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Posts
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I find it's harder to do than it used to be, because there's no money in selling those [sic] - heroside, it tends to take a whole weekend AND some level-spread (bidding on level 31,32,33,34 for instance) to get what you want.
Used to be I could easily do some frankenslotting at 22-ish, and full frankenslotting at 32-ish, filling 80% overnight or faster blueside (and within a week or two redside...) Not so much now. -
EVERYTHING about this market sounds like a late night infomercial scam.
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Babs wouldn't have had to make "An animation", he would have had to make something like 40 animations. Per weapon type. Flying, huge, female, etc etc etc.
When you're adding a new weapon, you're doing those 40 animations once (for the new weapon). Which is still a big deal. When you're redoing all the old weapons you're doing it EVERY time. Which may be a big deal or not, I dunno... -
I agree with Minotaur- "most efficient gets done" is an oversimplification- but Nethergoat is not entirely wrong either. If six people don't care and one wants to do the best merits/minute, you end up doing the best merits/minute. And if you're trying to recruit for your Sister Psyche [or whatever] you don't know what motivates people, so you tend to mention the merits in case that is their goal.
Incidentally, it is still possible to do Eden very fast- I don't know if you can still do the 11 minutes or 7 or whatever it was, but I'm pretty sure you can do 20. I don't particularly enjoy it and when I'm explaining it to people, I'm like "What is there in the game, that's so much better, that you want to skim through THIS to get to THAT?" -
Brawl Indexes were fine.... at the time they came out. I _still_ think in Brawl Indexes sometimes. (And yes, I still do arithmetic with a pen and paper sometimes. Before you ask.)
They're archaic, but they still work. -
There's a good chance Kinetic Melee will involve hitting people with fish.
... what? -
But the stealth IO's are gold rolls, aren't they?
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I think the ideal inf sink is something that is used 10 times by 1 character, not 1 time by 10 characters. I know every little bit helps, but...
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At the risk of getting stepped on by Smurphy, who does indeed play fast and hard:
Quote:20 is tough. 21 is worse. 22 is when All The Problems Start To Go Away. I am against powerlevelling, EXCEPT for people who are level 21. My friends and I call it "Level Suck."If I were to ask for something specific it might be an update to the Inv/SS Superman Tank build that was posted on the forum a couple of years ago. It was designed to be soloable (at the time), though nerfs to Invulnerability had already affected the concept by the time the 4.0 template was concocted. I got that toon to level 20 and still enjoy playing it (perhaps entirely because of the concept), but the way things are now he's not very capable -- solo or otherwise. A bit frustrating. I was planning to try outfitting him with extra-nice enhancements to get over the hump...
Here's what I'd build- keeping in mind that the last time I touched Inv/SS was when my wife built Lady Vanguard, two or three years ago. I remember it as a slow starter- the good news is, you're past almost all the misery.
GOAL 1: Getting to 22 for under 10 million inf. If you get a big fast team, it will go really fast, but if not, it is worth kicking, scratching and fighting for. I'm building for smash/lethal resist, some soloability, and the ability to slap around Warriors, Freaks and BanPan.
Level 20 build.
L1- Jab [mandatory], Temp Invuln
L2- Haymaker
L3- 2 slots in Haymaker
L4- Dull Pain
L5- 2 slots in Jab
L6- Air Superiority
L7- 2 slots in AS
(we now have the skeleton of an attack chain. Jab isn't great but you're stuck with it for now. It's at least recharged all the time. AS/Haymaker should keep people down and shut them up.)
L8- Unyielding.
L9- two slots in Temp Invuln.
L10- Swift. (I prefer it to Hurdle.)
L11- two slots in Haymaker.
L12- RESIST PHYS DAMAGE OR BOXING
L13- one slot in Temp Invuln, one slot in Air Sup.
L14- Flight
L15- two slots in Dull Pain.
L16- Health
L17- two slots in Unyielding
L18- INVINCIBILITY OR TOUGH
L19- one slot Unyielding, one slot Temp Invuln OR two slots Tough
L20- Stamina. Three, count em three, toggles. You need this even more than you need a second big hitter attack.
L21- Stamina slots.
L22- KO Blow. SO's. Songs of angels etc.
Note about level 12 and 18: you want to pick either (boxing and tough) or (rpd and invincibility.) I'd pick boxing and tough, for reasons I will explain:
With Tough your basic smash/lethal is 50%. With RPD it's 45%.
Slotted all the way up (as they will be at 22) that's 80% vs. 72%. Which means for every 100 points of incoming you take 20 vs 28. That's 30% less damage. Almost everything you fight will be smash/lethal at this point. Invincibility will come, yes, but not yet. (You also eventually want Resist Physical, so you can totally, totally ignore smash/lethal. )
So now, what do you PUT in those slots? Level 20 generics, mostly. This is either time consuming (if you wait for cheap stuff) or expensive (if you buy ingredients and build 'em yourself) but they work much better than DO's and they do not go yellow at level 21, when everything sucks ANYWAY.
Haymaker is your big attack before KO Blow. You want end reduction, you want recharge, you want acc and damage. I 5-slotted it. I recommend Bruising Blow (all three)- or some other combo that gets you acc/dam, dam/end and dam/rech- and Smashing Haymaker (Acc/Dam and Dam/End/Rech). Whatever's cheap and available. If you get those at level 20 exactly, and I would get whatever you can find in the 18-22 range, you'll have 76% damage, 29% recharge, 29% end reduction and 32% to hit. Don't stress too much , you're going to slot over them at 22 anyway.
For 3-slotted resist powers, go two Res/End and one Res (35% and 35%, roughly, with level 20 enhancements)- for 4-slotted add another resist to get to 50%.
At level 22 you will put SO's in everything. Maybe if you plan ahead you can get some level 25 or 26 end/res pieces (use two from different sets per power) and acc/dam pieces (again, two from different sets per power.)
While you're stressing about your damage and such, I recommend going to the Temp Power Store and grabbing Medpacks, Recovery Serums and, like, a baseball bat and pistol or something.
GOAL 2: the 20's and such. This is a much quicker sketch of Your Future. At some point you're going to want to respec or switch builds, because I did some short-term things with slotting up there.
I'd devote the 20's and 30's to (mostly) defense and capping smash/lethal. You're going to slowly, slowly develop serious damage (KO Blow and Footstomp are two of the most brutal powers in the game.) When you get to 30-ish you can think about full frankenslotting and when you get to the 40s you can think about Your Build At Level 50.
Quick suggestion-
24- Invincibility
26- Resist Physical
28- Rage
30- Tough Hide
32- Unstoppable
35- Weave
38- Foot Stomp
... I left out Taunt. It's true. I'm a scrapper at heart. -
If it really was around in 2004-2005, when there was much less knowledge, it may have been closer to a good deal.
"closer" is not necessarily "close". . . -
They put up a global message in game. The problem as described is that after 30 days, email with attachments is returned to the owner. When the owner is the recipient, the code apparently responds by throwing the attachment in the bit bucket. It may have just been a case nobody thought to test.
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No amount too small! Occasionally, no amount too large!
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Shadow: I emailed you the 100 million because you've been waiting for weeks.
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The "step here" is that you have to burn as much influence as I do. So if you have 100 million inf to turn into prestige, I give you another 100 million inf, you burn 200 million inf and get 400,000 prestige.
My goal is to remove influence from the game as a whole, and this is one of the most efficient ways I've found to do it. -
it's hard to see things like this with a straight face (New Dark Age, post 15):
Quote:... how about "90% max resist vs. 75%, allowing them in the best case to take 2.5 times the damage per actual hit point removed?"Lets now look at both Blue side Melee ATs. Since Scrappers have an inherent to increase their damage , I feel it is reasonable to think Tankers should have an inherent to increase their durability. Even when not factoring the added imbalance of IOs, Scrappers have High Base damage with Medium Hit points with an inherent that increases damage while Tankers have just Medium Base Damage and High Hit points with no inherent to increase durability. The score is Scrappers 3 , Tankers 2 . The logic is undeniable. Tankers should have a better inherent that coincides with their design purpose, to absorb damage.
... how about "Tankers have higher damage scales on many of their big attacks, closing much of the alleged damage gap?"
... how about, just, that phrase "The logic is undeniable"? I deny thee, I deny thee, I deny thee. There, I used just as much math as you did. -
Steel Shaman:Quote:... does that include losing 100% of your HP?
In its current form it is a mechanic that can occasionally force a player to literally not play the game until they recover. To me any mechanic that enforces someone not playing is a bad mechanic.
Zanriel:
Quote:It doesn't take a math genius to see the numbers are a lot different in terms of players online than they were 2-3 years ago. Quote:Can you define fun with equations and formulas?
* Invuln scrapper 30x tougher than Dark Armor scrapper
* Invuln tank 10-15x tougher than Ice tank
* Ice blaster doing 2x the DPS of energy blaster
...etc...
Thanks, I'll take people who are mathematically literate over those who are not. -
The first arc, one person may have still been in the mission when the leader called. The second arc, everyone was out of mission, still on team, standing around. My wife was running team, she got badges. I did not get badges, nor did other members of team.
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Quote:A lot of templates are based on assumptions. Popular assumptions:I notice that all of you guys responding are long-tine CoH veterans. I certainly respect your knowledge of the game, but I wonder if you really grasp my perspective on the game.
As I mentioned, though I've been playing for a few years (since March 2007, off and on), I'm only on a few days a month at best. I've missed whole months a couple of times, even when paying for the account. In that time I've started a couple of templates from the forum, but each time they wound up obsolete before I got halfway through -- I've only been able to grow toons quickly by having higher-level players get together and power-level me.
So if there is a streamlined guide of where to go and what to do from 1-50 to efficiently grow a toon up, especially solo, that would be very helpful to me. I might actually get a second character to level 50 someday.
Making Inf on the market is one of the least interesting points. Being offline for weeks at a time or longer allows lots of bids to come in, so I do pretty well on that front for the time invested. Too bad Inf can't buy XP... but at least I can buy a purple once in awhile.
As mentioned, I've tried following templates from the forum here, and not had great results. If there is a guide that actually pairs templates with tailored rapid-leveling tactics, I would consider that worth money. And I have looked -- people have not been putting that much work in for nothing.
The rest of the bullet points do suggest material that is available on the Wiki, and which may not be of any practical use. Presentation could make a difference, though.
All of which is why I'm looking for someone who has actually seen the guide to clarify it's contents.
1) You have one to thirty billion inf sitting around for those IO's.
2) You are already level 50 and looking for an "optimum" build.
3) An "optimum" build is one that does [mumble mumble] really well, where [mumble mumble] is something obvious to the template builder (high single-target damage, AV killing, massive AOE, farming, PVP) and not worth discussing with the actual public.
If you let me know what you're interested in, I can run up a good levelling build and recommend solo targets for Blasters, Scrappers, Defenders, Stalkers, Brutes, Corruptors and Tankers.
That guide sounds like it was written in about 2005. Ah, brawl indexes. (wipes tear of nostalgia from eye.)
I'm willing to bet I can give you a walkthrough that will not go obsolete in the next 2 years (unless they close down the servers or something.) -
One other way to get/form teams: Your friend and global friend list.
If you get on a terrible team with one good player (which is about average in my experience) you can use /gfriend to invite that good player to your global friend list. The global friend list goes both ways, it has a limited size (150 people maybe? They raised it at some point) and it's an excellent stalking tool- you can see your friend whenever they're on, whatever character, whatever server. For these reasons, some people may not want to be global friends with you. It's probably not personal.
There's a "regular" friends list which keeps track of that specific character, does not require the person to OK you, and only works from your specific character. (Did we mention that a large percentage of the playerbase has a lot of different characters? I have about ten that get regular play.) It doesn't work quite as well as global friends, but it's a start.
Anyway, if you get [say]eight global friends by joining eight pickup groups, you can get on and check if any of those friends are on, see what they're doing and if they want help. Then you get to know THEIR friends and eventually you have a loose-knit group of people that you know who do stuff. It's tough getting started, because you have to do the part where you team with a bunch of strangers of highly variable skill and personality, but I've done it a couple times on different servers and eventually you get a solid group of people to team with. -
I didn't see this in the first page of threads- sorry if I'm beating a dead horse.
I was on a team doing Ouro missions with various settings last night and only the leader was getting the badges - specifically I think Headstrong and Shut Down, doing "Rumblings of the Past" both times.
Is this a known problem? -
There is, seriously, a ridiculous amount of information available for free. People like me, the problem is getting us to SHUT UP. The Wiki is solid and accurate. Here's an example of a new kid question. There's at least four people in that thread who will answer almost ANY new kid question fast, patiently, accurately, and clearly.
The only thing I can see a guide helping with is things that you "didn't know you didn't know"- like that there are temp powers to help with a lot of things, or how to get a jetpack/jump pack, or what the Fitness pool does or whatever.
EDIT: Or that there are global channels full of helpful people. -
I think of it more like the Roman Empire, where bread was free and anything else got really expensive really fast... the price of SO's hasn't gone up.
Forbin: What makes you think that storing 20 billion in email is "like an exploit" but storing 40 billion in market slots, per character, is "not like an exploit"? I'd think that bidding on nonexistant recipes is MORE likely to be an exploit than not picking up your mail for a month. You've got a moral high horse going on here that I just don't understand. -
Quote:... and a stalker can use AS, have it recharge, and use it AGAIN before the hero can use Time Bomb once...
I like to think of it as the hero's version of a stalker assassin strike, except it's an AOE.
I've used Time Bomb. I had a character who, by all reasonable rights, I should have hated - a Dark/Trap corruptor- that I loved. And I spent a lot of time- a LOT of time-setting up fights. You can put a Trip Mine down, put a Time Bomb down, then put down another Trip Mine immediately afterwards and still have time for a couple more nasty surprises before the kaboom happens. It still wasn't a good power by any sort of efficiency or reliability metric, but those had nothing to do with that particular character's playstyle. It gave me something to do while waiting for Trip Mine to recharge.
If you like the "heh heh heh" more than you like fast play, it may be for you. If you don't mind that in a game where fights can begin and end in six seconds, this power takes 21 seconds to do its thing, it may be for you.
I think it's earned its place in the many "worst power in the game" threads. I find it hard to imagine that any change would make it less attractive to me. -
OK, who am I missing (Aside from Bru' Tal)?