TRTerror

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  1. TRTerror

    Sonic/Rad

    The ribs are there for the endurance reduction mostly gonna see if i can find some other alternative for the ally shields. mmm ribs... erm. while neutron bomb can be nice its good to have the option of liquefy->nuke for a cool stacked hold combo.

    Hmm the range io in clarity sounds like a good idea.

    Maneuvers is nice to have in addition to my resistance shields and a vengeance will softcap everyone.

    Thanks for your advice.
  2. TRTerror

    IO sets for /SR

    no need for maneuvers you can do it with combat jumping and a gaussians set
  3. You can softcap positional defense by 31 with a full set of gaussians, a steadfast res/def unique and regular lvl30 defense ios.

    With accolades and sets you can hp cap it in addition to being soft capped and have about 370%-390% regen. Slotted correctly (whole build) OwtS will cap your s/l res and have about 40% to the rest.

    Shield defense is an awesome set.
  4. TRTerror

    Sonic/Rad

    Hero Plan by Mids' Hero Designer 1,401
    http://www.cohplanner.com/

    techcrier: Level 50 Natural Defender
    Primary Power Set: Sonic Resonance
    Secondary Power Set: Radiation Blast
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Medicine
    Ancillary Pool: Power Mastery

    Hero Profile:
    ------------
    Level 1: Sonic Barrier TtmC'tng-ResDam/Rchg(A), HO:Ribo(11), TtmC'tng-ResDam/EndRdx/Rchg(19), TtmC'tng-ResDam(37)
    Level 1: Neutrino Bolt Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(3), Apoc-Dam%(5), LdyGrey-%Dam(5), Achilles-ResDeb%(7)
    Level 2: Sonic Haven TtmC'tng-ResDam/Rchg(A), TtmC'tng-ResDam/EndRdx/Rchg(17), TtmC'tng-ResDam(21), HO:Ribo(21)
    Level 4: Irradiate AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(7), AnWeak-Acc/Rchg(11), AnWeak-DefDeb/EndRdx/Rchg(15), AnWeak-Acc/Rchg/EndRdx(15), Achilles-ResDeb%(17)
    Level 6: Swift Flight-I(A)
    Level 8: Disruption Field EndRdx-I(A), EndRdx-I(9), EndRdx-I(9)
    Level 10: Hover Zephyr-ResKB(A), Zephyr-Travel/EndRdx(40)
    Level 12: Sonic Dispersion TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(13), TtmC'tng-ResDam/EndRdx/Rchg(13), HO:Ribo(29)
    Level 14: Fly Flight-I(A)
    Level 16: Health Numna-Heal(A), Numna-Heal/EndRdx(45), Numna-Regen/Rcvry+(46)
    Level 18: Sonic Siphon Acc-I(A), Acc-I(19)
    Level 20: Stamina Efficacy-EndMod(A), Efficacy-EndMod/Rchg(40), EndMod-I(43)
    Level 22: Proton Volley Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(37)
    Level 24: Maneuvers RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(40), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(46), RedFtn-EndRdx(46)
    Level 26: Clarity EndRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 28: Cosmic Burst Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(36), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Acc/Dmg/EndRdx(36), Achilles-ResDeb%(37)
    Level 30: Tactics GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
    Level 32: Liquefy DarkWD-Rchg/EndRdx(A), DarkWD-ToHitDeb/Rchg(33), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-ToHitDeb(34), LdyGrey-DefDeb/Rchg/EndRdx(34), LdyGrey-DefDeb/Rchg(50)
    Level 35: Stimulant RechRdx-I(A)
    Level 38: Atomic Blast Erad-Dmg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39)
    Level 41: Aid Self Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(42), Numna-Heal(42), RechRdx-I(42)
    Level 44: Power Build Up HO:Membr(A), HO:Membr(45), HO:Membr(45)
    Level 47: Temp Invulnerability S'fstPrt-ResDam/Def+(A), HO:Ribo(48), HO:Ribo(48), HO:Ribo(48)
    Level 49: Vengeance HO:Membr(A), HO:Membr(50), HO:Membr(50)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Clrty-Stlth(A)
    Level 2: Rest Empty(A)
    Level 1: Vigilance



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    Currently 35 this toon and started wondering about slotting.
    Any suggestions to tweaking in the slotting? Power choices stay unless there are very very very good arguments on why they should be replaced.
  5. HAR HAR HAR erm.
    Why is it so weak compared to the other sets?
  6. I forgot about that thread. I hate the search tool.
    What about the other suggestions?
  7. ah now i understand iw as trying to highlight the part where i said i really dont recommend doing this. More used to vbullentin code.
  8. i imagined it is as lets say 5% from the first enemy that cant be enhanched but the bonus for the scaleable amount could be if that makes sense.
  9. TRTerror

    farming

    They resist pretty much everything but -res -dmg and -special(benumb for an example) but rad outputs a shedload between emp and lingering so i think they can overcome it without perma pa. At 50 that is
  10. My slotting goals would be:
    - 300%-340& regen
    - ~25 second dull pain.
    -Enough acc bonuses for siphon life i want about 170%-180% in it
    -high typed defence.

    What is your build goal?
  11. If you can have high regen and defence and hp capped wouldnt you rather go for that than just max hp/regen?

    I dont think you got my questions and i dont know how to make them more understandable.

    EDIT: Overreacted.
  12. yeah i wouldnt until someone figure out softcap on shields along with permahasten and sufficent net gain recovery and enough hp and regen. BS/shield is nice however
  13. TRTerror

    dm/invul

    i´ve been tweaking and fiddling and cant find a build that would meet my standards. So i willl have to leave this for a bit.
  14. Question 1 then? Its fully available without ho´s and gimping yourself.
  15. TRTerror

    farming

    depends on build and level. Soloing GM´s at level 50 youll need to output a bare minimum of 360 dps.
  16. Energy Aura is not as horrible as people think it is but its still lacking compared to other sets.
    Its typed defence with nice tools and a itty bitty dash of resistance but Shields and SR(especially shields, the potential is just damn) outperforms it by a large margin even after the changes.
    The other sets are fine and needs no tweaking so instead i propose a few changes:

    Brutes

    Level 1 Kinetic Shield
    No changes needed

    Level 2 Dampening field
    Keep the S/L resists and combine it with energy protection but give it a true grit treatment, not the full hp bonus though
    7,5% hp
    7,5% S/L/N/T
    9,38% E

    Level 4 Power Shield
    No changes

    Level 10 Entropy Shield
    No changes

    Level 16 Conserve Power
    No changes

    Level 20 Energy Cloak
    No changes

    Level 28 Energy Drain
    Allow it to take accurate healing sets, decrease the end you gain from 25% to 15%

    Level 35 Alternative to Energy Protection

    Alternative 1

    You absorb the kinetic energy from enemy attacks and increase your own density.

    GFX the one from repulse(maybe it doesnt fit but damn that aura is a feast for the eyes)
    Make it a toggle taunt aura similiar to rise to the challenge and invincibility.
    It gives an unenchancable(sp?) amount of resistance to all but psi and scales with each additional enemy in the aura radius(10 max).
    Lower amount for toxic or none at all
    Penalties to run/fly/jump that also scales.

    Ideal would be something like fury, as you get hit your resistance scales upwards. But maybe that would be too hard to implement. It would give the set something unique though.

    Alternative 2

    Everything is energy and your aura allows you tap into enemies life force and heal every couple of seconds

    Taunt aura but instead its kind of like soothing aura, a minor periodic heal that scales with enemies

    Level 38 Overload
    It doesnt need anything really but i would like if it were a "new school" god mode where you cant slot for recharge speed, lower the end crash and remove the resistance.
    Even more fun if it was like Moment of Glory but with a - 50%(max end) end crash and a 30 sec duration.





    Stalkers


    Level 1 Hide
    No changes

    Level 2 Kinetic Shield
    No changes

    Level 4 Power Shield
    No changes

    Level 10 Entropy Shield
    No changes

    Level 16 Dampening Field
    Same as brutes

    Level 20 Repulse
    Lovely GFX but in my opinion counterproductive to teams and situational solo

    Make it a 30 second duration click that does mag 1,25 knockback with a minor end crash(like hasten)

    Level 28 Energy Drain
    Allow it to take accurate healing sets, lower the end gained from 25% to 15%

    Level 35 Conserve Power
    No changes

    Level 38 Overload
    Same as Brutes


    How would you like to see the sets?
  17. I´m currently working on other projects. I have a couple of range capped storm builds as well so i have to go over the builds and see which would be more fun.
  18. I was a aware of the potential of the new sets and cahnges to the existing ones but didnt think much about it until i saw the scrapper concha build (softcap f/c/e/n with good recharge and regen).
    Previoulsy and i see this being done stil,l heck even i went for the max/regen approach.
    One thing that really made me think was a build i posted over at the brute forum where the OP said the regen and hp was great but he wanted to have some defenses to allow him take the fulll potential of it.

    The other day i was experimenting with willpower tanks(wp/stone) and came up with a build that was hp capped, regen was 102hp/s with one in rttc. Softcap F/C/E/N and S/L/Psi would be capped with a single luck insp.
    I accidently didnt save the build(angry at myself) so i have nothing to show i´m afraid.

    Question 1 Knowing this will you still go for max regen and hp only?


    Now i was getting greedy i wanted more! I wanted S/L/F/C/E/N and HP capped with a minimum of 100hp/s. I had no luck with most sets when i started, always coming up short a few percent here and there.
    Then i when i was ready to give up i fell back on my trusty fiery melee. Fiery melee was the first set i figured out how to softcap(sr), perma hasten and have good survivability.
    Ok just to make it clear i really don´t recommend doing this, it takes advantage of the enzyme bug that allows you slot it defense toggles and is still rough.

    Softcap S/L/F/C/E/N, Psi capped with a luck
    Hp cap, ~103hp/s with one in rttc

    Hero Plan by Mids' Hero Designer 1,401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Burning Heart: Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Fiery Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Earth Mastery

    Hero Profile:
    Level 1: High Pain Tolerance <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%[*] (5) Numina's Convalescence - Heal/Recharge[*] (7) Numina's Convalescence - +Regeneration/+Recovery[*] (7) Numina's Convalescence - Heal[*] (9) Healing IO[*] (9) Resist Damage IO[/list]Level 1: Scorch <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (23) Kinetic Combat - Damage/Endurance[*] (31) Kinetic Combat - Damage/Recharge[*] (31) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 2: Mind Over Body <ul type="square">[*] (A) Titanium Coating - Resistance/Endurance[*] (3) Titanium Coating - Resistance/Endurance/Recharge[*] (3) Titanium Coating - Resistance[*] (5) HamiO:Ribosome Exposure[/list]Level 4: Fast Healing <ul type="square">[*] (A) Numina's Convalescence - Heal[*] (21) Numina's Convalescence - Heal/Recharge[*] (25) Regenerative Tissue - +Regeneration[*] (46) Numina's Convalescence - Heal/Endurance[/list]Level 6: Indomitable Will <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance[*] (13) Luck of the Gambler - Recharge Speed[*] (21) Luck of the Gambler - Defense[/list]Level 8: Rise to the Challenge <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance[*] (37) Numina's Convalescence - Heal/Endurance/Recharge[*] (40) Numina's Convalescence - Heal[*] (43) Healing IO[/list]Level 10: Taunt <ul type="square">[*] (A) Mocking Beratement - Taunt[*] (11) Mocking Beratement - Taunt/Recharge[*] (11) Mocking Beratement - Taunt/Recharge/Range[*] (15) Mocking Beratement - Accuracy/Recharge[*] (15) Mocking Beratement - Recharge[/list]Level 12: Quick Recovery <ul type="square">[*] (A) Efficacy Adaptor - EndMod[*] (13) Efficacy Adaptor - EndMod/Recharge[/list]Level 14: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 16: Health <ul type="square">[*] (A) Numina's Convalescence - Heal[*] (17) Numina's Convalescence - Heal/Endurance[*] (17) Numina's Convalescence - Heal/Recharge[/list]Level 18: Heightened Senses <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (19) Luck of the Gambler - Defense/Endurance[*] (19) Luck of the Gambler - Defense/Endurance/Recharge[*] (25) Luck of the Gambler - Defense[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO[/list]Level 22: Combat Jumping <ul type="square">[*] (A) HamiO:Enzyme Exposure[*] (23) HamiO:Enzyme Exposure[*] (48) Luck of the Gambler - Recharge Speed[/list]Level 24: Boxing <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (45) Kinetic Combat - Damage/Endurance[*] (50) Kinetic Combat - Damage/Recharge[*] (50) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 26: Tough <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (27) Reactive Armor - Resistance[*] (27) Reactive Armor - Resistance/Endurance/Recharge[*] (34) Reactive Armor - Resistance/Recharge[/list]Level 28: Weave <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (29) Luck of the Gambler - Defense/Endurance[*] (29) HamiO:Enzyme Exposure[*] (31) Luck of the Gambler - Defense/Endurance/Recharge[/list]Level 30: Super Jump <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (50) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 32: Combustion <ul type="square">[*] (A) Perfect Zinger - Taunt[*] (33) Perfect Zinger - Taunt/Recharge[*] (33) Perfect Zinger - Taunt/Recharge/Range[*] (33) Perfect Zinger - Accuracy/Recharge[*] (34) Perfect Zinger - Taunt/Range[*] (34) Perfect Zinger - Chance for Psi Damage[/list]Level 35: Fire Sword Circle <ul type="square">[*] (A) Eradication - Damage/Recharge[*] (36) Eradication - Accuracy/Recharge[*] (36) Eradication - Accuracy/Damage/Endurance/Recharge[*] (36) Eradication - Accuracy/Damage/Recharge[*] (37) Scirocco's Dervish - Accuracy/Damage[*] (37) Scirocco's Dervish - Accuracy/Damage/Endurance[/list]Level 38: Greater Fire Sword <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (39) Kinetic Combat - Damage/Endurance[*] (39) Kinetic Combat - Damage/Recharge[*] (39) Kinetic Combat - Damage/Endurance/Recharge[*] (40) Pounding Slugfest - Accuracy/Damage[*] (40) Pounding Slugfest - Damage/Endurance[/list]Level 41: Build Up <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff[*] (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[*] (43) Gaussian's Synchronized Fire-Control - Chance for Build Up[/list]Level 44: Salt Crystals <ul type="square">[*] (A) Lethargic Repose - Accuracy/Recharge[*] (45) Lethargic Repose - Accuracy/Endurance[*] (45) Lethargic Repose - Endurance/Sleep[*] (46) Lethargic Repose - Sleep/Range[/list]Level 47: Maneuvers <ul type="square">[*] (A) HamiO:Enzyme Exposure[*] (48) HamiO:Enzyme Exposure[*] (48) Luck of the Gambler - Recharge Speed[/list]Level 49: Strength of Will <ul type="square">[*] (A) Resist Damage IO[/list]------------
    Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet



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    Then it became easy to softcap stuff and i played around of the thought of a wp/dm that would have a nice self heal attack
    Hp is not capped currently, i have stared myself blind on the build and might revisit it.

    Hero Plan by Mids' Hero Designer 1,401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Ni: Level 50 Magic Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Dark Melee
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping

    Hero Profile:
    Level 1: High Pain Tolerance <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%[*] (3) Numina's Convalescence - Heal[*] (3) Numina's Convalescence - Heal/Endurance[*] (5) Numina's Convalescence - +Regeneration/+Recovery[*] (5) Regenerative Tissue - +Regeneration[*] (7) Healing IO[/list]Level 1: Shadow Punch <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (21) Kinetic Combat - Damage/Endurance[*] (21) Kinetic Combat - Damage/Recharge[*] (23) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 2: Fast Healing <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance[*] (7) Numina's Convalescence - Heal[*] (9) Numina's Convalescence - Heal/Recharge[*] (15) Healing IO[/list]Level 4: Mind Over Body <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (15) Reactive Armor - Resistance[*] (19) Reactive Armor - Resistance/Endurance/Recharge[*] (19) Reactive Armor - Resistance/Recharge[/list]Level 6: Indomitable Will <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (13) Luck of the Gambler - Defense[*] (13) Luck of the Gambler - Defense/Endurance[/list]Level 8: Rise to the Challenge <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance[*] (9) Numina's Convalescence - Heal[*] (11) Numina's Convalescence - Heal/Recharge[*] (11) HamiO:Golgi Exposure[/list]Level 10: Taunt <ul type="square">[*] (A) Mocking Beratement - Taunt[*] (23) Mocking Beratement - Taunt/Recharge[*] (25) Mocking Beratement - Taunt/Recharge/Range[*] (25) Mocking Beratement - Taunt/Range[*] (27) Mocking Beratement - Recharge[/list]Level 12: Quick Recovery <ul type="square">[*] (A) Efficacy Adaptor - EndMod[*] (33) Efficacy Adaptor - EndMod/Recharge[*] (39) Endurance Modification IO[/list]Level 14: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 16: Health <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance[*] (17) Numina's Convalescence - Heal[*] (17) Healing IO[/list]Level 18: Siphon Life <ul type="square">[*] (A) Touch of the Nictus - Accuracy/Healing[*] (34) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration[*] (34) Kinetic Combat - Accuracy/Damage[*] (36) Kinetic Combat - Damage/Endurance[*] (36) Kinetic Combat - Damage/Recharge[*] (36) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 20: Heightened Senses <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (33) Luck of the Gambler - Defense/Recharge[*] (33) HamiO:Cytoskeleton Exposure[*] (34) Luck of the Gambler - Defense/Endurance[/list]Level 22: Stamina <ul type="square">[*] (A) Efficacy Adaptor - EndMod[*] (39) Efficacy Adaptor - EndMod/Recharge[/list]Level 24: Maneuvers <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (27) Luck of the Gambler - Defense[*] (31) HamiO:Cytoskeleton Exposure[*] (31) HamiO:Cytoskeleton Exposure[/list]Level 26: Boxing <ul type="square">[*] (A) Empty[/list]Level 28: Tough <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (29) Reactive Armor - Resistance[*] (29) Reactive Armor - Resistance/Endurance/Recharge[*] (31) Reactive Armor - Resistance/Recharge[/list]Level 30: Weave <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (37) Luck of the Gambler - Defense[*] (37) HamiO:Enzyme Exposure[*] (37) Luck of the Gambler - Defense/Endurance[/list]Level 32: Strength of Will <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (40) Reactive Armor - Resistance/Recharge[*] (40) Reactive Armor - Endurance/Recharge[*] (45) Reactive Armor - Resistance/Endurance/Recharge[/list]Level 35: Soul Drain <ul type="square">[*] (A) Perfect Zinger - Taunt[*] (39) Perfect Zinger - Chance for Psi Damage[*] (40) Perfect Zinger - Taunt/Recharge[*] (43) Perfect Zinger - Taunt/Recharge/Range[*] (45) Perfect Zinger - Accuracy/Recharge[*] (46) Perfect Zinger - Taunt/Range[/list]Level 38: Dark Consumption <ul type="square">[*] (A) Efficacy Adaptor - Accuracy/Recharge[*] (50) Mocking Beratement - Accuracy/Recharge[/list]Level 41: Midnight Grasp <ul type="square">[*] (A) Siphon Insight - ToHit Debuff[*] (42) Siphon Insight - Accuracy/ToHit Debuff[*] (42) Siphon Insight - Accuracy/Recharge[*] (42) Siphon Insight - ToHit Debuff/Endurance/Recharge[*] (43) Siphon Insight - Accuracy/Endurance/Recharge[*] (43) Siphon Insight - Chance for +ToHit[/list]Level 44: Combat Jumping <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (46) Blessing of the Zephyr - Knockback Reduction (4 points)[*] (46) HamiO:Enzyme Exposure[/list]Level 47: Tactics <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff[*] (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[*] (50) Gaussian's Synchronized Fire-Control - Chance for Build Up[/list]Level 49: Super Jump <ul type="square">[*] (A) Empty[/list]------------
    Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet



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    that leads me to:



    Question 2
    Are the numbers off? Is there something wrong with mids that makes me able to do these things?


    Question 3
    With the i13 defense bonus changes are Enzymes too powerful?
    I tried Cytos and they would bring me close to this but it wouldnt be at the magic 45%




    I hope this enough to start a discussion, i look forward to read your opinions.
  19. Over here people are avoiding the sf´s even more since merits were introduced. After the patch its even more impossible to get a regular sf going than a oro tf.


    no merit gain, no carrot , no people to recruit.
  20. TRTerror

    Crab Question

    Been playing with the thought of ill troller esque crab for a while now. Thanks for the replies.
  21. You used to be funny GG, what happened?
  22. TRTerror

    pb or warshade




    1 in eclipse
    1 in eclipse
    1 in eclipse
    1 in eclipse
    1 in eclipse
    1 in eclipse
    [ QUOTE ]
    Those resists seem somewhat low - how many mobs is that off of? Slotted for resist you shouldn't need very many to hit cap (85%) across the board.

    [/ QUOTE ]
  23. QR read thourgh dev digest
    [ QUOTE ]
    Hero vs. Villain merits

    If you stack hero content versus villain content side by side you'll notice that heroes have more content. Also, their story arcs and task forces are longer, on average, than villains. This is even more true when you look at old hero content. Since merits are a time based reward this means that heroes will--on average--earn more merits per task.

    Villains also have the potential to level faster than heroes if both heroes and villains are doing story arcs. The reason for this is that at the end of a story arc or task/strikeforce there's a pretty big end of task XP reward. Since villain tasks are shorter on average this means they're reaching this big xp boost more often. This can lead to villains burning through content faster, which can lead to earning fewer merits over the course from level 1 to 50.

    Recent data mining has shown us that at very low levels villains start off earning more merits than heroes. However, at around level 15-20 heroes begin to earn more merits on average than villains. This could be caused by a number of factors. It could be caused the big bursts of merits heroes are capable of getting by doing the lengthier taskforces which aren't present on villain side, or it could be a complete different play style common to heroes or villains. It's hard to say exactly, however the fact remains that if you run from 1 to 50 after Issue 13 a hero is likely to end up with more merits than a villain if they play the same type of missions.

    There's a number of ways we can look at addressing this, but I wanted to let you know we are aware of it and are looking at the best way to help narrow this divide without causing problems down the road. If there's something that I can do on the data side (read merit formula adjustments) I will consider it as long as it doesn't punish either side.


    [/ QUOTE ]

    I dont think Synapse can see the forest for all the datamines