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Posts
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I've actually been struggling to figure out which way I wanted to go with my own brute until I saw your build, so thanks! The major variations I made were removing the not-yet-released tier 5 travel power for Electrifying Fences (can easily be subbed back in) and Power Surge for Taunt. Since that helped increase the overall S/L to 41.4 and within a small purp of softcapping melee at 34.5 (and I'm not a big fan of tier 9's with crashes to begin with) it was an easy decision, but that's just my personal playstyle choice so definitely YMMV. I also turned Shockwave, another power I'm not a huge fan of, into a proc mule, and used those slots to add some acc/dam to Slash, the 6th Oblit to Evis, and the BU proc from Guassians to FU. If nothing else, hope seeing someone else's twist on your build helps out a bit!
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(27)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-EndRdx:40(13), RctvArm-ResDam/EndRdx/Rchg:40(34)
Level 2: Lightning Field -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(5), M'Strk-Dmg/Rchg:50(15), M'Strk-Acc/EndRdx:50(37), M'Strk-Acc/Dmg/EndRdx:50(37), M'Strk-Dmg/EndRdx/Rchg:50(43)
Level 4: Slash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(15), C'ngImp-Acc/Dmg:50(17), KntkC'bat-Dmg/EndRdx/Rchg:35(23)
Level 6: Spin -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(7), Oblit-Dmg/Rchg:50(7), Oblit-Acc/Dmg/Rchg:50(23), Oblit-%Dam:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(43)
Level 8: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam:40(9), RctvArm-ResDam/EndRdx/Rchg:40(40)
Level 10: Static Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:30(11), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(21)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(45)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Follow Up -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(19), KntkC'bat-Dmg/Rchg:35(19), GSFC-Build%:50(48)
Level 18: Grounded -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(48)
Level 20: Lightning Reflexes -- Run-I:50(A)
Level 22: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(45)
Level 24: Tough -- RctvArm-ResDam:30(A), RctvArm-ResDam/EndRdx:30(25), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam/Rchg:40(43)
Level 26: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27)
Level 28: Focus -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(29), Decim-Dmg/Rchg:40(29), Decim-Acc/EndRdx/Rchg:40(39), Decim-Acc/Dmg/Rchg:40(46)
Level 30: Eviscerate -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(31), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(31), Oblit-%Dam:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(45)
Level 32: Energize -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(33), Dct'dW-Rchg:50(33), Dct'dW-Heal:50(33), Dct'dW-Heal/Rchg:50(37)
Level 35: Shockwave -- Posi-Acc/Dmg/EndRdx:50(A), FrcFbk-Rechg%:50(36)
Level 38: Power Sink -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(39), Efficacy-EndMod/Acc/Rchg:50(39), Efficacy-Acc/Rchg:50(42), Efficacy-EndMod/Acc:50(46), Efficacy-EndMod/EndRdx:50(46)
Level 41: Taunt -- Zinger-Taunt/Rchg/Rng:50(A), Zinger-Acc/Rchg:50(42), Zinger-Taunt/Rchg:50(42), Zinger-Taunt:50(48), Zinger-Dam%:50(50), Zinger-Taunt/Rng:50(50)
Level 44: Electrifying Fences -- HO:Endo(A)
Level 47: Maneuvers -- LkGmblr-Rchg+:50(A)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(34)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), EndMod-I:50(25)
Level 4: Ninja Run
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Thanks for the advice! Just a couple follow-up questions if you feel like answering them:
Would removing the Soulbound Damage slot from Assault Bot and using it to add more recharge to HT make sense, or is that taking TOO much damage away? (No alpha currently- just returned to the game after RL kinda kept me away for the last year so been messing with builds, Praetoria, tips and leveling assorted characters my first week + back)
With Dark Servant I really wasn't sure whether I should focus more towards his healing or towards -tohit. Would swapping out the Neg Dmg proc from Touch of the Nictus for maybe Siphon Insight's -tohit be enough, would I need more... or are there better alternatives set-wise for him? -
Very interesting. Thanks a lot for the quick clarification!
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I have pretty much the same question. So, rather than start an entirely new thread I figured it'd be better to just post it here... since this will be my first IO'd out MM, and I wanted to see if there was anywhere I went horribly wrong, or whether there are areas that could be improved upon.
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Sorry, been gone for awhile so probably a few steps behind... but I always thought the Hami-O of choice for prot bots was the Cytoskeleton for defense buffs and end reds for their bubbles and heals, with Enzyme Exposures usually reserved for slotting in, for instance, the Radiation Infection toggle in /rad.
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Just recently back to the game from a fairly long hiatus and looking to IO out my first lvl 50 character. Since there aren't any recent guides for this build I feel I'm flyin a little blind in working out my first Mid's build attempt... so any input is appreciated. Thanks in advance!
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Brute
Primary Power Set: Energy Melee
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Villain Profile:
Level 1: Energy Punch- (A) Kinetic Combat - Accuracy/Damage
- (33) Kinetic Combat - Damage/Endurance
- (34) Kinetic Combat - Damage/Endurance/Recharge
- (34) Kinetic Combat - Knockdown Bonus
- (A) Reactive Armor - Resistance
- (3) Reactive Armor - Resistance/Endurance
- (3) Reactive Armor - Resistance/Recharge
- (13) Reactive Armor - Resistance/Endurance/Recharge
- (A) Crushing Impact - Damage/Endurance/Recharge
- (5) Crushing Impact - Damage/Recharge
- (43) Crushing Impact - Accuracy/Damage/Endurance
- (43) Crushing Impact - Accuracy/Damage/Recharge
- (43) Crushing Impact - Damage/Endurance
- (A) Doctored Wounds - Recharge
- (5) Doctored Wounds - Endurance/Recharge
- (7) Doctored Wounds - Heal/Recharge
- (7) Doctored Wounds - Heal/Endurance/Recharge
- (9) Doctored Wounds - Heal
- (A) Reactive Armor - Resistance
- (11) Reactive Armor - Resistance/Endurance
- (11) Reactive Armor - Resistance/Endurance/Recharge
- (13) Reactive Armor - Resistance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (9) Kinetic Combat - Damage/Endurance
- (33) Kinetic Combat - Knockdown Bonus
- (33) Kinetic Combat - Damage/Endurance/Recharge
- (A) Run Speed IO
- (A) Obliteration - Chance for Smashing Damage
- (45) Obliteration - Accuracy/Damage/Endurance/Recharge
- (45) Obliteration - Accuracy/Damage/Recharge
- (46) Obliteration - Damage/Recharge
- (46) Obliteration - Damage
- (46) Obliteration - Accuracy/Recharge
- (A) Reactive Armor - Resistance
- (15) Reactive Armor - Endurance
- (15) Reactive Armor - Resistance/Endurance/Recharge
- (17) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance/Recharge
- (A) Reactive Armor - Resistance
- (27) Reactive Armor - Resistance/Endurance
- (29) Reactive Armor - Resistance/Endurance/Recharge
- (29) Reactive Armor - Resistance/Recharge
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (19) Miracle - +Recovery
- (19) Healing IO
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Recharge
- (23) Performance Shifter - EndMod/Accuracy
- (A) Crushing Impact - Damage/Endurance/Recharge
- (23) Crushing Impact - Accuracy/Damage/Endurance
- (25) Crushing Impact - Accuracy/Damage/Recharge
- (42) Crushing Impact - Damage/Endurance
- (50) Crushing Impact - Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense
- (A) Luck of the Gambler - Recharge Speed
- (27) Luck of the Gambler - Defense
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense
- (31) Luck of the Gambler - Defense/Endurance/Recharge
- (31) Luck of the Gambler - Defense/Endurance
- (A) Jumping IO
- (A) Hecatomb - Chance of Damage(Negative)
- (34) Hecatomb - Damage
- (37) Hecatomb - Damage/Recharge
- (40) Hecatomb - Accuracy/Damage/Recharge
- (42) Hecatomb - Damage/Endurance
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (36) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (A) Perfect Zinger - Chance for Psi Damage
- (39) Perfect Zinger - Accuracy/Recharge
- (39) Perfect Zinger - Taunt/Recharge/Range
- (39) Perfect Zinger - Taunt/Recharge
- (40) Perfect Zinger - Taunt
- (40) Perfect Zinger - Taunt/Range
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense
- (A) Resist Damage IO
- (45) Steadfast Protection - Resistance/+Def 3%
- (A) Reactive Armor - Resistance
- (48) Reactive Armor - Resistance/Endurance
- (48) Reactive Armor - Resistance/Recharge
- (48) Reactive Armor - Resistance/Endurance/Recharge
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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QR:
Actually, Dr. Fate is by far the older of the two characters. Fate first appeared in the 1940s, and was a staple of the wartime JSA; while Dr. Strange didn't make his first appearance until the early/mid 60s.
Actually, I find this thread kinda funny just because both good Drs were the basis for some of my own earliest characters. I personally settled on Grav/FF and Ill/Rad at the time for my personal homage choices (long before proliferation and customization), and have been pretty happy with them overall.
While I'm quite sure you'll be happy with your blaster choices, with GR potentially coming out in the fairly near future I thought I might bring up another possible option: Corruptors. You'd still get the AoE potential, and any number of secondaries would be decent enough fits; /dark and /rad in particular come to mind with the new tintable options (AoE blast em *then* wrap whatevers left up in the crimson bands of Cyttorak!).... best of both worlds; and any number of primaries could probably be made to fit as well.
Just IMO of course. Whatever way you end up going with though- good luck and hope you enjoy it -
[ QUOTE ]
Heck, if you want disparity fixed, give the villains sewers.
[/ QUOTE ]
No thanks. I'd rather see more SFs and trials villain side, or them given the equivalent of the "story arc" zones like Croatoa, Striga or Faultline long before I care to see sewers. Not like the 1-5 villain game takes more than an hour or 2 anyways.
...And before this derails the thread, I have to say that the more I see info of i11, the more interesting it becomes. I'm leery of the "combo system", since changing game mechanics in a drastic fashion 3 years into the life of a game gives me SWG flashbacks, but curious to see how it works out. I've warmed to the new powersets and am eager to give them a try; weapon customization is a great touch; new "unique" inventions were expected sooner or later and I'm really interested to see how the "flashback" system works out.
As far as the actual flashback system, these 2 questions come to mind since I haven't really seen any definitive info one way or the other:
1) Does the system allow you to open previously unopened contacts if they have badge mishes, story arcs available? Or would the contact in question previously have to be opened?
2) In a related question- how would this effect the "unlockable" contacts villain side? As long as you have the required badges at all would they be opened in the flashback (just refer to it that way because it's easier to spell/ remember than Oroubous -or however it's spelled) mode? Or would they be the exceptions, where once you've passed them w/o the requisite badge(s) they're gone?
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Well, since this thread just won't die; I'm going to try to politely demonstrate when someone decides they have a strong enough opinion that it just *has* to be fact. So quoting the OP:
[ QUOTE ]
PVP isn't optional for COX's long term survival. The PVE is stale and most people in the anti pvp crowd turn to badge hunting just to keep themselves entertained. Most of the people I talked to had servers that went through a shock when the zone bugs effectively shut down pvp on most servers from november to february. Most people stopped logging in and serveral people quit, who are only now coming back. Since COX is a game of many alts, these people turned out to be a lot of toons people had known in other venues.
[/ QUOTE ]
I don't remember "most" people leaving when the PvP zones had their issues; in fact, this is the first I (and most of the people in the myriad of SGs I play in) have heard of it. It's all relative. While the sun, moon, stars and cocker spaniels of your universe rotate around PvP, there's quite a bit of us that couldn't care less insofar as our portion of the game remains undisturbed. This view tends to be one of the main sticking points imo- PvP and PvPers need to get over yourselves.
[ QUOTE ]
On one of the first four pages on this thread someone brought up that SWG had been pvp centric as it's end game and had then switched to pve for a bit. They incorrectly assumed that's what hurt that game. By contrast, in 2003, SWG had the biggest openning of any MMORPG which it lost by being eclipsed by WOW. It's numbers dropped overnight and half it's servers closed by becoming a grind game with Jedi and the CU. It numbers were harmed even worse by becoming even more PVE centric NGE. SWG had to suck up that PVP paid the bills to begin regrowing now.
[/ QUOTE ]
This might as well have been written in gibberish, because you have all your "facts" entirely backwards. SWG actually has a lot in common with COX- Both games that are based on concepts that should almost cater to PvP; both were made with such robust PvE systems that it made balancing for PvP impossible; and both have tried to reconcile their PvE based game to a PvP crowd.
It also lost out to WoW because of a myriad of other reasons- Warcraft having a rather large computer gamer following already, word of mouth, and SWG being about the most ridiculously shallow game ever seen (hint: it made money at all because it was based on one of the most popular sci-fi licenses of all time).
Now to get to the downright propaganda, or fabrications (which a less polite soul would just call lies): SWG has (and had) 36 servers, if you consider the Japanese and Euro servers that were opened briefly around a year and a half after launch... then yeah, they cut their server load, by maybe 1/6.
The NGE was, also ironically, meant to be -and is- PvP centric. They dropped an unbalancable skill system with 36 different professions, to a rigid level-based system that now has 9 -which, btb is why they lost customers.... trying to CATER to PvP, and not letting the whiners whine and get on with the game; or do you seem to think that their change to a twitch-based targeting system was PvE based? Why do you think Vanguard chose to launch *without* official-supported forums? All those heated PvE discussions?
As to the rest of your very hollow arguement:
PvP causes the exact same problems as you claim PvE does, in it's own unmistakable fashion. Instead of being able to spend time creating fun, new content for everyone to enjoy, they have to spend that development time ever-balancing the PvP monster to satisfy (to use your own terminology) crying, obsessive compulsive PvPers that can't accept that they got beat by a better player- it must be because the other person "cheated" because the game isn't balanced. Never mind that almost all MMOGs have to make some concessions to the rock/paper/scissors school- spend more to balance the game for the 10% that demand it!
PvP spends just as many checks as PvE, but the 150 people that happen to indulge in it seem to think that the other 90% of the playerbase must be suffering dementia for not supporting, no.... worshipping their little niche gamestyle.
For the record, I could care less about PvP one way or the other... except that PvPers in general seem to consider that they are entitled in ways that no numbers have been able to prove.
Since you have your version, I figured a little truth would be nice. After all, we are all about killing myths in this thread right? Enjoy. -
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Every weekend should be double XP; rather, the XP we earn during double XP should be the norm. It just takes way too long the other way.
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I think week, month or perma is a little too much.
I would like them to take a look at both the 1-20 game; which is made longer simply because of the ineffectiveness of TOs and lack of slots available; and the 35+ (in particular the 35-40) range, both areas where I feel xp could use a bit of a bump (maybe as much as a 50% bump- it would keep leveling somewhat slow, but speedd it up from the current rate).
Other than that, I think a week-long event would encourage too many bad habits (have you *seen* all the STs that promise level 50s at the cost of sleep deprivation?), and a month-long would encourage too many part-time subscribers, which- imo -is not something this game needs.
I would prefer that the double xp weekends were spread over 4 days (either thurs-sun or fri through mon) and given 2 weekends consecutively. Yes, people would still complain, but it would allow for most to schedule some time at least one of those 2 4-day weekends to enjoy the xp bump.
Just my thoughts. -
Since I didn't see it mentioned in the pages I read through (it was interesting enough to read more than I'm willing to admit, but 34 pages? maybe later
):
I've heard more than a few movie quotes come from NPCs:
Hellions in Steel "FIRE IT UP! FIRE IT UP!" (T-bird and the gang in the Crow)
Skulls in Atlas "Get him a body bag! YEAH!" (name of the character escapes me, but it's from the end of Karate Kid, during the last tournament)
Those are just ones that I remember seeing in the last couple days, I'm sure there's many more.
Also, the newspaper mission that has you get that "Blue Oyster" stolen from "some cult" always makes me smile. -
No, for a great many reasons I won't get into here.
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There is another option. You can drop the mission from the contact that sent you to Wincott. You get the XP as if you ran from KR all the way to The Hollows and back, but you don't get Wincott added to your contact list.
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This is the solution I prefer.
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It's been a little while since I've had a character around that level that I actually ended up with that mission, but I don't recall it ever giving xp. Also, I tend to save my mission drop for the "hunt CoT in PP" mish I almost always get once I reach 10 and can actually get debt
As far as the OP goes, there's a few things you were a bit remiss in not mentioning:
You can end up with *much* more than 3 missions that send you to the Hollows throughout your career, so having at least one contact there that you have the ability to buy inspirations from can be a good thing.
If you go visit Wilcotts anytime after hitting level 5, he will act as if you were referred to him so 'normal' contacts won't end up being locked into that referral mission. While this isn't as handy for people that start in GC, those that either start in AP or run the sewers up to lvl 5 aren't going too far out of their way.
Other than that, decent enough guide, I just don't find the Hollows nearly as painful since i8 with safeguard missions and temp travel powers available at level 5. -
Just a little necro question about binds:
I've been having a bit of a problem with the Q/V bind lately when I have teammates that have Quantum and/ or Void in their names- I end up targetting them constantly and not the NPCs. Is there any way to write a bind that ignores player Quantum/ Voids? -
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what is the level cap on the Tarikoss SF? I wanna give it a try
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15-20
Wrong forum though - try the player questions forum next time -
Sorry I didn't see this earlier and I really hope you aren't still stuck.... but in case you are:
There are (IIRC) [u]four[u] spirit fonts, not 3, plus Calystix to take out.
Once this is done, you will get a little waypoint marker that should lead you to the base of the Eye of the Leviathan. It's placement is just a bit off though- you will have to scope around a bit to get the little blue hand to come up but it should be right around the base of the Eye itself right around the big crack in the ground.
Hope this helps and gl! -
Definitely a good guide!
I have a slight disagreement about wakies however, since I feel they can actually be useful in the Hollows, you just have to know when it's worth using them, and when you might as well just go to the hospital. You should rarely be actually getting killed in the middle of a spawn group you're trying to avoid, and it more often happens (IMHO) when you're actually getting away from them and they get that last lick in to put you down. If you're out of their spawn area (they ran after you), they will usually return to where they were after a few seconds and leave you clear for a wakie. Likewise, if you're at the edge of their aggro radius you can usually pop one, then stumble your way around a corner just to be safe.
YMMV, but there have been more then a few times where I've been able to save my team 10 minutes simply because I had an awaken and used it rather then making the long trip back from the hospital.