EnigmaBlack

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  1. Quote:
    Originally Posted by terrible_deli View Post
    I just use my Ouro portal...
    This!

    Or get a base teleporter.

    The only convenience I can see by adding a train station in PI is so lowbies can travel there and beg for teams.

    The way I see it is if you want to PL or freeload off of higher level toons then you might as well risk traveling through Talos.

    Toons that get fedex or go see missions in PI should be high enough to have unlocked the portal, unless I'm mistaken (Which wouldn't be the first time).
  2. EnigmaBlack

    IO set idea

    As pointed out there is already a similar proc in game, although it only heals around 33 HP (lol) for a level 50 toon.

    I would much rather see some more Targeted AoE sets added.

    They've added Purples, PvPs, and ATIOs yet refuse to add more Targeted AoE recipes or even adjust the ones they do have to give decent recharge.

    But the more variety the better...
  3. I haven't ran many missions in DA on beta, however I can tell you there is a big difference between running an SR in an Incarnate trial and running one solo through DA.

    I had the unfortunate displeasure of running a mission against the group "Talons of something or another"... totally disgusting. I think I read somewhere that the enemies in DA have increased To Hit, but whatever it is made my 45% positional defense a joke.

    Since I have no heal on that particular SR scrapper I may end up having to waste time getting enough salvage to replace some of my existing Incarnate powers such as swapping Ageless for Rebirth and Musculature for Agility.

    Le sigh...
  4. Quote:
    Originally Posted by Kobolt_Thunder View Post
    Satanic Hamster: MOTD (2012-02-01 20:05:55): Welcome to Victory Forum; LFT/Running Team messages are always encouraged --- Free purple for the firt person to post a screen shot of Mental Giant using the Coyote travel power.

    http://www.youtube.com/watch?v=rDlZwSJxLAo
    You should be receiving your purple nurple from Hamster this week...
  5. My level 50 BR is a BR/Traps, the synergy works great because of the -regen and I love that toon, but the game is becoming more and more Traps unfriendly so I rolled a Rad/BR Defender, he's only level 9 but I can tell Disintegrate plus EF will be awesome. I'm almost tempted to reroll him as a Corr so I can take advantage of Scourge...
  6. Thanks Zombie Man for breaking the locations down.

    As much as I love the character creator it's extremely frustrating to find things, especially when you first purchase them.
  7. Quote:
    Originally Posted by Agent White View Post
    Q: Is the Maze in Perez Park/Eden as annoying to devs as to players?
    YES. Still lost in Perez Park. Alleviated with alternate travel forms. Perez Park kept Zwill from rolling alts when he started playing. At launch you had to street sweep, Zwill couldn't stand doing the mission that sends you into the Perez Maze (Fortuneteller). It was a hallmark of the older MMOs, the sense that you made through something once but were not sure how you did it.
    If not for Vidiot maps I would truly hate these mazes.

    I would love to see them gone though and I love how the dev team simply don't redo zones for the sake of redoing them. They always have a story behind it.
  8. Quote:
    Originally Posted by Bill Z Bubba View Post
    As they should. IOs grant way too much of it which caused the devs to crank up the base tohit on new critters which in turn nerfed all the defense based sets.

    Critters need to go back to base 50% tohit across the board and IO-based defense needs to be slashed.
    I wonder how a change like this would effect SR as it has no other mitigation and no heals?
  9. So I finally was able to catch the Freedom Fridays Q&A on Facebook (kudos to the team for having this). I had a question about Traps that went like this:

    The game has evolved to a face paced type of game play. Any plans on reworking sets such as Traps to keep pace with the change of pace? Such as removing or allowing interrupt slotting in trip mines or getting rid of time bomb (arguably the worst power in the game) in lieu of something else such as Director 11's multiple mine lay?

    This was the response

    We are always looking to see whether certain powers or Power Sets can be balanced to make them better, or more viable choices. You might want to post those suggestions for Traps on the forum.

    Now I know for a fact that slight tweaks to Traps have been mentioned before on the forums but I'm not sure if there was a dedicated thread so I'm taking the advice and making a thread.

    Crossing my fingers and hoping for one if not both to happen...
  10. Quote:
    Originally Posted by Xiroth View Post
    While I agree with the posters here about fire/dark being an excellent choice, I would add that the corruptor I personally had the most fun playing to level 50 was my DP/traps.
    Traps is awesome. I have a BR/Traps corruptor but I wouldn't suggest using it as a starter set especially when comparing to Dark.

    You can chose to play traps the way I think it was intended, which is set them up and pull mobs. Which doesn't jive too well with teams nowadays as players just plow through things.

    Or you can use traps in the middle of fights which may leave you without being able to use Trip Mines (Interruptable). And again with the fast paced teams, by the time you plant Acid Mortar and Poison Trap the mob is already done.

    IMO Traps works better solo so you can decide what style you want to use and play at your own pace.

    But yes Traps is the most fun I have had with a defender or corruptor.

    My only wish is that the devs would evolve the set to work better with today's game. IE getting rid of the interrupt in Trip Mines or allow interrupt slotting and getting rid of Time Bomb in favor of a Director 11 type multiple mine lay.
  11. The only thing I read that comes even close was that they wanted to "look" at defense again.
  12. I really don't see why they can't just offer all the options. If the rumors of increased revenue from these packs are true then I would think it would be worth the development time.
  13. I would suggest Fire/Dark. I have one and haven't respec'd him since fitness became inherent, but he's still a work horse.

    You get a little of everything with Dark including a better heal than Rad,and although he's brainless dark fluffy can supplement your healing and take aggro for her.

    Additionally Tar Patch and RoF work better together than Lingering Rad, Ef and RoF, at least for me they do.

    Then you have Fearsome Stare and Howling Twilight (Which I use as an attack more than a rez) to keep enemies at bay.

    Unless conceptually she likes Rad, go Dark all the way!
  14. Having a difficult time choosing between A, D, and F...
  15. If I have the slots to spare I usually double slot it. One recharge, one accuracy. If I don't have the slots I go with one accuracy.
  16. That would be nice. I was just putting together a build yesterday for a StJ/SR scrapper and wondered that.

    On a side note, I thought I read somewhere that they wanted to take a look at defense as a whole.
  17. Personally I like level 50 Oblits because I spend more time fighting 50+ so I have a lot more of the set pieces laying around.

    I also tend not to exempt once I hit 50 because I lose some of my better powers (and Incarnate powers) so the level 50 Oblits fit well.
  18. Quote:
    Originally Posted by TehHippeh View Post
    Fat Bad Boy Rivers
    We have the same blues name!
  19. Add another for Sonic/Cold, I'd also suggest Sonic/Rad
  20. I'd honestly drop Life Drain, Drop Recall Friend, drop the Dark Mastery EPP and pick up the Fighting pool and Mace Mastery.

    I'd also drop the number of slots in Stamina down to just the default and use them somewhere else, but that's just me. With this build you could also lose the 4 slotted brawl as Scorpion Shield will give you S/L defense. That's 6 extra slots to play with.

    Between Dark fluffy and TG I don't think you'll really need Life Drain, at least that's been my experience.

    Here's a slightly altered build.

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Dark Blast
    Secondary Power Set: Dark Miasma
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 1: Twilight Grasp -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Heal(7), Nictus-Acc/Heal(9)
    Level 2: Moonbeam -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(9), Mantic-Acc/ActRdx/Rng(11), Mantic-Dmg/ActRdx/Rchg(11), Mantic-Dmg/EndRdx/Rchg(13)
    Level 4: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitDeb/EndRdx(15), DarkWD-Rchg/EndRdx(15)
    Level 6: Tar Patch -- RechRdx-I(A)
    Level 8: Tenebrous Tentacles -- Acc-I(A), Posi-Dam%(17), TotHntr-Dam%(19), Cloud-%Dam(19)
    Level 10: Howling Twilight -- RechRdx-I(A)
    Level 12: Night Fall -- Ragnrk-Dmg/Rchg(A), Ragnrk-Knock%(17), Ragnrk-Acc/Dmg/Rchg(21), Ragnrk-Acc/Rchg(21), Ragnrk-Dmg/EndRdx(23), Posi-Dam%(23)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Shadow Fall -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(25), RedFtn-Def/Rchg(27), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(33), RedFtn-EndRdx(34)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 20: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(29), SipInsght-Acc/Rchg(29), SipInsght-ToHitDeb/EndRdx/Rchg(31), SipInsght-Acc/EndRdx/Rchg(31)
    Level 22: Boxing -- Empty(A)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(33)
    Level 26: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 28: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(34), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-EndRdx(40)
    Level 30: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(37), GSFC-Rchg/EndRdx(37), GSFC-ToHit/Rchg/EndRdx(46), GSFC-ToHit/Rchg(46), GSFC-ToHit(46)
    Level 32: Assault -- EndRdx-I(A)
    Level 35: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(39), RedFtn-EndRdx(39)
    Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(40), Cloud-Acc/Rchg(40), Cloud-ToHitDeb/EndRdx/Rchg(42), Cloud-Acc/EndRdx/Rchg(42), Cloud-%Dam(42)
    Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(45), RedFtn-EndRdx(45)
    Level 44: Web Envelope -- GravAnch-Hold%(A)
    Level 47: Vengeance -- LkGmblr-Rchg+(A)
    Level 49: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(50), BasGaze-Rchg/Hold(50), BasGaze-Acc/EndRdx/Rchg/Hold(50)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(45), P'Shift-EndMod/Acc(48)
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 1: Scourge
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  21. Yes it effects the endurance drain. I use it on my Elec/SD brute, but I have to tell you, IMO endurance drain in PvE is pretty much useless.

    You get slightly better results with end drain and recovery debuffing.
  22. When I try to click the link I get blocked due to CIPA...
  23. Quote:
    Originally Posted by Stormbird View Post
    Didn't you know that makes you a dirty game-breaking, baby-eating, mass murdering exploiter? Just read earlier in the thread!
    I've been called worse, especially when I talk about PLing my toons because I don't like the pre 30 game or when I talk about how many purples I got during a week...