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Posts
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Joined
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Quote:Last night I was running my lvl 50 around the Praetorian Underground, grabbing badges and such. I was frustrated by what I felt was one badge not being awarded to me, so much so that I petitioned and got a GM to help me with it. What happened made me feel so stupid - it was another exploration badge I didn't have, not the one whose marker I had been stading on for about 10 minutes.
I was using the list under the zone exploration badge accolade, but not knowing which one was the last one I needed was irritating. I'm wondering if in a future issue, a few minutes of time could be taken to see about colouring the badges we already have in those lists a different colour (say, yellow, for instance) so we know which ones we have and which ones we still need to collect?
I'm sure I'm not the only one badge collector here who would love to see this minor QoL tweek happen.
There are few really GREAT tools out there that can make your so life much easier.
First one is Badge-Hunter/Vidiotmaps. Not only do they have viewable maps online, but the interactive portion will pop up a picture showing badge locations. If you join the website you can also download PDF printable maps. Unfortunately the last time I checked the printable maps weren't quite i19 ready. That may have changes since my last visit.
Second one is the Titan Sentinel from the Titan network folks. You can use the Sentinel do do few things. A- it will allow you to track what badges you have/need via their web page interface. B-you can use it to export your current build out to Mids Hero planner, a great tool for working out long term plans for IOing characters out. You will need to sign up to the Titan networks to access the web interface, but it's still a worthwhile tool. -
Quote:Thanks allot for all the suggestions, lots of them, I took a look at dominators and I agree it looks like what I am looking for, and I did not ask for an opinion guys what I asked for is what ats have that playstyle that I described that is not an opinion if that playstyle exists within that power combination then that is what it is.
I am iffy about storm, it looks visually appealing sure, but I am not a fan of knockback users, I tried energy/energy for a while loved the visuals but in the end, hated playing it on teams, but I never made it to level 22 I think it was like 18 or so. Sure I can control the kb but it was annoying since I was a blaster and enjoy constantly blasting, there where way to many pauses now pauses to change tactics is great I love that but to constantly move around to shoot some baddies while everyone else is blasting from the same position the whole time is annoying, and even with hover it was boring, I prefer to actually see my blasts in front of me, but indoors you cant even see what your shooting at when you try the knockdown approach.
I will try some of these suggestions.
Please, can you use some punctuation in your sentences? It makes it hard to understand what it is you're trying to say, which in turn makes it harder for us to help you. -
I've have a Kin/Dark defender that plays at quite the frenetic pace. After I'd initially been playing the character for a while I started looking through the forums for what direction I could take him. This is when I found Electron Girls Guide to Kinetic Scrappers thread where Luminara talks about what you can do with a Kin/Dark defender. The guide is a bit old, but the concept still holds. Read the whole thread as there's some really good feedback to her initial guide.
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This is a quick look at what you've chosen and some changes you might consider. Slot level placement isn't really set in any order.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Dragoneye Master: Level 50 Mutation Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Electrical Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Dark Embrace- (A) Reactive Armor - Resistance
- (13) Reactive Armor - Resistance/Endurance
- (15) Reactive Armor - Resistance/Recharge
- (37) Reactive Armor - Resistance/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (7) Kinetic Combat - Damage/Endurance
- (34) Kinetic Combat - Damage/Recharge
- (42) Kinetic Combat - Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance
- (15) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance/Recharge
- (40) Reactive Armor - Resistance/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Endurance
- (5) Kinetic Combat - Damage/Recharge
- (7) Kinetic Combat - Knockdown Bonus
- (A) Steadfast Protection - Resistance/+Def 3%
- (34) Impervium Armor - Resistance/Endurance
- (40) Impervium Armor - Resistance/Endurance/Recharge
- (42) Steadfast Protection - Knockback Protection
- (A) Eradication - Accuracy/Recharge
- (9) Eradication - Accuracy/Damage/Recharge
- (9) Eradication - Accuracy/Damage/Endurance/Recharge
- (11) Cleaving Blow - Accuracy/Damage
- (11) Theft of Essence - Chance for +Endurance
- (13) Cleaving Blow - Damage/Endurance
- (A) Perfect Zinger - Taunt
- (27) Perfect Zinger - Taunt/Recharge
- (27) Perfect Zinger - Accuracy/Recharge
- (31) Perfect Zinger - Chance for Psi Damage
- (39) Perfect Zinger - Taunt/Recharge/Range
- (39) Perfect Zinger - Taunt/Range
- (A) Defense Buff IO
- (A) Gift of the Ancients - Defense/Endurance
- (23) Gift of the Ancients - Defense/Recharge
- (46) Gift of the Ancients - Defense/Endurance/Recharge
- (46) Gift of the Ancients - Defense
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (34) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Eradication - Damage
- (19) Endurance Reduction IO
- (19) Eradication - Accuracy/Damage/Recharge
- (43) Eradication - Accuracy/Damage/Endurance/Recharge
- (A) Rectified Reticle - To Hit Buff
- (21) Rectified Reticle - To Hit Buff/Recharge
- (21) HamiO:Membrane Exposure
- (25) HamiO:Membrane Exposure
- (A) Empty
- (A) Reactive Armor - Resistance
- (25) Reactive Armor - Resistance/Endurance
- (33) Gladiator's Armor - TP Protection +3% Def (All)
- (43) Reactive Armor - Resistance/Endurance/Recharge
- (A) Gift of the Ancients - Defense
- (33) Gift of the Ancients - Defense/Endurance
- (33) Gift of the Ancients - Defense/Endurance/Recharge
- (43) Gift of the Ancients - Defense/Recharge
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (29) Eradication - Accuracy/Damage/Recharge
- (29) Eradication - Damage/Recharge
- (31) Scirocco's Dervish - Accuracy/Damage/Endurance
- (31) Scirocco's Dervish - Damage/Endurance
- (A) Empty
- (A) Smashing Haymaker - Accuracy/Damage
- (39) Smashing Haymaker - Damage/Endurance
- (40) Smashing Haymaker - Damage/Recharge
- (48) Smashing Haymaker - Damage/Endurance/Recharge
- (A) Siphon Insight - ToHit Debuff
- (36) Siphon Insight - Accuracy/ToHit Debuff
- (36) Siphon Insight - Accuracy/Recharge
- (36) Siphon Insight - ToHit Debuff/Endurance/Recharge
- (37) Siphon Insight - Accuracy/Endurance/Recharge
- (37) Siphon Insight - Chance for +ToHit
- (A) Eradication - Damage
- (45) Cleaving Blow - Accuracy/Recharge
- (45) Cleaving Blow - Damage/Endurance
- (48) Eradication - Chance for Energy Damage
- (48) Eradication - Accuracy/Recharge
- (50) Cleaving Blow - Accuracy/Damage
- (A) Lethargic Repose - Accuracy/Recharge
- (42) Lethargic Repose - Endurance/Sleep
- (50) Lethargic Repose - Accuracy/Endurance
- (50) Lethargic Repose - Sleep/Range
- (A) Basilisk's Gaze - Accuracy/Hold
- (45) Basilisk's Gaze - Accuracy/Recharge
- (46) Basilisk's Gaze - Recharge/Hold
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Empty
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (3) Miracle - +Recovery
- (17) Numina's Convalescence - Heal/Recharge
- (A) Performance Shifter - Chance for +End
- (3) Performance Shifter - EndMod
- (23) Performance Shifter - EndMod/Accuracy
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Quote:I recently built a Dark Armor/Stone Melee tank and while I think Dark Armor is a good set, IMO it needs quite a bit of IO help to make it shine. Its also really really end heavy and has no end recovery in the set. I would have like to have seen both in the set.
If I recall correctly Stone Melee is also a fairly end heavy set in of itself. That was part of the reason I'd gone with Dark/Dark on my first dark tank to try and make sure I had some way of replenishing my endurance along the way. Not even fully IO'd the tank does pretty well in most situations I've put it through.
Dechs has done a nice job of being the current "loud voice" shedding light on how good dark tanks can be built using IOs. -
Don't forget the Incarnate abilities aren't supposed to exemp down. So don't create your build to rely on them if you're going to exemplar down a lot to run task forces/missions etc.
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I'd suggest trying all of them. From what I understand of the incarnate mechanics, if you don't use your powers for 5 minutes you can switch between incarnate abilities. You should be able to switch between, say Cardiac and Spiritual slotting. (please correct me if I'm understanding this wrong.)
Start with the ability you think will help you the most and see if you like it. If not, get a different one until you find the tree that works best for your character. If you run task forces a lot it shouldn't be hard to get the common alpha boosts fairly quickly.
Heck, depending on how deep into all the trees I get, I'll probably switch out the alpha slot to match the team I'm on. -
And most other travel powers don't toggle off CJ either.
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And if anyone does know anything about Drag Queens it's Papa....
Glad you had fun Callie. I'm just glad most folks understand that War and my quipping back in forth is all in good fun and in good nature.
And as for Papa's sense of humor, you're wearing THAT dress? Really? OK. -
I was on my ice tank, double checking the no-phase time in conjunction with hibernate to make sure that it was the 120 seconds I recalled it being, when I noticed something odd. 30 seconds after turning on hibernate, both my Pocket D and veteran Base teleport powers grayed out from the "no-phase" effect. I hadn't noticed this effect before.
I couldn't find any reference to it being a bug or even if it was WAI, but my search-fu maybe weak. Is this a known bug? Is this a new bug? Is this WAI?
Thanks. -
Got a chance to poke my nose at my Icer. Because of other bonuses Hibernate has a 96 sec recharge, but I'm not able to use it until 120 secs are up from initial usage.
The odd thing I noticed, was 30 seconds after I initialized Hibernate, both my pocket D teleport and base teleport powers grayed out until the no-phase cycle had stopped. Interesting. -
Patch notes for i12
http://wiki.cohtitan.com/wiki/Patch_Notes/2008-05-20
Specifically: "Added an enforced 60 second period in which Phase Shift powers cannot be reactivated after a previous activation of the power" of which Hibernate is considered a phase shift power. I'm not sure if it's been changed since, but I recalled this note.
Looks like i13 changed it to 90s. I thought the cool down had been changed to 120s. more search. -
Happy somethin somethin somethin...
er uhm.
Happy Birthday. -
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Couldn't you purchase a gift card with limited funds and give that information to someone who's outside the restrictions and whom you "trust" to purchase the codes for you? Less risky then giving your personal credit card information since your liability is restricted to the gift card amount. I have no idea if this is feasible or not in your country, but hopefully it is. (similar idea to what MunkiLord mentioned.)
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I'm going to take a look at Mu Mastery's Electrifying Cages for my Dark/Elec. I'll use it to keep the stunned mobs from wandering away. It's a nice mag 3 Immob.
(Hopefully at some point we'll be able to customize APP/PPP as the red lightning doesn't work with the toon.) -
I enjoy playing my ill/ff character as well. Once I was able to get PA she became alot more fun to play. I originally did this build around i16 or i17 and haven't revised it since, but she's currently soft capped to S/L even though she's not fully IO'd yet. (This was before BotZ's defense bonuses were reduced.)
I did take Superior Invisibility for those times where I didn't want to turtle up with Personal FF but needed a little more defense. It's by no means a perfect build and could use some work, but I'm still enjoying playing the toon regardless.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Taek M. Down: Level 50 Mutation Controller
Primary Power Set: Illusion Control
Secondary Power Set: Force Field
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Spectral Wounds -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/Rchg(7), Mael'Fry-Acc/Dmg(9), Mael'Fry-Dmg/EndRdx(17), Mael'Fry-Dmg/Rchg(36)
Level 1: Personal Force Field -- GftotA-Def/Rchg(A), GftotA-Def/EndRdx/Rchg(5), GftotA-Def/EndRdx(9), GftotA-Def(46)
Level 2: Blind -- G'Wdw-Hold/Rng(A), G'Wdw-Acc/EndRdx(3), G'Wdw-EndRdx/Hold(7), G'Wdw-Acc/Rchg(31), G'Wdw-Acc/Hold/Rchg(36)
Level 4: Deflection Shield -- GftotA-Def/EndRdx(A), GftotA-Def(5), GftotA-Def/EndRdx/Rchg(13), GftotA-Def/Rchg(43)
Level 6: Hover -- DefBuff(A)
Level 8: Swift -- Run(A)
Level 10: Insulation Shield -- GftotA-Def(A), GftotA-Def/EndRdx(11), GftotA-Def/Rchg(11), GftotA-Def/EndRdx/Rchg(43)
Level 12: Group Invisibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(15), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(39), RedFtn-EndRdx(39)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(17)
Level 16: Health -- Heal(A)
Level 18: Phantom Army -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/EndRdx(19), BldM'dt-Dmg/EndRdx(19), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(37), BldM'dt-Dmg(37)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-Def(23), RedFtn-Def/EndRdx/Rchg(25)
Level 24: Deceive -- Mlais-Acc/Conf/Rchg(A), Mlais-Acc/EndRdx(25), Mlais-EndRdx/Conf(34), Mlais-Acc/Rchg(43)
Level 26: Spectral Terror -- N'mare-Acc/Rchg(A), N'mare-EndRdx/Fear(27), N'mare-Acc/EndRdx(27), N'mare-Fear/Rng(39), N'mare-Acc/Fear/Rchg(40), N'mare-Acc/Fear(40)
Level 28: Superior Invisibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(29), S'dpty-Def(31), S'dpty-Def/EndRdx(31), S'dpty-Def/EndRdx/Rchg(40)
Level 30: Repulsion Field -- EndRdx-I(A)
Level 32: Phantasm -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(34)
Level 35: Repulsion Bomb -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg/EndRdx(42)
Level 38: Force Bubble -- EndRdx(A)
Level 41: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Acc/Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(45)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def/Rchg(46), LkGmblr-EndRdx/Rchg(46)
Level 47: Ice Storm -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(48)
Level 49: Maneuvers -- GftotA-Def(A), GftotA-Def/EndRdx(50), GftotA-Def/EndRdx/Rchg(50), GftotA-Def/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 0: Ninja Run
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Quote:*Sigh*
Where's that bloody thread gone..?
*Starts digging*
Edit: Someones going to have to help me out here. I remember reading the damn thread, I just can't remember wether it was open discussion or in one of the Beta forums.
I recall reading that comment as well, but my search-fu is weak. -
I tend to lean towards more protection from mez, sleeps, etc then towards more defense.
But that's just personal preference. -
I thought we were the loony bin? nvm.
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The info is in Nuclear Medicine's sig, but I'll reiterate it; We always start in King's Row by the Independence Port gate. There's a wall there where everyone lines up on it while holding "judging" cards. We try and start making teams by 6pm pacific/9pm eastern, if not touch early so gather before then if you can. If Paladin is up we tend to do a pre TT teaming beat down of the GM first.
Levels 1-10 hold up a 1
Levels 11-20 hold up a 2
Levels 21-30 hold up a 3, etc.
It makes it easier to form level appropriate teams. -
The only requirement for Tanker Tuesdays is that you're a tank.
All levels are always welcome.