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Quote:Before anyone tells me to "Take it to the Suggestions Forum," this is not a suggestion. I think the change is too drastic to make to an already-implemented system, but I'm interested in what others think.
As things stand in the game right now, there are two types of IOs: Commons and Set IOs. Common IOs exist from level 10 to 50, but only at multiples of 5. Set IOs each have a different range, but exist at every level from the minimum to the maximum.
If the original design had made all IOs exist only at the levels that are multiples of 5, how would that impact the game, both in terms of gameplay, and the markets?
These are the impacts I see:
-With less level variation, it would be easier to get a piece you wanted, since three bids would cover the same level range as 11 do now.
-Likewise, it would be easier to sell, since you are less likely to get that odd-levelled recipe nobody wants; it would round up or down like Commons do now.
-Slotting choices for exemplaring would change. Right now, if you plan on exemplaring to 30, you can slot as high as 33 and retain your set bonus. Under this system, You could only slot up to 30; level 35 would be too high to retain the bonuses. This would most likely have its largest impact on Zone PVPers, who want to eke every point they can out of their builds.
If this were changed now, the vast majority of existing IOs would have to be rounded up or down. Inevitably, you would end up with people who would want their slotted IOs to round the opposite way that they end up changing, and get upset because they now have to re-buy their entire build. I don't think this would be a well-received change, even if the consensus was that it was an improvement.
What do the market gurus think? What other pros and cons are there to this system? Is this how it should have been in the first place? If it were changed now, would it be an improvement, or a detriment?
A very good idea. I don't think you would have to retroactively change old IOs, just change it for new drops. Buying mid-level IOs would be less of a hassle, thus increasing demand and thus eventually increasing supply. I think everyone wins there. -
The one I recall was something like "Have you ever seen a Ninja?" with text that posed the question, if you actually saw the ninja, it must not be a ninja since you saw it and lived!
I liked it, but I played it with my stalker to even the odds. -
The problem with cloning Dr. Strange is that the character has a tremendous range of powers. While some characters have nuanced changes in their abilities over time, variability is built into who Dr. Strange is.
He has used energy blasts, illusions, mental control, flying, teleportation, various mezes (holds, sleeps, fear, stuns), intangibility, etc. Technically I think you could put martial arts in there too!
While I am a huge Dr. Strange fan (check out "The Oath" for a really good graphic novel) I also tend to play redside. So my Dr. Strange clone is a an evil one. I went with a Mental/energy dominator. I am pleased with the feel of of it. With Going Rogue, you could use a denominator and still play him as a good guy.
I have much more limited knowledge of the AT, but it seems like you could get a pretty good clone using the controller AT as well. You could use a blaster, but he seems a little more "subtle" to me than that. -
Quote:The key issue there is "team." An "anything"/kin is full of win on team. My elec/kin corruptor is the life of the party on a team.Well, I was talking more towards my experience on a kin/electric, which makes me disagree with you entirely. The little guy can keep every team member topped off with +recharge/recovery/speed, cap everyone's damage, and sap 99% of the game's enemies without much trouble. (Amongst the 'weakest foes' kept powerless for their entire fights: Adamastor, babbage,eochi, every boss,every elite boss I've met, any pre-40ish AV's.) Two go-to powers (transfusion/transference) are great refills and sap foes. Use those on a target, all it needs is a quick short circuit and they're left wheezing. Throw in fulcrum shift, and the little stuff keels over sapped, the big stuff can't retaliate for its last remaining life, and your team can cream stuff too. Win/win.
Soloing him is like lining up for a continuing series of crotch shots. My corruptor is my debt badge collector.
When the sapping works it's pretty neat. Specifically it's pretty cool to drain a boss and watch him swing impotently at you. It has a nice villainous feel. I actually tend to think it works pretty well against elite bosses. That is, I can usually just take out a Boss without the draining, but with an EB I think sapping does allow me to beat some of them more easily than without the sapping.
Groups are a whole different story. I tend to successfully drain groups around 75% of the time. The other 25% I either die or blow through a chunk of inspirations. 25% is too often.
If they have any kind of mez, you're dead. If one or two of them hang back outside the range of your powers, you are taking a beating (or at least wasting significant time). If you miss, you are taking a beating.
You can get past some of that with IOs (stealth and -KB). However after spending a decent amount of cash you will still end up thinking "why don't I just kill everyone instead of sapping?" or "good lord my brute would have been through three spawns by now."
In short, it is a mitigation technique, but it is far from "efficient."
If you love "challenges" (and I do) it might be fun. Otherwise don't do it unless you plan to team heavily. -
Does including allies in your mission reduce the rewards (xp or tickets)? Does it make a difference if the allies do no damage (buffers for example)?
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Would a range enhancement in a targeted AOE power increase the radius of the AOE, or just how far away you can cast it?
Thanks! -
Quote:Thanks! I got it bookmarked now.Enemy XP Mods by Culex.
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I know I saw a thread on this somewhere recently, but I can't find it. Basically the list of exp modifiers for various mobs.
And yes I used search, but I probably didn't use the correct terms. -
Or you could beg like the mooch mentioned by the OP!
(Depends on if you count that as twinking or not.)
In all seriousness, the real test is can a new character reliably get more from "working" or "mooching" and if working falls short by how much?
Someone could kick their dignity out the window and try mooching for 30 minutes with a new character and see how you do. That would give you more a another benchmark to compare against. -
For example, can I make a clockwork or a lost mission and face them at a higher level based on my character?
That is, can I make it so my level 40 can face level 40 clockwork?
Let me add, without having to create custom critters that face the xp restriction. -
My Ax/wp is about to hit level 49. I am trying to decide what epic pool power to get or if I should get resurgence (the self-rez).
I have health and stam as well as tough and weave. I have one more attack than I really need (gash I think is the one I would drop) but not really too inclined to drop it.
My problem with epic attacks would be the redraw issue. I might do it if I could add another decent aoe attack. With one power choice it looks like Soul Tentacles might work.
What have other ax or mace brutes gone with? -
Just thought I would chime in as "middle of the road/causal" player. I don't farm or powerlevel. But I don't care about well crafted stories for their own sake either. Well I do, but then that's what books are for.
I played AE a little bit to mix it up from newspaper (I mostly play redside) and contact missions. Some of them were nice, some of them were awful. I have never created an AE arc, though I would like to at some point.
Now I won't play them. Not just the reduced experience ones, any of them. I don't want to figure out what the ones are that will cost me 25% an experience just to play against (in many cases) tougher mobs. Add in the risk that this might be an horrible plot. I might be willing to risk one but not both.
Now I am sure people will come back with "if you just looked at X, Y and Z; you could avoid or minimize the risk." I'm sure that's true and would appreciate that advice. However, the misses some of the point.
I don't want to invest a lot of time figuring stuff out. Well that's not exactly true, I will invest some time in figuring things out if there is a reward at the end (like the figuring out the market). In this case the reward is to be able to play other peoples stuff without a penalty. Not worth it imho.
At a minimum, make a nice clear label for lazy (albeit rationally lazy) people such as myself to figure out if I am going to lose experience. Really, I would prefer removing the penalty altogether. -
Thanks, that's what I thought but I didn't want to waste a moderately expensive IO and have it be a bust.
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Does it work like I want it to?
That is, every ten seconds it checks for the proc to work.
As opposed to every ten seconds there is an enemy in range or that I am firing, or just not working at all because it is bugged. -
In case anyone cares, started a Psy/Devices. Kinda fits the whole super-genius style I am going for. [Of course one day his experiments will end up horribly scarring him both physically and mentally, starting his descent into evil!]
This addresses the issue of dealing non-psy damage for robots. However I am curious if Stam will be enough without drain psyche. Also wondering what travel (if any, ninja run is so nice!) to get. Leaning toward hover, fly to blast from on high.
Thanks for everyone's input (even the anti-psi posters since they help point out holes I will have to address/work around). -
That makes me a sad panda.
Thanks for the warning and advice. Will probably do this anyway and go psi/mental. Robots will be a pain, but will have to use vetern powers and maybe temporary electro powers.
I have a mental/energy (and fire/mental) dominator and while it's good, it doesn't feel like I want this one to be.
In my favor, I also play an elec/kin corruptor and mostly solo him. That is 38 levels of pain. This can't be anywhere as bad as that!
Last question, is psy dart worth it in a pve build? It's nice in a dom build because it helps build domination, I am thinking I won't need it long enough to be worth respecing out of later. -
Seems to be a lack of Psi guides out there.
Background:
1. I play mostly villians and will probably take this blaster over to the dark/red side when GR goes live. I want to destroy peoples minds from a distance (as much as possible).
2. Not a pvp build.
3. Not going to pimp out with a bunch of expensive IOs (no miracle, numia's, but maybe a performance shifter for example) but will be using more than generic IOs.
For style reasons I want Psi and probably /mental but I am some what flexible on the secondary. I have a mental/energy Dom so I don't to go down that road.
So:
1. what's a good secondary?
2. what are some pitfalls of a psi/ build? Not looking for a build per se, but more the ideas behind a build and some basic "how to" on playing one. -
Sort of a silly question, but what is halloween salvage used for?
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From my observation looks like villian side common salvage has crashed.
1. Have others noticed this?
2. Is the hero side the same?
3. If this does seem to be the case, what is the cause and will it turn around?
My guess- more non-AE farmers adding more salvage to the system. -
One of my characters became leader of the guild after a period of inactivity. Now the original leader is back and I wondering what the easiest way to make him leader was. We are both "overlords" (we are villains). Best we can come up with is my toon quitting the SG and being reinvited. That seems clunky.
Sorry if this is in the wrong place, but this seemed like the closest area. -
Looking at making a brute that can wade into groups of mobs and take them out without having to do it all one by one. (Some single target is fine though).
Looking at /DA since it seems "neat," but might be persuaded to do something else.
Couple of things:
1. PvP not a factor
2. Mostly solo, but some small groups
3. Causal player. This has two implications
a. I'll send a little to get one or two good IO sets, but not going to go crazy maxing out.
b. I don't want to wait until level 30+ to become playable.
4. That said, I don't mind being sub-par as evidenced by:
5. I don't want Battle ax (or WM) or /WP since I already did that (and enjoyed the heck out of it).
6. I don't want DM or /Energy Armor since I am working on that now.
I am thinking
fire/DA
SS/DA (right now my favorite, but concerned about endurance)
elec/DA (probably least likely since I have an elec/Kin corruptor)
Might also consider /fire or /elec.
Sorry for the ramblings, their incoherence reflects my thoughts on the subject. -
Friends and I stopped playing about 9 months ago. Needless to say we defaulted on our base rent.
I came back but my other friends haven't (yet).
I think I have enough prestige to pay the rent but I don't know how. I have a character with "overlord" status but building and maintaining the base was not something I dealt with.
Also, is there anyway to add my own characters to the supergroup or does that take at least one other player?
Thanks!