Seldom

Shady Shyster
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  1. I verge between liking/tolerating all of them. The most arduous, Dr. Q and Citadel are a cakewalk with a good group of 50's steamrolling it all. The only one that comes to mind are Barricuda if the team has no MM/defender and lacks corrs/controllers/blasters. Yes, I have been lucky enough to run without team support or ranged damage or anti-heals temps. Yay.
  2. For extra recharge, I do a 5-slot doctored wounds with the sixth being an accuracy IO.
  3. Quote:
    Originally Posted by dave_p View Post
    You completely miss the point, and you may want to at least skim over the rest of the thread. It's not that 1 AoE shot for 450 (or, you know, 710 w/Musculature) replaces a blaster. It's 8 of them on a team (more on a league). And it's by ppl who can better debuff crowds, or just ignore any return fire, than blasters. So tell me again why a team of 7 nuking defenders/controllers/scrappers/tanks will want a blaster.
    Because nuke all you want, a blaster can then kill things about as fast between those 12 second windows faster than all folks, or new spawns. Add in debuffs from interface from the team, blasters' high damage can become astronomical if other team members go with -res procs. Things that debuff a crowd are perfectly setting them up for a blaster. A team of 6 controllers/corrs/defenders/masterminds +2 blasters > 8 controllers/corrs/defenders/masterminds.

    Force multipliers are awesome in this game, but when caps start being hit, it helps to have higher forces to be multiplied. Which for big blast damage, is a blaster. Once you have a few people on the team grabbing attention/locking stuff down, the big weakness of a blaster, low self-survival, becomes moot, and they can kill as they see fit.

    That being said, when it comes down to it it'll be hard to find a 8 man team where all have judgement, especially at hight level. At least for awhile. Alts, time constraints, etc mean not everyone will make it there. You invite a blaster, you know you're getting something that can kill things quickly.
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    A developer (I don't remember who) once described the introduction of a single-server environment was something along the lines of the "hardest, most complicated thing we could do right now." That was a few years ago, however.

    I do agree that the removal of server segregation would improve the gaming experience TREMENDOUSLY. Outdoor zone instancing should prevent overcrowding, and people would be exposed to a common environment shared with many others where both social interaction and teaming opportunities should be easy. The game's heavily instanced nature, in addition, would still provide a safe haven for solo players like myself, just as it always has.

    Character name conflicts may be a problem, but if such a move is made I guarantee that non-unique naming would HAVE to follow.

    One has to recognise the publicity downside, however, of announcing that you are merging all of your game's servers down to one.
    All of these reasons above are why I suggested having 'global' character slots to transfer between servers earlier. (See suggestion 10 posts up) But in all honesty, if anything let me play with game buddies on the characters we like most irregardless of what server they were created on, I'd use it.
  5. Yes, I had it happen on three runs over the years. Seems to happen most on large teams, as large spawns seem to have trouble finding room to spawn, or spawn at a larger spread, once in a while going outside the walls.

    We used to have everyone log out, then run through it with fewer, but that was awhile back, and that trick no longer works. (spawns are constant barring team quits)
  6. Seldom

    Poison. Fix it!

    Quote:
    Originally Posted by Samuel_Tow View Post
    Personally, I'm getting increasingly sick and tired of "kneel down and stroke the ground" summon powers. In a game as fast-paced as City of Heroes, being rooted down in place with an interruptible power you can only place vertically under your own butt is just annoying.

    Personally, I feel all such powers need to be changed to tossable, self-deployable gadgets, and yes, that does indeed include things like Time Bomb and Trip Mine, Specifically, I feel that Poison Gas Trap needs to to be turned into this. Throw out a poison vial with the same motion as Alkaloid and have it stick to the ground where you summoned. If there are enemies around it, it activates immediately. If there are no enemies, then it waits until there are.

    To me, this would be an easy solution to any problems with Poison.
    *coughs*
    *points up at 'tossed trap' suggestion.*

    Er, yes I agree. The just make the trap that gets tossed work, and you're golden!
  7. Quote:
    Originally Posted by Stormfront_NA View Post
    I don't understand "re-purpose" and double install the game, can you elaborate on the mechanics a bit more? It seems you have a means to simulate a cross-server capability, but I just don't understand how, this is accomplished.

    ...

    Stormy
    The test server requires a new installation location/instance, as it's separate from live. I say 're-purpose' as the test server is meant to be a 'safe zone' where devs can apply tentative game changes and players can evaluate them before they hit live. Some players install and copy characters to the test server just to play characters from disparate servers without actually moving them on 'live.' (See: test server PvP.)

    This achieves a pseudo-universal server result, but only in one direction. Any progress gained from the test server cannot go anywhere else. Add to this that it needs even more space on the hard drive, use of an unsteady copy tool, separate updates, and is not always available. Hence why I'd say it's not actually a sufficient substitute for real cross server play as Memphis_Bill suggested.
  8. *sigh* okay, here's how I see this whole 'x archetype will become obsolete' argument.

    Arachnos: excellent defenses, team buffs and some debuffs, very good offense on top of squishiness. With incarnate abilities, gain even better offense, some even stronger team buffs, and a selection of even greater debuffs, and extra pets. (Soldiers can have some already, so even more) Still lack reactive buffs, still have lowish hp when something can get past the defense, lack control except for fortunatas.

    blasters: Excellent offense, has the highest ranged damage possible, often has some soft controlls and a good variety of AoE/burst damage options. Gains more aoE with the incarnates, pets to help distract/buff, some strong burst buffs, and excellent debuffs to magnify/augment their excellent offense. Still lack significant self-preservation tools, hard control, big debuffs, and reliable buffs.

    brutes: Good toughness, good damage, can control aggro pretty well, lack much range and team buffs/enemy debuffs. Burst damage is okay, but requires prep time to optimize. With incarnetes the gain team buffs, pets to help support them and damage, better burst AoE damage, and get debuffs to magnify their damage. Since their base damage is lowish before fury, -res is very good for brutes as it magnifies their magnified damage, rather than the low base. Still lack reliable range, control, buffs, and much debuffing aside from the procs. Also can attract a lot of aggro with marginal starting armor mods, so they still can get in over their heads at times.

    controllers: Good buffs/debuffs, good control, goodish damage, depending on setup. Lack burst damage, have low hp, and often times rely on mez for part of their offense. With incarnation they gain (more)pets to magnify their buff/debuffs, gain even more debuffs, burst AoE damage, and more buffs. Still lack reliable straightforward damage, can still squish if not careful, still have lowish starting damage.

    corruptors: Good buffs/debuffs, good ranged damage, excellent finishing damage. Still a bit squishy. Gain pets that can magnify their buffs debuffs, help lay down damage to get scourges faster. Gain better burst Aoe damage for even faster scourging, gain even more buffs, gain even more debuffs. I've always held corruptors to be one of the best AV damage team members, (due to scourge+debuffs) they get even better with the debuff procs. Still have only medium starting damage, lack control, still squishy.

    defenders: Best buffs/debuffs in the game, have ranged damage that can debuff foes. Damage starts off a bit 'meh' before buffs/debuffs are taken into play, still squishy. With incarnation they bring even more buffs/debuffs, burst aoE damage, and pets to magnify their buffing/debuffing. Still lack sturdiness, control, and reliable burst damage.

    Dominators: Best control in game, excellent offense. Lack buffs/debuffs, rely on mez for survival, often lack burst damage. With incarnation they gain team buffs, debuffs to magnify their offense, and pets to help assist with buffs and damage. Still lack reliable huge booms & buffs, other debuffs, still a bit squishy.

    kheldians: Can be pinch hitters for different roles, have good damage. Lack buffs/debuffs. They gain buffs/debuffs, pets, more burst damage. They still lack significant debuffs to fall back on, buffs, controls, and can still require form shifts for setup.

    masterminds: Bring good buffs/debuffs, pets for aggro distraction, good offense, and good survival in bodyguard mode. Still require pet survival/cooperation for best performance, and have limited burst damage. Vulnerable to AoE damage. With incarnation they gain even bigger buffs, more debuffs, more pets, and better burst AoE damage. Still reliant on pets for much of their survival and offense, still squishy beneath all their options, and lack control.

    scrappers: excellent damage, good survival skills. Lack buffs/debuffs/controls, limited range, only medium hp if damage starts getting through to their hp. Gain even better AoE burst damage, boosts, and debuffs to augment their high offense. Gain pets to help support them and help defeat foes. Still lack reliable buffs/controls, or other buffs. Only so-so at being an aggro distraction.

    stalkers: Best burst melee in game, can escape attention when things get 'hot.' Low hp, lack much AoE, control, buffs, debuffs. With incarnate abilities they gain the AoE burst damage they lacked, buffs, and debuffs to magnify their offense. Also pets to support them and pick up aggro away from them. Still lack reliable AoE/buffs/controls, still squishy beneath offenses, still can inadvertently redirect aggro to toe members at times.

    Tankers: Highest toughness, excellent ability to be a team distraction, and have melee offense. Lacks burst damage, ranged damage, buffs, lockdown controls, and have limited debuffs. With incarnation they bring burst AoE damage, buffs for the team, debuffs to help their offense, pets for more offense and even better survival. Still lack big damage most of the time, many control options, or buffs for the team.

    Pick a team member. Any single one WILL help you, and will help you in a way no other archetype can. With the incarnate abilities, they bring even more options, often magnifying their strength and covering for the limitations they would otherwise have. But if you look at incarnate abilities as a whole, they are still 'burst' abilities, so the team still will be relying the 'core' abilities of that member.You mix and match them, they all bring their own toolkit, magnify or supplementing each other. Blasters are included- while other archetypes can throw out their big booms, blasters can follow up toasting remainders, or just go ahead and mow down the next group. Blasters can become even better against tough foes or in hard situations, as they can pop a big buff to help themselves and the team survive, and their excellent offense can then weaken anything strong enough to survive.

    Relax folks, you'll still have a place.

    Heck, the way some new stuff benefits from 'death from afar,' and 'kill it quick,' blasters are the difference between a success and a resounding success in my experience.
  9. Heh.

    Blasters can constantly bring the pain, and when boosted are still your go-to team damage dealer. Oh yes, and they can follow up a nuke on one spawn with a judgement on the next. Your doom is in another castle.
  10. My main server is Champion, so I can only give insight to that one.

    It's heavily bent toward power-gamers, but usually nicer power gamers. There are a few very terse individuals around, but that crowd is limited. The server has many weekly events, and there's a constant stream of TF/SF runs. The downside is that it is very insular. If you aren't connected/invited to global channels you will not know about much going on. Oh, and it's much more a blueside/night server.

    I also play on protector, which seems to have a good number of knowledgable/nice players, but I play exclusively with my hero group there, so I don't have much experience with the community. (It's my 'blue' server, and I prefer red/grey.)
  11. Quote:
    Originally Posted by Berzerker_NA View Post
    At least they could stretch it, like what they did for electric armor by making Energize into a self heal.
    Yup. hence why I'd still say give the trap some range to place, and extend the +sleep to the entire duration, as well as a heavy -recovery to go with the -end. This means even if stupid pets wake them, foes go back under, and new foes can go to sleep after the trigger. The -recovery means that the -end has worth, as a straight -end overlooks how fast critters get their endurance back.

    Basically, make it a shorter range/interuptable static field that has to be triggered but caries a stronger -recovery. (As static field relies on the rest of its set to sap, poison trap's sapping has no stackability to offer.) Cottage rule is safe, and the limited debuffs are less of an issue as sleeping/sapped foes aren't a trouble anywise. In balance, attacking right away would wake/draw out foes, so it wouldn't be an "I win, you're helpless!" power.
  12. Quote:
    Originally Posted by GavinRuneblade View Post
    The key is fly high enough, the nice advantage is the -fly drops you out of them if you get hit.

    But I have been killed by low-hovering allies who got blue flame dropped where I couldn't see it. =) So fly high dag nabbit!
    This. I was on a two hour Apex yesterday with a team that pushed the limits of my resurrect recharge. A hover blaster stopped trying to fly (at 12 ft or so) because he kept dying anywise. I showed him that if you go higher, you get hit less and help the team. Sky-high bluestuff=less for the ground folks to worry about, and his ability to survive and keep shooting helped push the damage over the regen threshold to take battle maiden down.
  13. Quote:
    Originally Posted by Delta_Strider View Post
    It should just get a damage effect, like a DoT version of Trip Mine. It would at least make it fulfill a gap in Poison's abilities.
    Can't speak for many others, but I'd far prefer a debuff/soft control tool to help reduce the danger of a large group in some capacity than AoE damage in a support set. Something that would reliably slow down how much goo I'd have to be slinging at pets/allies to patch them up. Because let's face it, an AoE damage attack (slow damage) would be tough on a character which lacks much self preservation.

    But that's just me.
  14. Quote:
    Originally Posted by Arnabas View Post
    Pretty much any non-Christian one. Earlier gods often reflected the people who worshipped them. The term "god" doesn't automatically mean omnipotent.
    Actually, a deity that can bleed specifically includes the Christian God.

    It's funny to note that in most mythologies, gods are tough but can and do get hurt, even die. Hence why I'd say that within comic book mythology, you can call Thor an alien all you want but if it walks like a duck, quacks like a duck...it's still a nigh invulnerable deifi-err- extraterrestrial being that controls storms and lightning at will.
  15. I find the mixed titles of 'god' and 'aliens' etc. to be funny in the comic genre. Yes, in Marvel Asgard is a literal place in another dimension/world with advanced tech power. The alien term sticks, but let's be honest here, he's up there with the super hero 'gods.'

    Yes, they are that, let's face it. We don't use the term 'gods' as people are uncomfortable with religious overtones, so the terminology is changed. We don't talk about a god born from chaos of the void, but we talk about unstoppable green men that can smash mountains coming from a nuclear explosion. Compare Superman with Zeus, and Supes doesn't come up short. Say what you will, even if Thor's using 'tech,' (And I mean tech in the magical fiction sense, not the actual sense) he's still an invulnerable, ageless super-human with incredible strength that can summon lightning. Sounds like a 'god' (mythologically speaking) to me.

    We've just swapped to lingo that's fashionable.
  16. Seldom

    Best AoE

    Crab spiders...here's an example of the number of AoE's they can have:


    Heavy burst, high damage cone
    Venom grenade, moderate damage ranged AoE, -resist to all damage
    Frag Grenade, moderate damage ranged AoE
    Suppression, High damage cone
    Frenzy, moderate damage PbAoE
    Omega maneuver, summoned bomb, superior damage
    Ball lightning, moderate damage ranged attack / OR Bile spray, toxic cone
    Static discharge, moderate damage cone

    Throw in 'call reinforcements' which brings in not just ranged AoE blasts x2, but ranged immobilizes to hold things for AoE's. (which you can do too.)

    Most of these recharge fast enough that you can chain them
  17. Seldom

    Poison. Fix it!

    Quote:
    Originally Posted by Lazarillo View Post
    Seldom, unless I'm mistaken, it sounds like you're saying just to make the -Regen in Envenom stackable, but the -Regen is can already be stacked, though the -Def and -Res cannot.
    Double-checked the power, and you are quite right. My mistake. I would still like the -res/-defense to be less resisted, which would make it far better vs. AV's that ignore so much of said effects at present. I will edit my post, thanks for pointing that out.
  18. Seldom

    Poison. Fix it!

    Poison has 2 problems; lack of mitigation vs. groups, and the fact that other sets share or even outrank its debuffs, but do so to 16 targets.


    .................................................. ........................
    Envenom: part of the main debuffs, but has one weakness: it is unstackable. When used vs. AV's and such, a limited focus debuff should shine, but they resist much of its effects. Also, other sets have the same -def/-res effects, but do so vs. crowds.

    Solution: make this partly or wholly unresistable. (See: siphon speed.) This makes poison catch up big time against the times when a single target debuffer is needed, making it the strongest single-target debuffer. Which makes sense, as it is far more concentrated, and will not hit other targets.
    .................................................. ........................
    Poison trap: This trap has a long interrupt, need close-up foes to trigger, and its soft control is not persistent. The -end is not enough to drain foes, making it impractical for most situations. Likewise, in a set that has no means of reliably softening the blow of a large crowd, the only crowd control it has can barely be used.

    Solution: Make this a short range 'trap' power, (15ft?) with a shorter interrupt and a persistent sleep, -recovery, and -end effect.

    The range is because a poisoner is in all other cases ranged, and has little self-preservation for any placement that would involve nearby threats. Yes, I know traps are meant to be an 'ahead' power, but this softens it into a unreliable but not undoable combat power, better done before battle. Plus, since traps don't cause aggro, it makes it easier to set up for maximum effect. basically, the poisoner prepares then tosses out the trap. Interrupt is the prep time.

    The sleep/drain makes it still unreliable, and keeps in from a complete lockdown- but allows it to function as mitigation. This is in keeping with the 'not good vs. groups, better at bosses' mold. The sleep ticks would be slow, and short lived. the -recovery would be strong, but the -end weak. So foes would not regain energy, but would be sapped slowly. The sapping could drain them to 0 end, but only in the gas cloud, after extended time.

    So, the player could hold back/run for maximum mitigation, or could attack breaking the sleeps, relying on the slower sapping for threat relief. This is unlike other sets that do not have to hold back to get better mitigation. Again, plays to the 'weak versus crowds,' without lacking any reliable crowd mitigation.
    .................................................. ........................
    Noxious Gas: poison waits until 38 for an 10 target, 20 second debuff on a 5 minute timer. With this power active, poison is indeed the toughest debuffer. It can't be relied upon, making other debuff sets more potent versus single targets and crowds.

    Solution: make this into a toggle, even if it means weakening the effect a bit. making it an ally rather than henchman buff would make it far more practical, as humans could use it better, and are not prone to as quick of deaths. A live target to toggle on is key when fighting foes that can kill henchmen in a couple hits. Note: this should stay at the 10 target max. limit, unlike others that are 16. Again, limited target focus, stronger effects.
    .................................................. ........................


    With those 3 tweaks, the set becomes the best debuffer, but only vs. very limited targets. Well, since it makes many sacrifices for its very limited but potent debuffs, this is balanced. It also gives the set some more large group tools, while staying sufficiently behind all other support sets against mass mobs. (Which is fine as long as it surpasses them against single targets.)
  19. Quote:
    Originally Posted by Vanden View Post
    Range is schedule B, so you're getting 80% before ED, not 133.
    Errr, correct me if I'm wrong, but boost range is not effected by ED, as it isn't slotting.

    To explain, 3 damage/range Ho's=+60% range. Boost range=+60% range. Cardiac core paragon=+20% range, but only two-thirds of that works due to the cap, so it's +13% instead.

    60+60+13=133
  20. Quote:
    Originally Posted by Katten View Post
    Ha, yea my archer and AR are both range boosted, I've found one of the most satisfying things to do is, on the ITF in the first mission, stand on top of the ring at the end of the mis. From there it's just twang,twang,twang cycle through all your attacks while cycling targets. You can hit anyone in the entire ring from above, while your team fights below feels very old school archer.
    AR/ and Arch/ with boost range is nice, but it's crazier still when you throw 3 damage/range hami's in all attacks. The new +range from cardiac means you can get even more range, making it possible to have +133% range at all times. Yum!
  21. It seems that many 'train' missions now require you use a train stop; I've seen the same thing. Thankfully, it's not in place with TF's like Khan.

    It was handy, but going through Talos is not a big deal most of the time.
  22. I love making characters in this game, but once I get that down, I try to find the best performance I can while keeping to the concept. So, when I got to my archer blaster, I wondered what I should do. The conventional defense/+recharge didn't fit the bill. She's an expert marksman with advanced tech as well, rapidfire arrows/dodging didn't quite fit the marksman part.

    "What about range?" I asked myself. I almost never slot for it, but with boost range in there, why not give it a shot?

    I got running with it, and found it pretty affordable. Mind you a few toys had to be earned/bought as some portions were expensive, but nowhere near the order of the recharge/defense bills. The primary focus is extra range, with the secondary being recharge for the big AoE hitters to land. Recovery helps with sustained endurance. Medicine is for self and team help here and there.

    Here's the build. This isn't a critique thing, just wanted to throw it out there for those that enjoy some mids' tinkering to check out.

    Edit 4/16/12
    Here is the latest build. I still need some catalysts to make it a reality. I've also used some purples, and added total focus as a "smack something that got too close" power.

    The biggest and best change is the blaster AT IO's, though the enhancement boosters/level 35 APP changes/incarnate powers have helped too.

    Special items to note:
    The catalyzed blaster ATO gives +10% range at three slots, so this can be doubled. Add this to cardiac's +range and the burst of +range from clarion, and your shortest range attack is almost sniper reach, your longest can hit from 400 ft. Oh, and an 800 ft. teleport? Not shabby.

    I also fudged some things to give some extra +damage bonuses. With blaster mods, this is useful, and since I can't squueze much +recharge/+defense to mean much out of the few free un-frankenslotted powers, +damage works for me, especially because the sets also give extra needed enhancement. (Adjusted helping with endurance, mako's giving teeth to total focus.)


    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Archer from afar: Level 50 Technology Blaster
    Primary Power Set: Archery
    Secondary Power Set: Energy Manipulation
    Power Pool: Teleportation
    Power Pool: Medicine
    Power Pool: Flight
    Power Pool: Concealment
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Snap Shot
    • (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50
    • (3) Ruin - Accuracy/Endurance/Recharge: Level 40
    • (19) HamiO:Centriole Exposure
    • (19) HamiO:Centriole Exposure
    • (34) HamiO:Centriole Exposure
    Level 1: Power Thrust
    • (A) Accuracy IO: Level 50
    Level 2: Aimed Shot
    • (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50
    • (3) Ruin - Accuracy/Endurance/Recharge: Level 40
    • (13) HamiO:Centriole Exposure
    • (27) HamiO:Centriole Exposure
    • (27) HamiO:Centriole Exposure
    Level 4: Build Up
    • (A) Adjusted Targeting - Recharge: Level 50
    • (5) Adjusted Targeting - Endurance/Recharge: Level 50
    • (5) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
    Level 6: Fistful of Arrows
    • (A) Superior Blaster's Wrath - Accuracy/Damage: Level 50
    • (7) Superior Blaster's Wrath - Damage/Recharge: Level 50
    • (7) HamiO:Centriole Exposure
    • (13) HamiO:Centriole Exposure
    • (15) HamiO:Centriole Exposure
    • (36) Superior Blaster's Wrath - Accuracy/Damage/Endurance: Level 50
    Level 8: Aim
    • (A) Adjusted Targeting - Endurance/Recharge: Level 50
    • (9) Adjusted Targeting - Recharge: Level 50
    • (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 21
    Level 10: Blazing Arrow
    • (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50
    • (11) Ruin - Accuracy/Endurance/Recharge: Level 40
    • (11) HamiO:Centriole Exposure
    • (15) HamiO:Centriole Exposure
    • (25) HamiO:Centriole Exposure
    Level 12: Recall Friend
    • (A) Winter's Gift - Slow Resistance (20%): Level 50
    Level 14: Teleport
    • (A) Time & Space Manipulation - Range: Level 50
    • (31) Jaunt - Endurance/Range: Level 49
    • (39) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
    Level 16: Explosive Arrow
    • (A) Superior Blaster's Wrath - Accuracy/Damage/Recharge: Level 50
    • (17) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge: Level 50
    • (17) HamiO:Centriole Exposure
    • (21) HamiO:Centriole Exposure
    • (25) HamiO:Centriole Exposure
    • (39) Superior Blaster's Wrath - Recharge/Chance for Fire Damage: Level 21
    Level 18: Ranged Shot
    • (A) Thunderstrike - Accuracy/Damage/Endurance: Level 50
    • (29) Ruin - Accuracy/Endurance/Recharge: Level 40
    • (29) HamiO:Centriole Exposure
    • (31) HamiO:Centriole Exposure
    • (31) HamiO:Centriole Exposure
    Level 20: Aid Other
    • (A) Doctored Wounds - Endurance/Recharge: Level 49
    • (21) Doctored Wounds - Heal/Endurance: Level 49
    • (37) Doctored Wounds - Heal/Recharge: Level 50
    • (42) Doctored Wounds - Heal/Endurance/Recharge: Level 49
    • (46) Doctored Wounds - Heal: Level 49
    Level 22: Aid Self
    • (A) Doctored Wounds - Heal/Endurance: Level 50
    • (23) Doctored Wounds - Heal: Level 50
    • (23) Doctored Wounds - Heal/Endurance/Recharge: Level 50
    • (36) Doctored Wounds - Endurance/Recharge: Level 50
    • (37) Doctored Wounds - Heal/Recharge: Level 50
    Level 24: Hover
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (37) Freebird - +Stealth: Level 49
    • (40) Soaring - Endurance/FlySpeed: Level 50
    • (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
    Level 26: Stealth
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (43) Endurance Reduction IO: Level 50
    Level 28: Resuscitate
    • (A) Empty
    Level 30: Power Boost
    • (A) Recharge Reduction IO: Level 50
    • (39) Recharge Reduction IO: Level 50
    Level 32: Rain of Arrows
    • (A) Javelin Volley - Accuracy/Endurance/Recharge: Level 50
    • (33) Javelin Volley - Accuracy/Damage/End/Rech: Level 50
    • (33) HamiO:Centriole Exposure
    • (33) HamiO:Centriole Exposure
    • (34) HamiO:Centriole Exposure
    • (34) Ragnarok - Accuracy/Recharge: Level 50
    Level 35: Boost Range
    • (A) Recharge Reduction IO: Level 50
    • (36) Recharge Reduction IO: Level 50
    Level 38: Body Armor
    • (A) Steadfast Protection - Knockback Protection: Level 30
    • (40) Resist Damage IO: Level 50
    • (48) Resist Damage IO: Level 50
    Level 41: Surveillance
    • (A) HamiO:Lysosome Exposure
    • (42) HamiO:Lysosome Exposure
    • (42) HamiO:Lysosome Exposure
    • (43) Recharge Reduction IO: Level 50
    • (48) Recharge Reduction IO: Level 50
    • (48) Achilles' Heel - Chance for Res Debuff: Level 20
    Level 44: LRM Rocket
    • (A) Javelin Volley - Accuracy/Endurance/Recharge: Level 50
    • (45) Javelin Volley - Accuracy/Damage/End/Rech: Level 50
    • (45) HamiO:Centriole Exposure
    • (45) HamiO:Centriole Exposure
    • (46) HamiO:Centriole Exposure
    • (46) Ragnarok - Accuracy/Damage/Recharge: Level 50
    Level 47: Stunning Shot
    • (A) HamiO:Endoplasm Exposure
    Level 49: Total Focus
    • (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
    • (50) Mako's Bite - Accuracy/Damage: Level 50
    • (50) Mako's Bite - Damage/Endurance: Level 50
    • (50) Mako's Bite - Damage/Recharge: Level 50
    Level 50: Cardiac Core Paragon
    Level 50: Ion Radial Final Judgement
    Level 50: Clarion Radial Epiphany
    Level 50: Reactive Radial Flawless Interface
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Miracle - +Recovery: Level 40
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Endurance Modification IO: Level 50
    • (40) Endurance Modification IO: Level 50
    ------------
    Set Bonus Totals:
    • 7% DamageBuff(Smashing)
    • 7% DamageBuff(Lethal)
    • 7% DamageBuff(Fire)
    • 7% DamageBuff(Cold)
    • 7% DamageBuff(Energy)
    • 7% DamageBuff(Negative)
    • 7% DamageBuff(Toxic)
    • 7% DamageBuff(Psionic)
    • 25% Enhancement(RechargeTime)
    • 30% Enhancement(Accuracy)
    • 8% Enhancement(Heal)
    • 20% Enhancement(Range)
    • 18.07 HP (1.5%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 3.3%
    • MezResist(Terrorized) 4.4%
    • 4% (0.07 End/sec) Recovery
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)



    Code:
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  23. Yes it causes aggro, but I'd be less concerned with this as the power is usually used as a debuff so that follow-up attacks will be better. The attacks cause aggro anywise. Is it worth it? I like it, it's not a game changer but it does help out when it goes off.
  24. The devs know people love new costumes. They know people make tons of unique alts. They know people spend lots of time customizing characters. An endgame system that does not let people's characters 'own' the new powers seems to miss the biggest strength of the game- players' ability to make a character of their own style/theme.

    I won't go overboard and say it's ruined anything, it really is pretty minor. They have dark, fire, electric and ice powers. They have a variety of buffs/debuffs. The Devs do have a variety. That's cool, as those fit into a good range of powers/origins. (I would've liked a psychic one in there, but I'm sure they excluded that because of power gaming.)

    That people are latching onto the pets goes to show what seems to be a dev blind spot: the devs acknowledge players like options. But it isn't just options that players like, it's customizability. Not all to the same extent, of course, but any player coming to this game will eventually find what they like and do not like, and play toward their own preferences. The game is very good at accommodating this. But this is at its core about the player's freedom to make and play according to their own style.

    Many of the of the incarnate abilities are broad enough to fit a variety of themes, allowing people to select something that fits their style best. The pets have a bunch of options, but have no customizability of theme. Guess which incarnate option people are not crazy about?

    Surprise.

    I'd go as far as to say that the more players can make the incarnate stuff fit their themes/styles, the more they will be accepted, used, and enjoyed. because it's not something tacked on, it's something owned.
  25. Seldom

    Soooo /Ice ...

    /Ice isn't bad persay. Heck, if you drag just the attacks out of all the assault sets, they'd probably end up being pretty even. I'd just say that the set sacrifices a damage power for its -recharge aura, and that is pretty low-profile in the mitigation it provides. It's just not that noticeable. Add in the fact that it's a close-up aura that will still let foes left to their machinations hurt you at full power, it's hard to note/relish the delay.

    The rest of the set is dandy.