Rylas

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  1. Quote:
    Originally Posted by Organica View Post
    I could accept Homer's Enemy as the best episode, but my favorite is still the Scorpio episode "You Only Move Twice".
    Homer: Uh... you have any sugar around here?

    Hank Scorpio: Sugar? Sure. *takes two handfuls of sugar out of his pockets*

    Hank Scorpio: There you go. Sorry it's not in packages. Want some cream? *reaches back into his pockets*

    Homer: Uh... I... no.

    Yes, another great episode. Little bit of trivia for you; both episodes were written by John Swartwelder.
  2. Quote:
    Originally Posted by 2short2care View Post
    Also I soooo want Vivian to just kick Adain's *** over and over and over again I really hate Adain, is it Adain or Hayden whatever I hate that b***ch.
    *Hayden

    I don't think Hayden is aware that Vivien is now a permanent resident (which seems completely possible since it appears none of the ghosts knew about Violet being dead). I'm looking forward to seeing her rage out when she realizes she still can't have what belongs to Vivien.
  3. I've noticed when looking at some people's post in these forums, it seems as if that person doesn't know they're posting the wrong thread in the wrong forum. Any thread in the tanker forum should probably discuss topics that regard tankers specifically. For an example, posing about slotting options on a power that's available to all players, probably doesn't make a lot of sense in the tanker forum. Sure, you may see builds here that slot the power in a way you don't like, but you'll find the same slotting everywhere.

    Just sharing info that can make you look like less of a jerk.
  4. For me, the best Simpson's episode ever was 1997's Homer's Enemy.

    Frank Grimes was pure genius. Best part of it? They found a way to make fun of Frank Grimes one more time in a much later episode in which Homer finds the funeral pamphlet for Grimes and says, "Oh yeah, what ever happened to that guy?"
  5. Yup, as Bosstone said, lotsa good suggestions in the mentioned thread. Keep in mind, Mids doesn't have an update yet for building out TW characters, so you'll have to use your imagination a little bit on the builds in the thread.

    I've got my TW/EA brute to 28 so far. Unslotted Energy Drain was enough to keep my endurance going (keep in mind, I 2 slotted end reducs for all attacks). It's a very fun combo, you'll enjoy it!
  6. Quote:
    Originally Posted by RaikenX View Post
    Right now i'm trying to figure out how i'm going to boost up his S/L (at least) and possibly Energy defenses to at or near soft cap levels.
    Why stop there?? You could always soft-cap all but Psi instead.

    I'm rehashing a DM/EA build to do just that. I didn't even need Kin Combats to do it either. In fact, as far as defense bonuses go, if you pick the right Eradication enhancements, you shouldn't have to spend too much. Just swap out Tier 9's in this build (slot like the other AoE's) and replace Touch of Fear with Build Momentum, and you're set.

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Energy Aura
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed

    Villain Profile:
    Level 1: Smite -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/EndRdx/Rchg(3), S'ngH'mkr-Dmg/Rchg(5), F'dSmite-Acc/Dmg/Rchg(5)
    Level 1: Kinetic Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(7), LkGmblr-Rchg+(9)
    Level 2: Shadow Punch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13)
    Level 4: Power Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Def(15), LkGmblr-Rchg+(15)
    Level 6: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(17)
    Level 8: Siphon Life -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(17), S'ngH'mkr-Dmg/Rchg(19), S'ngH'mkr-Dmg/EndRdx/Rchg(19), F'dSmite-Acc/Dmg/Rchg(21), F'dSmite-Acc/EndRdx/Rchg(21)
    Level 10: Entropic Aura -- EndRdx-I(A)
    Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(23), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(25), Mocking-Rchg(27)
    Level 14: Super Jump -- Jump(A)
    Level 16: Energy Protection -- S'fstPrt-ResDam/Def+(A)
    Level 18: Dark Consumption -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(27), Erad-Dmg/Rchg(29), M'Strk-Acc/EndRdx(42), M'Strk-Acc/Dmg/EndRdx(46), M'Strk-Dmg/EndRdx/Rchg(46)
    Level 20: Energy Cloak -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(31), LkGmblr-Rchg+(31)
    Level 22: Shadow Maul -- M'Strk-Acc/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(33), Erad-Dmg(34)
    Level 24: Boxing -- Empty(A)
    Level 26: Soul Drain -- M'Strk-Acc/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34), Erad-Dmg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36)
    Level 28: Energy Drain -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(37), LkGmblr-Def/Rchg(37), LkGmblr-Def(37), GftotA-Def/Rchg(39)
    Level 30: Dampening Field -- ResDam-I(A), ResDam-I(39)
    Level 32: Midnight Grasp -- Empty(A), Empty(39), Empty(40), Empty(40), Empty(40), Empty(48)
    Level 35: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Heal(43), Dct'dW-Rchg(43)
    Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(43), Aegis-ResDam(45)
    Level 41: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(45), S'dpty-Def(45), LkGmblr-Rchg+(46)
    Level 44: Overload -- RechRdx-I(A)
    Level 47: Touch of Fear -- Empty(A), Empty(48), Empty(48)
    Level 49: Hasten -- RechRdx(A), RechRdx(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(50)
    Level 1: Fury
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 11.13% Defense(Smashing)
    • 11.13% Defense(Lethal)
    • 9.25% Defense(Fire)
    • 9.25% Defense(Cold)
    • 12.38% Defense(Energy)
    • 12.38% Defense(Negative)
    • 3% Defense(Psionic)
    • 7.06% Defense(Melee)
    • 7.69% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 7.2% Max End
    • 27% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 50% Enhancement(RechargeTime)
    • 95.58 HP (6.38%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 8.25%
    • MezResist(Sleep) 4.95%
    • MezResist(Terrorized) 2.2%
    • 54% (3.37 HP/sec) Regeneration
    • 4.1% Resistance(Fire)
    • 4.1% Resistance(Cold)
    • 5% RunSpeed
  7. Didn't see that one coming.

    I have to wonder though, couldn't Tate have taken some time to at least arrange her body in a somewhat less terrifying manner? I mean, if you're gonna break it to someone that they died, at least soften the blow! "Oh by the way, you died. Look at the expression of horror and misery on your dead face, that's how you know you're dead. I could have at least posed you respectfully, but I figured cringing and screaming really sends the message home."

    Gotta give it the writers of the show, they have really kept me on edge for the whole season. I'm not sure how they could possibly stretch this show past one season, but if they can keep it going like this, I'm sold.
  8. I guess I'll be in the minority. I went /EA for the endurance management and the recharge to help make TW less sluggish. Also, it's easy to soft-cap. Even for iTrials.
  9. Yup. Happened to me, too. It's almost tempting to keep, because they spawn in groups that can't run.



    But this isn't the first time I've seen this happen. Last time it was Pumicites in flooded mission maps.

  10. Quote:
    Originally Posted by Robotech_Master View Post
    I've given my reasoning, and am happy with my choice. Thanks again for the help in coming up with the build, but you're not the boss of me.
    Just in case it wasn't clear; I made that comment in jest.
  11. Quote:
    Originally Posted by Robotech_Master View Post
    ...even with Maneuvers turned on.
    Maneuvers?!
  12. Quote:
    Originally Posted by Aneko View Post
    If you're only using it as a set mule, why does that matter?

    When you can run it, it's more useful unenhanced than the other two.
    Well, one can use Stealth for ghosting missions. With TP, it's easy to get around and stay unnoticed. CJ, while I love the power itself, just won't be usable. How many situations can you be in that you'd be able to run it without being worried about mez?
  13. Quote:
    Originally Posted by Robotech_Master View Post
    Out of curiosity, why choose Stealth rather than Maneuvers as an IO mule?
    Because the End cost of Maneuvers isn't justified. EVER.
  14. Quote:
    Originally Posted by Aneko View Post
    I would have used Combat Jumping.
    Can you run CJ with Rooted? I thought you couldn't.
  15. Quote:
    Originally Posted by Robotech_Master View Post
    Been looking over Rylas's build again, making some little tweaks (such as dropping all the IOs to 30 so that I can exemplar to L27, and putting in the Hami-Os I'll be using ). It does reduce the effectiveness a little, but I noticed that if I run Stealth along with my armors I'll cap on everything…and what with the damage aura and all, the stealth effect should suppress just leaving the extra defense.

    And, of course, when I get Tier 4 Agility in place I'll be capped or nearly capped on everything even without it, at least at level 47-50.

    I might just end up going for this one.
    Just a little note. The reason I put lvl 50 Mako's Quads in attacks, was because they'll give you better enhancement values overall. Sure, the hami will give you 15% more accuracy, but the Mako's will give you nearly 20% more end and recharge.

    Also, I'd highly recommend a tier 3 Cardiac for your build. Endurance will be your biggest battle.

    Also, how often do you plan on exemp'ing down to 27? And do you think at that low of a level, you'll need all those bonuses? I kind of doubt it. I only set the levels at 35 because that's about the lowest I'm comfortable with for enhancement values. Bonuses are great, but you can't ignore the enhancement you're getting.

    edit - Don't depend on Stealth for defense. It's an IO mule. Once you're seen or attacked, that defense goes away.
  16. I tweaked the OP's build. I kept all the same powers except for Hurl. It's just a crappy power. Instead, I picked up Stealth for the IO bonus. I took a slot out of Hasten, but if you use the IO booster on the two Recharge IOs, you'll be good.

    The build has a fair amount of recharge now, as well as 44.9% S/L defense (practically soft-capped) as well as 41% for E/N/Psi. Should be pretty durable.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Stone Panthress: Level 50 Magic Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Stone Melee
    Power Pool: Teleportation
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(5), LkGmblr-Rchg+(5), GftotA-Run+(15)
    Level 1: Stone Fist -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 2: Earth's Embrace -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(9), Dct'dW-Rchg(23)
    Level 4: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(31)
    Level 6: Mud Pots -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(11), Erad-Dmg(13), C'ngBlow-Dmg/EndRdx(13), C'ngBlow-Acc/Dmg(17), C'ngBlow-Acc/Rchg(23)
    Level 8: Rooted -- Heal-I(A), Heal-I(36), EndRdx-I(43)
    Level 10: Recall Friend -- RechRdx-I(A)
    Level 12: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    Level 14: Brimstone Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(37)
    Level 16: Long Range Teleport -- RechRdx-I(A)
    Level 18: Crystal Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(19), LkGmblr-Rchg+(19), GftotA-Run+(46)
    Level 20: Stone Skin -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(45)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(27)
    Level 24: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 26: Fault -- Mocking-Rchg(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(37), Mocking-Acc/Rchg(42), Acc-I(43)
    Level 28: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(29), Zinger-Taunt/Rchg/Rng(29), Zinger-Acc/Rchg(31), Zinger-Taunt/Rng(48), Zinger-Dam%(50)
    Level 30: Minerals -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), GftotA-Run+(42), LkGmblr-Rchg+(42)
    Level 32: Granite Armor -- LkGmblr-Def(A), LkGmblr-Rchg+(33), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(34)
    Level 35: Tremor -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(36), Erad-Acc/Dmg/Rchg(36), C'ngBlow-Acc/Dmg(40), C'ngBlow-Dmg/EndRdx(45), C'ngBlow-Acc/Rchg(46)
    Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(50)
    Level 41: Build Up -- RechRdx-I(A), RechRdx-I(43)
    Level 44: Stealth -- LkGmblr-Rchg+(A)
    Level 47: Conserve Power -- RechRdx-I(A)
    Level 49: Physical Perfection -- EndMod-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Gauntlet
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(48), EndMod-I(48)
    ------------
    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)
    • 19.88% Defense(Smashing)
    • 19.88% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 16.13% Defense(Energy)
    • 16.13% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.44% Defense(Melee)
    • 10.5% Defense(Ranged)
    • 3% Defense(AoE)
    • 5.4% Max End
    • 14% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 57.5% Enhancement(RechargeTime)
    • 161.6 HP (8.63%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 13.2%
    • MezResist(Terrorized) 4.95%
    • 2% (0.03 End/sec) Recovery
    • 50% (3.9 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 22.5% RunSpeed
  17. There are a few concerns I have. You've underslotted your armors horribly, and it appears to be for recovery bonuses.

    First, you have Power Sink. With all the recharge you've got in the build, recovery shouldn't be an issue. Don't underestimate the power's ability to keep you going.

    Second, you should be going for ED cap on your toggles. Did you realize that your slotting for Static Shield (shorting the Res enhancement value so you can get the Psi IO) gives you virtually the same resist numbers to Psi if you just ED capped it? Seems futile to me.

    Third, settle on either Melee or S/L defense. getting 45% of one or the other will greatly boost your survival over ~30% to both.

    Fourth, Obliteration in Lightning Field isn't a great option. As a toggle, you should get a set in there that has decent end reduction.

    Fifth, if you won't take both, then take Heavy Blow over Initial Strike. And skipping Combat Readiness seems a bit foolish to me. Instant level 3 combo is nice follow up when you've just used a finisher.

    Sixth, if you've ED capped your resist toggles and maintained as much defense as you've gotten or refine it to something better, then you don't really need Power Surge. You certainly don't need it 3-slotted for recharge.

    [edit] Also, what Dark_Impact said. I totally missed the slotting on Crushing Uppercut... that's just insane.
  18. Quote:
    Originally Posted by Ultimus View Post
    Last Tanker I had was a Stone/SS Tanker that is now long gone...
    I remember thank Stone/SS, and how he made waves by soloing AVs with pets way back when.

    By the by, tanks can solo AVs without pets now, thanks to IOs. And now that Incarnate powers are around, it even easier for tanks to solo AVs. And even without Incarnate pets.

    Are they 75% of Brutes damage? No. But I think they've gotten better, and they're right where they should be, IMO.
  19. Quote:
    Originally Posted by Dark_Impact View Post
    Energy Drain is overslotted. I went with 4x LotG myself, but you could cut down to 3 slots and it would still be plenty if you frankenslot.
    Personally, I prefer the near-ED-approach for Energy Drain. Maximize Recharge, End Mod and Defense as much as you can. This way, it's a helpful power in Boss and AV fights where you're mob count has diminished.

    Quote:
    Consider switching to 3x Numina in Energize, I find the large +regen and +hp bonuses more valuable than spending 5 slots for the 5% recharge with DW. Throw a forth slot for a heal/rech from another set and call it a day.
    Not a bad idea. But I think it's truly only helpful if you're already getting a lot of HP/Regen bonuses. Just like 5% Recharge is only good if you've got a considerable amount of Rech bonuses to go with it.

    Quote:
    As somebody mentioned already Touch of Death is very meh for a typed defense character. Consider working towards 4x kinetic combat for the smash/lethal bonus. They can be expensive, but worth it I think. I went that route in my three builder attacks, and am making up for the lack of accuracy with accuracy bonuses in other powers, plus the Kismet accuracy (to-hit) unique.
    I can't tell if you mean 4 slotting KC's or slotting 4 sets of KC. 4 sets would be overkill. You can get away with just 2 sets in the build I posted, and replace the remaining 2 sets of Smashing Haymakers with other sets for different bonuses. For most people, that's going to come down to budget.

    Quote:
    You definitely should work towards LotG x4 in your defenses, all of the bonuses up to 4 pieces are amazing. Use merits on the global, and place reasonable 'be patient' bids on the rest.
    YES. It's worth the investment. Just grab 5 toons and grind tips for 2 days. Serendipity is just LotG watered down and without a great global recharge.
  20. So, after reviewing the build, I have to say, there's some quirky slotting choices. You seem to have chased down Positional Defense bonuses to make your Damage Type defenses better. Why drop all the cash on Touch of Death, when four Smashing Haymakers and one Focused Smite can get you the same defense and almost the same enhancement values? Not to mention, it opens up a lot of slots to redistribute.

    It's actually pretty cheap to soft cap all of your defenses (except Psi) if you go for the right bonus types. But if it rewards Positional more, think twice about it.

    I'll back up the comment about using LotG's as well. Well worth the investment and the recharge.

    Here's the build I made. Mostly similar power selections. But it didn't require Maneuvers, which is too much endurance for the reward, and I skipped Overload. Tier 9's are for wussies! It's also pretty affordable and you can easily swap out Soul Tentacle for Dark Oblit.

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kahnduit 2: Level 50 Mutation Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Energy Aura
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Smite -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/EndRdx/Rchg(3), S'ngH'mkr-Dmg/Rchg(5), F'dSmite-Acc/Dmg/Rchg(5)
    Level 1: Kinetic Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(7), LkGmblr-Rchg+(9)
    Level 2: Shadow Punch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(11), F'dSmite-Acc/Dmg/Rchg(13)
    Level 4: Power Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Def(15), LkGmblr-Rchg+(15)
    Level 6: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(17)
    Level 8: Siphon Life -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(17), S'ngH'mkr-Dmg/Rchg(19), S'ngH'mkr-Dmg/EndRdx/Rchg(19), F'dSmite-Acc/Dmg/Rchg(21), F'dSmite-Acc/EndRdx/Rchg(21)
    Level 10: Entropic Aura -- EndRdx-I(A)
    Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(23), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(25), Mocking-Rchg(27)
    Level 14: Super Jump -- Jump(A)
    Level 16: Energy Protection -- S'fstPrt-ResDam/Def+(A)
    Level 18: Dark Consumption -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(29)
    Level 20: Energy Cloak -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(31), LkGmblr-Rchg+(31)
    Level 22: Shadow Maul -- C'ngBlow-Dmg/EndRdx(A), C'ngBlow-Dmg/Rchg(31), C'ngBlow-Acc/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34)
    Level 24: Boxing -- Empty(A)
    Level 26: Soul Drain -- C'ngBlow-Dmg/EndRdx(A), C'ngBlow-Dmg/Rchg(34), C'ngBlow-Acc/Rchg(34), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36)
    Level 28: Energy Drain -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(37), LkGmblr-Def/Rchg(37), LkGmblr-Def(37), GftotA-Def/Rchg(39)
    Level 30: Dampening Field -- ResDam-I(A), ResDam-I(39)
    Level 32: Midnight Grasp -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Dmg/Rchg(40), C'ngImp-Dmg/EndRdx(40), F'dSmite-Acc/EndRdx/Rchg(42)
    Level 35: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Heal(43), Dct'dW-Rchg(43)
    Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(43), Aegis-ResDam(45)
    Level 41: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(45), S'dpty-Def(45), LkGmblr-Rchg+(46)
    Level 44: Soul Tentacles -- Det'tn-Dmg/Rchg(A), Posi-Acc/Dmg(46), Posi-Dmg/Rchg(46), TotHntr-Acc/Rchg(48), HO:Perox(48)
    Level 47: Darkest Night -- HO:Enzym(A), HO:Enzym(48)
    Level 49: Hasten -- RechRdx(A), RechRdx(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(50)
    Level 1: Fury
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 11.13% Defense(Smashing)
    • 11.13% Defense(Lethal)
    • 9.25% Defense(Fire)
    • 9.25% Defense(Cold)
    • 14.88% Defense(Energy)
    • 14.88% Defense(Negative)
    • 3% Defense(Psionic)
    • 7.06% Defense(Melee)
    • 8.94% Defense(Ranged)
    • 6.13% Defense(AoE)
    • 7.2% Max End
    • 34% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 55% Enhancement(RechargeTime)
    • 95.58 HP (6.38%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 10.45%
    • MezResist(Terrorized) 2.2%
    • 4.5% (0.08 End/sec) Recovery
    • 54% (3.37 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 5% RunSpeed
  21. I can't view Mids at work, so can you tell me what the goal on this build is? Soft cap for S/L? Softcap for all but Psionic? Lots of recharge?
  22. Quote:
    Originally Posted by Mystic_Fortune View Post
    They really should have given Edward Norton what he wanted to reprise his role...
    I think we're better off without him.
  23. Quote:
    Originally Posted by rylas View Post
    [post deleted]
    Dang it!
  24. Quote:
    Originally Posted by Forbin_Project View Post
    I'm getting paid in store credit, and services, which is as good as the real money I spend on this game since I would have been spending it here anyway. Not having to spend it on items I would have bought anyway means I can spend that money on other things like the other game I mentioned.
    You may make a dollar go further, but no one's paid you to play the game. This isn't an argument of semantics. It's just black and white fact.

    Getting value is not the same as getting paid. And as someone so thrifty as yourself, I'd think you'd be less critical of those questioning the true value of the pricing.

    In regards to the OP, I do think the pricing system in the game seems completely arbitrary. One non-combat pet costing 500 pts vs the value (see, that value thing again) of powersets, which give you up to 9 combat useful powers, for 800 ppts seems completely disproportional.

    If you're going to spend the time and resources to make a new rig for the game, and you want to profit from the investment, it's best that your first item for purchase offer more reward for buying it. Yes, there's a market for people to buy overpriced non-combat pets, but there's a larger market for higher priced useful items, such as a MM pet powerset to help make back your money faster.