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Posts
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Joined
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Does it increase the magnitude of stuns, holds, sleeps, etc? Or just the length/duration of the effect?
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I am thinking about a Thugs/ MM and wondering what secondary to play. Note, I already have a necro/dark so I have ruled out /dark just to not repeat myself.
I am not really asking what would be more powerful, but more about the playstyle.
What synergies do /pain and /traps have with thugs? What holes/drawbacks are there?
What playstyles work best with each pairing? I want to be active and will probably skip the gun attacks so I will need "something to do"
My guess from reading over the forums is that thugs/pain will be rip through 80% of the PvE content better than /traps, but that /traps will do better with AVs and other challenges.
Not really looking for builds, but impressions/comments.
Thanks! -
Quote:Lot's of good stuff here.I like the billboards praising for 1 billion. Heck....I'd probably keep that on perma-buy if it was in.
Lets see....what would I change........
1) There needs to be alot more pool C stuff dropping between 25-46 so I'd allow rolling of any level IO with merits at any level (a 50 could get level 45s even of sets to 50 if they wanted) and perhaps make the rolls cheaper for IOs not coming out at max level.
2) I'd lower the amerit cost of purples and PvP IOs just a little to be more in line with what I believe was the intent of the devs (lowering their prices) who don't have econ degrees. Not a huge change but like maybe 14 amerits for purples and 22 for PvP IOs. Perhaps I would set the PvP IO uniques to 25 or 30.
3) I'd add some new sets to sections which are really needing them (Targ AoE, etc)
4) I'd add purples for more sets (defense, resist, tons of others)
5) I'd make the purples have more varied benefits rather than mostly being identically good at increasing accuracy, recovery, and especially recharge. Perhaps I'd even add a 2nd purple set to the core ones (melee, ranged, PBAoE, Tar AoE)
6) I'd add new sets for mez powers (or perhaps just fix the existing ones) which actually do damage like damaging hold or whatever so that people using those sets could actually 6-slot a damage power and not do un-enhanced damage/accuracy.
7) I'd add a new type of enhancer to be ultra-rare in the 10-49 range. They wouldn't be as powerful as purples but good enough that people would seek them out even if only for frankenslotting.
8) I'd raise the inf cap.....because its not like people haven't worked around it anyhows.
9) I'd make more inf sinks in the game other than market fee and blowing inf up for prestige. I love the idea of selling the billboards for inf....not like the game is making actual $$$ off those so do the game a favor and remove some inf on shiny trinkets for the uber rich.
Can't think of more now.
I would allow alternative currencies to be traded and sold on the market: merits, alignment merits and tickets.
Convenience and allows for a more efficient market. Plus, I think some ebilness might ensue, and that's always fun. -
Quote:There are really are two parts to what you are calling "white hat" marketing:There seems to be a common misperception that selling a crafted enhancement for more than the cost of its components and the value of the recipe is somehow taking advantage of another player.
One of the things I've noticed in my forays of playing the market is due to my knowledge of historical pricing, a willingness to look at the market interface (forgoing just playing the game) and patience, I am able to acquire recipes and salvage at far lower prices than many players can acquire it themselves. Further, due to crafting badges or discount crafting coupons, I can even assemble the disparate pieces more cheaply as well.
I, of course, don't pass all these savings to a potential buyer, but I will list a crafted IO for a price which is often times significantly cheaper than if the player tried to get it on her own and didn't have a lot of time.
I feel that the above is the essence of what I call 'White Hat Marketeerring'. In exchange for a modest markup, I am using my marketeering skills to provide a product at a reasonable price but saving a potential player a considerable amount of time and effort. Further, as a White Hat marketeer, I am satisified with modest amounts of profit. I have found that selling many things at modest markups quickly often times generates influence/infamy/information far faster than going for higher profit margins. I sell an item, make a modest profit, while you benefit by buying an item you want at a fair price.
You don't have to ebil to play the market, and a mutually beneficial arrangement can be had by both buyers and sellers.
1. You are saving people time by crafting the IO for them. That includes the time of getting the recipe, salvage and whatever badges lower the cost of creation (if applicable).
That is, you do the grunt work for them and charge them for your time.
2. You are using information and expertise about the market to get "good" values on recipes and salvage.
I think no one has a problem with #1. Some (not me) might have a problem with #2. It's not "fair" that you would charge so much for something you know can get for less.
However, my response is that #2 is just a form of number #1. It takes time and effort to learn the market. Furthermore it takes time (and sometimes inf as you lose bad bets) to keep up with market trends. The profit you make is, essentially, your "charge" for that time. -
Pretty sure sticking a damage or acc enhancement in your pet powers will increase the pet's damage or acc.
My "add-on" question: what about IO set bonuses? If I get +3% damage or a +6% accuracy (say from Kismet), do those bonuses apply to my pets? -
Quote:Thanks!Why would that only be for claws scrappers?
I agree and currently run with that setup.
Gaussian CFBU in Followup
Decimation CFBU in Focus
Achilles' Heel CFDRD in Slash
Sure, those CFBU's only have a 5% chance to fire off, but you get two chances every chain of FU, Focus, Slash, Strike, repeat (this chain only needs 184% total recharge in followup to work) and they do stack with each other.
In actual DPS terms, I found that they add about the same amount of damage in the long term as the damage procs that do 71.8 damage 20% of the time like the Mako's damage proc. -
Worth it?
AH:- res for Slash and G:BU for Follow-up.
And by worth it I don't mean INF cost, I mean cost of a slot.
Thanks!
(in case it makes a difference going /DA) -
Is there a way to make a profit when you know the either the prices for an item are overinflated and/or will drop due to some in-game change.
I am not talking about a temporary dip (where you can just buy low, wait and sell high when equilibrium is restored). I mean a "for the foreseeable future" decrease in price.
For example LotG +7.5's seem to be dropping and I think will continue to do so due to the new alignment merits. Assuming that is correct, I just can't figure out how to make money off it. -
Level 22 dm/ea brute
I played for about a year, then stopped playing for about a year and have been back the last year or so. He was created before I quit so he had no merits. I also never used AE with him. It was all done at the market (well 99.99% I did have a little infamy from leveling).
Sorry that is so dark.
here is the "normal" costume during the day"
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Got a guy to a billion, got the monocle and took the picture with the prt scr button. When I went to look that the picutes, they didn't have any of the user interface menus. Most importantly, they didn't have my infamy!
Is there a setting I need to disable/able or another way to take the screen shot.
You'd think a billionaire would know this stuff!
btw- he is level 22 and did it all through marketing, no merits, no AE. -
Quote:Definately going the IO route, but how much recharge are we talking about? My Mids planning build is looking at +20% without hasten, +90% with. IO sets are fine, but I don't think I will be getting any LotG +7.5s for this guy.If you're planning to use IOs, I'd definitely say /Regen.
If you get bonuses for capped HP, you could either slot Dull Pain as a big/slow heal or you can skip it. Adding resists via tough and some bonuses is also a good choice but probably not as good as stacking some defense vs either melee or smashing/lethal.
The kicker, tho, for the combo Elec/Regen is +rech bonuses. More rech makes both sets very strong (compared to /SR, /WP or /DA that receive little from it). Elec/Regen/Soul with lots of +rech means lots of Lightning Rod/Reconstruction/Instant Healing/Moment of Glory/Shadow Meld goodness.
I didn't even take /soul on my Elec/Regen (went Mu for concept) but it's still a beast...got about +30somthing% rech from IO bonuses and hasten and it's pretty good and getting better.
But don't be fooled, it's tough going early on. Sometimes I felt pretty useless when things dropped me before I could even hit reconstruction...it gets better tho.
Also thinking more about tough/weave than patron powers, but that's aways off and could easily change my mind on that.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Ambush: Level 50 Magic Stalker
Primary Power Set: Electrical Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Villain Profile:
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Level 1: Havoc Punch Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(36)
Level 1: Hide DefBuff-I(A)
Level 2: Jacobs Ladder Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 4: Reconstruction Numna-Heal(A), Numna-Heal/EndRdx/Rchg(19), Numna-EndRdx/Rchg(40), Mrcl-Heal/Rchg(40), Mrcl-Heal/EndRdx/Rchg(40), Empty(43)
Level 6: Assassin's Shock C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Dmg/Rchg(9), C'ngImp-Dmg/EndRdx(11), C'ngImp-Acc/Dmg(13)
Level 8: Build Up RechRdx-I(A), RechRdx-I(9)
Level 10: Hasten RechRdx-I(A), RechRdx-I(11)
Level 12: Hurdle Jump-I(A)
Level 14: Super Speed Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Empty(46), Empty(50)
Level 16: Health Heal-I(A), Heal-I(17), Heal-I(17)
Level 18: Integration Mrcl-Heal(A), Mrcl-Heal/EndRdx(19), EndRdx-I(42)
Level 20: Stamina EndMod-I(A), P'Shift-End%(21), P'Shift-EndMod(21)
Level 22: Resilience ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(23), ResDam-I(23)
Level 24: Chain Induction Mako-Dmg/EndRdx(A), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Acc/EndRdx/Rchg(25), Mako-Dam%(37), Mako-Acc/Dmg(42), Mako-Dmg/Rchg(42)
Level 26: Thunder Strike Oblit-%Dam(A), Oblit-Dmg(27), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34)
Level 28: Fast Healing Heal-I(A), Heal-I(29), Heal-I(29)
Level 30: Placate RechRdx-I(A), RechRdx-I(31)
Level 32: Lightning Rod Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Dull Pain Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(36), Numna-Heal/EndRdx/Rchg(36), RechRdx-I(43)
Level 38: Instant Healing Numna-Heal(A), Numna-Heal/EndRdx/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Numna-EndRdx/Rchg(39)
Level 41: Boxing Empty(A)
Level 44: Tough Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-Psi/Status(45), ImpArm-ResDam/Rchg(45), S'fstPrt-ResDam/Def+(46), EndRdx-I(46)
Level 47: Weave LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), GftotA-Def/EndRdx(48), GftotA-Def(48)
Level 49: Moment of Glory RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Assassination -
For theme and AOE-goodness reasons, I'd like to try an electric stalker. I already have a softcapped /SR stalker so I am not looking to go down the defense route again.
I have a /WP brute so I am kinda leaning against that.
That leaves: electric, dark armor and regen. I have plenty of "challenge" toons so that basically rules out dark armor.
Looking at synergy the /electric gives a +recharge, which could be nice to the longer recharging attackes or electric/.
Regen looks like it could be good for wading into large swaths of minions to deal my AOE goodness.
In terms of synergy what would be better?
In terms of fun what would be better?
BTW- mostly for solo & pve -
Quote:Hmm, I could have saved some time and just put "what Adeon said."I think you could make it work by giving it Scrapper level damage but significantly lower defenses. Essentially it becomes a contemporary of the Blasters. Both do similar ranged damage but one has better passive defense and one has better active defenses (and melee damage).
The thing is that even though we have 4 Damage/Defense ATs they do all play differently. Scrappers and Brutes are probably the most similar but even then there are significant differences. Damage/Defense is always going to be a popular combination since it results in a relatively self-sufficient character and Defense works well with most Damage types (whereas Multiplier sets for example wouldn't work very well with Melee damage sets). -
Quote:Actually I think you just hit the big draw for this: soloing.
The problem here is that it's actually either a massive replacement for the scrapper or a weak shadow of a scrappper. The only difference between ranged attacks and melee attacks is that ranged attacks have range. At 7' they're the same. At 20' the melee attacks are useless. Therefore the ranged attacks trump. The secondaries are the same as scraps. The only differences between a scrapper and this AT would be that this one has the advantage of range and any power levels.
That means if the damage/defense was roughly equal or slightly lower this AT would replace the scrapper. If the damage/defense was quite a bit lower then this AT would be useless.
In order to determine viable ATs, one has to look not at the specifics of anticipated power sets, but instead at the purpose of the sets. There are really only 4 purposes of sets: Damage, Defense, Control, Multipliers . Right now Tanks and Scraps are only seperated by the power levels of their Damage and Defense (Health points are part of defense, really). The same goes for Stalkers and Brutes. When GR hits, the overlaps are going to also include Defenders and Corruptors as well as the Stalker/Brute/Tank/Scrap problem. Throwing another Damage/Defense into the mix is really going to make a bad thing worse.
If any new ATs do come into being I suggest you watch for new combinations of those four basic power types. Right now we have a ton of Damage/Defense, three Multiplier/Damage (Def/Cor/MM), one Control/Multiplier, one Control/Damage, and a Damage/Damage (which to my mind is kind of silly, really).
What we don't have is Defense/Control (might not suck), Defense/Multiplier (would be impossible to solo and mostly worthless on a team), and the other three duplicates of Defense/Defense (even worse than Defense/Multiplier), Control/Control (way overpowered, really), and Multiplier/Multipler (either way underpowered or way overpowered depending on the situation).
I'd probably play a Defense/Control, but none of the other options really make sense. Without a massive level of theme/concept/inherent uniqueness, no copy of what's already available is going to be feasible.
My thoughts.
Wow, really nice well-thought out reply. I'll admit I approach this from more a solo/small group perspective.
To you specific point that I bolded, this would be another damage/defense. But from another perspective, it gives players another option to play that very popular combination of damage/defense.
In terms of playstyles:
-blasters: kill 'em before they get to you
-brutes, scrappers (stalkers?): you go to them and survive long enough to kill them.
-Defenders, corruptors: shoot 'em and hope your team finishes them off (hyperbole to be sure)
-Dominators, controllers: control 'em and kill them at your leisure.
The tank/mage would shoot 'em, but lacking the damage of a blaster would not have to deal with some incoming damage before finishing them off. A blaster would be more effective in general, but this new AT would be better if the enemy got the drop on them (turning a corner, ambushes, etc).
As far as teams, perhaps the inherent can deal with that? Or maybe it could excel at PBAOE since it could risk being in the middle of the mobs?
Of course mostly I just want to shoot and dodge bullets like Neo! -
What about replacing world of confusion?
I guess all three players who use it would complain, but otherwise it would be a big set up (maybe too big because it could give non-pet classes a pet).
I would only make so that you could only get minions (or maybe Lts) for balance. -
With the advent of Dual Pistols, I am sure some yearn to make a matrix-like Dual Piston/Super Reflexes. But you can't.
What about an AT, let's call it a Tank-Mage (tm) that allows blaster sets (blaster/corruptor primaries; defender secondary) and defense secondaries (Tank primary; scrapper, brute, stalker secondary).
For balance I would probably go with corruptor modifiers (but without scourge) and probably scrapper modifiers for the defense set.
Not sure what the inherent would be, but would lean toward some type of survival buff rather than a damage boost (like scourge, fury, crit boost, etc). The specific power lists might have to be tweaked as well.
So, less damage than a melee AT, but you get range. Over-powered? -
Quote:LOL. And damage tends to be one of the easier ones to figure out since it's the only red one and it comes right after the yellow accuracies. After that it becomes a mish-mash of yellow, orange, pumpkin, aquamarines, light and dark purples and shades of gray.
After learning the ropes at the University, where recipes are clearly labeled by their effects (Hooray, Damage is called Damage, not Portacio Industries Internal Munitions!) it's time to go shopping.
I've bought plenty of damage resistance DOs went I meant to get defense buffs. -
OK thanks I'll think about Elude.
What patron powers do you use, if any. If you don't, what do you take instead and why? -
Quote:I suppose an argument could be made that if you pay for two subs, you have a right to do thing others can't.If they taxed it, I would just transfer it the way I do now. Sending it through email would make pulling cash between toons on two accounts easier. But, its not impossible to do now.
When IOing, every little bit helps get that last IO.
If taxed people who only have one account will complain as to it being unfair to be forced to pay a fee. While people with more then one account like myself can simply avoid the fee.
Now then onto merging markets
Others aren't forced to pay the fee. They can not use the feature (like we all do now). I think most people would use it and not bat an eyelash if: 1. it was implemented from the start and 2. the fees weren't too high (like 5%).
Of course if you don't think we need infamy/infl sinks, then this argument falls on deaf ears. -
Here is my post in the general I17 discussion. It quickly got buried:
Quote:Will there be a charge for sending attachments though the mail?
If not, I humbly suggest that there be one (dons flameproof clothing).
My argument:
-This looks like a great opportunity for a inf sink.
-A new feature that allows people to avoid the fees (and risk) of transferring items outside of the market.
-If it turns out to be unpopular you can always get rid of the attachment fee. If you start off with "free" mail, you will have an electronic riot if you try to "tax" it once it goes live.
The sender should pay. I am thinking something like 5% of infamy, the vendor sell value of salvage and recipes. Enhancements would be tougher, but something could be worked out.
Hardly backbreaking, but every little anti-inflation measure adds up. -
Will there be a charge for sending attachments though the mail?
If not, I humbly suggest that there be one (dons flameproof clothing).
My argument:
-This looks like a great opportunity for a inf sink.
-A new feature that allows people to avoid the fees (and risk) of transferring items outside of the market.
-If it turns out to be unpopular you can always get rid of the attachment fee. If you start off with "free" mail, you will have an electronic riot if you try to "tax" it once it goes live.
The sender should pay. I am thinking something like 5% of infamy, the vendor sell value of salvage and recipes. Enhancements would be tougher, but something could be worked out.
Hardly backbreaking, but every little anti-inflation measure adds up. -
Mostly PvE; Mostly Solo
Softcapped melee and ranged and ~30% aoe defense so no need for elude.
I have stamina, but didn't get tough or weave (didn't see the need).
So that leaves me three patron power spots.
A few questions:
1. What have the rest of you enjoyed?
2. Do the snipes (e.g. Moonbeam) crit from hide?
3. I read somewhere that the leviathan powers are good for PvP, but I don't see how they are particulary different in a way that is advantageous for PvP (well maybe hibernate).
Thanks! -
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SM/Stone: My first brute, still in his teens. Just not enough smash for me
Ax/WP: Cannot say enough good things. Some early endurance issues, but the knockdown works will with the +reg of WP. Took fitness and fighting, but no patron powers.
DM/Eng: Enjoy it in it's own quirky way.
Elec/Inv: More a crazy robot build then a power build. Enjoying the AOE aspect
SS/Fire: I didn't take blazing aura (the damage aura) until after I had stamina. Basically a fun single target brute until 32 (footstomp). After that the whole game changes. Some endurances issues, but my axe/wp has kinda spoiled me. This completely killed my interest in my Stone melee brute. I just can't see how the stone melee competes?
I can see why SS/WP is so popular given my experiences with those sets.
Looking to do a shield or Dark armor brute. Maybe claw/DA and fire Melee/shield. That would cover most of the options. -
1. Don't overloop Swoop- it is an excellent power both in terms of power and having knock up.
2. I would add another recharge to build up.
3. That's a lot of patron powers. I didn't take any on my 50 axe/wp, and I don't regret it. YMMV.
4. If you are coughing up for numina's, I figure you can afford a + end Performance shifter proc in stamina. Maybe you are already counting that in Stamina-lots 3 Performance Shift.
5. I six slotted cleave, pendulum and whirling ax (and swoop). Of course I'm a "best defense is a good offense" kinda guy.