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Redlynne

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Everything posted by Redlynne

  1. Steamroll means (to me) ... Minimal Downtime ... as in spend as much time as possible attacking stuff. It's not about being careful, it's not about being methodical, it's about plowing through as "thoroughly" as possible leaving everything flattened in your wake. You don't stop to Rest, you just keep on (steam)rolling through everything like a force of nature.
  2. There's a reason why I want Tactics on all of my builds ... even if I'm only using Tactics as a One Slot Wonder™ power for Gaussian's Synchronized Fire-control's Build Up proc.
  3. And here I thought this thread was going to be about how NPC pathing can't figure out STAIRS in the Praetorian Lab maps. NPC pathing can't figure out how to climb or descend stairs without getting caught and hung up on ... well ... nothing ...
  4. Redlynne

    DP / kin

    While this is true, I personally like to add Inertial Reduction to the mix so as to be able to get to high places without resorting to use of Teleport (or Fly, or...). Inertial Reduction is just one of those deceptively USEFUL One Slot Wonder™ powers in Kinetics.
  5. Well ... the Dark Servant might need some Accuracy if you expect it to hit anything ...
  6. Might want to try Psionic Melee/Willpower then, and stack in the Force of Will to cement the concept. Basically a "mind and body, heart and soul" type of Scrapper. You could even go Natural origin with it and have everything they can do be the result of years of training the mind and spirit to house a healthy soul.
  7. 1.0 / 0.8 = 1.25 Oh look, there's that 1.25x multiplier I found earlier upthread ... Well, if the damage as derived number formulas were being OBEYED WITHOUT FAVORITISM (which they're not for Masterminds) then one of two things ought to happen. Either the damage multiplier for Mastermind personal attacks needs to be INCREASED by +25% across the board so as to produce damage commensurate with the ACTUAL endurance costs as already implemented (I would favor this interpretation, actually). So endurance costs stay at +25% and Mastermind personal attacks do +25% more damage per power than they are right now. ... OR ... The damage multiplier stays the same and the +25% endurance cost PENALTY gets removed from Mastermind personal attacks. So basically all that needs to happen to remove the endurance penalty imposed upon Masterminds is to change ONE parameter? Change the ATConstraint from 1.0 to 0.8 like all other Archetypes? It SOUNDS easy enough to do. What's the catch? I hate to have to be the one to say it, but that's an apples to lugnuts comparison. You're basically trying to compare 3 personal attacks, which are all pretty weak to start with (T1, T2, T3 equivalents being the generic pattern when comparing with the "parent" powersets the personal attacks come from) and then weighing the damage production of those attacks against the rest of the primary in a statistical vacuum in a "lab" setting on a spreadsheet. My point being that if you take the exact same methodology and apply it to say ... an */Archery Defender ... would the results you get back comparing the damage production of the T1-3 powers mimic the performance spread against the T4-9 powers like what you're seeing here? Remember, the purpose wasn't to balance the personal attacks against the "value" of Assault from Leadership, since that's an "after the fact" realization of how the powers work with each other and synergize when integrated. In other words, if the T1-3 powers of Archery for a Defender show a similar "minor contribution" versus the T4-9 powers of the set, the "apparent weakness" of the 3 personal attacks for a Ninja Mastermind (the 1:1 comparison case for this example) is simply a function of which powers are available for personal attacks ... not an indictment of additional "weakness" being baked into the personal attack powers that Masterminds have access to simply because they're Masterminds (and need more nerfs than Regeneration, apparently). Also, that comparison of Assault versus personal attacks is statistically valid against $Targets with infinite HP that you can keep hitting "forever" ... but it rapidly runs into problems when trying to compute behavioral patterns in which the personal attacks can be used to "focus firepower" onto a specific $Target (or $Targets with the AoE) for more rapid defeats. I'm talking about hastening the "collapse and rout" conditions wherein there is far greater value in defeating $Targets FASTER, sequentially, even if you wind up doing the exact same amount of damage overall, in parallel. To give you a better sense of what I'm talking about ... let's say just for the sake of argument and illustration purposes that a pile of $Targets needs 20,000 damage dealt to them in order to defeat them all, and there's 10 of them ... so 2000 damage each, just to keep it simple. Is it "better" to spread the damage as evenly as possible, so that all 10 are defeated in unison at the exact same time? Or is it "better" to concentrate damage firepower so as to defeat some of those 10 faster than others in a way that causes a cascading collapse of the $Targets? The overall time to defeat all 10 is going to be exactly the same either way ... whether the damage spread is "even" or "lumpy" (so to speak). But if the damage is "lumpy" in that there's some concentration of firepower to defeat some of those 10 faster than others, then those defeats among those 10 reduces the amount of damage that those 10 can then output onto you (the Mastermind) and your Pets, increasing your survival chances in the encounter. By defeating some faster than others, even if the overall damage required to defeat all 10 is exactly the same, there is a survival benefit that doesn't show up in the raw damage output of Mastermind and Pets, which will then influence gameplay engagement strategy and tactics, as well as build planning and "value weighting" in ways that your direct comparison of personal attacks to Assault simply cannot capture (because you're not looking for it). And it's exactly that differential between "even" and "lumpy" damage production that I noticed myself while playing my Ninja Mastermind in Praetoria through Imperial City, before and after I respecced to the "It's A BOW Time..." build. Although I wasn't doing "that much more" damage by using the personal attacks, I was "doing enough more damage" to completely change the dynamics of each fight in a way that practically revolutionized HOW the damage cascaded onto (and through) $Targets every single fight. Whereas before my Ninjas had to do something like 50-100% damage via melee against a single $Target when I didn't have personal attacks ... with personal attacks in play that dropped to as low as 0% damage from Pet melee against single $Targets ... meaning that my Pets were taking little to no damage themselves, VASTLY improving their survival and dramatically reducing the amount of healing they needed in order to recoup and regroup after each fight. Basically I shifted from spending endurance on healing to spending endurance on fighting, because the engagements were simply that much shorter and $Targets were getting defeated by concentrated firepower that much faster. The key element, which your spreadsheet analysis will NOT yield for you, is the decision loop process that the Player has to undertake when concentrating their own personal attacks in support of what attacks your Pets are doing so as to win defeats more quickly and thereby "reshape the battlespace" on a quicker tempo than would be possible without them ... and it's THAT change in the "tempo" of battle that brings A LOT of knock on benefits that your analysis simply cannot capture and show you. It's something you'll only be able to see for yourself in doing a gameplay comparison. So the easiest way to do the kind of comparison I'm talking about is to actually play the game WITH the personal attacks at your disposal. Use the personal attacks as openers so as to "whittle" $Targets while they're bumrushing towards you to melee you and record how quickly they're defeated (most of the time I can defeat Minions before they even get into melee range of my Ninja Mastermind, sometimes they faceplant at my feet, but a lot of the time they faceplant like some 10+ feet away). So after establishing a baseline of performance in terms of Time To Defeat ... run the same experiment but refrain from using any personal attacks by your Mastermind, and check to see how long the fight takes ... and how much damage your Pets take that then needs to be healed up. In my experience, it simply takes longer and costs more endurance(!) to make the Pets do all the work/carry the load alone for you. It also exposes your Pets to more danger of being defeated and puts more strain on their survival to NOT use the personal attacks. So it's one of those counter-intuitive things that you have to experience for yourself before it all starts to fall into place, because there's a VERY complex inter(re)action going on between use of personal attacks and Bodyguard Mode which is ALSO helping to keep your Pets from taking (more) damage than they can handle individually, per fight. The dynamics for WHY things shift the "way" that they do, and to the "degree" that they do, when using personal attacks is simply one of those Force Multiplier things that is very very VERY hard to explain from a spreadsheet analysis like you're trying to do here ... but which shows up pretty darn quickly in actual gameplay once you know what you're doing and recognize (as a Player!) how to "stack the odds" in your own favor every single encounter. It's all about "skewing" the pressure and break points points in your favor in ways that cause your $Targets to collapse more quickly (and therefore, more safely for you!) than the alternative. Hope that helps. Again, this is something that can be demonstrated via gameplay video relatively easily ... but we're not allowed to post gameplay videos here on Homecoming. However, it is something that can be "demoed" via teaming in game. You just need a Mastermind who has actually taken their personal attacks, rather than skipped them, to be able to SEE the differences in engagement strategy options and overall Pet survival/effectiveness. Now I wonder where you might be able to find one of those, since they're so RARE ...
  8. Have you checked the P2W vendor? Some of the badges, like the anniversary badges are sold through them.
  9. And here I was thinking you were going to say they were a Warwolf who escaped from the Council ...
  10. Only badge I'm familiar with in the tutorial is the Well Read badge. LINK
  11. Should have chosen Titan Weapons and used the MASSIVE CLUB ...
  12. Reserved (just in case).
  13. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/Crytilis/mids-reborn-hero-designer Human form and Dwarf form with no other toggles on and no Eclipse. Level 50 Natural Warshade Primary Power Set: Umbral Blast Secondary Power Set: Umbral Aura Power Pool: Flight Power Pool: Concealment Power Pool: Leadership Hero Profile: Set Bonus Totals: Set Bonuses: Proc Chances: Powers Performance: Attack Chains: Warshade - Umbral Blast - Umbral Aura.mxd
  14. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/Crytilis/mids-reborn-hero-designer Human form and Dwarf form with no other toggles on and no Eclipse. Level 50 Natural Warshade Primary Power Set: Umbral Blast Secondary Power Set: Umbral Aura Power Pool: Flight Power Pool: Concealment Power Pool: Leadership Hero Profile: Set Bonus Totals: Set Bonuses: Proc Chances: Powers Performance: Attack Chains: Warshade - Umbral Blast - Umbral Aura.mxd
  15. Alright … time to explain the bindloadfile strategy that I use for controlling my Kheldians, because without well written bindloadfile keybinds you're going to find playing a Kheldian WAY MORE annoying that it necessarily needs to be! So, first of all, I need to explain what my keyboard and mouse setup is, simply so as to make the ergonomics of my user interface is like. I use a (wired) full keyboard Apple Keyboard (I'm a Mac user) ... and I use a dirt cheap wired Logitech B100 mouse. These items look like this: My actual default keybinds that get used for ALL of my alts as a baseline which then gets overwritten by character specific keybind files is this one: keybinds.txt The ESC through F1-F12 keys get used. The Tilde through Backspace keys get used. TAB is rarely (if ever) used, but it does happen occasionally. Q and A are usually used for "throttle" functions in games, but I use them here for things like Jump Pack/Auto Run/Walk on the Q key (with modifiers for the extra functions) and doing the Ninja Run, Power Surge/Sprint toggling on the A key (with modifiers to differentiate) via slotting of those powers in specific slots in tray 9. WER SDF are my movement keys, and I "invert the T" so as to put side to side strafing movement on top, with turning down below. Backspace is used to return tells. Backslash is used to open the Menu (so as to change costumes, check ID or simply Quit). I have the Apostrophe key custom coded to require to startchat, so as to prevent "rolling startchat" after hitting Enter to actually send a chat. The Semicolon key I have custom bound to toggle the Auction House with an emote to pull out a smartphone for texting while interacting with the Auction House. M (without and with modifiers) brings up my Mission window (M), or my Contacts window (Shift+M), or the Map (Control+M), complete with associated emotes for each. Spacebar is, of course, Jump and "fly up" ... while Shift+Spacebar is used to "fly down" when needed ... and Control+Spacebar activates the Jump Pack via keybind to a specific slot in tray 9. Which then brings me to all of the Kheldian keybinds that I layer on top of this (including for controlling Mastermind Pets, as it turns out). WS.txt t "powexectoggleoff Black Dwarf$$powexectoggleon Dark Nova" g "powexectoggleoff Dark Nova$$powexectoggleoff Black Dwarf" b "powexectoggleoff Dark Nova$$powexectoggleon Black Dwarf" 1 "powexectray 1 2" 2 "powexectray 2 2" 3 "powexectray 3 2$$powexectray 5 1$$powexectray 1 1" 4 "powexectray 4 2$$powexectray 6 1$$powexectray 2 1" 5 "powexectray 5 2$$powexectray 7 1$$powexectray 3 1" 6 "powexectray 6 2$$powexectray 8 1$$powexectray 4 1" 7 "powexectray 7 2$$powexectray 9 1" 8 "powexectray 8 2" 9 "powexectray 9 2" 0 "powexectray 10 2" right "powexecname Shadow Step$$powexecname Black Dwarf Step" shift+right "powexecname Shadow Slip" down "powexecname Hover" shift+down "powexecname Shadow Recall" shift+left "powexecname Nebulous Form" lshift+lbutton "powexecname Shadow Step$$powexecname Black Dwarf Step" T shifts to Nova Form. G shifts to Human Form. B shifts to Dwarf Form. Tray 1 slots 1-4 are Nova form powers. Tray 1 slots 5-9 are Dwarf form powers. Trays 2+ slots 1-10 are Human form powers (etc.). Right Arrow is an alternative way to cast Shadow Step or Black Dwarf Step which will enable the teleport rings so you can check which destinations can be reached. Shift+Right Arrow toggles on/off Shadow Slip (which isn't included in this build, but just in case someone wants to respec into it). Down Arrow toggles on/off Hover. Shift+Down Arrow casts Shadow Recall to teleport teammates to your location. Shift+Left Arrow toggles on/off Nebulous Form. LShift+LButton activates either Shadow Step or Black Dwarf Step teleport all in one click (the Teleport Bind™). Simple and easy to use … because I'm not calling up other bindloadfiles depending on what form I'm in, and the power activation keybinds work on a "fall through" implementation where if a key can't be used in one form it'll fall back to being used in the next form, thanks to the Form lockouts. Additionally, since everything is addressed by tray and slot positions I can rearrange my powers in my trays without needing to rewrite by bindloadfile that controls my user interface. The only trick is to dedicate Tray 1 to all of your Nova and Dwarf Form powers and keep Tray 1 visible at all times, then use Trays 2-9 for Human Form powers. Note that the above keybinding scheme is an All In One format which uses only a single bindloadfile to control all three forms (simultaneously?) and relies on the intellegence/situational awareness of the Player to take full advantage of everything and "know" what needs to be done when (and why) while playing a Warshade.
  16. For anyone who wants to refer to the prior versions of my Warshade builds, and there is still some useful info to be found in those older posts, they can be found in the links below: Leveling Tri-Form Warshade [v2.0] Leveling Tri-Form Warshade [v3.0.0] Evolving Tri-Form Warshade So I made a mathematical discovery regarding a matrix of recharge possibilities in which you can achieve perma Light Form or Eclipse without needing Hasten and then proceeded to take that insight to its logical conclusion so as to develop a Tri-form Peacebringer and Warshade build that would not need to rely on Hasten to "close the recharge gap" on Light Form or Eclipse (although Eclipse is a little trickier in this regard since it is dependent upon having $Targets to drain for the buffing, just like the Warshade Mire powers). I'll be reposting the chart for that info below, but I wanted to provide the impetus for why this (new?) build is being posted. And yes, there will be a Peacebringer counterpart to this post, since although the two Kheldians do share some (some...) similarities they also have some pretty radical differences that have pretty dramatic impacts on their respective builds. So while they can "mirror" each other to a certain degree, there are also points of divergence that keep the "mirroring" from being a straight up one to one translation between them. For one thing, Warshades have more Human form powers that are useful enough to warrant slotting ... So, with all of that said, you know what time it is (again) ... WALL OF TEXT CRITS YOU!!! Yes … You Have Been Warned … again … ... it keeps being necessary for some reason ... So ... first things first. Here's the important thing you need to know about how to perma Eclipse without resorting to use of Hasten. In the build plans you'll be seeing below (one for leveling and the other as a "finished" Superior/Purple 50 build) there are essentially two breakpoints from the above chart that are relevant to how this build will play when fully slotted. Prior to Superior/Purple 50 completion, the build will have +102.5% global recharge. Add that to the +78.55% recharge enhancement slotting in Eclipse (which isn't +5 boosted yet because, leveling) and you get +181.05% recharge with Level 50 set enhancements. This falls about midway between rows 9 and 10 of the above chart ... so use the (lower) 10 Force Feedback procs required per 90s line that lies just under that amount at +177.78% total recharge. So with 10 Force Feedback procs per 90s (approximately 1 every 9s) you can re-cast Eclipse before the 90s buff duration expires (assuming you're in a location where there are plentiful $Targets for that to make sense at that time). This is likely not sustainable except in Nova or Dwarf forms. However, the Superior/Purple 50 version of the build will have +120% global recharge. Add that to the 94.56% recharge enhancement slotting in Eclipse (which is now using +5 boosted frankenslotting) and you get +214.56 recharge with Level 50+5 set enhancements. This falls about midway between rows 3 and 4 of the above chart ... so use the (lower) 4 Force Feedback procs required per 90s line that lies just under that amount at +211.11% total recharge. So with a mere 4 Force Feedback procs per 90s (approximately 1 every 22.5s) you can re-cast Eclipse before the 90s buff duration expires (assuming you're in a location where there are plentiful $Targets for that to make sense at that time). This should be relatively trivial to achieve, regardless of which form you're in. So to summarize, being able to increase the global recharge by an additional +17.5% above the leveling build baseline resulted in a 60% reduction of the number of Force Feedback procs needed to perma Eclipse without needing to rely on Hasten. I would also point out that, all else being equal (which it wouldn't be, but this is a counterfactual thought experiment) ... if Hasten's +70% recharge were layered on top of the +120% recharge of the Superior/Purple 50 version of the build, the recharge time for Eclipse would fall to ~78.01s which is just barely 12s shy of the 90s duration. That would allow for a bit more "margin" within which to refresh Eclipse on a fresh set of $Targets and would amount to a difference of 17.36s without Force Feedback procs factored in (which, of course, moves the goalposts, so to speak, when factoring those procs into the equation). But relative to Eclipse's duration of 90s, that 12s gain on recharge probably isn't as valuable as it might at first appear given then you aren't necessarily going to have a $Target rich environment around you "reliably" (like Clockwork?) just in time every 90s to use Eclipse on. That's also not including the additional complicating factor that the 120s duration of Hasten does NOT conveniently align with the 90s duration of Eclipse ... meaning that if you're not in Human form at exactly the right moment(s) to recast Hasten "for" Eclipse, you wind up with a markedly less efficient means of recharging Eclipse. Without Hasten, you only need to be in Human form briefly enough to cast Eclipse (and presumably Sunless Mire immediately after that) at which point you are free to assume any form(s) you want for any reason at any time. But with Hasten, you need to return to Human form for both Eclipse AND Hasten ... and since their recharge and duration times do not align with each other that means you're "forced" to revert to Human form to use one or the other (or both) more frequently than you might like or is practical given the circumstances you're playing in. By removing Hasten from the "requirements" for perma Eclipse, you have less ... demand ... for reverting to Human form just to maintain/sustain perma status on Hasten in addition to Eclipse. This simplification reduces "form pressure" to be in particular forms at specific intervals in order to maintain and sustain peak performance. For casual players like me, that is sufficient benefit to have a more freewheeling Tri-form gameplay experience. I would rather have to score 4 Force Feedback procs, via ANY form, every 90s than I would prefer to have to keep reverting to Human form to perma Hasten AND Eclipse on dissimilar recharge schedules that do not synchronize all that well. A few other changes have cropped up in the current build relative to the v3.0.0 posting. For one, the slot pressure became even more acute such that I had to pull slots out of Sunless Mire and Quasar(!) in order to achieve the necessary objective of rebalancing and reshuffling slots in order to add a Force Feedback proc to both Dark Nova Detonation and Black Dwarf Strike so as to have a Force Feedback proc slotted into all three forms. Shifting the slots around in this manner is what then enabled a whopping +20% global recharge gain on the leveling build and an almost incomprehensible +37.5% global recharge gain in the Superior/Purple 50 "finalized" build relative to the performance in the previous v3.0.0 build. At the same time though, core slotting priorities have been preserved (and in a number of ways improved upon) so as to yield an even "tighter" completed whole compared to the prior effort. Another point that kind of blew my mind is that by sacrificing a mere +2.5% global recharge on the Superior/Purple 50 build out (so needing 4 Force Feedback procs instead of only 3 in order to perma Eclipse) I was able to pour a considerable increase to overall build damage production into the mix. While the leveling build retains its +24% global damage set bonus, the Superior/Purple 50 pushes that up to a whopping +33.5% global damage set bonus, which quite possibly may be the highest I've ever been able to cram onto a build with as much recharge as this one has going for it. However, in order to achieve that I did need to sacrifice a smidgeon of global recharge ... but all other factors being equal, I figure that an additional +3% damage is better for the build overall than another +2.5% recharge, all things considered. However, all of these factors mean that unlike with most of my builds, the Superior/Purple 50 structure is the intended "end state" of the build that is intended to be played in perpetuity as the "finished" version of the build. So with that in mind, I've structured the pre-50 leveling version of the build to lead into/feed into the Superior/Purple 50 endgame upgrades with the minimum amount of hassle. Consequently, most of the slotting in the build is intended to be Attuned rather than Fixed to specific levels, and I've tried to reflect that on the leveling build by showing "minimum attuned" levels where possible so as to give a sense of when various enhancements need to be acquired while leveling up so as to "grow into" the build over time. That way, by the time you reach Level 50, the only thing left to acquire are Common 50 IOs, HOs, Boosters, Catalysts, and Purple 50 set IOs ... and there won't be an endless shopping list for those, so it ought to be manageable. Another thing to note is that in this version I actually succeeded in cramming in additional global set bonuses to Range (courtesy of the new Bombardment set!), HP, Regeneration, Resistances and even Running Speed (so Dwarf form isn't quite as much of a slowpoke!). Overall, I'm very happy with where everything "settled into place" since it yields a better balanced and more cohesive combination of powers and capabilities that enables three "strong" forms which each have their own identities but which are also mutually supporting. The last thing I'll mention here is that I'm really disappointed in myself for not seeing what has been sitting in my blind spot for Kheldians almost this whole time here on Homecoming. The Flight pool. Specifically ... Hover. One of the frustrations of playing Human form Warshade, particularly pre-Nova form, has always been the fact that Peacebringers can Fly from Level 1 in Human form, but Warshades were firmly nailed down to the ground (and originally couldn't even get Combat Jumping until Level 6 when you'd be wanting to get Nova form anyway). But now, here on Homecoming, you can pick up your first Pool powers starting at Level 4 ... and being able to Hover as a Warshade who can use Ebon Eye and Gravimetric Snare, so as to play "Keep Away" and not be vulnerable to melee swarming, is simply HUGE for how much of a difference it makes in the lower levels when you're first starting out! It also makes it possible/feasible/viable to stay in Human form for hover blasting so as to prevent runners ... because Gravimetric Snare is an Immobilize power, allowing you to "park" $Targets so they can't get away from you while you sequentially blast them from "on high" above them (where they can't reach you to melee you). This opens up a whole range of vertical movement and tactics that simply doesn't exist without access to Hover! Additionally, you're a Warshade ... you've got Shadow Step from Level 1 and can Teleport. Combine that with Hover at Level 4 and you've got your travel power combination that Exemplars from 1-50. And then once you reach Level 22 you can slot an Attuned Luck of the Gambler global recharge IO into Hover and just keep on cruising. When I was working in the build planner I kept thinking I needed a 5th Defense power beyond Shadow Cloak, Grant Invisibility, Maneuvers and Vengeance (so as to slot that last Luck of the Gambler) and at first thought I'd need to take Stealth ... which was totally redundant since Shadow Cloak and Stealth are mutually exclusive, but I only needed a One Slot Wonder™ mule power. Then I figured I could swap out Stealth for Combat Jumping, but still hadn't realized that Hover was also available (now). It took a couple of rounds of revision before it finally dawned on me that Hover would be WAY MORE USEFUL to my Human form than Combat Jumping EVER could (see: hanging in the sky the way that bricks don't) and that's when a number of other things started falling into place. After all, I didn't "need" Hover in order to get around for travel ... but having Hover synergized just too well both for offense and travel that I've been kicking myself ever since for being so hidebound and Olde Skool that I was still thinking that Warshades were still locked out of the Flight pool, when in fact they aren't. So yay! Hover made it into the build! Hello Hover+Shadow Step for all my long distance travel needs! And even better yet, that +10% Range global set bonus from slotting Bombardment into two Nova powers also boosts the range of Shadow Step and Black Dwarf Step! Win-Win-WIN! 😎 I think that's enough pontificating and preamble on what's going on in the build posts you'll see below. However, because I've had to modify some of my keybind files to accommodate the new changes, I'll be including an update to the more modern structuring of my keybinds in this build post also. Also, please note that the attached .mxd file has both builds in it. Use the Alternate Slotting feature to flip to the other build once you've imported from the .mxd file. Also, since this build is using the (current as of 14 May 2020) bleeding edge update to MRBU ... so if you're having trouble opening the build from the attached .mxd file (it's the same file on both builds) you'll want to download/update your build planner using LINK and LINK for updates. Enjoy!
  17. Yes, to exchange to a currency we no longer use or need or have a use for. If you're that desperate to burn influence, go to the Merit Kiosk and convert 1 million INF to 1 merit. At least merits serve a currency purpose, while prestige does not. Everything you would have spent prestige on now costs zero prestige ... so prestige is useless to us as an INF sink on Homecoming.
  18. I used to be a Villain like you, but then I took a Beam Rifle Shot to my knee.
  19. Except ... prestige wasn't an INF sink. It was simply another currency (that we no longer have a use for and is therefore worthless).
  20. If you wanted to get a tad bit saucy you could call him ... Bullox ... If you want to know why that might sound saucy (even though it isn't spelled saucily), ask a Brit what the meaning of bollocks is ...
  21. I'd have to give him wings I'm not seeing the problem ... 😎 Just use the Armored Valkyrie Wings ...
  22. Notable exceptions to this (which Super Reflexes types will tend to be aware of) are: Quartz summoned by Devouring Earth Lieutenants, which projects a PBAoE +ToHit Aura Rularuu Watcher/Observer/Overseers These, plus some other types of foes are the main "kryptonite" types for Defense protection schemes due to their absurdly stupid +ToHit values that effectively NEGATE Defenses.
  23. Because non-human avatar models aren't "free" to develop ...?
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