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The build below isnt finished but its an attempt to combine the two approaches. I like your no purple approach and aid self as an OMG button. I like my build's easy mode attitude on regaining health.
The downsides of this one are you lose some recharge time, hasten definitely has down time with this, the aid self isn't as potent as it is in your build but is just as available, The passive regeneration is considerably higher though.
Hope this helps, and one other note, not having elude really gimps you for PVP so I was operating on the idea this would be a pure pve build.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Claws SR Hybrid B1: Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Speed
Power Pool: Medicine
Power Pool: Fighting
Villain Profile:
Level 1: Strike- (A) Crushing Impact - Damage/Endurance/Recharge
- (3) Crushing Impact - Damage/Endurance
- (5) Crushing Impact - Damage/Recharge
- (27) Crushing Impact - Accuracy/Damage/Recharge
- (34) Crushing Impact - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Defense/Endurance
- (13) Luck of the Gambler - Defense
- (15) Luck of the Gambler - Endurance/Recharge
- (27) Luck of the Gambler - Defense/Endurance/Recharge
- (42) Luck of the Gambler - Recharge Speed
- (A) Crushing Impact - Damage/Recharge
- (3) Crushing Impact - Damage/Endurance
- (5) Crushing Impact - Damage/Endurance/Recharge
- (21) Crushing Impact - Accuracy/Damage/Endurance
- (39) Crushing Impact - Accuracy/Damage/Recharge
- (40) Achilles' Heel - Chance for Res Debuff
- (A) Luck of the Gambler - Recharge Speed
- (13) Luck of the Gambler - Defense
- (15) Defense Buff IO
- (31) Kismet - Accuracy +6%
- (A) Multi Strike - Accuracy/Damage
- (7) Multi Strike - Damage/Endurance
- (7) Multi Strike - Damage/Recharge
- (11) Multi Strike - Accuracy/Endurance
- (36) Multi Strike - Accuracy/Damage/Endurance
- (50) Multi Strike - Damage/Endurance/Recharge
- (A) Mako's Bite - Accuracy/Damage
- (9) Mako's Bite - Damage/Endurance
- (9) Mako's Bite - Damage/Recharge
- (11) Mako's Bite - Accuracy/Endurance/Recharge
- (33) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (43) Mako's Bite - Chance of Damage(Lethal)
- (A) Run Speed IO
- (A) Endurance Reduction IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (34) Numina's Convalescence - Heal
- (40) Regenerative Tissue - +Regeneration
- (43) Numina's Convalescence - Heal/Recharge
- (45) Healing IO
- (A) Red Fortune - Defense
- (17) Red Fortune - Defense/Endurance/Recharge
- (17) Red Fortune - Defense/Recharge
- (37) Red Fortune - Defense/Endurance
- (37) Red Fortune - Endurance/Recharge
- (A) Entropic Chaos - Accuracy/Damage
- (19) Entropic Chaos - Damage/Endurance
- (19) Entropic Chaos - Damage/Recharge
- (21) Entropic Chaos - Damage/Endurance/Recharge
- (37) Entropic Chaos - Chance of Heal Self
- (A) Performance Shifter - Chance for +End
- (34) Performance Shifter - EndMod
- (36) Performance Shifter - EndMod/Recharge
- (39) Performance Shifter - EndMod/Accuracy
- (A) Luck of the Gambler - Defense/Endurance
- (23) Luck of the Gambler - Endurance/Recharge
- (23) Luck of the Gambler - Defense/Endurance/Recharge
- (42) Luck of the Gambler - Defense
- (43) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense
- (25) Luck of the Gambler - Defense/Endurance/Recharge
- (31) Luck of the Gambler - Defense/Endurance
- (40) Luck of the Gambler - Endurance/Recharge
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Serendipity - Defense/Endurance
- (29) Serendipity - Defense/Recharge
- (29) Serendipity - Defense/Endurance/Recharge
- (31) Serendipity - Endurance/Recharge
- (36) Serendipity - Defense
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (39) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (42) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Obliteration - Damage
- (45) Obliteration - Chance for Smashing Damage
- (46) Obliteration - Accuracy/Recharge
- (46) Obliteration - Damage/Recharge
- (46) Obliteration - Accuracy/Damage/Endurance/Recharge
- (48) Obliteration - Accuracy/Damage/Recharge
- (A) Run Speed IO
- (A) Empty
- (A) Empty
- (A) Steadfast Protection - Resistance/+Def 3%
- (45) Steadfast Protection - Resistance/Endurance
- (A) Luck of the Gambler - Defense/Endurance
- (48) Luck of the Gambler - Defense/Endurance/Recharge
- (48) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (50) Healing IO
Level 1: Brawl- (A) Empty
- (A) Run Speed IO
- (A) Empty
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Set Bonus Totals:- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 5.81% Defense(Smashing)
- 5.81% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 6.44% Defense(Energy)
- 6.44% Defense(Negative)
- 3% Defense(Psionic)
- 8.63% Defense(Melee)
- 9.88% Defense(Ranged)
- 9.25% Defense(AoE)
- 2.25% Max End
- 62% Enhancement(Accuracy)
- 63.8% Enhancement(RechargeTime)
- 5% FlySpeed
- 174.3 HP (11.6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.75%
- MezResist(Held) 11.6%
- MezResist(Immobilize) 9.9%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 3.85%
- 4% (0.07 End/sec) Recovery
- 66% (4.13 HP/sec) Regeneration
- 2.21% Resistance(Fire)
- 2.21% Resistance(Cold)
- 5% RunSpeed
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Set Bonuses:
Crushing Impact
(Strike)- MezResist(Immobilize) 2.2%
- 16.9 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Focused Fighting)- 10% (0.63 HP/sec) Regeneration
- 16.9 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- MezResist(Held) 2.75%
- 7.5% Enhancement(RechargeTime)
(Slash)- MezResist(Immobilize) 2.2%
- 16.9 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Agile)- 10% (0.63 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Spin)- MezResist(Sleep) 1.65%
- 0.95% Resistance(Fire,Cold)
- MezResist(Stun) 1.65%
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
(Follow Up)- MezResist(Immobilize) 3.3%
- 22.5 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Health)- 12% (0.75 HP/sec) Regeneration
- 28.1 HP (1.88%) HitPoints
(Dodge)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Focus)- 10% (0.63 HP/sec) Regeneration
- MezResist(Confused) 2.75%
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Focused Senses)- 10% (0.63 HP/sec) Regeneration
- 16.9 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- MezResist(Held) 2.75%
- 7.5% Enhancement(RechargeTime)
(Evasion)- 10% (0.63 HP/sec) Regeneration
- 16.9 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- MezResist(Held) 2.75%
- 7.5% Enhancement(RechargeTime)
(Lucky)- 4% (0.25 HP/sec) Regeneration
- 11.2 HP (0.75%) HitPoints
- 3% Enhancement(Accuracy)
- 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
(Super Speed)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
(Eviscerate)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Tough)- 1.5% (0.03 End/sec) Recovery
- 3% Defense(All)
(Weave)- 10% (0.63 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
- 16.9 HP (1.13%) HitPoints (Exceeded 5 Bonus Cap)
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
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Quote:On another topic...i am very curious as to how many people actually follow through with these uber expensive builds. Over the last couple of years i have seen countless planned builds on these forums that cost billions of infamy and i have a feeling very very few realize how hard it can be to get all these IO's and even less stick to the build.
I do IO out my toons but for the most part...i try and go cheap. My DM/SR was very expensive to build and took quite some time...and with the price of purples now...i doubt i will ever go that way again.
I'm just kinda curious.Quote:Drop the 53% Damage IO from Hecatomb, Armageddon, and Apocalypse. Add the respective % Damage procs from each set. A bit of math: 33%*107 equals 35 average damage per proc, which is FAR higher than the paltry 9% damage buff yields in every situation here.
I'd also use Tough as more than an IO mule-- throw the two extra slots there and make that a viable power. It stacks marvelously with the passive resistances.
To Julius
Thanks, that should give a nice bit on the damage. -
A special thanks to everyone that suggested bronze rolls for the tickets. They have worked out very well.
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I rolled a claws / sr a couple of weeks ago and all I can say is I am absolutely loving the power combination and the way it plays. This will likely be my first brute to 50.
I think I have the build I would like to work towards having but I have to wonder am I missing something ?
I have all three positions softcapped.
I have 112.5% global recharge
and I am regenerating 28.6 HP/S
The thing is I still have 2 slots unplaced and I keep wondering have I completely missed what I should be building for ?
I have seen posts saying that I should shoot for aid/self on sr. I also have no patron pools.
Anyway here is my build any commentary is appreciated.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Felicity Von Katze: Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Villain Profile:
Level 1: Strike- (A) Crushing Impact - Damage/Endurance/Recharge
- (3) Crushing Impact - Damage/Endurance
- (5) Crushing Impact - Damage/Recharge
- (27) Crushing Impact - Accuracy/Damage/Recharge
- (34) Crushing Impact - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Defense/Endurance
- (13) Luck of the Gambler - Defense
- (15) Luck of the Gambler - Endurance/Recharge
- (27) Luck of the Gambler - Defense/Endurance/Recharge
- (42) Luck of the Gambler - Recharge Speed
- (A) Hecatomb - Damage
- (3) Hecatomb - Damage/Recharge
- (5) Hecatomb - Accuracy/Damage/Recharge
- (21) Hecatomb - Accuracy/Recharge
- (39) Hecatomb - Damage/Endurance
- (40) Achilles' Heel - Chance for Res Debuff
- (A) Defense Buff IO
- (13) Defense Buff IO
- (15) Defense Buff IO
- (31) Kismet - Accuracy +6%
- (A) Armageddon - Damage
- (7) Armageddon - Damage/Recharge
- (7) Armageddon - Accuracy/Damage/Recharge
- (11) Armageddon - Accuracy/Recharge
- (36) Armageddon - Damage/Endurance
- (A) Crushing Impact - Damage/Endurance/Recharge
- (9) Crushing Impact - Accuracy/Damage/Endurance
- (9) Crushing Impact - Accuracy/Damage/Recharge
- (11) Crushing Impact - Damage/Recharge
- (33) Crushing Impact - Damage/Endurance
- (A) Run Speed IO
- (A) Endurance Reduction IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (34) Numina's Convalescence - Heal
- (40) Regenerative Tissue - +Regeneration
- (43) Numina's Convalescence - Heal/Recharge
- (45) Healing IO
- (A) Red Fortune - Defense
- (17) Red Fortune - Defense/Endurance/Recharge
- (17) Red Fortune - Defense/Recharge
- (37) Red Fortune - Defense/Endurance
- (37) Red Fortune - Endurance/Recharge
- (A) Apocalypse - Damage
- (19) Apocalypse - Damage/Recharge
- (19) Apocalypse - Accuracy/Damage/Recharge
- (21) Apocalypse - Accuracy/Recharge
- (37) Apocalypse - Damage/Endurance
- (A) Performance Shifter - Chance for +End
- (34) Performance Shifter - EndMod
- (36) Performance Shifter - EndMod/Recharge
- (39) Performance Shifter - EndMod/Accuracy
- (A) Luck of the Gambler - Defense/Endurance
- (23) Luck of the Gambler - Endurance/Recharge
- (23) Luck of the Gambler - Defense/Endurance/Recharge
- (42) Luck of the Gambler - Defense
- (43) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense
- (25) Luck of the Gambler - Defense/Endurance/Recharge
- (31) Luck of the Gambler - Defense/Endurance
- (40) Luck of the Gambler - Endurance/Recharge
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Red Fortune - Defense/Endurance
- (29) Red Fortune - Defense/Recharge
- (29) Red Fortune - Defense/Endurance/Recharge
- (31) Red Fortune - Defense
- (36) Red Fortune - Endurance/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (39) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (42) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Obliteration - Damage
- (45) Obliteration - Chance for Smashing Damage
- (46) Obliteration - Accuracy/Recharge
- (46) Obliteration - Damage/Recharge
- (48) Obliteration - Accuracy/Damage/Recharge
- (48) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Run Speed IO
- (A) Defense Buff IO
- (A) Empty
- (A) Steadfast Protection - Resistance/+Def 3%
- (45) Steadfast Protection - Knockback Protection
- (46) Steadfast Protection - Resistance/Endurance
- (A) Luck of the Gambler - Defense/Endurance
- (48) Luck of the Gambler - Defense/Endurance/Recharge
- (50) Luck of the Gambler - Defense/Recharge
- (50) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Empty
- (A) Run Speed IO
- (A) Empty
------------
Set Bonus Totals:- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 4.88% Defense(Smashing)
- 4.88% Defense(Lethal)
- 4.56% Defense(Fire)
- 4.56% Defense(Cold)
- 4.56% Defense(Energy)
- 4.56% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Melee)
- 6.13% Defense(Ranged)
- 6.13% Defense(AoE)
- 92.5% Enhancement(RechargeTime)
- 89% Enhancement(Accuracy)
- 5% FlySpeed
- 208 HP (13.9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 8.25%
- MezResist(Immobilize) 8.8%
- MezResist(Stun) 2.2%
- 12% (0.2 End/sec) Recovery
- 68% (4.26 HP/sec) Regeneration
- 7.56% Resistance(Fire)
- 7.56% Resistance(Cold)
- 5% RunSpeed
------------
Set Bonuses:
Crushing Impact
(Strike)- MezResist(Immobilize) 2.2%
- 16.9 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Focused Fighting)- 10% (0.63 HP/sec) Regeneration
- 16.9 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- MezResist(Held) 2.75%
- 7.5% Enhancement(RechargeTime)
(Slash)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Spin)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Follow Up)- MezResist(Immobilize) 2.2%
- 16.9 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Health)- 12% (0.75 HP/sec) Regeneration
- 28.1 HP (1.88%) HitPoints
(Dodge)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Focus)- 16% (1 HP/sec) Regeneration
- 45 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 28.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
(Focused Senses)- 10% (0.63 HP/sec) Regeneration
- 16.9 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- MezResist(Held) 2.75%
- 7.5% Enhancement(RechargeTime)
(Evasion)- 10% (0.63 HP/sec) Regeneration
- 16.9 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- MezResist(Held) 2.75%
- 7.5% Enhancement(RechargeTime)
(Lucky)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Super Speed)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
(Eviscerate)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Tough)- 1.5% (0.03 End/sec) Recovery
- 22.5 HP (1.5%) HitPoints
- 3% Defense(All)
- Knockback Protection (Mag -4)
(Weave)- 10% (0.63 HP/sec) Regeneration
- 16.9 HP (1.13%) HitPoints (Exceeded 5 Bonus Cap)
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Elude)- 7.5% Enhancement(RechargeTime)
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Quote:Time Bomb makes you invisible? 23 seconds is a lot of punishment for strategy (a number which is similar to a nukes activation + -recovery timer).
Just by way of comparison, rain of arrows is too slow is a theme that regularly pops up on the blaster boards, if ROA can seem slow what can you say about something that is nearly 5 times slower more if you count setup time ? -
Well I am on redside and for the most part I am not out of AE but what seems to be my strategy certainly contributes to this.
I have been redside recently and what I have been doing is running the initial arcs, heading to PO getting papers running the banks, then heading into the AE till its time to get the next paper.
So far overwhelmingly I haven't been rolling recipes and with the advice people have been giving me I don't think I will till I am at 50. Salvage seems to have much better profit when you are at an odd level or low level and it seems to move quicker freeing up slots for use. -
Quote:I see the discrepancy now.
These days I consider anyone with less than 100 million or so to be 'dead broke'. In my stable, only new-ish alts I don't play very much fall into this category.
If 20 million was all I could muster on a per-character basis, I'd probably worry about consolidating my bankroll too.
I guess I qualify as dead broke redside
I am doing two brutes right now and I don't think I have more than 50-60 million planned to spend on either one. I do have a couple billion cost build for my SR/Claws but I have no idea when or if ever I'll have the means. -
Thank you for this.
Its really impressive that you and Fulmens managed to do this so easily. True skill is making the difficult seem easy. I am in the middle of doing the same thing for two of my toons redside and it seems to be a much more difficult task for me.
I wanted to do a franken slot build for them when they reached level 25 and I started bidding for the recipes when they were level 20. Anything I could slot more than one of I would bid over multiple levels, I had a third toon who is at 40 clearing out her slots and placing bids for things that the two of them didn't have slots for.
One of the big problems I am having is the slow turnover on the redside market. On one of the two I tried converting my tickets into rolls instead of my usual salvage, now I have slots tied up with things which are moving very very slowly. I also find I have bids for items that have none for sale and just aren't moving.
I think the best I could have managed would have been to put bids up when they hit 21 or had the cash and then put them away for a couple of weeks. Come back, craft whatever had filled then decide what to do. -
Quote:Hope you are wrong.I knew posi was the one buying all those hyraulic pistons redside when you needed tem and selling them for 10x the price! =P
EDIT: until further info comes along, seems like having every single toon you have become a vigilante (not rogue) will be the gold standard for playing CoH or CoH with some tourism on rogue isles.
Going rogue as an expansion seems to have some major hurdles and I'm very afraid of the boundaries and no-nos they will set up in order to avoid these hurdles. The market thing is the first one we heard. I expect plenty of new annoyances to appear to keep the game from becoming City of Vigilantes.
The way the beta is set up there should be lots of screaming if they go out of their way to place to many obstacles. I have heard hearsay though that they have really really deaf ears for complaints about their plans by the time they reach beta. -
Gave the bronze rolls a try/ got some mixed results
I was working up to level 30 and didn't want to burn tickets on the way so I bought some salvage that was selling for around 2 million and listed it on the market
BBOE 1,755,555
Mil cyb 2,500,000
Pangean 2,000,000
soul trapped gem 2,111,111
Or about 4000 inf/ticket
Here are my results for rolling 30 rolls in the 10-14 category
I was planning on working my way up but the process of rolling checking prices and recording them was taking too long and I have an early day tomorrow. I will do some of the higher level ranges then.
10-14
You received Unquestioning Loyalty: Acc/End (Recipe). 16 sale 0 bids 25k
You received Explosive Strike : Knockback/Dam (Recipe). (20) 0 sale 1 bid 1500
You received Curtail Speed: Dam/Slow (Recipe). 1 for sale 0 bidding 1000
You received Triage: End/Rech (Recipe). 9 for sale o bidding
You received Horror: Acc/Rech (Recipe). 14 for sale 0 bidding
You received Cleaving Blow: Dam/Rech (Recipe). 1 for sale 0 25-35 k
You received Paralytic: End/Hold (Recipe). 14 for sale 0 bidding 1k
You received Befuddling Aura: Acc/End (Recipe). 8 for sale 500, 1000
You received Neuronic Shutdown: End/Hold (Recipe). 1 for sale 0 bidding 100k
You received Discouraging Words : To Hit DeBuff (Recipe). 1 for sale 100k-150k
You received Bone Snap: Acc/Rech (Recipe). 2 for sale 10k-25k 1 outlier 500k
You received Salvo: Acc/Dam (Recipe). 0 for sale 50k or so
You received Paralytic: Acc/Hold/Rech (Recipe). 7 for sale 10k or so pricing
You received Bone Snap: Dam/End (Recipe). 3 for sale 25k
You received Far Strike: Acc/End (Recipe). 15 for sale 3k to 10k
You received Commanding Presence: Acc/Dam (Recipe). 100k to 300k
You received Befuddling Aura: Confuse/Range (Recipe). 1k
You received Triage: Heal/Rech (Recipe). 2k
You received Unquestioning Loyalty: Acc/Dam (Recipe). 2k to 10k 2 for sale 1 bid
You received Bone Snap: Acc/Dam (Recipe). 25k 0/0
ou received Air Burst: Dam/End (Recipe). 10k
You received Eradication: Acc/Rech (Recipe). 1,000,000 4 for sale
You received Razzle Dazzle: Acc/End (Recipe). 555,555 -1,000,000
You received Stagger: Acc/Stun/Rech (Recipe).1000- 5000
You received Far Strike: Acc/End (Recipe). 3k to 10k
You received Unspeakable Terror: Acc/Rech (Recipe). 900
You received Air Burst: Dam/End (Recipe). 10k
You received Befuddling Aura: Acc/Confuse/Rech (Recipe). 4k
You received Salvo: Acc/Dam (Recipe). 50k
Call it 2 million for 1800 tickets ? I vendored most of the cheap stuff and listed the more expensive items.
So that gives about 1,111 inf /ticket
Its a small sample and I may be having hard luck. -
Quote:Bronze recipe roll 60-75 tickets
Rare Salvage 540 tickets (or 7-9 bronze rolls)
Over any sort of reasonable timeframe for averaging to occur, bronze rolls will consistently outperform the rare salvage.
Using on uncommon salvage (80) you could see a niche for when crafting during the height of the AE farming as uncommon prices were higher and very unstable. These days It is much better to just buy the salvage. Heck even at buy it NAO prices, I don't think I have spent more than 5001 inf on a uncommon. In most cases for a recipe I have placed on the market since the last issue, the uncommon component has been cheaper than the commons.
Quote:what Cat said.
Even at the absolute height of MA fever, when many uncommons and some commons were regularly selling for 100k+, it just wasn't an efficient use of tickets compared to rolling bronze.
For a while I was rolling piles of common salvage, but just for fun. It was a hoot seeing stacks of vendor trash like Nevermelting Ice (which my friend called 'Neverselling Ice') go for a million inf.
But if your goal is profit, blowing tickets on salvage is a waste.
Especially now, when most of it has returned to historical price points. It's ridiculous to blow 80 tickets on a Yellow you can pick up for a few thousand inf, especially when that's enough to get you a bronze roll with a potential payoff of millions. -
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For me one of the keys to soloing well is picking your enemies so they are weak against your strengths. If you are taking dark armor the Circle of thorns might have been your chosen group to pick on. Invulnerability you might want to stay away from the wailers.
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Thank you both the replies are appreciated.
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That would be very very bad. People would just stop listing expensive items on the market and start listing them on the boards. If you aren't on one of the high pop servers your ability to buy and price paid would be even worse.
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I didn't even think to ask this question and its just begging to be asked.
If you are in Praetoria for 20 levels or so and you are going to be stuck there while your toon transitions are they going to have a market ?
Edit: And if so who can use it ?
Edit: And will there be Praetorian inf ?
Edit: And Praetorian Merits and Tickets ? And If you do switch over what happens to your existing stocks of whatever ? -
Hi there, I know this has been likely asked and answered before but I couldn't find it, So I hope no one minds if I ask it again.
What are the good uses of Tickets for redside ?
I have been mostly been buying whatever the expensive salvage is at the moment and listing it on the market. This has worked out to about 3500 -6000 inf/ticket. My problem is that I just cant buy the stuff I want to on the blackmarket. I just haven't been able to find middle level stuff in multiple enhances unless its in the super expensive category. This is with leaving bids up for weeks at a time and over a 4 level span. I am at the point where I either have to knuckle under and just use commons and SOs till I get to 50 or bite the bullet and start buying the stuff I don't like to put into a character till I know I want to go all out. -
Quote:I'll just be happy if the devs don't let the players use this as a new exploit the way they do so many other things.
They have to realize, one would hope, that many decisions are based purely on damage type, and regardless of the timer on a cycle power, players will look to optimize based on that. It takes the "I only farm Demons" mentality to a mobile level.
I don't see how this would be a bad thing. For the sake of argument lets say pistols replaces set x for the demon farm as top demon farmer. You get people playing and building new farmers for this. Now they have built toons that are more versatile and can do many other things. If they are doing other things they aren't farming. If they are just farming other things, good for them they are having more fun with their toons . -
Quote:booooooo!!!!!fyi...
Going Rogue System- Heroes become vigilantes
- Villains become rogues
- Vigilantes and rogues have access to the rogue isles and paragon city
- Vigilantes can only access wentworth's, and rogues can only access the black market
- Your morality is determined by praetorian morality arcs
- All rogues and vigilantes would eventually leave praetoria and go into the rogue isles/paragon (with access to both)
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Quote:I am having trouble understanding how you are reaching your conclusions. Defense sped up my blaster incredibly in doing the TF. The first time I attempted it, my blaster had no set IOs just common IOs and a build that wasnt the greatest for the TF. That time I died 54 times trying to get it done. The Rollister mission was just impossible for me with what I had, and I managed to take a toon that had nearly no debt or defeat badges and get most of them off that one run. A forcefielder by my side at that time would have been very welcome. I came back though with a set IO build that gave me my bonuses when I exemped down and I changed out some of my power picks. What was key for me was putting in a stealth IO, a six slot coercive persuasion in world of confusion, Explosive Strike, 5 low level blessing of the zephyr sets and a steadfast unique. By using IOs I was able to give myself most of the benefit I got from having two defenders . It turned out having the rest of it just didn't help much and the trouble wasn't worth it.FF is possibly the worst buff powerset you could bring along to speed yourself up. This is often a complaint about the powerset - of all the buff/debuff sets, FF is the most purely defensive. It has no ability to actually speed you forward; rather it can only reduce how much foes slow you down. If your character is such that foes don't slow you down much anyway (not just an IO thing, you could have been playing a tougher AT), then FF isn't going to have a strong effect in general. (There are some cases where this might not be true. It's possible for the increased survival to mean you could leverage AoEs on far more foes at a time. What really matters is how much slower than your absolute optimal speed you have to go to survive foe packing that optimizes your attacks. The tougher you are, the closer you can get to your optimum.)
In contrast, buffs that increase your recharge, recovery or effective damage all can speed you up directly.
Now if I understand you and schismatrix, you are trying to say I would do better if I had another type of defender. That is definitely maybe, I hope to give it a try with Panzer sometime soon. We have some very nice numbers running without defenders so it would be hard for the defender to measure up. -
Quote:Good points, but wouldn't having a defender run by an actual player along provide you with an increased level of performance? How much faster would you be with, say, an Empathy defender buffing you with Fortitude, running Assault and keeping your green bar topped off? What would an extra 50% damage and 20% defense at all times do for you?
Well we have done it with 2 blasters and 2 blasters and a Fire/kin. You can bring your forcefielder, or I can bring my emp and we can see just how well it works. We should be able to see pretty quickly just how much the defender is contribuiting to the effort. -
Just a data point for what has become a discussion of what do defenders bring to teams and can they be replaced by set bonuses ?
Prior to I16 I spent much of my time soloing positron on my fire/ment blaster. It was a challenge to see how fast it could be done and let me save up merits to build my toons.
My blaster is built for defense at that level. At level 15 she has about 30% ranged defense and 18 or so energy/ negative energy. I went and built a bubbler to team with her and see if I could increase the speed I was getting the tf done. It turns out that bringing the bubbler around just slowed the overall progress. 30% ranged defence and defiance was usually enough to deal with any Mez that was getting through to me on this task and the need to trade inspirations from the bubbler to the blaster just slowed things down. -
Quote:Mental manip meshes well with everything. I have it with fire, assault rifle, archery, ice, and psy. I wouldn't take psy for pve and if I had the option of a total respec I would use it on that toon. People say good things about psy in pvp. i don't know how much of that may be from a bugged ??? proc though and how much would be from the overall usefulness of the set.Hey thanks for the post, I'm pretty sure I'm going to go with sonic as my main, I like the fact that i can put a debuff on the enemy, and i haven't seen to many sonic blasters so far, just a lot of fire. I'm just very unsure of what will mesh well with sonic for my secondary, any suggestions?
So far I'm thinking mental or energy and after that im not sure
I like the control that i get with mental and that its a different dmg type.
I like energy because of the utility i get from power boost, boot range build up and conserve power
I see some melee attacks in there as well, is that like shooting yourself in the foot?