Call Me Awesome

Renowned
  • Posts

    2491
  • Joined

  1. Quote:
    Originally Posted by Vega View Post
    nope. I was just giving my opinion.

    My first few encounters with Nemesis taught me all I needed to know about trying to rush in head long all the time. I still don't think that they are that bad. They don't feel overpowered to me.
    Now this is what we're talking about. Think a moment, "Your first encounters with Nemesis"... was this in the 1-10 game? Of course not, Nemesis are a powerful high level mob, designed to be faced by mature characters. They're most emphatically not designed to be faced by level 1-20 characters who have few powers, no or at least very weak enhancement and are still learning the game.

    I doubt anyone would bat an eye at the Praetorian mobs in the 30+ game, certainly not in the 40+ game where you find things like Nemesis and Malta not to mention Knives. Those kinds of challenges belong there, they do NOT belong in the lowbie levels.

    Any time you have large numbers of veteran players having difficulty with newbie starter content then you have poor design that needs to be addressed. The first 10 levels should be totally easy street for a veteran player... it's there to ease the new player into the game and teach them the game mechanics.

    In the 11-20 levels things should slowly start to ramp up to about the level of the Hollows and Strigga Island. I'd think that the difficulty level of Praetoria would be appropriate for level 25+; by that point builds have started to mature and a new player should have his feet under him.

    Suddenly slamming a brand new player fresh out of the tutorial with challenges appropriate to a level 30+ character is completely out of line and will likely cause our new player to get frustrated with making trip after trip from the hospital to the mission only to die again immediately. Just how many of these new players would you expect to keep playing? If I were one of them I certainly wouldn't, and I'd tell all my friends not to bother with the game.

    Yes, I can handle the challenge of the Praetorian missions with a lot of effort, but then again I already know the tricks and game mechanics, how different powers work, how the mob AI works and in general how to handle tough mobs. I also have access to the Nemesis Staff, Blackwand, Sands of Mu and an expendable buff pet; all things that no new player will have available. The whole thing feels like I'm SK'd into a mid-30's mission without any mentor to help out with the mobs.
  2. Call Me Awesome

    Best team AT

    Quote:
    Originally Posted by _eeek_ View Post
    You might consider a dark/dark defender. With everything slotted for to-hit debuffs except the higher damage attacks, nothing to speak of hits your team after the alpha strike (which is when you are applying said debuffs). There is an amazing heal, a hold,a roving pet that heals and debuffs on top of the debuffs ... you really don't get better for team defense and support. You are limited by the fact that you don't do much damage, however, even with the new damage buff 'fenders got. You can solo safely... but you may pass out from boredom before you finish your mission.
    This pretty much describes my experiences with a dark/dark defender... there's nothing else in the game that can match it for tohit debuffing but damage isn't it's thing.

    You do have a nifty alpha strike mitigator in Fearsome Stare; with a range enhancement you can stand back and fear an entire room generally without any retaliation. Everything should be cowering in terror... they'll only shoot back if attacked and you put a fairly massive -tohit on them with your alpha strike.

    All told my D3 can maintain roughly a -100% tohit debuff on a target and roughly -70% tohit debuff on the surrounding mobs before I consider Fluffy's contribution. I'm not going to kill much, but not much is going to hit anyone on the team.

    Quote:
    I remain, after all, a scrapper at heart. I prefer to team, but if I can't find a team when I feel like playing, then I want the option to still play. The rad and kin 'fenders rarely get played for just this reason. But you asked about team play...

    Another alternative would be a rad or kin controller, with any flavor primary control set you like (imo, earth has the best control, fire has the weakest, and I could never get a mind past lvl 22, since it does absolutely no damage whatsoever.). Sonic is ok, but I thought it paled behind rad and kin, though that might just be me and the fact that it's on a 'fender. Trollers are pretty team dependent at lower levels, but with all the control you have, you can solo just fine once you've got SO's, when your holds/stuns have some staying power. And, when you get the epic powers with actual attacks, you completely rule the CoX world. Seriously. As you've probably heard, a team of trollers simply steamroll through everything. I bristle when I hear 50 controllers referred to as "support" - solo, they can wipe out any big map in much less time than my scrappers, even my pimped-out EM/SD scrapper.
    This is truly the case, some controller sets become REALLY good once they mature, and they tend to multiply the effectiveness of each other as you add more to the team. For example, one Fire/Rad controller is a definate asset to any team, two of them are far more effective, adding a third raises the bar even more until a team of 8 can literally destroy anything in the game short of Hamidon. Each added controller doesn't just bring his own power to the team but also adds to the power of all the other teammates. They stack very nicely.

    Quote:
    If you want to support the team with the dark/kin/rad buffs and debuffs, yet still do decent damage all the way through all levels, try a corruptor. You trade that consistent effectiveness for a lack of sheer uberness of the 42+ troller, so there is a trade-off for that option, I think - but my highest corruptor is only 45, so uberness might be right around the corner, who knows?

    Any way, good luck, and have fun finding something you really enjoy!
    A team of Fire/Dark corrupters is a devastating thing; my SG rolled up a group of 5 of them. At level 25 we're steamrolling everything with ease... two drop Tar Patch on a group then everyone drops Rain of Fire. One Fireball later and it's time to move on to the next group unless there's a boss, then we may have to toss out Blaze. 2x tar patch + 5x rain of fire + 5x fireball = dead group of +2 LT's and seriously wounded bosses.

    It's not quite as dominating as a group of Fire/Rad controllers post 32 but it's still massively effective. With alternating tar patch we always have two up for each group. If we're facing something really nasty we have Darkest Night to floor it's tohit and we can toss 5 tar patch's under it and have a good old fashion BBQ.
  3. Quote:
    Originally Posted by Rowdy View Post
    I too would like to say that this is a great guide. I paired my Inv with fire as its secondary and I can sit in +4 mobs, walk away to grab a drink, come back and my health is still in the green.

    Although I'm really happy that I finished my build earlier last month. Have you seen the new prices on Reactive Armors? The prices have skyrocketed!
    I just a couple of days ago sold a few level 24-25 recipes; they went for ~200k each. Are you only looking at the price of level 40?
  4. Best pure defense? Shield, on SO's it's only 3% away from the soft cap to all positions. Minor IO bonuses make this a surprisingly powerful set; durable enough to easily handle 99% of the game's content and the best tanker damage output.

    Most survivable? Unquestionably a Stone tanker in Granite + Rooted. It pays for it with mobility, damage and recharge penalties. A Stone tanker even on SO enhancements is more durable than any other set in the game.

    Best rounded? Invuln is certainly up there; it's good on just SO enhancements but once you put a moderate amount of IO sets in there it can approach Granite and doesn't have any of the penalties. No negatives to the set and it's a strong tank from the teen levels.

    I've played all three of these sets to high levels; Stone and Invuln to 50 and my Shield is my current project at 45. Any of the three will satisfy your thirst for durability.

    Now, the question is how patient are you and how willing to wait for that durability? Stone is a pretty squishy tank until level 32 so it's weak in the early game. It's still able to do the job, it just struggles in the early levels particularly on large teams. All this changes instantly once you get Granite though; by the time you reach 33-34 and get Granite slotted you're tough enough to literally survive +10 mobs. I've tried it on SO's and Granite + Rooted + Stone Skin can handle nearly 1 minute of pounding by a group of +10 Nemesis including two bosses before it has to hit Earth's Embrace. (Stone's version of Dull Pain) Don't try this with any other tanker set or you'll be a grease spot on the floor before you can say "oops". Naturally you won't be able to do anything to hurt +10 mobs but you can survive them.

    Shield likewise takes time to mature... it's the nature of defense sets that until they get into the 25% defense range they feel naked and they don't feel strong until about 35% defense. Once they hit the 45% soft cap they're godly. Shield's biggest advantage, other than it's durability, is it's damage output. It will easily do more damage than any other tanker primary and it's more than durable enough... once it matures at around level 30. It did start feeling like a tank by 25 or so and got really good around 35.

    On the other hand Invuln feels like a tank from around level 8 because at that point it has strong resistance to S/L damage and low level mobs mainly deal that damage type. It has Dull Pain to handle what Temporary Invulnerability and Unyielding can't. By the time other damage types start to appear in any quantity Invuln has started to mature and it's defense is rising so it doesn't have that early feeling of weakness. Add in IO sets and Invuln goes from strong to near-Granite levels of durability so it's very powerful in the end game as well.
  5. Quote:
    Originally Posted by AMID View Post
    I'm hoping someone can help me out here. I have played redside for a long time now but never really got into heros. I am working on making my level 30 thugs/dark into a full hero but I don't know the level ranges of the zones blueside. Is there some where I can find this info? I'm sorry if it has been brought up before but I can't seem to find it anywhere. Thanks in advance
    Croatoa is a nice arc for 25-35. At 30 you're looking at Brickstown and Founder's Falls as well. You may well want to think about running some of the task forces heroside; they generally offer MUCH better merits than the villain SF's. The new Positron (10-15) is fun and can be pretty quick; Synapse (15-20) is still kind of a dog but it has really nice merits. Sister Psyche (20-25) is a lot of fun, Freakshow, and it's worth 50 merits... a good team can do it in about 90 minutes. Citadel (25-30) is another decent one, all Council and somewhat long but good damage teams can pull it off under 2 hours.

    Manticore is 30-35 and interesting although it's not worth the merits the others are.

    You've outleveled it but you may want to get on a Hess TF (25-30) in Strigga Island; it's a very well designed TF and lots of fun. Moonfire in Strigga is also fun; I forget the exact level but it's mid-20's.

    In your 30's blueside you'll be facing Crey, DE and CoT mainly with some sprinkling of many other villain groups.

    Welcome into the light new hero, fell deeds await punishment!
  6. Call Me Awesome

    SD/SS take 2

    Quote:
    Originally Posted by Finduilas View Post
    IMO, five slotting your defense powers is a waste of slots. I'd go with 4 LotG or 3 GotA or and the LotG +Recharge.
    One caveat with this, if you're slotting the GotA set you'll want to go 4 slots for the 1.8 bonus endurance. That really makes a noticeable difference in your blue bar. Slot all the GotA defense IO's and leave the End/Recharge. If you want the GotA 7.5% runspeed IO use it in place of the def/recharge IO.
  7. Call Me Awesome

    Shadowy Presence

    Quote:
    Originally Posted by tanstaafl View Post
    Does it work vs. ambushes?
    Near as I can tell it doesn't work against ANYTHING. It turns you into a coal black figure and that seems to be all.

    It takes ~5 seconds to activate
    If you move, it stops
    If you use ANY power it stops
    If you get bumped by anything including one of your teammates it stops
    If you move your mouse it stops (well, maybe not but if you move at ALL including simply rotating your character it stops)

    And if by some miracle you don't drop it it will stop after 5 minutes. Frankly other than turning yourself black for a screenshot I can't see any use to it at all; it's even less useful than Walk, heretofore the poster child for useless powers.
  8. Quote:
    Originally Posted by KaraK_NA View Post
    Would upgrading RAM help? I see that for Ultra Mode they recommend 4gig. I only have 2. I don't really have any money to play with though.
    COH will only use 2GB of RAM, however Windows is also using some of that. Upping it to 4GB (WinXP? Or are you using Vista 64 or Win7 64?) will help, but mostly what it'll do is reduce zoning times since you'll hold more of the game in memory and have to load less from the HD. Unless you're running a 64 bit OS there's no point going past 4GB as anything past that won't be used.
  9. Yep, I've seen this bug three times in Praetoria so far just taking one character 1-20 with a group of friends. We had 2 loyalists & 6 resistance on the team.

    I'd call this a pretty serious bug.
  10. Call Me Awesome

    Sister Pysche TF

    Quote:
    Originally Posted by darkjedi_white View Post
    Any one else have any problems with this TF. Group I was with had to do the defeat all soldiers and freak show mission with the 3 hostages; 3 times. It wouldn't register it as done. Still not sure if it was us logging off and back on they done it, but took 3 tries to get credit for completion.
    I've seen this bug on the ITF, you can try having the leader log out then log back in transferring the star... that worked for us. If that doesn't do the job you may have to petition a GM for assistance.
  11. Quote:
    Originally Posted by panthera View Post
    Hmmm

    I don't know if your 'location is right, but I just tried to log in on Protector - heroside, that is. And there, there was no log, and my netgraph looked smooth.
    So it seems there is something else going on.

    Have you tried resetting your router, as in switch off and on?
    Have you checked that there are no other applications (running in the background) taking up your resources? - A HighJackThis log might be helpful for that.
    I'd second the suggestion of rebooting the router & modem. Here's how I handle that:

    Unplug your cable/DSL modem from AC, then unplug your router from AC. Wait 30 seconds or so, then plug your modem back in. When the modem lights steady and the "internet" light is on solid plug the router back in. Wait for the router to self check and light up all it's lights and see if things work better.

    I end up having to do that about once a week on my network. I'm slowly starting to despise Comcast.
  12. Call Me Awesome

    RTTC - Change?

    Quote:
    Originally Posted by Umbral View Post
    First, it's not a worthless taunt aura. If it was worthless, you wouldn't see people picking it up asap. It is a massively powerful taunt aura with a weak taunt effect.
    It's a powerful REGENERATION aura true, it's a pathetic TAUNT aura. That's my whole point.

    Quote:
    Second, I'm not sure what you're looking at, but I can find plenty of reasons for WP to have a weaker taunt effect. WP is, quite simply, the strongest fully functional armor set in the game: it has a pittance of animation time consumption, excellent survivability, exotic mez protection, and no endurance issues. The set has no weakness from a survivability standpoint. The only weakness that WP has is that it has a weak taunt aura.
    I agree that WP is survivable although I'd dispute the exact level of survivability. I have a major problem however with a set in an AT that's designed to manage aggro having as a weakness the tools to manage aggro. That makes absolutely no sense whatsoever to me.

    On the subject of exotic mez the only ones I come up with are fear (very rare) and confuse (with the exception of one Vahz boss in the low levels completely nonexistent)

    Shield has full mez protection as well; on straight SO's it's only 3% short of the soft cap to all positions with by far the best damage output, all without sacrificing it's primary aggro handling abilities. It also has 45% S/L resistance and ~20% to all others but Psi. Clicking OwtS caps out S/L resistance at 90% and all others move into the mid 40% range.

    Quote:
    As has been pointed out repeatedly, all survivability sets have some weakness that you must tackle: Shields, Elec, and Fire have low baseline survivability, DA has endurance issues, Stone has mobility and damage output issues, and Invuln and Ice are jokes against psi. Willpower has none of those problems and actually lists the counter to 3 of those as explicit advantages (awesome v. psi, high baseline survivability, excellent endurance). The only "weakness" it has is a weak taunt effect in its taunt aura, and that's insanely easy to work around as a tank thanks to gauntlet and Taunt.
    Taunt locks down 5 mobs. A secondary with great AOE can help but a Blaster at moderately close range can still strip aggro on anything not actually hit with Taunt.

    Oh, and see my above comment on Shield's "low" baseline durability. Invuln's much discussed "psi hole" is really a lot more fiction than fact and quite easy to compensate for particularly considering the scarcity of hard hitting Psi enemies.

    I have absolutely no problem with any tanker set being durable, heck that's part of the point. I do have a problem with a tanker set being poor at aggro management.

    Let me explain where I'm coming from in my opinion of tankers. I look at a tanker from the following positions:

    1. It must be able to quickly get and hold the aggro of an 8 man spawn.
    2. It must be able to survive the aggro of an 8 man spawn
    3. It must be able to contribute, to some extent, damage to assist in taking down the spawn. This also ties into #1 as damage does add to aggro management.

    Now let's examine WP with this thought process:
    1. IF it has good AOE it can quickly GET attention. However it falls down on the "hold aggro" part... witness fire blasters stealing aggro and shield scrappers instantly getting aggro.
    2. No real problem here, it's durable enough.
    3. No real problem here, this is a secondary dependent thing.

    Unfortunately in the time since WP was introduced I've only found ONE player who could hold aggro well with a WP tank and even he couldn't prevent a Shield scrapper from stealing it. If we have a WP tanker on the team I plan on handling all my own aggro on whatever character I'm playing.
  13. Quote:
    Originally Posted by ChrisMoses View Post
    Yeah, I'm simple. I don't need to be kickin' out massive gigahertz and jiggawatts and other things I don't know what I'm talking about.

    A good, but pared down from top-of-the-line systems is about what I'm looking for.

    Something just above average would be great.



    Any collective thoughts on this one? The $800 price point appeals to me...!

    But again, it comes with the OS which I don't need.

    Also, I could do open-box for $720. Any common drawbacks with doing so?
    It's a slower video card and the CPU, while it has 6 cores instead of 4 runs at a lower speed... COH won't use more than 2 cores anyway. It doesn't say anything about the power supply but knowing how Dell works it's probably the bare minimum needed to power that hardware. The preinstalled OS will come with a metric ton of crapware; the very first thing I'd do would be to wipe the drive and reinstall the OS.

    The price is moderately attractive but the machine Father Xmas spec'd out will outperform it, and you'd be able to upgrade it.
  14. Call Me Awesome

    RTTC - Change?

    Quote:
    Originally Posted by BunnyAnomaly View Post
    Yes the taunt is bad but every set has its own issues. Try using some attacks and you'll discover they'll never leave you for someone else. Solved!
    Um, no. I've stolen aggro from a WP tanker with my Fire/EM blaster. My BS/Shield scrapper absolutely will strip aggro from a WP tanker even if the tanker is competent and trying to hold aggro. All I have to do is get into melee range and I'll instantly have the aggro of anything he hasn't actually taunted and, possibly, the foe he's just attacked. Headsplitter on his target more often than not gets even that aggro away from him.

    If the WP tanker takes so much as a step back just before a blaster tosses fireball he will usually loose aggro. This isn't theoretical, this is actual experience and I've seen it happen time after time. IF the WP tanker has AOE attacks he'll have a chance of holding onto something barring another character with an aura.

    I've played a Fire/WP brute and anything I haven't actually taunted will instantly peel off if a brute with a functional aura walks past. Fire Sword Circle does help, but it still hemorrhages aggro. The only guaranteed method of aggro on a WP is Taunt.

    Every other tanker in the game has all the tools that a WP has AND a functional aggro aura. Therefore, every other tanker in the game is superior at gaining and holding aggro. WP isn't just the worst at holding aggro, it's so far and away the worst that it isn't even on the same planet. THAT'S my objection to WP.
  15. Call Me Awesome

    RTTC - Change?

    Quote:
    Originally Posted by Redlynne View Post
    Add a 5% chance to proc a Mag 1 taunt for 13.5 seconds ... essentially a "crit" on the taunt ... and we'd be sitting pretty. It would still be "weaker" but it wouldn't be *reliably* weaker.
    Really? 5%? I assume you're kidding about this as it sounds pretty worthless to me... talk about a pointless change.

    In my opinion there's nothing in WP's strengths to justify a worthless taunt aura. Yes it's solid, but so is Invuln, Shield, Electric, Stone, Dark...

    Electric's aura has an end drain attached, Ice has a substantial damage debuff attached, Shield has a damage debuff attached and Stone has a large movement debuff attached. Explain to me why a 3.5% tohit debuff on RTTC is powerful enough to justify the power being useless as an aggro aura?

    I'm just not seeing it.
  16. No note about the bug where loyalist/resistance mixed teams occasionally bug and can attack and kill each other. I've had this happen to me three times so far.

    Here's the situation:
    We have a team composed of some resistance and some loyalist characters running missions.

    Everyone enters a mission and we discover that some of our own teammates come up as valid targets and can be attacked and killed.

    MM pets set to anything but "passive" will attack the opposing faction teammates.

    AOE splash damage will hit opposing faction teammates.

    As I said I've run into this bug three times in leveling a Praetorian 1-20 and bugged it each time.
  17. I agree that Mutation is a nice power to have, but I hardly see it as essential... the only character I have with it is my Rad/Rad defender and it's the 49 power.

    There's too many better powers in a lot of builds, you can't fit everything you want so you have to prioritize. IMO anything that can prevent a faceplant is a better power than a rez.
  18. Quote:
    Originally Posted by Finduilas View Post
    Of course, it would have also have been fixed by simply clicking on the PvE/PvP button...
    Ah well, we may as well let him enjoy his feeling of victory. After all as the saying goes, even a blind pig finds a truffle now and then.
  19. Quote:
    Originally Posted by ChrisMoses View Post
    Which I don't need. That's about what I thought, thanks for confirming.
    You're welcome. I haven't been exactly bowled over by the quality or durability of Dell computers in the last 10 years or so; the last laptop I bought was highly problematic and required frequent reinstallation of the OS and software before we finally retired it. True it was an inexpensive unit, but man was it a problem to keep running.

    Come to think of it Sony Vaio hasn't had a stellar durability for me either, although Sager and Asus seem to run like tops even with considerable abuse (They're fairly "employee proof")
  20. Call Me Awesome

    RTTC - Change?

    Quote:
    Originally Posted by New Dawn View Post
    I'm not here to argue the issue but to see if people feel that they're not having fun from loss of aggro. It has been said many a time that WPs should have taunt all the more. Is that fair? It's been said that WPs lose aggro to scrappers auras, is that right?

    Threat is immensely modified by taunt, take away the taunt and all other threat multipliers are poo, worthless. Gauntlet relies on endurance and accuracy and willpower offers good recovery but no res to end drain. Taunt is autohit and cost no endurance but is limited to 5 at a time. Taunt duration is resistable by some.

    Just on entry you get only so much time to consolidate aggro within teams, gauntlets can miss, taunt can hit only 5 before rechging out of however many and it maybe beneficial to move the mobs and keep them with you for your own regen as well.

    I'll be testing things tonight with my Willpower and my mates Shield to try and get where peoples problems have existed to see their probs but I do think an increase in aura duration is a good thing for movements sake.

    I put it as, a suggestion of upping the duration, without saying how much, the magnitude up because mag 3 * damage has to compete with scrappers.
    I'd say that RTTC's duration has to increase by at least 10x to be viable; even then it'll still be the weakest of all the tanker auras. At 12.5 seconds duration (10x it's current 1.25 seconds) it would at least be functional, although it'd still loose out to a Shield scrapper. AAO's aura is identical on both tanker and scrapper versions so the scrapper has a 16.9 second MAG 4 aura. I guess it's a good thing a mature Shield scrapper is so dang durable since it's going to get a ton of aggro.
  21. Quote:
    Originally Posted by seebs View Post
    You cannot slot Ninja Run. Which may be relevant, depending on what you were thinking of.
    Indeed, NR + Sprint with one runspeed isn't far from single slotted super speed without any power choices or extra slots. The only drawback to NR is that it burns an appreciable amount of endurance... make sure and turn it off in combat.
  22. Quote:
    Originally Posted by ChrisMoses View Post
    Thanks for the input guys.

    I had another recommendation, this one, which I have kind of already dismissed, but I thought I should let you guys weigh in on it regardless.
    Slower CPU, slower video card, minimum spec PSU all for more money are what come to mind at a quick glance. On the other hand it does include a monitor.
  23. Call Me Awesome

    RTTC - Change?

    As things stand right now I for one will never play WP; I firmly believe that a tanker's primary purpose is to control aggro. When a set is literally more than an order of magnitude worse than the next worst set I see that as a problem.

    Let's compare aggro auras of different tanker sets.

    Stone - 13.5 second duration MAG 4 taunt with a 2 second tic rate
    Dark - 13.5 second duration MAG 4 taunt with a 2 second tic rate
    Electric - 13.5 second duration MAG 4 taunt with a 2 second tic rate
    Fire - 13.5 second duration MAG 4 taunt with a 2 second tic rate
    Ice - 13.5 second duration MAG 4 taunt with a 0.5 second tic rate
    Invuln - 16.9 second duration MAG 4 taunt with a 1 second tic rate
    Shield - 16.9 second duration MAG 4 taunt with a 1 second tic rate
    Willpower - 1.25 second duration MAG 3 taunt with a 1 second tic rate

    (By the way, an order of magnitude is a factor of 10... 1.25 seconds duration x 10 = 12.5 seconds, still 1 second shy of the next lowest set, and that doesn't count the lower MAG.)


    Every other taunt aura in the game has at least a 13.5 second duration and is MAG 4. That's why people refer to Willpower as having a pathetic aura; compared to every other tanker primary in the game it does. I know that it's possible to lean heavily on your secondary and accomplish the job but it's MUCH harder since your aura is doing almost nothing for you aggro wise.

    I understand the thought behind it's durability... but when it's shedding aggro to scrappers and high damage blasters what's the point in durability? I haven't yet teamed with a WP tank that I couldn't easily strip aggro from with my BS/Shield scrapper. That's a problem, a scrapper shouldn't be ABLE to get aggro from a tanker unless the tanker had turned his aura off. I get aggro from a WP tank without even trying, all I have to do is get into melee range with the tank and bam, I have the aggro.

    Heck, I was playing my Fire/EM blaster opposite a WP tanker and tossing Blaze+Fire Blast stripped aggro.
  24. Quote:
    Originally Posted by Red Valkyrja View Post
    Pretty sure it happened back in I17.
    Nope, it's a brand new change with i18/GR. The sole advantage I can see is in escort missions; the loss of the 120 second stealth carryover does substantially limit the benefits of the Stealth procs.

    I don't like the change myself but I'll adapt. It's annoying, but not really game changing for me.
  25. Quote:
    Originally Posted by icemanstryketh View Post
    Auction trader is Definitely NOT the AT I had in mind nor would ever. I have a very sour taste in my mouth when it comes to market manipulation due to World of Warcraft and its auction house antics. I'd rather steamroll things, for fun and profit.

    I think I will try SS/WP. I cant thank you guys enough for you feedback and patience with my queries.
    In 5 minutes a day you can make considerable inf on the market without even having to try. Simply play normally and as your inventory fills up drop by the market and list anything that's worth more than the vendor will pay.

    Here's a general idea of what's worth inf on the market:

    A vendor pays 250 inf for any piece of common salvage, the market price is very volatile but there are lots of common salvage pieces that go for 50k or more. Things like Luck Charm and Alchemical Silver are generally worth something, Kinetic Weapons are generally vendor trash.

    A vendor pays 1,000 inf for any piece of uncommon salvage; market price on this is again volatile but there isn't quite the same range of price swing; some sells for 100 inf and some for up to 40k. Most uncommon salvage seems to be in the 500 - 2,000 inf range on the market with a few pieces commanding more.

    A vendor pays 5,000 inf for any piece of rare salvage; the market price ranges from 2,000 to 5 million depending on the item. Low level rare salvage tends to be of little worth while mid level and high level rare salvage tends to average around 1 million each. Since you'll be getting a fair number of rare salvage drops per day this can add up quickly.

    With those prices in mind when you hit the auction house check on the prices for the salvage you have. If the going rate is higher than vendor price then list it. If the going rate is LESS than vendor price then take it to a vendor to sell.

    On recipes it's a bit more cut and dried; almost any common IO recipe (Invention: Accuracy for example) is worth more to a vendor than to the market so go ahead and vendor those. Set IO recipes can be anything from complete garbage (and vendor price on a level 50 rare recipe is only 10k) to hundreds of millions; I rather strongly suggest you check and see if any of your set IO's are worth anything before you vendor them. After a while you'll get a feel for what's complete delete on receipt trash and what's valuable.

    Trash recipes tend to be Immobilize sets, Slow sets, Sniper sets and Hold sets (with the notable exception of Basilisk Gaze and Lockdown). Valuable ones are generally Defense, Resistance and Damage sets that offer good bonuses. "Good" bonuses tend to be recharge or defense.

    My last character I followed this general method of playing normally and disposing of my drops either to a vendor or the market depending on which gave more inf for that piece... at 32 I had a full set IO build and roughly 50 million inf in my pocket left over. At 45 the character has most of his final build in place and over 400 million in his pocket.