Max_zero

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  1. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I disagree with this, oh sure it would mean a buyer would pay my listing price as opposed to my listing price rounded to the nearest convenient round number but that isn't how I (or most marketeers) make money anyway. The fundamental issue causing a lack of price knowledge among players is not an inability to see the exact current prices, it's an inability to see what prices were when they were not around (i.e. what were the highs and lows over the last 24hours/7days). Showing the exact current price helps the BUY IT NAO buyer save a bit of inf but that's peanuts compared to what they could save with a 24hour bid, and exact pricing doesn't show them that.
    No I don't just mean your listing IOs I mean all IOs of that type.

    ie If there were 70 Mako's Bite Acc/Dam on the AH then the sale price for all 70 would be shown. A rational consumer would buy the cheapest one of course. It provides real competition though giving the buyer better market knowledge.
  2. Quote:
    Originally Posted by mauk2 View Post
    Bingo.

    In many ways, the pure flippers are supported by the farmers, and it's all driven by inflationary pressures. If/when they decide to drain the money out of the system, there are going to be some major shocks indeed.

    (grabs popcorn)

    I can't wait! Change is fun!
    All they need to do is not hide listing prices. If you could see what all IOs of certain type were listed at consumers could make better choices.

    When is the last time you bought something in real life without knowing exactly how much it cost?

    It would stop probably 99% of the market manipulation, cartels, etc instantly. There would be real competition between sellers, price volatility would fall dramatically and you wouldn't need a 1001 guides on how to use the market or make inf. No one needs a guide on how to use the Trading House in WoW and it gets hardly any (if any) complaints.

    I always wonder who's idea it was to make the AH in CoH a blind bidding system. It was (and still is) a really bad idea.
  3. Flipping either crafted or non crafted IOs and re listing them at a higher price with no improvement to the IOs is called a 'rent seeking' profit. It is generally considered a bad sign when it is more profitable to manipulate the market rather then increase the size of the market.

    http://en.wikipedia.org/wiki/Rent_seeking

    http://www.theoligarch.com/rent_seek...capitalism.htm

    http://www.maths.tcd.ie/local/JUNK/e...html/rent.html

    If everyone flipped the market (manipulation) rather then farmed (increase the size of the market) then eventually the market would collapse.
  4. Max_zero

    Illusion/Cold

    Quote:
    Originally Posted by DSorrow View Post
    I did mean AoE damage specifically because Illusionists generally don't have access to multiple AoE attacks. Two long recharge AoE attacks hardly cause enough AoE damage that containment would make it spectacularily better. Sure, on a relative scale it's double the damage, but I don't really notice the difference in AoE damage between my Ice/Rad/Psi and Illu/Therm/Psi.
    Ice is a bit...yeah. Maybe my perspective is a like skewed due to loving my current Plant/Cold I am playing. But watching a +4/x8 spawn melt in 8 seconds to Seeds, Sleet, Roots, Psi Tornado, Roots (while Creepers are running) kinda makes my Ill/Rad feel bad. The Plant/Cold AoE is so fast and so safe it almost feels like cheating.
  5. Max_zero

    Illusion/Cold

    Quote:
    Originally Posted by Scin_Device View Post
    i use flash. Although I haven't tried +4x8 I doubt I could take them down in 8 seconds. My containment is in no way as good as some but combined with the slows of sleet and my epic choice of cold and with the use of spectral terror I've never had a problem with containment. Usually I just cast both my rains and flash and phantom army takes care of everything.
    Can Ill/ take out large spawns? Yeah. But since they really don't have any effective any AoE attacks it's slow. One or 2 slow charging AoE attacks without Containment won't kill quickly (due to Trollers poor damage modifier). Ill/ basically ends up single targeting everything to do. While it works, as I said before, it's slow.

    Single target it's a very big deal especially against targets with some status protection. It's actually fairly important to /Cold since without a Immo AVs tend to run out of Sleets.

    My point is Ill/Colds performance on Pylons isn't necessarily 100% accurate with how they deal with normal AVs. The auto Containment and the lack of movement of Pylons (so no running away or out of Sleet) makes them the perfect target for Ill/Colds. While I am not saying that Ill/Cold are bad on hard target (they are obviously very good) they can have some issues which don't appear when beating on Pylons.

    I love my Ill/Rad but I am waiting with baited breath for /Traps to come to Controllers.
  6. Max_zero

    Illusion/Cold

    Quote:
    Originally Posted by Scin_Device View Post
    im very good against large groups and have no problem with containment.. i regularly play at +2x8
    So a single target Mag 3 Hold covers all your Containment needs does it (including PToD)? That's amazing. Do you also take out +4/x8 packs in around 7-8 seconds as well? Incredible!

    Seriously though, Ill/Cold is a great combo but if you are run it and say you have no problem setting up Containment I'm calling shenanigans. They can also do okay AoE but are a bit slow. They are no Plant, Fire or Mind.
  7. Quote:
    Originally Posted by vernichterhelge View Post
    don't forget that the proc has its own downtime when it fires (5 sec after the +rech ends)
    They got rid of that. The only reason they put it in was because the proc chance was bugged. Once the proc chance was fixed the cooldown was removed.
  8. Max_zero

    Illusion/Cold

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Heat Loss is an excellent and unique power. I don't think anyone questions that. However, Fulcrum Shift, Speed Boost, and Accelerate Metabolism are also excellent and unique powers. Which one is the "best" depends entirely on what situation we're measuring them in.

    The current ascendancy of Illusion/Cold as a build is based almost entirely on its solo performance against single hard targets. The build was practically unheard of until an Ill/Cold player charted at the top for DPS in the pylon soloing contest. Prior to that word on the street was the "best" combo was Illusion/Rad. The main justification for this claim? Its solo performance against single hard targets.

    Solo against a single hard target, in most situations, Ill/Cold IS better than Ill/Rad. But soloing single hard targets was never the only thing Ill/Rad was good at. It's also not the only thing Ill/Cold is good at. That's all okay because soloing a single hard target was never accurate measurement of the performance of any set. Illusion Control is extremely powerful. Anything you pair it with is going to result in a very strong character. Anyone who tells you not to play it with a certain secondary because it is the "best" should be required to qualify that statement with "...in situation X Y or Z."
    I think Ill/Colds strength on pylons is a bit misleading. Ill/Cold has all sorts of trouble setting up containment yet with a pylon that does not matter. Add to that pylons being stationary means the lack of mobility of PA is not exposed.

    Most TFs missions tend to consist of a large groups of enemies + an AV or 2 at the end. Ill/Cold is neat against the AV part not so good against the large groups.
  9. Max_zero

    Illusion/Cold

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Hmm actually you're right. Heat Loss actually seems to have a target cap of 10 for the debuff portion. Better than I thought. It was never in question about whether the power was "good" though.
    I mean in that Heat Loss is a very unique power. The only power that is on it's level end rec wise is Drain Psyche.

    If you are making a steamroller kinda of Controller I don't you can make anything that wouldn't better with /Cold as the secondary. That just can't keep up with the end usage with anything else. /Kins are solid but spends too much time messing with Transference (which still has problems keeping up with my end usage on Plant), Siphon Speed and FS.
  10. Max_zero

    Illusion/Cold

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Heat Loss has a target cap of 3.
    Mid's is wrong on this. I have gotten 11-12 stacks of Heat Loss.

    It does not tend to matter anyway you can hit the +rec cap after about 5 stacks. After i19 comes out I'll be able to hit ~8 total end/sec on 2 stacks (ie one enemy) which is more then enough end rec.

    Heat Loss is good.
  11. Max_zero

    Illusion/Cold

    If you think /Cold is strong now wait till i19 comes out. The extra -recharge from the Spiritual slotting will make a huge difference. Between soft capping range def and getting enough -recharge you end up cutting a few corners. With the new Alpha slot pretty much all of those shortcuts should be covered over.

    The free Stamina kinda falls by the way side, it's main benefit being either a IO mule or freeing up space for another pool set to be a mule.
  12. Quote:
    Originally Posted by Veslin View Post
    So, I hear most MMs complaining that they don't like how their ranged pets are now running into melee, and I have to say, it seems like the 'rangers' now just have to deal with the same problems Ninjas/ and Necromancy/ have always had.
    People have always complained that the Ninjas and Zombies were squishy. It's probably the main reason they are the most rare types of masterminds (I still see more Mercs than these two). Well, now that the other pets are starting to run into melee as well, it's been discovered that all pets are squishy, but the ranged ones just stayed out of the thick of things.
    In my opinion, this now levels the playing field for all masterminds. Melee pets already have a disadvantage- they are single target. Under the old AI, they also died faster. They did not have any extra protection to mitigate the fact that they were melee, they didn't do more damage than other sets, there was no trade off for this propensity to die more often because they were closer to the enemy. So it was a double penalty for them, Single target AND they died faster.
    Now, all pets at least have similar survivability. Instead of only Zombie and Ninja users having to resummon all the time, now all masterminds have to do so.
    On a closing note, pets that do not have melee attacks (IE Phantasm) running into melee, I agree is rediculous. But minions all having similar lifespans because they all die to AOE melee attacks, that just seems fair to me.
    So everyone gets flimsy pets? We all get to be miserable together?

    Awesome attitude to take. "Since the bug makes your set as weak as mine the bug shouldn't be fixed."
  13. Quote:
    Originally Posted by Aquila_NA View Post
    Fire/Kins are finding it slower to demolish maps now because of the "newish" mob-wander phenomenon. When the spawns spread out we get lower FS and our AoEs have a harder time hitting everyone. Additionally, Imps seem to love the outlying Lts a bit overmuch making them vulnerable on the periphery. The new difficulty system is now also adding bosses that we used to be able to avoid by padding to 6 on Invincible. Bosses=Slower. Mapping the instance is also rendered all but useless by the aforementioned spawn-spread. As soon as you come near enough to a spawn point the mob spawns (purpose of mapping) but now as soon as they're spawned they start spreading out, making it a real pain.
    Can't you turn off bosses?
  14. Quote:
    Originally Posted by Oedipus_Tex View Post
    Seeds of Confusion is a great (read: overpowered to the point of deserving a nerf) power. However it really doesn't compare to Mass Confusion. It's more comparable to powers like Stalagmites and Flashfire than anything in Mind Control.
    Don't touch my seeds.
  15. Quote:
    Originally Posted by Peacemoon View Post
    Can't mention Mass Confusion without someone mentioning those Seed's

    Don't really want to turn this thread into an argument about it since its been done many times before. All I will say is I have tried both powers and I prefer the way Mass Confusion works. It is an 80ft range, No aggro AoE, compared to a 50ft range cone that does cause aggro. So just by definition, Seeds can't do everything that Mass Confusion can do, but it does do a good job in trying. Honestly, my theory is back when the set was being created some dev copy & pasted the default confuse duration, which is 37.3s, into the power without any thought into the fact its a cone with a 60s recharge. "Just use the numbers that were used before." This is even more amusing if you recall all AoE holds had their durations halved back at the beginning, but Mass Confuse escaped that fate which set the bar even higher. Anyway both sets play completely differently and with different mindsets. Mind Control is much more subtle and methodical in its playstyle and with great depth for a skilled player to really explore its intricacies; plant control in comparison is very bland I found and something I quickly got bored of.
    No accounting for taste I guess. Suffice to say I pretty much disagree with the entire paragraph and I'll leave it there.
  16. Quote:
    Originally Posted by Peacemoon View Post

    As for contagious confusion, it is an awesome proc but I prefer it in Mass Confusion. Why? Because when used on big groups, it turns it into a 100% chance to hit and with a 100% chance to confuse all bosses and also allows it to effectively confuse much more then the standard 16 targets. Plus the epic set offers great accuarcy, recharge and confuse duration which Mass Confuse really benefits from. Honestly the set makes Mass Confuse easily the best AoE control in the game. ST Confuse however has pretty decent stats as base and I don't think it needs such extreme slotting, but this is only my opinion, ymmv of course ;-)
    Na, that would be Seeds of Confusion. Comes in at lvl 8 instead of 32 and a 60 sec CD instead of 240, but can do everything Mass Confuse can do.
  17. Max_zero

    AoE lawnmowers

    Something a little out of left field:

    Plant/Kin Troller.

    Roots actually does double the damage of the other AoE Immos.

    Throw in 16 target limit, 30 yard radius and 8 second base CD with Containment on top. My range def softcapped, perma Hasten, perma Will Troller has a 2 second CD on his Roots that does ~170 ish damage. Throw in 4xproc perma Creepers and Tornado on a 5 second CD....

    The build only cost a few hundred mil to make as well.
  18. Quote:
    Originally Posted by rsclark View Post
    But what if I'm not a doctor?
    I logged on a day later and notice the typo straight away.

    Fixed.
  19. The best thing about Coercive Persuasion is that they are pretty damn cheap. Can get them for a 1-2 million each if your patient or 3-5 if not.

    The salvage is most costly then the actual recipe.
  20. Indomitable Will is a pretty awesome epic power.

    If a Troller has some softcap defense, 50%+ resists and IW are they still a squishy?
  21. Max_zero

    what/cold?

    Quote:
    Originally Posted by Frosticus View Post
    I'll give you three clues because I'm not really in the mood to be overly nice anymore. I also believe people that take the time to actually learn something have a greater understanding of it than those that are just told the information

    1. Once you understand the mechanics of benumb it will invariably mean you understand more of the game and will cease saying things like:

    2. You don't seem to understand the mechanics of -res and quite possibly the mechanics of +dam based on this statement:

    3. You need to do more research if you think controller sleet should been scaled down to 22.5%. I'd suggest seeking the source of cold, then comparing it to storm, for a greater understanding.


    All this information is readily available if you log in your /rad controller and/or your /cold controller. My hope is you aren't speaking from a position of authority without having actual first hand knowledge of these sets. At the very least you can just go to the character creator and see the information. Additionally Mid's has all the info, it helps to know how to access the various summoned pets, but isn't vital. So whether you take responsibility for fact checking, or pin it on someone else that doesn't exist, is not really my problem. But it is a bit frustrating when you make statements that aren't based on the actual sets involved because you are making assumptions from some other semi-related comparison.
    On point two I think he was referring to this:

    http://wiki.cohtitan.com/wiki/Resist...28Mechanics%29

    On point three, the reason the Sleet isn't effected is because the scaling does not apply to powers that summon objects/temp pets. Tar Patch, Rain of Fire, Dark Servant, etc all don't scale down either.
  22. Max_zero

    what/cold?

    A Kinetic can triple stack Siphon Power and FS for -80% damage done and triple stack Siphon Speed for -60% recharge.
  23. Quote:
    Originally Posted by Psylenz View Post
    There was a thread similar to this a while back in the Defender boards. I won't claim it for all slows, but some suggested and were supported that Siphon Speed is unresisted by AVs and GMs. I am not sure on the mechanics of that.
    Not only is it unresistable but also stackable. Against harder targets like AV/GMs can maintain a triple stack of Siphon Speed with enough recharge.

    Can technically do the same thing with Siphon Power (triple stack it). Most Kinetics drop Siphon Power for FS though.
  24. Quote:
    Originally Posted by Nemu_ View Post
    I included a few zephyr kb IOs for that, and I can tell you've never fought rularuu. Floating out of melee range won't save you against them, try a few shard TFs.
    Are Rularuu the only enemy you fight? Not exactly the most common enemy are they? Of course Hover will protect against every other enemy...plus far inferior offense (especially AoE) against everyone.
  25. Quote:
    Originally Posted by Nemu_ View Post
    AV/GMs, hard content, teams, it gets used enough.

    Hover and ranged defense will make you sturdy but they won't make you impervious (hello rularuu). They can and will fail you, and what then?
    Even then I can still float out of melee range and heal (heal radius is 20 yards). You are trying to heal while standing on foot 20 yards away from the enemy. Heaven forbid something uses a knockdown attack while you are trying to heal.