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If you are wanting a bit more of a challenge and you want to find Fake Nemesis faster and easier than Peregrine Island, try the Shadow Shard. (Fire Base Zulu.)
Just go the the red Hazard Zone dot, find the correct portal in Portal Corp, and go visit one of the most interesting and deadly zones in the game.
There are several contacts that give out repeatable missions, several TF contacts, and a jet pack vendor. Start out with General Hammond (who you will find near the entrance). Make sure you buy a jet pack and learn how to use the gravity geysers. The geysers are fun and once you have mastered them you'll get around the Shard faster than any form of travel except for range boosted Teleport.
You will find Fake Nemesis in plenty (some times 2 to a spawn) around Point Sierra and Point X-ray.
You can also head over to the Cascade Archipelago, which is even more visually interesting than Fire Base Zulu, and take on large amounts of relatively easy CoT.
You can head over to The Chantry and take a look at CoX's answer to the Death Star. The mobs are 44-47 though so you might want to put that off a bit.
The other "Death Star" can be found in the Storm Palace. You have to be level 44 to enter the Storm Palace and it features mobs that range in level from 48-53.
I frequently test my builds for survivability by running a loop around the Palace. If I make it all the way around once with out dying, the build is good. -
Quote:MA/Shields - MA is an End hog, Shields is low in mitigation. If you shore up shields by taking the fighting pool you will have difficult to over come (cheaply) endurance problems. The primary has a couple hard controls in it which gives you mitigation against 2 lieuts or 1 boss. Without serious IO set slotting you won't last long enough in a fight to deliver what is mostly single target damage.I've been thinking of making a shield defense scrapper, and like most I was thinking about going broad sword but I dunno it seems like the chioce most have made. I wanted to ask all those shield defenders out there what they thought about the other combos, the pluses and minuses and experiences. Any and all help is greatly appreciated, thanks for help
BS/Shields - BS is an End hog, Shields is low in mitigation. If you shore up shields by taking the fighting pool you will have difficult to over come (cheaply) endurance problems. Parry provides decent mitigation to melee at the cost of your DPS. If you rely on Parry for a good chunk of your melee defense you can get away with a cheaper IO build on BS/Shields. You will still want to make sure that you soft cap your ranged defense (most defense debuffs are ranged) and as much AoE defense as you can get. If you miss your initial Parry you will find pavement in your future. Shields has no self heal, and no other HP recovery tool. True Grit increases your hit points and with it your base regen but it isn't enough with SO or generic IOs to allow you to surive. The resists that Shields has underneath the defense is paper thin and not worth slotting up. You are much better off using those slots for more hit points and defensive set bonuses. 3 AoEs in this combination allow you to dispense with minions fairly quickly reducing one of the problems that MA faces. BS also has 2 single target soft controls one KU the other KD that help as well.
Fire/Shields - Shields is low in mitigation. If you shore up shields by taking the fighting pool you will have difficult to over come (cheaply) endurance problems. This primary lacks the hard controls that MA has but makes up for it with more damage. 3 AoE attacks allow you to dispense with minions fairly quickly reducing one of the problems that MA faces. Without decent IO set slotting you won't last long enough in a fight to deliver your damage.
DM/Shields - The cadilac combination with shields. You can safely take the fighting pool since the primary has an end recovery tool. If Body Master is taken as the Epic, Conserve Power means that this combination suffers no End woes even when using the fighting pool. The primary also has a minor and uninterruptible heal (10-20% depending on slotting) which is more than enough in most situations to handle the burst damage that gets through Shields low mitigation. The hit debuff in the attacks allow you scrimp a bit on defense and the Primary packs a really nice single target wallop. Combining the damage buff in AAO with the Damage buff in Soul Drain makes this the most effective Shields power set combo. (Which is kind of sad since this is the least thematic of all the available combinations.) -
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Fire/Devices is going to give you the most safety with the lowest damage out put of the 3 choices.
Fire/Fire is going to give you the least safety with the highest damage output of the 3 choices.
Fire/Energy is going to be in the middle of the other two and of the 3 choices is the best one as far as utility goes. It's the best all around choice since you will probably find that Fire/Dev is too slow, and Fire/Fire is too squishy. -
Quote:Kin/Arch would be the way to go since your tier 9 attack will be ready each spawn. If you are AE farming Lieuts and programming your own farm you can easily avoid the mezzer problem.I am wondering which build to take assuming that I am just planning to do solo farm on level 52 Lts.
The thing that will give you trouble is surviving the Alpha. None of the defender APPs have a defense based armor. You can avoid slotting AoE defense if you are programming your own farm but you'll need ranged defense (fairly easy to come by in sets available to Kin/Arch) and melee defense (not very easy to come by with sets available to Kin/Arch) -
You can pretty much assure that your toggles won't drop if you pop Geas of the Kind ones right before the crash.
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Almost identical to your proposed build.
With softcapped defenses you won't need Elude.
Focused Accuracy replaces this.
You won't need Swift with Quickness and Gift of the Ancient specials. Hurdle replaces this.
You won't need Super Jump, a raptor pack can be used anywhere that Hurdle + CJ isn't enough and raptor packs can be replaced infinitely for 10k influence a pop by a quick visit to the Shadow Shard. Conserve Power replaces this.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Emu Mu: Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Power Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(50)
Level 1: Focused Fighting -- GftotA-Def(A), GftotA-Def/EndRdx(7), GftotA-Def/EndRdx/Rchg(7), GftotA-Run+(9)
Level 2: Ablating Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(13)
Level 4: Agile -- DefBuff-I(A), DefBuff-I(15), DefBuff-I(15)
Level 6: Hurdle -- Jump-I(A)
Level 8: Blinding Feint -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(21)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(21)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43), RgnTis-Regen+(46)
Level 18: Vengeful Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(25), T'Death-Dmg/Rchg(25), T'Death-Acc/Dmg/EndRdx(27), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dam%(50)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(29), P'Shift-End%(29)
Level 22: Focused Senses -- GftotA-Def(A), GftotA-Def/EndRdx(31), GftotA-Def/EndRdx/Rchg(31), GftotA-Run+(31)
Level 24: Dodge -- DefBuff-I(A), DefBuff-I(33), DefBuff-I(33)
Level 26: Sweeping Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(34), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34)
Level 28: Quickness -- Run-I(A)
Level 30: Lucky -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(36)
Level 32: One Thousand Cuts -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(37), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(39)
Level 35: Evasion -- GftotA-Def(A), GftotA-Def/EndRdx(36), GftotA-Def/EndRdx/Rchg(39)
Level 38: Nimble Slash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(48)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Typhoon's Edge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(45), Sciroc-Dmg/Rchg(45), Sciroc-Acc/Rchg(45), Sciroc-Acc/Dmg/EndRdx(46)
Level 47: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Quote:It's a play style choice more than anything. The OP said he solos alot or Duos with a Scrapper. Those are the situations where sleeps are excellent and Sirens can be the corner stone of your play style. On a team of 8 with AoEs flying around not so much though.I would tend to agree and disagree with this statement.
First off to the OP, GET both amplify and build up. You will use them alternating for your aoes, and both when you nuke. There is no way IMO a sonic/mental can have room for a power like assault. Check out the link in my sig for some advice on the matter and a build to look at.
As to skipping fitness. For starters, i wouldn't skip hurdle. It plus combat jumping is very vital for combat mobility to jump in and out of melee and to position yourself quickly for your cone attacks. Health and a couple bonuses are also nice so your not HAVING to always go in and use drain psyche, letting you leave it for when you really need it. Likewise with stamina.
My sonic/mental has actually been going on red enhancments in stamina for a while now. But there are times i can see having enhancments in it a bonus. Then there is also the bonuses between health/stamina, two 1.88% max hp bonuses for 3.76% max hp without really sacrificing anything is a big help, making your drain psyche more effective as well. As if for example when fighting an AV, the regen will stack with your health and bonuses to heal you should you get hit by it when in melee.
And i'd still get WoC for sure, if nothing but for the super cheap purple bonuses. Plus it looks so darn cool! I've actually had it confuse guardians from the rikti to give me AM and Bubbles before :P. If another player has it as well, it will stack to confuse even bosses. I will agree that its main usability is low, but i would also always pick it up for just the cheap purple set bonuses. I actually almost never use sirens song, tbh can't even remember the last time i did since i picked up static discharge to complete my aoe attack chain, but it can have a use, but i will always keep it for the cheap purple set bonuses.
And oh yeah, pick up static discharge
If you go the Sirens route another cone in Static Discharge may sit in your tray if you have Hasten or a decent amount of +rech. All the AoEs and Cones in Sonic/Mental take 2+ seconds to cast. Sirens has the longest recharge at base 20 seconds. With 4 cones at or under 8 seconds recharge your damage output will be limited by animation time rather than recharge.
My builds rarely feature powers used solely as set mules. If I have a power I want to be able to use it effectively not just have a power icon I removed from my tray.
That's one of the reasons I explored Sonic/Mental. Most of my other blasters are only comfortable with Fitness, Medicine, Speed, and alternate Travel power if Super Speed isn't the concept.
Drain Psyche freed me from the shackles of Fitness.
On the build that uses leaping, extra slotting in Combat Jumping meant that I didn't notice the absence of Hurdle.
Slotting Sirens with Call of the Sandman's set, including the heal proc, and the single target blasts with Entropic Chaos, including the heal proc, freed me from the shackles of Medicine which gave me many more options and flexibility on the character.
Sonic/Mental is limited by animation time rather than recharge so I was able to skip Hasten. That opened up a world of possibilities in my Sonic/Mental that I had never been able to explore before with my other blasters which is why I liked it. I also found Purple sets to be less valuable for this reason. With slower animation times I used less endurance and didn't need the extra recovery or recharge in Purples and I was able to get extra accuracy from other sources. I was able to try some odd slotting combinations that work out quite well and I ended up with a very unique blaster that still functions extremely well both solo and teamed and I didn't have to spend much inf to get it there. -
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Quote:Well that's not always the case. One of my shielders builds has both GC and Manuvers. GC only provides it's benefit to teamates that are pretty much in melee with you. Manuvers has a 60 foot radius and provides that benefit to you, the melee folks near you, and all the squishies on the team.The small defense buff to yourself and the team from maneuvers pales in comparison to the buff to the team from grant cover. 13.4% is much better than 3.61%
Solo, I could see picking maneuvers, but if you are centered on teams, grant cover is more useful.
Since AAO is a taunt aura much of Grant Cover is a wash when you are facing AoE using opponents. Your taunt will cause AoEs to center on you and splash on to the melee folks near you (remember not all toons that play in melee are armored). If you weren't a Scrapper with a taunt aura those AoEs would be centered somewhere else.
(In other words not taunting AoE splash onto your teammates is 100% mitigation for those teammates. Where as GC is only an extra 13%)
The real benefit to the melee teammates near you from running GC is that this is the only power in the game that conveys both it's defense debuff resistances and it -rech resistances to your teammates. Very few melee sets have defense debuff resistances and fewer still have -rech resistances and GC provides an outside source of both. -
Quote:In my experience this is 100% false. My blapper main survives in places my shielder doesn't. I have Energy Torrent, Explosive Blast, and Power Thrust ALL 6 slotted with Kinetic Crash and I use them mainly for mitigation. Slotting those powers in this way does about 85% of the damage that ED capped damage slotting delivers, (95.1 damage as opposed to 112.1 for Explosive Blast) but I'm using those powers for their awesome mitigation, the extra damage is just gravy.As for slotting knockback, you can try but in general I think you'll find that the lower damage hurts a lot more than the higher mitigation helps.
That blapper only runs about 7% defense to all positions and I typically do invincible ITFs with no deaths. -
Quote:Well my main is an Energy/Energy/Force Blapper.... Most teams don't complain about dead mobs flying. If you stick to the "if it's flying, it's dying" moto you should be ok.I love knockback.
I think its one of the fun unique things that makes CoH feel super-hero-y, and it's not in most other MMO's (WoW has added some simple kb effects in WoTLK, but nothing like CoH).
I have always wanted to roll up a NRG/NRG/Force, space blasting dude, and now with customization its going to be hawt (on paper).
The problem is, erm, doesn't *everyone* hate KB on a team? Is it going to cause AE teams to freak out with all the KB?
I mean, part of me would love to even slot KB, the ragdoll is just so much fun, but I am seriously worried about being ostracized to be honest.
Any thoughts?
The biggest complaint my main faces is "YOU KILLED MY TARGET!" from scrapper locked melee teammates. -
Quote:I have to echo the Oh oh SpaghettiOs post.Thank you all for sharing your wisdom Miladys Knight, Mr Liberty, and Rigel Kent!
I think I'm going to go with Assault for the one space I have left in my projected build. I was playing last night, and I wasn't really in mortal danger, cept once or twice where I just popped a green and was good to go. And I haven't gotten to Drain Psyche yet, so hopefully that'll just make everything better!
(For a little more info, I tend to solo a LOT. But I sometimes duo with my roomie, who's currently a Scrapper.)
Specifically, especially to Rigel Kent, I have Hover/Fly, and 3 Fitness (Need that Stamina!) and am planning on 3-4 of the Ancillary powers. What I was saying in my original post was that I had 1 slot left, after my planning on Mid's and I was trying to see if Assault would be useful, or if I should take Medicine, because then I'd have to replan what I was taking to get two powers from it. (I kinda worry about not being able to heal myself!) I wasn't just looking for taking a new pool power just for the fun of it!
However, in my playing/ planning I really try to stay at range, so I took Mind Probe as a melee power for when I can't avoid it. TK thrust didn't seem neccesary. I also didn't think I needed both Amplify and Concentraion, or both Screech and Scare. Just 1 of each of those sets. And I've been on the fence about Shockwave, hearing both good and bad about it. I'm still planning on World of Confusion, despite the many poor things I've heard about it. So, I'm planing on 14 of the 18 primary and secondary sets....which I think is pretty good. If I'm passing on a sooper-dooper power, please let me know!
Thanks again very much everyone!
A little more info and a little more input for you.
First off is that with /Mental you don't need Stamina. You don't need the fitness pool at all actually. (You really don't!) Hitting 1 target with unslotted Drain Psyche gives you more endurance recovery than Stamina 3 slotted with level 50 End Mod IOs. The only problem, of course, is that DP has a recharge of 120 seconds and a duration of only 30 seconds.
3 Slotting Drain Psyche with level 50 Rech IOs takes it to up 30 seconds and down 30 seconds. With decent end red slotting in your powers (even cheap uncommon sets like Ruin provide this), 2 targets and DP is all you need to ride the Endurance Roller Coaster to success. If that's not enough for you slap a Miracle+ and Numina's +/+ in DP. You don't even need targets then, just pop DP, and you get the same recovery as unslotted stamina and that lasts for 120 seconds. 1 target gets you more recovery than you can use while its up and more than enough to carry you over the down time.
Mind Probe is fine, but not a have to have, you'll be better off using your primary for the stacking resistance debuffs and between Sirens, Shockwave, Subdual, and Screech very very few mobs will ever reach melee range.
One of the most fun AoE chains for Sonic/MM is the following and all you need to pull it off is enough extra global +rech to drop the recharge of Sirens to 7 seconds (Hasten is good enough if you ED cap the rech slotting of Sirens).
Aim for a corner or a wall. Shockwave (damages and knocks all the mobs back into the wall), Howl (cone damage and resistance debuff), Psi Scream (damage), Sirens (puts all the mobs to sleep).
By the time you complete that chain Shockwave is ready to go again. The fun part is the mobs don't get to do anything to you. Shockwave sends them flying and by the time they stand up and take a couple steps toward you, they will be in sleepy land. On the second iteration any thing you miss with Shockwave will still be sleeping and you can take a step to the left or right to miss it with the other cones or you can Screech or Subdue it to make sure it doesn't become a problem.
The other really really cool thing with this combo is Drain Psyche with Sirens. Sleeps are broken by anything that changes a Mobs hit points or it's position. (So damage, a heal, and Repel, KB, KD, or KU). Drain Psyche does none of these things to the mobs. You can stroll casually through the sleeping spawn looking for the perfect spot to maximize your targets for DP, suck them dry, and not wake them up.
Since you have Screech and Sirens you won't need Scare. Scare is a low duration soft control of dubious value. Screech is a hard control and has a longer duration than Scare. You can put the spawn to sleep with Sirens, Screech one of the mobs (which wakes it up and stuns it at the same time). If you moved into melee range while it was asleep long enough for it to switch to melee AI and then jump back out to range just before Screeching it won't do any damage to you since it will have a melee attack queued up, but it will wander drunkenly toward you at full speed. I always find that little attack sequence highly amusing.
You will want both Amplify and Concentration. The to hit bonuses are too good to pass up and the extra damage works well with the resistance debuffs from Sonic.
You won't need World of Confusion either. It's minion only, the confuse ticks every 4 seconds and ED capped WoC confuse only has a duration of 3 seconds. With all the tools you have, the chances of a minion getting into melee range to get confused is extremely slim, and confusing sleeping mobs does nothing to help you since it won't wake them up. -
Quote:Sonic/Dev for excellent safety at slow speeds.Hey guys, so I'm rolling a blaster today and i need some advice. Because of concept reasons his prim. will be Sonic. But i need a little advice on the secondary.
First of all, my playstyle will be solo-ability. But also effective in a team. if that helps, And also i heard /EM was good for its melee capability but i also heard /dev was good for its survivability in solo. im open to all secondarys tho if u can elaborate why its the choice for me...
Can someone plz give me sum advice on this before i roll the wrong secondary an regret it foreeeeevvveeerrr ;p. thanks..
Sonic/Ice for safety that's nearly as good at much faster speeds (I particularly like this combination for stacking sleeps)
Sonic/Elec for Damage
Sonic/Energy for damage, boost range, and power boost. -
Quote:Thanks for the info Castle.Couple notes:
The Hitting post death thing has always happened but it was fairly restricted to which powers caused it prior to I15. Engineering has found the cause and a fix should be in I16.
As for the AI being alerted as soon as you activate a power (and not on being hit or missed by the power) again, this has always happened but been relatively unnoticable due to certain other restrictions. By broadening the tolerances of those other restrictions (which gives me some freedom to do some things that previously were not possible) this issue became much more visible. We're still looking into solutions to address this in a better fashion. -
Quote:It's not that flipping doesn't exist or isn't a problem Guffy. It's the possiblity that the proposed cure may be worse than the ailment. As far as we know there are no Devs with a background in economics, they have computer programmers, software engineers, and graphic artists in plenty but no economists.You might be a little late on this issue as it seems there is no flipping problem, the economics of this game are fine and you do your fellow player a favour when you hold items that they might want in the future for a massive profit (not that anyone has admitted that).
Aside from that I like your idea better.
For some of us it's almost as scary as trusting our real life economics on people that aren't economists but are rather, politicians that specialize in kissing hands and shaking babies. -
Quote:No one would resell things on the market. All you have to do is purchase all the cheap price capped stuff up and delete it* and then list your freshly farmed drops for what ever exorbitant price you want.I think what the OP is trying to do is just lock out flippers from making a profit from their action. In simple terms, items that are "dropped" by defeating an enemy are flagged as such and can be sold on the market for any price. Items that are traded, purchased on the market, or by merits or tickets, can be placed on the market but with a cap on the sell price.
A Luck Charm dropped from a CoT mage can be placed on the market for anywhere between 1 inf and 2,000,000,000 inf. Say you bought it from the market for the low price of 10,000 inf. You can now put it on the market, but are limited by the "new price cap" of, say, 250 inf.
Should this go into effect, no more profit from flipping. The effect on the rest of the market in this situation would be the big question that others would have to figure out. I'm just starting out as an ebil marketeer, and haven't really gotten that good at it yet.
I don't want to see this happen. I like flipping.
* Instead of deleting, price capped non-fresh drop items would be traded by tells/spam broadcasts on the "real black market" that would form. That would be a flippers dream come true. Purchase any and all 250 inf resale capped items from the market then undersell the "freely sellable, fresh drops" by 10% and make a virtual killing. -
Quote:It's clear to me that you don't play FF/ and haven't a clue what you are talking about. There are advanced techniques involved in using Force Bubble that have nothing to do with saving idiots and are quite valuable on teams. Teams of this type are also exactly when Vengance will be of no use to you. FFers that rely on Vengance are lazy and sloppy.All the situations you would give on how Force Bubble saves teams only occurs the majority of the team is pants on head retarded since you would have to be to die at that close to the defense soft cap and repulsion bomb being spammed. Popping vengeance would easily put the team over the soft cap (which is never a waste when lacking def debuff resist) as well as healing them, boosting their Tohit and damage which fulfills both saving the team and not rewarding idiocy.
Force bubble will only save ***** ridden teams, but does nothing for average or experienced teams. I however don't accept the notion that a defender must always babysit and protect every ***** that decides to go on a suicidal fling at the expense of the team's safety like you do.
FF has all the tools needed to prevent/halt the defense cascade problem you pose. You can see when someone is taking damage through the shields. You can tell when defense debuffs are being applied by watching the player icon tray and you can halt the cascade by using Force Bolt, Repulsion Bomb, Force Bubble or a power from your secondary (or primary in the case of a controller) that that will allow the defense debuffs to expire.
Even on experienced teams there are times that you may need to save someone that got into a bad situation through no fault of their own (Adds, Ambushes, or "Horrors" actually playing non-farm AE content that you don't have every spawn point or mob power combination memorized on).
You like steam rolling teams? The best way to keep it moving is to keep everyone on their feet and doing their job. That is the defender's job on the team. On good teams, with good defenders, against tough mobs you can barely tell that a defender is there. It feels just like fighting a pack of easy mobs but the absence of a good defender in that situation is keenly felt.
You also forget that Hero side is much different from Villian side. Hero side ATs are very top heavy having great strengths counter balanced by greater weaknesses. The Defender AT is designed for teaming hero side to cover those weaknesses. Villian side is different. Villian ATs are more balanced and rely much less on buffs, debuffs or other team members.
Blue side a team functions best as a team. Red side is a bunch of players soloing together. While your attitude and play style may be a good fit Red side its a poor fit on Blue.
I'm going to have to go with Phil on this one and take his option "E".
I'd say "see ya around on CoX" but I honestly hope that I don't.
One last question for ya. I don't expect you to answer it and I won't be checking on this thread any more to look for a reply but for the sake of the other posters here.....
How good is your attitude, play style, and beloved Vengance on an MoSTF? -
Quote:You get all the secondary effects in Psi/ (-rech) from Ice/ and Ice gives you slows (in my experience the slows were actually more valuable for PvE than the -rech) on top of it. Ice has a long animating and quick animating hold (the quick animating hold also recharges quickly) that can easily be stacked on a boss.Thinking of making one. Thoughts? Anyone have one of these?
Tourettes
Psi has a long animating, long recharge, stun and a short animating, long recharge, sleep.
When Psi is resisted it's resisted big time. Ice doesn't have that problem.
Long and short of it is that the tiny bit of advantage that Psi/ has over Ice/ is range which a blapper doesn't get much use out of. -
Quote:It's much easier to convert the new by a personal response. I have several text files that can be copied in full or part and personalized. Seems to get a better results.These are exactly the types of threads for which I wanted to write that guide. Simple economic truths that we could point people at so we didn't have to explain the same stuff over and over.
But as long as Smurphy and Milady's Knight are willing to type the same things over and over, I guess there's no need. -
Quote:Profit for me. I stockpiled goods prior to 2XP so the costs were all paid prior to 2XP and had been factored out. The crafting costs of the IOs I created after 2XP started and their listing fees I deducted from my revenue so it's all profit.Same question as the last two times we've had these threads: You guys talkin' revenue or profit?
My wife's VEAT numbers are also all profit. She started 2XP with nothing and had a bit over 150,000,000 on that toon at the end of 2XP. -
Quote:More players, playing in teams and not flipping would increase the 'items produced' too ;-)
Also thanks to Fleeting_Whisper - I respect your opinion and your kind way of saying it's a crud idea.Quote:Flippers don't cause this problem. There are only so many items being produced. Lowering prices doesn't make more items. There are still the same amount of items being produced then as being produced now. What you want is an increased drop rate. *Edit* An increased drop rate means more items for less work.
Drop rates have been reduced by the devs (and in some cases such as Purples/costume recipes and Mission architect, by what content the players have chosen to pursue) since I9. If the devs want to eliminate flipping they should have increased drop rates rather than decrease them.
(There is all ready a thread concerning this in the market forums. Both Smurphy and I have posted there. These posts by me show the pertinent info and numbers concerning dev decrease of drop rates. You should be able to find more info from Smurphy and other players in this thread)
Here
Here
Here
Here
Here
And Here
and they should create more market efficiencies rather than resisting the ideas that would create more efficiencies. -
Quote:When the devs created the market in I9 they knew that there would be "Market PvP" (that was their words infact) and they posted that it was both intended and expected.I don't know if 'flipping the markets' was ever the intension of the devs upon their implementation, my opinion in this thread is 'not'. Therefore 'more players' with their greater demand would change prices for the 'intended' reason. Not that the devs let us visit their intentions that often.
Getting back your idea though I want to bring up some things that you may not have considered the ramifications of.
Your idea is to limit flipping however it could stifle crafting as well. How do you handle the following situations?
1) A player receives a recipe as a drop and while playing they also receive, as drops, all the salvage they need to craft it. Crafting it results in a new product and all the pieces were received as drops so it counts as dropped and can be sold?
2) A player purchases a recipe and purchases all the salvage required to make it. Crafting it results in a new product and all the pieces were purchased so it counts as traded and can't be sold?
3) A player receives a recipe as a drop but not one or more pieces of salvage required to craft it and they buy those pieces (this could apply to the recipe as well if they received one or more pieces of the required salvage as drops). Crafting it results in a new product which category does it belong in?
4) What about enhancemnts purchased at stores? Can they be traded?
5) This brings up common recipes. These can be gotten as drops, purchased from the crafting tables, and memorized so that they aren't even required. How do you handle crafting of commons? I know for certain that common crafted enhancements were flipped during 2XP weekend. Memorizing commons allows the field crafter to produce common enhancements cheaper than someone that doesn't have them memorized can produce them. The field crafter can make enhancements for much less than it costs a non-field crafter to make them. The field crafter can offer them on the market for more than it cost to make them, but for less than it would cost someone who isn't interested in crafting to produce them. The field crafter makes a profit, the player uninterested in crafting gets a common IO cheaper than they could have produce it themselves (I've made over 1.5 billion influence since I9 on this alone and several hundred players have gotten enhancements cheaper than they could have made them for themselves. I would not have been able to help anyone in this way if I couldn't buy salvage to craft for sale commons and had to get all the salvage myself as drops with my field crafter). Crafting and field crafter is dev intended behavior otherwise there would be no market categories for crafted enhancements whether they be commons, uncommons, or rares and there would be no associated badges with field crafter nor the portable work bench.
6) Typos when purchasing. What do you do about the player that accidentally purchased 2 Enchanted Imperviums when they only wanted 1 (I've done that before, that market slider doesn't work properly you know). Should they be stuck with that second EI and unable to resell it, especially if another player needs it to craft their IO?
7) Respecing out of enhancement sets. How do you handle situations where powers are buffed or nerfed? A player respecs out of a nerfed power or drops a marginal power to pick up the buffed one. What about the IOs or HamiOs they slotted in that power? Unable to trade it if they bought it? Able to trade it even thought they bought it because of the respec? (If so you give the flipper the safety valve they need to get around your restriction(s) if not then you potentially harm many more non-flippers). If they can't trade it when they have no use for it what happens to the player that wants it but there aren't any?
8) Sales badges. There are badge hounds that are completely uninterested in the market but MUST have every badge in the game on every toon they have. The easiest way to get those badges is to buy items on the market cheaply and then relist them for one inf. Disallowing this will make getting the market badges not only tedious for the badgers but for those non-flippers that use the market more in the way that you wish to see. -
Quote:You can drop fighting and still be very viable.Hello scrapper forum!! 5 yr vet here who doesn't post (much) but reads here with every build I make.
I am stuck with the same problem everyone has building a capped BS/SD that I want to solo AVs without taking half an hour......not enough power pools.
I have cj/sj, fitness, medicine, fighting pools, with no room for hasten. And I dont want to softcap without cj as it gimps the slotting of the powers (I have look at this until I am blind!)
Would swapping the fighting pool with assult and manuvers hurt me too much in resistance?
I was thinking the added dam boost would help make up for not having hasten plus I would gain a power slot for conserve power.
I am 39 on this toon currently and would take all of BS except slash, confront and whirling..and all of SD except OWtS
Thoughts?
Thanks guys.
Pick up Hasten, Whirling (6 slot with Oblit) or Conserve if you feel you still need it, and pick up OWtS. With soft capped defenses you won't need the extra resists in combination with Aid Self.
With soft capped defenses you can discard Parry. You can pick up and 6 slot Slash with Sheild Breaker as a set mule/defense debuff tool or you can pick up Confront as a set mule and 6 slot it with Mocking Beratement or Perfect Zinger or you can pick up Super Speed. 3 Slot Super Speed with the Zephyr set for the defense bonuses and slot an Unbounded Leap +Stealth or Celerity +Stealth in the base slot in Sprint for PvE stealthing.
In tougher situations you'll still have OWtS to fall back on and it provides more Smash/Lethal resistance than Tough, costs much much less end to use, and provides resistance to exotic damage types that Tough doesn't. If you need OWtS more often than it's up (which is 1/3 of the time) you need to re-examine your playstyle/build.
Dropping the fighting pool also has the advantage of saving you another .33 end per second after ED capped end reduction and some combination of the the above mentioned power picks and sets with those you are all ready using provide more defense to each position, at no end cost, than ED capped Weave.
3 slotted Hasten plus Active Defense 3 slotted with Membranes allows you to double stack Active Defense a majority of the time (you can perma double stack it with other +rech bonuses) this has 2 benefits. The Membranes increase the defense debuff resistance provided by Active Defense. Double stacking it doubles this increased defense debuff resistance and also doubles the mez protection provided by double stacking Active Defense. This is a great help in fighting yellow mitos on a Hami raid and in mitigating the stun from fighting Romulus's Nictus friends in the ITF as a couple of prominent for instances. -
Quote:More players also means more set IOs needed to fill slots. Unless they are fully IO'd out level 50's all new players and new toons will increase demand by the same amount (actually more since drop tables are weighted rather than balanced) they increase production.More players, playing in teams and not flipping would increase the 'items produced' too ;-)
Also thanks to Fleeting_Whisper - I respect your opinion and your kind way of saying it's a crud idea.
Also @Smurph don't forget that more transaction slots would have at least a visible effect on availability. More slots means more total goods placed up for sales rather than deleted, stored, or forgotten.