kendo

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  1. Quote:
    Originally Posted by Rodion View Post
    Ultimately, there will be far too many changes in the game and player behavior to ascribe any meaningful causal relationship between the market merge and supply/demand/pricing.
    and this is exactly why now is the perfect time for them to make this change. if it would have been done as a stand alone change, then everything under the sun, real or imagined, would have been blamed on the market merge with so many changes affecting so many different aspects of the game, not really going to be possible to point to the market merge, in and of itself, being the reason for swings in market behavior.
  2. Quote:
    Originally Posted by Postagulous View Post
    Not a critique, but I don't understand where locking helps your rolls or TF stuff. Even if you weren't going to have the powers slotted above your 31, you could get better enh.

    I thought locking down was to get drops.

    [and this is possibly sad since I locked a toon for about a month once, playing her every day. Though I really dig the middle 20]
    you want to lock characters because random rolls with AE tickets or Merits gives you the recipes at your level or the maximum level of the recipe, whichever is lower. if you don't want any IO enhancements > lvl 31, so the bonuses are active down to lvl 28, then you need to lock your character at 31.
  3. Quote:
    Originally Posted by Soulwind View Post

    I tend to take it, map it to the ~ key and use it as part of my attack chain. As I don't usually build for extreme recharge (and almost never take Hasten), I've usually got a small gap in there somewhere to throw in a quick Taunt just to pi** off the mobs even more.

    I like doing this also, and if you have a couple of spare slots to stick in there for Procs, you can even get a bit of damage at no endurance charge
  4. Quote:
    Originally Posted by Necrotron_RO View Post
    True, but the can and do often fill the same role very well. Almost all of my Brutes tank.

    Punchvoke on Tankers works quite well, my Brutes and Tanks will often favor a punch to get the attention of a single target over Taunting them.

    Still, Taunt is extremely useful for the -Range compenent, pulling things in close, and the ability to very quickly grab aggro of those not near you, 5 at a time.
    actually, I find that Master Minds can fill in as the pseudo tanker red side as well as, or better than, brutes. several of mine have taunt powers from the power pool.

    but back on topic I agree with the folks that say - it depends. it depends on what power sets you take (my ice tank may pick it up very late but holds agro pretty darn well with his other powers), it depends on whether you play with the same people most of the time (friends, SG, etc where play style may or may not need a taunting tank), it depends on your personal view of a tank and their role on a team.

    personally, using the criteria above, almost all my tanks have taunt. but I don't slam others that don't take it. if I don't think they are pulling their weight in a group, I may not play with them but their choices are their choices. it is one of the main premises of the game and one of the reasons I have been enjoying it for several years.
  5. kendo

    New Player

    Quote:
    Originally Posted by JL_Kraze View Post
    Hello all, I am currently on a trial acct. and have a few questions, this may or may not be the right place to post but...

    Which server is recommended for a new guy? I am looking to get into the game after a very very long AFK.

    I would also really like to know if there are any SG's out there with active members, it would be nice to log in at any given time of day to see there are 10-20 or more people on, familiar faces.

    I have never seen anything past lvl 30-ish hero side and lvl 20-ish villain side, pretty much just soloed the whole time and I think the boredom of that process is what drove me away the last time. The thought of playing in a group setting sounds much more fun and thats why I am wanting to come back and give it another shot. Unless the feedback I receive leans towards a dieing playerbase, I wouldnt hesitate upgrading to a normal acct and being a daily player.

    Thanks in advance for any response to this post, hopefully there will be a flood of helpful replies.
    first off, welcome back. many things have changed, so it may be almost a totally new experience for you. hope you enjoy it.

    regarding your questions about super groups - the best suggestion I can give you would be to go to the server section of the forums here. each server has a pinned thread for SG information and there are always many postings by SGs in their server forum. you can check out the information they have posted to see if they might be a good home for you. many have web sites you can visit to get additional information about them as well as how to contact them to get an invite.

    if you haven't already decided on what server, or servers, you will use, then you may want to look at the population at the time you normally play. when you log in, the last server you logged into is at the top of the list. after that, they are listed from least number of people on to most number of people on. usually Freedom and Virtue will be at the bottom of the list (as the busiest servers) but that can vary a bit if you play at off-hours. and some people like being on less populated servers - less lag, etc.

    shameless plug if you decide to play on Freedom, Virtue or Justice, Hero or Villain side - check out the information for Repeat Offenders. one of the larger collections of Super Groups in the game and there is almost always several members on at any time. they have a wide array of super groups, some with specific themes for specific archetypes; others just wide open and generic for anyone to join in the fun
  6. Quote:
    Originally Posted by Aluminum Man View Post
    Alright I have a related question - is there a good reasonably up to date regen guide? I've run a MA/Regen scrapper up into the 20's now and I'm picking up low-level IO sets for +regen and +max health bonuses and I'm glad to see there's no cap, but I would like to see what other people think on how this all should work. One example - is taking fitness with a regen scrapper overkill or more of a good thing? Any guidance would be appreciated.
    from what I have seen in Mids playing around with my new regen build, fitness really isn't necessary, as long as you take physical perfection in your 40s. with both quick recovery and PP 3 - slotted, my endurance use to endurance recovery numbers are better than just about any other scrapper I run.

    also be careful you don't lump the comments about max regen into max health. it appears that the cap for max regen is high enough you don't have to worry about it for a regen. but max health is very easily reached. my original regen was built for max regen and max health and was way, way over the max health whenever dull pain was active. and that was without adding in even 1 of the accolades that gives + HP. my new build will pretty much cap HP with a couple of accolades and a few minor HP bonuses that are part of the sets that I am slotting mainly for other reasons besides + HP.

    oh, and just as a side note to Umbral - my new build slots recharge IOs in IH, needed those extra slots elsewhere
  7. Quote:
    Originally Posted by Umbral View Post
    Yes, there is a cap, but it is outrageously high. 3000% +regen outrageously high. You're not going to get that without a number of Empaths buffing the crap out of you.



    The reason that many people, myself included on some occasions, ignore slotting heal enhancement into IH is largely an issue of slot. If I need to pull slots from somewhere, IH is a quick place to steal 2 slots (if I'm willing to give up the 5% +rech from Doctored Wounds, not that the 5% +rech set bonuses are rare) without diminishing the overall effectiveness of the power much. An increase of ~175-190% +regen might seem like a lot, but you've got to remember that IH isn't up all the time and, most of the time, when it is up, a lot of that +regen is overkill. It all comes down to the build in question and whether I want to get that little bit of extra regen (which I'm more likely to want from IH than from FH because of higher average contribution numbers) or if there is something more valuable I can get with those slots.
    thanks again for taking the time to explain things like this. much appreciated.

    I hadn't thought about the whole picture quite that way, just seeing the nice bump from 200 to 375% in regen. but you are right, if your base regen is over 600% and you hit IH, does it make that much difference if you jump from 600 to 1400 or 600 to 1575? probably not, if you cannot handle what you are fighting with 1400 regen, you probably couldn't handle it with 1575, most likely laid out on the floor either way
  8. Quote:
    Originally Posted by Umbral View Post
    Global heal bonuses, such as those provided by the Doctored 4 piece bonus or the Numina's 3 piece bonus, do not effect +regen powers. These bonuses only effect powers that explicitly heal and do not provide any resistance at the same time (those powers that provide resistance and a heal with the same power are flagged to not be affected by outside buffs).

    Healing enhancement, however, does increase IH's +regen. However, only 200% of the 800% baseline +regen that IH provides is affected by enhancement. The other 600% is flagged to be unaffected by enhancement. What you see on the default info tab of Mids' is only the unenhanceable portion of the +regen provided, so you won't see any increases based on enhancement. If you check the effects tab, however, you'll see both of the effects listed, with the 200% base +regen properly modified by enhancement.
    thank you Umbral, that explains it perfectly. I don't usually flip around to the effects tab in mids, so all I was seeing was the unchanging 600%. that also explains why on the totals tab, which I do use a lot, the regen % jumped around 1000% instead of 600% when I toggled IH on and off in the build.

    and I believe several of the builds you have posted to help people here use the 3 recharge instead of Doctored slotting. I understand the concept of diminishing returns but slotting IH with the Doctored set increases that 200 to around 375, per the effects tab that I just discovered

    that seems to be a pretty substantial amount of regen to pass up. is there a cap to the amount of regen you can have? I have learned a lot from your posts explaining why going for +HP on a regen isn't worth it because of the easily reached cap. in fact, that's one of the reasons I am playing with new builds because I was one of the people building for lots of +HP, thinking it would help the regen amounts. but I wasn't aware of an over-all regen cap.
  9. returning to playing a regen scrapper after a long time and attempting to rebuild it in Mids. but getting confused by the numbers it shows me for IH. looking at what guides I could find here, I see an almost even split between people using 3 recharges in IH and people 5 slotting Doctored Wounds.

    when I look at the power in Mids, it appears that the % regen is not benefiting from the heals in Doctored. is that correct? IH is a flat rate that cannot be enhanced? if that's the case, I can see why people slot plain recharges in there. are the folks putting in Doctored doing it just for the set bonuses, primarily the global +recharge?
  10. Quote:
    Originally Posted by Minotaur View Post
    Basilisk and eradication quads plus pounding slugfest procs get added to the list (sets that stop at 30) plus the impeded swiftness proc. These are IOs I either use or sell for decent cash. The basilisk quad I had to merit buy red side as there were no recipes or crafted IOs for sale at any level when I needed one. When I got 3 pounding slugfest procs, I got 40M each for them. Basically because few people roll at that level, some of the IOs are pretty scarce.
    I had the two quad pieces listed, they would be my primary reason for rolling below level 35, but I hadn't considered the proc pieces from slugfest or impeded. that would raise the number of decent results in that grouping. now that's making me consider an idea thrown out by Trashcan. maybe the best odds would be to split the rolls between levels 15 -19 and 35 - 39.

    moving up to level 15, instead of rolling 10 -14 only adds 12 recipes and those include the slugfest proc you mentioned and the stealth travel IOs. should give you pretty good odds on hitting a basilisk, eradication or one of these others. then roll some 35 - 39 to maximize the chances of getting the miracles, LotG, numinas, etc.

    I would probably roll a bit heavier in one group or the other, depending on which items I needed more for personal use. like you mentioned, some things like the basilisk quad are not available, at any price, red side. so you either take your chances rolling one for yourself or just merit buy it specifically.

    thanks for all the feedback everyone, good discussion and definitely picking up some nice tidbits of info
  11. Quote:
    Originally Posted by SwellGuy View Post
    I often play in AE at level 10 with exp turned off and generate a ton of level 10 bronze rolls 10-14 then I move on to level 15 and again turn off exp and generate a ton of 15-19 because at 15 the Stealth IOs begin.

    Then I do it again at 30 for 30-34 and 35 for 35-39.

    I am considering adding in a freeze at 20 for a 20-24 roll option at some point.
    I do a lot of bronze 10 -14 rolls as I can always use stdfst and kismets. but stealth IOs at 15 would require gold rolls which gets pretty expensive. do you get enough stealths to make that worthwhile? again, you can't believe everything you read or hear, but most of the "numbers" I have seen put out show that you would make way more by rolling 50 bronze recipes at that level than 1 gold.
  12. Quote:
    Originally Posted by SpittingTrashcan View Post
    To other players, I am other players.

    I roll randoms, starting at character level 30, in recipe range 30-34, and I sell the ones I can't use. I live what I preach. I do all right.
    Quote:
    Originally Posted by DrMike2000 View Post
    I enjoy random rolls in the 30-34 range.
    could either or you (or anyone else that advocates rolling in the 30 -34 range) explain why you prefer to roll in the the 30 - 34 range rather than rolling in the 35 - 39 range? I know that rolls now have some weighting to them, but for now, just looking at what's available in the two ranges in Wiki

    - 30-34 contains 106 recipes
    - 35-39 contains 77 recipes

    of the 30 or so recipes that drop out of the running at level 35, I see only 2 or 3 that are really top tier - basilisk quad, eradication quad and possibly the shield breaker triple or the call to arms +def aura.

    so wouldn't your over-all odds of getting some of the most sought after IOs like the miracle, lotg +rech, numinas +regen/+recv be higher rolling at 35 -39? or am I missing other winners in the under 35 recipes?

    appreciate any insight or feedback that folks can provide. I haven't done any serious random rolling but starting to build up enough merits to give it a go and trying to figure out the best level to roll, both for things I could use and things I can sell for good returns
  13. Quote:
    Originally Posted by ClawsandEffect View Post
    Okay, I was mistaken. It won't stack like I thought it would.

    Sorry if I misled anyone.
    it certainly wouldn't have been the first time that something worked differently than the way everyone thought it did thinking outside the box when slotting IOs has led to some very interesting options and one of the main reasons I like reading through the forums and checking out the discussions around all the builds people post.

    this one may not have panned out but was definitely worth looking at, thanks for throwing it out there Claws.
  14. Quote:
    Originally Posted by ClawsandEffect View Post
    I agree with most of this, except it occurs to me that in a build that will be using Divine Avalanche extensively to get melee defense, putting the Kismet in it actually does make sense.

    The Kismet +6% Acc is a proc, when it is activated you get +6% To-Hit for 2 minutes. That proc will stack at least twice (you can confirm this by zoning in-game with the proc in a toggle power. I did, that's how I know it's true). I don't know if it will stack more than that, but I do know for an absolute fact that it will at least double stack. Putting it in a power that is used as often as Divine Avalanche will ensure that you will pretty much have it permanently double stacked.

    I can't believe that never occurred to me before. Looking at it logically, Divine Avalanche is actually the BEST place to put that IO, because it is the only place in this build that will consistently double stack it. And if it WILL stack more than twice......every time you hit with Divine Avalanche you're getting 6% to-hit on top of the defense from it, and you can use Divine Avalanche a LOT of times in 2 minutes (I kind of doubt it will stack more than 2 or 3 times though, the devs probably already saw that loophole and closed it)

    With that revelation, my slotting for DA would be 5 Crushing Impact and the Kismet proc.

    Irony:

    It took an atrocious build to point out something we've ALL been doing wrong all this time
    has anyone tested this during a mission, after the zoning stacking wears off? maybe I am thinking of something else, but I thought the zone stacking was a known bug that just hasn't been fixed yet.

    I also thought that procs like this could not stack from multiple applications from the same source. if that's not correct, then it should stack however many times you can get it to go off in 2 minutes. I have never seen anyone comment that a proc was coded as being able to stack 2 or 3 times from the same source but no more than 2 or 3 times. have always seen it as Y/N thing, either it stacks from the same source or it doesn't.

    if it can stack multiple times within a mission, definitely going to have to consider moving a kismet into DA. take that you little CoT ghosts
  15. Quote:
    Originally Posted by Zero_Oblivion View Post
    Thanks for the advice, guys. I think I am going to go SS for now. The more I think about it, the more I want hasten, so I'm already in the pool anyway. I might reconsider later in my career, but for now, I think I'll go with SS. Thanks for all of the opinions!
    also depends on what level of Veteran's rewards you are up to. if you have the ability to take a travel power without the prereq, you can take hasten and fly. best of both worlds that way
  16. Quote:
    Originally Posted by RabidBrian View Post
    once upon a time? I was buying every single KC enhance in the set for under 10 mill not 4 months ago. Ive been sitting on a 30 mill bid for the trip for a solid month now. And they were selling for that then too, but lately they havent been going for under 60 mill. Redside markets a JOKE!
    and that's if there are even any for sale at any price. most of the time I check the market, there are zero for sale for the triple at any level. and I am not rich enough yet to post a 50+ million bid on multiple levels.

    looking more and more like I will have to farm merits and buy them, at least for the triples.
  17. Quote:
    Originally Posted by Forbin_Project View Post
    One doesn't have to be psychic to know that the new email feature wasn't intended to be used as additional personal storage. And as long as players know about the deadline, then 30 days is more than enough time to claim any attachments sitting in an email inbox.
    however, without any clearly worded "statements of intent" from the developments, one would have to be psychic to come to your conclusions here. absent an official policy statement, one can really only go by what one sees and infer from that.

    so let's look at the email system before and after the ability to send items.

    before -
    - no limit to # of emails - at least none that is apparent. I have some alts that have over 400 emails sitting in their inbox, almost all from gold spammers

    - time limit on retention - also apparently no limit as some of those spammer messages go back to mid-2009. closer to 360 days than 30

    after -
    - email inbox limited to 20 after which you are prevented from sending yourself more

    - time limit - apparently this has been changed to 30 days, though as you and others have pointed out, without any posted warning.

    what I inferred from the above and what I think most non-psychic people would deduce from the above is

    - there would still not be a time limit - nothing was ever stated about there being such a change and if emails from spammers can sit out there for at least 12 months, why shouldn't my emails to myself

    - the change to # of emails that can remain in your inbox is stated and, at least to me, indicates the devs' intentions that you could, indeed, use the email system to store a limited number of items that way. if you choose to use it to store 20 items, then you couldn't transfer anything else. so your choice - it could be used for active, frequent transfers; an extra 20 item personal storage bin; or anything in between that suited your personal tastes. which, by the way, I thought was a great idea on their part but now obviously I don't think quite as highly of their implementation of this feature
  18. Quote:
    Originally Posted by Triplash View Post

    That and maybe, outfit the character who does the switching while he's still over there, and bring back all the stuff for a second character. It costs the same but takes less time and effort.
    this is a good idea, thanks. I was planning on using a lvl 50 because they could carry more back with them. but you're right, sending over a level 35 or so that is waiting to get his shiny toys would probably do better over-all. I could slot him up and then carry some back with him. wouldn't be able to carry quite as many back but wouldn't need to as he would also be slotting quite a few into his own powers.
  19. Quote:
    Originally Posted by Triplash View Post
    I'm not sure. But what it does do is effectively put your level progression on "pause". That way you can keep getting rewards but the enemies stay at the same level, plus you're not building up even more powers and slots to worry about filling. And since AE tickets can be turned in for whatever you're after, you're not stuck with piles of cheap random drops.
    I think you are thinking of merits, not AE tickets. one thing you cannot do with AE tickets is pick specific recipes. you can select to random roll bronze, silver or gold level recipes as well as what range level of recipes you want to roll against.

    but the BIG caveat is that the recipe you receive will be your level or the maximum level of the recipe, whichever is higher. so if I am a level 48, I could choose to roll for level 35 - 39 bronze tickets. if I were to roll a kinetic combat IO, which has a maximum level of 35, I would get a level 35 recipe. but if a rolled an obliteration, which caps out at level 50, I would get a level 48 recipe.

    depending on your plans, normally involving PvP or exemping down to lower levels, you may want recipes at a lower level than their maximum cap. I usually keep 1 character level locked at 32, so recipes I get are no higher than 32. that way I can exemp down to level 29 (for Oros flashback missions) or to PvP at a level 30 cap and still have full benefit from the IO bonuses.

    in answer to the original question, no, you don't get any more AE tickets if you turn off xp. the only real benefit is to try to control the level of the recipes you get when turning in those tickets.
  20. Quote:
    Originally Posted by Triplash View Post
    As long as you've got a hero on blueside with that kind of money. The devs have said (I'm told it was at Pax) that influence and infamy will not be brought across from one side to the other. When you switch you keep any items you've got, but have zero of the new side's inf. However your old side's inf does get put into a kind of holding, so if you switch back it's still there waiting for you. You just can't spend it while you're playing for the other team.
    understood, but I don't need to bring anything with me from red side to blue side. just need a way to transport the goods back to the villain side. I have enough $$ on the blue side, if not IO's already sitting in storage, to give my villain turned hero 30 or 40 recipes + enhancements and send him on his way back to his villainous ways.
  21. Quote:
    Originally Posted by SwellGuy View Post
    Well I am waiting for Going Rogue to switch to where there are recipes.
    this. I prefer red side except for the next to impossible mission of getting IOs to create the builds I want. depending on the mechanics, I know that I will move 2 or 3 from red to blue to stock up on recipes and enhancements and then move back. with a level 50, I should be able to move around 45 - 50 IOs per trip.
  22. just a stray thought, but maybe there could be some consideration given to creating some kind of a sliding scale for endurance use in the lower levels. similar to what was done to help out accuracy at lower levels.

    overall though, have to say that I don't really mind the current system. yes, it's a bit frustrating at times when I start new characters. but I really think a large part of that is selective amnesia, forgetting that my IO'ed out lvl 50 didn't always rip through whole missions without having to pause once to recover endurance

    to me, part of the fun is to play around with different build combinations to see what works best - high recharge, capped defenses, lots of recovery, lots of regen, etc. I have several characters, like blasters, that can be defeated with a mostly full blue bar. does that mean we should be given a large increase to health? it's no fun faceplanting. or should we be given almost instant recharge for all powers because it's more fun to use my nukes than my little level 1 powers?

    is the current system perfect, definitely not. but I do think we have been given a lot of flexibility to tailor many things to fit your own concept of fun. want those big hitters up more often, build for massive recharge and take hasten. want to be safer, even if it takes you longer to defeat something, then take powers like weave to help cap some of your defenses. don't like to be slowed down by a lack of endurance, then choose to slot accordingly. pass up some of the IO set bonuses to frankenslot for endurance or devote an extra slot here and there to endurance enhancements.
  23. Quote:
    Originally Posted by Smurphy View Post


    SS/Elec, Battle For Television. +3/x8 No bosses. That's for the Inf/Minute # and powerleveling someone



    SS/Elec, Battle for Tleevision. +0/x8 No Bosses. That's for purple drops.
    good red side mission to run, what would you recommend on the blue side ?
  24. Quote:
    Originally Posted by Smurphy View Post
    Depends on what you are farming for. The #s in the picture shown above are from me doing farming for purple drops. 2,566 enemies defeated per hour who can drop purples is "some good"
    what settings do you usually run at to get to those numbers? +0/+8? without bosses? while bosses have better drop rates, but can slow down overall kill rate, does it work better for purple farming to leave them out?
  25. Quote:
    Originally Posted by Nethergoat View Post
    Another update with some observations.


    Still haven't done the final respec and he has a bunch of expensive stuff sitting in base storage for when I finally do, but he's upgraded his frankenslotted powers to 'good' sets and he's an okay farmer/soloist set to +0/x5.

    As suggested I picked up Taser, which makes a nice compliment to beanbag and makes short work of annoying foes. I'm of two minds on Gun Turret (which I've fully slotted with Expedient Reinforcement).

    The changes to Defiance make it a solid pick. The damage buff is substantial, and while its own output is fairly trivial it does distract a bit of incoming fire, which is helpful. Plus I think it looks cool, floating around with my targeting drone & vet drone.

    But it doesn't fit my solo playstyle, which makes much use of stealth (cloak + super speed) to get in position, drop caltrops and then lay AoE waste. As much as I come to like it I use it very rarely.

    I have most of my expensive stuff ready to go and have been rebuilding his bankroll doing 20-30 minute MA runs, cashing in the tickets for 34-39 bronze rolls and crafting the good stuff for a ridiculous markup. He should be ready for the 'big one' by the end of the month even as little as I've been able to play.
    glad to hear you are still playing this guy a bit and really glad to hear that your experiment is working out pretty well. now you have me wanting to drag my lower level ar/dev out of mothballs and give it another try

    if you don't mind, please post your final build with all the shiny new IOs. would make a great wish list for mine down the road.