Kepaaaaaaaaaaaaa

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  1. Quote:
    Originally Posted by Socorro View Post
    While I've had more purple drops than I thought I'd have, by far most of them I've gotten from Went's. You see, the price inflation works both ways. I sell Salvage, Crafted IOs, and Purps I can't use for prices way higher that we used to get. So, even though the Purples I want are priced outrageously, I have *alot* more money to buy them with. Seems to about even out.
    Ya.

    I find that with purple prices so high, it's really quite easy to make huge profits off reselling them. I don't think I've ever had a purple recipe of value actually drop for me, but I've made thousands of millions off the surge in purple prices. I'm waiting until the prices drop enough to where this is slightly less lucrative to bother slotting any fresh purples.

    I also have to agree on Ragnarok: Chance for Knockdown being super fun. I wish it was a 33% chance like other purples rather than its dinky little 20% chance, though.

    My favorite purple other than that is definitely Armageddon: Chance for Fire Damage. Plop it in Spine Burst or Footstomp and pretend it's an extra crit. In some characters, I've slotted this as my only purple, no set bonus incentive required.

    Other than that purples are kind of a waste of money. They always were, really. Even when the most expensive one was 50 million. You could generally get way more from normal sets for the money, sets that gave things like positional defense bonuses that purples tend not to. The newer sets like Obliteration's extra shiny set bonuses combined with the rising price of purples illustrate this even more.


    Reasons to get purples:

    1. Selling/Reselling. Especially now, with the prices so big.
    2. Jewelry. Showing off your build, making your favorite character or characters the shiniest you can get it.
    3. The exemplaring bonus if you frequently run low level content. I made a blaster that I used to solo positron for merits, which I gave 26 purples to so it could have +50% global recharge and tons of global accuracy and recovery at a very low level.
    4. The procs, talked about above.
    5. Need to flush your inf down the toilet due to the 2 billion cap per character.

    All of the above are pretty good reasons.
  2. Kepaaaaaaaaaaaaa

    Ice/Ice Brutes?

    Ice/Ice was initially removed from Brutes in COV beta due to an early design decision.

    The main reason why we don't have Ice Brutes now: Hasn't been proliferated yet.

    Ice Armor would be pretty fun. Spines/Ice would be hilarious.
  3. Blaze mastery for scrappers? No waaaaaay.

    Also really interested by the patron/ancillary pool extra powers.
  4. Following the rules of the thread:

    SS/Shield Brute
    Fire/Kin Corruptor
    Fire or Sonic / Debuff Corruptor
    Debuffing Defender, Controller, or Mastermind x 5

    I get to be the SS/Shield brute in this scenario.


    Alternatively, not following the rules of the thread:

    SS/Shield Brute
    7 Corruptors selected at random

    I'm still the Brute here.


    In reality, what I run ideally:

    SS/Shield Brute (me)
    Elec/Shield Brute
    SS/Fire Brute
    Fire/Kin Corruptor
    Four others that have a good 50% chance of somehow not contributing at all, against all odds.


    Also, I never could get a Fire/Rad team up. Fire/Rad seems pretty good on paper, but in practical use it just annoyed me and the others I got to try it. I think it's the constant reanchoring of the toggles. I similarly have trouble with other force-multiplier schemes: If a character doesn't feel good on its own, I won't keep playing it no matter how great it is in a homogenous group. Example: my experiences with Crab Spider versus Night Widow.
  5. Quote:
    Originally Posted by _Deth_ View Post
    Um, not really sure what you mean by this, as your offensive options go up a lot when you don't have to worry about end. I have pretty much lost interest in my SS/SD because it burns end so fast, and slows me down a ton. It makes my DA tank(pre IOs) look end efficient by comparison. Granted, no pretty shield charge or AAO stacked with rage, but overall survivability is much higher with the right build in WP. Admittedly, ss/sd hits hard as hell when I do have end.

    Maybe a better way to put it would have been "flashy offensive toys". WP gives you more stamina and SR gives you more global hasten, which are both great and make your other attacks stronger. But neither set gives you an aura that makes orange numbers spew everywhere, or a massive AOE knockdown that makes orange numbers spew everywhere. As such, I could never hold interest in either past the mid 40's or so. Personal preference.

    Additionally, I never really have problems with endurance, especially not as a brute. Quick recovery is therefore not a great power for me. I'd rather have a combination that's endurance heavy that offers bonuses to make up for a heavy endurance use drawback. A drawback that can be circumvented with slotting and later IO bonuses doesn't seem like a drawback so much as a build challenge to squash.

    Rise to the Challenge is pretty enviable, though. So is the early, under appreciated value of High Pain Tolerance combined with Fast Healing. Whenever I want to test a new primary, I end up pairing it with /Willpower for that reason.



    Quote:
    The additional damage from AAO also makes it more desirable to a lot of people. I think you will see it kinda kick down some soon tho. With the changes coming to Ela, I see a new FoTM coming.

    Depends on how drastic the changes end up being. I'm still not even sure if the recharge/regen is going to be enhanceable on that new power. It would be really nice, as ELA always felt like the strongest secondary in drastic, rare situations. I eventually shelved my DM/ELA because I was very disappointed in its everyday performance. Sepiatone flashbacks of getting obliterated by Romans or Nemesis in 8 man groups unless I had the tier 9 up.

    But yeah, safe money is on people flocking to /ELA because it's going to be (sort of, technically) the new set.
  6. Quote:
    Originally Posted by camocanine View Post
    So I guess the question I really want to ask is: is SR really as inferior to SD as the numbers appear at face value? Do the higher base Debuff Resistances really balance it out adequately, or is there good reason why so many people are flocking to the boards to discus the latest trends in SS/SD while the SS/SR hype seems to have all but completely fizzled away?
    SR has higher SO-enhanced numbers than SD. This means that SD is a hell of a lot more expensive (inf and slotwise) to cap than SR. SR gets the scaling resistance thing, and it also gets the +20% hasten power that also increases runspeed and protects against slows strongly, which is quite nice.


    Why is SD so popular on the boards right now? Some guesses:

    1. It's NEWER.

    2. SD presents more of a build challenge than SR. This means that there's more cause to discuss it. In the beginning, SD looked disappointing because it was hard to build for. Now, the correct foundation to make a solid shielder is commonly known on this forum
    (Spoilers: Obliteration, Touch of Deathx2, Mako'sx1, Steadfast Unique, Gaussian's, Zephyrx2).

    3. It's NEWER.

    4. It presents interesting offensive bonuses.

    5. It's NEWER.

    I know I originally passed SD up because it seemed really weak SO'd. After figuring out how easy it was to stack defense using IO's on a blaster, I gave SD another chance. Now shields is probably my favorite secondary. I've also always thought that, while being really strong, Super Reflexes was boring. Then again, I also think Willpower is boring. It must be the lack of offensive options.


    Quote:
    Where can I find info on the variable resistance buffs provided by the SR passives?!
    You could try /SR guides. A quick search on Google brought up a cached post from the old forums that mentioned about 54%-60% resistance to all by the time you were nearly dead.
  7. Reverend: I found that for /shields, a quick and effective compromise is to just get your melee/ranged defense to about 33% or so. I believe I did this by getting a cheap touch of death set, a couple two piece zephyr sets (really cheap now if you don't get the knockdown one), and a gaussian's set. Even simpler would be just getting a steadfast protection and a gaussian's set. Once at 33%, the soft cap is a luck away.

    Popping a level 1 luck every minute or so isn't really that much of an inconvenience. A tray of lucks lasts 20 minutes if you just need one every minute. As you kill things, you can turn inspirations you get into more lucks and keep going for pretty much forever.

    As you rely on lucks to be very survivable, you can slowly build your character further using the inf and drops you get until you only need lucks for the rare massive debuffer. At that point, you can turn your inspirations into respites and the odd blue (presuming you also funnel money into building for +recovery). Or you can BE A MAN and turn all your inspirations into enrages.


    Edit: Also, you can pretty much neglect AOE defense, unless you're placing arbitrary restrictions on yourself. I like to get my AOE defense up to 35% or so, just so that it's in one luck/small buff/phalanx saturation territory to hit the cap. In an awful lot of the game's content, there just isn't a huge threat from AOE damage.
  8. Posting here to avoid making a new thread.

    I'm also interested in giving surplus influence to get infamy on Freedom.

    In addition, I'm wondering if anyone would be interested in straight across trading their villain enhancements for my hero enhancements. I have a warehouse full of the big ones collecting dust. Various uniques (Numina's, Miracle, Steadfast Def, LOTG recharges), an armageddon set, absolute amazement sets, so on. Global name: @Kepa
  9. [ QUOTE ]
    It suppose it takes a certain type of person to be drawn into the act of dressing in spandex and killing gangsters with a katana. The sad thing you can't do it in real life and have to get your kicks in a video game...then act all high and mighty like your something special and talk down to people. Way to go guys. Good job.

    [/ QUOTE ]

    Who says you can't do that in real life?
  10. [ QUOTE ]
    I understand that purps are rare, but are they more rare now than last year? If so, why? What makes them worth 200mil and not the 30mil that they were?

    I've never bought a purp and never will but still have 5 sets on my farmer. I give the ones i dont use away to friends or SG members.

    If the reason is AE, then the devs need to look at this because their "old" rare ratio drops are probably 75% less than that now due to AE farming. So, the numbers need to be increased to keep the ratio what they should be, imo.

    [/ QUOTE ]

    AE's a big part of it but not all of it. Prices shot up to double (or more) of what they were long before AE, at around the time of merits, actually. Though AE seems to have doubled it again.
  11. [ QUOTE ]
    The merit system was created specifically with those players in mind.

    [/ QUOTE ]

    That reminds me: being able to buy purples with merits would be nice. I can't figure out what I'm supposed to use them for at present so I just use them as coasters. Tickets seem a much better implementation of the merit idea, at least you can conveniently buy pool A recipes and specific salvage with those.
  12. [ QUOTE ]
    Get over yourself dude, I've learned these lessons already. I know how to make inf in game. MY OPINION IS THAT AT CURRENT MARKET PRICES PURPLE RECIPES ARE NOT WORTH THE INVESTMENT.

    [/ QUOTE ]

    My opinion is that purple recipes (the attack ones) weren't really worth the investment when they were only worth 50 million. They were always more for the LOOK HOW RICH I AM aspect. That's why I got my sets. I only regret that they don't add a little graphical effect to your character where dollar bills spill out of you depending on how many purple sets you have slotted.

    I play pretty sporadically. That is, I pay for a month or rarely two, mostly play the market and tinker around until I get bored of making fake money, then disappear for months. I came back recently and purples are 250 million????! Flashback to me buying multiple armageddon sets (except I forgot to buy accuracy/recharge somehow) for 50 million.

    My complaint about the new purple prices: To me, it's driving home the thought where the only point of having money in this game, past a certain low point for the big non-purples, is getting more money. Before if I was hitting the cap I'd just buy a couple of sets of purples for personal use, even though I still thought they were a waste of money at lower prices. I don't think I would buy an armageddon set (to use) at today's prices. It's the difference between lighting cigars with 100 dollar bills, or buying a solid gold toilet, then buying a bomb made out of diamonds to blow up that toilet. Without even enjoying the single use of that toilet. And then making a forum post about the whole experience.

    So anyway I guess my point is that the ability to buy golden toilets for your base at the cost of 100m influence would be cool.
  13. Woops threw my wallet right into the NCsoft parking lot.

    Woops.
  14. Congrats, guys.

    The Invention System was probably my favorite addition in COH history, too.
  15. The MA itself is great for me. With some tweaking to work with the system, it looks like I can use it to make any idea I have.

    The system built around the MA I'm not so happy with. I feel like things I make are seen for about a day, then never seen again from people in-game. I tend to get 40-60 ratings the first day I post anything, and then 1 every few days or so after the rating average gets to 4 stars. It's discouraging.

    Mostly I wish they'd consider an average of both number of stars you have and number of total ratings you have.

    Oh, and some sort of indicator on the map previews as to where the front/middle/back spots are roughly would be great, too. There are some maps that I just can't figure out where the "front" of the map is. The battle thing would also be nice.
  16. Kitty Hate Hat : Arc # 99831

    Story based, 3 missions, about 20-40 minutes gameplay or so. EB at the end, but you also get a massive zombie army in that final mission, so it balances out. It's about the cats you never see in Paragon City and the pet fashion industry.

    I got 40 ratings for it the day after publishing and lots of positive feedback. The ratings pushed it down to 4 stars, so it will never see the light of day in the mission browser again. If anyone else sees it, it will be from word of mouth or threads like this one.

    More information in my signature.
  17. I always hate running into a plant controller enemy as any character without slow resistance. Carrion creepers is an invisible, invincible pet with a slow aura.

    It's caused me to quit a few otherwise interesting MA arcs.
  18. I'd love to be able to search via tags.

    Really, I'm kind of disappointed by the search system in general. There's no way of finding decent arcs in-game. Except I guess dev choice. That's like 15 out of 100,000 mission arcs or so.
  19. Arc Name: Captain Dad vs The Atlas Park Costume Contest
    Arc ID: 20469
    Faction: Neutral - It's aimed mostly at Hero characters, but has some villainous appeal.
    Creator Global Name: (@)Kepa
    Difficulty Level: Big spawns and lots of bosses/LT's for groups, one EB, one AV. For solo characters, there's stealth options and allies that can help, but a handful of lucks may be necessary for a couple fights.
    Synopsis: Captain Dad reveals that costume contests are part of a Nemesis plot. To save the world, you'll have to destroy Atlas Park. And then re-destroy it.
    Estimated Time to Play: 20-30 minutes
    Link to More Details or Feedback: Feedback Thread
  20. Some potential problems with the solutions proposed by Statesman:

    As someone has mentioned, the -30% applies to base damage and resistance, while the group buff is more of an assault-like type buff that does not apply to base damage or resistance. Because of this, the penalty is stronger than the buff with three people, not equal.

    If the group buffs applied to base damage, there would be no problem.

    The proposed solution to decrease Kheldian hit points sounds bad for a variety of reasons:

    - This would hurt dwarf form unless it got some sort of defense bonus to compensate.

    - While the hit points would be decreased, no mention to a damage increase in mentioned. So we'd have less of a damage bonus per group member but the same damage penalty. This means that we'd have even less damage potential.

    - As someone mentioned, this solution does not really address endurance concerns.

    The psi resistance sounds pretty good, though.