DreadShinobi

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  1. Quote:
    Originally Posted by Scarlet Shocker View Post
    You've not explained why SS+CJ is a good system. The only reason people would largely take that is because of PVP, but who PVPs these days - and since I13 wasn't that changed slightly anyhow?

    As for the rest you've confused me. Is the Pool Power system outdated or is it fine? It seems strange that it could be both.
    SS is the fastest travel power (the difference between 92 mph and 82 mph is big, let alone moving even slower by not taking SS), and CJ gives much needed maneuverability. More casual players may not care about an extra 10 mph, but it does make a difference for alot of people, not to mention SS gives you stealth, which is invaluable.This isn't just limited to PvP and if you don't know this you really aren't standing in a good position to be talking about how travel powers are redundant and might as well be inherent because of inferior (with the exception of raptor packs which are more than enough for any time you need to get more vertical) temp powers available.

    The Pool Power System is outdated and would need more options if anything like you are suggesting would be implemented into the game, however with that said it is fine as it is (its not broken in any way, its not inhibiting any play styles, and its not in a postion where temp powers or new systems like incarnates have reduced the effectiveness of them, they just lack options) and I would rather the developers spend their time fixing numerous bugs in game, and releasing more tfs, incarnate content, and power sets.
  2. Incin>blaze>fb is the top dps chain.

    Blaze>FB>blaze is not possible and even if it was it would mean that incin>blaze>incin (which would be better dps) would be possible (which it is not) because blaze and incinerate have the same recharge requirements.
  3. Serious answer: AR/Rad. the 2 Toggle debuffs in /Rad don't cause you to redraw, meaning you only have to redraw to pop AM (long recharge), LR (30 sec recharge with IOs), or heal (situational). That and the debuffs (particularily the -res) help with the fact that AR has poor offensive damage typing.

    Controversial Shin answer: Don't go AR
  4. DreadShinobi

    Rage Defense

    I believe what OP really wants is a "Berserker" set, in which there has been at least 1 or 2 very good threads about such a set in the past, which could probably be found using some search fu.
  5. Quote:
    Originally Posted by Scarlet Shocker View Post
    In fact there's an argument to be made that Fly, Super Jump, Teleport and Superspeed are now redundant and the only reason to take them is for character/RP reasons. If you wish to get around Paragon, the Rogue Isles, Praetoria, then the other options are in many ways better. You can, for example, get across most zones in game using Ninja/Beast Run, and the two jump packs. It makes SJ seem pathetic in comparison.
    Super Speed(+CJ) is not redundant, a case could absolutely be made for flight (and to a lesser extent teleport, cause its an awful travel power, and SJ, just cause theres not alot of use for it when you have SS/CJ and a raptor pack) though with the abundancy of flight packs and how flight isnt really any better than the temps.

    However, I think the bigger issue is that the pool power system is largely outdated. There are few options and even less that are viable/good choices, and if they made travel powers inherent, why not just scrap the entire power pool system all together and make everything inherent. If they were to make any more pool powers inherent they would need to add more pools.

    That said, I really think the pool power system is fine as it is currently, there /is/ enough reason to take the powers in your build and that is good enough. Now if they were to add 10 more unique power pools to choose between then maybe there would be enough reason to look at making travel powers inherent so that people would have space in their builds to play with other power pools, but currently there just is not enough reason to make them inherent.
  6. Quote:
    Originally Posted by Swift_Spines View Post
    hi all, i just recently came back and decided to go VIP and was wondering what build is better for farming to IO? i built both on hero builder and it seems fire/ss would be a stronger build but just wanted some extra input. Thanks in advance
    A brute.
  7. 5 armageddons or 5 oblits + forcefeedback proc in foot stomp, you really want that proc.
    Change slotting in Rage to 2 Rectified reticle for s/l defense.
    Don't forget to turn on Combat Jumping, you're actually over S/L defense soft cap, you could drop a set or two of reactive armor to save some slots (static shield doesnt really need more than base slot).

    Pyre for fireball/fireblast, Soul for Gloom/Dark Oblit, or Mu for electrified Fences/Ball Lightning are all better choices for epic/patron set. Your Single target damage will be significantly lower than whats possible without fireblast or prefferably gloom. Gloom will do more for your dps than any amount of inf you throw at the toon, its that good (though if you slot it with 5 apocs then thats even better, but 5 decimations also works).

    Ways to get your recharge up:
    add 2 slots to Taunt for 7.5% rchg
    Add 2 slots to weave and change slotting to 1 lotg rech, and 5 red fortune for 5% rchg
    KoB is fine with just 4 slots.
    Change power sinks slotting to 6 taunt Ios, or 6 effecicay adaptor or drop it down to just 2-3 slots.
    Use some common IOs in Hasten instead of Sos.

    If you have the resources, 5 hecatombs in Haymaker helps alot, if you don't changing the slotting to 4 kin combats+1hecatomb proc would also work. (suggesting this as you had some hecatombs in your above posted build)

    I don't really consider Power Surge a good power pick, with 45% s/l def and the naturally very good resists that elec armor gives power surge is not really alot better than popping a couple orange insps, except it crashes you. If you really want to keep it, potentially consider taking burnout (i know, i know), since it effectively increases the duration of PS to 6 minutes and elec has the tools to work with burnout's end debuff.



    Could also get by with just 2 slots in stamina due to the nature of elec, and with that note on endurance, Cardiac isnt necessary for an elec brute, go spiritual.
  8. Quote:
    Originally Posted by Da_Captain View Post
    Don't forget about Fortunata Hypnosis Chance for Placate, Chance for an 8 sec mag 2 Placate, They are sleeping and only wake up if you attack them, but if you attack them the Placate wears off.
    Fortunata proc in Will Domination was the bees knees for any pvp psi defender/blaster for the longest time (even if it wasn't bugged and procced 100% of the time it would still be good) since it forces your target to have to retarget you. That said in PvE it is still crap, and ironically it will hurt you slotting it into a power like mass hypnosis, which normally doesnt cause aggro, but the proc turns it into an aggroing power.
  9. Alot of the things on the paragon market is a rip off, summon warwolf being one of them in my book, no matter how good it is, just isn't worth spending money on unless its a permanent upgrade to your account, but as long as nc is making money then its all a wash.
  10. DreadShinobi

    Brute as a Tank?

    Any brute built properly can tank, regin included.
  11. Quote:
    Originally Posted by UberGuy View Post
    I am willing to accept the old, current scheme, with two changes.
    • Move temp powers to the bottom. They are the thing I least likely need to dig around in, except...
    • Do something different with the temp powers you give us in trials nowadays. Make them their own category and put them up top. Make them add charges instead of becoming 10 copies of one-use powers. Put a button that will use them on the trial info window. Anything but what you do with them now.
    I like your suggestion about adding the trial temps to the trial UI window, with a number of how many you have received, make it easy to click and keybindable. Then get rid of having them added to your power tray and temp power lists.
  12. Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    No Flo Perma: Level 50 Natural Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Icy Assault
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Villain Profile:
    ------------
    Level 1: Char UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(3), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(5), UbrkCons-EndRdx/Hold(45), Dmg-I(45)
    Level 1: Ice Bolt Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(43), Decim-Acc/Dmg/Rchg(43), Decim-Build%(43)
    Level 2: Ice Sword KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
    Level 4: Ice Sword Circle Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(9), Armgdn-Dmg/Rchg(11), Armgdn-Acc/Dmg/Rchg(11), Armgdn-Acc/Rchg(13), Oblit-%Dam(50)
    Level 6: Combat Jumping LkGmblr-Rchg+(A)
    Level 8: Hot Feet Sciroc-Dmg/EndRdx(A), M'Strk-Dmg/EndRdx(9), C'ngBlow-Dmg/EndRdx(31)
    Level 10: Fire Cages GravAnch-Hold%(A), Posi-Dam%(13), Posi-Acc/Dmg(15), Posi-Dmg/Rchg(15), Posi-Dmg/EndRdx(17), Posi-Acc/Dmg/EndRdx(31)
    Level 12: Flashfire Amaze-Stun(A), Amaze-Stun/Rchg(17), Amaze-Acc/Stun/Rchg(19), Amaze-Acc/Rchg(19), Amaze-EndRdx/Stun(21)
    Level 14: Hasten RechRdx-I(A), RechRdx-I(21)
    Level 16: Super Speed Zephyr-ResKB(A)
    Level 18: Cinders BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-Acc/EndRdx/Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(25)
    Level 20: Boxing Empty(A)
    Level 22: Tough S'fstPrt-ResDam/Def+(A), HO:Ribo(50)
    Level 24: Weave LkGmblr-Rchg+(A), RedFtn-Def(34), RedFtn-Def/EndRdx(34), RedFtn-Def/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-EndRdx(40)
    Level 26: Maneuvers LkGmblr-Rchg+(A), RedFtn-Def(27), RedFtn-Def/EndRdx(27), RedFtn-Def/Rchg(29), RedFtn-Def/EndRdx/Rchg(29), RedFtn-EndRdx(34)
    Level 28: Power Boost RechRdx-I(A)
    Level 30: Tactics Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(31)
    Level 32: Fire Imps ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33)
    Level 35: Ice Slash Hectmb-Dam%(A), Hectmb-Dmg/Rchg(36), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(37)
    Level 38: Bitter Ice Blast Apoc-Dam%(A), Apoc-Dmg/Rchg(39), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(40)
    Level 41: Sleet Achilles-ResDeb%(A), UndDef-Rchg/EndRdx(42), UndDef-DefDeb/Rchg/EndRdx(42), LdyGrey-Rchg/EndRdx(42)
    Level 44: Frozen Armor LkGmblr-Rchg+(A), RedFtn-Def(46), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-EndRdx(48), RedFtn-Def/EndRdx/Rchg(50)
    Level 47: Hoarfrost GA-3defTpProc(A)
    Level 49: Vengeance LkGmblr-Rchg+(A)
    Level 50: Cardiac Core Paragon
    ------------
    Level 2: Swift Run-I(A)
    Level 2: Health Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
    Level 2: Hurdle Jump-I(A)
    Level 2: Stamina P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc(46)
    Level 1: Brawl Acc-I(A)
    Level 1: Domination
    Level 1: Sprint ULeap-Stlth(A)
    Level 2: Rest RechRdx-I(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    15% DamageBuff(Smashing)
    15% DamageBuff(Lethal)
    15% DamageBuff(Fire)
    15% DamageBuff(Cold)
    15% DamageBuff(Energy)
    15% DamageBuff(Negative)
    15% DamageBuff(Toxic)
    15% DamageBuff(Psionic)
    11.63% Defense(Smashing)
    11.63% Defense(Lethal)
    6% Defense(Fire)
    6% Defense(Cold)
    8.5% Defense(Energy)
    8.5% Defense(Negative)
    6% Defense(Psionic)
    8.81% Defense(Melee)
    7.25% Defense(Ranged)
    6% Defense(AoE)
    2.25% Max End
    69% Enhancement(Accuracy)
    128.8% Enhancement(RechargeTime)
    5% FlySpeed
    76.3 HP (7.5%) HitPoints
    5% JumpHeight
    5% JumpSpeed
    Knockback (Mag -4)
    Knockup (Mag -4)
    MezResist(Confused) 2.5%
    MezResist(Held) 2.5%
    MezResist(Immobilize) 14.6%
    MezResist(Sleep) 2.5%
    MezResist(Stun) 2.5%
    MezResist(Terrorized) 2.5%
    20% Perception
    23% (0.38 End/sec) Recovery
    16% (0.68 HP/sec) Regeneration
    15.44% Resistance(Fire)
    15.44% Resistance(Cold)
    5% RunSpeed






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    Build made betterer. Tried to keep power choices the same except I noticed you had super speed in your first build and didn't pick it up in the second, so I replaced Chilling Embrace for Super Speed and dropped Hibernate for Vengeance (lotg holder). As for slotting, well I changed pretty much everything there, so just take a look at the build to see what I did there. Wouldn't take psionic master, sleet is too good to pass up. I would also reccomend picking up Cardiac, fire/ice is pretty heavy, even with domination refilling your endurance every 67 seconds. Though you could alter slotting some adding some endredux into your main attacks then going Spiritual or Musculature instead, both are viable ways of slotting with incarnates in mind. Also pick up Rebirth, having T4 Rebirth on my mind/fire dom is an absolute game changer, literally it shoots your survivabilty up through the roof covering any damage that gets past your softcapped defense and hard control, not to mention everyone else you might be grouping with will benefit.
  13. I had a km/sd when it originally came out, it was pretty fun and could take down a pylon in good time. Long since deleted, but so are nearly all my other toons
  14. Quote:
    Originally Posted by MisterD View Post
    So, recently the sig rewards were changed, so you had to have confirmed your alignment (hero.villain) before you could pick the A merit.

    Fair enough.

    I don't mind the change but..NOWHERE does it actually mention, in game, that this needs to be done. Are the devs simply that slack, or stupid? Or both? A change that screws the rewards, yet people are meant to be checking the forums constantly, in order to actually find out about it?

    But again, that isnt my issue.

    Just now, I ran the arc with a few friends, on my MM, who began as a villain, and switched to 100% hero, about..5 months ago. SInce then, I hadnt actually done another set of tips with him (because he is poison and its junk). But he is STILL a hero. The last morality mission I did..a HERO one.

    SO, we finish the arc, and the A merit option has the following message:
    'You must have completed your most recent Morality Mission as a Hero reinforcing your Hero alignment to claim this reward.'

    MMmm. Say WHAT? My most recent alignment? Which was a HERO! Or maybe I 'accidently' did 10 rogue tips as a Villain, came to paragon then accidently did another 10 Hero tips, plus Morality...and again, all accidently, became a ******* Hero??

    How does swapping sides NOT reinforce my alignment? The alignment is CHANGED! Clearly, I am reinforcing it.

    And the very fact that there is no mention at all of this, or even having to have done any alignment, before starting the arc, is a load of totally ********. ********. How hard can it be? One line of text..'Have a moral mission done.' Super tricky stuff. Nice work devs. Right up there with a bunch of idiots trying to **** a doorknob.
    You're immensely over reacting and insulting the developers and swearing isn't warranted.

    1) "Reinforcing your alignment" Means running an addition 10 tip missions + 1 morality mission after you have switched to your current alignment or as the first tip missions you do if they are the same as your current alignment. It is not time based.

    2) The normal alignment system does not allow anyone to receive hero or villain merits before they have reinforced their alignment, before you reinforce your alignment you recieve 50 reward merits, rather than a hero/villain merit. The change to not allow villain/hero merits to characters that haven't reinforced their alignment was warranted because it wasn't precedented before, you could not receive hero/villain merits before without reinforcing your alignment

    3) It's a 6-12 minute arc, or a bit longer if you did the second one, you didn't waste that much time and there are other reward options that you can choose instead of the hero or villain merit

    4) Chill.
  15. Quote:
    Originally Posted by DSorrow View Post
    As others said, ramp up the challenge.

    Have you done these with your Illu/Cold?
    • Solo a level 54 AV
    • Solo multiple AVs at once
    • Solo multiple GMs at once
    • Solo a MoXTF
    • Solo a TF at +4/x8

    There are many things you can do for challenge, that's just a short version. For the record, I've done all of those on my Illu/Cold except for a solo MoTF due to lack of playing time (curse you, military!).
    This. And once you do it, try and do it faster. Ill/Cold is a very safe (yet powerful) combo, however due to the limitations of uncommandable pets (not to mention simply being pets in general)that make up a large portion of the set's dps, doing content exceptionally fast (total time in a TF) can be a bit more difficult than simply soloing a single AV/GM.
  16. Quote:
    Originally Posted by Novella View Post
    Do not take Fighting just focus on ranged and those two special IOs and you will be set.
    The only reason not to take fighting is if you frequently use a crash nuke, or are using an extremely tight build (less likely). Weave makes it signicantly easier to softcap, and even if you have an ancillary resist shield to put steadfast/glad armor procs in you can still put 1 in the base slot of Tough as well as toggle it on if you want a little extra bulk. And just as important, Weave also boosts your other positions, which does help, unless you're a 100% of the time hover blaster (which would mean you're only playing the toon to half its potential by ignoring the melee attacks, which, especially in /elecs case, hit very hard) Weave is also going to stack in with any defense buffs you're receiving from team mates, so even if you just softcapped range, taking weave will boost your other defenses and make it easier to softcap them though buffs, meaning you're free to play more offensively. Botton line is, weave is great and should really only not be considered if you're a frequent nuker that loses their toggles often.
  17. I've played a sonic/kin to 50 (one of my first toons actually), rerolled later on as a fire/kin corr, and is one of my favorite toons now, fire/kin completely outclasses
  18. Quote:
    Originally Posted by Angelxman81 View Post
    Im thinking about to re-roll my main scrapper MA/FA because is not effective enough, even with all 5 Incarnate rares and set bonuses.
    I mean, do you notice a difference with /FA from scrapper to brute? Is much better on a brute, to justify the re-roll? Burn sucks for scrappers.
    Also cant wait to have a StJ, but not sure if is working better with /FA, /ElA or just with something like /Regen or /WP...
    Thanks!
    The problem with /FA scrappers is that there is no taunt aura AND made worse by having a high damage pbaoe with a fast pulsing dot called burn resulting in the 10 enemies you had neatly packed around you suddenly all running in 10 different directions, unless of course you defeat them outright or are fighting a single enemy like an EB or AV in which you can confront(taunt) and in this case /FA is great for scrappers (but really it's not).

    SS/Fire is the king of brutes, however that is not to say many other brute primaries wouldnt work also (though it doesn't work too well with weapon sets due to redraw due to the clicky nature of /fire). Burn and fiery embrace do amazing things to your dps and can turn pretty much any primary into an offensive monster.
  19. 1) First and foremost when fighting warwalker AVs it needs to be significantly more clear who is targetted, whether that is large flashing arrow graphical effects pointing to that person that everyone can see, or large text on screen that everyone can see specifically naming the person that is targetted, so that if that person is not paying attention they can be informed that they need to move. In addition make it more clear using a graphical effect what the radius of the lethal force is around the player so they can easily see how far away they need to move to not wipe the entire league.

    2) Many things need to be updated for avatar fight.
    a) have a door between the last mob and the avatar room so that leagues can properly buff up for the fight
    b) melee'ing with the avatar is a death sentence, damage to melee ATs needs to be reduced.
    c) There needs to be a way to acquire confuse protection that is not dependant on having your league having x number of people with tactics/clarion or having x number of break frees, cause if you dont or you run out of break frees you become effectively useless unless you suicide to get more. This could be in the form of defeating destructable objects in the avatar's room with 5400 hp that release a small pbaoe mag 10 confuse protection buff that lasts x number of seconds (similar to the buff/debuff tech containers in crey labs).

    3) The map itself should be shortened. You could reduce the number of mobs in the map to reduce the overall time it takes to complete however all that would really do is make it look unpopulated, spawn distribution is, for the most part, good currently, the problem is that the map is too big. Whole sections of the map with mindless mob fodder could be taken away and you would be left with a much better, more focused trial.

    Example of how trial could be shortened....
    Using this map:


    1) acquire desdemona and defeat 24 guards: good.
    2) Have her perform the ritual, Reduce the number of ambushes at each location to 1 ambush, but triple the size of the ambushes. Currently they are trivial, pointless and do not pose a threat and you spend more time waiting around then actually protecting desdemona. Tripling the size of the ambush should make this objective more fun and somewhat more threatening
    3) REMOVE the hallway between the ritual room and the defeat 40 IDF guards. This is just fodder and unnecessarily increases the duration of the trial.
    4) Extinction Warwalker fight - as said above make targets more clear.
    5) REMOVE approx 50% of the hallway between the extinction warwalker and the crystal trap room, again this is unnecessarirly increasing the threat while nothing interesting is happening
    6) Crystal Trap room - this event is good as is. Upon successfully completing this event award each player in the league 1 Lichen temp to use on the self repairing warwalker
    7) REMOVE the hallway between the crystal trap room and the defeat 40 DE guards room
    8) 2x Warwalker AVs room, again, make targetting more clear, also the second av fight should be less dependant on fighting the AV in a corner to avoid the regenerating lichen
    9) REMOVE the hallway between the 2x warwalker AV room and the spore hallway, upon exitting the warwalker room you should immediatly be in the spore hallway, also remove the first bomb to compensate for this.
    10) Avatar room - Add a door seperating the final mob and the avatar's room so that teams can properly prepare and buff up. Add 5400 hp destructable objects inside the avatars room that grant a small pbaoe confuse protection buff upon defeat.


    As you can see by this post, I feel that the UGT should be heavily altered, in it's current state it is unnecessarily long, full of unnecessary beating up of fodder, and AVs that are overly reliant on hax abilities that need to be more defined.

    Slapping more rewards on the trial doesn't make the trial itself better and/or more fun, it just means you get slightly more for suffering through a poorly implemented trial that has the potential to be very enjoyable if certain key things were changed, even if those things are more than the dev team would like to put into changing a trial that they had worked so hard on, I believe that it's worth it.
  20. Fire/Elec (best ST dps of all blasters when not factoring -regen)
    Fire/EM (the legacy blaster, great soloist and choice for a 0% def blaster due to power thrust eliminating problem targets, second best ST dps when not factoring -regen)
    Fire/Mental (drain psyche, the av killer)
    Fire/Fire (aoe devastation)
    Fire/Ice (the mitigation fire blaster)
    Fire/Dark (ST damage attack chain with a built in immob + soul drain)
  21. Quote:
    Originally Posted by ultrawatt View Post
    I haven't gotten my hands on TW yet. But my gut feeling is...no.

    Its a weapon set, so it would suffer from redraw. The things that make /fire so strong would cause redraw, making them not as strong. Not to mention gloom is awesome, but redraw makes it...not awesome.
    This. All points are spot on. SS/Fire/Soul has no redraw and has a very solid attack chain and synergy, Titan/Fire/Soul would make me cry in frustration from all the redraw, and its more significant for Titan Weapons than other weapon sets because of how Momentum works.

    Quote:
    Originally Posted by ultrawatt View Post
    Burn IS great but FE is (imo) the single best power in the game.
    Best power in the game? Sleet and Fulcrum Shift say hi. But that's besides the point
  22. Quote:
    Originally Posted by Silas View Post
    So this is happening.

    Saturday, November 5th. People who are interested, please contact me via global tell or board PM and I'll give you the details.

    Plan is meet for dinner in restaurant that serves both food and rapscallions, then go on to a bar of some description. People are welcome to join for either or both, go nuts.
    OH thats what you meant when you said you were packing earlier today lol.

    Should have done it 5 days earlier and gone trick or treating together. hehe xD

    Wish I could get over there but I'm a west coaster with not a lot of money atm D:

    Have fun
  23. Quote:
    Originally Posted by Combat View Post
    Just to be clear:

    My intention is not to say that Titan Weapons is bad because it uses too much endurance. It is a very powerful and balanced set, in my opinion. Every point of damage pays its fair share of endurance, which is why the set is a high end set, and why it is good. However, people need to understand that it is a high endurance set and plan around it, and there hasn't been a large amount of information about the set do to the limited nature of the testing, so I am trying to spread the word, before people make a TW/DA with no endurance control and complain about it. The sets endurance drain can become manageable (I'm planning on combining it with at least one fairly intensive secondary after all), but only if you take some time to plan for it.
    fair enough

    I've actually been having second thoughts about going titan/dark, but not because of unmanageable endurance, rather that I can't get my defense and recharge to levels that I'm happy with while still building for heavy recov/+end, though I may be over building on recov/+end considering I'm planning on both cardiac and ageless. So while I'm a pretty firm believer that titan/dark will work with planning I worry that something like Titan/EA would be better because of how easy it is to softcap and manage endurance that I would be able to build for significantly more recharge and potentially take a better destiny like rebirth making the build overall better becuase I wouldnt have to stretch the build as far to reach certain numbers, and then with that said I'd probably say I'd rather go /elec since it has a damage aura like dark whereas /ea does not have a damage aura (if only!), but /elec is in the same situation as /dark in which it needs alot of work to get it to softcap.
  24. Quote:
    Originally Posted by Adamant View Post
    Not as funny as how many people are blowing the endurance issues WAY out of proportion.
    Unfortunately, the devs may not see the humor and instead severely lower the capability of the set because some people are making such a big fuss about it without doing proper testing.
    This is an extremely valid point, and I agree with you fully, the endurance issues are being blown out of proportion and if people continue to complain about it then TW will most likely be nerfed before it goes live. It is a high damage, aoe centric set, if you think that means it won't have high endurance to compensate and balance the set out then you're a bit delusional. Yes, it does need some additional endurance management (whether that means your secondary choice and/or IO slotting and/or slotting more endredux and/or incarnate choices and/or not blowing all your highest costing powers at once) but that doesnt mean the endurance is unmanageable as it is.