all_hell

Legend
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  1. In the niches I work, prices have dropped dramatically.
    Supplies have increased too. I think that's the why for my niches. IDK about anything else.
  2. Quote:
    Originally Posted by The_Spad_EU View Post
    Add a time limit of, say, 4 weeks to market listings. At the end of that time limit the item returns to your "stored" inventory and your lose your listing fee. This way you avoid having items that have been listed for 18 months at 10 times the going rate hanging around the market.
    What exactly is the problem with "having items that have been listed for 18 months at 10 times the going rate hanging around the market?"
  3. Quote:
    Originally Posted by Cully View Post
    1. Post the sellers GLOBAL name, and any other GLOBAL names their master NC Account pays for.
    Desired resolution: This helps track down the farmers and the BM jackers, then everyone that plays the game can refuse to play with the jerk that makes this aspect of the game infuriating to the player base.
    One can already refuse to pay the price. Why encourage players to grief one another? That sound like an astoundingly bad idea.

    Quote:
    Originally Posted by Cully View Post
    The community will sort out the bad apples and the devs can easily boot/slap/punish/immolate/draw&quarter the BM Jerks.
    There's zero indication that the devs think it's wrong for players to want to pay so much for various IOs. If players wouldn't pay so much for them, other players couldn't sell them for so much.

    Quote:
    Originally Posted by Cully View Post
    Make listings time sensitve, 1 week max length, and the price you paid to list it is GONE FOREVER. This will incentivise sellers to put an actual reasonable price on their items instead of just listing something for an inflated price and letting it sit for months. It'll start costing them to try and jerk around the BM so they'll have to drop the prices in order to actually move their stock.
    This is would cause supply at the Auction House to dry up. Some items would never get listed any more. AFAICT, that would defeat the ostensible purpose of the measure.

    Quote:
    Originally Posted by Cully View Post
    I'm trying to enjoy the game, i really am, but its starting to feel like they're working harder at punishing the player, instead of rewarding them.
    Being able to sell your rare drops for oodles of cash is not a reward? I am confused by that notion.
  4. Quote:
    Originally Posted by Poodles View Post
    whilst now playing this game for 54months, im now a little bored and tired of the Black Market prices. Whilst i thought the Market was a good idea at first, this is now proven to be a mistake.
    W/o the market, your access to these things would be much more limited if you had access to them at all. Imho, having access is better than not having access.

    Quote:
    Originally Posted by Poodles View Post
    Galdiators Armour
    Shield Wall Defence
    These are some of the most rare and most expensive items in the whole game. They are not representative. Fwiw, the numbers you have posted reflect a recent market correction downward. I suspect it's because more people are playing for longer period since I20 came out.
    Quote:
    Originally Posted by Poodles View Post
    So im looking at around 3 Billion just to slot 2 powers, are you all serious and are you Dev's going to allow this to continue ?
    Why wouldn't they?
    If you don't like the "prices" (it's not a store btw, it's an auction) you can acquire these items via Alignment Merits.

    Quote:
    Originally Posted by Poodles View Post
    Why are people paying these stupid prices for ONE RECIPE..
    Some people pay these prices because they're greed-heads who think they need the absolute best of everything to enjoy the game.

    Quote:
    Originally Posted by Poodles View Post
    Have you ever sat down and worked out how many kills it would take you to save up 100 mill infamy ?
    I am quite sure that someone has.
    Have you ever sat down and worked out how many kills it would take you to get a purple recipe drop?

    Another way you could get 100mil inf is by selling your recipe drops on the market.
    Iirc, it takes only one or two Alignment merits to get a recipe that sells for 100mil.

    Quote:
    Originally Posted by Poodles View Post
    Are you Devs going to step in and sort this out or are you just going to let it run its course ?
    The devs set the course. They provided more than one way to acquire these things. If you don't want to spend that much play money to get your playthings, then don't. There are ways to get these things that don't involve placing bids at the Auction House.
  5. Here's a leveling up one that's level 37 for you





    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 48 Natural Brute
    Primary Power Set: Energy Melee
    Secondary Power Set: Willpower
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting

    Villain Profile:
    Level 1: Energy Punch -- Acc(A), EndRdx(3), RechRdx(3), Dmg(5), Dmg(5), Dmg(37)
    Level 1: High Pain Tolerance -- Heal(A), Heal(11), Heal(11)
    Level 2: Bone Smasher -- Acc(A), EndRdx(7), RechRdx(7), Dmg(9), Dmg(9), Dmg(37)
    Level 4: Fast Healing -- Heal(A), Heal(13)
    Level 6: Mind Over Body -- ResDam(A), ResDam(13), ResDam(15), EndRdx(15)
    Level 8: Air Superiority -- RechRdx(A)
    Level 10: Indomitable Will -- EndRdx(A)
    Level 12: Build Up -- RechRdx(A), RechRdx(17), RechRdx(17)
    Level 14: Fly -- Flight(A)
    Level 16: Rise to the Challenge -- Heal(A), Heal(23), Heal(23), EndRdx(25)
    Level 18: Total Focus -- Acc(A), EndRdx(19), RechRdx(19), Dmg(21), Dmg(21)
    Level 20: Quick Recovery -- EndMod(A), EndMod(25)
    Level 22: Whirling Hands -- Acc(A), EndRdx(27), RechRdx(27), Dmg(29), Dmg(29)
    Level 24: Hasten -- RechRdx(A), RechRdx(31), RechRdx(31)
    Level 26: Boxing -- RechRdx(A)
    Level 28: Heightened Senses -- DefBuff(A), DefBuff(31), EndRdx(34)
    Level 30: Tough -- ResDam(A), EndRdx(34), EndRdx(36)
    Level 32: Energy Transfer -- Acc(A), EndRdx(33), RechRdx(33), Dmg(33), Dmg(34), Dmg(37)
    Level 35: Weave -- DefBuff(A), DefBuff(36), EndRdx(36)
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- RechRdx(A)
    Level 1: Fury
    Level 1: Sprint -- EndRdx(A)
    Level 2: Rest -- RechRdx(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight(A)
    Level 2: Health -- Heal(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A)
    ------------
    Set Bonus Totals:------------
    Set Bonuses:




    Code:
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  6. Here's one with some more IOs from sets.
    I think that they're relatively cheap ones.
    If you'll PM me you global name, I'll give you a couple hundred million inf for the build.



    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Brute
    Primary Power Set: Energy Melee
    Secondary Power Set: Willpower
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Energy Punch -- Mako-Acc/Dmg/EndRdx/Rchg:50(A), Mako-Acc/EndRdx/Rchg:50(39), Mako-Acc/Dmg:50(40), C'ngImp-Dmg/EndRdx/Rchg:50(40), Dmg(40), RechRdx(43)
    Level 1: High Pain Tolerance -- Heal(A), Heal(15), Heal(15), ResDam(50)
    Level 2: Bone Smasher -- Mako-Acc/Dmg/EndRdx/Rchg:50(A), Mako-Acc/EndRdx/Rchg:50(3), Mako-Acc/Dmg:50(3), C'ngImp-Dmg/EndRdx:50(9), Dmg(11), RechRdx(11)
    Level 4: Fast Healing -- H'zdH-Heal:40(A), H'zdH-Heal/EndRdx:40(5), Heal(5)
    Level 6: Mind Over Body -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/EndRdx/Rchg:30(7), ResDam(7), ResDam(9)
    Level 8: Air Superiority -- RechRdx(A)
    Level 10: Indomitable Will -- EndRdx(A)
    Level 12: Build Up -- RechRdx(A), RechRdx(13), RechRdx(13)
    Level 14: Fly -- Flight(A)
    Level 16: Rise to the Challenge -- H'zdH-Heal:40(A), H'zdH-Heal/EndRdx:40(17), Heal(17), DarkWD-ToHitdeb/Rchg/EndRdx:50(39), DarkWD-ToHitDeb/EndRdx:50(50)
    Level 18: Total Focus -- Acc(A), EndRdx(19), RechRdx(19), Dmg(37), Dmg(37), Dmg(39)
    Level 20: Quick Recovery -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(21), EndMod(21)
    Level 22: Whirling Hands -- Acc(A), EndRdx(23), RechRdx(23), Dmg(27), Dmg(27), Dmg(37)
    Level 24: Hasten -- RechRdx(A), RechRdx(25), RechRdx(25)
    Level 26: Boxing -- RechRdx(A)
    Level 28: Heightened Senses -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(29), DefBuff(29), DefBuff(34)
    Level 30: Tough -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/EndRdx/Rchg:30(31), ResDam(31), ResDam(31)
    Level 32: Energy Transfer -- Mako-Acc/Dmg/EndRdx/Rchg:50(A), Mako-Acc/EndRdx/Rchg:50(33), Mako-Acc/Dmg:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(33), C'ngImp-Dmg/Rchg:50(34), C'ngImp-Dmg/EndRdx:50(34)
    Level 35: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(36), DefBuff(36), DefBuff(36), EndRdx-I:50(50)
    Level 38: Strength of Will -- ResDam-I:50(A)
    Level 41: Electrifying Fences -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(42), Efficacy-Acc/Rchg:50(42), Efficacy-EndMod/Rchg:50(42), Posi-Dmg/Rchg:50(43), Det'tn-Dmg/EndRdx/Rng:50(43)
    Level 44: Ball Lightning -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Dmg/Rchg:50(45), Posi-Acc/Dmg:50(45), Efficacy-Acc/Rchg:50(45), Efficacy-EndMod/Rchg:50(46), Det'tn-Dmg/EndRdx/Rng:50(46)
    Level 47: Combat Jumping -- DefBuff(A)
    Level 49: Taunt -- RechRdx(A)
    ------------
    Level 1: Brawl -- RechRdx(A)
    Level 1: Fury
    Level 1: Sprint -- EndRdx(A)
    Level 2: Rest -- RechRdx(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight(A)
    Level 2: Health -- H'zdH-Heal:40(A), H'zdH-Heal/EndRdx:40(46), Heal(48)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(48), EndMod-I:50(48)
    ------------
    Set Bonus Totals:
    • 174.29 HP (11.63%) HitPoints
    • MezResist(Immobilize) 12.1%
    • MezResist(Sleep) 4.4%
    • 13.5% (0.225 End/sec) Recovery
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)
    ------------
    Set Bonuses:
    Mako's Bite
    (Energy Punch)
    • MezResist(Immobilize) 3.3%
    • 22.49 HP (1.5%) HitPoints
    Mako's Bite
    (Bone Smasher)
    • MezResist(Immobilize) 3.3%
    • 22.49 HP (1.5%) HitPoints
    Harmonized Healing
    (Fast Healing)
    • 1.5% (0.025 End/sec) Recovery
    Impervious Skin
    (Mind Over Body)
    • MezResist(Sleep) 2.2%
    Harmonized Healing
    (Rise to the Challenge)
    • 1.5% (0.025 End/sec) Recovery
    Dark Watcher's Despair
    (Rise to the Challenge)
    • 22.49 HP (1.5%) HitPoints
    Efficacy Adaptor
    (Quick Recovery)
    • 16.87 HP (1.125%) HitPoints
    Gift of the Ancients
    (Heightened Senses)
    • 2% (0.033 End/sec) Recovery
    Impervious Skin
    (Tough)
    • MezResist(Sleep) 2.2%
    Mako's Bite
    (Energy Transfer)
    • MezResist(Immobilize) 3.3%
    • 22.49 HP (1.5%) HitPoints
    Crushing Impact
    (Energy Transfer)
    • MezResist(Immobilize) 2.2%
    • 16.87 HP (1.125%) HitPoints
    Gift of the Ancients
    (Weave)
    • 2% (0.033 End/sec) Recovery
    Positron's Blast
    (Electrifying Fences)
    • 2.5% (0.042 End/sec) Recovery
    • 1.575% Resistance(Fire,Cold)
    Efficacy Adaptor
    (Electrifying Fences)
    • 16.87 HP (1.125%) HitPoints
    Positron's Blast
    (Ball Lightning)
    • 2.5% (0.042 End/sec) Recovery
    • 1.575% Resistance(Fire,Cold)
    Efficacy Adaptor
    (Ball Lightning)
    • 16.87 HP (1.125%) HitPoints
    Harmonized Healing
    (Health)
    • 1.5% (0.025 End/sec) Recovery
    Efficacy Adaptor
    (Stamina)
    • 16.87 HP (1.125%) HitPoints



    Code:
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  7. This one has teh Mu mastery to bring you up to 3 AoEs

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Brute
    Primary Power Set: Energy Melee
    Secondary Power Set: Willpower
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Energy Punch -- Acc(A), EndRdx(3), RechRdx(3), Dmg(5), Dmg(5), Dmg(7)
    Level 1: High Pain Tolerance -- Heal(A), Heal(7), Heal(9), ResDam(48)
    Level 2: Mind Over Body -- ResDam(A), ResDam(9), ResDam(11), EndRdx(11)
    Level 4: Fast Healing -- Heal(A), Heal(13), Heal(13)
    Level 6: Bone Smasher -- Acc(A), EndRdx(15), RechRdx(17), Dmg(17), Dmg(19), Dmg(19)
    Level 8: Air Superiority -- RechRdx(A)
    Level 10: Indomitable Will -- EndRdx(A), EndRdx(21)
    Level 12: Build Up -- RechRdx(A), RechRdx(21), RechRdx(23)
    Level 14: Fly -- Flight(A)
    Level 16: Rise to the Challenge -- Heal(A), Heal(23), Heal(25), EndRdx(25), ToHitDeb(48)
    Level 18: Total Focus -- Acc(A), EndRdx(27), RechRdx(27), Dmg(29), Dmg(29), Dmg(31)
    Level 20: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(31), P'Shift-EndMod/Acc:50(31)
    Level 22: Hasten -- RechRdx(A), RechRdx(33), RechRdx(33)
    Level 24: Whirling Hands -- Acc(A), EndRdx(34), RechRdx(34), Dmg(34), Dmg(36), Dmg(36)
    Level 26: Boxing -- RechRdx(A)
    Level 28: Heightened Senses -- DefBuff(A), DefBuff(36), DefBuff(37), EndRdx(37)
    Level 30: Tough -- ResDam(A), ResDam(37), ResDam(39), EndRdx(39)
    Level 32: Energy Transfer -- Acc(A), Dmg(33), EndRdx(39), RechRdx(40), Dmg(40), Dmg(40)
    Level 35: Weave -- DefBuff(A), DefBuff(42), DefBuff(42), EndRdx(42)
    Level 38: Strength of Will -- ResDam(A)
    Level 41: Electrifying Fences -- Acc(A), EndRdx(43), RechRdx(43), Dmg(43), Dmg(45), Dmg(45)
    Level 44: Ball Lightning -- Acc(A), EndRdx(45), RechRdx(46), Dmg(46), Dmg(50), Dmg(50)
    Level 47: Resurgence -- RechRdx(A)
    Level 49: Taunt -- RechRdx(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Heal(A), Heal(48), Heal(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(15), P'Shift-EndMod/Rchg:50(46)
    ------------
    Set Bonus Totals:
    • 10% FlySpeed
    • 56.22 HP (3.751%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • 10% RunSpeed
    ------------
    Set Bonuses:
    Performance Shifter
    (Quick Recovery)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.11 HP (1.875%) HitPoints
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.11 HP (1.875%) HitPoints



    Code:
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  8. Here's one.
    I tried to stay as close to what you had posted as I could.

    How attached are you to fly?
    How attached are you to the IO sets you chose?

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Brute
    Primary Power Set: Energy Melee
    Secondary Power Set: Willpower
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Energy Punch -- Acc(A), EndRdx(3), RechRdx(3), Dmg(5), Dmg(5), Dmg(7)
    Level 1: High Pain Tolerance -- Heal(A), Heal(7), Heal(9), ResDam(15), ResDam(50)
    Level 2: Mind Over Body -- ResDam(A), ResDam(9), ResDam(11), EndRdx(11)
    Level 4: Fast Healing -- Dct'dW-Heal:50(A), Dct'dW-Heal/EndRdx:50(13), Dct'dW-Heal/Rchg:50(13), Heal(48)
    Level 6: Bone Smasher -- Acc(A), EndRdx(15), RechRdx(17), Dmg(17), Dmg(19), Dmg(19)
    Level 8: Air Superiority -- RechRdx(A)
    Level 10: Indomitable Will -- EndRdx(A), EndRdx(21)
    Level 12: Build Up -- RechRdx(A), RechRdx(21), RechRdx(23)
    Level 14: Fly -- Flight(A)
    Level 16: Rise to the Challenge -- Heal(A), Heal(23), Heal(25), ToHitDeb(25), ToHitDeb(33)
    Level 18: Total Focus -- Acc(A), EndRdx(27), RechRdx(27), Dmg(29), Dmg(29), Dmg(31)
    Level 20: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(31), P'Shift-EndMod/Acc:50(31)
    Level 22: Hasten -- RechRdx(A), RechRdx(33), RechRdx(33)
    Level 24: Whirling Hands -- Acc(A), EndRdx(34), RechRdx(34), Dmg(34), Dmg(36), Dmg(36)
    Level 26: Boxing -- RechRdx(A)
    Level 28: Heightened Senses -- DefBuff(A), DefBuff(36), DefBuff(37), EndRdx(37)
    Level 30: Tough -- ResDam(A), ResDam(37), ResDam(39), EndRdx(39)
    Level 32: Energy Transfer -- Acc(A), EndRdx(39), RechRdx(40), Dmg(40), Dmg(40), Dmg(42)
    Level 35: Weave -- DefBuff(A), DefBuff(42), DefBuff(42), EndRdx(43), EndRdx(50)
    Level 38: Strength of Will -- ResDam(A)
    Level 41: Gloom -- Acc(A), EndRdx(43), RechRdx(43), Dmg(45), Dmg(45), Dmg(45)
    Level 44: Darkest Night -- EndRdx(A), EndRdx(46), ToHitDeb(46)
    Level 47: Resurgence -- RechRdx(A)
    Level 49: Taunt -- RechRdx(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Dct'dW-Heal:50(A), Dct'dW-Heal/EndRdx:50(48), Dct'dW-Heal/Rchg:50(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(46), P'Shift-EndMod/Acc:50(48)
    ------------
    Set Bonus Totals:
    • 10% FlySpeed
    • 56.22 HP (3.751%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Terrorized) 4.4%
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 10% RunSpeed
    ------------
    Set Bonuses:
    Doctored Wounds
    (Fast Healing)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    Performance Shifter
    (Quick Recovery)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.11 HP (1.875%) HitPoints
    Doctored Wounds
    (Health)
    • MezResist(Terrorized) 2.2%
    • 1.26% Resistance(Fire,Cold)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.11 HP (1.875%) HitPoints



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  9. Energy transfer is your strongest attack. It should definitely be six slotted.

    The tohit debuff in Rise to the Challenge is minimal by itself and therefore should only be slotted for if you have slots left over

    go ahead and take weave. It has the potential to increase your survivability more than tough


    I am working up a new mids' build based on your power choices
    do you want well-rounded? Single target damage monster? Damage soaker / tank?
  10. High pain tolerance should be all about the HP so slot it for health first and then if you happen to have extra slots left over they can go into High Pain tolerance with resistance
  11. Quote:
    Originally Posted by Lord_Sidious View Post
    yes i am very familiar with enhancment divisification. does that apply to slotting so'd with an IO as well?
    It applies to the totals for each sort of enhanced attribute
  12. With Will Power, you can really afford to choose a different Epic Power Pool.

    sould Mastery is good for single target damage and it has darkest night which can be handy

    Mu has a couple of AoE attacks that you might like to round out the single target heavy Energy Melee

    You'd get a lot of benefit from slotting your attacks for some recharge as well as some endurance reduction
    Slotting your attack for end red is more efficient than triple slotting your toggles for end red
  13. You do need some help.

    To start, there's a thing called Enhancement diversification which practically limits each power to no more than 3 of any one kind of SO enhancement. You can put more in, but they do very little after the third.

    http://wiki.cohtitan.com/wiki/Enhanc...iversification
    Enhancement Diversification (usually abbreviated ED), also sometimes referred to as Enhancement Diminishing Returns, is a system of modifying the effects of enhancements when the total enhancement is above a certain percentage. Enhancement Diversification became effective on the production servers as of the release of Issue 6 and City of Villains.
    Enhancement Diversification is based on a system of diminishing returns on enhancements slotted to raise bonuses to a very high level. It primarily affects Single-Origin, Hamidon, and Crafted enhancements, though it is possible that enough slotted Dual-Origin Enhancements may be affected as well.
    Due to the diminishing returns of multiple enhancements of the same type, it is clearly inefficient to put more than three Single Origin enhancements of a given type in one power. For instance, three damage Single Origin enhancements will give you "the most bang for your buck." Note that Single Origin enhancements of another type will not experience the diminishing returns from the other enhancements. Example: If you put three damage enhancements into one power, and put an accuracy enhancement in the fourth slot, the accuracy would not be reduced to 4.99% because of the damage enhancements. The reduction only applies to enhancements of the same type.
    Next, unless you have some other reason for choosing and attack, it's usually better to choose the attacks with the higher damage per animation time. Drop Barrage in favor of Bone Smasher.

    Now I will begin looking at the build. More later
  14. Quote:
    Originally Posted by Roderick View Post
    You'll only have 50% def debuff resist, but most other sets have the same amount, and when it fails on you, you'll still have all that Resist and Regen to fall back on.
    Mids' shows only ~17% ddr
  15. Quote:
    Originally Posted by BigBoss Eyepatch View Post
    It is convenient really to just run to wentworths, but prices for even simple stuff there is crazy. I play on EU servers, Defiant. And there was a time a few weeks ago, inanimate carbon rods were selling for 100,000 inf on average. I was like... huh?
    Bear in mind that what you're seeing aren't really "prices" per se. It's not a store at all. It's an auction house.

    Quote:
    Originally Posted by BigBoss Eyepatch View Post
    Often its great to grab a bit of this or that which you need for your temporary power or whatever at dirt cheap prices, but some of the things on it are enormously expensive especially to us 6 month veterans.
    If you'll spend some time, you won't have to spend so much inf. By that I mean, bid and wait. The longer you're willing to wait, to let a bid stand, the more likely you are to get a good deal on an item.
    People who are not willing to wait, who are not willing to spend time, spend inf instead.


    The Market is a barnyard of cats that lay golden eggs.
  16. the market fee is widely seen to be a good thing for the CoX economy because it takes inf out of the system and thereby lessens some inflationary pressure
  17. Find ways to use your time.

    I do my chatting, eating, drinking, etc while waiting for ET and TF to execute.
    Also I try to target my next victim during that time. Then, when it finally does go off, I can just hit the follow button and and my next attack button and then zoomwham.

    One nice thing is that if you're using TF is seems as if your travel power doesn't get suppressed. It does of course, but the suppression seems to end before the attack does.
    Another nice thing is that you can start ET or TF and then click a glowie to have the glowie timer going while the ET or TF attack animation is running. Depending on the glowie timer, it can look as if you never stopped to click it at all (to you rteam mates who don't see the glowie timer bar.
  18. If you can hold on to that 1st billion a bit, it'll breed.

    The 1st billion is the only billion that's hard. After that, it's more about what to do with the inf coming in.
  19. Quote:
    Originally Posted by Wanted_NA View Post
    Can we know why is it being taken down?
    "...to investigate an issue."
  20. all_hell

    A CoH cleric?

    http://boards.cityofheroes.com/showt...12#post3547612
    From Arcanaville:
    The most confusing thing about discussions surrounding weapon redraw is the fact that different people interpret the words "factor into" and "redraw penalty." Here's the entire scoop so everyone knows what is going on here, and what changed.

    Weapon based attack sets have a special requirement on them that non-weapon sets do not, for visual purposes. In order for a weapon attack to execute, the player must be in the "weapon state" and have the weapons drawn. If the player is not in this state, the game will automatically put the player into this state. The act of doing so plays an animation which "draws" the weapons. This is what players call "weapon draw."

    The best case scenario for using a weapon attack is you're already in this state, and you simply execute the attack. The worst case scenario is that you're not in this state, and have to execute weapon draw + attack, which takes longer. In the old days, the attack's *cast time* was calculated to be this worst case time. So if an attack takes 1.0 seconds and weapon redraw takes 0.6 seconds, the attack had a cast time of 1.6 seconds.

    If you were not in weapon mode, the game would play redraw, then the attack, which would take 1.6 seconds. The attack animation and the cast time would expire a the same time, and you could use another attack after that. If you were already in weapon mode, the game would play the attack, and that's it. 1.0 seconds later the attack animation would be over but cast time would still be running. You could not execute another attack until cast time expired, because *both *cast time must be over *and* the attack must be finished playing. So you'd stand around for 0.6 seconds until cast time expired, *then* be able to play another attack.

    So a weapon set would look like this: Draw -> Attack -> Wait -> Attack -> Wait -> Attack -> Wait. The pauses were as long a redraw, so whether you needed to redraw or not, the attack chain would take the same amount of time. But it was a little jerky. Some people described this situation thusly: there is no weapon redraw penalty. Obviously, whether you have to redraw or not, the chain takes the same amount of time.

    BaB and Castle decided to reverse this. Instead, cast time was set to the actual running length of the attack, period. So now, what happens is this. If you are already in weapon mode, you just Attack -> Attack -> Attack with no need to wait around for cast time to expire. But if you are *not* in weapon mode, then what happens is this: you draw your weapon, which takes 0.6 seconds (in this example). Then you execute the attack, which takes 1.0 more seconds. 0.4 seconds after you start the attack, the cast time of the attack expires (1.0 seconds) and the combat engine says you can use another attack. However, the attack is still playing and because its rooted, you cannot do anything until its completed. So you really cannot attack anyway: cast time expires early, but the attack itself runs its full course. It costs you the time to draw the weapons when you are not in weapon mode, but there's no cost if you are already in weapon mode.

    Weapon draw used to be factored into cast time and now cast time no longer includes redraw time. Because of this, there is now a weapon redraw penalty whereas in the past there was no penalty. But its more precise to say players always paid the penalty and now they only pay it when they have to. In other words, there has always been a weapon redraw penalty, but now you don't have to pay it all the time for no reason.

    One interesting side effect is that weapon sets have always actually been pretty fast, because they were designed with redraw in mind. When redraw was eliminated from cast time, all weapon sets suddenly became much, much faster - and thus better. On top of that, BaB improved many of them by shaving frames and eliminating further pauses in the animations, making some of them - I'm specifically thinking about Katana here - amazingly better from what they were.
  21. all_hell

    A CoH cleric?

    Quote:
    Originally Posted by Postagulous View Post
    (correction to Winterminal) Redraw takes no time, but yeah, the flashiness of it all.
    Redraw does take time. If you do not have your weapon already in hand, there's a small amount of time spent drawing the weapon. This time is outside of the animation time. This only occurs if you do not have the weapon in hand when you activate the attack. If you already have the weapon out, then there's no additional redraw time, only the animation time.
  22. Ty all vm.

    I have been toying with a brute who has holds. mag 14 theoretically maintainable. but an 8 mag definitely so
  23. Quote:
    Originally Posted by Cully View Post
    So.. I put up 5 (Insert craptastic recipe here) for 500mil a piece, then log into an alt with an email infusion of cash handy, and artificially inflate the price of said item to 500m per, while paying myself to do so, only missing out on the transaction costs, BUT, i have now just set the price for this recipe at 500m to everyone else that gets to see it. Now, taking those 5 recipes I turn around and put them back up on the market (after having just bought them from myself) and sell them again, this time to a poor sap that actually thinks that's just the price he's gonna be forced to pay cuz well... obviously 5 other people had to as well....

    Now do this for a week.

    Yes, you are now the problem on the black market.
    How do I keep more of w/e item from coming to market for less than what I want people to pay me again?
    That's the part that always snags me every time I try this particular money making plan that get suggested over and over by non-marketeering types who don't have the time or inclination to try the plan out themselves.