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Posts
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Joined
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Quote:You raise up a good point, and this may, in fact, be a big reason behind the complaints.
Timed auctions never feel like a store and more like Christmas day as you find "presents" when you log in. Players are never conditioned to expect immediate gratification and therefore aren't upset when it doesn't happen.
However, I still like our market, mostly because it lets me BUY STUFZ NAO when I want to. It's really nice to be able to do that when you're looking for cheap items, because from what I experienced in WoW (*shudder*), people quite often posted outrageous buyout prices, so that anyone who wanted STUFZ NAO had to pay large amounts of money to be able to do that.
Our market encourages people to not post stuff up too high, which makes it possible for people to use it as a store to some extent, and I think it works well for that. Common stuff? No problem, practically a store. Uncommon stuff? Still quite close to a store. Rare stuff? Not as easy anymore, might have to end up waiting unless you want to pay to skip the queue. Very rare stuff? Unless you really have money to throw around, it isn't a store anymore. -
Quote:I don't consider myself any good at economics. I never took any economics classes outside those obligatory and I've never interested myself with economic journalism.People with poor understanding of basic economics won't quit complaining about it and refuse to be educated.
Oh wait, do you happen to mean this by basic economics..?
-People (= YOU, in most cases) want it: it costs a lot, supply may be scarce.
-People (=YOU, in most cases) don't want it: doesn't cost much, supply usually high.
... Because if you do, I consider myself very knowledgeable about it.
Then there's the thing which I don't think even falls into economics, but rather common sense. If you can pick up stuff for some amount of inf, and sell it for twice that, why would you not do it!? Oh yeah, it takes all of ten seconds to check a popular IO set for possible pieces to do this with... -
Having two level 50 /SD characters I'm not sure at all of what the OP is talking about. If you're soft capped, you're taking like 7% of incoming damage (adjusted for acc mods and considering enemies aren't always +0), you also have decent S/L resists which account for most of the incoming damage, as well as a health boost to be able to take a beating. Yet you didn't propose a heal or +Regen for SR?
Heh. -
I hope they adjust the costs properly. I'd hate to see these being more time efficient than their regular merit counterparts, and also on the other hand I wouldn't like them to be less time-efficient.
I do like the specific recipe choice, but why couldn't they include a random roll as well?
Also I'd like to point out, that I feel this should only be used for purchasing Incarnate abilities. Just me thinking out loud... -
Quote:I think the playerbase in this game is broken if they actually think applying price caps on the market would solve anything. You do realize that whenever artificial price caps are implied from an outside source, people will just move onto selling and buying items outside the governed marketing area (i.e. using black market, not referring to redside AH) for whatever price they can snag desired items for.Yeah reality... right. You do realize this is a GAME correct? It has NO basis in reality and this includes the broken market.
Yep... this makes sense. oh wait...
It works like this in real life, where real people exchange items for currency they've spent real time to earn. I just don't see how it would work differently here where we also have real people using the same time as in real life to earn the currency to buy things.
P.S. On what basis is the market not based on reality? Do we have unreal people here or something? -
It's not even nearly as effective as a Tanker's taunt because it's single target. I'd consider it very low priority and none of my current level 50 Scrappers have it because of that.
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Cold/ is insanely great in teams. It's probably my favourite type of Defender. Ice is also good, especially because Ice Storm and Blizzard do the same damage as they do on Blasters, making Sleet + Ice Storm a very viable combination for AoE damage.
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It improves your recovery while Unstoppable is active from +100% to +136%. The unenhanceable figure is the -Recovery you get when Unstoppable crashes.
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There are quite a few things you should have a look at, but overall it's not that bad. I've seen much worse builds posted by new players.
-Attack slotting in general. Slash (Hack is loads better, by the way) and Head Splitter have no Accuracy, Endred or Recharge slotted in them, and none of the other attacks are at the 95% enhanced Damage. You won't be very efficient at dealing damage, because your most powerful attacks will often miss and cost you the endurance for zero benefit, while those attacks slotted for Acc, Rech and End won't do as much damage as they could. Basically using set IOs, you should be looking at 95% Damage and 50%+ Acc/End/Rech for each attack, discounting set bonuses.
-I'm not sure if you're aware of it, but the Gladiator's Armor +3% Defense isn't an IO readily available. It costs upwards of 2 billion influence and most of them nowadays are sold off the market.
-Endurance usage. You're using up nearly two thirds of your recovery just by running your toggles. With scarcely slotted attacks you'll be out of endurance in no time, and most players don't consider a lot of downtime fun.
Basically, if you were to use this build on a live server, you'd be using a lot of influence on a build that wouldn't be very good. Also I'm not sure why you're using minimum level IOs. Those aren't available much meaning they'll often cost you much more than high levels. This also affects your enhancement values, making you a lot less effective at lvl 50. For an exemp build, I'd forget set bonuses altogether because the stuff you'll be exemping for (TFs, Ouro badges) should most of the time have teammates supply you with buffs, help you by taking aggro or defeat the enemies faster.
The build you posted would require significant investment in it, so I'm not sure it would even be a good option for a new player. I don't happen to have a BS/SD build at hand, but I'd recommend you to steer away from orange sets as a rule of the thumb if you don't have too much influence at hand. -
Relatively difficult. It's not as easy to soft cap with 1 enemy as the other sets (EDIT: with starting defense) are. 10 enemies, though? In that case it's easier to soft cap than /SD. I'm just referring to the amount of starting Defense with "hard".
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It doesn't suck, but it certainly isn't the best contender due to it being relatively difficult to soft cap (not impossible, though) and it having no +Regen, +Dam, +Rech or a quickly recharging heal.
I think Invuln is great in the damage mitigation department, but it could be slightly better in either damage recovery or offense. I have no idea how I'd do this, though... Maybe slight +Regen in Dull Pain like Energize has? Or then plug unenhanceable +Regen into the passives, but that might make them too powerful.
Then again, I think Invuln is pretty much fine as it is, but who wouldn't love some more power? -
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I guess the problem is me, then. I'd really like to skip Power Sink due to it's long animation time... and to do that and not take Maneuvers, I guess I'll just have to make ~43% Def suffice. Should be good enough for most things solo, and especially in teams where any Defense buff would put me above the soft cap.
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I'm 99.99% sure it is bogus, not only because Castle just slightly buffed Invuln, but also because I haven't seen Castle post that on the forums.
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It should benefit from Def/Rech IOs, or the plain Rech from Adjusted Targeting. At least this is how it worked last time I had it.
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Here's mine. Better AoE due to Fireball and still totally sustainable.
Hero Plan by Mids' Hero Designer 1,707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(17)
Level 1: Deflection -- S'fstPrt-ResDam/Def+(A), LkGmblr-Rchg+(43), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43)
Level 2: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(3), Sciroc-Dmg/Rchg(3), Sciroc-Acc/Rchg(5), Sciroc-Acc/Dmg/EndRdx(5)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(42), HO:Enzym(42)
Level 6: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(39), Numna-Heal/EndRdx/Rchg(40), Numna-Heal(40), Numna-Regen/Rcvry+(42)
Level 8: Thunder Strike -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Acc/Rchg(9), Armgdn-Dmg/EndRdx(11), Armgdn-Dam%(13), FrcFbk-Rechg%(13)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
Level 12: Hurdle -- Jump-I(A)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(19)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(19), RgnTis-Regen+(37)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(29), P'Shift-EndMod/Acc(40), P'Shift-End%(50)
Level 22: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(25), GSFC-Build%(29)
Level 24: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Kick -- Empty(A)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-EndRdx/Rchg(31), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(31), Aegis-Psi/Status(34)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(46)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 1: Ninja Run -
Quote:Maybe he is playing it properly (rushing ahead of the tank and going totally bonkers with scrapperlock), but just without a properly set up character? :PIgnore this person. He's clearly not playing his scrapper properly.
Anyways, I recall you mentioning in a thread you had a S/L soft capped spines/elec. Could I persuade you to share some ideas? -
If you're going to use that much influence (LotG +Rech, purples, etc) you really should get to the soft cap for all positions. Especially if your primary objective is to boost survivability, soft capped defenses is THE thing to do, nothing else that's possible comes even close to the added survivability.
Here's a cheap build that is way more survivable than yours, thanks to soft cap, and also has more AoE and I think better single target damage.
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And here's something more expensive:
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I'd go on to say that both of the builds are very quickly done and they can still be optimized. -
The game is balanced all the way from mid twenties to 50 assuming you're fully slotted with SOs. This is to say that IOs aren't needed for any regular content. You'll need them, though, if you want to do something silly like solo AVs without insps or temp powers.
IOs, on the other hand, the way I perceive them, is mostly an "end-game puzzle" for high levels. I sometimes use very cheap IOs along the way to 50 to make my character slightly better than it would be with SOs or generic IOs, but the big ticket items I don't get earlier than late 40s. I'm not saying you couldn't start IOing earlier, but I just feel like the system was thought out for high levels. -
I think I'm getting closer... Managed to throw a set of Multi Strike into Lightning Field to make it cost less endurance, but I still have Maneuvers sticking around which I find annoying.
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I'm still at capped hit chance against +2s which is about the highest I'm usually up against, and even then I don't really enjoy playing at +2 solo because I just like chewing through large amounts of weaker enemies. If I'm in a team going up against +3s or +4s I'm expecting some form of tohit buff or def debuff. I do know what you mean, though...
The thing I mostly dislike about this build is the Endurance usage... I'd really like to be able to use Multi Strike in Lightning Field or be able to skip Maneuvers, but I just can't figure out how. :S -
Actually managed to get to the soft cap. This time with a mule I actually like: Confront. It should be nice in teaming environments for pulling troublesome bosses/EBs/AVs or things like Sappers whose End Drain won't do a squat against me. The slotting also provides it with a higher than standard range which should allow me to kite things I can't solo until cavalry arrives.
What do you think?
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SJ isn't a concern really, I have Ninja Run available and I'm using it on my main.
I am, however, concerned about the endurance consumption (on an /Elec?! :P), because ~1.7/sec consumption seems high compared to ~3.8 recovery, even with Energize and Conserve Power available.
Your build is also very nice, but I do kind of dislike pure set mules that don't lead to more interesting power choices; Boxing and Kick are forgiven, Tactics on the other hand would probably bug the heck out of me as I'd never use it unless Recovery/End buffs were reliably available.
I think Power Surge would be a better mule as I just might use it once a week. If it won't work, I guess I'll just have to settle with slightly-lower-than-soft-cap degree of Defense. :P -
Quote:I don't think it's silly at all. I have multiple scrappers with varying degrees of defense and soft cap and it seems to me that the more defense I have, the better. Plus, combining it with the good resistances from /Elec should be even better.Never slot a resistance based toon with defense! It's silly! It'll do fine without it, believe me. Most of my scrappers(if not all) all /elec now. None of them slotted for defense, all of them awesomesauce. Put enough hitpoints/regen into it, defense is inert. And PLUS if you need to slot for defense when you're playing with an ice/dark defender, slap him for me.
GL Kbai
It's not that I need to slot for defense while playing with the cold/dark. I made both of our builds so he has the ice shields which help me loads. It's for the fact that once we hit 50 we'll probably be playing the duo less and I still want my defense.