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Posts
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Can you post your S/L build, or your ranged def build, if you've made one? I'm trying to see if there is a better way I can get the ranged cap with other power choices.
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Currently I've got an ice/ice/force blaster that does pretty good. But he still keeps getting stunned, and relies a fair amount on inspirations to survive. He is a blast(!!!) to play for me anyways, but sometimes frustrating too. It's very seat of your pants playing for me, which is fine, but I'm kind of looking for some reliability from him. He usually runs around dropping ice patches, ice storm, holding enemies with the ice attacks, just blasting enemies in general. But he does seem to die a lot. Part of it is recklessness on my part for sure. I get a big thrill of running into a big mob and dropping ice patch, build up, ice storm, etc and surviving.
It's the times I don't that got me to thinking about changing his build. lol
He's got a fair amount of AoE currently with his ice patch, ice storm, blizzard of course, repulsion bomb etc. I got to playing around with mid's, and came up with a ranged soft cap build. I usually don't play this style(hover blaster) but if I don't get hit much, I won't have to worry too much about being stunned etc.
The only thing I don't like is that, I dunno...it seems I give up a lot for the survivability increase, and the power choices to fit in the sets left a lot of stuff out. Ya, I keep all my single target attacks, and have them slotted with decent damage sets etc, but I lose a lot of recharge from my current build, give up a lot of my aoe's, and then I lose a lot of powers from my secondary. Also, my EPP's are basically underslotted(imo), and even Blizzard is only slotted with 2 recharge IOs. lol.
Anyone got any insight on playing this type of blaster? Or even any suggestions on how I could get the ranged soft cap in a better way? I'm posting the build.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Icy Soft: Level 50 Magic Blaster
Primary Power Set: Ice Blast
Secondary Power Set: Ice Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Ice Blast- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Endurance
- (7) Thunderstrike - Damage/Endurance/Recharge
- (A) Trap of the Hunter - Accuracy/Recharge
- (7) Trap of the Hunter - Endurance/Immobilize
- (9) Trap of the Hunter - Immobilize/Accuracy
- (9) Trap of the Hunter - Accuracy/Endurance
- (11) Trap of the Hunter - Chance of Damage(Lethal)
- (11) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (A) Pacing of the Turtle - Accuracy/Slow
- (13) Pacing of the Turtle - Damage/Slow
- (13) Pacing of the Turtle - Accuracy/Endurance
- (15) Pacing of the Turtle - Range/Slow
- (15) Pacing of the Turtle - Chance of -Recharge
- (17) Pacing of the Turtle - Endurance/Recharge/Slow
- (A) Thunderstrike - Accuracy/Damage/Endurance
- (17) Thunderstrike - Damage/Endurance/Recharge
- (19) Thunderstrike - Accuracy/Damage/Recharge
- (19) Thunderstrike - Accuracy/Damage
- (21) Thunderstrike - Damage/Recharge
- (21) Thunderstrike - Damage/Endurance
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (25) Luck of the Gambler - Recharge Speed
- (A) Pacing of the Turtle - Accuracy/Slow
- (27) Pacing of the Turtle - Damage/Slow
- (27) Pacing of the Turtle - Accuracy/Endurance
- (29) Pacing of the Turtle - Range/Slow
- (29) Pacing of the Turtle - Chance of -Recharge
- (50) Pacing of the Turtle - Endurance/Recharge/Slow
- (A) Accuracy IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (33) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (A) Thunderstrike - Accuracy/Damage/Endurance
- (33) Thunderstrike - Damage/Endurance/Recharge
- (34) Thunderstrike - Accuracy/Damage
- (34) Thunderstrike - Damage/Endurance
- (34) Thunderstrike - Damage/Recharge
- (36) Thunderstrike - Accuracy/Damage/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Luck of the Gambler - Defense
- (36) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense/Endurance
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Thunderstrike - Accuracy/Damage
- (37) Thunderstrike - Damage/Endurance
- (39) Thunderstrike - Damage/Recharge
- (39) Thunderstrike - Damage/Endurance/Recharge
- (39) Thunderstrike - Accuracy/Damage/Recharge
- (40) Thunderstrike - Accuracy/Damage/Endurance
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Recharge Reduction IO
- (40) Recharge Reduction IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (A) Thunderstrike - Accuracy/Damage/Endurance
- (42) Thunderstrike - Accuracy/Damage
- (42) Thunderstrike - Damage/Endurance
- (42) Thunderstrike - Damage/Recharge
- (43) Thunderstrike - Accuracy/Damage/Recharge
- (43) Thunderstrike - Damage/Endurance/Recharge
- (A) Pacing of the Turtle - Chance of -Recharge
- (45) Pacing of the Turtle - Accuracy/Slow
- (45) Pacing of the Turtle - Damage/Slow
- (45) Pacing of the Turtle - Accuracy/Endurance
- (46) Pacing of the Turtle - Endurance/Recharge/Slow
- (46) Pacing of the Turtle - Range/Slow
- (A) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Empty
- (A) Empty
- (A) Healing IO
- (48) Healing IO
- (48) Miracle - +Recovery
- (A) Endurance Modification IO
- (46) Endurance Modification IO
- (48) Performance Shifter - Chance for +End
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What's with the description for Crippling Axe Kick? It says it is Moderate Damage(Smashing)? Crane Kick and Cobra strike say they are High Damage(Smashing). Doesn't it sound like CAK is less damage than either of the others? It's the reason I opted out of it in my last respec after they changed cobra strike.
I did some digging around after reading some other attack chain posts for MA on the forums. I couldn't find much help on Mids in this regard about actual damage values...so I respec'd and took those powers, and slotted them all with ToD sets. CAK does about 10 more damage with identical slotting. Seems like the description should be changed, or something. -
I've got a 50 MA/SR. It was actually the first toon I created, and the first I had got to 50. I had respec'd him after they changed Cobra strike. Right now he has Storm kick, Crane Kick, Cobra Strike, Eagle's claw all slotted with ToDs. And I have Dragon's tail slotted with Obliterations. He's got 82.5% global recharge thanks to 5 Lotg 7.5s, 4 red fortune set bonus, an obliteration set bonus, and quickness. He has a decent attack chain that I use with Eagles claw on the boss, then dragons tail to knock everyone down, and then cobra strike and crane kick, and start it all over again. Well usually in big mobs, I kind of spam dragon's tail whenever it is up(which is frequently), so it kinda depends.
He's got level 2 alpha slotted now with Spiritual Core boost for recharge/stun.
Recharge for Storm kick is 3.4s
Recharge for Cobra Strike is 5.67s
Recharge for rane Kick is 5.67s
Recharge time for Eagle's Claw is 6.8s
Recharge time for Dragon's Tail is 6.72s.
These values are according to detailed power info on CoH, and I guess reflect the alpha slot bonus also, but I'm not sure if they reflect the global recharge bonus also.
Anyways, this is how he was after I respec'd him after I was away from the game for a bit, and found out cobra strike was changed.
Now that fitness is inherent, and I get a freespec I'm wondering if I should go back to Crippling axe kick? At the time I respec'd him I thought that cobra strike was equal to crippling axe kick, but now it seems like I was mistaken...and that it's only basically equal to Crane Kick.
I've also got three free power choices thanks to the inherent fitness, but my slots are pretty tight, so anything I do choose will have to be basically single slotted.
Here is the current build, which does not include inherent fitness. I'm also thinking of dumping Elude. It used to be my panic button power, but now with basically soft capped melee and ranged defence, I have never used it even once since he was respec'd awhile ago.
Any ideas on attack chain, dumping elude, etc? I actually do like crane kick though. Even though damage wise it is the same as cobra strike I don't mind knocking an enemy flying. Part of this scrapper's success with my playstyle(regularly soloing +1 x 8 missions solo) is the high defence coupled with knocking everyone down with my aoe, or back with crane kick, or stunning them with cobra strike. I figure if an enemy is flying across the room, it's even less of a chance of me getting hit.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
captain k: Level 50 Science Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Legacy Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick- (A) Touch of Death - Accuracy/Damage/Endurance
- (3) Touch of Death - Damage/Endurance
- (3) Touch of Death - Damage/Recharge
- (5) Touch of Death - Chance of Damage(Negative)
- (5) Touch of Death - Damage/Endurance/Recharge
- (7) Touch of Death - Accuracy/Damage
- (A) Red Fortune - Defense
- (7) Red Fortune - Defense/Endurance
- (9) Red Fortune - Endurance
- (9) Red Fortune - Defense/Recharge
- (11) Red Fortune - Endurance/Recharge
- (11) Red Fortune - Defense/Endurance/Recharge
- (A) Red Fortune - Defense/Endurance
- (13) Red Fortune - Defense/Recharge
- (13) Red Fortune - Endurance/Recharge
- (15) Red Fortune - Defense/Endurance/Recharge
- (15) Red Fortune - Defense
- (17) Red Fortune - Endurance
- (A) Touch of Death - Damage/Endurance/Recharge
- (17) Touch of Death - Chance of Damage(Negative)
- (19) Touch of Death - Accuracy/Damage
- (19) Touch of Death - Damage/Endurance
- (21) Touch of Death - Damage/Recharge
- (21) Touch of Death - Accuracy/Damage/Endurance
- (A) Rectified Reticle - To Hit Buff
- (23) Rectified Reticle - To Hit Buff/Recharge
- (23) Rectified Reticle - Increased Perception
- (42) Recharge Reduction IO
- (A) Touch of Death - Accuracy/Damage
- (25) Touch of Death - Damage/Endurance
- (25) Touch of Death - Damage/Recharge
- (27) Touch of Death - Accuracy/Damage/Endurance
- (27) Touch of Death - Damage/Endurance/Recharge
- (29) Touch of Death - Chance of Damage(Negative)
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
- (29) Recharge Reduction IO
- (A) Jumping IO
- (A) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Defense
- (31) Luck of the Gambler - Recharge Speed
- (A) Miracle - +Recovery
- (33) Miracle - Heal
- (34) Regenerative Tissue - +Regeneration
- (A) Run Speed IO
- (A) Endurance Modification IO
- (33) Endurance Modification IO
- (33) Endurance Modification IO
- (A) Defense Buff IO
- (34) Luck of the Gambler - Defense
- (34) Luck of the Gambler - Recharge Speed
- (A) Obliteration - Damage
- (31) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (37) Obliteration - Chance for Smashing Damage
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (37) Obliteration - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Defense/Endurance
- (36) Luck of the Gambler - Defense
- (36) Luck of the Gambler - Recharge Speed
- (A) Empty
- (A) Touch of Death - Chance of Damage(Negative)
- (39) Touch of Death - Damage/Endurance/Recharge
- (39) Touch of Death - Accuracy/Damage
- (39) Touch of Death - Damage/Endurance
- (40) Touch of Death - Damage/Recharge
- (40) Touch of Death - Accuracy/Damage/Endurance
- (A) Red Fortune - Defense
- (46) Red Fortune - Defense/Endurance
- (46) Red Fortune - Defense/Recharge
- (46) Red Fortune - Endurance/Recharge
- (48) Red Fortune - Defense/Endurance/Recharge
- (50) Red Fortune - Endurance
- (A) Red Fortune - Defense
- (40) Red Fortune - Defense/Endurance/Recharge
- (42) Red Fortune - Defense/Endurance
- (43) Red Fortune - Defense/Recharge
- (43) Red Fortune - Endurance/Recharge
- (43) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Healing IO
- (45) Numina's Convalescence - +Regeneration/+Recovery
- (45) Endurance Modification IO
- (45) Endurance Modification IO
- (A) Resist Damage IO
- (48) Resist Damage IO
- (48) Steadfast Protection - Resistance/+Def 3%
- (A) Luck of the Gambler - Defense/Endurance
- (50) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 0: LEGACY BUILD
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Quote:I actually saw that happen. I had gotten a Lotg Def/End and was checking the price of the crafted ones, and saw that doozy of a mis-bid on the bottom of the last 5. lol.Well I tried.
The reason why I wanted to see if I could refund it was because, it was a significant amount. The first mistaken one was a LotG Def/End which was bought for 750m instead of 75m. The second one was a day later, and it was a LotG Def for 550m instead of 55m.
I guess that's the end, oh well, I tried. =/ -
Personally, and I know this isn't for everyone...I start sloting IOs at level 12. I put in lowball bids for level 15s, and move on from there. Once I have my 15s, I start lowballing on 20s, then 25s etc I rarely swap them out until I get level 50 though. At that point, I'll respec and start slotting io sets. The benefit for me, is that I don't have to keep replacing them as I level up, once they are slotted. And typically...the powers slotted with the level 15-20s etc, are the lower tier powers anyways. When I get my T9 at level 32...It's getting slotted with 35s anyways which is only going to be marginally less efficient than 50 IOs.
The thing with Generic IOs is that they look expensive, but can sometimes be bought quite cheap. I've gotten a ton of level 20-45 generic IOS for about 11-22k each. Just place your bids, and walk away. You'd be surprised how many you can sometimes pick up for less than 50k each, while other people are paying 300-500k or more. Just takes patience, which is why I do bid several levels ahead of where I will slot some. -
I find it funny that all the Vanguard NPCs outside the Vanguard buildings are still telling me they have to check my clearance, and that only level 35+ can enter RWZ. lol.
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Quote:Playing the market is not all that different from playing missions, in my opinion. I'm sure when you play your 50s you have an excellent idea of what they can, and cannot do. If you are playing an empath defender for example, you have a decent grasp almost instantly when looking at your teammates health when a healing aura, heal other, or absorb pain heal is required. You might not have been that great a judge in the beginning, but now after getting your way to 50, you can pretty much instantly analyze a situation and know which heal, or buff to use on what teammate. Who needs Adrenalin Boost on your team? When is a good time to drop a Regeneration and/or Recovery aura? Which toons need clear mind reliably, and which archetypes can get along fine without it? These things are all learned over time, just as in playing the market. Eventually the market stops being this scary confusing thing. Crafting, buying salvage, what to bid etc become as easy as casting clear mind on a blaster, or using absorb pain to keep a teammate from dying against an AV.See, this is a helpful thing that I didn't know, but it didn't occur to you to mention it before, because in your mind it's just self-evident that this is the best way to acquire salvage. If I started doing the bulk crafting thing I'd probably come to a similar conclusion myself, but only after wasting some time and effort on getting varying amounts of salvage.
For every time you might have faceplanted on a mission in the lower levels, or got a debt badge from so many defeats...the same can be said for a marketeer who listed something to high, or too low. Sometimes we have to learn the hard way, but everyone does learn what works and does not with practice. Only difference is that when you market, the "debt badges" you get, are usually in the literal sense and in the form of infamy lost. ;-) -
Quote:This entirely depends on how many are currently for sale, and how many people are bidding, and using the same strategy for things that have lots for sale and no bidders will definitely not move the item fast. As a rule of thumb, I generally list things for 70-75% or sometimes less of what the last 5 sold for. But even this is modified on how many are for sale. In my numina:end/rech example, there was 100+ for sale. So if they are selling for 6 million, listing for 5.5 million means they won't sell for weeks. (Trust me!Most of the time I just try to post things at about 10% below the highest sell price. Sometimes they sell overnight, sometimes they sit for weeks.
) Try listing for 50-60% in that case, and hope for the best. Sometimes you get burned by a bid creeper, but most of the time you basically get the price you want. Organica's 30 hero merit rolls post is a good example of how to list low enough to sell fast, but still get the price you are hoping for. I know it sounds weird, but sometimes you have to list at 5.5 million in order to make the 10-15 million sale you want. Like I said in my little experiment...the price I wanted was 6 million, but I listed them all for 2.25 million. I had very high turnover of them in the 4-6 million range.
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The good thing with working one enhancement is that eventually you memorize what you need. I know I needed a nevermelting ice, silver, unquenchable flame, and a diamond. If you are dealing with these pieces several times per day, it will become second nature. If it's not, you always have your bid tray to help you. Just check your outstanding bids, or what you've already won to keep you on track.
The only number you need to know for salvage is "10". lol. When actively working a niche, I don't look at my recipes, and what salvage I have currently, and how many of this or that I have. Whatever salvage I am missing or running low on, I check the recipe, and anything I need to craft it I bid on 10 stack of them. I'm going to need them anyway, so why bother wasting a market slot bidding on 3 nevermelting ice, when I can win a stack of 10 of them, and save myself some time later?
Example:
I have 8 recipes, 6 nevermelting ice, 2 diamonds, 4 unquenchable flame, and 8 silver. Do I bid on 2 nevermelting ice, 6 diamonds, and 4 unquenchable flames to be able to craft all 8 of the recipes I've won? No. I bid on 10 NMI, 10 diamonds, 10 unquenchable flames, and 10 more recipes when I login. If I only had 2 market slots free, in the above example I would probably bid on 10 diamonds, and 10 unquenchable flames.
It does help to write things down though. I was actually doing that at the beginning also. It ensured I always bid the same amount for everything I needed, and that my break even price stayed the same. Eventually you will memorize the prices since you work with the same numbers over and over again. Silver? 11 inf. Unquenchable flame? 5555 inf. Diamond? 1,111,111. And if you can't remember, well if you've written the prices down, you just have to consult your list. -
Quote:It's relatively easy to make money on the small stuff too. I tried an experiment a month ago, which I will share. I decided to see how much money I could make on what I considered the "junkiest" enhancement in a set. I took Numina's Convalescence: End/Recharge(50). It's a lot cheaper than any other in the set, most likely because it has no healing.I haven't been able to get that far yet, so I share your confusion. Most of the time I just try to post things at about 10% below the highest sell price. Sometimes they sell overnight, sometimes they sit for weeks. My biggest source of income is still exchanging Alignment Merits for LotG 7.5% Global Recharges. But I'm okay with it, Inf from the market doesn't count for the badge anyway.
Anyways, I was buying the recipes in stacks of 10 for somewhere around 500 inf each. It requires some common and uncommon salvage, and a single rare. I bought the recipes, the salvage, and crafted them for about 2.01 million total. Taking into account the transaction fee, I listed them at about a break-even price of 2.25 million influence. Most of them were selling reliably for 4-6 million and there was decent turover(anywhere between 15-25 per day, and sometimes more on weekends). I also put in a bunch of lowball bids on the already crafted enhancement for like 1,666,666 and turned around and listed those I won for the 2.25 million price. After two weeks of having one alt working this one enhancement I had over 750 million in profit. It gets ridiculously easy. Login...collect inf, and all the bids you won overnight, go to base, craft, list 10 of them...put in more bids on whatever you need at the time - salvage, more recipes etc, logout. Check back in a couple hours, and repeat the cycle. If I spent 20 minutes total per day with this character that would be the most. Most likely it was 10-15 minutes per day, and 3/4 of a billion influence made in two weeks with very little thought or effort.
I had another alt working thunderstrike and red fortune enhancements at the same time - a single enhancement in each set. That alt followed the same strategy, alternating between the enhancements, and listing for exactly break even prices. He had 650 million after the first week!
My main toons usually work in pvp io's and purple enhancements because for me, it's more efficient to make a single lump of 200 million profit on something that I buy for 300 mill, than numerous amounts of 20 mill profit on things I buy for 30 mill each. But there is still tons of money to be made on almost anything for sale at WW. -
Ya...they seriously need to revamp/rename the SO/DOs!! I'd settle for something like "Technology Damage SO" or "Mutation: Accuracy Increase" etc over those mind boggling and cryptic names they have now! I ALWAYS choose Natural Origin for my characters now, so pretty much have all the Natural SO's memorized...but I would be totally lost trying to decipher Tech enhancements, even though they are color coded, I would still make mistakes sometimes!
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I rarely have more than 150 million in actual influence on a single character, at a given time. It's just too easy to make a typo, and accidentally bid 500 mill etc on something you really wanted to bid 50 million for. I've got several market toons, who just keep constantly reinvesting their profits on stuff.
Most of the marketing toons have about 4-5 billion in influence tied up on their slots, in various ways. So I might only have 150 million in cash, but I might be bidding on oh I dunno...various purples, and pvp io's to the tune of 2 or 3 billion, and selling stuff amounting to 1.5 billion etc. Soon as my sales come in, I turn around and rebid on more purples, etc to keep my actual influence low, but my net worth very high. Eventually I transfer a billion or two to a different toon, and do the same thing. I started off with one main marketeer, and now have about 6 of them doing their thing, and making me money. :-D
I used to do the level 53 IO bid thing to store inf, but then I decided it was more practical to actually use the money in lowballing(If you consider 100s of millions lowballing) very desirable enhancements or recipes. I've actually scored a lot of what I consider great deals doing this. You know...say a Ragnarok Triple is selling for like 500 mill. I might put a lowball bid in for like 302 million, and win it in a few days. Then I turn around and sell that for maybe 600 million on a weekend, and take my profits and bid on two more ragnarok triples, etc. -
Quote:I'm not sure I agree that this helps people. It's like that old saying: "Give a person a fish...they eat for a day. Teach them to fish, they eat for the rest of their lives."it's a bit harsh but honestly it is worth 5.5million if it stops just a few people from ******** about not being able to afford anything, and if it honestly helps one person that just hasn't been able to figure it out.
Ya sure, you give ppl the cash, they SO their one toon, but they are still as clueless about the game as they were before. The only difference now, would be they would have an okay toon that they didn't even have to devote effort to in order to enhance. They would most likely be in the same boat the next time they get another toon to 50 - wondering how in the world they would ever get 5.7 million to afford SOs, besides you know...just playing the game for a few days, and saving up. ;-) -
Oh. lol. Well I guess that person thinks that "95% of the playerbase" are clueless morons who need "City of Heroes for Dummies" books? lol. I don't buy it myself. I'd say it was more likely the opposite. I'd guess that maybe 5% or less of the people in the game haven't yet realized that it is easy to make money in CoH just by selling your drops at WW, or getting what you want for cheap(er) by being patient, and that SO'ing a toon is in no way a financial challenge.
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There are people who can play this game to level 50, and not have 5.7 million to afford SO's? lol You'd think at that level they should no longer have to be considered beginner's? I know if I join a level 50 team, I don't expect to have to teach other 50's basic game mechanics like what their powers do, or how to get to Peregrine Island from Steel Canyon etc.
Even if you got to 50, and had absolutely no SOs, and whatever enhancements you had were obsolete, how long does it take a "cruddy" level 50 to make 6 million inf? Even if you couldn't play all that much, and did a few missions per day... Even vendoring all your Generic 50 IO recipes at a vendor gives you about 100k a shot. I'm gonna hazard a guess, and say that even a time constrained 50, solo, could make that almost 6 million inf in like three days of playing with vendoring recipes, mission complete bonus, and enemy defeats. Find a large size team, on a good difficulty, and it comes even quicker. This is a problem? The game is built around SO's as a baseline, so pretty much anything can be tackled by an SO'd toon, and be possible to win either solo, or as part of a team. 3 days(likely less, but whatever), and minimal effort to SO a 50, who for some reason didn't have any money, or a clue how the market works seems like a non-issue to me. -
Quote:My spines/dark has Theft of Essence proc slotted in his dark regeneration, and I routinely get anyone from 10-30% endurance from using that heal as you mentioned.Theft of Essence is superb in Dark Regen. It turns that massive end hog of a power into a potential end bar filler.
I also have the pvp io chance for -res slotted in his death shroud, and it proc's all the time. Not sure why the OP mentioned it only procs once for every 5 ticks? I can't see that in the power info, and it's basically the same statistics as his Quills power. Regardless, the -res is procing all the time in Death Shroud, so I am keeping it there.
My fire/kin has hotfeet entirely filled with proc's, and they do a lot of extra damage in big mobs. Moreso than the DoT would be giving me, even with Fulcrum Shift 300% damage cap.
And yes, as you mentioned that 33% purple proc rate compared to the normal 20% rate is a huge difference in a large AoE power.
I generally slot a proc in a power I use a lot, or a toggle of course, and has a beneficial effect. (I know...duh!) Any fast recharging power that does ok damage, but now also has a bonus chance to hold, or stun etc is a good candidate in my view. I'm not so interested in a proc though that has a certain status effect and is also a status effect power. Example: Basilisk's Gaze chance for -rech etc. I don't really care what happens to their recharge, as long as I am holding them. lol. YMMV though. -
Quote:It entirely depends when you want them. If you happen to be bidding in the middle of a shortage, or someone actively buying 1000's up and deleting them in order to create a temporary shortage, and then dump a few hundred back on the market for 500k each, then you won't be filling any stack orders for low prices very quickly. Once the shortage is over, and the situation somewhat stabilizes, then yes, those stacks can be bought very quickly, and for low prices.Spirit thorns are hard to get? I've not had a problem, just bid on a stack for 500 each and go do a mish, by the time I'm done it's filled.
The price can change from 200, up to 1 million per, then back to 200 in a single playing hour during these times. I've seen it happen fairly commonly lately on all sorts of salvage.
Yes, some of it is related to ToT mobs not dropping salvage etc, and apparently another AE exploit, but it can happen in other "normal times" if someone decides to mess with the market for kicks, but most likely profit.
I forget which salvage I saw the other day, but it was yellow and had 50 for sale and 13000(!!!) bidding. lol. Crazy... Might have been an Alchemical Gold, but possibly could have been a common Alchemical Silver. -
I slotted another one of these in my spines/dark scrapper. It works well, and proc's decently. So I figured what the heck, and slotted another one back in my hotfeet on my fire/kin. I monitored the healing delivered tab, as suggested(this does make it easier), and it seems to be working just fine. I'm not sure what my issue was before, although it would appear it was just bad luck. ;-)
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Quote:I was monitoring the combat tab. I can see when my other proc's fire off as like "You blast whoever for 58.6 points of bonus energy damage" etc. This proc effect shows as a green text, so is easy to search for in the combat channel. I never changed the channel in a tab or anything, but I just went through looking for those green entries, and there were not many. I did take a detailed look though checking which proc's were firing etc, when I was thinking something was wrong, however.Are you monitoring the correct channel? Several of the procs send their message in the Healing delivered-channel - I have this slotted myself and I see it go off regularly on that tab. I use it in a click-power, but it doesn't seem bugged to me.
As to the other poster about how quickly they were dying, well ya, they do kinda die a bit fast on 0 x 8. But I did a few runs on +4 x 8, and those mobs solo even with 300% damage bonus with Fulcrum Shift stick around long enough for hotfeet to pop off a few times. lol.
I might re-slot this proc and give it another chance, if it is working for other people. Maybe I was just really unlucky. Good thing I have another one. -
It's been happening with other white salvage as well. Spirit thorns, Nevermelting Ice, etc have all been at super low supply, and with some bids hitting the 1 million + range. I logged in the other day and saw I had sold a Regenerating flesh for 1.5 million. I thought it was a typo, but the other bid winners in the last 5 were all 800k+ lol.
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Quote:Last year prior to Double XP Weekend I was buying Apocalypse Proc recipes for 191 million, and selling them crafted for 300 million. Then after DXP they hit a peak and went steadily down to a price of 85-90 million. I had bought a dozen or so at a price of around 112 million, but was reluctant to sell them at a loss, and was hoping(correctly) that they would go up again. Then I kinda got playing that 'other MMO' for a bit. When I came back to CoH a month ago I found I had a bunch of items I spent 112 million on, that were now worth 400 million + each. Purple prices are higher now than they were back then, but every once in awhile the price tanks for some reason.I assume you are refering to Meow. Even at that point, i never seen or paid over 300-400 mil per recipe. Or more which they have been in the last month or so. I meant what i said. They have continued to go up in price, year on year for whatever the reason. I'm not sure what price you want to talk about? Not the 30 mil at intro. Not the 100mil after intro. Not the 200mil from a while back. Yea, they've spiked since i18, but they never (the good ones) have went back below 100mil since i've been playing "Purp My Toon". (sry for the pimp my ride joke)
Personally, i'd like to see a cap on them. I know that's not a cool thing to say in a forum where people loooove to make money, but if the drops are going to be limited, so then should be the inf to be made off of them. But that's me. -
Quote:I used the io for a few days. I didn't see any large change in the behaviour of it. I ended up respec'ing and dumping it on the market. Someone else can have it.sounds like the rng hates you sometimes. try it for a couple of days and then see what happens. 1 mission is not enough to really tell.
I don't have the numbers on the other missions, but I was checking the combat log after every mission and seeing everything else proc'ing ~3-5 times more than the pvp io was. So to me, it seemed useless to keep it. I just stuck a acc/slow hami-o in it's place for now.
But I was just wondering if the issue was with hotfeet? I do have a /spines scrapper that could also slot the io, and I do have another chance for -res io but haven't slot it yet on him. These would seriously kick butt for my spines/dark scrapper, but not if I get the amount of use I got when my fire/kin slotted it. lol.
Maybe the rng does hate me. lol. But it seems to like the other proc's just fine... -
I recently slotted a pvp io in my hotfeet power for my fire/kin. It's the Fury of the Gladiator Chance for -res. Supposedly it grants a 20% chance to weaken an enemies damage resistance by 20%. I'm assuming it has that proc chance on everyone within range of my hotfeet. As a side note, my hotfeet is slotted entirely with procs - Armageddon, Eradication, Obliteration, Impeded Swiftness, Scirocco's Dervish, and that PVP IO.
The other procs seem to go off pretty regularly within their %chance of occurring, especially the Armageddon, but that has 33% chance anyways so is to be expected. My problem, is that the Fury of the Gladiator one rarely goes off at all. I went through my combat log, and in one of those ambush spawning AE missions on +2 x 8 spawns, it went off a total of 7 times? That seems ridiculously low for something that has a 20% chance of occuring, and is slotted in an always on toggle power. And it's not like I don't have tons of enemies around me. I can see how many times my hotfeet supposedly activates, and it's always hitting lots of enemies at a time.
I'm just wondering if anyone else has noticed this? According to one of my friends, he said that his friend has it slotted in his spines scrapper on quills, and it proc's all the time. I'm just wondering if the issue is with it working in hotfeet, or I'm just horribly unlucky with the proc rate. I know a bit about probabilities etc, so I know that 20% chance does not mean if there are 10 enemies around you, you will hit 2 of them, etc. But still...7 times out of a whole farming mission? lol -
I empathize with you! I did kind of the same thing, although not on such a large monetary scale as a pvp io blunder. heh. I bid on recipes and salvage, then crafted an entire IO set that I couldn't slot. lol.