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Posts
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Joined
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Purples, blues, and greens. The Sonic Resonance Inspirations of choice.
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Do you mean from a potential to get their defense up high enough to not be squished if near the tank? Should have little/no problem of that. I mean, you should with Tough and Sonic Dispersion be able to get capped (if not near) Smash/Lethal resist at 75%. Defense wise, 20% to most/all should be really easy. Or at least that's been my result when doing builds. I enjoy getting my Blaster/Controller builds to 20-25% defense and my defender builds up to 25-35% defense. We won't even start talking about my fortunata build that I've made.
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It's mostly a "I have a 60 second recharge power, do I really want to enhance this for recharge?" I mean, there's more mileage for a 360 second recharge power than a 60, so it's up for some debate on where people draw the line. Also, some can easily try to slot procs versus non-procs in it. When it comes to exactly how to slot things it always becomes murky. There's not really a right way to slot things, granted there's some silly ways to slot things. So I tend to look at things before any sort of slotting so I can get a feel for my base line and then see what I can do with my IOs.
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I have to agree about the other nukes. I'd like to mention I did that post (getting the numbers and all) in about 6 minutes before I had to run off to work and was a bit behind on my trip there because of it. But that's part of the reason I didn't get into any full explanation and just got out the numbers.
The other nukes do give a more damage than the non-crash ones (about 100 for AR and DP though 140 for Archery and 175+ for most of the elemental nukes). For my Storm/Dark when I'm ready to go nuke some mob, I throw Freezing Rain (for more damage >.>), then power build up (more damage and secondary effect), then finally nuke. Lots of damage plus the to-hit debuff and -res and +dmg. Mids says 317 damage with power boost on and 124% to hit debuff unslotted. Not counting Freezing Rain's -res on damage out put or Freezing Rain's Knockdown effect for even more safety, it's pretty amazing with the possibilities on what people can do with their nukes.
It really depends on your strategy with the character. If you're the really cautious type, you might like Electric's nuke more. It's a target AoE effect, drain enemy endurance and recovery, plus and a decent about of damage (153). The most important part being that it's the only one with a secondary effect that can completely stop opponents that's not a PBAoE. Ice has a 20% to-hit debuff, but compared to a completely sapped mob for 20 seconds, -100% recovery ftw.
But really, when you look at each nuke, most have their own merits and flaws. If you're looking for a damage to recharge ratio, Archery is the best imo. I have my Archery/Sonic Corruptor. I buff my team, then set up my toggle debuff, then I just go around nuking and exploding arrowing everything. Just a note: Exploding Arrow and the +Rech KB proc = win. You use the nuke, then exploding arrow which will hit only a few milliseconds after the nuke ticks with a chance for KB and a chance for +rech every mob basically. With a 10% chance and a decent size mob... it's just great fun. However, since you have Siphon Speed, it should be really easy for you to maintain a RoA per mob. -
Using Mids' numbers this was my formula damage/recharge (in seconds). Moved the ranks around as I did the numbers
Nukes:
Archery- 2.43 dam/sec
AR- 1.71 dam/sec
Ice- 1.39 dam/sec
DP- .8 dam/sec
Rad- .55 dam/sec
Dark- .49 dam/sec
Energy- .49 dam/sec
Psi- .49 dam/sec
Sonic- .49 dam/sec
Elec- .425 dam/sec
Granted, the calculations above are in no way considering slotting of your characters, so basically all but Archery, AR, and DP should greatly increase in comparison to the others when fully slotted with some recharge and considering Siphon Speed.
Hope this gives you the right direction of what you were looking for. -
The main reason I focused so much on the defense aspect is not only am I just typically that way (because you can do, usually, much more harm to your enemies alive than a 5 second go at a mob and dead), but you stated that they typically play them as a scrapper. I'm trying to build my Dark/Elec to be tank-esk so it's interesting. For my defenders I tend to shoot for 25-35% defense just so I don't have to worry too much about him dying while trying to do stuff. That's part of my reasoning of getting my controllers up as much as they can as well.
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Heh, talk of this TA's OSA reminder me of why I made him. TA/Ice. Crap tons of AoE damage with OSA, Ice Storm, and Blizzard. However, I've yet to really focus on him to where I could solo him as easy as my Storm/Dark.
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The major problem you'll run into with FoN is (like a health crash) is the endo crash. Suddenly you'll have all your endurance gone, which means all your toggles will be as well and squish if you're not careful. Granted it on my Storm/Dark who currently has it (and also has Hasten for added speed for FoN and the other storm powers) doesn't seem to drop fully (but then again he has Portal Jockey and Atlas Medallion).
Well, here's what I came up with. It's lack luster (in comparison to Garent) on straight up damage; however, I do have the Dark Epic pool (as you originally had) and have soul drain down to every 53 seconds when it lasts 30, so don't count it completely out. Also, I have dark consumption which could go quite well with the fact that sonic tends to be endurance heavy. I also have Liquefy probably much less IO'd out than what you'd probably want, but it's just a general idea for another way you could go about it. Hope you enjoy it.
For specs:
[+] 33% Smash/Lethal/Energy/Neg defense
[+] 35.1% Melee, 31.9% Ranged, and 27.6% AoE defenses as well.
[+] Capped (75%) Smash/Lethal resist (technically at 90%) and if you want to save a toggle, without tough it's at 66.8%
[+] 47.3% Negative/Toxic Resist, 28.5% Fire/Cold resist, 23.8% Energy resist
[+] 187% recovery (3.12/sec end without accolades 3.43/sec with Atlas and PJ)
[+] 250% Regen (11.1 HP/sec and 13.2% HP/sec with Accolades)
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Sonic-DP: Level 50 Science Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Dual Pistols
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Sonic Siphon -- Acc-I(A), EndRdx-I(3), RechRdx-I(3)
Level 1: Pistols -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Achilles-ResDeb%(7)
Level 2: Sonic Barrier -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11)
Level 4: Sonic Haven -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(13)
Level 6: Empty Clips -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(40), Achilles-ResDeb%(40)
Level 8: Disruption Field -- EndRdx-I(A), EndRdx-I(15)
Level 10: Swap Ammo
Level 12: Sonic Dispersion -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(17), S'fstPrt-ResDam/Def+(19), S'fstPrt-ResKB(29)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Mrcl-Rcvry+(21), Mrcl-Heal(21)
Level 18: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25), FrcFbk-Rechg%(27)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27), EndMod-I(29)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(34)
Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 28: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(34), Zephyr-Travel(34), Zephyr-Travel/EndRdx(36), Zephyr-ResKB(36)
Level 30: Stealth -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(33)
Level 32: Liquefy -- RechRdx-I(A)
Level 35: Piercing Rounds -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(37)
Level 38: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
Level 41: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
Level 44: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 47: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Soul Transfer -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 1: Ninja Run
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition
Level 10: Incendiary Ammunition -
I'll have to see what I can pull out personally, but as a quick post to Force of Nature.
It's a low endurance cost naturally, has a 1000 sec recharge which means unenhanced it's up every 16.7 minutes. Personal preference on slotting it is Aegis Resist/Rech, Resist/End/Rech, the global Psi/Status (Which also gives the 3.13 Fire/Cold and 1.56% AoE defense) and then a level 50 Recharge IO. That gives it 64% Resist and 530 sec recharge (assuming you have no set bonuses or anything of the like for recharge). Given that it last 120 seconds, it's not bad. It gives a recovery boost of 100% which can be nice. However, it does have an endo crash after the 120 seconds. My best solution is hit Eye of the Magnus when you're about to crash and be ready to eat a blue. Either that or purples and a blue.
Just letting you know upfront about it. -
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As a note for outdoor maps (an subsequent indoor rooms that are a bit spacious), if you are fly/hovering above the enemies and using knockback powers, you'll knock them back into the ground. It'll lower airborne time (obviously) making your mitigation time worse, but it'll keep them in position of where you want them.
Another suggestion to you (since you're doing electric pool) is take the immobilize. Sure it won't deal as much damage as the melee attack, but when you are using tornado on the one remaining boss of the mob, use it. That'll give that boss -knockback and then use tornado on top of him. That'll grind him away quickly and will also debuff his defense so you'll be able to hit. With just the simple combo of a bit of accuracy in your attacks, tornado, and freezing rain, you should be able to hit MoG Paragon Protectors. If not your attacks, tornado is auto hit so he'll at least be taken down by a series of 1-5 ticks until he finally dies. For MoG'd PP, Tornado also shines that a boss flying through the air constantly can't attack to kill you. However, when I use my Storm/Dark on Manticore TFs, I laugh when a PP uses his T9. Go ahead and be resistant. I'll kill you anyhow.
As for set IOs and tornado, I'd suggest taking the Heel proc (-res) so then not only are you damaging and debuffing their defense, but you're also giving a chance to kill them faster. Great on AVs/GMs. They don't get KB'd (usually) anyhow so you're just using tornado as extra damage. -
Quote:This worked perfectly it seems. Thanks!Healix, try purposely deleting texWorldV1.pigg (the file a previous poster mentioned got re-updated for them) and run the updater again.
The textures have to be available somewhere because I am seeing them just fine. You just need to fix your file. Hopefully that one will do it for you. -
I got mids to work after working really hard to make it do so. However, it seems x5 buggier than the older version I had. It's giving most ATs a base resistance (Defenders 40% for example) and powers like tough are giving resistance to all, not just S/L.
I hope this is remedied soon. -
You're is very likely to be fixed. I find myself in a difficult spot as it isn't auto updating.
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Well, I had one friend not have a problem, one friend who had the problem, re-opened the updater and it auto fixed it. I had the problem, opened the updater again, had to click verify all files, and still have white boxes where lights are and the street near the arena in PO is completely white.
Although it's playable, it's still a bit screwy for me. I also tried /unloadgfx and failed. Not sure what to try... -
Based on your guys suggestions, this is what I've come up with, which I do like several points in it.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Tainted Warrior: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: War Mace
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam/Rchg(5)
Level 1: Bash -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(15), P'ngS'Fest-Stun%(15)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(7), RctvArm-EndRdx(7), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9)
Level 4: Pulverize -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(17), P'ngFist-Acc/Dmg/EndRdx/Rchg(17), P'ngS'Fest-Dmg/EndRdx(19), P'ngS'Fest-Dmg/Rchg(19), P'ngS'Fest-Stun%(46)
Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-EndRdx(13)
Level 8: Dark Regeneration -- Theft-Acc/EndRdx/Heal(A), Theft-Acc/EndRdx/Rchg(37), Theft-+End%(40), EndRdx-I(42), RechRdx-I(43)
Level 10: Taunt -- Insult-Taunt/Rchg(A), Insult-Dsrnt%(43), Zinger-Dam%(43)
Level 12: Cloak of Darkness -- GftotA-Def/EndRdx(A), GftotA-Def(34), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34)
Level 14: Recall Friend -- IntRdx-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(45), Mrcl-Rcvry+(46), Mrcl-Heal(46)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21), EndMod-I(23)
Level 22: Clobber -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Dmg/EndRdx/Rchg(27)
Level 24: Boxing -- P'ngS'Fest-Stun%(A)
Level 26: Oppressive Gloom -- RzDz-Immob%(A), RzDz-Acc/Stun/Rchg(29)
Level 28: Whirling Mace -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-%Dam(29), Erad-Acc/Dmg/Rchg(31), Sciroc-Dmg/EndRdx(33), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dmg/Rchg(50)
Level 30: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(31), S'fstPrt-ResKB(31)
Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(33)
Level 35: Shatter -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-%Dam(36), Erad-Dmg/Rchg(36), Sciroc-Dmg/EndRdx(36), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dmg/Rchg(37)
Level 38: Crowd Control -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-%Dam(39), Erad-Dmg/Rchg(39), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dmg/Rchg(40)
Level 41: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-%Dam(42), Erad-Acc/Dmg/Rchg(42), EndRdx-I(45), EndRdx-I(45)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48), EndMod-I(48), EndMod-I(48)
Level 49: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet -
My goals was mostly a hybrid but more lean towards defense and then the damage. I'll start tinkering with what I have gotten back thus far and throw something back up. There's several things that I missed/didn't consider on IOs.
*goes back to the drawing board*
However, the major reason I took recall friend was so I did have a stealth/port capabilities. Can't always rely on a Controller or what not to be able to do that for the team. As for no travel power, I figured Ninja Run + Sprint would be fine enough for a travel and would allow for me to take another power instead. -
Oh, not that it changes the build at all, but he's magic origin, not mutation.
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So, I *almost* have my Storm/Dark completely IO'd (7 IOs away) and as such, I'm starting to look around at my other characters that I can begin to do so. I kinda want to try heading up my Tanker (who's already 50) towards the having an IO'd build of tastiness. However, before I start going and spending some of the cash I have and the merits on things I may not need, I was wanting to get some input.
I thank anything that gives me a few ideas to work with.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Tainted Warrior: Level 50 Mutation Tanker
Primary Power Set: Dark Armor
Secondary Power Set: War Mace
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-EndRdx(3), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Bash -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(19)
Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(7), RctvArm-EndRdx(7), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9)
Level 4: Pulverize -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(19), C'ngImp-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Acc/Dmg/Rchg(23)
Level 6: Obsidian Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(11), S'fstPrt-ResKB(11)
Level 8: Dark Regeneration -- Theft-Heal/Rchg(A), Theft-Acc/EndRdx/Rchg(13), Theft-+End%(13), Theft-Acc/EndRdx/Heal(15)
Level 10: Taunt -- Zinger-Taunt/Rchg(A), Zinger-Taunt/Rchg/Rng(23), Zinger-Acc/Rchg(25), Zinger-Dam%(25), Insult-Dsrnt%(27)
Level 12: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), LkGmblr-Rchg+(29), LkGmblr-Def/EndRdx/Rchg(29)
Level 14: Recall Friend -- TSM'n-EndRdx(A), TSM'n-Rng(50)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Mrcl-Rcvry+(31), Mrcl-Heal(31), RgnTis-Regen+(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(33)
Level 22: Clobber -- C'ngImp-Dmg/Rchg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Acc/Dmg/Rchg(34)
Level 24: Cloak of Fear -- Abys-EndRdx/Fear(A), Abys-Acc/EndRdx(34), Abys-Acc/Fear/Rchg(36), Abys-Dam%(36), Abys-Acc/Rchg(36)
Level 26: Oppressive Gloom -- RzDz-Acc/Stun/Rchg(A), RzDz-Immob%(37), Stpfy-Acc/Stun/Rchg(37), Stpfy-EndRdx/Stun(39)
Level 28: Whirling Mace -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/Rchg(37)
Level 30: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(39), Zephyr-Travel(39), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(40)
Level 32: Soul Transfer -- RechRdx-I(A)
Level 35: Shatter -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
Level 38: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(46), EndRdx-I(46)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(48)
Level 47: Laser Beam Eyes -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-DefDeb/EndRdx/Rchg(48), Thundr-Dmg/EndRdx/Rchg(48), Thundr-Acc/Dmg/EndRdx(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet -
I went this option as well, I got my level 48 Tanker to 50 (first Tanker to 50) and have been and am still working on my Corruptor from 42 to currently 47 (hopefully 50 by tonight) for my first villain and corruptor to 50.
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Level 44 has been acquired... only 6 to go.
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I just hit my first 50 Tanker (5th 50) yesterday. Sadly, I still yet to have a Villain at level 50. Got a scrapper (will be my first 50 Scrapper) and corruptor at level 42, but *shrugs*
Note, I just got my 18 month badge about a week ago and I've done zero AE farms, even while they were plentiful in XP. -
400 influence!
Problem being: I forgot what it does, and have it on some of my characters >.> -
I'd like to thank those that came out to the Clockwork Sweep on the first day of double XP weekend, it was great fun! I hope you all enjoyed it because frankly, I did.
I'll continue to come up with more and run them as time allows. It's mostly compiling and guidelines if another person decides to run these. Feel free to scale up or down as you see fit. Don't have a time for a TF after 2-3 arcs? Don't do the TF/Trial right then. Nothing is pressuring you to do so. Anyone who's on the last contact of zones will access the Trail themselves, so there's no need to worry if you can't make the TF since someone else will on your team will have access to it. -
Freakshow Sweep
Hand of Iron
Contact: Andrew Fiore
Level Range: 20-24
Mission breakdown- 3 Door Missions, 1 Hunts, 3 Talks, 1 Patrols
Retrieve Weapons From The Freakshow
Contact: Andrew Fiore
Level Range: 20-24
Mission breakdown- 1 Door Missions
*Single Badge Mission- Pwnz Badge*
Freaklympics
Contact: Collin Larson
Level Range: 25-29
Mission breakdown- 8 Door Missions (1 Defeat All)
Freakshow War
Contact: Neal Kendrick
Level Range: 30-34
Mission breakdown- 8 Door Missions (3 Defeat All)
Sister Psyche TF
Contact: Sister Psyche
Level Range: 20-25
Mission Breakdown- 11 Door Missions (2-3 Defeat All), 2 Talks, 1 Patrols