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Well, that was it. Problem solved. Good instincts are handy.
Sorry to make you jump through an extra hope for a problem on my end.
So, looking at the build finally. -
Update:
You are in fact using a newer version than I was, so that may be the issue. I'm updating now,and we'll see.
Yes, I know I said I didn't wanna invest any time in troubleshooting. I wanted to be lazy and let someone else do the thinking and legwork, but I couldn't help myself. -
Thanks, but I seem to be getting the same error message from the data chunk I was from the link.
"Unable to read data - Unable to read beyond the end of the stream."
I've not seen that error before on Mid's, and no other build I found is giving me any problems. I'm not super versed with Mid's beyond just using it for builds, so I don't have any solid guess as to what the problem is. I could try to trouble shooting it, but frankly, that becomes to much like work I expect to get paid for for me to do without first at least seeing if anyone more versed with Mid's has any suggestions. I'd at least be curious is anyone else is getting this error from this build.
My guess is it might be a Mid's version incompatibility, but that's just a hunch. -
I'm not 100% sure how you mean your initial question, so I may disagree with some of the others, or may agree with them.
If you mean you slot a generic Taut IO into your attack powers, I agree with everyone else entirely.
But, I do use the taunt sets in attacks once in a while. For example, if I drop 4 kin combats into a melee attack power a Mocking Berate or a Perfect Zinger Acc/Recharge is often a nice choice for a 5th slot if I don't happen to be getting a lot of global Acc or if I think I may exempt low enough to lose my global Acc. Kin Com alone is rather weak on the Acc front, and more recharge is always good in attacks.
So, if you meant taunt set IOs, I can see it being situationally very smart. -
OK, I know the build can't be perfect within the limitation/stipulations I made. Can it? Not a single suggestion?
[Bump] -
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I'm going to try to avoid the debate about farms vs story arc, and about intended use, etc, and just answer the question as asked as precisely as I can..
"QUESTION: Is it ethical to 1-star obvious farm arcs in AE without playing them? Why or why not? "
The question has two parts.
"Is it ethical to"
Part one: 1-star obvious farm arcs
Part two: without playing them
Part one: I'd say that giving you opinion or feedback, positive or negative, when it's specifically been asked for, has no ethics tied to it at all, unless by your feedback you were specifically trying ot be hurtful or abusive. If you opted to use the email feature to say things about someones parentage, then we may have ethical issues, but if you stay in the star rating area, I'd say you have avoided any issues of ethics at all.
Part two: This is when you get into the ethics problems. Obvious. Well, it was obvious at one point that the world was flat, heavy things fell faster than light things, and that electrons were tiny little balls of matter that acted just like tiny bullets. Until people investigated things further, and realized that it wasn't true, regardless of how obvious it was. The star system is in place for those that have investigated to report their findings. If you therefore misrepresent your investigation into the matter, you are being less than honest as to your level of knowledge about the topic to others that may be relying in part on your information to make a decision. Depending on how you look at it, then this could be lying, or more akin to just spreading rumours without verifying, as it's not an outright intentional dishonesty (except for the part where you by implication assume a position of knowledge that you know you don't in fact have).
However, if your goal is to sort of 'clean up the lists' to make it easier to locate story arcs, then you'd be using dishonesty to help people (or some people, at least) but you'd do so knowing that the chance existed that you hurt a small few number of people who you guessed wrong on.
So we have at this point the absolute good idea (lying being an always bad) vs the relativistic good idea (doing a minor bad to cause a greater good).
But, even beyond that you have the issue of if you're trying to game the system to produce a result that you think is the greater good (making stories vs farms more obvious, if that is your intent), then you are taking it unto yourself to judge the best results for other people that never asked you to be a judge of the good for them, and thus your appropriating power over others to some degree, which is usually by most ethics standards assumed to be bad, unless, again, you judge it to be better to remove peoples choice for their own good to be a good thing.
I'd say you could debate the answer tot he question either way, but by the modern ethics standards of most of the western world, you'd have a fairly hard sell that it would be ethical.
I'd say the best ethical choice in this case, which avoids any potential ethical issues is to play the arc, then vote as you feel. -
Quote:I pretty much agree with this across the board, but did want to offer a comment that might be able to clarify some confusion.To put it in the simplest terms I can come up with:
Natural: Your abilities are the same as every other member of your race.
Mutant: You were born with powers, but normal members of your race do not have the same powers.
Science, Technology or Magic: You didn't have powers, but you do now, thanks to the effects of science, technology, or magic.
If you're a human, and you were born psychic, then you're a mutant, because normal humans don't naturally have psychic abilities.
Don't ask about VEATs. Whoever decided that they were all natural apparently thought that everyone was going to play Wolf Spiders. Of course, they weren't the first and won't be the last time for the game's lore to break the game's pre-established lore.
Note in advance, I'm only speculating here, but the psychic weirdness rerigins might go like this....
All humans have psychic powers at pathetic levels, and when they harness them under normal circumstances write it off as a lucky guess, intuitive leave, or a creative spark of some sort.
Some mutant have as their mutant ability vastly stronger psychic talents, much akin to some mutants having super strength.
With much training, and practice, focus, and meditation it is possible for a normal human to hone their psychic abilities to the point where they are useful, reliable, and direct-able.
I know, it's a bit of mental gymnastics to get to the conclusion that everyone is psychic, albeit if only to a very minute degree, but it's not all that out there for the super-hero/comic book genre. -
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Quote:Amen brother, preach it!Indeed. When I say the tank's responsibility is to keep everyone alive, it doesn't take that responsibility away from anyone else.
If I were to write a similar guide for every AT (which I do intend to get around to), each one would have the rule "You must survive." When it comes down to it, no one can do their job while they're eating dirt or traveling back from the hospital. Alive teammates make for more effective ones.
But, I thought you said you weren't writing an AT guide, but a role guide?
So will you be writing a role guide for every possible role?
Or writing a role guide for each AT with subsections for different roles easily played by that AT? Tanks, Brute, and Scraps will be only perhaps 3 different roles max, but Defs, Corrs, Doms, MMs, Trollers, and boy, oh, boy HEATs and VEATS will be a great big pain in the butt to do that way.
But, the responsibility to not faceplant at least will always stay the same. -
I tried to take a look at it, but the link isn't working for me for some reason. Can you post the data chunk?
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Quote:You make some good arguments. Part of me is inclined to agree with you. But at the same time, I still agree with Dechs, too. How can I resolve this? Is it even possible?Sorry, the personal safety of your teammates is ultimately their responsibility, not the tank's.
It's the tank's job to gain and hold enemy aggro and that has the effect of giving the team a larger buffer of breathing room, but keeping someone upright is their own job.
I say this for two reasons:
1: The first, is that there are circumstances beyond your control as a tank, but not beyond the control of your teammate, that will kill them.
As a tank, you cannot keep someone from standing under a sword bomb. You can not tank the damage pulses on the Keyes Island Trial. If teammates refuse to step back from the AoE damage of an AV, GM or tough spawn, that is their fault. They made the choice to stand there.
Sure, a good tank can and should point cone attacks away from the team, but that's a two way street; it's each good team member's responsibility to stay the hell behind the AV.
This leads my second point:
2: Without failure, nobody learns anything.
All players should learn the approximate aggro distance from most spawns. All players should learn why you need to not stand in an AV's cone of attack. All players should learn not to randomly chase runners and to turn off their debuff toggles if the anchor makes a break for it.
A tank can prevent players from learning these skills. That will hurt them when they're faced with a situation when they don't have a dedicated tank, or they have a tank that's not so on the ball.
Players can be mollycoddled, never learn how to play properly and learn how to take their survival into their own hands and succeed. AE has demonstrated this.
Be 'too good' of a tank, and you're not much better than a power leveler. It's your job to divert as much damage away as you can while fighting. Most, not even all of it, because you never know when you'll need to grab unexpected adds.
You are not the team mom. You are not a crutch for lazy players.
As a tank, you are a 'make-margin-for-error-larger' button. You are not the 'I-win' button or the 'rest-of-team-gets-to-turn-off-their-brains' button.
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I think so.
Overlapping responsibility.
It's the tank's (role) job to keep his team alive, via aggro control, and then other tricks.
It's the heal and buff oriented types (role) job to keep his team alive via defensive buffs and/or heals, then other tricks.
It's the defensive debuffer's (role) job to keep his team alive via debuffs, then other tricks.
It's the trollers job to keep his team alive via control, then other tricks.
It's the DPSers job to keep themselves alive, and kill stuff.
It's the offensive debuffers job to make stuff easier to kill, and keep themselves alive.
Many ATs and builds are built to have multiple roles in this game at least, but, if you build to do just one role, and it's a defensive one, then you've failed if you're the last one alive. This isn't just true for tanks (role), but for all the defensive in nature roles.
But, all the roles are either defensive, or offensive. If defensive, your job is to keep the team alive, which includes yourself, and thus stupid things like not getting out of AOE areas which will kill you, are you contributing to your failure in your role.
The offensive roles could consider the encounter a success, if all of the team is dead, except them, but all the baddies are dead.
Except, it could be said that their job is to kill things fast enough that the team isn't nearly wiped. In which case, if they are the last thing standing, it could be that they failed too, for not killing faster.
So, it could reasonably be argued that everyone failed if the team is wiped out to a single person. But, that may be true, but doesn't mean any one role in it didn't fail, just because they were a part of a larger failure.
I think part of the reason people never learn, isn't because of mollycoddling in the form of teaming with someone skilled, but mollycoddling in the form of always being able to say, "Yeah, sure we failed as a team, but it wasn't in any way my fault. It was HIM, or HER that did something stupid." You fail to get better when it's always other peoples fault. The really good players are the ones that can, when needed, save others from their own stupidity or mistakes on occasion.
I enjoy playing on a skilled team because we are all good enough to do just that. It allows us all a large margin of error if all the other 5, 6, or 7 players can save each other from their own mistakes. Therefore we can all hunker down, focus,and really steamroll the toughest content, or we can all cut up, waste time and focus on banter and side conversations, and not worry about being stupid and still have success (likely at a slower pace, though), because we can cover each other, and still have time to joke, have fun, and/or be stupid when the mood strikes.
Some people may not enjoy a less focused approach, but even if it's not your thing, the ability of a good player to share responsibility and thus cover others mistakes still is worthwhile, because I've not met a player yet that was so good they never made a mistake or never had a moment of mechanical/lag/software failure that caused them to not be able to do their job. If everyone only focuses is on themselves, and the "I'll do my role perfectly, and expect and rely on everyone else to do the same," no overlap of responsibility model of gameplay, one mapserve in a tough fight spells instant doom.
So, long story short (too late, I know), I agree with Butane's concept of personal responsibility totally, but don't think that in any way makes Dechs' stance on the tank role's responsibility in any way invalid. -
Quote:Just to touch on this, particularly the highlighted. I thought the guide was clear enough that tank is a role and Tank is an AT, and one does not imply the other. I agree with what you're saying, a Tank's (the AT) job is not to protect his team first and foremost. A tank's (the role) job, though, is.
Ah, sorry. I'll admit that I'd not read the guide yet, and was basing my comments on
a) Comment I'd seen of yours elsewhere, where as far as I could recall (and I'll admit that my memory is far from eidetic) that distinction wasn't specifically made.
and even more so
b) What others were posting in this thread.
If you made that distinction in the guide, then I totally retract my statement. In that case I agree with you totally. A tank's (the role) job is, completely, to keep his teammates alive via (mostly) holding aggro on himself and (less so) using any other tool or trick he can when simply holding aggro seems insufficient. In that case, the last man standing, if a tank (role) is a tank that failed. Maybe it was unavoidable, and maybe he did everything within hos power to prevent that failure, but it is still a failure.
Guess that will teach me to comment without fully reading everything in the future.
[Or more likely, it won't, but shame will probably prevent it for at least 20 minutes or so.] -
Quote:That looks like a very interesting build, and very unconventional, but it looks like it could work. I'd be a bit concerned with almost none of your toggles have and end reduction in them, and I generally would urge the Chance for +End proc be added into Dark Regen, but it could be good depending on play style. I'd be curious to hear your feedback after you get to around 40ish.I ran a dark/db tank to 50 and really did not care for it. Just seemed a mismatch.
I do still have a bs/dark scrap that went with presence and it worked quite well.
A few friends have run dark/stone tanktrollers that are very effective.
You could run a dark/stone/presence and have the best of both worlds.
Stacked stuns (OG, Fault, etc)Stacked fears (CoF, Invoke Panic, etc)
I was planning to run the combo as a brute this time around but I'll post the build since it would be essentially the same for a tank barring a few power order differences.....
If it works for you, it'd be a very inexpensive build compared to many others, too, which is another plus. -
Quote:I see your point and don't disagree with it, but that doesn't change the bottom line that in most normal team circumstances*, the tanks job is to keep his teammates alive. If he lives and they all died, he then failed at that job. Perhaps he was doomed to failure, due to circumstances such as you describe, but regardless, it's still a failure.Sometimes it cant be helped and circumstances conspire in such a way you are the last man (or woman) standing. Many times I've gone up against Nemesis and as we all know they have some nasty AOE's. Sure I can position myself, but if some of the team needs to engage in melee (scrappers and brutes), also Blasters and Dominators who fancy themselves as part time scrappers are the worst for that and will get hit hard by said AOE's.
I have a bind on my tray that says literally "smaller guys get back, you're taking splash damage."
In cases like that I was the last one standing. Then there is also when some of your team mates accidentally pull. There are a lot of occasions where sometimes despite the best of intentions there is only so much aggro even the best of tankers can hold. Sometimes as well you have to account for teammate actions... For example maybe you have a Defender who doesn't buff and heal, just blasts away mindlessly.
So many variables can come into play, but I think mostly tanking comes down to just common sense and making sure you understand the archetype you are playing. But that is an excellent guide for sure.
*I say, 'most normal team circumstances' because while I agree with most of Dechs advice in general, I disagree that the tankers job is to keep his teammates alive "first, foremost, and in all circumstances" and that thus failure to do so is a failure on the part of the tanker. I believe that all ATs have a degree of flexibility in how to play them. You can use the Tanker AT to build some very durable melee DPS alts if you want, then your job is to kill stuff. But fairly or unfairly, most of the time people will expect the Tanker to take on the role Dechs has described, and in those cases, failure as he's defined it is exactly correct.
Quote:For example maybe you have a Defender who doesn't buff and heal, just blasts away mindlessly. -
Quote:BTW, does anyone know the numbers for weaken and is it different for tanks as opposed to scrappers?
I have no idea, and wish I did, too.
I tried to see if Redtomax had it, and frankly, couldn't decipher the notation.
ie Under Typhoon's Edge it shows (among a ton of other details)
"ToHit -7% for 20s If Dual Blade Debuff Mode 2"
but nowhere did I see and explanation of what 'Debuff Mode 2' is. -
I love the concept, but I don't think I'd do it, not with the build you posted at least. And I don't think I could do any better at making a Dark/DB any more effective in the role than you did, either.
The build you posted sacrifices a ton to be more troller than usual, and doesn't pick up near enough value to my mind to make those sacrifices worth while, and not for lack of Inf, either. Even with several purple sets, and a couple of the expensive ones, I still don't think the end result produces enough. I'd agree with the previous posters and say that dumping Presence and focusing more on traditional tanking build would be best in this case, or using a different set as a secondary.
A pity, too, because I'd embrace any good use for the Presence set. -
Quote:Indeed. That would be a nice feature.Yep, I think this was the mistake made.
I think it'd be better if they dropped any color attachment to the HELP system tags. Just make it a title and search system thing...
And provide a full custom color option for your character's name.
As an aside, on the graphics I have the pink names don't look a thing like the purple names, but they for sure look a lot more purple than he golden names do.
And I also agree about the potential utility of the system, but, if we are using it as a form of self decoration instead of it's intended use, I do think we are taking away some of the tools that a truly new player may have access to, or more accurately, making us 'even more likely that we might otherwise be' to ignore a request for help that used that particular medium.
And, I have no problem in general with using tools in ways other than how the devs intend, but it if is of little benefit to me, and may be to the detriment of someone else, than I'm a little less cool with it. And if the folks that are using it as a costume accessory just want coloured names, perhaps we should nudge the devs into tweaking the system so that those that want the colourization option get it without diluting whatever (albeit, perhaps very little) positive effect it may bring to new folks that are trying to use the tool as it was originally envisioned.
Just a thought that occurred to me and wanted to try and make others aware of it, too. -
I'm just noticing that a very high percentage of the newbies to the game are lvl 50, 50+month vets, and are IOed to the gills....
I'm referring to the 'Help Me' indicator designed to let new players get the assistance they need. I'm noticing that the majority, perhaps even overwhelming majority, I see thus flagged seem to be a little past the point of really needing much help.
I know, one's child or SO may be playing an alt on an account of someone who has been playing a very long time. I get that.
But I also suspect that a certain percentage of people just think it's funny to claim to need help when they don't. I don't have any idea how many people this might be though, so I was hoping to get some feedback..
And the reason I'm concerned at all is that the game could be a bit intimidating if you're new to it. All MMOs can, especially since as they age and grow they tend to become more complex, and thus potentially less friendly to new folks. But this is a new tool that's designed to help those new folks out who want help. But, I find myself less and less willing to even take time to offer help since I begin to assume that the people flagged in this way are more likely doing so on a lark, rather than because they actually want help. If I'm not the only person who's making this assumption, then we (us vets among the playerbase as a whole) may be taking away a useful tool from new players who most need it, and have the fewest other tools at their disposal. If so, we may be losing at least one or two potential new long-term subscribers just so we can have the kick of joking, "Look at me, HA HA, I'm a newb," or whatever else the incentive is.
Of course, I may be totally wrong. Maybe really most of the people that are willing to ask for help really are playing on toons that were made for them by someone else till the get the hang of game play, and then will try a lvl 1. And maybe I'm the only person starting to ignore the "Help Me" designator when I see it. I hope to be wrong on both counts.
So, looking for feedbacka nd impressions.
Lastly, I'm not sure if maybe this might not be better posted in some other location, but couldn't find one that seemed a better fit.. So, feel free to suggest on that front, too. -
I've been meaning to rebuild my 50 fire/fire even since the invention system came out, and never have got around to it. Not surprisingly, therefore, her performance is somewhat lagging the times.
That said, I've not built a fire/anything since the invention system, so would appreciate a look see and any and all feedback. I am sort of set on Keeping SJ as my travel, and keeping her a fire/fire/pyre. Otherwise, I'm open to changing anything.
My goals were lots of AOE, High S/L/E Def, High S/L Res, Recharge, End Efficiency. Of course, more HP, Regen, and all the other goodies were nice, but you can only squeeze so much into a build. I wanted to avoid the use of Purps/PVP IOs, or lots of the really expensive Hamis. If I spend that kind of Inf, I'd rather it be on an alt I play more than 4 hours a year.
Well, take a look and let me know how I cna improve it. I feel like I made a lot of comprises that might not have been needed if I could get more creative..
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Blazing Aura -- Erad-%Dam:30(A), Erad-Acc/Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(40), C'ngBlow-Dmg/EndRdx:50(40), C'ngBlow-Acc/Dmg:50(43)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(33)
Level 2: Fire Shield -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(34), S'fstPrt-ResKB:10(34)
Level 4: Healing Flames -- Dct'dW-Rchg:50(A), Dct'dW-Heal/EndRdx:50(43), Dct'dW-EndRdx/Rchg:50(43), Dct'dW-Heal/Rchg:50(46), Dct'dW-Heal/EndRdx/Rchg:50(46)
Level 6: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9)
Level 8: Combustion -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Rchg:30(9), Erad-Acc/Dmg/EndRdx/Rchg:30(33), Erad-Dmg/Rchg:30(45)
Level 10: Taunt -- Zinger-Taunt:40(A), Zinger-Taunt/Rchg:40(11), Zinger-Taunt/Rchg/Rng:40(11), Zinger-Acc/Rchg:40(13), Zinger-Dam%:40(13), Zinger-Taunt/Rng:40(15)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29), HO:Enzym(29)
Level 14: Super Jump -- Winter-ResSlow:50(A)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(17), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-EndRdx:40(21)
Level 18: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(21)
Level 20: Burn -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(34), Erad-Dmg/Rchg:30(37), C'ngBlow-Dmg/EndRdx:50(37), C'ngBlow-Dmg/Rchg:50(39), C'ngBlow-Acc/Rchg:50(39)
Level 22: Tough -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(23), RctvArm-ResDam/EndRdx:40(23), RctvArm-ResDam/EndRdx/Rchg:40(25)
Level 24: Consume -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(25), Efficacy-EndMod/Acc/Rchg:50(27), Efficacy-Acc/Rchg:50(27)
Level 26: Weave -- LkGmblr-Rchg+:40(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx/Rchg:50(31)
Level 28: Fire Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(37), Erad-Dmg/Rchg:30(46)
Level 30: Build Up -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit/Rchg:20(33)
Level 32: Fiery Embrace -- RechRdx-I:50(A)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36)
Level 38: Hasten -- RechRdx-I:50(A)
Level 41: Char -- BasGaze-Acc/Rchg:30(A), BasGaze-EndRdx/Rchg/Hold:30(42), BasGaze-Acc/Hold:30(42), BasGaze-Rchg/Hold:30(42)
Level 44: Fire Blast -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(45), Thundr-Dmg/EndRdx/Rchg:50(45)
Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dam%:50(48), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: Rise of the Phoenix -- RechRdx-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(40)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(50), EndMod-I:50(50)
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Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 26.75% Defense(Smashing)
- 26.75% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 25.5% Defense(Energy)
- 25.5% Defense(Negative)
- 3% Defense(Psionic)
- 14.88% Defense(Melee)
- 14.25% Defense(Ranged)
- 3% Defense(AoE)
- 7.2% Max End
- 18% Enhancement(Accuracy)
- 38.75% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 196.78 HP (10.5%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 14.3%
- MezResist(Terrorized) 4.95%
- 20% Perception
- 11.5% (0.192 End/sec) Recovery
- 40% (3.13 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.835% Resistance(Fire)
- 2.835% Resistance(Cold)
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Quote:Gotta totally agree with this.All thought I won't disagree Cardiac is very good, I do have to disagree on the rest of your comment.
My tank has plenty of endurance to boot without Cardiac, my resists are capped to S/L and sitting at 38% to Energies and Elements. Which is more than enough when you are running soft capped defense to all. I run the spiritual which allows me to get my Dull Pain to perma, it also increases my regen and my heals from both Dull Pain and my Rebirth.
So running soft capped defense and a high regen, works perfectly together. I don't totally rely on regen to survive, but I will say it is a very big part of a invulns survivability.
I'd further add that, if anyone ever feels tempted to say something on the order of, "If you're doing this differently than me, then you're doing it wrong," then you're most likely the one that's wrong. It may be safe to say, "If you're always out of end you're doing something wrong," or "If you constantly faceplant, you're doing something wrong," but this games character design is massively flexible, and if you think that there is only one right way to produce results, that's probably your failure on the creative thinking front, not the other person's failure.
To further illustrate, many people have said that if you have end issues, it's a hands down choice, Cardiac. If you have 'serious' end issues, I might agree, but for minor end issues, I've found Musculature's End Mod bonus often enough to cover a slight gap in end usage vs end production. YMMV.
Heck, if your mileage doesn't occasionally vary at least a little, you're doing it wrong. -
Having played both sets quite a bit, I'd vote for AR over 2Gun. Both have their advantages, but a large part of 2Guns advantages are playing in melee to use the PBAoE nuke, which isn't a great plan for new blasters, and it's multi-ammo. And I really don't think worrying about the subtleties of ammo types is high on the list of priorities for a new player. I'd think at that point it's extra complexity that really isn't worth it if you're brand new. AS someone else said, most likely you'll end up just picking fire ammo and never changing it.
All that said, the biggest thing is keeping interest. If pistols are more appealing to her, and if she's got any interest in gun-fu, the dual pistols may be even cooler for her than FPS could ever be in a lot of ways. That extra cool factor may be a great extra selling point for the game. That's all up to her tastes, which of course, we have no way of knowing.. -
Quote:Makes sense.I use the military assault rifle model. It can be used to account for everything except the flamethrower.
I rationalized it as being a .45 caliber assault rifle, because a .45 caliber gun can be chambered to fire a .410 shotgun shell. (and the Thompson submachine gun was .45 caliber, so the full auto is plausible)
That model also has a grenade launcher slung under the barrel, which can rationalize the M30 grenade and the beanbag.
And,
A 30mm Beanbag is exactly the type of beanbag I'd want vs Superpowered baddies. -
Try to launch the NCSoft Launcher by not clicking on the same Icon or shortcut you usually use to launch the game, but instead going into (assuming you're on a windows type system) Start -> Programs -> NC Soft -> NCSoft Launcher or some similar variant to that, based on your machines setup. This should launch the launcher with it going strait on into a game. From there you can choose a different game (or server version, like Test, Beta, or Live) and also adjust your launcher settinga so that it doesn't skip on into a game.
If you're on a Mac system, I'd assume it might be similar, but that's just a guess. Macs aren't my strong area, and I've never seen the NCSoft Launcher version for a Mac to know anything about it.