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  1. It has been a long time since there was any reliable data on relative popularity of various ATs in CoH/CoV. I was wondering if relative prices of the ATIOs might make an interesting proxy for relative popularity of the different ATs at this point. I realize it is somewhat confounded with how useful the set bonuses are for various ATs, but the 8.75% recharge should still be popular with everyone, and its the only thing we have that is generated randomly (at least if my understanding is correct, though using merits to buy some high value ones might skew this a bit) but can only be used by specific ATs. With no enhancement converters out yet, the ones for the unpopular ATs like Kheldians are definitely selling for much less then the popular ATs like Brutes, showing a "surplus" relative to Scrappers, for example.

    If one were to collect data on this, it would probably be best to exclude the procs, as their usefulness varies much more widely then something like an Acc/Dam, and to collect data both evenings and mornings. I know I tend to play more soloable characters like scrappers and MMs during the morning, when I only have a few minutes before work and not many people are on, so evenings may be skewed towards teaming characters. It would also probably make sense to just average the other five enhancement costs, to make data collection easier.

    Unfortunately I'm rarely on evenings, so can't carry out this project, but thought I'd suggest it in case someone thought it would be interesting.
  2. Force Field. Its too far on the defensive multiplier side vs. offensive multiplier side of support to make it very interesting at high levels in the current game. I'd play Cold (and tinker with the graphics on the shields to make them less obtrusive) instead, or worst case Sonic.

    I would also have said Gravity, but at least its getting a look.
  3. Quote:
    Originally Posted by Laevateinn View Post
    Propel's long animation, nearly 3.7 seconds long, is bad on defense-based characters who need to react quickly when the lucky hits start coming in. It's deadly (to you, not enemies) in trials where you have to move quickly to avoid autohit unresistables.
    You may want to take a look at the changes for Grav planned for I22, I think they are in the Dominator forum, there will be some Dev Digest comments in there. One of them is that Propel's animation is getting cut down to 2 seconds, IIRC, and the projectile getting sped up, with no loss of damage. There are several other MAJOR changes, including a complete rework of Dimension Shift, so check those before settling on a final build.
  4. Below is my build for kin/sonic which may give some ideas. I emphasized energy defense/resistance and ranged defense, since both of those damage types are very common in Incarnate trials and general Praetorian content. With the sonic AoE cone, I'm not spending long periods in melee, just dodging in when I need it. Its one of my cheapest end game builds (though I will probably add a Gladiators +3% defense, when the price drops some).

    Kin/Sonic is a very handy team build, the Fulcrum Shift makes getting through spawns (which is most of the content even in end game) really fast, and the /sonic speeds up taking down hard targets a lot. Its also not a bad soloing build, if you take Sirens Song, as Fulcrum Shift doesn't wake sleeping targets, though its no farm build with minimal AoEs.

    The two extra slots in Speed Boost with Zephyrs in there are for ranged defense, hopefully anyone who doesn't like the movement speed boost has it turned off at Null the Gull.

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  5. It depends a bit on how much you intend to invest in the build, Cold has significant advantages IF you have a high end, high recharge build, but its debuffs are on longer timers then Rad. If you plan for a SO/common IO/frankenslotted build, its hard to beat Rad for just general utility.

    Pair anything with the /Sonic secondary blast set, and you will contribute hugely to any AV/GM melting, by the way, the -resistance debuffs stack.
  6. I agree, getting to about 40% smash/lethal defense on my Fire tank made a huge difference in his survivability, especially because by the time you do that you also have a bunch of little bonuses for Regen, Hit Points, End, and so on. I've tanked an ITF and even without any defense debuff resistance I only needed to hit Healing Flames maybe a dozen times. Thats actually a place where the high AoE damage of a Fire tank helps a lot, because when minions and lts drop quickly, they don't get to stack much -defense.

    Don't neglect Auroxis's suggestions on things like temp powers and accolades, though. With a good IO build, a fire tank can handle everything a stone tank can for 95% of CoH content. Its that last 5% of content that the difference comes in, and running the day job defense toggle, or Stephanie ring, etc. can let you handle the last 5%. And the accolades don't get disabled in any content.

    Its amazing how many people will spend billions on getting IO bonuses worth a few percent, but never bother to spend an hour running around collecting badges and maybe Oro a mission or two for a permanent, all levels, +10-20% hit points or End. . .
  7. A couple of other points in favor of teaming, which you may or may not have been aware of;

    1. Kheldians get extra buffs of different types when teamed with others, depending on the ATs you are teamed with. For a WS, for example, having scrappers and tankers on the team will increase your resistance.
    2. Nova form has more ranged damage, and in particular AoE damage, at low levels then even most blasters can manage, so is a very welcome addition to teams. Especially if you respec early on and dump your early slots into Nova form. You can even outrange a lot of foes at low levels, though that goes away later on as higher level foes get more and better ranged attacks.

    Note that you can make 2 builds on a character, so consider leveling up a second one with Nova and see how you like it.
  8. Quote:
    Originally Posted by Venture View Post
    As it turns out, adding bad data to bad data doesn't make it good data.
    As it turns out, adding *more* data to a limited data set never makes it worse and almost always makes it better data. I don't offhand know of any exceptions.

    You may not like the data, the data may be influenced by outside factors such as a person flipping that recipe you want so that it never goes below 80,000,000 Inf, but the more complete data may keep you from paying 120,000,000 Inf.

    And Neuronia, the devs have put pretty much everything in a "store" now. You can buy various IO recipes and salvage with several different kinds of merits, from Alignment to Reward to Empyrean to AE. You may feel that its too much work to get IO sets together that way, but evidently the devs feel that that is "about the right amount of work". Anything that short circuits it, like using the market, is a bonus.

    To the OP, I've seen one other MMO's auction house, and CoH's is vastly better. It only showed the prices people were asking on an individual item basis, no transaction history of any kind, and as another poster mentioned, that is much less useful information because if the item is still showing, unless you got really lucky timing-wise, it *must* be overpriced. Maybe a little, maybe a lot, but you have no way of knowing. And if you list something that doesn't happen to be for sale right now, you are completely guessing. Meanwhile, if there are a few for sale and you list at the price thats showing, you may be overpricing your stuff as well, and paying auction fees for nothing because it won't move. That game DID force me to keep records of stuff I was buying and selling.

    Here, I can be reasonably sure that if I see a bunch of sales for X with bids up (another useful feature, though I realize that can also be manipulated) and I list at half that, I'll probably get at least 2/3 X. Meanwhile, if I list for 1, I'll probably get a reasonable price. It may be what the flipper is paying, not selling for, but they are taking the time to figure that out. My choice if I want to do the same, or just get back to playing the game. Not a bad deal IMHO.
  9. Quote:
    Originally Posted by MajorDecoy View Post
    No, that's not how it works any more. It used to work that way, but just around the Global Defense Reduction, they changed that. I don't remember the order it went, but within a few months of the GDR, enemy to-hit was set to a standard of 50% for all enemies within plus or minus four levels.

    Now... Enemy accuracy is a different matter. Higher rank foes do have different accuracy bonuses. So there are enemies you'll never get down to a 5% chance to-hit.
    Sorry, you are correct, I used the wrong term, higher rank foes have a higher accuracy, not a higher base tohit. The net "chance to hit you" numbers I mentioned because of this factor are correct though, I believe.

    Where I have seen a team like that fail even with insps on the STF (which I've done a lot more then the RSF) is that if the dps/buff/debuff part of the team isn't up to snuff, the insps don't keep the "tank", be it tank or brute or whatever, alive for the many minutes it takes for the team to start dropping AVs before the insps run out. I was on a STF, for example, long before Incarnates, where the only -resist debuff was a /storm controller. OK, that would normally work, if they were competent and had a good build, but they never used Freezing Rain unless specially requested in chat a couple of times for each individual casting, and I'm guessing they had no recharge, because it was like once every few minutes. The slower the AV killing on that, the more often Ghost Widow gets to hit with her haxxor hold, and the more Scirrocco AoEs all the support, and the more the AVs get to heal up, and the longer it goes. We were well over two hours on the last mission.

    Similarly I was on a early Khan where the only buff/debuff was one kin, who (1) kept standing next to the AV and dying, despite repeated requests not to stand there, and (2) only used Fulcrum Shift or Siphon Power on special request. Kins have reasons to stand in melee, but not just to blast. I was so wishing I had my rad defender along on either of those instead of the Warshade, who is great at spawn destroying but not the best in a lone AV fight. The team gave up, it was so slow to take Khan down.

    Thats one reason I prefer playing support, and work a lot on good IO builds for them, on a good team you can beat anything on SOs, but the worse the team gets the more load one or two characters may have to carry and then the build and powers start making a big difference. And I've been on a number of PUGs where nobody on the team really seems to know why they are sometimes winning and other times losing.
  10. Quote:
    Originally Posted by Oedipus_Tex View Post
    Trick Arrow/ or Sonic/anything Mastermind will be a very difficult character.
    I heard Ninja/TA MM is tough, since the Ninjas sometimes flee from Oil Slick, and TA doesn't offer much to keep them alive.
  11. I'd say the new Faultline is my favorite, its got some varied fights and missions, its the first time you see some really strange maps (the tilted floors), and its likely to be your first fight against AVs, unless you jump on Posi really early.

    I try to do Croatoa since I'm going to be needing those defeats anyway for Geas of the Kind ones, so I may as well level in the process. I agree its a nice zone and well contained storywise, which doesn't bother me since I have only a hazy grasp of the overall game lore.

    I'd like Striga more if (1) it wasn't a bit overloaded with "defeat alls" and (2) the missions were in the same order for everyone. I usually do these things teamed with friends, and when we get the missions in random orders, we end up basically doing all the contacts twice to keep everyone up, which gets especially old after the 3rd or 4th defeat all. I agree its got one of the most fun TFs in the game though. I often do it anyway, though, because its got great temps (well, mainly the Wedding Ring) and I'd like to make sure I *can* do Hess if I like.

    Hollows is actually kind of hard to get through without outleveling it now, as it has large missions and leveling is so fast with rest XPs (without much play time and with friends with altitis, most play I do benefits from that). I still consider the end trial one of the harder ones in the game till iTrials, nothing else requires *every single person on the team* to do something right to succeed. Plus the combination of the short timer and having to get there through tunnels past Trolls you are exemped down to and hard hitting, unslowable, respawning Magma Men inside makes recovering from deaths or a team wipe hard. Before Stealth IOs and level 6 travel powers and inherent Stamina and Assemble the Team, it was very rare to find anyone who could stealth to the door through the maze and get the team there at level 15, making it even harder. I still recommend everyone run the Cavern of Transdescence once, though, its neat to see.
  12. Quote:
    Originally Posted by Auroxis View Post
    Yes you can reach 90% S/L, with a resistance Alpha, PVP +3% resistance, and Barrier.
    Although I actually like Rebirth - Heal for the Destiny power on my Fire tank, with the build I have its tough enough to withstand anything I throw at it, where I have problems is more likely to be some of the high end TFs/Trials where AVs have huge AoEs that take out squishies on the team. If most of the support drops, best case is everything probably takes longer while they recover, retoggle, and return, and worst case you may be facing an AV who is hitting a lot harder because they are no longer debuffed. The large Rebirth AoE sometimes prevents a partial team/league wipe, and Barrier is harder to use for that since you don't usually know when the AV may fire something off.
  13. Quote:
    Originally Posted by KnightofKhonsu View Post
    However, Taunt is a tool a tanker can use to pull enemies of his teammates when he cannot disengage from those he's fighting. Especially if said teammate is your primary healer who happened to gain aggro from some enemies in between he/she and the tanker.
    Where I find it particularly useful is not for a healer, who with the possible exception of some Emp/Fires don't pull that much aggro, as for debuffers, who often do. My Fire/Rad controller friend manages to faceplant fairly regularly even with me running a Fire/Fire tank, just because the radius of some of her powers (the AoE Immob in particular) is larger then my biggest PbAoE. On a fairly dispersed spawn, it at least gives me a chance to try to target any bosses lurking on the outskirts and drag them over before they beat him up. I can also reel in debuff anchors, who have a strong tendency to flee these days with the latest AI tweaks.

    I was just on an ITF last night that ran with "who was available", and the only tanking available was 2 scrapper and 2 MMs. Lots of fun, and not many deaths at all, but the Rommy fight was a bit of a pain because with no Taunt to keep him in place he went running way off to the side and died out of LOS of a Nictus so we had to beat that down later. AVs, and critters in general, tend to run if they can't hit you, a common situation on high level teams these days. Similarly, in the Keyes trial Taunt is really handy to keep Positron where you want him without damaging him. In a Apex trial you can keep the AVs attention while she is in a Death Patch and you can't melee her. In a STF you can keep Lord Recluse's attention even when he is unhittable. The positioning and facing you can do with Taunt is just very handy, in my opinion, and particularly so in the situations where a team is likely to want to recruit a tank for their survivability and aggro control anyway.

    Nice to know the Mito knockback is Mag 10, I had been trying to find out if the Mag 11 protection I have on my Fire tank would be enough to tank them but ran into that AT specific modifier problem that got fixed, thanks!
  14. Fire/Fire is hard to beat for early AoE damage on a tank, though it can be a bit squishy unless you take Boxing/Tough and maybe Weave, which makes it hard to also take and slot all the attacks you have by 20ish. Stick with smaller teams and/or have some support along and its not bad though, and I've been on teams where I was probably providing half the damage of the team, so thats fairly satisfying.

    It might be worth considering a brute, though, since they get attacks even earlier and the weak slotting you tend to have at low levels is somewhat mitigated by the damage bonus from Fury.
  15. Quote:
    Originally Posted by Netphenix5 View Post
    Even with the AV's resistance, they'd have lost a couple percents at least, which would have increased your statistical survivability by a significant factor (from 9% to 5% ToHit is almost half chances of getting hit...)
    Higher rank foes (i.e. bosses, AVs, etc.) have higher base tohit chances. You'd need to see the whole tohit formula and play with some numbers to see how that works, but basically even with every player on the server providing tohit debuffs on the AV and defense buffs to the tank, a level 53 AV will ALWAYS have a 9.75% chance to hit you. A level 54, such as on the STF, has a 10.5% chance (assuming you aren't level shifted, if so its 9.1% and 9.75% respectively).

    For more information on tohit and defense, see Arcanaville's guide; she knows more about it then anyone, including most (possibly all) of the devs, and it was due to her input that the basic formula used by the game was changed to the form it takes now. It used to be even worse for SR. . .
  16. Quote:
    Originally Posted by TwoHeadedBoy View Post
    People lied to you. I run Shadow Cloak with a Celerity IO in Sprint and it works totally fine.
    And in fact you can stack Celerity + Shadow Cloak + Superspeed, though one of the few places this is actually helpful is against turrets, such as the ones you fight in Bloody Bay for a Shivan. SS + Stealth, Shadow Cloak + SS, etc. aren't enough but you can stand right next to them with all three going.

    Unfortunately the much more common (at high levels) Rikti Drones ignore all stealth, so no help there.
  17. Quote:
    Originally Posted by gameboy1234 View Post
    Almost: the pets just require defensive, not follow.
    Correct; Defensive/Stay works fine for Bodyguard, which is handy for things like pulling AVs to a killing spot, keeping them at range, keeping them in melee, etc. Note that pets in Defensive/Stay will ignore the "stay" part and run out to shoot anything that shoots at you, though.

    One other thing which can be annoying or handy, depending on how you use it, after you issue a "defend" command, there is a several second pause before the pets will start shooting stuff. They don't wait like this if they are already in Defend mode and you run in to a spawn, its just a pause after you issue the command. This prevents superfast toggling between Attack and Defend modes.
  18. Coming to tanking relatively late in my CoH career after playing defenders, in particular debuffing defenders, I immediately took to thinking of tanking as a form of controlling, with a mix of hardish (taunt) and softish (PbAoEs) controls. When I get the spawn to shoot at me, and I can take the damage/mezzing without much problem, its the exact equivalent functionally of a controller using an AoE Hold on them, say. The difference being that its much easier and safer for me to perma my control effects then for most controllers, in addition to being more efficient in that I have more control over where the mobs go and can clump them up.

    One suggestion I saw that I liked was to give tankers one PbAoE with larger radius and perhaps larger target cap then the scrapper/brute equivalent. No additional damage, but just a way to get the attention of a more dispersed group. Lots of high level mobs these days like their ranged attacks so much that they never really close on anyone, and even with my fire tank who has plenty of PbAoEs a friend on a fire controller was regularly dying just because his AoE Immob was so much bigger then my biggest PbAoE that he would catch a lot of stray aggro. Admittedly, he was a fairly aggressive player and considered Rise of the Phoenix part of his attack chain.
  19. I use Cryonic on my Crab, because everything she does is either ranged targeted or a ranged cone, so I'm already doing a lot of lining up on things from a distance. I'll arrange myself so that I can shoot an AV plus incoming adds way over on the far side with Cryonic, or hit all the runners on a BAF path, for example. Same idea on my Warshade, since their Nova form attacks already have very good range. Until Vorpal came out it covered the largest total area of any Judgement attack.

    And Void (avoiding the knockback tree) is great on a Melee character, of course, who is usually in the middle of things. Very handy for extra survivability on a tank, or for those situations when you are already at the aggro cap and another spawn jumps in and you want to try to protect the team.
  20. Supersidekicking - I play this game primarily with a couple of friends who have fairly severe altitis, and it was always a pain to try to come up with three characters on the same server having at least 2 of about the same level so somebody could sidekick the third. Now any two of us can join the third doing anything and still all get XPs and not have to worry about it. Or, when our other friends join, or we join a PUG, or form a PUG, no level Tetris required.

    Invention Enhancements - the "original" end game, with those the average online population of level 50s went from about 2% to more like 15-20% at times, since people now had things they could do to improve them. In my opinion that, combined with much wider availability of respecs, gave this game a lot of staying power, since you could now try your favorite blaster with THIS combination of powers/slotting, or THAT combination of powers/slotting, and so on, with the required accumulation of stuff to do that. There were some puzzling design decisions in this, like half a dozen snipe sets but only three regular AoE sets, but overall the debates over various build slotting on the forums show that there are different ways to legitimately do things.

    The Market - tied to the above, not only does this provide a mini game within the game, and allow easy funding of characters when it was once a struggle to afford SOs on any new server until you had a high level character, but I also think they made some great decisions when they set it up, whether on purpose or by accident. Subtle things like common IO recipes selling for a lot, to provide a funding source, but set IO recipes selling for comparatively little to encourage people to put them on the market. After using a market system on a different MMO, where each *individual item* has a separate sale listing but they are all in a random order with no search function, and you can't put anything for sale or put in a bid lasting longer then 3 days, I appreciate how much better this one is.
  21. Those Telepathist debuffs still apply inside? Interesting, I should check that next time I do one of those (which is rare, my schedule doesn't synch up often).
  22. Quote:
    Originally Posted by UberGuy View Post
    I don't believe that to be the case. If leagues on which I play are at all representative, very few people join leagues via queues. I don't see how those few people explain why those who do join a league via the queue is likely to have a short wait in order to do so. That suggests that people only join the LFG queue at times when people are starting pre-formed, open leagues, and I see no reason that should be valid.
    Say there is a preformed league of 22 players in the RWZ and they enter the BAF queue as an "open league". In 1 minute they enter, along with one guy who was wandering around in Talos for the last 45 minutes in queue.

    Average time of wait = (22 players x1 minute + 1 player x 45 minutes)/23 players = 2.91 minutes.

    So yes, that one guy in Talos was looking at a "3 minutes wait time" for most of an hour, as will the next person, and so on.

    The only way that displayed wait would get fairly accurate for the "pickup trial joiner" is if almost EVERYONE used the LFG system to enter trials, and nobody did preformed leagues. If this game emphasized street sweeping, where you could hang out in LFG queue all day, that might happen, but otherwise it probably won't. Especially as later trials get harder, and start requiring more people on the team to do specific tasks, or have specific ATs/powersets, and so on.

    I do sympathize with the OP, though, as from a written description, even with maps, it can be hard to figure out which reactor is which and who is doing which things on the team when different people are scattered around doing different things. For a sentence like "click the glowie and use the temp on the computer" to make sense you have to know where a glowie is and where a computer is, and what they look like. Glowies are in different places, I've never even seen the ones inside the bunkers. And rare is the league leader who takes much time to explain it, since there is a fair amount of time pressure, which means you have little subgroups of players who may be winging it as well. Or they may know exactly what they are doing, but you have no way of knowing if you don't know what to do yourself.
  23. I found while leveling my Fire tank, before I could start building for things like set IO defense, that just taking Tough/Weave along with Combat Jumping for the extra bit of defense made a big difference in survivability tanking for teams. I wouldn't necessarily suggest running at +4 difficulty, but frankly thats risky with any tank on PUGs (dedicated sgs/groups of friends are another matter, of course). That plus a well slotted Healing Flames and judicious use of insps meant very rarely dying.

    If you are in the 30s, and have the Inf, slotting Kinetic Combats for smash/lethal defense is good. Since they cap at 35 there is no reason to wait till 50, and they will stack with Weave and Combat Jumping. Similarly, if you have the Inf, feel free to put a few LotGs into Weave and Combat Jumping, as it will help even more with Healing Flames.

    Finally, if it doesn't hurt your concept and you are willing to make the effort, you can get more survivability by going redside for the Ghost Widow patron arc and get Darkest Night. The -tohit/-damage acts like more defense and resist for you AND the rest of the team, and keeps bosses and AVs aggroed on you. AVs resist the -tohit but NOT the -damage. Toggle debuffs work great when you have mezz protection, they were balanced for squishies who would lose them when mezzed.
  24. Scientist

    ??/Traps

    Quote:
    Originally Posted by Riverdusk View Post
    Because the effect is actually for as long as they stay in the "gas cloud" and another 10 seconds after they leave it or it dissipates, at least that's how I've observed it working. Haven't timed how long the cloud lasts, but it is a lot longer than 10 seconds.
    Duration is 30 seconds, so a total of 40 seconds of floored regen. With recharge slotting and a bit of global recharge, its not hard to have it perma, which allows soloing of GMs. A fair number of powersets can solo AVs, not many can solo GMs because of the regeneration issue, which is considerably higher on a GM then a (normal) AV. Traps can. Not that thats a major part of the game, but it explains the reputation the OP asked about.

    Otherwise, Traps has a lot of the other tools you need for AV soloing; a good single target Immob to keep them from running or closing to melee, mezz protection, fairly easy soft capping, stackable -resist, an alpha soaker/damage debuff with Seekers, and with enough patience a decent Alpha strike with Trip Mine. I was soloing AVs with a Bots/Traps MM on SOs while leveling, there are not many powersets in the game which can do that before IOs, even among Masterminds.
  25. Quote:
    Originally Posted by Gaia View Post
    Based on what happened with my old US account when I reactivated it, having not played it for about a year, the items I had in auction slots were still present as stored although the auction itself was cancelled. I'm sure I had some things up for sale as well as any buy requests.
    Just as a note, if this period was during the merger of the blue and redside markets, all transactions got cancelled and refunded, etc. when that happened.