Pampl

Apprentice
  • Posts

    122
  • Joined

  1. Good catch, I completely forgot about the Rule of Five! I dropped both the Decimations for Thunderstrikes for its assortment of small bonuses. I took slots out of Serum, which I plan to use in reaction to damage rather than trying to keep up all the time anyways, and put them in Fort and slotted a Red Fortune set in Maneuvers. I could take the KB protection out of Fort and return the 6th slot to Frag 'nade if you think the smashing damage proc is better than the 1.5% max HP set bonus.

    I also changed Exped Reinf to Blood Mandate in the spiderlings. Now they aren't perma, but they're still close, and now they soft cap my ranged defense. The next few levels' slots will go in defense skills to make them Red Fortune sets with an extra slot for a lotg when the time (and inf) comes. My PPP skills will be gimpy but I already have 6 attacks so the non-pet patron skills are a little superfluous anyway.

    BeastMan: thanks for the advice! I didn't know that the difference between 40 and 50 IOs was so small. If it matters, many of those IOs will actually be 35s.. still worth putting off the upgrade?

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  2. Quote:
    Originally Posted by Madadh View Post
    Well, your data link doesn't seem to be working for me,and you didn't post a data chunk, so I can't look at the numbers, but I have a couple of suggestions. They're all fairly general, since Crabs aren't my strong suit, but they may help...

    All generic IOs can be made to level 50, if you like, as they don't have any set bonuses to worry about when exemping.

    No travel power. Might be an issue, might not, but since you have open power slots, and hasten already, superspeed, and a stealth proc is invis, and that's helpful in a lot of situations.

    If you're a little worried about End, and are taking Steadfast Res/Def and Steadfast -KB both anyway, I'd try to get them into the same power for a Recovery bonus. I fell if all else stays as is you can take a slot from Veng, and drop it in the Crab Armour.

    If you can find a slot for it, the Explosive Strike Damage Proc is nice to add to Frag Grenade. Last I checked, it was also quite cheap.

    The wolf Spider Armour isn't that great, but if taken late is worth it, in my experience. Just the Crab Armour is a mag 4 mez protection. But getting 2 mag 3s stacked is not unusual, in my experience. The Wolf Armour add Mag 2, meaning you'd have mag 6 total, which means 2 stacked mag 3s and you keep on trucking. Also, it's a spot for an Aegis or Impervium Armour Global. They're not super cheap, though, if you're on a tight budget.

    Lastly, if you're pet focused, the Patron route, any of them, should get you another pet, once you're past 40.

    Hope some of the above helps and is somewhat what you're looking for.
    Thank you, and thanks magentrix, that's exactly the kind of advice I'm looking for. Sorry about leaving out the data chunk, I'll post it below.

    I just made the IOs 40s so I'd have a snapshot of what the build would look like at 40; I'll definitely replace them with 50s when the time comes.

    I love my bane spider so having some stealth on this guy sounds pretty nice. I could take SS instead of Aim at 49, after I get the PPP pet (side note: which one should I shoot for? I like ranged pets, so I'm thinking the Mu Striker)

    I tried finding a spot for Wolf Spider Armor but it looked like the only thing I could give up would be TT: Leadership, and I'd really like to keep that so my pets can reliably hit things. Shouldn't leaving Fortitude on be enough protection generally?

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  3. Pampl

    QoL Issues

    Quote:
    Originally Posted by BrandX View Post
    There isn't a pointless difference between it and other mez protection.

    First off, there are 4 mez protection powers that are clickies, /SR, /NIN, /SHI, and /PSI EPIC.

    5th if you count Domination Inherent.

    Now, of those, /SR, /NIN, /SHI can all double stack their protection! Can't do that with a toggle.
    You could do it with a toggle - or a better designed, long recharge clicky - if you made a low level of status protection passive, and then made a toggle/clicky which could be used for emergencies. That would change it from being something that happens automatically, or requires sitting around twiddling your thumbs out of battle, into a much more exciting in-battle tactical decision.

    Another one I forgot to list: heroes should be able to use their cell phones to check market prices. This is something even goat herders in rural Afghanistan do, well funded heroes who have access to sci-fi technology should be capable of it as well.
  4. I'm respeccing my level 32 crab and I want to build it so that it'll do great in teams from level 40-50 and hopefully even in incarnate stuff. I use my bane build for soloing, and it can carry me through the next few levels if need be. I wanted something with an MM flavor but that could also do a little damage by itself. Hopefully the end cost isn't such a burden it prevents attacking.

    Notes:
    -I wasn't able to get Hasten or Serum perma, which is a little annoying, but the pets should be pretty close. It relies on me being able to get lots of Decimation and Positron's Blast IOs and I have no idea how realistic that is (I only have 200m to work with atm).
    -I know I really ought to take Aim, but there was always something else I wanted more. Maybe I could take it at 49.
    -I had no idea what to put in Vengeance.
    -I've done most of the low level content so I'm not worried about exemping below level 30.
    -I know the Steadfast Protection IOs are inessential for this build. They're far down my shopping list, but I figured they're cheap enough I shouldn't leave them off the list entirely.

    Basically I'm wondering if I'm making any obviously stupid mistakes, and if there are any cheap routes to good performance I'm overlooking.

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Blastermind: Level 40 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Leadership
    Power Pool: Speed

    Villain Profile:
    Level 1: Channelgun
    • (A) Decimation - Chance of Build Up: Level 40
    • (3) Decimation - Accuracy/Damage: Level 40
    • (3) Decimation - Damage/Endurance: Level 40
    • (5) Decimation - Damage/Recharge: Level 40
    • (5) Decimation - Accuracy/Damage/Recharge: Level 40
    Level 1: Crab Spider Armor Upgrade
    • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    Level 2: Longfang
    • (A) Decimation - Accuracy/Damage: Level 40
    • (7) Decimation - Damage/Endurance: Level 40
    • (7) Decimation - Damage/Recharge: Level 40
    • (9) Decimation - Accuracy/Endurance/Recharge: Level 40
    • (9) Decimation - Accuracy/Damage/Recharge: Level 40
    Level 4: Combat Training: Defensive
    • (A) Defense Buff IO: Level 40
    • (13) Defense Buff IO: Level 40
    • (13) Defense Buff IO: Level 40
    Level 6: Maneuvers
    • (A) Defense Buff IO: Level 40
    • (15) Defense Buff IO: Level 40
    • (15) Defense Buff IO: Level 40
    Level 8: Suppression
    • (A) Positron's Blast - Accuracy/Damage: Level 40
    • (17) Positron's Blast - Damage/Endurance: Level 40
    • (17) Positron's Blast - Damage/Recharge: Level 40
    • (19) Positron's Blast - Damage/Range: Level 40
    • (19) Positron's Blast - Chance of Damage(Energy): Level 40
    Level 10: Tactical Training: Maneuvers
    • (A) Defense Buff IO: Level 40
    • (21) Defense Buff IO: Level 40
    • (21) Defense Buff IO: Level 40
    Level 12: Venom Grenade
    • (A) Positron's Blast - Accuracy/Damage: Level 40
    • (23) Positron's Blast - Damage/Endurance: Level 40
    • (23) Positron's Blast - Damage/Recharge: Level 40
    • (25) Positron's Blast - Accuracy/Damage/Endurance: Level 40
    • (25) Positron's Blast - Chance of Damage(Energy): Level 40
    Level 14: Assault
    • (A) Endurance Reduction IO: Level 40
    Level 16: Tactical Training: Assault
    • (A) Endurance Reduction IO: Level 40
    Level 18: Frag Grenade
    • (A) Positron's Blast - Accuracy/Damage: Level 40
    • (27) Positron's Blast - Damage/Endurance: Level 40
    • (27) Positron's Blast - Damage/Recharge: Level 40
    • (29) Positron's Blast - Accuracy/Damage/Endurance: Level 40
    • (29) Positron's Blast - Chance of Damage(Energy): Level 40
    Level 20: Tactical Training: Leadership
    • (A) Endurance Reduction IO: Level 40
    Level 22: Mental Training
    • (A) Run Speed IO: Level 40
    Level 24: Fortification
    • (A) Steadfast Protection - Knockback Protection: Level 30
    Level 26: Vengeance
    • (A) Empty
    • (40) Empty
    Level 28: Serum
    • (A) Doctored Wounds - Endurance/Recharge: Level 40
    • (31) Doctored Wounds - Heal/Recharge: Level 40
    • (34) Doctored Wounds - Heal/Endurance/Recharge: Level 40
    • (34) Doctored Wounds - Heal: Level 40
    • (37) Doctored Wounds - Recharge: Level 40
    Level 30: Hasten
    • (A) Recharge Reduction IO: Level 40
    • (31) Recharge Reduction IO: Level 40
    • (31) Recharge Reduction IO: Level 40
    Level 32: Omega Maneuver
    • (A) Positron's Blast - Accuracy/Damage: Level 40
    • (33) Positron's Blast - Damage/Endurance: Level 40
    • (33) Positron's Blast - Damage/Recharge: Level 40
    • (33) Positron's Blast - Accuracy/Damage/Endurance: Level 40
    • (34) Positron's Blast - Chance of Damage(Energy): Level 40
    Level 35: Summon Spiderlings
    • (A) Expedient Reinforcement - Accuracy/Recharge: Level 40
    • (36) Expedient Reinforcement - Accuracy/Damage: Level 40
    • (36) Expedient Reinforcement - Damage/Endurance: Level 40
    • (36) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 40
    • (37) Expedient Reinforcement - Endurance/Damage/Recharge: Level 40
    • (37) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 40
    Level 38: Call Reinforcements
    • (A) Expedient Reinforcement - Accuracy/Recharge: Level 30
    • (39) Expedient Reinforcement - Accuracy/Damage: Level 40
    • (39) Expedient Reinforcement - Damage/Endurance: Level 40
    • (39) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 40
    • (40) Expedient Reinforcement - Endurance/Damage/Recharge: Level 40
    • (40) Call to Arms - Defense Bonus Aura for Pets: Level 30
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Conditioning
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Endurance Modification IO: Level 40
    • (11) Endurance Modification IO: Level 40
    • (11) Endurance Modification IO: Level 40
    ------------
  5. Quote:
    Originally Posted by Enamel_32 View Post
    I'd guess that Elec/EA and Stone/SR are pretty uncommon.
    I hove a midlevel SM/SR brute and I feel pretty unique too. Both SM and SR seem pretty underplayed, at least to my eyes, but SM especially seems like it should attract more people. Maybe they don't like the screen shaking?
  6. Quote:
    Originally Posted by Hero Prime View Post
    The only reason that makes sense is that NCsoft or Paragon Studios has decided to take the name a player had and turn it into an NPC name.
    TBH that doesn't make any sense to me. If they had decided to take those names, why would your friend be able to make characters with them?

    The only reason that makes sense to me, personally, is that there's a bug.
  7. Pampl

    QoL Issues

    Quote:
    Originally Posted by BrandX View Post
    Practiced Brawler is easily made permable to the point you can click it and have a 30 second window to click it again before the buff wears off.

    No need to autofire it.

    Dull Pain, even when I have it perma, Id save it for when I need the heal, not "Oh look, I'm still at full health, let me fire it again just to keep my HP capped".

    Now, I could see a reason to keep Hasten on Autofire.
    Sure, it's easy to keep Practiced Brawler running even without using autoclick. I'm not threatening to quit over how hard it is or anything. It's just that I think it would be more elegant, and improve the gameplay a little, if there wasn't this basically pointless difference between it and other mez protection.

    I use Dull Pain the same way. I'm ambivalent as to whether it should be changed to a toggle, which is why IIRC I didn't list it with the others.
  8. Quote:
    Originally Posted by Forbin_Project View Post
    Wah wah wah wah wah
    I'm not going to babysit you for free. If you can't behave like a grown up then get mommy to hire someone. If you ever do grow up, and you choose to respond to a single point I made, then feel free to do so. I'll be waiting patiently as ever.
  9. Pampl

    QoL Issues

    Quote:
    Originally Posted by BrandX View Post
    Don't autofire it then! It's really that simple.
    Fair enough, I just don't like how they're pretty much designed to be autofired though. I really think they'd be much more fun and interesting as something that can be turned on permanently out-of-the-box (with costs to compensate) or something that can only be flipped on in emergencies or before big fights. Right now they're somewhere between the two and it doesn't suit my tastes.
  10. Pampl

    QoL Issues

    Quote:
    Originally Posted by Eva Destruction View Post
    Every time you get annoyed by having to click Practiced Brawler
    I'm not sure how to respond to this considering I explicitly wrote the opposite of what you think I wrote.
  11. Quote:
    Originally Posted by Leo_G View Post
    What is being requested isn't presenting us with more powerful foes to vanquish, it's just giving us the same stupid predictable AI that underminds your power by means of the purple patch.

    Now I can get behind foes that have unbelievable power that you need to use tactics to win, but just asking for foes that have more HP, higher damage, resist my debuffs/controls and slice through a portion of my defense...that's just dumb...>_>
    That's not a bad point, but I think you're overstating it a little.. even stupid AI requires better and/or new tactics to defeat if it's throwing around higher numbers. Turning the difficulty up from 0 to +4 only gives foes more HP, higher damage, etc. but it's still more challenging and requires more thought. Going from +4 to +6 would be similar.
  12. Quote:
    Originally Posted by Forbin_Project View Post
    Still haven't learned to comprehend what you read huh? The OP's suggestion isn't about adding new more challenging content. It's about increasing the difficulty of the existing content.
    When you're older you'll learn that behaving like an adult means not throwing these tantrums. In the meantime, though, you need to learn that quibbling over semantics is the hallmark of a losing argument, not a sign of strength. The original post is asking for an extension of the part of the game that he enjoys - an extension that requires virtually no dev time - and you opposed it. It doesn't matter if you call it new content, or just new difficulty, or new smoogligoogli, you're still opposing an extension of the core gameplay of CoX because you don't approve of it.
  13. Pampl

    QoL Issues

    Quote:
    Originally Posted by Dr_Dismemberment View Post
    2. Need up to 3 powers to be auto-fire instead of the current 1.

    Consider making it so that at most only 1 damaging power can be set on auto to help minimize botting.
    I'd rather they make some of the popular auto-fire powers (practiced brawler, hasten, whatever) into toggles instead. The whole auto-fire mechanic annoys the heck out of me.
    Quote:
    4. Reduce annoyance of cutscenes.

    5. Eliminate need to be in the same zone to start a trial.
    Definitely agree with these. Also they should eliminate the need for rogues and vigilantes to enter the appropriate side's map before joining a team.

    Remember the autocomplete setting in the auction window. If I turned it off I want it off, dammit. Also give some third option besides autocomplete or autosearching-as-you-type. I shouldn't get horrible slowdown just for typing into a window.
  14. Quote:
    Originally Posted by Forbin_Project View Post
    You are the one who specifically mentioned RPG's. If you actually meant to say MMO then you should have used the correct terminology.



    No I stated that constantly raising the difficulty and then making the players more powerful just because you raised the difficulty is a vicious cycle.

    Reading comprehension try it sometime.



    No they don't.

    GURPS
    Champions
    Shadowrun
    Call Of Cthulhu
    Amber

    are just a few examples of the many RPG's that don't focus on leveling.
    I had written out a post in a tone similar to your own but decided to delete it. You're clearly a child, and given your obvious difficulties understanding basic English not a very bright one, so it would be cruel to pick on you. Instead I'll try to patiently explain the point again in simple language: nearly all RPGs, and all cRPGs, have the "journey" that's a "viscious[sic] cycle of giving the players more power then raising the difficulty". That journey is at the heart of CoH. Adding new more challenging content won't stop you from RPing in Pocket D all day, and it will extend the gameplay for people who actually enjoy it, so there's no reason not to do it.
  15. Quote:
    Originally Posted by Forbin_Project View Post
    Obviously you have very little experience actually playing RPG's or the people you played RPG's with have very little experience actually running them. The point of RPG's isn't about getting more powerful, it's about Role Playing. That's why they are called Role Playing Games.

    This game is unique among MMO's because it embraced the RPG philosophy and focused on the journey and not the destination. That's why we have been given the ability to have hundreds of characters on each account, and a couple hundred possible combinations of powersets.

    Your probably not aware of this. At our overwhelming request the devs added the ability to turn off earning experience. Why? Because the players in this game are more interested in playing the content for it's own sake than they are about getting more and more powerful. If they want that, they go to WoW.
    I thought the context would be obvious, given that this is a forum hosted by and devoted to a cRPG, but I was talking about cRPGs. Talking about PnP RPGs is as relevant as talking about rocket propelled grenades.

    You just described the journey as a vicious cycle. There is no one "RPG philosophy" that focuses on the journey and not the destination, by the way- look back at D&D's High Level Handbook for proof. Since you're talking about "actual" RPGs, the overwhelming majority of them have leveling systems that involve the "[vicious] cycle" of getting more powerful and fighting more powerful enemies. If players didn't want that they'd be doing improv instead.
  16. Quote:
    Originally Posted by Forbin_Project View Post
    It'll just be a viscious cycle of giving the players more power then raising the difficulty, then giving players more power again, round and round.
    What you describe is how the entire game works. Gaining new powers to fight ever more powerful foes is the entire point of RPGs, not a vicious cycle.
  17. Do any enemies have to-hit buffs? That (and defense debuffs) would be one reason to pass the soft cap.
  18. Quote:
    Originally Posted by Amy_Amp View Post
    The stores offer bad exchanges rates so take an extra minute, or so and sell outside of the zone.
    Your other advice was great but I don't think this makes sense. Every new character I've made has managed to have ~5m inf by level 20 just from recipe drops, so the few thousand inf that you can gain by switching zones before selling enhancements isn't worth the player time it takes to rezone. Selling enhancements in general is an inefficient way of getting inf, but getting slightly better margins is especially not worth the time.
  19. How's this look? I slotted the attacks and Aid Self earlier and got end rdx in all the toggles. I know combat jumping wasn't necessary, but I couldn't think of another power to take. After 32 I'd focus on slotting 5 Red Fortunes into all the defense powers.
    Code:
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    |-------------------------------------------------------------------|
    edit: fixed dumb mistake in slotting
  20. Thank you kindly for your help! I decided to go with SM for screen shaking action. I tried to set up a good lowish level (32) build that would be able to go to 50 without much trouble, here's the result:
    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1018;462;924;HEX;|
    |78DA7D92EB4AE35010C7E7B4A9B5B65DADD5DE2FEEA2208A45D1EFE2AE0A8201711|
    |FA09B8DC71A08694922E8371FC6EBDB787D0C2F6F102733C76A0818C8F9677E33F9|
    |9F33C9E8279B3980B37510D93FB6E179DDDFEEB12F53BAD1B34C48034099405797B|
    |6949DBF7EDF51CF0DE69BF2503A1E668E07D2EDEECB435B9E48AFB0E31C49573A7E|
    |E7E321B7D7EFDB9D5D690C2CA797A740970796693992A36DAB77E4632ECB911D86C|
    |5AD816576365CD3B7CCAE6E78BE744F2B78A639BC2B02D41568F00FA5099AC1F29F|
    |64CC643920B90D2BE99520012D945F90884855A83CFA09F61B61BF11F6CBB15F8EF|
    |D6A589BE47248D6C8A1849F2BA5B648B1692522F7B8A655419AD168441E70CD7001|
    |64160935D134ABF6C9CE126A23CA2B9467F488EBB8721E67AF8988B4305950DD15B|
    |8BB49EE6E92BB2B717725EEEE0ED7A2F22BB2C35444EA989C66BFD4F47902C7046A|
    |172C9724AD2B966B961B12910E573E79F9271925115555CBD5B208F31AA2BADABCC|
    |EDB3522F2149E51BDD3643483615B39B7F97704DF5E0D6D383E40A5B01023CB31B2|
    |1223AB31B21623DBDA70F682DD58764F1B0E1E08229989E16C05CF639855BD8A256|
    |AECF52B9AA5FFF5F215CD53D5DB274A8819423F22F20E46D4C138|
    |-------------------------------------------------------------------|
    I think it will only cost ~100m, which should be pretty easy to get.. I already have nearly that much between my characters. The next few levels would be spent putting slots into the attacks and AoE defenses and maybe Aid Self, and picking up Quickness and Lucky. Hopefully there aren't any glaring problems.
  21. I levelled a brute to 50 a dozen issues ago before taking a break, and I'd like to take a new character to 50 and beyond to see all the new content. I didn't originally want it to be another brute but I just can't stop playing as these lovable lugs I have two in particular I like, and I think I should pick one of them instead of splitting my time. One's a dark melee/willpower brute and the other is stone melee/super reflexes. The stone melee character has a much better concept, but the brute I leveled to 50 had a lame concept and was still a blast to play so that doesn't seem to matter much to me.
    Questions:
    -On the road to 50, which will level faster soloing and contribute more to pugs?
    -Which will be better for endgame content?
    -Which will require more inf to outfit while leveling? What kind of sets should I try to score for them, taking into account my very limited budget of maybe 100m?
    -Which will require more inf to outfit in the endgame? How much farming would I have to do to get them a decent collection of enhancements?
  22. How about Greek monsters? Three satyrs with some martial arts and ss moves, two dryads with plant control and archery, and a gorgon with really good cc and archery. The special move would be planting a war banner and taking a last stand.. it'd summon a pet (a flag) that grants big bonuses for a while, then when it disappears the MM's endurance crashes. I don't know what would make for good attacks though.. maybe javelin and discus tossing?