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Make alternative IO sets to Luck of the Gambler


nyttyn

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Talking about Hasten is pretty off-topic for this thread, but . . . everyone else is doing it, so:

 

Place an Endurance Tax on Hasten.   -20 Max Endurance while Hasten is Up.

 

BIM BAM BOOM!  It has a serious enough cost that people will have to consider whether they want it.

 

"Oh, but I have enough +Recovery to compensate for that!"

Do you?  -20 MAX Endurance also effectively cuts your Recovery.
"-20 is too much!"

Ok, maybe.  Someone better at math could probably give us a better number that is a fair trade for the Recharge Bonus without being TOO punishing.

 

 

ANYWAY!  Back to our regularly scheduled Invention conversation, yespleasethanksyes?

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@Chris24601 & @ArchVileTerror The nerfing of Hasten that y'all propose would make certain sets, such as illusion control very difficult to play. Illusion Control lacks most of the control powers that other control kits rely on. In exchange, the set uses aggro management via PA to maintain control. This is why so many players see perma-PA as a requirement. Now, perma-PA is possible without Hasten so long as you have +Rech in your secondary, but that would mean that most secondaries would become non-options if you wanted to go for Illusion Control.

This is just one specific case, there are a good number of situations wherein the nerfing of Hasten would disproportionately harm certain sets to an inexcusable degree.

I think having a different set that uses the same tag as LotG would be a great idea. But nerfing Hasten or making the LotG proc unique would be terribly problematic.

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33 minutes ago, ArchVileTerror said:

Talking about Hasten is pretty off-topic for this thread, but . . . everyone else is doing it, so:

 

Place an Endurance Tax on Hasten.   -20 Max Endurance while Hasten is Up,

My understanding is that Hasten already has a substantial endurance penalty when it wears off.   Something like -20 points already. 

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That's just flat Endurance, and only when it wears off.  It's basically a back-loaded Endurance cost like any other Power already has.

What I'm suggesting a Debuff that chops your Max Endurance down for the WHOLE duration of Hasten.  This will basically simulate your character tuckering themself out much more quickly while running at a higher metabolism/overclocking their processor/whatever narrative justification.

 

But I really think we should revive one of the existing Hasten threads if we want to discuss this proposal any further.  I don't like hijacking nyttyn's thread.

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Also, hardbpuke vote on nerfing hasten.

 

Harsh no vote on proliferation of the 7.5% recharge. It's already all over in other sets. No need for more.

 

Is this a " moar recharges" thread disguised as a "constraints" thread?

 

In other news, nerf Regen, it's Wednesday.

 

 

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7 hours ago, Zepp said:

@Chris24601 & @ArchVileTerror The nerfing of Hasten that y'all propose would make certain sets, such as illusion control very difficult to play. Illusion Control lacks most of the control powers that other control kits rely on. In exchange, the set uses aggro management via PA to maintain control. This is why so many players see perma-PA as a requirement. Now, perma-PA is possible without Hasten so long as you have +Rech in your secondary, but that would mean that most secondaries would become non-options if you wanted to go for Illusion Control.

This is just one specific case, there are a good number of situations wherein the nerfing of Hasten would disproportionately harm certain sets to an inexcusable degree.

I think having a different set that uses the same tag as LotG would be a great idea. But nerfing Hasten or making the LotG proc unique would be terribly problematic.

Just saying, that seems like more of a burden of Illusion/ than a need for Hasten. illusion should have the means of having it's core control up often enough to work by itself.

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18 minutes ago, Galaxy Brain said:

Just saying, that seems like more of a burden of Illusion/ than a need for Hasten. illusion should have the means of having it's core control up often enough to work by itself.

Illusion is one easily understandable example. There are more out there, but I was just pointing out the most obvious.

 

 

Nerfing Hasten would require the evaluation of every set in the game and changes to possible dozens of powers.

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The Great Archetype Concept Battle: Final Round

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Just now, Zepp said:

Illusion is one easily understandable example. There are more out there, but I was just pointing out the most obvious.

 

 

Nerfing Hasten would require the evaluation of every set in the game and changes to possible dozens of powers.

Tinfoil hat: Long rech powers keep you playing longer so the OG devs could make more money

 

And this seems like an interesting challenge, could take a crack at it

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14 hours ago, Zepp said:

You can get Hover to cap...

 

14 hours ago, MunkiLord said:

Wait, what? How do I do this?????????????????????????????????????????????????????????????????????????????????????????????????????????????


And damn you guys for sending me to bed an hour late by trapping me with Mid's Work!

 

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

SpeedHover: Level 50 Magic Blaster
Primary Power Set: Archery
Secondary Power Set: Atomic Manipulation
Power Pool: Flight
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Aimed Shot -- MlsFur-Acc/Dmg:35(A), MlsFur-Dmg/EndRdx:35(3)
Level 1: Electron Shackles -- MlsFur-Acc/Dmg:35(A), MlsFur-Dmg/EndRdx:35(3)
Level 2: Snap Shot -- Empty(A)
Level 4: Hover -- GifoftheA-Run+:40(A), Flight-I:50(11), Flight-I:50(13), Flight-I:50(13)
Level 6: Maneuvers -- GifoftheA-Run+:40(A)
Level 8: Combat Jumping -- GifoftheA-Run+:40(A), UnbLea-EndRdx:50(33), UnbLea-Stlth:50(33), Spr-Jump:50(33), Spr-EndRdx:50(34)
Level 10: Fly -- Flight-I:50(A), Flight-I:50(15), Flight-I:50(15)
Level 12: Assault -- Empty(A)
Level 14: Afterburner -- GifoftheA-Run+:40(A), Flight-I:50(17), Flight-I:50(17), Flight-I:50(19)
Level 16: Positron Cell -- MlsFur-Acc/Dmg:35(A), MlsFur-Dmg/EndRdx:35(19), SphIns-ToHitDeb:50(21), SphIns-Acc/ToHitDeb:50(21)
Level 18: Ionize -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(23)
Level 20: Aim -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(23)
Level 22: Metabolic Acceleration -- RgnTss-Heal/EndRdx:30(A), RgnTss-EndRdx/Rchg:30(25)
Level 24: Ranged Shot -- ExpWkn-Acc/Dmg:50(A), ExpWkn-Dmg/EndRdx:50(25), MlsFur-Acc/Dmg:35(27), MlsFur-Dmg/EndRdx:35(27)
Level 26: Stunning Shot -- Stg-Acc/Rchg:30(A), Stg-EndRdx/Stun:30(29), MlsFur-Acc/Dmg:35(29), MlsFur-Dmg/EndRdx:35(31)
Level 28: Vengeance -- GifoftheA-Run+:40(A), RgnTss-Heal/EndRdx:30(31), RgnTss-EndRdx/Rchg:30(31)
Level 30: [Empty]
Level 32: [Empty] -- Empty(A)
Level 35: Static Discharge -- PrfShf-EndMod:50(A), PrfShf-EndMod/Rchg:50(36)
Level 38: Shocking Bolt -- GhsWdwEmb-Acc/Rchg:50(A), GhsWdwEmb-EndRdx/Hold:50(39)
Level 41: [Empty]
Level 44: EM Pulse -- Stg-Acc/Rchg:30(A), Stg-EndRdx/Stun:30(45)
Level 47: Super Speed -- Empty(A)
Level 49: [Empty]
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Spr-Jump:50(A), Spr-EndRdx:50(34)
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 -- Flight-I:50(A), Flight-I:50(5), Flight-I:50(5)
Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(7), Mrc-Rcvry+:40(7), RgnTss-Heal/EndRdx:30(9), RgnTss-Regen+:30(9)
Level 2: Hurdle -- Empty(A), Empty(34)
Level 2: Stamina -- PrfShf-EndMod:50(A), PrfShf-End%:50(11)
Level 50: Nerve Radial Paragon
------------

 

| Copy & Paste this data into Mids' Hero Designer to view the build |
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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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@Hyperstrike Interesting (and a little overkill), can you make it playable?

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The Great Archetype Concept Battle: Final Round

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Archetype Proposal Amalgamation

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Don't nerf hasten.  Nerf hover.  Players shouldn't be able to fly 5 feet in the air and avoid 90% of damage.  If you're in combat then you should be grounded.  I'm sick of being forced to waste a power pick on hover because it's overpowered.

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13 minutes ago, josh1622 said:

Don't nerf hasten.  Nerf hover.  Players shouldn't be able to fly 5 feet in the air and avoid 90% of damage.  If you're in combat then you should be grounded.  I'm sick of being forced to waste a power pick on hover because it's overpowered.

I dunno if this is a joke, but hover gives you like 4% defense.

 

You can ditch it if you like.

 

Edit: i'm wrong. It's more like 3%

Edited by Lines
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2 hours ago, Lines said:

I dunno if this is a joke, but hover gives you like 4% defense.

 

You can ditch it if you like.

 

Edit: i'm wrong. It's more like 3%

It isn't the +def, it's the mobs running around underneath you, desperately trying to find a path to you and occasionally firing off plinky little ranged attacks.  I hover-tanked Romulus a couple of days ago, and he basically spent the whole fight jumping on and off a wall.

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Regeneratio delenda est!

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I personally dont agree with the OPs premise in part because I feel defense and recharge go hand in hand in the comic book genre for the most part. Characters with the best cant touch me are the same more often then not as those with abilities that in general invoke the use of bullet time in film to portray the effect of. From Spidermans super agility and spidey sense to Speedsters, and ofcourse the icon of comic godhood the Kryptonian with speed, senses, a brain that works at the speed of light to process threats that should render them basically untouchable against any foe lacking such powers in turn.

 

I mean hell almost every major foe on The Flash is a fellow speedster or someone able to negate his speed. Meanwhile Super Girl gets written so poorly she is frequently threatened by foes lacking such tools, Which is so bad and makes her seem either weak or incompetent with her abilities when you watch and think, wait if Flash was here he would do this, she could do this, why isnt she doing this?

 

Im then reminded of an episode of Smallville in which Clark is faced with guys able to mimic his strength, and its his foster father old Johnny K that has to remind clark " Son they might have your strength but not your other gifts, use them."

 

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If there's a point to adding more 7.5% global recharge IOs it's so that people won't have to scramble for +def powers to put them in. I'd say "well ok" to adding one for resistance and one for cost reduction ,or so, as long as they all use the same bonus slot so you can't use more than five.

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11 hours ago, Zepp said:

@Hyperstrike Interesting (and a little overkill), can you make it playable?



Followup.  Actually it's not TERRIBLY hard.
You're no Blast-Tanker, but general stats are pretty effing good.

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

SpeedHover: Level 50 Magic Blaster
Primary Power Set: Archery
Secondary Power Set: Atomic Manipulation
Power Pool: Flight
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Aimed Shot -- MlsFur-Acc/Dmg:35(A), MlsFur-Dmg/EndRdx:35(3), Dvs-Acc/Dmg/Rchg:50(3), Dvs-Acc/Dmg/EndRdx/Rchg:50(5)
Level 1: Electron Shackles -- MlsFur-Acc/Dmg:35(A), MlsFur-Dmg/EndRdx:35(5), Dvs-Acc/Dmg/Rchg:50(7), Dvs-Acc/Dmg/EndRdx/Rchg:50(7)
Level 2: Snap Shot -- SprDfnBrr-Acc/Dmg:50(A), SprDfnBrr-Dmg/Rchg:50(9), SprDfnBrr-Acc/Dmg/Rchg:50(11), SprDfnBrr-Acc/Dmg/EndRdx:50(11), SprDfnBrr-Acc/Dmg/EndRdx/Rchg:50(13), SprDfnBrr-Rchg/+Status Protect:50(50)
Level 4: Hover -- GifoftheA-Run+:40(A), Flight-I:50(21), Flight-I:50(21), Flight-I:50(23)
Level 6: Maneuvers -- GifoftheA-Run+:40(A)
Level 8: Combat Jumping -- GifoftheA-Run+:40(A), UnbLea-EndRdx:50(23), UnbLea-Stlth:50(25), Spr-Jump:50(25), Spr-EndRdx:50(27)
Level 10: Fly -- Flight-I:50(A), Flight-I:50(27), Flight-I:50(29)
Level 12: Assault -- EndRdx-I:50(A)
Level 14: Afterburner -- GifoftheA-Run+:40(A), Flight-I:50(29), Flight-I:50(31), Flight-I:50(31)
Level 16: Positron Cell -- MlsFur-Acc/Dmg:35(A), MlsFur-Dmg/EndRdx:35(31), SphIns-ToHitDeb:50(33), SphIns-Acc/ToHitDeb:50(33)
Level 18: Ionize -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(33)
Level 20: Aim -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(34)
Level 22: Metabolic Acceleration -- RgnTss-Heal/EndRdx:30(A), RgnTss-EndRdx/Rchg:30(34)
Level 24: Ranged Shot -- ExpWkn-Acc/Dmg:50(A), ExpWkn-Dmg/EndRdx:50(34), MlsFur-Acc/Dmg:35(36), MlsFur-Dmg/EndRdx:35(36)
Level 26: Stunning Shot -- Stg-Acc/Rchg:30(A), Stg-EndRdx/Stun:30(36), MlsFur-Acc/Dmg:35(37), MlsFur-Dmg/EndRdx:35(37), Dvs-Acc/Dmg/Rchg:50(37), Dvs-Acc/Dmg/EndRdx/Rchg:50(39)
Level 28: Vengeance -- GifoftheA-Run+:40(A), RgnTss-Heal/EndRdx:30(39), RgnTss-EndRdx/Rchg:30(39)
Level 30: Negatron Slam -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(40), SprBlsCol-Acc/Dmg/EndRdx:50(40), SprBlsCol-Acc/Dmg/Rchg:50(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(42)
Level 32: Atom Smasher -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(42), SprAvl-Acc/Dmg/EndRdx:50(42), SprAvl-Acc/Dmg/Rchg:50(43), SprAvl-Acc/Dmg/EndRdx/Rchg:50(43)
Level 35: Static Discharge -- PrfShf-EndMod:50(A), PrfShf-EndMod/Rchg:50(43)
Level 38: Shocking Bolt -- GhsWdwEmb-Acc/Rchg:50(A), GhsWdwEmb-EndRdx/Hold:50(45), Dvs-Acc/Dmg/Rchg:50(45), Dvs-Acc/Dmg/EndRdx/Rchg:50(45), Dvs-Dmg/EndRdx:50(46)
Level 41: Positronic Fist -- SprBlsWrt-Acc/Dmg:50(A), SprBlsWrt-Dmg/Rchg:50(46), SprBlsWrt-Acc/Dmg/Rchg:50(46), SprBlsWrt-Acc/Dmg/EndRdx:50(48), SprBlsWrt-Acc/Dmg/EndRdx/Rchg:50(48), SprBlsWrt-Rchg/Dmg%:50(48)
Level 44: EM Pulse -- Stg-Acc/Rchg:30(A), Stg-EndRdx/Stun:30(50)
Level 47: Super Speed -- WntGif-ResSlow:50(A)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Spr-Jump:50(A), Spr-EndRdx:50(9)
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 -- Flight-I:50(A), Flight-I:50(13), Flight-I:50(15)
Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(15), Mrc-Rcvry+:40(17), RgnTss-Heal/EndRdx:30(17), RgnTss-Regen+:30(19)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod:50(A), PrfShf-End%:50(19)
Level 50: Nerve Radial Paragon
------------

 

| Copy & Paste this data into Mids' Hero Designer to view the build |
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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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@Hyperstrike I made a couple adjustments...

 

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!

SpeedHover: Level 50 Magic Blaster
Primary Power Set: Archery
Secondary Power Set: Atomic Manipulation
Power Pool: Flight
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Aimed Shot -- MlsFur-Acc/Dmg(A), MlsFur-Dmg/EndRdx(3), Dvs-Acc/Dmg/Rchg(3), Dvs-Acc/Dmg/EndRdx/Rchg(5), Dvs-Hold%(43), Dvs-Dmg/Rchg(50)
Level 1: Electron Shackles -- MlsFur-Acc/Dmg(A), MlsFur-Dmg/EndRdx(5), Dvs-Acc/Dmg/Rchg(7), Dvs-Acc/Dmg/EndRdx/Rchg(7), Dvs-Hold%(17), Dvs-Dmg/Rchg(50)
Level 2: Snap Shot -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/EndRdx(11), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(11), SprDfnBrr-Rchg/+Status Protect(13)
Level 4: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(13), WntGif-ResSlow(15), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(21), WntGif-RunSpd/Jump/Fly/Rng(21), ShlWal-ResDam/Re TP(23)
Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), Rct-ResDam%(31)
Level 8: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25)
Level 10: Air Superiority -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(25), OvrFrc-Dmg/End/Rech(27)
Level 12: Assault -- EndRdx-I(A)
Level 14: Afterburner -- LucoftheG-Def/Rchg+(A), WntGif-RunSpd/Jump/Fly/Rng(29)
Level 16: Positron Cell -- MlsFur-Acc/Dmg(A), MlsFur-Dmg/EndRdx(27), SphIns-ToHitDeb(33), SphIns-Acc/ToHitDeb(33)
Level 18: Ionize -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(33)
Level 20: Aim -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(34)
Level 22: Metabolic Acceleration -- RgnTss-Heal/EndRdx(A), RgnTss-EndRdx/Rchg(34)
Level 24: Ranged Shot -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(31), StnoftheM-Dmg/ActRdx/Rchg(34), StnoftheM-Acc/ActRdx/Rng(36), StnoftheM-Acc/Dmg(36), ExpMarks-Dmg/Int/Rng/Rech(39)
Level 26: Stunning Shot -- Stg-Acc/Rchg(A), Stg-EndRdx/Stun(29), Dvs-Acc/Dmg/Rchg(37), Dvs-Acc/Dmg/EndRdx/Rchg(31), Dvs-Hold%(37), Dvs-Dmg/Rchg(37)
Level 28: Vengeance -- LucoftheG-Def/Rchg+(A), RgnTss-Heal/EndRdx(39), RgnTss-EndRdx/Rchg(39)
Level 30: Negatron Slam -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg(42)
Level 32: Atom Smasher -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(43)
Level 35: Static Discharge -- PrfShf-EndMod(A), PrfShf-End%(36)
Level 38: Shocking Bolt -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(45), Dvs-Acc/Dmg/Rchg(45), Dvs-Acc/Dmg/EndRdx/Rchg(45), Dvs-Dmg/EndRdx(46)
Level 41: Positronic Fist -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(46), SprBlsWrt-Acc/Dmg/Rchg(46), SprBlsWrt-Acc/Dmg/EndRdx(48), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(48), SprBlsWrt-Rchg/Dmg%(48)
Level 44: EM Pulse -- Stg-Acc/Rchg(A), Stg-EndRdx/Stun(50)
Level 47: Super Speed -- BlsoftheZ-ResKB(A)
Level 49: Super Jump -- BlsoftheZ-ResKB(A)
Level 1: Brawl -- PndSlg-Stun%(A)
Level 1: Defiance
Level 1: Prestige Power Dash -- HO:Micro(A)
Level 1: Prestige Power Slide -- HO:Micro(A)
Level 1: Prestige Power Quick -- HO:Micro(A)
Level 1: Prestige Power Rush -- HO:Micro(A)
Level 1: Prestige Power Surge -- HO:Micro(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- IntRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(15), Mrc-Rcvry+(17), RgnTss-Regen+(19)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(19)
Level 1: Quick Form
------------

 

 

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

--------------------------------------------------------------------------------------------------------------------------------------------------------------------

The Great Archetype Concept Battle: Final Round

--------------------------------------------------------------------------------------------------------------------------------------------------------------------

Archetype Proposal Amalgamation

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On 4/7/2020 at 2:56 PM, Troo said:

We don't have to use them.

 

Perma _____ is not a requirement anywhere in the game. High recharge is nice, but it is also a choice and should have consequences. Really, that is what it comes down to: Choice

Uh,,,when it comes down to it, IOs are not required either. Nor are any enhancements. 

If someone posts about the rising costs of enhancements, do you chime in that enhancements aren't required? 

Perma____ IS a requirement if you want to play well. And if you don't want to play well, then why are you playing at all? For fun? What fun is not playing to the best you're capable of? 

I'm sure there are a number who think about the math and the time that has to be spent tweaking a build and say, "No thanks! If I wanted to do math, I'd just" .....or words to that effect. I get it. Making a min/max build isn't for everyone. But - it's already about choice, as you say, so why not make it a choice? 

I don't really want to see other LotG 7.5% equivalents come out, because then the ones I have will drop in value. But, I think them dropping in value would be good for most of the player base. Seems like a win-win to me. 

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