB protection

    way back around beta the devs discovered that a lot of the critters with large models took a long time stand up, so KB was leaving them helpless longer than intended, so they all got KB pro

    for a while now the most I've been able to do on tanks and a few other large enemies is knock them down
  25. Finally! Got my KB on Punch and Haymaker so that they through Freak Tanks back....was worried I'd have to get all the way to mag 2 to see that...

    fun times chasing them around and obliterating spawns on the way

    Bwahahahaha


    really need to get my non-solo build slotted though