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Posts
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Quote:You already have identified the problem - it's an issue of endurance and survivability. Unfortunately, this means that a lot of the sets you've bought need to got. I hope you have some respecs available to tear off some of those IO's, or you'll be using your dual build option to begin anew.I currently use my 50 Elec/Inv Brute for farming. He gets the job done with x5 +1 papers, but I'm finding him somewhat squishy and definitely endurance heavy. I've read reports of people taking out resist energies/elements, but I hope that doesn't gimp him further. He's run SFs in the past, but without unstoppable, he's a real liability. I originally tried to go for a lot of recharge and some extra +HP, but I don't know if I was going the wrong direction. I was thinking of frankenslotting, but I just don't know if it's worth getting rid of some set bonuses. Should I take him another direction? What are some suggestions?
I have only about 100mil inf to play with, so purchasing numina +/+ and the like are kind of out of the question. I'm really looking for some slot reassignment and set reassignment.
So, let's talk invuln.
The biggest thing that will help your survivability is to avoid getting hit, and that means typed defense (focusing on Smashing/Lethal/Energy/Negative). The next thing is endurance, which we'll try to find the cheaper sets, so we'll skip the numi/miracles, and the impervium armor.
The sets I would like to use are too expensive. Kinetic Combat's Dam/End/Rech alone is over 100 mil right now. However, for your budget, this is about as survivable as you can get.
You will need to go at this build with the attitude of a long-term project. If you don't, this is not a 100 million inf build. If you do, you will be able to do it - especially if you sell the IO's that I dropped from your build.
Here's the basic advantages this build gives you:
-Similar endurance with an additional toggle: 2 eps, or 2.27 with your 4 accolades (you want these!)
-~36% S/L/E/N def with 1 foe in range. I can't give you any more without drastically increasing the price.
Compare this to:
-1.93 eps
-13% S/L/E/N def
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Large Impulse: Level 50 Technology Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Charged Brawl -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(5), S'ngH'mkr-Dmg/EndRdx/Rchg(7), Mako-Acc/EndRdx/Rchg(13), LgcRps-Acc/Rchg(34)
Level 1: Resist Physical Damage -- ResDam-I(A), ResDam-I(46)
Level 2: Havoc Punch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(5), S'ngH'mkr-Dmg/EndRdx/Rchg(11), LgcRps-Acc/EndRdx(15), LgcRps-Acc/Rchg(34)
Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam/Rchg(27)
Level 6: Hurdle -- Jump-I(A)
Level 8: Thunder Strike -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Rchg(9), Erad-%Dam(11), Sciroc-Acc/Dmg/EndRdx(13), Sciroc-Dmg/EndRdx(25)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(29)
Level 12: Build Up -- RechRdx-I(A), RechRdx-I(29)
Level 14: Health -- Heal-I(A), Heal-I(42), Heal-I(42)
Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-EndRdx(33)
Level 18: Dull Pain -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal(19), Mrcl-Heal/Rchg(19), Dct'dW-Heal/Rchg(34)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Chain Induction -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(23), S'ngH'mkr-Dmg/Rchg(23), S'ngH'mkr-Dmg/EndRdx/Rchg(25), Efficacy-EndMod/Acc/Rchg(33), Efficacy-Acc/Rchg(37)
Level 24: Resist Energies -- S'fstPrt-ResDam/Def+(A)
Level 26: Boxing -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx/Rchg(33), S'ngH'mkr-Dmg/EndRdx(37), S'ngH'mkr-Dmg/Rchg(37)
Level 28: Invincibility -- GftotA-Def(A), GftotA-Def/EndRdx(31), GftotA-Run+(31), GftotA-Def/EndRdx/Rchg(31)
Level 30: Super Speed -- EndRdx-I(A)
Level 32: Lightning Rod -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Sciroc-Acc/Rchg(39), Sciroc-Dmg/Rchg(39)
Level 35: Tough Hide -- GftotA-Def(A), GftotA-Def/EndRdx(39), GftotA-Def/EndRdx/Rchg(40), GftotA-Run+(40)
Level 38: Unstoppable -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam(40), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-EndRdx/Rchg(45)
Level 41: Mu Lightning -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Acc/Dmg/Rchg(43), Entrpc-Acc/Dmg(43), Entrpc-Dmg/EndRdx/Rchg(43)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/Immob(45), Enf'dOp-EndRdx/Immob(46), Enf'dOp-Acc/Rchg(46)
Level 47: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam/Rchg(48)
Level 49: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(50), GftotA-Run+(50), GftotA-Def/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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Set Bonus Totals:- 18% Defense(Smashing)
- 18% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 16.8% Defense(Energy)
- 16.8% Defense(Negative)
- 3% Defense(Psionic)
- 10.5% Defense(Melee)
- 9.88% Defense(Ranged)
- 3% Defense(AoE)
- 9% Max End
- 3% Enhancement(Immobilize)
- 4% Enhancement(Sleep)
- 179.9 HP (12%) HitPoints
- MezResist(Immobilize) 13.2%
- 10.5% (0.18 End/sec) Recovery
- 30% (1.88 HP/sec) Regeneration
- 7.5% Resistance(Fire)
- 1.88% Resistance(Negative)
- 22.5% RunSpeed
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Quote:Not quite.You already have 2 bill inf and you're trying to get into the market scene?
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Well, at least now you know the reason.
You might not agree with it and might think it looks awesome.
Just remember, there are players on test that still have access claws/stone brutes because they made them before the limit was placed.
Lucky. -
Quote:Does anything else look this silly?.Seriously? That doesn't seem fair. I mean I can understand because of the flips, but there are other powers that have jumping animations that are compatible with stone armor.
Took me a while to find a picture (thank you google!). It's by Dark Ether. -
Quote:Get back on that soap box. We need you there.The following are some details about Shield Charge for Scrappers, and are among the reasons that I assumed that the version of Lightning Rod that was created for Scrappers should've been ported over to everyone while leaving the Brute/original version of Shield Charge on the ATs that get it.
- Shield Charge does more damage than Lightning Rod, solely due to AoE radius.
- Shield Charge is a tier 8 in a defense powerset, Lightning Rod is a tier 9 in an offense powerset.
- The Scrapper version of Lightning Rod does roughly as much base damage to the whole AoE as the Brute version of Shield Charge.
- Scrapper Shield Charge does less damage than a Blaster nuke.
- Base damage for the typical Corruptor nuke is 125.13, 75% chance of 62.56, 50% chance of extra 62.56. This makes the average damage 203.33 for nukes such as Blackstar, Atomic Blast, Dreadful Wail, or Nova. This is compared to the 200.2 for Shield Charge.
- Shield Charge has no crash, an endurance cost of 13.52, can be done at a 60' range, and has a base recharge 1/4 of that of the nukes.
So, to keep up with this form of "balance":- Have Lightning Rod deal its full damage to the entire AoE. There is no logical reason why a shield strapped to someone's arm can hit everything in a 20' AoE but a huge blast of lighting from the sky can't.
- Remove the crash from each and every "nuke" power, and cut their recharge in half. This would still be twice that of Shield Charge, and they'd still cost more endurance and most would require being in the middle of the spawn.
- Boost Corruptor damage modifier to 0.90 ranged and Defender damage modifier to 0.75 ranged. This means that a Defender using a secondary powerset will do as much damage as a Scrapper using a secondary powerset, and Corruptors will do slightly more - after all, they're using a primary powerset, so they're primarily damage dealers as well, right?
Quoted again because it deserves to be. -
The reason is eviscerate, and hopefully someone has a good screenshot of it.
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Inf either goes up or down. If it stays the same you're not playing the game, which is what I'm doing a lot of now.
I can't offer you niches for that reason.
Anyway, it's really not hard to make inf.
1) Identify the buy it nao! price
2) List items under the buy it nao price but not too low.
3) ????
4) Profit.
Next: Flipping
1) Identify something popular that people want and find the lowest price.
2) Buy lots of them and list for BUY IT NAO!!!
3) ???
4) Profit.
Crafting:
1) Identify a popular recipe.
2) Buy lots of recipes and the salvage at the lowest price you can get overnight
3) ????
4) Craft and list for Profit!!!
If you spend 10 minutes before you log of doing this, providing you actually engage your mind doing this, you will make inf. -
Quote:Not quite. We felt guilty to for charging so much for everything else, so we list costume recipes on our tax returns as charitable donations.No, no. The price of costume recipes went down because people refused to pay the extortionate prices that the ebil marketeers were charging.
Oh how I love sarcasm. -
SS/Fire or SS/WP for lib.
Claws/WP doesn't have the sweet knockdown of footstomp, or the great To-Hit of rage. Followup is good, but not as good as rage.
If you want to go claws, go Claws/WP then, but expect it to hurt a little more. -
You get more.
That's as specific as you can be. -
Quote:Wait, people complain about not getting enough of something?I find Farming insanely Boring also, but I have started farming a lot recently. Why? Because trying to get money to buy IOs, or finding drops to put together any set just takes too long otherwise. People complain that purple IOs should be rare, that not everyone needs them. Well such rarity is what forces those of us who want to progress our characters past just hitting 50, and seeing all content, to farm.
Some posts in the market forum have advocated that everything is ridiculously expensive. By everything they actually mean purples and PvP IOs. Then when it is explained that the sets are ultra rare, and at least for purples, they are working exactly as intended, it gets rather annoying to see this again and again. Now I know why forum vets are often accused of being jaded.
Quote:The inflation of prices is a problem. But I blame the Devs for this. The amount of Influence going into the economy compared to the rate of drops is what does it. If less influence dropped from mobs, but more items where being put into the economy, then prices would drop drastically.
Quote:I mean why is it that recipes are so rare and expensive that a person who decides to play the way "it was meant to be", who progresses naturally by doing contacts, missions, taskforces, finds himself with far less than the farmer. I say increase the amount of drops and influence from completing contacts and missions, and you will find a lot more people clamoring to do them.
Quote:As to Power leveling, I can't really think of any justifiable reason why people hate it. A lot said against it so far seems logical on paper, but personally I have never experienced any negatives from it. So a new player gets to 50 in 3 days and doesn't know where Steel Canyon is, I for one am glad there are new players around, and enjoy showing them around. And besides, is it so hard to grasp the idea that very few people exclusively play a certain way? Just because some 50 spends the day recruiting to power level doesn't suddenly make him the scum of the earth who can't enjoy the lore of the game.
There isn't much of an endgame to CoH. So once you hit 50, the only thing really left to do is kit it out. So, why trivialize the one thing you have left to do by making IO's more common?
PLing en masse is a terrible thing. During the early AE craze, it was easy to quickly mint a new 50 without needing incredibly efficient PLing builds. When this became the activity the majority did, it has the potential for causing burnout. Try it sometime. Do one thing over and over and over again. I recommend trying something that won't kill you in the process.
Any repeatable activity that gives pleasure will give less pleasure the more you do it. There are probably exceptions.
Quote:The amount of stuff to do at 50 is huge, so many zones, lots of level 50 contacts (and I do think this game actually has some really fun to read story arcs), and taskforces. If some powereleveled level 50 noob leaves because of lack of content, well he certainly isn't going to enjoy the lower level content any more than if he was forced to go through it at a slower pace :/
wait?
HAHAHAHAHAHAHA. No really?
Let's look redside:
ITF - Just how many times do I want to do this again?
LGTF - I might PUG this
LRSF - I won't PUG this.
BSF - I loathe this.
Mission Arcs - Heh, maybe about a week of casual play.
Most other SF's I won't do.
I don't know anything about blueside post-50. I don't play blueside often. However, it seems to me that you might have a few more options post-50, but still, this game doesn't have an end game.
That's probably why Positron is working on it. -
Quote:Claws/WP is a good starting point.so a Brute? what sort of powers? there are many to choose from and if I decide to stick with him to higher lvls I would hate to end up like "one of those guy" . You know the ones that did not choose wisely and should have chosen something better. I know all things work but somethings work alot better. Somethings are broken and some arent. So whats ur opinion with Brutes and power choices early on from lvl 1?
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Quote:I stopped caring about Elec's god-mode when I realized a single large orange inspiration basically did the same thing for me, without the crash.I like power surge, god mode is invaluable, and I like having more attacks in my chain, though it is possible to drop a melee attack for one of the patron attacks.
Mu Lightning is much, much nicer than Havoc or Charged Brawl. Same base damage as Havoc, but it's ranged, is pure energy, and animates faster.
With this build, if I need better survivability, I can pop a single luck and be soft-capped to all melee attacks.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(37)
Level 1: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(5), TtmC'tng-EndRdx/Rchg(27), TtmC'tng-ResDam/EndRdx/Rchg(37), TtmC'tng-ResDam(40), TtmC'tng-EndRdx(43)
Level 2: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(25)
Level 4: Conductive Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(5), TtmC'tng-EndRdx/Rchg(27), TtmC'tng-ResDam/EndRdx/Rchg(37), TtmC'tng-ResDam(40), TtmC'tng-EndRdx(43)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(25)
Level 10: Hurdle -- Jump-I(A)
Level 12: Boxing -- HO:Nucle(A)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Health -- Numna-Heal/Rchg(A), Numna-Heal(46), Numna-Heal/EndRdx(48)
Level 18: Chain Induction -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(50)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(46)
Level 22: Static Shield -- HO:Ribo(A)
Level 24: Grounded -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(40)
Level 26: Lightning Reflexes -- Run-I(A)
Level 28: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(29), RechRdx-I(29)
Level 30: Energize -- Dct'dW-Rchg(A), Dct'dW-Heal(31), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(34)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(36), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/EndRdx(36)
Level 38: Lightning Field -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(39)
Level 41: Mu Lightning -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Tough -- HO:Ribo(A), HO:Ribo(48), HO:Ribo(48)
Level 49: Weave -- HO:Cyto(A), HO:Cyto(50), HO:Cyto(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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Set Bonus Totals:- 16% DamageBuff(Smashing)
- 16% DamageBuff(Lethal)
- 16% DamageBuff(Fire)
- 16% DamageBuff(Cold)
- 16% DamageBuff(Energy)
- 16% DamageBuff(Negative)
- 16% DamageBuff(Toxic)
- 16% DamageBuff(Psionic)
- 14.9% Defense(Smashing)
- 14.9% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 26.8% Defense(Melee)
- 3% Defense(Ranged)
- 3% Defense(AoE)
- 2.25% Max End
- 4% Enhancement(Heal)
- 32.5% Enhancement(RechargeTime)
- 36% Enhancement(Accuracy)
- 10% FlySpeed
- 179.9 HP (12%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 11%
- MezResist(Immobilize) 8.25%
- MezResist(Sleep) 6.05%
- MezResist(Stun) 11%
- MezResist(Terrorized) 2.2%
- 6.5% (0.11 End/sec) Recovery
- 22% (1.38 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 10% RunSpeed
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Quote:Golden Girl would probably have some choice words to say in between some smilies.btw NCsoft/Cryptic they are all the same in my book. their games are mostly eye candy and besides that not much else.
Anyway, the big difference in CoH from other MMOs is the depth of the characters - and I don't mean the costume creator.
In a game like Aion, you have the tank (templar), DPS (Sorc/Assassin/Ranger), and Healer (Cleric/Changer). Thus, a team typically will need a tank, a healer, and some good damage to speed things along. This isn't the case with CoH.
The support AT's can prevent damage and reduce damage, which can completely eliminate the need for healing. Then control AT's can completely eliminate incoming damage eliminating the need for a tank.
It's this depth that CoH does possess that a lot of other MMOs do not.
Sure, there are things we don't have, but CoH has more depth than being simply good graphics.
Go ahead and try moving to Freedom and see if you like the higher amount of activity there. While there are other tools available to help you find teams on less-busy servers, if you're looking for a writhing err..thriving community, then go there. -
Quote:If you got neg-repped for this topic, that's rather silly. If it bugs you, you can disable rep and take away any influence someone else had over you.My mistake, I was under the impression that Hitting a mob making them forfit there Alpha was Tanking, atleast on a Defender.
Maybe one of these days ill learn to be politically correct with my terms, especially when a single word can cause a holocost of posts jumping me for it, when its trivial to use a word wrong in the first place.*shrugs*
It's not an issue of being polite here, Fire_Minded. You're just mistaken here, and a few of us wanted to correct that misconception. I can only speak for myself, but I wasn't looking at putting you down here. I was looking to correct you - the goal being a positive result.
You seem to get offended when someone tells you that you are wrong. I appreciate it when someone corrects me because I learn from it, and I'll make sure not to make the same mistake twice.
Try seeing what that point of view does.
To further explain why you aren't tanking, tanking involves controlling the aggro, whether this is done by the taunt power, or by punch-voking. This is a vital tool that defenders lack. You would be hard pressed to keep a blaster alive duoing at 3/8, because the moment they use their AoE's, they have taken the aggro from you, and will likely die. A tank in that position will jump in and hold the aggro while the blaster attacks in safety.
Also, controllers don't 'tank' typically. They mitigate damage by preventing the enemy from attacking, through stuns, holds, knockdown, and slows. The exception being phantom army, which do tank. -
That's like asking if Mozart is better than Shostakovich.
They're both good. -
You should have room for two patron powers, fitness, travel, and fighting pools, if you skip charged brawl or havoc punch, energy clap, and powersurge.
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Quote:Yeah. Unfortunately, I wasn't that fascinated by math to learn anything about non-real numbers. But I'm guessing it's one of those. At the very least, it makes a lovely programming error.Wouldn't that be INFINTE DPE? X amount of damage/No endurance...
Oh crap, I just divided by z----*
Oh, and kudos for pulling the humor over my eyes. -
Soul mastery with gloom and dark oblit is a lot less noticeable than Mu. I'd probably go this route.
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Quote:I have to second this (as well as what Forbin already said)Quoted because of the quality of the presentation. Great job Power! Now that we know you can do it, we're going to expect the same in the future.
Very nice post Power. You already know why it's not such a great idea now, but if you keep this up, some players are going to have to find something else to whine about. -
I think the point Sharker Quint was trying to make was that since the devs enabled the standard range of 1-53 on everything, which can be found in other items on the game it was just easier to leave this filter enabled for everything, which enables us to bid on items that don't exist.
At least that's what I gathered from it. -
Very minor nitpick: tanking usually involves holding aggro for a sustained period of time, not simply taking the alpha. Did you take provoke on your defender to keep the aggro away from the squishies?
It's actually easier to tank on a corruptor due to their access of scorpion shield, which offers a large amount of S/L/E defense. Stacked with IO's, you can get similar survivability to melee defense sets in most situations. I wish defenders got an epic that had defense.
However, you are absolutely right: this game is great at offering us a myriad of playstyles. We don't need some standard group to play the game. You can take enemies completely out of the game with controllers. Two ice defenders could make a blaster 'tank' for the team. This is what is so great about this game. You can team with any combination of ATs and powers and be successful. -
*Checks time stamp*
Sorry, P_P. You're two minutes too late on that one, unless you count my edit time. Technically, since I uttered the jinx at 9:56 est, and yours was uttered at 9:58, the edit only applies to the second part of the phrase.
Rules are rules
Quote:Sweet.[From the wiki:] Perhaps a more common penalty is that the loser owes the winner (that is, the person who called jinx) "a Coke" (cola beverage). Victory is often announced when the jinxed person speaks out of turn and the winner yells enthusiastically, "You owe me a Coke!" Also when the jinxer yells out jinx and counts to ten before the jinxed person can say anything then also the jinxed person owes the jinxer a coke.
Oh, and I guess I hereby release you from the jinx or something. I don't know how the rules work. -
Quote:Jinx!If they ever put purples in a store they should cost a minimum of 500,000,000 inf. Period.
Then you can slave away doing that instead of just doing what the rest of us did when it was EASIER just to buy them from the market.
edit: What is the likelihood of two posters coming up with the same number in response to a post and posting it at the same time? -
Quote:...and I'll just say try again with another suggestion.I'll just post another suggestion...
Along with having an NPC store that sells salvage, it should sell recipes too (even purples *not PvP IOs though*) (or have reward merits be able to buy purples).
That way if people want to save up for purples/other recipes they can do so either with influence (or in this case, merits)...or if they want to 'play the market' they can do that too.
Given that purples are intended by the devs as being ultra-rare recipes, the pricing on those recipes would probably be equivalent to about 500 million inf.