Reptlbrain

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  1. Quote:
    Originally Posted by Werner View Post
    Incinerate: 4.09 sec, +145% rech
    Thanks, less needed than I thought. With /SR and Hecatomb pretty easy, too.
  2. What's the recharge needed for Incinerate in the Incinerate-Scorch-Cremate-Scorch chain? (I've done my own calculations, but fear that they might be way off and too laughable to reveal.)
  3. Quote:
    Originally Posted by Hart View Post
    i16 gutted AE farming, which was fun, and the dev created farms are miserable grindfest on a handful of maps.
    As opposed to the grindfests that were on only one map! $Deity, that was a truly golden age.
  4. Quote:
    Originally Posted by Supernumiphone View Post
    I've only gotten (or noticed) two of the new drops since it was implemented. A BotZ: -KB and a TP stealth. It's rare but puts a smile on my face when it does happen.
    Noice (the BotZ, natch).

    I've noticed four boss Cs, all damage procs:
    one mez proc I've forgotten
    Ghost Widow's psi damage
    and
    two Impeded Swiftness smashing damages.
  5. Reptlbrain

    DB & AVs?

    A quick question for Umbral's build: The second EndMod enhancement is in PP because its enhancement increases the Num/Miracle procs' +recov enough to make it more efficient than a second EndMod in Stamina?
  6. Quote:
    Originally Posted by UberGuy View Post
    I'm not at all sure a majority of people play level 50 characters most of the time.
    Not quite what I said, rather that other people with 50s seem to play them more than I play my 50s. My 50s tend to move to that retirement community by the name of Wentworth's, I believe it's called.

    Partly my perception is probably skewed by the boards where people often claim they IO-out with "plains" in the 30s and wait til 50 to put in sets. In addition, mid-level builds are the exception and people mostly post completed 50 builds on the boards. (I was told once to "stop giving bad advice" and then neg-repped for suggesting mid-level building strategies in lieu of a three-purple/4 LotG/2 HO model.) And I learned it from you, Uberguy, I learned it from you. [/80s public service announcement]

    Just out of curiosity I did two spot checks of population last night:
    Virtue/Villain
    113 50s online vs. 218 non-50s (more than 1/3 of the population!)
    Justice/hero
    61 50s online vs. 186 non-50s (just less than 1/4 of the population)
  7. Quote:
    Originally Posted by Ironblade View Post
    All of my toons use up all their merits when they hit level 37.
    Bless you (in a non-denominational way).
  8. Reptlbrain

    Plant Summoning

    Need triffids in there somewhere: sonic attack!
  9. Quote:
    Originally Posted by Laevateinn View Post
    There are really good reasons to only roll at maximum level, though. With a few exceptions, recipes at less than maximum level sell for a lot less (sometimes a lot less).

    I am all for better supply of mid-level recipes, but rolling on a character that's not level 50 really isn't going to get you the best money for your merits.
    I certainly realize this--and in fact have started rolling merits at 30, 35, or 40, in case of Impervium Armors, Kinetic Combat Triples, Miracles and the like. But I can't stand the thought of leveling through the 30s without IOs and imagine many other folks are the same. And I can make cash pretty easily otherwise. Putting IOs in a character that is mostly finished for me seems a little hollow. (I suppose I play my 50s a lot less than most people in the game.)
  10. Which bracket did you "roll" in? 35-39 or 40-45?

    Quote:
    Originally Posted by Ignatz View Post
    I always save my merits until level 50, then roll randomly.
    Won't anyone think of the mid-list?!
  11. Quote:
    Originally Posted by B_L_Angel View Post
    Gave the bronze rolls a try/ got some mixed results


    I was working up to level 30 and didn't want to burn tickets on the way so I bought some salvage that was selling for around 2 million and listed it on the market


    BBOE 1,755,555
    Mil cyb 2,500,000
    Pangean 2,000,000
    soul trapped gem 2,111,111

    Or about 4000 inf/ticket


    Here are my results for rolling 30 rolls in the 10-14 category

    I was planning on working my way up but the process of rolling checking prices and recording them was taking too long and I have an early day tomorrow. I will do some of the higher level ranges then.

    10-14

    You received Unquestioning Loyalty: Acc/End (Recipe). 16 sale 0 bids 25k
    You received Explosive Strike : Knockback/Dam (Recipe). (20) 0 sale 1 bid 1500
    You received Curtail Speed: Dam/Slow (Recipe). 1 for sale 0 bidding 1000
    You received Triage: End/Rech (Recipe). 9 for sale o bidding
    You received Horror: Acc/Rech (Recipe). 14 for sale 0 bidding
    You received Cleaving Blow: Dam/Rech (Recipe). 1 for sale 0 25-35 k
    You received Paralytic: End/Hold (Recipe). 14 for sale 0 bidding 1k
    You received Befuddling Aura: Acc/End (Recipe). 8 for sale 500, 1000
    You received Neuronic Shutdown: End/Hold (Recipe). 1 for sale 0 bidding 100k
    You received Discouraging Words : To Hit DeBuff (Recipe). 1 for sale 100k-150k
    You received Bone Snap: Acc/Rech (Recipe). 2 for sale 10k-25k 1 outlier 500k
    You received Salvo: Acc/Dam (Recipe). 0 for sale 50k or so
    You received Paralytic: Acc/Hold/Rech (Recipe). 7 for sale 10k or so pricing
    You received Bone Snap: Dam/End (Recipe). 3 for sale 25k
    You received Far Strike: Acc/End (Recipe). 15 for sale 3k to 10k
    You received Commanding Presence: Acc/Dam (Recipe). 100k to 300k
    You received Befuddling Aura: Confuse/Range (Recipe). 1k
    You received Triage: Heal/Rech (Recipe). 2k
    You received Unquestioning Loyalty: Acc/Dam (Recipe). 2k to 10k 2 for sale 1 bid
    You received Bone Snap: Acc/Dam (Recipe). 25k 0/0
    ou received Air Burst: Dam/End (Recipe). 10k
    You received Eradication: Acc/Rech (Recipe). 1,000,000 4 for sale
    You received Razzle Dazzle: Acc/End (Recipe). 555,555 -1,000,000
    You received Stagger: Acc/Stun/Rech (Recipe).1000- 5000
    You received Far Strike: Acc/End (Recipe). 3k to 10k
    You received Unspeakable Terror: Acc/Rech (Recipe). 900
    You received Air Burst: Dam/End (Recipe). 10k
    You received Befuddling Aura: Acc/Confuse/Rech (Recipe). 4k
    You received Salvo: Acc/Dam (Recipe). 50k

    Call it 2 million for 1800 tickets ? I vendored most of the cheap stuff and listed the more expensive items.

    So that gives about 1,111 inf /ticket

    Its a small sample and I may be having hard luck.
    You also need to craft to maximize the profit--so it does require extra work (comparing recipe and IO, buying, crafting) and extra investment. Heroside, at least, the low-tier heal IOs usually move for 1-3 million, and most acc/dmg melee or range for 1-2. The mez triples shouldn't be bad either (I think redside I saw a couple ~30 in the 1-2 million range), since they've become much rarer crafted. That Eradication has climbed to 10 or even 15 million before (again, crafted).

    30 is a pretty good point to roll at (or 30+ if you're rolling 25-29 or under), since a number of the best level crafted 30s can be worth millions more than a 29.
  12. Quote:
    Originally Posted by KaliMagdalene View Post
    EndMod was actually two enhancements that dealt with end recovery and end drain. End Reduction was always separate from that.
    Ah, right right. I knew there was something annoying about acquiring enhancements for stamina too...
  13. Quote:
    Originally Posted by Corebreach View Post
    TO/DO/SO drops have been weighted since launch, IIRC. I don't know of any problems that caused, although to be fair, the fact that they were also directly buyable didn't give problems much of a chance to arise in the first place.
    They weren't always readily available; it was annoying a long, long time ago. There used to be the "power 10" (acc, dmg, rech, endredux*, def, res, hold, heal, range, stun) in stores for DOs and SOs, and you were only able to buy other types after you'd "earned" the right from the proper origin contact. So if you were, say a debuff defender, it was actually trickier to get SOs in your prime powers. They were also more costly (non-power-10), since you had to buy them from contacts who charged twice as much. (This was also a bigger deal in the time of no market and no influence raining from the skies.)


    *This was the same thing as endmod at the time.
  14. Quote:
    Originally Posted by Hero2 View Post
    The availablility of desirable set IOs seems incredibly twisted. It appears that the sets have been created to be all things to all people, but there are many wierd quirks of the system.
    Not quite sure what you're saying here, but the sets' sometimes weird distribution of enhancement (Kinetic Combat's acc bonus, for instance; or the fact that you ED-overslot damage in a lot of attack sets) is yet another set of variables in the trade-offs you use to build your character. Initially it was limited to power choices, slot allocation, and choice of enhancements. Now the trade-offs of set-bonuses versus amplified enhancement have been added in.

    Quote:

    Recipes which are used by lots of powers within lots of popular classes - e.g. Rech/End of ALL in the resist sets - are useful for every melee class. That's almost if not always several powers on every Scrapper and Tanker. But that's not all. Recharge is almost useless on most resist toggles, so why is it in every resist set?
    a) Trade-offs again. You want the fifth slot bonus in Aegis? You have to "waste" some enhancing with half a recharge in Temp Invulnerability (or worse, Resist Elements) to get that nice AoE defense.
    b) Tier 9 armors and their imitators: Power Surge (which may not need the res), Unstoppable, Force of Nature. The same thing could be said of Defense sets' rech/def, though Mind Link is a dandy place to slot these.

    Quote:
    Players appear to prioritise powers as follows:
    In Damage Powers:
    Damage, then Accuracy, then End OR Recharge then the other one of End or Recharge. Bearing this in mind, it's not surprising to see that Dam/Acc recipes are usually rare and expensive, whereas End/Rechs of the same set are usually cheaper.
    I don't think there's a single End/Rech IO in any attack set. (You can sneak some into attacks, though, if they knockback or debuff defense or to hit.)


    Quote:
    I'm not 100% sure, but it seems to me that drop rates are not adjusted to take into account the popularity of a power-type, recipe-type or a specific recipe within it's set. Perhaps it should?
    "Rolled" drops (bronze/silver/gold/TF recipes) are weighted against some rubric of data-mined player usage. It's why some of those weirdo formerly cheap recipes are sometimes quite expensive now.
  15. Caveat: fashioned in 5 minutes on my lunch break.

    -30% ranged/20% AoE
    -Virtually no +recharge
    -AA will probably eat too much end with this slotting
    -Thermal material is probably underslotted too

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

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Thermal Radiation
    Power Pool: Speed
    Power Pool: Fitness
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Block of Ice -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(3), Lock-Rchg/Hold:50(3), Lock-EndRdx/Rchg/Hold:50(5), Lock-Acc/EndRdx/Rchg/Hold:50(5), Lock-%Hold:50(7)
    Level 1: Warmth -- H'zdH-Heal/EndRdx/Rchg:30(A), Dct'dW-Heal/EndRdx:50(7), H'zdH-Heal/EndRdx:40(9)
    Level 2: Thermal Shield -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam:40(9), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/Rchg:40(11)
    Level 4: Frostbite -- TotHntr-Dam%:50(A), Enf'dOp-Acc/EndRdx:50(13), TotHntr-Acc/EndRdx:50(13)
    Level 6: Arctic Air -- C'phny-Acc/Rchg:30(A), C'phny-EndRdx/Conf:30(17), C'phny-Acc/EndRdx:30(19), C'phny-Conf/Rng:30(19), C'phny-Acc/Conf/Rchg:30(21), C'phny-Dam%:30(27)
    Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(23)
    Level 10: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam:40(25), RctvArm-ResDam/EndRdx/Rchg:40(27)
    Level 12: Ice Slick -- RechRdx-I:50(A), Empty(15), Empty(15)
    Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(17), Zephyr-ResKB:50(21)
    Level 16: Hurdle -- Empty(A)
    Level 18: Health -- Empty(A), Empty(31)
    Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(31), EndMod-I:50(31)
    Level 22: Cauterize -- H'zdH-Heal/EndRdx/Rchg:30(A), H'zdH-Heal/EndRdx:40(33), Dct'dW-Heal/EndRdx:50(33)
    Level 24: Shiver -- Empty(A)
    Level 26: Glacier -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(33), Lock-Rchg/Hold:50(34), Lock-EndRdx/Rchg/Hold:50(34), Lock-Acc/EndRdx/Rchg/Hold:50(34), Lock-%Hold:50(36)
    Level 28: Forge -- GSFC-ToHit/Rchg:50(A), AdjTgt-ToHit/Rchg:50(29), RechRdx-I:50(29)
    Level 30: Chilblain -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(39), Thundr-Dmg/Rchg:50(39), Thundr-Acc/Dmg/Rchg:50(39), Thundr-Acc/Dmg/EndRdx:50(40), Thundr-Dmg/EndRdx/Rchg:50(40)
    Level 32: Jack Frost -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(36), BldM'dt-Acc/EndRdx:50(36), BldM'dt-Acc/Dmg/EndRdx:50(37), BldM'dt-Acc:50(37), BldM'dt-Dmg:50(37)
    Level 35: Heat Exhaustion -- Acc-I:50(A), RechRdx-I:50(40), RechRdx-I:50(42)
    Level 38: Melt Armor -- ShldBrk-Acc/DefDeb:30(A), ShldBrk-Acc/EndRdx/Rchg:30(42), ShldBrk-Acc/Rchg:30(42), ShldBrk-DefDeb/EndRdx/Rchg:30(43)
    Level 41: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(43), Posi-Dmg/Rchg:50(43), Posi-Dam%:50(45), Posi-Acc/Dmg/EndRdx:50(45)
    Level 44: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(46), Thundr-Acc/Dmg/Rchg:50(46), Thundr-Acc/Dmg/EndRdx:50(46), Thundr-Dmg/EndRdx/Rchg:50(48)
    Level 47: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam:40(48), RctvArm-ResDam/EndRdx/Rchg:40(50)
    Level 49: Consume -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(50), Erad-Acc/Dmg/EndRdx/Rchg:30(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 5.5% Defense(Smashing)
    • 5.5% Defense(Lethal)
    • 13.3% Defense(Fire)
    • 13.3% Defense(Cold)
    • 25.8% Defense(Energy)
    • 25.8% Defense(Negative)
    • 3% Defense(Psionic)
    • 4.25% Defense(Melee)
    • 30.8% Defense(Ranged)
    • 20.8% Defense(AoE)
    • 1.8% Max End
    • 1.5% Enhancement(Confused)
    • 5% Enhancement(Immobilize)
    • 23% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    • 5% Enhancement(Held)
    • 13% FlySpeed
    • 13% JumpHeight
    • 13% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 6.9%
    • MezResist(Immobilize) 5.8%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 6.35%
    • MezResist(Terrorized) 2.5%
    • 14.5% (0.24 End/sec) Recovery
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 13% RunSpeed
  16. Quote:
    Originally Posted by StratoNexus View Post
    duoing actually decreases my chance of success. I think inspiration drops are reduced dramatically on a team.
    Mostly this does seem to be the case. Thanks, M_K, for the coinage "inspiration cascade," if it's yours.

    Interestingly, I see that M_K was in the last thread I waded in with inspiration cascade talk, and the picture I posted there of inspiration cascade in action has been disappeared.

    I will say that it's not really a tactic that's very reliable prior to level 25 (3 rows & "SOs"), but that level 40's new insp bar makes it a breeze.
  17. Quote:
    Originally Posted by DocDominion View Post
    Thanks for helping guys!
    And yes, the market forums are very helpful, but it's hard to ask questions in some places, like I had a thread going about my controller where I got like 8 bad rep pings just for simply trying to learn.
    I suspect most of the bad-reppage came from the Jesus aspect of the thread. I know mine did!
  18. Quote:
    Originally Posted by Fulmens View Post
    Let's assume it's "not enough recipes drop". If you're buying at 1,000,023 and they're buying at 1,000,022 you get your 10 and they only get 20. They start buying at 1,000,024 and the next day you get zero and they get 30. Then you see the 1,000,024 in the history and you start buying at 1,010,024 - that will show THEM. Then they go to 1,500,000 and start selling at 3,800,000. You don't get yours, AND you don't sell the ones you have. That'll show YOU.
    One good thing that you can do is make the exact same bid as the other lowballer to "share" the niche, as long as there's enough incoming merchandise. Tied bids aren't awarded according to time of placement, but some other metric. (Put up two stacks of bids at an odd price and you'll see them both get half-filled-ish rather than the first stack completing before the second starts.) Profits for all! (If slightly slower.)
  19. Thanks Cat and Rush for clarifying cap math.

    The character in question is Cold/Ice (or Polyester/Honey & Pollen since i16), so I am looking forward to the Aim-Sleet-Ice Storm-Blizzard routine and figuring out where Heat Loss fits in most effectively will be part of the fun. Since the two big damages are DoTs, having the HL -res in place before the nuke is a little less important.
  20. Quote:
    Originally Posted by BrandX View Post
    I've never been on a 8 person PuG, that couldn't beat Romulus's regen in the first encounter. What's that like? Sounds kinda depressing.
    It is. Frustrating, too.

    Quote:
    Where they not slotted up?
    They were not.
  21. Thank you very much for the precise and detailed response. Hmmmm. Now how to squeeze EndMod into the build...

    One question:

    Quote:
    Recovery (for Defenders) caps at 625% (+525%). Without any EndMod slotting, Heat Loss will need 9 targets to cap.
    ....
    Nukes put you at -1000% Recovery.

    Without enhancements, Heat Loss cannot overcome that.
    Does the cap not mean that Heat Loss can't (alone) overcome the post-nuke crash?
  22. From the Guide to Cold Domination:

    Quote:
    Originally Posted by Turbo_Ski View Post
    Heat Loss summons two separate non-target pets, one to do the buff and one to do the debuff. The buff pet is auto hit and the debuff pet requires a ToHit check for all it's effects except for the one foe targeted (that one foe is auto hit).

    Buff pet does (15 ft. Radial):
    +Recovery
    +Endurance

    Debuff pet does (20 ft. Radial):
    -SPD
    -Recharge
    -Res
    -Endurance
    -Summons Buff pet to radiate from target

    When you activate Heat Loss the buff pet is summoned to radiate from you once and the debuff pet hits the target as a radial AoE. The debuff pet then summons the buff pet to radiate off each enemy in the AoE (This is auto hit). All the other effects of the debuff pet require a ToHit check for each enemy that wasn't the targeted one. The reason the targeted foe is auto hit is because it needs to summon the buff pet again for that to be auto hit off each enemy.
    To make sure and to figure the power out:

    So there is at least one guaranteed self-buff of +recov and +end. This self-buff radiates around the Heat Loss caster and provides +135% recovery (hitting only one target and having no EndMod slotted.)

    Any enemies within 20 feet of the target will suffer the debuff effects (-res, etc.) only if the casting passes an accuracy check. Does the original target always suffer the debuffs automatically, or does the debuff also have to "roll" to hit the original target?

    Players within 15 feet of the target receive the +recov (and +end?) buff. What +% is this recovery bonus, the same as the buff that radiates from the caster? Is this buff automatic, so that there are at least two guaranteed +recov buffs?

    Secondary targets within 20 feet of the original target also radiate +recov buffs. Is the accuracy roll required for the buff to fire from each secondary target, or is this automatic for each critter within 20' of the original target? What +recov% and +end comes from these buffs?

    What is the maximum number of targets that can radiate the buffs (or suffer the debuffs)? Mids' count only goes to 3, but I've certainly received at least 8 buff icons in the one level that I've had Heat Loss.

    Nuclear/Math questions:
    • How many Heat Loss buff targets are required to cap recovery with no EndMod enhancements (assuming no Stamina)?

      How many Heat Loss targets (in a Heat Loss with no EndMod enhancement) would it take to overcome the post-Nuke recovery debuff? Is it possible, since--I think--two EndMods in Adrenalin Boost can do this?

      How many Heat Loss targets would it take to overcome the post-crash "tier-9" armor recovery debuff?

      Is there reason to slot EndMods themselves in Heat Loss, outside of set bonuses?

    Thanks in advance to answerers.
  23. Quote:
    Originally Posted by JusticeZero View Post
    but the sets confuse me is all. I understand using a set in a power, I understand the principle of set bonuses, I just don't 'see' the builds with them. Not sure how everyone else does it.
    yes, those are some SO's, like I said, bank broke.
    It's a little confusing what exactly it is you're asking. If you want to see others' builds with sets, open another thread in this forum.

    As far as set bonuses go, most people would grab 5 Glimpse of the Abysses in each of those powers, because the 5th-slot bonus is the highly desired +6.25% recharge. Similarly, with the imagined Absolute Amazement, you've put it in your level 50 power, the only power you can't possibly get the 5th-slot bonus (+10% recharge). If you're gonna spend purple cash (in the future), you ought to at least get that recharge. I would suggest instead Stupefy (5 or 6 slotted, because its sixth slot bonus is better than Absolute Amazement's) which will be a lot cheaper and almost as effective.

    If I were you--without much in cash reserves--I would concentrate on frankenslotting most attack powers instead of grabbing set bonuses. (In the mezzes I would use actual sets like Glimpse and Stupefy--mostly very cheap in IO terms for rather decent bonuses stacked.) Grab as many higher level triples (or quads) as you can in a power, and turn six slots into "eleven-SO's-worth". For (a kind of expensive) example:

    Level 1: Storm Kick -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(3), Mako-Acc/EndRdx/Rchg:50(5), Mako-Acc/Dmg/EndRdx/Rchg:50(5), T'Death-Dmg/EndRdx/Rchg:40(7)

    If these are lvl 50 IOs, it would get you 80% acc and 95% end/rech/dmg. (Your current slotting of attacks is 42 acc/95 dmg/80 end rdx, for comparison.)
  24. It appears you got it wrong: Jesus was Emp/AR.

  25. Quote:
    Originally Posted by Local_Man View Post
    Um, Psalms is Old Testament, and Jesus didn't show up until the New Testament . . . David wrote some of the Psalms, so maybe it was David who threw the forklift with his sling . . .
    What I was thinkin'. But 1 Timothy 3:4 bails the concept character out:

    One that ruleth well his own house, having his children in subjection with all gravity.