Eldorado

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  1. Eldorado

    New RWZ Challege

    Quote:
    Originally Posted by Santorican View Post
    I guess I'm going for more of a contrast of the RWZ challenge and pylon soloing, where as you see how long it takes you to defeat the pylon, see how long it takes you to be defeated.

    I guess you could call this the russian reversal scrapper rwz challenge
    In a "Een Soviet Russia, comrade, ze pylon pounds on YOU!" kinda way?

    Maybe a different name to differentiate, like "RWZ Pylon Plus Challenge?"
  2. Woohoo! Thank you, Synapse! And yes, thanks for not giving up on this -- I'm guessing it probably wasn't easy to track down, and for a while I know that I was wondering if it was all just a horrible streak of bad luck...until others started mentioning theirs...and posting about them...and then posting hard numbers! So it's great to know that there's a fix on the way soon!

    Quote:
    Originally Posted by Balorn View Post
    It's possible he can't tell us more now due to potential exploits (who knows what those could be; they might not be something obviously related). Once the patch hits live, though, he'd better fess up and tell us what the secret was.
    That's what I was thinking, too -- if there's a way (however goofy) that we've all somehow inadvertently lowered our drop rate, might there potentially be a possible something that people could conceivably do to theoretically increase theirs? (Yeah, four "maybe's" in the last half of that sentence. )

    Thanks again, Synapse -- you rock!
  3. Quote:
    Originally Posted by badchad View Post
    I have the same low drops on Task Force, Radio Missions, Farming the wall in Cim. ( I tried the wall after i16 a bunch of times, because it used to be a good source for getting purples)
    Me too, me too -- but every time I've recently tried "The Wall" I zoned to get there and then "pffffft - lotsa nothin'." I plan to try again and log off as soon as I get to Cimerora, wait a few minutes, and THEN log in and try it.
  4. Is there still anyone looking into the "did your toon zone to get to the mission" theory?

    Last night my friends and I all zoomed over to PI to run some radio missions and I got one, possibly two recipe drops over 5 or 6 missions -- +4/x8, 4 and 5 person team. (I saw the one recipe "drop" but when I looked in inventory at the end of the run, there were two. "Did I have that before we started? Umm. Don't know for sure.") During the missions, another player brought up that zoning and drops had been addressed in another thread somewhere. Just for fun, I logged off, logged back in a while later, and have done the same radio mission five times without clicking the glowie:

    "Get the Ultrascope!" Beating up Council with my DB/WP scrapper, in Warehouse_30_Layout_01_03

    Solo:
    220 defeats, 3 recipes
    219 defeats, 4 recipes
    (“Doh! Maybe I should count TOTAL drops, too!”)
    220 defeats, 30 drops, 4 recipes
    220 defeats, 21 drops, 3 recipes
    Dualboxing with another toon I'd logged off in PI:
    Player one: 220 defeats, 20 drops, 3 recipes
    Player two: 220 defeats, 7 drops, 2 recipes

    I know, I know. Five runs isn't statistically significant, so hopefully more later. And I'm counting "stuff" by using Word 2007's "replace" feature to count "defeated's", "received's", and "recipe's." I've saved my "data" from the System and Rewards channels if someone else wants to run them through Drop Stats for a more meaningful breakdown.

    Overall, though, that's more "stuff" than I've gotten in A LONG TIME soloing OR teaming, so seems like something's going on.

    I was in supergroup mode for both toons, logged off between missions to reset. "Main" account for soloing and "Player one" above has pretty much every add-on except Cyborg and Science Pack; second account has Cyborg and I think that's all.
  5. Quote:
    Originally Posted by Sarrate View Post
    Understood - sorry if my post was a bit harsher than I meant for it to be. It just hasn't been the first time I've seen people talking about positional WP builds, and they always mystified me.
    Heh - no worries! It's the forums, so I take everything with a grain of hyperbole. Besides, I'm now pretty convinced that my old way of thinking -- while it is mostly working for me -- isn't really the best way to do things anyhow!

    Quote:
    Originally Posted by Sarrate View Post
    Hmm, well I took 8 powers from WP (all but Resurgence), 8 powers from Fire Melee (all but BoF, the 6 attacks are 6 slotted and Taunt has 5), 2 for a travel power, 3 for Kick/Tough/Weave, and 3 for Swift/Health/Stamina. I'm guessing that I'm spending less slots in powers like QR (2 lvl50 generics) and Health/Stamina (1 lvl50 generic in each) compared to you.
    Heck, I've got FOUR slots in three of my worst attacks -- admittedly, I'm getting 93.6% damage and 45% each of acc, end redux, and recharge -- but I've got 6 slots tied up in QR/STA and 7 in Fast Healing/Healing. Maybe some people would think the QR/STA is overkill, but it's how I was able to slash nonstop at a pylon for 10 minutes and still have as much END as I started with... Speaking of pylons, I didn't actually expect to take one down, but I was/am amused that I could stand there swinging away for 10 minutes, take no real damage, and then go AFK to make dinner and still have my toon be standing there undamaged when I got back 10 minutes after that!

    I'll totally agree that Tough and Weave is probably more noticeable than +maxhp and +regen -- just adding Weave to my WP scrapper made it possible for me to jump up a couple levels on the new "difficulty sliders" fighting 8 times the number of mobs. I'm almost afraid to go see what my WP/DB tank can do with the new "mirror build" now!

    And speaking of those difficulty sliders:

    Quote:
    Originally Posted by Phoebe_Ponderas View Post
    What I want is the ability to solo a +8/+0 spawn.
    I've been thinking that the nomenclature should be "+0/x8" for this. It follows the order of things at the Hero Corps' Rep: “I want to change the level at which I fight" and THEN “I want to change the number of heroes to which I’m equivalent.” And we're fighting 8 TIMES as many villains*, not just the normal number plus eight. (*And yes, I realize that it doesn't actually work out to BE eight times as many villains, but that second slider is a multiplier, after all.) I must have said that a thousand times in other threads, too...say, didn't I mention that the forums are full of hyperbole?

    And good luck with the decision process on the three new AT's, Phoebe -- I've got no experience with any of those three but it looks like you've already looked at the pros and cons of each. My first reaction was "why not try all of them" but I've got way too many alts as it is!
  6. Quote:
    Originally Posted by Sarrate View Post
    Quote:
    Originally Posted by Eldorado View Post
    I'd been shooting for positional defenses as well, though the advice there seemed to be to aim for typed defenses, since that's what WP has to start with.
    I don't understand the fascination for positional defense for WP, it really has no synergy with the rest of the set.
    Well, in my case, let's not call it "fascination" -- in other linked thread I admitted that pretty much all my previous experience softcapping a toon was with positional defense. *shrug* It certainly doesn't make positional defense "right," it's just my excuse for lack of experience with "typed defense."

    And I certainly don't want anybody to think my lack of experience with the one equates to me promoting the other! Just a little quick playing with Mid's shows that I could make a LOT more headway with typed defenses...IF I weren't adamant about trying to cling to all eight DB attacks for exemplarability (if that's even a word?) I'm planning on testing typed defense out with my kat/WP and broadsword/WP scrappers on Mid's soon, since typed really looks like the best way to go!

    Quote:
    Originally Posted by Sarrate View Post
    Example:
    4 Kin Combat (lvl33s, all but proc), Mako's Bite Triple and Quad (lvl50) - 62% acc, 95% dmg, 79% end/rech
    Unfortunately for me and my dual blade build, and lack of extra slots, I wanted more accuracy and damage than 4 Kin Combat could give me, and my positional approach is working well enough for me -- so far. After my RWZ experience last night, I ATTEMPTED soloing a pylon for about 10 minutes, though I was pretty sure my DPS wasn't quite up to the task. It would blast at me with no discernible effect, I'd slash and stab like mad and sloooooooowly make a small dent in its hitpoints, and then I'd miss. Or else I'd miss twice in a row. And the pylon would regen and "LOL u n00b" at me, and we'd be right back to square one. Oh well -- things worked well enough versus the Rikti bosses, so I'm content with my goofy build.

    Quote:
    Originally Posted by Sarrate View Post
    Note: My experience is as a Tank, but I noticed a much bigger performance boost from adding defense to my build than +maxhp or +regen (not even noticeable).
    Out of curiosity, could the +maxhp or +regen not being noticeable on a tank be due to the fact that tanks already have more HP and thus more regen/sec? I seem to recall noticing the increases from IO's sets on my scrapper when I first slotted them, but that was a year ago or more.
  7. Quote:
    Originally Posted by Phoebe_Ponderas View Post
    Getting soft-cap to everything on a Spines/WP scrapper doesn't really seem plausible. Is it better to aim for hp/regen/recovery and slot for defenses where possible? I can generally get at least my melee defense up to about 35-40%, but that leaves range/aoe at about 15%. I tried to slot for typed defense instead of positional and the sets give such small bonuses to it, and so spread out, that it seemed easier to just aim for the positional defenses even though I start with 0% (not counting weave and combat jump) to all of them.

    If this helps at all, my current goal for the character is to be able to fight in missions set to +8/+0.
    Quote:
    Originally Posted by Whisky_Jack View Post
    I know slotting for positional defense is the way to go, build those defenses up from where Heightened Senses leaves off. I've even managed to softcap /WP, but the cost of all of the Kinetic Combats, not to mention the waste of mule slotting brawl and Kick with KC's seems rediculous. So whats a happy medium? Whats a good target to shoot for in regards to defense? How much regen and recharge could I still hope to squeze in?
    I asked this myself last week -- kinda -- in this post: http://boards.cityofheroes.com/showthread.php?t=191746

    I'd been shooting for positional defenses as well, though the advice there seemed to be to aim for typed defenses, since that's what WP has to start with.

    I'll agree with Phoebe_Ponderas: I really wasn't excited about the set bonuses I was getting from typed defense IO sets, and wound up staying with my positionals at right around 19-20% each. Whisky_Jack: I have been trying to squeeze in every last ounce of regen since I first started putting IO's in the toon. (Right now Mid's is showing my regen at 732%, recovery 238%, +20% global recharge and +20% global damage.)

    I've been running through +4/x8 Council missions with only a minimum of common sense and no inspirations to speak of IF I don't try to take on two overlapping mobs at once, so overall I'm pretty pleased. It's an all-around, solo- and team-friendly, exempable scrapper that's not aiming to solo pylons anytime soon (though I might try the RWZ scrapper challenge again, now that I've got defenses, too!)

    Edit: Just completed the RWZ scrapper challenge on my second try! One level 54 Rikti spawn with three level 54 bosses, miscellaneous others, no temp powers or inspirations. And no Strength of Will, either, which I don't even have on the toon!! I'm going to have to say that I'm pretty happy with this build!
  8. Eldorado

    IO Prices

    Quote:
    Originally Posted by Chaos Creator View Post
    Fixed my post.
    Thanks -- I just wanted to clarify that for others! I figured from your avatar and "market sig" that that's what you meant!

    Quote:
    Originally Posted by Eldorado View Post
    Words
    I think I just won teh interwebz or something -- you just summed up everything I've EVER said here!

    ...or likely will again. Hmmmmph. Well, my work here is done now, heroes! *soars off to cancel forum account*

  9. Eldorado

    IO Prices

    Quote:
    Originally Posted by Bandeeto View Post
    The supply for all redside servers is found in the BM, and for all blueside servers is found at WW. There is never a supply difference between the servers, only between red and blue.
    Quote:
    Originally Posted by Chaos Creator View Post
    Reading Fail.

    All servers share the market.

    All servers share the same supply.
    All servers share EACH market. All redside Black Markets are tied together; all blueside Wentworth's are tied together.

    I CANNOT place a bid redside and purchase something that was listed blueside. A LOT of people would like to see the markets merged; it has NOT happened yet.

    As for the "last five" and "current price" option, you can watch that and laugh at that regularly with common salvage.

    Buyer One buys three Kinetic Weapons for 5 INF each.
    Buyer Two decides to outbid in case Buyer One is crafting, and bids on one at 10 INF.
    Buyer Three sees the price climbing and bids 25 INF.
    Buyer Four has a twitchy numpad finger and bids 500 instead of 50.

    What's the current price?! 500? 5? The last five show the last five purchases (with occasionally some lag or duplication, it seems.)

    Buyer Five can bid 1 INF and "get it NAO" if those previous buyers have no more bids in at "their" prices! And I'm often the one bidding low, based on what *I* perceive the actual price to be, thus resetting the upward spiral in prices in under a minute.
  10. Eldorado

    IO Prices

    Quote:
    Originally Posted by phenom44 View Post
    I tried searching, but could not find a link regarding the high prices to purchase IO's now. I'm quite certain there is a thread, so if some could direct me so that I can read and understand the logic why this is being allowed?
    Outside of tyring to boost gameplay and profits for websites that charge for influence, I need to view an official response.

    thanks
    I'll focus on the portion that I bolded above: "the high prices to purchase IO's now." If you're referring to the increase in the price of certain set IO's leaping since Issue 14 came out, may I refer you to The Market section of the forums? Yes, it's a lot of reading, but the market here is similar to real world markets in that there are a LOT of forces at work. ["Why have grocery prices gone up, especially cereal?" "Diesel fuel prices for truckers and farmers, especially after Hurricane Katrina, as well as increased demand for corn for alternative fuel, to name two of many."] It's a lot of reading, but so is the last four years of The Wall Street Journal.

    MY abbreviated "tl;dr" version: Many price increases can be attributed to Architect Entertainment/Mission Architect and "boss farms." Less people playing "regular content" led to less "purples" being generated. At the same time, AE/MA led to many price DECREASES for recipes that could be rolled with tickets, as the supply for those increased dramatically, but nobody complains about those! Meanwhile, many people found that via AE/MA they could make a LOT more influence/infamy then before, and the nouveau riche flung their newfound wealth around buying high end stuff at "buy it NAO" pricing, leading to market inflation. Less "regular content" also led to less common and uncommon salvage being generated, leading to huge price spikes. Meanwhile, some AE/MA players were apparently converting tickets to rare salvage for a quick profit, leading to prices dropping dramatically. (Up to 500k for Chaos Theorems, and "only" a million or less for Pangean Soils?)

    And of course, with Issue 16's arrival, the pendulum is swinging back the other way. Common and uncommon salvage has dropped dramatically in price, rare salvage prices appear to be climbing, and supposedly NOBODY AT ALL is playing AE/MA missions. Players who paid attention to the market changes before made a lot of influence/infamy, as are players now. Everyone who sold things at the market's higher prices during the last few months stood to make more profit from the price changes; everyone who simply sells their stuff at stores didn't.

    Lastly but most importantly, MARKET PRICES ARE NOT A "BUG." As other people have said, other players are setting prices based on perceived supply and demand, not the developers, so if I were you, I wouldn't expect an "official response." Sorry!
  11. From a bug report I filed yesterday, so this actually happened two nights ago -- has anybody else seen this kind of odd behavior with mission difficulty setting?

    Last night, three of us were running radio missions in Peregrine Island -- my level 50 scrapper and two defenders, levels 30-42 or so. We'd proven last week that we could handle my level 50's +4 / x8 settings on radio missions IF we used a little common sense and some tactics. We were doing that last night and having a blast again!

    I'd just taken a new mission -- nobody had entered it yet -- when a friend asked to join, and then another friend. Thanks to the new SSK system, I"m not sure of their levels but hey -- that didn't matter, right? A couple minutes passed as they came to PI, then we walked in the door and the original three of us on the team were surprised to see nothing but level 50 villains inside the mission.

    "Well, this is weird."
    "Seriously. They're FIFTIETH?"
    "Well, turn [the difficulty] up after we do this one," said a new team member.
    "It IS turned up. Like, ALL the way."
    "Yeah, we were fighting 54's last mission!!"
    "Wow. And wouldn't five people on "Heroic" a couple of weeks ago have spawned at least 51's and stuff?"
    "You know how it is sometimes -- maybe the higher level ones are in the back part of the building?"

    No, it was full of level 50's throughout. Oh well -- we exited, I grabbed another radio mission, and hey! Level 54's again! Much fun was again had by all, including the reactions of those who weren't prepared for the shift in tactics facing 54th Carnies and who promptly faceplanted.

    I can't remember if we did one more mission full of 54's or two more, but then it happened AGAIN: We entered another new mission and "Huh? Level 50 villains again!?"

    For some reason, my CoX client locked up just a couple of spawns into that mission -- with a weirdly unresponsive keyboard for 30 seconds, THEN followed by "sound looping" -- and by the time I exited CoX and returned, they'd finished clearing the nothing-but-level 50's from the mission. Upon my return, they gave me the "leader's star" back, and we ran one more radio mission filled with level 54 villains before calling it a night.

    Same team leader thoughout (me) up until the crash, doing nothing but my level 50 "+4/x8" radio missions, and WILDLY varied results!! Here's hoping that this can be duplicated and fixed, soon....


    Operating System (Vista, XP, OS X version): XP but probably N/A -- we all saw/fought the same villains....
    User Client (Mac/PC/Linux): PC
    Server: Virtue
    Zone: PI
    Character name:
    Time: Sep 20, approximately 12:23 AM EDT
    Location:
    Archetype: Scrapper
    Critter Type: Council, Carnies
    Level: 50 AND 54 -- which is the problem!
    Power: N/A
    Badge: N/A
    Mission: Radio
    Mission Contact: N/A
    Mission ID #: N/A
    Bug Description:
    Link to Forum Discussions:
  12. Eldorado

    Solo scrapper

    Quote:
    Originally Posted by Nuclear_Winter View Post
    So of Regeneration and Willpower both solo fine?
    I started with a regen scrapper in Issue 1, and since I didn't level particularly FAST on purpose, I got to watch all the "old" nerfs hit regen. Though it all I thought it was STILL a very survivable and strong secondary, and that toon became my "main" for years.

    Fast forward to Issue 11 and Willpower -- I rolled up a Dual Blades/Willpower scrapper, who's been my new main toon ever since about level 20. That character can survive stuff the regen scrapper can't -- however, that's WITH a fully Invention Origin-ed out build! The regen scrapper still has "just" Single Origin Enhancements, and slotting him with IO's is one of my next projects.

    I think most people would agree that in general, Regen and WP are both strong, survivable secondaries -- WP is more "toggle up and forget," where Regen requires (and benefits from!) a more "hands on" approach. Depending on whether or not you intend to PvP, I do know that WP has gotten "nerfed" recently, and a lot of PvP'ers still love Super Reflexes as a secondary.

    Hope that helps -- your mileage may vary, of course -- and welcome back to CoX!
  13. Quote:
    Originally Posted by Laevateinn View Post
    Actually, my first thought is to ask why you are slotting sets that give primarily positional defense on a typed defense secondary.
    Well, I'M certainly glad that you asked! And the short answer is either "I'm a sleep-deprived idiot" or "so far, all of my experience with going back and respeccing and adding defense to builds has been with 'positional.'" Or maybe it's a combination thereof....

    I'd been pretty happy with "right around" 20% positional melee/ranged/AoE, but just a little playing with Mid's and Crushing Impacts just now got me to about 27% energy/negative, 30% fire/cold, and 31% smashing/lethal! (Psi stayed right about 20%, so I can't complain.) On the other hand, with my -current- slotting, the maxes-at-35th Crushing Impacts left me with less-than-desirable acc/damage/end/recharge numbers for my attacks, so I need to play with those slots a little more.... But it seems that this has DEFINITELY steered me in the right direction, so thank you!

    Quote:
    Originally Posted by Laevateinn View Post
    Assuming you use Blinding Feint > Attack Vitals combo a lot, the set with the higher recharge should go in Vengeful Strike since it has a higher recharge requirement (I don't have the exact numbers on hand, but someone will probably show up with them soon) in order to run the chain gapless. That said, Vengeful Strike is really a very poor attack due to the long animation, so if you mix up your attacks and running a gapless ST attack chain isn't all that important, I would put the set with higher recharge in Abalating Strike.
    Ablating Strike shows a 6 second (base) recharge and 1.03 sec "cast time"; Vengeful Slice is listed as 8 seconds (base) recharge and 2.43 sec animation time. On the other hand, I usually tend to alternate Attack Vitals and Sweep, so I'd been -thinking- I'd "put the set with higher recharge in Abalating Strike." That's what my Mid's file is saved as, but I was asking myself "is this a GOOD idea? I know - I'll ask the forum!"

    And right now I'm very glad I did -- thanks again!
  14. Quote:
    Originally Posted by Kai View Post
    Which, you know, kinda sucks when you have a couple characters who actually are just naturally resistant to Psi shenanigans because of strict discipline or sheer stubborness but everyone yells at you about trying to escape consequences....
    My main toon has a note about having "moderate to good psi defenses" since godmoding people seldom check other's powersets. And it was a lot shorter than:

    "For cryin' out loud!! WILLPOWER scrapper and martial artist -- 20.5% Psi defense, 35% Psi RESISTANCE, been a Hero of the City for a couple of years now and knows some tricks. Will probably notice attempted Player Character attacks/attempts and fight back with quasi-mystical Eastern mind tricks, grocery lists, nursery rhymes and song lyrics before "accidentally" and repeatedly "spilling" other people's drinks down your toon's godmoding pants! ...and if your toon were REALLY a psychic s/he'd have seen that coming! =p"

    (And yes, I usually used to wander the D with Indomitable Will turned on -- now with i16's "minimized effects" who'll know if I don't?)

    As for all my other toons, my main has shared most of the miscellaneous mental deflection tips and tricks with everybody in the supergroup, and random other people.

    "Try to THINK the alphabet BACKWARDS, really loud! It's even better if you don't KNOW it backwards!"

    "Uhhh. Z, Y, X, W, V, U, V, W....crap! What's before U? T!! U, T, S, R, P? Q? <bleep>! U, T, S, R Q P!"

    "Perfect!"

    It's kind of an IC hobby.
  15. Quote:
    Originally Posted by LordPig View Post
    5 crushing impacts (no dam/end) and an achille's heal proc
    Thanks, LordPig --that's definitely "outside the box" thinking on this one! You're obviously talking about putting those into Ablating Strike, since Vengeful Slice won't take debuff IO's?

    While that would get me 2.75% more accuracy and recharge than Mako's, as well as global acc and rech bonuses as well....

    Quote:
    Originally Posted by Eldorado View Post
    ...I'm in a quandary as I try to six-slot two powers for the IO set defense bonuses.
    ...I'm really counting on the 3.75% defense bonus (melee or ranged) I'd be getting from one of those two six-slotted sets!
  16. Wow -- this has been here since yesterday afternoon and there's NO replies/LOL's/opinions yet?

    I think I'll take this to mean that my original "six, half dozen" assessment was right. Maybe I should just flip a coin?
  17. Well, Willpower's kinda sorta like regen, right? *wink*

    As much as I love my DB/WP main, and the WP/DB tank variant, I recently made a kat/WP and BS/WP scrapper for certain situations, and was impressed with how much more survivable they are with melee/ranged/AoE defense on top of WP's regen and resists. (I'd originally tried to IO the DB/WP ones for as much regen as I could fit in, and any defenses were a happy accident, to be honest.)

    The new "single sword" scrappers were so much more survivable, in fact, that I just respec'ed the DB/WP to include more melee/ranged/AoE defense and saw enough of a significant improvement that I was able to change my difficulty settings several notches!

    Personally, I think it's easier to tweak "positional defenses" as opposed to S/L, but your mileage may vary.

    Now if I could just decide which of two IO sets to put in which of two powers, I'd be all set.... http://boards.cityofheroes.com/showthread.php?t=191746 (Shameless plug for thread with specifics about the question -- can't believe nobody's answered after several hours.)
  18. I've been staring at Mid's Hero Planner (old and NEW versions) for a couple of days now, as I respec my 50th DB/WP scrapper. Overall I'm pretty happy with the new build on paper, but I'm in a quandary as I try to six-slot two powers for the IO set defense bonuses. I've decided which SETS I want -- one Mako's Bite set, one Touch of Death set -- but not the "where":

    Ablating Strike -- level 50 Mako's Bite, or level 40 Touch of Death? I recall slotting this looong ago for extra recharge since it's used in three combos, so the extra recharge from Mako's wouldn't hurt -- ToD has a 43.43% recharge bonus versus Mako's 66.25%. (And like many here, I mostly spam Attack Vitals and Sweep, but every once in a while I'll use the other two, like when I exemp down or miss another combo.) Since it IS in three combos (and leads off Attack Vitals) the extra accuracy from Mako's WOULD be nice -- Mako's has a 66.25% bonus versus ToD's 43.43% in accuracy as well!

    Or maybe I should put the ToD here, since it's a lower base damage attack than Vengeful Slice, so when I miss it's missing with less damage?

    Vengeful Slice -- here's where the other of the two sets goes. It's the heavier hitter of the two attacks, so perhaps the slight extra damage from ToD's set bonus would pay off here. Until or unless I miss more often because the accuracy bonus is lower...when I was fighting level 52 and 53 mobs, accuracy wasn't that big a deal for me, but with 54's nowadays, and their accuracy debuffs? Hmmmm.... /e headdesk

    I'M thinking "six of one, half dozen of the other." Ideas, suggestions, or other obvious pro/con points that I missed would be welcome!
  19. [ QUOTE ]
    I believe (with no proof) that it did not match the design goal.

    DESIGN GOAL: "Abandoned" stuff gets deleted and clears up space on the market server. People learn about the 60-day limit, take measures to avoid it, unless they quit the game....

    If you're unhappy because a minor technicality cost you your LIFE SAVINGS TO DATE, then maybe the technicality needs looking at.

    [/ QUOTE ]

    And it appears that they looked at the technicality and changed it, effective April 7!

    On the other hand, I'm still seeing people complain on other forums and in-game about the 60-day rule despite this:

    Black Market / Wentworth's Consignment House

    * Characters (on active accounts) who have inventories, bids or items for sale in the Black Market or in Wentworth's Consignment House will no longer have to log into the game within 60 days to avoid item or influence/infamy expiration.

    * In-game Black Market and Wentworth employees will still give their friendly reminder, however if your account is "active", they won't take your "stuff".


    Link to Issue 14 Patch Notes

    Either people don't read patch notes, or this has become a "well-known CoX fact" like "Get Stamina at 20" and no amount of posts will fix it.
  20. Last night was 50th Council blueside and we only ran three radio missions, but as mentioned, there was a boss per spawn on a four man team.

    This morning has been 20th-21st Council and Family while running Stephanie Peeble's arc -- nothing like aggroing two groups at once and getting 8 angry villains and 2 angrier LT's after you at once!
  21. Am I imagining things, or did spawn sizes change in contact and radio missions with I15?

    Last night, three friends and I ran a few level 50 radio missions on Unyielding and seemed to get a boss in practically every spawn, which seems new. Just now I'm soloing a level 20 Unyielding contact mission with my newest scrapper, and each spawn appears to be four minions AND a lieutenant, which isn't quite what I'm used to either.

    Is this a new change? A bug? And if this has already been brought up somewhere else on these forums, I couldn't find it, but please point me in the right direction --thanks!
  22. Eldorado

    BS vs Katana

    [ QUOTE ]
    It seems to me that Super Reflexes has seven defense secondaries where people could put LotG +7.5's...and it has Quickness...toss in Hasten or a couple of purple sets and that's probably well into "extreme recharge" without even trying!

    Willpower's got two secondaries like that...I'm wondering how much work it'll be to get to "high," and if "extreme" is even feasible.

    [/ QUOTE ]

    [ QUOTE ]
    Seven LotG +7.5s is a waste of a LOT of Inf. Only 5 will work, the other 2 will be eaten by the Rule of Five.

    [/ QUOTE ]

    Excellent point -- and I knew that, too. What I meant to say (and failed miserably with) was that it SEEMS like it'd be a lot easier to fit up to five LotG's into an SR build than it would for WP -- unless I'm missing something else?
  23. Eldorado

    BS vs Katana

    [ QUOTE ]
    While the speed my Katana has lets me throw my T9 (Golden Dragonfly)and T8 (Soaring Dragon) back to back, over and over! So that actually IMO pushes my DPS a bit farther, then again thats my playstyle!

    [/ QUOTE ]

    It seems to me that Super Reflexes has seven defense secondaries where people could put LotG +7.5's...and it has Quickness...toss in Hasten or a couple of purple sets and that's probably well into "extreme recharge" without even trying!

    Willpower's got two secondaries like that...I'm wondering how much work it'll be to get to "high," and if "extreme" is even feasible.

    But as you said, your build's working for you and that's what counts!
  24. Eldorado

    BS vs Katana

    [ QUOTE ]
    [ QUOTE ]
    If I remember correctly, the DPS leader is dependant on recharge. On low levels of recharge, Katana is better, in very high amounts of recharge BS pulls ahead and in extreme amounts of recharge Katana pulls back ahead. (I don't remember the math, I know the first two are correct, I don't remember the third very well).

    [/ QUOTE ]
    If you're certain about the first two, I'm certain about the third, so that's where it stands.

    [/ QUOTE ]

    Out of curiosity, could anybody take a stab (or a hack or a slash ) at perhaps quantifying "high" versus "extreme" amounts of recharge? I'm currently waffling between the two primaries and WP as a secondary, and I'm not sure how much recharge I could cram into WP to achieve "extreme." Thanks!
  25. Grats on 3 purples in three days -- I was pretty tickled with 10 purple recipe drops in a new toon's first 32 days of play. (Yeah, 32. Couldn't get "10 in my first month." And that was just pure luck, playing a lot and doing all sorts of content.)

    [ QUOTE ]
    ...and since i'm starting to get really good drops, what are some strategies for the market to a novice player (only been playing for 6 months atm).

    [/ QUOTE ]

    1) Buy low, sell high. Seriously.

    2) There's quite a few market guides here, which more or less follow #1 but go into more detail.

    3) Be patient -- lots of INF is made and lost by the "gotta have it NOW!" mentality.