Chaos_String

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  1. Monitoring global +rech on my SD/SS tanker led me to that same conclusion months ago: the wiki is outdated. There is currently no artifical suppression of the FF proc.
  2. Quote:
    Originally Posted by Werner View Post
    Yep, 50% lethal resistance. So you need to be doing 200 DPS to even kill her really slowly. Claws/SR is technically capable of higher than that, but putting it together in an AV soloing survivability package would probably be quite difficult.
    ^This. It can be done. But the moment anything goes wrong and you have to kite for a few seconds or reach for the tricorder, all your progress goes out the window.

    Good luck.
  3. Quote:
    Originally Posted by Silas View Post
    I was under the impression that the P.Shifter proc was only really worth it after you've maxed out on ED for Stamina. Like as a 4th slot. Taking out the end mod for the proc drops me to 3.26/sec, not sure what the proc works out to over time so I dunno if that's worth it.
    The P.Shifter proc is actually the most valuable thing you can slot in Stamina, even if it's just in the base slot. It translates to (on average) 0.2end/sec that isn't reported by Mids. So you'd really be at (approximately) 3.46end/sec recovery.
  4. Quote:
    Originally Posted by kamikrazy View Post
    This can certainly work, but just be aware that the 'tough' targets don't slow easily so many of them will successfully chase you around that corner and take a swing or two before PA gets their attention again.
    Here's a good way to deal with that, from back in the day when I used to solo AVs with an ill/rad before inventions.

    When PA is about to drop (there's an icon in your buffs bar and it will flash), look to see if Phantasm has a Decoy out. If not, immediately resummon Phantasm. His first action will almost always be to summon a Decoy Phantasm on the AV.

    Now duck behind the corner. When PA drops, you will get aggro breifly, but the Decoy only has to land a single hit to take that aggro from you. So breaking LoS for a couple seconds is all you need. Then you can go back do doing... whatever... you do, until PA recharges.

    Don't knock it; try it. It works a treat.
  5. Quote:
    Originally Posted by Orion_Zidane View Post
    However, those of you with Lightening Field, do you slot it for end drain or procs? As a scrapper the best defense is a good offense especially with the amount of procs you can put in, but end drain would certainly be much faster on higher lvl mobs/bosses with end manip sets/IOs in the 'field.
    End drain is a very fiddly form of mitigation. Slot LF for damage output.

    Also, although you've heard some ringing endorsements of melee defense, which I won't dispute, it isn't equivalent to S/L defense. S/L defense protects against more. There are exceedingly few melee attacks which will be used against you that have neither a smashing nor a lethal damage compoent, so S/L does almost exactly everything melee defense does, and more--including defending you from bullets, grenades, missiles, shuriken, thrown rocks, energy blasts, ice blasts, etc.

    I won't try to dissuade you from melee defense as I'm sure it is easier and cheaper to accumulate, and I'm sure it can be leveraged with good corner pulls and other tactics to minimize your exposure to ranged hate. But be aware that S/L defense protects against almost everything that melee defense does and much, much more.
  6. Try to get s/l defense to 33% or better so that a single small purple inspiration puts you at or above 45%. Then focus on recharge. This will make you a great deal sturdier. A couple issues ago I posted my old spines/elec build; I don't have it handy but I'm pretty sure if you search keyword "spines/elec" and username Chaos_String in the scrapper forum you'll find it. Anyhow my spines/elec with s/l defense and some recharge soloes effectively at +2x8, and I think others can be built to do so as well.
  7. Shield scrappers actually are really good on teams. Although next to stalkers, scrappers are really the least team-oriented AT in the game, when you play a shield scrapper, you bring a lot to a team.

    First, Shield Charge. It's a big, shop-wrecking AoE that knocks down all the bad guys. If there's a better opening move to mitigate an alpha and do tons of damage, I haven't seen it. Second, AAO is a fantastic taunt aura, so keeping aggro off your squishy teammates is pretty effortless. And then with Grant Cover and Phalanx Fighting, you can actually give and take some extra defense to and from your friends, although this latter really isn't much to write home about.

    But anyway, if I were considering a Shield Scrapper for teaming hijinx, I'd probably not go with Dark Melee. While a great solo utility set, DM has poor AoE. On teams, AoE damage is generally more important than single-target damage. Therefore Fire/Shield or Elec/Shield might be good choices because of their outstanding AoE dps. Alternatively, Broadsword/Shield is a great choice if you're looking to "tank" for the teams you play with. Parry gives you valuable defense above what Shield brings, making the set very survivable on SOs while leveling. My BS/SD main tanked most of the TFs in the game while leveling up, and I never had any issues with survivability or aggro leak.
  8. Agree on Choking Cloud with the +2mag proc. It's pretty effective when so slotted, especially if you plan on getting down with Hot Feet. EMP, yeah, probably redundant with Cinders, but if I were looking to drop just one, it might be Cinders. Everything Cinders does, EMP does better; besides which EMP is a huge -regen debuff for when you miss with LR.
  9. Quote:
    Originally Posted by Misaligned View Post
    I know its early in the game for this, but I either made some poor choices, or I happened on a few slots in the market that all went south at the same time. Oh well. Haven't made anything I won't keep and use myself if pressed, so I'm not worried
    Just out of curiosity, how well-versed are you in high-end Mids builds? Having a good knowledge of pieces that are ubiquitous in very powerful builds can be invaluable when deciding what pieces to deal in. I began playing the market while making a "dream" scrapper build. Instead of just building one of certain enhancements, I'd buy a stack of them and sell my extras. I made a boatload of money IOing this guy out. Nowadays if I could snap my fingers and liquidate all my slotted enhancements I'd be sitting on something like 50 billion inf, and I never spent more than 15-20 minutes a day at the market.
  10. Quote:
    Originally Posted by Bill Z Bubba View Post
    CS,

    My lowbie brutes now lose less fury while running between spawns but can't attain the levels the could before the change while in combat.

    End result? Nerf. A nerf at level 1. A nerf at level 50. A nerf solo. A nerf while teamed.

    I still don't disagree with the nerf, but a nerf is a nerf.

    Nerf.
    Wow, a nerf at level one, when you have, what, brawl and a single attack? Okay. Sounds like hyperbole to me, but I haven't rolled a new brute yet. My buddy rolled an axe/wp brute and says that building fury seemed easier at low levels and harder at high levels. Others have reported that the new mechanic works to their advantage on teams, but again, I don't have a lot of experience with it so I'll defer the arguments to others. I stand corrected (sort of).
  11. Quote:
    Originally Posted by Psion1 View Post
    The Chaos buddies seem to be developing a reputation of having a hard time identifying nerfs in the meaningful sense of the word. No worries Cyber.
    This from the guy who thinks that Praetoria was an elaborate ruse of smoke and mirrors so they could "nerf" the Mother Mayhem farm.

    My point stands. Lowbies and non-tanking brutes will find it easier to maintain a moderate level of fury. Solo brutes and tanking ones will find their fury redlines at a lower level. That's not purely a nerf, even though those of us who had, for instance, AV-soloing brutes may feel that it was one.
  12. Quote:
    Originally Posted by Cyber_naut View Post
    That's a net nerf, because overall, brutes damage dealing abilities were reduced,
    While certainly true for level-capped solo brutes, I don't think it is for lowbies and brutes who are on teams but not running point. YMMV of course.
  13. Quote:
    Originally Posted by Psion1 View Post
    So in other words, they stealth nerfed the farming mission....
    *facepalm*
  14. Quote:
    Originally Posted by Misaligned View Post
    Well, I am flipping salvage on one character. That's going well.

    If you feel the need to call crafting recipes crafting, then by all means, call it crafting. I call it flipping because when you buy a house, fix it up, then sell it for a profit, that's called flipping. I see nothing derogatory about the term myself.
    Well, the reason I make a distinction is because I've been playing another game a lot lately. Over there, there's money to be made in crafting; but grinding up your crafting proficiencies is itself a money sink and takes quite a long time. So the easy money over there is just in flipping, which is buying at X price and selling at Y price which is higher than X. And of course item stacking and storage and shortages and so on come into play.

    But here, there's no proficiency required to craft IOs; anybody can do it. However, from a logistical standpoint, bear in mind that level 50 toons have more inventory for salvage and recipes than, say, a level 10. So that's a significant factor. Also, I'm not sure, but it sounds like you're thinking just in terms of your personal inventory and the 15-18 market slots you've got. Whereas most players who craft commercially in CoX have a private Super Group base with storage facilities for salvage and crafted enhancements. (No such storage exists for recipes, however.)

    Anyway, my point is, crafting is easy in this game, unlike in other games. But conversely, engineering shortages and overages is hard in this game, relative to some other games.

    So, if you have a level 50, and a little SG base with a crafting table, an enhancement table and a couple storage racks for salvage, you will find the logistics of crafting IOs from recipes and salvage to sell for a profit to be quite simple.

    But, like the previous poster said, if you're dealing in just one piece, it really only takes 5 or so market slots to keep a volume of them moving (usually), so you could deal in up to three high-profit niches at once, even if you don't have the private storage SG base.

    You can move more volume or deal in more different pieces if you have the storage, though.

    Hope that helps.
  15. Quote:
    Originally Posted by Misaligned View Post
    Sorry, to clarify, I should have used Recipe X (not A). It is a pool A drop, but it is one that requires 4 pieces of salvage, has a fairly high demand at the level range I want to do this at, and can be turned in a few days. Nothing game breaking by any means, but still one I want to look into.

    Regardless, I still see a major logistics problem even if I limit it to just 1 recipe. That buys me 4 extra spots on the market, but its still not enough for turn and burn.

    Thoughts?
    First things first, I want to clarify some things if I can.

    You were observing in the OP that there isn't a lot of "junk" on the market--everything is worth SOMETHING. Well, that's true, even if some things really aren't worth very much. Here in CoX even the worst level 30+ IOs are better than SO enhancements--which is to say that crafted is better than drops, period.

    That's a long way from being true in some games.

    Now, if you're looking to flip, you should be thinking about flipping salvage, not recipes. In other words, buy for X, sell for 2X (or 1.5X or whatever).

    But don't think of crafting for profit as "flipping" because you're actually providing a service that players will pay for.

    EXAMPLE: For a while I was dealing in Obliteration triples. Level 50s only; that's where the volume is. I'd buy the recipes back then for somewhere between 13M and 15M and then post crafted Obliteration triples for about 80% of the going rate, which was about 30-35M. They'd sell for the going rate, mind you, but I'd posted them at a lower price so that mine would sell first.

    Highest qualified bid matches with lowest posted price to determine a sale. So if I'd posted for 26M and someone else was posting at 30M, and then a buyer bid 35M, I would get the 35M.

    But here's the thing: even though the crafted IO was selling for 30M and up, you could buy the recipe and salvage and craft it RIGHT THEN for under 25M. People were willing to pay extra for the convenience of having only to buy the crafted piece, rather than craft themselves.

    And it turns out that there's a lot of inf in providing this service. What makes it efficient is that you've observed the niche for a while. You know about what to bid, and you bid in stacks of 10. You know what salvage you need, and you buy it in stacks of 10 also. You wait for the bids to fill, you scoop up your stacks, you hit the crafting table and you crank out 10 enhancements at a time, bam bam bam. Depending on the market, you may want to post them only 3-5 at a time, though, and store the rest in a private SG base. But the point is, you don't spend a lot of time crafting to generate that profit.

    This may be why some people call it flipping, instead of crafting, which is what it is. Unlike in some MMOs you don't have to master a crafting profession; it's not gated at all; anybody can do it, and you don't have to grind and grind for hours to accomplish anything. So it seems like flipping. But isn't.

    Like I say, if you're set on just flipping, I think the way to go is rare salvage pieces, done in stacks of 10, but it's been so long since I've done that, that I don't really know.

    IMO the money's in crafting, not flipping.
  16. Quote:
    Originally Posted by Santorican View Post
    Ugh this is going to be such a huge time sink for me lol.
    For me, too. I doubt I'll ever get around to rebuilding all my 50s with inherent fitness and alpha slots. I'm going to have to prioritize and let some of them fall behind the times. I guess that's okay, but I don't intend to implement any new IO builds until i19.
  17. Quote:
    Originally Posted by Arcanaville View Post
    That is exactly what I'm stating. If you have a choice between two cars, one of which has a great paint job and 300 horsepower, and another car with a crappy paint job and 308 horsepower
    Torque being equal, I'd take the sexy paint job and 300hp. 8hp isn't going to win you a lot of races.
  18. Quote:
    Originally Posted by Psion1 View Post
    it just so happens the damage is now a great asset to put in an attack chain, and that might have been what the new intention of it is.
    That seems pretty clear.

    Quote:
    I'm just saying if that's the case with the new intent, I don't agree with it.
    We're all free to agree or disagree with it. But in its current incarnation, it's intended to do a big bite of damage while restoring the player some health. I can see where you're coming from in criticizing its "clunkiness." It feels less fast-paced and punchy than the buzzsaw builds that people were using previously. But I see Dark Melee as a utility-oriented attack set, not a purely pugilistic one, so I have no issues with Siphon Life being a lynchpin of the attack chain.

    It's thematic. It's not hitting someone in the face, but it is sucking some of their life out. That ought to hurt.

    And remember that the MG>Sm>SL>Sm requires a fair bit of recharge from IO sets. Shadow Punch isn't pointless until you reach those levels of recharge: at lower levels you'd chain MG>Sm>SP>SL>Sm>SP. Lots of sets have substandard tier 1 or 2 attacks that you'll use until you have enough recharge to get rid of them. Shadow Punch is hardly alone in that regard.

    Anyway, if you don't like the feel of MG>Sm>SL>Sm, then feel free to use an older, buzzsaw attack chain. They're still good. Just not the best. And I for one think that's okay. I'd rather use a signature power like Siphon Life than skip it.
  19. Quote:
    Originally Posted by Psion1 View Post
    Yeah it's definitely more free-flowing of a chain, for sure. I don;t even think Siphon Life was meant to include in a primary attack chain, so it's frustrating to see that using it in a string benefits more than a power like SP that is a quick, rapid firing attack MEANT to be there as part of an essential attack chain when DM was initially being created/built.
    I think you may be reading too much into those powers when you start to describe their intent. The powers simply are what they are, regardless of what you or I think they are meant to be. Issues ago, Siphon Life was a very poor attack and used only as a heal, but when Dark Melee was revamped its damage was increased. This suggests to me that regardless of how it was intended issues ago, it's now meant to do a lot of damage.
  20. Quote:
    Originally Posted by Werner View Post
    I guess buffs make me as nervous as nerfs. I should probably relax.
    FWIW, I feel much the same. I've solved the endurance issue on a few dozen level 50s, and I *dread* the thought of respeccing them all. Not that I'd necessarily NEED to, depending on how converting the pool to an inherent is going to work, but obviously the endurance issue itself is going to change, so re-optimizing all those builds will likely require respeccing them. And that's an awful lot of retread for me to deal with, even if it makes my characters stronger.

    It may be that the "retired" characters I have now, which only come out on a blue moon, will be permanently mothballed if I can't be bothered to come up with new builds for all of them.

    And like you, I also wonder just how necessary it is to make this game any easier. It's already a much easier MMO than the other ones I've played. But I guess the change should alleviate the tedium of having to rest and/or micromanage endurance below level 20, which is a good thing especially for new players.
  21. I have a spine/elec which is a decent farmer. As the previous poster said, it's probably a bit more survivable than a spine/fire. And prior to this most recent issue, the difference in damage output between the two was a fairly minor one.

    However, now spine/fire should outdamage spine/elec by a wide margin. The changes to Burn and to Fiery Embrace should guarantee that. And the nature of farming is that you don't look to push the limits of survivability, where /elec would have an edge, but to push the speed of defeating enemies which pose little threat.

    Therefore in the current climate, spine/fire should be a clearly superior farmer to spine/elec.
  22. Chaos_String

    Kin/Regen/Soul

    One thing I forgot to mention, as a potential drawback of KM/Regen.

    Your highest raw-DPA attack--and the one which will recharge Power Siphon instantly on a crit--is Concentrated Strike, which has a three-second animation.

    A three-second attack has the potential of getting you killed as a Regen, if you're pushing the limits of your survivability.

    So, yeah. Your best attack may sometimes get you killed. Which isn't really such a good thing.

    Me, I don't much care about that. Not that I expect I'll relish getting killed during my CS animation--I just don't expect it'll be a huge issue once I get the hang of it. But it's worth mentioning.
  23. Chaos_String

    Kin/Regen/Soul

    I've rolled Kin/Regen with the plan of going Soul Mastery for Shadow Meld.

    I expect it will have some issues maintaining an uninterrupted attack chain and thus a full stack of Power Siphon buffs, because of all the click powers in Regen, as well as the long animation time of Shadow Meld.

    That said, I expect it to have enough DPS for taking down AVs. But I don't expect it to set any DPS benchmarks. That's a bit of a bummer I suppose, since Kinetic Melee has a great deal of potential as a DPS-spec primary.

    But honestly, anything other than /Shield or /Fire as a secondary for KM is unlikely to set any DPS benchmarks. And I have two hellacious Shield Defense toons, which is plenty for me.

    Honestly I took /regen as a secondary for several reasons. First, because it's the one I've played with the least; second because the addition of Soul Mastery seemed like a big boost for the survivability of the set; and third because it has QR at 6, which was the bees knees for playing through the Praetoria content for the first time.

    So far the toon is level 25 and doing very well in the Rogue Isles. I expect it will do very well at endgame also. Sometime between now and then, I expect to struggle somewhat as enemies throw more and various debuffs at me and I haven't yet got any defense nor debuff resistance to mitigate them.

    I think it's a toon with great potential. With good recharge, it would have outstanding DPS when you can lay off the secondary and PPP powers for the most part; and outstanding survivability if you lean on them. But it will, by necessity, sacrifice some of the former to indulge the latter; and of course vice versa. But that makes for a versatile toon and an engaging playstyle of tactical decision-making.

    Go ahead and pull the trigger if you think you want to roll it. It's a good combo. Maybe not optimal. But definitely good.
  24. Quote:
    Originally Posted by Shred_Monkey View Post
    He does both.
    I stand corrected...
  25. Quote:
    Originally Posted by Elegost View Post
    Shred Monkey. for the record
    I thought he ran BF > AS > SS > AS.