WarronPeace

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  1. Quote:
    Originally Posted by John_Printemps View Post
    Lot of awesome characters all! Several MFing Warshades popping up in there too

    Thought I'd toss another character's story in to the pot. My namesake, John Printemps. He was what I rolled on my first day in the game and I remember everything about that first experience in the game. I didn't know anyone else who played and CoH was my first MMO, so a lot of what I was doing was totally on wild guesses. I didn't really know where I wanted to start, but Scrappers seemed like the most fun, and trying out toon to mimic a comic character seemed like a quick way to initiate myself into the game. I never realized that your first character (back then) was also what your Global ended up being. I rolled a Claws/Regen and gave him one of the most horrible costumes ever (black leather with red tribal overlays and a cigar).

    After the game spit me through the tutorial I loaded into Galaxy City (inorite?!) and took my first real look around, amazed at the sandbox environment I was being dumped into. Sitting not too far off from where I loaded was a DM/DA Scrapper, level 15, and toggled into darkness. They warm-heartedly welcomed me to the game, offered me 50,000 Influence (which I had thought generous, no knowing anything about Inf) to get started and gave me a few tips. They were one of the original driving inspirations that pushed me to make a Dark Armor Scrapper (which ended up being my ~4th or 5th toon). Shortly after my conversation with them, another flighty player offered me to join a Super Group and I spent the next two hours running lowbie missions in Galaxy.

    The community in this game has been awesome since day one, and that I will never forget.

    Incidentally, I struggled to get my first character to 20, used at least two respecs on him, burned the lvl 24 respec trial on him, and several more freespecs up to 29 before I ever really understood who the character was. What kind of personality he had, what drive to play the game there was. He spent a long time at level 29 collecting dust. I probably earned about three or four fifties before I went back to him and pushed to level 46 where I level-locked him for a while as a Bridge (remember those days?!). Eventually he became my eighth or ninth 50, and right before Enhancement Converters is when I finally worked out his ultimate build and slotted him up. And this: I Promise this isn't a Rick-Roll is my favorite piece I've done for him.
    I was the "flighty" friend that invited you into the Asgardian League, and I remember that D/D Scrap, DMF. (No kidding, that was his character name, DMF. I won't say what it stood for, because censors.) He joined the League not long after. Wow, feels like ancient history!
  2. WarronPeace

    Ship Raids?

    My search-fu stinks, so I'll just ask.

    Are there any regularly scheduled ship raids here? My personal SG has been missing the RWZ beacon for ages because I can't get on the ship without a raid. If there are regular raids, please tell me what day/time they are, so I can plan to be there and get the badge. (Wouldn't complain about the VG Merits, either.)

    Thanks in advance!
  3. Yeah, I've probably deleted that many 50s. I play mainly on Freedom, and I can't afford to buy extra slots, so if I fill up my character slots, I analyze who I play most and who has the most value to me. My main will never be deleted, but I've deleted 6 of my first 10 level 50 characters, and a bunch more since then. Never play them, need the slot, bye bye!
  4. Here's the first build:

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Thermo 1: Level 50 Magic Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Cold Domination
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Flight
    Ancillary Pool: Mace Mastery
    Villain Profile:
    Level 1: Fire Blast -- Decim-Build%(A), Decim-Acc/Dmg/Rchg(48), Decim-Dmg/Rchg(48), Decim-Dmg/EndRdx(48), Decim-Acc/Dmg(50), Ruin-Acc/Dmg(50)
    Level 1: Infrigidate -- AnWeak-Acc/Rchg(A)
    Level 2: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/Rchg(33), Posi-Dmg/EndRdx(33), Posi-Acc/Dmg(34)
    Level 4: Flares -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(43), Thundr-Acc/Dmg(43), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(50)
    Level 6: Rain of Fire -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(7), Ragnrk-Acc/Dmg/Rchg(7), Ragnrk-Dmg/Rchg(9), Ragnrk-Dmg(9), Posi-Dam%(11)
    Level 8: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/EndRdx(37), AdjTgt-EndRdx/Rchg(37), AdjTgt-ToHit/Rchg(39), AdjTgt-ToHit/EndRdx/Rchg(39)
    Level 14: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(15), ImpArm-ResDam(15), ImpArm-ResDam/EndRdx(17)
    Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), GftotA-Def(19), GftotA-Def/EndRdx(19)
    Level 18: Blaze -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(27), Apoc-Acc/Dmg/Rchg(27), Apoc-Dmg/Rchg(29), Apoc-Dmg(29)
    Level 20: Arctic Fog -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), GftotA-Def(21), GftotA-Def/EndRdx(23)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), GftotA-Def(25), GftotA-Def/EndRdx(25)
    Level 24: Assault -- EndRdx-I(A)
    Level 26: Hover -- Ksmt-Def/EndRdx(A), Ksmt-ToHit+(34), Winter-ResSlow(34), Frbd-Stlth(37)
    Level 28: Benumb -- Acc-I(A), Acc-I(31), RechRdx-I(31), RechRdx-I(31)
    Level 30: Fly -- Zephyr-ResKB(A)
    Level 32: Super Speed -- Zephyr-ResKB(A)
    Level 35: Sleet -- Achilles-ResDeb%(A), Ragnrk-Acc/Rchg(36), AnWeak-Acc/Rchg(36), ShldBrk-Acc/Rchg(36)
    Level 38: Heat Loss -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(39), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc/Rchg(40), Efficacy-EndMod/Rchg(40), Efficacy-EndMod(43)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), GftotA-Def(42), GftotA-Def/EndRdx(42)
    Level 44: Web Envelope -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(45), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(45), GravAnch-Immob/Rchg(46)
    Level 47: Vengeance -- LkGmblr-Rchg+(A)
    Level 49: Snow Storm -- EndRdx-I(A)
    Level 50: Spiritual Total Core Revamp
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(5)
    ------------
    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 6.75% Defense(Smashing)
    • 6.75% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 6.75% Defense(Energy)
    • 6.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 4.88% Defense(Melee)
    • 6.75% Defense(Ranged)
    • 3% Defense(AoE)
    • 2.25% Max End
    • 55% Enhancement(Accuracy)
    • 90% Enhancement(RechargeTime)
    • 9% FlySpeed
    • 92.4 HP (8.62%) HitPoints
    • 9% JumpHeight
    • 9% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Immobilize) 5.5%
    • 30% (0.5 End/sec) Recovery
    • 66% (2.95 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 6.62% Resistance(Fire)
    • 6.62% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 9% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    Here's the second build:

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Magic Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Cold Domination
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery
    Villain Profile:
    Level 1: Fire Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(3), Decim-Dmg/Rchg(3), Decim-Dmg/EndRdx(5), Decim-Acc/Dmg(5)
    Level 1: Infrigidate -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/EndRdx/Rchg(7)
    Level 2: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/Rchg(9), Posi-Dmg/EndRdx(9), Posi-Acc/Dmg(11)
    Level 4: Snow Storm -- EndRdx-I(A)
    Level 6: Rain of Fire -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(15), Ragnrk-Acc/Rchg(15), Ragnrk-Acc/Dmg/Rchg(17), Ragnrk-Dmg/Rchg(17), Posi-Dam%(19)
    Level 8: Hover -- LkGmblr-Rchg+(A), Winter-ResSlow(19), Ksmt-ToHit+(21), Ksmt-Def/EndRdx(50)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21)
    Level 12: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(23), GSFC-Build%(23)
    Level 14: Aid Other -- Dct'dW-Heal/EndRdx/Rchg(A)
    Level 16: Aid Self -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(25), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(27)
    Level 18: Blaze -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(29), Apoc-Acc/Rchg(29), Apoc-Acc/Dmg/Rchg(31), Apoc-Dmg/Rchg(31)
    Level 20: Arctic Fog -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), GftotA-Def(33), GftotA-Def/EndRdx(33)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(34), ImpArm-ResDam(36), ImpArm-ResDam/EndRdx(36)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), GftotA-Def(37), GftotA-Def/EndRdx(37)
    Level 28: Benumb -- Acc-I(A), Acc-I(37), RechRdx-I(39), RechRdx-I(39)
    Level 30: Air Superiority -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(39), Hectmb-Acc/Rchg(40), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Dmg/Rchg(40)
    Level 32: Fire Breath -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rng(42), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg(43)
    Level 35: Sleet -- Achilles-ResDeb%(A), AnWeak-Acc/Rchg/EndRdx(43), AnWeak-Acc/Rchg(43), Posi-Dam%(45), RechRdx-I(50)
    Level 38: Heat Loss -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(45), P'Shift-EndMod/Acc/Rchg(45), P'Shift-Acc/Rchg(46)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), GftotA-Def(46), GftotA-Def/EndRdx(48)
    Level 44: Web Envelope -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Acc/Rchg(48), Enf'dOp-EndRdx/Immob(50)
    Level 47: Resuscitate -- RechRdx-I(A)
    Level 49: Super Speed -- Clrty-Stlth(A)
    Level 50: Spiritual Core Paragon
    Level 50: Reactive Radial Flawless Interface
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc(13)
    ------------
    Set Bonus Totals:
    • 4% DamageBuff(Smashing)
    • 4% DamageBuff(Lethal)
    • 4% DamageBuff(Fire)
    • 4% DamageBuff(Cold)
    • 4% DamageBuff(Energy)
    • 4% DamageBuff(Negative)
    • 4% DamageBuff(Toxic)
    • 4% DamageBuff(Psionic)
    • 11.1% Defense(Smashing)
    • 11.1% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 7.06% Defense(Melee)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 2.25% Max End
    • 83.8% Enhancement(RechargeTime)
    • 3% Enhancement(Immobilize)
    • 4% Enhancement(Heal)
    • 48% Enhancement(Accuracy)
    • 10% FlySpeed
    • 92.4 HP (8.62%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 5.5%
    • MezResist(Terrorized) 2.2%
    • 29.5% (0.49 End/sec) Recovery
    • 56% (2.5 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 9.45% Resistance(Fire)
    • 9.45% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 10% RunSpeed

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
    For all intents and purposes, money is no object. I'm not a multibillionaire, but I can make funds at a steady pace and work on the build over time. This is actually going to be a second build. The first will be a general teaming build.
  5. Sorry to necro-thread, but I figured it'd be better than starting yet *another* thread about this build. I've got a couple builds I'd like critiqued. I'd like to know which would be better for TF/AV soloing and all that fun stuff. Thanks in advance!



    Build 1

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|


    Build 2

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  6. So I wanted a new solo project, so I rolled up Arch/Traps. My goal is to eventually solo AVs, and possibly GMs, with a side quest of perhaps soloing some of the End Game TFs. As such, I figured Recharge would be vitally important after I softcapped, so I went with Spiritual Core Paragon.

    I decided to cap out S/L instead of Ranged, partly because Scorpion Shield makes that a lot easier, and partly because I'll be toe-bombing a bit, so having protection against a good chunk of the melee attacks in the game is a good thing. From what I've seen, there are a lot more attacks with an s/l component than there are ranged attacks.

    Here's the Build:

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Rockin This: Level 50 Technology Corruptor
    Primary Power Set: Archery
    Secondary Power Set: Traps
    Power Pool: Medicine
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Concealment
    Ancillary Pool: Mace Mastery
    Villain Profile:
    Level 1: Aimed Shot -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(39), Dmg-I(40)
    Level 1: Web Grenade -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Immob/Rng(3), Enf'dOp-Acc/Immob/Rchg(5)
    Level 2: Snap Shot -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(37), Dmg-I(39)
    Level 4: Fistful of Arrows -- Posi-Dmg/Rng(A), Posi-Dmg/EndRdx(40), Posi-Acc/Dmg(43), Posi-Dam%(43), Posi-Acc/Dmg/EndRdx(43)
    Level 6: Blazing Arrow -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(39), Thundr-Acc/Dmg(40), Thundr-Dmg/EndRdx(50)
    Level 8: Aim -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(9), RechRdx-I(9)
    Level 10: Acid Mortar -- Achilles-ResDeb%(A), ShldBrk-Acc/Rchg(11), ShldBrk-Acc/EndRdx/Rchg(11), Dev'n-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(25)
    Level 12: Triage Beacon -- Dct'dW-Rchg(A), Dct'dW-Heal(13), Dct'dW-Heal/EndRdx(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15)
    Level 14: Caltrops -- Dmg-I(A), Dmg-I(19), Dmg-I(19)
    Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(17), DefBuff-I(17)
    Level 18: Explosive Arrow -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/EndRdx(46), Posi-Acc/Dmg(48)
    Level 20: Poison Trap -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Rchg/Hold(21), BasGaze-Acc/Rchg(21), BasGaze-Acc/EndRdx/Rchg/Hold(23), RechRdx-I(23)
    Level 22: Aid Other -- HO:Golgi(A)
    Level 24: Aid Self -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(37), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(50), IntRdx-I(50)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 28: Seeker Drones -- SipInsght-Acc/EndRdx/Rchg(A), SipInsght-ToHitDeb(29), SipInsght-Acc/ToHitDeb(29), SipInsght-Acc/Rchg(33), SipInsght-ToHitDeb/EndRdx/Rchg(33)
    Level 30: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), Winter-ResSlow(31)
    Level 32: Rain of Arrows -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(33), Ragnrk-Dmg/Rchg(34), Ragnrk-Acc/Dmg/Rchg(34), Ragnrk-Acc/Rchg(34)
    Level 35: Trip Mine -- Oblit-%Dam(A), Oblit-Dmg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37)
    Level 38: Super Speed -- Zephyr-ResKB(A)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), Ksmt-ToHit+(42), Ksmt-Def/EndRdx(42)
    Level 44: Web Cocoon -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45)
    Level 47: Stealth -- LkGmblr-Rchg+(A)
    Level 49: Resuscitate -- RechRdx-I(A)
    Level 50: Spiritual Radial Boost
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Scourge
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-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/Acc(5), P'Shift-EndMod(7), P'Shift-EndMod/Rchg(7)
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 8.125% Defense(Smashing)
    • 8.125% Defense(Lethal)
    • 5% Defense(Energy)
    • 5% Defense(Negative)
    • 4.063% Defense(Melee)
    • 2.5% Defense(Ranged)
    • 3% Enhancement(Immobilize)
    • 82.5% Enhancement(RechargeTime)
    • 8% Enhancement(Heal)
    • 51% Enhancement(Accuracy)
    • 9% FlySpeed
    • 32.13 HP (3%) HitPoints
    • 9% JumpHeight
    • 9% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 4.4%
    • 20% Perception
    • 21.5% (0.359 End/sec) Recovery
    • 66% (2.951 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 8.19% Resistance(Fire)
    • 8.19% Resistance(Cold)
    • 1.875% Resistance(Negative)
    • 9% RunSpeed
    • 2% XPDebtProtection
    ------------
    Set Bonuses:
    Devastation
    (Aimed Shot)
    • 12% (0.537 HP/sec) Regeneration
    Enfeebled Operation
    (Web Grenade)
    • 3% Enhancement(Immobilize)
    • 1.875% Resistance(Negative)
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    Devastation
    (Snap Shot)
    • 12% (0.537 HP/sec) Regeneration
    Positron's Blast
    (Fistful of Arrows)
    • 2.5% (0.042 End/sec) Recovery
    • 1.575% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Devastation
    (Blazing Arrow)
    • 12% (0.537 HP/sec) Regeneration
    Thunderstrike
    (Blazing Arrow)
    • 2% (0.033 End/sec) Recovery
    Rectified Reticle
    (Aim)
    • 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
    • 20% Perception
    Shield Breaker
    (Acid Mortar)
    • 2.5% (0.042 End/sec) Recovery
    Doctored Wounds
    (Triage Beacon)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Force Field Generator)
    • 10% (0.447 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Positron's Blast
    (Explosive Arrow)
    • 2.5% (0.042 End/sec) Recovery
    • 1.575% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Basilisk's Gaze
    (Poison Trap)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 2% (0.033 End/sec) Recovery
    • 7.5% Enhancement(RechargeTime)
    Doctored Wounds
    (Aid Self)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    • 4% Enhancement(Heal)
    • 5% Enhancement(RechargeTime)
    Siphon Insight
    (Seeker Drones)
    • 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
    • 2% XPDebtProtection
    • 9% Enhancement(Accuracy)
    • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
    Luck of the Gambler
    (Hover)
    • 10% (0.447 HP/sec) Regeneration
    • 12.05 HP (1.125%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Winter's Gift
    (Hover)
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
    Ragnarok
    (Rain of Arrows)
    • 4% (0.067 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Obliteration
    (Trip Mine)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Blessing of the Zephyr
    (Super Speed)
    • Knockback (Mag -4), Knockup (Mag -4)
    Luck of the Gambler
    (Scorpion Shield)
    • 10% (0.447 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Kismet
    (Scorpion Shield)
    • 1.5% (0.025 End/sec) Recovery
    Basilisk's Gaze
    (Web Cocoon)
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 2% (0.033 End/sec) Recovery
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Stealth)
    • 7.5% Enhancement(RechargeTime)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 20.08 HP (1.875%) HitPoints
    • 2.5% (0.042 End/sec) Recovery

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    As you can see, I managed to perma Hasten with only one purple set, which I find friggin awesome. Love Spiritual!

    Got 2 mortars out permanently, can maintain the damage debuff from Seekers, Poison Traps debuff will be in effect about 40% of any long fights, and I'll be able to make quite a few trip mines to start off the show.

    What do you folks think? And is there a way to summon Silverado for his input on AV/GM soloing with Traps?
  7. I would cast my vote for Elec/Fire/Fire scrapper. Lots of AoE for those grindy kill X badges, with decent ST damage for bosses. Fire is pretty tough, especially if you can cap to melee and/or S/L. Given that you may want to stealth and be sneaky and all, that's why I say go scrapper. Brutes may get better damage in the long run, but you have to keep fighting to keep that up, so downtime hurts your damage more, while a scrapper can just go in there and kill stuff.
  8. WarronPeace

    Is boat a GM?

    Surfing is what I would do...

  9. WarronPeace

    Words?

    Quote:
    Originally Posted by Mandu View Post
    Fortunately alcohol works well to numb the pain and re-inflate the collapsed cells.
    That's a new one: Alcohol as a cure for brain damage!
  10. WarronPeace

    Energy Melee

    The Energize change wasn't a replacement, it was an add-to. They made Conserve Power from Elec Armor infinitely more useful, by lowering the recharge and adding +heal and +regen to it. It still reduces the end usage of powers, just not by as much or for as long. But really, who took CP beforehand, when you could just wait it out 7 more level for Power Sink. This change made a junk power into something useful, and turned a pretty much useless set into a real contender.

    As for swapping Barrage and Energy Punch around, there is precedent for that kind of change. Years and years ago Tanks used to have Taunt as a Tier 3 power, available at level 4, as opposed to Tier 4, where it is now, only available at 10+. For whatever reason, they wanted to switch the powers around, probably to help Tankers damage output through the lower level grind, so they did it. It's not unfeasible that they could do it again. So long as folks don't do a respec, Barrage would remain a T1 for them, thus not invalidating their build. Friend of mine has a tank with T1-T4 secondary powers all chosen before level 10, because he had Taunt when it was T3, and took the now T3 (formerly T4) attack before level 10. Build is still playable, not invalidated or broken or anything.
  11. What I don't understand is how you get to 27 with only 3.5 million or so. I mean, by the time you hit the 20s, you are likely going to be getting the occasional rare drop that will sell for that much inf, so by 27 you should have gotten at least 2 or 3 of them and have about 10 million. Heck, if you just list every single bit of salvage you get at 1 inf, or even just sell it all to the vendor, you can make 1-2 million by the time you hit the 20s. I do it all the time. In fact, I've only transfered funds to a low level alt once in the past year or so, and that was to my Huntsman because I wanted to mess around with early frankenslotting.

    Did you buy TOs? That's a huge waste of funds right there. But really, at level 12, DOs usually run me about 100-110k inf. At 17, that's up to about 175k. At 22, SOs usually cost me around 1 million inf. I doubt that at 27 SOs would cost more then 2-2.5 inf. The prices don't increase that much, and since 22 you've only gotten 6 more enhancement slots and 2 more powers with a base slot each. So really, I don't see what your issue is. You say you have about 3.5 million at 27, that should be more than enough to buy SOs.

    Are you buying SOs from contacts, or stores? Contacts charge more, from what I've heard. In fact, I think the cheapest place to buy SOs is from the RWZ Quartermaster. I may be wrong on that though.

    Still, since the addition of Invention Salvage and Recipes, getting SOs is incredibly easy. Just vendor everything you get and you should never have any issues. Plus, you don't get penalized anywhere nearly as severely as you once did for running in SG mode. I remember getting to 37 on my first character and being nigh broke. I had to bug a bunch of friends to loan me funds, because I had been in SG mode since around level 8 or so. I dropped SG mode, at their advice, and never had to borrow a dime again. Not as major a concern now, and not a big issue for 27 in any event, but goes to show that funds are a lot easier to make now than they used to be. Fully Slotted SOs without "twinking" is so incredibly easy now that I don't even worry about it. The enhancing level comes, I enhance.
  12. Quote:
    Originally Posted by Rigel_Kent View Post
    Master Dark Miasma, you'll have mastered the AT.
    Until he plays a stormy and doesn't know what to do with Hurricane, but that's a whole other issue in itself.

    But the statement is otherwise accurate. Dark Miasma allows you to play offensively, which is very fun. It's also quite powerful, and in the right hands, capable soloing just about any content in the game. I'd pair it up with Ice Blast, since you can toss out Tar Patch and drop two Rains and laugh with glee at the melting of your enemies. Ice also compliments the slow from Howling Twilight (which is *not* a rez, it's an AoE stun/slow/-regen that's autohit and just happens to rez any dead bodies near you). Ice also has 2 holds that can stack with Petrifying Gaze for some pretty good Single Target mitigation.
  13. Energy Resists will be capped no matter what. S/L can get pretty high with Tough, but you won't cap it, I don't think. I really don't think capping Negative will be possible at all, since you have such crappy resists to start with. Capping Fire/Cold will be difficult at best.

    However, I wouldn't bother slotting for resistance bonuses. They are generally in equal value to defense numbers, but half as good. (IE, a 3% resistance bonus compared to a 3% defense bonus will be half as good, since 2 res=1 def, generally) Your best bet is to slot for defense bonuses, since they are easier to get and worth more in the long run. Defense bonuses on a Resist heavy set are awesome. On elec they are even further better because Elec has an awesome heal and +regen, so you have all 3 layers of passive/reactive mitigation available. If you were to shoot for about 30% S/L defense, for example, you'd probably find yourself more survivable than if you had capped resistances all the time. Remember, Defense also helps protect against debuffs, which capped resistances won't really help against, and heavy debuffs can often be more detrimental to your survival than heavy damage, since they can turn moderate damage into bigger numbers, or hurt your ability to kill stuff before they kill you.

    I say go for S/L defense, because while it's not easier to get than the others, it's easier to get more of than if you tried to divide your bonuses across two or 3 positions, and will protect against more attacks than any one position will. This is because the vast majority of attacks in this game have either a smashing or lethal component, meaning they have to check against your defense before they hit you.

    5 Billion should be more than enough to grab some Kinetic Combats for your Single Target attacks. A set in each of Charged Brawl, Havoc Punch, and Chain Induction will give you 11.25 Defense right there. Add in Weave for another 7.8 and you are already near 20% S/L defense. 4 Reactive Armors in each toggle will give you another (1.25% x4 toggles) 5%, putting you at 24% S/L. 2 Rectified Reticle for another 1.88% to put you at 25.93%. 4 Mocking Beratements can give you another 2.5%, for 28.43%. That's pretty awesome right there. Add in a Steadfast Res/Def and you are at 31.43%, which should be more than enough.

    Worked up a build that actually got up to 40% S/L without any major sacrifices. Hope it helps.

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

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Electrical Melee
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
    Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg(19)
    Level 2: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 4: Jacobs Ladder -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-Dmg(21), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(40)
    Level 6: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
    Level 8: Grounded -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(11)
    Level 10: Taunt -- Mocking-Acc/Rchg(A), Mocking-Taunt/Rchg/Rng(13), Mocking-Taunt/Rng(13), Mocking-Taunt/Rchg(15)
    Level 12: Energize -- Numna-Heal(A), Numna-Heal/EndRdx(46), Numna-Heal/Rchg(46), Numna-Heal/EndRdx/Rchg(48), RechRdx-I(50)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Thunder Strike -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-Dmg(23), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(27)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Health -- Numna-Regen/Rcvry+(A)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(43), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc(43)
    Level 24: Lightning Field -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Dmg(34), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37)
    Level 26: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(50), Efficacy-EndMod/EndRdx(50)
    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(31)
    Level 30: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(31), GSFC-Rchg/EndRdx(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-ToHit/Rchg(33), GSFC-ToHit(34)
    Level 32: Boxing -- Empty(A)
    Level 35: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36)
    Level 38: Lightning Rod -- Oblit-%Dam(A), Oblit-Dmg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), GftotA-Def(42), GftotA-Def/EndRdx(42)
    Level 44: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), C'ngImp-Acc/Dmg(46)
    Level 47: Focused Accuracy -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit(48), EndRdx-I(48)
    Level 49: Physical Perfection -- Mrcl-Rcvry+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 14.5% DamageBuff(Smashing)
    • 14.5% DamageBuff(Lethal)
    • 14.5% DamageBuff(Fire)
    • 14.5% DamageBuff(Cold)
    • 14.5% DamageBuff(Energy)
    • 14.5% DamageBuff(Negative)
    • 14.5% DamageBuff(Toxic)
    • 14.5% DamageBuff(Psionic)
    • 32.4% Defense(Smashing)
    • 32.4% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 30.8% Defense(Melee)
    • 8% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 1.8% Max End
    • 36% Enhancement(Accuracy)
    • 27.5% Enhancement(RechargeTime)
    • 6% Enhancement(Heal)
    • 10% FlySpeed
    • 210.8 HP (11.3%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 12.7%
    • MezResist(Stun) 8.8%
    • 20% Perception
    • 10% (0.17 End/sec) Recovery
    • 22% (1.72 HP/sec) Regeneration
    • 10% RunSpeed
  14. Freakshow are considered both bots and non-bots; that is, EMP will do damage to them, but they don't resist psi like other bots do.

    Council isn't too bad when you play a psi damage set. The Zenith bots will resist your psi, but they don't show up too much until much later in the game. Unfortunately, earlier on, say mid to late 20s, the Mk. II Zenith Warcrys do show up more often as bosses, so that's something to be careful of.

    Malta, Knives, and Carnies are going to give you issues. Luckily, they don't show up till 40+, so you can take an APP that offers some non-psi damage. Electric offers Static Discharge for a Cone of moderate energy damage, as well as EMP as an oh crap power that does damage against bots. Fire has Char, a decent fire damage hold, while Force has Repulsion Bomb, which last I heard was actually pretty decent. Then of course you have Munitions for LRM, which is basically a sniper ranged mini-nuke. Great way to soften those particularly nasty spawns before you finish them off with your "weaker" psi attacks.

    I think psi damage sets are misleading. Players generally have issues with psi damage, particularly tankers and scrappers because very few sets have any kind of decent psi resists/defenses. This leads players to think that psi damage is awesome, because it's so unresisted. While it's true that a lot of mobs don't resist it, those that do resist psi resist it *hard*. I actually can't think of any mobs, other than Clockwork, that have a resistance hole for psi, whereas just about every zombie-type in the game, as well as quite a few others, have negative fire resistance. Hellions have negative cold resistance. The list goes on. Psi doesn't have that advantage against a lot of enemies, it has generally lower damage to counter the fact that it has powerful -rech attached, and the enemies that do resist psi generally have resists in the range of 50% or more.

    But you will be loved on LGTFs! When The Honoree pops Unstoppable and no one else can hurt him, you'll be able to keep DPS up *and* his regen down with Drain Psyche!
  15. WarronPeace

    Psionic Defense

    Bring Purples. They offer defense to all. Combined with -tohit, 1-2 at a time when you need em should do the trick.
  16. The thing is, since all of his attacks have a negative energy component, they have to get through your [Heightened Senses] before they can even affect you. So that, if slotted to ED cap, will provide you with about 20% base defense. You just need to pick up the other 25% through insps, which 2 small purples should do. At that point, his tohit debuffs shouldn't be an issue because he won't be able to hit with them. Someone mentioned he has a toggle that debuffs tohit, so that's likely auto-hit and may be an issue. Bring yellows! I'd say bring 4 purples, pop two at a time, 6 yellows, pop 3 at a time, for a 22.5% tohit increase, and 5 reds, popped 2-3 at a time to keep damage up. Of course, larger inspirations will do better. 2 Good Lucks (medium purples), 1 at a time, should do the trick, allowing for more yellows and reds to be brought. A medium yellow offers more than twice what a small yellow does, and a large yellow will offer twice the tohit of a medium, so having those will help keep your accuracy up even better than smalls. Reds are obvious: the larger the red insp, the more damage you'll do and the faster he'll go down.

    You brought a storm/psi defender. Storm is awesome as an offensive set, but outside of hurricane, it doesn't have much mitigation that'll affect an AV. An FF, Sonic, or Cold defender would probably better. I'd lean on the cold, actually, since they offer decent -res, decent defense (Glacial Shield and Arctic Fog combined will cap out your defense vs. Negative), +HP to compliment your regen, and -regen and -heal to utterly neuter his ability to heal back up. Not to mention a ton of slows to further limit incoming damage/debuffs.
  17. WarronPeace

    Defense

    Running around with my Bane, I've been doing well with ranged defense around 20% against even cons and the occasional +1s. This is at level 22, for reference. I imagine once I get some really decent slotting going, into the 30% range, I'll be pretty dang awesome. As it is, I can get through a single spawn relatively untouched, and 2 spawns (at the same time) will hurt, but probably won't kill me unless their is a boss or lots of -def or -res. I've even made it through 3 spawns at once on occasion, though those were close calls and inspirations were rather heavily used.
  18. I think the bouncing stats are because they are essentially powers granted to us by the IOs, and as such they have a duration and firing rate; the firing rate is usually 1 or 2 server ticks shorter than the duration, so they overlap every so often, causing the bouncing. I may be wrong on this, though, so don't hold me to that.

    Are you talking about just one LotG? Because if you have more than 5, the extras (6, 7, 8, and so on) won't do anything for you. Also, remember that recharge can reach a point where a tiny bit more won't do much for you, so if you already have decent recharge through enhancement and other global bonuses, adding 7.5% won't cut much off, possibly not even enough to be rounded to a second.

    Or it could just be bugged. I'd advise you to run Herostats and see what that shows you for "actual" recharge times.
  19. WarronPeace

    Valkyrie set?

    Don't forget that the mac-pack comes with the Mission Transporter power, which allows you to teleport to whatever mission is currently set, regardless of what zone it's in. It can only be used once every 2 hours (that's it's recharge time, and it's unaffected by global recharge buffs) and will only port you to actual door missions (no porting to fed-ex missions) but it's still handy. You can't use it before level 3, unfortunately. Otherwise, you could leave the tutorial without getting a starter contact, and that's bad juju. But I bought the pack for this reason alone. Very much worth it.
  20. Quote:
    Originally Posted by Father Xmas View Post
    Well in theory nudging up the drop rate will also reduce the amount of new inf coming in by reducing the amount of critter bashing looking for drops. As others pointed out the market doesn't create inf in the system, it simply takes a cut and redistribute the rest.

    Having a method to buy a random roll for inf, directly or by buying merits or tickets, will take a lot more inf out of the system while improving supply and the chance of getting that recipe you're seeking.
    I actually like this idea more. Destroy inf while not necessarily destroying the value of certain drops.
  21. Increasing supply by upping drop rates would result in Inf being drained, 10% at a time, but would also lower costs in the long run, resulting in that 10% being less over time.

    Seeding the market (and I wouldn't seed level 50 stuff, I'd seed mid-range to help lower levels and maybe inspire some folks to actually buy stuff at that level) would wipe a good amount of bids, highest value bids, no less. I think that would be a more dramatic removal of influence. Done once a week, at random times (would have to be random, or else folks would just have lowball bids ready at the right time) and you'd see a lot of Inf destroyed, probably more in the long run than just raising drop rates.

    Plus, it's "free" stuff. Items supplied outside of any other forms of funds being made. For example, if they did this with purples, that's a purple being made without X amount of Inf/Merits being generated at the same time. Filling demand while taking funds out of the economy as well as keeping more funds from being generated is a major hit to the amount of Inf in the economy. If the farmers who are farming for a particular drop realize that they can potentially get that item without farming, then they are probably going to farm less, since it's not as necessary. And less farming is less Inf generated, further helping the fight against Inflation.

    More items out there means more transactions. The question is, how much Inf would be generated if they increased drops, as opposed to how much would be destroyed by seeding the market?
  22. http://help.ncsoft.com will take you to the support page. You'll have to make a support account if you haven't already, but at that point you can search through the knowledge base and if that doesn't help, submit a ticket for assistance.
  23. Alright, given what Adeon said, it seems like I can expect to get about 20-25% recharge from this. I have Eclipse ED capped on recharge, as well as hasten, but no other sources of global recharge (yet). So I'll get less than 33% but more than the "at best" 17%. I'll go low and assume 20%, to get an idea of what else I'd need. Not taking Hasten into account, that looks like about 140s recharge, which is still 50s downtime... With Hasten up, it'll look more like about 20s, which is about 10s less than what I'm looking at now, unless my numbers are horribly off, which they probably are.

    Of course, how often I use it while actually playing is going to affect how much it helps me, too. If I'm not spamming it, it's not going to be as helpful, obviously, so that's another reason why I'm assuming low percentages of average +rech.

    A question about it's suppression, though, in regards to AoEs. Does it stack with itself before the suppression kicks in? Like if I hit 10 enemies, and it has a percentage chance to activate on each one of them, and it procs twice, do I get 200% recharge that's then suppressed for X amount of time, or is it only ever 100% then suppressed?
  24. Just curious about how this works. I know it suppresses itself, to keep it from stacking up insane levels of recharge, and as such is best placed in an AoE to keep it firing. What I want to know is about how much global recharge I can expect to get from this on average. For reference, I plan on putting it in Gravitic Emanation on my WS to help with getting perma Eclipse without breaking the bank. I'll probably drop it once I have the funds for more reliable sources, but for now, about how much can I expect it to help me out? I don't want to invest in it and find out it's a total waste of money, especially if it takes a while for me to try and sell it back.