Rodion

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  1. To get full XP and tickets for mobs you must:

    * Publish the mission.
    * Define minions, LTs and bosses for the group.
    * Select at least the Hard power selections for both the primary and secondary power sets. You may add more powers without reducing XP, but it doesn't add more XP to do so.

    If you select the Standard power selections you will get 75% XP for that set. This means that if you select Hard for Primary and Standard for secondary, you'll get 87.5% XP for the mob.

    I find selecting Standard for most attack primaries and Hard for secondaries makes mobs that are tough, but will not be able to one-shot your characters. Powers such as Rage and Build Up can be problematic, and most Hard power selections include those powers when they're in those sets.

    You can also fill out your groups with standard mobs from the standard groups. These can in most cases be recolored and renamed so that they are more consistent with your custom group.

    Be aware that certain standard mobs don't give full XP either: Freakshow and Family, for example, give less XP.
  2. Quote:
    Originally Posted by Catwhoorg View Post
    For Pool A
    Minion should be 2.67% I'm seeing 2.74%
    Lt should be 5.33% I'm seeing 5.19%
    Boss should be 7.99% I'm seeing 8.07%

    Salvage
    Minion should be 8% I'm seeing 8.13%
    Lt should be 10.64% I'm seeing 10.69%
    Boss should be 25% I'm seeing 23.16%
    I'm seeing similar expected rates over a few hundred defeats each across several characters and even got a purple yesterday.

    However, to be fair the recently fixed drop bug wasn't a bug in the drop rate. It was a bug that caused mobs to intermittently appear to be gray and therefore drop nothing. It's a subtle but important difference.

    It may be that the OP has found another case where this condition arises. The only way to be sure is for him to collect data and check the stats. I find that even doing one radio mission on x8/+0 is enough to get close to the expected rates.
  3. If the game lasts another five years the supply of names will become decidedly sparse. Something will have to be done at some point.

    With some creativity, it may be possible to finesse the problem in software. The real problem is disambiguating players with the same name. If it's possible to make certain rules that allow the @global to be omitted in well-defined cases, the ugliness could be minimized.

    For example, if you have friended Gorgeous George@GeorgeGlobal, one such rule could be that that particular Gorgeous George is assumed unless it is qualified by a global. So, if Gorgeous George@GeorgeGlobal tells you, or broadcasts to the zone, or uses /em in your presence, the global part of the handle would never need be displayed. If any other Gorgeous George does anything in your presence, their name will be qualified by global. And if you've friended two different Gorgeous Georges they'll both be qualified.

    Another possibility: the first time you see a name it will be qualified by global, and if no other character by that name is logged on, the global will be omitted in all subsequent communications. If another character with that name logs in the interim, subsequent uses will require disambiguation. This would in essence allow names on unused characters to "age out." If all the other Captain Cosmics have let their accounts lapse, you will inherit sole ownership of the name.

    Another: when ambiguous names are displayed in the chat log they would be in alternate color without the global. Clicking the name would expand and disambiguate, or do some other useful thing.

    Another thing to consider is what problems and exploits can arise from ambiguous names, and take steps to prevent those.

    Instead of saying how terrible this idea is, we should think of ways of making it work in the least intrusive way possible. I'm always able to come up with new names, but the pickings are getting slim. And they're only going to get slimmer.
  4. Quote:
    Originally Posted by Ignitros View Post
    Why did the devs choose to remove the costume parts with these names and such? Not that it matters as I don't have any on my characters but I'm just curious as to why.
    R. Talsorian did some of the early Cyberpunk-oriented tabletop RPGs. They had a gritty feeling with lots of Japanese flavor (from back when it seemed that the Japanese would take over the world, though everyone knows now that it's gonna be the Chinese and the Indians ).

    Unfortunately, R. Talsorian has to be careful about their trademark. If you hold a trademark or copyright, and knowingly neglect to defend it, you can lose it. It's not that they're being bastards about it, it's simply a requirement for companies that wish to maintain their trademarks. The only way to keep using the name in the game would be for the two companies to enter a contract granting CoH specific rights to the use of the name, but I'm sure neither company wants to waste time and money on something so minor. So it's just better all around to take the name out and keep both IPs "pure."

    Most people display little understanding of the difference between copyright and trademark, and what sorts of things are subject to them. Trademarks are essentially reserved names within a particular field that companies can keep forever (company names, product names, etc.), while copyrights are placed on specific works (books, movies, games) for a limited (though quite long) time. Patents have a much shorter period of exclusivity than a copyright, but with very broad potential for licensing.

    There is a great deal of disagreement about what sorts of things are patentable these days, resulting in numerous preposterous patents in the software industry (like Apple's recent application for a patent for forcing you to watch ads).
  5. Quote:
    Originally Posted by Teeth View Post
    So: should my very buff-heavy Empath drop Vengeance?
    I'd go for Tactics over Vengeance. The Confusion, Fear protection and +Per buffs can be very nice, and you benefit from them yourself.

    Letting someone die to get the Vengeance buffs just seems like an exploit, and if you're worth your salt as an Empath you shouldn't be letting people die accidentally.
  6. Quote:
    Originally Posted by Another_Fan View Post
    It is a very very limited subsitute
    Yes, I'd agree.

    The canes can only be redeemed during the event, right? When it's over, there's no way to get that respec, right? So after January the canes will be useless again, and everything will return to normal. Unless they're planning to put the cane-redeeming elf somewhere in the always accessible universe?
  7. Quote:
    Originally Posted by Wavicle View Post
    I think you might enjoy Fire/Dark.

    That's pretty much the ultimate combo of ranged/buff/debuff/control/heal.
    I second this. My first corruptor was a Rad/Kinetics, and it was kind of hard to solo. My Fire/Dark easily solos x5 mobs. Haven't tried a bigger team size, but don't anticipate any problems doing it.

    The Fire/Dark is an excellent choice for avoiding aggro due to the pet, Darkest Night and Fearsome Stare (fear cone), and Tar Patch multiplies your already significant damage as well as helping to keep melee enemies away from you.

    Fire/Rad would also be a good choice, but there your mitigation depends almost completely on your toggles. If you're stunned or held, you become extremely vulnerable. Fire/Dark's Darkest Night is similar to Radiation Infection in that sense, but that's where the pet and Fearsome Stare come in: the pet has its own accuracy debuff toggle, as well as heals, holds and immobilizes that debuff acc, and it is a great aggro magnet. Dropping the pet in the middle of a spawn is a great tactic. Fearsome Stare is a targeted AoE click with a wide and long cone, with a -15% acc debuff.

    Both Fire/Rad and Fire/Dark are good for fighting AVs and Giant Monsters for the big -regen debuff on Lingering Radiation and Howling Twilight. You can't go wrong with either of them, but I'd give the edge in survivability to Fire/Dark.
  8. Quote:
    Originally Posted by Samuel_Tow View Post
    That's exactly what I'm saying. That ability really shouldn't be something you can get by paying $10 more. I'm happy with booster packs as long as they're cosmetic only, but I really start to worry when they put in quasi-travel-powers.
    Given that anyone can buy temporary travel powers in-game with influence, or earn temporary travel powers in-game by doing missions or with day jobs, I don't think that the ability to buy travel powers with real money is any cause for worry.

    People are paying for the cosmetic effect of this particular travel power, which, it may be argued, is much less effective and less unbalancing than the various flight travel powers that can be had for nothing.
  9. Rodion

    Fix Burn

    While I agree that Burn isn't too useful on a Fire/Fire tanker, it works fairly well on a Fire/Ice tanker with Ice Patch. Not perfect, of course, but in combination with the slows from the attacks and all the slipping and sliding, I've found it to be a pretty potent weapon.

    I also have a friend with a Fire/Stone tanker who makes pretty decent use of it in combination with Stalagmites, I believe. They wander around a bit, so it's a little less efficient than Ice Patch, but it works.

    The best power in combination with Burn is some kind of area immobilize, and as a scrapper you can get that with Darkness Mastery in Tenebrous Tentacles. Again, it isn't a perfect "just stand there and let me roast you to death" combo, but it comes pretty close.

    Get to 47 and try that out. I think you'll find it an effective combination. With proper tactics you should be able to get compact groups and immobilize them with TT, and then drop Burn on them.
  10. Quote:
    Originally Posted by Maniac_Raid View Post
    Really I'm just asking, should I just avoid the PvP zones, and only stick to arena PvP until I get a better grasp on the PvP system? Or should I just avoid the PvP zones when there are stalkers in them? Heh
    Stalkers are probably the biggest reason that PvE players find PvP uninteresting. I think most players want a more-or-less fair fight. But getting backstabbed and dying in one or two hits is just tedious. Sure, there are ways to avoid it. But why bother?

    Stalkers have been given two huge advantages (nearly impenetrable stealth and massive first-strike capabilities). I really don't get why something so unbalanced was put in the game, when it's probably the biggest reason controllers, blasters and defenders are not interested in open-zone PvP.

    Your current experiences sound like PvP hasn't really changed at all (people just running around and stalker backstabbing), despite the revamp.
  11. Quote:
    Originally Posted by Futurias View Post
    So has anyone else been running into brutal spawns on +0/x0 Duo Spawns?

    I've personally seen 1 boss, 2 lt.s and 4 minions from ToT and in missions on duos.
    Yes, I've seen bosses as well in these situations. Bosses have been spawning in duos for quite some time now -- long before I16, and on difficulties 2 and 4 when I was running solo. In general I like the way it works, and if I'm on a character that doesn't handle bosses well I just use the boss->LT difficulty option. It's not perfect, but pretty darn close.
  12. Quote:
    Originally Posted by Organica View Post
    I listed it for 500,000. I figured that was being pretty crazy. But by evening it had sold for a million.
    Some of those might be keybounces. I've accidentally typed an extra zero when I'm in a hurry. Man, that hurts.
  13. Quote:
    Originally Posted by BalleRyan View Post
    Thanks! I'll definitely try out that Halloween salvage trick. How many do I have to buy of each to get 118 million? 99 of each? Or just 10 at a time?

    And what are the popular recipes that I should buy, craft, and then sell? This is probably what I'll do to make a lot of influence.
    The problem with any market scheme is that if more than a couple of people do it, it no longer works. You wind up competing with someone else for the same market niche, outbidding each other for the same items, until it's no longer profitable.

    You need to take the general principle "buy low/sell high" and find some unique niche to apply that to. Getting the specific items to buy and sell from suggestions on the forums guarantees you're going to be competing for that niche with someone else.

    Find your own niche (something that sells for a lot that you know how to get cheaply) and keep mum about it. Odds are you won't be able to keep that niche forever; you'll need to adapt over time as conditions change.

    Time was you could buy base salvage in bulk for pennies, craft base components from that and then sell the components for a hundred or thousand times profit. I have no idea what people were using those components for (self buffs maybe?), but that stopped working when they unified base and invention salvage. I made millions that way, back when millions was real money .

    There is no one trick to getting rich. The "easiest" way is to just play the game and have fun with your level 50 character, defeating tons of level 50 mobs. One day, when you're least expecting it, a purple recipe will drop and you will become much richer. Or you might just want to use that recipe for yourself. Just make sure your salvage and recipe inventories are never full!
  14. Quote:
    Originally Posted by AresSupreme View Post
    First, this is the best place for this topic. It is directed at non-pvpers not people that have spent ample amount of time in PvP. Therefore this would be out of place in the PvP section because no one from outside of PvP will read it.
    I think it's perfectly reasonable to post this here. Posting it in the PvP forum would be preaching to the choir.

    The difficulty ratings you give the different ATs are kind of confusing. I'm not sure what the number means. You list Stalkers at 1/5, Defenders at -4/5, and everything else at 2/5 or 3/5. Is the -4/5 for Defenders an error? Should it really be 4/5?

    If that's the case, then you seem to be implying that Stalkers are easy to PvP with, and Defenders are very hard. Which makes sense. I can't see how Defenders could possibly survive solo.

    I want to like PvP, but when I've tried it it's been very dissatisfying (it's been a very long time I have to admit). People would fly and jump around never engaging unless they had numerical superiority, in which case the fight was over in seconds. The other annoying thing was getting teleported by a gang of Stalkers into caltrops and immediately assassinated. In general, being one-shotted or two-shotted is not fun. Getting backstabbed like that a few times pretty much turns you off of PvP in less than 10 minutes flat.

    So, my questions are: is PvP any different now? Is it a total waste of time even trying to play controllers and defenders? Do people PvP on teams in a coherent and coordinated fashion, or is everyone always boinking around like crazy? Is PvP still dominated by Stalkers trying to backstab everyone in the zone?

    At the other end of the spectrum was Scrapper vs. Tanker: the scrapper couldn't do enough damage to hurt my tanker, and the scrapper never stood still long enough to take any damage from the tanker. It was a pointless stalemate.

    My desire for PvP is that it should be a big epic fight, like a fight with an AV or those fights in the comics and the movies. The reality of PvP was nothing like that. It seemed artificial and gimmicky, with everyone constantly running away (or, just as annoying, having their movement suppressed), or getting ganked. There was no enjoyable middle ground.

    What would be the best way for someone with these particular hot buttons to approach PvP these days? That is, what kind of character would be best to try, and under what conditions?
  15. Quote:
    Originally Posted by Lucky666 View Post
    I'm sorry and don't want to or mean to offend anyone but(personal opinion not meant to take shots at anyone)but they have time to add stupid **** like a walking toggle but can't fix Task forces from being stuck on easy mode. This is really disheartening for me and this is just how I feel I can't help it.
    You will sing a different tune when you see female characters sashaying around Paragon City!

    Seriously, the guys who do this have nothing to do with fixing task forces. It seems like a new-guy project to let one of the new programmers/animators that were hired some months back learn how the system works.
  16. This is a build I'd like. I've never taken Chilling Embrace, but it's a melee-centric power. If you're going to use it, you should probably get Ice Sword earlier than level 50 and slot it for real damage.

    On a couple of characters I've got Stealth and the Celerity +Stealth IO slotted in Sprint or one of the Vet sprint powers. With this combination you can freely walk among mobs and go unnoticed. If you put one on fly it will indeed last for two minutes after you detoggle Fly. You might consider dropping Chilling Embrace for Stealth.

    People often try to get proc IOs at a low level so that they work even when you're exemped.

    Quote:
    Originally Posted by Postagulous View Post
    I looked up Freebird and it says "Grants Stealth for 120 seconds when used in an instant effect power. If used in a toggle, stealth will last 120 seconds after the toggle is turned off. Range of stealth is 300 feet in PvP, 30 feet in PvE." at the Paragon Wiki.

    Does this mean that as long at the flight toggle is on, I am stealthed, and then for 120 after the toggle is turned off. But if I get w/i 30 feet of an enemy I will be seen? I think I'm spoiled by SS+Stealth where I actually run into mobs.

    Version 5, removing all stealth

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

    Princess of Slush: Level 48 Magic Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Ice Manipulation
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Teleportation
    Power Pool: Leadership
    Ancillary Pool: Cold Mastery

    Hero Profile:
    ------------
    Level 1: Ice Bolt
    Level 1: Chilblain
    Level 2: Ice Blast
    Level 4: Frost Breath
    Level 6: Hover
    Level 8: Freeze Ray
    Level 10: Aim
    Level 12: Ice Storm
    Level 14: Fly Level 16: Swift
    Level 18: Bitter Ice Blast
    Level 20: Health
    Level 22: Stamina
    Level 24: Build Up
    Level 26: Bitter Freeze Ray
    Level 28: Shiver
    Level 30: Recall Friend
    Level 32: Blizzard
    Level 35: Chilling Embrace
    Level 38: Assault
    Level 41: Flash Freeze
    Level 44: Hoarfrost
    Level 47: Hibernate
    Level 49: Ice Sword

    Also, since the IO won't age, are the higher lev one's stronger? Doesn't read that way.
  17. Quote:
    Originally Posted by FourSpeed View Post
    I

    1> Is anyone else seeing this trend too?

    2> If so, What other factors do you think are contributing to it?

    3> What ideas/suggestions could we propose to entice mid-level folks to
    bring their set recipe drops to market?
    If no one is running content at those levels, recipes won't drop. The events should give us an uptick in level 30 commons and uncommons, but if more people are running level 50s that's where the majority of recipes are going to fall.

    Quote:
    Originally Posted by Heraclea View Post
    When my newest scrapper turned 32 I started looking into assembling her some Multi-Strike sets. They were scarce as hen's teeth in the 35-40 level range; with For Sale Only turned on, there were many, many gaps in the available recipes and crafted buttons.
    Part of the problem is that for years sets like Multi-strike never sold. If you put them on the market for more than the vendor price you were just wasting slots. So it may be that people who pull down lots of recipes are just vendoring the things that, in their experience, have not sold well historically.

    The same thing is true for many common recipes. The level 10-45 recipes usually sell for a fraction of what you would pay for them on the crafting table, and usually much less than the vendor price (while, inexplicably, certain ones sell for much more!). It makes more sense to vendor a level 50 Acc for 110K (or whatever it is), than to waste a market slot on it and net maybe 90K.

    A significant problem is that the random rolls don't allow you to generate recipes at a selectable level. The bronze ticket roll (and the 20-merit random roll, if I'm not mistaken) give you recipes at your level, or the closest available level for the recipe.

    I'm one of those who would like to generate recipes in the 30s, but have to settle for 50s a lot of the time. Being able to select the level of a randomly generated recipe roll would be a great change.
  18. Quote:
    Originally Posted by Miladys_Knight View Post
    Shocking bolt - no hold in the primary or secondary so it can't be stacked on a boss which is where you would need it on a team.

    Sirens - can be proc'd (which would be of low value) or it can be slotted as a set mule with a cheap purple set. It's main use would be to stop a team wipe by sleeping an Add before it got to the group. Either way it's very situational especially when used while on an inexperienced team.
    When you're teamed Shocking Bolt will stack with any other character's hold to hold most bosses, so it can be extremely useful if you coordinate with a teammate. For example, a SS tanker's Knockout Blow is a hold, which means the tanker can charge in, use KOB on a Carnie Ringmistress, while you use Shocking Bolt, and BAM she's held.

    Mine recharges in 7 seconds and has a 24-second duration, so once you hold most bosses you can keep them held. That also means you can hold most bosses in less than 10 seconds with two applications of Shocking Bolt.

    Siren's Song and sleeps in general are better than most players give them credit for. If you do any soloing it's quite useful. Even on big teams you can let loose with Howl and follow up with Siren's Song, and the aggro you just generated starts snoozing. Odds are they'll be awakened by someone else and the other team mate will get the aggro. Depending the team makeup and attack sets, mobs can stay asleep surprisingly long. And until they wake up, it's as good as a hold.
  19. Quote:
    Originally Posted by GavinRuneblade View Post
    Just out of curiosity, how do teams work with regards to Oro merits? I've never managed to talk anyone into joining me so I have no idea. Can two people do an arc together and both get merits the same as you can if you do it together when you both have the contact?
    Yes, it's just like a task force.

    Everyone has to be together when you start Ouro mission (you can also start it in the base if you have the crystal there), and everyone gets the merits at the end of the TF.
  20. Rodion

    Disappointed

    Quote:
    Originally Posted by Coyote_Seven View Post
    As for videogames being an artform: Videogames haven't even existed for a century.
    We've learned a lot about what constitutes an art form in the last century. Any medium that combines creativity and craftsmanship is essentially an art form. An art form's tenure really has no bearing on legitimacy. Whether or not society has granted its imprimatur to legitimize an art form is beside the point. Something becomes an art when the artists and their audience agree that it is.

    Now, while most objects of any type of craft are mere handiworks, there are exemplars that are definitely works of art.

    For example: an authentic Ming vase is a work of art. The flower vase I buy at Bed, Bath and Beyond is mere handiwork. Pottery is an art form. The vast majority of pots that have ever been made are simple objects with no artistic value.

    Paintings by Rembrandt are works of art. The illustration on my cereal box and most book covers are handiwork.

    Film is an art form. The vast majority of commercials and popular movies are simply handiwork.

    Handiwork becomes art when its aesthetic sensibility and craftsmanship exceeds the mundane and becomes something more than its basic functionality. But it's more than that. We as a people imbue things with a sense of time and place that reflect their origins and history, and our feelings about them.

    That means it is possible for a mundane, well-crafted object to become art over time. Like the pottery of ancient Greece. Or some of the common, mass-produced yet well-made porcelains of the nineteenth century that have now become rare -- and somehow through the magic of time -- works of art.

    So it is with computer games. The problem with computer games is that they are so complex, crafted by so many different hands, that it is almost impossible to maintain a high level of craftsmanship and artistic sensibility throughout. They are filled with rambunctious and profane players who constantly break the mood of the artistic sensibilities of the game.

    Yet there are almost certainly many beautiful and artistic images throughout the world of computer games, wonderful pieces of music, well-crafted words and set pieces combining all these elements to evoke a sense of mystery, wonder, joy, foreboding, fear, elation: the whole gamut of emotional reactions.

    And isn't that what art is all about?
  21. Rodion

    Uber veterans

    Quote:
    Originally Posted by GarfieldZ View Post
    This for the uber vets! I class these as players who have like a 48 month badge and higher!

    for these uber vets, i have 3 question! what toons have you been playing for all this time? have you played one from when you started till now? whats your favourite build?
    I've tried every AT but one (Arachnos soldier) to at least 10. I switched servers and so my first couple of characters are either deleted or still stranded at 41, but I've got more than a dozen 50s and three or four dozen characters total.

    I'm partial to ranged ATs (controllers, defenders, blasters) because you can "see the board" better. Melee characters often miss out on what's going on around them (see: scrapper lock), and aren't always aware when something nasty's going down. I played an empath defender and controller early on, so I got used to watching out for the rest of the team.

    If I didn't play a lot of characters I would have quit long ago. I like being able to do something different all the time -- ranged to melee, high to low level, hero to villain, etc. I also like playing all different ATs so that I understand how to work better with them. You can't understand a tanker till you've herded a mile in his shoes (though I'm not a big fan of herding).

    One of my earlier characters was a Storm/Electrical defender. I'm still partial to Storm because of the controlled chaos. It's a good all around set with some healing, lots of debuffing and good mitigation. If only it had some -regen...

    I still play some of my earliest characters at least once or so a week, but there are way to many to go back to all of them on a regular basis. I'm still doing respecs and second builds on the old characters to try different things. I've put one purple set on three or four characters because I got drops I could actually use, so I got the rest of the set. But it's way too much work to get three or four sets for one character, and they really don't offer much of a variety of bonuses. Really, only +Recharge is all that fabulous.
  22. Quote:
    Originally Posted by Fury Flechette View Post
    Actually I never thought of that. I suspect that if players had their own personal storage, regardless of whether or not they had access to base storage, they could save *alot*.

    The market implications would be interesting, because I think it would encourage more hoarding than is already occurring.
    You actually don't need to store everything up front. If you just buy IOs on the market ahead of time as you can use them starting at level 12, then slot 20s at 17 in the new slots, etc., you never need to be in a hurry for anything. If you've got a mix of 15 and 20s at level 22, you don't have to upgrade to 25s, or 30s at 27; you can plug in 30s as you get the ones you need on the market. The acc bonus from a 15 and 20 IO is 44.8%, which is soft-capped for hitting at least +1s and +2s.

    Furthermore, if you save the salvage needed for crafting IOs in your personal vault, you can usually keep enough of the high-demand stuff in stock for when you need it (and these days most salvage isn't crazy expensive -- just a few like Luck Charms). Then you can always craft the odd IO that you need immediately if you don't happen to get one on the market before you level up. Recipes are still dirt cheap on the market, and you can always buy them from the table if you don't want to wait. But most of the time you can get the IO you want for a reasonable price if you just wait a day (because people going for the crafting accolade have to unload hundreds of the things).

    The key is to keep the IOs you'll need for the next couple of levels on your character. Then you can also buy or craft what you need ahead of time at your leisure.

    If you have a crafter character you can outfit your alts with level 30 IOs for much less than the cost of SOs (excluding salvage). You just need to make up, say, 10 at a time of what your alt will need next, put them in base storage, log in with that alt, then store them on your character or in the market slots as needed. No need to store hundreds in the base.

    I wind up storing a fair number of IOs for the next few levels in the enh slots on my characters. I may miss some drops, but trainers and DOs are next to worthless, so it doesn't really matter if I miss a few. And in the grand scheme of things, SOs aren't really worth much either.
  23. Quote:
    Originally Posted by Texarkana View Post
    Since we're getting an expansion, do you think (or know) if the devs are intending to unlock any (say 2) additional character slots per server? We started with 8 unlocked, then expanded to 12 unlocked with then the option to have up to 36 but it would be nice for the purchase if they threw in a few so we can play new characters.
    Given the precedent with City of Villains, the logical thing would be to give four new character slots with Going Rogue, and increase the total number of slots possible to 40 or 48 so that all subscribers would be able be able to receive their new slots.
  24. Quote:
    Originally Posted by New Dawn View Post
    It does indeed need correcting.

    But given the thought of limited funds I am going to offer something of a quick, hopefully affordable from sale of enhancements you don't need, correction.

    I won't change your powers on you as it may have a concept to it as I would say Presence Pool and Leaderships would need a specific idea for me to choose them.

    It's not an unaffordable completely min/maxed build neither, just a quick correction is all.
    I'd go a step further and recommend putting two or three more Crushing Impact sets of five for the extra 10-15% recharge set bonus. Even a set of level 35s gives you better numbers than common 50s. The hit point set bonus is useful too. If you're willing to wait a bit, you can get CI for pretty reasonable prices (a level 50 tank can earn enough for a few sets pretty fast).

    Be careful you don't take too many of the same bonus, though. Remember the rule of five.
  25. Quote:
    Originally Posted by GibberingLunatic View Post
    Feel free to also point out any accolades I should explicitly get for my build as I already have the Freedom Phalanx Reserve one.
    Definitely go for The Atlas Medallion, Portal Jockey and Task Force Commander. This all increase hit points or endurance, two things you can never have too much of.