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Posts
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I only ever craft stuff if the enhancement gets me more than 1mil profit over selling the recipe after salvage and crafting costs. If it's less than that I really cannot be bothered to go about collecting the salvage.
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I put everything that costs less than 1mil for sale at a modest price of 1 influence. Above 1mil it really depends how much above that arbitrary limit it is, but I usually put them at around 75% of the last 5. 95% of the time I end up getting around 100% of what the last 5 cost anyways, and this often guarantees the sale.
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I usually work one character to two billion at a time and then switch to another to continue marketeering. I of course redistribute the inf across characters when needed. All new alts get a starting fund of 100mil, so every character has at least 100mil
I added up all my funds and it seems I have about 12 billion in liquid assets. -
It shouldn't work with Frozen Armor and if it doesn't, it's WAI. Any Defense (or Healing) power that grants enhanceable +Resist is not boosted by PB.
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Both can be great. Iggy Kamikaze has done some funny things on his Kat/WP, and I know my Kat/Inv can also do quite a few silly thing.
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I'd drop it in the one that has longer base rech because it benefits more from Ragnarok's high Rech value. If they have the same base Recharge (don't have Mid's open), put it in the one you plan on using as soon as it's recharged.
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Quote:It's acceptable, but most think you should mention using insps.Really? I thought the general standard was no insps, no temps? Wouldn't insps give you a larger advantage than even a shivan, considering how easy it would be for a non def-based set to cap their defenses for 16 minutes, or at the bare minimum, 8 min (my Fire/Rad needs < 5min to take down a pylon, and that's not even closest to fastest). I guess for tanks/scrappers/brutes, temp powered debuffs would usually mean more than insp-based defense.
As for the topic (and je_saist's comment), I've soloed an AV on my SD/DM tank and I'm sure my Ice/SS could do it, too.
P.S. Waiting to see if je_saist is actually willing to back down and admit they're wrong like they claimed in a thread in Player Questions not so long ago. -
Managed to create a nice build that shouldn't cost much provided those who are going to use it have a modicum of patience. The build has less than ten IOs that cost more than a few million and many IOs in it cost less than 1 million if you can wait for a day or two.
The build manages good S/L Defense and decent E/NE as well as good regen. Endurance shouldn't be an issue because you cannot use the top-chains without outside buffs, and I cannot think of any +Rech buff that doesn't come with +Recovery. You should be able to run a good attack chain filling the gaps between GD and SD with GC and DA. They recharge fast and are good fillers in two ways: spamming GC helps with applying Achilles Heel and DA helps keep your Lethal/Melee Def high.
ETA: I put all IOs to level 30 to avoid crafting costs. Most of the IOs should be less expensive at this level (Reactive Armor, Smashing Haymaker, Doctored Wounds etc), but some might be more expensive. If you find the IO is less expensive at some other level, use that level instead (provided the level doesn't drop from 30 to, say, 15). I doubt you could do this build with the 200'ish mil I think should be enough if you buy crafted enhancements.
Hero Plan by Mids' Hero Designer 1,90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Gambler's Cut -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(36), S'ngH'mkr-Dmg/Rchg(37), S'ngH'mkr-Dmg/EndRdx/Rchg(37), F'dSmite-Acc/Dmg(37), Achilles-ResDeb%(39)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 2: Flashing Steel -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(11), C'ngBlow-Acc/Rchg(13), Sciroc-Acc/Dmg(13), Sciroc-Dmg/EndRdx(15), M'Strk-Dmg/EndRdx/Rchg(34)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(7)
Level 6: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 8: Divine Avalanche -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(40), S'ngH'mkr-Dmg/Rchg(40), S'ngH'mkr-Dmg/EndRdx/Rchg(40), Acc-I(42), DefBuff-I(43)
Level 10: Combat Jumping -- Ksmt-ToHit+(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 14: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(15), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-Rchg(48)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(19)
Level 18: The Lotus Drops -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(19), C'ngBlow-Acc/Rchg(21), Sciroc-Dmg/EndRdx(21), Sciroc-Acc/Dmg(31), M'Strk-Dmg/EndRdx/Rchg(31)
Level 20: Kick -- Empty(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam(23), RctvArm-EndRdx(27)
Level 24: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(25), S'dpty-Def/EndRdx(25), S'dpty-Def(27)
Level 26: Soaring Dragon -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(43), S'ngH'mkr-Dmg/Rchg(43), S'ngH'mkr-Dmg/EndRdx/Rchg(45), F'dSmite-Acc/Dmg(45), F'dSmite-Acc/EndRdx/Rchg(45)
Level 28: Invincibility -- GftotA-Def/EndRdx/Rchg(A), GftotA-Def/EndRdx(29), S'dpty-Def/EndRdx(29), S'dpty-Def(31)
Level 30: Resist Energies -- ResDam-I(A)
Level 32: Golden Dragonfly -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Dmg/EndRdx/Rchg(33), M'Strk-Acc/Dmg(33), M'Strk-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(34), Sciroc-Acc/Rchg(34)
Level 35: Tough Hide -- GftotA-Def(A), GftotA-Run+(36), DefBuff-I(36)
Level 38: Resist Elements -- ResDam-I(A)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Super Jump -- Jump-I(A)
Level 49: Calling the Wolf -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(50), Mocking-Acc/Rchg(50), Mocking-Taunt/Rng(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A), Heal-I(46), Heal-I(46)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3), P'Shift-End%(46)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1583;740;1480;HEX;| |78DAA553DB4E1351143D33D33AB4B4B405CAA5405B0A08943242D4444545114D882| |D34A2C607950C6584D1715ADB82F4CD0FF0AE894FDE62E23F189FFC202F3FA0755F| |4E8B4D1F9DC05A67D6ECB3F7D96BF7E4F69703423C5A144AD705C7AC5436D60B65B| |354B2CADE9CB96D17842E848836B48D9CE5589671D9AC9AAE996CAACBD61DCBAD58| |C68ABBB7EBB856D9DCB41DBB5A8BACB83B56D972AB466311C8178B8E91B5CC92ED6| |EFBE965BD64595B415A5EB2B777AAF021426F90CCAED832D3C5925D30968A5BB58D| |9C59A95AE5DA001CEB38FC3FC1F3D153F78A2CD08818CB118DAF32AD315D233AFC4| |D15A2472CE02E857609D1AFE097A7BA542091E250B0FF3E51A0C8B447D4F5906874| |97E834ECD23891A6C5299127C1344A7428457406E2BC9CDDE3CDF2971C51C72AD31| |A913F4FF41CC2753A4EDDAB735793DCD5247735C95D4DC788D271A23ED8E5935DF9| |7E939402A993EBAA9D336C410B3D8380A03C58F09D4A1DBE273AF281E923D327A24| |5080FC97E43DC6F98FB0D73BFDDDCEF4B888B483723EC6637BBD9CB6EF6B28D7136| |35CE6EAA3A0E871BE8A9C3233450A2B25E94EBF571BD3E2E141B63B7759E23C6F57| |B481AD099FE50EA984A6FAF206E509E6B908D4DB3B1693636C3C666F8E792B94174| |1E760D29340E6D88D30E739161CE1EE7ECE7206E440E6024435F5E8394900513559| |292DC6CB2C4F4807F4FFB4C35A225D895E2446AAA83728FF99878D467216042569A| |E04AEB9A105372D4533CDCE916FA0C739E917B66DED038FB218D210D37A628EA054| |8732C69733645CDDF65BAC7E4A86C40F3E2C11FCE2ADBA6E43DCD3B251452129EE6| |C5FBAFE74BA091C777C50F7815210FA05CC7D54D845BF87A1B5726AE36110AF85AF| |F1A689C3474020F7412E114C20242340CF0182375BC3B9D0801842042174208218C| |D0831043788B50F7C1668D7BAE7FC792D2716596ECFDF1AFC48EFF3C9054659CA4D| |916FA7510A02949BE292D34CBD39C6B1B40BA4D996F538EB52947DB9403E3FF0261| |0D1E4B| |-------------------------------------------------------------------|
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That's not much! With the current prices you can't even get a full set of level 40 Reactive Armor for that
I'll see what I can come up with. -
Probably a combination of Eradication/Scirocco, Eradication/Cleaving Blow or Obliteration (possibly a common EndRedux instead of Damage proc if going for Obliteration) in Dragonfly. In Gambler's Cut either Kinetic Combat with an Acc/Dam HO and Achilles proc or 5 pieces of Crushing Impact (all but Dam/Rech) and Achilles.
I'll be updating the guide for I19 and also provide a less expensive build next week latest because that's when my holidays start. -
I've been supposed to do a cheap build for Kat/Inv for ages now, but never got around to actually doing that. I could roll up one for you and then post it in my guide along with an I19 build.
How much influence are you thinking of using? -
Unless it has been changed, you only need to be in the last mission to get the badge.
I've used this to my advantage a few times before Posi TF revamp. I used to start the TF with my two accounts and a friend, then log one of my characters out and do the TF until last mish, then log the other character on and get badge on both of them. -
With 44.9% Def you'll be taking 5.1% of incoming damage instead of 5% when at 45% Def. The difference is 5.1%/5% = 1.02 which means you'll be taking 2% more damage at 44.9% Def. I can't really imagine you ever noticing the difference, so it isn't really worth the enhancement slot.
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Common practice is to first post a build yourself and then have people criticize and improve it.
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It's just a principle. If OP doesn't lift a finger towards making their build or show that they have done that, why should we?
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4x Reactive Armor for 1.25% S/L/E/NE Def.
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Take both, Aid Self and the soft cap. That's what I did on my Elec/SD.
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Quote:You never know about the tinfoil hat people (and their kin). Maybe they get a kick out of being the only ones to "know the truth".I doubt there's a sense of victory, since it's clear pretty much no one agrees with Bunny's argument, at least as best as any of us thinks we know what it was. But I do think there may be a certainty of the rightness of their thinking.
Quote:Correct or not, who wants something so impractical? Yeesh. -
To be honest, fixing AFK PvP IO farming would be stupid. I'd go on a limb and claim it produces at least half of the PvP IOs currently on the market, so getting rid of it would make the prices surge to even more ridiculous numbers. I don't think the devs really want to see most PvP IOs going consistently for two billion.
It wouldn't bother me personally that much because I steer clear from purples and PvP IOs in most of my builds, but I can see many people getting very angry if it were changed. -
i wnated stickey but devs no do it halp plz how i get sticked
Or it might be that Bunny realized both of the things going on in the thread are actually correct, just that the method Bunny is using isn't very practical or applicable to the game. This led to him/her going on with the thread and eventually bailing it because they couldn't win the argument. Alternatively they actually think they won, and if that's the case, LOL. -
The first thing I'd change is going for typed (Smash, Lethal, Energy, etc.) Def bonuses instead of positional (Melee, AoE, Ranged).
There are many places where you could spend much less influence for no real loss in efficiency, like swapping Shield Wall to LotG. -
1. Pick Slash
2. Slot in an Achilles Heel -Res proc
3. ???
4. Profit -
Quote:LOL! How did I miss this? Oh, that's right, I didn't read further than the few lines under "proof".
I think I might call it a day here. The fact that Arcanaville thinks +50% regen = +50% survival highlights to me what the first post is about. If you disagree, then so be it (but you're also wrong). When considering your options think in terms of actual changes in mitigation, not % increases to the various factors, else you will flat out get it wrong. Anyway, I won't be reading or responding any further, but do feel free to run amok if you want
I could call it a day here.The fact that you don't understand the difference between survivability and time to defeat highlights to me that this topic has no purpose at all. If you disagree, then so be it (but you're also wrong). When considering your options think in terms of actual changes in survivability, not player-decided DPS numbers that might not have any correlation with reality, else you will flat out get it wrong. Anyway, I will be reading this and responding to everything I think deserves a response, but do feel to come back if you want
sticky dis thred plz