Runo

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  1. Thanks for all the advice, all! I'm pushing my way to 50 as fast as I can, hoping to make this toon my fifth non-AE 50. My biggest concerns are getting the rest of the money to IO him out, which I should make by 50 (I'm sitting on almost 800 mil right now, with 100 mil in crafted IOs sitting in storage), getting all the hero accolades for HP and Endurance, and choosing the right Alpha Slot. I do like mauk2's idea of taking the +RECH/HEAL slot. Aside from the obvious benefit of improved recharge, Spiritual Radial Boost's heal - to the best of my knowledge -- will increase my MaxHP by a fair amount from Dull Pain, the regeneration on Health, and (maybe) my +HP accolades?

    @Void Spirit: I skipped a travel power because I don't intend to ever PvP and I also couldn't think of a way to optimize the build's strong traits without weakening them by adding a travel power. I wouldn't have minded Fly for getting around, but since I don't intend to ever PvP, I figured I could get by just buying jet packs from the Firebase and using Combat Jumping in combat.

    Regarding Kismet, that's actually a REALLY good idea, but I figured my +ToHit from Invincibility and Power Siphon and slotting (plus bonuses from sets) for Accuracy would help me land hits a fair amount.

    With all the advice I've read, I revamped the slotting a bit, so that should address the resist passive issues.

    The reason for saturating my defense over the softcap is wariness of Defense Debuffs, but as long as I have 2-3+ targets on me or am not fighting a defense-shredding AV, I ought to be fine, so I turned down the defense a bit.

    @mauk2: Definitely agreed on the idea for the Incarnate slot. As for Mu, that would require me to swap to rogue alignment and to plow through the patron arc. That's not really a problem, per se, but I was eying fire for its slot usefulness and for how much it pads my damage. Still, Mu is a pretty handy idea (as it has TWO AoEs for scrappers, doesn't it?)

    @bAss_ackwards: Fantastic build. I revised it with my own touches that may or may not help more or less, depending on what I'm fighting, but I'll leave that up to you and all the critiquers. Thanks!



    I took the advice from all of your builds and came up with this from modifying bassackward's build a bit with everyone's advice in mind (though if my version isn't up to snuff, I'll just stick to Bass' build -- he has softcapped F/C defense in a mob of 8 or 9... mine needs 10). I didn't fit the Kismet in yet for the above reasons, but I probably should ... it just seems like ToHit overkill. Any thoughts/further tinkering to be done? I know the S/L/NRG/Neg defenses are still a bit higher than usual, but I'm hoping to compensate as much as possible for defense debuffs so Cimerorans don't shred me. Of course, as mauk2 mentioned, my defense should shoot through the roofs so that I'm softcapped to almost all the typed defenses when I'm in a crowd... unless I'm overestimating the usefulness of Invincibility. lol

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Scrapper
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Invulnerability
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Body Blow -- Mako-Acc/Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(37), RctvArm-ResDam(40), RctvArm-ResDam/EndRdx/Rchg(50)
    Level 2: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(25)
    Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 6: Power Siphon -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(7)
    Level 8: Dull Pain -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal(9), Dct'dW-Rchg(9), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx(37)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Knock%(46)
    Level 14: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(40), Aegis-ResDam/Rchg(45)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/Rchg(42)
    Level 18: Burst -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(19), C'ngBlow-Acc/Dmg(21), C'ngBlow-Dmg/Rchg(21), C'ngBlow-Acc/Rchg(23)
    Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(43)
    Level 22: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(37), Aegis-Psi/Status(46)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(25)
    Level 26: Focused Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam(39)
    Level 32: Concentrated Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 38: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Slow%(42), BasGaze-Acc/EndRdx/Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(46)
    Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48)
    Level 49: Unstoppable -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(3), Efficacy-EndMod/Acc(40)
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 21.75% Defense(Smashing)
    • 21.75% Defense(Lethal)
    • 9.25% Defense(Fire)
    • 9.25% Defense(Cold)
    • 21.13% Defense(Energy)
    • 21.13% Defense(Negative)
    • 3% Defense(Psionic)
    • 15.19% Defense(Melee)
    • 13.94% Defense(Ranged)
    • 6.125% Defense(AoE)
    • 1.8% Max End
    • 4% Enhancement(Heal)
    • 50% Enhancement(RechargeTime)
    • 16% Enhancement(Accuracy)
    • 4% FlySpeed
    • 155.61 HP (11.62%) HitPoints
    • 4% JumpHeight
    • 4% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 15.4%
    • MezResist(Terrorized) 2.2%
    • 11% (0.184 End/sec) Recovery
    • 50% (2.795 HP/sec) Regeneration
    • 2.835% Resistance(Fire)
    • 2.835% Resistance(Cold)
    • 3% Resistance(Psionic)
    • 14% RunSpeed
  2. I recently rolled a KM/INV scrapper with the potential to be pretty boss, but since I am terrible at actually fine-tuning and optimizing builds, I was hoping you all could glance over the build and point out all the glaring flaws I've undoubtedly stumbled over and missed entirely. ;p

    The build SEEMS pretty boss; it totes Perma-Dull Pain, S/L/NRG/Neg typed defense softcap, 70% S/L resistance, and 200% regeneration over 2500 MaxHP (with accolades and DP running). I am also pleased with the recovery rate and minimal endurance used, but overall I'd like to have more slots to tinker with for Hasten, Power Siphon, Health and Stamina et al/et cetera. I have never played either of these sets nor a scrapper to 50 (my highest is 48.5), but I intend to fix that with this pairing.

    I have all the most expensive IOs except for those darn LOTGs, so I should be able to cover the cost once I've nabbed the IOs off my other toons and shelled out the extra cash.

    And ... without further adue, here is the build. Any advice, please? ;>



    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Scrapper
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Invulnerability
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Body Blow -- Mako-Acc/Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(37), RctvArm-ResDam(40), RctvArm-ResDam/EndRdx/Rchg(40)
    Level 2: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(25)
    Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 6: Power Siphon -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(7)
    Level 8: Dull Pain -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal(9), Dct'dW-Rchg(9), Dct'dW-Heal/Rchg(34), Numna-Heal/Rchg(37)
    Level 10: Hasten -- RechRdx-I(A)
    Level 12: Boxing -- Dsrnt-I(A)
    Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(40), RctvArm-ResDam(46), RctvArm-ResDam/EndRdx/Rchg(50)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/Rchg(43)
    Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
    Level 20: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(23)
    Level 22: Resist Energies -- S'fstPrt-ResDam/Def+(A)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(37)
    Level 26: Focused Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(43)
    Level 32: Concentrated Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(43)
    Level 38: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42), RedFtn-EndRdx(50)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Slow%(42)
    Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48)
    Level 49: Melt Armor -- Achilles-ResDeb%(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(3)
    ------------
    Set Bonus Totals:
    • 7.5% DamageBuff(Smashing)
    • 7.5% DamageBuff(Lethal)
    • 7.5% DamageBuff(Fire)
    • 7.5% DamageBuff(Cold)
    • 7.5% DamageBuff(Energy)
    • 7.5% DamageBuff(Negative)
    • 7.5% DamageBuff(Toxic)
    • 7.5% DamageBuff(Psionic)
    • 22.38% Defense(Smashing)
    • 22.38% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 20.5% Defense(Energy)
    • 20.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 18.31% Defense(Melee)
    • 17.38% Defense(Ranged)
    • 3% Defense(AoE)
    • 32.5% Enhancement(RechargeTime)
    • 41% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 8% FlySpeed
    • 105.42 HP (7.873%) HitPoints
    • 8% JumpHeight
    • 8% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 15.95%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 2.2%
    • 6.5% (0.109 End/sec) Recovery
    • 40% (2.236 HP/sec) Regeneration
    • 4.095% Resistance(Fire)
    • 4.095% Resistance(Cold)
    • 8% RunSpeed



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  3. Wow! Comparatively, I pretty badly over-slotted some powers while under-slotting others (and I didn't realize I went over the 'rule of 5'). Thanks for the build, and for catching my errors. :>
  4. Hey folks,
    So I know I post builds a lot, but here is a 'finalized' build for my 50 SS/WP that I am extremely proud of. I know it's costly, but I'm not too far from having all the funds necessary to build it. He has his Tier 2 Spiritual Radial Boost Alpha-slot, but I have enough shards to craft any other Tier 2 Alpha if need be. For now, I went with Spiritual to pad his regeneration and MaxHP and to make up for his modest-at-best recharge rates.

    All with the T2 A-Slot running: a brief rundown; the build totes about 800% regen with one RTTC target, just over 2600 MaxHP, S/L softcap and fairly good resistances... and other goodies that you can take a look at in the build itself. I know the FOTM mastery for SS/WP happens to be Energy, but I think this build performs pretty well for what I want it to do; that is to say, I'd prefer to be able to tank when needed and preferably off-tank while supplementing solid damage to the group or task force or what have you. It provides good AoE debuffs (RTTC, Shiver), solid area-based damage with Foot Stomp and Ice Storm, and always has the attack chain ready and roaring to go -- not to mention Knockout Blow and its ability to stack holds on bosses and EBs with Ice Block and the proc occasionally going off, too.



    Critique appreciated!






    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Nefarious Shade: Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Arctic Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), ResDam-I(31), Heal-I(40), Numna-Heal/EndRdx(40), Numna-Heal(43), ResDam-I(48)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 4: Fast Healing -- Numna-Heal/Rchg(A), Heal-I(13), Numna-Heal(29), Numna-Regen/Rcvry+(31), Mrcl-Heal(36), Mrcl-Rcvry+(43)
    Level 6: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(39), RctvArm-ResDam/Rchg(40)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
    Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(17), Numna-Heal/Rchg(17), Numna-Heal(34), DarkWD-Slow%(50), DarkWD-ToHitDeb(50)
    Level 18: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(19), Rec'dRet-Pcptn(19)
    Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(21), Efficacy-EndMod/Acc(36)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(29), KntkC'bat-Dmg/EndRdx/Rchg(31), KntkC'bat-Dmg/EndRdx(39)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def(27)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(45)
    Level 30: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(42), Zinger-Taunt/Rchg/Rng(45), Zinger-Acc/Rchg(45), Zinger-Taunt/Rng(46), Zinger-Dam%(46)
    Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
    Level 35: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
    Level 38: Strength of Will -- ResDam-I(A)
    Level 41: Block of Ice -- Lock-%Hold(A)
    Level 44: Shiver -- P'ngTtl--Rchg%(A)
    Level 47: Ice Storm -- Dmg-I(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48)
    Level 49: Super Jump -- Jump-I(A)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Knock%(46)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- RgnTis-Regen+(A), Heal-I(23), Heal-I(34), Heal-I(50)
    Level 2: Stamina -- EnManip-EndMod/Rchg(A), Efficacy-EndMod(3), Efficacy-EndMod/EndRdx(3), EnManip-EndMod(43)
    ------------
    Set Bonus Totals:
    • 5.5% DamageBuff(Smashing)
    • 5.5% DamageBuff(Lethal)
    • 5.5% DamageBuff(Fire)
    • 5.5% DamageBuff(Cold)
    • 5.5% DamageBuff(Energy)
    • 5.5% DamageBuff(Negative)
    • 5.5% DamageBuff(Toxic)
    • 5.5% DamageBuff(Psionic)
    • 31.13% Defense(Smashing)
    • 31.13% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 19.88% Defense(Melee)
    • 4.25% Defense(Ranged)
    • 3% Defense(AoE)
    • 6% Enhancement(Heal)
    • 47.5% Enhancement(RechargeTime)
    • 9% Enhancement(Accuracy)
    • 219.27 HP (14.63%) HitPoints
    • MezResist(Immobilize) 15.95%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 2.75%
    • 20% Perception
    • 8% (0.134 End/sec) Recovery
    • 92% (5.758 HP/sec) Regeneration



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  5. So I know we're not even 100% sure if/when we're getting staff melee in the way that we imagine, and that by the time I post this, the devs may have already have Staff Melee ready to launch in time for i20/i21, yada. Who knows! This is just a 'for fun' thread.

    A lot of people are wondering how the devs could differentiate Staff Melee so it's not just a re-skinned melee set that we've already seen. That is why I would like to introduce the idea of 'Shift Stance', a low-tier power choice akin to Dual Pistol's own "Swap Ammo." Shift Stance lets you toggle between (or turn off) three separate stances that will modify almost every ability in your arsenal.

    Bruising: You have trained with mystic fighters from an ancient clan of warrior-mages. Though you don't wield the magics that they do, their training left you capable of exploiting weaknesses in the enemy's defense. Each hit in the Bruising stance will debuff the target's Defense by a scaling value depending on the attack itself and increase your ToHit by 2.5% (stacking up to three times and refreshing itself with each consecutive strike), but your total damage dealt is decreased by -8% and your ferocious strikes leave you worn, making it harder to shrug off damage. Your Resistance to Smashing/Lethal damage decreases.

    Breaking: You walk softly, carry a big stick, and know how to do both expertly. You aren't trained in any one particular fighting style, but you do know how to make your hits land, and land hard. Each strike debuffs the enemy's Resistance values to all damage by 7% (stacking up to three times and refreshing itself with each consecutive strike), and any targets caught in the initial AoE will have the Broken Bones debuff applied to them, but only single target attacks will stack and refresh after the initial AoE. This stance is so wild and deadly that your ToHit and Defense to Smashing/Lethal damage are reduced by 2.75% and 3%, respectively.

    Stand Your Ground: You are a warrior trained as expertly as a Shao Lin Monk (though perhaps not trained by them, specifically). This Stance causes every attack to improve your Resistance to Smashing and Lethal damage and Defense Debuff Resistance values, but for as long as you are in this stance, your Damage and ToHit values remain decreased by -7.5% and -4%, respectively.

    So, with the Bruising, Breaking, and Stand Your Ground stances, developers could keep the animations the same for the entire set (like DP, but maybe they could implement alternate animations later?), but let players choose a stance that adheres to their playstyle or the situation they happen to be facing. Any thoughts? :>
  6. I hope this hasn't been suggested before. Like most of my ideas, it probably has been. That aside, here's hoping! ;O

    The idea is short and sweet: with the ability to swap entire sets of animations, or alter them for just one power, is there any chance that powerset-based (like primary/secondary, not power pool -- for now!) Taunt powers can be given the option to swap animation styles regardless of powerset? Say you're a Kinetic Melee scrapper and want the Martial Arts animation for Confront, or a Super Strength Brute who wants the Dual Blades taunt just for the heck of it. I'd like to see it be changed so that you can use any Taunt/Confront animation that players want to use!

    Of course the biggest hitch I can see is people using this to get out of draw animations for weapons-based taunts, but maybe the root time can be made the same for all aggro powers...?

    Thoughts?
  7. Here is yet another build to consider. I've posted a few of these threads, but I think I finally have a handle on how to build a decent toon; this build is the one I intend to build into once financially plausible, and while costly -- I have some of the more expensive IOs already and the cash to pick up a few others. I think the returns are quite worth it. Here's what I'll be getting out of it as soon as I CAN finally afford it...

    It totes softcapped S/L, 30% or higher typed defense to all but Psionic, and just over 31% Melee positional defense. On top of that, once I grab my accolades, I'll be looking at a flat rate of 2500 max HP before buffs and I'd be packing 717% regeneration as long as one target is in range of RttC (I could get a solid 1161% at the aura cap). The build is also equipped with 117 Endurance and a pretty solid recovery rate, IMHO. Rage, Assault and IO bonuses total in for an extra 93.5% damage bonus (80+10.5+3), so that's not too shabby either I think!

    The most glaring flaws that I know of are thus: the ranged and AoE defense values could use work, as could the recharge values (not too terrible with 42.5% from IOs), but these are holes that I anticipate to easily be filled with the Incarnate slots I chose, which is my biggest concern: I chose spiritual for +RECH and healing, which just made my regeneration and hitpoints even higher. DPS has also improved due to the recharge in this build being much better than before, but I'm wondering if this was the wisest move to make...

    Without further adue, ZE BUILD!:
    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), ResDam-I(31), ResDam-I(31), Heal-I(40), Heal-I(40), Heal-I(46)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 4: Fast Healing -- Numna-Heal/Rchg(A), Numna-Regen/Rcvry+(31), Heal-I(36), Numna-Heal(37), Numna-Heal/EndRdx(43)
    Level 6: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(39), RctvArm-ResDam/Rchg(40)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg(11), HO:Nucle(45)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(45)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(43)
    Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(17), Numna-Heal/Rchg(17), Numna-Heal(36)
    Level 18: Rage -- RechRdx-I(A), RechRdx-I(19), Rec'dRet-ToHit/Rchg(19), Rec'dRet-Pcptn(43)
    Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(21)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def(27), LkGmblr-Def/EndRdx/Rchg(48)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(34)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(42)
    Level 35: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(50)
    Level 38: Strength of Will -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(48)
    Level 41: Superior Conditioning -- EndMod-I(A)
    Level 44: Physical Perfection -- Heal-I(A)
    Level 47: Resurgence -- RechRdx-I(A)
    Level 49: Super Jump -- Jump-I(A)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- RgnTis-Regen+(A), RgnTis-Heal/EndRdx/Rchg(23), Heal-I(34), RgnTis-Heal/Rchg(46)
    Level 2: Stamina -- P'Shift-End%(A), Efficacy-EndMod(3), Efficacy-EndMod/EndRdx(3)
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 29.25% Defense(Smashing)
    • 29.25% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 6.75% Defense(Energy)
    • 6.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 18.94% Defense(Melee)
    • 4.875% Defense(Ranged)
    • 3% Defense(AoE)
    • 18% Enhancement(Accuracy)
    • 42.5% Enhancement(RechargeTime)
    • 12% Enhancement(Heal)
    • 253 HP (16.88%) HitPoints
    • MezResist(Immobilize) 17.05%
    • MezResist(Stun) 2.2%
    • 20% Perception
    • 74% (4.631 HP/sec) Regeneration
    • 4% RunSpeed

    Code:
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  8. Gotta get on board with this suggestion; I don't see why it shouldn't or couldn't be updated, and it'd make a LOT of people happy. /signed
  9. So I thought up a (hopefully!) simple suggestion that has probably been brought up before, but my Search-Fu failed me if it has. I hope I'm not reposting an idea that many people have brought up. But... uh, I probably am.

    I was hoping that more of the in-game windows, like the respec system and the enhancement options window, could be changed from full-screen where you cannot chat or move or anything. To me, this can be hindering, since you might be mid-respec and you need to ask a friend / channel for some build advice and ... you can't, because you're in the respec menu. D: So, my proposal is this (if it's even possible) -- change the respec and enhancement windows and other such windows so that there is an option for players to change them to half-windows, like the Mission Architect windows, so that we can chat and move around and all that. Pleeease?

    Of course I'm entirely oblivious to whether or not this is even plausible in terms of coding or game mechanics. Please hit me with a shovel if that's the case!
  10. Quote:
    Originally Posted by Syntax42 View Post
    The only problem with BS/SD is that you have to stop DPSing to heal yourself. Also, Aid Self can be interrupted. That's why Dark Melee pairs so well with SD.


    You can drop a slot out of Tough and still remain over the AoE soft cap.

    Phalanx Fighting should only be enhanced with a LoTG or a Kismet 6% to-hit. The defense provided while no allies are nearby is not enhanceable.

    If you want to hit the Defense Debuff Resistance cap, you will need 3 Membranes or 2 Membranes and 1 Enzyme in Active Defense. You will also need to pick up and run Grant Cover.
    Great post, thanks!

    Aid Self: Should I pick it up anyway or skip it? It's my figuring that if I'm softcapped consistently, maybe I can fire off Aid Self in emergencies?

    Tough: Thanks! I didn't even notice that -- something I overlooked.

    Phalanx Fighting: Good thought. I'll toss a LOTG and maybe Kismet in there.

    Defense Debuff +RES: I'll look into those at 50 -- that's a solid idea. Grant Cover is something I wanted to nab post-i19 though, unless I should have it/want it/need it now? ;O
  11. Hey all,
    So I'm trying to make a decent PvE scrapper, and I decided for personal reasons to try to make a decent Broad Sword/Shield Defense scrapper. Mine's already 39.5 ATM, but I'm hearing that BS/SD is good in PvE -- "just not that great"? I'm kind of hoping that I can make an already good combo REALLY good. ...Really, really hoping. I built a build in Mids that doesn't seem to bad, albeit expensive, but I should have the money by the time i19 arrives to build at least .. MOST of it.

    What the build offers pre-i19:
    *Softcapped positionals to all but Melee, but darn close -- I have Parry, so I think I'm safe there.
    *Fairly nice bonuses from IOs on top of what I feel is a good standalone build.

    What I want to do with this build: Slap me if it's not possible!
    *Be able to be a REALLY CRUNCHY "off-tank" (not that you need a tank in this game, arguably enough), able to supply good damage and also soak up extra mobs that the tank can't grab hold of due to aggro cap or the tank is taking too much damage.
    *I'd like to be able to be a self-sustaining damage dealer, either through decent regeneration or just being able to survive through whatever the enemy throws at me.
    *I'm not exactly sure as to what I'm doing with my Auxillary/Patron Power Pools. For now I took Hibernate just for that second chance. Thoughts?

    What should I choose for my 3 powers post-i19?:
    *Medicine Pool - Stimulation & Aid Self:
    *Grant Cover: For -Rech/-Def +RES.
    *Others?: Maybe Spirit Shark Jaws so I could actually PvP on this toon...



    The tl;dr Build:
    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Runo: Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Leviathan Mastery

    Hero Profile:
    Level 1: Hack
    • (A) Mako's Bite - Accuracy/Damage
    • (3) Mako's Bite - Damage/Endurance
    • (7) Mako's Bite - Damage/Recharge
    • (11) Mako's Bite - Accuracy/Endurance/Recharge
    • (23) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (39) Mako's Bite - Chance of Damage(Lethal)
    Level 1: Deflection
    • (A) Resist Damage IO
    • (9) Luck of the Gambler - Defense/Endurance/Recharge
    • (15) Luck of the Gambler - Defense
    • (31) Luck of the Gambler - Defense/Endurance
    • (34) Luck of the Gambler - Recharge Speed
    Level 2: Slice
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (3) Scirocco's Dervish - Damage/Endurance
    • (7) Scirocco's Dervish - Damage/Recharge
    • (23) Scirocco's Dervish - Accuracy/Recharge
    • (42) Scirocco's Dervish - Accuracy/Damage/Endurance
    Level 4: True Grit
    • (A) Healing IO
    • (5) Steadfast Protection - Resistance/+Def 3%
    • (5) Resist Damage IO
    • (11) Resist Damage IO
    • (43) Healing IO
    Level 6: Hurdle
    • (A) Jumping IO
    Level 8: Battle Agility
    • (A) Luck of the Gambler - Defense/Endurance
    • (9) Luck of the Gambler - Defense/Endurance/Recharge
    • (15) Luck of the Gambler - Defense
    • (40) Luck of the Gambler - Recharge Speed
    Level 10: Active Defense
    • (A) Recharge Reduction IO
    Level 12: Hasten
    • (A) Recharge Reduction IO
    • (13) Recharge Reduction IO
    • (13) Recharge Reduction IO
    Level 14: Health
    • (A) Regenerative Tissue - +Regeneration
    • (17) Numina's Convalescence - +Regeneration/+Recovery
    • (17) Miracle - +Recovery
    • (45) Miracle - Heal
    • (46) Empty
    Level 16: Against All Odds
    • (A) Endurance Reduction IO
    Level 18: Whirling Sword
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (19) Scirocco's Dervish - Damage/Endurance
    • (19) Scirocco's Dervish - Accuracy/Recharge
    • (25) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (25) Scirocco's Dervish - Damage/Recharge
    Level 20: Stamina
    • (A) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Recharge
    • (21) Performance Shifter - EndMod/Accuracy/Recharge
    • (40) Performance Shifter - Accuracy/Recharge
    • (43) Performance Shifter - EndMod/Accuracy
    • (43) Performance Shifter - Chance for +End
    Level 22: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (40) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    Level 24: Parry
    • (A) Accuracy IO
    • (46) Luck of the Gambler - Recharge Speed
    Level 26: Disembowel
    • (A) Mako's Bite - Accuracy/Damage
    • (27) Mako's Bite - Damage/Endurance
    • (27) Mako's Bite - Damage/Recharge
    • (29) Mako's Bite - Accuracy/Endurance/Recharge
    • (29) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (31) Mako's Bite - Chance of Damage(Lethal)
    Level 28: Phalanx Fighting
    • (A) Defense Buff IO
    Level 30: Kick
    • (A) Accuracy IO
    Level 32: Head Splitter
    • (A) Obliteration - Damage
    • (33) Obliteration - Accuracy/Recharge
    • (33) Obliteration - Damage/Recharge
    • (33) Obliteration - Accuracy/Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    Level 35: Shield Charge
    • (A) Obliteration - Damage
    • (36) Obliteration - Accuracy/Recharge
    • (36) Obliteration - Damage/Recharge
    • (36) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    Level 38: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (39) Reactive Armor - Resistance/Recharge
    • (39) Reactive Armor - Endurance/Recharge
    • (45) Reactive Armor - Resistance/Endurance/Recharge
    • (48) Reactive Armor - Resistance
    Level 41: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (45) Luck of the Gambler - Defense/Endurance
    • (46) Luck of the Gambler - Defense/Endurance/Recharge
    • (50) Defense Buff IO
    Level 44: Water Spout
    • (A) Force Feedback - Chance for +Recharge
    Level 47: Combat Jumping
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (48) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (48) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense
    • (50) Defense Buff IO
    Level 49: Hibernate
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Run Speed IO
    Level 2: Rest
    • (A) Empty
    Level 1: Critical Hit
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 17% DamageBuff(Smashing)
    • 17% DamageBuff(Lethal)
    • 17% DamageBuff(Fire)
    • 17% DamageBuff(Cold)
    • 17% DamageBuff(Energy)
    • 17% DamageBuff(Negative)
    • 17% DamageBuff(Toxic)
    • 17% DamageBuff(Psionic)
    • 9.25% Defense(Smashing)
    • 9.25% Defense(Lethal)
    • 9.563% Defense(Fire)
    • 9.563% Defense(Cold)
    • 9.875% Defense(Energy)
    • 9.875% Defense(Negative)
    • 3% Defense(Psionic)
    • 13.63% Defense(Melee)
    • 14.88% Defense(Ranged)
    • 16.13% Defense(AoE)
    • 47.5% Enhancement(RechargeTime)
    • 45% Enhancement(Accuracy)
    • 10% FlySpeed
    • 135.54 HP (10.12%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 6.6%
    • MezResist(Immobilize) 7.7%
    • MezResist(Stun) 4.4%
    • 7.5% (0.125 End/sec) Recovery
    • 50% (2.795 HP/sec) Regeneration
    • 6.25% Resistance(Negative)
    • 10% RunSpeed
    ------------
    Set Bonuses:
    Mako's Bite
    (Hack)
    • MezResist(Immobilize) 3.3%
    • 20.08 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
    Luck of the Gambler
    (Deflection)
    • 10% (0.559 HP/sec) Regeneration
    • 15.06 HP (1.125%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Scirocco's Dervish
    (Slice)
    • 10% (0.559 HP/sec) Regeneration
    • 3.125% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
    Steadfast Protection
    (True Grit)
    • 3% Defense(All)
    Luck of the Gambler
    (Battle Agility)
    • 10% (0.559 HP/sec) Regeneration
    • 15.06 HP (1.125%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Miracle
    (Health)
    • 2.5% (0.042 End/sec) Recovery
    Scirocco's Dervish
    (Whirling Sword)
    • 10% (0.559 HP/sec) Regeneration
    • 3.125% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.874%) HitPoints
    • 2.5% (0.042 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
    Gaussian's Synchronized Fire-Control
    (Build Up)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 25.1 HP (1.874%) HitPoints
    • 2.5% (0.042 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Luck of the Gambler
    (Parry)
    • 7.5% Enhancement(RechargeTime)
    Mako's Bite
    (Disembowel)
    • MezResist(Immobilize) 3.3%
    • 20.08 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
    Obliteration
    (Head Splitter)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
    Obliteration
    (Shield Charge)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
    Reactive Armor
    (Tough)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
    • 1.25% Defense(AoE), 0.625% Defense(Fire), 0.625% Defense(Cold)
    Luck of the Gambler
    (Weave)
    • 10% (0.559 HP/sec) Regeneration
    • 15.06 HP (1.125%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Blessing of the Zephyr
    (Combat Jumping)
    • 1.25% Defense(Ranged), 0.625% Defense(Energy), 0.625% Defense(Negative)
    • Knockback Protection (Mag -4)
    Luck of the Gambler
    (Combat Jumping)
    • 10% (0.559 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
    • 7.5% Enhancement(RechargeTime)



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  12. Quote:
    Originally Posted by Sharker_Quint View Post
    don't be so hasty and make sure that you have the mission.
    This is not a solution at all. Not everyone knows about the bug -- to just let the bug lie around would be an uncalled-for punishment.

    I'm sure the best that can be done for now is to report the issue and hope the devs are able to fix it soon. This could affect a fair amount of people, and probably does. /signed
  13. @Rush_Bolt: Ack, are they that similar? I didn't research into Incarnate powers at all yet...

    @Sharker_Quint: How come? /unsigned isn't really a reason so much as a statement.

    @Justice_Reaper: Maybe 50 non-aligned merits could be used to purchase them?
  14. Even though I don't use two monitors, that's a fantastic idea for those that do, whether or not it was suggested before and should be added when possible -- if possible, anyway. I see no reason not to /sign this.
  15. Power Traits are kind of like the earlier feat/trait/perk powers I had mentioned a long while back, but frankly, since that idea sucked I reworked it and I think I have a new-ish(?) suggestion that could enhance inventions: Power Traits. Known to heroes and rogues as Responsibility Traits and known to villains and vigilantes as Corruption Traits, with the catchall term of Power Traits, PTs are my idea on adding more the gameplay without breaking the game.

    Responsibility/Corruption Traits are earned from Alignment Merits. 1 A-Mer = 1 Trait Token. Each Trait Token can be thought of as single-slot enhancements that don't actually TAKE a regular slot, but instead, you can only slot one R/T Trait per power. That power will be perpetually modified unless you remove or alter its inherent PT via respec. It cannot be removed otherwise, at all, so be careful how you slot your Traits. Having more than one of the same type of Trait acquired and slotted can earn you Trait Set Bonuses, but be careful not to slot them in powers that may not benefit from the token.

    Traits have a 'unique'/proc factored into them, one positive bonus unaffected by Enhancement Diversification (I.E. goes over the ED softcap), and two negative bonuses. Let's say you find a damage token. Here's what a made-up token might have on itself, stats-wise. We'll say this is.. I dunno, Blaze with 1ACC/3DMG/1ENDRDX generic IOs at 50. That brings your most important stats at 40% ACC, ~100% DMG, ~40% ENDRDX, yes? Now, you manage to craft a Corruption Trait Token based around damage. Bear with me, we'll call it Marauder -- now what does that have? Well, let's say it's +25% Damage, 15% additional endurance cost, and -10% RNG. The unique it

    Blaze now has:
    25% Damage + 100% = 125% (unaffected by ED softcap due to Trait Token)
    negative 15% ENDRDX - 40% ENDRDX = 25% EndRdx on power
    -10% RNG (Already unaltered in the power, so now any buffs will be 10% less effective. Will not go below 0%)
    UNIQUE TRAIT: "Marauder" -- The armies of Rularuu ravage so many dimensions. You've come to think and act like one of their marauding Brutes, and now every damaging power you activate and hit with has a 10% chance to do a -7.5% Damage Resistance and Defense Debuff penalty to your target. Marauder's penalty will apply in an area of effect, but every target struck reduces the proc chance by -0.5%.





    Example Trait -- Corruption Trait Token for 'Marauder' Set
    +25% DMG, 15% additional END cost, -10% Range, Marauder (
    Set bonus for--
    1: +1.5% Damage
    2: +2.5% DMG (does not accumulate with prior set)
    3: +3% DMG, +1.5% ACC
    4: +4.5% DMG, +3.5% ACC
    5: 5% DMG, 5% ACC
    6: 5% DMG, 5% ACC, IMPROVED 5% chance for Marauder proc to activate
    etc.






    Now hopefully that isn't a bunch of mumbo jumbo. Does it seem fair? Do the advantage penalties seem equalizing? Critique and lemme know what'cha think!
  16. So I set out to challenge myself this week. I specced a Bane, IO'd him out, and set out to tackle a meager +2x6 rogue tip mission. Lo and behold, as the glorious Operative Sicarius broke down the doors to the warehouse and dove into the pair of purple boss Freak Tanks.. he got his *BLEEP* *BLEEP* so *BLEEP* hard that he *BLEEP.*

    "Am I poorly built? Insufficiently slotted?" asked I, almost without hope now... only for an angelic choir of build gurus to descend from the heavens, singing their sorrowful song of "LOL NOPE, BANES IS BAD BRO." Enraged, I again charged into the Warehouse of Pwn and was ultimately floored again. Maybe I'm just bad, but we're gonna brush that one under the carpet and pretend I'm not so this space opera has a happy ending.

    I'd failed my mission to show that not all Banes are weaksauce, guise. ;/ The game looked at me, lol'd, and said "U mad, bro?" Oh, yes. iMad. I'm sorry, CoX. You've set me on the war path. I am going to build a better Bane. Post-i19 for optimal performance, mind you, so that I can fit MOAR BETTER into the build. Keep in mind I have or will have access to almost all of these IOs and/or the money to acquire them. What am I gonna do with these monies? Oh, yeah. I'm gonna take that better Bane and do the unfathomable; if you guys help me optimize this build by making sure I've built the best bane I can in the planning stage -- so that when push comes to shove and I go to slot in those sweet, sweet enhancements -- I'll personally FRAPS a video of the wrecking ball to come. Uh... let's just hope I'm the wrecking ball, not the one... getting.. wrecked. Anyway.

    While it may require me scrounging up a metric truckton of inf and tearing the 1.5 bil of IOs slotted in my SS/WP, I am pretty sure that I can do just that. Keep in mind when you view the totals that I may need to juggle some slots to factor in inherent Stamina and Health, which makes the build that much .. uh, less lolzy, I suppose. Any comments on IO slotting, placement of slots, powers taken, et cetera..? Thanks!

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Sicarius: Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leadership
    Power Pool: Medicine
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Bash
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (3) Kinetic Combat - Damage/Recharge
    • (5) Kinetic Combat - Damage/Endurance/Recharge
    • (9) Kinetic Combat - Knockdown Bonus
    • (31) Touch of Death - Accuracy/Damage/Endurance
    Level 1: Bane Spider Armor Upgrade
    • (A) Resist Damage IO
    • (25) Resist Damage IO
    Level 2: Wolf Spider Armor
    • (A) Steadfast Protection - Resistance/Endurance
    • (7) Steadfast Protection - Resistance/+Def 3%
    • (7) Steadfast Protection - Knockback Protection
    Level 4: Combat Training: Defensive
    • (A) Luck of the Gambler - Recharge Speed
    • (5) Luck of the Gambler - Defense
    • (9) Defense Buff IO
    • (27) Karma - Knockback Protection
    Level 6: Build Up
    • (A) Recharge Reduction IO
    • (39) Rectified Reticle - To Hit Buff
    • (39) Rectified Reticle - To Hit Buff/Recharge
    • (39) Rectified Reticle - Increased Perception
    • (43) Encouraged Accuracy - To Hit Buff/Recharge
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    Level 8: Hasten
    • (A) Recharge Reduction IO
    • (15) Recharge Reduction IO
    • (15) Recharge Reduction IO
    Level 10: Tactical Training: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (11) Luck of the Gambler - Defense
    • (11) Luck of the Gambler - Defense/Endurance
    • (37) Luck of the Gambler - Defense/Endurance/Recharge
    Level 12: Pulverize
    • (A) Kinetic Combat - Accuracy/Damage
    • (13) Kinetic Combat - Damage/Endurance
    • (13) Kinetic Combat - Damage/Recharge
    • (23) Kinetic Combat - Damage/Endurance/Recharge
    • (27) Kinetic Combat - Knockdown Bonus
    • (43) Touch of Death - Accuracy/Damage/Endurance
    Level 14: Grant Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    Level 16: Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    • (17) Luck of the Gambler - Defense
    • (17) Luck of the Gambler - Defense/Endurance
    • (31) Luck of the Gambler - Defense/Endurance/Recharge
    Level 18: Shatter
    • (A) Hecatomb - Damage
    • (19) Hecatomb - Damage/Recharge
    • (19) Hecatomb - Accuracy/Damage/Recharge
    • (23) Hecatomb - Accuracy/Recharge
    • (25) Hecatomb - Chance of Damage(Negative)
    • (42) Endurance Reduction IO
    Level 20: Tactical Training: Leadership
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (37) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 22: Mental Training
    • (A) Run Speed IO
    Level 24: Maneuvers
    • (A) Defense Buff IO
    • (40) Defense Buff IO
    • (42) Endurance Reduction IO
    • (50) Kismet - Accuracy +6%
    Level 26: Placate
    • (A) Recharge Reduction IO
    • (46) Recharge Reduction IO
    Level 28: Surveillance
    • (A) Achilles' Heel - Chance for Res Debuff
    • (29) Achilles' Heel - Defense Debuff
    • (29) Achilles' Heel - Defense Debuff/Recharge
    • (31) Defense Debuff IO
    Level 30: Stimulant
    • (A) Interrupt Reduction IO
    Level 32: Crowd Control
    • (A) Armageddon - Damage
    • (33) Armageddon - Damage/Recharge
    • (33) Armageddon - Accuracy/Damage/Recharge
    • (33) Armageddon - Accuracy/Recharge
    • (34) Armageddon - Chance for Fire Damage
    Level 35: Aid Self
    • (A) Interrupt Reduction IO
    • (36) Interrupt Reduction IO
    • (36) Healing IO
    • (36) Healing IO
    • (37) Triage - Heal/Recharge
    Level 38: Tactics
    • (A) Endurance Reduction IO
    • (40) To Hit Buff IO
    • (40) To Hit Buff IO
    • (42) Endurance Reduction IO
    Level 41: Web Envelope
    • (A) Gravitational Anchor - Chance for Hold
    Level 44: Shatter Armor
    • (A) Touch of Death - Accuracy/Damage
    • (45) Touch of Death - Damage/Endurance
    • (45) Touch of Death - Damage/Recharge
    • (45) Touch of Death - Accuracy/Damage/Endurance
    • (46) Touch of Death - Damage/Endurance/Recharge
    • (46) Touch of Death - Chance of Damage(Negative)
    Level 47: Call Reinforcements
    • (A) Blood Mandate - Accuracy/Damage
    • (48) Blood Mandate - Damage/Endurance
    • (48) Blood Mandate - Accuracy/Endurance
    • (48) Blood Mandate - Accuracy/Damage/Endurance
    • (50) Blood Mandate - Accuracy
    • (50) Blood Mandate - Damage
    Level 49: Tactical Training: Assault
    • (A) Endurance Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Conditioning
    Level 4: Ninja Run
    ------------
    ------------
    Set Bonus Totals:
    • 6.5% DamageBuff(Smashing)
    • 6.5% DamageBuff(Lethal)
    • 6.5% DamageBuff(Fire)
    • 6.5% DamageBuff(Cold)
    • 6.5% DamageBuff(Energy)
    • 6.5% DamageBuff(Negative)
    • 6.5% DamageBuff(Toxic)
    • 6.5% DamageBuff(Psionic)
    • 15.5% Defense(Smashing)
    • 15.5% Defense(Lethal)
    • 8.938% Defense(Fire)
    • 8.938% Defense(Cold)
    • 6.125% Defense(Energy)
    • 6.125% Defense(Negative)
    • 3% Defense(Psionic)
    • 13.94% Defense(Melee)
    • 9.25% Defense(Ranged)
    • 12.06% Defense(AoE)
    • 50% Enhancement(RechargeTime)
    • 48% Enhancement(Accuracy)
    • 15% FlySpeed
    • 108.43 HP (10.12%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 8.25%
    • MezResist(Stun) 1.65%
    • 20% Perception
    • 13.5% (0.237 End/sec) Recovery
    • 36% (1.932 HP/sec) Regeneration
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 15% RunSpeed
    ------------
    Set Bonuses:
    Kinetic Combat
    (Bash)
    • MezResist(Immobilize) 2.75%
    • 16.06 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
    • 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
    Steadfast Protection
    (Wolf Spider Armor)
    • 1.5% (0.026 End/sec) Recovery
    • 16.06 HP (1.5%) HitPoints
    • 3% Defense(All)
    • Knockback Protection (Mag -4)
    Luck of the Gambler
    (Combat Training: Defensive)
    • 10% (0.537 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Karma
    (Combat Training: Defensive)
    • Knockback Protection (Mag -4)
    Rectified Reticle
    (Build Up)
    • 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
    • 6% (0.322 HP/sec) Regeneration
    • 20% Perception
    Luck of the Gambler
    (Tactical Training: Maneuvers)
    • 10% (0.537 HP/sec) Regeneration
    • 12.05 HP (1.125%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Kinetic Combat
    (Pulverize)
    • MezResist(Immobilize) 2.75%
    • 16.06 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
    • 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
    Luck of the Gambler
    (Grant Invisibility)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Invisibility)
    • 10% (0.537 HP/sec) Regeneration
    • 12.05 HP (1.125%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Hecatomb
    (Shatter)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Gaussian's Synchronized Fire-Control
    (Tactical Training: Leadership)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.08 HP (1.875%) HitPoints
    • 2.5% (0.044 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Achilles' Heel
    (Surveillance)
    • 1.5% DamageBuff(All)
    • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
    Armageddon
    (Crowd Control)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Touch of Death
    (Shatter Armor)
    • MezResist(Immobilize) 2.75%
    • 16.06 HP (1.5%) HitPoints
    • 2.5% DamageBuff(All)
    • MezResist(Held) 2.75%
    • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
    Blood Mandate
    (Call Reinforcements)
    • 1.5% (0.026 End/sec) Recovery
    • 1.875% Defense(Fire,Cold), 0.938% Defense(AoE)
    • MezResist(Stun) 1.65%
    • 3.75% Defense(AoE), 1.875% Defense(Fire), 1.875% Defense(Cold)
    • 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)



    Code:
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  17. Quote:
    Originally Posted by EvilGeko View Post
    Actually, I read about this game a lot, and honestly, this isn't nearly as praised as you all make it out to be. In fact, there are a number of problems with a game offering nearly all of its visual rewards upfront.

    However, I'm going to fight my desire to argue because I'm accomplishing nothing more than bumping this thread and giving this awful idea more visibility.
    But there doesn't seem to be much of an argument to begin with. I haven't yet seen why this is an awful idea. Your only claims so far have been a. it's giving people what they want, and b. it's removing an influence sink. However, it really isn't -- if the argument is "it removes a money sink because you're getting extra costume slots", I'm not understanding your views, because it's actually opening up a greater influence sink by adding additional costume slots that cost additional influence that players will spend additional time earning.

    As well, other people have mentioned that it's actually putting more money into the dev's pockets than it is costing them time. Incentive to buy a pack is still incentive, so fueling a desire to purchase a product that the players already desire and the devs are trying to push is simultaneously beneficial.

    I don't mean to come across as angry, as I'm not - I'm just curious as to what your reasonings are. For all I know, I really did post a terrible idea, and would be glad to stop trying to push my own thread if that's the case.
  18. A relatively simple idea that would both further incentive to buy Super Boosters, and (IMO) a great answer to players wanting more costume slots: Super Boosters that add costume sets should add an extra costume slot upon purchase (these slots should be retroactive, so players that have already purchased the pack aren't jipped!). These slots should stack, so that every booster purchased adds one slot (I think that brings us up to ... 10 slots). Trust me, there's a lot of players that I am sure would use those 10+ slots!

    Of course I'm not sure if there's system limitations preventing us from actually HAVING more costume slots, but I assume not since the 5th Halloween salvage slot was added. I can be hopeful, right? ;>
  19. Hey guys, so I'm in the process of writing a small RP guidebook to post across various boards for those that are new to RP. Initially it was for a small guild from another game, but uh... yeah... anyways. Also, feel free to move it if it's in the wrong section!

    Anyways, I need from you:
    a. subjects to write about
    b. additional scenarios to include
    c. areas I should expand upon
    d. anything else you feel I should include!

    I'll credit you forany additions you make. Thanks!

    Oh, and sorry for the TL;DR wall of text. Comments and critique highly welcomed!





    Writeclub: a short RP guidebook

    The first rule of Writeclub: Talk about Writeclub! Help me improve this guide, whether that's spelling or grammatical errors, misleading information, or something that you feel I should expand upon.
    The second rule of Writeclub: Write! Hobbies and skills are basically a specialized "muscle" of your brain. You don't get better at drawing if you don't practice, and you'll lose what you learn if you don't keep at it - the same tried-and-true theory can be applied to writing.
    The third rule of Writeclub: Believe! Everyone is capable of becoming an excellent roleplayer "What is an excellent roleplayer, though?", you inquire - to which I will tell you what I will tell everyone. An excellent roleplayer isn't the best writer, or the greatest hero in the story; no, an excellent roleplayer is a fun roleplayer. This includes having fun as a roleplayer, and with roleplayers, and other roleplayers with you. If you enjoy yourself, remember that roleplay has no limits! You can't really RP wrong; though some traits are frowned upon, it is all up to the players enjoying themselves.

    Table of Contents


    *From Pen to Paper: going from ideas to a believable character concept
    *IC ≠ OOC: know the line between fantasy and reality
    *Let's Roleplay Roleplaying: example scenarios of RP do's and don't's


    From Pen to Paper: going from ideas to a believable character concept
    Have you ever seen a movie, or read a book, or even seen a piece of art or visual medium that inspires you? Maybe just listening to a song has given you a great idea. Have you ever thought of taking that character and applying it to your favorite video game or table top game? Perhaps to a novel you're working on? Here's a small guide to creating a character you can believe in and enjoy.

    There are three rules of the thumb to keep in mind when initially creating a character... this character should be:
    a. versatile - a sign of a good character is that they're believable no matter what the situation.
    b. flexible - any character must be flexible enough to be able to adjust to the open RP environment you will be exposing them to.
    c. open - you may have a specific storyline in mind for your character, but with only a few exceptions, you'll find that characters will often be molded by the hands of other characters and their actions. Be ready for this.

    There are five primary "traits" that you can count off on your hand; a sort of go-to list to check off when you aren't sure about a character.
    1. Body: What kind of looks do they have? What clothes do they wear? are they human or something not-so-much?
    a. Try to keep the looks realistic to the setting. If a horned seven foot tall purple people eater isn't appropriate in the setting, don't use it.
    b. Don't make your character look ridiculous (and not the fun kind of ridiculous), especially if it isn't appropriate to the game. Make a character look believable and they'll seem that much more realistic.
    2. Mind: Are they a hero or a villain? How do they see themselves?
    a. Convincing characters have motives. Good motives are key.
    b. Any good hero or villain truly believes in what they're doing; or, you can go the antihero/antivillain route - they're not really sure that what they're doing is right, but they're doing it for the greater good (or evil).
    c. A character should have a unique trait about their mentality or persona that makes them differ from other characters, unless you're going for a "plain-Jane in a sea of Janes" kind of character.
    3. Personality: Is the personality feasible?
    a. A realistic personality tends to be something you'd see in real life - or that setting you're playing in, depending. You don't tend to see most normal people run around with nothing on but a beach towel for a cape, screaming about the end of the world.
    b. There's nothing wrong with adding character, as long as you don't go overboard. Perhaps the character has MPD? DID? ADD/ADHD? Various mental disorders that affect personality are great for adding a uniqueness to any character, if you feel that it is appropriate.
    4. Spirit/Soul: What are they, at the very core of their being?
    a. For the sake of realism, think of your character as a real person in the real world or that setting. How well do they fit in?
    5. Believability: In the end, does this character seem like one you'll enjoy and believe in? Does it seem like they'll make it beyond the initial test drive? There is no "A-B-C" ruleset for what you enjoy or believe in for a character... there is only your feelings.

    Keep in mind that you can put the novel's worth of information into your character's Wiki article, or post page-long emotes at a time, but nothing will make your character as interesting as a character you enjoy playing -- and therefore others will enjoy roleplaying with, in turn.









    IC ≠ OOC: know the line between fantasy and reality
    [sidenote: IC = In-Character / OOC = Out of Character]
    Keep in mind one very important RP Rule of the Thumb: there is always, always a real person behind the character you're interacting with. Because of this, it is important to always remain respectful and fair to the player behind the character, and to keep their feelings in mind. While you don't have to like the character, or even the player, keep in mind that it makes RP a lot smoother and more fun if you're concious of other players. By keeping a fine line between IC and OOC, you lessen the risk of letting your feelings transgress from the fantasy world to the real world. Remember, you can hate on that villain all you want, you can love that fair maiden to your heart's content, but mutual respect and consent are always direly necessary in any RP situation. A good example of what I'm talking about is: let's say you've got a friendly RP going on between three players-- you, your character's significant other, and your characters' rival. Your character's SO is being threatened by your character's rival. There are two (actually, many, but still) glaringly obvious problems that could go wrong in this situation:

    a. you become attached to your character's SO. They are undoubtedly a wonderful person in real life, but you need to keep in mind that everything you do with another player should be done with their mutual consent, as well as respect for them as a person.
    b. you aren't exactly fond of your character's rival. Remember, just because they play a bad guy or someone at odds with your character doesn't make them a bad person in reality.

    The one ultimate solution to OOC issues with other roleplayers will always, always be the same, however - sit back and realize that it's just a game! These are just characters in a fantasy setting that are doing you no harm, no matter what they do. Just try to space yourself from your character's feelings; I'm not saying don't give the RP your all, but don't let the RP bring it all down on YOU.

    Comfort zones are an important thing to keep in mind. Yes, everyone's wary to bring up "The Dreaded Subject", which is pliable enough to vary in definition because of how comfort zones in general work. Some people may be fine with violence and language, others may not; there's also the always-applicable question of whether or not ERP (Eroitc Roleplay) is appropriate. Again, mutual respect and consideration should always be kept in mind. Not everyone is into what you or others are into. A crossed line can become a damaged line, so be aware of the comfort zones you rest in and where others' lines lie. It never hurts to toss a question to another player; don't be afraid to talk to other plays about anything on your mind, as it never hurts to ask, and knowledge IS power... or in this case, safer!

    All in all, don't let people tell you how to play your character. DO be open to suggestions, advice and critique, but don't take to heart what you don't like. Let your character be molded by other players' actions, not so much just their words!






    [b]Let's Roleplay Roleplaying: example scenarios of RP do's and don't's[b]
    Okay, so I'm going to throw some made-up scenarios at you. Try to guess and see if you get it right - is it an RP "DO" or an RP "DON'T"? Each scenario contains a specific situation where one of the "players" has done something frowned upon in RP.

    SCENARIO 1: "LoLspeak"
    Player 1 says: Hail, citizen. I see that you appear to be new to these city walls. Mayhaps I can direct you to a local attraction?
    Player 2 says: hi 2 u 2 im new whers teh tvrn?
    Player 1 says: ...pardon?
    ...
    Did you see Player 2's LoLspeak in the above scenario? LoLspeak is generally frowned upon because it isn't a very intricate or elegant form of writing, and using modern-day chat slang can really break immersion. Though great grammar and spelling aren't important, it is important to use appropriate chat terms.

    SCENARIO 2: Metagaming (to act or think with knowledge the character shouldn't have)
    Player 1 begins to reach for Character 2's wrists as they are detained, preparing to handcuff them and haul them off to the police station.
    Player 2 says: ((It's good that Player 1 doesn't know about my character's knife in their boot.))
    Player 1 suddenly checks Character 2's boot, withdrawing the knife and tossing it away.
    ...
    Did you see the RP DON'T in there? Player 1 had no prior knowledge of the knife in Character 2's boot until Player 2 said something OOC. Generally, metagaming is knowing IC details as your character when you should really only know them as a player.

    SCENARIO 3: Powergaming (and other forced actions
    Character 1 punches Character 2 in the face, causing his nose to shatter. As Character 2 stands up, Character 1 kicks him in the gut.
    ...
    Did you see the RP DON'T in there, too? See, forcing other players to act or otherwise writing for them isn't fair. You need to provide an opportunity for their own reaction. The same guideline could be applied to the idea of talking for others without their explicit permission. The other player(s) in a textfighting scene are also people!

    SCENARIO 4: OMG, You're Psychic?! ('Mindreading'/describing personal thoughts outloud)
    Character 1 thinks on an earlier fight, "Character 3 was incredible today!"
    Character 2 says: I agree!
    Character 1: How did you read my mind? Whoa!
    ...
    Generally, you can't read/see/hear other characters' thoughts unless your character is psychic. In most settings, this is rare or unheard of, so try to keep it realistic!

    SCENARIO 5: Mary-Suism (or all-powerful characters)
    Character 1: I'm the half-god child of the ultimate deity of power. Fear me!
    Character 2: ...how many half-gods is that today?
    ...
    There are many ways to put across a character, but some of them may come off as a bit trite. Remember that in roleplay, it's generally frowned upon to have an all-powerful character or a concept that is simply too far out there in those regards. Players will have a lot more fun roleplaying with you if your character and concept are more plausible and thus, interesting.

    SCENARIO 6: Lore-Breaking (and the dangers of subsequent isolation)
    Character 1: I'm the child of Dracula, even though Dracula is a heartless fiend that actually has no children:
    Character 2: ((gotta go, cat's on fire)) /quit
    ...
    A lot of players stray away from lore-breaking, which can be as simple as a mistake on the player's part or as deep as vastly destroying the canon, intentionally or not. Claiming to be the relative or best friend (etc.) of an iconic character to the IP/universe you are roleplaying in is treading dangerous grounds, because some players will not even acknowledge your character (or may not take them seriously) simply due to this common mistake. It is another Mary-Sue trait, which is -- again, dangerous grounds.
  20. To everyone concerned with this issue I'm about to address:

    Quote:
    Originally Posted by Megajoule View Post
    We already have a wiki, and it's better than yours.
    Thanks for playing.
    Quote:
    Q: What does RPV's WikiDot website provide, and what do I do with the Wiki?
    A: RPV WikiDot users are provided with an elaborate, but easy-to-use forum and Wiki (WikiDot does not make use of WikiMedia, however). The forums are there to converse with your fellow roleplayers and set up events; the Wiki sets itself apart from other Wikis, however, as a grounds for events and stories, rather than full-on character biographies.
    Hopefully this will help absolve any confusion about the purpose of the Wiki. Please note:
    The RPV Wiki is NOT a replacement or counteract to Virtueverse, and its staff fully encourages you to continue to use VV, as it's an excellent place to post character biographies; however, RP Virtue is designed to provide fair grounds for any roleplayers to post event setups, information, summaries, and even stories.
    The entirety of the RP Virtue moderator staff aren't here to step on your alls' toes -- we're almost all avid users of Virtueverse and fully encourage VV users to keep using VV, after all. ;>



    I understand where the anger and perplexion is coming from, but that was hopefully just due to poor wording on my part. I hope this helps.
  21. Hello roleplayers: look at your RP. Now look at RPV. Now, look at your RP! Now look at RPV! Your roleplay could be great like RPV, but not AS great as RPV.

    Look down. Look back up. Look back down. Now look up again! Look at me. What's in my hands? It's one invitation to that channel you love. Look again! /The channel is now a website!/

    Anything is possible when your roleplay is on RPV and not that OTHER roleplay channel.

    I'm on a horse (and also on RPV.WikiDot.com!).



    Also, this advertisement was not in the least bit subliminal. Those brief flashes of the website address were all in your head.




    Information & FAQ:
    Q: What is WikiDot?
    A: WikiDot is a website that provides a basis for all communities to produce Wikis, forums, and other useful features, granting its users the tools to create amazing and informative Wiki articles and pages without compromising on user-friendliness and simplicity.

    Q: But what is a Wiki?
    A: Wikis, like Wikipedia, are user-edited-and-maintained webpages that allow the user to basically produce an elaborate enyclopedia, ranging from real-life information, to information on fiction or even roleplaying!

    Q: What does RPV's WikiDot website provide, and what do I do with the Wiki?
    A: RPV WikiDot users are provided with an elaborate, but easy-to-use forum and Wiki (WikiDot does not make use of WikiMedia, however). The forums are there to converse with your fellow roleplayers and set up events; the Wiki sets itself apart from other Wikis, however, as a grounds for events and stories, rather than full-on character biographies.
    Keep an eye out for an upcoming tutorial on mastering the Wiki!

    Q: So, say this sounds good to me - where do I sign up?
    A: rpv.wikidot.com has a signup page with detailed instructions and a simple signup sheet.

    Q: What's your in-game channel again?
    A: Please feel welcome to join us in the in-game channel, "RP Virtue"! Once you've entered the channel, please ask a moderator (they have a star next to their name in the channel user drop-down list) to remove your silence, and feel free to converse with your fellow roleplayers!

    The URL again is: http://rpv.wikidot.com/
  22. I can also recommend the Jadewire and LSI. Both are great RP SGs to start with (and stay with!).

    LSI is full of people I know pretty damn well, so I can personally vouch for them being awesome and helpful. I don't yet have a toon in their SGs yet however.

    Jadewire-wise, I'm a recent recruit, and loving the stay; they're an incredibly proactive/regular SG, as in, there's pretty much SOMEONE that's always on and willing to do something. You can see 10-12+ members on at a time, plus others on alts and sister supergroups. Ventrilo sessions are a (several hours daily) hoot, and everyone is very friendly. Very expansive base too with all the amenities you could ever need (we put a teleporter in your teleporter so you can phase while you phase!).

    If you want to look them up, I can get you in contact with an officer or leadership and hopefully they'll take my newbie nod. Hit me up at @Runo if you'd like!
  23. Runo

    New to Virtue

    Welcome to Virtue! It seems you've already discovered Pocket D. Feel free to hit up anyone there for the arrpeaz. Not everyone will say hi back, but most will!
  24. Quote:
    Originally Posted by Ashlaylay View Post
    OH NO NOT YO-- I mean hi.
    HAY GIRL. How you doin'.
  25. Hiya,
    So I'm looking to either farm x4/8man farm maps with ease, or PvP with ease, and I'm not sure if I have the right build for either (or built it right to begin with.) Any chance you lot can help me fix up my build to be better and help me decide on what it'd be better at doing? Thanks in advance!

    The build itself!:



    #2:
    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 48 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Punch
    • (A) Mako's Bite - Accuracy/Damage
    • (5) Mako's Bite - Damage/Endurance
    • (13) Mako's Bite - Damage/Recharge
    • (15) Mako's Bite - Accuracy/Endurance/Recharge
    • (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (46) Mako's Bite - Chance of Damage(Lethal)
    Level 1: High Pain Tolerance
    • (A) Healing IO
    • (3) Healing IO
    • (3) Steadfast Protection - Resistance/Endurance
    • (15) Steadfast Protection - Resistance/+Def 3%
    • (40) Resist Damage IO
    Level 2: Mind Over Body
    • (A) Resist Damage IO
    • (5) Resist Damage IO
    • (13) Resist Damage IO
    Level 4: Fast Healing
    • (A) Numina's Convalescence - Heal
    • (36) Healing IO
    • (37) Miracle - Heal
    • (37) Miracle - +Recovery
    • (46) Numina's Convalescence - +Regeneration/+Recovery
    • (46) Regenerative Tissue - +Regeneration
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (7) Recharge Reduction IO
    • (7) Recharge Reduction IO
    Level 8: Knockout Blow
    • (A) Kinetic Combat - Accuracy/Damage
    • (9) Kinetic Combat - Damage/Endurance
    • (9) Kinetic Combat - Damage/Recharge
    • (27) Kinetic Combat - Damage/Endurance/Recharge
    • (27) Kinetic Combat - Knockdown Bonus
    • (31) HamiO:Nucleolus Exposure
    Level 10: Indomitable Will
    • (A) Luck of the Gambler - Defense/Endurance
    • (11) Luck of the Gambler - Defense
    • (11) Luck of the Gambler - Defense/Endurance/Recharge
    • (37) Luck of the Gambler - Recharge Speed
    Level 12: Hurdle
    • (A) Jumping IO
    Level 14: Health
    • (A) Healing IO
    • (31) Healing IO
    • (40) Healing IO
    Level 16: Rise to the Challenge
    • (A) Healing IO
    • (17) Healing IO
    • (17) Healing IO
    Level 18: Rage
    • (A) To Hit Buff IO
    • (19) To Hit Buff IO
    • (19) Recharge Reduction IO
    • (34) Recharge Reduction IO
    • (34) Rectified Reticle - To Hit Buff/Recharge
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Recharge
    • (25) Endurance Modification IO
    Level 22: Quick Recovery
    • (A) Performance Shifter - Chance for +End
    • (23) Performance Shifter - EndMod
    • (23) Performance Shifter - EndMod/Recharge
    • (25) Endurance Modification IO
    Level 24: Boxing
    • (A) Recharge Reduction IO
    Level 26: Tough
    • (A) Resist Damage IO
    • (31) Resist Damage IO
    • (50) Resist Damage IO
    Level 28: Heightened Senses
    • (A) Luck of the Gambler - Defense
    • (29) Luck of the Gambler - Defense/Recharge
    • (29) Luck of the Gambler - Defense/Endurance
    • (43) Luck of the Gambler - Recharge Speed
    Level 30: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense
    • (36) Luck of the Gambler - Defense/Endurance
    • (43) Luck of the Gambler - Defense/Endurance/Recharge
    Level 32: Foot Stomp
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (33) Scirocco's Dervish - Damage/Endurance
    • (33) Scirocco's Dervish - Damage/Recharge
    • (33) Scirocco's Dervish - Accuracy/Recharge
    • (34) Scirocco's Dervish - Accuracy/Damage/Endurance
    Level 35: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 38: Hurl
    • (A) Accuracy IO
    • (39) Damage Increase IO
    • (39) Damage Increase IO
    • (39) Far Strike - Damage/Recharge
    Level 41: Focused Accuracy
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (45) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 44: Superior Conditioning
    • (A) Performance Shifter - Chance for +End
    • (45) Performance Shifter - EndMod
    • (45) Performance Shifter - EndMod/Recharge
    Level 47: Physical Perfection
    • (A) Performance Shifter - Chance for +End
    • (48) Healing IO
    • (48) Healing IO
    • (48) Endurance Modification IO
    Level 49: [Empty]
    ------------
    Level 1: Brawl
    • (A) Recharge Reduction IO
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    Level 2: Ninja Run
    ------------
    Set Bonus Totals:
    • 5.5% DamageBuff(Smashing)
    • 5.5% DamageBuff(Lethal)
    • 5.5% DamageBuff(Fire)
    • 5.5% DamageBuff(Cold)
    • 5.5% DamageBuff(Energy)
    • 5.5% DamageBuff(Negative)
    • 5.5% DamageBuff(Toxic)
    • 5.5% DamageBuff(Psionic)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 5.81% Defense(Fire)
    • 5.81% Defense(Cold)
    • 6.13% Defense(Energy)
    • 6.13% Defense(Negative)
    • 3% Defense(Psionic)
    • 7.38% Defense(Melee)
    • 9.25% Defense(Ranged)
    • 8.63% Defense(AoE)
    • 30% Enhancement(RechargeTime)
    • 36% Enhancement(Accuracy)
    • 25% FlySpeed
    • 208 HP (13.9%) HitPoints
    • 25% JumpHeight
    • 25% JumpSpeed
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 6.05%
    • 6.5% (0.11 End/sec) Recovery
    • 52% (3.25 HP/sec) Regeneration
    • 3.13% Resistance(Negative)
    • 25% RunSpeed



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Punch
    • (A) Mako's Bite - Accuracy/Damage
    • (5) Mako's Bite - Damage/Recharge
    • (13) Mako's Bite - Chance of Damage(Lethal)
    • (15) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (40) Mako's Bite - Damage/Endurance
    Level 1: High Pain Tolerance
    • (A) Healing IO
    • (3) Healing IO
    • (3) Steadfast Protection - Resistance/Endurance
    • (15) Steadfast Protection - Resistance/+Def 3%
    • (40) Resist Damage IO
    Level 2: Mind Over Body
    • (A) Resist Damage IO
    • (5) Resist Damage IO
    • (13) Resist Damage IO
    Level 4: Fast Healing
    • (A) Healing IO
    • (36) Healing IO
    • (37) Miracle - Heal
    • (37) Miracle - +Recovery
    Level 6: Hasten
    • (A) Recharge Reduction IO
    • (7) Recharge Reduction IO
    • (7) Recharge Reduction IO
    • (43) HamiO:Membrane Exposure
    Level 8: Knockout Blow
    • (A) Hecatomb - Damage
    • (9) Hecatomb - Damage/Recharge
    • (9) Hecatomb - Accuracy/Damage/Recharge
    • (27) Hecatomb - Accuracy/Recharge
    • (27) Hecatomb - Damage/Endurance
    • (31) HamiO:Nucleolus Exposure
    Level 10: Indomitable Will
    • (A) Luck of the Gambler - Defense/Endurance
    • (11) Luck of the Gambler - Defense
    • (11) Luck of the Gambler - Defense/Endurance/Recharge
    • (37) Luck of the Gambler - Recharge Speed
    Level 12: Hurdle
    • (A) Jumping IO
    Level 14: Health
    • (A) Healing IO
    • (31) Healing IO
    • (40) Healing IO
    Level 16: Rise to the Challenge
    • (A) Panacea - Heal
    • (17) Numina's Convalescence - Heal
    • (17) Regenerative Tissue - Heal/Endurance
    • (46) Numina's Convalescence - +Regeneration/+Recovery
    • (46) Regenerative Tissue - +Regeneration
    • (46) Panacea - +Hit Points/Endurance
    Level 18: Rage
    • (A) To Hit Buff IO
    • (19) To Hit Buff IO
    • (19) Recharge Reduction IO
    • (34) Recharge Reduction IO
    • (34) Rectified Reticle - To Hit Buff/Recharge
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Recharge
    • (25) Endurance Modification IO
    Level 22: Quick Recovery
    • (A) Performance Shifter - Chance for +End
    • (23) Performance Shifter - EndMod
    • (23) Performance Shifter - EndMod/Recharge
    • (25) Endurance Modification IO
    Level 24: Boxing
    • (A) Recharge Reduction IO
    Level 26: Tough
    • (A) Resist Damage IO
    • (31) Resist Damage IO
    • (50) Resist Damage IO
    Level 28: Heightened Senses
    • (A) Luck of the Gambler - Defense
    • (29) Luck of the Gambler - Defense/Recharge
    • (29) Luck of the Gambler - Defense/Endurance
    • (43) Luck of the Gambler - Recharge Speed
    Level 30: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense
    • (36) Luck of the Gambler - Defense/Endurance
    • (43) Luck of the Gambler - Defense/Endurance/Recharge
    Level 32: Foot Stomp
    • (A) Armageddon - Damage
    • (33) Armageddon - Damage/Recharge
    • (33) Armageddon - Accuracy/Damage/Recharge
    • (33) Armageddon - Accuracy/Recharge
    • (34) Armageddon - Damage/Endurance
    Level 35: Stimulant
    • (A) Interrupt Reduction IO
    Level 38: Aid Self
    • (A) Healing IO
    • (39) Healing IO
    • (39) Healing IO
    • (39) Interrupt Reduction IO
    Level 41: Focused Accuracy
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 44: Superior Conditioning
    • (A) Performance Shifter - Chance for +End
    • (45) Performance Shifter - EndMod
    • (45) Performance Shifter - EndMod/Recharge
    • (45) Endurance Modification IO
    Level 47: Physical Perfection
    • (A) Performance Shifter - Chance for +End
    • (48) Performance Shifter - EndMod
    • (48) Performance Shifter - EndMod/Recharge
    • (48) Endurance Modification IO
    Level 49: Super Speed
    • (A) Empty
    ------------
    Level 1: Brawl
    • (A) Recharge Reduction IO
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    Level 2: Ninja Run
    ------------
    Set Bonus Totals:
    • 5.5% DamageBuff(Smashing)
    • 5.5% DamageBuff(Lethal)
    • 5.5% DamageBuff(Fire)
    • 5.5% DamageBuff(Cold)
    • 5.5% DamageBuff(Energy)
    • 5.5% DamageBuff(Negative)
    • 5.5% DamageBuff(Toxic)
    • 5.5% DamageBuff(Psionic)
    • 4.25% Defense(Smashing)
    • 4.25% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 4.25% Defense(Energy)
    • 4.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 5.5% Defense(Melee)
    • 5.5% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 42.5% Enhancement(RechargeTime)
    • 57% Enhancement(Accuracy)
    • 25% FlySpeed
    • 213.6 HP (14.3%) HitPoints
    • 25% JumpHeight
    • 25% JumpSpeed
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 3.3%
    • 17% (0.28 End/sec) Recovery
    • 42% (2.63 HP/sec) Regeneration
    • 1.58% Resistance(Smashing) (in PvP)
    • 1.58% Resistance(Lethal) (in PvP)
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 29% RunSpeed



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|