ClawsandEffect

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  1. Okay, first off, the idea I'm presenting here is something I have been opposed to in the past, but I've since reconsidered.

    That idea is: Add a small amount of mez protection to each stack of Defiance, but leave it otherwise unchanged.

    Each attack would add mag .5 protection to Holds and Stuns, and it would stack up to a maximum of 7 times (so up to mag 3.5 protection). If you stack more than 7, you would still get the damage bonus, but the mez protection would cap at 7. And it would continue stacking while mezzed, so if you get Held or Stunned you can fire your first 3 attacks and break the mez when you get up to 7 fired (assuming the magnitude of the mez is below 3.5)

    It's mez protection with a catch: You must be constantly attacking in order for it to be effective. And since it maxes out at 3.5, it will not protect you much from stacked mezzes.

    Combat Jumping covers Immobilizes nicely and isn't much of a stretch to fit into a build, so I wasn't including that. And Sleeps break upon being damaged, so protection isn't really necessary there. KB Protection is available elsewhere as well, either through Acrobatics or IOs, so it is unnecessary as well.

    Doesn't seem too overpowered on the surface I don't think.

    Opinions?
  2. Quote:
    Originally Posted by Dr Harmony View Post
    Elec/Shield has the two "tele-nuke" powers at level 32 and 38 - where you teleport into a group of enemies and do a rather hefty area attack with knockdown.
    The Scrapper versions of these are more effective than the Brute ones.
    Figured I'd take a second and explain why this is.

    The tele-nuke powers are actually pseudo-pets, and as such do not use the same damage cap as the AT they are being used by. They have a 400% damage cap regardless of how much you buff them. They DO, however, use the damage scalar of the AT that is using them (Scrapper's 1.125 vs. Brute's 0.75)

    So a Brute's max damage with those powers will be a significant amount lower than the Scrapper's max damage with them. In practice, it won't make much of a difference, but in heavy buff situations you'll notice a difference.
  3. Quote:
    Originally Posted by PleaseRecycle View Post
    Interesting, Claws. So you must have five hecatomb including the proc in shadow punch, as well as total radial reactive, but what of the sixth slot? Tanker AT proc or damage proc of some sort?
    Actually, my plan was 3 pieces of the Superior ATO (whichever give the best recharge, including the proc) and 3 damage procs (Cloud Senses, Touch of Death, Hecatomb).

    It should average enough damage to slowly whittle an AV down. Fortunately, speed isn't particularly important in this instance.

    And I'm going Spectral with the 75% DoT. Concept is VERY important with this character, and I will not compromise it, even if it means I can't achieve this particular goal.
  4. If your character happens to be SR, that 1.88% will pretty much ensure that you will never drop below the soft-cap.

    Thanks to the 95% DDR SR gets, a standard 7.5% defense debuff will only debuff you by .35%. That 1.88% over the softcap means it would take 7 of those hitting simultaneously to drop you below 45%. The odds of 7 defense debuffing attacks all hitting a soft-capped character simultaneously are pretty slim to say the least.
  5. Quote:
    Originally Posted by Zombie Man View Post
    They said it would be a toggle... a toggle that drains End so hard, that only specialized End-building builds could run it continuously -- everyone else had to toggle it on as needed for as long as they could handle.
    Eh, this is a load of crap, honestly.

    If an Ill/Rad Controller could find a way to run Superior Invisibility and Choking Cloud at the same time pre-Incarnate powers, people would have figured this out too.

    At 100% end reduction enhancement, both of those powers use .52 end per second, which is .02 more than Hybrid would have been.
  6. ClawsandEffect

    Self-PLing?

    Create your own.

    Large map, enemy group that is easy for you to defeat, set your difficulty high, and go to town.

    That's what I do on the rare occasions I feel like PLing something. Most recently it was to get my wife's controller past level 30 so she could run Manticore with me, then I said "Screw it" and got her Imps for her. 28-34 in about 2 hours, which is reasonably fast, without being so fast that Marty kicks in.
  7. Quote:
    Originally Posted by Nethergoat View Post
    This is one of those situations where people who look for solutions find them, and those who reflexively blame others for their own shortcomings don't.

    dingdingding

    We have a Winnah!

    I have seldom been stumped for more than a few minutes in finding a name. My first choice is frequently taken, but I'm original enough that my second or third choice usually yields results.

    The people who say they can NEVER find an original and appropriate name just aren't being original or creative enough, in my opinion.
  8. Quote:
    Originally Posted by gameboy1234 View Post
    Thread says "Brrrrrraaaaaaaaiiiiiiiiiinnnnnnnssssss!!!!!!!!!!! !"


    Three month old thread is a necro folks. Please don't do that. I'm pretty disappointed in long time members here who don't seem to be able to notice when they are necroing an old thread.
    I seldom look at posting dates if it's a thread I don't recall having seen before.
  9. Quote:
    Originally Posted by Rajani Isa View Post
    As far as I know, no power has a to-hit bonus
    Would be correct if you changed one word.

    No attack has a to-hit bonus, but plenty of powers do.

    Aim, Build Up, Soul Drain, Rage, Follow Up, Blinding Feint, and other similar powers give you a to-hit bonus.

    You are correct, but the way you worded it could be confusing, so I'm clarifying it.
  10. Quote:
    Originally Posted by Easily_Noobed View Post
    I'm serious. Saw the end of a conversation in game and I had to know if it was true.

    I mean everyone knows an Ill/rad can, but a melee? Really?
    Yep.

    It's actually pretty common nowadays.

    Any melee AT can do it, regardless of what Johnny thinks.

    I have a build planned for my WP/DM Tanker that might be able to solo one while I'm AFK. Yes, I'm serious. I'm going to try it when he's at level 50 and moderately Incarnated. I'll post results
  11. If you can handle +2/x8 on your main account, PL the way we used to back in the day.

    They squashed the majority of the AE exploits, so using it really wouldn't be much faster than normal missions anymore.
  12. Quote:
    Originally Posted by Memphis_Bill View Post
    I've got to call you on this one - not the balance issues, but...

    Well, here. From 2002 - pre-beta (look at that interface!) specifically 8 minutes in:
    "The third game play feature is the arena, an area where one player can face off against another player, team against another team in a variety of game environments. There'll be tournaments, ranking systems and so forth for people that enjoy facing off against live opponents."

    ...so saying "they didn't realize players would want it" is, quite simply, false.

    (I just happened across this, btw, wasn't actually looking - it was from a related video on the echoey G+ hangout thing.)
    Oh, okay. Hadn't seen that.

    Seems kind of silly to plan on adding PvP from the beginning......and apparently not even consider how PC powers would work on other PCs. Telekinesis being a prime example of that, I mean, they seriously didn't see anything wrong with a power that can potentially make another player permanently helpless?
  13. Quote:
    Originally Posted by Shockwave007 View Post
    That's not what being a superhero is about. PvP zones are a little better, but it still really isn't what I was looking for. I wanted to see villains launch schemes, and heroes go to stop them. Have a villain team rob a bank. Have heroes get in their way and try to send them off to jail. Have villains break into the prison to release criminals en-mass. Have heroes go to stop the plot.

    I wanted heroes vs villains, but that doesn't seem to be, or ever have been a goal of this game. It's a missed opportunity in my book, but one it seems the game just wasn't designed to support at all. I wanted PvP to be part of accomplishing other goals, not the goal itself. In the history of the game, base raids sound like the best that there was to offer, but of course that wasn't pitting heroes vs villains either, but instead being a free for all based on personal greed, even for the heroes, so it missed the mark too in my book.
    There are a number of problems with what you want.

    1) When the game and PvP were originally designed....there were no villains yet. There were no player controlled villains to fight until Issue 6.

    2) Given this playerbase's general attitude toward PvP, if the game had forced them into it by making it an inescapable part of the PvE game....well, to put it bluntly, this game would have gone under years ago.

    3) When the game was originally designed, the devs put no thought into how player character powers would function on other player characters, probably because they didn't realize the players would even WANT PvP.

    As an example: Telekinesis, a Mind Control power, is a toggle hold. If you stacked enough holds on a melee character to break through their protection and slapped Telekinesis on them, they were held for as long as your endurance held out. You could do that and then Brawl them to death and there was nothing they could do about it unless they happened to have 2 or 3 Breakfrees on them (which most melee characters did not).

    2nd example: When Villains were introduced, the Stalker AT was capable of being completely invisible, and able to one-shot anything but a Scrapper or Tank out of the hero ATs. Literally, one shot kills coming from enemies you could not see coming.

    Balance problems like those 2 led to a lot of changes to the entire game, until they separated PvE and PvP in order to stop nerfing PvE powers because they were broken in PvP.

    In order for the game to have what you would like, it would have to be designed that way from the ground up. If you changed it into that at this point in the game's life and forced people to PvP as part of a regular mission or task force, I would wager that the game would steadily bleed players until it got shut down a short time later.
  14. Quote:
    Originally Posted by Darth_Khasei View Post
    See this is where there could be a misunderstanding of what I am saying or not saying so let me try to clear this up right now before it goes any further down this kind of path.

    I am not here to defend this or that position per se which if you read up thread, my comments about the pulling out and letting the devs handle this signify this clearly.

    I don't see annoying and not worth it as driving forces that will have the "devs" say oh we agree that tier 9 powers are annoying and not worth it and therefore they need to be changed. That is what I am saying nothing more nothing less. There is no need for me to state facts beyond that point because that is the only point that "I" was making period.
    Is it a good enough reason to change them when datamining shows that fewer than 10% of the players of an AT even TAKE the powers in question? With "annoying" and "not worth it" being the likely reasons.

    If you look at 20 different level 50 blasters that have a snipe available to them, in my experience, maybe one or two will actually have it. And it's entirely possible you could look at 20 different blasters and find ZERO who took the snipe.

    The nuke is a similar situation. Archery, Assault Rifle, and Dual Pistols characters almost always have their nuke, because there is no penalty to speak of for using them. I don't see very many blasters with crashing nukes anymore. Especially not ones who are 50+ and have access to Judgement powers.

    You could jump in the middle of that spawn and use Inferno, which will take several seconds to fire, will completely crash your endurance, and hits a maximum of 16 targets. And then you can do it again in 3 minutes.

    -or-

    You could stay right where you are and use Pyronic Judgement, which has a 1 second cast time, will NOT crash your endurance, and can hit up to 40 targets in the higher tiers. And you can do it again in 90 seconds.

    It's really not much of a question which power is superior if you have both of them available to you. That's a problem.

    Dammit, necropost got me.
  15. ClawsandEffect

    DA the end hog

    Quote:
    Originally Posted by Demobot View Post
    I'm leveling a Staff/DA Scrapper (currently level 18), and even with four toggles running (Dark Embrace, Murky Cloud, Obsidian Shield and Death Shroud) it does very well in terms of endurance. A lot of this is owed to Form of the Soul, which grants around 25% endurance discount at three levels of perfection. With SOs, this build should have very little downtime.

    It's 33%. You get an SOs worth of end reduction as long as you stay at 3 levels of Perfection. My DA/Staff tank lives in Form of the Soul. I'll be switching it up once I get my endurance consumption under control, which won't be much longer.
  16. I do.

    Just not frequently. I always looked at PvP as just another thing I could spend my gaming time doing. It is no more or less important to me than any other activity.

    When I'm in the mood to PvP and can find someone to fight, I PvP.

    When I'm not in the mood, I don't.

    I enjoy it, it's just not the sole reason I play the game.
  17. Quote:
    Originally Posted by Father Xmas View Post
    Por favor, desculpe-me se a tradução não é boa, estou usando o Google Translate para fazer isso.

    O jogo em si é muito grande, em torno de quatro gigabytes e que pode demorar um pouco para baixar, mesmo para aqueles nos Estados Unidos em DSL.

    Por favor, desculpe comentário T_Immortalus, ele está tendo um dia ruim.

    Bem-vindo ao City of Heroes. Como outros apontaram o site ParagonWiki é uma boa fonte de informações sobre o jogo.

    Espero que você encontre este jogo agradável.
    Nice. Going the extra mile for the new guy.
  18. Okay, I played around with your build and achieved the following:

    3,223 HP (with accolades)
    Softcapped to EVERYTHING. S/L/E/N/F/C and Psionic
    789% regen with one target in range of RttC
    Good enhancement values on all your attacks, nothing is gimped for bonuses.

    I used a lot of +5 enhancements to get there, so you'll have to look for them. This may be the best Willpower tank I've ever built. Have fun with it.

    Hero Plan by Mids' Hero Designer 1.955
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Fiery Melee
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam/Rchg(7)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), SMotTanker-Rchg/Res%(11)
    Level 2: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13), HO:Nucle(15)
    Level 4: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(17), RctvArm-EndRdx/Rchg(17), S'fstPrt-ResDam/Def+(19), GA-3defTpProc(37)
    Level 6: Combustion -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(21), Sciroc-Acc/Rchg(21), Sciroc-Acc/Dmg/EndRdx(23), Sciroc-Dam%(45)
    Level 8: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(23)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(25), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(27), Mocking-Taunt/Rng(27), Mocking-Rchg(29)
    Level 12: Indomitable Will -- LkGmblr-Def(A), LkGmblr-Rchg+(29), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Def/EndRdx(50)
    Level 14: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(31), Numna-Heal/Rchg(31)
    Level 16: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(37)
    Level 18: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Rchg+(34), LkGmblr-Def/EndRdx(39)
    Level 20: Boxing -- Acc-I(A)
    Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam/Rchg(34), ImpArm-ResDam/EndRdx(36), ImpArm-ResDam(36), ImpArm-ResDam/EndRdx/Rchg(45)
    Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(36), LkGmblr-Def/EndRdx(50)
    Level 26: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(37)
    Level 28: Resurgence -- RechRdx-I(A)
    Level 30: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(46)
    Level 32: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx(46)
    Level 35: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx(48)
    Level 38: Super Jump -- Winter-ResSlow(A)
    Level 41: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43), HO:Nucle(43)
    Level 44: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45)
    Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48), Mrcl-Rcvry+(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Gauntlet
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(33), Numna-Heal/EndRdx(33)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(33), P'Shift-EndMod/Rchg(39)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Vigor Core Paragon
    ------------



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  19. Quote:
    Originally Posted by Black Dawn View Post
    One thing though, why 2 efficacy + 1 p'shift in the end-mod passives instead of 3 p'shift? I would get 42.18 more health with 3 p'shift in those (plus the travel speed increase).
    Not having opened the builds, I'm going to wager a guess that he was already at the cap of 5 for that particular bonus, so he opted with a different Max HP bonus that wasn't capped.
  20. Sorry it took me so long to get back to this, real life got in the way.

    Here's what I threw together real quick for you:

    Hero Plan by Mids' Hero Designer 1.955
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(5), S'fstPrt-ResKB(7)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(17)
    Level 2: Death Shroud -- SMotTanker-Acc/Dmg(A), SMotTanker-Dmg/Rchg(7), SMotTanker-Acc/Dmg/Rchg(9), SMotTanker-Dmg/EndRdx/Rchg(9), SMotTanker-Acc/Dmg/EndRdx/Rchg(11), SMotTanker-Rchg/Res%(11)
    Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19)
    Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 8: Dark Regeneration -- Erad-Dmg/Rchg(A), Erad-Acc/Rchg(21), Erad-Acc/Dmg/Rchg(21), Theft-+End%(23), Theft-Acc/EndRdx/Rchg(23), Theft-Acc/EndRdx/Heal(25)
    Level 10: Taunt -- Insult-Taunt(A), Insult-Taunt/Rchg(39), Insult-Dsrnt%(40)
    Level 12: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(29), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 14: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15)
    Level 16: Boxing -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(46), P'ngS'Fest-Dmg/Rchg(48)
    Level 18: Cloak of Fear -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(31), SipInsght-Acc/Rchg(31), SipInsght-ToHitDeb/EndRdx/Rchg(33), SipInsght-Acc/EndRdx/Rchg(33)
    Level 20: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Dmg/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(50)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(36), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
    Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
    Level 28: Combat Jumping -- Zephyr-ResKB(A), LkGmblr-Rchg+(43)
    Level 30: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(40), RechRdx-I(40), RechRdx-I(42)
    Level 32: Soul Transfer -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(42), Erad-Acc/Dmg/Rchg(42)
    Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(43), Thundr-Acc/Dmg/Rchg(43)
    Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Rchg(45), Erad-Dmg/Rchg(45), Erad-Acc/Dmg/Rchg(45), Sciroc-Dmg/Rchg(46), FrcFbk-Rechg%(46)
    Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(48)
    Level 44: Physical Perfection -- P'Shift-End%(A), Mrcl-Rcvry+(48)
    Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(50), Thundr-Acc/Dmg/Rchg(50)
    Level 49: Super Jump -- Zephyr-ResKB(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(34), P'Shift-EndMod(37)
    Level 50: Cardiac Core Paragon
    ------------



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  21. ClawsandEffect

    DA the end hog

    Quote:
    Originally Posted by Bubblerella View Post
    I know, dead horse. I didn't do a search for it, but I'd really like to see Dark Regeneration be more along the lines of Drain Psyche. At least FA and EA get something for end recovery, and both have decent AoE damage. Throw the darn set a bone guys
    Uh, no.

    I LIKE my massive heal power that can take me from .01 HP to full with 3 targets.

    People have been successfully managing the end cost of Dark Armor for 8 years. It was possible before IOs even existed, it's fine now.

    Why am I saying this? Because the devs seldom gives something for nothing, especially if they feel that something is unnecessary. If DA got an end recovery power, or they lowered the end cost, it would probably come at the cost of something else. (By the way, DA has among the lowest end costs in the game for its basic armor toggles.)

    The only buff DA needs, in my opinion, is either A) Increase the accuracy of Cloak of Fear to normal levels, or B) Reduce the end cost of Cloak of Fear. That particular power is an end hungry toggle that must be heavily slotted before it is really all that useful. Fix that and DA is golden in my book.
  22. Quote:
    Originally Posted by Moonlighter View Post
    Another problem with posting in a thread that proposes some kind of change: once the devs do that many players will adopt the belief that the proposal will be developed in some fashion in the game. Simply saying "that's a neat idea" is the equivalent for many readers to pre-announcing the feature and, if the devs decide not to do it, almost guarantees a "What ever happened to this suggestion" thread later on.
    Actually, a dev posting that something is "a neat idea" pretty much guarantees that if it isn't implemented someone will start a thread with the premise of "The devs said we would get this! THEY LIED TO US!"
  23. They would need to change the game engine before it can be done.

    Powersets, AT, and Origin are 3 things they cannot change about a character. I presume it's because the game saves the character data with those parameters.
  24. Quote:
    Originally Posted by planet_J View Post
    Don't hold your breath for Super Strength getting ported...the Devs have said essentially that Rage as it is would not pass a balance pass, and so if they open that can of worms, they would not be able to ignore the overpowered aspects of the set, so if you love SS as it is now...be careful what you wish for.
    This.

    I exchanged PMs with Castle on that very subject a few months before he left.

    One of his responses was to the effect of not being sure that Rage would remain as it is even if it DOESN'T get ported. He also pretty much guaranteed me that it would definitely be changed if it were.

    If you like SS as it is now, well, just hope that Castle didn't pass that project on.
  25. Quote:
    Originally Posted by Redoptic View Post
    Strikingly absent from the dissecting of my OP was anyone commenting on the fact that when the devs themselves want players suggestions they choose not to create those threads here, in the, um, Suggestions and Ideas area.
    You're right.

    And this thread we are in right here is a shining example of WHY.

    The attitude that comes out of people arguing against an idea is something the devs do not want polluting the official threads on things they want feedback on. So they post them in teh general discussion area where people are generally better behaved.