UnicyclePeon

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  1. All,

    I know that due to AAO, Shield is perhaps the best farming character, but I don't really enjoy the set much. Same for Fire Armor. So, I'm looking to avoid those.

    What would make for a good farming on the cheap type scrapper?

    I prefer to have decent AOE, but I like to have decent single target damage since I swear that the code for mob placement in some maps has made them all scattered.

    I was thinking that Fire/WP might be a pretty good choice, but I wish the secondary added to the damage. Maybe Fire/Electric? Energize and Power Sink could be pretty decent for being able to keep moving a bit.

    Are there any good choices I'm overlooking? Again, I'd like to be able to relax and do it on the cheap (<200 mil on the build).

    Thanks,

    Lewis
  2. I think Necro/Storm is the way to go. I happen to have both combos in the mid-30s and for some reason, I struggle more with Ninja/Storm. My necro pets seem to survive a bit better. Maybe its my playstyle.

    Lewis
  3. UnicyclePeon

    Invuln/EM

    I'll probably go Electric Melee then. I loathe Energy Melee since the changes. The character concept originally was that of a college student with a temp job at an energy company getting caught in the reactor of an experimental energy source. The accident left her invulnerable, and it made her capable of emitting some of the experimental energy source. Hardly original. But the point is that conceptually, Energy Melee and Electric Melee both fit.

    Since I hate having 2 slow single targets in my build in EM (ET and TF) I think I'll have to go Electricity for concept. It just hadn't occurred to me at the time I made my original post.

    Here is how I'd do it for Inv/Elec, which is the route I think I'll go.

    Lewis

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Blonde Bulwark: Level 50 Science Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Electrical Melee
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(15), S'fstPrt-ResDam/Def+(42)
    Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(42)
    Level 2: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(42)
    Level 4: Jacobs Ladder -- C'ngBlow-Dmg/EndRdx(A), C'ngBlow-Dmg/Rchg(5), C'ngBlow-Acc/Rchg(5), Erad-Dmg/Rchg(13), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Dmg/EndRdx/Rchg(34)
    Level 6: Dull Pain -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(9), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(33), Numna-Heal(33), Numna-Regen/Rcvry+(33)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(40)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(43), Mocking-Taunt/Rchg/Rng(43), Mocking-Rchg(43), Mocking-Taunt/Rng(50)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
    Level 16: Thunder Strike -- C'ngBlow-Dmg/EndRdx(A), C'ngBlow-Dmg/Rchg(17), C'ngBlow-Acc/Rchg(17), Erad-Dmg/Rchg(21), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Dmg/EndRdx/Rchg(34)
    Level 18: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(21)
    Level 20: Hurdle -- Jump-I(A)
    Level 22: Health -- Mrcl-Rcvry+(A)
    Level 24: Stamina -- EndMod-I(A), P'Shift-EndMod(25), P'Shift-EndMod/Acc(25)
    Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(27)
    Level 28: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(34)
    Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
    Level 32: Resist Elements -- ResDam-I(A)
    Level 35: Resist Energies -- ResDam-I(A)
    Level 38: Lightning Rod -- C'ngBlow-Dmg/EndRdx(A), C'ngBlow-Dmg/Rchg(39), C'ngBlow-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(46)
    Level 44: Boxing -- Acc-I(A)
    Level 47: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
    Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), RedFtn-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 6: Ninja Run



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  4. UnicyclePeon

    Invuln/EM

    Follow up question ....

    I can achieve the same overall defenses on Inv/Elec, and I realized that /Elec still fits my original concept, but it isnt /EM. I've grown frustrated with /EM.

    Which would be better, Inv/Energy Melee or Inv/Electric Melee?

    Lewis
  5. UnicyclePeon

    Invuln/EM

    CMA,

    The reason I went for the Mako's Bite and the full Numina is because I was building for soft capped energy/negative. I wanted to be able to laugh off Sappers, not to mention as much damage as I can. I do have softcapped smashing/lethal already (well, 1% shy).

    I don't have any global recharge, but the capped E/N was more important to me.

    Thanks,

    Lewis
  6. UnicyclePeon

    Ice/Electric?

    I'm planning an Ice/Electric Tanker too. I had an old Ice/SS tanker, but I hate SS, so I was looking around for an alternative to SS that didnt have any weapon shapes (Axe, Fire Sword) or weird magic (Touch of Fear, Midnight Grasp) in them. At first I was thinking Energy Melee but then I realized that Electric is a punch melee set with some fun stuff in it.

    So my guy will definitely be Ice/Electric.

    Here is my planned build. It isn't cheap, but it isn't as pricey as some either.

    Lewis

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    ZZZ TAN Ice Elec: Level 50 Mutation Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Electrical Melee
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping

    Hero Profile:
    Level 1: Frozen Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(15), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(25)
    Level 1: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(43)
    Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(7), Mako-Dam%(43)
    Level 4: Chilling Embrace -- EndRdx-I(A)
    Level 6: Wet Ice -- EndRdx-I(A)
    Level 8: Hoarfrost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal(13), Dct'dW-Rchg(13)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
    Level 16: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), EndRdx-I(40)
    Level 18: Glacial Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(25)
    Level 20: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(42)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(23), P'Shift-EndMod/Acc(46), P'Shift-End%(46)
    Level 24: Taunt -- Mocking-Taunt/Rchg(A)
    Level 26: Energy Absorption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(27), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34)
    Level 28: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(31)
    Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 32: Icicles -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(33), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(33), Sciroc-Acc/Dmg/EndRdx(34)
    Level 35: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), EndRdx-I(43)
    Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Boxing -- Acc-I(A)
    Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), S'fstPrt-ResDam/Def+(46)
    Level 47: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(48)
    Level 49: Combat Jumping -- DefBuff-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 6: Ninja Run



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  7. UnicyclePeon

    Invuln/EM

    All,

    I have a character that is currently Willpower/Super Strength. However, she was originally Invulnerability/Energy Melee, and that fits her concept. While WP/SS is far superior, I just can't stop hating the Rage crash (I preferred the old one). So, between that and missing her old concept, I'm switching her back to Inv/EM.

    I was just wondering how this would be for a build. It has no recharge, but I think the survivability looks ok.

    Thoughts on the build?

    Thanks,

    Lewis

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Blonde Bulwark: Level 50 Science Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(25), S'fstPrt-ResDam/Def+(25)
    Level 1: Barrage -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Dam%(34)
    Level 2: Energy Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(34)
    Level 4: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(34)
    Level 6: Dull Pain -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(9), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(13), Numna-Heal(13), Numna-Regen/Rcvry+(33)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(45), Mocking-Taunt/Rchg/Rng(45), Mocking-Rchg(45)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(27)
    Level 20: Health -- Mrcl-Rcvry+(A)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), EndMod-I(23)
    Level 24: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(50)
    Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(27)
    Level 28: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 30: Resist Elements -- ResDam-I(A), ResDam-I(37)
    Level 32: Resist Energies -- ResDam-I(A)
    Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Acc/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37)
    Level 38: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/EndRdx/Rchg(40), C'ngImp-Acc/Dmg/Rchg(40)
    Level 41: Whirling Hands -- C'ngBlow-Dmg/EndRdx(A), C'ngBlow-Dmg/Rchg(42), C'ngBlow-Acc/Rchg(42), Erad-Dmg/Rchg(42), Erad-Acc/Dmg/Rchg(43), Erad-Acc/Dmg/EndRdx/Rchg(43)
    Level 44: Boxing -- Acc-I(A)
    Level 47: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
    Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), RedFtn-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 6: Ninja Run



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  8. Thanks for the replies. I can see now that I should definitely not make a Brute. For one thing, I would definitely be switching to Hero side, and I constantly respec and tweak, so keeping patron powers would be unrealistic.

    As for the question about concept, Super Strength and Dark Melee don't fit. Also, I hate Rage. For the concept, I specifically have to have Fire Aura and Energy Melee.

    I'll just keep the level 36 Fire/EM Tanker now and just plink around with her from time to time. She won't be a main, but she'll fit my concept and I can drag her out when I'm in the mood.

    Thanks all!

    Lewis
  9. Well, if I made the character, I'd being her over to hero side when Going Rogue comes out. Do I get to keep my patron powers on hero side? I'm not sure. I was thinking that I should avoid patrons since I might not have them when I cross over.

    Also, I hate Total Focus, so if I do re-roll as a Brute, I probably wouldn't have it. After the nerf/animation changes to ETransfer and Total Focus and whatnot, I couldn't stand having 2 slow attacks, so I dropped TFocus because I don't really like the jumping up and down animation. With that removed from my attack chain, am I killing a lot of the reason to be a Brute?

    Thanks,

    Lewis
  10. Fair enough, but its a concept character, so my choices are really:

    1) Fire/EM Tanker
    2) EM/Fire Brute
    3) Scrap the character entirely

    Option 3 is tough for me. If the character weren't important to me, I'd probably have already dropped her.

    Thanks,

    Lewis
  11. UnicyclePeon

    Ice/Energy Melee

    Thanks for the reply. Its a bit pricey, in places, but I like the look of it. Much obliged.

    I don't mind taking Total Focus. In fact I can't stand it. But I'm curious about your thoughts on skipping it. I couldnt make the character if I had it, it'd drive me nuts. Just wondering what you think.

    Thanks,

    Lewis
  12. Quote:
    Originally Posted by Arcanaville View Post
    Eventually they degrade to the point where all of the information in them is gone.
    Aren't you the romantic?

    Lewis
  13. All,

    I have a Fire/EM tanker that I already find to be pretty squishy but I love the concept. I'm almost thinking that with Going Rogue looming this year, I might re-make her as an EM/Fire Brute and then cross back to hero side, simply to get my kill speed up since I actually prefer to scrap/solo with the character.

    My concern is that, considering that I already find the Fire/EMelee tanker to be squishy, how much worse is the Brute version? Or is the kill speed miraculous enough (albeit single targety) to be worth converting? Or should I scrap the idea and shelve the Tanker?

    Thanks,

    Lewis
  14. UnicyclePeon

    Ice/Energy Melee

    All,

    I hate Super Strength. There, I said it. Specifically, I hate it because of Rage. Unlike most, I hate the current Rage more than prior versions.

    I have a concept character who was Ice/SS and I got him up to 43 or so, deleted him when the new Rage came out, later re-made him, got him up to 40 again, and I've decided I can't stand SS anymore and I'm going to delete or remake all my SS characters. I'm even remaking this one as /Energy Melee, and that should tell anyone how much SS and Rage makes *me* Rage.

    OK, now I can move on.

    I'm remaking my Ice/SS as Ice/Energy Melee simply because its the closest in concept to the character. I've seen the official videos of Kinetic Melee and I don't like the look. Ice/Energy is about the only way to go, short of just giving up on the character.

    So, I wanted to post a build and see what you all think. Specifically, I'm frustrated by the lack of Energy Punch. I wish I could stay soft-capped and work Energy Punch in. I was thinking about dropping Permafrost, putting Boxing there, and using my slots that had gone to Boxing on Energy Punch instead. I can then scrounge a slot somewhere and still fit in the steadfast 3%.

    However, I'm wondering, is it a mistake to lose the slow resist provided by permafrost? Or is it no big deal?

    Also, I skipped Total Focus because I hate how slow it is, and having one slow attack (ETransfer) is enough for me. I also hate the animation, because I don't really like the floaty jump-up. In case anyone was going to mention TF I just wanted to state why I don't like it.

    OK, I would appreciate any advice on my build.

    Thanks,

    Lewis

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Snowbox: Level 50 Mutation Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Energy Melee
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping

    Hero Profile:
    Level 1: Frozen Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(9), RedFtn-EndRdx(17), Ksmt-Def/EndRdx(43), Ksmt-ToHit+(46)
    Level 1: Barrage -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(42)
    Level 2: Hoarfrost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25)
    Level 4: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(11), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Acc/EndRdx/Rchg(34)
    Level 6: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(15), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(42)
    Level 8: Wet Ice -- EndRdx-I(A)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(40)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
    Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
    Level 18: Glacial Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(19), RedFtn-EndRdx(23), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(46)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21), EndMod-I(42)
    Level 22: Chilling Embrace -- EndRdx-I(A)
    Level 24: Taunt -- RechRdx-I(A)
    Level 26: Energy Absorption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(27), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(31), Efficacy-EndMod/EndRdx(31)
    Level 28: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(43), AdjTgt-Rchg(46)
    Level 30: Combat Jumping -- DefBuff-I(A)
    Level 32: Icicles -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dam%(33), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34)
    Level 35: Energy Transfer -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 38: Whirling Hands -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), RechRdx-I(40)
    Level 41: Permafrost -- S'fstPrt-ResDam/Def+(A)
    Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam(45), RctvArm-EndRdx(45)
    Level 47: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-Def(48), RedFtn-EndRdx(48), RedFtn-EndRdx/Rchg(50), RedFtn-Def/EndRdx/Rchg(50)
    Level 49: Hibernate -- Heal-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    Level 0: Ninja Run



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  15. I found the first post (DK) to be very inspirational. I find that the second post (Heraclea) fits my mindset exactly.

    I play to wade in, to survive, and to emerge victorious, preferably without breaking a sweat.

    Lewis
  16. Quote:
    Originally Posted by UberGuy View Post
    If the devs want prices to fall, they need to increase the number of ways we get rid of inf in the system.
    Doesnt that mean that everyone has less influence, so therefore even though prices fall, items by proportion of available wealth are still just as expensive by comparison?

    In other words, if normally based on my habits I'd have 300 mil on a character and the IO I want is 80 mil, wont influence sinks mean that in future I've got 150 mil on me typically and the same IO is 40 mil? Isn't that the same thing then? If so, how does that help?

    I'm just curious how that works.
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  18. Quote:
    Originally Posted by Local_Man View Post
    And Lewis? That's the effect of the Pet Recharge Nerf. Volcanic Gasses used to fire off its Geysers more often before pets (and quasi-pets) were stopped from receiving benefit of Recharge.
    Yeah. Its not so shiny since then. It used to be really good. I still like it, and I make sure I have all my bases covered (hold and rech in the red/maxed) but I like it more for procs now-a-days.

    Lewis
  19. It is definitely worth taking.

    It isn't as good as it used to be though. They made some change some time ago that affected the rate at which the vents in it kicked out their holds. Or something. All I know is that you used to just about be able to use the power on its own and have it hold stuff pretty well. Now, lots of stuff manages to slip out and you kinda have to use other controls to get them stuck in it. Its almost like quicksand now in that I like it as the under-pinning for other controls. But, you cant just throw it under a group and have it hold most of them.

    At least in my experience. But, still VERY much worth taking.

    Lewis
  20. UnicyclePeon

    Fire/TA help

    Quote:
    Originally Posted by Local_Man View Post
    It was partially fixed. Previously, after a slick had been lit on fire, the pets would never come back to that spot even long after the fire was out.
    It was actually far worse than that. The imps, once they fled from the lit slick, could not attack anyone inside or outside the slick, even after the slick was gone. They were effectively dead imps not-walking. Worse than that, even after the slick was gone, subsequent summonings of new imps on the same map usually left them still brain dead and unable to act. You had to leave the map and go to a new mission for them to work again.

    Through several attempts to fix it they finally got it to where it is now. It is irritating and mainly affects imps, but at least they can attack other stuff and can come back into the area once its totally gone.

    However, I seem to recall that the current state is still bugged, but the behavior of pets in this circumstance is tied into something else they can't change. So, not working as intended, but best they can do. The pets that have ranged attacks (all other pets) are barely affected at all, and I guess some pets even perform better. Isn't PA's damage more with their ranged attacks?

    Lewis
  21. Thanks. Again, this would be a 3rd account PC and possibly a living room TV mac as well, so I probably wouldn't even turn on any ultra stuff.

    Also, I wonder if my iMac is better than my main windows PC. It should be. My iMac is a followbot computer as well (for when I'm doing COH anyway). My main PC has a GeForce 9800 GTX+ with an old 3.47 GHz processor (no cores ) and only 2 gig of memory.

    Basically my PCs are ancient. I should just swap the iMac and the PC and make the iMac my main machine, but psychologically I just haven't been able to yet.

    I am thinking that my next actual real main computer purchase will be a Mac Pro, but these things take time. I need to let a few paychecks roll by, as much for my state of mind as for my pocketbook.

    Lewis
  22. All,

    I currently have an iMac with an NVIDIA GeForce GT 130. I have 4 GB of memory and the processor is a 3.06 GHz Core 2 Duo. It runs COH quite well.

    I have an older PC thats got a Pentium 3.20 GHz, but straight up. No Core 2, much less Duo. Just an old crappy 3.20 GHz pentium (Windows XP) with 2 GB of RAM with an old NVIDIA GeForce 6200. It is my old multi-box PC and it is driving me BATTY with how laggy it is.

    Apple just announced the new Mac Mini. They have a 2.4 Core 2 Duo processor with 2 GB (which I would upgrade to 4 GB) and the video card is an NVIDIA GeForce 320M.

    What I'm wondering is this: Will the new Mac Mini (4 GM memory) be better than my old clunker PC? How will the Mac Mini compare to my iMac from last year?

    I can kinda guess how the processors compare, but I'm not sure how the GeForce 320M vs GeForce GT 130 comparison is.

    Thanks,

    Lewis
  23. I played a Fire/Thermal/Fire controller to level 50, and she was a pretty good character. She could be a bit endurance-heavy at times, with all the crazy healing, buffing, controlling, Hot Feet, damage powers etc. The other issue will be slots ... so many of the powers crave slots that it may take longer than it does on some other controller combos to get all your powers slotted like you want. But still, its a decent combo for both performance and concept.

    I found I prefer Earth/Thermal, but hey, Fire/Thermal is just fine.

    Lewis
  24. Looks like my images are freakin' huge. So, I will try to show some restraint. Sadly, most of my main controller heroes aren't up on my web page so I'll have to maybe make more convenient pics of them later. The one other one I have is way too huge of an image to post.

    Btw, replying to the post BELOW me, the only problem I have ever had with swinging the camera around and zooming closer to get a shot is the fact that usually the camera is pointing at a specific point on the character model which is NOT the ideal point (from a vertical placement perspective). So often I have to find someplace to stand where I can also force the camera to move up or down.

    Lewis