NT_Flamer

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  1. NT_Flamer

    DP/EM/Body

    It was supposed to be a Gadgetish themed character, with the way that all the powers work and feel together, so that is why I want to stick to Body, but other than that, anything is useable as long as I can explain it as a tool or gadget or something to that effect.

    The only powers I don't want to take are Supressive Fire, Piercing Rounds, and maybe Conserve Power and Boost range, I don't find any of those useful, but that is just me.

    The attacks that I have in this build currently give me enough of a rotation that I hardly have any down time. My biggest issue at this point isn't recharge or damage, its the fact that I get hit hard and often, so I need someway to deal with that later on once I start doing the harder TFs and start doing iTrials.

    Hopefully that is enough to help. I can shorten it down to a list as well

    1. Survivability including Status Protection
    2. Recharge
    3. Damage
  2. NT_Flamer

    DP/EM/Body

    Just went through some missions and realized that with this Blaster I really need some Def otherwise I'm not gonna be able to survive Solo missions or any type of encounter in a Trial and the sort. If someone could help convert this build into a defense build, with as much Recharge and extra damage in the build as possible that would be extremely helpful.

    Thanks again!
  3. NT_Flamer

    DP/EM/Body

    So i've had a good idea for this build, and then realized about three days after finishing it that I have no Status Protection.

    I want to try and Keep Body, and I want to try and keep the Recharge that I have in this build, but if there is anyway to increase either Defense or Resistance, including Status Resistance, That would go a long way in helping this build. If you have any other advice for this build, that would be appreciated as well.

    EDIT: I also don't feel Boost Range and Conserve Power are going to be useful to me, so If those need to be dropped I am willing to do so.

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

    Click this DataLink to open the build!

    Bright: Level 50 Natural Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Energy Manipulation
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Teleportation
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Dual Wield -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 1: Power Thrust -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(9)
    Level 2: Empty Clips -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(11), Posi-Dmg/EndRdx(11), Posi-Acc/Dmg(13), Posi-Dam%(13), Achilles-ResDeb%(15)
    Level 4: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(17), GSFC-ToHit/EndRdx(19), GSFC-Build%(19)
    Level 6: Swap Ammo
    Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25)
    Level 10: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(29)
    Level 12: Super Jump -- ULeap-Stlth(A)
    Level 14: Stealth -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), LkGmblr-Rchg+(33)
    Level 16: Teleport -- Zephyr-ResKB(A)
    Level 18: Executioner's Shot -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(33), Dev'n-Acc/Dmg/Rchg(33), Dev'n-Acc/Dmg/EndRdx/Rchg(34)
    Level 20: Invisibility -- LkGmblr-Rchg+(A)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(34)
    Level 24: Pistols -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(34), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(36), Decim-Build%(36)
    Level 26: Energy Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(39)
    Level 28: Power Boost -- RechRdx-I(A)
    Level 30: Conserve Power -- Empty(A)
    Level 32: Hail of Bullets -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 35: Body Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42), S'fstPrt-ResDam/Def+(42)
    Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(45)
    Level 41: Boost Range -- Empty(A)
    Level 44: Surveillance -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb/Rchg/EndRdx(45), LdyGrey-Rchg/EndRdx(45), LdyGrey-DefDeb/EndRdx(46), LdyGrey-%Dam(46)
    Level 47: LRM Rocket -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Cryo Freeze Ray -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(50), NrncSD-Dam%(50)
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 6: Chemical Ammunition
    Level 6: Cryo Ammunition
    Level 6: Incendiary Ammunition



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    One thing to add, I do not want to take Suppressive Fire or Piercing rounds as they don't add anything to the build that I am running.

    Thanks in advance!
  4. Quote:
    Originally Posted by BrandX View Post
    Blue Steel doesn't lead the PPD. He's a member of the PPD.
    No one really leads the PPD, but he is the penultimate in PPD officers, so if anyone could, I'd be him.
  5. The build is interesting, when i get home I'll see if there is anyway to get that extra def. Do you have any suggestions for builds that don't use patron powers?
  6. Quote:
    Originally Posted by Draeth Darkstar View Post
    Couple things without diving into your numbers at the moment...

    If you want to take advantage of the Brute's mechanics to deal damage you might want to consider one of the secondaries that offers a damage aura.

    Kinetic Combats can be very easily aquired for 1-2 Alignment Merits or 16-32 Astral Merits.

    The Alignment Merit method is 2-4 days of of 5 missions each, which can be done in under an hour each day, and you can also get one each Signature Story Arc you run for the first time, and then another one per week for running any one Signature Story Arc. These take less than 30 minutes apiece (being generous, I've done SSA 1 in ten minutes). The Astrals come naturally if you intend to grind trials for incarnate progression, and there isn't much else they're useful for.
    The idea for this toon, is that it is training for me on how Willpower works and how to slot it for my next toon. So obviously suggesting another secondary isn't helpful. I'm aware that Fury loves damage auras, but I took this set specifically because of the additional Psi Def/Resist and because it works well with the character concept.

    On to Kin Combats, I feel that the investment into Kin Combats is a complete waste of effort, only because of the fact that Kin Combats only add double the benefit for 100 times the cost (At least on my server). The time investment into Kin Combats is also something I don't want to spend to get this build off the ground. I have a Invuln/StJ Tanker that does just fine without Kin Combats so this build should be able to achieve the same. Now this isn't to say that I won't switch over to them later on, but the initial build will not be using them.
  7. Quote:
    Originally Posted by Doctor Roswell View Post
    No... we don't "all" want them. I, for one, want to feel less like a second banana to the signature characters, not more. I want to be Batman, not Robin. Captain America, not Bucky.
    That's why there are APPs for you.

    I think that it shouldn't be members of the Phalanx. I think it should be Heroes that Lead organizations that help the city which would be similar to the Patrons who lead factions of Arachnos.

    So Liberty for Longbow
    Manticore for Wyvern (Yes Phalanx, but lets face it Manticore is a bad *** and deserves better)
    Lady Grey for Vanguard
    Blue Steel for PPD (Don't remember if he is Phalanx or not)

    These IMO would be the best choices and would give abilities based off of the Hero Groups rather than the Heroes themselves to make it different from the Arachnos Patrons.

    Just an idea.
  8. Quote:
    Originally Posted by ClawsandEffect View Post
    Umm, yep. That's how it looks from where I'm sitting.

    If you're not, answer me this:

    What exactly is it that gives YOU the right to decide the level of competence required of other people playing the game?

    If you didn't think you had that right, you never would have made this suggestion.

    Just sayin'.

    It doesn't necessarily make you a tool, but it most certainly makes you an elitist. You're saying in this thread: "No one not up to my arbitrary standard of competence should be allowed to play the content I enjoy."

    And it's not cool to exclude paying customers from something just because they may not be as good at it as someone else. They are paying just as much money as you to play the game, thus they deserve access to exactly the same amount of content without having to pass a frigging test to play it.
    Nothing gives me the right to decide, but I do have the right to suggest. I don't think the devs intended for players to bumble through the trials not paying attention the the mechanics as they go along, otherwise, why make the mechanics to begin with?

    This is a Suggestion section of the forum after all and not the Demand section. I just feel that something like this could help ease the pain of a lot of players that do these trials on a regular basis.

    Quote:
    Originally Posted by Captain_Photon View Post
    How is the part in bold even possible? Missions in City of Heroes either succeed or they (pretty rarely) don't. There is no variation in "form", proper or otherwise.

    Oh, wait, you're talking about not qualifying for one of those "I'm so 5UP44 1337 I did this without $ARBITRARY_NON_FAILURE_CONDITION! Don't you wish you were as awesome as me?" badges, aren't you.

    Yeah, that's not success "in the proper form", that's a peen-buffing bonus badge. Expecting people to pass some sort of training process (apart from, I don't know, playing the trial a few times) in order to get some arbitrary "perfection" badge on the first try? That's toolery, son. Thank you, drive through.
    No, this has nothing to do with badges. Yes I am a badge ho, but no I do not expect the average player to be able to get some of the crazy **** badges that you can get in these trials, hell I barely expect to be able to get them myself. But there is a difference between beating Siege and Nightstar at the same time, and allowing them to Rez not once but TWICE in the same trial (yes it has happened) or Marauder being allowed to go enraged for longer than 30 seconds in a non-badge run.

    Quote:
    Originally Posted by MajorPrankster View Post
    Your 'investment' is to have access to the servers and for your characters to be saved, etc.

    You are not paying other players.



    What you call wasting time and sad, I call relaxing and playing a game.

    City is a time-wasting hobby at it's root, just like all MMOs.

    If you need to 'get stuff done', why not the laundry or playing the stock market?
    Quote:
    Originally Posted by Forbin_Project View Post
    Gonna have to agree with the others and /unsign this. Sure it's nice to succeed at these things but the object of a video game is to have fun. Win/lose/or draw as long as I have fun I don't care what happens.
    If the trials that I'm in are failing because someone refuses to take the time to learn how to battle the mechanics of the various trials (Incarnate or not) that isn't fun to me. I'd like to have fun in this game, and I occasionally do, but never when stuff like this comes up. I've had fun at failure before, but never in iTrials.

    Quote:
    Originally Posted by Golden Girl View Post
    Adding more non-Incanrate Trials 1-50 would help teach players more about the Trial system - DFB is a good start, along with the Halloween one - but more would be good.
    This would also be a good idea.

    I had hopes that I wasn't the only person facing this problem, but obviously I am in a VERY small minority in this case. I can either make myself as loud as possible (which while fun, takes a lot of effort) or just give up and keep allowing people to fail trials.

    Guess this "elitist" will have to deal with the way things are currently.
  9. Hey there. Created this toon as kinda a test run for another toon to be made later on. So this toon has two purposes, to give me something to do on another server when my home server isn't doing anything, and to train me in how WP works on a brute and how to build for it later on.

    My goal is to be a damage fiend, but also survivable. I don't want to be one-shotted in iTrials, but I don't need to tank anything there, but I would like to be able to survive a beating by any AV in the game (non-iTrial content obviously)

    This is what I have so far, but the numbers aren't looking right to me.

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

    Click this DataLink to open the build!

    Grimlock: Level 50 Technology Brute
    Primary Power Set: Broad Sword
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Slash -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(3), S'ngH'mkr-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5)
    Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(9), S'fstPrt-ResDam/Def+(50)
    Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(11)
    Level 4: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(13)
    Level 6: Hack -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(13), S'ngH'mkr-Dmg/Rchg(15), S'ngH'mkr-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(17)
    Level 8: Parry -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(17), S'ngH'mkr-Dmg/Rchg(19), S'ngH'mkr-Dmg/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(21)
    Level 10: Indomitable Will -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(21), RedFtn-Def/EndRdx/Rchg(23), Ksmt-ToHit+(23)
    Level 12: Build Up -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(25), GSFC-ToHit/Rchg(25), GSFC-Rchg/EndRdx(27)
    Level 14: Super Jump -- ULeap-Stlth(A)
    Level 16: Rise to the Challenge -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(29), DarkWD-ToHitdeb/Rchg/EndRdx(31), DarkWD-Rchg/EndRdx(31), DarkWD-ToHitDeb/EndRdx(31)
    Level 18: Whirling Sword -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34)
    Level 20: Quick Recovery -- EndMod-I(A), P'Shift-EndMod(27), P'Shift-End%(29)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(37)
    Level 26: Disembowel -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(36), S'ngH'mkr-Dmg/Rchg(36), S'ngH'mkr-Dmg/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(39)
    Level 28: Heightened Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(40)
    Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42)
    Level 32: Head Splitter -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(43), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Rchg(43), Sciroc-Acc/Dmg/EndRdx(45)
    Level 35: Resurgence -- RechRdx-I(A)
    Level 38: Char -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
    Level 41: Melt Armor -- UndDef-DefDeb/EndRdx(A), UndDef-DefDeb/Rchg/EndRdx(45), UndDef-DefDeb/Rchg(45), UndDef-Rchg/EndRdx(46)
    Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(46)
    Level 47: Fire Ball -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(48), AirB'st-Dmg/Rchg(48), AirB'st-Dmg/Rng(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(34), P'Shift-End%(34)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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    I feel like something is missing on the Def end. Kin Combats are out of the question currently, so please don't suggest those, or purples. Everything else is fair game.

    Thanks in advance!
  10. Quote:
    Originally Posted by Grey Pilgrim View Post
    Yay, this makes me happy. Everything else in the new issue is looking good (though Titan Weapons needs to have more oomph to its audio), so I was rather disappointed to these things.

    Sheesh, the very fact that you have to run content to slot the new powers is enough of a hurdle to get them... I don't know why they thought they had to gate the new powers.

    I can understand the reasoning behind BAF and Lambda proposed change, but I did think it was a bad one overall (the far better solution is to make adjustments to Keyes, which they did do, and maybe the UGT). The tinfoil hat in me wonders if they were just doing this to encourage people to check out the new trials, but meh, we don't need to go there. I don't mind the green stuff issue with Keyes that is still there, though it is annoying. My main problem with that is the visual with it... too flat, needs some depth to be seen easier. I'll be sure to run Keyes more with the change, and may even do it on Blasters that just have one slot in Aid Self! They won't need it up about twice between strikes now, or so I hope.

    UGT, I dunno. It's just too long for me, personally. Takes awhile to form for trials, and then it is quite a time investment (and one that can fail, as well). It's different and interesting, just too long. I'm interested to see how the new ones work.

    And NT, seriously, stop taking everything so negatively. Of course the devs will have to look at reward ratios, but they're not our parents, either. Positron could start scolding if he wants, but he's not our parent or something... that would just drive people away. Hopefully they'll keep making smart changes to future trials, and as long as they aren't too long, I know I'll be trying for them.
    Not trying to be disrespectful or confrontation with this, but you are telling me not to be negative about things like this, when EVERY SINGLE OTHER PLAYER has done nothing but complain about this change?

    I'm not being negative about anything. If I were doom and gloom, and this will end CoX about the whole situation then yes, I'd have to step back and look at my attitude towards the game, but as I have said before, the change is par for the course in MMOland. I'm pretty sure I was being as neutral about it as possible.

    I'm happy for everyone in that this change was reverted, but I'm also wary for the future if we all keep just farming BAF/Lam.

    However to be positive about things, I am looking forward to doing the TPN and MoM trials.
  11. NT_Flamer

    Who Will Die?

    You bring up an interesting point, and with our inevitable conflict with Tyrant loom in the background, it is possible that all versions of Marcus Cole could be under attack. The only versions of Cole that we know of after Tyrant and States would be Imperious and Reichsman, who have been beaten by different sources.

    Tyrant being beaten saves Praetorian Earth
    Statesman being beaten dooms Primal Earth due to the many forces that are held at bay by the threat of States retaliating.

    Hopefully the Heroes and Villains will have enough Incarnate power to hold off various threats.

    States dying will be a big impact across the entire game. Maybe that will cause the Coming Storm, maybe that will stop it, we don't really know enough about it to say one way or the other.

    Nemesis is really keeping things under wraps.
  12. Quote:
    Originally Posted by Satanic_Hamster View Post
    NT_Flamer is right. For all we know, running BAF or Lambda in the future will actually take AWAY an EMP.
    Yeah, definitely need to make sure that I suggest that when he asks for what the new penalty should be.

    Your sarcasim/snark/directed insults while entertaining don't help the current situation. Continue if you will, but your opinions become less and less valid the more you allow these childish activities to continue.

    Quote:
    Originally Posted by Madame Pistacio View Post
    I thought his post was actually very positive. They are looking for feedback on how to get people to play the other content. He thinks increasing rewards is an option as is the (although undesirable) idea of another currency. I for one am fine with a new currency as long as there is a conversion method.

    Also, I think if you want to doom, you need to pay Flux a tax as he's the mayor of Doomopolis :P lol
    Quote:
    Originally Posted by War-Nugget View Post
    I agree to both of these. He does warn us, and he is also very positive about it - then again he is POSI-tron

    The warning is that he notices we always take the easy-way-out of stuff. "What is too hard? What only appears to be too hard on the surface? I hope that the lessons weÂ’ve all learned from this can help us create some awesome content."
    If there is some difficulty we just fall back on BAF/LAM becuase we have them down to 20 minute intervals (excluding form-times), and know that we can roll through them without worry of failing. When something new is introduced we are not urged to run them because we can just continue doing the easy thing, and get the same reward.

    I am hoping for another currency, as long as there is conversion that does not have obscene costs attached to it. Although really, I don't want one (moar currency) this is the 'easiest' option.
    I'm not saying that this whole thing is bad, I was just saying if the player base doesn't tread carefully, we could be in for some serious changes to the way things work.

    Positron's comments are positive (surprisingly so, but as I've said before, I'm jaded), but they also serve as a guideline for what the playerbase and the developers should be focusing on in the future.

    I'm normally not a doom and gloom person, but the changes that were proposed are par for the course in MMOs and I've NEVER seen this big a response to the subject.
  13. Quote:
    Originally Posted by VoodooCompany View Post
    You're welcome!
    I wouldn't take this as a win. If your read Matt's post, you'll notice he has built in a warning to his statement. The end result may be worse than the removal of Emps from BAF/Lam.
  14. Quote:
    Originally Posted by Madame Pistacio View Post
    Out of curiosity... if they made an astral to Emp conversion or even a thread to Emp conversion... would that help people out?

    Say 6 astrals- 1 emp or 30 threads- 1 emp. (there has to be some kind of "cost" factor)

    If this was put in place, I would feel a lot better about proposed changes.
    I think this could be an appropriate balance. Gets people to farm BAF/Lam a bit more, but also open to doing new stuff since you get Astrals from everything as well.
  15. Quote:
    Originally Posted by Jagged View Post
    Okay, I will be honest I only sped-read all that. But the vibe I am getting is definitely "Play the game my way!"
    Not at all what I was saying, but sure take it that way if you will.

    Quote:
    Originally Posted by MajorPrankster View Post
    Alternatively, you could just chill out and play the game in a more relaxed fashion, realizing that not every single thing must attempted must succeed and that not everyone really cares about doing it all perfectly.

    *shrug*
    If this were just a box game with free multiplayer, I'd have no problem with relaxing and not worrying about people not paying attnetion to everything that needs to be done, but because I pay (and so do all the other Incarnate Content players) 15 bucks a month, I expect a certain amount of payoff for my investment.

    Quote:
    Originally Posted by The_Spad_EU View Post
    I don't agree with the OP, but I wouldn't say no to some kind of large flashing indicator that said "This dickhead still has 3 acids/pac temps that he hasn't used" during Lambdas.
    This would also solve the problem, and would probably be easier in implementation. Would also help find out who has power cells in Keyes.

    Quote:
    Originally Posted by Jagged View Post
    I have my powers arranged so that my 3 standard trays are 2, 5 & 8. I then keep tray 1 empty and floating for when I do trials. Makes it really easy to see any new temp powers you receive.
    This is an interesting idea, I'm going to have to try this out sometime.

    Quote:
    Originally Posted by ClawsandEffect View Post
    And you really think this is a good idea?

    Yeah, let's force a 12 year old to take a test before they can do something in a video game. THAT will bring the subscriber numbers up.

    How about you stop being such an elitist tool and accept the fact that not everyone is going to be at the same level of competence? And also the fact that even with a test people STILL are going to ignore what the trial leader is saying.

    If your suggestion is implemented, all that effort the devs have gone through to entice players into the trials will be undone. No one is going to take a 3 part test that you are required to pass in order to take part in OPTIONAL content.

    Dumbest suggestion I've seen lately, G'day.
    Elitist tool huh? Not expecting basic competence huh? I guess it is too much to ask for players to pay attention during the more difficult levels of content. I'm not talking about anything incredibly difficult before the trial, but at least SOMETHING to get players to realize that they need to be doing more than target, shoot, dead, target, shot, dead, lather rinse repeat...

    It seems that more people are fine with wasting time in failed attempts at trials and game content in general, which is really sad, but hey, You pay to play your way, I'll pay to play mine. Was just hoping that this suggestion would lead to a little less headache for those of us that like to get stuff done.
  16. I had the +end in both Power Sink and Stamina, so IDK if you started a build from scratch and just missed it, or took it our of Stamina on purpose when you redid my build, hence why I asked. I'm probably gonna put stam back to atleast the +end proc if not the Set bonus as well. Extra run speed never hurt anyone.

    Thank you very much for the help!
  17. Or ITCC for short. There needs to be something implemented into the game that forces first time trial players (or rather players who only do Trials every so often, and I'd go as far as to make it mandatory for everyone to do it) to pay attention to what is going on during a trial.

    Too many times I've seen trials either fail, or not succeed in the proper form, because people are not paying attention to their Screens, Chat, and/or Power trays. From not seeing the League Leader giving directions, to missing the acids/grenades popping up in their trays.

    A simple 30 second to 2 minute test to make sure players are checking these things could be implemented into the game and make everyone's life easier.

    Part 1 would be checking chat. The game says something in chat requesting the player either respond to a statement or activate a power on their power tray.
    Part 2 would be checking the screen for obvious gameplay cues. The game pops up, in the usual big red letters, the answer to a question which then must clicked on in a pop-up window a moment or two after the warning pop-up. Similar to the Wisp quiz in SSA 1.2. This could be done one to three times
    Part 3 would be checking for temp powers in the power tray or powers list. The game creates a test temp power in your tray or your powers list if trays are full. The player is then required to click on that power to declare to the game that they have noticed it.

    Every answer needs to be able to randomly change, whether it be a different chat command, different answer for the quiz, and different color temp powers and the temp power in different open slots, so that way people can't just memorize where everything is. They would actually have to understand the game mechanics in order to continue.

    If the player fails any part of the ITCC, then they would not be able to participate in any trial they wish to play until they pass the ITCC. Seems harsh, but better they not able to play than screw over the time investment of 15-23 other players.

    I feel that this could be put into the game very quickly and without a lot of effort. Hell if I knew how they coded the game, I'd do it myself, but the point being, to save a lot of headaches in the player base, this needs to be done.

    That's my suggestion. G'day.
  18. I like it, my only issue is will I be able to keep my end up without the Performace Shifter Proc?

    and Which Alpha and Interface should I be going for with this toon?

    EDIT: I also just noticed that you took out EM Pulse. Was curious as to why, as I have heard from many people that EM Pulse is leagues better the Atomic Blast even though it does no damage. I'd like to be able to keep it, but if enough people think it isn't necessary, i'll drop it.
  19. Quote:
    Originally Posted by Grey Pilgrim View Post
    NT, this situation is perfectly analagous to the auction house. Yes, you could do without it, but it would be perfectly tedious to access parts of game content (and what makes the game fun for many people) without it. They're making their trial system less fun and more clunky with the proposed changes.

    And yes, this change will cause people to run the BAF and Lambda less, but for the sole reason that they won't get an emp out of it. There is nothing about those two trials that is so drastically weaker than the other trials that merits removing an emp reward. The other new ones that are more difficult have two emps to make up the difference.

    Once we have a new tier of incarnate powers, the current set of Trials will probably need to have an exemping rule (though if the devs hadn't tossed out two new level bumps to us, I rather wonder how necessary this would be as well).

    And restricting player choice for trials is a bad idea. We will only have five to choose from if the proposed changes go live, and they're removing two from the running. That is not good design. With alpha slots, they figured out a way to make all those work and be options. Heck, they even included lower TFs with shards and notices. They don't HAVE to limit things as they are choosing.

    As for changing designers minds, don't assume too much. They talk to themselves plenty and have things they would like to do. Just because those things don't show up on live like we would appreciate doesn't meant the devs aren't thinking about them.

    Also, developers do change their minds from player feedback, at least here for City of Heroes. I've seen it more than a few times with live situations (albeit slower than I would want most of the time), and it happens a LOT with betas. It's worth making an argument, at least here with City of Heroes. Doubt I would bother with WoW, though.

    *added*

    Flux, NT Flamer has been around Victory for a long while. I've teamed with him a fair amount in game. He's a bit more aggressive with these posts than I've seen him in game. He's rather tongue in cheek there. Even has a toon called Fake Masque!
    If people choose not to run BAF/Lam because of the reduction in rewards after unlocking Lore/Destiny, that's on them. Honestly just short of making rares and very rares, Emps aren't that useful. Yes they unlock emotes and costumes, but most of that isn't functional stuff (as in helps a character perform their role) As I have said before 15 emps seems a little steep a price for the new incarnate stuff, but its not like there isn't stuff already there that is good. It's not like they are taking the current Alpha-Destiny/Lore stuff and locking it all down to be opened with 15 emps.

    And with the Dev stuff, I'll admit I'm totally jaded with the way things work in other games that I have played just as long as CoH. Maybe they will change stuff, maybe they won't. I stand on the side that they will continue doing what they want regardless of what we say.

    I feel that these changes aren't that big of a deal. Maybe I went a little overboard with my response on the subject, but soooooo many people complain about Non-Issues (IMO) gets to me sometimes. Not saying popo on you for not liking the changes (you being people in general) I'm just saying that, especially with the new abilities, If you don't like it, don't bother.

    And the last point would be the new Trials haven't even been released yet, so we don't know how difficult or easy they will be.

    To Flux:
    Name calling always wins arguments. Keep up the good work bucko!
  20. Quote:
    Originally Posted by _Flux_ View Post
    I'm not sure if this guy is a troll or one of legion that believes that the developers are never wrong and to question or disagree with them is sacrilege.

    If troll, you need to work on your game. Be more inflammatory, use more rhetoric!

    And really, this decision is foolish. Charge us for the new options or take away the empyrean merits for those trials. Don't do both. I don't like either option but together it seems very punitive and manipulative.

    Honestly, one of the major selling points of being a VIP (for long term vets) is the incarnate system. Pissing people off by making these types of changes isn't the smartest business decision.
    Did you even read my last comment? Developers make mistakes all the time, and to take anything they say at face value is to invite disappointment and rage. Disagreeing with Devs also comes with every game, not just this one.

    I agree that the 15 merit cost should be reduced, and Trials like UGT should give better rewards than common salvage and 2 emp merits, but taking away the BAF and Lam merits after earning the Lore and Destiny slots isn't that big of a deal.

    As I've said in game, I bet not even a 1/4 of the people complaining about this change have tested TPN or MOM.

    And just because I'm a member of the Legion doesn't mean I need to side with anyone on any particular subject. It's a title with a responsibility of respect towards other players, not a statement of "We hate the Devs"
  21. Quote:
    Originally Posted by Satanic_Hamster View Post
    "Hey, who cares if they change the auction house fee to 1 billion inf per transaction. No one is forcing you to use the auction house."

    __________________
    Currently listening to the White Stripes' the White Stripes
    This is something that I have come to expect of you, even in game. Your example however is flawed. There is no ingame content that is similar to the AH, where as there are already established Alphas, Destinies, and Interfaces.

    But if a billion inf per transaction fee were put on the AH, you bet I wouldn't use it.

    Quote:
    Originally Posted by Grey Pilgrim View Post
    What, SatHam be snarky? That like, never happens!

    I do agree with him and his snark as well. The idea is a bad one, and I can only hope the hugely negative response (and reasoned, I might add) will change their minds.
    I doubt it will change their minds. Game Developers are notorious for sitting on their hands for longer than they should than admit they made a mistake.

    I feel the change is good and will get people to do different stuff. You all may think that it is shoe horning you into doing whatever content the devs want you to do, but Drop the Emp Rewards does NOT force you to STOP doing BAFs and Lams, just makes it so you have to do other trials to get the good rewards.
  22. Hey all. I have created a build for my Rad/Rad Corr based upon advice from my SG mates and some stuff I've read here on the boards. I want to try and get this toon to be soloable but not at the sacrifice of Damage output and Debuffability on teams. Some of the sets can be changed around a bit, and money isn't an issueish (Don't go balls out, but if there is a set that I need for sure, i'll be able to get it, and no purples)

    With that here is the build. I was told to build for Recharge and Damage so my debuffs can come back online quickly. Some of the power choices are weird only because I couldn't figure out what to take at certain levels.


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

    Click this DataLink to open the build!

    Regal Radiator: Level 50 Technology Corruptor
    Primary Power Set: Radiation Blast
    Secondary Power Set: Radiation Emission
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Teleportation
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: X-Ray Beam -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(7)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-EndRdx/Rchg(11)
    Level 2: Irradiate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(11), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(13), Sciroc-Acc/Dmg/EndRdx(15)
    Level 4: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(15), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-Rchg/EndRdx(17), DarkWD-ToHitDeb/EndRdx(19)
    Level 6: Accelerate Metabolism -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(19), Efficacy-EndMod/EndRdx(21), Efficacy-Acc/Rchg(21)
    Level 8: Super Jump -- ULeap-Stlth(A)
    Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(23), RechRdx-I(23)
    Level 12: Electron Haze -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(25), Posi-Acc/Dmg(27)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 16: Mutation -- RechRdx-I(A), RechRdx-I(27)
    Level 18: Cosmic Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(29), Dev'n-Dmg/Rchg(29), Dev'n-Acc/Dmg/Rchg(31), Dev'n-Acc/Dmg/EndRdx/Rchg(31), Dev'n-Hold%(31)
    Level 20: Lingering Radiation -- P'ngTtl-EndRdx/Rchg/Slow(A), P'ngTtl-Acc/EndRdx(33), P'ngTtl-Rng/Slow(33), P'ngTtl-Acc/Slow(33)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Proton Volley -- ExtrmM-Acc/Dmg(A), ExtrmM-Dmg/EndRdx(40), ExtrmM-Acc/ActRdx/Rng(43), ExtrmM-Dmg/ActRdx/Rchg(43), ExtrmM-Dmg/EndRdx/Rchg(43)
    Level 26: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(48)
    Level 28: Choking Cloud -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(34), NrncSD-Acc/EndRdx(34), NrncSD-Acc/Hold/Rchg(48), NrncSD-Dam%(48)
    Level 30: Aim -- GSFC-Build%(A), GSFC-ToHit/Rchg/EndRdx(34), GSFC-ToHit/Rchg(36), GSFC-ToHit/EndRdx(36)
    Level 32: Atomic Blast -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(36), Oblit-Dmg/Rchg(37)
    Level 35: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-EndRdx/Rchg(37), LkGmblr-Rchg+(39)
    Level 38: EM Pulse -- G'Wdw-Acc/Hold/Rchg(A), G'Wdw-EndRdx/Hold(39), G'Wdw-Acc/Rchg(39), EnManip-Stun%(40), EnManip-EndMod/Rchg(40)
    Level 41: Power Sink -- P'Shift-End%(A), P'Shift-EndMod/Acc(42), P'Shift-EndMod/Acc/Rchg(42), P'Shift-Acc/Rchg(42)
    Level 44: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam/Rchg(45)
    Level 47: Recall Friend -- EndRdx-I(A)
    Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(3), P'Shift-End%(3)
    Level 1: Brawl -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



    Code:
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    Any advice is welcome and will be considered!
  23. The BAF and Lambda changes are going to stay, regardless of how people complain. Hardly anyone was doing other trials and they needed a way to get you slugs to do it. Atleast they aren't taking Emps away altogether from the trial.

    Glad Keyes is getting a bit easier. Should make getting people who don't pay attention not as big a deal as it was before.

    If you don't like spending 15 Emps to unlock new Incarnate powers for slots you probably already have stuff in, then don't...

    I agree that AE needs to be Story Buffed and not Farm Nerfed, but that would take effort, and effort is not allowed.

    From what I have read on the beta forums TPN will require some attention paying, but seems to be pretty easy to deal with, and may well become the new BAF while MOM becomes the new Lambda (or vice versa not sure how the iXP works in the old trials anymore)

    I still think that they need to make an "Incarnate Trial Comprehension Check" or ITCC for short. Something that forces players to check their bars, watch chat for orders, and pay attention to big red letters on the screen. A quick 2 minute test the first time a person goes into a trial would be nice, and if you fail you cannot iTrial until you pass. Something that rotates the correct options so that you can't just memorize where the correct answers are, and you ACTUALLY have to KNOW what you are doing. That would make my day.
  24. NT_Flamer

    Invuln/StJ

    I like it, my only issue is the expense on the Mako's but I think I can deal with that.

    I'll use that build, thanks a lot!
  25. NT_Flamer

    Invuln/StJ

    So Skip Kin Combat if it isn't cheap on my server (Haven't had a chance to look at it yet) And put the fighting set earlier.

    I'm not sure I want to drop Heavy Blow as in the leveling up process it has done me extremely well. Also not having three consecutive powers hurts the combo build ups waiting for either power to recharge. I'll probably drop Heavy blow, but I do want to keep the others.

    I'll post up my new build here as soon as I finish it. I really appreciate the help that has been given to me. I have been understanding more and more what is needed, I just need a little help here and there.

    And I thought the Steadfast KB Prot was the Unique, lol, my bad.

    EDIT: Here it is, slotting was difficult, not because I didn't have enough, but because I had to many. If I missed something let me know.

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

    Click this DataLink to open the build!

    SJ/Invuln: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Street Justice
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(5)
    Level 1: Initial Strike -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(7), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(45)
    Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal(33)
    Level 4: Sweeping Cross -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(13), Erad-Dmg/Rchg(13), Sciroc-Acc/Dmg/EndRdx(17), Sciroc-Acc/Dmg(36)
    Level 6: Super Jump -- Jump-I(A)
    Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
    Level 10: Boxing -- Empty(A), Empty(50)
    Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(19), Mocking-Taunt/Rchg/Rng(19), Mocking-Acc/Rchg(29), Mocking-Taunt/Rng(29), Mocking-Rchg(31)
    Level 14: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(17)
    Level 16: Combat Readiness -- RechRdx-I(A)
    Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(33), DefBuff-I(34), EndRdx-I(34)
    Level 20: Rib Cracker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(21), S'ngH'mkr-Dmg/Rchg(21), S'ngH'mkr-Dmg/EndRdx/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(43)
    Level 22: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(37)
    Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(27), DefBuff-I(27)
    Level 28: Spinning Strike -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(46)
    Level 30: Weave -- DefBuff-I(A), DefBuff-I(37), EndRdx-I(39), Ksmt-ToHit+(39)
    Level 32: Super Speed -- Empty(A)
    Level 35: Shin Breaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(39), S'ngH'mkr-Dmg/Rchg(40), S'ngH'mkr-Dmg/EndRdx/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(45)
    Level 38: Crushing Uppercut -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(40), S'ngH'mkr-Dmg/Rchg(42), S'ngH'mkr-Dmg/EndRdx/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(46)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(45), Efficacy-EndMod/EndRdx(46)
    Level 47: Laser Beam Eyes -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(48), Decim-Dmg/Rchg(48), Decim-Build%(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A), Jump-I(50)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(34), P'Shift-End%(36)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3



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