Predatory

Cohort
  • Posts

    383
  • Joined

  1. Predatory

    Tattoo ideas?

    [ QUOTE ]
    I was seriously considering getting the Arachnos logo done on my bicep but thouht I might hold off for a while

    [/ QUOTE ]

    lol that seems like one of those things you think is a good idea at the time and regret later... probably at the moment someone says 'thats a nice tattoo, wheres that logo from?' lol
  2. Predatory

    Tattoo ideas?

    After seeing this and having a good laugh it got me thinking, has anyone actually got a tattoo out of anything on CoH?

    If not, anyone got any ideas that might inspire someone to do something they will probably regret 10 minutes after they have it done?
  3. I would say SR stalker could take some AV's as long as defence is capped, just dont attempt ITF with the auto hit nictus
  4. Also seen as we have been asking forever, sheaths and holsters please
  5. Simple idea, for the costume pieces in either the science or technology boosters, how about jetpacks for back items instead of capes? they could work similar to rocket boots at the minute just for show until you use fly and then the jet flames or however else its propelled show.

    Im not sure if cyborg counted towards technology already though? If so, science it is
  6. Still I would like to know if anyone has managed to negate the effects of DR with SR and still softcap defence (without elude )

    I feel your pain though, invul 90% capped resists pve, 54% pvp, thats 46% drop. Thank your lucky stars you only lost 15% :/

    Ironic, blasters can now tank better than tanks can.
  7. Predatory

    Build needed

    Ok taking advice from what was posted above, I came up with the build below. Any issues there?

    Went for higher defence on fire and cold and high hp. Endurence cost might be an issue with the travel powers involved though im thinking.


    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(3), Aegis-ResDam/Rchg(15)
    Level 1: Barrage -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(17), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(21), Mako-Dam%(27)
    Level 2: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/Rchg(5)
    Level 4: Dull Pain -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(7), Numna-EndRdx/Rchg(11)
    Level 6: Resist Elements -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(7), Aegis-ResDam/Rchg(15), S'fstPrt-ResDam/Def+(34)
    Level 8: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(9), Aegis-ResDam/Rchg(9)
    Level 10: Swift -- Run-I(A), Run-I(11)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(42)
    Level 16: Health -- Numna-Heal/EndRdx(A), Numna-Heal(17), RgnTis-Regen+(42), Mrcl-Rcvry+(43), Numna-Regen/Rcvry+(46)
    Level 18: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(19), Aegis-ResDam/Rchg(34)
    Level 20: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def/Rchg(33), LkGmblr-Rchg+(40)
    Level 22: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(23)
    Level 24: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(25), P'Shift-EndMod/Acc(25), P'Shift-End%(27)
    Level 26: Kick -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(31), ExStrk-Dam%(43)
    Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(29), RctvArm-ResDam/Rchg(29)
    Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(37)
    Level 32: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/Rchg(33), LkGmblr-Rchg+(34)
    Level 35: Energy Transfer -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), C'ngImp-Acc/Dmg(36), C'ngImp-Dmg/EndRdx(37), C'ngImp-Dmg/Rchg(37)
    Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), C'ngImp-Acc/Dmg(39), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(40)
    Level 41: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(43)
    Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 47: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(48), Dev'n-Acc/Dmg/Rchg(48), Achilles-ResDeb%(48), Achilles-DefDeb(50)
    Level 49: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(50), Zinger-Dam%(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]5.5% DamageBuff(Smashing)[*]5.5% DamageBuff(Lethal)[*]5.5% DamageBuff(Fire)[*]5.5% DamageBuff(Cold)[*]5.5% DamageBuff(Energy)[*]5.5% DamageBuff(Negative)[*]5.5% DamageBuff(Toxic)[*]5.5% DamageBuff(Psionic)[*]4.25% Defense(Smashing)[*]4.25% Defense(Lethal)[*]23% Defense(Fire)[*]23% Defense(Cold)[*]9.56% Defense(Energy)[*]9.56% Defense(Negative)[*]3% Defense(Psionic)[*]5.5% Defense(Melee)[*]14.3% Defense(Ranged)[*]19.6% Defense(AoE)[*]18% Enhancement(Accuracy)[*]15% Enhancement(RechargeTime)[*]15% FlySpeed[*]435.7 HP (23.3%) HitPoints[*]15% JumpHeight[*]15% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Immobilize) 18.2%[*]5% (0.08 End/sec) Recovery[*]76% (5.95 HP/sec) Regeneration[*]40% RunSpeed[/list]
  8. Any advice on the build for any pvpers out there? got my respec ready, but not sure where to go with it.

    Energy side is pretty straight forward, except for the stun or no stun question.

    Invul and pools are the side im having issues with. Im new to Invul pvp although I have seen people pvp with them really well. Its kind of upsetting spending ages getting to 50 only to realise your only good at one part of the game lol.
  9. Predatory

    Build needed

    Anyone help?

    Ive got a respec ready to use, I'm new to invul in pvp, energy side is pretty straight forward.

    Resist side I was taking silly amounts of damage for a tank, basically about 7-8 hits dead if i didnt heal.
  10. Targeted AoEs I stand by my comment saying there pretty useless, because there difficult to aim and by time you clicked to fire the persons already moved on.

    In Rain of Arrows you also have the long animation to go with it.

    TP yes, you can use it but its not often your not underfire if your pvping, and the waiting time is kind of silly, I meant SS,SJ and fly are much easier to manage because there toggles.
  11. SS is probably the easiest to use escape power, teleport being the worst since it cant be used at all.

    Superspeed when hit still supresses, and you can be slowed a fair amount. Quicksand etc as was mentioned above doesnt work but then again what are you doing with targeted aoe powers in a pvp zone anyway?

    Defence and SS is a pain, but all defence sets are a pain unless your equiped to deal with it.
  12. Predatory

    Build needed

    I currently have an invul/energy tanker that I would like to use in PvP.

    However the build I was using seems epically bad. He couldnt hit anything with defence and couldnt kill a blaster before he died, which is kind of ironic because I chose a tanker for PvP so I had time to worry about damage incoming etc. At the minute I just dont have that option.

    Current Build below:

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Medicine
    Ancillary Pool: Earth Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(21), ImpArm-ResDam/EndRdx/Rchg(37), ImpArm-ResDam(40)
    Level 1: Barrage -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg(9), C'ngImp-Dmg/EndRdx(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), Mako-Dam%(15)
    Level 2: Resist Physical Damage -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(3), S'fstPrt-ResDam/Def+(3)
    Level 4: Bone Smasher -- C'ngImp-Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg(7), Mako-Dam%(9)
    Level 6: Swift -- Run-I(A)
    Level 8: Kick -- Acc-I(A)
    Level 10: Unyielding -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam/EndRdx/Rchg(11)
    Level 12: Combat Jumping -- GftotA-Run+(A), Ksmt-ToHit+(29)
    Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(46), Zephyr-Travel/EndRdx(46)
    Level 16: Health -- Numna-Heal(A), Numna-Heal/Rchg(17), Numna-Regen/Rcvry+(17), RgnTis-Regen+(27), Numna-Heal/EndRdx(46)
    Level 18: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(19), Aegis-ResDam/Rchg(19)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(21), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/EndRdx(34)
    Level 22: Resist Energies -- Aegis-ResDam/Rchg(A), Aegis-ResDam(23), Aegis-ResDam/EndRdx(23)
    Level 24: Aid Other -- Numna-Heal(A), Numna-Heal/Rchg(33)
    Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27)
    Level 28: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(29)
    Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(31), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-ResDam(31)
    Level 32: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(33), IntRdx-I(33), Mrcl-Heal/EndRdx(34), Mrcl-Heal/Rchg(34), Mrcl-Heal(43)
    Level 35: Energy Transfer -- Hectmb-Acc/Rchg(A), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Dmg(36), Hectmb-Dmg/EndRdx(36), Zinger-Dam%(37), Hectmb-Dam%(37)
    Level 38: Total Focus -- Mako-Acc/EndRdx/Rchg(A), Mako-Dam%(39), Mako-Acc/Dmg(39), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Stone Prison -- Dev'n-Acc/Dmg(A), GravAnch-Acc/Rchg(42), GravAnch-Hold%(42), Dev'n-Hold%(42), Dev'n-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
    Level 44: Quick Sand -- P'ngTtl-Acc/Slow(A), P'ngTtl-Rng/Slow(45), P'ngTtl-EndRdx/Rchg/Slow(45), P'ngTtl-Dmg/Slow(45)
    Level 47: Fossilize -- Lock-Acc/Hold(A), Dev'n-Acc/Dmg(48), Dev'n-Acc/Dmg/Rchg(48), Dev'n-Hold%(48), Lock-%Hold(50), Dev'n-Dmg/Rchg(50)
    Level 49: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]16.5% DamageBuff(Smashing)[*]16.5% DamageBuff(Lethal)[*]16.5% DamageBuff(Fire)[*]16.5% DamageBuff(Cold)[*]16.5% DamageBuff(Energy)[*]16.5% DamageBuff(Negative)[*]16.5% DamageBuff(Toxic)[*]16.5% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]10.8% Defense(Fire)[*]10.8% Defense(Cold)[*]6.44% Defense(Energy)[*]6.44% Defense(Negative)[*]8.62% Defense(Psionic)[*]3% Defense(Melee)[*]9.88% Defense(Ranged)[*]9.25% Defense(AoE)[*]4.5% Max End[*]38% Enhancement(Accuracy)[*]2.5% Enhancement(FlySpeed)[*]20% Enhancement(RechargeTime)[*]2.5% Enhancement(JumpSpeed)[*]2.5% Enhancement(RunSpeed)[*]6% Enhancement(Heal)[*]2.5% Enhancement(JumpHeight)[*]246 HP (13.1%) HitPoints[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 3.3%[*]MezResist(Immobilize) 7.7%[*]MezResist(Sleep) 2.75%[*]22% (0.37 End/sec) Recovery[*]90% (7.04 HP/sec) Regeneration[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]17.5% RunSpeed[/list]
  13. I completely agree with you there. Too many new skrankers are coming out and just wiping themselves out in the first mob nowadays.
    I ran into a level 43 fire/fire tank the other day, he didnt have stamina because he had only just heard about fitness, and died more times than anyone on the team because after I'd taunted, he found it fun to try tank a completely different mob elsewhere, in which he lasted about 5 seconds.
    To me damage is something you pick up in the later levels, after you have your resists and defence sorted. Without those, you cant really do your job.
    Back to the build at hand though, I tried it out in the arena last night and it seemed completly useless. I was dead before a blaster died, he didnt have to heal whilst I did and vs a defence based scrapper i landed one hit the entire fight with build up active, and he still took less damage per hit than I did.

    Back to the drawing board
  14. Well it would be more solo pvp seen as the zones are more or less dead. I did think about taunt still for the -range but I eventually decided against it in favour of more damage.

    PvE wise I know my build is good at the minute because people always comment on me being a good tank, its a little low damage but as I always say, if your doing damage your not tanking properly
  15. I've recently got my tanker near enough to 50 to start thinking about sets and bonuses, so after playing around on mids for a while I came up with the below build.

    This build is going to be used for PvP only, as I have a seperate build for PvE that I'm going to worry about sets for later.

    Can anyone spot any possible improvements? In my build I decided to go for a mix of mainly regen and accuracy but also some minor damage, defence and recovery. I realise this is going to cost me a fortune but I arent in any hurry

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Medicine
    Ancillary Pool: Earth Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(21), ImpArm-ResDam/EndRdx/Rchg(37), ImpArm-ResDam(40)
    Level 1: Barrage -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg(9), C'ngImp-Dmg/EndRdx(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), Mako-Dam%(15)
    Level 2: Resist Physical Damage -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(3), S'fstPrt-ResDam/Def+(3)
    Level 4: Bone Smasher -- C'ngImp-Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg(7), Mako-Dam%(9)
    Level 6: Swift -- Run-I(A)
    Level 8: Kick -- Acc-I(A)
    Level 10: Unyielding -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam/EndRdx/Rchg(11)
    Level 12: Combat Jumping -- GftotA-Run+(A), Ksmt-ToHit+(29)
    Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(46), Zephyr-Travel/EndRdx(46)
    Level 16: Health -- Numna-Heal(A), Numna-Heal/Rchg(17), Numna-Regen/Rcvry+(17), RgnTis-Regen+(27), Numna-Heal/EndRdx(46)
    Level 18: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(19), Aegis-ResDam/Rchg(19)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(21), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/EndRdx(34)
    Level 22: Resist Energies -- Aegis-ResDam/Rchg(A), Aegis-ResDam(23), Aegis-ResDam/EndRdx(23)
    Level 24: Aid Other -- Numna-Heal(A), Numna-Heal/Rchg(33)
    Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27)
    Level 28: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(29)
    Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(31), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-ResDam(31)
    Level 32: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(33), IntRdx-I(33), Mrcl-Heal/EndRdx(34), Mrcl-Heal/Rchg(34), Mrcl-Heal(43)
    Level 35: Energy Transfer -- Hectmb-Acc/Rchg(A), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Dmg(36), Hectmb-Dmg/EndRdx(36), Zinger-Dam%(37), Hectmb-Dam%(37)
    Level 38: Total Focus -- Mako-Acc/EndRdx/Rchg(A), Mako-Dam%(39), Mako-Acc/Dmg(39), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Stone Prison -- Dev'n-Acc/Dmg(A), GravAnch-Acc/Rchg(42), GravAnch-Hold%(42), Dev'n-Hold%(42), Dev'n-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
    Level 44: Quick Sand -- P'ngTtl-Acc/Slow(A), P'ngTtl-Rng/Slow(45), P'ngTtl-EndRdx/Rchg/Slow(45), P'ngTtl-Dmg/Slow(45)
    Level 47: Fossilize -- Lock-Acc/Hold(A), Dev'n-Acc/Dmg(48), Dev'n-Acc/Dmg/Rchg(48), Dev'n-Hold%(48), Lock-%Hold(50), Dev'n-Dmg/Rchg(50)
    Level 49: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]16.5% DamageBuff(Smashing)[*]16.5% DamageBuff(Lethal)[*]16.5% DamageBuff(Fire)[*]16.5% DamageBuff(Cold)[*]16.5% DamageBuff(Energy)[*]16.5% DamageBuff(Negative)[*]16.5% DamageBuff(Toxic)[*]16.5% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]10.8% Defense(Fire)[*]10.8% Defense(Cold)[*]6.44% Defense(Energy)[*]6.44% Defense(Negative)[*]8.62% Defense(Psionic)[*]3% Defense(Melee)[*]9.88% Defense(Ranged)[*]9.25% Defense(AoE)[*]4.5% Max End[*]38% Enhancement(Accuracy)[*]2.5% Enhancement(FlySpeed)[*]20% Enhancement(RechargeTime)[*]2.5% Enhancement(JumpSpeed)[*]2.5% Enhancement(RunSpeed)[*]6% Enhancement(Heal)[*]2.5% Enhancement(JumpHeight)[*]246 HP (13.1%) HitPoints[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 3.3%[*]MezResist(Immobilize) 7.7%[*]MezResist(Sleep) 2.75%[*]22% (0.37 End/sec) Recovery[*]90% (7.04 HP/sec) Regeneration[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]17.5% RunSpeed[/list]
  16. Perhaps this is something that could be posted on the creative forums for a design to be done then submitted to the devs?
  17. Another removal? At this rate we are going to end up back at i13 again.

    Again as many have said before, I'm not much of a badger myself, to me badges are just titles under your name and nothing more but a removal is a removal. The idea behind issues is supposed to be to add content not take it away.

    I can understand the reasoning behind it but surely it would have made more sense to just keep the badges and change what you get them for? It seems a very strange move.
  18. yeah, agreed on the aid self part, but the bonus was on so thats why i went for that.

    You dont need the KB protection but for a travel set the defence boost is nice. I cant remember what i put on stamina now tbh lol, think it was meant to have the chance for +end on but not sure.

    Yours looks better though so agreed
  19. [ QUOTE ]
    An xp cap would be the start of the demise of this game. Should never punish hardcore players who like to play a lot. Even by playing normaly its very easy to level fast depending on the players skill/time played.

    [/ QUOTE ]

    Thats the point, if your a hardcore player all thats happening is you have to experience other game content as well as player made content. Which really I don't see the issue with, everyone was fine without just playing MA to 50 before i14 so wheres the issue?

    You wouldnt technically be punished severly as you could still gain exp from normal missions/TF's outside of MA and to experience game content for 1-2 days every 10 levels that kept players active for 5 years, I dont see the problem.

    [ QUOTE ]
    The first 10 levels are really fast no matter what you do. An 8 man level 1 - 5 team can have the entire team go from level 1 - 5 in 1 or 2 missions quite easily.

    [/ QUOTE ]

    I do realise that actually, and thinking about it, at level 10 theres not really too much there to do that doesnt get repetative, so maybe start 1-20 instead? that way it isnt too bad and you can still get stamina to get out of the noob levels.

    So it would go:
    1-20 - exp break - 20-30- exp break - 30-40 - exp break - 40-50

    Going by two days break, thats still only 6 days to get from 1-50.

    [ QUOTE ]
    Just created a reward for being punished. I'ld love to have a way to have increased tickets since thats how im getting my main source of influence at the moment.

    So after all that i'ld have to say this is an /unsigned idea im afraid.

    [/ QUOTE ]

    Yes because that way it feels like less of a punishment to those who have played all other game content before anyway and still want to do MA missions.

    You wouldnt really be getting more tickets because of the ticket cap of 1500 per mission anyway, you would just be gaining them faster and getting slightly more influence.

    Your still going to get people just playing MA for the extra cash but you will also get people actually playing the rest of the game as well.
  20. Thats the point, technically its not doing anything terrible except making you take at least 10 days to get from 1-50, in my opinion that isnt a bad thing.

    Yes the first ten levels are going to go fast as I said but I'm sure you and several other people are sick of seeing level 50s that don't have a clue about anything other than how to MA farm, with no vet badges and no experience.

    However unpopular it maybe, its a solution that gets players out of farming one part of the game and actually encourage them to do TF's and other game content other than to get purples at 50.

    I agree games should let players be free but look what free got us at i14s release. A massive injection of level 50s in less than a day. That kind of makes a mockery of all the people who worked hard to level there charecter before that.
  21. Well I made a build without tough and weave, but it still caps defence and then some, it also has a fairly high regen and low end usage.
    I tried to keep purples out, but theres two apocalypses in there for the regen bonus, if need be can switch them anyway.


    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Speed

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Def/Rchg(19), Aegis-ResDam(33), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(46)
    Level 1: Jab -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(7)
    Level 2: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/Rchg(3)
    Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7), Mako-Dam%(9), Mako-Acc/Dmg/EndRdx/Rchg(11)
    Level 6: Active Defense -- RechRdx-I(A)
    Level 8: Against All Odds -- Taunt-I(A), Taunt-I(9)
    Level 10: Swift -- Run-I(A)
    Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
    Level 16: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(17), Zinger-Dam%(17), Zinger-Taunt/Rng(45), Zinger-Taunt/Rchg/Rng(46)
    Level 18: Health -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(25)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), EndMod-I(45)
    Level 22: True Grit -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/Rchg(23), ImpArm-ResDam(23), Numna-Heal(43), Numna-Heal/EndRdx(46)
    Level 24: Phalanx Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25)
    Level 26: Knockout Blow -- Lock-Acc/Rchg(A), Lock-Rchg/Hold(27), T'Death-Acc/Dmg(27), T'Death-Dmg/EndRdx(40), T'Death-Dmg/Rchg(43), T'Death-Dmg/EndRdx/Rchg(43)
    Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(34), GSFC-Build%(34), GSFC-ToHit/EndRdx(37)
    Level 30: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
    Level 32: Grant Cover -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45)
    Level 35: Hurl -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(36), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Acc/Dmg/EndRdx/Rchg(36), Apoc-Dmg/EndRdx(37), Apoc-Acc/Dmg/Rchg(37)
    Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: One with the Shield -- Numna-Heal(A), Numna-Heal/Rchg(42), Mrcl-Heal(42), Mrcl-Heal/Rchg(42)
    Level 44: Aid Other -- Heal-I(A)
    Level 47: Aid Self -- Mrcl-Heal(A), Mrcl-Heal/Rchg(48), Mrcl-Heal/EndRdx(48), Numna-Heal(48), Numna-Heal/Rchg(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]22.5% DamageBuff(Smashing)[*]22.5% DamageBuff(Lethal)[*]22.5% DamageBuff(Fire)[*]22.5% DamageBuff(Cold)[*]22.5% DamageBuff(Energy)[*]22.5% DamageBuff(Negative)[*]22.5% DamageBuff(Toxic)[*]22.5% DamageBuff(Psionic)[*]8% Defense(Smashing)[*]8% Defense(Lethal)[*]10.5% Defense(Fire)[*]10.5% Defense(Cold)[*]9.25% Defense(Energy)[*]9.25% Defense(Negative)[*]3% Defense(Psionic)[*]13% Defense(Melee)[*]15.5% Defense(Ranged)[*]13.3% Defense(AoE)[*]15% Enhancement(RechargeTime)[*]18% Enhancement(Accuracy)[*]5% FlySpeed[*]246 HP (13.1%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 3.3%[*]MezResist(Immobilize) 6.05%[*]MezResist(Stun) 4.4%[*]MezResist(Terrorized) 2.75%[*]10% (0.17 End/sec) Recovery[*]134% (10.5 HP/sec) Regeneration[*]10% RunSpeed[/list]
  22. [ QUOTE ]
    And why do people make 'offensive tanks'? (Is that a tank who mouths off a lot?)... because scrankers are wonderful to solo, and if their tank powers are up to scratch then why not maximise their damage output as well? It all helps to keep aggro off the squishies :P

    [/ QUOTE ]

    Again refering to earlier post though, if you want to solo surely a scrappers better anyway? and if your wanting to tank and deal damage, ok i can understand to some extent, but when it comes to sacrificing tanking skill for more damage thats what I dont agree with.

    Tanks take hits, scrappers deal them. Most of the time a well setup scrapper can out last a scranker anyway, ive seen plenty of ice and shield 'tanks' fall in a few seconds of entering a mob because they try to play all out damage. Agreed you often get situations where two tanks arent needed, and that point its nice to have damage yes, but surely thats what a second build is for?

    The point I'm argueing is unless your pvping, there shouldnt really be any sacrifice of defence/resists for damage as a tank because you just end up poor at both and a scrapper ends up better.

    So that being said, as a shield tank i think your main focus should be soft-capping your defence, not maximizing damage.
  23. Not meaning to sound flame-ish but when ive farmed ive teamed with a few clean hand prints members several times :P

    Still getting to number 1 is a great achievement, well done. Congratulations
  24. Ok so following Positrons post about banning charecters who farm too much, I believe I have come up with a fairly decent simple solution.

    Make it so that you can only gain 10 levels max every 1 or 2 days in MA, so it effectively 'caps'. This would force people to play other game content such as TFs etc and regular missions, i stress this would be MA only because just exp stopping the charecter on the entire game would be a bit much.

    I realise the first 10 levels are going to go really fast if your farming, so will the next 10, but that stops new players coming in and just farming to 50 with brand new charecters and actually learn something about the game.

    If this seems too harsh, then when you cap exp for the 1-2 days, you could get a small bonus to ticket or influence gain so if you really didnt want to play outside of MA, the thing isnt entirely pointless.
  25. I still dont understand why people make offensive tanks tbh. Surely thats a scrappers job?

    anyway back to the point at hand, i recommend using two builds and taking weave in one and going for capped defence, because otherwise you will find yourself dying a lot in teams, and for a tank thats not particularly helpful.