GavinRuneblade

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  1. Just hang out in peregrine island. there's almost always someone doing or wanting to do that arc.
  2. Quote:
    Originally Posted by Afterimage View Post
    Electric Armor has good resistance against Psi. It had the best before Willpower was released.
    When was dark ported over?

    Also to the OP: I have found that in general I like resist sets on brutes over scrappers because of the hit point difference. And look to your patron (soul) or epic pool for some single-target damage to help you out. I am really grateful for the help from gloom on my elec/elec.

    Last, really, be prepared to be hella frustrated vs the ppd peacebringers and rikti. They have annoyingly high energy resist. Gah. They generall can't hurt you, but fighting the bosses for each is not all that fun. Minions and lieuts shouldn't be an issue, but the bosses due to the combination of your low st damage and their resist is not good.

    Was not as bad as my fire/fire going after my clone when we both had capped fire resists and healing flames on fast recharge (Thank god for temp powers), but it's still not fun. On the other hand, there are lots of places where elect's AoE shines.

    The other weakness is that until you get some set bonuses or take tough you might feel weak against s/l damage spikes. I found freak tanks and a few other really hard-hitting smashing/lethal bosses were able to 2-shot me reliably until I got just a little bit extra layered on (toughness/weave and/or about 15% s/l def should do for you). That was enough to tip it so that energize was up, or I could knock them down, or pop an orange or something. Kind of funny how such a small change made such a big difference, but it really did. Against gunners etc I had no trouble it was just the spike damage.

    And there are some little perks. Like you don't need sprint you get a faster run built in so you feel fast all the time. Overall, I like /elec. I think that fire is better right now, but I like /elec. being able to resist sappers and mu is very nice.
  3. Quote:
    Originally Posted by Noyjitat View Post
    The only thing about doing rolls like before im not 100% I want to do that on a 50. Since luck of the gamblers and miracles see most value at level 25/20.

    I just don't know if I should risk burning them on rolls that could be 5 crap of the hunters or call of the s**t man.

    I guess if you get about 150 - 200 mil worth of recipes per roll its a good deal.
    If the "pick" option is worth 150-250 million, you only need 75-125 million per roll because you get two rolls per pick.

    Initial evidence suggests people are getting about that much per roll.

    So far I've been about average. My rolls purely for sale have gone badly at 80-ish million, 70-ish million aaaaannnd 15 million. That one on Friday really sucked. Wow. Two I deleted because they needed 2 million+ in salvage but crafted were only selling for 500k with 20+ listed, one with average price of 4 mill, and two with average price of 5 mil. Sadness. Though probably a good opportunity for a flipper hehe. I should probably pay attention to these things.

    But I also had two rolls where I got stuff like Eradicate quad and basilisk quad on the same roll (woohoo) along with several other items I needed for my builds that if I sold the total profit would have pushed my average on all 5 rolls I've done into the "about 100 million per roll" range.
  4. Quote:
    Originally Posted by eryq2 View Post
    That's the reason i list 99% of my stuff for 222. It sells fast, and im off to get more goodies. I really wish i had to patience to craft them though, i'd make soooo much more. lol. Wife crafted hers and made about 200mil where i would have made like 20mil just for the recipes. I called her ebil and she laffed. lol.
    List it for 221 it will sell faster. Lots of people are so lazy they type one number over and over. so you see bids for 1111111 instead of 1 million. If you bid 1111112 you'll buy and they lose. if you sell for 1111110 you'll sell and they will lose.

    So list yours for 221.
  5. My only complaint with it is how low the chance to trigger (10% last I looked) is.
  6. Quote:
    Originally Posted by Nicetry View Post
    Unfortunately, not so much... I've been bugging powers for years, the only one(s) that have actually gotten fixed in that time are the traps powers that use the tripmine animation. But rather than actually fixing them to be what they were supposed to be they just changed the listed cast time to the much longer cast they were actually taking while bugged.

    That's only a 'fix' in the sense that I go to the store to buy a product, get up to the till and it rings in at $50 and I say, "wait on the shelf it says $30" and the clerk walks over with his price gun and changes the shelf price to $50 and then askes, "does that fix your concern?".
    The trick is that once the display is correct, then the rest of the world starts saying, huh why is this one $50 but the exact same one on the next aisle is $30? That's how the sets allowed for caltrops etc got fixed. Eventually enough people will point it out. I have a long-term perspective I guess =)
  7. GavinRuneblade

    PVP raids

    Quote:
    Originally Posted by PC_guy View Post
    what you're describing here isn't changing mechanics. you're basically just describing pvp in any MMO. yea, you're going to have to slot and prepare for different things but its still the same system when you go in between pve and pvp. im not really up to date on WoW mechanics but from what i've seen from watching my friends. if you have, say 500 armor stat, then you have a 500 armor state where ever you go. and if my arrow shot does 1000 damage (excluding armor and all of that) then it does 1000 damage every where. this is NOT AT ALL how coh mechanics work in that every power does different damage in pve and pvp and each buff/debuff has a different stat in pvp and pve. builds will always change in pvp, thats pvp, but stuff should work the same in both arenas.
    They invented two entirely new statistics, resilience and, I forget the other one that have no effect at all in PvE and slapped them on all PvP gear, but not on any PvE loot. They are now called "crit rating" and "resilience rating" one allows crits the other negates them. After a couple patches they allowed crit rating to apply to PvE content as well, but the impact was far below the importance in PvP. When I could attack with a 40% chance to crit and you were literally incapabble of critting me, if we both had the same armor value and same damage and use the same attacks, I would kill you and still have 80% of my health left 10 out of 10 tries, and you'd have no idea why your attacks were doing half the damage mine were. Add onto it that because of this whole builds had to change, where people packed on +HP items instead of +damage because monsters have at a base many times the HP of players (like if all CoH powers were scaled to kill bosses not minions and then we turned them on each other) so all attacks are already overpowered, and then the insta cast powers are used over the slow hard hitting ones, etc, certain debuffs do nothing, others are crippling... It is similar enough that people think they know how it works but different enough that they constantly lose and can't figure out why. Very weird actually. I admit CoH is more different, but in WoW it was quite a difference between PvP and PvE too. The real difference is where you nailed it, in City our buffers/debuffers are screwed. THAT is a major problem. I'm with you 100%



    Quote:
    Just to be clear, I agree with you that an implementation of a mini game would be a good thing. But implementing one without fixing mechanics is just a band aid over the open gash that is pvp. i13 pvp discourages a large part of the character player base (namely buffers) which to me would be a large problem with any team objective based anything. you would open up alot more possibilities by fiixing the mechanics which would effect zone, arena, and whatever mini game you put in, instead of just putting in a mini game that might be fun in a broken system.
    Oh I agree that there are significant problems especially from a team perspective. And I agree that those problems will be a major hindrance. And I agree that it is only a bandaid. But in my opinion, you need to stop the bleeding before the wound can heal. I agree that it cannot fix anything alone. But I think it can be a very helpful first step.

    Rather than going point by point, let me try to step back and talk more broadly. Rebalancing the mechanics is the goal, yes. But to the new player the zones and the arena are just as much a part of the problem as the bad mechanics are. The difference is that creating a newb friendly instanced pvp environment is (or should be) easier than rebalancing everything. Giving new players a positive first experience, win or lose, rather than a gang r$ping at the hands of a group of veterans in a zone, or the pure frustration that is trying to teach yourself how to join an arena match, is gong to get people to come back. Yes I agree the bad mechanics will chase them away after a while. But it gives us a window to recruit them. And each new recruit adds a voice to get the real change implemented.

    If they fixed the mechanics first we'd still have the problem that the zones and the arenas chase away new players so the PvP base would not grow. If they create a newb friendly experience the base will grow. if they fix the mechanics the new recruits will stay. Neither alone is enough, but one is easier and has more effect on new players.

    I hear you on the camel's back thing, but I am giving them credit, perhaps deserved perhaps not, for not claiming the new environment would be a fix. If they called it a fix, oh yea you are right that's bad. But if they just said, here rebalncing is taking time (whether or not this is true let's let them say it), we hear you, but in the mean time here is something new for you to experience. That's called throwing a bone. and I am giving the pvp community the benefit of the ability to see it as such. But you're right, if it was presented as a fix and not as a step only, that would be bad.
  8. Quote:
    Originally Posted by TheBruteSquad View Post
    3. For 99.999% of the game the change is indeed positive. It's only at the fringes of brute sustained damage output (100 dps+) where the change hurt. Since the game isn't balanced around that kind of IO'd performance hurt means nothing more than 'bruised ego'.
    But isn't it more a function of the lower damage cap than the fury change specifically in your case? Or did the lower sustained fury hit you also? I know the pylon doesn't attack fast enough to really give you a lot of fury.

    Have you tried pulling some additional enemies to help you get your fury higher while fighting the pylon?
  9. My biggest problem with Gloom is that it is 100% worthless against lieuts on up unless you have something you can stack with it.

    Cloak of Fear at least has the -tohit that gets everyone Even those who resist the low magnitude fear.

    Now if oyu can stack stuns, gloom rocks. I've seen other people pull it off and it is quite cool.
  10. GavinRuneblade

    Resist vs Def

    Quote:
    Originally Posted by FourSpeed View Post
    Speaking of RNG - there's Streakbreaker ... which kills Def toons outright,
    and doesn't bother Res/Regen at all... They're getting hit by everyone
    anyway. But, often when Streakbreaker does kick in, most of the mobs
    seem to get it at the same time ... Boom. Dead Def toon (see Spike above)
    Just throwing this out. Streakbreaker kicks in after X missed attacks against the same target. So if the enemy are all attacking a roughly the same speed, and you're near capped so they are all missing virtually all the time. they will all hit streakbreaker at the same moment because they will all launch their "Attack #7" at roughly the same time. This is why it sucks when it kicks in.

    It helps to move around so some of them pause their attacks. And you'll kill some. And 1 in 20 at a minimum will hit. So you can spread it out. But if you're soloing against big groups, this is why streakbreaker hits you very hard.

    Just thought I'd toss that out since a lot of people think it is just perception and not a function of the mechanics.
  11. Quote:
    Originally Posted by Memphis_Bill View Post
    [SIZE=3]No inherent Knockback protection. The Fire tanker has no inherent knockback (KB) protection. Unlike every other set (except Dark armor,) which usually gain KB protection with their status effect protection, Fire requires outside help, through teammates, inspirations, power pools or Invention Origin (IO) enhancements for this.
    [COLOR=Orange][I]
    Also Base Enhancements. I live on those for my early levels =)
  12. Quote:
    Originally Posted by Crimson_Knight View Post
    The hard part is overcoming the tediousness of running the same mishes over and over again (Frostfire, anyone?) and patience.
    As Fulmens pointed out, you don't have to run the same missions. And I will add to his suggestions the option of using characters of different levels and use a hero this week a villain next, etc. There are a huge array of options. You do NOT have to do the same missions over and over. Even if you only have 1 character, because even then you can do what Fulmens suggested.
  13. GavinRuneblade

    PVP raids

    Quote:
    Originally Posted by PC_guy View Post
    not really. the main problem would still be there and that is that there is no introduction to pvp. a new player wondering in to a minigame, zone, arena whatever will still get pissed off once they get hit with DR and realize that their soft capped toon now only has 13% defense. the simple fact that the pve and pvp mechanics are completely different and it doesn't tell *ANYONE EVER* is enough to discourage new players (its their own fault for getting discouraged by the QQ).
    In general, I've found that if they can have fun the first time out, even if it is confusing and they lose or don't contribute as much, they will come back.

    To borrow WoW. in PvE and PvP significantly different mechanics apply, complete with gear bonuses that don't do anything for PvE being necessary for PvP (May have changed since I stopped playing but was true for a long time). New players got slaughtered because they had no crit protection because it wasn't relevant for PvE and you could only get gear with it by doing PvP. It was literally impossible to be prepared for PvP until after you played. Still, the fact that you always were put on a team with other people, and there were team goals instead of individual goals, meant that you could have fun running around and stomping on people. You didn't get gang r@#ed over and over without a fair chance to do it back thanks to your teammates. And, after a few rounds, even if your team lost, you had enough rewards to start gearing up.

    There is NOTHING in the current i13 PvP mechanics that would prevent this. IF they implemented a PvP minigame with mandatory teams, a short timer and reasonable rewards, people would have fun. Sure my /SR would be squishy, but I'd be with three or four or ten people, some of whom would know what they're doing. And when you're in a team, you can ask questions. You can try things out. You can laugh at the newb on the other team who is learning the hard way the same as you. And you are guaranteed to have people help you through the hard bit.

    Yes, fixing the mechanics is ideal. But fixing the experience is more important.




    Quote:
    if they want to implement anything new to pvp or pvp related, they've got to fix the mechanics first if they either want it to be successful or to be accepted within the current player base.
    The existing player base is irrelevant to discussions of increasing popularity. If 100% of the existing player base loved it and thought it was perfect but no on new joined, you have failed to increase the player base. If 100% of the existing players leave and double their number start you have succeeded in increasing the player base. Now, again, ideally you want both the existing players to stay and new people to join. But if we are discussing increasing the population, acceptance by the current players only matters if more current leave than new join.

    Those of us who PvP, even casually like myself, are sticking it out with the current mechanics. Adding a new opportunity and environment will not cause anyone* to quit. Worst case scenario they will keep doing what they're doing right now.

    *obviously there will be at least one example of nerdrage who insists that this is the last straw and they're quitting forever. Again. Until next week when they come back.
  14. GavinRuneblade

    Rogue Blues

    As a rogue you can visit Paragon City but you are a "tourist" not a local. You cannot get real contacts you can only do radio/paper missions. You cannot access oroboros. You cannot start (But you can lead if someone else starts for you) task forces and trials.

    You can still team up and run any mission you want. Even oro missions, but the person starting the oro mission has to have a supergroup base with a pillar so that you can be on the same map as them when they start it since you can't access Oro yourself.

    If you go all the way to hero you can no longer enter the rogue isles at all and thus cannot enter your base. However you will not be booted from your group.
  15. GavinRuneblade

    So, what is...

    Quote:
    Originally Posted by Terminal Velocity View Post
    Eh... Toxic shows up very rarely, in Hydra, minorly in arachnos, some in spines, I wouldn't buy a purple for toxic Resist.
    Screw purples. I wouldn't slot for toxic resist if it was free.
  16. AFAIK the most expensive are still the 3% defense and the 3% res. Someone correct me if I'm wrong though.

    Lets do a little math:

    Luck of the gambler selling 150m to 250m cost = 2 A-Merits.

    with the 36 merits it takes to buy a PvP recipe you would have between 2.7 and 4.5 billion inf.

    Your call.
  17. Quote:
    Originally Posted by Roderick View Post
    Generally, the only reason to horde A-Merits is if you're planning on buying a big-ticket item, and there's debates elsewhere in the Market forums about whether that's a good idea or not.
    I didn't realize there was a debate. Seems pretty unanimous that it's a bad idea. Assuming 200 million for each 2 recipes (accomplish either via luck of the gambler, miracle, or numina, your call), you can get the money to buy anything listed on the market in 20 merits or less. There are no purples that sell for 2 billion so at this point we're only talking about one or two specific PvP procs, where people tend to recommend going for inf to buy rather than hording merits, unless you think availability is more of an issue than cost. There are debates about rolling vs picking, but on the high ticket issue I have seen 100% agreement in every thread I've read. Though I have skipped a few.

    I mean the most expensive purples are 600 million if you but it NAO, and that's only 6 merits worth of inf. not the 20 it takes to buy via merits. where is a post with anyone saying spend 20 merits instead of 6 merits?
  18. Short legs and small head help also.
  19. GavinRuneblade

    PVP raids

    Quote:
    Originally Posted by PC_guy View Post
    it would take the devs admiting i13 was a failure and either fixing the completely broken system of it or reverting back to pre i13 when the system made sense as well as dedicating probably about half an issue completely to bases and bringing back base raids (and hopefully making base raids relevant to the CoP trial again).

    of course this won't happen
    That's actually not required but it would really help a lot. What is required is to make the arenas intuitive, have a functional queue that supports pug team arena matches, and to hide the PVP zones until after people have a certain level of familiarity with the system.

    If CoX had a fun pvp minigame even with the weird mechanics of i13, people would still play. The zones and the current arena will NEVER allow a stable much less growing PvP player base because both of them by their inherent nature discourage the ignorant. Even if CoX had a PvP system that was so elegant and bug free that it made all of us weep with joy, I posit that the nature of zones and the current state of the arena mean that it would be a complete failure.

    By contrast, a fun minigame with borked pvp mechanics could be a huge success.

    Of course both would be ideal.
  20. GavinRuneblade

    PVP raids

    Quote:
    Originally Posted by DumpleBerry View Post
    Isn't that Siren's Call, pretty much?
    No not even close. The zones are a complete waste of time for recruiting new PvPrs. What he is talking about is more like Team Fortress, Quake, or other games. Nearly all MMOs with PvP include them. By far the most common is capture the flag.

    the concept is that people register/sign up similar to the arenas. but there is a specific goal, specific points, and in general you get cool rewards. Here's how Runescape does it. You get tickets you can redeem for costumes. WoW has the battlegrounds. Everyone gets zoned in at once, there are specifically fixed team sizes so the matches are fair, and there is a specific start and end point.

    By contrast, CoX zones are where new players wander in alone, fight some NPCs, and get ganked by a mob of 3+ veterans who proceed to mock them. Then the new player wanders back out and never goes back. There is no fair team, no specific starting point, no time limit, no purpose and in general no fun.
  21. A fun twist though, is when you slot the chance to buildup in a pet. It has a chance to fire on you each time you summon, and to fire on the pet each time the pet attacks.
  22. Quote:
    Originally Posted by Siolfir View Post
    250.25 at level 50 is the critical portion of Assassin's Strike; it's scale 4.5 damage in a single tick. As far as I know, that's the highest single tick of damage that a player power will get.

    At the Stalker damage cap (500%), with the mob at the -resistance cap (-300%), it will do 5005 damage (250.25 * 5 * 4) against an even con mob, and 30030 damage after the *6 for being +49 against a level 1. So, 30030 is likely to be the largest single orange number you can do.
    does the buggy double AS damage from placating while hidden stack in the one number or show up as a second number?
  23. Quote:
    Originally Posted by Nicetry View Post
    Sadly though, almost every toon I've pursued heavily I've uncovered large powers bugs. Either I'm just unlucky in my selection of power sets, or there are still a ton of bugs.
    Well on the positive side, as long as you keep /bugging them they will get fixed eventually. and then the builds will perform as indicated!
  24. That's cool, I didn't know about those.
  25. SnowGlobe's advice is solid, do be careful to avoid exploits.

    However, without exploiting AE tickets are still a great way to make money. Invulnerability has a great ability to give you more protection when you have more enemies so it is very handy that way. But for maximum efficiency while farming often you want an aggressive secondary.

    Right now you can't go wrong with an electric melee/shield or fire melee/shield scrapper or brute.

    A few others that are fun and work very well are claws/fire and claws/electricity. The traditional melee farmer uses super strength. You need enough recharge to get two rages running so you can ignore the crash, and footstomp the hell out of everything in sight. =)

    As Aett mentioned if you do go with /invuln then make yourself a big outdoor map with lots of gunners. The family are a good choice, so are axis america and battle maiden's praetorians.