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The way I found a few billion laying around was shopping for an enhancement but needing to buy the recipie instead due to a shortage or unexplanably high cost of the enhancement. Several times, I noticed that when I looked at the recipies there were no outstanding bids.
$$
Former niches that I'm no longer in as examples:
Doctored wounds heal/rch. Recipie bids would fill at 200k, crafted item would sell at 4~5mil. Full turnover of inventory in two to three days. It's high enough in volume that there's plenty of supply to be had cheap, but it's also effective enough that people seem willing overpay a million or four without feeling expensive compared to numina or miracle.
A year ago obliteration: damages were extremely rare (they still are) but there were several level ranges on the recipies that had no outstanding bids. So, I'd put up bids from 500k to 2mil, and sell the crafted item for 20~30mil. More than once I'd have the only enhancement selling at a particular level and I'd get 50million for it. Then someone made a mistake and gave me 300 million for one, but them's the breaks.
Two days ago I noticed another such niche that is about twice as profitable as doctored wounds was; I'm just waiting to see if it has the volume to be worth the 5 minutes a day it takes to get a billion a month. That is a lot of effort, after all. -
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The problem with damage auras isn't with respect to their effectiveness or efficiency, it's that they don't quite fit into the idea of what makes a scrapper fun. However significantly better at damaging multiple enemies they may be, there aren't a lot of scrappers that are willing to stand still and let that aura tick away at minion or two left with a sliver of health. That, and they're only more efficient than alternatives if they are turned off between spawns which can be tedious and is, again, not generally what draws people to the scrapper archetype.
If anyone has difficulty enjoying melee ATs, the damage aura is, in my experience, part of the problem, not the solution. Efficiency be damned, sometimes people just want to hit something in the face. -
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The types of psionic attacks that skip though position defense provided by positional set bonuses, as far as I can recall, limited to illusion and mind control sets (blind, mesmerize, dominate, levitate) as well as their epic pool equivalents. It does not include attacks from psychic blast or psionic assault sets available to defenders, blasters, and dominators. Those powers have ranged, melee, or aoe flags so they will be affected by common IO set bonuses and pool defense powers.
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Quote:Both tough and weave will be extremely useful to an invulnerability tank. With tough you will cap your smashing and lethal resistances (90%), and weave does very well in stacking with your defenses in tough hide and invincibility. You can 'soft cap' your smashing and lethal resists without tough, but that requires unstoppable which is not permanent and has a punitive crash when it wears off. While it's possible to cap defenses in certain situations without weave, doing so is extremely expensive and, in my opinion, impractical and inefficient. Put simply, yes you'll benefit in a noticeable way from the fighting pool.I am wondering would it be useless to take the fighting one with bob and weave? I mean could I already soft cap without those? Or what would anyone else recommend?
Aid self is an alternative, though it doesn't compare as favorably in most situations to tough and weave. It can fail to heal and occupies a not insignificant portion of your time in a fight doing something other than fighting. The main selling point to aid self is that it, as a heal, does not care what type of damage you've taken making it more useful for covering your weaker points such as psionic damage, as opposed to capitalizing upon your strength by taking tough. -
Available as in Rest isn't available until level 2, and the kheldian travel powers aren't available until level 10. They're still inherent.
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Quote:My super reflex scrappers will have a travel power.My only problem with inherent fitness is that we won't get any extra slots for the powers that we have to take in their place, so they will end up being unused dummy powers.
My invulnerability characters will take the RE passives.
My forcefield characters will take powers like detention field and force bolt.
My stone tanker will have his fire|ice and n|energy shields for when he's out of granite.
I may, for the first time ever, have a character pick phase shift.
None of those powers need extra slots to be useful, and they would certainly not go unused.
To say 'we' won't get anything in their place but unused dummy powers is factually incorrect. Perhaps that is what you wish to do with your builds, but not all of us are unable to find something useful with the choice. -
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I am amused how the fitness change has dwarfed everything else mentioned...
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Quote:In all fairness, increased endurance recovery has been suggested in numerous ways since the time when Gecko and Statesman were still here. I had even suggested a single inherent power to simulate the functions of fitness without being replacing the pool, but I never would have thought an entire pool would be made inherent. It's just an odd way to solve any problem associated with fitness.On a side note, I get the personal satisfaction of being on the right side of another long debated issue that forum snobs always shot down others for suggesting/vehemently denied would ever happen. (Things such as increasing the trade limit even before the markets necessitated it.)
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This is why you are being 'toasted', not because you don't like the change. You're insulting others in that they don't actually have an independent appeal for the change but rather that it's 'dev love', then complain that you aren't allowed to have your own opinion.
Your opinion is no more the result of simple dev hate than everyone's approval is the result of dev love. You're not sticking to the change, but rather the people (lrn2ply?) that like it.
Even if it's in jest, it's what constitutes the majority of your complaint. -
I recall a comment from castle stating that giving stalkers access to quick recovery for regeneration and I assume willpower later would give some stalkers build advantages over others that seemed unacceptable to Castle. I could only find the following website as a source of the exact quote, though there is little in the way of context.
So, now, with the fitness being innate, what is the defense for keeping quick recovery out of regeneration and willpower for stalkers while keeping duds like resilience? I don't want to say this in a manner of "what else can you give me?", but this is something I found indefensible years ago, and the one leg keeping that argument up is now gone.
http://socalledvillain.com/beta/cov/...ta_stalker.htm
Quote:I doubt there is anyway to convince everyone that removing QR was the right thing to do, especially when arguments can be made that removing Revive, Resilience or MoG would have been a "better" choice. In the end, though, it comes down to the fact that Regeneration is still the easiest Stalker secondary to play. With QR, the set would have been even easier overall, especially for Power Gaming purposes. Let's break it down.
You have 4 Pool powerset choices. A 'typical' min/max Stalker might have:
Stealth
Hurdle/Health/Stamina
Hasten/Super Speed
Boxing/Tough/Weave (or Combat Jumping/Super Jump/Acrobatics or Hover/Flight)
With QR, a Regen Stalker would be able to 'skip' the Fitness pool. An argument can be made that Energy Aura does not need the Fitness pool, but when you look at it, you can see that having two lengthy recharge End Recovery powers does not give then same utility, either in EPS or in DPS as QR does -- especially if the Energy Aura Stalker utilizes "Repulse" frequently.
Now, before folks reading this start clamoring that we are only balancing for the Min/Max builds, or that Stamina and Hasten are 'Required', let me remind you that none of the pool powers are 'required', although Travel Powers would be very difficult to live without. Stamina and Hasten are less 'necessary' now than they have ever been. If you want to play at the cutting edge, be 'the best of the best', Stamina and Hasten are invaluable tools. We not only have to balance for the 'average' player to be able to play and have fun, but we also must provide some challenge for the power gamer set. Regen with QR provides too good a base for Power Gaming compared to the other sets. Regen without QR is still easier than any other Stalker set in terms of straight up combat survivability, although it lacks some of the tools and tricks the other sets have. -
I'd really like the sizes of dispursion and force bubble swapped~
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Ice appears to be a good set to try with kinetic, if you're interested in the new shiny set. They both do exceptionally well for high recharge purposes (as opposed to say a wp/kin).
"choose for a true aggro holding": ICE ARMOR
As an alternative to kinetic, "Lumberjack Frost" is a good name for an ice/axe. -
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the 'powers' button on your power tray opens up a window that, at the top, has a button named "combat attributes".
Long live issue 11. -
Quote:-dmg effects do not stack with resists in that fashion. I've been seeing this a lot lately and it's never been true. -dmg works the same way as damage enhancements, which is calculated separately from resists. Otherwise we would bypass 95% resistance of an enemy when we enhance our powers with 95% damage.Chilling embrace has one of the highest agro modifiers, and icicles (dmg aura) will aid to. not only does CE have the slows but it has 15% dmg debuff to up to 10 baddies. so 15% +24% tough (if you take it) gives you 39% smashing and lethal damage resistance.
-dmg != +resist -
edit: It seems I type too slow.
Possible 100% slow resistance. An ice tank can walk right over caltrops or a quicksand patch and not notice them.
Endurance: With the exception of electric armor, ice armor provides so much endurance through energy absorption and hibernate that even if recovery is floored the ice tank can still continue with only minor adjustments to endurance management.
Taunt: Chilling embrace is arguably the best and most useful taunt aura available to tankers. First, it activates every half a second, faster than any other tanker aura, making it quite easy to quickly run around a room and taunt everything; this is in contrast to slower auras like blazing aura and mud pots where something can walk right by the tanker without ever being taunted.
As well, chilling embrace adds a visual indicator of what it's hit. While the duration of the taunt and the duration of the visual effects will not be the same, it is as close to an indicator that any tank will ever have of what is or is not taunted. This is all in addition to the fact that it is the earliest available taunt aura and adds survivability that is superior to most early toggles (by itself).
Defense sets such as ice armor are cheaper and easier to gain significant gains through invention set bonuses by reaching the defense softcap. The available powers lend themselves very well towards high amounts of recharge, if however expensive, without sacrificing survivability... and unlike some powersets large amounts of recharge do not present a problem with endurance management that has to solved with additional expensive IOs.
When someone sees an ice tank, they know they're looking at an ice tank without having to click on the character. $$ -
One of the mitos can hit you with a -heal (and I think -regen) debuff. It's ever so slightly important to make sure those that are keeping you alive don't start taking hits, heheh.
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Quote:10 standard human sized models can quite nicely fit in invinc's range. Enemies that automatically approach to melee, like cimerorans, don't even need any special coaxing (such as maneuvering or using a corner).Correct. Although I'm not sure if it is even possible to actually get 10 human sized enemies in Invincibility's range.
Invincibility extends slightly beyond a normal mob's melee range to 8ft, so it's not uncommon for 10 to be just within reach but are constantly running around trying to get closer to the player and never stopping long enough to put the count all the way to 10.