Toe_Tagger

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  1. I think I'm also on ignore but I'm not sure, if someone could copy and paste the glitch part of this I'd really appreciate it.

    AT: Mastermind
    Primary: Mercs/Ninja's
    Secondary: Trick Archery
    Problem: Entangling arrow when fired will sometimes remain in the air spinning if the target is defeated while activating the power. This can be easily replicated if you just activate the power while he has a sliver of health as your pets finish him off. I've also seen this happen to the nem staff, dark powers (such as gloom), and energy primary for blasters (power blast). It usually lasts 5 or so seconds before vanishing, but it should be known that this does not have any direct affects on gameplay.
  2. [ QUOTE ]
    Well, first of all, Tar Patch only does -30% res because it is a dropped psuedo-pet. "Pet" powers often do not have different values depending on the Archetype's modifiers. In some cases they do, so obviously one solution would be to have Masterminds get their own version of Tar Patch that has only a 18% -Res. Acid Arrow for Defenders is -25% Res and -25% Def.

    [/ QUOTE ]

    That's not a solution that's a nerf. Nerfing /dark won't help make /ta any better so that's pointless. Yes I realize that there are different versions of different powers.

    [ QUOTE ]
    Second, I'm not sure what you mean by "What good is -Def when your enemies are still coming at you." Sure, if you have capped to hit, -Def isn't really all that useful. Still, a -Def of 15% is about the same as a -Res of 30%, using the rule of thumb that 1 Res = 2 Def. Sure, you would like to have a little more damage, but that's what Disruption Arrow is for. (And wouldn't you know it, it doesn't have the Defender level debuff, although it does have the Controller version)

    [/ QUOTE ]

    What I was saying is that -def isn't as helpful as -res is. So being able to remove softcap helps yes, but being able to down a target faster is better. So if 1 res = 1 def why not just remove the def and give more res? Disruption does help but when it's recharge is merely 30 seconds shorter than tar patch and does half as much. Why not make disruption a pseudo pet considering it's "dropped" just like tar patch and increase it's -res 10%.

    [ QUOTE ]
    Third, Trick Arrow isn't really a defensive/debuff set like Dark is. It is more of a combination of debuff and controls. You've got fairly good defenses, better accuracy than Dark, an outright hold, and some other soft controls, plus the ability to light Oil Slick.

    [/ QUOTE ]

    /Dark has an outright hold, just about the same amount of soft control with FS and tarpatch vs glue arrow-oilslick arrow. The ability to light oil slick is nice, but logically this situation shouldn't exist. Considering dark has a heal and wayyyy better t9. Like it's not like /dark slightly competes with /ta in debuffs, it literally outshines it without a second guess.

    Fortunately though the devs can fix this, if it involves nerfing tar patch then it'll be clear that they are more focused on easy ways out than they are on actual balance. Which wouldn't suprise me, but I'd be horribly dissapointed. Yes I know this is a bad time to ask for a fix like this, but I just can't wrap my mind around how one set can literally do just as much debuffing in less time and still have a heal.../ta may be a debuff/soft control, but it definately is focused more on the /debuff part. 3 arrows go towards control, entangling is nice to have I won't lie but is it as useful as a heal, no. Ice is another "nice to have" but really truley isn't needed, sure holding 1 target might help but considering you basically are forced into taking every other arrow leaving it out is often the case. I could take 6 powers out of dark and be more effective than taking 8 powers from /ta. Without shadowfall that makes 5...it just doesn't make sense.

    Why not give /ta a arrowbot type pet, sort of like gundrone. Except it shoots debuffs like the dark servant. Now that would be an awesome fix as long as it was just as hard to kill. I mean that's kinda shooting for the moon, but any help would be good help in this case. I'm not asking for miracles, just some serious thought and reconsideration into this situation. I personally LOVE /ta and will still play it on all my MM's, /dark is just feels bad to play...I really wish MM's had more secondaries designed for them alone instead of just throwing other AT's at them and hoping for synergy, but that probably won't happen anytime soon. Who knows though if they devs shut me up on that one I'd be more than happy to bow down and say I'm wrong. Even if that did happen though, I still think /ta should be made a better set simply because of the fun level it has that you truely can't realize until playing with.
  3. I'll start off by saying this, if /TA is supposed to be better at debuffing than /Dark the devs have failed miserably, and considering /ta doesn't do anything but debuff I'm assuming it is. Me and a buddy rolled mm's figuring we'd make a great duo, I of course took /ta thinking it'd be tons of fun. The worst part is, it is very fun, I always have something to do and it's not the usual boring mm feel I had usually gotten whenever playing one. We even got to lvl 32, I love my mercs even though they're damage is pretty "lol" compared to thugs as far as I've seen. Then I got to thinking how our secondaries compared...well needless to say /dark overtakes /ta by a landslide. Here's my evidence.

    <ul type="square"> Tar patch does -30% res while acid arrow does -15% res and -15% defense. Along with disruption arrow that does another -15% res I'll get the equal amount of -res that tar patch has gotten in less time and with less risk simply because of the slow. Not to mention that acid arrow needs to be fired off repeatedly just to keep that -res up. It's slightly equal simply because acid arrow being capable of recharging faster than the -res wears off, causing stacking. BUT disruption arrow wears off before it recharges usually keeping me at -15% res. Sure you can say the -15% def is the balance but what's that going to do when you're enemies are already running at you. Even if you do go glue arrow-acid arrow-disruption arrow you still have wasted drastic amounts of time compared to dark with it's ONE power. That's three powers from /ta just to try and compete with one from dark.

    Next comes the -tohit. Flash arrow does -3.75% tohit, it's recharge is relatively low, but the debuff itself is almost usless. Even with the -90% perc, simply because perc isn't what i'm worried about when I'm attacking and the enemy can obviously see me. Compare this to darkest night and it's no contest. DN has -11.3% tohit AND -22.5% dmg debuff, so now not only does DN outshine flash arrow by a drastic amounts, it outshines acid arrow with it's -15% dmg debuff. Once again two of my powers don't even equal one toggle power which may take more end, but when you're an MM end isn't really an issue.

    All of this doesn't even take into account Fearsome Stare which is another -11.3% tohit taking it to a total -22.6% tohit whenever FS is up, and the enemy in question is feared. Oh yeah lets not forget the good old dark servant as well, which basically doubles all these numbers once again.

    Healing is another thing lacking majorly in /ta, which is obvious and I can accept that. But when twilight grasp does -3.75% tohit, -7.5% dmg debuff, AND -50% regen rate. It's kind of just adding insult to injury.

    The total numbers of all the debuffs if you got them stacked in dark WITHOUT the dark servant are: -26.35% tohit, -30% dmg, -30% res. Compared to /ta which is as follows: -3.75% tohit, -30% res, -45% def, -15% dmg. Now yes the -def looks good but it doesn't help as much as -tohit would considering /ta has no heals. Not to mention the fact you're still taking more dmg than the /dark on top of it all.[/list]
    You're probably wondering why I didn't take into account oil slick arrow as much, well it's simply because the recharge is 2min. That's up maybe every second group. Emp arrow is practically useless unless you stumble across an AV but even then you risk losing ALL of your other debuffs simply because lack of end.

    What I'd really truly love is some risk for reward type attitude for /ta. It simply doesn't compete in real situations compared to dark. Not only am I in the mix of everything and constantly shooting, I have to try and heal each of my pets with aid other? I bet anyone in there right mind would trade flash arrow of uselessness for a heal arrow or something. Now I'm not saying nerf /dark cause that's just stupid and is the easy/obvious way out of the situation. Instead I'm asking to reconsider /ta as a set to buff, or just simply change. If it doesn't get any sort of attention well literally all /ta's should just re-roll as a /dark, not only do you get to heal all of your pets, you get another pet that will help you heal/debuff.

    What might work is taking away some of the -def for some more -res or more -dmg, and get rid of the pointless -tohit for something that might actually help. Emp arrow needs to re-considered simply because without endurance I'm not doing anything else, so why not cut the -regen/-recovery in half and take away the horrible crash. That way it'd be useful without commiting suicide. If you're going to get rid of an arrow make sure it's flash and not ice, ice can actually help offer some tiny amounts of control, flash does literally nothing when it comes down to it. The worst part is flash is impossible to skip unless you enjoy taking primary attacks which just suck down endurance like GM does money. Somebody please look at this problem, it wouldn't take miracles, just some tweaking. Although it may require breaking the cottage rule.

    I'll appreciate all and any input, and realize there are ALOT of /darks out there, so just remember I don't want to nerf /dark at all. In fact I think it's a great set, I just think something that's supposed to focus on debuffs should debuff better...
  4. So I'm lookin for a nice fire/therm troller build that takes down AV's. Pretty self explanatory...I'd appreciate all and any help though, I have mid's so that's not an issue. Oh another thing to consider is that inf is very limited....like 200mil limited so far. Now that he's 50 it shouldn't be hard to make some cash quick though. Anywho ty in advance
  5. This made me angry.

    [ QUOTE ]
    -The regular pvpers seem to be having problems with the way pvp works, but why should it matter to you if you are regulars and have in a sense "mastered" what it means to pvp?

    -I keep seein these "Learn 2 pvp" comments and stuff which leads me to believe that once you learn it, you somehow have set yourself above the rest of the population and became, in a sense, a "pvper who owns noobs" or somethin, does the thought that maybe more people might actually have a better chance at pvp and the playing field is leveled maybe irritate some people?

    -Don't you guys want the "casual" or "non-regular" pvpers to get in on the fun.

    -Why do some(half?) pvpers make the casual person feel so...unwelcomed in pvp?(like those heroes who were on MY side that just sat there and dam near ignored me and let their homeboy wail on me with his super purple IOed out guy LOL)

    [/ QUOTE ]

    First, people have mastered pvp. It's the fact that the devs choose to make it less intense and boring is what makes people mad.

    Second, yes. It does make me angry. A level playing field means that we might as well all be npc's with brawl. Also a certain amount of skill should be needed for any pvp, without it, it's called PvE.

    Third, yes we do. If they just happen to not be able to handle a certain amount of smach talk, competition isn't for you. Sorry, sports have a ref, we don't. In fact most of the time the angry situations you speak of are ignited simply because the new comer can't compete so they resort to verbal assault.

    Fourth, wow. Just wow. Do you know half the pvp community? If so you should probably know alot more about pvp soooo yeah. Don't go around judging people and expect them to lay back and say oh he's new we'll just let it be. Something else to, so what if they sat back and didn't help you? The world of CoX isn't here to back you up whenever you need it, some people do have social communities within this game. It happens in PvE to!

    Here's the overall perception of your attitude from my stand point.
    Click me where it feelz gewd.

    This is based off of the fact that you come in without obviously doing any real research other than getting beat up a few times and going "lol".
  6. Everyone in here should read this before feeding this guy anymore.

    Troll
  7. Alright I'm gunna try and be nice here despite all the lol's and good intentions I'm sure you have.

    Here's the problem. Each and every one of us had to learn pvp, some of us did on our own, others may have had help but none the less spent time and effort into finding out what exactly works and what doesn't. Yes it was easy for some, but when someone used to PvE 100% of the time comes in, it's probably going to be more difficult than lets say a guy who plays more competetive typed games.

    Base camping is an immature thing to do to newcomers I'll agree, but there's nothing preventing that from happening. They could literally just put a giant see through dome around the hospital and completely nullify that, but that would take time and devs don't really enjoy us from past experience. So we make due with what we have, and take out our anger on newcomers (aka pve'rs) that got asked on how to fix pvp over people that actually participate in it, even though that person in particular most likely didn't get asked...it still feels good.

    P.S. I13 ruined different things for different people, but there's tons of topics/threads on this all over the pvp forum so just do a little digging and something will come up.
  8. To be honest I've never played an energy aura anything. I've heard it can be great but also have heard it's quite lacking compared to other defensive sets simply because it's based off of damage type defense rather than positional. With enough IO's it could be rather deadly I'm sure, especially with the small amount of secondaries you'd actually need to take, but ninjitsu can be just as deadly with more tricks. Which is why I favor /nin.

    As for charged and havoc, I'd suggest only taking one or the other. I prefer more damage so I picked havoc punched, but if you plan on doing lots of out of hide combat then I'd say charged brawl is better simply because of the faster recharge. Yes you should respec one out later on simply because you'll probably have enough attacks to keep you busy without having both. Once again though you could technically keep them both if you don't mind losing out on another power option.
  9. [ QUOTE ]
    I'd recommend you give it a few more levels, as no build performs up to expectations in the high* teens.

    [/ QUOTE ]

    This, but in any situation you should have all of your def toggles as early as possible.

    Here's a build I quickly put together. It's not my best but I think it'd preform quite nicely in PvE out of the box sort of thing.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Natural Stalker
    Primary Power Set: Dual Blades
    Secondary Power Set: Ninjitsu
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Nimble Slash -- Empty(A), Empty(3), Empty(7), Empty(34), Empty(34), Empty(43)
    Level 1: Hide -- Empty(A)
    Level 2: Ninja Reflexes -- Empty(A), Empty(3), Empty(5), Empty(15), Empty(19)
    Level 4: Ablating Strike -- Empty(A), Empty(5), Empty(7), Empty(15), Empty(33), Empty(42)
    Level 6: Hurdle -- Empty(A)
    Level 8: Assassin's Blades -- Empty(A), Empty(9), Empty(9), Empty(13), Empty(33), Empty(42)
    Level 10: Danger Sense -- Empty(A), Empty(11), Empty(11), Empty(13), Empty(19)
    Level 12: Combat Jumping -- Empty(A)
    Level 14: Super Jump -- Empty(A)
    Level 16: Kuji-In Rin -- Empty(A), Empty(17), Empty(17)
    Level 18: Health -- Empty(A)
    Level 20: Stamina -- Empty(A), Empty(21), Empty(21)
    Level 22: Build Up -- Empty(A), Empty(23), Empty(23)
    Level 24: Placate -- Empty(A), Empty(25), Empty(25)
    Level 26: Vengeful Slice -- Empty(A), Empty(27), Empty(27), Empty(34), Empty(36), Empty(46)
    Level 28: Kuji-In Sha -- Empty(A), Empty(29), Empty(29), Empty(31), Empty(33)
    Level 30: Hasten -- Empty(A), Empty(31), Empty(31)
    Level 32: One Thousand Cuts -- Empty(A), Empty(36), Empty(36), Empty(37), Empty(37), Empty(43)
    Level 35: Blinding Powder -- Empty(A), Empty(37), Empty(39), Empty(39), Empty(39)
    Level 38: Kuji-In Retsu -- Empty(A), Empty(40), Empty(40), Empty(40), Empty(42), Empty(43)
    Level 41: Zapp -- Empty(A), Empty(50)
    Level 44: Ball Lightning -- Empty(A), Empty(45), Empty(45), Empty(45), Empty(46), Empty(46)
    Level 47: Summon Adept -- Empty(A), Empty(48), Empty(48), Empty(48), Empty(50), Empty(50)
    Level 49: Super Speed -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
  10. Go elec melee. Not only does it provide a nice amount of AoE, it rocks. Build up, L-rod, placate, Thunderstrike=Fun. Energy is single target all the way, no if's and's or but's.

    As far as secondaries go, nin would be a nice combo. For PvE I'd have to rank it as number one simply because yes in PvE the more tricks you have the better.

    However if you do plan on going into pvp, my personal choice would be regen or willpower. Regen I am simply in love with and push it on people like a cigarette company on young kids.
  11. [ QUOTE ]
    Actually, the pre-i13 AS had a 100% chance to detoggle "1" toggle, and I believe it had like a "50%" or "20%" chance to detoggle a second toggle. That, however, was removed with later patches and nerfs to pvp.


    [/ QUOTE ]

    Check. And. Mate.

    I guess that's what I get for re-learning pvp.
  12. Sadly no, that's not how it works. You cannot "detoggle" anyone in the old sense of the word. Holds/stuns however will drop all "offensive toggles" such as rise of the challenge. These powers are usually ones that require a(n) enemy/group of enemies to function to it's potential.

    Base toggles, meaning all of your shields that don't do anything except affect you, will stay on permantly until you run out of endurance.

    What you're probably remembering is AS having the chance to cause a fear effect. It does in PvE but I'm not so sure about in PVP, to be honest I cannot recall it fearing even the squishiest of my opponents, and I pvp daily.
  13. Defense is an all or nothing thing...either it works or it doesn't. In your one case it just so happened to not, but this doesn't mean it's completely useless. Since it was made so popular by the "lol you can't hit me" era alot of people started going for soft cap, but then everyone else started going for to-hit and +acc to counter act it. Just gotta' face the music and realize you're going to get beat by something at one time or another. No you shouldn't be able to not get hit any of the time, that's called overpowered, but yes I'll agree that some attacks should miss. In all honestly defense and pvp just don't go together well in this game.

    As far as pvp stalker secondaries go though I am a true believer that /regen is the best. With my SO'd kat/regen against an SO'd ss/invul, I win. With my elec/regen that I plan on IO'ing, it'll be hard as hell to kill me with dull pain up most of the time, a heal up every 20 seconds, and a bunch of god modes to back me up (phase, MoG, hibernate, temp phase, instant healing). Yes alot of the other secondaries have alot of bells and whistles to back them up, but in the long run it's the master of one trade and not the jack of all trades that wins. Think of pvp now as a childrens game, the easiest way is most likely the best way.
  14. [ QUOTE ]
    this game should lower its monthly fee to $9.99 instead of 14.99 imo. its getting old

    [/ QUOTE ]

    I'm not sure how many people have been joining this game, but I can't see it being too high of numbers. CoX is a ghost town compared to what it used to be, so any penny counts. I.E. Costume packs.

    [ QUOTE ]
    Had we stopped getting updates 3 or 4 years ago, then I would support your argument. But this game is still fresh and exciting.

    [/ QUOTE ]

    Going rogue. Gotta' pay...probably around the same price as this game goes for retail. Remember the days when the devs said there would -NEVER- be a paid for expansion? Gone like the pvp community. As for fresh and exciting...well more like a decent pass time, sure there's always going to be a few die hards that just can't get enough. Some of us need more than a farm tool that gets you banned or going back in time to play missions you've already played.
  15. Either build takes quite a bit of inf to get going nicely... Night widows are virtually useless now except for slash so GJ devs on that one. Forts are better now simply because the variety of IO's you can fit into them. Banes with soft capped ranged def are pretty deadly though, by themselves it takes awhile to down a target pending on the build though. Just my few cents
  16. [ QUOTE ]
    My Mind/FF is funny at times, Force Bolt someone into a mob or stuff.

    [/ QUOTE ]

    Yeah what's funnier than debt right?
  17. I've been playing around with mid's and I can't really decide on whether to build for recharge or regen, I'm building for pvp keep in mind. Needless to say I'm not the greatest at this, for a +regen build I got a mere 164% increase. It looks somethin like...
    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1414;697;1394;HEX;|
    |78DAA5944B4F135114C7EFB485A1A5A52DEF6779B785C2403 78647D48560841405D|
    |A0241621DEA15264E06D21991C68D7B79885B65E5C6CFA01F C5CF61E2AE9EC72D68|
    |5C3A49FFBFCE9973FFE7DC338FB5D3A5B010EFEE0B2DF2C03 65DB794F74CFB95ACE|
    |88F4DEF75C5B4852E8448A860694DDA521ACBB62C7B15AB6C DA1CE8AF5F5E922FA5|
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    |E489657A87A6535A335D4F56AADDD0E704FCDE07853A6A0D6 21530207C2B84C0734|
    |056349984A17D42B24C28DCAE12E217A51721A47128A06D69 98E52B12C21B84E93C|
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    |1FE2F2435C7EB840C1D14D4227B8342BA366DE761784221CD 222ECDDE2A7AA3BE01|
    |F5503897289184F22C6A6AD77A8442B57D2C128AE8CE29C3E A5060257DAF88ABFED|
    |8CBCDBAF18E784E90F840B28D8C179BE8E6B1F2EEAFCC4F84 CB884842E95D095A15|
    |EBBFFC21524F4A8A9F4DC25D3DE39C63CA17F81B148187B42 D885557D6A551F773E|
    |CC9DABE98DF148C778A3C97B84888ECACD0CB4535E22C6682 57C04DB41653BF896F|
    |A4B9D12264E1855C264953637F9861005DB1135C6910E1E23 DBEE81DFB8F21BE782|
    |C93821C5634C5D12262E08933CE218F8A5955F9AA734C5F80 18F6F46DDDF4C96926|
    |7A608D969C657CACB7E21FC84EF86A1F66BF09466784A333C A511A834AB1EAE592E|
    |D11FF8E335ABC12172FF44D60337EF9DD028D2779BF35FC7B 770DD27B81102CDA31|
    |451B651765076519EA2ECA13C4329A1D4BEDFAC8ECE6143F3 280B288B286798A4E3|
    |CBD48C124689A0B4A0445162286D289D28BD28D728B5DFEC6 BF93B|
    |-------------------------------------------------------------------|</pre><hr />

    My recharge build looks like this but only got 62.5% recharge increase...

    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1414;698;1396;HEX;|
    |78DAA5944953135110C7DF642124996C203B84B0862C0C700 3515101AB900451642|
    |9A08C437CC2145303951929B979772BBD78F28BE847F13B78 73A912C45E5E10CAA3|
    |53E1FF233DDDFFEED7C9A4FC7C4E17E2C58CD062B3B6E9BA9 515CFB4F7652DB4647|
    |ACF6AA62D424288B40A56CAD296D298B765D5AB5955D3E640 77FDF69C7C2A1D571A|
    |0FE4AE7464CDF4AC0327B5E0ECC99A743CA3FE8FBE7C70601 B772CCF91AECB6F4AD|
    |23CB49CDD14BD59708E2CD7DAB16CCB3B8E5064E550CA27E9 F943AB6AD45B95E491|
    |657A7BA653299BAE276BC7ED30670EFE5E8685BACE8262CB2 7C484F03D168880496|
    |8DC2164AA8461497888551A5509D1A2616815421A8702DA3D 0AF916097A89305A66|
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    |6FFE40DE5732E20246196FA0610B4FE76B2950A8F512DE424 29B4A68E350FB25BC8|
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    |7D7CB441DEE5201F7BF88686553138550F9FCAD7F3937699F ECEF841780FB6BDCAB|
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    |6181B274C1419066394F00D7E370CE567DCA2C1C66E336E12 FAA1E1B8FA968E738B|
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    |7C98A2283A4A0C258E924049A234A3B4A274A27C4439FB03A 21DF998|
    |-------------------------------------------------------------------|</pre><hr />

    Anyways any and all help would be nice, also this is sort of a dream build project. Somethin to actually work towards despite price.
  18. Toe_Tagger

    For Kroole

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 46 Natural Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Medicine
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Flares -- Dmg(A), Dmg(3), Dmg(7), Acc(9), Acc(15), RechRdx(17)
    Level 1: Power Thrust -- Dmg(A), Dmg(36), Dmg(37), Acc(40), Acc(42)
    Level 2: Fire Blast -- Dmg(A), Dmg(3), Dmg(7), Acc(9), Acc(15), RechRdx(17)
    Level 4: Build Up -- RechRdx(A), RechRdx(5), RechRdx(5)
    Level 6: Hurdle -- Jump(A)
    Level 8: Combat Jumping -- EndRdx(A)
    Level 10: Hasten -- RechRdx(A), RechRdx(11), RechRdx(11)
    Level 12: Aim -- RechRdx(A), RechRdx(13), RechRdx(13)
    Level 14: Super Jump -- Jump(A)
    Level 16: Health -- Heal(A)
    Level 18: Blaze -- Dmg(A), Dmg(19), Dmg(19), Acc(23), Acc(23), RechRdx(25)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Aid Other -- Heal(A)
    Level 24: Aid Self -- Heal(A), Heal(25), Heal(27), IntRdx(31), IntRdx(31)
    Level 26: Blazing Bolt -- Dmg(A), Dmg(27), Dmg(29), Acc(29), Acc(31), IntRdx(33)
    Level 28: Conserve Power -- RechRdx(A), RechRdx(33), RechRdx(33)
    Level 30: Bone Smasher -- Dmg(A), Dmg(34), Dmg(34), Acc(34), Acc(36), RechRdx(36)
    Level 32: Inferno -- Dmg(A), Dmg(43), Dmg(43), Acc(43), Acc(46)
    Level 35: Boost Range -- RechRdx(A), RechRdx(37), RechRdx(37)
    Level 38: Total Focus -- Dmg(A), Dmg(39), Dmg(39), Acc(39), Acc(40), RechRdx(40)
    Level 41: Body Armor -- ResDam(A), ResDam(42), ResDam(42)
    Level 44: Surveillance -- DefDeb(A), DefDeb(45), DefDeb(45), Acc(45), Acc(46), RechRdx(46)
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    ------------
    [u]Set Bonus Totals:[u]------------
    [u]Set Bonuses:[u]




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    Aid other and Aid Self can be swapped for whatever you feel, stealth is nice with a stealth IO in super jump. Or you could go for assault/tactics for that extra boom and to take out the bad stalkers running around. Inferno can also be dropped same with conserve power. Other than that it's a basic fire/em build that should do fine in SC...oh yeah and you can switch Munitions mastery for Cold mastery making sure you take hibernate or if you want for force mastery making sure you take personal force field but the others are optional. Temp invul would provide some nice resist buffs, I think it'd put you near 40% without DR so probably like 30's. Anyways there ya go dude have fun with it.
  19. [ QUOTE ]
    read the text it is all preatorian earth stuff...meaning not affecting current COX including zones. Alternate reality crap.

    [/ QUOTE ]

    [ QUOTE ]
    For the first time, hero characters can become villains and vice versa, enabling hero archetypes to cross over to the Rogue Isles™ and villain archetypes to experience Paragon City™.

    [/ QUOTE ]

    You're wrong.
  20. The old ones need some spicing up. Instead of leaping over massive amounts of area while remaining motionless, add some different movements. I mean lets face it these travels are getting pretty out dated, we need something fresh to drop our jaws. I highly doubt new ones will come anytime soon, but who knows I've been wrong before. I just hope it's something that can be made custom for each player, meaning a grappling hook that can be switched for different types...a small vehicle that can be selected...etc, etc.
  21. Toe_Tagger

    Whats WRONG!?!?!

    He isn't a troll...he was running around SC last night in virtue asking the same questions. Either way though you can always check the patch page. It's all there.
  22. Toe_Tagger

    oh oh free week

    You could spend maybe 3 hours running AE farm missions and have a toon above 30 at least. So head over to virtue or freedom and go hard for a bit. It takes effort so I know it's not the greatest...but I guess sitting around typing on a forum is super fun.
  23. Toe_Tagger

    PvP Recipes

    I made a post asking if we could trade bounty for the pvp IO's but somebody then responded by telling me a pvp IO is about as likely as finding a purple...I gave up on trying to get them and went on to working the MA.
  24. So I've been playing I14 all of three hours, and since I've already been around the MA block in open beta I figured lets hit up some pvp and get some IO's. In all three hours of killing I found an entire 1 IO, I figured maybe it wasn't because I killed enough people or something but then checked my rewards to see I've had a total of 60 kills give or take a couple incase because I didn't count the infamy just the rep and "did not get rep" messages.

    So why not allow us to use our useless bounty to buy PvP IO's? We could still keep the option of buying SO's at 5k bounty and then let us access the selection of PvP IO's with 8k bounty. What's the worst that happens...more people get a chance at IO's that normally wouldn't? I don't see anything wrong with that. Do you?
  25. Pocket D! The only place you can get caught cyboring by a stranger, yet leave with a new friend.