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Recently, I've respec'ed my old sonic/sonic corruptor (the first /sonic on Virute, maybe among the first five made in the game) into IOs after having a build largely using SOs and SHOs.
It's made a noticeable improvement in the individual improvement of the character but little progress in her ability to help teams.
Sonic resonance provides a grab bag of helpful powers:
* Resistance shields which provide roughly 24% resistance to smash/lethal/fire/cold/energy/neg energy/toxic
* A single target -res power (Sonic Siphon) that provides -22.5 res which does not stack upon itself.
* Sonic cage - a cage power that traps your foe (which in my opinion, only has limited and situational uses)
* Disruption field - an ally cast toggle which provides your teammates with -22.5% resistance to all things within 15 feet. Useful for brutes, stalkers, some MM pets. Largely useless for corruptors, some dominators.
* Sonic repulsion - like recycled power from kinetics and force field, surrounding you with a repel field.
* Sonic dispersion - anti-mez and resistance toggle centered on the sonic user. Provides about 18% resistance to all but psi and protects against holds, stuns, immobilizes.
* Clarity - a fast activating clone of clear mind. Overlaps with sonic dispersion since it also protects against holds/stuns/immobilizes but also protects against fears, sleeps and confuses.
* Liquefy - a location based pet summon that provides knockback, -defense, -tohit, -recharge, holds and does damage. A fairly good power but on a long recharge.
While they look pretty good on paper, the reality of the powers work different in practice. Some of the issues I have with the set are as follows:
* Resistance shields by themselves aren't enough to provide enough mitigation. Sure, if your team stays close to you, you can provide them 24% (shields) + 18% (sonic dispersion). 42% resistance is nothing to sneeze at. However, in reality, team members will move in and out of your sonic bubble constantly, and in most cases won't get the full benefit of your powers. Yes, the shields do stack with patron shields but these are only available level 40+. Some brutes and stalkers benefit from the shielding more than others depending on the type of secondary they have.
* -Resistance powers are rather awkward to use. While sonic siphon is a good single target -res, it doesn't stack and only provides -res to a single target. Meanwhile, your other major source of -res is disruption field which requires a cooperative melee based teammate. Used together, they can generate -45%, which is excellent but the times when you can get that is rather situational. It requires a melee ally being within 15 feet of a foe in which you've hit with sonic siphon. Only one foe will have -45 resistance. This is pretty good against AV targets and when you have a brute on your team, but not so good in general play or if you're teamed with mostly corruptors and doms.
So proposed buffs:
1. Make sonic siphon a short ranged, small cone. 30' range, maybe 30 degree arc, have it be able to hit 10 targets. Increase endurance cost and recharge time to compensate.
2. Make disruption field have a lingering -res effect much like hurricane has a lingering -tohit effect. This way you're not dependent on a brute, but perhaps a cooperative corruptor who's willing to jump in and then jump back out of the fray.
3. Make sonic cage workable on teammates. Being able to cage them and save them from defeat, to me, would be more tactically useful than being able to cage opponents. Most teams actually dislike caging if they're steamrolling.
4. Provide psi resistance in the ally shields. I see no reason why this should be such a glaring hole in the coverage, since for all intents and purposes, the resistance shields are inferior to force field shields (which offer positional defense hence psi protection), similar to thermal shields whereas the thermal corruptor can also heal damage, comparable to cold domination shields whereas the cold domination corruptor can mitigate incoming damage substantially with debuffs. Only sonic resonance have little ability to mitigate incoming damage unless you count liquefy, a level 38 power that is on a 300 second recharge cycle.
Anyway, pick apart... -
I remember that guy. I've never PvP'ed against him, but I remember interacting with him on the PvP forums when I used to post there regularly. He certainly didn't come across as a college professor. I always thought he was a teenager based on how he posted.
LOL @ the article that implies TP droning as requiring some level of skill. -
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From my non-PvPer perspective, having a completely different set of rules for PvP makes me even less likely to try it out. I don't know if it makes it more casual friendly or not, but the very idea that my character will function completely differently in PvP is a point against it in my book. So if it was done to entice non-PvPers into PvP, my guess (having absolutely no data) is that it was a failure. Same with the PvP IOs, which appear (again with absolutely no data to back this up) to have done nothing but encourage PvP farming rather than actual PvP.
I can't believe I'm complaining about changes that don't even affect me, but yeah. Even as a complete outsider, it sounds like it's taken an already poor add on feature and made it worse. Hopefully I'm wrong, because I think the PvP community deserves better than they seem to have gotten in this game and in the recent changes.
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Agree 100%.
Spines in particular is nonsensical, since Barb Swipe becomes the premier power of the set under PvP rules. And for PvE, that power is garbage. -
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Nice one, you picked the lowest damage tanker secondary verses one of the highest aoe damage blasters.
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That was the POINT. I was talking in generalities and Fury was trying to get into specifics. So I got into ridiculous specifics.
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vs a tanker who has a .65 damage modifier I believe
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I believe that's true as well.... which is I think the same damage modifier that Defenders have.... so does that mean I was right earlier when I said they do "about the same damage"?
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That wasn't your point. Your point was some weak attempt at controller nerf herding and some rambling discourse saying that ATs are supposed to fulfill certain roles.
When I pointed out examples where I've seen a number of character break out of the roles you set, you back up your point by choosing one of the highest damaging blaster variants against one of the lowest damaging tanks saying that somehow that proves your point. Should I be as childish and ask whether or not your electric/dev blaster can outdamage my fire/ss tank?
I don't know how long you've been playing, but I've been playing long enough where I don't worry about "roles". All the characters I play and the ones my friends play do damage and can do support; many can do both equally well. When I build teams, I ask people to bring what they want and we'll make it work. This notion of support versus damage is nonsense in my opinion. Sure, there are characters that can be built to be pure support or pure damage, but most fall into areas in between and many can do both. -
I'd say melee defense would be more important, largely because you'll be there most of the time and the heavy hitters in terms of damage tend to be melee attacks. Range def is nice to have, but it's pretty easy to close the gap.
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Tankers? I'd say they do about as much damage as Defenders. Just up close.
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Do you know WHY they do more damage than Defenders? Because in general melee damage is higher than ranged damage.
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I don't know how to respond. You contradicted yourself. -
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I have a personal theory that this game only really has TWO roles:
Support and Damage
ALL ATs can do enough damage to solo.... at a snail's pace at least, but let's look at the ATs and where they fit into these two basic roles:
<ul type="square">[*]Scrappers - Damage, little to no Support.[*]Blasters - Damage, little to no Support.[*]Tankers - Support with minor Damage.[*]Defenders - Support with minor Damage.[/list]
Now this comes from just what I've seen these ATs do. Scrappers and Blasters are basically just "stuff killers". And Tankers and Defenders are basically "Support that can also kill stuff", but kill stuff slower than the "Damage" ATs.
That leaves Controllers. Now what did they USED to be? Well, their primary is Control, which is, Survey Says....
Support!
And their secondary is Defender Primaries, which are, Survey Says.....
Support!
So, while all the other ATs have one major role to fill with a minor one thrown in on the side, Controllers had TWO Support roles. The extremely minor damage that they did originally was thrown in there as a necessity so that the Controllers COULD play solo if they wanted to... so it was POSSIBLE.
Then what happened? Controllers got Double Damage.
Which means that now their primary did Support, in the form of stopping enemies from doing ANYTHING... PLUS "good" Damage, and their secondary also did Support, ALMOST as good as the Defender Primaries.
So, is it any wonder that Controllers are overpowered?
Tankers and Scrappers have a weakness - They have to be in melee.
Blasters and Defenders have a weakness - low hitpoints.
Controllers.... don't. Sure, they also have lower hitpoints, but guess what? Enemies don't matter when you can STOP THEM FROM DOING ANYTHING.
Controllers are just simply overpowered, and that's the truth.
/Rant over.
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Your theory is full of holes.
* Scrappers - I have a SR scrapper on which I've taken the presence pool. In a pinch, she can tank on teams which doesn't have a true tank. I've used my regen scrapper much in the same way in the past. My spines scrapper btw, is almost entirely ranged.
* Blaster - I have an ice/ice blaster and an AR/Dev that are both good at providing great damage mitigation with hard/soft controls. Slows, knockbacks, holds, stuns and area denial pets like caltrops and gun drone allows either of them to be a pocket controller. Also, blasters have the third most hitpoints after scrappers and tanks...this myth that blasters are a low hitpoint AT needs to die.
* Tanker - my Ice/SS is a major damage dealer and is spec'ed for such. She solos invincible setting mission easily and can solo any elite boss and some of the weaker AVs.
* Defender - You have Rad/Sonic and Storm/Sonic defenders posting videos and screenshots of soloing AVs and GMs. Not all defenders lack damage.
* Controller - My ice/emp won't impress anybody with her ability to do damage. Even with the fire app, damage isn't that impressive.
PK, you ought to go play more and stop spreading stereotypes of what ATs can and cannot do. CoX is interesting *because* ATs can transcend traditional MMO roles not be pigeon holed into them. -
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Tankers? I'd say they do about as much damage as Defenders. Just up close.
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Except that's not true. Just about any tank I can think of can outdamage a FF defender, most of them quite convincingly. Plus many tanks have damage in their primaries (blazing aura, icicles, burn, shield charge, etc.)
Defenders without -res (or a suitable self +dmg buff like kinetics) in their primaries do subpar damage. Fortunately (or unfortunately) only FF and empathy lack that capability. -
I'm trying to decide between two sonic/sonic corruptor builds will give me the best survivability.
Build #1 has 68% smashing/lethal resistance. and roughly 36% ranged defense.
Build #2 has 37% smashing/lethal defense, 35% smashing/lethal resistance and 32% ranged defense.
Right now, I'm in build #1 and I have to admit, having more smashing/lethal resistance than most brutes is rather nice. However, math wise I think build #2 going for smashing/lethal defense would probably be more effective, though I'd have to deal with spikes of damage. With build #1 right now, I can be surrounded by Freakshow and the damage just trickles in...no spikes. -
Earth/Emp Controller
Ice/Sonic Controller
Sonic/Psy Defender
AR/Sonic Corruptor
Dual Blade/Electric Stalker -
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While it's nice to hear from Horatio, his letter leaves me with a question. He admits that rather than wait until it was ready, they instead rushed out a flawed product to meet a timeline without informing the playerbase that what they were experiencing was still under development and repair, and he doesn't apologize for it.
How is this an appropriate customer service model?
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You must be new to the video game industry.
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Typical forumite snark. I think he has a point. The SF/TF *was* rushed. The MM power is bugged as admitted by Castle himself.
When did the video game industry get a pass for sloppy work? I like this game, but don't excuse sloppiness by implying such standards are acceptable fare. -
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From what I have been reading on the boards, it takes an insane amount of inf to make shield defense viable, however the extra damage output it helps with is a huge benefit. Would it be easier/cheaper to just take regen as a secondary? I am looking to roll either a Fire or DM scrapper (I am not fond of weapon draw times).
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Depends on what you consider insanely expensive.
This is my current fire/shield build. It's pretty moderate in price - probably in the 200-250M range. The Miracle was something I bought via surplus reward merits. I'll probably kit her out with purples, etc. eventually but the build is pretty much done.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Flame Fencer - Issue 14: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Scorch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(15)
Level 1: Deflection -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(9), S'fstPrt-ResDam/EndRdx(17), S'fstPrt-ResDam/Def+(39)
Level 2: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(31)
Level 4: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def(39), RedFtn-EndRdx(39)
Level 6: True Grit -- Heal-I(A), Heal-I(11), Heal-I(43)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(50)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
Level 12: Swift -- Run-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(50)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Fire Sword Circle -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(19), M'Strk-Acc/EndRdx(23), M'Strk-Acc/Dmg/EndRdx(23), M'Strk-Dmg/EndRdx/Rchg(37)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Against All Odds -- EndRdx-I(A)
Level 24: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(25), AdjTgt-ToHit/EndRdx/Rchg(25), AdjTgt-EndRdx/Rchg(40), AdjTgt-Rchg(40)
Level 26: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(29), T'Death-Dam%(34)
Level 28: Phalanx Fighting -- DefBuff-I(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-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: Boxing -- Acc-I(A)
Level 41: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Acc/Immob/Rchg(42), Enf'dOp-Acc/Immob(42), Enf'dOp-EndRdx/Immob(43), Enf'dOp-Immob/Rng(43)
Level 44: Shuriken -- 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: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48), RctvArm-EndRdx(50)
Level 49: Grant Cover -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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[u]Set Bonus Totals:[u]<ul type="square">[*]15% DamageBuff(Smashing)[*]15% DamageBuff(Lethal)[*]15% DamageBuff(Fire)[*]15% DamageBuff(Cold)[*]15% DamageBuff(Energy)[*]15% DamageBuff(Negative)[*]15% DamageBuff(Toxic)[*]15% DamageBuff(Psionic)[*]14.9% Defense(Smashing)[*]14.9% Defense(Lethal)[*]7.69% Defense(Fire)[*]7.69% Defense(Cold)[*]14.3% Defense(Energy)[*]14.3% Defense(Negative)[*]3% Defense(Psionic)[*]21.1% Defense(Melee)[*]19.9% Defense(Ranged)[*]12.4% Defense(AoE)[*]3% Enhancement(Immobilize)[*]23.8% Enhancement(RechargeTime)[*]32% Enhancement(Accuracy)[*]4% FlySpeed[*]75.3 HP (5.62%) HitPoints[*]4% JumpHeight[*]4% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 8.8%[*]MezResist(Immobilize) 14.3%[*]MezResist(Sleep) 1.65%[*]MezResist(Stun) 3.85%[*]3.5% (0.06 End/sec) Recovery[*]2.21% Resistance(Fire)[*]2.21% Resistance(Cold)[*]1.26% Resistance(Energy)[*]3.14% Resistance(Negative)[*]4% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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KiTTY has some nice loot in her enhancement tray!
Grats on doing the TF with an all corruptor team! -
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See title.
The reason I ask this is because I see AE mission teams mowing down groups of lvl 54 bosses with very little trouble. With the exception of EB's and AV's, these are the hardest mobs in the game and random PuG's can kill them in groups now.
With I9 and the invention system, the game has gotten easier than ever. What can be done to make it more challenging? Is the current linear mission system holding it back? Do missions need to be more dynamic in some way? Do mobs need to be harder to kill? More damaging? More CC?
What do you think needs to be done? Or do you think nothing should be done?
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AE bosses are not the measuring stick by which you measure challenge or difficulty in the game. AE farms purposely pick spawn that give a disproportionate reward for little risk. AE bosses are just bags of hitpoints; they're nothing special and require little thought and effort to mow them down.
That same group would die against groups of Vanguard Rangers, Malta, Knives of Artemis, etc. especially on maps where you don't have clear lines of sight with spawns set up like sitting ducks. -
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Just a side note, the Touch of Death Chance for Neg Energy Damage enhancement? I sold one recently for 18m. So if your cap is 100m, having that in there will cost 1/5 of your total budget, unless you can be really REALLY patient.
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That's the selling price of a crafted IO. The recipe costs a mere fraction of that, and only the salvage is somewhat expensive.
I bought 2 copies of this recipe for 105k and 1.2M respectively. The level 28 was more expensive than the level 36. Both filled overnight. Level is irrelevant for this IO enhancement, so it's easy to buy the cheapest one available whatever level it is (as long as you can slot it).
The recipe requires 2 pieces of rare salvage. 3 I bought with AE tickets, one I just bought off the market for 500k.
All told, I spent probably a little more than 2M to craft two of these IOs. And honestly, I'm not that patient. Anybody can do the same. The one you sold at 18M was sold to a player who a) didn't care b) was so rich, she didn't care c) was in a hurry d) ignorant of how cheap recipes are e) some of all of the above. -
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Is it possible to send any items or inf. from one toon to another on the same account on the same server? This is prolly totally off topic but the comment about buying items for one toon from another sparked my curiosity.
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1. Get a trusted friend to be an intermediary
2. Use the IO storage bin in the SG base that both characters have access to
3. For transfers of influence only, you can use the market, but there's a chance that it will be intercepted. It also charges you fees. -
Grats, Tark.
Didn't think it was you and then I saw your pictures and thought, whoa, I recognize some of those characters! -
BS/SR is really easy and cheap to soft cap. I capped a Kat/SR for cheap a couple of issues ago.
1 set of Mako's
1 set of Touch of Death
1 set of Gaussians in Build Up
3 sets of Multistrike
3 sets of Red Fortune
1 set of Thunderstrikes in Shuriken
1 Enfeebled Operation in Web Grenade
1 Steadfast Res/Def in Tough
That got me to the soft cap easily. No Zephyr's, no Obliterations back then, but the build was at most 15M, maybe 20M. -
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I realize that the primary role of a tanker is agro control/taking dmg. I'm in the process of rolling a tanker (Inv/FM) and am wondering on solo-ability if needed and wether a solo tanker can put out enough dmg to (fairly quickly) defeat Elite Bosses. As an example, would my tanker, properly outfitted be able to solo the Tina McIntyre and Maria Jenkins arcs?
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I've beaten every EB on the Maria Jenkins arc (set at level 3 dfficulty) with my Ice/SS tanker. It wasn't even remotely challenging. The only thing I had to worry about it to make sure I had one minion next to the EB so I can refuel a full bar of endurance with energy absorption.
I might be able to do some of the weaker AVs, but it would be tedious and would require inspiration use and some temp powers. However, EBs are no problem. -
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Account XXXXX is not allowed on this server. Reason: Access to this server is currently restricted for internal testing by NCSoft employees to verify today's publish. Your access will be restored to this server once our tests and checks are complete. Thank you for your patience.
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Ha! Now I know your account name, stupid! XXXXX pretty unimaginative though, come on.
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It appears that you and at least one other poster actually thinks this is my account name. At first I thought that this reply was a weak attempt at flaming. On further consideration, it seems that I overestimated you. Let me break it down for you. I x'ed out my account name. I wouldn't post my account details on a public forum.
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Let me replace your sarcasm/joke detector for you. *beep beep beep beep* there we go now it should be working!
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I thought that's what it was at first, now I'm not so sure. In any case, I don't appreciate being called stupid. Good day. -
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Account XXXXX is not allowed on this server. Reason: Access to this server is currently restricted for internal testing by NCSoft employees to verify today's publish. Your access will be restored to this server once our tests and checks are complete. Thank you for your patience.
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Ha! Now I know your account name, stupid! XXXXX pretty unimaginative though, come on.
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It appears that you and at least one other poster actually thinks this is my account name. At first I thought that this reply was a weak attempt at flaming. On further consideration, it seems that I overestimated you. Let me break it down for you. I x'ed out my account name. I wouldn't post my account details on a public forum. -
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Account XXXXX is not allowed on this server. Reason: Access to this server is currently restricted for internal testing by NCSoft employees to verify today's publish. Your access will be restored to this server once our tests and checks are complete. Thank you for your patience.
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Ha! Now I know your account name, stupid! XXXXX pretty unimaginative though, come on.
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Hopefully, you're being sarcastic. That's obviously not my account name. -
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Account XXXXX is not allowed on this server. Reason: Access to this server is currently restricted for internal testing by NCSoft employees to verify today's publish. Your access will be restored to this server once our tests and checks are complete. Thank you for your patience.
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And your experiences don't tally with mine at all. In the reasonably early days, if you were level 10 and broke, as there was no Ouroboros, you simply pimped the fortune teller. 50s who missed the fortune teller mission and wanted the atlas medallion had plenty of spare cash, nothing to spend it on, and no other way of getting the badge, so getting 1-10M for letting them on your fortune teller mission was easy, and funded your DO/SOs, particularly if more than one 50 wanted in.
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As been pointed out before, there's no difference between this and getting a transfer from a higher level character. Also, I've been playing before they implemented badges? What ever did you do back then?
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I think part of the reason people consider themselves broke is that they are trying builds that were not particularly fun before IOs. How many pre IO spines/darks did you see ? certainly the numbers exploded post I9. Some of these builds can be done fairly cheaply with IOs, but if you don't do TFs or farm tickets (I do TFs so is not an issue for me) one numinas or miracle unique can easily be more spare cash than you have when you hit 50 without doing anything extravagant on the way.
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You seem to have me mistaken for someone who's whining about being poor. I'm not. My characters have never been richer.
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The second part of feeling broke is that you can no longer do what you used to do with patience on the market. In I13, I created a toon on another server with an almost identical build to one I made in I9/10. The cost was certainly a factor of 4 higher and maybe more than that. Why ? well my best guess is that useful but not uber mid 30s recipes that you used to be able to leave a bid for 20K in for and would get in a week or so, are now being flipped more so you rarely see them for <200K (but there are lots of crafted enhs at 1M+).
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Disagree. But I'll leave you to your delusions.
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Unless I get lucky with drops, I tend to hit 50 with a build full of non top of the line set bonuses, a couple of merit purchased shinies and about 50M in cash. I craft/sell drops that are worth selling and have a reasonable handle on how to maximise cash from my drops without actively marketeering.
To me, what I am able to achieve is reasonably balanced, I haven't made the effort to farm/marketeer to get the ludicrous amounts of inf required to purple out a toon these days, but I still get something much more functional and fun than I did on SOs.
I cripple my own inf generation somewhat by preferring to level toons up than play my 36 (non PLd) 50s and also preferring to play in teams when I can thus minimising drops. I also refuse to farm.
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Disagree again. Most of my 50s finish with hundreds of millions banked without farming. -
Elect/EA = AVERAGE!
Electric Melee = good with AoE, bad with single targets = average
EA = soft capped with typed damage = good, pre-IO = bad = average
Plenty of other sets that are better. SS/WP with just SOs will get you better performance. With IOs, I can think of many more powerful combinations, including some that are cheaper to IO out.
I'm glad you like the combination but let's not call a Ford a Ferrari.