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I did. Was able to find one about an hour's drive from where I live that had an evening showing. Could probably have waited for the local brew and view to get it but I was impatient.
The film is, well done from an SFX angle. But from a storytelling aspect and "technical film making" aspect, it's a damn mess. The film leaps from scene to scene with a plot so thin in areas that you almost WISH for chewing gum and bailing wire. And the performances were just all over the map, especially Cage's. -
Quote:Sorry, but for me this would be about as fun as standing up and inviting two kicks to the nuts from each every human on the planet...All 31 level 50's are now at +3. Woooo.
Well, though I have a scrapper I was thinking of taking to 50 over the next two weeks. Then it starts over again. :0
...who has ever lived...
...and ever will live...
...with spiked stun-gun boots... -
This is more or less what my general layout looks like (click on it for full-size):

Basically UI is set to the 64%
Tray 1: Primary attacks.
Tray 2: Armors (though with some I kick armors up to one of the top trays).
Tray 3: Commonly used temps and travel powers.
Tray 4: Incarnate and Temp/Vet attack powers.
Tray 5: Additional Temp/Vet powers. -
Quote:I'd second SD/SS. If you build for Spring Attack, this tank becomes an AoE monster. And soft-capped no less!I have a Shield/SS tanker and he does well. Foot Stomp is your only AoE from the melee set and you do not get it until lvl 38. I have never played a Titan Weapon, but from what I have seen they have have some nice cone attacks and a PBAoE. TW cannot be played with shield so I guess a Elec Tanker with TW is a good choice. I do have a DM/Shield Brute with Soul Mastery and with the combination of debuffs and shield defense it would make a great tanker combo. My favorite part of the DM is the self heal that makes up for not having one in the primary set.
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Quote:OOOOOOOOOOOOOOOOOOOOOOHH! SCHMEXY!Hey Guys!
Just wanted to share the progress of the Retro Sci Fi pack I have been working on since it is a "Community Project" the pics are "Works in Progress" so please keep that in mind ^_^
I have made plenty of choices for you to choose from and hopefully the pics will show that. The main costume is shiny fabric but I also made it to where you can pick the standard version that will go with all the other costume pieces. There are glowing and non glowing pieces that you can choose from.
I hope you will like it thus far and this is one of the funnest packs I have worked on ^_^
1. First up is the Male (yes this will be ported over to Female) and the bubble helm is working as it is a Detail 2 under Standard so you can pick whatever hairstyle, face or glasses you like.

2. One of the back details

3. The other back detail.

4. The female outfit. The hats, belts and Shoulders will be ported to Male and Huge.

5. Please take note the gloves are the Standard version and not the glow version.

6. This is to show a couple of the standard pieces and how they match the other pieces in the creator. There is also a version of the skirt without the bands/rings.

I really do hope you like it so far and I do hope we are going in the right direction.
Thank you for your help and support ^_^
Dink
I wanna have your babies... -
Quote:Note: In the future, make sure to export the Data Chunk as well. The Data Link doesn't survive the post editing process if you have to go in and change something.Ok, well, I expect to tweak her a bit more (like in Hurl, for example), but at the moment she is set up thus:
I also have sitting in my inventory 4 Might of the Tanker enh, which I am wondering if I should stick in somewhere. I have:Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1477;691;1382;HEX;| |78DA6594CB5213511086CF642686DCB818EEB912EE214C32C2DE05A052326534EA1| |607382623E31093C192A50B5F40AB74A194A54B173E8C8AE223588AFA06B133FD8B| |94994AF29DE9D37DFAFF3BC9988F5663EF2F3FBE2894D88A63B55A9B372D7757367| |BCC7DCFF2EC3D57D015372D7B47BAB915CBB576AC1045329CB5B92AEF4AB725F575| |F7E1BEE3CAA6B5653BB67790C4B6291D29F5EA7E83D655AF29DD9A571F5877EB929| |69EFE7711AFECED39FA25BB56F76CB716E53BA7731BF3D71BD26AD046C4BFA936A4| |DC49AC35EC6D7D8D1AD60E364DABE5C9E6C128C99AA6F787307D281DD96D2146689| |1D644312270B583A242C86BA2FF3A78833958650E5F117ECDF03AF3239DA7F079AA| |92A1C5AC2602597082A9E5999F2857E55C4DBD4A0B83F63698E74CF01AB3A7C23CA| |29A20D7048265EC19CCC832F333E584A021040D11688841430C1A74F21A86D77085| |3D8CC2EB28BC8EC3EB38BC66E0B544B551D446EB01BF77C606EF3173BBA003DE677| |EA1A671F888C3472F7CF4C28742BF9D3E3E5FF4A5851F3BA6BA017FC06D75A09FF3| |CE27C041E6E010D3207D09E84BDCE1FA090BDC02B799934701DFD3E43153A5DE439| |8E11066B888192E62868B98A116E29F4E2777049A4AD0548226039AA2943B064F63| |93DCFB2B794A621649D4A7509742DD05F29216EC3BFD92342648EB2BE6D421B8C0E| |70D538F2CF750B2FFF55FA273F29849BEC8DFC594CE9C31C0713E6706339F2D3097| |A9769A7506A71F60EF09D7CC7EE3B9CD7F077F8027CCD7AA1073F03D079D6F28B60| |09D0B871C2BBE65BE8B0BA1732F45CF71AC04E6C95F1975659C65802791D3FF9F50| |30DF5FFF6201E516CFA1701B9CE29C9F67EBE638F63B72E6BFFC947D169E318BCFC| |117CC9476FACCA0175D625E3B7DB2B40B5DBBE5AE88D11559EA8A2C774536CE4626| |58774543E38E17CC25DC4FCF1A8EB5FF0001D4D15D| |-------------------------------------------------------------------|
Acc/ Dmg
Acc/ Dmg/ Rech
Dmg/ End Red/ Rech
Rech/ Chance of +Res
This build is better. Fairly tough.
Honestly you could probably get away with 5-slotting Jab, Haymaker and KoB. You'll lose a little regen, but it's not a huge deal. A Crushing Impact Acc/Dam/Rech should bump your accuracy into acceptable ranges. I just prefer the Mako Quad. Less improvement on a stat-by-stat basis, but gives a better all-around boost to the power in terms of all stats.
Don't waste time slotting Hold into KoB though.
Honestly, push Resist Elements and Energies to later in the build. You'll see more use out of Combat Jumping and Rage.
Also, be aware that the Force Feedback Proc is going to make Mids' lie to you. It's going to automatically add 100% to your recharge numbers and lower corresponding recharge times on powers. -
Quote:The root problem is social though.Angry fansbases count as technical hurdles.
Example chosen due to lack of internal organs being external
http://somethingpositive.net/sp11262008.shtml
Take care of the social issues, and you can avoid the complimentary technical repercussions. -
I don't necessarily mean it as an insult. I'm not going to take an attack and toss less than 5 slots at it. Simply, if you're going after something like typed soft-cap, the attack itself is more valuable for the 4 Kinetic Combats than for the actual damage output.
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Quote:Never said they were. I was merely expressing my displeasure at the lack of real choices for seeing the 2D version without having skip work and leave my co-workers in the lurch.ok, though i think the response you got from dug was meant in jest (i thought it was pretty funny), the fact remains that your physiological issues with 3D are not the studios fault.
I essentially work 7 days a week. 9 AM to 5 PM. And while I'm very well paid for it, it limits the times when I can go and see films (one of the reasons I'm so fond of the new trend for midnight matinees for new films).Quote:but restricting your movie viewing time to weekday afternoons or weekends? really? weekday nights not offering the most aggressive scheduling for movie viewing is pretty standard man, most folks have stuff to do the next day and aren't sitting through a movie at 8pm on a wednesday. yeah, it restricts your options, but it doesn't remove them, you still have options. i would love it if banks were open at midnight, but they aren't and i cope.
The real issue here is that they've not limited the FILM to certain difficult-to-attend showtimes. They've simply limited one FORMAT of the film, the only one I can realistically attend without possible "health" issues.
Let's be clear here. The 3D version of Ghost Rider isn't going to make more money because people are scrambling to see the 3D version of Ghost Rider in preference to the 2D version. It's going to happen because the venue is going to charge more for the 3D tickets, artificially limit the 2D showings, and more or less coerce the viewing public into seeing it in 3D.Quote:lets remember folks, movies are put out for profit, it's a business, if 3D brings in more bucks, or if the producers want to make their movie in 3D, then that's what they do. -
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Quote:Incorrect. This was a server LIST merge.The servers were merged, sort of - all of the four EU servers were moved to go with US servers, haha.
So instead of having
US Servers and EU Servers
We now have a combined list of ALL of the above servers and a player can play on ANY of them. Plus a new server has since been added for VIP players. -
Quote:It's not really a "technical" hurdle. It's a social one.There's two. We don't have a globally unique character naming system, and no universally acceptable method of generating one. That hurdle would need to be resolved before a merge occurred, either by picking one or by punting and forcing everyone from one server to transfer to another.
Then there's supergroups and bases.
Its not a *limitation* because they are theoretically surmountable, but they are hurdles and not low hurdles either. -
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Quote:JabFor super strength, are there any powers that are must-haves? Any that are skippable (I'm assuming Taunt is skippable). Hand Clap looks kind of iffy, as well.
Punch
* Take one or the other. Primarily for a set mule.
Haymaker
* Take. Primarily for a set mule.
Hand Clap
*Skip.
Knockout Blow
* TAKE IT! Bread and butter power.
Taunt
* Personally I'd take it since combat control is still valuable and it can set-mule to help increase your defenses.
Rage
* TAKE IT! Bread and butter power.
Hurl
* Skippable if you're taking a ranged power in your Epic.
Foot Stomp
* TAKE IT! Bread and butter power. -
Quote:Thanks everyone.
I went through the various builds and respecced Maiden Canada last night. I am more than pleased with the results. I did a number of missions at +3/ X8 without too much difficulty and fet like I was back in the pre-ED days, when I could leave her standing in a field of purple while going for supper and not worry about her.
I'll have to check out Call Me Awesome to see if I can tweak her a bit more, but I am very happy with how she performed last night.
So what sort of build are you running now? -
Quote:If you're in Mids, you can mouse-over the power's bar and get a look at the enhancement levels like this:See, this is my problem, as mentioned above. I am not a big numbers person and thus don't always recognise when I go from "enough" to "too much". Any suggestions on what I can put, where?

Others have already given you basic good advice:
The Fighting pool (Boxing, not Kick due to Kick's +KB component, Tough and Weave) will make you much tougher).
Get rid of Focused Accuracy. It's pointless when you have and can double-stack Rage. Start with three Recharge IOs and worry about it more later.
Pay closer attention to your slotting.
For toughening up your tank:
You have 2 types of resists.
Active resists that you have to toggle on and that cost endurace. These will be:
- Temporary Invulnerability
- Unyielding
- Tough
- Resist
- Resist/End
- Resist/Rech
- Resist/End/Rech
- Resist Physical Damage
- Resist Elements
- Resist Energies
- Resist
- Resist/End
- Resist/Rech
Other things: You have flight WAY overslotted. One flight IO in Fly will cap your movement. The additional stuff in Swift and Fly will do jack and squat for you.
You have Laser Beam Eyes slotted for debuff. Don't worry about it. Slot for damage. The debuff is so small it's almost meaningless, plus it's resisted.
You're grotesquely overslotted in Physical Perfection.
Suggestions for you:
- 3 slots in Stamina:
- Perf Shifter: EndMod
- Perf Shifter: Chance for +End
- Common EndMod IO
- 1-2 slots in Physical Perfection:
- Perf Shifter: Chance for +End
- Common Heal IO
- 3 slots in Health:
- Numina: Heal
- Numina: +Regen/Recovery
- Miracle: + Recovery
6-Slot Foot Stomp! It's your bread and butter!
Optimal slotting for your defenses is 2 straight defense IOs or 1 straight defense and 2 Def/End (save Tough Hide, which is auto, just put 2-3 Common defense IOs in there). If you're slotting more than 3 common defense IOs worth of defense into a power you're doing it wrong.
Even with Rage up, you still want to keep a sufficient amount of +Acc in your attacks. People will disagree on what "sufficient" is, but I usually try to get something in the neighborhood of 40% or more.
Ditch Hand Clap. A power that makes enemies leave your area, when your defenses REQUIRE them to be there to stay high? No Thank You!
Energy Torrent. Another "get the **** away from me" power? Do Not Want!
Also, don't know what your concept of the toon is, but the Leaping pool is your friend.
- Combat Jumping: Adds to your defense!
- Super Jump: Nice travel power.
- Spring Attack: Another AoE attack, equivalent to Shield Charge.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9)
Level 2: Dull Pain -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15)
Level 6: Boxing -- Empty(A)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(19), GA-3defTpProc(45)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(19), Mocking-Taunt/Rchg/Rng(21), Mocking-Acc/Rchg(21), Mocking-Taunt/Rng(23), Mocking-Rchg(23)
Level 12: Combat Jumping -- HO:Cyto(A), HO:Cyto(25)
Level 14: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27)
Level 16: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/Rchg(29)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(31)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33)
Level 22: Weave -- HO:Cyto(A), HO:Cyto(34)
Level 24: Super Jump -- Winter-ResSlow(A)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(34)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
Level 30: Spring Attack -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-%Dam(40), M'Strk-Acc/Dmg/EndRdx(45), M'Strk-Acc/Dmg(46), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 32: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(36)
Level 35: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(37)
Level 38: Foot Stomp -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Dmg/Rchg(39), M'Strk-Acc/Dmg/EndRdx(39), M'Strk-Acc/Dmg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(48), Thundr-Acc/Dmg(48), Thundr-Dmg/EndRdx(50), Thundr-Dmg/Rchg(50)
Level 49: Physical Perfection -- Heal-I(A), P'Shift-End%(50)
Level 50: Spiritual Radial Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(42), Mrcl-Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(43), EndMod-I(43)
Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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Before or after soft-capping?
Before? Every once in a blue moon.
After? Effectively NEVER.
The benefits imparted by Unstoppable are nearly useless to a soft-capped Invuln and really not worth the crash.
I ask this only because my first character that I ever made back at launch is a Inv/ SS tanker and while I still love her, I sometimes feel that she doesn't perform as well as some other In. tankers I have seen and I have log wanted to improve her.
Inv/SS is a VERY easy combo to make self-sufficient to the point where inspies don't do a hell of a lot for you.Quote:It was only last night that it struck me that I am the one limiting myself. My playstyle is a bit... odd. One of the guys that I team with regularly often teased me about how I rarely use Inspirations, if at all and I realised that this extends to certain powers as well.
Soft-cap (who needs purples, oranges and greens)
Rage double-stacked (who needs yellows or reds)
Proper building for endurance reduction (who needs blues, save in "pressing buttons like a crack-addled monkey, scrank-lock" phase)
Tank (who needs break frees)
I have Hasten on auto and hit rage whenever it's up. My defense is high enough that the defense crash is essentially meaningless, but still.Quote:i tend to do the same. Inspirations are for emergencies only. I also have to admit I do the same with my powers. When I'm in a major battle, I will hit Dull Pain, but not before. If I am in danger of defeat, I hit Unstoppable, Rage and Hasten, but only in emergencies. This means they sit in my tray and almost never get used.
Look over Call Men Awesome's guide to Invuln tankers and the soft cap. It's relatively easy to build yourself a RIDICULOUSLY powerful Inv/SS tank.Quote:So, do any of you use it regularly, or only in an emergency? I had been jealous of the fact that other people's characters don't seem to take as much damage as mine, but maybe that's the reason? Or maybe I am slotted wrong.
I just want to find out so I can improve her.
My original rebuild of Hyperstrike was one of Vox Populi's "Super Tanker" builds. It was relatively tough and I could do +0x8 with a bit of effort.
My second rebuild was a S/L soft-cap that had something close to 3x the survivability and felt absolutely GODLIKE. +2x8 became easy.
My current rebuild is soft-capped to all types (save psi/toxic) and has positionals in the mid 20's. It's also sporting Spring Attack for an additional "punch" when entering a group of enemies. It's well and truly MONSTROUS. With the Enzyme nerf coming soon, I've dropped back to Cytos and shaved a couple points off total defenses, but still capped. It now takes an act of God to get me to kiss floor or really bad luck with the enemies' ToHit rolls. Every once in a while I'll hit a string of lucky enemy hits and facepant. But, outside of the "lucky shot string", I can solo +4x8 with very very little danger. -
We you able to go back in and complete the arc afterward?
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