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Posts
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Every powerset that you don't already have access to can be purchased.
In the case of VIP powersets like Time, you can't buy it if you're VIP, because you already have it. But if you drop to Premium, you'll be able to buy it. -
Did you read the replies above yours? This isn't a bug, it's a new addition as of the last patch.
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Quote:No, because the early adopters got the basic version for $30. When the official release date arrived, the $30 option remained, and the Complete Collection was added for $40. At the time, a "Booster Pack" containing the extra items from Complete Collection was added for $10, meaning that everyone paid the same price to get everything.So the early adopters have to pay more to get everything the later adopters got?
All those options have been removed with the release of Freedom; now if you want to get the things you missed, you have to get them piecemeal from the Market, and it will cost you extra. -
You mean the Sticky at the very top of this page?
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Auroxis: Thanks. Some good points there. Spiritual was, in fact, my most likely choice for an Alpha slot.
LSK: The reason I asked for suggestions is that I have no idea which is best going to help me - this is my first and only tank, so I don't know which Incarnate abilities will serve me best. Since I don't have the time to make and test multiple different Incarnate Abilities that I'll never use most of, it's better to get some feedback to help pick a good starting place - even more so if the people offering help explain why they think those options are best. -
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Personally, I wouldn't use a bind or macro. Assuming you have no other powers set to autofire, just Ctrl+Click Vengeance so that it autofires. Then, when someone dies, click their name on the team list. Assuming they're in range, you'll cast Vengeance the instant you have a valid target (and aren't rooted from any other power activations).
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This is the build for my tank that just hit 50 last night. I'm happy with the build as it is, and am not looking to modify it in any way. What I am looking for is suggestions on which Incarnate Abilities, for all slots, are going to help me the most.
The only places I really feel that this character falls short are damage output (But Interface and Judgement should help with that), and survivability against Psionic foes.
Thanks in advance for any help.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Standing Stone: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(3), Aegis-ResDam(3), TtmC'tng-ResDam/EndRdx(5)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9)
Level 2: Resist Physical Damage -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(11)
Level 4: Shadow Maul -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(15), Erad-Acc/Dmg/EndRdx/Rchg(17), C'ngBlow-Dmg/EndRdx(17), C'ngBlow-Dmg/Rchg(19), C'ngBlow-Acc/Rchg(19)
Level 6: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(23), Dct'dW-Rchg(23)
Level 8: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam(25), TtmC'tng-ResDam/EndRdx(27)
Level 10: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), LkGmblr-Rchg+(29)
Level 12: Resist Elements -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(29), Aegis-ResDam(31)
Level 14: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(31), Aegis-ResDam(31)
Level 16: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/EndRdx/Rchg(34), SMotTanker-Rchg/Res%(34)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(36), LkGmblr-Rchg+(36)
Level 20: Super Jump -- Winter-ResSlow(A)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(37), Aegis-ResDam(39), TtmC'tng-ResDam/EndRdx(39)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(40), SW-ResDam/Re TP(50)
Level 28: Soul Drain -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(40), C'ngBlow-Acc/Rchg(42), C'ngBlow-Dmg/EndRdx(42), C'ngBlow-Dmg/Rchg(42)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def(43), LkGmblr-Rchg+(43)
Level 32: Taunt -- Zinger-Dam%(A)
Level 35: Dark Consumption -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(45), Erad-Acc/Dmg/EndRdx/Rchg(45), C'ngBlow-Acc/Rchg(45), C'ngBlow-Dmg/EndRdx(46), C'ngBlow-Dmg/Rchg(46)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(50)
Level 47: Unstoppable -- GA-3defTpProc(A)
Level 49: Hover -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Task Force Commander
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Level 2: Swift -- Empty(A)
Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(11), Numna-Regen/Rcvry+(13)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), P'Shift-End%(15)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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I had misinterpreted which piece you were talking about. Yeah, those two pieces look identical. I'd guess that the list was reorganized and one was meant to be deleted from the list, but both were accidentally left there.
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Quote:It was rather obviously a joke, chill out.As for the $5 thing you mention there, you may want to edit that out.
I can't get in-game right now, but if that's the piece I think it is, play with the colors a bit; I seem to remember reading about a piece in that set that had two different "identical" pieces, and the difference was where colors were applied, or one with/one without pretinting, or something like that. -
Quote:Damage auras USED to be a good spot for the proc, but that was because it was bugged and was WAY overpowered in AoEs. It's been fixed for a while.A friend of me swaers by having the proc slotted in Blazing Aura (*is generating a lot fury*).
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Quote:Fixed for linkage.
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Quote:I have that on a tab and I don't see many players use it compared to the requests on the Help channel.
Let's just hope that spammers don't make us regret the changes. -
I'm willing to bet that that info isn't stored anywhere, so if they were to magically somehow implement this tomorrow, every current SG would have a creation date of April 13, 2012.
How is that helpful? -
However, it doesn't stack with itself, so even if it does trigger more than once in a single activation, you only get ONE bonus at a time.
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Between higher Resist caps and higher HP, Brutes have better survivability. Because +Damage applies to base damage, scrappers tend to have higher burst damage, especially since Build Up is +100% for Scrappers, and only +80% (of a lower base) for brutes.
Since Staff doesn't have a traditional Build Up, the Brute will probably be able to sustain a closer damage output to a scrapper, and if you go with Electric Armor, the damage aura will be better, since +Damage (including Fury) boosts it, but the scrapper version doesn't crit.
One last consideration: The Electric Brute will easily get all defense to 30-35%, or one to 45%, but the Energy Aura Scrapper will never get Resists that are significantly higher than what's built into the set.
From those two, I'd pick the Brute. -
A lot of people are going to say Hasten. I personally don't take it unless I can get it within a few seconds of permanent. I hate the fluctuation in my recharge if it isn't up more or less constantly.
For me, Combat Jumping is almost a given. I only consider skipping it on flyers, and if they spend a lot of time on the ground (like flying melee characters), I'll probably take it anyways. The bit of extra defense (especially when trying to softcap), the extra mobility, the Immob protection, and the ability to take several good IOs make it too invaluable to pass up.
I often take the Fighting pool, but that's mostly because I play a lot of melee.
Other than that, the only consistent choices are to avoid Medicine and Presence. I don't find anything in Presence useful, and I don't really care for the Medicine powers being Interruptable. -
In-set conversions on sets with multiple rarities can become anything in that set. A yellow GSFC can become an orange one during an in-set conversion, and vice-versa.
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Quote:This is from the Character Creation screen, but should be the same in the Tailor:Where are the capes? The Back slot only had wings. My aura tap is unchanged.
You may be lacking some categories, since some of those are purchased costume parts, but anything with "Mantle" in it is a cape selection, as is "High Collar".