FourSpeed

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  1. Alas, my marketeering efforts lately have ranged from feeble to non-existent,
    due in large part to having several alts I'm trying to level along with running
    my PvP toon, which got the benefits of a 5-7 Billion inf respec a few weeks ago,
    on top of a few 50's running the Incarnate circuit.

    Unfortunately, that's not leaving me much in the way of discretionary inf
    that I can stoke the fires with atm...

    I'll see if I can gather some for the 21st, but it's unlikely to be anything
    impressive or overwhelming.

    Sorry,
    4
  2. FourSpeed

    WTF Notification

    Yep. Wasn't really thinking about the merits or extra XP with regard to the WTF.

    My Bad.

    I'd like to see the kiosks be useful again, so this could go there as well, but
    since it's been years since they worked, I'm not betting anything on that.

    I'm also not keen on a motd, espcially if it pops up on its own. I really don't
    want it popping up each time I switch to an alt - we already have far too much
    intrusive stuff like that as it is (imho).

    As for a / command, that is ok, I guess, but I've been in game since closed
    beta, and I still don't know all of those commands... At that point it's arguably
    as unhelpful / unintuitive as saying "Go Read the Forums". About all I can say
    about either of those choices is "yeah, if you know, you can do that". <shrug>

    As for the updater, evidently, I'm blind, because I've yet to see it on there
    (I haven't looked today yet, so maybe they've changed it, but I couldn't
    find it at all last week).

    All I'm really suggesting is that they provide some simple in-game way for
    me to voluntarily look to see what the current WTF is, be it Ramiel, somebody
    at City Hall, or Mercy, or a kiosk, whatever....


    Regards,
    4
  3. I put a Nerve Boost on my PvP Stalker for use in RV.

    I'm hoping the extra Acc applies there and will help vs High Def builds,
    and I'm hoping the extra Def boost applies there and offsets DR, even if
    just a little bit.

    OTOH, my expectation is pretty low, so if it doesn't work out, it's nbd.

    Since this guy is a PvP toon and his PvP fights are short, and he doesn't
    run much PvE content, he has no real need for Cardiac or Spiritual boosts.

    Since he's a Stalker, it's like pulling teeth to get on an SF team anyway,
    so what little PvE content he does run is mostly solo Tips.

    I wouldn't have even bothered with the Alpha at all, but he got some early
    shards from Rikti MS raids, so I figured, why not? At that point, Nerve
    was a better choice than Musclature due to less of an ED hit (he's well
    into ED on his dmg slotting).

    That said, he's the only toon I expect to equip with a Nerve Boost.


    Regards,
    4
  4. FourSpeed

    WTF Notification

    With I-19.5 and the new Weekly Task Force (WTF), I realize that which
    one it is is published on the forums, and in the updater (although I didn't
    see it there, or couldn't find it there) last night.

    Given that many players don't actually visit the forums, and a lot of us
    typically click through the updater quickly, my suggestion is to have an
    NPC in-game who can tell you which TF's qualify at any given time.

    My candidate for that would be Mender Ramiel as he's the starting point
    for all of the Incarnate content already, so anyone who could actually
    benefit from the WTF would already have met this NPC and know where
    to find him.

    Thanks for your time and consideration.

    Regards,
    4
  5. Yep.

    It's been that way for months. Long enough, in fact, that they probably
    could have re-installed the entire forums from scratch (Note that the
    thread that Memphis Bill linked from the Tech Issues & Bugs forum was
    started last September).

    Thus, I'm forced to conclude that the web devs don't fix it for one of 3 reasons:

    1> They're not convinced it's broken (or, what we think is broken is a
    behaviour they think is WAI)

    2> They may agree it is broken but can't be bothered to fix it.

    3>. They may agree it is broken but are incapable of figuring out the cause.

    I'd add 4> maybe they're working on I-20 content, but typically, the game
    content devs, and the web weenies are different programming teams, so
    I'm doubtful that reason applies here.

    In any case, none of the first three reasons are Good Things.

    I only experience this issue on their boards (I use several other vBulletin
    boards and they don't have this problem), and quite honestly, I find it
    pretty irksome.

    It would be nice to see this resolved, but after this amount of time, I'm
    not betting any inf that it ever will be. Sad, really.


    Regards,
    4
  6. Most stalkers are good for PvP, and arguably better in BB than RV (mostly
    because you can get all the essentials you need on the build sooner than
    other AT's can get theirs).

    By PvP essentials, I'd consider the following powers as must haves, in time
    for the zone you want to play in (BB by L30, SC by L35, WB by L44 and
    RV @L50, bearing in mind those levels include any power picks that are
    taken within 5 levels of the zone's max/exemp levels of L25,L30,L38 & L50
    respectively):

    Assasin's Strike
    Build-Up
    Placate
    Stealth
    Invisibility
    Phase Shift

    Your +perception power (if you have one)
    Your mez resistance power (if you have one)

    Every stalker I run has all of those by Bloody Bay timeframe.

    In addition, you probably want a Kismet 6% IO, at least one -KB IO (I
    don't subscribe to the 41 pts of -KB for stalkers), a Reticle Perception IO,
    and finally a Stealth IO. The latter is also a must have.

    Lastly, a self heal of some sort is desirable, and your travel power(s). For
    the latter, many folks have SS/SJ, but you definitely want something other
    than simple Sprint, Jetpack or Ninja Run. Chase/Escape are important in
    PvP, and while the prior 3 are fine in PvE (and useful in PvP), they simply
    don't cut it compared to "real" travel powers imho.

    As for attacks, you'd have AS and the first couple tier attacks, and to that,
    I'd add one more of the bigger hitters in your upper range (typically the
    L26 or higher attacks). You generally won't need more than that because
    typically PvP battles are short, and you have a lot of powers you're trying
    to pack into the build, but you'll want at least one strong follow-up to AS.

    As for MA, I don't have any advice (I'm partial to NB, Spines & Elec myself).
    /Nin is an excellent secondary that works well with most primaries.


    GL & HF,
    4
  7. To paraphrase Monty Python's King Arthur...

    "You make me sad. So be it. My Peacebringers are Patsies"

    Interesting numbers analysis, thanks for making the effort,
    and here's hoping it leads to some beneficial dev scrutiny.


    Regards,
    4
  8. Yep - The BillZ Guide is the way I do it.

    I keep a copy of CoH (and my bind files, and my Mid's stuff) on a thumbdrive.

    I can usually get the whole shebang installed in under 10 mins on a new PC
    that way - works like a champ.


    Regards,
    4
  9. And, tossing in a reference to the red-headed stepchild of the game...

    You can get medium inspirations and SO's for turning in PvP bounty in Siren's Call.


    Good Luck with the guide Peter - while a very worthwhile endeavour, it
    seems a little bit like trying to herd cats to me...


    Cheers,
    4
  10. I have two characters that I'd like to ding 50 with, and one I'd like to get
    to at least 40...

    On top of that, I expect to throttle up my marketeers and do some brisk
    selling (I need to re-build my bankroll after respeccing/indulging my main
    PvP character for several billion a week ago)

    Should be a pretty busy weekend for me.


    Regards,
    4
  11. Interesting Project.

    For my part, I think I'd side with the idea of monitoring Common IOs at a
    particular level for several reasons.

    1> As others have noted, salvage is tiered, and some salvage is used in
    many recipes (both common and set) and some is used in few (if any).
    So, you have two extra "artificial" variables thrown into the mix - namely
    extra demand for multi-use salvage, and variable demographics of
    production (due to the salvage tiers and the levels at which salvage drops
    vs how many players run in that level range, as well as other means of
    production - ie. AE tix, for instance).

    2> For Common IOs, I'd think that "demand" is much more in line with AT
    distribution, so for instance, most of the power 10 Commons (Acc, Dmg,
    etc) will be more in demand across the board since everyone uses them,
    and Resist, Confuse, Hold, Taunt and others will have less demand due to
    fewer ATs in play which would use them.

    3> Only one probable supply path. Pretty much the only way crafted
    Common IOs pass through the market is through player effort - they
    can't be bought from vendors, they don't drop (whole), and I doubt anyone
    would obtain Common IOs with merits (if you even can). So, the supply
    of them is more "pure" in the sense that someone actually took the time
    to gather components and craft the item. That effort is also pretty
    constant accross the Common IO population, so there's also less liklihood of
    skewing because some are inherently easier to get than others (unlike our
    A-D recipe pools, for instance).

    4> As for what level to pick, personally, I'd look at L30-L35's because, they're
    cost effective, they're better than even SO's, and they're cheaper than sets,
    for most non-marketeers. I'd expect more of the game's population to use
    these... Before then, they're probably using DO/SO's, and after that, they
    are probably wealthy enough to start switching to sets. Also, with mid-
    level set recipes scarce, L30-L35 Common IO's are easier to obtain and
    therefore more generally convenient initially.

    5> Finally, I think the data collection will be somewhat easier to manage
    than tracking salvage, although, you may run into the issue of too little
    data for your low demand IOs.

    I also agree with the others, that 2XP weekend will probably skew things
    significantly. That might be a good time to test the data collection methods
    rather than treat it as representative. On the other hand, noting the time
    of key events in-game during the project might actually provide some
    interesting insights, into the data patterns themselves... Who knows?

    GL with the Project in any case,
    4
  12. @Nalrok_AthZim
    I agree with the others on /WP. My Elec/WP has more HP in PvP zones
    than a fair number of scrappers, and almost always more than squishies.

    It's a pretty nasty customer.

    RttC would be a nice "to-have", but the AT doesn't struggle without it.

    Of course, it's a different thing whether you like to play that set or not,
    but it's definitely not "a pain" or "more dying" from the get-go.

    I agree with you that Caltrops is an awesome power - in PvE. If you play
    a /Nin, I definitely recommend taking it (and consider adding TP Foe also
    as they're very synergistic together). I do get PvP kills with Trops/Tp Foe,
    but generally they're against inattentive or clueless players. In PvE though,
    it's a decent way to split/thin out a spawn, and it's invaluable when two
    groups have spawned within aggro distance of each other.

    Trops by itself, is arguably one of the best Ambush mitigators in the PvE game.

    To the OP: Another consideration is what you intend to do with your Stalker.

    If it's intended solely for PvE, or whether it's intended for PvP, or a mix of
    both matter. If you plan to play primarily on teams, or if you're much more
    of a soloist also matters.

    While most Stalkers fare quite well in solo PvE, some team better than others,
    and for PvP, there are a number of other "necessities" to consider if you
    plan to take on other players.


    Regards,
    4
  13. Quote:
    Ignore the order. I know that has nothing to do with it. My point was that for the maximum damage you need to have an invention Damage in one of the slots before you place the Apocalypse.
    This is incorrect.

    The Apocalypse is (for sake of this discussion) a simple enhancement, like
    an SO.

    Scenario 1
    ----------
    If you drop an even level Dmg SO in the power you get a 33% Damage Boost.

    If you drop two Dmg SO's into it, you get 66% boost. Three, ~95% (due
    to ED trimming)

    In this scenario, the power is 3 slotted and you have 3 Dmg SOs in there.

    Scenario 2
    ----------

    You drop an SO into the power for 33% boost.

    You combine it with another SO to get a + enhancement and you get ~35% boost.

    You combine it with another SO to get a ++ enhancement - the boost is
    now ~37%

    In this scenario, you are using only one slot. It has a ++ Damage SO in it.


    Scenario 3
    -----------

    You drop an Apocalypse Damage IO in - you get 53% boost.
    You cannot combine it with anything - it's a straight 53%. Done.
    You cannot put another Apocalypse Damage IO in this build - it's unique.

    You drop the Apocalypse Proc in. Your damage boost is still 53%, but,
    you now have a 16% Regeneration bonus for your character, and every
    time you use that power, there is a 33% chance that you will cause
    Negative Energy damage to your target.

    You add a Dmg SO into the power. Your damage boost, is now ~86%, and
    you still have the Regen bonus, and the chance to do Negative Energy
    damage each time you use this power.

    Here, you are using 3 slots with two Apocalypse IO's and a Damage SO.

    Each slot is independant of each other. For IO's (including purples) you
    cannot combine them - that is *only* for TO/DO/SOs.

    For Enhancements having like attribute boosts (ie. Damage), those are
    added together, subjected to ED, to get the total boost for that power.

    Slotting order doesn't matter, and neither do types - you can have IOs,
    DOs, SOs in the same power and you'll get full benefit from each (subject to ED).

    Hope that helps clarify things.


    Regards,
    4
  14. I'm a bit confused by this thread...

    I mean, I saw the 6/8 number, and I realize that Hamster is one of the
    two that like teaming with Samuel Tow.

    However (and I've looked very carefully), I can't see where it's been
    established that Samuel Tow likes teaming with Samuel Tow...

    /em scratches head...


    Cheers,
    4
  15. My very first thought reading the OP was a Controller of some sort (Ill/Storm
    came to mind first) - a bit squishy by themselves, but they have a lot of tools
    to mitigate that.

    That said, I also like the Fort & Warshade recos others have mentioned as well.

    Seems like there are a few choices that more or less qualify.


    Regards,
    4
  16. Quote:
    a. What powers are you applying this to specifically and are you happy with the results? I read it can be applied to ranged so I'm considering applying it to the Dominator Crowd Control powers like Wormhole, Crushing Field or Gravity Distortion Field. This along with all 12 Alpha slots I have should make an "Interesting" character.
    I have a set of Apocalypse in my Stalker's Spirit Shark power (a ranged attack)
    and, yes, I'm quite happy with it.

    Quote:
    b. Negative Damage has a feature that the others don't have called:
    Proc: This enhancement has a chance of taking effect each time its power is used.

    The other Apocalypse Enchancements, do the effects work every time? The comment above made me wonder.
    What that means is when I fire off my attack, there is a % Chance that
    the additional Negative Damage will also occur.

    As for the other bonuses, yes, they're just like regular sets in that regard.
    Those bonuses (+Regen, for instance) always apply. In fact, they're better,
    because unlike normal sets - the bonuses in purple sets apply even when
    you exemplar down (to any level). Sets only exemplar down 3 levels.

    Quote:
    c. It says that only 1 type of this enhancement can be slotted per character. I can slot one of each of these(A:damage, A: D/R, A: D/R/A, A: R/A, A: D/E, and A: NED) for the same character, right?
    Correct.
    You can only have 1 each (of all of those IO's in your build - ie. a single
    full set of them). Unlike normal sets where you could have, say 3 Bruising
    Blow A/D IO's (1 in each of 3 different powers), for purples, each IO is
    unique.

    Quote:
    d. What slots are you giving up to slot these? It seems like to get the most of the special slots you have to give up something. For example, I'll design a power that uses 6 slots. To make sure my powers are balanced, I'll do end cost, end red, accuracy, range, damage, and increased attack. But with these apocalyse or special enchancements for you to get the most the Damage enhancement have to be in place as the base for the increase so basically you have to give up/overwrite a power slot apply it. The new power automatically has a weakeness. If a power has 3 benefits, to slot it you have to have all 3 in place before you slot.
    Check these out in Mid's - Putting the full set in an attack makes it pretty
    good numbers-wise... I don't think you give up much. OTOH, you could
    always frankenslot the pieces into multiple powers like you might with any
    other set (that would keep you from getting the high slot bonuses, but
    you'd get the regen bonus multiple times (up to 3X if you slotted them in
    pairs in 3 three different powers if you had the other 3 IOs, for instance)

    Quote:
    e. I'll probably end up selling them because too much power would make this game boring real fast. Does the difficult of enemies escalate with this power applied? Do the future drops get better with this power slotted?
    Well, they're definitely worth a pretty penny if you do sell them. As for
    balance, no, the game's PvE enemies are balanced for SO's, so these are
    for those folks who want to min-max they're power. In terms of boring,
    that may be true for you, but another way to look at it is that you can
    probably raise your difficulty slider above standard based on the improved
    power of these (and other high-end IO's).

    Mine, for instance, are on a PvP toon, so, the AI balance is a non-issue
    for me. YMMV


    Regards,
    4
  17. Quote:
    Originally Posted by Blood Red Arachnid View Post
    I do enjoy a little friendly competition now and then, but I am always hesitant to enter into the PVP areas of any CoX zone. I find that most MMO's have themselves a set of rare, expensive, elite items that completely dominate others and are a necessity in any PVP context. CoX isn't as extreme in this manner, but regardless talk about expensive PVP set bonuses and FotM AT arguments let fly in my rather casual gaming.

    So my question is this: How much dedication do PVPers put toward making their toons kill other toons? Is any well-built PVE toon able to fend off or occasionally win against someone in zone, or do PVPers spend billions on purple sets and PVP IO's to make it so they are unstoppable by anything but someone of equal dedication?

    Also, when I walk into one of these zones, am I going to be ritualistically stalked and murdered by every/the only PVPer in that zone?
    The short answer is: It depends.

    Some things it depends on are:

    A> What server you're on: Outside of Freedom, most other servers are
    dead to PvP (particularly in Zones), and you can typically wander around
    on any toon and not see a soul. In Freedom, Siren's and RV are usually
    busy, Bloody Bay & WarBurg, much less so. The "regulars" in SC & RV are
    usually L50, and most of them have solid (or better) builds and know how
    to use them. Many of them I'd classify as "elite" builds (multi-billion inf).

    A casual PvE toon there, is going to have its lunch money stolen early
    and often...

    B> What AT you're playing: Some AT's are intrinsically better than others
    with less than optimal slotting. Stalkers, some Brutes & Scrappers can do
    reasonably well with SO's or Common IO's. Others, like my BA/Ice Tanker
    would struggle even with purples in it.

    C> Built with PvP in mind: I'm not saying a "PvP Build" here - I'm saying
    what, how, and when you pick your PvE powers can have a big effect on
    how well it will fare in PvP... For instance, some folks may not take
    Stealth on a squishy in PvE, or may hold off on certain toggles, travel
    powers, or slots until later in a build. Depending on what PvP zones you
    wander into, these choices can make a huge difference to your success.

    Just having PvP in mind can help you choose better. If for instance, you
    expect to use Shivans often - your powers & slotting <= L30 will matter
    while you're in Bloody Bay trying to get them.

    D> Learn the Mechanics: Powers behave *very* differently in PvE vs PvP.
    For instance, Ice Patch (on my BA/IM Tank) is an awesome PvE power,
    but completely worthless in PvP... Knowing what, and how well, various
    powers work in PvP matters a lot, and that also ties in with Point C above.

    E> Your Mindset: How you approach PvP matters a lot - a thick skin, and
    acceptance that there's a learning curve requiring X number of deaths to
    "get it" will go a long way to making the experience fun (or hateful) for you.


    Certainly, I'd expect the dedicated PvP players to have L50 builds with
    plenty of set bonuses built-in (whether it be through Frankenslotting,
    PvPIOs and/or purples), and I'd futher expect them to own casual,
    unprepared PvE'rs who wander through, pretty much all the time.

    That said, "prepared" is the key - A knowledgeable player with a decently
    thought out PvE build can do quite well in PvP for the most part. I've often
    seen simple builds (in the hands of a good player) take down a high-end
    build.

    If you're interested, put your pride and dignity in a box for an afternoon,
    throw caution to the wind and jump in for a bit. Actual experience is better
    than theory (or a forum post) and will give you a good sense of how it all
    works.

    GL & HF!

    Regards,
    4
  18. Quote:
    Originally Posted by Sailboat View Post
    I've noticed that a lot of tip missions are partly stealth-able, and involve whacking a boss or LT at the end.

    It occurs to me that Stalkers are pretty good at exactly those things. Since tip missions give a consistent reward for completion, there's comparatively less incentive to run them on high player-count difficulties (i.e., x8) and relativley more incentive to just knock them off.

    Since I would like to level-lock a character for recipe gambles, I won't even be getting purples.

    Would a Stalker in fact be good for blasting through tip missions? Assuming I was level-locking the character at 35, which powersets would you recommend?
    Well, I'm not sure how lucrative it would be.

    That said, Stalkers are quite good at certain Tip Missions.

    One possible drawback here is that getting Tips at all is, in itself a random
    drop from mob kills, so if you only kill a couple guys, it may be harder to
    get additional Tips quickly.

    Along with Tips, there are lots of Ouros missions that are stealth friendly
    as well which stalkers can run pretty quickly (though those won't help if
    your sole goal is A-merits, but they can be nice for R-merits).

    Also, one nice little perk with those, is the Day Job you get if you park in
    Ouros. It gives a higher chance to get recipes for a short time.

    In any case, your typical Stalker can run these pretty effectively, and I'd
    add that most builds would be fine for it.


    Regards,
    4
  19. Quote:
    Originally Posted by Mashuguna View Post
    Thank you! The right spec and tactics make all the difference in the world
    And that, friends, is what we mean when we talk about player skill.

    Nicely Done. Glad to see things working better for you - that's how you
    improve as a player - more knowledge, better understanding, better tactics.

    Learn, Adapt, Kick Butt...


    Cheers,
    4
  20. FourSpeed

    Market UI Tweaks

    /signed.

    You guys have mentioned the ones I can think of off the top of my head.

    I workaround the jumpiness of the UI by always using it from the bottom
    up, but the resizing every time I visit the market is *really* irritating after
    a few trips.

    I also agree on the sorting - it's so bad, I don't even bother trying to use
    the Autocomplete feature - I just clik in the proper left-side categories
    and move on - same with those @#^%^@# popups that you can never
    get rid of... Awful.

    One thing I don't think was mentioned is when I click FIND (on something
    I've listed or I'm bidding on - say, Deific Weapon salvage), it switches the
    top, right window to just that item. So, you lose sight of the rest of the
    items usually listed in that frame.

    I'd much prefer it to simply scroll to the item within the context of it's list
    (ie. salvage in this case). That way, when I'm done looking at the Deific
    Weapon, I can just continue on, instead of needing to re-click Salvage
    again.


    In short, it would be really nice for the devs to put a little time in on this
    thing again, since we're stuck with it.


    Regards,
    4
  21. Just got done respeccing my PvP toon with nice Purple & PvP sets over
    the weekend, so I guess Granny can start talking with her investment
    broker again and get back to roasting some more assets...

    Regards,
    4
  22. One benefit of it is in PvP, where it causes the player to lose the targeting box.

    Myself, I've never used it on a toon yet, so that's all I've heard about it.


    Regards,
    4
  23. Quote:
    In practical terms? Not a freaking clue.
    I can't really give you a "short" answer on some of this stuff... I hope I can
    shed a little light on the gist of what's going on.

    First, a word about ED.

    In the good ole days, folks used to drop a lot of SO's (say damage)
    into a power (like an attack). Boosts of 150% or more weren't unusual.

    This caused some balance issues between ATs, in PvP, sidekicking, and
    more importantly, the future Invention System IOs (which were in design
    and development).

    Up til that time, it wasn't a huge deal, but with sets, it could get much
    worse (from a balance perspective).

    To solve that, they basically set a cap on how much you could enhance
    a power (~100% for Type A powers like Acc, Dmg etc.), which amounts
    to the standard "3 SO's of a type" for a power. ED seriously starts limiting
    enhancement effectiveness as you approach or try to exceed that cap -
    for instance, 3 SO's don't give 100%, it's closer to 95%, 4 SO's is only ~99%.

    Back to Incarnate Enhancements.

    An Incarnate enhancement works similarly to SO's with a few key differences.

    * You can't get them until L50.

    * Next, one Incarnate "IO", say Musclature (for damage), has the same
    effect as if you could put a single Damage SO in *every* power that
    would take one. So, it's just one "IO", but it affects ALL of your powers
    that can cause damage.

    * Finally, a percentage of that benefit does NOT get affected by ED...

    So far, so good, and pretty darn cool to boot...

    Quoting Adam Savage: "Now *there's* your problem...

    The issue you're seeing on your toon is pretty simple (if unintuitive).

    You're thinking that Musclature will boost your damage ... and it does ...
    but,
    Most probably, your attacks are already well slotted for damage (mine are
    typically at 95%+). SO, your attacks are already being trimmed by ED,
    most probably. That means the bulk of the Musclature buff is lost to ED,
    and only the little bit that ignores ED is actually helping much - a pretty
    small boost, all things considered (about a DO or so, for the Common Alpha).

    You might notice it if you look carefully for it, but it's hardly earth-shattering.

    But, how well are your attacks slotted for Endurance or Recharge? I'd bet
    they have ~1 SO worth (or less), right? You slotted Acc & Dmg, and you
    don't have extra slots for anything else in those powers if you're like most
    people.

    From an ED standpoint, you're well short of 100% in those categories,
    right? Even in toggles, you'd typically only put 1 or two SO's in...

    So, if you used the Incarnate "IO" Cardiac for endurance, you'd get the
    full benefit from it since none of your powers that can benefit from
    Endurance Reduction are anywhere near the 100% ED cap.

    This is why a lot of folks typically go with Cardiac or Spirtual in their toons.

    The Gist

    Currently, the Alpha Incarnate slot is a real nice way to fill in *gaps* in
    your toon's build rather than the core attributes (which you've probably
    already maxed through normal slotting).

    Basically, you maximize the benefit for attributes that aren't close to the
    ED limiting caps.

    Hope that helps to clarify things a little...


    Regards,
    4



    EDIT: hehehe, you guys type too fast....
  24. Quote:
    I've long since moved on to other market adventures, but the basics I picked up from using this trick serve me well to this day. So, from myself and my friends who have used (and occasionally still use) this strategy: Thanks 4!
    You (and your friends) are quite welcome.

    I'm always pleased to hear that the guide helped someone. It makes writing
    it worthwhile.

    Quote:
    For those who are new to this method... Try it. It does work. Don't feel bad about it either: you're helping people like me obtain my Wentworth sales badges!
    I'll echo the "Don't Feel Bad" part -- it isn't exploitive or harmful in the slightest.

    The fact which people need to keep in mind is that we're dealing in
    surplus here. Nobody can be deprived of a common recipe if they need
    one (from the market tables), and these *could* have been vendored
    by the supplier, or barring that, listed at vendor price, if inf was important
    to the seller.

    Since they weren't, it's reasonable to conclude that price wasn't the key
    factor in the seller's mind when they were put on market. Most likely, it
    was convenience.

    Typically, the suppliers are probably high(er) level toons, who are already
    slotted better than what those recipes will do for them (otherwise we'd
    rightfully expect that they'd use them on their toon). They also typically
    have enough inf that the price difference for their recipe isn't big enough
    to concern them, given that they were listed for a bargain price.

    Basically all we're doing is gathering those disparate recipes into nice, tidy
    stacks, and transporting them to a vendor - for a decent profit (by casual
    standards).

    We're putting in effort that the seller was unwilling / uninterested in doing
    themselves to maximize the price. Of course that's only a few K per recipe,
    but, it adds up over time. Convenient for the seller. Profitable for us.

    Win - Win.


    Regards,
    4


    PS> I still use it myself on new/lowbie toons to get them past the initial
    startup fund (I give 25M to all my newbies these days) and into the 100M
    range where they can get nicely equipped with Frankenslotted sets.

    PPS> With all the L50's running Incarnate content since I-19, this approach
    works even better these days - those guys create a lot of surplus recipes.