ClawsandEffect

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  1. Do I need to go into how many times my Scrappers have been rendered completely useless on a team because the entire spawn is dead before I even get close enough to attack it?

    That scrapper who runs ahead? He's not showing off, he's trying to feel like he's actually doing something because he's frustrated at getting to a spawn too late every time.

    Why does that happen? Because ranged damage sets have....well, range. Any melee set that doesn't have significant ranged ability built in is at an inherent disadvantage to a ranged character. Don't believe me? Join a team that has 2 or more ranged damage dealers with a melee character and watch how much of a given spawn is obliterated before you are even in range to attack. If you're lucky you might get a hit or two on a boss or kill a LT with a sliver of health left.

    Say a spawn is 60 feet away. Every ranged set in the entire game can attack that spawn from right where they are standing. A melee character has to spend at least a couple seconds closing that distance before he can attack anything at all. In the "modern game" people keep spouting off about, that means everything but a boss is going to be dead before the melee character even reaches the spawn.

    I couldn't even tell you how many teams I've quit because I felt like a leecher. I'd head toward the spawn to start attacking, only to have the last enemy drop dead right as I get to him. I would then start going ahead of the team so I could actually attack things, only to get yelled at and told to stay with the team.

    Even with the supposed melee damage advantage, a ranged character can kill enemies before that melee is close enough to deal any damage at all. It's a simple fact: Add enough ranged damage dealers and you make melee characters completely useless on a team. There is no place for a scrapper on a team that has 2 blasters or corruptors already.

    If you start buffing ranged sets, all that damage that melee sets have is going to mean squat, because they will hardly ever get to use it on a team unless they run ahead and get yelled at. Lots of ranged damage = useless melee.
  2. Quote:
    Originally Posted by Beauregard View Post
    Fire and Ice are relatively balanced with one another in the manner you believe. Subtract the burn effect from Fire and you get Ice Blast with different options (Hold vs. Snipe/Targeted AE).

    But everything else lags way behind. It's not so much an issue of raising the damage so they're competitive with Fire - they're not even remotely competitive with Ice.

    Originally, you could argue that this was balanced due to recharge and endurance use. Fire and Ice burn through end a ton faster than other sets do. You need perma-Hasten levels of recharge to actually run their high dps single target cycles or make good use of their Rains.

    In the modern game, these 'limitations' aren't really limitations at all. You've just got two sets that dramatically outperform the other sets - and one of those two sets that performs the core task of a blast set (dealing damage) a lot better than the other.
    Yes, other sets lag behind if you ONLY consider damage.

    And like I said, if you buff those sets up to be equal to Fire's damage, it will make Fire the worst set because those other sets will have the exact same damage output, with useful secondary effects on top of it. Can you imagine how broken Sonic would be if you buffed its base damage to equal Fire? It would have the same damage, and a secondary effect that lets it deal damage ABOVE the damage cap.

    Fire's extra damage IS its secondary effect. It always has been.

    It's actually the secondary effect of all Fire sets, regardless of AT.

    Fire Melee? Damage DoT as secondary effect.
    Fire Control? It has Hot Feet and the pets are strictly there for damage, they do nothing else.
    Even Fiery Aura has more damage as its gimmick, and it gives up survivability to get it.
    Blaster Fire Manipulation is the same. It has 3 utility powers, and the rest of the set is pure damage. It even has the highest damaging immobilize power out of the blaster secondaries.

    Fire powers get extra damage because, almost without exception, they provide no mitigation whatsoever. Fire Blast has only one way of reducing incoming damage: Kill your enemy before it kills you. It doesn't get a stun, or a hold, or a sleep, or any kind of mez power at all that actually prevents damage (except Fire Control, but that's because it's a control set).

    The other sets are VERY unlikely to get a buff to make them competitive with Fire, because that would remove the thing that is unique about Fire: It's damage output advantage. Give other sets similar damage output, and Fire will start to become the worst possible choice for just about any character.

    Each set is good at something. Fire is only good at damage. If you make everything else just as good at damage, Fire will fall behind because it sucks at everything else.
  3. Quote:
    Originally Posted by Reppu View Post
    Fire is the only set remotely 'balanced' when it comes to Ranged Damage. For supposed Damage ATs, Range ATs have badly fallen off when it comes to their primary source of damage. This is not to ignore their debuffs, but This Is Not The Point.

    Fire is the only set right now that does any comparable damage to the Melee Power Creep, and even Fire is falling behind over the years. If you want to contribute Damage with your Support, you really do have to go Fire.

    Ice and Archery are decent alternatives, but they don't keep up as well.

    Beam Rifle is just Less ST than Fire and none of it's AoE.

    Balance!
    Which "Damage" ATs are you talking about?

    The only Damage AT that gets Fire Blast is Blasters. Defenders are Support ATs, and Corruptors are Hybrid Damage/Support ATs, not pure Damage. (If they were meant to be pure Damage, they would not have gotten Support secondaries)

    So, the answer to melee power creep is.......ranged power creep?

    All of the blast sets perform perfectly well at their job. It's just a matter of figuring out what their job is in the first place. And sorry Reppu, but saying every AT's job is damage and nothing else is a load of crap. (I remember you saying that a Controller's job was damage, that's why I say that)

    If you buff all the other blast sets up to the damage output level of Fire Blast, all the other sets will then be overpowered, because they will have the same damage output plus secondary effects. It's the whole "be careful what you wish for" scenario, because if the other sets were buffed to be equal to Fire in damage.....Fire would then be the WORST blast set because it offers absolutely nothing else.
  4. Some of the highlights:
    Perma DP
    5 seconds off Perma-Hasten (With Spiritual Alpha and boosted enhancements)
    Soft-capped S/L defense.
    766% passive regen with just Integration running.


    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(46)
    Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(15)
    Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(43), Achilles-ResDeb%(46)
    Level 4: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(39), Dct'dW-Rchg(40)
    Level 6: Spin -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(7), Erad-Dmg/Rchg(7), SScrappersS-Acc/Dmg(13), SScrappersS-Rchg/+Crit(37), SScrappersS-Acc/Dmg/EndRdx/Rchg(37)
    Level 8: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), Rec'dRet-ToHit/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(34), Rec'dRet-ToHit(48)
    Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(40), Dct'dW-Rchg(40)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(13)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(17), Heal-I(50)
    Level 18: Focus -- Apoc-Dmg(A), Apoc-Dmg/Rchg(19), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(33), Apoc-Dam%(34)
    Level 20: Resilience -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(21), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(36)
    Level 22: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Knock%(50)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(36), S'fstPrt-ResDam/Def+(37)
    Level 26: Eviscerate -- Erad-Dmg(A), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(27), SScrappersS-Dmg/Rchg(42), SScrappersS-Acc/Dmg/Rchg(42), SScrappersS-Dmg/EndRdx/Rchg(43)
    Level 28: Instant Healing -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(29), Numna-Heal(45)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def(33)
    Level 35: Shockwave -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(36), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(46), Ragnrk-Dmg/EndRdx(48)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(39)
    Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(42)
    Level 44: Physical Perfection -- RgnTis-Regen+(A), P'Shift-End%(45)
    Level 47: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(48)
    Level 49: Super Jump -- ULeap-Stlth(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-End%(3), P'Shift-EndMod(3)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
  5. Quote:
    Originally Posted by Kyria_Shirako View Post

    A new player who hasn't seen everydamnthing a billion times like us vets might also want a look at the scenery or the mission dialogues at times. Granted, the writing in this game isn't exactly Terry Pratchett, but being forced to power through by the Fury mechanic could rob them of what experience is offered.
    I disagree with this.

    I've never felt forced into anything by Fury, and it builds up quickly enough that you can stop and look around all you like and be right back to whomping stuff within a few seconds of the next fight.

    Quote:
    As for sets: Any armor set which doesn't require a lot of reactive clicking would probably be Easier. WP offers a reasonably smooth ride. Any set with Parry might make it a little smoother; Katana/WP is straightforward, effective, and still has very good endgame potential.
    I agree with this to a point.

    I'd opt for Claws/WP brute.
  6. ClawsandEffect

    Help a Noob

    Okay, as promised, here's the build I worked out.

    The highlights:
    Soft-capped to S/L defense.
    705% passive regen (with just Integration)
    Perma Dull Pain (must click hasten as soon as it's recharged to keep it perma)

    It has 2 purple sets in it, and a bunch of Kinetic Combats, so it won't be dirt cheap. I also boosted all the enhancements in it 5 times, which won't be necessary on your live build with the purples and such.

    Here it is:

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Street Justice
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Heavy Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(13), Heal-I(39)
    Level 2: Sweeping Cross -- SBrutesF-Acc/EndRdx/Rchg(A), SBrutesF-Dmg/Rchg(3), SBrutesF-Rech/Fury(31)
    Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(5), P'Shift-End%(34)
    Level 6: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(15), Dct'dW-Rchg(40)
    Level 8: Rib Cracker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(15), Dct'dW-Rchg(40)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(13)
    Level 14: Boxing -- Empty(A), Empty(46)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(17), Heal-I(17)
    Level 18: Spinning Strike -- SBrutesF-Acc/Dmg(A), SBrutesF-Acc/Dmg/EndRdx/Rchg(19), SBrutesF-Acc/Dmg/Rchg(19)
    Level 20: Resilience -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(37), S'fstPrt-ResDam/Def+(37)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(37)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
    Level 26: Shin Breaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(43), C'ngImp-Acc/Dmg/Rchg(43), Achilles-ResDeb%(43)
    Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(40), Dct'dW-Rchg(42)
    Level 30: Combat Readiness -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(31), RechRdx-I(31)
    Level 32: Crushing Uppercut -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(42)
    Level 44: Laser Beam Eyes -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
    Level 47: Energy Torrent -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(5), P'Shift-End%(42)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
  7. ClawsandEffect

    Wentworth prices

    Capping how much you're allowed to sell things for would help the obscenely rich (because their outrageous fortune would now buy more stuff), while hurting the new player and non-market savvy player (because their drops will not sell for as much)

    As much as I'd appreciate spending less to kit out my characters, price capping at this point would do more harm than good.

    It would also likely lead to a situation where there is very little supply to meet the demand. The demand is unlikely to change much, and price capping would exhaust the available supply pretty quickly.
  8. Okay.

    How is it that no one has mentioned Acrobatics being a must-have power for Dark Armor with no IOs?

    The poor guy is probably a freaking pinball fighting certain enemy groups.

    Combat Jumping - Super Jump - ACROBATICS. It's THAT important to a Dark Armor or Fiery Aura tank. When you're getting knocked on your butt, you can't heal, attack, taunt, nothing.

    No KB protection on a tank of any kind will frequently lead to both the tank and the team getting killed because the tank spends more time on his back than on his feet.
  9. Nothing particularly hostile about it. It just baffles me that people would want new animations for a set that literally JUST came out.

    There are a number of power sets that deserve alternate animations a LOT more than Street Justice. And they deserve to get them sooner than a set that has been out for a few months.

    I don't especially care if Spines or Broadsword get alternate animations, they were just examples of sets that deserve some attention before the brand new set gets some more.
  10. Quote:
    Originally Posted by OneWhoBinds View Post
    One big issue... Shield throw was nixed for the actual shield set, because it stepped on Marvel's toes with Captain America's copyright. In short, if Shield Defense didn't get it, a power pool certainly won't.

    That aside, the idea is not without merit... it certainly would make those Sword & Gun characters more feasible... but I wouldn't hold my breath.
    Quote:
    Originally Posted by Roderick View Post
    Shield Throw was nixed because the only way it could be done would be to throw a generic shield model (not the one attached to your arm), while the one attached to you arm stayed there. They decided that would look stupid, and gave us Shield Charge instead.
    Actually, it was BOTH reasons.

    Throwing a shield is specific enough to one character and one character alone that it is part of the trademark on that character.

    I actually Googled it. Captain America is the ONLY character in ANY media who throws a shield frequently enough to be known for doing it. It is thus part of the trademark for that character. (Seriously, I went through more than 15 pages, and no other character cropped up in Google's search for characters that throw shields, just Cap).

    The only other character that does it at all that I am aware of is Taskmaster, and he does it because copying other people's moves perfectly is his entire schtick.

    That combined with the game engine limitation Roderick mentioned is enough that we will most likely never have the ability to throw a shield as an attack.
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    It always irks me a little when people consider "high server load" to be a good thing. Those dots on the side indicate server performance, people. You don't want them to be red because then the server starts lagging and dropping people off and you start waiting in queue.

    That said, I've always preferred the concept of one global server for all players to share like what Champions Online uses, not because of population issues, but because I'm sick and tired of the character I want to play not being on the same server as that my friends are playing on right now. I actually have a Free Account friend right now that I would gladly pay for. We made his one character on Victory because that's my "main" server, and now he refuses to play the game because I'm currently playing in Pinnacle.
    Pssst.....your friend can make TWO characters you know.
  12. I'm not even going to bother explaining how dumb this idea still is.

    I've lost count of the number of times I've already done so, and this post is the maximum amount of time I'm prepared to waste on this thread.
  13. ClawsandEffect

    Twlight's Grasp

    Quote:
    Originally Posted by Chyll View Post
    *shrug*
    Still one of the best heals in the game.
    It would be if it was a little faster.

    As is, it's pretty good though.
  14. ClawsandEffect

    Help a Noob

    I'll pop in and monkey with Mids later on this evening.

    I'm pretty confident I can get your build soft-capped to Smashing/Lethal defense while having Perma Dull Pain and a solid attack chain. I pulled it off with my Claws/Regen scrapper using the ATOs and brutes get the same S/L defense bonus in their ATO set, so it should theoretically be possible. Your energy defense won't be as high as mine, but soft-capped S/L defense is pretty damn good for a /Regen.

    It will be comparitively cheap to do as well.
  15. Looks pretty solid at first glance.

    I'd swap the Hecatomb set to whichever power you use most often to give the proc more chances to fire.

    I can't open the build because I'm at work (no Mids), but if you're softcapped to all positions with a cushion and endurance sustainable, I'd say you're in good shape.
  16. ClawsandEffect

    Illusion/Staff?!

    Quote:
    Originally Posted by Little_Whorn View Post
    Too bad this game doesn't have a visually appealing and simple way to show me what powers/attacks a targeted foe is using, like Guild Wars does. I guess the combat log works somewhat, even if it becomes a jumbled mess in a big spawn.
    Once you've been playing for a long enough time, you get to know what the attacks look like. I can tell you what someone just hit me with by the animation alone.
  17. ClawsandEffect

    Chain Induction

    Quote:
    Originally Posted by Carnifax_NA View Post
    I'm pretty sure that Wiki information is very, very out of date. Chain powers have been inheriting buffs & enhancements for around 10 issues now as far as I'm aware.
    Pretty sure this is correct.

    One thing to remember is that the initial hit of Chain Induction is Smashing/Energy, but only the Energy portion chains.

    Personally, I use Chain Induction in my ST attack chain on my Electric/Willpower Brute. I look at the chaining portion as bonus damage.
  18. Quote:
    Originally Posted by Crashed View Post
    Depends. Does your concept rely more on the science involved with technology, or is the fact that it is a robot enough explanation for it's powers? Science for the former, technology for the latter.
    My main is a cyborg, and is Science origin.

    His abilities would be impossible were it not for the deliberate scientific experimentation involved in learning how the brain makes your muscles move. There is no computer involved in his cybernetic pieces at all, they are wired directly to his brain, which accepts them as it would his own natural limbs.

    The cybernetics themselves would be tech origin, but it is the science of how they actually function that makes his abilities possible.
  19. Quote:
    Originally Posted by Dz131 View Post
    I mean there's much more chance of people buying convenience items at a whim if it didn't cost something like $10 for an alignment change.
    The fact that the price is $10 says (to me at least) that the devs don't WANT people changing alignment at a whim.
  20. Quote:
    Originally Posted by Vitality View Post
    Street Justice has some nice animations.

    My only complaint would be Sweeping Cross.

    Could we get an alternate animation that is more like Crippling Axe's punch and Haymaker...where you don't lift your leg like you are about to throw a pitch?


    Also...it would be nice if you could choose between the alternating animations of Initial Strike and Heavy Blow (or keep them alternating if you want)...as I definitely prefer the actual punch animation of Heavy Blow instead of the elbow.
    Wow....the set has only been out a few months and people are complaining about the animations already?

    How about they give alternate animations to sets like Spines and Broadsword first? You know, the ones that have had the same animations for 8 years now.

    And for the record, I prefer the elbow. Looks cool with a shield on your arm, like you're hitting them with it.
  21. The prices on some of that stuff are set high to discourage people from buying a lot of them.

    Alignment changes aren't supposed to be convenient and quick. They're supposed to be a commitment to becoming the opposite alignment. Frankly, I'm surprised they put that in the Market in the first place, but I'm not surprised in the slightest that it's expensive.

    You want to go redside with your blaster to get Scorpion Shield? You have a couple options: 1) Spend a few days changing your alignment in order to run the necessary arc, or 2) spend $20 to go there and back pretty much instantly.

    Forbin has it right. They offered that item for convenience, but they don't want it to be so cheap that people start buying them and ignoring the side-switching mechanic they spent a lot of the last couple years designing and adding stuff to.

    Makes perfect sense to me.
  22. Quote:
    Originally Posted by ShadowMoka View Post
    DFB is a bit faster than DiB, actually. DiB is still fun but you may as well just start running TFs/radio teams at 15+ if you're looking for speed.
    This obsession with speed still mystifies me.

    Why is it so important that you get to level 50 as fast as possible? Grind to 50 in a week so you can.......grind Incarnate content?

    I know I only speak for myself, but I just play the game. I'll get there when I get there.
  23. And if we had gotten Staff Fighting already there would be a different thread in this one's place about how the devs are doing nothing but melee powersets.

    There have already been threads with that subject.

    If I had to guess, it isn't out yet because the devs don't want to release 2 power sets at the same time.
  24. Quote:
    Originally Posted by T_Immortalus View Post
    But, I tend to hate toggles as a "stupid idea if they're always up anyway". Making them auto powers that are always on(for self-affecting only ones) would be a much better idea that would require less system and server resources to track the status of.

    But, I'm not in any position of influence to have my good ideas(at least some are good) heard.
    Toggle powers are significantly more powerful than auto powers. Without exception.

    That's because toggle powers cost endurance while auto powers don't.

    If all toggles were turned into auto powers, you can bet your bottom dollar they would all get nerfed to the level of current auto powers.

    I had not noticed the Dark Regen bug, due to not having played my Dark Armor character in a while. I'll have to check it for myself later.
  25. Quote:
    Originally Posted by Campro View Post
    I am a level 18 Natural Mastermind
    Your question has already been answered, I just thought I'd point out that we don't need to know your character's origin. It is irrelevant for 99.9% of the questions you could ask about your character.

    Generally, when asking questions pertaining to your character, let people know your Primary and Secondary power sets. It is easy to infer that your sets are Beast Mastery/Storm Summoning from your question, but if you hadn't mentioned specific powers we'd have had no idea.

    Death From below is really only intended to be run up until level 10 or 12 before you move on to other stuff. Don't get sucked into the teams that will run it all the way up until level 50. I've lost count of the number of people I've encountered that had no idea what any of their powers taken after level 10 did because all they had ever done was DFB from 1-50.

    (Example: There was a guy who was convinced that Screech was a high damage attack because he was 1-shotting level 1 Hellions with it. It's a stun that deals almost no damage at all)