Rodion

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  1. Quote:
    Originally Posted by Memphis_Bill View Post
    (1) What would you think of seeing an Intangibility classed IO set?
    There are already so many "junk" sets I think that diluting the pool of drops with four more essentially useless recipes doesn't make sense. Out of several dozen characters I have exactly zero that can use Intangibility enhancements. And I play a lot of controllers and defenders.

    Providing a fabulous bonus for four slots would probably tempt many players to take and slot the powers that use them, but should the devs encourage slotting of powers solely for min-maxing?

    Also, if these dropped at a rate commensurate with the extant population of characters that can use them (to prevent the dilution of drops), they would be far rarer than purples. I'd guess that maybe 0.001% to 0.01% of characters could slot Intangibility enhancements.

    In fact, I would argue that having Intangibility sets would decrease the usage of these powers in teaming situations. The biggest complaint about Black Hole and Dimension Shift is that they're used at all. If their duration were 50% or 70% longer anyone who used them on a team would run the risk of instantly being kicked.

    Because of the nature of Phase Shift and past nerfs, I don't think the devs would consider having Intangibility sets extend the duration (as you implied). Allowing you to slot these sets in PS for the sole purpose of min-maxing just seems abusive.
  2. Quote:
    Originally Posted by StarGeek View Post
    Sorry to burst your bubble
    I'm not sure why that's bubble burster. If you make the switch the whole way you'll be able to use Wentworth's. As I understand it, you don't have to stay a Rogue.
  3. Here's a build I'm working toward. With Parry active, it has 53% Melee, 47% Ranged and 48% AoE defense. The Membranes are probably the most expensive thing, and I don't have them all yet (they're used to max out Defense Debuff resistance, and it's not clear that's even intended to work). Using these power and slotting choices you can probably get 40% AoE and Ranged defense for pretty darn cheap, and work up to softcapping them fairly quickly.

    This character is very robust, able to take on four x8 spawns of Malta. After that encounter I was firmly convinced that Shield scrappers are WAY overpowered .

    Oh, and if you're short on cash, do AE missions and use the tickets to buy Bronze rolls. You'll be able to use a lot of the recipes directly in your build, and sell a lot of them on the market.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lone Musketeer: Level 50 Natural Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: Hack -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9)
    Level 1: Deflection -- RedFtn-Def/EndRdx(A), S'dpty-Def/EndRdx(17), RctvArm-ResDam/EndRdx(27), TtmC'tng-ResDam/EndRdx(31), ResDam-I(34), DefBuff-I(37)
    Level 2: Slice -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(5), Sciroc-Acc/Rchg(7), Sciroc-Acc/Dmg/EndRdx(9)
    Level 4: True Grit -- ResDam-I(A), Heal-I(37), S'fstPrt-ResDam/Def+(39), Heal-I(39), Heal-I(40), ResDam-I(40)
    Level 6: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(15), RedFtn-Def(15), RedFtn-Def/Rchg(27), RedFtn-Def/EndRdx/Rchg(31), RedFtn-EndRdx/Rchg(43)
    Level 8: Parry -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(40)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(17), HO:Membr(50)
    Level 12: Combat Jumping -- DefBuff-I(A)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43)
    Level 16: Swift -- Run-I(A)
    Level 18: Whirling Sword -- M'Strk-Acc/Dmg(A), M'Strk-Acc/Dmg/EndRdx(19), M'Strk-Acc/EndRdx(19), M'Strk-Dmg/Rchg(21), M'Strk-Dmg/EndRdx(21)
    Level 20: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(39)
    Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
    Level 24: Against All Odds -- EndRdx-I(A), EndRdx-I(25), EndRdx-I(25)
    Level 26: Disembowel -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Dmg/Rchg(31), C'ngImp-Dmg/EndRdx(33)
    Level 28: Phalanx Fighting -- DefBuff-I(A), DefBuff-I(42), DefBuff-I(43)
    Level 30: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(42)
    Level 32: Head Splitter -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(34)
    Level 35: Shield Charge -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Dmg(37), Oblit-%Dam(46)
    Level 38: Grant Cover -- DefBuff-I(A), LkGmblr-Def/EndRdx(42), RedFtn-Def/EndRdx(46)
    Level 41: Boxing -- Acc-I(A)
    Level 44: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam(46)
    Level 47: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(48), RedFtn-EndRdx(50), RedFtn-EndRdx/Rchg(50)
    Level 49: One with the Shield -- ResDam-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 0: Ninja Run
  4. Quote:
    Originally Posted by Local_Man View Post
    Illusion's best AoE control is Spectral Terror. Spooky is not only permanent, it looks cool and it gives a 15% ToHit Debuff. It is fully effective, even with no additional slots.
    The To-Hit Debuff is one of the best aspects of this power. It's almost like getting a 15% defense buff, which is on par with a fully slotted /Force Field controller's Deflection Shield and Insulation Shield. Plus, it has the advantage of working on you as well, doesn't require buffing each player separately, and basically holds the mobs as long as you don't attack them.

    All in all, a very useful power.
  5. Quote:
    Originally Posted by Forbin_Project View Post
    If it was restricted to a vet reward then zones like Atlas Park would lose the games most experienced players.
    Vets starting brand new characters are in Atlas Park proper about five minutes if they go into the sewers. They come out level 6 or 7 or 8, and then they go to KR, where they do four missions in another hour or so and come out with the jet pack at level 9 or 10, or possibly even higher if they're on a good team. They'll spend a grand total of maybe 15 or 20 minutes out in an open zone. Once they've got jet packs they can easily team with their higher level friends in more profitable missions (level 50 common recipe drops sell for 100K+ and are a great way to get a character seed money). Vets know how to get through the early levels very efficiently (we've done it a lot).

    And that's the hard way. The easier way is for one vet to team with another vet's low level character, take them to FBZ via RWZ and PI and team teleport, buy the jetpack outright, then do level 50 missions in PI for 20 levels (which come very quickly if you're running at +1 or +2). And since they're vets, they don't need to doorsit: they can actually contribute without getting themselves killed every couple of minutes.

    I like helping new people, but so many times I've gotten tells asking, "can u pl meh?" And I respond, "No, but I'd be glad to answer any questions you might have." And I have yet to have them ask me anything or start any kind of conversation that would lead me to want to team with them.

    Perhaps there should be a new class of badges that you get for SKing new players for an hour or two. It would be sort of like the mentoring badges we have now, but would only work for accounts newer than, say, six months. That would give some segment of the vet population an incentive to "apprentice" some new players.
  6. In general I agree with the sentiment that autoleveling is bad. But the reality is that the RMT people cause a lot of problems, and if it were possible to destroy their business model without destroying the game, it might be an acceptable trade-off.

    Under certain conditions, it might make sense for NCSoft to sell you an autoleveled third build that functions only under certain circumstances: a PvP build, for example, that only works in PvP zones and the arena. Your other builds would have to be leveled the normal way.

    The price for that build would have to be commensurate with the subscription time lost. For example, if it were determined that it takes on average 100 hours to level a character to 50 under optimal conditions (these are just numbers I'm throwing out -- the devs would have to compute real values), and the average player spends 10 hours a week, it would take 10 weeks, or two months, of subscription time to get to level 50. The price would thus be $30 to autolevel to 50.

    A compromise might be the ability to pay for turning on 2XP permanently for a character, or maybe even 4XP or higher. Patrol XP is already a move in that direction, but you have to leave the character idle for a time.

    Another possibility would be to allow the purchase of autoleveled characters only by veterans of a certain level.

    A corresponding change that might also make sense would be to allow you to purchase veteran rewards up front: if you buy two years of subscription time at once, you immediately get all the vet rewards (though you don't actually get the vet badges).
  7. Quote:
    Originally Posted by Niviene View Post

    MrHassenpheffer - What does the future hold for base editing?


    I’ve seen a lot of “creativity” with the way players use one object (or hundreds of them) to act as another so my other plan is to provide more base objects, more textures, and more themed sets. Suggestions?
    I'd like to see a way to create a wall or a raised floor that's directly stretchable by clicking and dragging "handles" on the object.

    A lot of base builders stack dozens or hundreds of copies of an object (desks or big file cabinets) to create raised floors and walls. I'd like to see a single object that's a wall section that can be stretched horizontally or vertically to fit the desired area. The texture on the wall would be replicated. This would allow us to replace literally hundreds of objects with just one. This would save space in the database and be much more efficient.

    Similarly, I'd like to see floor areas to be stretchable horizontally in both directions, and directly placeable vertically. Instead of having to stack desks or lamps and then put a floor object on top of those, you should just be able to indicate the vertical location of flooring directly, or by some kind of slider. The texture should replicate appropriately for the final size of the object. Floor objects would also need to have textures on both the top and bottom so that they work as ceilings.

    This would also eliminate some of the interference patters you sometimes get when two desks or file cabinets overlap.

    Another request on the "would be cool" list is doors like those used to enter missions. This could be placed in the wall mentioned above. If you click on the door it opens and you go through, like you do to enter a mission. As an extra-credit project, you should be able to set permissions on a door the same way you can set permissions on a storage object. That would allow you to cordon off sections of the base. In raids these would have hit points and be targetable by opponents. Different qualities of doors could have different hit points.

    Finally, we should have "apartment doors" that lead to a private room for individual players. Similar to the base portal, this would be a door inside the base that leads to a private room for the character. This would be editable by the character only, and if you change SGs the room goes with you. You could have enhancement and storage racks just like in bases, but these would be for the character. Members of your team can enter the apartment if you have the appropriate permission set.
  8. Quote:
    Originally Posted by Zombie Man View Post
    IT'S A RANGE-USING FOE -- IT'S NEVER GOING TO COME RUNNING TO YOU NO MATTER HOW MANY TIMES YOU TAUNT IT SO STOP TAUNTING IT AND DO SOMETHING USEFUL LIKE GOING OVER TO IT AND HITTING IT!!
    While I agree that dark defenders are very useful, the above statement isn't totally accurate. There are many ranged attackers that will close to melee distance when you taunt them. The Council Marksmen are prime examples. They will hang back and take potshots at everyone else, but a tanker's taunt will often get them to close to melee range.

    However, I've never seen a sniper move in response to a taunt (Nemesis and Crey have snipers). They will stand there all alone while the rest of the spawn closes to melee range.
  9. Other things to consider are the number of enemies you engaged, and the purple patch.

    If you coalesced several spawns, it's possible that the tankers hit the aggro limit. I've noticed that I can hit the aggro limit solo with just two spawns. That is, I can grab one spawn, lead it into another spawn, and roast the minions in the second spawn alive while they stand there and ignore me. Once I knock off the first mobs that I aggroed, ones aggroed later come a-runnin', one by one, as each mob dies off.

    Also, if you cranked up the difficulty to +4 the duration and magnitude of the taunts the tanks were using will be significantly shorter and lower due to the purple patch. If the tanks were being SKed, they would be -5 to the mobs. At -5 everything is reduced to 0.30 of the even-con values (the ParagonWiki doesn't say it, but I assume that Taunts are affected in this way as well).
  10. Quote:
    Originally Posted by Yomo_Kimyata View Post
    Having a tremendous inf balance really does nothing for me, especially with a 2bn inf cap.
    Agreed. Influence, like money, is worthless in and of itself. How many times have we heard people rail in the Market forum that the market is broken because there's no supply of Recipe X at level Y, even though they placed a one-billion influence bid? If it doesn't exist, you can't buy it at any price.

    I can see the point of accruing enough influence to obtain purple or PvP sets: it's akin to striving to be the best at the Olympics. But the desire to simply accrue vast sums of influence is a symptom of the disease at the core of Western civilization.

    However, there is a mechanism to get around the influence cap: placing bids on nonexistent level 51-53 recipes. I'm not sure I would recommend it, though: it could be considered an exploit. If the devs chose to, they could have mobs drop recipes at those levels. The less alert marketeers could then wind up paying two billion for a worthless recipe.

    With I17 the influence and storage caps will be essentially lifted because you'll be able to mail influence to your alts on other other servers. I anticipate a lot of "bank" characters to be created with I17.
  11. Quote:
    Originally Posted by Fulmens View Post
    ... would those be Crushing Impacts, Devastations, or Steadfast/Karma -KB's? Because those have all dropped in price dramatically from their highs.
    The desirable uncommons have decreased in price for several reasons: lower demand because many players are opting for builds that emphasize soft-capped defenses, and larger supply because of AE tickets.

    Also, players who previously bought those for their characters are now trading up to purples or rares as they continue to upgrade their characters.
  12. Quote:
    Originally Posted by Roderick View Post
    Your Teir 9 in your primary is unlocked at level 32. Therefore, you can exemplar as low as 27 and keep access to it. Where are you getting 34 from?
    When you exemp missions at level 30-34 in Ouroboros you are forced to be level 34. The only way you can exemp to level 27 is is you find someone who happens to be at level 27. That means when you're running level 34 missions from Ouro, you'll have access to your level 38 power. For many characters the level 38 power is an important one (especially farming tanks who desperately need that last attack).

    TFs/SFs will exemp you to 25, 30, or 35, I believe.
  13. With the ability in I17 to send influence and items to your own characters on other servers, there will no longer be a serious disadvantage having characters on another server, other than the obvious ones of having to make a new SG and bringing friends along.

    The devs should do a thorough analysis of character transfers before and after the free transfer period and see whether it makes sense from a competitive point of view to make free transfers a permanent feature. Other games have a single server, and while free transfers aren't a perfect analogue to that, they effectively accomplish the same thing.
  14. It partly depends on what you want to do with your character. If you plan to exemp a lot, you need to pick a level you want your bonuses to work at and get IOs at that level. You can start slotting them as soon as it is possible.

    If you plan on running at 50 all the time and want to maximize all your bonuses (by slotting level 50 IOs), you obviously have to wait until 47. If you want to slot purples you have to wait till 50. These have bonuses that work no matter what level you're exemped to, but require that you be level 50.

    I start slotting common IOs at 12, and update as necessary, generally to put in some 25s as needed. Then in the 30s I start slotting IO sets. At that point ED sets in and you can usually get 60% or so accuracy, which is roughly equivalent to slotting 2 Acc and 3 Damage SOs. Powers obtained at higher levels get IOs appropriate to their level, which means their bonuses will work whenever the powers are available.

    If you're concerned about saving cash, you need to plan ahead and spread your purchases over a long period. You need to be able to put in bids and let them sit a long time, adjusting as needed if you're not getting what you need.
  15. Put them in an enhancement bin in a base of a supergroup that both characters belong to. You should be able to get someone to help you invite your second character to the SG without risking anything if you set up the permissions properly. Then kick them from the SG and you're golden.
  16. Depending the AT and power selections, stopping at 35-37 might be best. I find level 30 IO bonuses to be a touch low for my preferences. But I suppose there's room for plenty of lower level recipe producers.

    If your intention is to make money at it, I'd be more likely to buy something at 35 or 37 than 30. I often exemp missions at 34, but don't go lower because I don't have my Tier 9 primary. In that case, you could go as high as 39 and still produce recipes people can use exemped at level 34.
  17. Does using Howling Twilight on an Oil Slick still rez players?
  18. I know where you're coming from with this, but I'm not sure we want to do down that road.

    Knockback is intrinsic to the superhero genre, as well as the action movie genre. When heroes get socked by villains they go flying across the room. When Steven Seagal blows people away with a sawed-off shotgun or a .45 they go airborne. Getting rid of knockback just seems wrong.

    And not all melee characters shun knockback. Some of the worst offenders in my experience are Martial Artists: they have to suffer their own knockback, and somehow live with it.

    Your suggestion is a lot like the Swap Ammo power in Dual Pistols: with a toggle, you can change your secondary effect from knockback to Cold/Fire/Toxic. So this option is already here for one power set.

    In tabletop RPGs (where most of the mechanics from online RPGs come from), pulling your punch doesn't reduce knockback, it reduces damage, or converts it from lethal to a chance of knockout or stun, or converts it from lethal to "endurance" damage. So I'm not sure you'd want to call this toggle "pulling your punch."

    Logically, this toggle would be like the opposite of Power Boost or Power Build Up (or doing Benumb on yourself). Logically, it would reduce all your secondary effects (and damage, potentially), and not be restricted to knockback. Is there any utility in reducing other secondary effects?

    The game is full of inherent conflicts between different ATs, play styles and powers. Tankers complain about controllers using Immobilizes and holds that prevent them from herding. Brutes need to be attacked in order to build Fury, but dominators prevent that when they use their holds. Mastermind pets get in the way of everyone in tight corridors.

    So I'm not sure why everyone singles out knockback as the big villain, when it all really boils down to players doing dumb things that impede other players.

    I'm sure there's a scrapper out there who complained about a Fire blaster killing all the mobs before they can run across the room to kill them, and a WP tanker who complained that he died because the Inferno killed all the minions around him and the boss killed him for lack of regen. Should we nerf Fire blasters because they do too much damage?

    It makes more sense to address a problem power set directly (say, Energy Blast). Change one or two of the blasts to do knockdown instead of knockback, or give it some other secondary effect. All the other power sets that have knockback also have other powers that don't have knockback. Giving the player an option to use a non-knockback blast would be useful (blasters can have a melee secondary without knockback, but defenders with Energy Blast don't have that option).
  19. Quote:
    Originally Posted by Ice_Storm View Post
    heals - should I just stay stocked up on insps or should I go for aidself? I know it's interuptable and hard to use in the midst of a battle but still. Oh and what about the chance to heal IOs. I don't plan on buying most IOs but if these are really really helpful I don't mind using my 50 to finance them
    I took Aid Self on my Fire/Energy blaster, because Fire doesn't have a whole lot of mitigation. DP has KB and a stun/hold, so it has more options than Fire for mitigation in your primary.

    While I occasionally use Aid Self in combat, it's most useful for eliminating your down time between spawns. With two interrupt reduction IOs slotted you can generally use it without getting interrupted, but greens are more reliable in combat, and are a whole lot faster. It also provides stun resistance, so it's useful to use it before you enter combat if you know you're likely to be stunned.
  20. Quote:
    Originally Posted by Megajoule View Post
    My suggestion is that the Devs may wish to implement a hard-coded limit which makes it impossible to gain more than one merit per three minutes. Since these merits are awarded at the end of the arc or Task/Strike Force, it seems to me that the most appropriate solution (if the Devs do wish to enforce their game design) would be to set the merit award to either the default value or the actual completion time divided by 3, whichever is lower. (Extra merits should not be awarded for extra time, lest players leave themselves logged in overnight before completing the arc or task force.)
    It might be useful to cap all rewards per unit time at some ludicrously high rate to prevent characters from using exploits or bugs to gain excessive merits, xp, influence, etc. This would allow the devs to avoid having to rescind levels, or deal with other fallout from excessively high reward rates. By ludicrously high, I mean something two or three times as fast as the best non-exploiting team has done according to the devs' datamining.

    Instead of a mushy "we won't tell you beforehand what we consider exploitative," there would be high but well-defined metric for what constitutes abuse. Much of the AE unpleasantness might have been avoided had such a system been in place.

    The way merits are awarded should be more like all other reward systems in the game: the more mobs you defeat, the more rewards you get. With TFs, the focus is totally on fast completion times for merits; defeating enemies is not a consideration.

    Thus, a logical change to bring TFs into line with the rest of the game would be to reward some base number of merits (smaller than now) for completion of the TF, sort of like a mission completion bonus, plus some number of merits based on the number of mobs defeated. Teams that took longer because they didn't stealth lots of missions wouldn't be penalized for defeating mobs. This would also reward players who run in every mission (assuming that currently someone who sits out a mission gets the same number of merits as someone who did every one).
  21. I wanted to see how cheaply I could get high S/L defense on my blaster. The Ice/Ice/Cold build below has 42.1% Slash/Lethal defense when Hovering and doesn't use the Leadership or Fighting pools.

    The most expensive component required for defense is the Steadfast: Resist/Def. If you invest hundreds of millions in two sets of Kinetic Combat you can get the defense up to 45.8%. The Positron's Blasts are usually relatively cheap and aren't needed for the defense, so you can skimp on those if you're cash-poor.

    Your biggest problem playing this type of build will be mobs that debuff defense. Since you have no defense debuff resistance you will quickly lose your defense if when you start getting hit by things like bullets and Roman swords. Your second biggest problem will be ranged attacks that aren't S/L (Carnies can be bad).

    Depending on the mobs you're fighting you can solo at +0/x6 or higher with ease. My tactics include jumping into the middle of mobs and putting down an Ice Patch. That, Snowstorm and Chilling Embrace provide a lot of mitigation.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Frost Maven: Level 50 Science Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Ice Manipulation
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Ice Blast -- CtlSpd-Acc/Slow(A), CtlSpd-Dmg/Slow(3), CtlSpd-Acc/EndRdx(3), CtlSpd-EndRdx/Rchg/Slow(9), Dmg-I(9), Thundr-Dmg/EndRdx(36)
    Level 1: Chilblain -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(34), Enf'dOp-Acc/EndRdx(40), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(50), Enf'dOp-Acc/Immob(50)
    Level 2: Ice Bolt -- CtlSpd-Acc/Slow(A), CtlSpd-Dmg/Slow(5), CtlSpd-Acc/EndRdx(5), CtlSpd-EndRdx/Rchg/Slow(17), Dmg-I(17), Thundr-Dmg/EndRdx(36)
    Level 4: Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11)
    Level 6: Hover -- Krma-ResKB(A), Flight-I(43)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 10: Freeze Ray -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(13), NrncSD-Acc/EndRdx(13), NrncSD-Hold/Rng(15), NrncSD-Acc/Hold/Rchg(15), NrncSD-Dam%(37)
    Level 12: Swift -- Run-I(A)
    Level 14: Fly -- Flight-I(A)
    Level 16: Health -- Heal-I(A)
    Level 18: Bitter Ice Blast -- CtlSpd-Acc/Slow(A), CtlSpd-Dmg/Slow(19), CtlSpd-Acc/EndRdx(19), CtlSpd-EndRdx/Rchg/Slow(23), Dmg-I(23), Thundr-Dmg/EndRdx(37)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(37), RechRdx-I(39), RechRdx-I(42)
    Level 24: Aim -- RechRdx-I(A), RechRdx-I(36)
    Level 26: Chilling Embrace -- CtlSpd-Acc/EndRdx(A), CtlSpd-EndRdx/Rchg/Slow(27), CtlSpd-Dmg/Slow(27), CtlSpd-Rng/Slow(31), EndRdx-I(31)
    Level 28: Frozen Fists -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(31), TmpRdns-Acc/EndRdx(34)
    Level 30: Ice Patch -- RechRdx-I(A)
    Level 32: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
    Level 35: Combat Jumping -- Winter-ResSlow(A)
    Level 38: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(40)
    Level 41: Flash Freeze -- LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(42), LgcRps-Acc/Sleep(42), LgcRps-Sleep/Rng(43), LgcRps-Acc/Sleep/Rchg(43)
    Level 44: Frozen Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46), S'fstPrt-ResDam/Def+(46)
    Level 47: Snow Storm -- CtlSpd-Dmg/Slow(A), CtlSpd-EndRdx/Rchg/Slow(48), CtlSpd-Acc/EndRdx(48), CtlSpd-Rng/Slow(48), EndRdx-I(50)
    Level 49: Hibernate -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 0: Ninja Run
  22. Quote:
    Originally Posted by Sayaki View Post
    If you are crafting for badges, don't bother selling the enhancements. Sure, it's nice to resell that lvl 50 Accuracy IO for 250,000. But it will take a couple weeks to sell. Why dedicate your very limited WW space to that when you can just sell the salvage from missions 3-5 times a day and get 250k in 10 minutes? It's just not space or cost effective. If you don't know someone who needs it, and don't feel that putting it in the base enhancement tables is conductive to use, just delete it.
    Better advice: don't try to get the Field Crafter accolade in a few days. Take your time at it and you can profit, or at least break even on the types that sell. Pay attention to what's moving and sell those.

    Many of the badges allow you to choose among two or more different types of IOs to get the badge. Craft the ones that sell well when you have a choice. For example, for Mystically Powered you can craft either End Mod or End Red. End Mod usually sells for a lot, while End Red doesn't.

    Also, different IOs have different salvage requirements. When you have a choice, craft the ones that have easily obtainable salvage.

    Supply and demand for certain types of IOs goes up and down all day long, so make a smallish batch and put them up for sale. Wait till they're gone before you make another batch. For example, at this time Level 50 Accuracy IOs are selling for 500K to 600K with 47 bids, 52 for sale. Last time I checked they were going for 300K. Price is highly dependent on someone dumping a bunch of them cheaply: it can oscillate wildly up and down during the course of a day.

    Certain IOs will never sell: holds, sleeps, stuns, confuses, etc. Those make sense to delete. Saving them in your base is a waste of space, so just trash them.

    There are a lot of players with a lot of inf, and they make new characters all the time. They're going to want a lot of level 15-25 Acc, Dam and End Red IOs. If you list them for slightly less than the crafting price you can generally sell them and at least break even, if not profit handsomely. If there are no bids and a ton of a particular IO listed, you may not want to bother however.
  23. It is always a mistake to respond to the barking in the broadcast channel.
  24. Quote:
    Originally Posted by StarGeek View Post
    Because it's so freak'n SLOW. I personally can't stand flight because of the lack of speed. SJ, teleport, and SS are all much faster.
    There are more considerations for the travel power than raw speed. Depending on your AT and playstyle, it may make sense to take Hover and Fly if you're a Blaster that likes to destroy things in safety at range, Air Superiority and Fly if you're a controller that needs an extra damage power and likes to mix it up in melee, Combat Jumping and Super Jump if you're a scrapper or tanker that needs a couple of extra percent of defense, Recall Friend and Teleport if you're an empath with Resurrect, Hasten and Super Speed if you want to get effective invisibility with Stealth (or a +Stealth IO), or if you're running out of power selections and you really want to have Hasten.

    Finally, it's completely reasonable for character concept to dictate your travel power choice. If you're doing a speedster like the Flash, you've got to take Super Speed. And if you're playing a character like Hawkman, you've got to take Fly. No question about it.

    I play a lot of characters with Fly (most of my squishies take it). In my experience playing on teams, I'm rarely the last one to arrive at the mission. That's because I know my way around the city, know how to use the various teleportation systems, and don't dawdle once the team leader has put the mission up.

    Fly is unquestionably the easiest and most reliable travel power. It works everywhere. Super Speed is incredibly painful in many zones: Skyway, Grandville, Firebase Zulu, Dark Astoria, Terra Volta. It's better if you know your way around, but that can take quite some time. Teleport is not reliable if you experience lag spikes. It's also a pain in the neck for many players because the targeting doesn't always work, and it's extremely difficult to chat while teleporting.

    That's the other advantage of Fly. If you like to chat, you can fly and chat at the same time. With the other travel powers it's more difficult.

    Fortunately, anyone can get a jetpack by doing the bank mission that you can do between level 5 and 9. If you missed that, you can buy jetpacks in Firebase Zulu for 10,000. This jetpack is much slower than the Fly travel power, though, and its speed is not enhanceable.

    Though I like Fly the best, I take Super Jump on most of my melee characters. It just seems to fit better. I've got a couple of characters with Super Speed, event though it can really be the pits. I've tried Teleport several times and always respec out of it. I find it unusable unless I've also got Hover, and if you've got Hover there's no reason not to get Fly instead.
  25. Quote:
    Originally Posted by Oneirohero View Post
    What do you people think?
    I agree that Vigilance is broken. I would go further and say it's worse than useless because it punishes good Defenders by giving them nothing for doing their job well. All the other ATs get some effect for performing their duties well, while only bad Defenders get rewarded.

    Furthermore, as characters improve the importance of End Reduction declines. Once you have Stamina it's not very useful, and fully IOed characters with Stamina rarely have End problems. The other ATs' inherents are always useful regardless of how the character is built.

    The bigger problem for Defenders is getting mezzed. While you can (and I always do) keep several Break Free inspirations on hand, almost by definition Vigilance should provide some kind of mez protection. Imagine fighting a bunch of Rikti, and a mentalist alternates between sleeping and holding my Defender. My team is dying, I'm out of inspirations and I have all the End in the world, but am I Vigilant? No. I'm asleep on the job.

    I think a click power that builds up over time and provides mez protection and an end reduction buff that can be clicked when you are mezzed would be the much more logical form of Vigilance.

    I'm not convinced that the inherent should be changed to work solo. I'm also not convinced that Defenders should get Power Build Up for free. You can already get that power as an Epic.

    The mechanism for "charging" the click power should also be dependent on the state of the team's health in addition to you using your Defender primary.

    Arguments about Defenders being the most balanced are really just saying that Defenders are the least overpowered, or stated bluntly, the weakest. Corruptors and Controllers have all the advantages of defenders at slightly lower effectiveness. As someone who has played all these ATs a great deal, in practice the increased effectiveness of the defender primary is almost unnoticeable, especially on teams that have two or more characters with such powersets.