Warkupo

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  1. [ QUOTE ]
    [ QUOTE ]
    Thats what Werner does, he walks into a thread and hits spineburst.

    [/ QUOTE ]

    If Werner is a Spines Scrapper in his forum personae, I must be the Dark Melee Scrapper. Either that or no one pays any attention to me even though I've pretty much been the one making most of the viable points that generally get obfuscated by the general rancor of forum posts.

    [/ QUOTE ]

    Awww, i still love you Umbral. Even if I do think you come off as a bit snobbish sometimes. Still, when I'm making a new scrapper I usually search for your name and see if Umbral has done something already, or what tricks Umbral is using, or what Umbral thinks.
  2. Werner, are you sure you're a scrapper? Cause you just AOE'd the whole friggin' thread in one post. Sound a *lot* like a blaster to me.
  3. I like how LivingHellfire and Samuel_Tow are having a perfectly polite conversation about their discontent with something and people come rampaging in to comment on something already addressed as though LivingHellfire just slaughtered their kitten.

    You all amuse me so much more than you could ever possibly realize.
  4. [ QUOTE ]
    And yet, I've seen builds for /regen AV soloers. I don't personally build to solo AV's, but I know it can be done. Here's my thoughts on it.

    Regen has no built in mitigation to improve via IO set bonues and pool powers? Try regeneration. Sure using sets to boost regen may not work for it, but try tacking on defense. Just messing around, I did pretty good with a build using combat jumping and maneuvers to raise ranged and aoe defense (ignoring melee defense). I ended with 30% or so in each. And that was a build designed with keeping recharge slotting up there, as well as ensuring damage dealing powers were well slotted for acc/damage.

    Someone who wanted to could probably cobble together a build for regen with 25 to 30% melee, ranged, and aoe defense. It's not soft capped, but with high regen rates it wouldn't have to be. It'd just have to slow down incoming damage. Outside of one shot kills, I don't see the problem here. And if your trying for defense, you probably racked up some resistances too. That lessens the chance of one shot deaths. As does having dull pain.

    [/ QUOTE ]

    I really don't think the focus of this thread should be what can solo AV's. Not only does very few of the actual scrapper playerbase do that, but the secondaries that *are* capable of it typically *aren't* regen. I really fail to see how it would be so unheard of that Regen get resistance to something shutting down their only form of mitigation, just like super reflexes and other sets already do.

    On that note, I have a BS/Regen with soft capped melee from parry, and about 25% defense to ranged and AOE, with 700ish % regen, perma dull pain, and 130% recharge when hasten is going. He's really pretty good, and I enjoy playing him.

    But my DB/Willpower with 40% S/L defense, 50% S/L resistance, and 35-38% defense to all other elements (except psionics which he has 30% defense and 31% resistance too), capped HP, resistance debuffs, mez resistance to damn near everything, regen out the wazoo, and 60% recharge simply blows him out of the water and requires next to no thought process on my part beyond lining up combos. No remembering parry. No clicking reconstruction. No gauging if I need to MoG for this encounter. Nothing. No thought, what so ever, and he's still better at everything.
  5. I have to agree with most of what Umbral said. I often times feel like my sword is more of a crutch than a weapon. Without parry, I don't imagine I could handle nearly the same level of enemies as I currently do.

    Also, the excuse the devs gave about not balancing around IO's will only last for so long before the rest of the playerbase realizes that's just an excuse to be lazy as I already have. I don't see how it's at all reasonable or even possible to just outright ignore something that so dramatically alters the balance between not only Powersets, but whole Archetypes. Hell, I imagine the devs themselves would agree considering the Dominator changes already implemented.
  6. I notice that my auto-powers have recently stopped activating until I start fighting something. Typically I put hasten on auto, and now it'll only go off if I activate something else. I'm not sure if this is a bug or a new feature...
  7. Below is a revised version of your build that takes away focus on S/L defense, it places it on filling up the rest of the holes in your defenses. I built around the assumption of 3 enemies in the Invincibility Aura, but obviously the values will be higher with more, such as a team setting.

    Mostly, your powers will still be the same. I took away Confront, put it's slots in Parry, and replaced Confront with Resist Energies. These changes will increase your resistance to endurance draining abilities, keeping you in the fight longer against enemies like Carnies, Sappers, or anything that uses Electricity. Parry will help supplement your attack chain, and will boost your melee defense to above 50%, which is more than enough to dodge everything around you. You won't need to use it all the time, but you'll probably find you want to anyway as it helps supplement your single-target attack chain, and makes a good filler attack if you get slowed, or just find you have some gaps.

    Beyond that, you have *very* good Fire/Ice defense (40%). You'll have about the same Energy/Negative Energy defense, but you'll also have more resistance to those damage types. Ranged and AOE defense will both be at about 20%, which will help you deal with Psionics a lot easier as well.

    Global Recharge drops by 15%. Most your attacks will take between .1 and .3 seconds longer to recharge. If you can see the difference in that, you probably need to lay off the caffeine. Dull Pain will still remain perma. The only place you're kinda sacrificing is on Hasten and Conserve Energy. Hasten will take 5 seconds longer to come back, and Conserve Energy will take about 8. Overall that's a small sacrifice for all you've gained defensively.

    You'll notice I moved an Achilles' Heel proc to Hack, so that you can still take advantage of the -res, and still keep the defense from a full set of Mako's Bite. Since Hack recharges faster anyway, you'll actually get *more* -res procs going off than before.

    Finally, I'm not sure about Conserve Power. You aren't really burning much endurance, and you're still recovering a *lot* more than you use. With the addition of Resist Energies in your build, the need for it diminishes even further. I left it there as there's no reason really to not have it, but I might contemplate replacing it with Resist Elements. This will give you more resistances, and also give you 20% slow resistance. If you go this route, I'd only one slot Resist Elements, and put the left over slot in Combat Jump or Super Jump, and put in another Blessing of the Zephyr IO to further boost your absurd Fire/Ice defense and AOE defense.




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

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

    Hopeling: Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
    Level 1: Resist Physical Damage -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-ResDam/EndRdx/Rchg(9), Aegis-ResDam(9)
    Level 2: Slice -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(34)
    Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(17), Dct'dW-Rchg(19)
    Level 6: Build Up -- AdjTgt-Rchg(A), AdjTgt-EndRdx/Rchg(11), AdjTgt-ToHit/Rchg(37)
    Level 8: Combat Jumping -- LkGmblr-Def(A), Zephyr-ResKB(11), Zephyr-Travel/EndRdx(43)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
    Level 12: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(13), Aegis-ResDam/Rchg(13), Aegis-ResDam(15), S'fstPrt-ResDam/Def+(46), Aegis-EndRdx/Rchg(46)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Unyielding -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(40)
    Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(19)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
    Level 22: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(43)
    Level 24: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(46)
    Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dmg/Rchg(39), Mako-Dmg/EndRdx(39), Mako-Dam%(43)
    Level 28: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(29), LkGmblr-Rchg+(31)
    Level 30: Kick -- Acc(A)
    Level 32: Head Splitter -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), Achilles-ResDeb%(34)
    Level 35: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(36), LkGmblr-Def/EndRdx(36)
    Level 38: Parry -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(48), Mako-Dmg/Rchg(48), Mako-Dmg/EndRdx(50), LkGmblr-Rchg+(50)
    Level 41: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam/Rchg(42)
    Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45)
    Level 47: Resist Energies -- Aegis-Psi/Status(A)
    Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Critical Hit
  8. When I first started the game, I was wholly convinced that I could run up the side of a building with super speed if I could just figure out what button to press when next to a building.
  9. Revised my build a little to see just how much defense I could push without neutering my attack power. S/L defense is at 38.98%, which, combined with RttC's to-hit debuff, actually comes out to 42.65%, assuming Mid's calculated everything correctly. Not quite soft-capped, but close enough for me not to care. Very high elemental defense too, and still boasts all the other great things about WillPower.

    As far as attacks go, I do sacrifice a bit in that I don't have any damage procs in them anymore. I'm not sure if sacrificing the acc/recharge/endredux is worth another damage proc. I also revised how I slot Blinding Feint, as I didn't think the extra To-Hit was really needed on top of what I already had/got from it, and I got more defense/damage out of slotting it this way. I may have some problems against rikti drones, but I don't consider them threatening enough to revise my whole build just to take them down easier. I decided Hasten wasn't worth it as it was only reducing recasts by a second on most of my powers, which wasn't enough to justify getting rid of the defense offered by Maneuvers.

    Overall, I'm pretty happy with my build. Any comments/suggestions are still welcome!


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

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

    Warkupo (Red Chocobo) v2.1: Level 50 Magic Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Darkness Mastery

    Hero Profile:
    Level 1: Power Slice <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (3) Mako's Bite - Accuracy/Endurance/Recharge[*] (15) Mako's Bite - Accuracy/Damage/Endurance/Recharge[*] (19) Kinetic Combat - Damage/Endurance/Recharge[*] (40) Kinetic Combat - Damage/Recharge[*] (40) Kinetic Combat - Damage/Endurance[/list]Level 1: High Pain Tolerance <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery[*] (43) Numina's Convalescence - Heal[*] (45) Numina's Convalescence - Heal/Recharge[/list]Level 2: Ablating Strike <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (3) Mako's Bite - Accuracy/Endurance/Recharge[*] (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge[*] (19) Kinetic Combat - Damage/Endurance/Recharge[*] (37) Kinetic Combat - Damage/Recharge[*] (40) Kinetic Combat - Damage/Endurance[/list]Level 4: Fast Healing <ul type="square">[*] (A) Numina's Convalescence - Heal[*] (5) Numina's Convalescence - Heal/Endurance[*] (5) Numina's Convalescence - Heal/Recharge[/list]Level 6: Typhoon's Edge <ul type="square">[*] (A) Obliteration - Accuracy/Recharge[*] (7) Obliteration - Accuracy/Damage/Recharge[*] (7) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (15) Obliteration - Damage/Recharge[*] (37) Obliteration - Damage[*] (39) Obliteration - Chance for Smashing Damage[/list]Level 8: Blinding Feint <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (9) Hecatomb - Accuracy/Damage/Recharge[*] (9) Hecatomb - Accuracy/Recharge[*] (11) Kinetic Combat - Damage/Recharge[*] (11) Kinetic Combat - Damage/Endurance/Recharge[*] (13) Kinetic Combat - Damage/Endurance[/list]Level 10: Indomitable Will <ul type="square">[*] (A) Luck of the Gambler - Defense[*] (46) Luck of the Gambler - Defense/Endurance[*] (46) Luck of the Gambler - Recharge Speed[/list]Level 12: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]Level 14: Super Jump <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (50) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 16: Rise to the Challenge <ul type="square">[*] (A) Numina's Convalescence - Heal[*] (17) Numina's Convalescence - Heal/Endurance[*] (17) Numina's Convalescence - Heal/Recharge[/list]Level 18: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 20: Quick Recovery <ul type="square">[*] (A) Performance Shifter - EndMod[*] (21) Performance Shifter - EndMod/Recharge[*] (21) Performance Shifter - Chance for +End[/list]Level 22: Health <ul type="square">[*] (A) Regenerative Tissue - +Regeneration[*] (23) Numina's Convalescence - Heal/Recharge[*] (23) Numina's Convalescence - Heal[/list]Level 24: Stamina <ul type="square">[*] (A) Performance Shifter - EndMod[*] (25) Performance Shifter - EndMod/Accuracy[*] (25) Performance Shifter - Chance for +End[/list]Level 26: Mind Over Body <ul type="square">[*] (A) Aegis - Resistance[*] (27) Aegis - Resistance/Endurance[*] (27) Aegis - Resistance/Recharge[/list]Level 28: Vengeful Slice <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (29) Mako's Bite - Accuracy/Endurance/Recharge[*] (29) Mako's Bite - Accuracy/Damage/Endurance/Recharge[*] (34) Kinetic Combat - Damage/Recharge[*] (36) Kinetic Combat - Damage/Endurance[*] (39) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 30: Sweeping Strike <ul type="square">[*] (A) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (31) Obliteration - Accuracy/Damage/Recharge[*] (31) Obliteration - Accuracy/Recharge[*] (31) Obliteration - Damage/Recharge[*] (37) Obliteration - Damage[*] (39) Obliteration - Chance for Smashing Damage[/list]Level 32: One Thousand Cuts <ul type="square">[*] (A) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (33) Obliteration - Accuracy/Damage/Recharge[*] (33) Obliteration - Accuracy/Recharge[*] (33) Obliteration - Damage/Recharge[*] (34) Obliteration - Damage[*] (34) Obliteration - Chance for Smashing Damage[/list]Level 35: Heightened Senses <ul type="square">[*] (A) Luck of the Gambler - Defense[*] (36) Luck of the Gambler - Defense/Endurance[*] (36) Luck of the Gambler - Recharge Speed[/list]Level 38: Boxing <ul type="square">[*] (A) Accuracy IO[/list]Level 41: Petrifying Gaze <ul type="square">[*] (A) Lockdown - Accuracy/Hold[*] (42) Lockdown - Accuracy/Recharge[*] (42) Lockdown - Accuracy/Endurance/Recharge/Hold[*] (42) Lockdown - Endurance/Recharge/Hold[*] (43) Lockdown - Recharge/Hold[*] (43) Lockdown - Chance for +2 Mag Hold[/list]Level 44: Tough <ul type="square">[*] (A) Aegis - Resistance[*] (45) Aegis - Resistance/Endurance[*] (45) Aegis - Psionic/Status Resistance[*] (48) Steadfast Protection - Resistance/+Def 3%[/list]Level 47: Weave <ul type="square">[*] (A) Luck of the Gambler - Defense[*] (48) Luck of the Gambler - Defense/Endurance[*] (48) Luck of the Gambler - Recharge Speed[/list]Level 49: Maneuvers <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (50) Luck of the Gambler - Defense/Endurance[*] (50) Luck of the Gambler - Defense[/list]------------
    Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Celerity - +Stealth[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Critical Hit
  10. This'll probably piss you off more then; I really want pole-arms. It's the last thing I need to make every character that I've ever wanted. Make it so I can use a spear, staff, and scythe with the same set, of course. Then I'd be set.

    How would Psi Melee work? Doesn' it come from your brain? ...Will I get a head-butting power? If I can slam my head into enemies and transfer psychic energies into them, I would be sold on Psi Melee.
  11. Favorite- Clockwork. Because they amuse me.

    Least Favorite- Malta Sappers. I hate these guys so much that most of my characters take a single target hold of some kind just to deal with these annoying things.

    Carnies are a close second, but at least I know the carnies will be draining me after every kill. Every malta spawn I have to toggle through everything to make sure the dreaded sapper isn't a part of their army. That said, Carnies boss monsters are *far* more challenging.
  12. This is my DB/WP build as of now. I do not care about how expensive anything is, so feel free to suggest *anything* you think may make it better.

    My biggest concern is over recharge. Typically I stack as much on as reasonably possible, but DB/ is fairly quick on it's own, and /WP has no powers that would greatly benefit from it, as far as I can see.

    I'm really uncertain about Maneuvers in my build, specifically. While I do want high defense, I'm not exactly soft-capped anywhere, and I still have 2000ish HP, RttC+Other Regen, 49% S/L resists, and DB's knockdown combo's to fall back upon when defense fails me. I also worry it's one toggle too many, even with Quick Recovery and Stamina. I could replace it with Hasten, but, as mentioned previously, more recharge seems superfluous for this build.


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

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

    Warkupo (Red Chocobo) v2.1: Level 50 Magic Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Darkness Mastery

    Hero Profile:
    Level 1: Power Slice -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(40), Mako-Dam%(40)
    Level 1: High Pain Tolerance -- Numna-Regen/Rcvry+(A), Numna-Heal(43), Numna-Heal/Rchg(45)
    Level 2: Ablating Strike -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(37), Mako-Dam%(40)
    Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(5)
    Level 6: Typhoon's Edge -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-Dmg/Rchg(15), Oblit-Dmg(37), Oblit-%Dam(39)
    Level 8: Blinding Feint -- Mako-Acc/Dmg(A), AdjTgt-Rchg(9), AdjTgt-ToHit(9), AdjTgt-ToHit/Rchg(11), AdjTgt-ToHit/EndRdx(11), AdjTgt-ToHit/EndRdx/Rchg(13)
    Level 10: Indomitable Will -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(46), LkGmblr-Rchg+(46)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-ResSlow(46)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17)
    Level 18: Swift -- Run-I(A)
    Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21)
    Level 22: Health -- RgnTis-Regen+(A), Numna-Heal/Rchg(23), Numna-Heal(23)
    Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(25), P'Shift-End%(25)
    Level 26: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(27), TtmC'tng-ResDam/Rchg(27)
    Level 28: Vengeful Slice -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Acc/EndRdx/Rchg(29), Mako-Dmg/Rchg(34), Mako-Dmg/EndRdx(36), Mako-Dam%(39)
    Level 30: Sweeping Strike -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Dmg(37), Oblit-%Dam(39)
    Level 32: One Thousand Cuts -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Dmg(34), Oblit-%Dam(34)
    Level 35: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(36)
    Level 38: Boxing -- Acc-I(A)
    Level 41: Petrifying Gaze -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Acc/EndRdx/Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Rchg/Hold(43), Lock-%Hold(43)
    Level 44: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(45), Aegis-Psi/Status(48), S'fstPrt-ResDam/Def+(50)
    Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  13. The way I explained necromancy leaves it pretty open for good or evil.

    The soul enters the world with a body in which to interact with the physical world. As the body begins to degrade, the soul must eventually release itself from the body, and thus the body is mostly a tool, albeit, one necessary to interact with the physical realm. With enough force of will, a soul can manifest itself to interact with the physical world without the need of a body, often resulting in a Spirit, Spectre, Ghoul, Ghost, whatever you wish to call it. Others can re-enter uninhabited bodies, and the most powerful can enter and even force out the soul of another.

    Necromancy works on the principal of binding souls to the will of the necromancer, and then forcing them into uninhabited bodies so that they can use them to whatever purpose they need. More powerful souls that do not need bodies take a more talented Necromancer to bind to them. A good Necromancer might only bind willing souls to him, or 'evil' souls to not only keep them in check, but force them under them to do good. Evil Necromancers would just bind whoever and do whatever. Therefore, Necromancers are a prime example of 'What you do with power defines who you are.'
  14. Never given it much thought. I've always just gone to whoever was the closest. Doesn't even register to me that these people are supposed to be 'training' my character in their powers, as my own little role-playing completely ignores that they might be even remotely involved in that process.
  15. I personally never cared if there was a graphical effect on me from a power another team mate cast upon me. I understood the effect was temporary, and mostly served as a visual indication that I had a buff. Typically, I'm more concerned over my own powers, such as toggles and what not, as they may not mesh very well with whatever costume I've chosen (looking at you, dark armor).

    That said, my primary concern is that I will no longer be able to discern what I have on me, and adjust my risk assessment of a situation accordingly. I'm not even entirely sure the engine works in such a way that you *could* determine the color of *my* character's buffs. You'd probably be able to change the colour of the animation, but not what is actually upon my character. I imagine it works as a sort of 'toggle' the game turns on, thus the animation belongs more to me than the other person, and their color scheme may not be able to transfer over like that. I don't know how to adequately explain it, but that's the gist of my train of thought.
  16. [ QUOTE ]
    I rarely run AE missions, but when I do, it makes me soooo happy that I don't have to see the dreaded bubbles.

    "MY SIDEKICK IS 47 FEET AWAY! MY SIDEKICK ENTERED THE ELEVATOR A SECOND BEFORE ME! OKAY IM OUT OF THE ELEVATOR NOW! MY SIDEKICK IS PICKING HIS NOSE! MY SIDEKICK IS EATING A CHEESEBURGER!"

    AAAAAAAARGH!

    [/ QUOTE ]

    Best part is when the person SK'ing you dies, warps to the hospital, and leaves you keenly aware of what level you actually were.
  17. One must really focus on the ENTIRETY of Mind/, not just a single power it has. So what, I can only use Mass Confusion every 2 minutes (assuming I didn't decide to take hasten (I decided to take hasten)) or so, I still have a whole mass of other controls I can throw at the enemies in the meantime. That's before you even throw in a secondary.
  18. I don't think Longbow, PPD, wyvern, Vanguard, or whatever would really work, in all honesty. The main reason SoA was a good idea is because they used quite a bit of weaponry not available on any archetype. Longbow and what not are all basically an existing power combination shoved into a costume, and thus you can already be a 'part' of them, as far as anyone is concerned, by just mimicking their costume. Not that I'd know why you'd *want* too, as Longbow have some of the tackiest looking costumes I've ever seen (they look like candy canes to me).

    I would like some kind of 'spy' archetype, that had powersets dependent on which side you are on. Honestly I don't know what I want, or even if I want anything. I just think making an EAT out of longbow or any other heroic faction in the game wouldn't be a great idea.
  19. I would like it if the proceeding of time was slowed down. I hate it when I can watch the ground and see the shadow moving around or the sun flying through the sky like an airplane. Things like that really destroy the immersion for me.
  20. Thanks Deus! This will work well enough that I can play the character without my... unique mental disability getting in the way.
  21. That's rather unfortunate. I don't so much want the shield to go away, I just want to be able to go back to a 'normal' stance once it's done. Like right after you've activated the power and are standing still with the shield on your arm, but before you've started moving.

    I guess I could make a character that hovered forever, but I probably will just scrap the shield character entirely. I'm a bit of an aesthetics junky.
  22. Warkupo

    Secondary build

    I'd say team+solo is the most common, with a few pve+pvp for those who enjoy it. I'd say my defenders and controllers get the most use out of it, as many powers in those archetypes have a specific team only application. Typically my tanker would just not take taunt, which isn't really enough for me to justify making a whole 'nother build. Blasters and Scrappers pretty much play exactly the same solo or on a team.

    Kheldians are a bit unique though, in that there are many ways to build a Kheldian. I wanted to try a human/dwarf and a tri-build, but didn't feel like leveling an entire other character to do it.
  23. I have a shield character I am rather fond of, but I cannot stand how, once shield powers are activated, I am forced to always be in the 'fighting' stance, with no method of getting out of it less I turn off my shield powerset.

    So my question is, was there any word or hint on fixing this? How much time do you suppose it would take to fix it? Is there any way around it other than turning off a whole powerset that I may not be aware of?
  24. With IO's you can pretty much do *everything* anyway.

    Really depends on the power, and the rest of your build. Typically if recharge is only going to improve a power by a second or less, I'm not going to bother. Damage is more 'consistent' in how it upgrades a power. Still, to answer your question, yes, there are times when I favor recharge over damage. Typically it'd be 1-2 acc 2dam 2 rech in that type of situation.
  25. mmm, if you can get about 20% defense against most things you're usually pretty solid. Your secondary should pull you through everything else. It is much easier with broadsword/katana though, and I still think +rech is probably better both for killing faster and living longer. If you can do both that's just gravy.