gec72

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  1. Here's mine (which was also posted here):

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

    Click this DataLink to open the build!

    Spectral Shot: Level 50 Technology Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Trick Arrow
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fitness
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Blind -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(9), BasGaze-Acc/Hold(13)
    Level 1: Entangling Arrow -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(40), TmpRdns-EndRdx/Rchg/Slow(43), TmpRdns-Rng/Slow(43), TmpRdns-Acc/Dmg/Slow(43)
    Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(17)
    Level 4: Deceive -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(5), Mlais-Acc/EndRdx(5), Mlais-Conf/Rng(7), Mlais-Acc/Conf/Rchg(36)
    Level 6: Flash Arrow -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(7), Cloud-ToHitDeb/EndRdx/Rchg(36), Cloud-Acc/EndRdx/Rchg(37)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
    Level 10: Ice Arrow -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(11), BasGaze-Acc/Rchg(15), BasGaze-Acc/Hold(31)
    Level 12: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(15)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Superior Invisibility -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx(17), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(34), LkGmblr-Rchg+(46)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Dmg/EndRdx(21), C'Arms-Acc/Rchg(21), C'Arms-EndRdx/Dmg/Rchg(23)
    Level 20: Acid Arrow -- AnWeak-DefDeb(A), AnWeak-DefDeb/EndRdx/Rchg(23), AnWeak-Acc/DefDeb(25), AnWeak-Acc/Rchg/EndRdx(46), AnWeak-Acc/Rchg(46)
    Level 22: Hurdle -- Jump-I(A)
    Level 24: Health -- Heal-I(A), Heal-I(25)
    Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Fear/Rng(29), Abys-Dam%(40)
    Level 28: Stamina -- EndMod-I(A), EndMod-I(29)
    Level 30: Disruption Arrow -- EndRdx-I(A)
    Level 32: Phantasm -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(33), KinCrsh-Rchg/KB(33), KinCrsh-Rechg/EndRdx(33), KinCrsh-Dmg/EndRdx/KB(34), KinCrsh-Acc/Dmg/KB(34)
    Level 35: Oil Slick Arrow -- TmpRdns-Dmg/Slow(A), TmpRdns-Acc/Dmg/Slow(36), TmpRdns-EndRdx/Rchg/Slow(37), TmpRdns-Acc/EndRdx(37), TmpRdns-Rng/Slow(40)
    Level 38: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Acc/Rchg(39)
    Level 41: Fire Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42)
    Level 44: Fire Ball -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dmg/Rchg(45)
    Level 47: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-Acc/Rchg(48), Efficacy-EndMod/Acc(50), Efficacy-EndMod/EndRdx(50)
    Level 49: Group Invisibility -- LkGmblr-EndRdx/Rchg(A), LkGmblr-Rchg+(50)[/QUOTE]

    As was discussed in the other thread, I was really gunning for bonuses and was doing so w/o planning on any purple sets. Were I to go for purples, I think I'd swap in Gravitational Anchor in Entangling Arrow, Apocalypse in Spectral Wounds, Coercive Persuasion in Deceive, Ragnarok in OSA.

    Mine is up to level 40, and I think I currently have 57.5% recharge bonus (I think I have all the recharge bonuses up to the level 38 powers except for Decimation, Malaise, Basilisk's in EMP). I actually have another LoTG +7.5% recipe that I got very reasonably, but I didn't expect it this quickly so I don't have the 6th slot in Superior Invis for it yet. I've also decided to top out at level 37 for a number of these to keep as much recharge as possible if/when I exemp down for the 30-34 arcs.

    As Local_Man pointed out in my thread, I do sacrifice some damage in PA and OSA. I've been able to live with it fine so far for what I'm doing (which is admittedly not pushing the envelope solo, though I do have the ability to survive in large mob groups).

    Oedipus_Tex: I do have CJ in my build for the LoTG (well, and I like CJ/SJ). I'm taking Group Invis later for the same purpose. Drop Ice Arrow though? MADNESS**.


    edit: actually, I think there are a couple of changes in my live build from what is here; a Rech/Hold for an Acc/Hold here, an Acc/Rech over an Acc/End/Rech there (some pieces of Cloud Senses are easier to get than others). Goofed and slotted 4xC'Arms vs 4xExRmnt.


    ** I don't have the patience to apply two deceives on bosses, unless there are multiples present. Blind + Ice Arrow = very quickly held boss.
  2. Quote:
    Originally Posted by Decorum View Post
    Mystic Fortune? MYSTIC FORTUNE???

    Mystic Fortune KILLED MY MOM AND DAD!!!!!!

    Sorry, it's an old bit I can never resist.
    Mystic Fortune killed Inigo Montoya's father.
  3. I can't recall running into this with the old interface much at all, but am seeing it all the time now.

    Of course, I'd been largely playing red-side on Champion with the old...and now I'm blue-side on Virtue. So my experience doesn't really help to clear things up much.
  4. gec72

    Sidekicks

    The idea has been around plenty, though I still wouldn't mind seeing a new AT where perhaps the secondary is the customizable sidekick. Maybe your primary is melee and the sk plays support. I've wondered how a reverse-bodyguard might work (sk gets hit, you take part of the damage, under the idea that part of the deal with having a sk is looking after one). Not sure if or how it would work with the AI.
  5. Quote:
    Originally Posted by UberGuy View Post
    It depends on the recipe. There are recipes that absolutely blow the curve, so that it's better to buy them outright than it is to depend on average returns.
    Right - it's the curve-blowers that are the concern. It shouldn't be a better bet to buy LoTG +7.5 day-in-and-day-out as opposed to rolling, at least in my opinion.

    Quote:
    The idea that it should always be better to choose a random roll than to choose a specific recipe assumes a few things. In particular, it assumes that the price of an item on the market should have some proportional relationship to how frequently it appears (on average) as a random roll. For example, something that's twice as rare as a Widget: Damage/End should also be twice as expensive as one. We all know though that the weighting isn't that specific, and probably never could be. We have items that are wildly expensive in relation to the number of merits it takes to produce them, and items that are wildly worthless even though they are relatively rare. Those two factors and the merit price of a random roll can work out such that the average inf/merit of a random roll is worse than a specific buy.
    I'd throw in desirability in there with rareness, but sure. I guess what my hope would be is that someone on the dev team would be looking at the drop frequency, desirability based on market prices, and merit purchase prices. Then use those to adjust. They'll never get a perfect balance. But I think they can make things a little tighter than they did with the initial weighting.

    Quote:
    It gets even more complicated when you start considering short term strategies rather than long-term returns. If you have some shopping list goal that you want to complete as soon as possible, you might look at what the fastest way to earn enough money to buy what you want. One way to do that is to determine what items sell for the most inf, and use merits to create them. It may not be the best return per merit, but it might be the best return per merit you can achieve in, say, a week. Getting enough random merit rolls to hit the average can take a while, unless you're lucky, and that's exactly the sort of determinism people use merit purchases to lock in.
    Probably no way getting around WANT IT NAO. But profitability should probably be sacrificed for turn-around.
  6. Quote:
    Originally Posted by GavinRuneblade View Post
    I understand the concept of letting us pick the level we roll at reducing the power of specifically choosing a recipe via merits. But at the same time, I wish we could do it. I'm not convinced that choosing has to be "better" or even "as good" as rolling. I'm fine with it as an option, but if the mechanics encouraged rolls, I'd be all for that.
    Ideally, choosing a recipe should be worth less on average monetarily than rolling randomly. It's the easy way out - you eliminate any risk (even if 10 rolls on average would net more than 200 merits, it wouldn't always), you make less effort and you don't do anything to help overall supply. Fine - if you really want to ensure you get what you want, take the purchase route. But do so knowing that 7 times out of 10 you'd have made out better the other way.

    Has anyone ever crunched numbers (using market prices vs the random roll project numbers) to see if it's even close?
  7. Quote:
    Originally Posted by PumBumbler View Post
    Nothing can compare to the KHTF PLs and drop runs since everyone was doing it and finishing in 17-24 minutes
    Well, anyone who was doing TF anyway.

    Quote:
    Originally Posted by Minotaur View Post
    Correct - back when you could fail the first mish, we were knocking these out sub 10 minutes on a regular basis. I probabably ran 500-1000 of them before it was fixed.
    I've run Katie's...once.

    Quote:
    Originally Posted by PumBumbler View Post
    So the devs did accomplish their goal of spreading out TF rewards to encourage TFs other than KHTF/Eden, but the side effect was that the supply of recipes dropped severely.
    I still think that this was a big part of the goal, as was throwing a bone to other content besides TF. I remember complaining about arc rewards before merits - "OOH BOY I RAN THESE TEN MISSIONS AND GOT ME A SHINY SO AT THE END WORTH A WHOLE 15K!!!" It didn't seem equitable that in contrast I could sit for 15 minutes doing nothing but riding along on a Katie to collect a Pool C.

    I finished the Anton Sampson arc yesterday. At the end I received 28 merits, and opted to roll a random before logging. Result? Basilisk's Gaze A/E/R/H. Sells for 150M crafted and is something I needed. Would it be 150M under the supply old system? I doubt it. Would I have been able to buy the recipe for the 15k or so I would have netted from the SO? I doubt that, too.

    I still think overall merits are a workable idea, they just need to be brought into balance. Rework rewards (on this...2 merits for a GM? Still doesn't seem like enough to get folks to care about them), do something to encourage random rolls*.


    * heck, if they can add popups for selling/moving every stinking piece of salvage that might EVER be useful, add a popup that triggers if merits give you enough for a roll
  8. Quote:
    Originally Posted by Hyperstrike View Post
    Honestly, merits HAVE hurt the market. However, there's enough of a contingent that wants to be able to operate independently of the market (and other players) that removing merits and AE tickets is about as likely as a black hole opening up spontaneously and swallowing the earth...yesterday.
    I'm part of the contingent that is better able to participate in the market because of merits. Because I seldom run TF but usually run arc content, merits let me bring something to the market other than inf (well, and A/B recipes for what they're worth).
  9. Quote:
    Originally Posted by Miladys_Knight View Post
    Rolling Gold is generally a waste of tickets because it takes too many tickets comparatively to create a gold roll. All those tickets spent on a gold also means that Pool A's, Pool B's, and salvage that would have been generated from dev created content and sold on the market don't exist. That decreases supply and raises prices.

    Running story arc/TF content not only results in the creation of pool Cs but at the same time creates, Pool A's, Pool B's, and salvage. If run at level 50ish it can also result in the creation of purple recipes.

    The real problem with the market at the moment is that the devs went overboard on self determination to apease the market haters. My suggestion merely seeks to restore the balance with out removing self determination.
    I've been tempted to run AE to roll Gold in the 10-14 range; I've been rolling those on the toon I'm leveling anyway (I need a handful of Basilisk's quads) and they're only 3000 tickets. It's a question of if I can get 3000 tickets in the time I could run something like the Library of Souls.

    I still think lower level characters should be able to roll for less than 20 merits to encourage earlier rolling (see sig), but that overall didn't go over well.
  10. Thanks for that angle Salmakia - definitely a different focus than my projected build. Understandable though, I'm giving a lot less emphasis to being team-oriented (close to zero, really ).
  11. Bah, you BOTH need to be flogged for merit hoarding. PROVIDE US OUR SHINIES!!

    /doesn't do anything that earns merits at any appreciable pace
  12. Quote:
    Originally Posted by Local_Man View Post
    No, no, no! Ice/Rad is one of the few builds that can make good use of Choking Cloud because you can combine it with Arctic Air. The mechanics of Choking Cloud are explained in my Illusion/Radiation guide. There's a 90% chance for at least Mag 1 (which will allow you to hold bosses with one shot of Block of Ice), a 50% chance of at least a Mag 2 (holding minions) and a 40% chance of a Mag 3 (holding Lts) PER PULSE. Pulses come every 5 sec, so withing a few seconds, most of the foes in the Cloud will be held. That's where other powers like Ice Slick and AA come in -- to give you enough time for pulses to hit and hold just about everyone. Throw a BoI on anyone not held.

    You need to plan to slot Choking Cloud with max EndRdx and Hold, and Arctic Air with max EndRdx and Confuse. But with those two running, you'll be a walking mez machine.
    Ahhhhh.....THAT paints a completely different picture then, and sounds very nice indeed.
  13. Quote:
    Originally Posted by Local_Man View Post
    Illusion/TA is a fun build, and has a different playstyle than other illusion combinations. I did a few things differently than you. I took Glue Arrow early and skipped Flash Arrow. I figured, "Hey, I'm invisible with SI -- why do I need Flash Arrow?" Glue Arrow provides some AoE control that Illusion lacks, and helps foes stay in the AoE of the debuffs longer.

    I skipped Flash, as I pretty much stay out of melee. However, I was able to fit in Poison Gas Arrow, and recently put the Fortunata purple set in it with the Chance to Placate proc . . . it seems to help reduce the number of foes who come after me, and the set has a nice 10% Recharge from the cheapest of the Purple sets. I was able to fit in PGA because I used Hasten/Super Speed for travel. With the 60 month vet reward, I have changed to Fly.
    I think there would definitely be some things I would do differently if I factored in purples. I never really do in my builds though because I tend to move on to different characters once I reach 50. I won't get 60 months on this account (2nd) for a while, so I can't pull the travel trick. Even if I could, I'd be tempted to keep CJ just for the LoTG.

    Quote:
    Speaking of purples, I strongly recommend planning on putting 5 of the Contagious Confusion set in Deceive, including the proc. That proc turns your single target Deceive into an occasional Mass Confusion. It also gives you 10% Recharge and frees up another 6.25% Recharge that you can put in another power.
    THIS I could go for. Easy 5 out/5 in swap. When I get there, of course.


    Quote:
    I suggest that you plan to slot Oil Slick Arrow with Damage (like the Posi Blast set) rather than slow. OSA with Disruption and Acid can do a lot of AoE damage, especially when Fireball is the lead-off. I mostly use OSA for when PA is recharging, but often use them together.

    The choice of Kinetic Crash for Phantasm is . . . interesting. Doesn't he knock your foes out of your debuff zones? I also find your slotting of Entangle arrow interesting. I just have a single Acc in it, as I rarely use it.
    Yeah...I did some off-beat things here really in an attempt (somewhat Quixotic?) to chase as much recharge as I thought I could. You have a good point about Flash Arrow - I don't really use it all that much. Maybe I would more in teams. But, it slots Cloud Senses. And you're right about Entangling Arrow. I used it much more before getting Phantasm (usually on a confused foe to establish containment w/o stopping them from attacking). The slots are for the end bonuses and to squeeze more recharge. Though were I to go purples...5x Gravitational Anchor there would probably be great. Same with Ragnarok in OSA. Posi's would definitely be nice for damage, but as other things stand I wouldn't get the recharge bonus.

    Phant does sometimes goof with positioning a little. (though sometimes, it's helped; he seems to hang back behind me a lot, and the KB knocks guys out of melee) The set really helps with that single-minded quest for recharge though, and also has the nice perk of KB protection.


    Now you really DO have me thinking about Glue Arrow though...
  14. I've not played either set, but I might be tempted to swap out Choking Cloud to swap in Fallout (maybe move Recall Friend up to 28). Is Choking Cloud really a Mag 1? Seems like a huge end cost if that's the case (World of Confusion is often derided; Choking Cloud on the surface seems more dubious). Especially if you are a fan of Vengeance. Just debuff rather than buff, but with damage.
  15. There isn't going to be anything groundbreaking here, but I figured some talk about combos not involving Fire can't hurt.

    I had just reached 50 on a couple of my villains and my son asked me "are you EVER going to play Spectral Shot?" Hmm, good question. I hadn't leveled a hero for a while and I hadn't leveled either Illusion or Trick Arrow very far, so I figured it was as good a time as any.

    He's up to level 35, and is pretty enjoyable to play. He seems to have two modes. When PA is not out, he's much like my Mind/Kin: confuse 1, hold 2, hold 3, debuff. When PA IS out, he's a little like my Merc/Poison: release the pets, debuff, debuff some more.

    I very much like the fact that TA has a hold with Ice Arrow. It fills in where Illusion is lacking a second single-target hold (not counting deceive, which is obviously great mitigation), and it's hard control. For a three-man mob it makes things even safer than my Mind's Confuse/Mesmerize/Dominate. And Blind is fantastic in that it is applied almost instantly - I can have a second mob held before it's even aware that his buddy was just encased in ice.

    I know most say that TA is lacking, but I'm not minding it so far. I'm a big fan of Envenom from the Poison set, so I appreciate Acid Arrow. Sure it's not as effective, but it isn't limited to one mob and adds a little (very teeny bit of) damage. Disruption arrow is nice for larger groups (I CURSED Longbow Nullifiers for this power on my villains).

    I just got Oil Slick Arrow, and it's fun so far. It's even managed to light most of the time. I rather love the mayhem involved in approaching a group, sending in PA, shooting a Disruption Arrow, laying Oil Slick, lighting Oil Slick, and summoning a Spectral Terror. So many things going on.

    Powers I'm not planning on getting: Flash. I'm not really big on AoE holds, even with significant recharge reduction. Glue Arrow. Seems fun, but I think I can survive w/o it. Poison Gas Arrow. I opted for Flash Arrow instead (can get 6.25 rech in 4 rather than 5; were I to go for purples, I might reconsider this). Kind of a shame the two couldn't be combined for a weaker AoE version of Poison's Weaken.

    Difficulty: I've not bothered to move off of the default setting outside of adding bosses. I may, but doing so would either cut down on drops or cut down on merit earning I figure, so there's not much point unless I get bored. We'll see.

    Here's my planned build for anyone curious. With three LoTG Rech and four sets of Basilisk's Gaze it may get expensive (I've rolled one BG quad and purchased one of the LoTG so far), but there's a lot of other cheap sets in there to offset that. I settled on Group Invis just to mule another LoTG, and I sacrificed some damage in Phantasm for the recharge bonus from Kinetic Crash (I think I am at the 6.25% limit, so using a Pet Recharge set wouldn't have worked).

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

    Click this DataLink to open the build!

    Spectral Shot: Level 50 Technology Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Trick Arrow
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fitness
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Blind -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(9), BasGaze-Acc/Hold(13)
    Level 1: Entangling Arrow -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(40), TmpRdns-EndRdx/Rchg/Slow(43), TmpRdns-Rng/Slow(43), TmpRdns-Acc/Dmg/Slow(43)
    Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(17)
    Level 4: Deceive -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(5), Mlais-Acc/EndRdx(5), Mlais-Conf/Rng(7), Mlais-Acc/Conf/Rchg(36)
    Level 6: Flash Arrow -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(7), Cloud-ToHitDeb/EndRdx/Rchg(36), Cloud-Acc/EndRdx/Rchg(37)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
    Level 10: Ice Arrow -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(11), BasGaze-Acc/Rchg(15), BasGaze-Acc/Hold(31)
    Level 12: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(15)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Superior Invisibility -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx(17), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(34), LkGmblr-Rchg+(46)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Dmg/EndRdx(21), C'Arms-Acc/Rchg(21), C'Arms-EndRdx/Dmg/Rchg(23)
    Level 20: Acid Arrow -- AnWeak-DefDeb(A), AnWeak-DefDeb/EndRdx/Rchg(23), AnWeak-Acc/DefDeb(25), AnWeak-Acc/Rchg/EndRdx(46), AnWeak-Acc/Rchg(46)
    Level 22: Hurdle -- Jump-I(A)
    Level 24: Health -- Heal-I(A), Heal-I(25)
    Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Fear/Rng(29), Abys-Dam%(40)
    Level 28: Stamina -- EndMod-I(A), EndMod-I(29)
    Level 30: Disruption Arrow -- EndRdx-I(A)
    Level 32: Phantasm -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(33), KinCrsh-Rchg/KB(33), KinCrsh-Rechg/EndRdx(33), KinCrsh-Dmg/EndRdx/KB(34), KinCrsh-Acc/Dmg/KB(34)
    Level 35: Oil Slick Arrow -- TmpRdns-Dmg/Slow(A), TmpRdns-Acc/Dmg/Slow(36), TmpRdns-EndRdx/Rchg/Slow(37), TmpRdns-Acc/EndRdx(37), TmpRdns-Rng/Slow(40)
    Level 38: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Acc/Rchg(39)
    Level 41: Fire Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42)
    Level 44: Fire Ball -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dmg/Rchg(45)
    Level 47: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-Acc/Rchg(48), Efficacy-EndMod/Acc(50), Efficacy-EndMod/EndRdx(50)
    Level 49: Group Invisibility -- LkGmblr-EndRdx/Rchg(A), LkGmblr-Rchg+(50)
  16. I found with my Mind/Kin that when I was teaming I focused more on the Kin aspect (even outside of trying to keep SB on folks). It's been a while, but I think I removed Mesmerize from my attack chain and used Mass Hyp a lot less (one AoE wakes them all up anyway).

    Sometimes I would hop ahead and try to "tenderize" mobs by throwing some confuses at them. When I wasn't trying to chase folks clamoring for SB anyway.
  17. Quote:
    Originally Posted by Nethergoat View Post
    I have a mental image of a grim, stalwart UberGuy gripping a sweating, crying Another Fan by the shirtfront while smacking him like a metronome.
    I'm picturing A_F as more like Bob from Monsters vs Aliens here.
  18. Quote:
    Originally Posted by IanTheM1 View Post
    Except that there's not really much you can do with Faultline except add what would amount to villain versions of the hero arcs. You'd naturally be using the same maps, and there would be similar goals, since Arachnos' purpose in Faultline is singular: Find the Psychochronometron.
    I guess you have a good point there, and I don't guess a red-side arc could allow you to actually get the PCM. There might be some ability to flesh out dealings/backstory involving Sands, Nocturne, the Sky Raiders, Doc Delilah though.


    Quote:
    Rogues will only be there because they've started acting heroic. According to HeroCon info, Rogues can't actually start heroside missions (due to lack of trust), but can participate in them and otherwise act like a hero would (sans the market).
    I guess this gets to maybe a bigger issue in my mind - those grey areas. Ok, I have a villain that has started acting heroic enough to become a Rogue. I have access to blue-side zones. To what end? I can't use WW, I can't start heroside missions. Does that mean the only reason I'm there is to team with heroes? What does that leave if I don't particularly want to (I primarily solo, and if I wanted to team blue side I could easily do so with a blue-side toon. Yes, I suppose this generally does give red-siders more opportunities to find teams)?

    Maybe they can't completely open things up, but I guess I'd like to see some other options. There could be some opportunity for action for roguish types to find action while in Paragon; there could be some opportunities for vigilantes to take matters into their own hands within the Rogue Isles. Guess I just have to wait and see what GR brings.
  19. Quote:
    Originally Posted by IanTheM1 View Post
    This continues to be my primary concern with these sorts of ideas. There's no logical reason to not have PVP, but introducing PVP is an equally bad idea.

    Also, I'm not a fan of trying to recycle heroside content into villain content. I really want something original and new for villains.
    Content in which sense? Contacts and arcs there would be original; admittedly the zone wouldn't (I guess this is similar to calls to open up the Shadow Shard).

    I don't know how it would be technically implemented, but then I don't know how GR will be either. But it seems as though Rogues are already going to have access to hero zones. Do they have to adhere to hero rules while there (can attack clockwork, vahz; can't attack PPD, Longbow)? Could this be extended in this case to pure villains (though there there would be teaming ramifications)?

    Other than that, I'm thinking of a setup more like Cimerora, without the ITF. No PvP, but side-specific contacts and arcs (Airlia vs Daedalus). Faultline seemed like a natural zone for this considering Arachnos already has a foothold there.
  20. I think I've brought up the idea before buried in some thread somewhere, but with the continued call by red-siders for more content, I figured I'd make a thread for it.

    With Going Rogue on the horizon, we're going to have vigilantes in villain zones and rogues in hero zones. My suggestion would be to make Faultline a neutral zone which allows everyone access (but obviously w/o PvP).

    Arachnos already has a presence there, and is up to something. So open up the zone (or maybe all except for inside the dam itself), put some red-side contacts and arcs there (contacts can be all on the south side of the wall or in the tunnels...Nocturne? Sands?). No need for another whole zone to be built, but it gives villains something else to do.
  21. gec72

    Virtue go boom?

    Had problems here earlier too.
  22. I usually start around level 30. I can slot the highest level of recipes that top out at 30, and I can start slotting recipes that drop in the 30-50 range (technically I guess I can do both of these at 27). You're also starting to get many more slots per level, each of which comes with a possible added bonus.
  23. My feelings are similar to Sam's, though I do like humor if it's done subtly (I have to admit I'm not really into the LOLBAT deal; otoh, the arc I did with the custom faction with little guys dressed as billiard balls I did get a kick out of).

    From the creative standpoint, I made an arc right out of the gate that tried to play off of existing lore, expanded upon that with an offshoot custom group, and had an EB battle at the end (with the option of a helper). Nothing out-of-the-ordinary (even with the EB, it was an arc geared to 40+, and an EB in an arc is pretty standard at that point). I tried to make the narrative make sense, I tried to keep the format clean and I tried to use good grammar/spelling/punctuation. It's not particularly tricky or clever, but I thought it solid enough. It got four ratings, settled in at four stars. I haven't checked lately, but last I did it still had just those four ratings. Would it be nice if others saw it? Sure, but I'm not going to pander for folks to play it (who probably wouldn't like it anyway). At least I still have fun playing it from time to time.

    As for other arcs, I'll play them sometime but it's a mixed bag. Most stories aren't really tied to CoH. Some have great custom factions, but don't have a story that makes any sense. Many are painful to read from a grammar standpoint. Some are just nigh-on-impossible.

    So, I'll stick to what I know largely - non-AE content. If I need tickets to outright buy salvage or to roll some recipes, I'll play my own arc.
  24. I actually hadn't slotted one of these until recently, on my WM/Shield Brute. He was already 50 and didn't *really* need it, but I had the inf so I figured I'd get one via the BM (I've yet to get one on anyone through merit rolls).

    My Ill/TA controller that I'm playing now though is a different story. I'm at level 30 and just got to 200 merits, and rather than roll them I broke down and bought a level 25 recipe with the merits (first time I've done anything other than random roll). I didn't want to risk getting ten rolls of junk* and figured getting it now would speed up both leveling and future merit earning (I very well might Oro arcs in the 20-25 range).



    * soon after I DID roll random and landed an Eradication quad. Yay luck.
  25. Quote:
    Originally Posted by Golden Girl View Post
    Comic books are camp - that doesn't make them bad.
    The whole Superman myhtology is very camp, but he's still a wordlwide icon of heroism.
    Actually, comic books could use more camp if you ask me. These days they're more about death, loss of limbs, substance abuse problems, and general "grittiness" (and unfortunately one of the nice "campy" books that has featured a white gorilla, disco space princesses and "pregno-rays" is getting a change in creative team).