ChaosExMachina

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  1. Quote:
    Originally Posted by M_I_Abrahms View Post
    As in, never again? Why would anyone ever venture into the new zones then, if there's the possibility of never having access to SG amenities hanging over them?
    Some people have a pathological need to suggest that the upcoming expansion that will have a major role to determine the future quality and/or survival of the game will contain insanely stupid restrictions to make the central feature of the expansion useless, including but not limited to:

    Restarting at level 1
    Losing all money
    Being restricted to only entering 4 zones, ever
    No joining supergroups
    Only being able to go rogue with new toons
    Switching ATs
    Not actually going rogue but just playing an alternate universe where you are

    Every one of those has been brought up by some idiot as "the only way it could be done" most of them multiple times.

    Quote:
    Originally Posted by Obsidius View Post
    So it sounds like there will actually be four levels of morality: Hero, Vigilante, Rogue, and Villain. This could also apply to SG membership. For example, SGs could have Hero and Vigilante members; VGs could have Villain and Rogue members; while NGs (Neutral Groups) could only have Vigilantes and Rogues. Therefor, if a Vigilante knowingly crossed the line into Villain territory and became a Rogue or Villain, I'd imagine that character would be automatically removed from a SG once the PPD put him/ her on the Most Wanted list, so to speak.
    While that would be preferable to no mixing, it would be much simpler and better to just let the players decide how to explain who is in their SG.
  2. Can anybody come up with a way to put rotating text in a menu?

    For example the way you might do "beginchat text$$bind_load_file rotatetext1.txt" but with menus.

    Is there some way to send a macro to a sprecific tray slot? That would do it.
  3. Most of those are big ways to boost RMT demand.

    Buying tickets is far more elegant because it simultaneously increases availability so that the more people do it the less incentive there is for it. Thus RMT would not be effective.
  4. Quote:
    Originally Posted by Nethergoat View Post
    What system would you use to prevent someone from figuring out 'the best' options and those options spreading through the game like wildfire since they'd be the most efficient way to earn rewards?
    Increasing the points that those options cost, and increasing the points at extreme levels of any option.

    Even more than that, though, I'd not use a grinding system to start with. If somebody finishes whatever tasks they can fast, that's just skill. I don't believe that there has to be an artifical limit to how fast players can do things because excelling by skill is one of the basic reasons a game exists. A timesink system is a way MMOs keep interest if they don't have mechanically interesting ways of challenging players like non-MMOs have to.

    If you have a system where mobs are the primary form of progress, PVE balance is a bigger deal, but I am sure such a game is possible to balance through points too. It would just be harder.
  5. Why positional? Nearly every melee power is S/L and that's where I would tend to be as a brute. However I am out of powers that can effectively add def without skipping lots of recharge. I'm trying to find ways to get closer to the cap.
  6. The graphical issues with the game are more artistic than technical.

    They need somebody to clear out the uglier buildings and improve landscaping. What confuses me most is the foliage. Why are 80% of paragon's trees brown? Less brick buildings, more interesting architecture.
  7. So, can anybody suggest ideas to make these more effective, especially increasing defense? The brute board didn't reply.

    Defense/Recharge/ToHit build:

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Acc/Dmg(23)
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-EndRdx(7), TtmC'tng-ResDam/EndRdx(21)
    Level 2: Haymaker -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Acc/Dmg(27)
    Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-EndRdx(7), GA-End/Res(31), GA-3defTpProc(40)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Knockout Blow -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Acc/Dmg(11), Lock-EndRdx/Rchg/Hold(11), Lock-Rchg/Hold(13)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 12: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam/Rchg(40)
    Level 14: Super Speed -- EndRdx-I(A)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 18: Rage -- RechRdx-I(A), RechRdx-I(19), GSFC-Rchg/EndRdx(19)
    Level 20: Lightning Reflexes -- Run-I(A)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/Rchg(27)
    Level 26: Weave -- HO:Cyto(A), SW-ResDam/Re TP(43), LkGmblr-Def/EndRdx(46), LkGmblr-Rchg+(50)
    Level 28: Energize -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(29), Mrcl-Heal/Rchg(29), Mrcl-Heal/EndRdx/Rchg(34), Dct'dW-Heal/Rchg(36), Numna-Regen/Rcvry+(39)
    Level 30: Lightning Field -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg(31), M'Strk-Dmg/EndRdx(37), Efficacy-EndMod/EndRdx(39)
    Level 32: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FrcFbk-Rechg%(34)
    Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/EndRdx(36), Efficacy-EndMod(37), RechRdx-I(37)
    Level 38: Power Surge -- RechRdx-I(A), RechRdx-I(39)
    Level 41: Gloom -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
    Level 44: Dark Obliteration -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
    Level 47: Soul Tentacles -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(48), GravAnch-Acc/Rchg(48), GravAnch-Immob/EndRdx(48), GravAnch-Hold%(50)
    Level 49: Darkest Night -- HO:Enzym(A), HO:Enzym(50)
    ------------
    Level 1: Brawl -- Mako-Dam%(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 7% DamageBuff(Smashing)
    • 7% DamageBuff(Lethal)
    • 7% DamageBuff(Fire)
    • 7% DamageBuff(Cold)
    • 7% DamageBuff(Energy)
    • 7% DamageBuff(Negative)
    • 7% DamageBuff(Toxic)
    • 7% DamageBuff(Psionic)
    • 26% Defense(Smashing)
    • 26% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 11% Defense(Energy)
    • 11% Defense(Negative)
    • 6% Defense(Psionic)
    • 16% Defense(Melee)
    • 8.5% Defense(Ranged)
    • 6% Defense(AoE)
    • 47.5% Enhancement(RechargeTime)
    • 45% Enhancement(Accuracy)
    • 179.9 HP (12%) HitPoints
    • MezResist(Immobilize) 15.4%
    • 21% (0.35 End/sec) Recovery
    • 58% (3.63 HP/sec) Regeneration
    • 3% Resistance(Smashing)
    • 3% Resistance(Lethal)
    • 10.6% Resistance(Fire)
    • 10.6% Resistance(Cold)
    • 3% Resistance(Energy)
    • 6.13% Resistance(Negative)
    • 3% Resistance(Toxic)
    • 3% Resistance(Psionic)

    Recharge/Endurance/Drain build:

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Punch -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Dmg/Rchg(17), Hectmb-Dam%(21)
    Level 1: Charged Armor -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx/Rchg(3), ImpArm-ResDam/EndRdx(3), ImpArm-ResPsi(7), TtmC'tng-ResDam/EndRdx(21)
    Level 2: Haymaker -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(23), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(27)
    Level 4: Conductive Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx/Rchg(5), ImpArm-ResDam/EndRdx(5), ImpArm-ResPsi(7), TtmC'tng-ResDam/EndRdx(31)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Knockout Blow -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(9), UbrkCons-Acc/Rchg(9), UbrkCons-EndRdx/Hold(11), UbrkCons-Dam%(11), Hectmb-Dmg(13)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 12: Static Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx/Rchg(15), ImpArm-ResDam/EndRdx(15), ImpArm-ResPsi(40)
    Level 14: Super Speed -- EndRdx-I(A)
    Level 16: Grounded -- Aegis-Psi/Status(A)
    Level 18: Rage -- RechRdx-I(A), RechRdx-I(19), GSFC-Rchg/EndRdx(19)
    Level 20: Lightning Reflexes -- Run-I(A)
    Level 22: Boxing -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(40)
    Level 24: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx/Rchg(25), ImpArm-ResDam/EndRdx(25), ImpArm-ResPsi(27), TtmC'tng-ResDam/EndRdx(40)
    Level 26: Hurl -- KinCrsh-Acc/Dmg/KB(A), KinCrsh-Dmg/KB(39), KinCrsh-Acc/KB(43), KinCrsh-Rchg/KB(43), KinCrsh-Rechg/EndRdx(46), KinCrsh-Dmg/EndRdx/KB(46)
    Level 28: Energize -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(29), Mrcl-Heal/Rchg(29), Mrcl-Heal/EndRdx/Rchg(34), Dct'dW-Heal/Rchg(36)
    Level 30: Lightning Field -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(31), Efficacy-EndMod(37), Efficacy-EndMod/EndRdx(39)
    Level 32: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FrcFbk-Rechg%(34)
    Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/EndRdx(36), Efficacy-EndMod(37), RechRdx-I(37)
    Level 38: Power Surge -- RechRdx-I(A), RechRdx-I(39)
    Level 41: Mu Lightning -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
    Level 44: Ball Lightning -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46), EndMod-I(50)
    Level 47: Electrifying Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(48), GravAnch-Acc/Rchg(48), GravAnch-Immob/EndRdx(48), GravAnch-Hold%(50)
    Level 49: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(50)
    ------------
    Level 1: Brawl -- Mako-Dam%(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 4% DamageBuff(Smashing)
    • 4% DamageBuff(Lethal)
    • 4% DamageBuff(Fire)
    • 4% DamageBuff(Cold)
    • 4% DamageBuff(Energy)
    • 4% DamageBuff(Negative)
    • 4% DamageBuff(Toxic)
    • 4% DamageBuff(Psionic)
    • 7.5% Defense(Psionic)
    • 9% Max End
    • 67% Enhancement(Accuracy)
    • 62.5% Enhancement(RechargeTime)
    • 95.6 HP (6.38%) HitPoints
    • Knockback (Mag -3)
    • Knockup (Mag -3)
    • MezResist(Immobilize) 2.2%
    • 34% (0.57 End/sec) Recovery
    • 62% (3.88 HP/sec) Regeneration
    • 2.5% Resistance(Smashing)
    • 12.6% Resistance(Fire)
    • 12.6% Resistance(Cold)
    • 15% Resistance(Psionic)
    • 3% RunSpeed
  8. Quote:
    Originally Posted by Techbot Alpha View Post
    Yeah, I just read up on the wiki...
    Gods DAMN! Do want! I wish I coulda been there...
    http://paragonwiki.com/w/index.php?t...sis+pony&go=Go

    Where?
  9. Quote:
    Originally Posted by Zombie Man View Post
    A true open system, and the one that should have and should be built is one where you spend points buying your mechanical advantages: attacks and the amount of damage they do and the type of damage; defenses; resistances; protections; mezzes; buffs and debuffs; speed; etc... on a diminishing returns scale.

    Then, for each click or toggle or passive or charge-up attack/defense/mez/buff you have, you customize how it looks. You choose the animation, it's emanation, and it's colors.

    Then the Devs build the NPCs and their AIs to function as not-insurmountable challenges to the mechanics the players have available to them.

    Done.
    This is just what I want from an open power system, and early videos suggested CO would be doing it. Yet their much hyped advantage system turned out to be nothing but less flexible slotting!

    Here is what I want to do (maybe I will try developing something like this eventually):

    Power type: target enemy
    + Add animation (average speed is free, slower or faster affects your points)
    + Add visual effects (free)
    + Add buffs (many types with various point costs, HP buff, mez, stats, debuffs if enemy targeted)
    + Set power stats (adjust recharge, energy, etc.)

    For n00bs, there would be a large set of organized pre-built powers in a class system (at something like 5% less points than a custom, since prebuilts may have superfluous advantages), but experts can make any power the system can support.
  10. Quote:
    Originally Posted by UberGuy View Post
    All Brute powesets beneft less from +damage buffs. This doesn't introduce a balance issue. It might be highlighting an existing one.

    For example, this situation has existed all along for Super Strength with Rage and other sets with Build Up. (Not even mentioning that BU is smaller +damage for Brutes than it is for Scrappers.)
    Build up is not much of a concern since every primary gets a similar power, but this is one of the specialties of shields. I didn't think of true grit, but if that power wasn't there it would be important to the balance of secondaries within the AT and shields across ATs.
  11. Quote:
    Originally Posted by Santorican View Post
    What would it take for that to happen? I don't mean in terms of hours, marketing, but in coding? What would have to be changed?
    Hundreds of new animations if the types were used in any extensive way. That's after rewriting the systems.

    Quote:
    It was never a limitation of the engine itself. It was the systems bolted into the engine that were designed in the traditional way that pretty much all powers/abilities systems for all games are designed.

    It's only when looking back, with the full knowledge of the present, than you can even conceive of it being done a different way. Much like how even now, looking back on Issue 16, I wish we'd have done a few things slightly differently...and were we to start from scratch, I'd want to do a lot of things very differently.
    I think the point you are making is that hindsight makes other ways clearer, but the way you said it is hard for me to not reply to. There are always alternate ways of doing things, even if there is an industry standard. They didn't predict that people would want power customization, but I don't think it's right to suggest that nobody could have conceived of it before customer requests came along.
  12. I guess that answers the question of what AT to get as an elec/shield.

    However, this introduces a balance issue. AAO is dramatically less useful for brutes than scrappers. Before, brutes' shield charge advantage was more than enough to make that irrelevant, but now shields are definitely better for non-brutes.
  13. #1 rocks but would be hard to do.

    #2 however could be done with tweaks of existing invasion code, and should be a priority.
  14. Open power systems are superior, hands down. That you can't make every power equal is easy to solve. Just make each ttake up a certain number of points, and adjust points rather than powers.
  15. My reputation is low at the moment because I offered millions of it to get 10 recipes, and then get somebody else's reputation in return.

    But some ofnthat has to go to the auction fee, since their infrastructure runs on reputation energies.

    I also managed to infuse several hundred points of my reputation in various inventions.
  16. Every power with jump and fly debuffs should get -maxspeed too.
  17. Tickets buyable = instantly make inf more valuable.
  18. Any ideas to make these more effective?

    Defense/Recharge/ToHit build:

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Acc/Dmg(23)
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-EndRdx(7), TtmC'tng-ResDam/EndRdx(21)
    Level 2: Haymaker -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Acc/Dmg(27)
    Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-EndRdx(7), GA-End/Res(31), GA-3defTpProc(40)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Knockout Blow -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Acc/Dmg(11), Lock-EndRdx/Rchg/Hold(11), Lock-Rchg/Hold(13)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 12: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam/Rchg(40)
    Level 14: Super Speed -- EndRdx-I(A)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 18: Rage -- RechRdx-I(A), RechRdx-I(19), GSFC-Rchg/EndRdx(19)
    Level 20: Lightning Reflexes -- Run-I(A)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/Rchg(27)
    Level 26: Weave -- HO:Cyto(A), SW-ResDam/Re TP(43), LkGmblr-Def/EndRdx(46), LkGmblr-Rchg+(50)
    Level 28: Energize -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(29), Mrcl-Heal/Rchg(29), Mrcl-Heal/EndRdx/Rchg(34), Dct'dW-Heal/Rchg(36), Numna-Regen/Rcvry+(39)
    Level 30: Lightning Field -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg(31), M'Strk-Dmg/EndRdx(37), Efficacy-EndMod/EndRdx(39)
    Level 32: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FrcFbk-Rechg%(34)
    Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/EndRdx(36), Efficacy-EndMod(37), RechRdx-I(37)
    Level 38: Power Surge -- RechRdx-I(A), RechRdx-I(39)
    Level 41: Gloom -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
    Level 44: Dark Obliteration -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
    Level 47: Soul Tentacles -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(48), GravAnch-Acc/Rchg(48), GravAnch-Immob/EndRdx(48), GravAnch-Hold%(50)
    Level 49: Darkest Night -- HO:Enzym(A), HO:Enzym(50)
    ------------
    Level 1: Brawl -- Mako-Dam%(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 7% DamageBuff(Smashing)
    • 7% DamageBuff(Lethal)
    • 7% DamageBuff(Fire)
    • 7% DamageBuff(Cold)
    • 7% DamageBuff(Energy)
    • 7% DamageBuff(Negative)
    • 7% DamageBuff(Toxic)
    • 7% DamageBuff(Psionic)
    • 26% Defense(Smashing)
    • 26% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 11% Defense(Energy)
    • 11% Defense(Negative)
    • 6% Defense(Psionic)
    • 16% Defense(Melee)
    • 8.5% Defense(Ranged)
    • 6% Defense(AoE)
    • 47.5% Enhancement(RechargeTime)
    • 45% Enhancement(Accuracy)
    • 179.9 HP (12%) HitPoints
    • MezResist(Immobilize) 15.4%
    • 21% (0.35 End/sec) Recovery
    • 58% (3.63 HP/sec) Regeneration
    • 3% Resistance(Smashing)
    • 3% Resistance(Lethal)
    • 10.6% Resistance(Fire)
    • 10.6% Resistance(Cold)
    • 3% Resistance(Energy)
    • 6.13% Resistance(Negative)
    • 3% Resistance(Toxic)
    • 3% Resistance(Psionic)

    Recharge/Endurance/Drain build:

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Punch -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Dmg/Rchg(17), Hectmb-Dam%(21)
    Level 1: Charged Armor -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx/Rchg(3), ImpArm-ResDam/EndRdx(3), ImpArm-ResPsi(7), TtmC'tng-ResDam/EndRdx(21)
    Level 2: Haymaker -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(23), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(27)
    Level 4: Conductive Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx/Rchg(5), ImpArm-ResDam/EndRdx(5), ImpArm-ResPsi(7), TtmC'tng-ResDam/EndRdx(31)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Knockout Blow -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(9), UbrkCons-Acc/Rchg(9), UbrkCons-EndRdx/Hold(11), UbrkCons-Dam%(11), Hectmb-Dmg(13)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 12: Static Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx/Rchg(15), ImpArm-ResDam/EndRdx(15), ImpArm-ResPsi(40)
    Level 14: Super Speed -- EndRdx-I(A)
    Level 16: Grounded -- Aegis-Psi/Status(A)
    Level 18: Rage -- RechRdx-I(A), RechRdx-I(19), GSFC-Rchg/EndRdx(19)
    Level 20: Lightning Reflexes -- Run-I(A)
    Level 22: Boxing -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(40)
    Level 24: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx/Rchg(25), ImpArm-ResDam/EndRdx(25), ImpArm-ResPsi(27), TtmC'tng-ResDam/EndRdx(40)
    Level 26: Hurl -- KinCrsh-Acc/Dmg/KB(A), KinCrsh-Dmg/KB(39), KinCrsh-Acc/KB(43), KinCrsh-Rchg/KB(43), KinCrsh-Rechg/EndRdx(46), KinCrsh-Dmg/EndRdx/KB(46)
    Level 28: Energize -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(29), Mrcl-Heal/Rchg(29), Mrcl-Heal/EndRdx/Rchg(34), Dct'dW-Heal/Rchg(36)
    Level 30: Lightning Field -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(31), Efficacy-EndMod(37), Efficacy-EndMod/EndRdx(39)
    Level 32: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FrcFbk-Rechg%(34)
    Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/EndRdx(36), Efficacy-EndMod(37), RechRdx-I(37)
    Level 38: Power Surge -- RechRdx-I(A), RechRdx-I(39)
    Level 41: Mu Lightning -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
    Level 44: Ball Lightning -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46), EndMod-I(50)
    Level 47: Electrifying Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(48), GravAnch-Acc/Rchg(48), GravAnch-Immob/EndRdx(48), GravAnch-Hold%(50)
    Level 49: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(50)
    ------------
    Level 1: Brawl -- Mako-Dam%(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 4% DamageBuff(Smashing)
    • 4% DamageBuff(Lethal)
    • 4% DamageBuff(Fire)
    • 4% DamageBuff(Cold)
    • 4% DamageBuff(Energy)
    • 4% DamageBuff(Negative)
    • 4% DamageBuff(Toxic)
    • 4% DamageBuff(Psionic)
    • 7.5% Defense(Psionic)
    • 9% Max End
    • 67% Enhancement(Accuracy)
    • 62.5% Enhancement(RechargeTime)
    • 95.6 HP (6.38%) HitPoints
    • Knockback (Mag -3)
    • Knockup (Mag -3)
    • MezResist(Immobilize) 2.2%
    • 34% (0.57 End/sec) Recovery
    • 62% (3.88 HP/sec) Regeneration
    • 2.5% Resistance(Smashing)
    • 12.6% Resistance(Fire)
    • 12.6% Resistance(Cold)
    • 15% Resistance(Psionic)
    • 3% RunSpeed
  19. SS was the choice of the PVPer before i13. Then i13 buffed it by removing maxrunspeed debuffs.

    WHY?!
  20. ChaosExMachina

    Respec Recipes

    Isn't this kind of a dangerous investment with a pool A rare in i16?
  21. I could get like 6 billion for everything in my builds (at pre-i16 prices) plus my total inf.

    But then what would be the point of having the inf if you don't make uber builds?
  22. Quote:
    Originally Posted by macskull View Post
    The problem with this is calculating merit rewards - the reward is based off a person being there from start to end, and I'm not sure if there exists a good system to balance rewards for people who aren't there the entire time that wouldn't also be game-able.
    Just make it so that those who aren't there at the start get no merits until a more sophisticated TF system is made.

    It's not fair, but it is a lot better than not being able to invite anybody.

    As for a way to fix the TF difficulty, perhaps the original 5 difficulty settings could be added to the TF challenge window.
  23. I just went to warburg to test my total recharge and the recharge attributes were identical, even though everything else was lower.

    Mid's needs to add this option to its totals window.
  24. I'm guessing that one of the reasons is that high level TF runs distort merit calculations.

    If it is, then just don't count those runs, please.

    Removing the ability to have any kind of challenge for a team other than maybe 4 of the hardest TFs is a bad idea. That's not an exaggeration. Most teams trivialize most of the game. Base challenge should be easy, but there should be higher settings for stronger teams.

    This needs to be emphasized. Without +x TFs many teams will have almost no non-trivial PVE options.