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Crysis

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Everything posted by Crysis

  1. There’s a really dangerous assumption in there and that’s that the player base who prefers AE farming will actually go play TF’s to keep playing the game at ALL. I don’t go eat fish because steak is expensive. I just eat steak less often and settle on hamburger instead. This is how life works and using nerfs in MMO’s to attempt to “force resigned compliance” has to my knowledge never worked in any game in history. People who like it enough to adapt will do so. Others will just....quit playing or play far less. And this wouldn’t be a big deal if the player base were 100K or so and maybe 10% stopped playing or played less as a result. But since our max is far less than that and that’s not even figuring the multi box accounts online simultaneously (and it stands to reason MOST of those are farmers), this flawed “Nerf X to drive adoption of Y” model could backfire greatly.
  2. This was deemed an exploit by Devs and thus fixed by basically disabling Exemplar double influence when farming.
  3. I know Achilles Heel -RES proc doesn’t stack with itself and always thought that was true for other procs as well?
  4. If the Market is just tangential to the game, fix price everything and eliminate Marketeering. It would also eliminate the NEED to farm heavily, meaning only people who enjoy farming would do it thereafter. There are other reasons to grind AE maps. Many of them just return us to to feeling super powered as you get surrounded by dozens of critters and burning them down by yourself, trying to max your time to clear, etc. its ironic to me that AE farming was a response to herding and AOE nerfs, regen nerfs, double pet nerfs etc. By this point the nerfing energy should have been proven to be wasted effort. Just go to affordable market fixed prices and the “problem” of farming influence goes away.
  5. It’s definitely not a problem if they want to make the game more casual and affordable. But halving AE XP and then lowering XP-for-Influence via simple farming playstyle isn’t going to result in either making the game more affordable or casual. It will only force players who want to min/max to now become Marketeers, which is definitely not something I enjoy spending time doing. I enjoy playing the game, not the meta game. If I want to mess around with marketeering, my own investment portfolio is already in enough dire straights as is. I prefer to burn down hundreds of critters to relieve that stress rather than engage in a make believe stock market to advance my alt-itis. But it appears we are now being told “No, you shouldn’t play that way, play THIS way instead” and thus....well....Forcing a playstyle rather than tolerating multiple play styles. Semantics aside, any time logged into this game and using the features therein is a “playstyle.” I farm. I Marketeer. I power level all kinds of alts. I run TF’s. I grind certain arcs over and over again on every new toon just for badges, accolades, Emp’s/iSalvage, Merits, etc etc. But diversity of playstyle be damned I guess.
  6. Respectfully I think the “other topic” is the one I and many others have brought up here in the thread. You replied (or one of your colleagues did) to me when I first posted it way back in first couple of pages. Specifically, if you insist on throttling Influence per Hour via farming, as a Fairness design principle, you must also address Marketeering. Otherwise pot meet kettle, 5th Column meet Coucil. TLDR; Invoke flat pricing on everything in Market. Hopefully small enough an average player can actually afford a billion influence build. Or better yet, make billion influence builds cost 250MM.
  7. Farming being an easier path to billions than Marketeering isn’t really the point UNLESS the point is that we are expected to earn billions ONLY through Marketeering and via no other method. That means there is a mindset behind the current ongoing development and design that desires a certain type of play style over another. In this case Marketeering vs Farming. In the future, Controlling vs Scrapping. In the past, 3 of any enhancement type and no more. And I can’t help but wonder what the end-game is other than by encouraging (or outright FORCING) only certain paths to the same goal, there exists a strong desire to enforce A play style and with it...a certain type of player. This was easier to understand on Live when there existed a P&L and growth numbers that would create a sustainable business. The longer I stretched out that climb, or the more complex I made it to achieve, the closer everyone got to a normalized, predictable and forecastable revenue stream per subscribers. People wanna farm? Fine..pay for a second subscription. Even that had a revenue stream. But absent any clear revenue-driving goals here, all I can see is a desire to create a very specific kind of player base. We just keep getting pushed into the same cattle chute and the sandbox gets further normalized as they de-legitimatize certain play styles deemed “easy” or “not in keeping with design principles.”
  8. SCORE server, which was the base of Homecoming, existed the entire time since shortly after the shutdown of Live 7 years ago. You had to “know somebody” to get in but this game ran in secret for the whole time until last year. AFAIK, SCORE is still running even now.
  9. And I don’t think you should be able to make more influence on the marketplace in some ways versus others. I think all marketplace sales should return a flat X in influence gain as your “selling fee” and all should have fixed prices. Why should you be able to profit at a higher rate than someone else who puts in the same time playing this game? And if you detect sarcasm here....I think it’s justified. We should all be equal, the mechanics should all pay out the exact same amount per minute of playtime. The only thing that should matter is the level of pre-coded content you play, scaling from +1 to +4, modified by group size, just like influence gains work today.
  10. I’d argue the overwhelming MAJORITY of the playerbase here are returning players looking for a retro experience. So basically, we are already starting with the same diminished playerbase we had back on Live, but without a marketing campaign to support new player recruitment, it’s totally word of mouth. Thus, you’ve got a few thousand players who basically control the outcome of this server, or any like it. And at a few thousand active players, a loss of even 10% of those is going to be noticed. Perhaps not in the marketplace immediately given the Devs seeding models. Simple math. This game can’t afford to be expelling any members unless we want Homecoming to eventually look like Thunderspy or any of the others from a “boutique membership” perspective. Then again, given the origins of Homecoming, perhaps this is exactly what they desire....a very small, very hardcore but “select” user base.
  11. So the rationale here was to turn off double influence when exemp’ing to “make it fair” for everyone, then why not do the same with the marketplace and simply set a max ceiling on all levels of IO’s, Recipe’s and Salvage? I mean, if your goal is to be fair, then be fair. Ceiling prices can’t be exceeded, floor prices are still there for the “sell it now” players. That way we all have the same expected expenditure for every possible build (assuming you buy everything rather than crafting drops, etc). If your goal isn’t a fairness doctrine, then just say it outright: You don’t want to encourage farming as a playstyle.
  12. Trip Mines no. Not unless you are scouting ahead but that’s not welcomed in many teams. But procc’ed up Caltrops and your FFG are always available for teaming. As is your entire primary and all of your pools. And for AV’s and such toe bombing, poison trap and acid mortar are all going to be very useful. Honestly, in the late game Brutes, Scrappers and Blasters pretty much make almost all buffing/debuffing secondaries obsolete relative to everyone having iPowers and a massive nuke. Damage is all that matters outside of AV battles.
  13. It’s going to be a long time before any Katana animations are visible on Sentinels.
  14. Crysis

    Beam / Traps

    Sorry it’s been awhile since you posted this but with the COVID stuff I’ve found myself with a lot of spare time. The answer is you use Grant Invisibility on the Force Field Generator to keep it from drawing aggro when you run through a densely packed area. The FFG won’t actually turn invisible to you, but it definitely picks up the Invisible -Perception and +DEF bonus (+4% or so for DEF). You want this because if I drag its clanky butt through a room without it getting GI first, it will alert everyone in there. Cast GI and it just bumps along with me. You can also apply GI to the Acid Mortar if you want, but since it attacks, it will drop it. The FFG doesn't attack so it will stay invisible for the 2 min duration. Make sure you enable pet windows so you can keep up with when it needs re-application, although I generally only apply it when I'm trying to stealth into a spawn to setup some traps. I have a different build now than what I’ve posted and it plays much better. It has both Stealth as well as Scorp Shield and still keeps Grant Invisibility. I've settled on this build, nearing lvl 50. Very affordable with only a few purple singles and the two ATO Corruptor sets. I'm still toying around with Proc's in Caltrops, Poison Trap and Acid Mortar but thus far very happy with how they are performing. Caltrops is really amazing procc'd out and coupled with both Disintegrate mechanic and Scourge. END is a little bit of a challenge until you get Ageless. But not too bad. BEFORE Incarnate powers, DEF is at 56% S/L, 60% Energy, 47% NE and 47% Ranged. Resists are kind of sucky but you'll up them substantially with iPowers (I went Alpha/Spiritual and Hyrid/Melee). I also worked in Piercing Beam for the extra -RES. Stacks very nicely with all the -RES proc's going off. So far, at 47, I've downed a few AV's and GM's solo. I only expect this to get better. On teams, you basically just follow in the tank(ish) player, throw down Caltrops, drop an Acid Mortar and then open fire with your Beam attacks. On harder targets, run in and drop Poison Trap. Last power pick is Burnout, and I expect it to be highly situational. Feel free to grab something else if you want, but it can only have the single slot. Focused Accuracy may be OK as an alternative. Revised build....happy to hear any critique/ideas for improvements. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Science Corruptor Primary Power Set: Beam Rifle Secondary Power Set: Traps Power Pool: Fighting Power Pool: Speed Power Pool: Concealment Ancillary Pool: Mace Mastery Hero Profile: Level 1: Charged Shot -- Thn-Acc/Dmg/EndRdx(A), Thn-Dmg/EndRdx/Rchg(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(21), Thn-Acc/Dmg(27), Thn-Dmg/EndRdx(29) Level 1: Web Grenade -- Acc-I(A) Level 2: Cutting Beam -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(3), PstBls-Dmg/EndRdx(5), PstBls-Dmg/Rng(9), PstBls-Acc/Dmg(29), Ann-ResDeb%(34) Level 4: Triage Beacon -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/Rchg(11), NmnCnv-Heal/EndRdx/Rchg(37), NmnCnv-Heal(37) Level 6: Disintegrate -- EntChs-Heal%(A), EntChs-Acc/Dmg(7), EntChs-Dmg/EndRdx(7), EntChs-Dmg/Rchg(15), EntChs-Dmg/EndRdx/Rchg(23), Dvs-Hold%(42) Level 8: Boxing -- Empty(A) Level 10: Acid Mortar -- AchHee-ResDeb%(A), Apc-Dam%(11), GldJvl-Dam%(40), Dvs-Hold%(40) Level 12: Lancer Shot -- EntChs-Heal%(A), EntChs-Acc/Dmg(13), EntChs-Dmg/EndRdx(13), EntChs-Dmg/Rchg(15), EntChs-Dmg/EndRdx/Rchg(23), Dcm-Build%(42) Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), StdPrt-ResKB(31) Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(17), LucoftheG-Def/EndRdx/Rchg(17), LucoftheG-Def/EndRdx(40) Level 18: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(19), LucoftheG-Def/EndRdx/Rchg(19), LucoftheG-Def(45) Level 20: Poison Trap -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(21), Lck-%Hold(50) Level 22: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(43), GssSynFr--Build%(43) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(27) Level 28: Seeker Drones -- SphIns-Acc/EndRdx/Rchg(A) Level 30: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 32: Overcharge -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(33), SprMlcoft-Acc/Dmg/Rchg(33), SprMlcoft-Dmg/EndRdx/Rchg(33), SprMlcoft-Acc/Dmg/EndRdx/Rchg(34), SprMlcoft-Rchg/Dmg%(34) Level 35: Trip Mine -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Dmg/Rchg(36), Erd-Acc/Dmg/Rchg(36), Erd-Acc/Rchg(36), Mlt-Dmg/EndRdx/Rchg(37) Level 38: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(39), ShlWal-ResDam/Re TP(39), Rct-ResDam%(43) Level 41: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), Ksm-ToHit+(46) Level 44: Caltrops -- FrzBls-Rchg/ImmobProc(A), JvlVll-Dam%(45), ImpSwf-Dam%(45) Level 47: Piercing Beam -- SprScrBls-Acc/Dmg/EndRdx/Rchg(A), SprScrBls-Dmg/Rchg(48), SprScrBls-Rchg/+End(48), SprScrBls-Acc/Dmg/Rchg(48), SprScrBls-Acc/Dmg(50), SprScrBls-Dmg/EndRdx/Rchg(50) Level 49: Burnout -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Scourge Level 1: Sprint -- Clr-Stlth(A) Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(25), Pnc-Heal/+End(46), Mrc-Rcvry+(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(9), EndMod-I(31) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 0: Portal Jockey Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 1: Quick Form Level 50: Spiritual Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Ageless Core Epiphany Level 50: Melee Core Embodiment Level 50: Rikti Radial Superior Ally Level 50: Ion Core Final Judgement ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1871;770;1540;HEX;| |78DADD94DD4F52611CC79FF36208428AA0A0E41B2A200849B575D9A665337533B5E| |E9A433CEAD9081860CBCBFE805E6FBCC85E2F5A6D65355B357B59FE116D6D75DF56| |596D5D6519FD38DF5FC0646D5DF76CF879CEF7F9BD3F9E337AFAA075E5F0990342A| |A1D48C4B2D9A9815426B390CEA532A689B8AE25E39A282C13FD3CC5A3A9F158724E| 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  15. I can with my Beam/Traps Corruptor easily enough. It's a Sentinel lack of base damage issue. I've honestly shelved all my Sent's until the Devs get around to addressing the damage base. It's just too low. The only Sentinel I've managed to squeeze out enough to feel adequate is my Fire/Rad/Fire...she's very tanky AND with triple AOE's and high recharge can dish out enough AOE and ST to make a dent.
  16. First off, thanks for taking time to look/adjust. I like what you've done here, swapping in Thousand Cuts for Moonbeam. I do like Moonbeam, it hits pretty hard (and I was surprised to see it could crit!) but it's always just used against runners, and I already had Arcane Bolt for that. On the balance, you've given me about the same defense, little better Resists in a couple of areas, for more damage, which is exactly what I wanted. To answer your question, I am not married to Sorcery pool. I took it only for the layered defensive capabilities of having Rune of Protection. When active, that caps my Resists for S/L and takes all the others well above mid 40's as well. But I've only found it useful typically in iTrials when I'm facing overwhelming Defense Debuffing. If you didn't have to work around that, what other pool choices would you make? Thanks again for taking time!
  17. Since HC and Null the Gull insta-switch, I don’t even know if the morality mission arc that let you go from Hero to Vig to Villain and then reverse it again still exist. Likely do, but that was a several day journey to go red, get Patron Pools, and then come back to blue side. Annoyingly long time if you had several 50’s in fact. That said, I still think the one time in this game I truly “felt” the impact of the story was taking my blue side good guy over to the dark side...and back again. It felt like a comic book episode. Was a very well written arc I think, and some of the choices I had to make to complete the transformation felt icky and dirty and I really wanted to redeem myself afterwards. This game has seldom made me “feel” anything other than fun. However, I can’t deny the current QOL ability to swap to redside in minutes, run an arc and then swap back to blue side in another few minutes is amazing.
  18. No I had Superior ATO's six slotted in both those two powers. Here's my build, I posted it before I retired the toon. I'm all ears for how to get the damage output up, but didn't really get any pointers. As is, it was OK but not great, which is per my statement above. Welcome any feedback you may have.
  19. I just retired my DB/Ninja scrapper after fully purpling it out, T4’d all incarnates etc. It played just fine in PVE. Could solo many AV’s if slowly. Very sturdy/durable and most of /Nin works well with few slots leaving you room to six slot all attacks. But it kills slowly. Pylon times weren’t even good let alone great. It’s damage type is highly resisted in the game and you really need the combos to do any spike damage. I built it for theme and looks. I wouldn’t recommend it for PVP and likely wouldn’t build/invest heavily in another for PVE either. Looks badass in combat as a “blade dancer” kind of toon but that’s it. Its basically the same issues as faced by Dual Pistols AT’s. All hat, no cowboy.
  20. Once you've slotted up the purples, many give +Recovery, you might be better served going Alpha-Musculature, Hybrid-Assault, Interface-Degenerative and Destiny-Ageless. Cardiac is nice, but you will find Cardiac+Ageless to be overkill with a fully slotted out build similar to the OP's. I used Machariel's build posted earlier as a basis for my Post-50 build. Gotta say this is hard hitting truck and incredibly sturdy. I did make some changes: -Dropped Fly/Hover/Afterburner....didn't work with my playstyle -Added Super Jump, Super Speed and Maneuvers -Removed one of the Achilles Heel -RES procs since you can't stack them, replaced with a six-slotted Armageddon -Threw a Touch of Death proc into Parry....it's noticeable Ended up with 54% Melee, 45% Ranged and 85% (during Hide/Stealth) AOE. 170+% Recharge before Incarnate Ageless. I'm going Musculature/Degenerative/Ageless. Resists aren't natively great but OOtS will cap S/L, and Shadow Meld is a great alpha button to skyrocket all your DEF. One thing not mentioned by anyone is that Grant Cover, while it's +DEF ONLY to teammates (not self) does give you +14% (AND teammates) Defense Debuff Resistance. Since this build easily keeps Active Defense double stacked, I'm at 70% Defense Resist at all times. That's helpful on a +DEF build. Big crunchy hits. I can hit a +4 EB for 3000 with a Headsplitter crit. Frequently. Here's my final before the iTrial T4 grinding. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! The Rev: Level 50 Magic Stalker Primary Power Set: Broad Sword Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Concealment Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Hack -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(3), SprAssMar-Acc/Dmg/Rchg(3), SprAssMar-Dmg/EndRdx/Rchg(5), SprAssMar-Acc/Dmg/EndRdx/Rchg(5), SprAssMar-Rchg/Rchg Build Up(7) Level 1: Hide -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(7), LucoftheG-Def/Rchg+(37) Level 2: Slice -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Dmg(9), Obl-Acc/Rchg(9), Obl-%Dam(11), Obl-Dmg/Rchg(11), Obl-Acc/Dmg/Rchg(13) Level 4: Deflection -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(19), LucoftheG-Def/EndRdx/Rchg(19), LucoftheG-Def/Rchg(21), ResDam-I(21) Level 6: Assassin's Slash -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(23), SprStlGl-Acc/Dmg/Rchg(23), SprStlGl-Dmg/EndRdx/Rchg(25), SprStlGl-Acc/Dmg/EndRdx/Rchg(25), SprStlGl-Rchg/Hide%(27) Level 8: Build Up -- GssSynFr--Build%(A) Level 10: Battle Agility -- Rct-Def(A), Rct-Def/EndRdx(27), Rct-EndRdx/Rchg(29), Rct-Def/Rchg(29), Rct-Def/EndRdx/Rchg(31), Rct-ResDam%(31) Level 12: True Grit -- UnbGrd-Max HP%(A), UnbGrd-ResDam(31), GldArm-3defTpProc(33), StdPrt-ResDam/Def+(33), Prv-Absorb%(33), Prv-Heal(34) Level 14: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(34) Level 16: Active Defense -- RechRdx-I(A) Level 18: Parry -- TchofDth-Dam%(A), KntCmb-Acc/Dmg(34), KntCmb-Dmg/EndRdx/Rchg(36), KntCmb-Knock%(36), KntCmb-Dmg/EndRdx(36), Mk'Bit-Acc/Dmg/EndRdx/Rchg(37) Level 20: Against All Odds -- EndRdx-I(A) Level 22: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37) Level 24: Super Speed -- Clr-RunSpd(A) Level 26: Disembowel -- Hct-Dmg(A), Hct-Dam%(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(40), Hct-Dmg/EndRdx(40), AchHee-ResDeb%(40) Level 28: Hasten -- RechRdx-I(A), RechRdx-I(42) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42) Level 32: Head Splitter -- Arm-Dmg(A), Arm-Dam%(42), Arm-Acc/Dmg/Rchg(43), Arm-Acc/Rchg(43), Arm-Dmg/EndRdx(43), Arm-Dmg/Rchg(45) Level 35: Shield Charge -- Obl-Dmg(A), Obl-Acc/Rchg(45), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-Acc/Dmg/Rchg(46), Obl-%Dam(46) Level 38: One with the Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39) Level 41: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(48), StnoftheM-Dmg/ActRdx/Rchg(48), StnoftheM-Dmg/EndRdx/Rchg(48), StnoftheM-Dam%(50), Dcm-Build%(50) Level 44: Grant Cover -- LucoftheG-Def/Rchg+(A) Level 47: Combat Jumping -- RedFrt-Def(A), RedFrt-Def/EndRdx(50) Level 49: Shadow Meld -- DefBuff-I(A) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Clr-Stlth(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(13), NmnCnv-Regen/Rcvry+(15) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), EndMod-I(17) Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 50: Musculature Core Paragon Level 50: Void Radial Final Judgement Level 50: Degenerative Core Flawless Interface Level 41: Quick Form ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1554;741;1482;HEX;| |78DA6594496F52511480EF8387F45146694B9142818E8C1675E118136D35DA62501| |A375AF1B55CDBA72F8540ADC561E15F70E3C63FE0C63F60D4547F80B5AD1BE30F70| |D3C129D168C5C33D872181847CF79E73CF7C20BD326E7D71FEF16926D9CEEA6AB99| |CCB2EA9FA1D5E32A5D5796D8EC1C73CBDC08357F8B219CE5ED2E6D25CE73C79A654| |50F3B9ECBD42291FA86BC6F92DBE58E6C9EC82C6F57CFDCAAC9942414F4E71B5A82| |DCEBBC4E5C2E2B256D666355D5BAA5884245BE43CEFA8BFCCF35279412B7A278ADA| |5CB2EE3E5BB8ABE7D26A7989972ABD905102BE2F1D8C3E55135B91194B29CC5021D| |E47CA0F880F91FB1E21AF8D8099246C0D6C0FE007DDA451E806BB419192D92B073D| |01FF123CABE93AFE10FF222D0C6D2C7B78B7FE43E6C0BF11FD9B8CC29FC29C5DC8F| |D4EA21BD9E522C699E06B886B225BD31AFAEFF9405C47F66E103791073E22DF80AD| |197366E6E798CB75C845217FCA36BDDF41F6ED12BF2203DF88DF9137C0B6936C3B7| |F93EE07327888E89144FF825B780F7D417A20111BE622D93E1B444F439F9033E0D7| |41793A6258F72A085CB57E422C570E3002BE32C0B0C206B2C469E265E4E06DB4BD0| |9FEDC9224FCB94328B341FC6ECC5DEAA6190CD20C0640E7A1F89E0ECCE92DC4F7D2| |BCBDC3D8BBE11871143912214689AB40B7C2C2E0CF47B17C544F84E8029D9F747ED| |AAD482D0FBFCCDE41CC7E8AD97F147D464E21A3C78927882791F163C859A8394CB6| |61DACB38ED659CF631417B9BA0BD4CD0BECE81ED10CD6688E639FCD32872AB8D6F9| |4FC8EBEC71A0EAE11D7891BC8D426F119CE4B05BF31AC95C5A8E73D507F92EA4FDA| |5196B2207F59191BA3398C059888EF931BBFEB6A5FF35CBB56AB2CDA2619931BBF6| |55874AC33D5F6EA709BE4489B64AA4D92911BFF014C1212C5C9C48ED61E6C59402B| |B56A779A12837451123DB186B0BFF6AB58F3769BD56EABD553ACC0FE04E90C62876| |72C222B11576D39CFB69C332DE7493798A1CF6ABCAB793EE7699E2F451B93AEFE07| |6F2B06FF| |-------------------------------------------------------------------|
  21. Slot all the pet defense/resist auras and use Transfusion liberally to heal them up.
  22. Think of Bots as having stupid level AI and Thugs are just a murderous street gang and Thugs will get the advantage just by being human street smart.
  23. I actually think Redside content is more interesting story-wise and variety-wise than Blue Side. But I find the entire atmosphere just kinda….murky and stifling. It's not "dark" in a psychological manner. I find it too cartoony for that. But it just seems...murky. I find myself having to hunch up closer to the monitor just to make out some details, or fiddling with my Gamma to brighten up the screen. Annoys me. I feel a bit manipulated, sort of like a cheesy horror flick that's using music to constantly tell me when things are about to turn blood and gore.
  24. Starting today, I've been having frequent and repeatable Mapserver Disconnects when zoning out of Ouro into BAF trials. Oddly, the "Mapserver Disconnect" error appears over the opening credits sequence (looking at Mother's opening monologue) or upon zoning in and getting the "Power of Prometheus" popup. Normally, I'd just DC and get that message on the loading screen, but now it's actually superimposed over in-game cutscenes and normal team gathering footage. This has never happened before today. I've re-validated my files via Tequila, etc. Several other players reported same thing, forcing League leader to re-invite us after we DC'd to a Trial already in progress.
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