Wrong_Number

2010 Player's Choice Best Heroic and Lowbie Arc
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  1. Howdy All! I just wanted to let you know that I have joined P.E.R.C. as the newest rep for the Justice server.

    For those that don't know me yet you are in for some weirdness and mayhem. Just ask the Justice Radio folks

    Please feel free to shoot me a PM or chat me up in game with ideas you have for events. I really look forward to running and helping with events on my favorite server.

    WN

    @Wrong Number
  2. Base Repricing

    1) How will the repricing of bases affect you personally?

    Some of my VG smaller base will grow a bit.

    2) Will you dismantle your base to gain the additional prestige from the repricing?

    We have at least a decent base on every server villain side. Our main VG has a around 75 million prestige priced base.

    Hero side we have bases on most servers and our main base has about 10 million prestige invested.

    The largest base will get an overhaul in steps and many of the decent size ones will be redone (4-10 million range). The smallest of base will get done eventually.

    3) How long would this process take you if you were to engage in this practice?

    If I devoted full time to it a few weeks to a few months.

    4) What are the positive and negative concerns regarding repricing?

    Positive is the smaller groups are gifted once again.

    Negative would be that the trend to devalue large groups that worked hard to make their bases something to be admired.

    5) How will this feature affect you long term and short term?

    More of my game time spent on redoing bases,


    Base Salvage Exchange to Invention Salvage

    1) What is the negative effect on your base for this feature implementation?

    None.

    2) What is the positive effect on your base for this feature implementation?

    None.

    3) How long will it take you to adjust to learning this new system?

    Already learned.

    4) What side effects to this system do you currently see from transitioning the old to new system?

    Certain invention salvage pieces will be in short supply for a few weeks to a month or so.

    5) What security concerns do you have regarding this change?

    Many. Having no settable security for at the very least each type of storage device (salvage, enhancement, inspiration) opens up any group that has more than one person or family to theft.

    I know many say "We don't give permission to members we don't trust", but this is a naive way of thinking. Unless you know the person in real life you don't really know them. Also, suppose someone's little brother or ex bf, gf, friend or spouse has account access? Just to give an example.

    A good while back we had a well liked member that had been with us a over a year wig out over a silly fight with one group member. They stole 1000's of enhancements, salvage and inspirations. This all happened over night and I had no idea they were even upset until sometime the next day. It can and will happen.

    There absolutely has to be some sort of security on base storage devices. Besides the salvage concerns it would be nice to be able to have lower ranked members at least be able to use inspiration holders.
  3. An update on our site url and some other details...

    Name : The Injustice Legion
    Leader : Wrong Number
    Contact : Send tells to Wrong Number, Junkyard.dog, Satan Boy, Bad Manners, Digital-Assassin or Anne Bonny's Ghost.
    WebSite : http://www.injusticelegion.org
    VG Description: We are a mature active group that was founded on the first day of the two day head start. We are #1 for prestige on the server and have an amazing fully loaded base that shows it. Direct invites into our group are rare though not impossible. Most of our recruitment comes from our Injustice Legion Recruits group which has open invitations. Prove your worth there and an invite to the main group will be fast coming.
  4. Pretty much the same except that I can place items in my trama center, control room, IoP room and enterance area. Everything else is locked down. I found this out when I tried to move my turbine generator over a little.
  5. Name : The Injustice Legion
    Leader : Wrong Number
    Contact : Send tells to Wrong Number, Junkyard.dog, Satan Boy, Bad Manners or Anne Bonny's Ghost.
    WebSite : http://www.freewebs.com/glsg/index.htm
    VG Description We are a mature active group that was founded on the first day of the two day head start. We have a large fully loaded raid ready base.
  6. Broken Arrow’s Guide to Trick Arrows/Archery

    Disclaimer
    This guide is my observations in playing (to date) 47 levels as a Trick Arrows/Archery Defender and is subject to by personal views, experiences and biases. In other words your mileage may vary.

    Overview
    Trick Arrows with a secondary of Archery is a flexible, viable and fun build to play. You can be an asset to any group adding control with numerous Slow, Debuff, Hold, Immobilization, Endurance Drain and Knockdown powers while also contributing a nice amount of damage at the same time. This build has one of the best if not the best AoE attacks around post I5 with the Oil slick/Blazing Arrow Combo. The only downside is that you have no powers that are directly helpful to your survival such as healing or a shield. This lack of personal protection is not unique only to this set of Defender powers and you can work around this easily plus even offset most of it with your Pool and Epic power choices.

    Powers

    Trick Arrows (all powers are Ranged)

    Entangling Arrow – Single Foe Immobilization, -Fly. Your basic immobilization. Great for catching single runners or better yet flyers with quick recharge. This is especially good for preventing Hover bots, Rikti Drones and the like from flying out of your burning oil slick. Slotting = 1 Accuracy

    Flash Arrow – Target AoE, foe –Visibility -Accuracy. This is not a power I currently have though I have used it on the test server. I would say this is not as useful as Poison Gas, which is why I have that power instead.

    Glue Arrow – Location AoE, Foe –Speed –Recharge. Nice early power to slow down attackers with quite a large area of effect and a reasonable recharge time. I consider it a must have and one I still use often. Slotting = 1 Recharge

    Ice Arrow – Single Foe Hold, -Speed, - Recharge. This power has the added benefit stopping the offender from attacking you while they are held and slowing them after they are free. However, Ice Arrow has a much slower recharge than entangling arrow so you need to weigh this factor as I do not feel you need more than one single foe hold.

    Poison Gas Arrow – Location AoE, Foe –Damage. A very nice damage debuff that affects a large area. I normally use this power when grouping and filling the controller role rather than when soloing. Because of that I chose to take it as a later level power. Slotting = Slow (not sure why the heck it takes Slows!)

    Acid Arrow – Minor Damage DoT Foe, -Resistance All – Defense. A great power that is good for both grouping and soloing. I have leaned toward the resistance side because I always follow up lighting my oil slick with one of these babies to help keep them in the slick and increase its damage. The damage Acid Arrow does itself is incidental and not worth slotting for IMO. Slotting = 1 Acc, 3 Dam Resist, 2 Def Debuff

    Disruption Arrow – Location AoE, Foe -Resistance All. This arrow will increase the group’s damage output by around 20% making it well worthwhile. I did not take this power till much later in my build and regret it a little. While this is useful when soloing, I find that usually Acid Arrow will suffice and use Disruption Arrow more when grouping. Slotting = Recharges (number depends on how often you use)

    Oil Slick Arrow – Location AoE, Foe Knockdown –Speed – Defense +Special. Ahhh, Oil Slick how I love you. This is THE power of the set and one you will use all the time. Hitting the tab key after you place the slick should target you on the slick itself. You then need to blast it with some fire-based power like Blazing Arrow. Your group members can target it to so make sure they know to be careful to destroy it with a untested non-fire source (some Sonic and Energy powers also work). The slick setting ablaze is not a guarantee, but does work most of the time (at least when there are not big server lag issues). This power affects a very large area, much larger than Burn, and not only does it not have a fear effect; it actually does an awesome job of keeping foes in it. Slotting = 4 Damage, 2 Recharge (I am considering 3/3, but on the fence)

    EMP Arrow – PBAoE, Foe Hold, Special vs. Robots, -Self Recovery. This arrow can easily turn the tide when the chips are down. It stuns just about everyone and drains most if not all end of even bosses. Because of this arrow you should always have a couple of catch a breaths handy since once you fire it you will not recover end for a bit (though it does not take a lot to fire it off). The Special vs. Robots equals damage, but I prefer slotting this arrow for general use and ignoring that function of it. Slotting – 1 Acc, 2 Recharge, 1 Hold, 2 End Drain


    Archery (all damage is Lethal unless otherwise stated)

    Snap Shot – Minor Damage, Very Quick Recharge. Nothing special here, just your basic quick minor damage attack. Good for finishing off baddies that are a sliver of damage from defeat. Slotting = 1 Accuracy

    Aimed Shot – Moderate Damage, Moderate Recharge. A nice, reasonable damage attack that you will use throughout your heroing career. Slotting = 1 Accuracy, 5 Damage

    Fistful of Arrows – Cone, Moderate Damage, Moderate Recharge. A very nice sized cone attack with decent damage. I find the range on this attack just too short and had to add a range enhancement to make it more useful. Slotting = 1 Accuracy, 4 Damage, 1 Range

    Blazing Arrow – High Damage, Minor DoT (Fire), Slow Recharge. This is a great attack with the added benefit of being able to light your oil slick. A must have. Slotting = 1 Accuracy, 5 Damage

    Aim – Self, + Accuracy + Damage. Though I do not currently have this power, it is one I have used with other characters and one that I plan on getting in my 40’s. More accuracy is always a good thing, but the reason I have yet to take it is that defenses needed to come first. Normal slotting is 3-4 Recharges.

    Exploding Arrow – Targeted AoE Foe, Moderate Damage (Smash + Lethal), Knockback, Slow Recharge. The animation on this power is IMO very misleading as the damage it does is really not all that great. Still any AoE damage is always a nice thing and with the Knockback you can strategically knock foes back into your flaming oil slick! Slotting = 1 Accuracy, 4 Damage, 1 Knockback

    Ranged Shot – Sniper, Extreme Damage, Very Slow Recharge. While this is the one of only two extreme damage powers in the Archery set I found it’s animation so slow that I respec’ed it out. While I am sure it is a bread and butter power for Blasters, it has limited use for use Defenders. I may get this power at 47 or 49. If you do take it, slotting would be 1 Accuracy, and 5 Damage.

    Stunning Shot – Minor Damage (Smash), Disorient. This power would no doubt be very useful for Archery Blasters, but it is nothing special for us Defenders and IMO not needed.

    Rain of Arrows – Location AoE, Extreme Damage, DoT, Slow Recharge. An AoE that affects a large area has awesome damage and a pretty reasonable recharge. Get this power at 38 and slot it ASAP! Since this is my only extreme damage AoE I went with all damage for slotting. One accuracy and five damage slotting would be reasonable too. Slotting = 6 Damage


    Pool Powers

    Fitness

    Swift – Self +Speed. I chose this over Hurdle because of my inclusion of Combat Jumping in this build. Besides, flexibility in movement is a plus. Slotting – 1 Run Speed

    Health – Self +Regeneration Resist(Sleep). Slotting 3 Increase Healing. I plan to fully slot this power before I reach 50.

    Stamina – Self +Recovery. An obvious must and, a power that obviously needs to be fully slotted. Slotting = 6 Increase Endurance Recovery

    Speed

    Hasten – Self +Recharge. Most Defender builds benefit from Hasten and Trick Arrows/Archery is no exception. As long as you are aware of when it is going to fire off, you can get away with not fully slotting this power. Slotting = 5 Recharge Reduction


    Concealment

    Stealth – Self Stealth +Defense. Besides that fact that you will need as much defense as you can get your hands on, this power is also useful in helping you get that first surprise attack off without being noticed. Slotting – 1 Enhance Defense Buffs


    Leaping

    Combat Jumping – Self + Jump + Defense Resist(Immobilization0. More defenses, more maneuverability and no more being immobilized, sweet dude. Slotting – 1 Enhance Defense Buffs

    Super Jump – Self Long Jump. My travel power of choice due to the fact of the various defense benefits offered by the other powers in the set. Slotting – 1 Increase Jump

    Acrobatics – Self Resist(Knockback and Hold). You need to have only one battle with a Banished Pantheon Shaman or a Nemesis Lieutenant to be convinced of the need for this power. In short, time getting up from being knocked down equals time not fighting. Slotting – 1 Reduce Endurance Cost


    Epic Powers

    Of the four choices Defenders have I felt that the Power Mastery set offered the best powers to round out the Trick Arrows/Archery build.

    Power Mastery

    Power Build Up – Self +Damage +Accuracy +Special. As all Epic powers you pick should, PBU fills a shortfall the Trick Arrows/Archery has, namely the lack of a Build Up type power. In addition to the damage increase you need, it is ready made for the Trick Arrows set in that it boosts all secondary power effects as well. Slotting = 5 Recharges (soon to be 6)

    Temporary Invulnerability – Self +Resist (Smashing and Lethal). Do I even need to explain this one? We are a squishy class, right and anything that makes us less so is most definitely a very good thing. Slotting – 1 Enhance Damage Resistance (will be fully slotted ASAP)


    Summary

    A Trick Arrows/Archery Defender can fill many roles making it enjoyable to play in all level ranges whether soloing it or on a team. I expect to see many more around in the near future.


    Miss Tilt – Level 50 Electric/Energy Manipulation Blaster
    Skidrow - Level 50 Martial Arts/Regen Scrapper
    BrokenArrow – Level 47 Trick/Archery Defender
    Ms Manners – Level 44 Kinetics/ Psychic Defender
    So Sue Me – Level 41 Fire/Energy Tank
    Kid Tilt – Level 39 Invul/Stone Tank
    And many more….
  7. I have looked into Disruption Arrow and took it for my level 47 power. I have to agree that it is worthwhile and I will update the guide to refelect this change.
  8. Broken Arrow’s Guide to Trick Arrows/Archery

    Disclaimer
    This guide is my observations in playing (to date) 44 levels as a Trick Arrows/Archery Defender and is subject to by personal views, experiences and biases. In other words your mileage may vary.

    Overview
    Trick Arrows with a secondary of Archery is a flexible, viable and fun build to play. You can be an asset to any group adding control with numerous Slow, Debuff, Hold, Immobilization, Endurance Drain and Knockdown powers while also contributing a nice amount of damage at the same time. This build has one of the best if not the best AoE attacks around post I5 with the Oil slick/Blazing Arrow Combo. The only downside is that you have no powers that are directly helpful to your survival such as healing or a shield. Though this is not unique only to this set of Defender powers and you can work around this easily plus offset it with your Epic power choices.


    Powers

    Trick Arrows (all powers are Ranged)

    Entangling Arrow – Single Foe Immobilization, -Fly. Your basic immobilization. Great for catching single runners or better yet flyers with quick recharge. This is especially good for preventing Hover bots, Rikti Drones and the like from flying out of your burning oil slick. Slotting = 1 Accuracy

    Flash Arrow – Target AoE, foe –Visibility -Accuracy. This is not a power I currently have though I have used it on the test server. I would say this is not as useful as Poison Gas, which is why I have that power instead.

    Glue Arrow – Location AoE, Foe –Speed –Recharge. Nice early power to slow down attackers with quite a large area of effect and a reasonable recharge time. I consider it a must have and one I still use often. Slotting = 1 Recharge

    Ice Arrow – Single Foe Hold, -Speed, - Recharge. This power has the added benefit stopping the offender from attacking you while they are held and slowing them after they are free. However, Ice Arrow has a much slower recharge than entangling arrow so you need to weigh this factor as I do not feel you need more than one single foe hold.

    Poison Gas Arrow – Location AoE, Foe –Damage. A very nice damage debuff that affects a large area. I normally use this power when grouping and filling the controller role rather than when soloing. Because of that I chose to take it as a later level power. Slotting = Slow (not sure why the heck it takes Slows!)

    Acid Arrow – Minor Damage DoT Foe, -Resistance All – Defense. A great power that is good for both grouping and soloing. I have leaned toward the resistance side because I always follow up lighting my oil slick with one of these babies to help keep them in the slick and increase its damage. The damage Acid Arrow does itself is incidental and not worth slotting for IMO. Slotting = 1 Acc, 3 Dam Resist, 2 Def Debuff

    Disruption Arrow – Location AoE, Foe -Resistance All. This is the one arrow in the set I have yet to try though I assume it affects a larger area than Acid Arrow. However the fact that Acid Arrow also does minor damage, lowers resistance PLUS defenses made it an easy choice over this power.

    Oil Slick Arrow – Location AoE, Foe Knockdown –Speed – Defense +Special. Ahhh, Oil Slick how I love you. This is THE power of the set and one you will use all the time. Hitting the tab key after you place the slick should target you on the slick itself. You then need to blast it with some fire-based power like Blazing Arrow. Your group members can target it to so make sure they know to be careful to destroy it with a untested non-fire source (some Sonic and Energy powers also work). The slick setting ablaze is not a guarantee, but does work most of the time (at least when there are not big server lag issues). This power affects a very large area, much larger than Burn, and not only does it not have a fear effect; it actually does an awesome job of keeping foes in it. Slotting = 4 Damage, 2 Recharge (I am considering 3/3, but on the fence)

    EMP Arrow – PBAoE, Foe Hold, Special vs. Robots, -Self Recovery. This arrow can easily turn the tide when the chips are down. It stuns just about everyone and drains most if not all end of even bosses. Because of this arrow you should always have a couple of catch a breaths handy since once you fire it you will not recover end for a bit (though it does not take a lot to fire it off). I can’t speak to the Special vs. Robots since it seems to not affect them any different than any other villain. Slotting – 1 Acc, 2 Recharge, 1 Hold, 2 End Drain


    Archery (all damage is Lethal unless otherwise stated)

    Snap Shot – Minor Damage, Very Quick Recharge. Nothing special here, just your basic quick minor damage attack. Good for finishing off baddies that are a sliver of damage from defeat. Slotting = 1 Accuracy

    Aimed Shot – Moderate Damage, Moderate Recharge. A nice, reasonable damage attack that you will use throughout your heroing career. Slotting = 1 Accuracy, 5 Damage

    Fistful of Arrows – Cone, Moderate Damage, Moderate Recharge. A very nice sized cone attack with decent damage. I find the range on this attack just too short and had to add a range enhancement to make it more useful. Slotting = 1 Accuracy, 4 Damage, 1 Range

    Blazing Arrow – High Damage, Minor DoT (Fire), Slow Recharge. This is a great attack with the added benefit of being able to light your oil slick. A must have. Slotting = 1 Accuracy, 5 Damage

    Aim – Self, + Accuracy + Damage. Though I do not currently have this power, it is one I have used with other characters and one that I plan on getting in my 40’s. More accuracy is always a good thing, but the reason I have yet to take it is that defenses needed to come first. Normal slotting is 3-4 Recharges.

    Exploding Arrow – Targeted AoE Foe, Moderate Damage (Smash + Lethal), Knockback, Slow Recharge. The animation on this power is IMO very misleading as the damage it does is really not all that great. Still any AoE damage is always a nice thing and with the Knockback you can strategically knock foes back into your flaming oil slick! Slotting = 1 Accuracy, 4 Damage, 1 Knockback

    Ranged Shot – Sniper, Extreme Damage, Very Slow Recharge. While this is the one of only two extreme damage powers in the Archery set I found it’s animation so slow that I respec’ed it out. While I am sure it is a bread and butter power for Blasters, it has limited use for use Defenders. I may get this power at 47 or 49. If you do take it, slotting would be 1 Accuracy, and 5 Damage.

    Stunning Shot – Minor Damage (Smash), Disorient. This power would no doubt be very useful for Archery Blasters, but it is nothing special for us Defenders and IMO not needed.

    Rain of Arrows – Location AoE, Extreme Damage, DoT, Slow Recharge. An AoE that affects a large area has awesome damage and a pretty reasonable recharge. Get this power at 38 and slot it ASAP! Since this is my only extreme damage AoE I went with all damage for slotting. One accuracy and five damage slotting would be reasonable too. Slotting = 6 Damage


    Pool Powers

    Fitness

    Swift – Self +Speed. I chose this over Hurdle because of my inclusion of Combat Jumping in this build. Besides, flexibility in movement is a plus. Slotting – 1 Run Speed

    Health – Self +Regeneration Resist(Sleep). Slotting 3 Increase Healing. I plan to fully slot this power before I reach 50.

    Stamina – Self +Recovery. An obvious must and, a power that obviously needs to be fully slotted. Slotting = 6 Increase Endurance Recovery

    Speed

    Hasten – Self +Recharge. Most Defender builds benefit from Hasten and Trick Arrows/Archery is no exception. As long as you are aware of when it is going to fire off, you can get away with not fully slotting this power. Slotting = 5 Recharge Reduction


    Concealment

    Stealth – Self Stealth +Defense. Besides that fact that you will need as much defense as you can get your hands on, this power is also useful in helping you get that first surprise attack off without being noticed. Slotting – 1 Enhance Defense Buffs


    Leaping

    Combat Jumping – Self + Jump + Defense Resist(Immobilization0. More defenses, more maneuverability and no more being immobilized, sweet dude. Slotting – 1 Enhance Defense Buffs

    Super Jump – Self Long Jump. My travel power of choice due to the fact of the various defense benefits offered by the other powers in the set. Slotting – 1 Increase Jump

    Acrobatics – Self Resist(Knockback and Hold). You need to have only one battle with a Banished Pantheon Shaman or a Nemesis Lieutenant to be convinced of the need for this power. In short, time getting up from being knocked down equals time not fighting. Slotting – 1 Reduce Endurance Cost


    Epic Powers

    Of the four choices Defenders have I felt that the Power Mastery set offered the best powers to round out the Trick Arrows/Archery build.

    Power Mastery

    Power Build Up – Self +Damage +Accuracy +Special. As all Epic powers you pick should, PBU fills a shortfall the Trick Arrows/Archery has, namely the lack of a Build Up type power. In addition to the damage increase you need, it is ready made for the Trick Arrows set in that it boosts all secondary power effects as well. Slotting = 5 Recharges (soon to be 6)

    Temporary Invulnerability – Self +Resist (Smashing and Lethal). Do I even need to explain this one? We are a squishy class, right and anything that makes us less so is most definitely a very good thing. Slotting – 1 Enhance Damage Resistance (will be fully slotted ASAP)


    Summary

    A Trick Arrows/Archery Defender can fill many roles making it enjoyable to play in all level ranges whether soloing it or on a team. I expect to see many more around in the near future.


    Miss Tilt – Level 50 Electric/Energy Manipulation Blaster
    Skidrow - Level 50 Martial Arts/Regen Scrapper
    Ms Manners – Level 44 Kinetics/ Psychic Defender
    BrokenArrow – Level 44 Trick/Archery Defender
    So Sue Me – Level 41 Fire/Energy Tank
    Kid Tilt – Level 39 Invul/Stone Tank
    And many more….