ironsmiter

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

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership

    Villain Profile:
    ------------
    Level 1: Channelgun Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Dev'n-Dmg/EndRdx(15), ExVuln-DefDeb/Rchg/EndRdx(17), ExVuln-DefDeb/Rchg(34), ExVuln-DefDeb(37)
    Level 1: Crab Spider Armor Upgrade S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(37)
    Level 2: Longfang AnWeak-DefDeb/EndRdx/Rchg(A), AnWeak-Acc/DefDeb(3), Dev'n-Acc/Dmg(3), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg/Rchg(34), Dev'n-Dmg/EndRdx(37)
    Level 4: Combat Training: Defensive LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(33)
    Level 6: Combat Jumping LkGmblr-Rchg+(A), LkGmblr-Def(39)
    Level 8: Suppression Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), ExVuln-DefDeb/Rchg/EndRdx(9), Posi-Dmg/Rng(11), ExVuln-DefDeb(19), ExVuln-DefDeb/Rchg(50)
    Level 10: Tactical Training: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(33)
    Level 12: Venom Grenade Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(34)
    Level 14: Super Jump ULeap-Stlth(A)
    Level 16: Swift Run-I(A)
    Level 18: Health Numna-Regen/Rcvry+(A), Numna-Heal(19), Mrcl-Heal(21), RgnTis-Regen+(23)
    Level 20: Stamina EndMod-I(A), EndMod-I(21)
    Level 22: Frag Grenade Posi-Acc/Dmg(A), Posi-Dam%(23), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(39)
    Level 24: Fortification TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(25), TtmC'tng-EndRdx/Rchg(31), TtmC'tng-ResDam/EndRdx/Rchg(39), TtmC'tng-ResDam(40), TtmC'tng-EndRdx(40)
    Level 26: Mental Training Run-I(A)
    Level 28: Serum Mrcl-Heal/EndRdx(A), Mrcl-Heal(29), Mrcl-Heal/EndRdx/Rchg(29), Mrcl-Heal/Rchg(31), Mrcl-EndRdx/Rchg(31), Mrcl-Rcvry+(33)
    Level 30: Tactical Training: Assault EndRdx-I(A)
    Level 32: Kick Acc-I(A)
    Level 35: Tough TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(36), TtmC'tng-ResDam(36), TtmC'tng-EndRdx/Rchg(36), TtmC'tng-ResDam/EndRdx/Rchg(40), TtmC'tng-EndRdx(42)
    Level 38: Call Reinforcements BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(42), BldM'dt-Acc/EndRdx(42), BldM'dt-Acc/Dmg/EndRdx(43), BldM'dt-Acc(43), BldM'dt-Dmg(43)
    Level 41: Aim GSFC-Build%(A), GSFC-ToHit/EndRdx(45), GSFC-Rchg/EndRdx(46), GSFC-ToHit/Rchg/EndRdx(48), GSFC-ToHit/Rchg(48), GSFC-ToHit(50)
    Level 44: Maneuvers S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(45), S'dpty-EndRdx/Rchg(45), S'dpty-Def/EndRdx/Rchg(46), S'dpty-Def(46)
    Level 47: Weave LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(50)
    Level 49: Tactical Training: Leadership Rec'dRet-Pcptn(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Conditioning
    ------------



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  2. ironsmiter

    Issue 13: BUGS

    [ QUOTE ]
    Server: Freedom
    Zone: Power of Illusion SG Base
    Character name: Blazing Leo
    Time: N/A
    Location: Wall at 80.3 8.0 -94.0
    Mission: N/A
    Mission Contact: N/A
    Bug Description: You can "lose" storage items inside a wall and be unable to retrieve them.
    Link to Forum Discussions: http://boards.cityofheroes.com/showf...umber=12703463

    Steps to reproduce:

    1. Enter the SG base editor.
    2. Pick any square in the floor, and use the elevation tool to "fill" it, raising it as if it were a wall.
    3. Drag any storage item inside the wall. All the way in, embed the storage item inside the raised wall.

    Result: you can't lower the wall to access the items you embedded. You also can't move the items you embedded out of the wall. You can use the "Current Room" button to confirm that they're there, but you can't even delete them because they have stuff inside. This leads to being unable to access the stored items, and being unable to delete the room, because you need to delete those storage items, and you can't reach them.

    [/ QUOTE ]

    Unintended(?) side effect of the ability to embed items inside floors or other items. THe work around is to change your camera view. For floor problems, switch to a "looking through the floor" viewpoint and grab your storage item that way. On the plus side, this let's us make "private storage" that is only accessible to people with base editing privledges. If you want to retrieve your items, edit base, and move storage out of the floor... exit editor, retrieve items, re-enter editor, and re-hide your storage.

    It's a "Feature" not a "bug" :-)
  3. ironsmiter

    Issue 13: BUGS

    [ QUOTE ]
    Bug 2:
    Server: Champion
    Zone: N/A
    Character name: Rikti Warzone Junkie
    Time: All the time
    Location: Everywhere
    Mission: All of them
    Mission Contact: N/A
    Bug Description: Chain Induction "Chain Shock" not working.

    Chain Induction will not "Chain Shock" but maybe once or twice in a whole day on my 1st build. This toon was made back when elec/elec first came out (Issue 7?). Since Issue 12 (Yea I know it's not an i13 bug for you flamers out there) it has stopped working. My NEW post-issue12 elec melee brute it works always. The second build set for my pre-12 brute it works. Why would it not work on build 1 but work on build2? I did a respec of build1 and still nothing.


    [/ QUOTE ]

    This is status quo behavior when they change a power.
    if you respec the efected build, it will update to the new power code. until then, you "get to keep" the old power effects. ANCIENT tanks are still rolling around the game, with benifits from long ago(pre-i3?) and until they respec... they get to keep their old powers.

    [ QUOTE ]

    Bug 3:
    Server: Champion
    Zone: N/A
    Character name: Bane Spider Scout
    Time: N/A
    Location: N/A
    Mission: N/A
    Mission Contact: N/A
    Bug Description: Bane/Crab dual build costume bug.

    I have a lvl 50 VEAT (Soldier) where I made build 1 my Bane and build 2 a Crab. The Crab Pack remains permanent in the costume when switching to the Bane. You cannot remove it. I would think the Back pack should remove when going to Bane set.

    [/ QUOTE ]

    This was in the patch notes.
    If any of your builds have the backpack, they ALL have the backpacks. Don't remember if it's WAI, or they just don't know how to fix it yet.... but it's "known"
  4. ironsmiter

    Issue 13: BUGS

    [ QUOTE ]

    Server: Virtue
    Zone: All
    Character name: Cataclysm
    Time: Evening
    Location: Grandville, RV, SC
    Mission:
    Mission Contact:
    Bug Description:
    One of my enhancements (a miracle +end) has 'disappeared' from the slot it was in (health). In PVE, the bonus no longer shows up at all. In PVP in SC, it does not show up. In PVP in RV, the bonus shows up, but no enhancement is visible... I looked at every single slot in my build, and this is a weird one. Felt like I was losing it when I first came across it. Needless to say, I'm not thrilled about being out 100 million inf or so.

    Link to Forum Discussions: I don't know if anyone has encountered this one yet.

    [/ QUOTE ]

    sounds like you're not "out 100 Mill".
    If it helps the devs at all to track it down, sounds like it's still slotted..... since you get the bonus in RV. In the lower level PvP zones, perhapse it's normal io suppression, based on enhancment level?(head over to bloody Bay and see if it's still missing there to)

    VERY wierd that the bonus dissapears in PvE.
    Whatever you do, don't slot anything else in that "empty slot" till it gets resolved by a dev.
  5. ironsmiter

    Issue 13: BUGS

    [ QUOTE ]

    Lost WentWorths slots

    Server: Infinity
    Zone: Atlas
    Character name: LittleBittyKitty
    Time: 11:30pm
    Location: WentWorths
    Mission: trying to by salvage to edit base
    Mission Contact: Sales rep in WentWorths
    Bug Description: I went to wentworths to by some salvage so i could make a new generator and all my ww slots were gone along with all the items i had for sale and stored. It also would not let me buy or bid on anything either.

    [/ QUOTE ]

    That's what we call P-bay Lag... not a bug.
    Try bringing up wentworths trade window in a less populated zone, and be patient. IT sometimes takes 30+ seconds for the server to catch up with your request for info... then "BLAM" there's all your slots and stuffs.
  6. ironsmiter

    Issue 13: BUGS

    [ QUOTE ]
    Costume Save feature, Shields

    Server: costume creator (any server)
    Zone: n/a
    Character name: new character
    Time: n/a
    Location: Costume Creator / Tutorial
    Mission: n/a
    Mission Contact: n/a
    Bug Description: After saving a costume, the Shield option defaults back to "round shield"

    I made a new character with the Shield powerset and selected the Elemental -> Electric shield. Saved the costume with the new feature, then entered the game. Once loaded in the tutorial my character's shield was the basic "Round" shield.

    To duplicate:
    Select Elemental -> Electric shield
    Save costume
    upon returning to the Costume Creator, your shield will now be a "Round Shield".

    [/ QUOTE ]


    This is a very repeatable bug in the "save costume" code.
    you don't even have to enter the game. It is repeatable by creating the costume, saving it, and then re-opening the shield/weapon selector. It reverts every single time, for me.
  7. Name: Broken Infinity
    Global Contact: @Broken Infinity
    Level of Classification: Sercurity level 50 Threat level: low
    Origin:Magic
    Super Rank & Super Group: Leader of The League of H.A.T.E.R.S
  8. ironsmiter

    Issue 13 Update

    [ QUOTE ]
    [ QUOTE ]
    Dear Positron,

    Good afternoon. Thank you for responding to our questions for more information about Issue 13.

    And on a side note. Please fix the store so that I can purchase Booster Packs for other players as gifts. I'd like to purchase 10 or so of these for my friends that also play. Plus I'd like to give you my money to help with the development of my favorite game. However, since I only have 1 account and I can't very well purchase 10 Cyborg Packs for 1 account then I guess that I'll have to keep the money that I would have liked to have given to your company.

    P.S. Rocket Pack costume items please.

    Thank You.

    - Peregrine Falcon

    [/ QUOTE ]

    Dear Peregrine Falcon,

    Thank you for your feedback. We would LOVE to come up with a way for players to "gift" our Super Boosters to other players. The real problem with this lies in credit card fraud. It may seem like a simple problem, but it's really very complex. Once we have a workable solution that Billing and Customer Service can sign off on, we will allow players to gift Microtransactions post haste.


    [/ QUOTE ]

    I know SOMEONE probably thought of it already, but couldn't the micro's be turned into a "code" Like I used when i did my normal -> GvE upgrade(for the extras and time).
    That way , people would buy the CODE, and apply to WHICHEVER account they wanted(upto and including sending it in-game as a reward to someone?)
  9. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]

    Not only -can- you rebuy this $4.99 jetpack again after your first 30 day period expires but that is apparently exactly what the NCSoft Sales and Marketing seem to be hoping that we will do with this.


    [/ QUOTE ]

    Fixed that for you.

    As someone who works in Software Development I can tell you that the people who develop the software have zero to do with how it is marketed and sold, and that is often a point of contention. BAB, SexyJ, Posi and gang have not control over how the jetpack is sold, only in how cool it looks and how it works. For which I thank them!

    [/ QUOTE ]

    I don't believe anyone thinks that the $4.99 jetpack is going to be a money-maker...but the cost to offer it for players is practically nill. It's being offered more as a convenience for players who want the 30 day jetpack, but don't want to or can't purchase the game card that it is associated with.

    If someone wants to pay $5/mo to 'rent' a jetpack month after month, they're more than welcome to...but it's far from expected.

    Frankly, with the cost of fuel today having an unlimited supply of jetpack fuel for $5/mo is a steal.

    [/ QUOTE ]

    Love the "joke". but talk about FUEL EFFECIENT FLYING MACHINE! By yesterday's price quote around here, that's 30 days of flying, on 4/5 gallon of fuel

    On a more serious note... BADGES!
    If you're offering the digital purchase version of a in-store only item..... Can we get the OTHER in-store only items as buyable boosters? specifically, CoH Collectors edition? specifically the "in-game item", and the badge? I'll even donate my hero-clicks collection(as opposed to GETTING States-bleh-man it in the box), if it'll help me get the badge! Although, getting a Sexy-Jay hero clix would be the bee's knees! I'm actually thinking of BUYING an etire box, just for the badge! Now that I've found a few, very select, people selling SHRINKWRAPPED(and hopefully not RE-shrinkwrapped) boxes for less than $50($22-30 usd). BTW, will those "free month" codes still work?

    Forget everything else, I'm one of the few, the dedicated(some call us insane) Badge-BLEEPs! And proud of it! (three more healing badges, and I can respec out of Aid Other! and I SADLY miss the old time hami-raids for the aid other/rezz boosts for the badge! darn rikti keep interupting my powers and putting me to sleep)
  10. [ QUOTE ]
    Bought my Cyborg booster pack as planned.

    While I'm sure the Devs may sell a few of the temporary jetpacks I'm not going to bite for that one. Had the Devs decided to make it a permanent costume item instead of a rentable flight power they would have had another $4.99 out of me instantly. I will always be willing to buy any permanent booster pack the Devs offer for this fine game. But something about toying with 'rentable' powers just rubs me the wrong way. Consider this a vote against that kind of scheme for the future...

    [/ QUOTE ]

    Second to that!
    though I have a slightly different take on what SHOULD be done. $5 for a silly little jetpack? I paid $10(gogo gadget discountbin) for GvE WITH the jump pack, AND free game time! there are VERY few times when the jump pack won't "fill the gap" in exsisting travel/temp powers.(superspeed plus hurdle, plus judicious jumppack = win!)

    MY idea for a proper pricing scheme would have been...
    $15 for "We fixed the fricken base editor, reinstated Cathedral of Pain, and managed to make non-purpled-out PvP Fun again"
    $5 for the cyborg pack(let's face it, it's lible to be the 69 month vet reward anyhow)
    $0 30 day flight pack to all NEW accounts, regardless of which "version" of the game they bought.
    MINUS $15(aka they pay US) for any storyarc created with i13, that gets put into "permanent play". Rikti invasion was fun... If someone comes up with an equally fun "The RE-generation : Troll make a comeback", and it's voted(simple majority over 3 months?) into the game lore, then the developer of said storyarc gets a free month or two of play(plus honor and glory, and the right to be %)*$&-slapped by players about the bugs in their mission! )!
  11. A Health/Fast healing reply.
    [ QUOTE ]
    A note on Regenerative Tissue in Fast Healing:

    Fast Healing provides a base regen of 75%
    Regenerative Tissue provides a regen bonus of 25%
    Slotting a single, white SO in Fast Healing increases its regen from 75% to 100%, yielding a regen boost of 25%

    Generally speaking, an SO provides the same benefit in Fast Healing as the Regenerative Tissue proc.

    Though there are exceptions.

    When exemplared to low levels, SOs can have their benefits severely cut. The Regenerative Tissue proc remains at 25%

    When zoning, the Regenerative Tissue proc can temporarily stack with itself.

    If you already have a 95%+ enhancement bonus in Fast Healing, Regenerative Tissue ignores the effects of ED.

    Generally speaking, though, it provides very little bang for the buck. If you've taken health, it's better in there (where the single, white SO is only worth 13.3%, anyway)

    [/ QUOTE ]

    YEAH!75% base in FH....40% base in health.
    If you're gonna put ANY of the procs in, and you've taken health... PUT THEM IN HEALTH.

    The real numbers don't lie(too often anyhow)

    For "best results" ,
    Fast Healing - 3 generic Heal IO's.
    Health - Numinia's unique, Numinia heal, and a numinia heal/(recharge or endurance)
    - Regenerative Tissue
    - Miracle +recovery, Miracle Heal
    That slotting gets 99.1% on Fast healing 96.13% on health, Also gives you the 45% regen, and 25% recovery from the uniques. AND 12% regen, Extra HP, and even a little +2.5% recovery for gravy!

    Now this is comming from my spine/regen scrappers point of view... and I HERD(not like the old days, but 2-3 yellow/red mobs are very common). The extra ~60% regen(do't forget more HP means better regen rate) and 27.5% recovery, ON TOP of regen's normal IO'd powers....it JUST covers my end usage(provided there's no end draining attacks like Katie TF storm witches) and I'm REGEN, so I obviously can never have enough regen!

    Well, ok, that last sentance wasn't entirely true. If I have so much regen that, even with "floored" regen debuffs on me, I STILL have capped regen, then I've PROBABLY got enough regen... for now at least

    P.S., Don't panic if you don't have enough slots to 6-slot Health(though i had extra and did so)
    Alternate, Low slot slotting would look like
    Numinia's +regen/+recovery, Numinia's Heal, REgenerative Tissue +regen, and a Basic heal IO.
    leaves you with 83% for health(close enough to ED cap for most regenners) 57% regen boost, and a 10% recovery boost. Not too shabby for 4 slots.

    and for the REAL mizers, 3-slot health for the uniques. 40% regen from health, 45% regen from uniques, and 25% recovery from uniques.

    If you can't bring yourself to dedicate even those TWO slots to health..... better delete your regen and roll something else.
  12. [ QUOTE ]

    I wish the requirements on the box had been the recommended system requirements, and not the minimum requirements, so I could have made a better educated decision.

    [/ QUOTE ]

    I DO deel your pain, though not as acutely anymore.
    I've been playing, pretty well since issue2. I remember, most especially before CoV, when my Geforce440 was a screamer!
    Then, i was FINALLY forced to "upgrade" to a Geforce5200. It was the best PCI based card I could find...and the brick-n-motor stores had stopped carrying AGP cards already. Finally managed to land a geforce 6800 AGP, and it literally changed the world(well, the part that is paragon city anyhow).

    Luckily,there is ONE last bastion of hope for aging systems(AMD64 single cores and p-4s).
    Tigerdirect/CompUSA(pretty darn sure they're the same company now... judging from the websites/whats for sale/prices) has the AGP bus SAPPHIRE Radeon HD 3850 .
    Got to tinker on a system that had one of these cards installed with Catalyst 8.6 and oh boy does it FLY.
    Now it's not gonna replace a multi-card PCI-E graphics ubersystem... but the hardware acceleration and sheer gpu power make short work of settings my older nvidia card could only dream of running.
    At $150, it's a bit pricey for a mid range graphics card.... but it's sure a heck of a lot cheaper than starting from scratch.

    I say, save the cash, raise the kid, and when stuff that's not even been invented yet, starts hiting the bargin bins(what, 6 MONTHS, a YEAR?) Then take some savings, and put together a nice "low-end" system.

    Just as an example. I got a call to replace a p3-800 that the motherboard blew on, just recently. the cheapest complete system i could find was a $450 Dell, with a dual-core, a gig of ram, Sata drives.. and an on-board graphics that's on par with my dedicated(although as an agp, signifigantly dated) video card. Oh, and they threw in a 19" lcd monitor for that price(though I'll be sad the day my 21" trinitron based IBM monitor finally goes to the great landfill in the sky.
  13. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Man where should i start??? What are the devs doing? Stalkers get yet another powerset in i13??? OMG and villians get Pain Domiantion??? Aren't they already dominating with widows in pvp??? When are the Heroes gonna get something thats really good? First thing that I think needs to happen in i13 is improving the PB and Ws,you know to make things fair and balanced remember that??? How about pistols for blasters? How about another good damage set for scrappers,Fire melee is great,and 1 more nice set wouldn't hurt.Tanks could use a new good set as well,since brutes have fury,and more powersets than tanks.Man you guys keep giving the villians stuff every issue and keep the heroes behind on the goods.I hope you guys got some more nice stuff to announce,cause right now it looks like a disappointing issue.

    [/ QUOTE ]

    ... Yer kidding, Right? All these years people have been moaning about Vside getting hosed, and now you're complaining when it actually gets the goods?

    [Stares. In amazement and disbelief.]

    [/ QUOTE ]

    I have to admit that Shields for stalkers does seem a bit misplaced. What do you need with a shield if your main defense is stealth?

    [/ QUOTE ]

    What do you do with a shield? Throw it at your enemy and knock him down!

    [/ QUOTE ]


    No no no! Don't you get it!

    It's a CLOAKING SHIELD

    Think people!

    *holds shield on head and patrol-walks away*

    [/ QUOTE ]

    Nonono.. that's called a HAT!
  14. [ QUOTE ]
    [ QUOTE ]
    Rial_Vestro thanks for the feedback.

    Update: I should have been clearer on the costume selection. The costume dialog I was refering to is the one you get showing you your current costume slots you already have, not so much creating a new one (ala 'costumes' from the menu).

    I guess I suggested limiting the player NPC powers because no matter how involved the story is, it is still about the players experience in the game and what they can do, not the achievements of the NPCs in the mission.

    It also provides a simpler solution that hopefully has a better chance of seeing the light of day! (*smiles at Devs*)

    [/ QUOTE ]

    OK I understand the limitation of NPC powers to some exstent but I still don't think they should be limited to ONLY useing 1 Defencive and 1 Offencive power. First off all depending on what the character is they may not have any of one and all of the other. Maybe limit them to 1/4 of your total powers so you could choose 1 power from each pool and you would have a wider selection of your Primary and Secondary to choose from.

    Allso exsclude any Temp Powers, Veteran Powers, or Accolades your character has from being used by your NPC. Only Primary, Secondary, Inherent, and Pool* powers are allowed.

    *I'm includeing Archillary/Patron when I'm talking about Pool Powers. They are Epic Pool Powers.

    [/ QUOTE ]

    We're goping to be limited by powerset, not individual powers.

    There are AI's that have to be programmed for EVERY POSSIBLE usable power combos.

    For every "we can fight them, or they are pets" npc, the AI's are already worked out. 1000's... now, if you suddenly throw in ALL POSSIBLE POWER SET POWER CHOICES..... well, the number goes up logrithmically(well, at least to a really friggin high number).

    that would take them YEARS to program, if they did nothing else!
  15. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Sounds cool.
    Does this include changing the power's color? Sorry if you already anwer this qustion

    [/ QUOTE ]

    That would require a LOT more work than what'd go into just a normal issue. A whole new game engine. This is something that's been discussed hundreds of times before already.

    [/ QUOTE ]

    Nope.

    [/ QUOTE ]

    Right. If you read that post, it's clear that a new game engine wouldn't lead to power customization. Power customization would require a retooling of the ENTIRE GAME, which encompasses "the engine, the hardocoded systems, the soft coded scripts, and the overall design decisions that those things were originally built around."

    IOW, if we ever do get power customization, it'll take a lot MORE than "just" retooling the game engine.

    [/ QUOTE ]

    Actually from what I understood, it wouldn't involve the engine very much, if at all, but instead would be a massive, fundamental reworking of how the powers system itself works.

    [/ QUOTE ]

    Yeah, technically the engine itself probably wouldn't have a whole lot to do with it; I was just pointing out that the people who think it's JUST the engine that would need redone are thinking too small. The things they'd have to do to get power customization working would be a lot harder and, well, bigger, than an engine retooling.

    EDIT: Actually, though, now that I think about it, the misunderstanding probably stems from the fact that most players don't really know what the "game engine" really is.

    [/ QUOTE ]

    Changing power colors on your own machine is a fairly easy graphics overlay.... for instance, making ALL forcefields purple instead of green.

    making power colors from TOHERS change..... that'd be a whole new mess. :-(

    as an added benifit of the current system, if I don't want to see my teammates (colorchanged)Indego sonic bubble, I can change it to a nice netural beige :-) and they can keep looking at their blueish bubble.
  16. [ QUOTE ]

    Originally, PP was not scheduled for 13. Then, it was added as a Stretch Goal ("If you have extra time...") At this point, it isn't terribly likely, but who knows? Maybe there won't be any bugs in Beta!

    [/ QUOTE ]


    uhm... no bugs in beta? I can still think of at least 2 bugs from "City of heroes Beta" that are on live server!

    no bugs in beta.. HAH!
    I fully expect "there's a Bug in the Bug system" to be bugged and not grant me Bughunter badge :-).
  17. ironsmiter

    Moon Hazard Zone

    [ QUOTE ]
    Arachnos Base

    The Arachnos Moon Base was constructed underground and is commonly referred to as the Lunar Labyrinth. Lord Recluse's ships brought tunneling equipment and immediately put them to use. Within weeks a small base was dug out, and an advance teleportation device set up. Afterward Arachnos Base expanded quickly and discovered a warren of subterranean tunnels these tunnels were quickly transformed into part of the base. Arachnos Base encroached on the underground territory of the Igneous, and the Igneous have begun launched numerous Subterranean attacks on it in an effort to drive them out of the caverns. The Igneous are slowly overwhelming the Arachnos troops, any help you can give them would be greatly appreciated, contact the Arachnos Base Security Chief to give them a hand. A Peacebringer and Warshade contact can be found next to the chief.

    [/ QUOTE ]


    Since we now have a definative NO on warshade/PB for villains... best to move this contact to the neutral or hero base?



    As my additional idea to the zone... you're on the moon. the potential for daytime/nighttime zone effects is quite high. Sun sets? you're instantle subjected to extreme cold(slow, -recharge) Sun's up? Solar radiation bakes you alive(very minor DoT) Is it eclipse time again? penalty to acc. And don't forget the completely random meteor showers, and occasional asteroid impact! Could even have those effects mitigated by the temp-power spacesuits found at each airlock(ideally, destroyed based on damage recieved... but timed could be thematically worked in as scrapes, scratches, and general degradation from use in a harsh environment)

    And I hereby officially vote +1 for the Knight of Iron Star badge.
    MoonCheese : You have spent the night out under the stars, feasting on mooncheese with KoIS.

    [ QUOTE ]
    I'd also think the Rikti might show up, but maybe only to the extent that, say, the Trolls show up in KR. You know, occaisonally have one or two rikti watching the igneous or plants going "Why didn't this place show up on the scanners?" Perhaps they could show up in one or two of the new alien missions, just have one or two fighting near the entrance saying "Earth is OURS!!!"

    [/ QUOTE ]

    Definately a ToDo for any moon based zone. how could the ritki NOT want a moon base of their own? or at least TRY to take over the ones already there?

    [ QUOTE ]
    I don't know why, or in what context, but some mission must involve you 'zapping' some sort of enemy units, to culminate in the 'Moon Unit Zapper' badge.

    [/ QUOTE ]

    OMFGROLFMAO

    Matching mission. You have put your electric rifle to good use, and eliminated the first Moon gangsta. You have recieved Da Weasle Zapper badge
  18. Blizzard winning is GREAT
    :-( sadly it didn't go through as a CLASS ACTION suit... so more lawyers and more lawsuits will need to be persued every couple months as they re-organize under different company headings


    I would think there should be SOME way to shut down, not only the account that the spams originate from, but also ALL THE TRIAL ACCOUNTS THEY SENT INVITATIONS FOR.

    In theory, this would work it's way backwards, till they got all current, active spammer accounts. As a more drastic measure... you could even institute a reverse ban.... any account that gave a trial code to a confirmed spammer also gets the boot(with an appeal process, for the truely unfortunate/stupid who get suckered into giving a trial code to one of those #$&^ )(#$* #$&^#$ $&^# in nigeria or china, or wherever those muck dwelling bottom feeders live.

    Sadly, a more secure e-mail system won't help me. I've only ever gotten ONE e-mail spam.. on Freedom server... on Pinnacle(home is where the beer is), all I ever see is tells. and they manage to find me through multiple days of both /hide AND /ghide.... at all hours of the day or night :-(
  19. Let me explain a bit, about why I've slotted the way i did, for the first two builds...

    The enhancements are in place to "fill the voids" until I can afford/craft the IO's that i really want in there. Yes, 4-slotting SO's is over the ed cap... but you'll still gain benefit from the 4th enh. and you'll need it, until you start getting your io's in place.
    I'll put a plain text version of that build at the end of this post


    "I don't see a reason for 8 melee and 1 ranged attack (more than you need or will use)"

    Well, hurl, footstomp, and handclap are aggro tools(and some damage mitigation). Air superiority is a VERY nice damage mitigation power, and fills a nice slot in the attack chain till later, AND gets you to fly(sure hover works too...but in my mind, enemies standing up> a SLIGHT increase in defense) Boxing is a wasted pick, imho, but necessary to get tough/weave(and MUCH better than kick if you need to use it in a pinch)


    "As a WP newbie (leveling my first Tanker ever as a WP/EM), why does everyone push back High Pain Tolerance all the way to the 40s? Is it not that essential? "

    Because this guide was written during closed beta, and HPT has gone through signifigant changes since it's gone live. As things stand now, you should probably take HPT earlier.
    My tank is leveling SLOWLY so it may be a while before i can post from a lvl 50 perspective


    "Two nits though: (1) KO Blow has a hold, not disorient (though the FX has the swirling head thingy when stunned)"

    You're right, in that it is a hold. While writing the guide, I was pulling the power text info from another guide. I shoulda checked facts better before posting. my bad. I also took a short vacation from the game about a week after posting, so the editing period expired :-( sorry. Feel free to write up your own guides, using your own builds. and if you've hit the big 50, post both pre and post respec builds if you would :-)

    Happy tanking!
  20. Just to be proper, and so it gets into the next Tank Guides update.

    To get things started, here's an i11 WP/SS tank guide!
  21. Regen Tanking and You [I11]


    I'd like to begin by paying homage to Superman Returns (Superman 4.0) [I8] and beg pardon for blatently ripping off Hero14's most excelent writing skills, and words. If i had to do it from scratch, it never would have been done.


    What NOT to expect :

    The maximum ammount of defense possible.

    Optimized for PVP.


    Not much, but important to a lot of people. I'm happy with my build as it is(so far). It's definately playable...


    What you SHOULD expect from this build:


    Maximize defense, resists, and regen without gimping yourself.

    Maintain a solid attack string.

    Be good for solo play, as well as groups.

    Be able to fly early.

    Please note, this is primarily a PVE build. I don't want to exclude PVP, but I honestly don't PVP much so I can't say how this build would work.

    I'm going to borrow from the Havoc Happy Index as people are already used to it... but you get my comments too .


    Build Strengths:

    Willpower is a fairly well-rounded set. It provides ok resistance, and moderate defense. It provides psionic resistance and ok protection from mez effects.

    Super Strength helps maintain survivability through knockdown stun and hold effects on most attacks. Keeping your enemy off his feat means you're throwing more punches then they are. Add to this Rage which boosts your damage and accuracy to scranker levels. Alas, it's not all roses and kittens...

    Build Weaknesses :

    It's simple you have 1 weakness:

    You're not a stone tank. :-)

    Unlike almost every other tank build, you MAY NOT have to end up slotting end reducers in every power you own. You also have choosen a set that is the closest thing to a regen tank yet... and regen syncs VERY well with tanker HP levels.
    In trade, you're a bit squishier than your resistance based peers, you're easier to hit than your def based peers, and you have NO click heal powers!

    So what is the build?

    What you see here is an end-game build, slotted as you would with Crafted Origin enhancements towards the late stages of the game. I wouldn't recommend slotting in this exact order. In other words, take the slots at the levels indicated, but pick enhancements to meet the needs of your level.

    Notes on individual powers are in the section beyond this, but basically...you find you need Accuracy and Endurance Reduction enhancements in all your attacks at the early stages, just like other tanks. BUT you can begin weaning from end reducers once you get quick recovery.

    Archetype: Tanker Endgame set-IO build
    Primary: Will Power
    Secondary: Super Strength

    01) --> Mind Over Body==> DmgRes(1) DmgRes(3) DmgRes(31) EndRdx(37)
    01) --> Jab==> Acc(1)
    02) --> Punch==> EndRdx(2) Dmg(3) Dmg(5) Dmg(5) Acc(40)
    04) --> Fast Healing==> Rechg(4) Rechg(11) Rechg(19) Heal(31)
    06) --> Haymaker==> EndRdx(6) Dmg(7) Dmg(7) Dmg(17) Acc(17) Rechg(42)
    08) --> Rise to the Challenge==> Heal(8) Heal(9) Heal(9) ToHit DeBuff(15) ToHit DeBuff(37) ToHit DeBuff(43)
    10) --> Air Superiority==> EndRdx(10) Acc(11) Dmg(15) Dmg(25)
    12) --> Quick Recovery==> EndMod(12) EndMod(13) EndMod(13)
    14) --> Fly==> Fly(14) Fly(37) Fly(43)
    16) --> Swift==> Fly (16)
    18) --> Health==> Heal(18) Heal(19) Heal(34) Heal(36)
    20) --> Knockout Blow==> Acc(20) Dmg(21) Dmg(21) Dmg(25) EndRdx(27) Taunt(42)
    22) --> Stamina==> EndMod(22) EndMod(23) EndMod(23)
    24) --> Indomitable Will==> EndRdx(24) (43) (46) (46)
    26) --> Heightened Senses==> End Rdx(26) Def(27) (31) (34)
    28) --> Rage==> Rechg(28) Rechg(29) Rechg(29) ToHit(33) ToHit(34) ToHit(37)
    30) --> Boxing==> Acc(30)
    32) --> Strength of Will==> Res(32) Res(33) Res(33)
    35) --> Tough==> EndRdx(35) Res(36)
    38) --> Foot Stomp==> Acc(38) Dmg(39) Dmg(39) Dmg(39) EndRdx(40) Rechg(40)
    41) --> Weave==> EndRdx(41) Def(42)
    44) --> High Pain Tolerance==> Res(44) Res(45) Heal(45) Heal(45)
    47) --> Hand Clap==> Acc(47) EndRdx(48) Rechg(48) Rechg(48) Taunt(50)
    49) --> Hurl/Foccussed Accuracy/Conserve Energy==> All remaining slots (49) (50) (50)
    ---------------------------------------------

    Archetype: Tanker Alternate SO Build(a bit more flexibility for swapping out powers)
    Primary: Will Power
    Secondary: Super Strength
    Primary Power Set: Willpower
    Secondary Power Set: Super Strength

    Hero Profile:
    ------------
    Level 1: Mind Over Body ResDam(A), ResDam(3), ResDam(3), EndRdx(43)
    Level 1: Jab Acc(A)
    Level 2: High Pain Tolerance ResDam(A), ResDam(17), Heal(17), ResDam(34), Heal(34)
    Level 4: Haymaker Acc(A), Dmg(5), Dmg(5), Dmg(7), EndRdx(31), RechRdx(37)
    Level 6: Air Superiority Acc(A), Dmg(7), Dmg(15), Dmg(31), EndRdx(34)
    Level 8: Rise to the Challenge Heal(A), Heal(9), ToHitDeb(9), Heal(15), ToHitDeb(37), ToHitDeb(43)
    Level 10: Fast Healing Heal(A), Heal(11), Heal(11), Heal(43)
    Level 12: Quick Recovery EndMod(A), EndMod(13), EndMod(13)
    Level 14: Fly Flight(A), Flight(46)
    Level 16: Swift Flight(A)
    Level 18: Health Heal(A), Heal(19), Heal(19), Heal(40)
    Level 20: Knockout Blow Acc(A), Dmg(21), Dmg(21), Dmg(23), RechRdx(23), EndRdx(25)
    Level 22: Indomitable Will EndRdx(A)
    Level 24: Stamina EndMod(A), EndMod(25), EndMod(37)
    Level 26: Heightened Senses DefBuff(A), DefBuff(27), DefBuff(27)
    Level 28: Rage RechRdx(A), RechRdx(29), RechRdx(29), ToHit(31), ToHit(36), ToHit(36)
    Level 30: Boxing Acc(A)
    Level 32: Strength of Will ResDam(A), ResDam(33), ResDam(33), EndRdx(33)
    Level 35: Tough ResDam(A), EndRdx(36), ResDam(46), ResDam(46)
    Level 38: Foot Stomp Acc(A), Dmg(39), Dmg(39), Dmg(39), EndRdx(40), RechRdx(40)
    Level 41: Handclap Acc(A), EndRdx(42), Dsrnt(42), Dsrnt(42)
    Level 44: Weave EndRdx(A), DefBuff(45), DefBuff(45), DefBuff(45)
    Level 47: Hurl Acc(A), Dmg(48), Dmg(48), Dmg(48), RechRdx(50), EndRdx(50)
    Level 49: Taunt Taunt(A), Taunt(50)

    I don't suggest this build, unless you have your Sands of Mu vet reward, to fill out the attack chain a bit. Once you do though, it should prove a most simple method of tanking, without ever having to touch the dirty loot/p-bay system. Just cause it's there, doesn't mean you HAVE to use it :-)



    Tricks of the Trade:

    Some common sense stuff, some personal opinion:

    * Rage will give you a 10 second period where you can't attack and it will drain some endurance.
    * Rage boosts accuracy enough that you MAY not need to slot your attacks for accuracy, until you get this power, however, you will need it.
    * At least one endurance reduction in each toggle and one in every attack you use regularly will help endurance issues, even with Quick Recovery. Staminia should allow removing End reducers from your toggles or some attacks.
    * Many tankers feel that the taunt aura of RttC, plus Gauntlet, is more than sufficient for aggro management. Others feel the Taunt power is a must-have. If you want Taunt, I reccomend taking it when you feel it's "needed".


    Toggle Powers to Keep Active:
    All of them. you're a toggle monger.
    Learn to love it, or else.



    --------------------------------------------------------------------------
    The Poor Man's Guide to WillPower/Super Strength

    Ok wanted to throw this in for those curious seekers who are new to tanks and needed a guide to know what powers do and what they should do!

    Will Power


    High Pain Tolerance
    Resist: 7.5%
    HP increase: 10% un-enhancable plus 10% enhancable
    Havok Happy Index:
    Description: An inherent power, this power increases resistance to everything and raises your base hit point count. If you're relying on solely your Primary for defense and resistance, than HPT is must-haves. If you're looking at pool powers like Fighting and Medicine, than this passives are powers you MAY be able to sacrifice. Adds a base 10% resistance to everything, adds 10% unenhancable to your health total, and adds an enhancable amount also!



    Mind Over Body
    Endurance: .14/s
    S/L Resist: 22.5%
    Psionic Res: 20%
    Havok Happy Index:
    Description:When you toggle on this power, you empower your Mind Over Body to become highly resistant to Smashing, Lethal and Psionic damage.

    Fast Healing
    Regeneration: 75%
    Havok Happy Index:
    Description:You heal Hit Points at a faster rate than normal. This power is always on.

    Indomitable Will
    Mezz Resist: -10
    Endurance: .14/s
    Psi Def: 10%
    Havok Happy Index:
    Description:When you toggle on this power, it grants protection from Sleep, Disorient, Fear, Confusions, Repel, Knockback and Hold effects. Indomitable Will also grant a moderate defense to Psionic based attacks.

    Rise to the Challenge
    Regen: 125%
    Taunt: Mag4-13.5s
    ToHit Debuff: -3.5%
    Endurance: .21/s
    Radius: 8
    Havok Happy Index:
    Description:The more the odds are against you, the more determined you become. When surrounded by foes, your ability to regenerate health increases greatly. Additionally, your resolve and the look in your eye is enough to leave most foes shaken, so their attacks are less accurate. The first foe you engage in melee grants the highest regeneration bonus, and up to 10 foes can contribute to this effect.

    Quick Recovery
    Recovery: 30
    Havok Happy Index:
    Description:You recover Endurance at a faster rate than normal. This power is always on. Actually BETTER than Staminia! get it, 3-slot it early, enjoy! Don't bother slotting the endmod proc, unless you have a slot, and NOWHERE ELSE to put it(say, even more regen?) Even as a tank, 3-QR and 3-Staminia will keep your blue bar happy for a long time.

    Heightened Senses
    Endurance: .21/s
    S/L Def: 3.3%
    Nrg/Neg/Fire/Cold Def: 13%
    Havok Happy Index:
    Description:You become more aware of your environment and its hazards while this power is activated. This will increase your Defense versus environmental damage as long as it is active. Your Heightened Senses also allow you to perceive stealthy foes and resist Defense Debuffs. every little bit helps, and it's GREAT at keeping out the elements.

    Resurgence
    Recharge 300s
    Duration: 90s
    Cast: 4.33s
    Heal: 83.3%
    DamBuff: 28%
    Havok Happy Index:
    Description:Should you fall in battle, you can Revive yourself from the brink of death. You will revive with most of your hit points and half your endurance and be protected from experience debt for 20 seconds. Additionally, for 90 seconds, your damage and accuracy will be improved, then for another 45 seconds, your damage and accuracy will be diminished. Mini-SelfMutate. Takeing this lets your teammates know you PLAN on dying a lot.

    Strength of Will
    Cast: 1
    Endurance: 2.6
    Recharge: 300s
    Duration: 120s
    Havok Happy Index:
    Description: When you activate this power, you not only become extremely resistant to most damage, but also to Disoreint, Immobilization, Hold, Knockback, Repel and Sleep effects. Strength of Will costs little Endurance to activate, but when it wears off you are left exhausted, and substantially drained of Endurance. For a 2 minute period you are a god. Your endurance recovery rate is through the roof, you are almost impossible to Mez (you are still vulnerable to Fear), and your RES rates become much better (25S/L, 12.5 to most else). Pity the fool who can't survive 2 minutes of your pounding! Then there is the downside. After those 2 minutes the wild ride ends with you losing 50 endurance. Now if you can handle that this power is pretty good.




    --------------------------------------------------------------------------
    Super Strength
    Note: Remember all powers listed in here have a PBAoE Taunt component, a.k.a. Gauntlet. and that's enhanceable now!

    Jab
    Accuracy: 75%
    Activation: 1.07
    Endurance: 3.536
    Recharge: 2.0
    Range: 5
    Brawl Index: 1.8889
    Havok Happy Index:
    Description: Tag this on the bottom of your attack chain in PVE combat, just for the mild disorient effect it has on minions. In PVP, replace it with Brawl. If you MUST slot it, put in a nice proc.

    Punch
    Accuracy: 75%
    Activation: 1.2
    Endurance: 7.5
    Recharge: 4.0
    Range: 5
    Brawl Index: 2.7778
    Havok Happy Index:
    Description: A decent punch attack complete with knockdown. In the lower levels, slot accuracy first, and at least one endurance reduction second. Standard SO slotting at later levels is 3 Damage, 1 Endurance (accuracy handled by Rage).

    Taunt
    Accuracy: 80%
    Activation: 2.2
    Recharge: 10.0
    Range: 70
    Havok Happy Index:
    Description: A decent aggro control tool that auto-hits 5 foes, at range. When you're in the thick of it, Gauntlet and Invincibility will handle most all of your aggro needs, but nothing grabs foe's attention at a distance like Taunt. It is not a required power for a team tank, but it can be the power for anyone who wants to be the Rock that teams are built upon. optional

    Haymaker
    Accuracy: 75%
    Activation: 1.5
    Endurance: 8.53
    Recharge: 8.0
    Range: 5
    Brawl Index: 4.5556
    Havok Happy Index:
    Description: Another good solid power with a Knockdown component. Slow to recharge, and heavy on endurance...so in early levels, slot accuracy and endurance first. SO slotting is 3-DMG, 1-END, 1-ACC, 1-2 Recharge (your choice).

    Hand Clap
    Accuracy: 55%
    Activation: 1.23
    Endurance: 13.0
    Recharge: 30.0
    Havok Happy Index:
    Description: I don't hate this power I just don't personally find it the best usage of a Tankers endurance or attack cycles. I think you'll get better usage out of Footstomp, but if you want it take it. It does no damage, does knockdown, and has a chance to disorient so it can make a decient combination with some Controller powersets. Good place for some of those combat procs to sit.

    Knockout Blow
    Accuracy: 95%
    Activation: 2.23
    Endurance: 18.51
    Recharge: 25.0
    Range: 5
    Brawl Index: 9.8889
    Havok Happy Index:
    Description: Take this power. It does awsome damage, knockdown, and a strong chance to disorient. It doesn't get any better. SO Slotting is 3-DMG, 1-END, 1-2 Recharge, 1-ACC.

    Rage
    Activation: 1.17
    Endurance: 5.2
    Duration: 120
    Recharge: 240
    Havok Happy Index:
    Description: Rage, rage against the dying of the light...This power rocks hardcore. It's 80% Damage Enhancement and 20% ACC boost. It lasts for 2 minutes but when it drops you are unable to attack for 10 seconds (you can only use powers which affect yourself). You will also face a nasty end drop, so watch your toggles and have a blue or two ready. Three SO recharges make this a perma-power, and I highly recommend this. Just remember to inform your teams before combat if you use it continuously, so they'll know why you spend 10 seconds every couple of minutes contemplating your navel.

    Hurl
    Accuracy: 75%
    Activation: 3.83
    Endurance: 9.36
    Recharge: 8.0
    Range: 80
    Brawl Index: 4.5554
    Havok Happy Index:
    Description: A solid power that is ranged, has a knockdown component, and can take a flying PC out of the air in PvP. The downside is a horribly long activation time. The upside is, it looks really cool!

    Foot Stomp
    Accuracy: 75%
    Activation: 2.1
    Endurance: 18.51
    Recharge: 20
    Brawl Index: 3.94444
    Havok Happy Index:
    Description: Solid AoE damage, with Knockdown. An awecome, must-have power for SS tankers, second only to Knockout Blow. Focus on that EB/AV in a fight, throw this in every time it recharges, and by the time you're done with that boss, hey look! The minions are dead too! Slotting is...aw, you know the drill.

    --------------------------------------------------------------------------
    Flight/Speed/Fitness/Energy Mastery

    I'd be remiss if I recommended powers from these sets and didn't tell you what they gave!

    Flight
    Hover
    Activation: 1
    Endurance: 0.2 End/Sec
    Recharge: 1
    Havok Happy Index:
    Description: Prior to ED,6 slotted hover was as fast as 1 slotted Flight with far cheaper endurance cost. It gives you 5% defence to everything, and has pretty low end costs now...but I still wouldn't take it.

    Air Superiority
    Accuracy: 75%
    Activation: 1.5
    Endurance: 6.5
    Recharge: 4.0
    Range: 5
    Brawl Index: 2.7778
    Havok Happy Index:
    Description: The best non-epic power pool attack IMHO. It's pretty awsome. It's fast, does decent damage, does knock up, and has a chance to knock fliers out of the air. That's fun! As a bonus, with some minor recharge, you can keep many mobs in a permanent juggle.

    Fly
    Activation: 1
    Endurance: 1.0 End/Seec
    Recharge: 1
    Havok Happy Index:
    Description: As far as travel powers go, It's MEHh.... Freedom to travel in any direction. Not the Fastest movment ever(even slotted with swift too) but it will get the job done, and is a brain-free travel power. Plus, what kind of Superman@tm would you be without being able to fly?


    Group Fly
    Activation: 2.03
    Endurance: 2.0 End/Sec
    Recharge: 1
    Havok Happy Index:
    Description: Craptastic. It grants you and your closest friends (i.e. those who are hugging you at the time) flight. So long as you have endurance and they stay close to you they will remain flying.


    Speed
    Flurry
    Accuracy: 75%
    Activation: 3.07
    Endurance: 5.5
    Recharge: 3.0
    Range: 5
    Brawl Index: 3.176
    Havok Happy Index:
    Description: This power does crap damage and has a small chance to disorient. It's coolest aspect is also it's downfall. It has a neet animation that fits its description but the animation is long which hurts it in a solid damage string. Think Sands of Mu, but without any of the good stuff.

    Hasten
    Activation: 0.73
    Endurance: 20.0
    Duration: 120
    Recharge: 450
    Havok Happy Index:
    Description: Possibly one of the 2 most powerful Power Pool abilities in the game this ability significantly ups the recharge rate of all your powers (acts as a 70% Recharge Reducer). At the end of it's duration it does drain a pretty chunk of endurance though so watch those toggle drops! Take it late in the game with Conserve Power, and it's a great way to have your heavy hitters up more often.

    Super Speed
    Activation: 1
    Endurance: 0.4 End/Sec
    Recharge: 1
    Havok Happy Index:
    Description: An awesome travel power, this ability adds a nice stealth component along with giving you one of the fastest travel powers in the game. As nice as it is it does lack a vertical component which hurts.

    Whirlwind
    Activation: 1.17
    Endurance: 1.0 End/Sec
    Recharge: 20.0
    Havok Happy Index:
    Description: Previously the most underrated power in the game, a recent change casts it's usefulness in doubt. When active, you spin like a cuisinart and every foe around you goes flying from knockback. It's endurance heavy, and since it was change from knockup to knockback, it's utility for tankers is questionable.


    Fitness
    Swift
    Havok Happy Index:
    Description: A simple base power that increases running speed. Its inherent and really is just a power to get you to Stamina. Since I already took Flight, I choose this. you can slot run OR fly enh into it depending on wether you want more speed mission-to-mission or mob-to-mob.

    Hurdle
    Havok Happy Index:
    Description: Another possible stepping stone on the way to Stamina.

    Health
    Havok Happy Index:
    Description: This power acts like a 40% enhancer to your heal rate, plus grants resistance to Sleep. A highly underrated power for Tankers, who have the highest HP of anyone in the game. Take it, 3-slot for heals.

    Stamina
    Havok Happy Index:
    Description: Geko once called this power the most powerful power in the game. It is an inherent that increases your Endurance regen rate by 0.42 End/Sec.




    Addendums

    Fast Healing

    How quickly does Fast Healing recover Hit Points?

    A character without Fast Healing recovers 25% of his Hit Points every minute, which means he can recover fully in four minutes. With Fast Healing (unenhanced), a character recovers roughly 35% of his Hit Points every minute, allowing him to fully recover in just under 3 minutes (171 seconds, according to testing in beta). With six single-origin Heal enhancements in Fast Healing, the character recovers 55% of his Hit Points per minute, or full recovery in less than 2 minutes (109 seconds).

    Does Fast Healing stack with Health (from the Fitness power pool)?

    Yes. Unenhanced, Fast Healing increases the recovery rate by 40%, while Health increases the recovery rate by 30%.
    Fast Healing and Health together (both unenhanced) allow a character to recover 42% of their Hit Points every minute, giving a full recovery in under two and a half minutes (141 seconds). With six single-origin Heal enhancements in Fast Healing, the rate rises to 62% per minute, or full recovery in just over a minute and a half (96 seconds). Placing those enhancements in Health instead provides a lower effect (57%, full recovery in 104 seconds).
    If a character takes both Fast Healing and Health, and places the maximum of six single-origin enhancements in both powers, their recovery rate increases to a maximum of 77% per minute, or recovery from 1 Hit Point to full in 77 seconds.

    Should I slot The Unique Healing IO's, and where?

    Here's where fine tuning gets kicked into high gear. With 8 slots to dedicate between health and fast healing(we're "Regen Tankers" remember, so slotting your regen and health is important!) I've found the best split for me is, slot your uniques into health. Numinia Unique and Heal, for health boost, regen, recovery, and the 10% set bonus and a Miracle Heal. Miracle Recovery(paired with the Miracle Heal for even more recovery) and Regenerative tissue go into the "spare" 2 slots.

    Quick Recovery

    How quickly does Quick Recovery recover Endurance?

    Unenhanced, Quick Recovery gives a 33% increase over the standard Endurance recovery rate. See below for a table showing the relative benefits of Quick Recovery, Stamina, and Quick Recovery (with 6 Single-Origin Endurance Recovery Enhancements) + Stamina.

    Does Quick Recovery stack with Stamina (from the Fitness power pool)?

    Yes. Quick Recovery increases the Endurance recovery rate by 33%, while Stamina increases the recovery rate by 25%. Fully enhanced with 6 single-origin Endurance Recovery enhancements in each power, Quick Recovery and Stamina will bring a character from 0 Endurance to full in 21.8 seconds.


    Enclosed below is my supersecret Set IO build. No peeking now, it's in code!
    | Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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    )#BD.&0Y16!S@$.7&(0[Y?GA^]B_2/%S^
    |-----------------------------------------------------------------------------|
  22. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    hamidon does not have much defece at all.it is very easy to hit him.however he takes next to no damage from pretty much anything.he also has a butload of health and a scary regen rate.

    i dont imagine this will change hammy all that much.

    [/ QUOTE ]

    But that's not the reason it won't change Hami all that much. It's because this change only affects critters' accuracies, not our defense. It has no bearing on how hard it will be to hit a critter, regardless of whether it has defense or not. I'll second Arcana's petition - the name is going to be very misleading for a lot of people who don't obsessively post about (Arcana) or read about (me) these changes.

    Though, one thing that might be interesting is depending on Hami's acc numbers, defense based sets may be able to make Hami miss once in a while now. That is, if they even changed his numbers, he may just have insanely high to-hit and acc regardless.

    [/ QUOTE ]

    Nope. Hamidon's attacks are untyped - meaning, no "smash/lethal etc" and ALSO no "melee, ranged, AoE" typing. This means no typed defense of *any* kind works against it, including super reflexes defenses, which are "typed" in terms of m/r/aoe.

    Theoretically speaking, only "base defense" would work against Hamidon (the almost legendary "defense to all" defense) but I have no idea if any powers at the moment possess base defense (at one time, it was rumored that Elude did, as well as PFF, and Fortitude. I have no idea if any of that is true).

    [/ QUOTE ]

    To put in my 2 cents worth... Dispersion bubble is a +DEF(All) and Personal Force field is a +DEF....
    Deflectin shield, and insulation shield are both typed def.

    so in theory anyhow, both DB and PFF should "defend" against even hamidon's attacks. Multiple, stacked Dispersion bubbles may even do some damage mitigation through superior DEF. the "castables" though will still be for naught against His Royal Jelloness.

    Since the odds of getting a Hamidon raid together on test, are almost non-exsistant Just to test Dispersion Bubble effectiveness are lower than a Contaminated's chance of surviving in atlas park.....We'll have to wait till it goes live, to test :-(


    Addendum...
    I feel NO sympathy for you MOG guys and gals...
    though i too have a regenn scrapper, from the way you all talk, it sounds as if most of you are I3 or earlier regenners. I know you've taken more than your fair share of nerfs in the past, but FINALLY, this update lets me, as a FF defender, take on mobs more than 1, yes ONE, level above me. I can actually stand against a purple buss, and survive long enough to attack back(aka without PFF). haven't felt this powerful since ED kicked me in the tush. Start doing like the Paragon Protectors... run all your powers, hitIH when you get a little nervous... at the last moment, Throw out MoG and hope you and or your team can finish off the last few standing enemies. or use that 30 seconds to RUN like the rest of us :-)
    /endrant about how everyone else is better defended/does more damage/controls better/survives longer/fights tougher enemies/etc. than me.
  23. Well, here's my take on the awesome/aweful Mayhem mission.

    Tried one out last night. Had great fun smashing stuff up on the way to the bank... fought 2 mobs, 4 cars, some parking meters, and a bus stop.

    Entered the bank. cleared it out. pretty normal, except for the initial civilian bugout. took out the vault door, got the loot, and WHAMMO! Back Alley brawler faceplants me. Now as an upper crust dark/fire brute, I can solo Ghost of scrapyarder...so being oneshotted by a yellow con elite boss just SUCKED!

    Busted outa jail just fine. While fighting the guards, the nice electric lady jumped through her cell, and pitched in. even followed me all the way out of the jail, never touching her door. I think she must have the new brute lightning strike/teleport power :-)

    Gave Back Alley brawler a second go. Munched 4 orange, 4 purple, 2 yellow, and 2 reds. I ALMOST survived long enough to get him to 1/2. As soon as my first inspiration started to blink, I was faceplanted from full. The electric lady kept fighting for another min or two, but eventually she bit it big too.

    Back to jail, and break out yet again.... nicer this time, cause al the guards/main reinforced door are already taken out.. only the cell door to worry bout.

    Proceded to stay outside, and whomp up on everything that'd break.

    As far as the "bonus times" go, there were various groups of villains around. mostly freakshow. all their actions counted toward MY time credits. they still qualified as enemy mobs though, so i killed them, as i came across them, just like the police. BTW. There was a parking lot with over a dozen cars, and even more boxes and parking meters... LOADS of bonus time there, and AOE took them out quick(lvl 30+ vs lvl 10-).

    even picked up a shiny badge for, I presume, staying in the mision long enough (seemed to be around an hour).

    I "failed" the mission, on account of the server resetting. :-( I think, with a group member or two added after singlespawning the mission, that it could have been VERY sucessful... If things go live the way they are.. I will have to deal with them, as i do for AV storyarc mission. Recruit a gang, single spawn, then invite the crew for the mayhem.

    On the "easiest" setting, the bank ambush always spawned an elite boss. I just can't solo elite bosses pre-40, on my villains. At least not since they've "toughened" all the EB and ups, in the I7 test patch.

    My "solution" would be, either give us a longer timer, to get a group together for the raid(and it IS a raid, no matter what the mission text says) or make the ambush EB's spawn as named bosses for solo, on the easiest diff setting. Then, i could actually DO the mission, and get my next contact.

    Between the flashgrenades flooring my acc(double green++ so's) , the web/glue grenades slowing me to a crawl, and the PSI damage from the new police, the miinions are finally at a challenging level. that's GREAT. I like the challenge. But for a brute, at full SMASH! to not even have a chance against the end-boss, solo, just ain't right. Even when i tried it with my Mastermind, all his pets, and the jailed villain, STILL couldn't make but a scratch in the Elite Boss. ;-(

    I'll try again tonight, to run straight to the bank mission, and try to spawn the "hero" ASAP, with little to no collaterol damage. if he spawns lt or boss, then I say leave it as it is, but give us a warning when the diff starts bumping up from collatoral damage. after the bank is down, then we can have our heyday in the field, smashing and looting, with only longbow and PPD to worry about.

    For those under lvl 20 or so, avoid blowing up cars. their damage is minimal to a lvl 30+, but at lower levels, definately harsh. For breaking out of jail with pets, if they are ranged pets(bots especially) set them to aggressive, and stay here, at the back of the cell. they're out of explosion range, if you place them right.

    My 2 Inf
  24. Small Guide for now, If there's enough request, I'll get more specific.

    For starters, You'll need to have someone good at Smash!
    That means a well rounded Brute. Any kind SHOULD do, but being a Dark/Fire Brute, that's what I'll recomend. Plenty of good guides on the boards about building an effective AOE brute. no use re-writing the wheel.

    Next, add in a healthy dose of Radiation Corruptor. As always, Accelerated Metabolism will be your friend. Try not to get hung up on the anchor debuffs. cast'm if you have time, but if you thought brutes killed off your anchors quickly before, just wait! You have attacks. Do some damage onyour own. If fighting larger groups of purple, your Brute may, MAY, need an occasional Radiant Aura. Just keep her yellow or better. She shold be able to manage the rest.

    Now, add in a generous portion of Kinetics coruptor, and you're off and running. If you've made a Kinetics Villain, and made it past lvl 15, you already know your job, and do it well. Keep the Brute Buffed, and fill your time inbetween with fun stuff, like damage dealing, healing, debuffing, slowing, whatever.

    If you're a real glutton for Smashtastic play, now you add in an element of control to the Smash! chaos. An ice dominator with the lovely Ice Slick is the first powerset to reach Smashtasticism. Plant, and Fire should also work, but not as well, or as early. Ice just turns the area into a playground for the brute. Nothing Dies quite so easily as something that doesn't fight back, AND doesn't run away!


    There are just 3 main problems with this gang setup.
    First, your brute WILL need to take a brake every 1/2 or so, to give their "toggle closest target" finger a rest.
    Second, the lack of higher level Villains to skim funds from can cause some players to actually want to Sell their enhancment drops to the stores! This can cause some angst for the more well funded villain, as all that running eats into valuable Smash! time. Especially as the levels creep past 25, and more of your total loot comes from selling enhs, and less from thugs dropping spare change.
    And the final, but BIGGEST problem. CAVES!
    With multiple speed boosts, and AM running, even normal walking rates become unbearably fast inside of caves. We're talkingSuperspeed numbers here folks. Run paper mission, and choose only non-cave missions. You WILL appreciate it when you accidently get that first, and hopefully last, cave mission from the paper.

    Well, that's my 2 Inf for now.

    If you can't figure out the critical powers for sucess from this thread, or any other guides out there, I'll throw up an addendum of the "critical" powers from each set to take. We wouldn't want to get TOO perfect and precise on the builds. I still remember what happened when we figured out that 8 rad/rad Defender Vs. Hamidon trick. her's to hopin we avoid the NerfStick this time.

    *The word Smash! gleefully stolen from many other threads about the subject. All other Smash! related words, well, just sounded right at the time. Apologies to any english teachers that might read this post.
  25. As of today, Veluta Lunata gives missions for the trapping 50 ghosts, but only for lvl 10 and above. so it seems the whole first story arc may now be missing? at the very least bugged.