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Author Topic: Superteam Scratch pad  (Read 5211 times)
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Brak Zanagin
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« on: July 21, 2008, 02:10:45 PM »

Posting here so I can remember what I was thinking.  Also, comments appreciated.
TF 50 (1-50 over 1 2xXP weekend)

7 slots:
1 ice/dark tank
3 damage (1 spines, 1 ST bastard, 1 blaster)
2 controllers (fire/ kin?, x/rad)
1 defender (kin?)

Moar buffs?  Moar healz?  Moar debuffs?  Need to run numberz
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Duke of Avalon
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« Reply #1 on: July 22, 2008, 08:08:31 PM »

Just to put it down, though we already discussed a bit....

I'm feeling as the definites - 1 tank, 1 scrap, 1 blast.  Also feeling need for a 1/2-healer ('troller with heals, likely, so there's something for that person to do whether we NEEDZ MOAR HEALZORZ or not) and a third damage primary, whether blast or scrap.
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« Reply #2 on: July 28, 2008, 09:16:15 AM »

OK - looks like I am locked into support character.  I will publish the exact build - but I will be an Ill/Emp controller (Master Mysterious).  Control will be so-so (1 ST Confuse, 1 ST Hold, 1 PBAoE Hold, 1 Pet AoE Fear), with lots of pets, and lots of heals/buffs.
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Brak Zanagin
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« Reply #3 on: July 28, 2008, 08:36:50 PM »

Lee: dead mobs don't aggro
Lenore: dead mobs don't aggro
Mark: dead mobs don't aggro
Brian: control/heal
Shmoo: scrapper or debuff
Bill: Huh?
Christopher: Huh?
Player 8: Huh?

Needs: tank, +end, whatever Shmoo doesn't play
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« Reply #4 on: July 29, 2008, 07:20:41 AM »

Lee: dead mobs don't aggro
Lenore: dead mobs don't aggro
Mark: dead mobs don't aggro
Brian: control/heal
Shmoo: scrapper or debuff
Bill: Huh?
Christopher: Huh?
Player 8: Huh?

Needs: tank, +end, whatever Shmoo doesn't play

Is Player 8 Joc?
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« Reply #5 on: July 29, 2008, 09:00:45 AM »

Lee: dead mobs don't aggro
Lenore: dead mobs don't aggro
Mark: dead mobs don't aggro
Brian: control/heal
Shmoo: scrapper or debuff
Bill: Huh?
Christopher: Huh?
Player 8: Huh?

Needs: tank, +end, whatever Shmoo doesn't play

On the +end - my ill/emp will pickup Recovery Aura around lvl 26 or 28.  Recovery Aura is PBAoE, 100% End Buff, with a 90s duration and 500s recharge - so it won't always be up, even with Hasten and SB.  Still - better then nothing - and if timed right, could keep us running pretty fast.
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« Reply #6 on: July 29, 2008, 09:07:59 AM »

Hey - timing recommendation - once we are locked down in terms of powersets, we should actually make the characters in question before i13 and just leave them alone.  i13 will probably come with a respec - and, whereas that isn't going to matter for people that have had an account for a long time and have lots of built-in respecs (I have one - and I am willing to bet the old school vets have like 3-4) - some of the newer players could probably benefit from one - and anyways - why not?
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Brak Zanagin
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« Reply #7 on: July 29, 2008, 09:45:17 AM »

Is Player 8 Joc?

It can be, but she hasn't said, so I'm not going to presume.  I do want an 8th person though.  It makes it so we don't need a pad for a TF.
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« Reply #8 on: July 29, 2008, 09:49:49 AM »

On the +end - my ill/emp will pickup Recovery Aura around lvl 26 or 28.  Recovery Aura is PBAoE, 100% End Buff, with a 90s duration and 500s recharge - so it won't always be up, even with Hasten and SB.  Still - better then nothing - and if timed right, could keep us running pretty fast.

Exactly.  So ideally we need another source of +end.  Either AM or SB.  At early levels speed boost is better, despite the fact that AM comes earlier.
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Duke of Avalon
Lucy St. Jude
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« Reply #9 on: July 29, 2008, 04:29:47 PM »

UR heal0r in the hizzie
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Derrick Heyoka
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« Reply #10 on: July 29, 2008, 06:08:50 PM »

OK - looks like I am locked into support character.  I will publish the exact build - but I will be an Ill/Emp controller (Master Mysterious).  Control will be so-so (1 ST Confuse, 1 ST Hold, 1 PBAoE Hold, 1 Pet AoE Fear), with lots of pets, and lots of heals/buffs.

Lots of pets eh?  That's always "fun" in big groups.  >Wink
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« Reply #11 on: July 29, 2008, 07:56:03 PM »

Lee: dead mobs don't aggro
Lenore: dead mobs don't aggro
Mark: dead mobs don't aggro
Brian: control/heal
Shmoo: scrapper or debuff
Bill: something
Christopher: something
Jocelyn: emp/?

Needs: tank, +end, whatever Shmoo doesn't play
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« Reply #12 on: July 29, 2008, 08:01:33 PM »

Lots of pets eh?  That's always "fun" in big groups.  >Wink

Yeah, should be good.  We'll have two emps with us. Wink

Also figure out what you want to do.  With 3 aoe people, I don't know if we need a scrapper, but we can use one.
We would probably be better off with a defender, rad or cold.  Or possibly dark miasma.  But rad or cold would help us chew through AVs.
Colds would allow us to hold them through purple triangles.
A kin would buff and/or debuff, but it's more about the buffing with a kin.  The debuff doesn't really hit until 32 when you get Fulcrum Shift.
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« Reply #13 on: July 29, 2008, 09:24:57 PM »

Debuff sounds like fun.  Smiley
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« Reply #14 on: July 30, 2008, 01:41:40 PM »

Lee: dead mobs don't aggro
Lenore: dead mobs don't aggro
Mark: dead mobs don't aggro
Brian: ill/emp
Shmoo: debuff (ice or earth/sonic 'troller)
Bill: something
Christopher: something
Jocelyn: emp/?

Needs: tank, +end
Christopher and I will fight over the last two spots.  I'd like to tank if possible, but I'm not sure if he's down with playing a kin or whatever else we pick up.
« Last Edit: July 30, 2008, 02:59:58 PM by Brak Zanagin » Logged

Duke of Avalon
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« Reply #15 on: August 12, 2008, 12:23:34 PM »

Are we all going to go with the same origin (Magic/Tech/Nat/Mut/Whatever) and which one?  IIRC it affects the type of mobs and missions you pick up, so anything that gets us more Freakshow and less Tsoo would be sweet.
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« Reply #16 on: August 12, 2008, 02:51:35 PM »

I think that the origin doesn't matter too much these days.  We should probably all pick different ones so we can feed DOs and crap to each other until we hit the 22s.  I'm contemplating crafting some 15s as well to avoid the DO situation altogether.

As for the missions, these days if you talk to people enough you get a decent spread of contacts.  I'm going to try and angle for TFs because of the bonus or contacts that keep you in the same zone (like the Midnight Club gray haired guy).  We'll focus on things we need (Cimerora or whatever it's called) and the Croatoa arcs (to get Katie Hannon TF), and try and get some cool shit like Freakolympics.

My tenative plan is this:
1-5 Sewers
6-9 something
10 3-radios and the bank job for the travel power then something else
14 considering Positron, since we have travel powers
15-19 something
19-20 Synapse (maybe)
20-25 Sister Psyche, then missions until timer resets then TF again.
23-28 Moonfire, then missions until timer resets
25-30 Hess, then Croatoa missions until timer resets to unlock KH
30-35 KH
35-40 Woodsman
40-50 Praetorian AVs (as many times as needed) and possible LGTF and ITF (if level scales down for sub-50s)

The problems with this are the timers which govern how often you can receive a rare recipe reward on a TF.  I believe they last for four hours on the sub 50 TFs.  Personally I don't care if I don't get a reward every time I run a TF.  I would, however, select the SO for the end of some of those TFs to match up better with some of the recipe level sweet spots.

I would also highly recommend repeatedly running some TFs like KH.  You get 10-11 AVs in that 5 mission TF.  All of this is open to discussion and I would love to hear some feedback on the feelings of the players here.
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« Reply #17 on: August 12, 2008, 03:04:39 PM »

Oh, and respec Trials where necessary.  They run on different timers than the TF rewards.  That would mean 3 more recipes.  Or respec tokens.  And as long as we chew through things we can alternate between trials and TFs.

So the timers, as of last year were:
4 hours for TF recipe reward
4 hours for Trial Recipe reward
4 hours for Trial Respec reward
24 hours for STF SHO reward
24 hours for STF recipe reward

These timers start from the end of the TF, not from when the reward is claimed.  So if people are fine with a couple more respecs than usual, we could mix one or two of those in between various TFs.
« Last Edit: August 12, 2008, 03:44:34 PM by Brak Zanagin » Logged

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« Reply #18 on: August 12, 2008, 05:58:15 PM »

Depending on the decision about how important getting a recipe each time is, the freakspec gives xp from 34-43 and is an absolute killer for levelling.  It can be done in about an hour (maybe a bit more) and is good for at least one level each time, often two, even withough 2xp.  The skyspec isn't as good as I recall, and I haven't run the riktispec enough times in the right level range to know how that works.  Even if we decide against it now, it's a good option to have in the hole in case we feel like we're running behind.
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« Reply #19 on: August 12, 2008, 06:00:32 PM »

I'm good with running a kin.  Haven't done it before, but I have a pretty good idea of the job description, and can start one up between now and then to get a good feel for it.
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« Reply #20 on: August 12, 2008, 06:05:48 PM »

Origin isn't a big deal anymore.  Given the crafting that Bill and I are able to do on the cheap (oh, and I was thinking about starting a new toon just to farm low level salvage for crafting use), I'd even say we could start using them at 10, and definitely 15 at the latest.  I know we talked about setting up one enhancement bin per person ahead of time, filled with what each build will use.  I just think that would be a lot more efficient as early as possible than breaking to figure out what each person has that someone else will need, then going to a store to buy.

Discuss.
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« Reply #21 on: August 12, 2008, 06:24:03 PM »

The new Faultline, while not the most efficient in the world because of the size of the zone, is an option for the teens, at least for the duration of the arcs.  I presume we're going to run arcs simultaneously so everyone gets the arc bonus, and that's easy to do in Faultline, regardless of origin or whatever.  It's listed at 15-25, but iirc, we can get in earlier than that.  I'm not sure if everyone's gotten much chance to play in the new version of it, either, and I thought the story lines were pretty cool the first couple times through.  There ARE a couple stupid mission entrances, but I think at least Bill, Lee, and I are all pretty familiar with them, and can tp or team-tp everyone else if necessary.
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« Reply #22 on: August 13, 2008, 11:31:04 AM »

I forgot all about Faultine. I think that would be an excellent way to play until we hit the 20s.  I'm very leary of the 2 early TFs because they lack AVs and they make you go all over the fucking place to get to missions.  Faultline should solve that problem nicely and we can keep working through all of the contacts.
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« Reply #23 on: August 13, 2008, 02:58:14 PM »

My (new) tenative plan is this:
1-5 Sewers
6-9 missions (maybe get flight temp power for KHTF)
10 3-radios and the bank job for the travel power, then Hollows to Unlock Cavern of Transcendence trial (12-15).
*12 All members goto their bins and pick up level 15 IOs for all powers*
14 considering Positron, since we have travel powers, will be 3 hour TF even with speed boost. (dear god do i hate this one)
15-19 Faultline Story Arcs
19-20 Synapse TF (maybe, it will be a slow TF again)
20-25 Sister Psyche TF, then missions until timer resets then TF again.  If we can easily get the contact, do Freakalympics
*22 All members goto their bins and pick up level 25 IOs for all powers*
24 Sky Raider Respec trial (picking respec reward if timer isn't finished)
23-28 Moonfire TF, then missions until timer resets, missions in Striga to unlock Hess
25-30 Hess TF, then Croatoa missions until timer resets to unlock KH
30-35 Katie Hannon TF
34 Freakspec trial (picking respec reward if timer isn't finished)
35-40 Soul Of The Woodsman (Numina)
35-50 Imperious TF (ITF)
39-41 Prisoners of Eden (Eden Trial)
40-50 Praetorian AVs (as many times as needed) and possible LGTF and ITF (if level scales down for sub-50s)

49 If the team gets here and we're meshing well, we can try an STF.  It may be too difficult.  I can give more information on this once we determine what our builds look like.  I can perform level adjustments for fighting level 54 AVs as 49s.
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« Reply #24 on: August 13, 2008, 04:52:08 PM »

I know well the power of blasters, but just as a thought, do three blasters provide enough single target damage for the end of STF?  Granted, there'll be debuffing going on and all, and I feel like they would have the damage needed, but also feel the need to ask the question.
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« Reply #25 on: August 13, 2008, 06:26:20 PM »

I know well the power of blasters, but just as a thought, do three blasters provide enough single target damage for the end of STF?  Granted, there'll be debuffing going on and all, and I feel like they would have the damage needed, but also feel the need to ask the question.

What's a better choice for single target damage? Scrappers?
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« Reply #26 on: August 13, 2008, 10:40:28 PM »

Quote
What's a better choice for single target damage? Scrappers?


Yepper.  Again, I don't know that we're in dire need of one even for STF, but wanted to throw it out there just in case.  The end of STF is mostly us against 10 single targets, 6 of which fight back.  The only one that I REALLY wonder about is Recluse himself.  Every team that I can recall has had a scrap, so I don't know (or, if I'm wrong, recall) how well that last bit works without one.

Now I could be completely off my rocker and just forgetting 15 times that I did run STFs without scraps.  If one of the blaster is more blapper (like Mastelin (who is mostly blapper through sets), for instance), I wouldn't even think about whether or not we really need a scrap.  Just wanted to see what others thought.
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« Reply #27 on: August 14, 2008, 10:05:33 AM »

I don't think we'll need a scrapper specifically given the debuffs we'll have on LR.  All of the blasters should have some melee attacks, and fire (if they all choose it) has a fair bit of single targets.  Assuming the 3 blasters are fire/fire, we'll have decent damage coming from stone melee and Fulcrum shift/Siphon Damage to add.  Plus we'll have a 44% resistance debuff (before adjustments for AV resistance to debuffs) on the target from 2 powers.  That should allow the damage to soak in pretty well.  One of the keys will be kinetics.  The heal in Kinetics does a decent -regen to the target, so spamming that in concert with the resistance debuffs should enable us to beat anything.
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« Reply #28 on: August 14, 2008, 12:27:22 PM »

Hmm.  Sounds like the key might be in using Fire/Fire Blasters.
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« Reply #29 on: August 15, 2008, 06:20:00 AM »

Was thinking about this last night.  If we actually run any 50s, we should start saving enhancements rather than selling.  We should also think about farming for them at some point too, at least a little.  I know Bill has 400 mil on one toon and likely another 200-300 on the rest of his, and I have 100 on two separate, probably 400 altogether, but it disappears AWFULLY quickly once you start buying and crafting 40/45/50 damage enhancements, even with the badges.
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« Reply #30 on: September 05, 2008, 09:43:10 PM »

Just thinking out loud... I'd like to try my hand at ice/ice, if that wouldn't put the team at any disadvantage. I'm game for anything (even shifting to scrapper if you need one), but ice/ice blaster would be fun. Thoughts?
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« Reply #31 on: September 06, 2008, 06:42:18 AM »

I heart the ice secondary on my fire/ice blaster.  The immobilize, the hold, and the ice sword especially make it rock my small little world.  Between the hold and the chance to hold slotted in one of my attacks, I can hold bosses on my own, and can help lock down some of the bigger bads.  I defer to Bill on the builds, as I haven't paid too much attention to any but my own, but I think you'd like it Wink  And hey, if it doesn't work for 2xp, build one now!
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« Reply #32 on: September 14, 2008, 08:30:29 PM »

Whenever there's a chance to start publishing builds, I'll start crafting for them.  I should hit one billion total influence soon (my marker for starting to craft) and I'll take the opportunity to see if I can't pick up the workbench on a second toon.
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« Reply #33 on: September 25, 2008, 01:50:28 PM »

Posted some builds.  Still working on the ice/ice.  Need to get Shmoo to pick a controller primary.
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« Reply #34 on: September 26, 2008, 09:03:39 AM »

So there's some good interesting info in the interviews on the front page today.  Given the info on the levelling pact, it's worth asking the question.  Obviously it would rock the house if we could make a pact between up to eight people, but is it worth pairing up people?
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« Reply #35 on: December 04, 2008, 11:02:59 AM »

Doing some badging this morning I wondered about the patrol badge.  Did a small amount of research, and I'm not really clear on how it works.  Does it grant the day job badge for ALL toons who spend time logged off in a non-badge area, or is it just 50s and all lower levels have to actually earn 30 bars of patrol xp?

If it's time logged off for ALL toons, there's another good reason to make as many as we can now and sit them.  150%XP + 200%XP at the same time?
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« Reply #36 on: December 04, 2008, 11:23:18 AM »

http://wiki.cohtitan.com/wiki/Day_Jobs

Basically, you get "blue stuff" in addition to accruing time towards a day job.

It is basically up to 1 levels worth, as far as I can tell right now.
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« Reply #37 on: December 25, 2008, 08:58:07 AM »

Just a thought....one of the more rare Christmas Presents is this:

"You received the Gift of Experience. You will not accrue any XP Debt if you are defeated. This protection will last for 1 hour or until you are defeated."

We have 20-30 of them at the moment, and I'm running the loop making big cash (oh, and also, soils are back, buying at 1.3, selling at 2.0), so I can keep saving just them so we can use them for the weekend?
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« Reply #38 on: December 28, 2008, 09:40:52 AM »

That is a smashing idea!  Load up on those if you can.
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« Reply #39 on: December 29, 2008, 02:26:24 PM »

Hero Plan by Mids' Hero Designer 1.4006
http://www.cohplanner.com/

wiggles: Level 40 Science Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting

Hero Profile:
------------
Level 1:   Frozen Armor         Empty(A), Empty(3), Empty(3), Empty(5), Empty(5), Empty(7)
Level 1:   Frozen Fists         Empty(A), Empty(7), Empty(9), Empty(11)
Level 2:   Hoarfrost         Empty(A), Empty(13), Empty(13), Empty(17)
Level 4:   Ice Sword         Empty(A), Empty(23), Empty(27), Empty(27)
Level 6:   Chilling Embrace      Empty(A), Empty(11), Empty(23), Empty(25)
Level 8:   Combat Jumping         Empty(A), Empty(9)
Level 10:   Wet Ice            Empty(A), Empty(29)
Level 12:   Taunt            Empty(A), Empty(25)
Level 14:   Super Jump         Empty(A), Empty(15), Empty(15), Empty(17)
Level 16:   Swift            Empty(A)
Level 18:   Health            Empty(A), Empty(19), Empty(19)
Level 20:   Stamina            Empty(A), Empty(21), Empty(21)
Level 22:   Boxing            Empty(A)
Level 24:   Tough            Empty(A)
Level 26:   Weave            Empty(A)
Level 28:   Glacial Armor         Empty(A), Empty(29), Empty(31), Empty(31), Empty(31), Empty(33)
Level 30:   Energy Absorption      Empty(A)
Level 32:   Ice Patch         Empty(A)
Level 35:   Icicles            Empty(A), Empty(36), Empty(36), Empty(36), Empty(37), Empty(37)
Level 38:   Permafrost         Empty(A), Empty(39), Empty(39), Empty(39), Empty(40), Empty(40)
Level 41:   [Empty]   
Level 44:   [Empty]   
Level 47:   [Empty]   
Level 49:   [Empty]   
------------
Level 1:   Brawl            Empty(A)
Level 1:   Sprint            Empty(A)
Level 2:   Rest            Empty(A)
Level 1:   Gauntlet   



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|-------------------------------------------------------------------|
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« Reply #40 on: December 30, 2008, 09:58:50 AM »

All for the first build are done, the second build is missing like 5, and the next five that are up are all started.  I can't go any further right now because I've completely maxed out my salvage storage on Mastelin.  I haven't counted, but I'm going to guess that over 300 of the 340 pieces I have are mid-level that I'm holding for the rest of the second breaks on the next five builds.  I don't know how much of a chance I'll have tonight to craft, but if you get a chance to put the rest of the second break up today, I should be able to finish all seven builds tomorrow.

Also, finished off my last WW badge, and I'm up to 5214 on the 5th crafting badge.  I left off with the flashback arcs to start crafting yesterday, so after the WW badge I'm still only at 425 Wink
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« Reply #41 on: December 30, 2008, 02:49:28 PM »

Goddamn.  1032 IOs.  Still gotta do my tank's build-out.

Work from there, I need to figure out wtf to do with my icer.
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milk93rd
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« Reply #42 on: December 31, 2008, 09:44:41 AM »

yeah, that cleaned everything up pretty quick...

I'll be buying salvage for the most part now, so I won't be as quick with crafting everything else.  I'm going to avoid buy it nao as much as I can.
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« Reply #43 on: January 04, 2009, 10:42:03 PM »

Everything's crafted except for those two slows that I can't figure out.  I'm off for the next couple of days, so I'm going to go through and confirm all the amounts in the bins and start sorting them into order by breaks.  The reserve bin is in the icer's room.  the sets are a little out of order because I accidentally grabbed them while transferring.  I used up all the brainstorms, then (of course) went out and bought more after I was all done, so at 8981 and holding another 470.

What's next?
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« Reply #44 on: January 05, 2009, 11:21:25 AM »

Slows can also be snares.

I don't have my whiteboard memorized.  If you didn't get the jingle jet then you should consider getting the 30-day jump pack.  And parking your kin at the AP tram station (for the movement speed accolade).

Lee is going to do some graphic design work and make a map of the base.  I need to buy a switch on Amazon.

There is one thing that I'd like to do in-game, but the rest of the stuff is organizational stuff out of game.  Things like creating a level list (i.e. at level 15 i add slots to Fly and I add enhancements to powers X and Y).
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