makerian

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  1. Can a rogue or vigilante do the LRSF and STF back to back and get Incarnate Components for each run? Same question for doing the DKTF and BSF in short succession.

    Additionally, is the timer 18 or 20 hours before the rewards table for doing the same TF would allow you to select the Incarnate Component?
  2. Well I do consider the website to be accurate, but I will not be betting the house on it.

    From what I gather from the website, speculation and assumptions, is that it only takes 1 Uncommon [plus other unknown things] to make 1 Rare. And it only takes 2 Rares [plus other unknown things] to make 1 Very Rare.

    So, since I have 2 Uncommons for each Alpha, I have met the basic requirements. It's all the extra shards and components in addition to the Uncommons that I don't know about.

    Of course, the website could be wrong and maybe it's still in development, but based on what they gave us, it's not a total mystery, just incomplete information.

    Thanks for answering the short term question. I guess we'll all have to wait to see what shards/component requirements are imposed on the R/VRs.

    Edit: and my speculation is that it will take about 255 shards to go from nothing but an empty slot through to Common all the way to a Very Rare.
  3. I haven't seen them, and maybe they're not available yet, but does anyone know the requirements for Rares and Very Rares yet?

    I can guesstimate how much I need to save up in shards, but I'm speaking specifically about components required to make Rares and Very Rares. I figure I can pretty much do all the component contact over and over for a while and still not have enough, but it would be nice to know.
  4. makerian

    Day Jobs Over.

    I sorta like the idea of more day job locations added over time. I keep a spreadsheet so it's not too hard to figure out if I earned them or not.

    What I don't like is that you can't ALSO be rewarded for online time in those locations. Sure, it would most likely be miniscule, but at least it would be nice to be in the hospital and get a few minutes of credit a month.

    Also, I think the game has no method of assisting for Day Job accolade bonuses. It would be nice if the game would assist you with which Day Job accolades you could be earning, or something like that. Or an easier way to view your Day Job and Accolade power progress, preferably offline.

    I sometimes manage my salvage/recipes/builds/alphas/jobs/badges via a spreadsheet. It would be awesome if the Devs had an export feature for the game that would give you all kinds of useful information about your characters, to include things like badges and day jobs, but other things too like prestige, inf, sg, server, enhancement inventory, builds, etc.
  5. I don't think it's 18 hours of online time, pretty sure I got 2 within 2-3 days with only a few hours of online time logged.
  6. I've spent before reaching 100, but I've heard tell of people above 100. My guess is 999 but haven't heard of anyone hitting the cap yet.
  7. makerian

    First tank

    I recommend 3 slotting Swift.
    You put 2 Recovery IOs in Health, but your End already seems fine
    You put an Acc in Jab, but with set bonuses your Acc should be high enough
    You picked up the extra armors, something I wouldn't do probably, but depends if you wanna be minerals sometimes and granite others.
    I would consider trying to get Earth's Embrace closer to perma.
    As someone else said, some of the set bonuses you earned at the 6th slot are positional, but you already have high typed def. You should focus on typed bonuses instead.
    I slot Granite differently, YMMV.

    Here is a basic Granite build (I was just posting for my /War Mace, so I took out the 2ry).

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |448E3954AA6740B137120C3B4B1773E80AFE083185FC5C385D71EDE00D7618049E6|
    |D249E65B6BD6FCB30E7BF66EBF3F8808F1E1BE50228F46FA74DA3BD2CDB7D20AB4F|
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    |-------------------------------------------------------------------|
  8. I appreciate everyone's advice on the build posted below.

    As way of background, Ktonic Titan was created back in Issue 1. It was my first tank and an interesting experience, but not one I enjoyed much after experimenting with other Tankers. He's been shelved for a very long time. However, I have considered reviving him recently, particularly with the possibility of a Very Rare Spirituality down the road.

    This is my first time I think exporting a mid's build and asking for advice, so hopefully this works. The mid's build is slightly unrealistic in that it has 5 purple sets and a Shield Wall +Res, which I may or may not actually get depending on how fun I think he is. I think I haven't gimped him much by designing him around recharge set bonuses, although I'd never 5 slot Taunt except for the +recharge in Perfect Zinger. Another anomaly is the Stealth pool. It may be redundant, and it of course goes against some of the Tanker ethos, but I think I'm mature enough to know if/when to use it on a team.

    With Granite on and Earth Embrace, he's nearly Res capped for everything but E/Ne/Psi and his typed Def would be 55+.

    This build gives him +112.5% recharge, exclusive of Hasten and Granite.

    My goal was to create a high recharge (5 5% sets, 5 7.5% IOs, 5 10% sets), faster running (3 slotted Swift, 5 7.5 Run Speed IOs), and high Def/Res tanker.

    I'm foregoing Teleport (at least on the build, we'll see about practice).

    My choice of Ancillary was so I could slot Hold and Immobilize purple sets only.



    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: War Mace
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Arctic Mastery

    Hero Profile:
    Level 1: Stone Skin
    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    Level 1: Bash
    • (A) Crushing Impact - Accuracy/Damage
    • (3) Crushing Impact - Damage/Endurance
    • (5) Crushing Impact - Damage/Recharge
    • (5) Crushing Impact - Accuracy/Damage/Recharge
    • (7) Crushing Impact - Accuracy/Damage/Endurance
    Level 2: Pulverize
    • (A) Hecatomb - Damage
    • (7) Hecatomb - Damage/Recharge
    • (13) Hecatomb - Accuracy/Damage/Recharge
    • (15) Hecatomb - Accuracy/Recharge
    • (15) Hecatomb - Damage/Endurance
    Level 4: Jawbreaker
    • (A) Crushing Impact - Accuracy/Damage
    • (29) Crushing Impact - Damage/Endurance
    • (31) Crushing Impact - Damage/Recharge
    • (31) Crushing Impact - Accuracy/Damage/Recharge
    • (31) Crushing Impact - Accuracy/Damage/Endurance
    Level 6: Kick
    • (A) Damage Increase IO
    Level 8: Stealth
    • (A) Luck of the Gambler - Recharge Speed
    • (9) Gift of the Ancients - Run Speed +7.5%
    • (9) Defense Buff IO
    • (11) Defense Buff IO
    Level 10: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (11) Gift of the Ancients - Run Speed +7.5%
    • (37) Shield Wall - +Res (Teleportation), +3% Res (All)
    Level 12: Grant Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    • (13) Gift of the Ancients - Run Speed +7.5%
    Level 14: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 16: Taunt
    • (A) Perfect Zinger - Taunt
    • (17) Perfect Zinger - Taunt/Recharge
    • (17) Perfect Zinger - Taunt/Recharge/Range
    • (19) Perfect Zinger - Accuracy/Recharge
    • (19) Perfect Zinger - Taunt/Range
    Level 18: Mud Pots
    • (A) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (25) Multi Strike - Accuracy/Damage/Endurance
    • (27) Scirocco's Dervish - Accuracy/Damage
    Level 20: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (21) Gift of the Ancients - Run Speed +7.5%
    • (21) Defense Buff IO
    • (23) Defense Buff IO
    Level 22: Hasten
    • (A) Recharge Reduction IO
    • (23) Recharge Reduction IO
    • (25) Recharge Reduction IO
    Level 24: Earth's Embrace
    • (A) Numina's Convalescence - Heal/Recharge
    • (37) Doctored Wounds - Heal/Recharge
    • (40) Miracle - Heal/Recharge
    • (50) Panacea - Hea/Recharge
    Level 26: Rooted
    • (A) HamiO:Golgi Exposure
    • (43) HamiO:Golgi Exposure
    • (46) Healing IO
    Level 28: Whirling Mace
    • (A) Obliteration - Damage
    • (40) Obliteration - Accuracy/Recharge
    • (43) Obliteration - Damage/Recharge
    • (46) Obliteration - Accuracy/Damage/Recharge
    • (50) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 30: Clobber
    • (A) Damage Increase IO
    Level 32: Granite Armor
    • (A) Luck of the Gambler - Recharge Speed
    • (33) Gift of the Ancients - Run Speed +7.5%
    • (33) Defense Buff IO
    • (33) Resist Damage IO
    • (34) HamiO:Ribosome Exposure
    • (34) HamiO:Ribosome Exposure
    Level 35: Shatter
    • (A) Armageddon - Damage
    • (36) Armageddon - Damage/Recharge
    • (36) Armageddon - Accuracy/Damage/Recharge
    • (36) Armageddon - Accuracy/Recharge
    • (37) Armageddon - Damage/Endurance
    Level 38: Crowd Control
    • (A) Obliteration - Damage
    • (39) Obliteration - Accuracy/Recharge
    • (39) Obliteration - Damage/Recharge
    • (39) Obliteration - Accuracy/Damage/Recharge
    • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 41: Chilblain
    • (A) Gravitational Anchor - Immobilize
    • (42) Gravitational Anchor - Immobilize/Recharge
    • (42) Gravitational Anchor - Accuracy/Immobilize/Recharge
    • (42) Gravitational Anchor - Accuracy/Recharge
    • (43) Gravitational Anchor - Immobilize/Endurance
    Level 44: Block of Ice
    • (A) Unbreakable Constraint - Hold
    • (45) Unbreakable Constraint - Hold/Recharge
    • (45) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (45) Unbreakable Constraint - Accuracy/Recharge
    • (46) Unbreakable Constraint - Endurance/Hold
    Level 47: Ice Blast
    • (A) Apocalypse - Damage
    • (48) Apocalypse - Damage/Recharge
    • (48) Apocalypse - Accuracy/Damage/Recharge
    • (48) Apocalypse - Accuracy/Recharge
    • (50) Apocalypse - Damage/Endurance
    Level 49: Shiver
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Damage Increase IO
    Level 1: Sprint
    • (A) Endurance Reduction IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    • (3) Run Speed IO
    • (34) Run Speed IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Health
    • (A) Healing IO
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (27) Endurance Modification IO
    • (29) Endurance Modification IO
    ------------
    Set Bonus Totals:
    • 12.5% DamageBuff(Smashing)
    • 12.5% DamageBuff(Lethal)
    • 12.5% DamageBuff(Fire)
    • 12.5% DamageBuff(Cold)
    • 12.5% DamageBuff(Energy)
    • 12.5% DamageBuff(Negative)
    • 12.5% DamageBuff(Toxic)
    • 12.5% DamageBuff(Psionic)
    • 6% Defense(Smashing)
    • 6% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 6% Defense(Energy)
    • 6% Defense(Negative)
    • 6% Defense(Psionic)
    • 6% Defense(Melee)
    • 6% Defense(Ranged)
    • 6% Defense(AoE)
    • 112.5% Enhancement(RechargeTime)
    • 92% Enhancement(Accuracy)
    • 98.39 HP (5.25%) HitPoints
    • MezResist(Immobilize) 4.4%
    • MezResist(Stun) 4.4%
    • MezResist(Terrorized) 2.75%
    • 16% (0.267 End/sec) Recovery
    • 36% (2.817 HP/sec) Regeneration
    • 3% Resistance(Smashing)
    • 3% Resistance(Lethal)
    • 13.08% Resistance(Fire)
    • 13.08% Resistance(Cold)
    • 3% Resistance(Energy)
    • 3% Resistance(Negative)
    • 3% Resistance(Toxic)
    • 3% Resistance(Psionic)
    • 37.5% RunSpeed
    ------------
    Set Bonuses:
    Gladiator's Armor
    (Stone Skin)
    • 3% Defense(All)
    Crushing Impact
    (Bash)
    • MezResist(Immobilize) 2.2%
    • 21.08 HP (1.125%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Hecatomb
    (Pulverize)
    • 4% (0.067 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Crushing Impact
    (Jawbreaker)
    • MezResist(Immobilize) 2.2%
    • 21.08 HP (1.125%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Stealth)
    • 7.5% Enhancement(RechargeTime)
    Gift of the Ancients
    (Stealth)
    • 7.5% RunSpeed
    Luck of the Gambler
    (Maneuvers)
    • 7.5% Enhancement(RechargeTime)
    Gift of the Ancients
    (Maneuvers)
    • 7.5% RunSpeed
    Shield Wall
    (Maneuvers)
    • 3% Resistance(All)
    Luck of the Gambler
    (Grant Invisibility)
    • 7.5% Enhancement(RechargeTime)
    Gift of the Ancients
    (Grant Invisibility)
    • 7.5% RunSpeed
    Steadfast Protection
    (Tough)
    • 3% Defense(All)
    Perfect Zinger
    (Taunt)
    • MezResist(Terrorized) 2.75%
    • 10% (0.782 HP/sec) Regeneration
    • 5% Enhancement(RechargeTime)
    • 2.5% DamageBuff(All)
    Scirocco's Dervish
    (Mud Pots)
    • 10% (0.782 HP/sec) Regeneration
    Luck of the Gambler
    (Weave)
    • 7.5% Enhancement(RechargeTime)
    Gift of the Ancients
    (Weave)
    • 7.5% RunSpeed
    Obliteration
    (Whirling Mace)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Granite Armor)
    • 7.5% Enhancement(RechargeTime)
    Gift of the Ancients
    (Granite Armor)
    • 7.5% RunSpeed
    Armageddon
    (Shatter)
    • 4% (0.067 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Obliteration
    (Crowd Control)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Gravitational Anchor
    (Chilblain)
    • 4% (0.067 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Unbreakable Constraint
    (Block of Ice)
    • 4% (0.067 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Apocalypse
    (Ice Blast)
    • 16% (1.252 HP/sec) Regeneration
    • 56.22 HP (3%) HitPoints
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
  9. I use it for notes, not ratings. I used to just use a txt file outside of the game, but that was mostly for team configurations in case I had to reinvite during a crash or took a TF photo op at the end and wanted to remember who's who. I like the ability to do it in game. I've tried to add notes more recently for TFs completed with people, but I think that's in part because I'm mostly on a new server now.
  10. Yes. My L50 blaster became a villain and never had any low level villain contacts. Using Ouro, I could get the arc from Ross. During the arc, I could talk to ? Diviner Maros ? to get the other badge.

    Of course, you have to know where to find ? Maros ? (near the Ferry in Sharkhead), because he won't appear in the contact list during the OB arc or otherwise. As long as you find him, he will talk to you, unlike other contacts during an OB arc or TF/SF.
  11. Yes, my hero that became a villain ran the arc twice to get both badges. You only need to run the arc once if you do it right.

    If you pay attention to the text and talk to ? Diviner Maros ? each time you are supposed to near the ferry, you will begin his internal arc (and I've heard maybe other contacts work as well, but that's who I use). The other tricky part is talking to the radio inside the entrance of the missions. The reason I had to repeat it was I missed one of the radios and then couldn't continue with the internal arc.
  12. Someone already mentioned it here, but you can swap out boosts. Cardiac was my first, and primary, boost for my main build on my Fire/Ice blaster. I have uncommons for each alpha, though (not that it matters much, my pri/sec don't benefit as much as some others from the subsidiary bonuses in the alphas).

    I figured I was already at Acc and Dam caps with IOs. I could use Recharge, but in a way that wouldn't always be noticeable. I don't rely on long recharge powers, save Hasten. Plus, with IOs, my recharge is pretty high. After animations, my attack chains are recharged with minor exceptions (spamming my double holds, for example).

    Cardiac, though, provided me with immediate, noticeable benefits. I have IOs with end reduction in them, but nothing extravagant like Dam/Acc. Before I would have to manage my end, maybe pop a blue pill, maybe slow down, maybe leave a toggle or two off for a minute. It wasn't much, but it did require some management. With Cardiac, I'm a toggle blaster with no noticeable net effect on my end. I like that.

    Some builds would get Spiritual before other alphas, but of the few 50s I intend to roll with, Cardiac Common will still likely be the 1st thing I'll earn on them.
  13. I spoke too soon about the Salvage window and shards then. I thought I looked but probably didn't notice it. That's good to know, I don't like the Incarnate window interface for trying to figure out what I have in inventory.
  14. It is a strange rule, but profiteering is probably the reason. Sometimes prices really spike at certain times. If all of a sudden a certain recipe went from about 100 million to 1000 million, someone could get a bunch and make a quick fortune.

    I don't much care for it either, since I had been saving them and now I have to spend a few weeks to clear my inventory, and it makes tracking what I need that much harder. It just means I have to take a longer view to slotting up characters that are already 50 (particularly for those 3rd builds).

    However, I think if I were a low level character and used tips during my life to 50, it would probably feel quite reasonable.
  15. After you've completed the Mender Ramiel arc in Ouroboros (http://paragonwiki.com/wiki/Mender_Ramiel), you will unlock the Alpha slot.

    After that, any L50 you defeat has a chance of dropping a shard. That means you could just run 50 missions and get shards. Of course, the chance to drop increases with the NPC class (so the chance is pets < minions < LTs < bosses < ...).

    My experience running TFs is that you get between 3-15 shard drops, with the average probably around 7. Plus some TFs (Barracuda/Kahn, Lord Recluse/Statesman, Lady Grey, Imperious) give you components as a reward, which is like a bonus 4 shards if you need that component. You can also get one component with 150 Vanguard merits, so you'd have to unlock the Vanguard arc and then fight Rikti.

    If you don't have time to do TFs, you might wanna try to keep on the lookout for Mothership Raids in the RWZ. The time commitment is about an hour, but it's easier to come late or leave early without dooming the process, unlike a TF. I was getting around 8 shards per MSR and did those exclusively except I did some TFs on the weekends.

    Hopefully that helps. Also browse through the questions here, I'm pretty sure you'll see many of the same types of questions asked and might have some good discussions in those threads that won't be repeated here.
  16. Are shards visible in a window where they can be deleted? They don't appear in the Salvage windows and my recollection of the Incarnate window was that it shows you a count of them but nothing you could right click and delete, but maybe I just haven't tried it yet.
  17. I did copy that info down, thanks for putting it up there, but you also put the caveat work in progress. I wanted to see if anyone had more to contribute to it. I don't remember the rules on editing after posting, but I thought they were pretty unforgiving.
  18. Castle will be missed. From what I recall, he was first a player that eventually became a developer and remained a player throughout (and sounds like will continue after moving on).

    Even good developers have to move on, and should, for their own careers, for new opportunities, for a change of pace. And that's generally a good thing for the game, particularly if they're training their proteges for a smooth transition. At some point even the best intentioned devs would probably slow progress into the future, new blood is useful.

    Take care Castle in whatever you do in the coming years.
  19. Yeah I think you're right, you probably need two unique rares, but those rares could come from identical uncommons below it. I didn't think that through all the way, but I also haven't tried to create a boost if one already exists, so not sure what the game does to handle it.

    And Soul, my understanding is an Uncommon requires a Common, and a Rare would require an Uncommon (which already required a Common that's not reusable). That's why I said that it would require 2 Common, 2 Uncommon, and 2 Rares to make a Very Rare. Still conjecture on my part.
  20. Anyone wanna provide some information for others considering running this soon? Thanks!
  21. I can't get on right now, but I thought you were implying the lists looked different as well.

    IIRC, the tree is inverted and there's a point in the uncommons where it splits and then remerges after rare.

    That leads me to believe that you would have to create two rares, which means 2 Commons, 2 Uncommons and 2 Rares, plus all the other components and shards necessary.

    I get the impression you could create the same rares to unlock the very rare, like say 2 Cardiac Total Core Revamps could create 1 Cardiac Radial Paragon, even though they are on other ends of the tree. Again, that is from recollection of the game interface, not the one listed at: http://goingrogue.na.cityofheroes.co...lpha-slot.html. Even if you could only create on the Core side of the tree, you could maybe use two of the same rare to get the very rare.
  22. I got all the badges back in the day just using SS and SJ. SJ or CJ (maybe Acrobatics, don't remember) give you some useful in-air maneuverability. Not sure it matters either, but I would use the forward key a lot too and occasionally slow down for certain spots. I don't remember going full speed all the time. You might also try Ninja Run if you have it, wasn't around back when I did it. Knowing the courses help and also anticipating moves and not overcompensating, since there's some delayed reaction you don't wanna start too late or overshoot your mark. Good luck.
  23. Star, he didn't say he was "that upset", the closest thing was a unhappy face in his post. He just stated that he "cant seem to stick with one or a couple and work them through all the levels" and wanted advice on how to adapt to a new playstyle that is different than his earlier preference for altism. Why you think a player shouldn't ask a question of the player community is beyond me, but I think it's more than a bit presumptuous for you to assume that his only remedy is counseling. This is a forum community that I have generally found to be very helpful in providing suggestions about all types of things, even things that might be helped with counseling.

    His question is similar to someone that wants to learn how to solo or someone who wants advice on teaming. But to suggest to someone that wants to learn to solo that teaming is really the way the game is designed (it's a MMO, duh) or someone that wants advice on teaming that soloing is the way the game is designed (the devs made almost all the content soloable so bring a Shivan and Envenomed Dagger, duh) is counter to being helpful. It's not like he asked, "I can't decide, should I make lots of alts or just play one character"; his request was rather specifically slanted toward one end of the spectrum.
  24. Here's some things to consider:

    Consider how much time you've already spent and the value of what you have now. With only a few 50s, your altitis has prevented you from even seeing most of them to the end game where they have the most flexibility.

    Consider how often you play each of the characters. If you're in the range of 20-100 characters, I'm not sure how you can dedicate that much time.

    Consider how much value you get when you play the characters. Are there some characters that are great in a pinch, like a Kin, a melee with Granite Armor, a buffer or debuffer that is considered valuable? If so, maybe consider keeping them. Are there others that you rarely team with? Are there some that you just don't enjoy very much? If so, those are good candidates for the trash can.

    Consider how much effort you would have to put in to make all of those characters full incarnates (10 levels that require non-tradeable (assumption) rewards, of which only 1 is available)

    Consider what would happen to all of your time and effort if the game was to go offline and never return... There is only a finite time a game can exist. Before I ever played an MMO, I had several friends that invested 5 years in Everquest only to have it replaced. All that time and effort was gone.

    Here's an experiment. Make a spreadsheet or list of all your characters. Triage and find, say, the 10 least played or least liked characters. Transfer anything of value away from them. Delete them. Wait a week and see if you miss them. Delete more. Rinse and repeat. You might regret it a year later, but I doubt it. Instead you might begin to feel the unbearable lightness of being with fewer alts. In fact, maybe you should advertise on a thread all the available names you created on the servers of the characters you deleted. That makes it potentially even more final

    As you may have noticed, this most recent issue has caused some people considerable, self-imposed distress. They are: rushing to get to 50, respeccing their builds for inherent fitness, trying to max on respecs to empty out IOs, making 3rd builds, getting new badges, and they are getting incarnate content on each character. That's a ton of work combined. 1, there's no hurry, but more importantly 2, there's no need. There are plenty of players still around. Team with them instead of making your own personal army.

    I had over a dozen 50s. I liked to have at least one of every AT and tried at one point to have one of every tank and controller before CoV. I enjoyed each character on several levels. I liked their costumes, names, powersets. Nevertheless, I feel much better since I deleted most of my 50s and a lot below L50. I still have about 6 and about 10 other characters, many of which I rarely play. Sometimes I use them as WW market storage, but otherwise they're not doing much. I plan on deleting even more in the coming months, because I know I won't do the incarnate content with them and rarely play them now as it is.

    With 3 builds, new incarnate opportunities, and changes in my life in the last 3 years, I find I cannot devote that kind of time to playing. Actually, that's a good thing for the most part.

    Freedom is letting go. Good luck.