Riora

Recruit
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  1. Sounds like a good way to go out. I'll be there on one of my favorite alts "Incarnatum" and then hop on her TSW version "Incarnation".
  2. Quote:
    Originally Posted by War_Hawk View Post
    To use a weapon you need at least the amount of SP to use the weapon QL lvl invested into it.
    IE: a QL1 weapon is SP 1 in either of the shotgun slots. and you also need some of the shotgun PA's unlocked so you have the powers to use it.
    This is a common misconception; you can equip weapons +1 to the skillpoints you have slotted in that weapon. So with an 8 invested in Shotgun SP, you could equip a QL9 weapon. Otherwise you wouldn't be able to equip those QL1 talismans at the start of the game while having invested no skillpoints in them. Of course, you should generally try to keep them even since if the skillpoints are lagging behind, your accuracy and damage with that weapon suffers.
  3. Quote:
    Not bad, but definitely ripe for griefing if you were so inclined. Pretty easy to train mobs onto a PC while they're reading storyline or watching a video.
    Not really. When mobs get pulled out of their natural habitat, they are focused on that person who pulled them - if that person dies or gets away, they start running back to where they were pulled from. Unless someone attacks them first, they won't aggro on anyone until they're back where they came from, no matter how close another player might be.
  4. Quote:
    I think that's a pretty good comparison. There is plenty of stuff in the game ripped from King, and many other authors. And I also get a Pirates of the Carribean vibe from the carbuncled zombie things in the seacoast of Kingsmouth.
    The Draug are based on actual Norse mythology. Undead. Vikings. How awesome is that?

    http://en.wikipedia.org/wiki/Draugr

    A spoiler for those who have done the first 3 dungeons, which made me do a doubletake when I noticed:

    The 3rd draug boss in the Polaris bears the same name as the viking who comes to our aid in Darkness War.



    Quote:

    I have had many missions where you have to kill a whole field of foes just to get to the target and usually end up with a mob of them dogpiling me to death. And yes I can stealth but not in this game. And as soon as you get tagged by a foe you lose your run ability so you really do have to stand and die.

    Also it is a frequent occurence to get to a foe and start a fairly even sided fight so you are on the edge when a totally random spawn passes by and aggro's on you as well or just appears in the fight and joins in. The caves are terrible for that.

    And it usually happens when you have fought long and hard to clear 95% of the enemies so that when you get killed they all return to life at full health immediately. You go back to start and have to redo all that work. That is when I really feel like rage quitting.
    This game is much, much harder with its critter's difficulty and aggro range, it's true. When I first started this game, I cannot count the number of times I died in the first zone alone. However... when my first character was in egypt (the 5th zone) I got curious about the other factions and started a new character in Kingsmouth - and died only once, and that was on purpose.

    This is not because I'm some superl33t player or anything; with time you simply get a feeling for aggro ranges, you start intuitively predicting the critters' paths and stay out of them and you get a much better sense of positioning which cuts down a lot of unnecessary deaths.

    So I guess what I'm trying to say - those problems listed there will only seem so annoying early on. It's a matter of habit.

    PS: If ever a quest seems insurmountable, I'd not at all mind helping some fellow CoHers out - just whisper my Templar "Emblem" or my Lumi "Incarnation".
  5. I've been playing TSW since launch and I am quite in love with it. I would love it if portions of this amazing community would move there to brighten it up more =D I'm on Arcadia on my Lumi "Incarnation" and my Templar "Emblem". If you need help finding your way around, feel free to whisper me!

    Quote:
    - In a lot of places, mobs are packed so close together that you pretty much can't help drawing aggro from several just to get where you're going.
    - And speaking of aggro, out of all the MMOs I've played, it seems like the mobs in this one have the highest aggro and largest aggro range I've ever seen. They're like killer bees. If you get within fifteen feet of one, you're screwed, and you can't run away because getting hit puts you in 'combat' mode, where you can't Sprint.
    I agree, the aggro ranges of everything take some getting used to. Some tips:
    - The aggro range is greatly reduced when they have their back turned to you. So sneaking around is possible.
    - Combat mode doesn't turn on on the 1st hit - it turns on after around 5 hits, and when you hit back. Sprint past them, keep running, and they will not hit you enough times to turn your sprint off.
    - Run toward zone changes, most critters lose aggro when you run out of their native habitat.


    Quote:
    - You have to learn every single ability in a weapon tier to get to the next tier, but you can only use 14 total? WTF. And while I'm at it, who decided on a 1-tray, 7 ATK-power system? Compared to WoW, TOR, and most especially CoH(10 trays FTW), that is horribly limited.
    What you have to realize is that in TSW the powertray isn't just a powertray with too little space, it's part of the way combat was designed. They're not like space for your powers, they are in and of itself part of your build - more like enhancement slots. In a game where every player can learn EVERY power, it'd be quite overpowered to let them use all these powers at once. They're limited, so you need to think about what synergizes well, whether to focus on AOE or ST or trade some damage for survival, and change your build based on the situation you're facing.

    A sidenote: You are limited to using the actives of the 2 weapons you currently have equipped, but you can slot ANY passive from any weapon. This leads to a, for example, Elemental/Pistols user climbing the Hammer weapon tree to get a passive that synergizes well with their abilities. The ideal passive for your weapons may not be found in your weapon trees.

    Basically, designing so-called decks in TSW is a game quite a bit like Mids.
  6. Riora

    Season events

    Someone already started a thread regarding opening the ski slope for the remainder of time, which would be awesome. Could we perhaps also get the Halloween and Summer Blockbuster events as well?

    I sadly missed the summer event, telling myself I could play it next year, and one of the first thoughts I had when reading the announcement was "Now I'll never get to play it."
  7. Quote:
    A Self-buffing solo Empathy Defender will have +78.75% damage from Vigilance, Fortitude, and Assault. That Defender will deal 116 damage with that theoretical power, surpassing Blaster base damage.

    When enhancements are considered, final damage at 95% enhancement will be 177 for the Defender versus 218 for the Blaster. That's not a whole lot less damage when you consider how much more survivable a self-buffing Defender would be.
    Oh no! A solo defender who does more damage than a blaster? That's horrible!

    Well, thank god we don't already have this in-game. Nevermind that Nature Affinity defender running assault have a total damage buff of 131,3% solo. Ignore that kinetics defender at the damage cap. And don't look at the cold defender stacking 90% -res.

    Well, good thing empaths can't buff themselves. For them to be self-reliant would simply be OP.


    Seriously, I do not get this reasoning at all. It's okay to have Empaths turn 2-3 people on a team into such unkillable monsters but it's not okay to turn themselves into that? Why? The situation you just laid out already exists, as per your own example of a duo empathy team. If you're trying to argue that empathy defenders will all of the sudden become terrible teammates who will only buff themselves, well, that would make them bad players. Bad players will find a way to screw up one way or another. Meanwhile, good players will still recognize that that blaster on the team will benefit more from the damage buff than them and buff accordingly, without being penalized for having the audicity to want to solo on occasion.
  8. A while ago, on Virtue, I snagged:

    Deadly Dawn

    I was very happy with that and then, to my surprise, found that Deadly Dusk was also free. Dual concept ftw.
  9. Quote:
    There's still a few PvP IOs shifting for up to 800 mill, last time I looked.
    At level 50? No. Even the PvP IOs that used to cost 2 billion+, like the Glad Proc, are now around 300 million.

    At lower levels the situation is different; the supply of PvP IOs in general is low there, so converters cannot be effectively used. A level 15 Glad Proc costs around 800 million.

    This is only relevant if you want to slot that glad proc in the early levels; like purples, you never lose a PvP IO's bonus when exemplared. So for an endgame build, you need only concern yourself with the prices at the high-supply level 50 end of things.
  10. Riora

    Plant/NA Troller

    Yes, the defense on that build is deceptive. I searched for a while to see where that display was coming from and it turned out to be from the +defense in Vorpal judgement which lasts all of 10 seconds.

    So. Yeah. This build. Where to start...

    -Strangler is your bread and butter attack. It needs FAR more slotting.
    - Entangling Aura needs to be enhanced for hold duration, and some endurance reduction, although overgrowth takes care of most of that
    - Speaking of, conserve power when you have overgrowth? Wat?
    - Carrion Creepers is a pseudopet. Slotting the force feedback +recharge proc would give said pet recharge, not you. And pets are not affected by recharge.
    - Aegis/Status resistance is a useless proc, especially with the upcoming changes. Consider changing it to a res/end or just a straight res IO to get more benefit from the shield.
    - If you have overgrowth perma, spore cloud is actually just fine with the base slot I feel, contrary to what someone else brough up. Otherwise, needs endurance reduction and enhance the -tohit to taste.
    - Livegiving spores. Wayyyyy overslotted. It's fine with 1, maybe 2 slot.
    - Spirit tree and regrowth...would be better served slotted with doctored wounds for the +recharge. Regrowth could also use some heal IOs for the regen.
    - You have no attack chain to speak of. Consider picking up a second st blast in either your APP or your ST immobilize.
    - You've slotted for a few ranged defense bonuses but they are too few to even make a difference. If you can't get to 32% or 45%, I wouldn't even bother and focus on recharge and controls.
    - Vigor Alpha. Whyyyy. You have a ton of endurance reduction already. You also get extra tohit and should be slotting accuracy anyway. The only thing you actually benefit from is the healing - and you would be far better served in taking spiritual aka Recharge and Healing.


    So...yeah.
    Here is a build I made for a friend of mine who also rolled Plant/NA - it's purely theoretical as I have no personal experience with NA, so I wouldn't call it perfect, but I made my best guesses based on the numbers. I tried to keep it cheap but did have to resort to the purple confuse set (delicious +5% defense!) and the glad armor proc (moar defense!)

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  11. Quote:
    So I had a question about this. Don't you need mag 6 to control a boss? So what good does making your controls mag 5 do?
    No, you need mag 4, and a controller's mez powers usually have mag 3, so with the control hybrid you can fairly reliably hold bosses (though I think it's not a 100% chance for extra mag, but around 75%)
  12. Quote:
    Originally Posted by Thirty-Seven View Post
    the idea of dropping a billion for a single PvP IO is lunacy IMO.
    Lucky for you, ever since converters came out, there are no IOs that cost more than a billion. 200-300 million per IO is the maximum you will find these days.
  13. Oh, I didn't know you wanted Psychic Scream; it's my understanding that it's usually skipped. No problem!

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    I had to use the agility alpha to get there, but again - 32,5% meelee/ranged, permadom and mu epic pool. And psychic scream

    I had to sacrifice afterburner for it. If you are willing to drop Jolting Chain which, after all, your Gremlins have, and put afterburner back in, you could put a luck of the gambler proc in it. This would put you at over 125% recharge - the point where domination becomes permanent without hasten. So you will never run out of domination if you ever forget to click hasten or go afk. (Which makes me realize, you can then drop hasten and pick jolting chain back up. You also get a free slot from it!)
  14. Okay, here is a build I think you might like

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    Now, the first thing you will probably notice are the 4 empty slots in tough and charged armor. These are reserved for the new resist IO set that's going to come out in i24 - it gives you 3% meelee defense each.

    With those sets, you are looking at 32,5 ranged/meelee defense, enough to softcap yourself with a small purple inspiration. You also have permadom and the epic pool with the pet you wanted

    As for the discussion of permadom vs no permadom...while it is true that electric control doesn't benefit as much of it as other sets, it still benefits so much as to make it worthwhile. The mez protection alone is, imo, worth it.
  15. Okay, looking over your build I noticed several things.

    - Disruptor Blast does radial knockback which is superannoying. It would benefit a lot from the KB->KD IO
    - You put 4 slots into health and stamina. This is good slotting for other combinations but not for this one - you are a /psi dom, you have Drain Psyche which gives you unlimited endurance with just one enemy in range. Save yourself the slots.
    - Speaking of Drain Psyche, it needs accuracy. Turn that 6th slot into an acc, it doesn't need end mod
    - Why 2-slot weave and scorpion blast? 1 more slot each and you are capped to s/l

    And the one that caught my eye the most
    - Domination is permanent with 122% global recharge, without hasten. You are almost there, but not quite. I cannot stress the benefit of getting to that point enough - you will never lose domination because you forgot to hit hasten, and you will never lose it when you go afk. Set on auto and forget.

    Overall, a pretty good build.
    Here is what I got out of it after a few minutes of tinkering - 125% global recharge, made room for Teleport (though I had to drop the spiderpet), 44% s/l, and I also got your ranged defense to 32% so you only need to eat a small purple to be capped there, too.

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  16. My vote would definitely go to defender in this case. Sonic defenders (with vigilance solo buff) will pull even with sonic corrs, and of course will bring the much greater debuffs to the team
  17. Quote:
    Originally Posted by Doc_Reverend View Post
    I keep hearing "Reactive Radial" for Interface, but here's the thing: I'm a Dark Controller. Fearsome Stare is a major source of my crowd control. If everything is hit with DoTs, I can kiss a big source of my crowd control goodbye. It basically nerfs me for a piddling amount of extra damage that's not enough to really matter, since my damage is already very low.
    I think you are confused here as to how reactive works. It gives the same damage to all ATs and powers, regardless of how much damage they natively do.

    Reactive is especially good on low damage characters.

    Allow me an example:
    Your AOE Immobilize, ED-capped for damage, has a DPA of 12,5. With Reactive, it's 30. For comparison, Ball Lightning from your APPs has 23 base damage.
    Shadowy Binds goes from 38 DPA to 59.
    etc.

    It's not a trivial increase in damage and yes, it is very much worth it. I also have a dark controller and I find myself not depending on Fearsome Stare as more than an alpha stopper, which the dot does not interfere with. Even if you primarily play support, more damage is always welcome on teams.

    If you are fixated on not wanting a dot, then diagmagnetic is probably your best choice. Just know that the debuff values are very, very tiny (15% -regen per stack if I remember correctly, and caps out at 4 stacks). The damage dots are really the best effects you will find in the interface tree.

    If you are very concerned with the loss of control, might I perhaps recommend the Cognitive tree? It gives you a psi damage dot and a chance for confuse.

    As for Hybrid, I think the obvious one for the playstyle you describe would be Control (+1 Mag to all controls, chance for extra damage to controlled enemies) or support (Think leadership-esque buff radiating from you. Buffs Damage, defense, accuracy and boosts all buffs, debuffs and controls used by yourself or teammates)
  18. So...I have a question - I've been looking around but haven't found the answer, so forgive me if this was discussed before.

    Bio Armor was considerably OP on release, and was going to get a nerf. Is the version that is in mids now the pre-nerf or the post-nerf version?
  19. Speaking as someone who has a TW/Elec brute she loves to bits...

    Go scrapper.

    TW crits. Oh my god, TW crits y'all.

    WP has a taunt aura, so you won't be disadvantaged when it comes to runners. There will obviously a survivability gap, but a WP scrapper can be made plenty durable and it gets massive damage on top.
  20. Quote:
    Originally Posted by 5th_Elemental View Post
    I know your type. I've seen you on some Lambda runs. You run thru the lab/warehouse leaving your friends behind, attacking the crates, everyone on your team is dieing left and right. You continue on thru the map locating crates. You suddenly find yourself alone and see that everyone else on your team has headed to the hospital. Than you think to yourself "Man these other players just don't get it, i'm alive and they keep dieing. Don't they know to just follow me. Meh, oh well, i'm a good tank, I haven't died!"
    ...I lol'd. I've got to ask now, what is the proper way to run through the Lam lab/warehouse maps? Herding all the squishies and never moving forward until all the mobs in your way are defeated and none of them can draw stray aggro? Yes, in general, tanks should stick with the team and protect them. The Lambda is an occasion where that is not really productive.

    Honestly, as someone who plays majority squishy characters, I find your attitude beyond patronizing. A TEAM JUST FALLS APART WITHOUT A TANK ZOMG. Those 7 remaining players? Should not all be dying horribly if they had some modicum of player skill. I don't know if I'm blowing your mind here, but squishies have, in fact, been known to solo crates without a tank to protect them.

    As for taunt... I have it on both my brutes. It's good for the LRSF, where the first AV will try to run away unless hit with taunt multiple times, or for AM in the Keyes trial, so he stays undamaged, or if you need a quick pull like in the TPN. But save for those outliers, taunt is /not/ necessary, let alone part of the regular attack chain, not even for tanks. Punchvoke along with a taunt aura will be fine for 99% of the game.

    Anyhow...

    to the OP, I'm just going to echo what's already been said, a /shield tanker is one of the tanks with the highest damage output, but it will never rival that of a brute. However, it will have higher resistances (a survivability gap that widens if you use the tanker ATO proc), as well as higher defenses (You can hit the incarnate soft cap on a shield tanker without making too many sacrifices in your build, the same cannot be said of the brute) along with higher HP (Shield tanks can hit and surpass 3000 HP, Brutes will be around 2400). Either of them can tank.

    The brute will be dealing very good damage, but due to the way fury works, will not be receiving as much benefit from Against All Odds.

    A shield scrapper will be just as survivable as the brute, save having slightly lower HP (Around 2000+), but thanks to their high base damage amplified by Against All Odds, will be dealing significantly better damage.

    So, I would recommend scrapper, but if the choice is between tank and brute, I'd favor the tank for the higher defensive values. If you're gonna sacrifice damage for survivability, may as well go all the way.
  21. Quote:
    Originally Posted by DreadShinobi View Post
    Because they're all around just average, and in no way exceptional.
    This.

    They may have lots of AOE, but their damage is low. ESPECIALLY their ST damage. In return, they get some nice survivability, but you know what? A brute or scrapper can be as or even far more survivable than them, and dish out moar damage.

    Support? There's a reason forcefields is rarely played, and the reason is that in a game with IOs defense buffs have lost most of their shine. Woo, accuracy buff. I don't know about you, but barring debuffs, a good build has no trouble hitting anything. I'll take my corruptors over that, thank you very much.

    The 20% -res debuff is good, I'll give you that, but a /cold corr or defender can stack up to 90% resistance debuffs, and if it also has sonic blast, that can easily get to 200%. They also brings regen debuffs, moar defense buffs than a SOA, team stealth, max HP increases and endless endurance for the team. And with a good build, can be made sturdy enough to solo TFs.

    Tl;dr, they're nice in the low levels, but once IO'd they fall well into 'average'. Being good at everything means that the specialized ATs will outperform you once they've IO'd away their weaknesses, and then laugh and mock you.

    PS: That damn backpack. No thank you.
  22. Okay, looking at your selection of powers, my first question would be

    - You were building for defense yet skipped Arctic Fog? Wat?
    - You severely underslotted key powers so you could overslot other, less important things, for set bonuses. You 6-slotted Infrigidate for ST slow which is of utitlity in no situation I can think of, for 3,13% ranged defense, yet you didn't slot your one ST blast at all, even though doing so with Thunderstrike would have netted you 3,75% ranged defense. Um.
    - Earthquakes isn't perma with your slotting.
    - Stupefy, while having a sexy 6-slot bonus, suffers from a horrifically bad proc that will negatively impact your controls. Random 20% mag 6 KB ftl...
    - Benumb is a key power, and it is underslotted. It needs accuracy, and should be made as close to perma as possible.
    - Snow Storm is kind of craptastic. Quicksand does the AOE slow much better.
    - I'd recommend not skipping Frostwork, in itrials, having the Max HP of the main tank boosted is actually quite nice.
    - Your ice shields are your best team utility. They should be ED-capped for defense. Ice Shields + Arctic Fog will give your leaguemates a total perma boost of 23% defense to everything. This is more utility than you get from the leadership pool.
    - Slotting Sleet for damage is pointless. Damage procs, yes, damage, no. Sleet will have 75 instances of a 0,22 dot, which the game rounds up to an even 1 damage. ED-capping the damage leads to dots of 0,44 damage which are still dots of... 1 damage.

    Long story short, this is what I came up with:

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1507;698;1396;HEX;|
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    |A44E39B21D84E5B22320834D1448DD557972E2E4FAE0FAE89461F8CD127FF0797C4|
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    |CC7E0A627E0317B6DAD105D428F652986966593E49250DF06363A403F9921A34692|
    |3F9990FB0C6EA19C5942CECCEB37FFA3A95B116724F858D1DAB0C2B955D0B1C65C0|
    |75BAF32AF8139D265615D16EEDBC6BADA58D73942136A94A603AC679A99003BF633|
    |93A08F04D9F92CF650C5038BE8626A9468667F9A03F06799F668E13D5ADE520FA72|
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    |E018F45659A43E21FDD697CDA1CBF064E822F312F30A185E61AE822FA87F84EF436|
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    |558D948375D9A83122F37E7555237591D1BA48A22E32A3D4BE0942D2231647ED0B5|
    |0FE61A5314E23E4305CFF65357C210EE344D62962BF227E1AEB0750FF7B2326CB37|
    |A0DE7A1DB4AD31D7C123D64A57EC3D6318A70DE3A386F17F0441EA04|
    |-------------------------------------------------------------------|
    I fiddled with it for a while, but found it much easier to do the other way around with the defenses - 45% s/l and 32% ranged with a total of 95% global recharge.
  23. Well, first of all: Welcome to the game! : D

    For your game mechanics questions, my very first advice would be to download Mids Hero Planner. There, you will find an extensive description of all your sets' powers, effects, base accuracy, endurance cost, etc. You'll also see how exactly these values will be affected by enhancements.


    If you'll look at any given attack in mids, you will see that the accuracy in most attacks has (75) in brackets as base tohit. Now, a little tanget about how accuracy, defense and tohit works.

    Defense is subtracted from your tohit, which is multiplied by accuracy. So, the average mob has 0% defense, while the player's base tohit is 75. This means the player's attack will hit 3 out of 4 times. Now, if the player slots let's say 20% accuracy, that will multiply the player's tohit by 1,2, meaning they now have a 90% chance to hit. No matter how high your accuracy and tohit, the mob will always have a 5% chance to evade; so getting to a 95% hit chance is the goal. So slotting one SO worth of accuracy (33%) is usually enough accuracy.

    However, this is against enemies your level. Mobs who con red or purple to you are affected by the so-called purple patch, which raises their defense against you (consequently, you get this boost against enemies who are lowerlevel to you). Against mobs who are +4 to your level, you only have a 49% base hit chance.

    To go on a complete tangent, this is also why you will often hear about the desirability of 'softcapping' your defense. Enemies have base 50% tohit against you, meaning that if you get your defense to 45% only 1 in 20 attacks will actually land. Since that 5% floor is always there, getting more defense than that is not necessary, hence it being called the softcap. Again, this is against even-level mobs, so if you like fighting higher than that, more defense is desirable.

    So 45% defense is a number to watch out for. Now, regeneration and Fiery Aura are a heal and resist set respectively, so they get no inherent boost to defense, but you can build for it. But... that's really something to get into in the later levels, so I'll put this aside for now.

    Long story short: Put 1 accuracy into every attack, unless you intend to fight higherlevel enemies, in which case, put 2 in.

    The exception to this would be your Superstrength/Regen character, because SS gets an easily perma-able power called Rage, which includes a 20% buff to tohit, so that character's base tohit when Rage is active is 95%. So you can get away with less accuracy.

    Which brings me to one of your questions...

    Quote:
    - Certain powers that work really well if slotted a certain way. Also if I should pick up things like Air Superiority, Spring Attack, Combat Jumping. (I have those on some of my characters).
    As I brought up, Rage should be slotted for recharge, so it becomes permanent. Getting Hasten from the speed pool for that purpose (Cuts the recharge of all your powers by 70% for a while; with investment, this is also perma-able) may be a good idea - generally, most characters benefit from getting hasten. /Regen does especially, as does Fiery Aura and Superstrength. It's less critical on Fiery Meelee and Street Justice.

    Combat Jumping is a good power, brings lots of mobility and a slight boost to defense. Great place for certain desirable IOs such as Luck of the Gambler +global recharge or a knockback protection IO. If you are concerned with accuracy, it also takes the kismet +accuracy proc, which adds 6% tohit.

    Air Superiority and Spring Attack are... very meh. Generally, I'd advise against picking up attacks in pool powers, you'll find the attacks from your primary much stronger. The exception here are epic pools, but those unlock only with later levels, so don't worry about them just yet.

    As far as your endurance woes go... I'd second FallenHero, your toggles need endurance reduction, especially Blazing Aura, as do your attacks. Also always keep Stamina 3-slotted. If you can get your hands on a Miracle + Recovery to slot into Health, you'll find it'll make a huge difference.

    Quote:
    Certain Invention Enhancement Sets that works really well for these. I see a lot of people who focus on these for their high level characters, when does this start to become important?
    Generally, there is no one right set for a single power because the beauty of the invention system is that it's the sum of its parts that makes it powerful. It depends on the context of the build as a whole.
    For example, there are Invention sets that boost a specific defense type. A +3% enhancement to smashing/lethal defense by itself is barely noticeable. It's only when you start stacking such bonuses over several powers that it starts making a difference.

    So slotting really isn't about individual powers, but the build as a whole.

    However, I would not start worrying about sets until you're well past Level 30. Just stick to Single Origin enhancements until you've made some more inf, and then you can slowly start working on a full IO build. Again, mids is very helpful here. If you make a build you can post it at the Build Workshop or here in the brute forum for critique, improvement and specific things unique to that power combination which is a little hard to get into when talking generally.

    I know you didn't ask for advice on how to make more inf, but you still may want to take a look at the Market forums. There's a few guides to how to profit off the tears of other players- I mean, how to make more inf using the market.

    If you've gotten to level 20, this means you've unlocked the tip mission system, and hero merits. Hero Merits are a great way to get rare, valuable recipes that can sell for up to 100+ million inf. If you are dilligent about it, you can get 1 hero merit every 2 days.

    And...I think I've rambled enough. Hopefully, you found something helpful in this mess *laughs*
  24. Oh. Well. This is embarassingly obvious xD

    Thank you for the help, guys.
  25. So, some time ago the blue person marker for the difficulty slider NPCs disappeared off my map. It wasn't too bad since I remembered their location in some zones, so I could still adjust my difficulty, but it bugged me nonetheless, but not to the extent that I was willing to reinstall the game to fix it (since repair had done nothing).

    Now I've gotten a new computer since, and one of my thoughts was that, hey, at least the map will display correctly again. But it doesn't, they're still not on the map. So it's clearly not an issue with my map files but with my account - is there a setting where I accidentally deactivated them or something?