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Posts
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Joined
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Feeling very "non-epic" was my number one complaint about itrials. I found task forces ti be a much more enjoyable experience in many ways. It's more personal with 8 people, and the stories seemed more impactful. The enemies seem underwhelming from a story aspect even if they are strong mechanically.
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Quote:On beta, you need one of kick/boxing for tough.You will be able to get Weave without Tough in i24 if I understand the proposed restructuring correctly.
You need 2 powers for Weave or the new one. Same case with Concealment. Still two powers to pick up Phasing. That certainly put a damper on my respec plans. -
Using LFG is the key here. Here is my experience because I actully was curious and tested this after a couple anomilies like above.
1) Phasing is definitely in place. In mixed groups, I've always seen what I'm my toon should see.
-Vigilante in rogue isles still sees Longbow reps.
-Rogue in Paragon still sees Arbiters.
-Villain who hooked up with heroes by using LFG still sees Arbiters.
2) If you actually group together, you all have to be in the same area to launch your group. So if you form a team of 8, then all 8 have to be in the area. This prevents mixed groups.
3) If you use the LFG menu, the queue will try to build groups of 8 from whoever is available. It WILL draw from both villain and hero sides if there are slots available.
-If a group of 7 queues up, and there is a solo villain queued, it will match them up together. (It could just as easily match the 7 group with a solo hero too.)
-If a group of 4 heroes and a group of 4 villains were in queue, it could match them up.
Most people form their group, then go. (I assume most people doing DFB or any other task force just don't know what the LFG menu is.) However, 8 individuals who aren't grouped together could all queue up via the LFG menu, and the system would be happy to make them into a group of 8 whether they are villains or heroes.
So if you are villain and want to DFB really bad, you could just queue up solo and hope a group enters the queue with 7 or less people so you can jump in a spot. -
I know this is slight necromancy, but now that I24 has been released, assuming that this statement is no longer true? (Didn't see mention of AE updates recently.) Anyone heard different?
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I think my Sonic res defender just got a big nerf. My value to teams was that I filled a niche for raising resistance, since everyone was focused on defense. As soon as everyone has more resistance, that niche goes away.
Defense is still going to be better than resistiance, so defensive supports will be "stronger" than resistance supports, but now with people having higher resistances without the defender, there won't be the same ammount of help to offer. -
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SG Name: Cosmic Avengers
SG Leaders: Celestial Sentinal
SG Recruiters: AtomMan, Cassilda, Shockwave 3.0, Twilight Temptress
SG Website: http://www.cosmicavengers.guildporta...&TabID=3912613
Teamspeak/Ventrillo Server
SG Peak Hours: After 8pm PST (but members are on at various times of the day)
Other Info:
This group started among the first SG's on the server, and has seen a recent resurgence in activity with both returning players and an injection of new players.
This is first and foremost a roleplaying supergroup. Heroes should have backgrounds and personalities, as there will be a focus on characters and plotlines. Plots are supported by interactions and roleplaying between characters, multiple base settings for group use, AE missions custom built to advance plots, and of course using the standard content (and rping instead of rushing through.)
Looking to play characters instead of toons? Want a different experience than just running the same content? Want to just try it out?
We just might be the group for you.
(NOTE: A "rival" villain group is in the making for creating hero vs villain plots with some potential for PvP.) -
My first char I went SO. My 2nd I went IO so that I coould get a portable workbench when I hit 50. By crafting a lot and liberal use of the auction house, I have more than enough money, and I notice a huge difference with IOs.
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I do a DFB every day to reload my TIPs. I've been doing so for about a week since unlocking my alpha. I average about 2 shards per DFB run.
I've seen no problems getting shards elsewhere too. I get them on solo content, but seem to get more on task forces than anywhere else.
I tend to get a lot more shards than threads, since threads are on limited content, but I convert 10 shards to threads every day, and never have a shortage of shards. -
Quote:I thought really hard about the epic pools for shields, and opted against them for thematic issues. I just didn't like how they fit from a characterizatoin. Slotting Miracle/Numina definately seems like a good point though. I'm wondering if it's worth scraping up a slot somewhere to slot both.1) As for a major hole in the build, I think obtaining a shield from epics is a missed opportunity. A Sonic/ Defender has some options to create a super sturdy build. Some opt to get Scorpion Shield for s/l Def, I personally like to add up resists with a res shield. My Sonic/Sonic took Psychic Mastery to pick up some psi resists, to add to some psi resist and def bonuses to help cover that hole. Another potential miss is either the Miracle or Numina proc in Health. Sonic is not endurance friendly, so either of these will be a welcome addition.
Quote:2) Ugh, I need to rework my Sonic/Sonic (as well as 3/4 of my def/corr/blasters) to include the nuke. Sonic Attack's nuke is especially nice.
Quote:3) Looking at your build, I see Siren's Song as the most tempting target. I'll probably get rid of SS as well. Its old appeal - to mule a cheap purple, is no longer as true with the relative flattening of purple prices. If you intend to solo you may want to keep it since it's worth it's weight in gold solo.
Quote:4) I'd definitely use enh boosters for Disruption Field and Assault.
Quote:5) Your observations are right about Sonic Siphon. I save it only for foes that are going to last a long time. -Res follows normal purple patch rules, so higher level enemies will get those modifiers. Someone will say that an enemy's damage resistance resists resistance debuffs. While that's technically true, the bottom line is, if you apply a 30% resistance debuff to an even level foe, they will take 30% more damage than they would have without the debuff. For more info: http://wiki.cohtitan.com/wiki/Damage_Resistance
Quote:I wouldn't sweat putting +5 enh boosters in Barrier. I see 27.4% resists there anyway. Good enough for an ally shield.
Quote:Definitely those slots in Hover would do you much more good in Maneuvers. You'll get more defense, better endurance overall. Easy choice here.
Quote:Screech has other uses, such as having a long duration for the -res effect. It's a key part of your range def bonus so I'd be hesitant to say drop it.
Quote:I do want to note that Shockwave copied over into Mids for me as unslotted. So I'm not sure what you're slotting into it. I'm going to guess the Overwhelming Force proc, which should breathe new life into this particular power. -
Thanks for the quick responses. First, to save others digging for the other sonic/sonic threads. These are all sonic/sonic threads in the last year. (The great advice given in these other threads is what made me want to throw my build out there for ways to improve, and I was actually hoping you'd comment as you seemed to have a really good grasp on this specific character type.)
Looking for a Sturdy Sonic Build - http://boards.cityofheroes.com/showthread.php?t=291463
How to build your sonic/sonic into a "mini-brute" maximizing defense and resistance. Some good discussion balancing endurance vs defense.
Sonic/Sonic - How to complete the Build? - http://boards.cityofheroes.com/showthread.php?t=291121
A concealment sonic/sonic build. (I dropped my concealment set for fighting in my last rebuild when I found I didn't use concealment much, although the alt build still contains concealment.) This also contains a lot of high end build examples.
Sonic/Sonic Defender build- help? - http://boards.cityofheroes.com/showthread.php?t=281176
A couple build ideas, and good analysis of a build by Deacon_NA. Also a key clarification about -resist stacking and damage charts for scream/shriek vs scream/shreak/shout attack chains.
So my sonic/sonic :/ - http://boards.cityofheroes.com/showthread.php?t=276186
Includes a couple of build ideas, and ways to slot things.
Sonic/Sonic - Skippable powers? - http://boards.cityofheroes.com/showt...ighlight=Sonic
This one actually discusses a little bit on pros/cons of skipping Sonic Siphon. Seems to be very mixed opinions on that. Skipping Shout is the one that surprises me with how much support it has. Once I get into range of it, I use it as part of a 3 power attack chain on single targets, and it is the big damage dealer of the bunch.
Now...onto the comments and advice. -
Code:
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Sonic Barrier - Due to having a level 40 set in there, and devoting 1 slot to psionic resistance, this looks like a prime candidate for enhancers. (I'm thinking 5 enhancers to give a +25% boost to the 23.2% resistance enhancement raising it to 29% and raising the total for that power into ED levels [43.5% pre-ED]. Perhaps only 4?)
Fly/Hover - These slots have been a constant source of frustration on figuring out exactly how much to devote to them. I'm likely going to take a slot away from Fly for one of the 5 I'll want for dreadful wail. The other issue on Hover...I'm using defensive pool stuff there. I'm thinking that probably would be better allocated to maneuvers?
Disruption Field - This is my other area enhancers might be a good idea. Not sure on how many.
Stamina - That third slot in stamina might need to go, which could mean enhancers for the first slot to make up for it?
Screech - I don't use this power a whole lot, so wondering if it's worth having slotted out. It's mostly a panic button if I need to keep someone off me, but to be honest, it isn't all that effective in that role, since most people I need to keep off me will resist it anyway.
Scream - I'd love to update from the basic defender set to the improved set via catalysts. However, I think the likelihood of me getting 6 catalysts is slim. (I heard it might be possible to get them on incarnate trials?) If I were to upgrade that, it would put me over 45% ranged defense, possibly letting me cut an enhancement elsewhere when I had it slotted specifically for ranged defense. -
Hero Plan by Mids' Hero Designer 1.958
http://www.cohplanner.com/
Click this DataLink to open the build!
Shockwave 3.0: Level 50 Technology Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Sonic Attack
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Hero Profile:
Level 1: Sonic Siphon- (A) Accuracy IO
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (5) Thunderstrike - Damage/Recharge
- (11) Thunderstrike - Accuracy/Damage/Recharge
- (27) Thunderstrike - Accuracy/Damage/Endurance
- (27) Thunderstrike - Damage/Endurance/Recharge
- (A) Defender's Bastion - Accuracy/Damage
- (3) Defender's Bastion - Damage/Recharge
- (5) Defender's Bastion - Damage/Endurance/Recharge
- (11) Defender's Bastion - Accuracy/Damage/Endurance
- (29) Defender's Bastion - Accuracy/Damage/Endurance/Recharge
- (29) Defender's Bastion - Recharge/Chance for Minor PBAoE Heal
- (A) Pounding Slugfest - Disorient Bonus
- (A) Luck of the Gambler - Recharge Speed
- (7) Luck of the Gambler - Defense
- (7) Luck of the Gambler - Defense/Endurance
- (48) Shield Wall - +Res (Teleportation), +3% Res (All)
- (A) Ragnarok - Damage
- (9) Ragnarok - Damage/Recharge
- (9) Ragnarok - Accuracy/Damage/Recharge
- (13) Ragnarok - Accuracy/Recharge
- (13) Ragnarok - Damage/Endurance
- (15) Ragnarok - Chance for Knockdown
- (A) Overwhelming Force - Accuracy/Damage
- (25) Overwhelming Force - Endurance/Recharge
- (43) Overwhelming Force - Accuracy/Damage/Endurance
- (48) Overwhelming Force - Damage/Endurance/Recharge
- (48) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
- (50) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
- (A) Gladiator's Armor - Resistance
- (15) Gladiator's Armor - Resistance/Rech/End
- (17) Gladiator's Armor - End/Resist
- (17) Gladiator's Armor - TP Protection +3% Def (All)
- (40) Gladiator's Armor - Recharge/Endurance
- (40) Gladiator's Armor - Recharge/Resist
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (A) Apocalypse - Damage
- (21) Apocalypse - Damage/Recharge
- (21) Apocalypse - Accuracy/Damage/Recharge
- (23) Apocalypse - Accuracy/Recharge
- (23) Apocalypse - Damage/Endurance
- (39) Apocalypse - Chance of Damage(Negative)
- (A) Impervium Armor - Resistance
- (25) Impervium Armor - Resistance/Endurance
- (40) Impervium Armor - Psionic Resistance
- (A) Aegis - Psionic/Status Resistance
- (31) Aegis - Resistance
- (31) Aegis - Resistance/Endurance
- (A) Endurance Reduction IO
- (50) Endurance Reduction IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (46) Steadfast Protection - Resistance/Endurance
- (A) Red Fortune - Defense/Endurance
- (45) Red Fortune - Defense/Recharge
- (45) Red Fortune - Endurance/Recharge
- (45) Red Fortune - Defense/Endurance/Recharge
- (46) Red Fortune - Defense
- (46) Red Fortune - Endurance
- (A) Fortunata Hypnosis - Sleep
- (31) Fortunata Hypnosis - Sleep/Recharge
- (33) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (33) Fortunata Hypnosis - Accuracy/Recharge
- (33) Fortunata Hypnosis - Sleep/Endurance
- (34) Call of the Sandman - Chance of Heal Self
- (A) Endurance Reduction IO
- (A) Lockdown - Accuracy/Hold
- (34) Lockdown - Accuracy/Recharge
- (34) Lockdown - Recharge/Hold
- (36) Lockdown - Endurance/Recharge/Hold
- (36) Lockdown - Accuracy/Endurance/Recharge/Hold
- (36) Lockdown - Chance for +2 Mag Hold
- (A) Stupefy - Stun/Range
- (37) Stupefy - Accuracy/Recharge
- (37) Stupefy - Endurance/Stun
- (37) Stupefy - Accuracy/Endurance
- (39) Stupefy - Accuracy/Stun/Recharge
- (39) Stupefy - Chance of Knockback
- (A) Kismet - Accuracy +6%
- (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
- (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Endurance Reduction IO
- (A) Rectified Reticle - Increased Perception
- (A) Endurance Reduction IO
- (A) Kinetic Combat - Knockdown Bonus
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Run Speed IO
Level 2: Rest- (A) Recharge Reduction IO
Level 2: Swift- (A) Flight Speed IO
- (A) Healing IO
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (19) Performance Shifter - EndMod
- (50) Performance Shifter - EndMod/Recharge
I've been playing a sonic/sonic defender since starting out just over a month ago in this game. I do a pretty hefty mix of solo and team play, so I have a number of powers that are fairly worthless in one or the other. As a new player, I have pretty much no experience in slotting and stuff, but this is what I put together. (With the exception of my Dispersion enhancements, I've completed this build in game.)
I won't be doing any incarnate stuff, so this is where the build will be capping out. So a few questions:
1) Is there any major holes or misses in the build? (Is there something that most sonic/sonic players would build into their build, that I didn't do.)
2) With I24 coming up, I'm estimating I need to find room for two powers in the build. I did a respec to get rid of Wail, since I found the crash to never be worthwhile. I'll be adding that back in. I'm also assuming there will be a worthwhile leadership power I won't be able to resist. Other than Cage, what is likely worth giving up? (I'm leaning towards Assault right now.)
3) Although fitting wail in I24 builds doesn't sound bad, slotting it is going to be very painful. Suggestions on where to free up 5 slots?
4) There are currently no enhancement boosters used in my build. Are there suggestsion for where some might actually be worthwhile?
5) Not build related, but are there enemies where -res has no effect or reduced effect? (Bosses? AV's? Giant Monsters? Specific villains?) I hardly use sonic siphon and am trying to figure out how useful it really is. Everything other than AV's and GM's die fast enough in groups, I find it isn't worth the animation time to use it against anything else, especially considering I can use a low tier attack and get damage with resist redcution. -
I recently did a respec to drop wail, I'm going to have to revert that. Getting that one power back in shouldn't be too big a problem. Figuring out how to slot it however is going to be painful.
I'm really interested in seeing where the pool powers go with the new 5ths. As someone else stated, leadership will play a big factor. Finding spots for 2 powers could be rough. (Maybe I'll just drop assault.)
For my secondary build, I'm really wondering what the last concealment power will be as well. -
If you run nothing but DFB, you will get to upgrade your enhancements as you go so that you don't have to worry about this kind of problem.
(Ducks) -
A few more for the list:
Direct entry to a PVP arena (might go with the danger room/training)
Servants - Robots, butlers, etc (May be a place to put some of those other inspirations.
More SG quests besides Cathedral of Pain, preferably for a wide level range. (Low level content actually would be great here.)
Elevators - Be able to make "split level" bases by attaching up and down elevators together to travel around the base. (Other in base transporters would also be an option.) -
I like Terra Volta.
I like that it's different than other missions. 95% of the missions I can't tell apart. Sure, the enemies change, but there are basically 2 missions. Click a clicky. Kill a bad guy. (Save a person is still kill a bad guy.) Terra Volta is one of the missions that breaks that mold, so I love it as a change of pace. Of course, I don't spam it, so I'm not sick of it, but I've run it about a half dozen times now in the different incarnations, and I'd have to put it on my list of favorites.
I like the fact you can fail. I want more of that. I'd be fine with speeding up spawns, but I wouldn't be in favor of scrapping or significantly changing it. It might be a dinosaur in this game, but I'd rather not see the dinosaurs go extinct. -
Posted as a separate thread before learning of this one, but wanted to post my suggestion that supports both super groups, and costume creators...
The variety of logos usable on the chest are great, but I'd love to see those logos usable in a variety of ways.
Back logos - Think biker jackets with back patches. This one seems like one of the easier implementations, especially if limited to certain back types.
Cape logos - Why not put your logo on the back of your cape? I realize this one is likely harder and less likely to be implemented since it could have animation implications. A "logo cape" option would be nice though.
Shoulder logos - Logos on shoulder pads or shoulder patches would be another nice option.
Pocket Logos - Instead of the full chest, what about logos that just go at the breast pocket.
Logo Belt buckles - A logo belt sounds like another cool way to incorporate the logo.
I'm sure there are more, but a "logo costume pack" seems like it could be feasible, for at least some of these locations, and opens up a wide variety of new costume options. -
Quote:I'm actually thinking that the easiest way for it to work would be for the object to be doing nothing, until a team leader activates it. Once activated, it can work just like a mission teleporter, lasting for 1 minute, just as the team teleporter power works. I'm litterally thinking of it as being a team teleporter power attached to an object available to the supergroup. It has the disadvantage of having to be at the base to make use of it, but has the advantage that the whole group could access it.the team transport only works if you have a mish selected, if you summon before a mish is selected it does nothing, the team transport also lasts for about 1 min and constantly spams an aoe which activates the mission teleporter power on each person
to add that to a base you would have to have an object which is doing nothing but constantly spamming the mission teleport power, and unless you have a mish selected it would do nothing except just use up server cycles constantly cycling that power
the closest thing we have to that atm is the raid telepad but that is only useful for doing the CoP trial
The inspiration for it was basically making it an extension of the team teleport power, since the same graphic assets are in use both for that power and for bases, and it seems like a "logical step" in for in character. (The base is where your team transport is parked when not in use, so why not have a special option to use it from there.)
The second way to implement is that instead of having it spam the power like the team transport power, it's a clickable to transport to your current mission. No spamming code needed at all. -
Quote:Being a free player my first month of play (and then going premium) I actually used /r a lot.Also, I've personally found /r to be bugged. I'm not really sure what causes it, but fairly frequently when I use it I will get an error saying there is no player to reply to. However, I can immediately /t them, so I know they are still online.
1) New players can't use /t.
2) New player can use /r to talk to the last person who sent a tell to them. So they can't initiate the tell conversation.
3) The /r command is only good for about a minute. If you wait longer than that to do a response, it "expires" and you can't send a response anymore until you receive another tell.
It was really confusing starting out, but I got used to it. -
Quote:Yes, I realize the answer was likely in there. The broader point, is that balance is no longer needed, and I imagine this would be a very easy thing to fix. More low hanging fruit to improve bases.You pretty much answered your own question. Back when the main purpose of bases was for doing base raids limiting the ability of the defending team to rez at full health was important for balance. It's less important nowadays but I doubt that it's high on the devs list of things to fix.
The more complex fix would be to add more upgrade to build up to 100% recovery in med bays. The easy fix is just to tweak the numbers of the current stuff. -
The variety of logos usable on the chest are great, but I'd love to see those logos usable in a variety of ways.
Back logos - Think biker jackets with back patches. This one seems like one of the easier implementations, especially if limited to certain back types.
Cape logos - Why not put your logo on the back of your cape? I realize this one is likely harder and less likely to be implemented since it could have animation implications. A "logo cape" option would be nice though.
Shoulder logos - Logos on shoulder pads or shoulder patches would be another nice option.
Pocket Logos - Instead of the full chest, what about logos that just go at the breast pocket.
Logo Belt buckles - A logo belt sounds like another cool way to incorporate the logo.
I'm sure there are more, but a "logo costume pack" seems like it could be feasible, for at least some of these locations, and opens up a wide variety of new costume options. -
Code already exists for team transporters that aren't tied to bases. I see this as being simpler than that, as it's being tied to a static object. I see this as the number 1 item on the whole list that is both low hanging fruit, and is useful enough to make bases a more desired thing for supergroups.
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Another one I left off my base for medical bays.
Why do medical bays heal less than hospitals? This might have been good balance in the raid era (if there was a raid era) but not it's just kind of an annoyance. Adding another upgrade (or 2 or 3) to the surgical bot to allow 100% health/endurance would make the base medical bay much more useful. -
Quote:Nope. Free players can't use any of this stuff.Ok. Here's a question: If a freeb is invited to an SG and permitted to use storage, could they not use this storage to get around their lack of in-game trading with VIP's and Preems? I assume they can't use inventions since they can't make them...right? What about IO's? Special Salvage (event salvage, heck reward merits for that matter)?
WIthout an Invention license, you can't slot an IO. I had an auction license without an invention license, and could buy all the IO's I wanted. I just couldn't actually use them.
Without an Invention license you also can't pick up invention salvage.
You need to be at least premium of a certain level to obtain reward merits.
So being in a SG doesn't get around any of these things.