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Hi, I'm running a level locked scrapper through AE in order to get more mid-level recipes and enhancements in the system. I may end up going up to 40, but I'd like to stay at 35 for awhile.
Any suggestions on this build? The real bear is slots, and I know it would get a lot easier even going up a level or two, but I'd like to stay here. Stamina is probably a must, and a travel power is optional but preferable. Here's what I'm looking at now, but I'd like to get into the low 40s on melee defense. This gets me to 39ish, and since the default IOs are lvl 50, I doubt it would even get there. It saws lvl 34 for some reason, but the 35 power is Shield Charge.
thanks
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Fisty: Level 34 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/Rchg(19)
Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/Rchg(29), LkGmblr-Def/EndRdx(31), LkGmblr-Rchg+(34)
Level 2: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/Rchg(19)
Level 4: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(34)
Level 6: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7), LkGmblr-Def/Rchg(15)
Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/Rchg(21)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Swift -- Run-I(A)
Level 20: Health -- Numna-Regen/Rcvry+(A)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Stamina -- EndMod-I(A), EndMod-I(25), EndMod-I(25)
Level 26: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(31), GSFC-Build%(31)
Level 28: True Grit -- S'fstPrt-ResDam/Def+(A)
Level 30: Boxing -- EndRdx-I(A)
Level 32: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-EndRdx(34)
Level 35: Shield Charge -- Sciroc-Dmg/Rchg(A)
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
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Quote:This (along with Fitness) seems to be deemed a mandatory pool for most melee characters. My thoughts on your comments:Here is an idea for improving the Fighting Power Pool that I would like to share and get feedback on. Additionally, I am working on ideas for other Power Pools which could be improved using similar adjustments, making them more like the Ancillary Pools.
FIGHTING
Tier 1 (A) Boxing : Same as current, but add in alternate animations, specifically the "Barrage" animation from EM
Tier 1 (B) Hardiness : Passive 5% resist to ALL except Psionic
Tier 2 (A) Kick : Buff the damage slightly AND add in alternate animations
Tier 2 (B) Tough : Toggle resistance to S/L just as its current form, but with 5% E/N/F/C added to the toggle
Tier 3 (A) Weave : No change from current form. This power is well balanced for the power pick investment and the amount of protection it provides.
Some reasons WHY
1) By creating a different pathway for choices, players can avoid taking an attack that they dont need or want in order to get the defense toggle they actually want. Those players still seeking extra attacks can still get the attack(s) in a variety of methods.
2) Adding in a passive power at tier 1 and including a small amount of resistance beside S/L would help the pool considerably. I personally feel that the amount of survival afforded by "Tough" is not balanced to its cost. Adding the E/N/F/C will make the toggle worth the endurance cost IMO. I am sure many will not agree, but every time I take tough as a player its for only 2 reasons (slotting Steadfast IOs AND pre-requisite for Weave). Thats not the way it should be. Tough should stand on its own as a power worth taking, even if you still take Weave.
3) Adding alternate animations is something that REALLY helped me with a couple of my existing characters, and extending this to the Power Pool attacks seems a "no-brainer" to me. Personally, I dont like the animations for Boxing or Kick and would LOVE to have other options available. Unfortunately, the current animations are so short that both powers would have to be "revamped" a bit to allow for other animations as options. But its a worthy effort IMHO
*** Thanks for tuning in and looking forward to constructive feedback***
EDIT: I have updated the original post based on feedback in this thread.
1. Some characters actually use the combat options for, um, combat. Kick should be upgraded, no doubt.
2. 5% res all is tremendously powerful. Also, what's the point of a power you cannot enhance (I'M LOOKING AT YOU, SONIC)?
I'm all for increasing resistance, tho. -
temp recipes and regular recipes can drop at the same time. I don't know why, but they can.
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Yomo Addendum:
Anything good with zero bids is overpriced. -
Quote:I see what you did there. You made a market.I would like to thank everyone for their testimonials.
I should now also mention that if anyone would like to get in on the great profits to come ...
PM me or send tell in game to @cossatotI am willing to share a special offer available exclusively to the savvy investors of the Market Forum. I will sell lots of 1,000 canes for 400,000,000.
Special prices available for toon capping quantities.
Selling 1,000 canes for 500,000 apiece would yield a 100,000,000 profit
Selling 1,000 canes for 1,000,000 apiece would yield a 600,000,000 profit
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Quote:I would do backflips (no easy task) if they called a Hammy run on account of bad weather.This reminded me of something, years back a Dev, could have been BaBs, listed a few reasons why they wouldn't do weather, specifically rain.
One of the reasons (but not the only) was that without it effecting the envorement, it would just look fake, he specifically mentioned that reflections on streets and things would be needed to make it look like the streets had actually gotten wet.
Of course, back then, the closest thing to reflections were flipping building interiors upside down.
Now of course, we have actual reflection tech... so... who knows?
Personally, I doubt they will add weather... I'd prefer it if the sky was more detailed though. -
Also, if I've played an AT before (and kinda know what to do), I'll start slotting in the 30-35 region. Especially if it is defense-oriented.
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Quote:That was my first thought as well.For what possible reason would an RMTer do that ?
They wanted to give away 4 billion inf ?
They didn't realize there was email system included in I17 ?
They wanted to corner the Hecatomb market by paying many times the going rate ?
Just where is the benefit for the RMTer ? -
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It shouldnt really matter -- the drop rate is low enough that anyone with a few bn to spare can muck up the works for as long as they want to.
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Looks to me like someone with a lot of cash is trying to set a new price point.
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You know, I would guess that there are probably 100-200 accounts with over 20bn of purely liquid assets and 500 more that could get there by liquidating old 50s and selling the proceeds. Of course, someone would need to buy those assets.
Man, just saying that reinforces how badly we need a voluntary influence sink. -
As they say, you can never be too rich, too thin, or have too much global recharge. That said, if you have a fluid attack chain for your tanker and none of your longer-term recharge powers are that critical, I'd use it on another toon or even sell it (lvl 33 should be very popular for exempting down to lvl 30 missions.)
On the other hand, you can always respec out of them, right? I discovered when LOTGing my BS scrapper as an experiment that 5x changed my attack chain to essentially Headsplitter, Hack, Disembowel, Hack, which changed my style a lot. -
Quote:If it's the first time I'm playing a particular AT (or different primary), then I usually only slot set IOs as they drop. I like to see how the battle to 50 goes, at which point I usually reslot with sets, increase difficulty level, and then run the Ouro arcs.When do most players start slotting sets? I don't know a whole lot about them. Is it something that most wait until 50 to do? Or is it something to start research in the 30s? Also, what is the standard slotting practice these days? Slot DOs until 22 and then slot IOs after that? Feel free to point me to a guide or topic where this has already been answered...I didn't see any recent guides in the guide section, though, and searching for "sets", IOs, etc. doesn't seem to get me anywhere.
Thanks!
My slotting usually goes something like:
1-11, either no slots or TOs as they drop. These levels move quickly enough.
@12, I'll either slot DOs or (preferably) lvl 15 common IOs if I thought ahead.
12-21, I add lvl 15 common IOs
@22, I go SOs
22-31, usually stick with SOs, although will add some frankenslotting or set IOs if they drop.
@32, I add lvl 35 common IOs
32+, I'll upgrade the commons as they drop. -
"Fat finger" trades happen all the time in the real world, they just rarely happen when the base number was of that high magnitude. The trade is rumored to be a sell order of 10mm+ shares of a S&P 500 stock which would have valued the sale at over $500mm. A $500bn sale would trigger "end of the world" scenarios from all computer trading systems, so we're lucky we got off easy!
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I realize that random number generators are random, but has anyone else noticed that yellow and orange recipe rates seem to be lower? I'm mostly playing villains right now, and I'll go 8-10 missions before I get a yellow drop, from levels 10 to 50.
Just my anecdotal two cents... -
Quote:That is a very generous offer, and I will email you my leftovers on red side for free. I'll have a bunch of 15s and 35s over the next week or so.On the one hand, people may have gamed me in the past and I'd never know it. (If I was going to game me, I'd buy two cheap lousy recipes on the market and then roll.) On the other hand, I've bought two rolls, for 40 million, and people handed over a LoTG and a turkey. It doesn't hurt me to assume that most people are good, except financially, and I'm losing money on this anyway.
I'll buy your leftovers for 10 million each. That's probably STILL cheaper than buying randoms for 20. -
Quote:I'm not surprised that it was your first one. If I were going to game you and do that for say 200 merits (10 rolls), I'd be sure to have at least 280 merits on hand and give you the 10 worst rolls. Not that I'm trying to game you...I give you the money, you roll the recipes, you give me whatever you roll. I'm taking the bet that you'll roll something like a LoTG; you're taking the bet that you WON'T.
(By the way, I had my first ever guy back out of a deal last week. Global is "The Great Rock." Ruined my like 27-and-0 record. )
What is your bid for "leftover" rolls, i.e., merit rolls that are deemed by the roller not OMG good? If you want to help the lower level population recipes, I can probably help if your bid is better than vendor prices. -
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Quote:I was most amazed by the last paragraph. If you're reselling every 2 seconds, then you're doing it wrong.ive found that most flippers are people with bad toons or bad builds...the farmers do their part by keeping what they can in stock for the market.the issue is the flippers.
if posi knew what he was doing he would place a time limit on the resale of items just obtained from the market.
that way the dorks flipping wouldnt be able to flip it every 2 seconds.sure they still would be able to flip but not as fast as they like and it would bite into the money they make.wouldnt be able to stop them just like farmers but it would slow them down -
Quote:Of course it will not affect the total inf in the market, but it would seriously affect the granularity of the marketplace. These are not the perfectly liquid and analog supply and demand curves you learn in Econ 102 -- there are a relatively small number of players, many of whom have no idea how the mechanics work.The ability to email inf won't increase prices, because it won't be a factor in increasing the amount of inf entering the market. If you have 10 characters with 10 million each for a total of 100 million, and you move all that inf to one character, you still have 100 million. More people might bid on big-ticket items, but any significant price increases would likely be due to unrelated factors.
IMO, People will be more inclined to pay "buy it now prices" for big ticket items (none of my five friends can afford a BMW, but if we pool up one can buy it and take it out for a spin). Also, I think even (relatively) small ticket items like rare or uncommon salvage will be more easily bought, either through easier transfers if that toon did not happen to have the inf at the time, or with the "what the hell, I can always transfer more money over from another toon.
That's how I'm foreseeing it anyway.