MagicFlyingHippy

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  1. MagicFlyingHippy

    Loregasm

    Dang, forgot to ask in the big round of lore questions, but ... who's the Well? Prometheus strongly hints that the Well was a person, possibly a person whose name is familiar. Was that going anywhere?
  2. MagicFlyingHippy

    My Suggestion

    Quote:
    Originally Posted by EvilGeko View Post
    I don't expect I'll be playing much. I'll log in the last day and probably stand there as the servers go down. But with the impending shutdown, I just get bummed playing to be honest.

    Been putzing around in other games since the announcement and I'm really coming to the conclusion that it's time to give up on MMORPGs. This game just had the unique collection of features that I have not found elsewhere.
    Secret World, maybe?
  3. Quote:
    Originally Posted by EvilGeko View Post
    Question to the OP. Let's say Twinshot were an Incarnate and several thousand years old. Could she call you "kiddo" then? And would the game have any obligation to inform you of that fact right out of the tutorial?

    There are several characters in CoH who are significantly older than they appear: Lady Grey, Dark Watcher, Lord Recluse, Hero One. You seem to have made the same assumption that you ascribe to the game. Twinshot looks younger. Her Praetorian counterpart certainly looks like a kid too. But like we eventually find out with Calvin Scott, Tyrant, and others, there may be more under the surface.

    EDIT: I have this habit of calling small children 'sir' and 'ma'am' or using Mr. or Ms. and their last name. Many kids get a kick out of an adult addressing them this way and I can often get a giggle. Am I defining their age? It's not like Twinshot said you were 36 years old. She just used a term of endearment. Don't take it personally. She's kind of a PITA.
    ... wait, who's Twinshot's Praetorian counterpart?
  4. SPOILERS FOLLOW FOR DARK ASTORIA AND WHO WILL DIE

    Okay, so, the Dark Astoria content mentions Statesman's death. So, clearly, it happens after SSA #5. However, we see Sister Psyche alive and well at the end of the storyline. Does this mean that everything in Dark Astoria happens in the gap of time between SSA #5 and SSA #6? Or does her presence spoil some coming resurrection in SSA #7?
  5. Quote:
    Originally Posted by Arbiter Hawk View Post
    Hey all! The new Build Challenge is to create an Ice Control/Trick Arrow build optimized for solo/small-team play. An additional rule this time around is – you have to include your top 2 favorite IO tricks for making builds! For example, my favorite tricks are six-slotting Tactics with Gaussian’s for the combination of defense bonus and team utility, and putting Celerity: Stealth Radius in one of my prestige sprints so that I can choose whether or not to be transparent when using my travel power.

    That said, there are no restrictions on what IOs you can use for this build! Converters mean that the sky’s the limit. The only rule is that the build must contain Oil Slick Arrow – I just can’t live without it. I would suggest that you optimize for mitigation up to the point you feel the build is safe and sustainable while soloing, then for recharge time, then for any other stat you feel is important, but feel free not to follow those suggestions if you believe you can build a better Ice/TA build for “solo/small-team play”. The winner of this competition will receive a Rulu-Shin costume code as a prize! Thanks, and good luck!

    -Arbiter Hawk
    Okay, I have the following submission:

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    This build gets back 2.54 end/second, so it should be good endurance-wise. It's got good positional defense - not great, but probably sufficient when stacked with the strong controls you have and the high Smash/Lethal resist. Hasten's practically perma, and Indomitable Will is very close, so solo you mostly won't have mez as a thing to worry about. Managed to squeeze in mag 11 knockback protection, too.

    As far as build tricks, I really like what I did with Frostbite. Might not get containment, but the average damage from that thing is on par with Psionic Tornado. I also quite like my slotting for Block of Ice - by using the single-aspect purple damage, and then the 5-slot hold set including the proc, it remains a great hold, gives you the good recharge set bonus, and is still actually quite respectable for single-target damage.

    The 3/3 matchup of ATIOs in Poison Gas Arrow might count as a build trick? I dunno, with the 3-slot bonus being mez duration it just seemed like a good idea. This also isn't really a build trick, but 6-slotting Coercive Persuasion in World of Confusion is just something I really enjoy. The confuse from the power itself isn't really that great, but all those confuse procs firing at once should provide for a very good time. And when working towards positional defense, that +5% Ranged is very handy!

    One thing this build doesn't particularly excel at is single-target damage. Jack Frost is just not a very killy pet, and I couldn't squeeze in Mental Blast - not that all that redraw will be an enjoyable situation. That said, it's got a lot of strong AoE, to melt large spawns, and pitching 178-damage Blocks of Ice at a boss to keep him trapped in a lit Oil Slick isn't a bad setup!

    Another thing this build lacks is a way, outside of origin temps, to actually *light* an Oil Slick Arrow. This is, obviously, a problematic situation. With that in mind, I have an alternate set up. Doesn't have the mez protect or quite as much defense, but it's got most of the same advantages and a lot more killing power with Fire Mastery.
    Code:
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  6. Okay, so salvage doesn't support an account-bound tag, only tradeable or untradeable. I accept this. And Catalysts need to not be something you can sell on the market or trade to other players. I accept this too. So, within the bounds of these limitations, how do we make it so someone can transfer Catalysts between characters on the same account?

    Well, the tech already exists to sell Character Item vouchers through an in-game store - see Astral Annie and Empyrean Michael for that. And there exist Catalyst vouchers that are obtained from Super Packs. So, how about this: some NPC, possibly Null the Gull or one of the existing incarnate vendors, gets a store where you can purchase a Catalyst voucher at the cost of a Catalyst. The Catalyst can never leave the account, nothing about the untradeable flag has to change, but the problem of transferring them between characters on the same account is solved.

    How's this sound?
  7. MagicFlyingHippy

    Disrupt?

    I'm planning a Staff/EA stalker for when Staff Fighting goes live, and I'm very excited about the possibilities of the sets. But I have to wonder, is Disrupt as good as it seems? Or can Energy Drain not keep up with the end loss from stunning whole packs of minions?
  8. MagicFlyingHippy

    Tights!

    The big thing that bothers me about all the old-style tights is that they really don't look or feel like tights. Part of this is just the flat texture and color masking, but it feels like paint, not clothing. White tights and white skin look exactly the same, and that's a problem.
  9. Quote:
    Originally Posted by Demetrios Vasilikos View Post
    Part 3 hm? not sure how you can be kept from finishing that one by a griefer. They cant stop you from wiping out all the general groups, they cant stop you from killing the bot box. they cant keep you from killing the AVs.

    Just odd to me. Where they like leader and jack up the dif suddenly? where they the only 50 and intenionally drop so you suddenly had only lowbies stuck with a 50 lvl mish?
    Both of those issues could be resolved by the team, though. Maybe if they dragged an essential target to a hole in the geometry or something? But even then, a GM should have been able to take care of it.
  10. I wouldn't mind details via PM, if they're being sent out. I'm curious how this could be accomplished. Something to do with Sister Solaris, maybe? That seems like the only situation in the ITF where just killing people isn't the only objective.
  11. Quote:
    Originally Posted by Arbiter Hawk View Post
    Right now we're not planning on changing the knockback to knockdown in Wormhole. The KB actually synergizes really well with the new Dimension Shift, since you can grab a bunch of enemies and throw them into your Shift's sphere. I also just think the power feels/looks a lot cooler as "throwing enemies around with gravity" rather than "dropping enemies somewhere else with teleport", which keeps it much more in Gravity's kit. The scatter effect of the KB is easy to contain with environment if the player desires to contain it, and if they don't, the stun duration is long enough such that it's still a very effective control power.
    I do agree with most of these statements - though since Wormhole teleports people, knocking them into the Dimension Shift isn't really a timesaver over just teleporting them into it in the first place. However, have you considered knockup instead of knockback? it's still flinging people, conceptually, but the scatter might be less of a problem for people.
  12. Quote:
    Originally Posted by Arcanaville View Post
    On Triumph I had every Keyes badge except that one in just a couple runs, and then we started going after that badge specifically. After the third failure in a row, I foresaw exactly what you experienced, and suggested the strategy a lot of runs on Triumph now use. I suggested we park the league into the hospital and then send out the minimum strike team capable of taking out Antimatter. Doing so would basically be sending out the best goo-avoiders only, and would allow them to spread out so that their power effects did not obscure the ground making it easier for people to quickly spot the Obliteration patch. The first try we didn't have enough damage: we went a little too low (tried it with four). The second try failed. I believe the third try succeeded.

    I realized that with a full league going after Antimatter, your chances of success are based on the probability that the worst dodger gets targeted, and the fact that the more players there are the more difficult it is for many of them to spot the Obliteration patch. So using less players is generally better, although there are leagues that succeed with full leagues in play.

    Another thing I didn't fully appreciate until I mentioned it to other players is that players do the wrong thing when the Obliteration patch is triggered. They look for the patch, try to figure out if they are in the patch, and then decide to move if they decide they are in the patch. They are trying to move away from the patch. That's wrong. The goal should not be to find the patch and run away from it. The goal is to not get hit. And the best way to guarantee you don't get hit is not to find the patch and run if you think you are in it: that takes too long and you could be wrong. The best tactical maneuver is to find a clear spot on the ground and run towards it. It doesn't matter where the Obliteration patch is, it only matters you move to where you know for certain it is not.

    I've been told by other players that this makes the task of avoiding the green stuff a lot easier, because it eliminates the burden of figuring out if you're in the patch or not. It doesn't matter. Just "run to daylight" and you're good. Important to note: it always targets a player. So unless people are running and jumping all over the place, the aiming spot will never appear on, in, or over an empty spot on the ground.
    Obliteration is on a visible timer, though. I've only been on one run trying to get the badge, and we failed it towards the end from lack of coordination, but the way we did it was with a dedicated team using Incandescence to pull everybody out. I kinda feel like that's the best way to do it.
  13. If Banes got defense debuff resistance the way Widows do, I'd be running one and loving it. As it is ... not really.
  14. Elec/Titan here. Definitely having lots of endurance problems, but I'll have Power Sink in one level and that should take care of that.
  15. Quote:
    Originally Posted by Noble Savage View Post
    We tried that for fun once, and it's not awesome. The Metallic set is about as reflective as we want to get--any more and it starts to look unrealistic. And I think that's only dialed up to around 50% or something.
    Well, "awesome" is certainly subjective, but do you have screens of that? I'm quite curious!
  16. Quote:
    Originally Posted by Noble Savage View Post
    As seen in the concept, these are meant to be shiny metal helms, so it'd be crazy not to use realistic cubemap reflection on them. Dull, non-reflective surfaces would be far less cool. That said, the artists have control over how mirror-like the surface is, and as long as it's dialed down to a reasonalble degree (I dunno, like 20%), it'll still clearly show of it's embedded color and still look nice and shiny. There's a sweet spot between too reflective and not reflective enough, and the goal's obviously to hit that mark.
    Total tangent: Can there be a full-body outfit that's just unpatterned tights with the reflection dialed up to 100%? Because that would be awesome.
  17. Quote:
    Originally Posted by Sarrate View Post
    Actually, the -maxhp once again functions very similarly to -res.

    To equal an AV's regen of 94.239 hp/sec with a -11.111% res debuff, it would take ~84.815 dps.

    That same AV hit by -10% max hp would drop from 28,271.7 hp to 25,444.53 hp, and its regen thus lowered to 84.815 hp/sec ((MaxHP*regen) / TimeToRegen, or (25,444.53*1)/300).

    Further, all the hp regenerated during with the debuff would scale back to normal if the debuff ever wore off.
    You would be correct, except that Degenerative does not do -10% max HP with four stacks on an Archvillain or Giant Monster or what have you. It does a flat -600. It's worthless.
  18. Quote:
    Originally Posted by JakHammer View Post
    I am curious, do Monsters and AVs have their HP/sec regeneration based off their current Max HP like Players do?

    If so debuffing max HP would also reduce Regen/sec and might make a max HP debuff somewhat more valuable.

    Jak
    It does, but this means less than you might think. An AV at level 50 has 28271.7HP, and regenerates 20% per minute - this translates to 94.239/second. Debuffing that by the 600 permitted leaves their max HP at 27671.7, and thus their regen at 92.239. The equivalent of 2 DPS, assuming you can maintain four stacks at all times, is not worth it.
  19. Quote:
    Originally Posted by EvilGeko View Post
    If you're going to start with a dog, start with a cute dog.
    Quote:
    Originally Posted by EvilGeko View Post
    WHERE'S MY PUG PET!!!
    You contradict yourself, sir.
  20. Quote:
    Originally Posted by boppaholic View Post
    To be fair, the 50.1 damage is before the target's resistances are factored in. If the AV has high resistances, say 75%, then the real damage would be about 12.5, meaning your -rehen just might provide you with faster kill speed. But if the target has little to no resistance to fire damage, then reactive takes the cake. Plus the -resist would need to be factored too, which is gravy.

    Can I get a confirmation on the duration of the -res proc? Is it 10 seconds or 8.3 seconds? I may need to redo my numbers because I thought it was 10
    City of Data says 8.3s.
  21. Quote:
    Originally Posted by ClawsandEffect View Post
    I'm still leaning toward the -regen Interface. I know it will be resisted, but it'll slow down an AV's regen enough to shave a minute or two off the time.
    Diamagnetic Radial Flawless has a 100% chance to apply its debuff. That debuff lasts 8.3 seconds, applies -15% regen, and stacks up to 4 times.

    An AV at level 50 regenerates 94.239 hp/second, and has a debuff resistance of 85%. Your sum debuff per application will thus be 15% of 15%, or 2.25%. Over 8.3 seconds, against a 94.239 hp/second base, that means each Diamagnetic application will be worth 17.6 HP.

    That's not *bad*, adding 17 damage per activation - that's more than the Touch of Death proc is worth, on average - but ... each application of Reactive Radial Flawless is worth 50.1 damage, before the -resist of Reactive. Reactive is better.
  22. Quote:
    Originally Posted by ClawsandEffect View Post
    That's the thing, if I interfere in any way, it defeats the purpose of it being an AFK solo AV fight. So it will be entirely up to the RNG as to whether I survive or not.

    I'm sure eventually things will go my way and I'll get it done, but it'll probably take several attempts before it happens.
    Well, with softcapped Defenses, good resist from Tough and True Grit, and slotted-up and Incarnate-enhanced True Grit, Health, and Physical Perfection boosting your regeneration, you might well be fine. You'll be hit infrequently, what you get hit with will be resisted, and you'll regenerate it. For many AVs, that'll be enough. A Numina's and a Regenerative Tissue will help with that too.

    Quote:
    Originally Posted by boppaholic View Post
    I'm sorry I missed this comment before. Which AVs don't have resistance to negative nor smashing? I didn't know that about arcanatime and it not applying to a same cycled power. Do you gave a reference for that, so I can get an in depth understanding on the matter?
    Well, the short explanation of Arcanatime is that while Shadow Punch might take .83s to cast, and have a .83s animation, it's actually approximately 1.056 from when you begin to activate Shadow Punch until you are able to activate another power. This means that if you're following Shadow Punch up with Smite, Shadow Punch effectively takes up 1.056 seconds, but you're not. You're following Shadow Punch with waiting for it to recharge and then using it again, and it starts recharging after that .83s is done. This is why Arcanatime wasn't discovered in single-power tests - when people just sat in one place with a power autoclicking, it was doing the listed cast time and then recharging.

    As for AVs available for a 50 to fight, that resist neither Negative nor Smashing ... Arbiter Sands, Barracuda, Cap'n Mako, Ice Mistral, Scirocco, Giovanna Scaldi, Vanessa DeVore, Romulus Augustus (both versions), ARCH-A, Baphomet, Calystix the Shaper, Countess Crey, Bile, Dreck, Citadel, Manticore, Synapse, The Radio, Serafina, Agent Crimson, Agent Indigo, ZenFlower, Anti-Matter, Battle Maiden, Chimera, Diabolique, Malaise, Mother Mayhem, Psychic Babbage, Psychic Clockwork King, Stheno, Lanaru the Mad, Mynx, Foreshadow, and Mirror Spirit. Also Bobcat and Neuron are neutral to Smashing and weak to Negative.
  23. Quote:
    Originally Posted by ClawsandEffect View Post
    I didn't have any particular chain in mind, I was just commenting on the fact that every chain you had posted so far included Gloom.

    Edit:

    Actually, now that I think about it, I WAS curious about something.

    Could you calculate the average DPS of Shadow Punch, slotted with 2 level 50 Acc/Dam/Rech IOs, 1 Dam/Rech and Cloud Senses: Chance for NE Damage, Touch of Death Chance: for NE Damage, and Hecatomb: Chance for NE Damage?

    I had an idea I wanted to try out. Remember that Shadow Punch will be keeping a permanent 20% -Res debuff on my opponent. I was considering slotting Reactive Interface 50% -res/50% Chance for DoT.

    I was curious as to whether it would be possible to AFK solo an AV by putting Shadow Punch on autofire. To that end I may slot the -regen Interface instead. The tank in question is a Shield/DM, so he'll be getting a 15% damage boost from AAO as well. Was shooting for at least a tier 3 Spiritual Alpha to round it all out.
    It's entirely possible. Assuming your tank is able to survive being hit for that time.

    Setting aside any set bonus damage, Shadow Punch slotted as such does 200.3 damage per activation, on average - assuming you're punching an AV that resists neither Smashing nor Negative. Multiply by Bruising, you get 240.36. Multiply by level shift, you get 264.396. A level 50 AV regenerates about 94 HP/second, so you'll eventually beat them if 264.396/cycle time is greater than 94. Which means you need a cycle time of less than ~2.8 seconds. Since you're just cycling one attack, Arcanatime doesn't factor into it, so you're just looking at Shadow Punch's .83s cast time. Subtract from 2.8, you need the recharge to be under 1.93 seconds. With nothing but your slotting and a Spiritual Core Paragon, you're already there.

    That said, more recharge means you'll go a lot faster. With just the slotting mentioned above, you're netting 27 hp/sec, so it'll take you about 17 and a half minutes to grind down their HP. I threw together a recharge-maximizing build that got the recharge time on Shadow Punch down to .86s, which lets you win in about seven and a half.

    So, short answer, very doable. If you can keep from dying for long enough.
  24. Quote:
    Originally Posted by Rylas View Post
    Anyone done the number crunching for what T3 and T4 enhancements would do for the resist sets?

    I'm wondering what my Elec/ tank would look like with this.
    It depends on your other slotting, but an Elec with Tough and Charged Armor both fully Aegis-slotted and a Resilient Core Paragon - as I am planning to make with Titan Weapons - is actually going to be capped to Smashing and Lethal.

    Basically, the short formula for resist at or above the ED cap is 56% + (Enhancement - 60%) * .15). So when you're at 60% - say from 3 even-level SOs - you end up at 56%. With a T4 Resilient, you add 11% to "Enhancement", so that's 71%-60%=11%, 11%*.15=1.65%, so you're at 57.65% resist enhancement. Then, after ED, you add another 22%, to end up at 79.65% resist enhancement. This is quite a boost!

    Charged Armor + Tough is 50% Smash/Lethal resist, base. With all SOs, that's 50%*1.56=78% resist. With all SOs plus a tier 4 Resilient, that's 89.825% instead. A big difference, compared to no Alpha! Tier 4 Cardiac lands at 85.1645% under the same circumstances, so Resilient isn't THAT good for most powersets compared to the lovely endredux you get in Cardiac, but for Electric Armor it's a very good get.
  25. MagicFlyingHippy

    Fast XP

    Quote:
    Originally Posted by Mint View Post
    I have a character that I want to test an idea out, but can't achieve that till lvl 44 for a controller. What would be the fastest way to get to lvl 44 so I can test some things out. At my rate for this character I'm already at lvl 12 or so but at my current rate it will take proabably near 2 weeks to get to 44 so I need help getting there any help would be appreciated.

    If this idea works, it will simply be one of the best characters in the game hands down.
    What's the idea? People can theorycraft at you, maybe it's been tried and there's a reason it doesn't work.