Mephe

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  1. For a example of how good a stalker can be with the correct powers create or watch a 50 Electric/Nin stalker.

    I am pretty sure I am equal to any 50 Electric/* scrapper in terms of damage I can deliver to a team (both AOE and single target). And with soft-capped def to all, plus a heal and caltrops I am just as survivable as any IOed out scrapper. Heck I was out surviving a IOed out brute through -def debuffs because I can alpha via buildup and LR an then crit with ball lightning to wipe away most of the minions. I was able to solo +1/8 PPD and longbow spawns.

    What I am saying is that maybe its the loss of AOEs that has done the most harm to stalkers.

    Here are the guidelines I would use when moving power sets between scrappers and stalkers
    AS is traded for single target attack or utility power (needs to be fixed in most stalker sets)
    Hide is traded for a non defensive utility power (I think they have done a good job here)
    Placate for confront (100% done)
    Assassination crits + team bonus crits = scrapper crits
    hide has no end cost + AS massive damage bonus + hide's def + AS fear and to hit = scrappers higher hps and hp cap

    The last one is pretty much why stalkers exist. Without it a scrapper could take stealth and do the same thing.
  2. Mephe

    acid mortor

    2 l50 recharge IOS
    1 Achille's heel -res proc
    1 Lady Grey's neg damage proc
    1 Shield breaker lethal damage proc

    Last slot:
    1 Lady grey's defense debug/recharge IO
    or
    1 Apoc neg damage proc
    or
    1 devastation hold proc
  3. So even with 4 less power pool picks I fully expect to see the number of Pug VEATS that dont pick up the team toggles to be unchanged. Ya can't fix stupid.
  4. Quote:
    Originally Posted by plainguy View Post
    If your going to use IO's, then I would suggest Raterro thread. He has a great build listed. I would challenge someone to make it better. I took his build and dumb it down. I can solo +1 +8 without issues. +2 +8 pretty much in similar fashion only I cannot pull as many as I can with +1 +8. Raterro would start at +2 +8 and should be able to take on +4 +8. I have fought several GMs with the build with no issues as well.

    I'm working on a Positional Defense cap AR Dev Defender currently, then I am going to jump back on my Robot Traps and start building up to Raterro build.
    I have looked at Raterro's build. Its alot more expensive than mine but I dont think its any better. Of course both our builds powers are almost the same its just I use more IOs and he has more Hammios. Pretty sure if you played either build you could take on the same high end content.
  5. If you are looking for a bots/traps guide, check out mine in my sig. It includes a few IOed out builds that will be able to handle 0/x8 diff without a problem.
  6. Dont know what level you are but if you are below level 12, its good to get havoc punch ASAP if you want to solo. Chain fences is a waste prior to level 12 (and probably prior to the 41 epic rains), but havoc punch at 10 is the way to go.

    As far as your build.... Usually Doms are built for recharge first and then def a distant second.

    I think this build would play alot better than the one you posted:
    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    elecelec: Level 50 Technology Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Electricity Assault
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(5), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(34)
    Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(31), Thundr-Dmg/EndRdx/Rchg(34)
    Level 2: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 4: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Dmg/EndRdx/Rchg(17)
    Level 6: Jolting Chain -- T'pst-EndDrn%(A), Apoc-Dam%(46)
    Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(9), Efficacy-EndMod/Acc(40), Efficacy-Acc/Rchg(40), Efficacy-EndMod/EndRdx(43)
    Level 10: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/Rchg(34)
    Level 12: Static Field -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(13), CSndmn-Acc/EndRdx(13), CSndmn-Sleep/Rng(15), CSndmn-Acc/Sleep/Rchg(15)
    Level 14: Swift -- Run-I(A)
    Level 16: Build Up -- RechRdx-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Chain Fences -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(25), GravAnch-Immob/Rchg(25), GravAnch-Acc/Immob/Rchg(43), GravAnch-Acc/Rchg(43)
    Level 26: Synaptic Overload -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(27), Mlais-Acc/EndRdx(27), Mlais-Conf/Rng(31), Mlais-Acc/Conf/Rchg(31)
    Level 28: Static Discharge -- Posi-Dam%(A), Posi-Acc/Dmg(29), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(39)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
    Level 35: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-%Dam(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(46)
    Level 38: Voltaic Sentinel -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40)
    Level 41: Sleet -- ImpSwft-Dam%(A), TmpRdns-EndRdx/Rchg/Slow(42), P'ngTtl-EndRdx/Rchg/Slow(42), Dev'n-Hold%(42)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResDam/EndRdx(45), LkGmblr-Def(45), LkGmblr-Def/EndRdx(46)
    Level 47: Ice Storm -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50)
    Level 49: Hoarfrost -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(50), Numna-Heal/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 2: Ninja Run
  7. Quote:
    Originally Posted by Emberly View Post
    The great thing about villains and their players is that no matter what it's very easy My teams start at +1/x8 and I raise the diff until people start dying a bit. If we get a death per mission at +2/x8, that's good enough for me. If we are a bunch of MMs, brutes and corruptors and we jack it up to +4/x8, I bemoan the lack of higher difficulty and accept my sad lot in life. It seems that redside, death means you bit off a little more than you could chew and you learn from it. Blueside, death means someone wasn't following the tank and it's time to piss and moan about it

    One of the best things about villain teams is that players often tend to play as a soloist with some (unreliable) support from teammates. Keeps things interesting, speeds up XP gain, and maintains some social interaction. If a character dies often, s/he learns to stick close to someone else, and they quickly become a stronger fighting element. Compared to the all-too-common srs bsns blueside teams, it's a lot of fun. Nobody really wants to follow the tank
    You have think that the devs created this on purpose. Evil is every man for themselves, dont trust your teammates. Good is one for all, your team will save you, trust in others.

    Red side has always had a very Darwinism feel to it (both the story arcs and the team play). If you can survive here then you deserve the riches. Blue side feels more save the people because they can't save themselves.

    As a freemarket athiest liberterian I can see why I play almost 100% red side, and have since COV came out. The world should pray I never develop super powers!
  8. Making huge piles of INF is probably not your end goal is it? It is probably get all the expensive IOs that I would love to put into your builds right?

    Prior to i18 I would have said that huge piles of inf and all the good IOs are about the same, but with the new tip missions and A merits I think a major shift in the market is happening. Because you can earn 1 LOTG +rech every 2 days for each toon over level 25 for minimal work (20 tips + 2 morality missions) I expect all non PVP and Purple IOs to bottom out at around 30mil or less. (Any farming 50 can make 5-10 mil in 1 hour, so 22 missions would probably average out to 2 hours and add in 10 mil more for the wait time)

    Purples and PVP IOs on the other hand are more effiecient to farm for. Which require alot of time before one drops. Which means the good purples stay at the same price they have sold for in the past (100-300mil for the good ones and <30 mil for the less needed ones). PVPIOs are always going to be off the chart because of the super low drop rate, and low PVP attendance.

    So you have some choices:
    Step one: What do you want?
    If you want purples and or PVP ios... you have to have huge piles of inf.
    If you can get by with only cheap purples and lots of regular IOs you can get A merits at -1/1 instead of needing huge piles of inf. Run 5 tips on each toon every day, given enough time you will have more LOTG +rech than you know what to do with.

    Step 2 If you want the money you can...
    Market/Farm/Craft hybrid (best of all worlds)
    Run AE missions for tickets and bronze roll. Craft the good stuff, delete or vendor the junk. Probably not gonna get impacted by the new A merits.
    Market Arbitrage only:
    High risk , low playing effort. With all the changes you probably dont want to do this.
    Farm only:
    Get a good farm mission map, run it at -1/8 as fast as possible to kill the 6000 mobs or what ever the average is to drop a purple in the shortest amount of time. Be sure to clear 10mil or so per hour in inf alone.
    Craft only:
    Buy up yellow IOs for cheap and craft them for profit.

    If you picked farm or AE farm then you should pick one of your 50s that can handle -1/8 and go to town. Personally I would pick the Bots/Dark. Its probably the one that can do -1/8 without too many expensive IOs. Crabs and forts are great on teams, but I find that on -1/8 its just not as fast as MMs or Brutes.

    The balanced method would be to:
    Pick your lvl25+ A merit toon. This is the first thing you do every day. 5 tips a day. (Try to find a Tips team to make this more fun)
    If you still have more play time for the day...
    Pick your 50 farm toon. Set diff to -1/8 and search for "ticket farm" in AE. Max out tickets on one map (probably only need to clear 1/2 the map) 1400 for a huge map (remember that you get 1/2 for mission complete). Roll all your tickets at 30-35 bronze rolls. Delete all the crap and then craft the rest and place them on the market. If you run out of room you can email off to a market only toon.
    If you still have more play time...
    Pick another A merit toon and do 5 more tips.
    More play time?
    repeat previous step until you run out of level 25+ toons.
    Once you get more LOTG+rech than you can use start selling them on the market until the price drops to 60mil or less.
  9. I have a 32 EM/EA stalker and a 50 Elec/Nin stalker. Both sets are def based so its a good way to compare them. I have no experience with WP stalkers.

    EA pros:
    More def debuff resistance 50 instead of 30
    no Endurance problems after energy drain
    TP foe resist

    EA cons:
    more expensive to soft cap S/L def via kinetic combats
    hard to softcap all damage types
    weak heal even when fully slotted unless you are able to hit 8+ mobs
    heal comes later (L28)

    Nin pros:
    def is positional so its much easier to softcap all.
    heal is at fully slotted almost 50% no matter how many foes you are fighting
    Caltrops + blinding powder + smoke bomb > repulse + conserve power

    Nin cons:
    Kujin-Ra < Overload (both cap def, but Overload gives extra hps, but if you are at hp cap its a waste)


    Looks like just based on the heal Nin is better.
  10. A few things to think about:

    1. Stamina at 47... ouch. I play a more scrapperish stalker so I need it at 20, I assume you hit and run more? Your toggles are going to chew up your end pretty bad. Even my EM/EA stalker picked up stamina at 20 cause I hate running out of end.
    2. If you are soft capped you dont need Kuji-In Retsu. The extra def comes with a nasty end crash, so a few purples insps are better than this one power.
    3. Kuji-In Rin only needs the default slot to be up when needed. You could use that extra slot to stick an achillies heal -res in ablating. I hear the AOE sweep that fires off with it gets to put -res on all that get hit with the sweep.
    4. I prefer soft capping melee, then ranged and then recharge and then AOE def, but thats me.
    5. I put def IOs in hide becuase it does give some unsuppressed def and since its always on no need for a recharge in it.
    6. Smoke flash is very meh. It never seems to work very well when you need it. Blinding powder is ok but it really is great with the 6 set of purple confuse for +5% ranged def and 10% recharge. Maybe yank all the slots out of tough so you can put them in the powder. (and of course move all the power levels around)

    All in all I say you have sacrificed more than I would have to have soft capped to all, when softcapped melee + range + recharge may serve you better. I would also have a ton of end problems playing your toon, but that may be just me.

    I was able to come up with a build that is still soft capped to all and gets you 5 slotted ball lightning, better endurance, and almost 60% recharge. The downside is the build is alot more expensive. Spend merits on LOTG +recharge only, and start saving alot of cash.

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  11. Just hit 49 with my elec/nin and here are my comments:

    1. Ball lighting (it crits!) is an important AOE power to have if you want to solo x5-8 stuff quickly. LR is just not up often enough, and the other AOEs are very small radius.
    2. 3 knockbacks? I got one and I almost never get knocked.

    I went with a more damage focused build (not by a whole lot) but I sacrificed AOE def in order to get it (5 slotted ball lightning, hasten, 5 slotted caltrops). Its an awesome toon, and probably gonna be my favorite 50 soon.
  12. Mephe

    AoE lawnmowers

    If I could narrow down the criteria for best AOE to ...
    Fastest AT to hit the ticket cap on a level 50 city block map set at +?/8 with say bobcats or battle maiden followers (or heck whatever you love the best it dont really matter).

    This means you need damage and mitigation to handle earning the tickets because a faceplant does take a bit of time to recover from.

    I have 5 50s that I submit to this level of testing. And I rank them in this order of speed: (Note all my 50s are IOed out, usually with 1 or more purple sets of 5)
    1 Bots/Traps/Mu MM without a doubt is safer and faster than all the others. Traps is the big reason why.
    2 Warshade - lots of purples on this one and perma eclipse. Safe, fast and effective.
    3 Crab/Mu - not as safe or as fast as the bots becuase he really slows down taking out the bosses.
    3 Fire/Storm/Fire troller - storm is just too hard to control to keep things nice and close for the fire to cook it all at once.
    4 Illusion/Rad/Fire troller - almost as safe as the MM, but slower damage output keeps him down. I have Perma PA and 6 slotted choking cloud, but it still takes a while to take down bosses.
    5 Fortunata/Soul - I had figured this one would be the best, but the speed of boss killing is just too slow, and they have no heal so alot depends on which insperations drop and if they drop at the right time. So even with def to all way over the soft cap enough damage comes through at 5% to create some issues.

    My Elec/Nin/Mu stalker is 45 and I see alot of potential. But he may run into the same problem as the forntunata in that his low HPs mean an unlucky faceplant every once in a while.

    Oh and no I dont time the runs this is all from my sense of elapsed time when running them through the map. I may time a few runs if I remember to next time around.
  13. Quote:
    Originally Posted by Siolfir View Post
    I love it too, but it wouldn't have time (or targets) to jump around late in that chain, and you want the crit on TS so you shouldn't do it before it.

    edit: although subbing it in when LR isn't recharged, you can do okay with TS->CI->BL->JL.
    Its so fun I almost wish the mobs had more health so I can zap them more!

    Almost.

    Build UP->LR->TS->BL-> .... only a boss or 2 is left how sad. I can only hope the angry brute that is at 0 fury on the team is grabbing another spawn so I can use CI there.

    With soft capped melee I dont even wait anymore for the brute to get agro, I just make sure I didnt run off to a different spawn, but even then sometimes I just pop a purple and see how long I can last solo.
  14. To me the answer to the OP is simple:

    Nothing.

    Because a stalker serves the same purpose as a scrapper or blaster on a team (Damage without team support powers). Do either of those ATs need help for teaming? Nope.

    I do agree with most others that there is a perception issue that is made worse because there are too many stalker powersets that are devoid of good AOE attacks. Because you are spines you should put that in your LFT notes. I indicate that I am a Electric/Nin stalker, and I seem to have picked up a few friends that shoot me an invite when they see me on because they know I can pump out as much AOE damage as a fire blaster on crack.

    TF PUGs will always be more picky. If I was running a TF and had limitless players to pic k from I would pick members in this order:
    1 Tank or Brute,
    Defenders,
    Corruptors,
    Controllers,
    VEATs,
    MMs,
    And then
    Stalkers, HEATs, Blasters, Scrappers, Brutes, Doms, (if I couldnt find any more ATs from above)
    and the worst would be
    More tanks.

    So best case would be 1 tank and 7 defenders in my book. But all of this is because of how buffs and debuffs stack in this game, but being an RO member I dont need to tell you that.
  15. My 44 Elec/Nin just soloed the Serpent Drummer Arc that ends with you killing 2 big bad EBs and a bunch of adds on 0/4 diff. I did faceplant 2 times because even with soft capped def 1 hit from an EB like that tends to take you down to 1 point hp and then all that is left is a lucky shot from a drone. And yes I did stick around and killed the EB suit nd all the adds also!

    I am pretty sure a scrapper with insperations could have done the same thing, but the point is I am pretty sure anything a scrapper can do in epic team content my stalker could also do, because right now the only thing I really see different is that a scrapper has some extra hps, but the stalker gets free stealth and AS. Pretty good trade off if you ask me.
  16. Heh I was just thinking, the OP should be why make a scrapper when you can make a stalker!

    Electric/Nin for the win!
  17. Finally got one I think a level 44 or was it 34? It was the only one listed as a recipie, snagged it for 1 or 2 mill I think. Just because I would pay up to 30 mil doesnt mean I wont bid creep up to that point.

    Snagged the last level 50 triple for 10k last week just to be safe. Reposted for 10mil (uncrafted) since its the only one for sale.

    6.25% recharge for 5 and 3.13% ranged def for 6... thats some nice set bonuses.
  18. Quote:
    Originally Posted by magikwand View Post
    My only stalker that made it to 50 is elec/nin. He is a blast to play and quite sturdy. I think elec melee really rocks on stalkers. More so than brutes for sure. My stalker is capped positionally all of the time, and if I get debuffed, I go into Shadow Meld and stand even stronger against my enemies.
    If you dont mind Magikwand could you post your build? I was able to soft cap my melee def out of hide but not my ranged or aoe. Ranged would be nice to cap, because of all the bullets do -def which is the leading cause of death from what I have seen.

    Anyway here is my build if anybody is interested:

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  19. I too have been looking for this one. Am willing to pay as much as 30 mill for one below level 40.
  20. I am having alot of fun leveling a new Electric/Ninja stalker in mostly team play. Got him up to level 40 now, and with 4 sets of IOs giving me 3.75% to melee defense I can see he is playing better than I ever imagined a stalker could play on a team.

    If feels like a blaster with full time bubbles from a couple of defenders. Build up, lightning rod, and then thunderstrike and most of the spawn is cooked, especially if I get the crit on the thunderstrike. With the right (non -def mobs) he can even jump in before anybody else on the team does without too much worry.

    Nothing most of you dont already know, but figured I would share anyway.
  21. If you are building up to a full IOed warshade at 50 (instead of waiting till 50 to do it), may I recomend shooting for the 2 posi sets in your squid AOEs by mid 30s. Note in my build they are both 5 slotted by level 13. These 2 sets alone will get you 5% end recovery, 18% acc (NICE!), and 12.5% recharge. The 4 set in thunderstrike will give you 2% more end, and 7% acc. The 5 set in oblit is also nice.

    But all of these sets are 30+, so I usually dont mess with my real IOs until 30 and then I start shopping for bargins. Prior to that I think the easiest would be to buy 25 generic IOs for low prices (sub 50K and wait a few days). I only use SOs if they drop in a mission and I have an empty slot.
  22. Here is my current perma eclipse, super "casual" purpled out warshade:

    Some highlights first:
    Human mode has perma eclipse and enough damage attacks with procs and recharge that I can stay human only form if I want to, and still handle 0/8 mission diff versus no mez mobs. Orbiting death and dark extraction is used to do constant AOE damage on minions while using Gravity well and ebon eye on the boss, and when up hit em all with a point blank dark detonation.
    Squid form has the 2 AOE attacks well slotted and with the +80-150% recharge I have I can cycle all 4 attacks constantly, and it takes a while before end is run out.
    Dwarf form has the Mire and smite slotted well so I can do massive damage, while shrugging off mez and healing up with my drain. Even my taunt does damage via the proc!

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Warlich: Level 50 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Fitness
    Power Pool: Speed

    Hero Profile:
    Level 1: Ebon Eye -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Dmg/EndRdx/Rchg(5)
    Level 1: Absorption -- S'fstPrt-ResKB(A)
    Level 2: Gravity Shield -- S'fstPrt-ResDam/Def+(A)
    Level 4: Gravimetric Snare -- GravAnch-Immob(A), GravAnch-Immob/Rchg(5), GravAnch-Acc/Immob/Rchg(50), GravAnch-Acc/Rchg(50), GravAnch-Immob/EndRdx(50)
    Level 6: Dark Nova -- Efficacy-EndMod/EndRdx(A)
    Level 8: Starless Step -- Winter-ResSlow(A)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Sunless Mire -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17)
    Level 14: Shadow Cloak -- LkGmblr-Rchg+(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A)
    Level 18: Gravity Well -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(31), Dmg-I(40)
    Level 20: Black Dwarf -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(21), TtmC'tng-ResDam/Rchg(21)
    Level 22: Stygian Circle -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal/EndRdx(25)
    Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(40), P'Shift-EndMod/Rchg(40)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 28: Gravitic Emanation -- Amaze-Stun(A), Amaze-Stun/Rchg(29), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31)
    Level 30: Inky Aspect -- Amaze-ToHitDeb%(A)
    Level 32: Dark Extraction -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33), S'bndAl-Dmg/Rchg(34)
    Level 35: Quasar -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37)
    Level 38: Eclipse -- TtmC'tng-ResDam/Rchg(A), Aegis-ResDam/Rchg(39), TtmC'tng-ResDam(39), RechRdx-I(39)
    Level 41: Dark Detonation -- Posi-Dam%(A), Posi-Acc/Dmg(42), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43)
    Level 44: Unchain Essence -- Det'tn-Dmg/Rchg(A), Det'tn-Dmg/EndRdx(45), Det'tn-Acc/Dmg(46), Det'tn-Acc/Dmg/EndRdx(46)
    Level 47: Orbiting Death -- Armgdn-Dam%(A), M'Strk-Dmg/EndRdx(48), M'Strk-Acc/Dmg/EndRdx(48), Sciroc-Dmg/EndRdx(48)
    Level 49: Nebulous Form -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Dark Sustenance
    Level 4: Ninja Run -- Empty(A)
    Level 10: Shadow Recall -- Empty(A)
    ------------
    Level 6: Dark Nova Bolt -- Empty(A)
    Level 6: Dark Nova Blast -- Empty(A)
    Level 6: Dark Nova Emanation -- Posi-Dam%(A), Posi-Acc/Dmg(7), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(9)
    Level 6: Dark Nova Detonation -- Posi-Dam%(A), Posi-Acc/Dmg(11), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(13)
    Level 20: Black Dwarf Strike -- Dmg-I(A)
    Level 20: Black Dwarf Smite -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(34), Hectmb-Dmg(34), Hectmb-Dmg/Rchg(37), Hectmb-Acc/Dmg/Rchg(37)
    Level 20: Black Dwarf Mire -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-%Dam(45)
    Level 20: Black Dwarf Drain -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Acc/Heal(46)
    Level 20: Black Dwarf Step -- EndRdx-I(A)
    Level 20: Black Dwarf Antagonize -- Zinger-Dam%(A)
  23. The best way to find a niche is to do some active studying and field research. Fortunetly the game has a fun way of doing just that! And here is how it goes:

    1. If you have a toon level 30 or higher, run enough AE missions that net you about 1000 tickets. Heck you can even score big at level 10! with bronze rolls in that range, but pre stamina is yucky to me.
    2. Roll 30-34 bronze random rolls to get rid of all your tickets.
    3. Take em all to the market. Drop them each into the market and click the find button. If you see 0 bids and more than 10 all selling for 10k or less probably safe to vendor or delete, but best to check what the crafted piece goes for.
    4. If it sells for more than the crafting + salvage cost + slot profit value (figure around 500k or more) then may as well go ahead and craft it and post it at the going rate.
    5. Wait a few days and see what sells.
    6. If you liked doing AE missions go back to step 1. and enjoy the game (make sure you run some non farm AE missions!) else...
    7. Note what sold and start bidding for those same recipies at lowball prices especially for ones that dont have any bids yet. Goto step 4.

    Once you get setup you will want to run multiple toons. One for running AE missions and get new tickets and selling, one for bidding on new stuff to craft.
  24. Trying to figure this out also with my 27 elec/nin stalker.

    A couple of settings prior to 22 you should set are:
    Allow bosses (extra xp and drops without too much trouble for a stalker)
    And +1 level. This one is a bit trickier because you need more ACC in your attacks which may mean less damage.
    Being single target I think +1/1/bosses is a good start after you get Assassins strike and build up. Once you get SOs at 22 you might go as high as +2/0/bosses. Probably stealth/kill boss more missions instead of defeat alls.

    At 27 (no IO bonuses yet) I now have enough powers to have a nice attack chain so I turned off the +1 level and switched to 2 teammates because of my AOE powers. Currently the stuff at 0/2/bosses is still a bit easy so I am thinking of going to 0/3/bosses. Once I get LR at 32 I think 0/4 will be doable. Anything beyond that requires some serious IOing I would think. Stuff to get close to soft capped def and +30% recharge would be good.

    Using this page: http://paragonwiki.com/wiki/Talk:Experience and this http://paragonwiki.com/wiki/Experience

    Lets see what a +1/1 setting gives xp wise at level 30:
    3 minions * 210xp * 1.35(for +1) = 850
    vs
    0/2 at level 30
    5 minions *210xp = 1050

    So if you have enough AOEs so that you can kill 5 mobs in the same time it takes to kill 3 0/2 is better than +1/1. Also note that bosses at 30 are about 2100 xp and thus if you can handle the damage and have enough AOEs 1 boss in each spawn would be awesome, which I think is sometimes possible at 0/4/bosses. I run my 50 bots/traps, 50 warshade, 50 crab, and 49 fort at 0/4/bosses. Its fun but a bit crazy at times.
  25. Quote:
    Originally Posted by SpittingTrashcan View Post
    But if the ability to earn influence is not diminished, then deflation does not happen in the first place. The only way that more available influence can translate to greater buying power is if an infinite supply of items is always available at a fixed price - which is exactly what the vendors provide, and indeed the average player's buying power with respect to fixed price vendors has increased.

    The only way to reduce inflation driven prices is to reduce the money supply. This can be done by directly reducing earning power, or by creating additional sinks for money that are at least as attractive as pursuing IOs (yet, unlike IOs, do not confer a permanent boost to earning power), but either way each player's "available money" must decrease or there will be no deflation.
    I dont disagree with anything you said SpittingTrashcan, just wanted to add some more info as to why this is a problem that needs to be fixed soon.

    Inflation in the real world is bad for a few reasons:
    1. If you are a saver and the bank or "safe" savings rate does not match inflation which means you need to save money in more risky ways in order to keep the same amount of wealth or if you are lucky increase your wealth.
    2. Variations in wage inflation does not match goods/services inflation, and thus your value of money is decreased relative to the value of the goods you want to buy.

    Inflation in the COH market is bad for one reason:
    1. We have an inf cap. And we are already selling a few items above that cap and thus a market outside of the COH market gets created for those items.

    Thats it. We have no savings banks, stocks, or bonds, and our INF wages have increased instead of decreased and they are universal. But as more items move closer to the INF cap the more risk of turning into the DIABLO II barter like economy we get to. One in which nobody cares about INF anymore and only deals in game items.

    Remember money is just a way to represent the value of something. The best kind of money is portable, and requires little/no overhead to physically manage it (and many other things that dont pertain to COH). At the point that each character can store more rare salvage than inf is close to the point in which INF becomes worthless and people start selling things for 10 rare magic salvage off market.

    So the devs hopefully have a plan to do some of these things to help prevent a "hyperinflation" situation that drives people to the real black market.
    Reduce the amount of inf a level 50 can make. Do they really need to make double inf?
    Increase supply of goods.
    Decrease demand of goods.
    Increase the INF cap.
    Decrease vendor buy rates.
    Increase vendor sale rates.

    All of the above have their downsides. Increase the INF cap actually has the least impact to the market but may have the most technical impact on data size and cost to NCSoft as a result.

    If I was in control I would bite the bullet and remove the xp to inf that 50s get when GR is released. This will of course mean that anybody that has banked alot of INF has much more buying power than people with young 50s, but that problem will eventually go away. I would also (maybe 1% or less) increase the rate of sub level 50 pool A rare drops to help increase supply of non level 50 hard to find IOs and help reduce the cost. This one is tricky because too much supply means vendor trash which is bad. The last thing I would do is cut the vendor buy rate of common 50 IO recipies by 1/2 or more, but keep the vendor sell price the same.

    If they solve this problem they also need to do an INF impact assesment for every new feature they add to the game in the future to ensure the feature adds no new INF earning potential to the players.