Lohenien

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  1. They sell at 10-20 for steadfast and 3-6 for karmas blueside, not bad for just cashing in some tickets and getting fairly cheap salvage.

    One plan I'm trying out occasionally is to buy 3 - 5 of each IO recipe you want to use, use one and sell the rest. It may net you some profit or just offset/eliminate costs.

    It does require some start up money to buy 3x-5x what you need, but if you can, then you should be fine.
  2. Lohenien

    Hasten's Defense

    it is kind of silly that the super speed pool doesn't give you any real defense though.
  3. The meteor shower is a great idea, but you are thinking too small and too full of hatred for a given zone.

    Meteors are already in the game with Shivans, which means there is a precedent that can be followed and lead to the culmination of the prophecy given in their storyline.

    I'm going to have to say that if the devs do follow up on Shivans we will see something like a zone wide meteor shower akin to Rikti Invasions and Zombies, likely issue 17 or 18.
  4. Stone/Ice is better at survival than a stone/elec would be due to Ice Patch and -rech.

    I don't know why everyone has their panties in a knot over electric melee's endurance drain effects - stuff dies before endurance matters 90% of the time. 5% of the time you or your team lacks DPS to get the job done fast enough and so endurance may be a vital asset you can strip away. 5% of the time you are facing purple mobs that endurance drain is useless against due to the purple patch.
  5. Ice by itself can keep mobs at the bare minimum of endurance by firing EA when it comes up constantly.
  6. I think any kill sets a 5 minute timer on both players but I could be wrong.
  7. aside from the 108 regen, that looks pretty easy to get. If he has 108 hp /sec without RTTC at all that's a pretty neat trick.
  8. Electric is a worthless armor set without a heal or something capable of making you not faceplant.

    On a team you may survive, but not every team has some kind of heals or buffs that get applied to the tank. Because of this I feel all tank sets should be able to stand on their own two feet as far as survival goes and electric armor fails at that.

    My only hope for the set is that it gets some kind of heal/utility power in place of Conserve Power. CP is unneeded in a primary when you have Power Sink plus potential to get CP in epic pools. Actually If they removed CP and PS and replaced them with a Drain Psyche variant plus some kind of cool utility power the set could be awesomesauce.

    I'm going to have to reserve final judgment til I see what they do, but I am skeptical.
  9. Lohenien

    My apologies....

    wtf dude? everyone can see this in announcements we dont need some random person to spam this everywhere.
  10. With just your shield defense powers, weave, combat jumping and the 3% steadfast IO you can get 42% defense. Getting the last 3% to soft cap is up to you.

    For True Grit you want to maximize the +hp you get out of it, so throwing uniques in it is not a good idea. Throw all 3 uniques in health and then a numina and miracle heal plus a common heal IO. Then in True Grit use 1 common heal and 2 numina piececs with 3 titanium coatings.
  11. patrol xp is not used up in AE missions, if you hover over your xp bar the patrol xp will stay the same. The visual effect doesn't indicate this well, but it is true. I do believe debt uses patrol xp up, so if you die in AE that will reduce patrol xp.

    Granting players an xp debuff is probably an easier way to handle reducing AE xp earning while the method you suggest is pretty convoluted and limiting to players that do want to partake in normal running of arcs in AE as opposed to running the same content they have been replaying for 5 years.
  12. [ QUOTE ]
    [ QUOTE ]
    How about removing the fall damge from Super Jump it is kind of silly to take damge like you do when you fall from a high point when using super jump. And on a side note please add a sound effect to drain psyche in the MM set.

    [/ QUOTE ]

    I would assume that any being capable of partaking in acts of super human potential also has the capability to withstand their own abilities. As such, some level of invulnerability or at least enhanced durability would be a co-requisite if not a prerequisite to super human abilities.

    Frankly, I think if you take super jump or even super strength without invulnerability, you should kill yourself doing just about anything.

    [/ QUOTE ]
  13. whats the maximum dps you can get out of DA considering frankenslotting and all of the procs you could slot in it ?
  14. Lohenien

    Soft Cap - Myth?

    it's ok the formulas for this game aren't exactly in game anywhere that I know of so figuring it out isn't always easy for some people.
  15. It's fun to be rich. If only I knew how to translate my CoX money making into some money making skills RL (no not RMT) then I'd really be set
  16. well my invul sits at 46% s/l and 40% e/n with one for in range of invinc. Combined with my 51 hp /sec regen rate 90% s/l resistance and 35% resistance to other stuff, I don't have problems with anything that is non psi or that has instant hold/stuns ( Reichsman can kill me if he stuns me).
  17. if something sells for 1000, your fees will be 100, leaving you a total of 900. You'd need to buy at 899 to make ANY profit off of this sale. That would mean you need to list at 1.11x your cost to make profit.

    Listing something at a 30% markup would be 1.3x, making profit 1.3 - 1.10 = 0.20 or 20%.

    That should clear up the mess of what you need to list at.
  18. I try to shoot for 5-10 mil minimum per character per day, and I use 9 characters on my main server.

    Of course I haven't found the best niches so that doesn't happen everyday.
  19. well he is an ice tank so he is likely using burn and ice patch, i don think scatter from ice storm would be an issue at that point, it would be a boon since ice storm has -movement.
  20. melt armor is absolutely terrible for tanks. High endurance, long recharge minimal debuff (esp. considering purple patch).

    Fireball and Ice Storm are similar damage over time, but if you like having something to use more often fireball is better.
  21. I'd perfer two powersets in this vein a smashing bo staff style set and your lethal pole ax style set ( both with various alternate pieces of similar weapons to choose from at tailor ).

    Also some new non s/l sets would be nice as well.
  22. Lohenien

    Willpower/Fire

    either way - by slotting them in a fully slotted power you get double the effectiveness out of them, even if that is only 3% in the total scheme.
  23. Lohenien

    Willpower/Fire

    That last build you listed has far to much fire/cold defense. F/C damage are the rarest types of damage in the game. Smashing, Lethal and Energy are the 3 most common types of damage so I would focus on those.

    4 slotting some Reactive Armor is good for helping that. Aside from making that adjustment you have 35-37% defense to the important types along with high regen and some resistance, the build should be golden once you refocus the superfluous f/c defense slots.
  24. Lohenien

    Willpower/Fire

    IIRC mids does not account for the heal buff to the uniques.
  25. Lohenien

    Willpower/Fire

    while I have to disagree with Kruunch about his slotting ideas, he is right about tough /weave. Those will help alot.

    I did not notice the steadfast unique +3% defense in your build, but adding that with Weave will be another 11% defense to all for you.

    Kruunch was wrong about trying to achieve positional defenses because the set comes with typed defenses, and thus trying to get typed defenses is a better idea. The best ones to shoot for are s/l and E/Neg. F/C/T/Psi defenses aren't as important as far as set bonuses go.

    Besides more defense, more +hp and +regen are good to have. Accolades help alot for the +hp, but a nice pair of set bonuses I found is to take 2 ranged attacks and 4 or 6 slot them with an even mix of Apocalypse and Devastation for 5.25% +hp and 28% +regen per power.

    Health should be two slotted with 2 numinas ( not the unique), while Fast Healing should be 6 slotted with the 3 uniques, 2 additonal numinas and 1 common heal ( or a miracle heal for more +recv).

    The reason for that is that the +regen is buffed by the heal enhancement in the power, so you double the effectiveness of the uniques by putting it in a power you'd want to slot up fully.

    Try that out and see what you come up with.