Arbegla

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  1. Quote:
    Originally Posted by Sharker_Quint View Post
    Here's a bright idea. List your things at 1-10 infl that you want to sell and watch them fly out of the market. Usually at a nifty profit. You can also convert your reward merits into A-merits to pretty much buy anything you want. Again, I see no need for this idea at all.

    You can't buy temp power recipes with A-merits, and as temp power recipes are recipes, you can't store them without taking out spots on either your email, or your 'holding'. And as you can't craft temp power recipes while you already have the temp power, you either have to delete the power with its remaining charges to recraft it, or sell off the recipes and then rebuy it back on the market, or just vendor/delete the recipe and hope it drops for you again.

    Also listing everything at level 1 doesn't always mean it will sell quickly. Leveling up in Praetoria i crafted and listed every single set recipe i got, and on some characters, even with multiple weeks of not playing them, i still have 5 - 7 spots taken up with things listed for 1.

    With the fact they have pretty much put temp power recipes on their own drop table, and then set that drop table to 'extremely common' temp power recipes drop like rain. While this could negate the need to hoard them, as they are so common, some of the recipes aren't, (the med pack comes to mind, as does the backup radio) and it would be nice to be able to store the recipes somewhere that doesn't take up valuable space on WW, or in your inventory (thus filling up what you can hold faster, and possibly limiting other drops in the process)
  2. Quote:
    Originally Posted by plainguy
    I placed in Photon Grenade a Absolute Amazement proc for - 7.5% ToHit. out of many Purple IO's it is one of the cheapest. It's a Kluge but for now it is the best I can think of. It's that power that you hope goes off when your trying to resummon your pets during a fight that might have went bad.. Your hoping the Proc goes off to give you the Defense Cap you need for that moment. At 33%% its much higher then other procs going off.
    As mentioned in a different thread, that proc actually doesn't do anything. It doesn't proc, it doesn't apply the -tohit value, and its basically a wasted slot, unless your going for the +recovery from absolute amazment, and are running low on funds.
  3. While there is an unlimited amount of anything in the game in theory, due to the way things drop, its not always unlimited. If it was unlimited then prices in WW would be a lot lower then they are now.

    Quote:
    I'm pretty sure this has been suggested before, but while playing all my alts and such, I've been running into this problem more and more. I just run out of space.
    I said in my OP why i wanted more storage for enhancements and recipes. I play a lot of alts, and while i do have a lot of inf, i'd rather not waste it on something i had drop, but as i may not be able to use the enhancement/recipes right away, i would like a place to put it in the mean time.

    especially if all my WW slots are filled with things i'm trying to sell. I don't believe in just vendoring items for the sake of vendoring items, I'd much rather fill the market with them, and as i don't vendor items, and i don't want to rely on a SG base (multiple characters of mine are in non solo SGs, and storing items there isn't always the best idea) I proposed just adding extra storage the the vaults, for enhancements and recipes.
  4. My arguement is for personal (as in not requiring even a solo SG) storage for enhancements and recipes. Especially recipes.

    While you can make a solo SG, its only for 1 character, unless you invite someone else into your SG to invite your alts, OR you have a secondary account, and even then you only have storage for crafted enhancements, or salvage, none for recipes.

    And where have the dev's said the storage we have it enough?
  5. Yes. Basically you lead with any hard control you have up (confuse, hold, stun, etc) then head into melee and pound some face. In the event your hard control isn't up, you can kite/pull with your ranged attacks, and get mobs into melee range, then pound on their face
  6. Quote:
    And with base storage, you can hold more, more personally, you can only 'store' 50 salvage. Anything held is taking up space for drops, and with limited 'storage' options on wentworths (yes, you can 'store' 10 of the same recipes, but what about multiple levels? then 1 slot is taken up by 1 recipe) salvage stacks up to 10, but then you can't sell anything due to storage.
    I didn't ignore the fact enhancements and recipes can be stored on the auction house, i just pointed out the flaw in that arguement. Say, you have a level 49, and a level 50 recipes. they are within .5% of an enhancement value of each other, but you got both as a drop, and could use both in different powers, but your not high enough to use them yet.

    So your only option is to use 2 market slots to store 2 recipes. (unlike your arguement that each slot can hold 10 recipes, while true, doesn't factor in different levels of enhancements/recipes)

    I haven't ignored the fact that we used to be able to store more base, component, or candy canes, but you seem to be ignoring that player themselves can hold a really high amount of candy canes, and costume salvage, and base, or component salvage, so the limits on those aren't really worthwhile, as players can already hold a large amount of them.

    Invention salvage on the other hand is MUCH more limited by what can be held, and having the dev's open up base salvage racks to be able to hold invention salvage means you can store more invention salvage then before. As they gave you more options of where to store it.
  7. Arbegla

    Hail of Bullets?

    Really depends on your recharge. If you have the recharge where you have single target attacks up often enough where you can keep shooting at the EB/GM/AV, then use those first. If you don't, HoB makes a good filler, due to its longer animation time and high damage.
  8. But they aren't being produced anymore. Sooner or later Base Salvage and Components won't exist anymore. Invention Salvage is being produced, and the racks used to not be able to hold them at all, thats where I'm getting the idea from.

    We went from 0 base storage for invention salvage to 30 per rack of storage for invention salvage.

    30 > 0. Atlest last i checked.
  9. Quote:
    Originally Posted by Forbin_Project View Post
    Now that's an outright lie.

    Base storage bins were not limited to base salvage. They also held Special and Event salvage. Candy Canes, Halloween Costume Salvage, Access Bypass's, and Prototype Elements all of which takes up the same number of slots they do in todays limited salvage racks.

    We all want more storage. I said that in my first response and wished you the best of luck with this suggesti, but pointing out what the devs have done instead of increasing individual character storage does not mean we don't want more storage. And pointing out that the arguments your using to justify this suggestion are flawed also does not mean we don't want more storage.
    I'm sorry, i thought we were talking about Invention salvage. The old bins couldn't hold invention salvage, and now they can, so thus, an increase in invention salvage storage due to the change of the storage racks. Plus the 'hold' limits on Candy canes, Halloween Costume Salvage, Access Bypass's and Prototype elements are atlest 999 EACH, some, like the Candy Canes, go up to 9999 each, so each character can carry an insane number of those salvage types.

    Invention Salvage on the other hand is VERY limited, and the change to base salvage racks allowed you to store MORE salvage then before.

    My issue isn't with the email system itself, its the limitations put on the email system. When your making a new character build, and have salvage spread out over multiple characters, trying to email yourself 20+ pieces of rare salvage one at a time is tedious. The system is great for moving large amounts of INF around, but for enhancements/recipes/salvage it doesn't work very well. Not to say I'm not grateful for it, but as a storage devices, its both impractical and unsafe *due to the large chance of a roll back eating all your goods*
  10. Quote:
    Originally Posted by Forbin_Project View Post
    Seriously? You're claiming you don't understand that concept? You go look at any game and you will find that the devs tell the players what they can and can't do.
    Seriously? Your telling me you know exactly what the dev's want us to do and not do?

    Your so called 'change' to the storage actually allowed us to have MORE storage then before when it came to bases.

    Base salvage racks used to only hold BASE salvage, not invention salvage. Now each rack can hold 30 invention salvage, thus increasing what you can hold in a BASE.

    What I'm wanting is personal enhancement/recipes storage, especially things like respec recipes, and those temp powers that you can't craft, but can't have multiple copies of. Yes, you can sell them on the market, and buy them back, but if you get them as a drop, wouldn't it be nice to just be able to throw it on a rack, or vault?

    Heck, you have to zone into bases, and some systems have long zone times (especially in large bases) so having an option in the vault will cut down on load screens and make things more streamlined.
  11. There's a pretty big difference between 'held' and 'stored'.

    Yes, each character can hold 10 enhancements, 20-ish recipes (at level 50) 85 salvage (at level 50, with all the crafting badges, and the vanguard bonus and the 66 month vet reward)

    And with base storage, you can hold more, more personally, you can only 'store' 50 salvage. Anything held is taking up space for drops, and with limited 'storage' options on wentworths (yes, you can 'store' 10 of the same recipes, but what about multiple levels? then 1 slot is taken up by 1 recipe) salvage stacks up to 10, but then you can't sell anything due to storage.

    I'm sorry if i don't want to use gleemail to send 1 item at a time between my characters, especially when its not the most stable form of 'storage' we've been given.

    What your basically telling me is to use my character slots for 'storage' characters, because that's what the devs want us to do? Limit our own drops by 'holding' the maximum amount of items?

    I've been using the vault storage as a means to hold any salvage i get in a certain level range, so that when i get a recipe i don't have to spend any money on salvage, but due to the limitations on storage, I can't even store every piece of salvage from a certain level range (all common, all uncommon, all rare)

    That's where the problems lies, if you play characters, you want drops, and if your 'holding' the maximum number of items, you don't get anymore drops.
  12. Thing is, those are numbers for level 50s, and if you have 144-396 level 50s, you have nothing left to store.

    But for a level 20, you have a fraction of those slots, and no way to store them. your just holding them, which means you can't get anymore once you fill up.
  13. I'm pretty sure this has been suggested before, but while playing all my alts and such, I've been running into this problem more and more. I just run out of space.

    You can only store 50 salvage in the vault, but 0 enhancements, and 0 recipes, and the only way to store enhancements is via a base storage container, which if your not in a solo base, means your at risk for people to take it.

    And you still can't store recipes anymore

    So I'm proposing an extension on the vault. Currently its holding 50 salvage, so why not extend it (via tabs) to include storage for recipes, and enhancements. That way if you run out of room in recipes, you can craft enhancements and store those instead (plus some items are worth more as enhancements then they are as recipes)

    What do you guys think? Something like 1 storage slot every 2 levels, with the ability to earn more via crafting badges (or something like that) So that at level 50, you have 50 salvage, 25 recipes, 25 enhancement, and maybe allowing badges to up to to 30/30 or 35/35, that way you can store more per character.
  14. Drop fighting, grab leadership, problem solved

    For a /FF repair would be the better choice honestly. What damage does get through your defense, that your protector bots won't heal up on their own, you can use repair on. Even with a base slot (1 rech) Its up often enough to help out a lot in conjunction with the protector bot heals.
  15. except for the level you can slot them.
  16. Quote:
    Originally Posted by Snow Globe View Post
    I'll actually agree with this. On the other hand I think that anyone saying that all AT & power set combos can defeat Trapdoor solo with the current live build is full of themselves.
    Envemoned dagger + 4 purple inspirations + 8 reds inspirations + whatever else you have in your inspiration tray. Kill the clones first and Trapdoor dies. The End.
  17. Esepecially with a envemoned dagger. He splits, throw a dagger at him, then go nuke the clone, then pound on him. even with a low damage toon, the added DPS of dagger (it does toxic damage, and hits pretty hard on its own) plus the -regen will really help out, and its super cheap on the market.
  18. Quote:
    Originally Posted by starphoenix View Post
    Pets can be resummoned whenever you want, but their effectiveness disappears if you disappear. Maneuvers boosts defense by 2.625% while Tough boosts damage resistance by 15% and Weave boosts defense by 4.5%. If you team lots, then Maneuvers is useful, but if you solo lots, then Weave is more useful than Maneuvers since Bots are replaceable.
    While its true that bots are replaceable, if maneuvers will allow your bots to become softcapped, then you spend less endurance resummoning and re-upgrading them all the time.

    Softcapped pets are MUCH more durable then not softcapped pets, and if that small defense boost will get you there, by all means, do it.
  19. The problem lies in that fact that your proc doesn't work the way you think it does.

    Bonfire summons a psuedo pet, which does the Aoe knockback. Pets are unaffected by recharge, and psuedo pets even more. So basically the only time your proc has a 10% chance to go off, is when you cast the power.

    While my procs on the other hand (mainly the -res) has a 20% chance every attack to go off. each acid mortar shoots 10 mortars, within its 1 minute life span, so every fifth attack triggers the proc. And as the proc doesn't stack with itself, the duration is just refreshed, so its basically perma.

    The -tohit proc in seeker drones doesn't work, and if you notice, i didn't count it anywhere in my math, it was all straight debuff values. You slotted your seeker drones for stun duration, while i slotted mine for tohit debuff.

    You do realize that you (the mastermind) has a lower threat mod then your pets, and the same threat mod as any squishy AT. So using fireball for aggro isn't going to help your cause unless you pets are not attacking (merely look up how threat is calculated and it will explain it for you)

    Name a proc i've mentioned that only has a chance to go off on power activation? My damage proc in my rifle burst? well, yes, but the recharge is under 4 seconds, so thats pretty much as much as possible, and the chance is 33%, i've already gone over the acid mortar proc, and hold proc in my electric fenses is also 33%, and the recharge on that is under 5 seconds. My Pancea proc and performance shift procs have a chance to go off every 10 seconds, while i'm idle, doing nothing.

    I'd like to see your pylon DPS values, heck lets even compare them, as the last time i ran mine i managed 344DPS.

    I have no +rech procs, so all my recharge is based on actual global bonuses, or up time of hasten, so all my debuffs, while also hitting for more values then yours, are up for often as well, i don't have to resummon a AoE knockback power for a chance of higher recharge, i just have higher recharge naturally.

    So again, while i did spend billions for billions sake, the increased durability and performance far out weighs that your build can do.

    And i'd like to see a video of you soloing 0/8 without your pets. Heck, lets goto test, and each run a mission together, each not using our pets, and each taking on the same size groups. See who performs better, side by side.
  20. Quote:
    Originally Posted by Sev17 View Post
    I know that gravity is subpar but I just love the animations on propel, I think it may be my favorite power in the game.

    I've never played a corruptor. I tried to find a guide for a good gravity corruptor but I could not find one which was up to date. Can anyone give me suggestions on what a good grav/x build would be?
    Are you thinking dominator? Corruptors don't get access to gravity control.
  21. What did you tell me about relying on procs? oh yeah
    Quote:
    Originally Posted by plainguy
    ...You are relying on a Kluge and a prayer...hoping your proc goes off...
    Yet you rely on your +rech proc in bonfire to go off, and doesn't bonfire scatter mobs around and make then hard to manage, thus effectively limiting your AoE potential due to scattered mobs?

    And, aside from fireball, the only 'attack' you have it trip mine, the rest are side effects of debuff powers, or caltrops, which is a massive DoT attack.

    While that does do a fair amount of damage, and i can see using bonfire to give you coverage while you setting up a field of doom, the time required pretty much negates its practical uses, even with your softcap, as your going to get hit.
    Without factoring in your +BU proc, as its not very reliable, and may or may not actually benefit trip mine and caltrops here are your damaging abilities outside of your pets:

    Your fireball does 72.91 damage recharging in 15.06seconds
    Your trip mine does 417.82 damage recharging in 6.613seconds, with a 4 sec interruptable cast time
    Your caltrops do 204.57 damage(recharging in 18.83secs, so able to triple stack, so 613.71 damage)
    Your Provoke does 14.35 damage recharging in 3.493secs
    Your seeker drones do 30.86 damage recharging in 36.76secs
    Your acid mortar does 24.72 damage 33.45secs

    And as we've already established that you can only double stack acid mortar 80 - 25% of the time, your total -res is about 20 - 40%.

    While my attacks (disregarding my pets) do:

    Pulse Rifle Burst does 140.26 damage recharging in 2.303secs
    Caltrops do 282.81 damage (recharging in 12.95secs thus able to quad stack, so 1,131.24 damage)
    Poison trap does 35.34 damage recharging in 25.9secs
    Acid mortar does 11.14 damage recharging in 27.17secs
    Provoke does 11.35 damage recharging in 3.019secs
    Electrifiing fenses does 29.18 damage in 5.757secs
    Electric Shackles does 38.30 damage in 10.26secs
    Seeker Drones does 33.16 damage in 26.69secs

    And, i'm able to triple stack my acid mortar so about -60% to -80% resistance (depending on the -res proc going off)

    So, disregarding trip mines, which would take you roughly 10 seconds per mine to set up, I'm fairly certain even without pets, i would out damage you, and thats what the game is all about right? doing the most damage the quickest?
  22. Quote:
    Originally Posted by plainguy View Post
    Arbegla I clearly understand what your trying to get across. I also happen to read the the thread you sent me in a PM, before your PM.

    Simply in response to your numbers.

    You spent Billions to be able to have a regeneration rate of 3 more points then me without Triage Beacon and 5 more with Triage Beacon.

    You spent Billions to be able to have a Recharge Rate that just about allows you to have Acid Mortar up every 27 seconds compared to my 33 seconds.

    You mentioned your Procs but you either failed to look or decided not to mention that my Force Feedback +recharge proc has a chance to go off every time a mobs hits my Bonfire. And when it goes off my Proc that I spent 5k on and single slotted in a silly power like Bonfire just beat all that recharge you spent BILLIONS to obtain..

    And since I run on a setting of 8 I have many mobs hitting my Bonfire at any given time. End result my 10% chance proc goes off A LOT.

    Finally Arbegla you have no attacks.. So there is nothing you can do without your pets solo in a mission. As I mentioned you are completely dependent on your pets for damage.

    One simple TF comes to mind Apex TF. I'm sure you read the thread or might have done the TF so no need to explain the situation.

    I have all my debuffs (which i've already stated have more debuff value then yours) I have caltrops, with i can quad stack, and i have my rifle burst, (which with my purple set in it, hits pretty hard, and i can spam it all day long) I also have the mu mastery single target hold, and the mu mastery AoE immobilize.

    I can do plenty without my pets, but i figure the point of a mastermind is to USE your pets, and if i wanted to play without them, i would just roll up a corruptor, as the endurance values on /traps are much lower on a corruptor.

    The only thing you build has above mine is the ability to take 10% more -defense. While mine has more resistance, more regeneration (2HP/second base is Massive, and i have enough recharge to perma it, while you don't, not without using bonfire, which as others have stated, Won't do exactly what you want it to do. Its more crowd control and area denial then actually benefiting you)

    The difference between 27 seconds, and 33 seconds is the difference of 2, or 3 acid mortars. And that is without factoring in the alpha slot. The debuff value of 2 acid mortars vs 3 acid mortars is MASSIVE, especially when you consider the -res proc adding basically a whole acid mortar worth of -resistance for free.

    Also my bots pretty closely soft-capped (all but the protector bots exceed the softcap of 45% defense to everything but psi, and the protector are covered by the -tohit debuff values they, and i have, very similar to the way i'm covered by them)

    I've been pretty successful on my apex runs, and i even got master of apex on my second attempt. And i didn't use the whole 'lets have BM run around like a chicken with her head cut off' tactics most people use. I immobilized her (using web nade, and my AoE immobilize) then played rotate the columns of doom, and was able to use seeker drones, acid mortar, and poison trap all very effectively. Heck, i even got 3 mortars to debuff her while she was raining (literal) hell down on us.

    In all of my apex attempts i was the only form of debuff, and i was the sheer reason we won.

    Yes, i spent billions, and yes most of it was for a few percents worth of increase, but overall, my build greatly out performs yours.
  23. Am i the only one that immobilizes BM and then has a rotation cycle set up so that the melee goes from smacking her face, to shooting her with range attacks, and the orbital lances become pretty much a simple thing to avoid entirely? everyone has their corner of the map, and everyone converges on BM until she nukes herself, then everyone goes back to their corner of the map (rotating corners depending on who gets a nuke dropped on them) then converging back on BM..

    It worked wonders on my /traps as poison trap is pretty much a melee debuff, and my /traps can immobilize her pretty easily on her own.
  24. Arbegla

    Super Strength

    Quote:
    Originally Posted by Ultimo_ View Post
    There's likely a number of reasons. To begin with, there's likely different sample sizes. That is, I suspect there are more Tankers than Brutes, at least at the moment. Even if there was the same proportion of Brutes complaining, they'd be far less visible.

    However, I don't honestly think that this is the case. As has been mentioned, I think the reason Brutes don't complain is they're happy with the performance of the set. I suspect the majority of Tankers are too (I number myself among them, obviously).

    The issue is game balance. I agree, Super Strength should have been a HARD hitting power set, but to make that balanced they would have had to reduce some other aspect of performance, be it attack rate, accuracy or what have you. Somehow, I don't think you would care for that either. Besides, that would mean a DRASTIC alteration to the nature and performance of the set, which you and I know isn't going to happen.

    This is why I restrict myself to smaller changes and tweaks. Altering the animation to add some debris and dust, and perhaps some damage decals to the ground is something that should be easy to do (comapred to revamping the whole set, anyway). Likewise, switching the order of a couple of less popular powers shouldn't be difficult. Thus, I suggest these as an alternative to a complete revamp, since they can make the set FEEL stronger without needing to actually BE stronger.

    You know, due to the fact rage is easily perma, SS has the highest DPA of basically all the tanker secondary sets? And once you double stack rage, that DPA shoots up even more?

    Even when considering the 10 seconds of no damage, and the endurance hit, SS with rage is still pretty much the hardest hitting set out there.
  25. Quote:
    Originally Posted by Player99 View Post
    you do realize dark also caries -damage, which stacks with resistance too, right? <.<

    Yeah, but -damage can be resisted, +res can't. (there's a formula somewhere that pretty much states that -damage is resisted like -resistance is, but I'm not sure exactly the numbers on it, but basically buffs > debuffs vs hard targets like EBs, Avs, and even some bosses)