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Posts
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There aren't too many extreme min/maxers around, but I think most people try to min/max within some boundaries, be it SOs, IOs or no boundaries at all. This is all a wild guess, but it's derived from the assumption that most players want their characters to feel super which in in-game terms is they want them to perform well.
Quote:Most of the time I see a build with a list full of "Ultimate X Bonuses" I just think, nice, but they could've done far better with less influence spent. Sure, purples are good, but they don't really offer the kind of bonuses quite a few powersets benefit the most from: Defense. It really saddens me when I see a Shield or SR Scrapper or something similar with an abundance of purple sets, but only a few or no Defense bonuses at all.I think I can probably count on one hand the number of times I have seen someones set bonus' list and thought 'wow' (Outside of my SG). And I would think unless that happens they are probably not a min/max'er, so it seems fairly rare to me.
Basically, it just annoys me when people presume that stuffing a character full of purples will automatically make it "teh pwnz0r". -
This is what I currently use on my Ice/SS. He's quite tough to take down with his pseudo-infinite end, soft capped defenses, AoE KD and two oh-sh** buttons. I'm also very happy with his AoE damage output!
Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(13)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(50)
Level 2: Chilling Embrace -- EndRdx-I(A), Taunt-I(3)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(46)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
Level 10: Hurdle -- Jump-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), RgnTis-Regen+(19), Heal-I(19)
Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(43)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(40)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Energy Absorption -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-EndRdx/Rchg(27), Efficacy-EndMod/EndRdx(36), Efficacy-EndMod(36), Efficacy-EndMod/Rchg(36)
Level 28: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(34), AdjTgt-Rchg(34)
Level 30: Icicles -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-%Dam(31), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Acc/EndRdx(34)
Level 32: Hibernate -- Numna-Heal(A), Numna-Heal/EndRdx(33), Numna-Heal/EndRdx/Rchg(33)
Level 35: Taunt -- Zinger-Taunt/Rchg(A), Zinger-Taunt/Rchg/Rng(43), Zinger-Taunt/Rng(46), Zinger-Dam%(46)
Level 38: Foot Stomp -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg/EndRdx(40)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
Level 49: Permafrost -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1391;715;1430;HEX;| |78DAA593DB4E13511486F7B4534ADBC1520A2D5090533994C3408D171E128D114D4| |8A8168A5CA94DA95B18ADD366663CE0950F80176AA25728E823A851E31378D64413| |F50D3CBE425D870D89F1D249FB7F7B56D7FC7BCD3F9DDC956943886B0785661CAE9| |45CB7B850B2CF4B27902B2D5B65111442B473A5382DCF4ADB95E64C59160F3917AA| |4E4AFD90931529CDC2C51AAC0B9E23ED656F253663AF48587AE6D6C2C857AB15F3A| |8E5D9D275F96456966A96BD1CA693424DCA33315ACED8972CD75AB22A96B71A3B52| |B3CA667ED591C55CC9F5A4B3DA0E3365E0FB2204A2C157D4FDA20D16E3C2D74A309| |A1971C27858A8A3AE8B3CA05FEC9863CC13460B84EC3981EDAFC056635B4DEBA392| |2F4B30C1C8CF46013F1BE96CA4B351031B3558D43EC17EAFC12FC07E22C07E2FA11| |45413056769C8C61CE318217C9C912734406F48398446C82101A5882A45F8DE9350| |6A6253D194F2632908A52877E9D145EA6A3EC19823B41C00748B963499BE83B1622| |AD0189B6638D00C073ACA8136826D5CF5C56FFAB0D47A8B719B307C879085BCDA54| |5E6D9C5782F34A705E69CE2BCD79A539AF7E704FF255BEE41895DAFFC27B18B3831| |E7C3DD011A3893A79B0CE16C2C00DDA7E608D719DB00B8649F1557AEA2E95BAEE31| |36087D9B8C0784B7B04937DF63A0FB9B0F53DAF993F18BF19BD0EBD14C7D2EE1035| |CD5A366EFE1A47B39E9DE05C264186F98A3EBAFD24EA335C284C37009BBA16F5045| |37F89D761AFAC1E02986788AE1CBB4EFF055C26778EA237C9536F2911A329F085FE| |09731B5EFD83A358F6F303619F7095FA1CF54FB9A0FA934F988F198F184907DCAE0| |27F2066E7B4AFD1BA792F497EAD2B75F3AF8C02166FFA9E475F5FE4245A34A46DF7| |EA5FFEB78666CF984E6F1ED5F40C983688BB83A89720A4F4FE3AA84AB2594329ED6| |9F1B5B9346F7E0407B51F6A1EC4759C3A66004248262A034A1EC4089A234A3C4511| |2289D28EB28F53F3D76FAE0| |-------------------------------------------------------------------|
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Quote:Yep, that's right.Well, since I posted the original post, I played around with Mid's Hero designer and my current toon and played around with using cast and recharge times to try to find somewhat efficient attack chains. Here's a question which I think I'm pretty sure of the answer...on Mid's for example, the cast time happens first THEN the recharge starts. Is that right? So if something had a cast time of 1 second and a recharge of 3 seconds...the 3 seconds would start right after the cast time has complete right?
Quote:And in a related question, what do you all rely on when picking powers for an attack chain: DPA or DPS? -
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Here's something you can refine to meet your standards better. It's quite a sturdy build with good offense, too.
Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(43)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 2: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(13), Dct'dW-Rchg(13)
Level 4: Combustion -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(5), Erad-Acc/Dmg/Rchg(5), Erad-Acc/Dmg/EndRdx/Rchg(7), Sciroc-Dmg/EndRdx(7), Sciroc-Acc/Dmg/EndRdx(11)
Level 6: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11)
Level 10: Hurdle -- Jump-I(A)
Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(46), Mocking-Taunt/Rchg/Rng(46), Mocking-Acc/Rchg(46), Mocking-Taunt/Rng(48), Mocking-Rchg(50)
Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(15), RgnTis-Regen+(15), Numna-Regen/Rcvry+(17), Numna-Heal(17), Numna-Heal/EndRdx(42)
Level 16: Kick -- Acc-I(A)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(40)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(37)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam(23), RctvArm-EndRdx(34)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def/EndRdx(34)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/Rchg(27)
Level 28: Fire Sword Circle -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-Acc/Dmg/Rchg(31), M'Strk-Dmg/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34)
Level 30: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(31), RechRdx-I(31), RechRdx-I(45)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/Rchg(48)
Level 49: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Quote:Why would you want to go away from melee range on a tanker? If slotted right, an ice tank is basically invincible in 99% of the game content if the player is able to pay a little bit of attention.I have a ele/SR scrapper and love that char and I also have a ice/ice tank
and wish I would have been Ele on her instead of Ice melee just remember you wont be as durable in melee as other tanks. But on the up side Ice can stick and move real fast back into ranged where your almost untouchable if slotted right. LightingRod + FireBall+ eng obsorb would about take the fight out of anything. then just move back while they are slowed to death from your CE and finish the rest with fire ranged attacks. -
Rad is good, but way overrated. Scrappers are good, but often underrated.
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I never learnt to like Regen despite bringing one up to 50. All other sets seem to outperform it from what I've experienced (this is after taking 7 scrappers to 50 and IOing them to varying degrees).
It might be because I paired it with MA which lacks AoE (another thing I hate) and proactive damage protection (such as Parry). Although I did play him to 50 before the changes to MoG, it never revived my interest in a Regen scrapper, even though I know they can be made quite insane with IOs. Maybe I just ought to try Regen again with a different primary... -
But fitness pool is for noobs. Just like hasten. You can't slot them for S/L defense, nub.
:P -
That isn't the case for me. At best, they allow me to move the travel power further up in the build so that I can take "better" powers instead earlier. Most of my characters get Combat Jumping + Hurdle anyways and I often have a spare power slot (either due to lack of enhancement slots or uninteresting powers) to pick Super Jump at some point.
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Nowadays? Not much. I usually make enough to have a +-0 flow of influence. If I don't have any IO projects underway I don't have any need for excess inf so I don't even bother gaining any outside normal playing. If, however, I'm planning to IO out a new alt soon I will put some minimal effort into marketing (5-10mins every other day) and get 100-250mil a week.
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Fulmens pretty much said what I was thinking.
I usually post everything 0-1mil inf items for just 1 inf because it really doesn't matter that much anymore. I have quite a bit of influence so another 500k more or less isn't really visible.
1-10mil inf items, I'll usually post at the lowest price I'm willing to take for them.
Anything 10-25mil I'll post at a sensible price, but usually a bit under the last 5 to ensure it gets sold.
Anything 25mil+ I'll post at the highest price I think I'm able to post them at while still ensuring they get sold. Typically this is a tiny bit under the last 5, e.g. if the last 5 all show 50mil, I'll post it at 49mil. -
Quote:It's easy for everyone who can process simple mathematics. I'll tell you exactly what's you need to be able to do;I believe this conversation has reduced to "Its easy for me it must be easy for everyone" at this point.
First, let's set some values. We have Recipe price (includes crafting cost) which is A from now on. We also have Salvage costs which shall be B and the crafted Enhancement price which shall be C. We'll probably want a profit margin of at least 500k on the recipe (consider sets like Crushing Impact, nothing spectacularly pricey).
What the market user has to be able to do is this: 0.9 * (C - [A + B]) > 500,000. Very simple mathematics because there won't even be any variables because all the information needed is available in the market.
If the player is too lazy or doesn't care enough to spend 5 minutes looking through the market to find Recipe/Enhancement combinations that could work for a scheme like this they're lazy and deserve no sympathy. Simply, it's being poor by choice.
And there really is no drawing the "aptitudes" card. All you need to do is find three numbers from the market window (which anyone can do), insert them into a formula given to you and stuff it into a calculator or computer. And that's it. Not being able to do that is lazyness. -
Quote:I consider it deciphering if I have to pay an unusually high amount of attention to be able to understand it, i.e. if I can't just breeze through it it's deciphering for me. Also, English is not my first language so I find it quite annoying when people think words that are pronounced similarly are interchangeable.- Did it really require effort and did you really have to "decipher" it? If he posted in ancient Sumerian...ok then I would give that to you.
Cmon lol.
Quote:Trying to be helpful and not a jerk, so I linked a language translator for your future use with posts like this:
http://www.babylon.com/affiliates/la...409&OVNDID=ND1 -
Quote:1) Everyone else understood his point, too, but it required some effort to decipher those posts which we wouldn't have done had he spent some effort with his spelling in the first place.#1 Even though his posts are a bit wacky, I understood what he meant and not sure why anyone is making a deal over his grammar/spelling.
#2 How many times does he have to say, "I dont care" before people realize that he doesn't care?
2) He might not care that the way he acts here is frustrating to some people, but those some people who are frustrated do care. -
Few comments;
1) I find your slotting way too shy for endurance reduction. Most of your toggles have less than one SO worth of endurance reduction, so you will probably run dry even with DC.
2) You're overslotting some powers, such as Tough. Three Res IOs and a Res/End? You could get better results with three of Titanium Coating; Resistance, Res/End, Res/End/Rech would get you about 50% Resistance and 45% EndRed. That's only 1.6% less S/L Resistance, more EndRed and one slot saved.
There are other powers such as this, like most of your toggles where you could (and should) substitute the plain Defense IO for a Def/End or a LotG triple for 9% acc set bonus.
3) You're also way above the soft cap for all of your positional stats. I find it good enough on my SD/DM to have 47% Melee and just over 45% Ranged and AoE. I very rarely suffer from Def Debuffs so I think it's pointless to have near 50% Defense.
4) Touch of Fear is pretty much useless once you're soft capped. It's main function for a SD/DM is to debuff a tough target's ToHit values to allow you to tank it more safely. The fear isn't that useful because it's 1) single target and 2) broken when you damage the victim.
5) I think you should remove slots from DC and add to your attacks to make them cost less Endurance. Proactive endurance management is always better than reactive, IMO.
EDIT: 6) I'd also drop the Stealth IO you have slotted in Sprint. It's not exactly clear how Taunt mechanisms work, but I think it was proved somewhere that any form of stealth is disruptive for your aggro. -
Best method (IMO) is to either have (perma) Phantom Army tank her while everyone else wails at her from range or immobilize her and have a tanker taunt her from range while everyone else fights her at melee or range.
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Didn't have my SD/DM's build on Mid's, but whipped up something which seems quite similar to what he has now. Biggest difference to your build is Maneuvers + Grant Cover which is a nice combo to help all the scrappers, blappers and whoever happens to be in melee with you. Also took Pyre Mastery to fill the AoE hole of DM.
Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), Aegis-ResDam(43), Aegis-ResDam/EndRdx(43), Aegis-ResDam/EndRdx/Rchg(43)
Level 1: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(42)
Level 2: True Grit -- S'fstPrt-ResDam/Def+(A), Numna-Heal(3), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(15)
Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(15)
Level 6: Active Defense -- RechRdx-I(A), HO:Enzym(7), HO:Enzym(7)
Level 8: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(11)
Level 10: Against All Odds -- EndRdx-I(A), Taunt-I(50)
Level 12: Phalanx Fighting -- LkGmblr-Rchg+(A), Ksmt-ToHit+(13)
Level 14: Hurdle -- Jump-I(A)
Level 16: Siphon Life -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(36)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), Numna-Regen/Rcvry+(23)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-EndMod/Acc(23), P'Shift-Acc/Rchg(46), P'Shift-End%(46)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Super Jump -- Winter-ResSlow(A)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
Level 28: Soul Drain -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(33), RechRdx-I(34)
Level 30: Grant Cover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
Level 32: Maneuvers -- GftotA-Def(A), GftotA-Def/EndRdx(33), RedFtn-Def/EndRdx(33)
Level 35: Dark Consumption -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(36)
Level 38: Midnight Grasp -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40), Mako-Acc/EndRdx/Rchg(40)
Level 41: Char -- Acc-I(A)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
Level 49: Taunt -- Mocking-Taunt/Rchg/Rng(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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This sounds like an interesting idea and something I could give full support to. I do have a couple of questions before I get into vouching for a change like this, though:
1) How would enhancement values work with a system like this? Would the 10-25 range, for example, get enhancement values of the current level 25 IOs? Or would they scale up with your level to a maximum of the current lvl 25 IO value?
2) Irrelevant for me, but as a follow-up questions: what happens with the crafting costs? Do they also scale up with your level or would they have preset values?
3) Also how about exemplaring? I guess you'd have the set bonuses follow the player down to the lowest level of the level range, for example a set of level 41-53 IOs would only apply bonuses down to level 41.
3) Would the recipe levels depend on the enemy you're fighting (like now) or on the level of the player?
As I said, it sounds like a very useful idea and I'd love it if something like this were implemented. It would surely weed out some of the recipes that just never sell (mez IOs of other levels than 50, looking at you...). -
I guess I fall into the "lazy and smart" category. I really despise farming, and I only ever bother doing it if I decide to roll an alt whose sets are just too painful before SOs (hello Shields, SR).
Other than that, I just check the market every few days on the 1-3 characters I'm using to make money at the time. My new characters make money almost solely by leveling with story arcs and the occasional TF. I just do whatever I don't consider a chore and it serves me more than enough in the influence department. -
Quote:I guess I should be flattered! :PPeople like you and Samuel_Tow impress the hell out of me, as I speak only English.
Anyways, most people usually are quite surprised when they hear I learnt the basis of my English in the internet. MMO browser games, mostly. And the level of English there, well, it isn't very good.
I had the habit of bad grammar earlier, but then it struck me that people might think I'm an idiot if I couldn't spell properly so I just decided to try my best and so far it has worked quite well.
And honestly, I really can't fathom how the minimal effort I'm spending to make my posts meet the standard I want them to could be too much for someone who has spoken English since whenever they learnt to speak. -
Quote:It does mean a number of things. First of them being your way of communicating frustrates people. I guess you know basic maths, so let me ask you something: which requires less overall work; one person correcting the minor mistakes in his text before posting it or the tens/hundreds of people reading it who all have to correct those mistakes before the text starts making any sense?/e Raise Hand
Ummm,high school was over for me a loooong time ago,and you seem to belive heavly in proper grammar,but,i dont.The fact that you even go on ..and on....and on...about grammar may mean a number of things.
There are a few things I believe in grammar: 1) good grammar is less likely to get snarky responses, 2) bad grammar makes even a post with intelligence behind it seem stupid because most people just cling onto the grammar issues instead of the topic at hand, 3) good grammar doesn't require much work at all. At least not for me, and English is my 2nd or 3rd language, depending how you look at it, so I'd guess it should be even easier for a native English speaker.
Quote:Either you are trying to get a passive emotional response from my self,or others,or your simply bored,and feel you are a superiour being compaired to the rest of us,which is hard to prove by pointing out spelling and punctuation.
In your posts, I'd say it's quite excessive that you don't use spaces after punctuation marks. What's next, no spaces between words?
Quote:Ohhh,almost forgot!The way a person spells,uses comma's,ect....doesnt reflect on there overall intellegence,it just means they have bad writting habits.Habits im fine with.
That's just how we work as human beings.