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[COH] The City of Heroes Legacy Megathread - Part 2 [READ REDTEXT IN POST #1]

dreamfarer

Man of Two Worlds
RPGnet Member
Validated User
My Widow dinged at 50 last weekend, so I got the new Mids program and tried my hand at a build. Would anyone like to critique it? (Lets see if this silly thing works.)

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.2

Click this DataLink to open the build!

MaxinePain2: Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership


Villain Profile:
Level 1: Swipe
  • (A) Mako's Bite - Accuracy/Damage
  • (3) Mako's Bite - Damage/Endurance
  • (5) Mako's Bite - Damage/Recharge
  • (7) Mako's Bite - Accuracy/Endurance/Recharge
  • (9) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (33) Mako's Bite - Chance of Damage(Lethal)
Level 1: Combat Training: Defensive
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (50) Kismet - Accuracy +6%
  • (50) Defense Buff IO
Level 2: Strike
  • (A) Kinetic Combat - Accuracy/Damage
  • (3) Kinetic Combat - Damage/Endurance
  • (5) Kinetic Combat - Damage/Recharge
  • (9) Kinetic Combat - Damage/Endurance/Recharge
  • (11) Kinetic Combat - Knockdown Bonus
Level 4: Combat Training: Offensive
  • (A) Accuracy IO
Level 6: Tactical Training: Maneuvers
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (7) Endurance Reduction IO
  • (50) Defense Buff IO
Level 8: Super Jump
  • (A) Endurance Reduction IO
Level 10: Indomitable Will
  • (A) Aegis - Resistance/Endurance
  • (11) Steadfast Protection - Resistance/+Def 3%
  • (40) Aegis - Psionic/Status Resistance
  • (45) Aegis - Endurance/Recharge
  • (45) Aegis - Resistance/Endurance/Recharge
  • (46) Aegis - Resistance
Level 12: Spin
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (13) Scirocco's Dervish - Damage/Endurance
  • (13) Scirocco's Dervish - Damage/Recharge
  • (15) Scirocco's Dervish - Accuracy/Recharge
  • (15) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (31) Scirocco's Dervish - Chance of Damage(Lethal)
Level 14: Smoke Grenade
  • (A) Dark Watcher's Despair - To Hit Debuff
  • (39) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (40) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (40) Dark Watcher's Despair - Recharge/Endurance
  • (46) Dark Watcher's Despair - To Hit Debuff/Endurance
Level 16: Tactical Training: Assault
  • (A) Endurance Reduction IO
  • (43) Endurance Reduction IO
Level 18: Slash
  • (A) Kinetic Combat - Accuracy/Damage
  • (19) Kinetic Combat - Damage/Endurance
  • (21) Kinetic Combat - Damage/Recharge
  • (21) Kinetic Combat - Damage/Endurance/Recharge
  • (23) Kinetic Combat - Knockdown Bonus
Level 20: Tactical Training: Leadership
  • (A) Encouraged Accuracy - To Hit Buff/Recharge/Endurance
  • (43) Encouraged Accuracy - To Hit Buff/Recharge
Level 22: Foresight
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (23) Aegis - Resistance/Endurance
  • (27) Aegis - Resistance/Recharge
  • (31) Aegis - Endurance/Recharge
  • (37) Aegis - Resistance/Endurance/Recharge
  • (37) Aegis - Resistance
Level 24: Mind Link
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (25) Karma - Defense/Recharge
  • (25) Kismet - Defense/Recharge
  • (27) Serendipity - Defense/Recharge
Level 26: Mental Training
  • (A) Run Speed IO
Level 28: Hasten
  • (A) Recharge Reduction IO
  • (29) Recharge Reduction IO
  • (29) Recharge Reduction IO
Level 30: Lunge
  • (A) Mako's Bite - Accuracy/Damage
  • (33) Mako's Bite - Damage/Endurance
  • (33) Mako's Bite - Damage/Recharge
  • (34) Mako's Bite - Accuracy/Endurance/Recharge
  • (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (34) Mako's Bite - Chance of Damage(Lethal)
Level 32: Super Speed
  • (A) Endurance Reduction IO
Level 35: Mental Blast
  • (A) Thunderstrike - Accuracy/Damage
  • (36) Thunderstrike - Damage/Endurance
  • (36) Thunderstrike - Damage/Recharge
  • (36) Thunderstrike - Accuracy/Damage/Recharge
  • (37) Thunderstrike - Accuracy/Damage/Endurance
  • (45) Thunderstrike - Damage/Endurance/Recharge
Level 38: Maneuvers
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (39) Endurance Reduction IO
  • (39) Endurance Reduction IO
Level 41: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (48) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 44: Build Up
  • (A) Recharge Reduction IO
Level 47: Mask Presence
  • (A) Endurance Reduction IO
  • (48) Defense Buff IO
Level 49: Tactical Training: Vengeance
  • (A) Defense Buff IO
Level 1: Brawl
  • (A) Empty
Level 1: Prestige Power Dash
  • (A) Empty
Level 1: Prestige Power Slide
  • (A) Empty
Level 1: Prestige Power Quick
  • (A) Empty
Level 1: Prestige Power Rush
  • (A) Empty
Level 1: Prestige Power Surge
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 1: Conditioning
Level 2: Rest

  • (A) Empty
Level 4: Ninja Run
Level 2: Swift

  • (A) Empty
Level 2: Health
  • (A) Healing IO
  • (17) Healing IO
  • (31) Miracle - +Recovery
  • (46) Numina's Convalesence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Endurance Modification IO
  • (17) Endurance Modification IO
  • (19) Endurance Modification IO
  • (48) Performance Shifter - Chance for +End
------------
------------
------------
Set Bonus Totals:

  • 10.5% DamageBuff(Smashing)
  • 10.5% DamageBuff(Lethal)
  • 10.5% DamageBuff(Fire)
  • 10.5% DamageBuff(Cold)
  • 10.5% DamageBuff(Energy)
  • 10.5% DamageBuff(Negative)
  • 10.5% DamageBuff(Toxic)
  • 10.5% DamageBuff(Psionic)
  • 11.75% Defense(Smashing)
  • 11.75% Defense(Lethal)
  • 15.19% Defense(Fire)
  • 15.19% Defense(Cold)
  • 11.75% Defense(Energy)
  • 11.75% Defense(Negative)
  • 6.13% Defense(Psionic)
  • 9.25% Defense(Melee)
  • 16.75% Defense(Ranged)
  • 18% Defense(AoE)
  • 21% Enhancement(Accuracy)
  • 42.5% Enhancement(RechargeTime)
  • 43.5% SpeedFlying
  • 100.4 HP (9.37%) HitPoints
  • 43.5% JumpHeight
  • 43.5% SpeedJumping
  • MezResist(Confused) 36.25%
  • MezResist(Held) 36.25%
  • MezResist(Immobilized) 36.25%
  • MezResist(Sleep) 36.25%
  • MezResist(Stunned) 36.25%
  • MezResist(Terrorized) 36.25%
  • 7% (0.12 End/sec) Recovery
  • 10% (0.54 HP/sec) Regeneration
  • 13.5% Resistance(Smashing)
  • 13.5% Resistance(Lethal)
  • 3% Resistance(Fire)
  • 3% Resistance(Cold)
  • 2.25% Resistance(Energy)
  • 2.25% Resistance(Negative)
  • 3% Resistance(Toxic)
  • 8% Resistance(Psionic)
  • 43.5% SpeedRunning
------------
Set Bonuses:

Mako's Bite
(Swipe)
  • 1.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  • 16.06 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
  • 3.75% Resistance(Smashing,Lethal), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Luck of the Gambler
(Combat Training: Defensive)
  • 7.5% Enhancement(RechargeTime)
Kinetic Combat
(Strike)
  • 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  • 16.06 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
  • 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
Luck of the Gambler
(Tactical Training: Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Aegis
(Indomitable Will)
  • 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 3% Resistance(Smashing,Lethal), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • 5% Resistance(Psionic)
Steadfast Protection
(Indomitable Will)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Scirocco's Dervish
(Spin)
  • 10% (0.54 HP/sec) Regeneration
  • 2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  • 9% Enhancement(Accuracy)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • 3.13% Defense(Psionic)
Dark Watcher's Despair
(Smoke Grenade)
  • 16.06 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 5% Enhancement(RechargeTime)
  • 2% DamageBuff(All)
Kinetic Combat
(Slash)
  • 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  • 16.06 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
  • 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
Encouraged Accuracy
(Tactical Training: Leadership)
  • 5% Enhancement(Accuracy)
Luck of the Gambler
(Foresight)
  • 7.5% Enhancement(RechargeTime)
Aegis
(Foresight)
  • 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 3% Resistance(Smashing,Lethal), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5%
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Luck of the Gambler
(Mind Link)
  • 7.5% Enhancement(RechargeTime)
Mako's Bite
(Lunge)
  • 1.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  • 16.06 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
  • 3.75% Resistance(Smashing,Lethal), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Thunderstrike
(Mental Blast)
  • 2% (0.04 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 6% SpeedJumping, 6% JumpHeight, 6% SpeedFlying, 6% SpeedRunning
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Tactics)
  • 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
  • 20.08 HP (1.87%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Looks pretty nice overall. Being defense softcapped to all positions and everything except Psi (but with massive resist against Psi) is very nice. This is going to be one hard to kill Widow.

There's room for some further tweaking of course though - things like In the defense powers you have LotG + End Reduc + Common Def IO. You could at least swap the common Def IO out for the LotG: Defense IO to get the 2 piece set bonus. Throw in the LotG: Def/End IO and you'll be even better off.

A similar option exists with Stamina and slotting Perf Shifter: +End Mod.

With Super Speed I like to put the Celerity: +Stealth IO in there so that turning on Super Speed also makes you completely invisible if you're not already in combat.

Looking more broadly - as in if you wanted to explore deeper changes - the Arctic Breath and Bile Spray patron powers are amazing in terms of team value. The -Res from Arctic Breath helps a lot in hard target fights and Bile Spray being toxic damage in an AoE tends to melt things since very few critters have great resistance Toxic.

If you feel like spending truckloads of Inf, looking into the Purples and the ATIOs would be an interesting path, though you've got a lot of things you'd be looking for from them already.
 

Brightfires

Dances with a Death Mage
Validated User
Fun Screen of the Day: Protean isn't at all sure about this "Swirly Time" business that Ivory is up to.



"So, uhm, babe? … I have to ask... Why does your time thingie only come up to our knees? Are my feet going to age faster than the rest of me while this is running or what? I... I really sort-of feel like I need to know."

And an extra, just because it made me grin...
What passes for a "family portrait" when you're all in the hero business.



Three of the four members of the Stanton Family.
Kylie (Ivory) looks on while partner Travis (Protean) and their daughter Amin take on some rogue PPD officers.
(Missing is Amin's brother Robin, who belongs to the same player... Meaning no one ever sees both of the Stanton twins together. But, they're both Stalkers, so- XD)
 
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Gojira

in a rubber monster suit
RPGnet Member
Validated User
Looks pretty nice overall. Being defense softcapped to all positions and everything except Psi (but with massive resist against Psi) is very nice. This is going to be one hard to kill Widow.

There's room for some further tweaking of course though - things like In the defense powers you have LotG + End Reduc + Common Def IO. You could at least swap the common Def IO out for the LotG: Defense IO to get the 2 piece set bonus. Throw in the LotG: Def/End IO and you'll be even better off.

A similar option exists with Stamina and slotting Perf Shifter: +End Mod.
Thanks for the feedback! I'm not sure I want to go whole hog and go with a much more expensive build. Something simpler and more achievable works for me. The main thing I was worried about is recharge for Mind Link. I think it's permanent (or very close to it) but I can't tell for sure in Mids. A lot depends on exactly how permanent Hasten is. There's a 15 second gap before it's ready again and that might affect the powers more than I'm guessing.
 

dreamfarer

Man of Two Worlds
RPGnet Member
Validated User
Thanks for the feedback! I'm not sure I want to go whole hog and go with a much more expensive build. Something simpler and more achievable works for me. The main thing I was worried about is recharge for Mind Link. I think it's permanent (or very close to it) but I can't tell for sure in Mids. A lot depends on exactly how permanent Hasten is. There's a 15 second gap before it's ready again and that might affect the powers more than I'm guessing.
I think you should be ok there. Currently Mind Link looks to be well into "Perma" status so a short bit without Hasten shouldn't cripple it. Also Mind Link's not like Perma-Domination where you *have* to keep it going or the crash will reset it and force you to rebuild. If you get hit with a few seconds downtime those should be manageable with an insp or just being outside of the combat.

The one drag about being Hasten reliant is that you've got 2 clicks you'll want to fire the instant they come off cooldown and you can't shift+left click them both. (Also -Rech is going to suck since it's a double whammy on keeping Mind Link up).

Alpha slotting for +Recharge may help there, if it turns out that you need it much and even without Mind Link's defenses you've still got a fair bit of other Defense and enough damage to just end the fights like that.


Quick and Dirty Survival Calculations (Click to view and make copy)
I threw together a very rough "Survival" spreadsheet to see the impact that adding more Defense, Resistance, and Regen can have. If you copy it you can enter in the Max HP, Regen Rate, Typed and Positional Defenses, and Resistances to see how long the build can survive against vary levels of damage from various foes.

The numbers shown are rough estimations because Defense is inherently streaky, and there are factors I'm not even bothering to try to capture.
  • -Dmg in a Tanker aura? Just reduce the Damage per second value.
  • Triggered heals? Work out how long it'll take for the heal to bring you from 0 to full and then assume if the other defenses can keep you alive at least that long that you're potentially immortal.
  • Non-perma defense or resistance buffs? Uh, check both high and low values and guess you'll be somewhere in the middle?
Actual combat in CoH is very complex to model, but having a rough approximation of what powers will do for you can be handy in figuring out "do I need more of X and what will it do for me if I get it?"

There's a few builds on other tabs in the spreadsheet, which are mostly for reference. I wanted to see how my Energy Aura Sentinel will compare to my friend's Bio Armor Tanker once I've finished picking up all the sets I need. Unsurprisingly the Tanker is tougher in most things, but there are a few where the Sentinel's comparable or possibly even better.
 

dreamfarer

Man of Two Worlds
RPGnet Member
Validated User
So the Energy Blast / Energy Aura Sentinel I was comparing to my friend's tank has become something of a "deep project character" for me, in that I've been playing her to exclusion of my other alts, and have gone for the "let's get everything" mindset on her (which I tend to avoid since there's always more alts to play).

Pic of Captain Tesser's main costume - Justice top, Metal leggings and boots, with a Biker jacket
(probably easy to work out where her inspiration comes from)

Part of that was getting her up to 50 which wasn't too hard thanks to the plethora of "Level 50+4 PI Radio Team" calls she was able to respond to. Incarnating wasn't bad either - Energy Aura turned out to be burly enough that she was able to take down the Honoree without any special tricks and then face tank both Cpt Holtz and about a bajillion Rikti at once.

Feeling flush with those victories, I decided to give her a shot at soloing the Synapse Task Force (since getting the Task Force Commander badge helps with survivability).

Why solo? Mostly because Synapse is a long TF - usually 2 hours or more - and I only had an hour last night to play with. Also just to see how feasible it was.

Turns out the answer is "Very feasible".

The regular mission scale down if your solo so all of the "Defeat All Robots in Warehouse" mission have spawns of 1 minion + 1 Lt, or 3x minions (apart from the Boss spawns). That's typical mission stuff which every AT is meant to be able to handle. I'm not certain it's any quicker going solo than facing bigger spawns with a team, but it wasn't a lot slower either (though to be fair, that's with a damage dealing character, an Emp Defender would likely be a different story).

The only 2 elements of the Synapse TF which are unusual in terms of difficulty are:

1.) Babbage, but he's really just a Zone Event. Just announce he'll be spawning to let people who are free come by, and they'll help out + get their 6 merits for a few minutes work.

2.) The Clockwork King, who is still an Arch-Villain even when you're solo (typically AV's will downscale to being Elite Bosses for solo missions).

For anyone else who want to try this, don't fret. As a Level 20 Arch-Villain, the Clockwork King is substantially easier to deal with than the high level ones you run into later in the game.

Options I used:
- Vanguard HVAS:
Purchasable with Vanguard Merits (which you can start earning at level 35 after joining the Vanguard in the Rikti War Zone). If you do *1* Mothership Raid (which are run pretty frequently) you'll have plenty of Vanguard merits to buy an HVAS.
This guy was pretty much all I needed. His damage easily overcame the Clockwork King's regeneration and helped drive the AV to zero before the fight went more than a couple of minutes.

- Vanguard Psi-Shield
If you run a Mothership Raid, you might as well get this too. It doesn't offer enormous protection, but it does help, especially if it's layering on top of any existing protection.

- Base Buffs
SG Bases are free, as are the highest tier of the Buff stations so spend the 5 minutes if need be to set one up.
I went with an Increased Recovery, a Psi Resist, a Smashing Resist, and an Attack Rate buff. The buff values aren't huge but the salvage is so cheap there's no reason not to throw them on if you expect a tougher fight

Options I did not think of in time:
- Shivans
Obtained through a simple quest in Blood Bay. In theory you're risking PvP going there, but in practice the place is empty and for about 10-15 mins of work you can get 5 charges of one of the strongest summons in the game.

- Envenomed Knives
Available from the P2W Vendor, these come with -Regen and are good for AV. Sadly the P2W Vendor is not available once you're on a TF, so if you want these make sure to pick them up before you begin.

- Signature Summons
This is in the "I have Inf I need to dump and want to go for silly levels of overkill". Honestly they are totally not needed. The HVAS or a Shivan will do the job fine. If you're rich though, maybe grad one for the lulz? Also available from the P2W Vendor, so same lack of availability while on a TF as the Knives.

- Offensive/Defensive/Survival Amplication
Another set of buffs, but unlike the base buffs these are super expensive at high levels and again you can't buy them once you're on a TF.

(As a note: they are super cheap at level 1 so transfer some inf to new alts and buy 8 hours for some easier low leveling)
 
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Dulahan

Active member
Validated User
The envenomed knives are straight up a great idea to have no matter your AT and powerset... with the small exception of any powerset that already has massive -Regen of course. They also make Sylvia in Summer Blockbuster MUCH easier to defeat.
 

Gojira

in a rubber monster suit
RPGnet Member
Validated User
I found out some interesting things the other night, working on my 50 build:

Any IO Set Enhancement sold on the Homecoming market is converted to an enh of all levels. So sell a level 43 enh and it becomes a level 30 through 50 enh of the same type, all available for the same price. Want to change the level of your enh? Just sell on market and rebuy it.

Any IO Set Enhancement sold on the Homecoming market is also convert to an Attuned enh of the same type. No need to buy a Catalyst, just sell your enh on the market and rebuy it as the Attuned version. Also there's no reason to ever buy a regular IO Set enh, just always buy the Attuned version. All prices are the same (it's the same enh being sold after all).
 
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Rabbit Éclair

high in vital bunnytonium
RPGnet Member
Validated User
I found out some interesting things the other night, working on my 50 build:

Any IO Set Enhancement sold on the Homecoming market is convert to an enh of all levels. So sell a level 43 enh and it becomes a level 30 through 50 enh of the same type, all available for the same price. Want to change the level of your enh? Just sell on market and rebuy it.
Oh, huh. It was driving me crazy trying to figure out why the Last 5 Prices for all the set IOs were identical. Guess that was probably the cause.
 

NeoVid

Nerd Rage Never Fades
Validated User
I got to thinking about how I haven't had a Gladiator match in 8 years, so I went collecting a few rare Gladiator badges, and I'm hoping some people here will be interested in giving the mode a try.

Sadly the P2W Vendor is not available once you're on a TF, so if you want these make sure to pick them up before you begin.
Not true! The P2W vendor inside Pocket D is not locked during a TF, for some reason. Something I'm very glad my teammates told me when my XP boost ran out during Synapse.
 

Icon

Old enough to know better
Validated User
Took one of my brutes villain to get a bedside epic pool (Mu Mastery), but do not plan on staying red long. However there is an arc I'd be tempted to play if I could remember which one it is. It involves humiliating a hero repeatedly.
 
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