Hart

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  1. Hart

    Efficiency Tips?

    Quote:
    Originally Posted by Bionic_Flea View Post
    If you haven't already done it, I'd suggest getting the field crafter accolade as a first step for any craft and sell plans. It's an investment in time and infamy, but it more than pays for itself in the long run.
    Thanks for the response

    Unfortunately, I expect that getting the crafter accolade would take several hours at least. It's a comparatively large up-front investment of time, since I'm planning on spending maybe 2-3 hours each month playing.

    Unless there's a reasonable way to buy all the salvage in one trip, drag it to the university and buy/craft/delete all the necessary common IOs, this seems like a huge resource drain for no real reward.
  2. Quote:
    Originally Posted by Teh_Danny View Post
    Unfortunately the Gladiator's Fury Proc is just slottable once cause it´s unique. I thought about putting that one in Blazing Aura or Hot Feet.
    I'd go for Irradiate. With enough +recharge, you can have it up more often than the once/10s chance to fire you get on a toggle.
  3. IMO, go with the drones. There are more of them and they have more use for the +tohit because of their lower level.

    On the other hand, the only MM I'd go out of my way to get it for is a Necro/* and I'd slot it in the Grave Knights for massive Headsplitter crits.
  4. Given the OP's handle, I'd suggest Ipnnacle.
  5. Hart

    Efficiency Tips?

    Howdy!

    I'm at the point now where two big changes have happened.

    First, I've completely lost interest in actually playing CoX. Since the AE nerf, I can't get an invite to a decent team or form my own decent team quickly enough for the game to keep my attention. I farmed solo for a while, it sucked, I'm done.

    Second, I've just found out that my wife signed me up for 7 months instead of 1 month the last time we renewed. I have an open account for a game that I currently find terribly boring. I'm sure I'll be desperate enough to come back again later, so I'm still interested in using that 7 months to stockpile inf in case I need it in a year.

    My usual approach is to spend 10 minutes a day on the market, and then go play the game. Since I'm not really interested in playing the game (or rather, I'm intensely interested in playing the game and entirely disinterested in waiting for a team) I find that I'm not logging in often enough to get a real understanding of what the current high and low bids are.

    I've got a niche that's been making me 25m a day pretty reliably since a month ago, so I have some cash to throw around. I plan to continue playing that niche, but probably with much less regularity.

    Can anyone recommend a long term, high profit strategy that's only worth tending weekly? Ideally, I'm looking for something along the lines of a 'craft and sell' scheme for an IO that takes so long to sell that it's unreasonable for an active player to waste a slot on, but that makes a lot of money for that reason.

    I'm redside, if that helps any. Thanks in advance!
  6. You should give it to charity. Fionna Dire could really use one of those things.
  7. Quote:
    Originally Posted by shikraria View Post
    I am starting up a VG in virtue Shikratia's Shirkers. Just a VG where peeps can have fun playing and chatting. When I get enough peeps, I want daily TFs(if possible) and lost of mayhem mishes, competitions like prestige contests, costume contests, ect. I know its going to start off REAL slow, so I have a few questions for those who know better than me,

    1. How do I start up a base?
    2. How do I make portals?
    3. How would I edit?
    4. Anything else I need to know?

    REQUIREMENTS
    1. Play in SG mode at all times
    2. Be on at least once a week
    3. NO DRAMA


    BTW, any other tips?
    Sure, I've got dozens. Take them with a grain of salt; like anything else, they're a slice of another person's perspective.

    First, don't put your name in the VG title. Would you want someone else's name displayed next to your character's name? Neither would anyone else. Go for something that the type of player you're planning to recruit can identify with.

    For example, my VG is 'Or Die Trying' because it was intended to be a PVP VG (way before lolpvp) and the plan was to repeatedly challenge the most difficult opponents we could find until we had a 50/50 win/loss ratio. We didn't want to win all our matches, because that would mean the opponents weren't worth the time it took to play against them; we wanted to win, or die trying, as long as the match was good.

    Second, come up with a better reason for forming a VG. People can 'have fun playing and chatting' without a VG. What makes your VG different? During the CoV launch ODT was #2 for several months because we differentiated ourselves from the xpats by focusing on PVP. We ran missions in PVP zones, conducted PVP raids, and built our base from day 1 based on needing to defend items of power. When I rebooted the VG, I successfully recruited people by advertising it as a VG for people who want to complete ludicrously difficult tasks, like Relentless MoLRSF.

    Think about what your VG is going to add to the player's experience in the game and advertise that. Stay focused on one or two activities or ideas that you can talk intelligently about if asked. This helps keep recruiting messages short, and makes people ask you questions about the areas you don't cover in recruiting messages. That's an opening for you to have a conversation about their goals and how you can help them achieve them.

    Furthermore, requirements 1 and 3 are contradictory. SG mode requirements cause drama. Don't expect people to farm prestige for you; expect people to play with you and watch your dedication to farming prestige, and then maybe decide to help out. Some of the best players in all the guilds I've lead didn't contribute directly using in-game money, but indirectly by playing really well and drawing other people to them.

    If you're just now getting started, take all comers and kick the ones who cause problems.

    The best advice I can give is don't start a VG too soon. Go join someone else's large and established VG until you understand the ins and outs of how things work in CoX better and how to manage a group of people. The Xpats and repeat offenders are massive, so if you can learn how they do things and emulate it you've got a chance to eventually end up with a massive guild as well.
  8. Quote:
    Originally Posted by Ellis View Post
    So if CoH is stale for you, you need to really find good solid folks to play with, not just hop on and hope for a PuG.
    PuGs are where people learn to play with others. PuGs are how new players meet established players. PuGs are how good SGs recruit new members.

    In short, when too many insular groups strangle the PuG community by refusing to participate in PuGs or writing them off as what noobs do until they find a good SG, the game starts to die.
  9. I'd love to be able to turn off other people's power customization.

    For the people complaining that it's the same as making an ugly costume generic, remember that there's not a 'basic' costume that people have been used to for 5+ years. A player can play without customizing their powers, but they can't play without customizing their character's appearance. Even selecting one of the costumes from the dropdown and tweaking the colors is a form of customization.

    Costumes also aren't a functional part of the character in play. I have to see and understand the effects of other player's powers in order to react to them appropriately. Ugly Bob plays just as well with my Grant Invis on him as he does without, but if Ugly Bob's a Mind/Psi dom with all his powers colored sky blue, I'll have no idea what he's doing short of 'punching people with his brain'.
  10. Quote:
    Originally Posted by Telperion View Post
    The proc has a chance to activate per enemy. Rather, it has a chance to acivate per every to-hit check. Slotting it in fissure or tremor is a good idea.
    This.

    Also, grab Achilles' Hell: Chance for -Resistance for Earthquake. It's niiiiiice.
  11. Quote:
    Originally Posted by eryq2 View Post
    Just farm whenever youre able to, no need to mess with market cept to sell.
    "You live under a bridge and eat sheep."

    ~An inky mass of fetid hide
  12. I lead my own teams, so I check powers and badges when I recruit people.

    I'm impressed by Accolades, SF badges and accomplishments like Efficiency Expert. I don't put a lot of stock by vet badges. I'll notice if someone doesn't have the 6 month badge and adjust my expectations accordingly, and I'll outright kick someone who's playing an Energy/Storm corrupter with zero vet badges, but that's about as far as it goes.

    Why? I've been playing since Beta and only have a 15 month badge. I think I'm one of the better players that's still playing CoX with any regularity. All the really serious MMO nerds are off taking castles in Lineage2/Aion or raiding stuff that's really difficult in WoW/EQ. CoX doesn't have an endgame, so I find myself quitting, realizing that endgame commitments in a real MMO aren't compatible with a full time job and a life outside of the game, and coming back to CoX just about yearly.

    Vet badges are for time payed, not time played. You don't get them for spending a certain number of hours playing the game, you get them for buying a certain number of months worth of playtime. If there were badges for the amount of time the player had actually spent in the game/on the character, those would be a lot more meaningful to me. Someone who's played their 50 Rad/Kin for 20 hours is still tainted by the AE. Someone who's played the same char for 200 hours can probably keep a whole team SBd and FSd while blasting away full bore.
  13. Hart

    Enzyme Man?

    Quote:
    Originally Posted by Elysienne View Post
    How to escape tentacle monsters.
    Nah, Bible Black has that covered. Of course, you escape by becoming one, so YMMV.
  14. The PS proc also helps in situations where your recovery is debuffed. The proc can always go off, so even if you've been hit with Heat Exhaustion or thrown your T9 nuke you can still regain endurance.

    Then there's endurance now vs endurance later - endurance now is more valueable. If you have 20 end and the proc goes off, you can use a power with an end cost of 30 now. If you have 20 end and slotted a 50 IO, you regain 10 end from that slot over 50 seconds.

    In short, it's slightly better over time and can provide a short term boost that has a substantial enough impact to be noticeable. I notice that it occasionally gives me the boost I need to cast Transference on my /kin, so I use these on all my end-heavy characters.
  15. Just a bump here - can anyone point me in the direction of the person who soloed the 8 heros at the end of LRSF?

    I've got a 50 Mind/Psi dom, and I figure it I do this I can finally say I beat CoX.
  16. Quote:
    Originally Posted by Cardiff_Giant View Post
    Well, Military Cybernetics, + "Flipper" from the TV show + the theme song of said show - referenced in the post name...

    First thing I thought of was the Dolphin that had (Military Cybernetic implants courtesy of the Navy - he was a "retired sailor") from the movie "Johnny Mnemonic" - named Jones... it struck me as funny.
    Dude, you're giving me way too much credit for your frame of reference :P Good flick, though.

    Quote:
    Originally Posted by Laevateinn View Post
    This logic works in reverse, too. 5 minutes for a piece of rare salvage isn't much, but 1000x 5 minutes is a month's playtime gone. If you can make 200m in 3 days, which is the better deal?
    IMHO? Both. I cap out all but 2 of my market slots with 5m+ IOs. I then use extra tickets that would push me past the 10k cap to pump expensive salvage into the market. Sitting on 8 Def/Res recs doesn't do me as much good as sitting on 20m until the recs sell.
  17. Quote:
    Originally Posted by KithDPine View Post
    And someone will try to hit it.
    I'd make a catgirl just for you.
  18. That's the 'Combat' tab.

    I know nothing about logging - can't imagine why I'd want to log an MMO - but I thought this might help. Best of luck getting an answer
  19. Quote:
    Originally Posted by Local_Man View Post
    I still have the foes locked down with Stone Cages + Radiation Infection -- they can't move and they can't hit me or my team.
    That's a totally different situation. Yes, holding things together for a toggle debuff is a great use of stone cages. The same goes for burn patches or other similar mechanics.

    However, for a Stone/Therm, they don't provide any benefit beyond holding stuff still and they make the aforementioned stuff angry.

    Quote:
    Originally Posted by Local_Man View Post
    Stone Cages alone can be very effective control if you cast it and then hide behind something.
    Granted, but if 'I get agro from stone cages and die' is a problem, hiding after casting isn't what the OP is doing.

    Quote:
    Originally Posted by Local_Man View Post
    I mostly agree here. I use Earthquake + Quicksand all the time, but Earthquake doesn't recharge fast enough for it to be up every group.
    My highest Earth/ is a Dom, so YMMV - buy I've got Earthquake recharging within 30 seconds. I would venture to say that if you're taking each pack down in under 30 seconds, your problems are trivial. Wait a few seconds to defuse the alpha or steamroll 'em without control.

    Quote:
    Originally Posted by Local_Man View Post
    A poorly used, frequently spammed AoE Immobilize can be a problem for many teams. But properly used, the AoE Immob is your only control power that recharges so fast that it can be used over and over again, and it can be very effective. Of course, add some procs and it becomes very, very effective.
    I beg to differ. Earth has several effective AOE controls that aren't the immob. Between Earthquake, Quicksand, Volcanic Gasses and Stalagmites, an Earth controller can play quite well without relying upon the immobilize. Some combinations, such as Earth/Earth dominators or Earth/Storm controllers, are actually better off not using the immobilize because the knockdown from their secondary is negated by the immobilize from their primary and often of greater benefit.

    I wouldn't advise skipping the power, because it's a very useful tool that can frequently help a lot. I would advise a lot of discretion in using it. I think one of the best ways to develop that discretion is to deliberately play without it unless exceptional circumstances warrant using it.
  20. I.. -sorta- managed this. It requires hardware, though.

    What I did was set a key to fire off a macro. I assigned the macro to a command that fired of a powexec_name and loaded a bind that changed the macro. No big surprises there.

    Then I used a Nostromo n52 to automatically press the key every second. I used to actually have my hand sitting on this thing, but since I got a Logitech G13 I haven't used it much - I like the joystick on the G13 more for movement.

    MUCH more complicated than CTRL+Click, but it allows me to have Rage and Hasten both fire off appropriately on my SS/Fire and Domination and Hasten to play nice together on my Mind/Psi permadom.

    Alternatively, you could play a set that doesn't require @#$%@# $% @#$% clicky mez protection. I'd go with the latter if it were me.
  21. Quote:
    Originally Posted by shikraria View Post
    Well, Dragons of Ruin and Raiders of Ruin(sister VGs) are always looking for new recruits!
    Cavaet emptor.
  22. Quote:
    Originally Posted by Stardrive View Post
    she's an aggro monster from hell with those stone Immobolizes.
    Earth Control doesn't need the Immobilize to function. The damage is negligible, so you're really only using it to set up containment. A great way to avoid agro? Stop pushing that button.

    In a team Quicksand + Earthquake is usually enough control to keep the main pack you've focused on busy. Hang on to Stalagmites + Stone Cages in case you need to lock down a second pack. Drop Volcanic Gasses under them and the Stalagmites should give it time to hold most of the pack before the stun wears off.

    Bear in mind that VG works differently from Cinders/Glacier/etc. You drop the gas patch, and it holds 5 targets every couple seconds, so it can take a while to ramp up to holding a pack of baddies. However, it can also hold bosses by itself and apply holds to foes who walk into the gas patch after it's been cast, so it gives up the reliability of an instantaneous AOE hold for flexibility and duration.
  23. Quote:
    Originally Posted by Nethergoat View Post
    And they may as well officially merge the markets, because the minute GR goes live players will start working on the most efficient way to ferry goods back and forth.
    Isn't that what we're doing in this thread? I mean, not the mechanics, but conceptually anyway. Clearly there's a segment of the populace that will do this if allowed, but maybe that extra effort is going to be allowed. Heck, WoW has a neutral AH for RP reasons, and they're causing the expectations that most MMOs are trying to live up to.
  24. Mathematically, the turning point is 26 - any IO above lvl 26 is functionally similar to or better than an even level SO.

    I tend to use store-bought stuff until I hit 22, where SO prices over the life of the character are greater than an up-front investment for IOs. That's particularly true for slots that will remain generic IOs until 50 - end mods in stamina, recharge reduction in hasten, that sort of thing. The slight increase in power you get from going for 30-45 IOs is offset by the reduced number of levels you'll be playing through with them and the increased cost.
  25. IMHO, go with an Elec/Kin corrupter for this concept unless you're really determined to be blueside.

    The Defender end drain numbers aren't good enough to floor end or recovery in one shot. You'll be using at least two attacks, so you may as well do some real damage while you're at it. Focus something like FS -> Short Circuit -> Ball Lightning -> Transference -> Transfusion on a boss. Alternate FS with Siphon Power and repeat, fill with single target attacks as needed.

    The extra damage will help your sapper more than the slight difference in buff values. Taking down the minions and lieuts faster means your unreliable floating damage pet becomes more reliable by virtue of not having any bad targets to choose from.