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Posts
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Joined
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I don't think so. In my case, I created a new character then logged that straight out so it would be my new global and it was changed to an older toon, recently rolled but still at least 2 behind my latest toon.
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Ah good point. The backup toon I had created was NOT taken as a global. I successfully changed to that global manually 2 minutes later.
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Changed to a toon that I did play yesterday but was not my last to log off. I created a new toon last night - many did on Union it was a standing gag to create a new alt with a backup name that you want and then log that off before heading to bed.
Nothing on that, was changed to another toon. Asked in Sal's and it seems that I'm far from the only one it happened to.
No big deal but there ya go. I changed my global name, no problem there.
Now how do I change my forum name? It was assigned to me sometime ago, I never got to pick and now it really needs an update! -
So that whole name will be changed to the last toon you log out on?
Yeah, that didn't work. -
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I just bought 5 slots. Half of 17.99 should be 8.99/9.00. I was charged 11.99 according to billing summery. I'll check my credit card statement to see if the correct price was there but I'm gonna check with support too!
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I got the email.
I started playing on the US servers way back when. Then the EU launched and I migrated over (Passport badge and all). I suspect strongly that I didn't pick my EU account name but that it was assigned to me as part of the migration process.
So despite the fact that the US account is mine and I suspect my last login on it was sometime in 2005 or 2006 they'll be changing my current account name.
It doesn't really bother me but it's ever so slightly silly not to mention badly handled. -
I know my US and EU accounts have the same account name at the least. I sill have not got the email the FAQ mentions. When should I be expecting that?
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I think it is a more than a little cowardly that there are official discussion threads for the smug hey no normal maintenance this week posts but when you screw the Europeans out of their primetime playtime (again!), that you can't start an official discussion thread and take the heat.
I'm sure there are pressing reasons for it - no-one patches on a Friday without 'em but I think you could really start treating your European players with just a little bit more respect. -
Quote:Been running this quite a bit and it certainly helps with the success rate. We do drop the Avs to 1% and then STOP. Then instructions are to take the AVs at the 15 second left to reinforcements whether there is a call or not. In particular with new leagues on a first or second run, it can take a couple to settle down. I still find that this badge is more a matter of luck until you have a bunch of people who know what they are doing and just get on with it.Of course, the reinforcement team could save a bunch of judgement powers ready for the final spawn, using those to kill that mob within 5 seconds, and so giving the AV teams a far bigger window of 25 seconds to finish the last 2% health on both AVs.
Also the AV's can go down to 0 without actually being defeated just yet. It's important for the teams not to panic and finish them, gotta STOP STOP STOP and see how the other teams are doing. At 5% I ask for all pets to be dismissed, they are - at that point - more hassle than they are worth.
Anyways still a huge increase in success rate (even with folks new to the run) since we shifted to your tactics the other night, so thanks for that! -
...and now it, somehow, seems to be twenty to five.
Thanks everyone for the runs, lots of fun and plenty of merits and components and the like! -
Onion, get yourselves to Pocket D. BAF is forming now!!
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My Widow can, and does, land critical judgements. This is usually followed by me giggling like a schoolgirl.
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24 of us in one BAF. Nightstar AND Siege at ONE health point left and we get disconnected.
I'm pretty sure what I'd like to say to the devs right now isn't allowed on these forums. -
That was Sgt. Keith not Sgt. Nick. Totally agree though. I did three Lambadas and all failed (though each was better than the one before) until I hooked up with that group and ran through everything from the bugged one on. 1 fail, 4 completions on BAF and then Lambda was easy with Judgements going left, right and centre.
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Quote:Not anymore! Ion Tier 4 hits up to 40(!) enemies. So those changes have already been made.You do realize that the current aggro-cap, which is 17 enemies, is just one over the maximum number of enemies that can be targeted by any single attack: http://paragonwiki.com/wiki/Limits#Aggro http://paragonwiki.com/wiki/Limits#AoE_target_limits
So... then... you do realize that raising the aggro cap would also require significant changes to the number of enemies any single attack can hit?
Other than that, spot on! -
Just wanted to say thanks again everyone - in particular to Come Undone for the build! Between the servers going down and rushing to get the toon at least a T1 alpha slotted for i20, I haven't really sat down to work on the build since. Certainly made some changes to my original plan based on you guys and I've picked up a bunch of the enh that I'm certain will go in there in some way.
I suspect that i20 tomorrow will push this a bit down the list but I'll come back with my build soon(ish)!
Cheers! -
Quote:See I really disagree with this. If you check out the other DS/Poison thread going at the moment, it was me that kicked it all off. I know *nothing* of MM's when I made that toon. I picked poison because I thought it made a somewhat natural combo with DS at least theme wise and I wasn't keen on going pain.If your doing this as a new toon and as one of your primary playing toons then I would do anything but Poison. Especially being your first MM. I think the set will turn you off to masterminds. It is just too single target for all the AOE your pets put out. The synergy just is not there.
It was only when I started to read the boards somewhere in the early 30s on the toon that I realised I had picked the worst combo there is...
But I hadn't. It's fun. I didn't struggle anywhere along the way to level up. Now I will admit that I rarely solo'd other than an odd tip mission here and there but team/TF wise, I got on just fine.
Also for my money, Noxious Gas and Demon Prince are probably the best synergy of powers in the game. They work perfectly together on every level.
Far from putting me off MMs, I hit 50 with this just a few days ago (still need to work out my build so I've been a bit quiet back in that thread), the next thing I did was roll a bots/traps to see how that worked out. -
Ha. So true. I wish they'd just take the EU status page down. I don't think I've ever seen it tell the truth. After all, it claims everything but Test is up in EU now.
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Alright, thanks guys. I shall have another look in a bit and see what I can do about End and Acc.
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Ok. I'm a bit down the line and I'm almost at 50. So I sat down and have worked on a build. This is pretty much the first that I've put together from scratch so hopefully I've not done anything too stupid.
Some purples in there, nothing too expensive and I'm not that bothered about cost. I'm not going to be equipping a full set of Apocs but I can pretty easily manage everything I've included here (I hope!) Respec build, so slot placement etc is for a 50 and about 90% of the time all teamed up.
Toon came up through Prae and hasn't gone to the Rouge Isles. If a PPP will make such a significant difference, I can move her across but I'm not so keen otherwise.
Thanks!
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Lilitu Naraka: Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Poison
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Chill Mastery
Hero Profile:
Level 1: Summon Demonlings- (A) Blood Mandate - Accuracy/Damage
- (3) Blood Mandate - Damage/Endurance
- (3) Blood Mandate - Accuracy/Endurance
- (5) Blood Mandate - Accuracy/Damage/Endurance
- (5) Blood Mandate - Accuracy
- (7) Blood Mandate - Damage
- (A) Healing IO
- (A) Thunderstrike - Accuracy/Damage
- (7) Thunderstrike - Damage/Endurance
- (9) Thunderstrike - Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Recharge
- (11) Thunderstrike - Accuracy/Damage/Endurance
- (11) Thunderstrike - Damage/Endurance/Recharge
- (A) Touch of Lady Grey - Defense Debuff
- (15) Touch of Lady Grey - Defense Debuff/Endurance
- (15) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
- (17) Touch of Lady Grey - Chance for Negative Damage
- (17) Touch of Lady Grey - Defense Debuff/Recharge
- (19) Achilles' Heel - Chance for Res Debuff
- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (21) Recharge Reduction IO
- (A) Siphon Insight - ToHit Debuff
- (21) Siphon Insight - Accuracy/ToHit Debuff
- (23) Siphon Insight - Accuracy/Recharge
- (23) Siphon Insight - Accuracy/Endurance/Recharge
- (25) Siphon Insight - Chance for +ToHit
- (25) Siphon Insight - ToHit Debuff/Endurance/Recharge
- (A) Sovereign Right - Accuracy/Damage
- (27) Sovereign Right - Accuracy/Endurance
- (27) Sovereign Right - Damage/Endurance
- (29) Sovereign Right - Accuracy/Damage/Endurance
- (29) Sovereign Right - Accuracy
- (31) Sovereign Right - Resistance Bonus
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Luck of the Gambler - Defense
- (31) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense/Endurance
- (A) Call to Arms - Defense Bonus Aura for Pets
- (33) Edict of the Master - Defense Bonus
- (33) Expedient Reinforcement - Resist Bonus Aura for Pets
- (50) Recharge Reduction IO
- (A) Stupefy - Chance of Knockback
- (A) Pacing of the Turtle - Accuracy/Slow
- (33) Pacing of the Turtle - Damage/Slow
- (34) Pacing of the Turtle - Accuracy/Endurance
- (34) Pacing of the Turtle - Range/Slow
- (34) Pacing of the Turtle - Endurance/Recharge/Slow
- (36) Pacing of the Turtle - Chance of -Recharge
- (A) Endurance Reduction IO
- (A) Call of the Sandman - Chance of Heal Self
- (36) Lockdown - Chance for +2 Mag Hold
- (36) Soulbound Allegiance - Accuracy/Damage/Recharge
- (37) Soulbound Allegiance - Accuracy/Recharge
- (37) Soulbound Allegiance - Damage
- (37) Soulbound Allegiance - Chance for Build Up
- (A) Unbreakable Constraint - Hold
- (39) Unbreakable Constraint - Chance for Smashing Damage
- (39) Unbreakable Constraint - Accuracy/Hold/Recharge
- (39) Unbreakable Constraint - Endurance/Hold
- (40) Unbreakable Constraint - Hold/Recharge
- (40) Lockdown - Chance for +2 Mag Hold
- (A) Steadfast Protection - Resistance/+Def 3%
- (40) Aegis - Psionic/Status Resistance
- (42) Aegis - Resistance
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance
- (42) Red Fortune - Defense
- (A) Recharge Reduction IO
- (A) Ragnarok - Chance for Knockdown
- (43) Fortunata Hypnosis - Sleep/Endurance
- (43) Lethargic Repose - Accuracy/Sleep
- (43) Lethargic Repose - Accuracy/Recharge
- (45) Lethargic Repose - Accuracy/Sleep/Recharge
- (45) Lethargic Repose - Sleep/Range
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (48) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Recharge Speed
- (48) Luck of the Gambler - Defense/Endurance
- (50) Red Fortune - Defense
- (50) Red Fortune - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
- (A) Run Speed IO
- (A) Jumping IO
- (A) Miracle - +Recovery
- (13) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - EndMod
- (13) Performance Shifter - Chance for +End
Level 4: Ninja Run
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Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 10% Defense
- 11.44% Defense(Smashing)
- 11.44% Defense(Lethal)
- 9.875% Defense(Fire)
- 9.875% Defense(Cold)
- 13.31% Defense(Energy)
- 13.31% Defense(Negative)
- 3% Defense(Psionic)
- 11.44% Defense(Melee)
- 17.06% Defense(Ranged)
- 13.94% Defense(AoE)
- 2.5% Enhancement(JumpHeight)
- 2.5% Enhancement(JumpSpeed)
- 2.5% Enhancement(FlySpeed)
- 2.5% Enhancement(RunSpeed)
- 4% Enhancement(Sleep)
- 40% Enhancement(Accuracy)
- 32.5% Enhancement(RechargeTime)
- 18% FlySpeed
- 69.27 HP (8.627%) HitPoints
- 18% JumpHeight
- 18% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.75%
- MezResist(Held) 5.5%
- MezResist(Immobilize) 2.2%
- MezResist(Sleep) 5.5%
- MezResist(Stun) 4.4%
- 12.5% (0.209 End/sec) Recovery
- 54% (1.81 HP/sec) Regeneration
- 20% Resistance(Smashing)
- 20% Resistance(Lethal)
- 22.52% Resistance(Fire)
- 22.52% Resistance(Cold)
- 20% Resistance(Energy)
- 20% Resistance(Negative)
- 20% Resistance(Toxic)
- 23% Resistance(Psionic)
- 23% RunSpeed
- 2% XPDebtProtection
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I wanted to pop in and say thanks to everyone who posted in this here thread. I recently took a Widow up to 50 and this thread was hugely helpful in figuring out my build. Below is what I ended up with, mainly for high level content so I wasn't bothered taking care over levels - it's a 50 respec build.
The build might look stupidly pricy but I simply saved my merits along the way and pretty much all the Numina/LoTG etc came from trading them in so my actual inf spend was much less. There is one purple set because I was lucky with drops. I had a second posi set slotted until then. I do plan on getting another purp in at some point but next up will be looking at a Fort for build 2.
Incarnate is currently a Cardiac Total Core Revamp but, and I need to play a bit more to be sure, I am giving serious thought to switching this as I really don't have end issues and I like the idea of pushing further recharge or even adding damage.
I am quite happy with this. I've joked that the only thing I need to make it perfect is someone to die on command for TT: Veng to kick in. I suspect you'll find it mostly fits in with things already in this thread but any comments would be most welcome.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Mistress Shader: Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Leadership
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Swipe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 2: Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Acc/EndRdx/Rchg(9), Mako-Dam%(11)
Level 4: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def(13), RedFtn-EndRdx(13)
Level 6: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def(15), RedFtn-EndRdx(17)
Level 8: Dart Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(19), Posi-Dam%(21)
Level 10: Follow Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(23), GSFC-ToHit/EndRdx(23), GSFC-Build%(25), GSFC-Rchg/EndRdx(25)
Level 12: Indomitable Will -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam(27), TtmC'tng-ResDam/EndRdx(27)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 16: Super Speed -- Clrty-Stlth(A)
Level 18: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-%Dam(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33)
Level 20: Tactical Training: Leadership -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(33), AdjTgt-ToHit(34), AdjTgt-EndRdx/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(34), AdjTgt-ToHit/EndRdx(36)
Level 22: Foresight -- S'fstPrt-ResDam/Def+(A)
Level 24: Mind Link -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(36), GSFC-ToHit/Rchg(36), AdjTgt-Rchg(37), AdjTgt-ToHit/Rchg(37)
Level 26: Mental Training -- Run-I(A)
Level 28: Slash -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(39)
Level 30: Lunge -- Mako-Acc/Dmg(A), Mako-Dam%(40), Mako-Dmg/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Acc/EndRdx/Rchg(42), Mako-Dmg/EndRdx(42)
Level 32: Mask Presence -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42)
Level 35: Tactical Training: Assault -- EndRdx-I(A)
Level 38: Tactical Training: Vengeance -- LkGmblr-Rchg+(A)
Level 41: Electrifying Fences -- GravAnch-Immob(A), GravAnch-Acc/Rchg(43), GravAnch-Immob/Rchg(43), GravAnch-Acc/Immob/Rchg(43), GravAnch-Hold%(45)
Level 44: Ball Lightning -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Acc/Dmg(46)
Level 47: Aid Other -- Heal-I(A)
Level 49: Aid Self -- Numna-EndRdx/Rchg(A), Numna-Heal(50), Numna-Heal/EndRdx(50), Numna-Heal/EndRdx/Rchg(50)
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46), Mrcl-Rcvry+(48)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(48), EndMod-I(48)
Level 1: Conditioning
Level 4: Ninja Run
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Yeah it's clear that it's tough to organise and having people arrive at different times and not standing by DJ Zero if LFT and lots talking in broadcast doesn't help. Like I say I do appreciate the effort that goes in.
But and to stick with my main problem, if I'm in Pocket D before 8pm and there are less than 24 people standing around waiting for a team; I pretty much expect to be invited to a team. If shortly after that there are MORE than 24 people in Pocket D waiting for a team, I expect the chan calls to stop while you fill with what's already there. I really don't think that is so unreasonable. It's frustrating when you can see toons sail into advertised events 20+ minutes late for kick off and get a spot because they have the 'right' AT and leave others out.
It is a bit of a double edge sword because there are badges/components etc but I'd rather see a failed raid every now and again to at least give everyone a chance to take part and have some fun. The next time they run it they'll have a much better idea of how it goes and maybe will know to grab some Vanguard tokens and a heavy to help out and to craft a dagger and the next raid is better.
While I appreciate the offer of a spot, I've missed out and been left standing around 3 times recently (the first and only time I got a spot on badger was great and I did really enjoy that) which is gonna be at least an hour if not closer to two of time simply wasted standing around Pocket D. I am done. I really do hope the League makes this all better for everyone but until then I wish you luck with all these raids.
Random thought on the Leagues though, the CoP is 10-50 so if a 10 jumps into a League (as they have every right to do!) will that not screw the entire balance?