NeonPower

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  1. Maybe they could make it an AT specific drop so you only get it if you ARE a kheld =)

    also /signed, because it sounds cool and i like it, and if it makes playing khelds more fun then yay, cos i do like the concept but i can't stand having to be really squishy and ranged untill lvl 20, which is probably why i never got my PB or WS past level 16ish.

    ps: whats up with the status protection obsession, dwarfs have major status protection. I'm guessing it's for people in human form? because it's not like blasters have status protection.
  2. A better alternative to adding in a cap that could get you an entire purple set from one ITF would be to slightly (ever so slightly) increasing the drop rates of PvP and Purple Recepies. That way you would be more likely to get them and the buying prices would slowly reduce and they because more readily avaliable. See the truth is if something is in demand then the price ramps up untill there is enough of it for everyone. Gold is a good example of this, because it's so pure there is a very limited supply so shares in the gold market just keep getting more expencive. If you bought some shares in the gold market a few decades ago, now they would be worth well over 10x as much as they are worth now. so if you bought a purple recepie a few issues ago for 10mill, you could sell it now for arround 100mill or so.

    Another alternative would be to increase the total ammount of recipies and salvage you can hold, as this way you will avaliable to the random drops more often as you cannot get a drop when your inventory is full so you have a 0% change to get the recipy you want whereas you might have a 5% chance if you did have space. and also any other recpies you don't want can be sold for inf when it gets full. i think max 50 recipies and max 100 salvage is a reasonable maximum for a cap, but not necessarily what the cap shoudl be =)
  3. Quote:
    Originally Posted by ReclusesPhantom View Post
    No thanks, I'd rather the bidders, marketeers and everyone else not lag up my social RP zone.
    I could always be a really strong server area, that you could fit 100 people in with no conection probs. or have different semi instances that link off of the main area.

    Pocket D never seems to get used outside of the Christmas and valentines events. why not make it more useful??? and if not by doing this then actually make it somewhere to hang out. because if by hang out you mean stand around chatting, you can do that whilst fighting enemies, so it's kinda a waste of time and money to just stand around doing nothing in Pocket D IMO...
  4. One of the biggest differences between the two is with damage buffs from build up and IO sets.

    Now lets say hypathetically that a scrapper did 300 damage with its attack, and a brute did 100. With full fury they would both be doing equal damage.

    Now if you add 20% damage buff from IO's the scrapper would be doing 360 damage but the brute would only be doing 320. add in 80% damage buff from buildup and the scrapper would be doing 600 damage whilst the brute was doing only 400 damage.

    see, there is quite a big difference when you look at it like that, and i know the mechanics are a lot more complex but it's that principle that makes the scrapper like a machine gun, whilst the brute is a semi-automatic rifle; the scrapper does more damage but its more likely to jam than the semi-automatic.

    And this damage thingy is why i really really really really wanna see Super Strength scrappers in the next proliferation =D

    Ps: i havn't played a brute to 50 before, but scrappers are beasts at 50. i recon there will still be scrappers and brutes running arround, although new players will be more likely to play brutes becasue of higher percieved damage with the visual damage boost from fury.
  5. Quote:
    Originally Posted by brewha View Post
    Reporting him for this remark. " Are you always this detailed with your sugg... Oh, wait, yes you are." i am getting sick of this kind of stuff. And going to start reporting for this kind of stuff b/c i am sick of it. No more going off. Going to do same thing that happens to me when i return fire. No more return fire. I will start reporting now.
    ok.... i'm sorry but if i got the kinda post that pushed this button, i would be thinking something along the lines of: maybe i need to do a little research on stuff like this, maybe i'm pitching my idea wrong, or maybe i should double think thought what i'm posting and come up with specifics next time.

    Reporting people because your over sensitive to critisism is a little OTT don't you think???


    Anyway, back on topic...

    i17 will probably be released arround the time of Going rogue and a support for those not buying the expansion. Therefore it will probably include stuff like Ultra mode graphics, and some small QoL stuff, generally because Going Rogue is taking up a lot of the devs time as they are trying to make it as amazing as possible, and so far they've done pretty damn well.

    It's already got new zones, which are technically all co-op thanks to the ability to chose any AT, and with the ability to go from hero to villain and vice versa everywhere will technically be co-op. Also they have new powersets in the expansion, which have awesome looking demon models which will be quadroped and animal like in form, (not just behemoths, and i know this for a FACT)

    As for Ice armour brute, eventually, like the rest of us, you will realise how much of a bad idea this is unless they totally change the mechanics of the ice armour/melee set effectively makeing a totally new set which just uses cold damage. Unlike the other sets, ice doesn't focus on mitigation from direct attacks but stops the enemies from attacking altogether. The melee has hold and sleeps, and slows that make enemies hardly ever attacks you, whilst the armour has the same just with more defense and less damage. so you would get little to no fury from enemy attacks. Next your own attacks would gain little fury, to start with it's very hard for a claws brute to get full fury with only attacking and they are some of the fastest attackers, so with ice being rather slow compared to claws you've got no chance. Oh and if this isn't true we would have Ice melee/armour brutes by now...

    Also with energy scrappers, don't see anything wrong with that idea, but, why has nobody suggested super strength scrappers? rage would make them overly amazingly awesome to the extreme, so i'm guessing theres over powering issues with them, but it's not like that can't be changed through beta testing, just make them slightly better by so much that they would be doing damage on par with the other sets when the adverage resistance is applied to the damage =)
  6. erm yer hi, erm i have a little suggestion about the architect thingy.

    erm how about we add in a feature which makes making boss only enemy groups impossible, like you would make it and click ok, and it would have a message pop up or something which read: "your enemy group does not fit the minimal requirements. I mean this would allow for normal level exp in the architect system, as well as stopping boss farms and stuff, in fact the most you would get would be farms equivalent to those in dev content. (you would have to check the, no auto spawn box to make sure thats turned off)

    Also this wouldn't disrupt the bosses you can put in the game, as if you wanted a boss on it's own you could make blank minions to go with it so it's allowed, or have a boss only enemy group that cannot be set as the main enemy group.

    Also with the attacks, instead of using the player powersets, there should be sets specifically made for custom enemies, that would be similar to those found in he real game, this way you could make the enemies the same difficulty as those in the dev content because the powers would supliment the chars. (you could have like easy, mid and hard levels so it's not totally uncustomisable (with the enemies survivability balancing them out so that easy arn't the best for farming (e.g. few attacks, more hp, loads of attacks, low hp, similar to how the AT's work)))

    Also we should be allowed a character creater that has more options than the default one, e.g. taller enemies, different body shapes (already existing ones, like rularuu and the horteling lashers...) and the ability to make GM's and stuff.


    Yay mission architect fixed, and loads of players come flooding back and give the CoX people lots of money as a thankyou for their efforts ^^

    it's a win win no brainer to me... now actually getting it in game is the hard part...
  7. Quote:
    Originally Posted by Lycanus View Post

    Scrapper:
    HP: 1733.487

    S/L Resist: 33.765%, w/SoW: 61.89%
    Psi Resist: 30.945%, w/SoW: 45.15%
    Fire/Cold/Energy/Negative/Toxic Resist: 8.445%, w/SoW: 22.515%

    Resist Regeneration Debuff: 25.95%
    Resist Defense Debuff: 17%

    S/L Defense: 3.72%
    Psi Defense: 11.25%
    Fire/Cold/Energy/Negative Defense: 14.625%

    Regeneration with no Opponents: +146.25% (17.79 HP/Sec)
    1 opponent: +341.25% (31.87 HP/Sec)
    5 opponents: +536.25% (45.96 HP/Sec)
    10 opponents: +780% (63.56 HP/Sec)

    Recovery: +58.5% recovery w/SoWill: +117%
    Long post...

    anyhow, my scrappers numbers are quite a bit higher than that if you see my build =)
    i'm sporting over 70hp/s with one enemy, as well as higher def and res values than stated, so this should improve my survivability to real high, plus with the damage output ill be KICKIN ***!!


    thanx everyone for the replies, i think we have a clear winner here scrapper: 1bazillion votes Tanker: about 5 votes =P

    I shall be rolling myself a nice DM/WP scrapper on defiant (midnight Mettle)

    =)
  8. Quote:
    Originally Posted by Vitality View Post
    Make the Tank only, and I mean only, if you actually want to Tank for teams.

    DM/WP as a scrapper is nasty if built well.
    Obviously the Tank is going to be more survivable but...in my opinion...a DM/WP Scrapper is far better than a WP/DM Tank.
    TBH thats the response i was hoping for, just more certain than i expected =P

    ill see what others have to say first tho before making a descision =)
  9. Hi, I have a little question about Willpower and how it compares between tank and scrapper arch's. Now from what i know of my lvl50 Willpower scrapper, willpower is an absolute beast of a set and if very durable. I descided to roll a willpower tank as a brother to this character, but i got thinking. Will the added survivability bonus be worth the rather big loss in damage?

    I love my willpower scrapper, she can kill things real quickly and easily and has no real problems surviving. Now i am quite a scrapper oriented player, i like to be in melee kicking *** nice and fast, but without having to worry about dying half way through a fight.

    So Concidering how i like my play style would it be worth keeping my WP/DM tank or rerolling for a DM/WP scrapper???


    Here's my tank and scrapper builds so you can evaluate the survivability =)

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

    Click this DataLink to open the build!

    Icy Mettle: Level 50 Technology Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Dark Melee
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting

    Hero Profile:
    Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), Numna-Heal(5), Numna-Heal/EndRdx(7)
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(37), P'ngS'Fest-Dmg/EndRdx(40), P'ngS'Fest-Acc/Dmg(46)
    Level 2: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(7), Numna-Heal/EndRdx(9), RgnTis-Regen+(9), Heal-I(11)
    Level 4: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13)
    Level 6: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15)
    Level 8: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), Heal-I(19)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
    Level 12: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23), P'ngS'Fest-Acc/Dmg(25), P'ngS'Fest-Dmg/EndRdx(50)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
    Level 16: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(37), P'Shift-EndMod(39), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc/Rchg(50)
    Level 18: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
    Level 20: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 22: Hurdle -- Jump-I(A)
    Level 24: Health -- Numna-Heal(A), Numna-Heal/EndRdx(29), Numna-Heal/Rchg(29), Mrcl-Rcvry+(31), Mrcl-Heal(31)
    Level 26: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(31), P'Shift-EndMod(33), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc/Rchg(33)
    Level 28: Soul Drain -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(40)
    Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rng(34), Mocking-Acc/Rchg(36), Mocking-Taunt/Rchg/Rng(37)
    Level 32: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 35: Boxing -- Dmg-I(A)
    Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/EndRdx/Rchg(43), P'ngS'Fest-Acc/Dmg(45), P'ngS'Fest-Dmg/EndRdx(46)
    Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-EndRdx(42), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
    Level 47: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(48), RctvArm-EndRdx(48), RctvArm-ResDam/EndRdx/Rchg(48), S'fstPrt-ResDam/Def+(50)
    Level 49: Super Jump -- Jump-I(A)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet

    __________________________________________________ ____

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

    Click this DataLink to open the build!

    Level 50 Technology Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Willpower
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping

    Hero Profile:
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), P'ngS'Fest-Acc/Dmg(45), P'ngS'Fest-Dmg/EndRdx(50)
    Level 1: High Pain Tolerance -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), Numna-Heal(9), Numna-Heal/EndRdx(40)
    Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), P'ngS'Fest-Acc/Dmg(31), P'ngS'Fest-Dmg/EndRdx(50)
    Level 4: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 6: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(17), Numna-Heal(19), Heal-I(19), RgnTis-Regen+(23)
    Level 8: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(13)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(27)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(29)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33)
    Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(27), Numna-Heal/Rchg(29)
    Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-%Dam(25), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(34)
    Level 22: Hurdle -- Jump-I(A)
    Level 24: Health -- Numna-Heal(A), Numna-Heal/EndRdx(34), Numna-Heal/Rchg(34), Mrcl-Heal(36), Mrcl-Rcvry+(36)
    Level 26: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(36), P'Shift-EndMod(37), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(37)
    Level 28: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 30: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
    Level 32: Greater Fire Sword -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(42), Hectmb-Dam%(42), Hectmb-Acc/Dmg/Rchg(43), Hectmb-Acc/Rchg(43), Hectmb-Dmg/EndRdx(43)
    Level 35: Boxing -- Dmg-I(A)
    Level 38: Strength of Will -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(42), RctvArm-ResDam(46), RctvArm-ResDam/EndRdx/Rchg(48), S'fstPrt-ResDam/Def+(50)
    Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(48)
    Level 47: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
    Level 49: Super Jump -- Jump-I(A)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
  10. K i have a Wp tank build waiting to be made a (CoX) reality so i thought i'd post some numbers. They're enough to make me want to try solo riechman, statesman and lord recluse all at the same time =P

    44% def to S/L
    34.6% def to F/C
    41.2% def to E/NE
    30% def Psi
    (Plus Dark Melee's -acc improves that!)

    69.2% res S/L
    43.1% res psi
    11.7% res all other

    785% regen, W/ one enemy
    1237% regen W/ ten enemies
    3125.222 Hp
    .'. 102.5 Hp/s W/one
    161.4 Hp/s W/ten

    4.5 end/s
    111.8 end



    I recon that's pretty damn bare unkillable if ya ask me =D
  11. How abouts use whats already been suggested with the begginers luck thingy, and give a certain endurance reduction bonus which dwindles slightly untill level 20. It should be made so it's not so amazing, and maybe it could be made in a more curved shape with little end redux at 1 and high end redux from like 10-20 when it's most needed.

    I have a DM tank at lvl 16 with 2 attacks and recovery bonus from WP, that runs out of end within seconds. I'm not slotted yet, as i'm IOing at 17 or maybe 22 or 27 if i can survive that long without needing them. but surely i shouldn't be running out of end THIS quickly!!

    It's making my tank kinda annoying to play, but i know when i start IOing i will love it. But a lot of new players don't have the experience i have with this so they would just think that the game is going to be that annoying and boring probably till the end.

    try telling a frightened child that there isn't actually a monster under their bed and i doubt that they will instantly lose their fear. they need proof, proof that they're normally to scared to find.
  12. When i saw the title, i instantly thought, ElM is good for Aoe damage, so if that can be buffed then groups can be mashed down before enough damage to endanger you is taken =)

    So i would say Kinetics, that way when you get fullcrum shift, you can both run into a giant 8 man mob and fulcrum them, then AoE bust them and they'll be down in seconds, which would give mountains of exp and infamy as well as being an absolute thrill =)

    Going for a defense based set would kinda be pointless concidering WP has regen, defense and resistance, and with decent IOing can be an abslute monster in the defensive field. Therefore debuff is by far your best option, and the -damage and rech from kinetics works nicely with WP's regen.

    If you chose a defender, you could go with a secondry that would give you support on enemies resistant of defensive against energy, you would also get stronger debuffs from attacks but which would be best would need some research into the general other resistances coupled with energy (i'm pretty sure dark would be good). Furthermore the added buff and buff primary would mean stronger +dam from fulcrum and siphon power, and they would be avaliable earlier which makes them very tasty.

    So a Kinetics/Dark defender is what i would suggest.
  13. NeonPower

    Origins

    Quote:
    Originally Posted by Fleeting Whisper View Post
    So how do you explain the Rikti Maguses?
    Owned!!!

    Anyway, i would like to see something along the lines, of Origin dependant Storlines, and they could be made on the basis that they follow the fundimental underlying facts surrounding each Origin. That was every science origin wouldn't be about science experiments done on you to make you super, and every natural wouldn't be about how you use technology instead of powers.

    Also for finishing the storyline, and doing some other Origin based things which all awarded badges you could get an accolade which made an origin power (or a selection of) alaviable to you, and this would also create a signiture power for your player, which is something that a bunch of us players want.

    Kill 2 birds with one stone =)
  14. Quote:
    Originally Posted by SkylineGTR View Post
    With the way Charged Brawl is slotted, it would do 1.5 more points of damage over a Crushing Impact: Acc/Dam. Your Accuracy would go up from 133.3% to 136.8% with the Crushing. Let's take a look at that 8% regen bonus. How much is it helping you? With it, you'd regenerate 25.6 HP/s and without it 25.0 HP/s.

    EDIT: Take a look at Chain Induction. It needs some Accuracy.
    the lack of a nail, meant the horse shoe was not fitted,
    the lack of a horse shoe, meant there was no horse,
    the lack of a horse, meant the letter was not delivered,
    the lack of a letter, meant the war was lost.

    that small bonus gives 3.5 more damage per second, which over half a minute is 105 extra damage, and thats without hasten and build up. It may seem small but, as i've suggested small changes can make big differences =)

    i appreciate the help though, i'm jsut not sure what else would work well in that slot. Plus surely you don't need much more than 133% accuracy when the default base is 75????, thats quite close to double the accuracy.
  15. the power works very nicely as a transport to the hospital before you log for the day job badge =)

    plus it's not like your gona be on that char again within an hour so it's avaliable all the time =D

    Ps: love the malfunctioning robot concept =P, think i might try that on my bot char
  16. Thanx for the replies so far.

    The pounding slugfest IO's bring the damage above what a purp would give, doubles the accuracy bonus and also has the added bonus of +8% regen, which mitigates well with the res =)

    Also....

    I found an updated version of the set i must have done a while back in my mids folder.

    This one is significantly better setted and looks much better in most all respects.

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

    Click this DataLink to open the build!

    Corkscrew: Level 50 Science Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Electric Armor
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), P'ngS'Fest-Acc/Dmg(29), P'ngS'Fest-Dmg/EndRdx(46)
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 2: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(23)
    Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 6: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(11), RechRdx-I(13)
    Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-%Dam(17), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21)
    Level 10: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(23), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(29)
    Level 16: Grounded -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 18: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 20: Energize -- Numna-Heal/Rchg(A), Numna-EndRdx/Rchg(34), Numna-Heal/EndRdx/Rchg(34), Dct'dW-Heal/Rchg(36)
    Level 22: Hurdle -- Jump-I(A)
    Level 24: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(36), Mrcl-Heal(36), Mrcl-Rcvry+(37)
    Level 26: Stamina -- P'Shift-End%(A), P'Shift-EndMod(37), P'Shift-EndMod/Acc(37), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(39)
    Level 28: Lightning Reflexes -- Run-I(A)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(40)
    Level 32: Lightning Rod -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(34), Armgdn-Acc/Dmg/Rchg(45), Armgdn-Acc/Rchg(45), Armgdn-Dmg/EndRdx(45)
    Level 35: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42)
    Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 41: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(43), RedFtn-Def(43), RedFtn-EndRdx(46), RedFtn-Def/Rchg(46), RedFtn-Def/EndRdx/Rchg(50)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Physical Perfection -- P'Shift-End%(A), Numna-Heal(48), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(48), RgnTis-Regen+(50)
    Level 49: Power Surge -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
  17. Hey i've got a ElM/ElA scrapper brewing in the oven, but it just doesn't look right. Compared to my Fire/WP scrapper it looks like a little girl. the survivability and damage are both a lot lower than my Fire/WP scrapper. Thought this may be down to simply the powersets, and what IO bonuses i can get from slotting them, surely there is a way to make my Elm/Ela tougher.

    Here's the build im tampering with atm. I'm gona rebuild it from the ground up to see if i can get something a little better looking.

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

    Click this DataLink to open the build!

    Corkscrew: Level 50 Science Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Electric Armor
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), P'ngS'Fest-Acc/Dmg(29), P'ngS'Fest-Dmg/EndRdx(46)
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 2: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(23)
    Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 6: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(11), Rec'dRet-Pcptn(13)
    Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-%Dam(17), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21)
    Level 10: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(23), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29)
    Level 16: Grounded -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 18: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 20: Energize -- Numna-Heal/Rchg(A), Numna-EndRdx/Rchg(34), Numna-Heal/EndRdx/Rchg(34)
    Level 22: Hurdle -- Jump-I(A)
    Level 24: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(36), Numna-Heal/EndRdx(36), Mrcl-Heal(36), Mrcl-Rcvry+(37)
    Level 26: Stamina -- P'Shift-End%(A), P'Shift-EndMod(37), P'Shift-EndMod/Acc(37), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(39)
    Level 28: Lightning Reflexes -- Run-I(A)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(40)
    Level 32: Lightning Rod -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(34), Armgdn-Acc/Dmg/Rchg(45), Armgdn-Acc/Rchg(45), Armgdn-Dmg/EndRdx(45)
    Level 35: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42)
    Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 41: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(43), RedFtn-Def(43), RedFtn-EndRdx(46), RedFtn-Def/Rchg(46), RedFtn-Def/EndRdx/Rchg(50)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Physical Perfection -- P'Shift-End%(A), Numna-Heal(48), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(48), RgnTis-Regen+(50)
    Level 49: Power Surge -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit



    If there's anything you notice that is hindering this build let me know. there are some conceptual things in there so don't attack me when you say something sould not be in there or whatever

    thanx for reading

    =)
  18. With the new martial arts theme Super Booster, i thought it would be cool to make a character based arround Espio the chameleon character from the Sonic games (Here's a link to some picks for those of you not familear http://images.google.com/images?hl=e...=&aqi=&start=0)

    So here's my Mids build of the char. I will be using the Ninja run power as my travel power because it looks so much exactly like how he runs <3


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

    Click this DataLink to open the build!

    EspiĆ³: Level 50 Natural Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leadership
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    ------------
    Level 1: Thunder Kick Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(31), P'ngS'Fest-Acc/Dmg(42), P'ngS'Fest-Dmg/EndRdx(43)
    Level 1: Focused Fighting RedFtn-Def/EndRdx(A), RedFtn-Def(3), RedFtn-EndRdx(3), RedFtn-Def/Rchg(7), RedFtn-Def/EndRdx/Rchg(7)
    Level 2: Focused Senses RedFtn-Def/EndRdx(A), RedFtn-Def(9), RedFtn-EndRdx(9), RedFtn-Def/Rchg(11), RedFtn-Def/EndRdx/Rchg(11)
    Level 4: Agile LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5)
    Level 6: Storm Kick Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(17), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(33), P'ngS'Fest-Dmg/EndRdx(33), P'ngS'Fest-Acc/Dmg(43)
    Level 8: Swift Run-I(A)
    Level 10: Practiced Brawler RechRdx-I(A)
    Level 12: Hurdle Jump-I(A)
    Level 14: Health Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), RgnTis-Regen+(17), Heal-I(34)
    Level 16: Dodge LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
    Level 18: Hasten RechRdx-I(A), RechRdx-I(33), RechRdx-I(34)
    Level 20: Stamina P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(23)
    Level 22: Quickness Run-I(A)
    Level 24: Focus Chi GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(27), GSFC-Build%(29)
    Level 26: Dragon's Tail Armgdn-Dmg(A), Armgdn-Dmg/Rchg(34), Armgdn-Acc/Dmg/Rchg(37), Armgdn-Acc/Rchg(37), Armgdn-Dmg/EndRdx(40)
    Level 28: Lucky LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(31)
    Level 30: Stealth LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(46)
    Level 32: Eagles Claw Hectmb-Dmg(A), Hectmb-Dmg/Rchg(40), Hectmb-Acc/Dmg/Rchg(42), Hectmb-Acc/Rchg(42), Hectmb-Dmg/EndRdx(46)
    Level 35: Evasion RedFtn-Def/EndRdx(A), RedFtn-Def(36), RedFtn-EndRdx(36), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(37)
    Level 38: Invisibility RedFtn-Def(A), RedFtn-EndRdx(39), RedFtn-Def/EndRdx(39), RedFtn-Def/Rchg(39), RedFtn-Def/EndRdx/Rchg(40)
    Level 41: Caltrops RechRdx-I(A)
    Level 44: Shuriken Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
    Level 47: Exploding Shuriken Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl Dmg-I(A)
    Level 1: Sprint Run-I(A)
    Level 2: Rest RechRdx-I(A)
    Level 1: Critical Hit



    So give me feedback on the build, how it will play etc...

    oh and a reminder that this is a concept build so bear that in mind whilst commenting on it =)

    Thanx
    -NP
  19. Did it ever occour to you that Veteran rewards are to reward you for playing the game for X month, not for having the game for X months.

    It's the Dev's way of saying thankyou for your loyalty to the game, we appreciate the time and money you have put into the game so we can improve the gaming experience for you =)

    Lets take an example. If you have 2 children, you ask them if they tidy their room they'll get a nice tasty treat. Then give them the treat regardless wether they tidy their room of not. It teaches them they don't need to work to get what they want. Now i'm pretty sure your not a child but it's the same principle, even if you know you have to work for rewards it's still good to keep reminding yourself of that with things such as this, because it is easier to take things for granted than it is to appreciate what you have.


    This universal point stands tall, and always will

    =)
  20. Quote:
    Originally Posted by Kahlan_ View Post
    Some servers do have difficulty getting enough people for redside raids, so it would help in that regard.
    Specifically the EU ones where we don't have the option to choose a more populated server =(
  21. K i've kinda gone off of ice melee as a secondry.


    And now i'm tied between Dark melee and Electric Melee as a secondry, which do you recon would be best for 8 man soloing? and why?

    thanx
    -NP
  22. Quote:
    Originally Posted by Adeon Hawkwood View Post
    The problem is that this is somewhat sever/time dependent. I know for Virtue the Saturday Hero raids normally have more people who want to join than can fit in the zone.
    i didn't think about zone size, but i guess seeing as there are 2 hami zones it could be made that they are both coop and therefore 100 people could do a hami raid at one time, and i'm sure 100 people a day is enough space. But if not the zone capacity could be raised to 75 maybe, unless this would make the Hami too easy.
  23. NeonPower

    Linked teams

    Hey,

    Have you ever thought it was annoying that you had to have like 4 teams for a raid and couldn't see who the other teams where, or the other team leaders, or even how many teams there are!?

    now wouldn't it be great if you could see and keep track of where members in other teams are during a zone event? i know it would make raids easier, and would mean that default team size wouldn't change.

    So what would happen is the leader of one team would link with the leader of other teams, this would give you a section for each team in a similar design to the pets window. You would be able to see the leader of the other teams and would have a drop down option to see the other team members in whatever team you wanted.

    you could have a linked chat channel seperate to the team chat channel to eliviate the chat flow level of having like 32 players using the same chat. This would be only usable in world maps and hazard zones, and if the team leader entered an instance the team would leave the link. Also if it could be worked out maybe exp could be linked so if one member of any of the teams killed an enemy everyone would get a little exp which would make it more fair for the smaller teams during the raids. It would also be easier to communicate without outside interuptions from broadcast of the requests channel.

    So what do you guys think: Yay or Nay????


    -NP

    so what do you guys think?
  24. Hi, i'm playing a hami atm and you can probally tell by how i'm on the forums that it's not going so well because there arn't enough of us.

    I thought it would be good to organise one hero side at a later date, but half the ppl there don't have a hero high enough.

    Now it can't be just me that thinks Hamidon would be so much better if it was open to both heroes and villains, it could maybe even be as common as Rikti raids that normally have piles of heroes and villains taking place in.


    MAKE THE HAMI COOP!!!!!!!


    Ps: i think the EoE's might be bugged, they don't seem to be doing much if anything....
  25. I would like to point something out i noticed. I have a /WP scrapper built on Mids that has higher regen than your /regen scrapper and thats with only 1 enemy in range.

    So is it me or is that a little off?? because WP has pretty decent S/L res and good defense, which adds to mitigation.

    Am i missing something here??

    Now i don't know much about the regen set specifically but i think that your survivability would be greatly increased if you put more slots in Fast healing and health, because as they're auto powers they are your most sustainable form of regen so IMHO you should make the most of them.

    Also with the Numina, the total effect is increased the more health enhancement you have in the set. so to make the most of it it would be better to slot it out more with variouse +healing IO's.

    Hope this help =)

    Ps: Instant healing, Didn't see that power, but with a recharge of 191 seconds and a duration of 90 secs then it's only on half the time. i thought i'd missed something =P