Terenos

Apprentice
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  1. Hello!

    My first tank is fast approaching 50, and after a lot of careful research, learning to play as a tanker (and getting rid of most of the brute mindset I've come to know and love), and finding myself more and more amazed by the tank class I've come up with what I hope to be my final build.

    Now I want someone to help me rip it apart.

    My goals with this build aren't particularly lofty: I'm looking to tank in Incarnate content, but if I find myself having to deal damage, I want to feel like I can at least contribute (mostly I focus on control at those points though).

    I would love to say cost is no object, but purple sets, pvp sets, and large luxury sets are, for the most part, not within my budget -- all the fairly expensive IOs I've got slotted I've been building up by running tip missions, SSAs and stealing a few here and there from other characters (you can probably tell something about my budget by the sets I've put in).

    My ultimate, final build will probably include an Agility Alpha (although, Cardiac does look somewhat tasty for the end reduction and to help fill in some additional resistance). I'm looking at either Rebirth or Ageless for my Destiny (ultimately, it might be both at a lower level though depending on content).

    So: please help me make the best darn tank I can!

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

    Click this DataLink to open the build!

    Phulax: Level 50 Natural Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Stone Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), Aegis-ResDam(3), Aegis-ResDam/EndRdx(5)
    Level 1: Stone Fist -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(7)
    Level 2: Stone Mallet -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(9), S'ngH'mkr-Dmg/EndRdx/Rchg(11)
    Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def(13)
    Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(13)
    Level 8: Against All Odds -- EndRdx-I(A)
    Level 10: Heavy Mallet -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(15), S'ngH'mkr-Dmg/Rchg(15), S'ngH'mkr-Dmg/EndRdx/Rchg(17)
    Level 12: Phalanx Fighting -- LkGmblr-Def(A), LkGmblr-Rchg+(17)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 16: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rchg/Rng(19), Mocking-Taunt/Rchg(19), Mocking-Acc/Rchg(21), Mocking-Taunt/Rng(50), Mocking-Taunt(50)
    Level 18: True Grit -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Numna-Heal(25), Numna-Heal/EndRdx(25), S'fstPrt-ResDam/Def+(46)
    Level 20: Fault -- Zinger-Dam%(A), Zinger-Taunt/Rchg(27), Zinger-Taunt/Rchg/Rng(27), Zinger-Acc/Rchg(29)
    Level 22: Build Up -- GSFC-Build%(A), GSFC-Rchg/EndRdx(29), GSFC-ToHit/Rchg/EndRdx(31), GSFC-ToHit/Rchg(31), GSFC-ToHit(31), GSFC-ToHit/EndRdx(33)
    Level 24: Boxing -- EndRdx-I(A)
    Level 26: Shield Charge -- Sciroc-Dam%(A), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg(39), Sciroc-Dmg/EndRdx(40)
    Level 28: Tough -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(33)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), RedFtn-Def/EndRdx(34)
    Level 32: Hurl Boulder -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(34), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(36)
    Level 35: Tremor -- FrcFbk-Rechg%(A), Sciroc-Dam%(36), Oblit-%Dam(36), Oblit-Acc/Rchg(37), Sciroc-Dmg/Rchg(37), Oblit-Dmg/Rchg(37)
    Level 38: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(40), C'ngImp-Dmg/EndRdx/Rchg(40), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Dmg/EndRdx(46)
    Level 41: Gloom -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(42), Dev'n-Dmg/EndRdx(42), Dev'n-Acc/Dmg/Rchg(42)
    Level 44: Dark Obliteration -- Posi-Dam%(A), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Darkest Night -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48), DarkWD-ToHitDeb/Rchg(48)
    Level 49: Super Jump -- Winter-ResSlow(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(43), Numna-Heal(43)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(50)



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  2. I created a SD/SM character quite awhile back, and have been having a blast with him. Mostly it was on a whim, after feeling a bit burnt out about playing Super Strength on more than a few characters... and also because I really liked the stone hammer animations

    I'm only about 33 on him, but this is the build I'm currently working towards:


    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Phulax: Level 50 Natural Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Stone Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), Aegis-ResDam(3), Aegis-ResDam/EndRdx(5)
    Level 1: Stone Fist -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(7)
    Level 2: Stone Mallet -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(9), S'ngH'mkr-Dmg/EndRdx/Rchg(11)
    Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def(13)
    Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(13)
    Level 8: Against All Odds -- EndRdx-I(A)
    Level 10: Heavy Mallet -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(15), S'ngH'mkr-Dmg/Rchg(15), S'ngH'mkr-Dmg/EndRdx/Rchg(17)
    Level 12: Phalanx Fighting -- LkGmblr-Def(A), LkGmblr-Rchg+(17)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 16: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rchg/Rng(19), Mocking-Taunt/Rchg(19), Mocking-Acc/Rchg(21), Mocking-Taunt/Rng(50), Mocking-Taunt(50)
    Level 18: True Grit -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Numna-Heal(25), Numna-Heal/EndRdx(25), S'fstPrt-ResDam/Def+(46)
    Level 20: Fault -- Zinger-Dam%(A), Zinger-Taunt/Rchg(27), Zinger-Taunt/Rchg/Rng(27), Zinger-Acc/Rchg(29)
    Level 22: Build Up -- GSFC-Build%(A), GSFC-Rchg/EndRdx(29), GSFC-ToHit/Rchg/EndRdx(31), GSFC-ToHit/Rchg(31), GSFC-ToHit(31), GSFC-ToHit/EndRdx(33)
    Level 24: Boxing -- EndRdx-I(A)
    Level 26: Shield Charge -- Sciroc-Dam%(A), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg(39), Sciroc-Dmg/EndRdx(40)
    Level 28: Tough -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(33)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), RedFtn-Def/EndRdx(34)
    Level 32: Hurl Boulder -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(34), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(36)
    Level 35: Tremor -- FrcFbk-Rechg%(A), Sciroc-Dam%(36), Oblit-%Dam(36), Oblit-Acc/Rchg(37), Sciroc-Dmg/Rchg(37), Oblit-Dmg/Rchg(37)
    Level 38: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(40), C'ngImp-Dmg/EndRdx/Rchg(40), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Dmg/EndRdx(46)
    Level 41: Mu Lightning -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(42), Dev'n-Dmg/EndRdx(42), Dev'n-Acc/Dmg/Rchg(42)
    Level 44: Ball Lightning -- Posi-Dam%(A), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Static Discharge -- Posi-Dam%(A), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(50)
    Level 49: Super Jump -- Winter-ResSlow(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(43), Numna-Heal(43)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23)



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    One of my major changes compared to the other posted builds is dropping Grant Cover in favor of Hurl Boulder (not in the exact spot, but in the grand scheme of things), simply because I found the defense granted wasn't particularly helpful in most teams: there was either way more than necessary or less than necessary (and the toggle was a bit more than I could afford at lower levels), and because flying enemies can be a huge pain in the butt.

    I also pick up a little more AoE with Mu Mastery, which is more of a personal choice than anything else. I like to keep two general attack chains on most of my characters: a single target one, and an AoE one. I'm not 100% sure how it will play once I hit my late 40's, but I'm looking forward to finding out
  3. Little late to the party, but this is what I use (more of a budget build). Few end problems, but nothing a few blues don't end up solving. Most of the time. Running on teams, I usually drop a few toggles to help even things out a bit. Also farms pretty well.

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  4. Quote:
    Originally Posted by Hindenburg View Post
    I've heard there's a sweet spot on the amount of recharge you need to keep Domination perma..and its actually not that high iirc.

    im sure you could drop the Basilik's Gaze, and save a chunk of change.

    You've got ton's of attacks and a overkill (imo) of recharge, i would drop 1-2 attacks for Hoarfrost and or Combat Jumping.
    Thanks for the advice. I was definitely overslotting for recharge, and I've dropped quite a bit of it for this version, and Basilisk's Gaze was (oddly enough) my biggest worry in terms of cost, so being able to slide that out for a cheaper set was a relief.

    The number of attacks was more to form an easy single target chain in Charged Bolts, Charged Brawl, and Havoc Punch for A/Vs and other harder targets, while having a separate set of attacks and aoe controls for large groups. Zapp was a set mule in the previous build (and, early on, will probably stay one until I can get my hands on all the gambler's I need).

    This version pushes for capped s/l defenses (and does go overcap, ultimately), as well as permadom:

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Dominator
    Primary Power Set: Plant Control
    Secondary Power Set: Electricity Assault
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Strangler -- Lock-Acc/Hold(A), Lock-Acc/Rchg(5), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(21)
    Level 1: Charged Bolts -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5)
    Level 2: Roots -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(15), Enf'dOp-EndRdx/Immob(15), Enf'dOp-Acc/Immob(25), Enf'dOp-Acc/EndRdx(31), Enf'dOp-Immob/Rng(33)
    Level 4: Charged Brawl -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(17), S'ngH'mkr-Dmg/Rchg(17), S'ngH'mkr-Dmg/EndRdx/Rchg(29)
    Level 6: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/EndRdx(7), FtnHyp-Sleep/Rchg(7), FtnHyp-Acc/Sleep/Rchg(9), FtnHyp-Acc/Rchg(9)
    Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(11), CoPers-Acc/Conf/Rchg(11), CoPers-Conf%(13), CoPers-Acc/Rchg(13)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(27)
    Level 12: Havoc Punch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(19), S'ngH'mkr-Dmg/Rchg(31), S'ngH'mkr-Dmg/EndRdx/Rchg(33)
    Level 14: Boxing -- EndRdx-I(A)
    Level 16: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(21)
    Level 18: Vines -- Lock-Acc/EndRdx/Rchg/Hold(A), Lock-Rchg/Hold(23), Lock-Acc/Rchg(23), Lock-EndRdx/Rchg/Hold(25)
    Level 20: Stealth -- LkGmblr-Rchg+(A)
    Level 22: Spirit Tree -- Dct'dW-Heal/Rchg(A), Dct'dW-Rchg(31), Dct'dW-Heal(37), Dct'dW-Heal/EndRdx(39), Dct'dW-EndRdx/Rchg(40)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dam%(34), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dmg/EndRdx(36), TotHntr-Dam%(36)
    Level 28: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dam%(29), Posi-Dmg/Rng(33), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(37)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), RedFtn-Def/EndRdx(39)
    Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(40), BldM'dt-Dmg(40), BldM'dt-Acc/Dmg(42), LdyGrey-%Dam(42), Achilles-ResDeb%(42)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(37), LkGmblr-Def/EndRdx(43)
    Level 38: Voltaic Sentinel -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(43), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-Acc/Dmg(45)
    Level 41: Sleet -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(46), ShldBrk-Acc/Rchg(46), ShldBrk-DefDeb/EndRdx/Rchg(46), ShldBrk-Acc/EndRdx/Rchg(50), ShldBrk-%Dam(50)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), RedFtn-Def/EndRdx(45)
    Level 47: Ice Storm -- Posi-Dam%(A), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Hibernate -- RechRdx-I(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27)
    ------------
    Set Bonus Totals:
    • 18% DamageBuff(Smashing)
    • 18% DamageBuff(Lethal)
    • 18% DamageBuff(Fire)
    • 18% DamageBuff(Cold)
    • 18% DamageBuff(Energy)
    • 18% DamageBuff(Negative)
    • 18% DamageBuff(Toxic)
    • 18% DamageBuff(Psionic)
    • 12.4% Defense(Smashing)
    • 12.4% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 12.4% Defense(Melee)
    • 3% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 53% Enhancement(Accuracy)
    • 3% Enhancement(Immobilize)
    • 4% Enhancement(Heal)
    • 5% Enhancement(Held)
    • 83.8% Enhancement(RechargeTime)
    • 4% Enhancement(Confused)
    • 5% FlySpeed
    • 45.8 HP (4.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Confused) 7.5%
    • MezResist(Held) 11.9%
    • MezResist(Immobilize) 11.9%
    • MezResist(Sleep) 7.5%
    • MezResist(Stun) 7.5%
    • MezResist(Terrorized) 9.7%
    • 19.5% (0.33 End/sec) Recovery
    • 42% (1.78 HP/sec) Regeneration
    • 8.5% Resistance(Fire)
    • 8.5% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 5% RunSpeed



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  5. Howdy! I'm pretty new to dominators, but I've had a concept character floating around in my head for a little while for the Plant/Electric powersets.

    I've read up as much I can, but unfortunately there's not really a lot of information out there on this particular combination. From what I've read about each set individually, here's a build I'm considering. My ultimate goal is good AoE control, and decent single target damage, with enough AoE damage that I won't go completely insane (mostly in the later APP), It uses a few of the cheaper purple sets, but I'm trying my best to avoid going too crazy in terms of the cost of this build. Any feedback folks here can offer would be appreciated!


    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Dominator
    Primary Power Set: Plant Control
    Secondary Power Set: Electricity Assault
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Strangler -- BasGaze-Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(5), BasGaze-Acc/Rchg(19), BasGaze-EndRdx/Rchg/Hold(21)
    Level 1: Charged Bolts -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5)
    Level 2: Roots -- TotHntr-Dam%(A), TotHntr-Acc/Immob/Rchg(15), TotHntr-Acc/Rchg(15)
    Level 4: Charged Brawl -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Acc/Dmg(29)
    Level 6: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/EndRdx(7), FtnHyp-Sleep/Rchg(7), FtnHyp-Acc/Sleep/Rchg(9), FtnHyp-Acc/Rchg(9)
    Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(11), CoPers-Acc/Conf/Rchg(11), CoPers-Conf%(13), CoPers-Acc/Rchg(13)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(27)
    Level 12: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-ToHit(31), AdjTgt-ToHit/Rchg(33), AdjTgt-EndRdx/Rchg(43)
    Level 18: Vines -- BasGaze-Rchg/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(25), Lock-Rchg/Hold(25)
    Level 20: Stealth -- LkGmblr-Rchg+(A)
    Level 22: Spirit Tree -- Dct'dW-Heal/Rchg(A), H'zdH-Heal/Rchg(31)
    Level 24: Assault -- EndRdx-I(A)
    Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dam%(34), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dmg/EndRdx(36), TotHntr-Dam%(36)
    Level 28: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(37), Posi-Dam%(37)
    Level 30: Zapp -- Mantic-Acc/Dmg(A), Mantic-Dam%(39), Mantic-Dmg/ActRdx/Rchg(39), Mantic-Acc/ActRdx/Rng(39), Mantic-Dmg/EndRdx(40)
    Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(40), BldM'dt-Dmg(40), BldM'dt-Acc/Dmg(42), LdyGrey-%Dam(42), Achilles-ResDeb%(42)
    Level 35: Tactics -- EndRdx-I(A)
    Level 38: Voltaic Sentinel -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(43), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-Acc/Dmg(45)
    Level 41: Sleet -- Posi-Dam%(A), Posi-Acc/Dmg(46), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(50), LdyGrey-%Dam(50)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), RedFtn-Def/EndRdx(45)
    Level 47: Ice Storm -- Posi-Dam%(A), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Hibernate -- RechRdx-I(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27)
    ------------
    Set Bonus Totals:
    • 15% DamageBuff(Smashing)
    • 15% DamageBuff(Lethal)
    • 15% DamageBuff(Fire)
    • 15% DamageBuff(Cold)
    • 15% DamageBuff(Energy)
    • 15% DamageBuff(Negative)
    • 15% DamageBuff(Toxic)
    • 15% DamageBuff(Psionic)
    • 5.94% Defense(Energy)
    • 5.94% Defense(Negative)
    • 4.38% Defense(Ranged)
    • 74% Enhancement(Accuracy)
    • 4% Enhancement(Confused)
    • 5% Enhancement(Immobilize)
    • 103.8% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 64.9 HP (6.38%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 9.4%
    • MezResist(Sleep) 5%
    • MezResist(Stun) 5%
    • MezResist(Terrorized) 5%
    • 23.5% (0.39 End/sec) Recovery
    • 34% (1.44 HP/sec) Regeneration
    • 8.82% Resistance(Fire)
    • 8.82% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 5% RunSpeed
  6. Well, just as a dissenting opinion in this thread: I like the new game content. It's brought me back to the game, and it's made me want to stay in a way that previous content hasn't.

    Kudos Devs, keep it up!
  7. Terenos

    Weird Issue

    What villain group are you using? I'm having the same difficulty with the first mission in one of my arcs using the Family (5-40). In this case, none of the mobs are spawning, even the boss mobs that I placed. I switched the enemy group to the Freak Show, Longbow and they worked fine on the map. Switch back to the Family and no enemies spawned again.
  8. [ QUOTE ]
    Hmmmmm.... Do the Devs care what we think? Let's see if any of these past forum oldies-but-goodies ring a bell...

    1) The ability to auto-exempt to play content/get badges a character may have levelled past. (Issue 11 --Ouroboros system)

    2) More respecs (Issue 11 -- Respec Recipes)

    3) More SG membership slots (Issue 11 -- doubled to 150 slots)

    4) Weapon customization (Issue 11 -- Weapon customization)

    5) Villain Epic ATs (Issue 12 -- VEATs)

    6) Additional character slots (Issue 12 -- purchaseable and veteran award slots, server transfers, purchaseable respecs)

    7) More power trays (Issue 12 -- customizable power trays)

    8) Put a MASH-type field hosptial and stores in Hollows so you don't have to trek back to Atlas (Issue 12 -- revamp of Hollows zone includes store, trainer, MASH-type hospital)

    9) Weed out inactive contacts so they don't clog your list (Issue 12 -- contact category tabs)

    10) Secret Identities (Issue 13 -- Day Jobs)

    11) Reducing the time for day job badges (Issue 13 -- reduced from 30 days to 21 days during beta process)

    12) Multple builds to differentiate between PVP and PVE needs (Issue 13 -- Multiple builds)

    13) Shields powerset (Issue 13 -- Shields powerset)

    14) Port Empathy over to COV (Issue 13 -- Pain Domination)

    15) Cheaper Supergroup Base rent (Issue 13 -- repricing of rent)

    16) Put a SG Base teleport in Pocket D (Issue 13 -- Pocket D SG base teleport and tailor)

    17) Ability to turn off XP (Issue 13 -- ability to turn off earning XP)

    18) Player-created Mission creation system (Issue 14 -- AE system)

    19) Ability to create custom foes in AE (Issue 14 -- implementing this delayed AE to Issue 14)

    20) Widow waist capes (Issue 14 -- Widow waist capes)

    21) Ability to customize permissions for SG storage bins (Issue 14 -- individual storage bin permission feature)

    22) Eliminating the 60 days deletion of salvage inventory (Issue 14 -- elminated the 60 days deletion of salvage for active accounts)

    23) Increasing Fly speed (Issue 14 -- Fligh speed increased.)

    24) Return of the 5th Column (Issue 15 -- 5th Column task forces)

    25) More non-co-op COV taskforces (Issue 15 -- 5th Column task force unique to COV)

    26) Costume change emotes (Issue 15 -- costume change emotes)

    27) More non-booster pack costumes (Issue 15 -- two costumes, several new faces)

    28) Changing factions (Going Rogue expansion)

    29) Dual-Pistols (forthcoming -- dual pistol AT)

    30) More MM ATs, specifically some sort of demon AT (forthcoming -- demon summoning AT)


    Virtually everthing in the past several issues have been features that players have been asking for. They may not have been implemented or addressed exactly as some thought they should be, but they do seem to be listening.

    [/ QUOTE ]

    Alright but apart from the sanitation, the medicine, education, wine, public order, irrigation, roads, fresh water system, and public health... what have the devs ever done for us?
  9. I think this is a good guide, and a lot of the complaints have been mostly nitpicks. Good storytelling basically follows these rules, and for someone who doesn't really consider themselves a writer, following them will not necessarily make their arc great - but it will make their arc better.

    Their are exceptions to each and every one of these rules - but they are exceptions. If you put the phrase "in-general" in front of every one of them, then you'll have a good idea of where to go for a more advanced approach; but being wishy-washy with your points in a simple, non-technical guide would be bad writing.

    The biggest point of contention seems to be leaving ambiguous clues. I think, in general... don't! You should be straightforward with what you want the hero (or villain) to do in a mission, and only when it serves the purpose of the story, should you be changing to an ambiguous labeling scheme.

    You do want to lay out the general plot right at the beginning. If I'm writing a storyline about investigating where the Trolls are getting their drugs from, I can generally expect that by the end of the story, I will know where the Trolls are getting their drugs from. What I'll be finding out through the story, is that it's not from the Family, but from space-faring humanoid rabbits (betcha didn't see that one coming, M.) - and who knows, maybe I'll have also stopped their major supplier. But, in-general, I will have presented the main theme and purpose of the story and by the end of it will have resolved it. You can introduce secondary themes and plots during the course of the story, but make sure (in general) that you resolve them.

    This is a great guide, if you remember that these rules can lead to a great story. Just remember that great writers break the rules - when it's necessary to the story.
  10. Arc Name: Debugging the Architect
    Arc ID: 18726
    Faction: Neutral
    Creator Global/Forum Name: Terenos
    Difficulty Level: Easy, meant for characters levels 1-14
    Synopsis: Sure there are plenty of arcs now, but what about the arcs that were created before the architect was released to everyone? One AE technician thinks he's found and fixed the bugs in a few of those missions - he just needs someone to test them now.
    Estimated Time to Play: 20-30min., 3 small maps.

    Please post any feedback in the thread located here

    Enjoy!
  11. Arc ID: 17808
    Faction: Family, Longbow, Circle of Thorns, Freakshow, Crey, Custom
    Alignment: Villainous
    Creator Global/Forum Name: Terenos
    Difficulty Level: Medium
    Synopsis: A mysterious man has a job for you - Find a former employee and help give him his "severance pay"
    Estimated Time to Play: 1hr+; there are multiple objectives, and several side objectives - how many you complete can affect the final time

    Please leave any and all feedback here

    Enjoy!
  12. The zone is impressive, definetly a nice addition. I haven't had any problems travelling around the zone so far, no abnormal difficulties with my framerate.

    I accepted Ghost Widow as my patron, and have accepted tasks from the Rikiti ambassador in the zone, met with my broker, street hunted, all with no problem.

    However, I'm having the same problem as several other posters of crashing when I enter a mission in that zone. I have all my graphics settings at the lowest possible in the basic options menu, and have tried it with (first) the music at 0% (which has helped loading problems and screen switches in the past), and then with the sound effects turned to 0%. I have tried entering both GW's first mission door, as well as the Rikiti ambassador's mission door, both times with the game client eventually crashing during the loading screen (with the montage of Recluse and his men/woman; the loading bar itself never begins to fill).