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Perhaps I'm looking at it wrong, but I think it'd make the servers crash trying to keep a track of the various stages of taxation the mutliple components that each finished product would have. Wentworths is slow enough as it is.
Unless you mean something completely different. -
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Quote:Intermediate level: Rather than buy a relatively expensive enhancement, place at least two cheap bids (lowest or 4th lowest of last 5 sales) on the recipie for the enhancement, preferably on different levels. Craft all purchased enhancements, and sell those that aren't slotted (at highest or 2nd highest price). While this will take longer than buying now, it will make building almost any character a process that makes money, rather than costs money.What other things have y'all done for inf that literally anyone in the game could do if they were willing to lift a finger on their own behalf?
It's like eating healthy and exercising. It's how you should live. -
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That only applies to someone that looks where to spend money before learning how to make money. They are destined to be poor with that outlook and deserve no sympathy. All a newblette has to do is discover the market value for arcane salvage and be reasonably well off for the rest of his or her existence.
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Quote:Why is 100k wrong? What is the "right" price, and what objective criteria did you use to determine what that price is? We need to alert the playerbase, because they're obviously missing something when they choose to ignore common salvage rewards at the AE while selling and bidding 100k for that common salvage.When you have 600 available items and 500 people bidding on it and the last 5 buys for spell ink is 100,000 inf....something is wrong.
Perhaps I should start refunding players the billions I've made selling these things at the wrong prices. -
Of all the attack I'd ever want to enhance for recharge, neutrino bolt didn't make the list.
Is having just one single-target attack that important? -
Recharges are useless since the phase nerf... you can't use it any faster than the default recharge. Heals are good as they allow you to heal faster, and therefore spend less time in hibernate. End mod would have the same effect if you're using hibernate for endurance, but energy absorption should take care of that in most circumstances.
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Quote:Between mob placement, debuffs, status effects, and allies with knockback, repel, their own agro generation capabilities, and hell even the ability to use status effects of their own makes the expectation of a tanker to use AEs with varied target caps, radii, and level placement to completely control all agro from all spawns simply ridiculous.If a tanker can't hold the attention of a single spawn then they need to work on their technique
With the inherent gauntlet on many single-target attacks being so small as to possibly not include the tanker in its radius, such a standard does nothing but provide a way for the entire playerbase to be labeled as a failure. It really isn't a very productive expectation from a position of game balance or gameplay. -
Quote:Before making a long-winded post about that statement, I'll ask that you simply clarify if you would feel "complete aggro control" could be replaced with something a bit less stringent.The tanker must maintain complete aggro control of that spawn until the spawn has been defeated.
It seems to me that expecting a tanker to hold the attention for all enemies and survive the damage it draws is as reasonable as expecting a blaster to be the sole source of damage and to be responsible for defeating everything (without relying on buffs or debuffs).
I think all tanker primaries, without relying on secondaries, should be able to withstand the initial attacks from an entire spawn and survive it. I'm a bit undecided on what difficulty or level difference that should be achievable, or how much time the rest of the team should have to suck up their end of the deal. But, complete control over enemy agro for the entire duration of every fight is only setting up every tanker for failure. -
Invuln is ok for a tanker, it's just boring. I prefer invuln over shield as far as survivability goes, but AAO and shield charge provide much more entertainment over the character's lifespan than anything invuln has to offer.
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Quote:Make an elec/fire tanker and tell me he's "survivable".SoI've never been this excited over ElA before. Energize has made it survivable. Tanker mods make it tasty. Paired with a recognised high damage secondary (as Tankers go) that is dependant on recharge for performance and bam! A significantly tough, extremely end efficient, relatively high damage (as Tankers go) juggernaut.
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Against all odds (and build-up) add proportionally more damage to a scrapper than a brute. However, both lightning rod and shield charge have the same base damage on both archetypes, so they'd be more likely to do more damage on a brute due to fury. Neither crits, as far as I can recall. Shield doesn't make use of the brutes' higher resistance cap, so there's no survivability difference beyond brutes' higher base health.
Brutes are still, as always, faster at low levels due to the combination of fury and the way attacks scale at different levels.
A scrapper won't suck, but the combo leans towards benefiting brutes more. -
Quote:I think the -100% End crash only works on base Endurance. I say this because, your maximum Endurance can be higher 100 depending on your IO bonuses as well as Accolades. Combined with the fact that Unstop has a Recovery bonus, it's likely that your blue bar rarely budged from your maximum End, so when you crash, you lose all of your endurance except the bonus Endurance you have. The crash also stunts recovery though so you'll still detoggle if your bonus isn't high enough, or you don't use a blue insp.
So my guess is you have a bonus to Max End from either accolades or IO bonuses. If not, then I don't know what it could be...
My invluln tanker has 122 endurance. If he only lost 100 endurance when unstoppable crashed, having 22 endurance remaining would be quite obvious. Yet, my endurance completely disappears.
...and the crash doesn't stunt recovery... at all.
The OP simply got a tick of endurance between the crash and when the toggles tried to eat endurance. -
I put an endurance reduction in the two shields (bubbles, rings, whatever) first, just because bubbling 7 people at once can be rather straining when combined with toggles and my inability to avoid blasting. Going with, at the minimum, a 4-set-bonus ends up being quite natural and beneficial in multiple ways when my characters get into the 20s. I doubt you'd find more slots than that without seriously depriving your blasts, though.
As far as too much defense, my 50 FF defender uses excessive slotting to squeeze every last drop of defense out of his bubbles, power build-up and all (note: doesn't work on ice shields). Yet, I would still gladly accept more if the game engine allowed it. Who cares about buffing tankers and scrappers? Perma-elude blasters are where it's at.
When you get mad at blasters that don't run in recklessly, then you know you've got enough defense. -
Quote:The problem with leadership on a dark defenders, from my experience, is that there are so many available methods of tohit debuff available, maneuvers is either wasted due to enemies being floord in their accuracy, or a particular enemy avoided the debuffs and maneuvers has nothing with which to stack.Same question, but for a dark/rad...am I thinking along the right lines here? Although running all three might kill my end.
Maneuvers - +def to stack with my -to-hit in dark.
Assault - +dam to stack with the -res in dark, and possibly from -res IO procs in rad attacks.
Tactics - +to-hit to stack with -def in rad attacks.
Vengeance - To use before I HT my whole team back to life. Vengeance is a self-buff, right?
Assault just sucks in general for personal damage... resistance debuffs don't prevent it from being overshadowed by enhancements and common inspiration usage (it still sucks for adjustements to DPE).
Tactics I do use on my dark defender, but he doesn't have radiation blast, which, like the tohit debuffs, provide such a plethora of defense debuffs that tactics is unlikely to make a difference once you've actually hit something.
But, yeah, vengeance is a self buff -
I take it that this is how someone roleplays a spaz?
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