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Posts
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I've previously listed most of the good recipes from the 10-14 bronze category, and yes people do pay 20x the recipe price for crafted IOs : it's because they are lazy and don't have patience to get salvage and make it themselves.
generally I'll just delete recipes that dont sell for much, so I can keep rolling for more recipes. -
Ticket rolls are generally best used at bronze 10-14 due to the high number of solid recipes vs the number of average selling recipes. Silver in the 30-40 range has alot of 1 mil to 4 mil recipes but also a bigger pool of possible recipes and no huge selling ones iirc.
Being that you can roll so many bronze rolls vs silver rolls , the odds of getting good bronze rolls is better, given the same time investment ( ie equal amount of tickets to roll). -
If you are just starting out, I actually recommend a regular run in AE for tickets to use on level 10-14 bronze rolls. 1500 tickets will almost always net you at least 10 million for a recipe once it is sold on WWs.
Kismet +acc, steadfast -kb, karma -kb, steadfast +def, basilisk's gaze acc/hold, blessing of the zephyr travel and travel/end, regen tissue +regen, and I think a couple others all sell for 5 million+ when crafted and sold. Most of those even sell for more than 5 million as just a recipe.
Quote:Well this is the way to make serious dough, you just need to find niches that make more than 1000 extraNot anything like buying enhancements of WW's and selling for 1000 extra, like a way to make serious dough. Touch of Death : Chance for negative damage, various Doctored Wounds and dozens of other possible niches exist to be mined for profit.
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I get this all the time when I load the market after logging on or not being at the market for like 15-20 minutes.
I'm not sure if the lag is from massive loading of icon resources or if it's from the massive need to send data to the client. I only have one gig of RAM but another poster noted that it happens on his 2.5 gig setup. To me that says it may not be RAM. -
I'd think any kind of system like this would have to be something you unlock by being level 45-50 and doing a TF. Then I'd say it would need to have custom mixed AT modifiers of 70% for the chosen primary and 50% for the chosen secondary.
Combined with a few 'anti gimp' selections and the mixed AT mods, you wouldn't be able to gimp yourself nor overpower natural ATs. -
Rage has had the -def for a long time. It used to have a massive stun that got removed.
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Character : Loveable Teddy (fire/fire tank)
Settings : +1/x8/No Bosses/No AV's
Mission : Gauntlet of Doom (my custom AE arc, uses zoso freak map with customs that all rez)
Influence per run for defeats: 2.69 million
foes defeated : ~338
time to complete ( reach 750 tickets earned then hit glowie ) : 7-9 minutes
set at 0/x8 (did this setting three times)
Influence per run for defeats: 1.77 million
foes defeated : ~840
time to complete ( reach 750 tickets earned then hit glowie ) : 7-9 minutes
set at -1/x8
Influence per run for defeats: 1.43 million
foes defeated : ~1170
time to complete ( reach 750 tickets earned then hit glowie ) : 12-14 minutes
total influence : 9.43 million in ~50 minutes
Also earned 7500 tickets.
Here I was mostly figuring out what setting would work best for me, and that seems to be the +1/x8 option. Extrapolating that run it would be:
Influence per run for defeats: 2.69 million x6 16.19 million
with 8000 tickets earned.
It seems one would lose 7 million earned in defeats for using custom mobs, but then you have 8000 tickets that will not necessarily generate influence into the system, but it will likely allow you to roll for alot of stuff that will get you influence on the market.
I would speculate that rolling 8000 tickets worth of bronze rolls will net you 30-50 million minimum or you could try the safe route with rare salvage and get 14 of them to sell at 1.5 ish million for 21 million. -
Meh a surprise attack is unnecessary on a tanker - you aren't going to instantly die if they get a round of attacks off while you get your AAO on.
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I explicitly attempted to exemplar via AE missions to level 49 on my 50 scrapper in order to get double influence. It did not work and I received normal influence.
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I would think that marketing doesnt count in these hour challenges mainly because vendoring and defeating create influence and marketing just shuffles it around.
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Given dual builds, most of my characters are never done - I can retool them as much as I want.
Once I hit 50 I move the toon in WWs and set up a cot. They chill there and earn the moneiz to support self modification and fund other toons. I occasionally take them out for a spin doing missions or TFs. -
The other day I bid on like 30 random salvage at 1 million each - maybe some n00b got it maybe some flipping bastid, either way getting 1 million for a common salvage is going to brighten someones day.
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Hmm I was earning about 1.2 million influence in 25 minutes doing a run of AE with a teaming tank build.
That'd be about 3 million an hour, but no drops aside from tickets and inspirations.
I'm pretty sure I was set to +1/8x and I was running a zoso like farm using customs that all rez. I typically kill enough mobs to get 750 tickets then complete mission for the other 750 tickets.
From there I roll 1500 worth of bronze rolls (25 rolls) and usually wind up with 1-3 recipes worth 5-10 mil each or I'll get lucky and hit a 20-50 mil recipe.
I can get a more solid data collection tomorrow - but this is generally a solid farm aside from pool c/d drops and purples. I also tend to make my money exclusively at the market and regard influence drops as almost nothing, but that is me. -
Just incase this isn't known - the effect also is happening on Frozen Aura on ice tanks - "sleeping" foes display stun animations until they wake up instead of sleep/held in ice.
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For some reason I recall reading somewhere that pets inherit buffs from their casters, but the time left on the buff does not matter. For example you could cast a pet with hasten active and it would get a 70% recharge buff for the pets duration instead of just 120 seconds.
I'm probably wrong though. -
well i used 2 KC sets to get the s/l setup. After that I went with 2 sets of eradication at 4 pieces to get more e/n def and more +hp. Beyond that I went with various sets that gave +run speed and +hp.
I'm not sure of cost but 200-400 sounds right, but I have like 6-8 billion and growing so I'm not a casual gamer by any stretch of the imagination. -
Well lets see my stone/ice tank has this outside of granite : 46% s/l def, 47% psi def, 36% e/n def, 36% s/l res and I regen 42-67 hp /sec (depending on if EE is up or not). Granite is usually not needed until I start fighting purple mobs, which hit hard without much resistance. Aside from heavy hitting mobs, granite is not required for survival.
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A default server wide global channel that auto adds online people (bumping off the longest logged off person) would help a bit I think yes. Many servers do have a "server name here" channel to chat on, but it isn't an automatic thing to join it, making it that way would increase visibility of server population.
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SM/SS are nearly the same power set just a couple trade offs between the two.
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Currently shield using custom critters will not use Phalanx Fighting or Grant Cover on test.
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I just tested it and i was hitting for 600 in a spawn pretty easy with just AAO and BU, and 800 when hopped up on reds to 400% cap.
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This build has 78 s/l res, 90 en, 57-59 f/c/psi and 43 neg with 32% melee def, 22 ranged and 33 aoe. It also regenerates 23 hp/s without energize and 43 with. Also has 2356 hp.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
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Level 1: Charged Armor Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/EndRdx/Rchg(7), Aegis-ResDam/Rchg(11), Aegis-Psi/Status(46), Aegis-EndRdx/Rchg(46)
Level 1: Charged Brawl P'ngS'Fest-Dmg/Rchg(A), P'ngS'Fest-Dmg/EndRdx(46)
Level 2: Lightning Field Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(3), Oblit-Acc/Dmg/Rchg(9), Oblit-Dmg/Rchg(17), Oblit-Acc/Rchg(34), Oblit-Dmg(34)
Level 4: Jacobs Ladder Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-Acc/Dmg/Rchg(5), Oblit-Dmg/Rchg(9), Oblit-Acc/Rchg(23), Oblit-Dmg(34)
Level 6: Conductive Shield Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam/EndRdx/Rchg(11), Aegis-ResDam/Rchg(23), Aegis-EndRdx/Rchg(33)
Level 8: Static Shield TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(43), TtmC'tng-ResDam/EndRdx/Rchg(45)
Level 10: Grounded S'fstPrt-ResDam/Def+(A), GA-3defTpProc(37)
Level 12: Energize Dct'dW-Heal(A), Dct'dW-Rchg(13), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal/EndRdx(17)
Level 14: Super Speed Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(50)
Level 16: Swift Run-I(A)
Level 18: Health Numna-Regen/Rcvry+(A), Numna-Heal(19), Heal-I(19), Panac-Heal/+End(31)
Level 20: Stamina EndMod-I(A), EndMod-I(21), EndMod-I(21), P'Shift-End%(45)
Level 22: Lightning Reflexes Run-I(A)
Level 24: Thunder Strike Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(25), Armgdn-Acc/Rchg(25), Armgdn-Acc/Dmg/Rchg(31), Armgdn-Dmg/Rchg(33), Armgdn-Dmg(33)
Level 26: Power Sink P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/EndRdx(27), RechRdx-I(31)
Level 28: Hasten RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Taunt Mocking-Rchg(A), Mocking-Taunt/Rng(37), Mocking-Taunt(37), Mocking-Taunt/Rchg(40), Mocking-Taunt/Rchg/Rng(43), Mocking-Acc/Rchg(43)
Level 32: Boxing Empty(A)
Level 35: Tough ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(36), ImpArm-ResDam/EndRdx/Rchg(36), ImpArm-ResDam/Rchg(36)
Level 38: Lightning Rod Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Rchg(40), Oblit-Dmg(40)
Level 41: Weave LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 44: Power Surge TtmC'tng-ResDam/Rchg(A)
Level 47: Build Up GSFC-Build%(A), GSFC-ToHit/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-ToHit/Rchg(50), GSFC-ToHit(50)
Level 49: Combat Jumping LkGmblr-Rchg+(A)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:
11.5% DamageBuff(Smashing)
11.5% DamageBuff(Lethal)
11.5% DamageBuff(Fire)
11.5% DamageBuff(Cold)
11.5% DamageBuff(Energy)
11.5% DamageBuff(Negative)
11.5% DamageBuff(Toxic)
11.5% DamageBuff(Psionic)
15.4% Defense(Smashing)
15.4% Defense(Lethal)
21.3% Defense(Fire)
21.3% Defense(Cold)
8.81% Defense(Energy)
8.81% Defense(Negative)
7.88% Defense(Psionic)
21% Defense(Melee)
11.6% Defense(Ranged)
22.6% Defense(AoE)
4.05% Max End
52.5% Enhancement(RechargeTime)
4% Enhancement(Heal)
51% Enhancement(Accuracy)
5% FlySpeed
105.4 HP (5.63%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Held) 2.75%
MezResist(Sleep) 2.2%
MezResist(Stun) 6.6%
MezResist(Terrorized) 2.2%
9% (0.15 End/sec) Recovery
30% (2.35 HP/sec) Regeneration
3.78% Resistance(Fire)
3.78% Resistance(Cold)
9.39% Resistance(Toxic)
4.26% Resistance(Psionic)
15% RunSpeed
5% XPDebtProtection
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this was done pretty much as some have described : you pick an object that seems potentially bugged (steamer chests) and use those as defendable objects and set it to the max amount for the map. The possible bug is that those objects don't spawn spread out on the given map for some reason, thus stacking them all in one room and thus you spawn dozens of ambushes at once.
The 3 ambush limit prevents this now and I've found no work around to get more than 3 ambushes in any manner on any map. This can be important for designers since some mission goals (like defendable objects) create ambushes that take up an ambush slot. This reduces the number of ambushes you could have come to the aid of a boss/AV for example. -
you'll actually be more survivable by adding more defense and +hp to your build than just +regen.
Getting the the hp cap is important and accolades help that alot.
As far as the uniques go, they work well when slotted into a power IN ADDITION to normal +heal slotting as opposed to INSTEAD OF.
I typically 6 slot FH with the 3 uniques and then 2 numina IOs and one common heal IO.
Then I'll 3 slot health with 2 numinas and 1 common heal IO.