Miladys_Knight

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  1. Quote:
    Originally Posted by KayJMM View Post
    But... But...

    Grav is soooooooooo nice...

    I love my Grav/Rad...

    And no Powerset has powers so unique as Propel and Wormhole!
    While all this is true, it is still the worst control set. Most of the control is in Singy and you get alot of backup control (and debuffs) with Rad.

    Propel is indeed unique and while you finish animating it and corpse blast your intended target, I'm all ready halfway done with the next spawn.

    While Wormhole is indeed unique it is one of the powers that allows the Grav to grief his/her own team. This can be through malicious intent or through sheer newbieness.

    I once teamed with a player that used wormhole and insisted on teleporting the entire spawn out of debuff patches and into the back amongst the squishys.

    Add in the ITF newb that accidentally wormholed part of the Minotaur's spawn off of the edge of the cliff and down in the water (where it took the team roughly 15 extra minutes to find all of the displaced mobs) and you have just the tip of the iceberg of how bad grav can actually be.
  2. I can't ever remember seeing an "overpowered" pop up from my Fire/Storm's Thunderclap.
  3. This build is an Arch/Energy/Force Blaster that is soft capped vs ranged. Use Stealth + the Unbounded Leap stealth in sprint to position yourself for your Alpha. Use Hover to stay out of melee range and then use boost range and your AoEs to eliminate spawns. Particularly annoying, AoE using lieutenants, can be eliminated with Aim + Build Up > Ranged shot > Blazing Arrow.

    The build has 2 escape powers if you get in over your head. PFF will put you over the soft cap for all the other positions and far over for Ranged. Since it will recharge in 18ish seconds without hasten you'll be able to pop in and out often enough to stay alive when the RNG hates you or if there are multiple AoE using mobs (you can also use it proactively to preemptively splash the spawn's Alpha attack). If it doesn't recharge fast enough or you find yourself in a situation where your defense has been massively debuffed you can phase out and wait for the debuffs to expire.

    You can wait on the 5 Lotgs +7.5s until you can afford them just use a regular defense enhancement until you get them. Honestly though by the time you hit 50 if you haven't gotten them from random rolling your merits for running story arc and TF content on your way up to 50 you should have been able to get them with A merits.

    Thunderstrikes are cheap. Using patient bidding you can easily get the recipes for 500k each or you can bronze roll a few batches of AE tickets. As long as your luck with the RNG isn't vile, you should get several thunderstrike recipes for 3000ish tickets. You'll probably get your Steadfast recipes at the same time. The most expensive Mako bits will run you 5 mil each with patient bidding but you may not have to buy them either. Mako is one of the things that has a higher weighting on the pool C drop tables and you may have gotten most of what you need from random rolling on the way up.

    That leaves the Miracle and Zephyr -KB as the most expensive other bits. A-merits if you didn't random roll them on the way up.

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ranger: Level 50 Magic Blaster
    Primary Power Set: Archery
    Secondary Power Set: Energy Manipulation
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Power Thrust -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(11)
    Level 2: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
    Level 4: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(45)
    Level 6: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17)
    Level 8: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(23)
    Level 10: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(23), AdjTgt-Rchg(25)
    Level 12: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(29)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29)
    Level 16: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(33)
    Level 18: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(36)
    Level 20: Ranged Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(39), Zephyr-ResKB(40)
    Level 26: Stunning Shot -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(40), Stpfy-Acc/EndRdx(40), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(42), Stpfy-KB%(42)
    Level 28: Stealth -- LkGmblr-Rchg+(A)
    Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
    Level 35: Boost Range -- RechRdx-I(A)
    Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
    Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(50)
    Level 47: Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Phase Shift -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(45)



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  4. Grav is the worst control set for both Controllers and Dominators.

    Trick Arrow is the worst defender primary but is pretty good as a Controller secondary.

    Sonic Dispersion is bad on several levels as both a defender primary and a controller secondary.

    Psi is a decent blast set for defenders and a decent Dominator secondary but is horrid as a blaster primary. All the things that make Psi good from the defender version (extra range, the cone attack, etc) were removed from the blaster primary when it was released.

    /Shields for scrappers is pretty bad unless you invest heavily in IOs and select the fighting pool.

    /Devices is probably the worst Blaster secondary especially in terms of speed and teaming but if you solo and aren't in hurry Devices will really shine in the mitigation department for you.

    Overall I'd have to say that a Grav/Sonic controller is the most underpowered combo in the game though a poorly played Grav/FF controller can shut his entire team completely down.
  5. Miladys_Knight

    ST Blaster

    So far, no one has mentioned my personal favorite.

    Sonic/Ice/Elec

    You get stackable controls.

    Frozen Touch and Shocking Bolt (ST holds)
    Sirens Song and Frozen Aura (AoE sleeps)
    Em Pulse, Dreadful Wail (AoE stuns), and Screech (ST stun)
    Shiver and Chilling Embrace (slows)

    Once you have everything controlled (including Bosses) you can take all the time you want to ST them to oblivion with:

    Shriek
    Scream
    Shout
    Chillblain
    Frozen Fists
    Ice Sword
  6. Pyroclastic Bombardment - A location targetted AoE similar to Rain of Fire but using flaming rocks falling for graphics. Secondary effects could be minor defense debuff and minor to hit debuff.
    Rock Armor - As per controller
    Earth's Embrace - As per controller
    Meteor - A crashless mini-Nuke on a long timer. A flaming boulder falls from the sky and then you have the SFX from Atomic Blast at ground zero.
    Heart of the Mountain - essentially confers Granite armor on the Dominator (with Dom AT modifiers) for 120 seconds with a recharge of 1000 seconds and an end crash and domination crash (domination ends if active and the domination bar empties) at expiration.
  7. Miladys_Knight

    FF/Dark Duo

    My wife and I duo'd a FF/Dark and a Sonic/Dark for awhile until we got bored of it. We were always gasping for endurance because Vigilance did virtually nothing for us.

    Nothing could kill us, but we couldn't kill anything either because defender damage is so low and the DPE stinks. It took a long time to try to do anything and it sucked big time because those power sets are huge end hogs.

    All we had to do to make it fun and fast was pick up a PUG blaster. That kind of defeated the purpose of being a duo though.
  8. Quote:
    Originally Posted by Bright Shadow View Post
    Finally! Someone got what I'm talking about! English isn't my first language, but I'm not -that- bad!
    Your English is so good no one could tell it wasn't your first language. That's one reason they were all being so hard on you.

    Quote:
    Right now, the gap between the amount of money and effort needed to buy IOs and fully buff out a character is realistically higher than the amount of money and effort needed to simply use SOs on that character. And that's fine.
    Indeed. That is most likely the dev intention.

    Quote:
    The "issue" and "problem" that I'm trying to point out is that this gap is getting wider and wider and wider at the same rate as that of the inflation. If you think this means "We should give everyone candies!", then I'm sorry, you're misinterpreting me.

    What I -am- trying to say is that if this gap continues to get wider and wider as it is doing now, then at some point in future, it will be too much to handle for most players. The main point being having the option of solely being a consumer in the market right now, and slowly, this option is being taken away. If you want to get rich, you wouldn't be able to rely on the PvE game alone. You would HAVE to dig into the market. That's what I mean by "affecting new players".

    Edit: Going back to the example I added above, now I've spent some big chunk of money on a large stack of Scientific Theory. To recover from this loss through only the game, I'd have to farm day and night! But instead I do 10 Tip missions, and sell a highly-valued IO on the market, and I not only recover from that loss, but I also make hundreds of millions in profit. This makes my pocket bigger, and so next time, again, I'm more inclined and encouraged to be lazy, because I have a very much disposable sum of cash!
    This is extrememly unlikely to happen due to normal market forces. Catwhoorg had a thread going at one time that demonstrated that average earnings for a level 50 character was in the 1-2 million influence per hour range. With the repair of the exemplar bug this will now be 2-4 million an hour. Nethergoat's Dark Astoria adventure thread shows the rate that salvage drops occur. Soloing can net you roughly 60 pieces of salvage in an hour. Since about 40 of those will be commons with those numbers "most players are going to balk at paying more than 50k - 200k for a single piece of common salvage and will instead go and run a mission to create it for themselves. The market serves to transfer influence from the rich to the poor so long as the poor wish to be net sellers. In this case they won't remain poor long.

    Quote:
    Yes, the game is a step up from the SOs, and they're not necessary for you to be awesome in City of Heroes. Yes, not everyone should be able to get buffed out characters in a flash. But how costly this "step up" should be? Do we want IOs to be exclusive to the elite of the elite? Is that a reasonable cost for a "step up"? Do you guys believe that everyone should be forced to utilize the market as efficiently as all the more experienced players just because they want to buff out a single character with IOs?
    There are 6 pretty clear cut levels of enhancement:

    1) Standard enhancements (TOs, DOs, SOs) (pre I9)
    2) Common IOs
    3) Frankenslotting junk IOs
    4) Uncommon Sets (Thunderstrikes, Crushing Impact, Doctored Wounds)
    5) Rare Sets
    6) Purple, PvP IOs, and Hamidon Enhancement

    With the exception of 2 these all follow a pretty standard progression. From 1 through 3 it's not expensive, if you use the market, to get a huge increase in performance. At step 4 it's a balancing act of cost vs performance increase over the previous level. 5 and 6 it turns around it's only a very marginal increase in performance for a very high cost. Only serious gamers tend to be interested in steps 4 and higher. That means a time investment.


    Quote:
    If you think the answer to all those questions is a big 'yes', then go right ahead. I could be wrong. Maybe none of that will happens. And if it does happen, maybe it's for the better and I'm just being concerned about nothing. But that's just what I'm concerned about, and I'm trying to raise an observation for the more experienced players to see, and maybe think about it.

    I am NOT trying to argue or prove a point! xD
    Bottom line is that the devs have told us multiple times that inventions, PvP, the market, and Hamidon are all optional content. It's not required content. I do not feel sorry for people that want the rewards of optional content without using the best tools to attain that optional content.

    One more thing to consider:

    Have you thought about what it would be like to try to use inventions WITHOUT the market? It would be nearly impossible to do much like it was back in the preI9 days of trying to Hami out your toon. You had to raid to get the Hamis, you had to raid to trade the Hamis, and woe to you if you were on a low pop server that didn't raid.

    The same would happen without the market especially before glee mail. You would only be able to trade on your home server. Low pop servers would be at a huge disadvantage here. You would only be able to trade if someone was on line to trade. You would have to advertise here for trades and set up times to meet. Well that is assuming that this forum even existed without the market. To advertise a trade you would have to zone and broadcast, zone and broadcast. The mere prospect of IOing without the market sends shivers of dread up my spine. Only the elite that played all the time would have even a small chance of completing a build without the ability to easily transfer goods from player to player through the market interface.
  9. I did this more as an exercise than any thing else.

    The goal was to make a relatively safe defender with the maximum amount of useful proc-age that I could get. Here's the result.

    I won't be building one because I dislike the gunfu animations of DP, but the final numbers give a mez protected toon, with soft capped smash/lethal defense, and lots and lots of damage procs.

    How do you all think this would rate?

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Bubble Trouble: Level 50 Magic Defender
    Primary Power Set: Force Field
    Secondary Power Set: Dual Pistols
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 1: Pistols -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-%Dam(3), AnWeak-Acc/Rchg/EndRdx(3), AnWeak-Acc/Rchg(5), LdyGrey-%Dam(5), Achilles-ResDeb%(7)
    Level 2: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34), LkGmblr-Def/Rchg(34)
    Level 4: Dual Wield -- ImpSwft-Acc/EndRdx(A), ImpSwft-Dam%(7), ExStrk-Acc/KB(9), ExStrk-Dam%(9), FrcFbk-Rchg/EndRdx(11), FrcFbk-Rechg%(11)
    Level 6: Empty Clips -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-%Dam(13), ShldBrk-Acc/Rchg(13), ImpSwft-Dam%(15), Posi-Dam%(15), ExStrk-Dam%(17)
    Level 8: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(33), LkGmblr-Def/Rchg(36)
    Level 10: Swap Ammo
    Level 12: Dispersion Bubble -- HO:Cyto(A), HO:Cyto(33), HO:Cyto(33)
    Level 14: Super Speed -- EndRdx-I(A)
    Level 16: Bullet Rain -- ImpSwft-Acc/EndRdx(A), ImpSwft-Dam%(21), ExStrk-Dam%(21), KinCrsh-Rechg/EndRdx(23), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(25)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(43)
    Level 20: Suppressive Fire -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(27), NrncSD-Dam%(29), G'Wdw-Dam%(29)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Maneuvers -- HO:Cyto(A), HO:Cyto(31), HO:Cyto(31)
    Level 26: Repulsion Bomb -- Posi-Acc/Dmg/EndRdx(A), Posi-Dam%(36), ExStrk-Dam%(36), Stpfy-Acc/Rchg(37), Stpfy-Acc/Stun/Rchg(37), FrcFbk-Rechg%(37)
    Level 28: Executioner's Shot -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-Acc/Rchg(39), ShldBrk-%Dam(39), ExStrk-Dam%(39), ImpSwft-Dam%(40), LdyGrey-%Dam(40)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42), GSFC-Build%(43)
    Level 35: Piercing Rounds -- Posi-Acc/Dmg/EndRdx(A), Posi-Dam%(45), Posi-Dmg/Rchg(45), ImpSwft-Acc/EndRdx(45), ImpSwft-EndRdx/Rchg/Slow(46), ImpSwft-Dam%(46)
    Level 38: Hail of Bullets -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-%Dam(46), Sciroc-Acc/Rchg(48), Sciroc-Dam%(48), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(50)
    Level 41: Scorpion Shield -- HO:Cyto(A), HO:Cyto(50)
    Level 44: Detention Field -- Acc-I(A), RechRdx-I(50)
    Level 47: Stealth -- LkGmblr-Rchg+(A)
    Level 49: Vengeance -- HO:Membr(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 10: Cryo Ammunition
    Level 10: Incendiary Ammunition
    Level 10: Chemical Ammunition
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(19), P'Shift-End%(19)



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  10. Quote:
    Originally Posted by Bright Shadow View Post
    Flipping Common Salvage for 1,000,000 a piece is effort? And allowing that to happen is balanced treatment of all users?
    Yes allowing. The devs have put an upper limit on the cost of anything sold through the market. It's quite a generous limit, 2 billion.

    I think you are mixing some assumptions here also.

    First is that a "poor" "newbie" will be paying 1,000,000 for a single piece of common salvage. Chances are that it's an impatient vet that wants to craft that final IO for their build "NAO"

    Second one is that the newbie is too stupid to see that and spend 10 minutes running a standard mission or running an AE mission and spending a hand full of tickets to get the piece of salvage they need and then selling all the rest for 1,000,000 inf each and bank rolling themselves to the hilt in SOs and common/uncommon IOs

    It goes back to being net buyers again and having to have all the stuff that players that have been playing for literally years have but having to have it in less than a week.

    The tools exist for players to IO out a build solo without ever touching the market or only selling and never buying.

    1. Run standard content and earn Merits for completing story arcs.
    2. When you hit level 20 run standard content until you earn a TIP. Run tips when they are available and when you run out of tips go back to standard content.
    3. Level up to the point that you want your sets to be for exemplaring purposes.
    4. Roll all your merits. Sell the surplus recipes you don't need.
    5. Use your A merits to fill in all missing Pool C recipes.
    6 if you don't have enough merits/A merits level lock your toon and continue to repeat 1-4. Until you have all your pool Cs.
    7. Run AE content that is easy for your toon (you can create it yourself so that the enemies aren't mezzers if you are a squishy and/or so that they are weak to your damage type and that you are strong to theirs).
    8. Roll bronze until you have all your pool A recipes. (This will be much faster than 1-6). Sell your surplus recipes.

    At this point you can fudge a bit if you want. Most pool Bs are vendor fodder and can be had at the market for a pittance. If you were patient in step 4 and 8 and crafted your recipes before selling them on the market you will now have a fully IO'd toon and several hundred million surplus influence.

    If you want to be an "avoid the market" purist you can save your drops for your other alts, vendor all the junk and, in this case, you'll end up with just 50-100 million influence at the end.

    This is exactly what the market haters are looking for a way to IO their toons without ever touching the market.

    Me - "What's that you say?"

    Me - "The market hater said it will take 4 times longer if you don't buy from the market and 6 times longer if you play purist" (Yes those figures are accurate I tested them to see.)

    Market hater - "THAT'S NOT FAIR!!! It should be just as fast as using the market!!!!!"

    Me - "Why? It will take you 6 times longer to repair a watch with a hammer as it will to use a more appropriate tool like a screw driver."

    Market hater - "I don't WANT to use a screw driver!!!! I hate screw drivers!!!! I only like Hammers!!! The engineers need to make a hammer that will work just like a screw driver and just as fast as, or faster than, a screw driver!!!!"

    (Throws self on floor, kicks, and has tantrum)

    Me (watching the fun) - "they have it's called a screw driver. If you turn it around you can use the handle just like a hammer."
  11. Quote:
    Originally Posted by Bright Shadow View Post

    That, I think, is exactly where we disagree. To me, a game shouldn't be a direct representation of the real world. We come here to relax, have fun, and have a good time. To me, a game should enable me (and everyone else) to have loads of fun. High rewards, low cost, low risk. Being a Game Design student, that's how I look at games. And what I say is, why SHOULDN'T that new player feel powerful with minimal effort? Why SHOULDN'T you be epic with minimal cost? It's all in a virtual world and a video game.
    High rewards, low cost, low risk.... Hmmm i remember playing a game like that recently.... Oh yeah I was playing Candy Land with my grandkids. I prefer to have at least somewhat of a challenge or better yet a variety. SOs are still a viable way to play the game at least with the original power sets, especially since you can pretty much customize your difficulty level. The people that really WANT IOs are the ones that work for it and want to continue playing. The game was SOs only for 8 issues and they work just as well now as they did then.

    By the way it's not me that you are disagreeing with but a different set of marketeers entirely, Paragon Studio's Marketing department. Their job is to balance reward vs time to keep all the Pavlovian gaming dogs coming back when they ring the bell. The idea for them is NOT high reward, low cost, low risk but to give just the right (ie: lowest) reward that will keep people playing and paying their monthly subscription fees. When you get out in the real corporate world you'll most likely run afoul of the marketing department of the company you'll work for.

    Quote:
    However, as I've said many times, I'm a realist. And my vision of this game can never be true because not everyone shares that vision, and for that reason, the market rewards the players in an unbalanced fashion. And it will continue to do so until everyone begins using it properly and the developers introduce various smart, and creative solutions to fix it. I think the introduction of Hero/Villain Merits was a step in the right direction. Now even that new player can access the rewards. It's just a matter of time and patience. Sadly, for some (me included), that cost is still unrealistically high (a month of doing Tip missions and buying Hero/Villain Merits for a SINGLE purple IO?! Yes, I do realize it's more efficient to buy some big recipes, sell them, and use that cash to buy the purple. But still. I'm putting myself in place of a new player.).
    Actually the market rewards the players in a very balanced fashion. The more effort in, the more rewards out. If you are upset about how much purples cost in terms of A merits you should know that you actually got part of your wish. The devs told us that you would NEVER be able to buy purples with Merits because we couldn't hold enough merits to be able to buy even 1. They've changed their position on this recently. Also the market itself has undergone some "buffing." Posi told us for almost 2 years that it would be impossible to merge the markets due to reasons of DOOM that he was never willing to share with us, and even though they kept on telling us it was all one game, the last bit that stayed separate was the market.

    Oddly enough one of the first things that happened when War Witch took over the reins from Posi was a market merger and it was smooth sailing. I've yet to see any DOOM as a result of the merger and rants actually decreased for quite a little time.

    We were all new players once. They will learn as we all did.
  12. Nope. It just doesn't proc often enough to be useful.
  13. Quote:
    Originally Posted by Bright Shadow View Post
    I know have this correct. I used to do my own share of marketeering. Even now, I try my best to try and be as efficient as possible in my inf. income (even though I usually have little patience in waiting for bids to hit).

    The issue is that I realize and understand that there are people who either do not have the knowledge, or they simply don't want to spend the time and effort to do what the more experienced market users do.
    In the time it takes for most market haters to find the right forum, type their rant, and hit enter, they could have read any of the stickied guides at the top, placed bids and no longer had a problem.

    Quote:
    And telling me marketeering, flipping, and farming/selling is healthy for the market because it destroys some inf. in the process is just a poor justification. It makes the game miserable for people I mentioned above by taking money away from the poor and giving 90% of it to the rich, and 10% of it to the trash. This causes a vicious cycle that keeps increasing the overall prices of items in market across the board. A mere 10% net loss in infamy (and the common effort of the whole Crazy 88s thing (They have my thanks! )) isn't nearly enough to slow down this cycle.
    Well all those things are healthy for the market. Marketeering exists because there is profit to be had. Flipping exists because the market haters would rather complain than learn to list things for more than 1 inf, salvage/recipe farming makes goods available to be sold. Without that prices would be higher yet.

    There are no poor in this game, there are merely impatient uneducated people. If the farmers can print their own money so can anyone. The people that complain are the ones that think they should be able to purple out their warshades in a month. I will agree that there aren't enough influence sinks in the game. That comes up frequently and several excellent ideas have been proposed here, none have yet been implemented.

    Quote:
    And sure, one would say "If you're not willing to put in the time and effort to earn money and spend it wisely, then you shouldn't expect to get all the cool shinies instantly!". Yes. That's very, very true. However, there was a time one could afford a single Apocalypse IO for 50,000,000 inf. to 60,000,000 inf., an Alchemical Silver for 10,000 inf. to 50,000 inf., and most Uncommon and Rare Recipes for under 1,000,000 inf. Now, those number have grown exponentially. That same Apocalypse IO is 500,000,000 inf., the Alchemical Silver is 100,000 and even 500,000 inf., and most recipes easily hit 5,000,000 inf. Though the market of most of the Uncommon and Rare recipes has been stable.
    This is part of the misconception. If corn costs $1.00 an ear and the government decides to print enough money to quadruple the money supply the price of corn will quadruple. It's much the same thing here. It still takes the same amount of effort to produce shineys. It's really a net sum 0. The only difference is the price tag. People who are net buyers will complain, people who are net sellers will be happy. I don't listen to the complainers because they are net buyers, they and others like them cause the very problem they complain about. They need to get off their whiny entitled duffs and increase the supply instead of draining it.

    Quote:
    During this inflation, the only methods introduced to help the poor get more inf. without having to invest in the market were the introduction of Reward Merits, AE Tickets and Hero/Villain Merits. Sadly, the rich ones began taking advantage of those too, which only made the process worse!
    This is backwards as most of these "fixes" are the root causes of the inflation. The introduction of reward merits reduced the supply of pool C recipes by roughly 60%. This was partly "fixed" later by the weighting of the pool but overall net supply was still about 33% lower than it was at the start of I9.

    AE tickets are part of the problem too since they can skew supply. Skewing supply leads to imbalances that cause low buyer confidence and increased prices. AE tickets were put into place by the devs to try to give faster earning options for those people who don't like the market. If you just need a single piece of rare salvage and it takes you an average of 1 hour to get a rare salvage as a normal drop your chances of getting what you want is 1 in 6 but in the AE an hour's worth of tickets can get you 6 of the exact same rare. The difference is that you earned no recipes, common, or uncommon salvage. You spent all your tickets on the rares. That again is an imbalance that causes short (and potentially long) term imbalances.

    Quote:
    Lastly, I need to make it clear that I'm not flaming, complaining, or trying to bash the marketeers. I'm just stating my personal observations, and why I think "fixing" the market is not something that can be done easily, or blamed on a small number of individuals. "Fixing" the market requires the effort of everyone who uses it, those who developed it, and the balance of the game in general. And that is, given the circumstances, something too massive to tackle with ease, unless someone somewhere comes up with a creative, cheap, and realistic solution.
    Fixing the market first requires that the devs believe it to be a problem. Up until the introduction of A merits nothing the devs did (with the exception of costume drops) increased supply. Most of the things they did decreased supply, in some cases dramatically. A-merits should be a massive influence sink. The timer they put on cashing in R merits for A merits puts an artificial set of brakes on the process. You are right that "fixing" the market requires the effort of everyone who uses it. The very people that complain are the ones that are causing the problem, because they don't understand how to use the market, or they don't want to learn. They just want to be entitled and get what they want when they want it without putting forth the effort it takes. They have someone else power level their characters and then expect to be able to power level their inventions. The devs have brakes on the IOing process for a reason.

    Quote:
    Until then, the prices will continue to rise. Experienced and/or determined players will keep getting larger sums of cash. And finally, the new and/or not-so-determined players will continue to complain about not being able to afford anything on the market.
    This is true and it's the way it should be. Experienced players get veterans rewards that the newbies don't. Determined people in the real world work harder to better themselves and do it faster than those who choose not to work and sit on welfare. A newbie purpling out their warshade in a month is equivalent to a new high school graduate thinking that he should be able to jump right into a CEO spot in a major corporation so that he can have a Lamborghini in a month. That's not the way that things work.
  14. Quote:
    Originally Posted by Lobster View Post
    I happen to have a fire/earth permadom (@41ish)...but so far I've found the auras superfluous & hard on the end. I dropped Mud Pots, and may drop Hot Feet as well.
    Then you'll have even more trouble with the blaster since the end drain is identical but the blaster lacks domination to refill the blue bar. Yes the blaster has Consume but it is up only 1/2 as often as domination and there is no guarantee that you will completely fill the end bar with Consume. The time the blaster spends detoggled may make up the endurance difference though.
  15. Quote:
    Originally Posted by Bright Shadow View Post


    So, farming AE Tickets, getting a stack of 50 Alchemical Silver Salvage pieces, and selling them for 200,000 inf. each is actually good for the market and the users because it's destroying some inf. in the process? Well yes, good sir! It's destroying the inf. of those who're buying all those Alchemical Silvers! ^_^

    And later on, getting a whole bunch of inf., and using that to flip another common salvage item like Scientific Theory by buying large stacks of it, and then re-listing them at 1,000,000+ inf. each (this happened last week), is good for the market because it is destroying some inf. in the process? Again, of course! How do I not see how much of a positive impact these things have on the global economy of the game as a whole! I must be blind, or stupid! ^_^

    Now excuse me while I go farm some tickets and sell some common salvage for 500,000 inf. a pop! I want to contribute and make the world a better place!!!
    Happily you have this correct. Sadly you believe it to be incorrect and are posting sarcastically.
  16. A Fire/Earth Permadom solves your problem and lets you run both Auras.
  17. If you are going to be mostly soloing you may want to have the utility and survivability of an E^3 (elec/elec/mu) dominator. The damage is still decent, the sapping is much better, and you have hard and soft controls and mez protection for survivability.
  18. I have both Earth/TA and Plant/TA.

    Earth/TA is not that damaging but it is huge in control. Even with the Fire Epic it takes a long time to kill a spawn though doing so is extremely safe.

    Plant/TA is one of my favorite controller Combos. Adding in the Fire Epic makes it huge. It's not as fast as a Fire/Kin but quite solid on damage.

    I solo mine at +3/x8 and as long as I'm not trying to solo Malta or Nemesis I chew through things. My secret is to skip all the /TA debuffs that reduce mob recharge rate or reduce mob damage (Glue Arrow and PGA). You open with Flash Arrow, follow up with seeds, drop Disruption Arrow and Acid Arrow while the mobs self herd and then throw in Roots to keep the mobs in melee range of each other, season with Creepers, OSA, and Fireball until a light golden brown and repeat.
  19. Quote:
    Originally Posted by Oedipus_Tex View Post
    The problem is it is impossible to enhance two different sets equally with set bonuses because they are not apples and apples. Even if you could, how the set performs under IOs would still be relevant discussion. It IS worth knowing, IMO, that if Assault Rifle and Dual Pistols are IOed with the same amounts of Recharge, AR's nuke's lead gets smaller as the Recharge gets bigger. (This fact is for some reason not generally well known but affects all powers on long recharges. People still tend to quote base recharge values, perhaps for dramatic impact.) Add to this the fact that some IO benefits are indirect. Radiation Blast, for example, benefits tremendously from the slotting Defense of some kind due to its inherent risky nature.
    We are getting quite a bit away from the OP here so I will just end with this. For me DP is below (not tremendously below but enough below that I won't play it) my minimum playability standards, as is Elec, and Psi. Add in my dislike for Gun-Fu animations and you have a set that I played once to 50 and deleted and will not play again until it has been buffed and alternate animations made available.

    If the devs choose not to buff it or make alternate animations for it I won't play it and I'm ok with that. DP was not a set I was waiting for eagerly and the handful of concepts I had if I liked the set don't mix at all with the animations. Since there are several other power sets that meet my minimum criteria and are fun to play and I only have a couple of empty character slots left on my home server I'm not crying any tears over this.
  20. Quote:
    Originally Posted by Dispari View Post
    I could do that -- in fact I already have a common musculature and a common cardiac. However, I have 7 toons to worry about incarnate with and not the time to grind out 4 or more uncommons for one toon just because.
    Ah too much altitis. I have a friend that doesn't alt. He's planning on having it all on his toon.
  21. Quote:
    Originally Posted by Oedipus_Tex View Post
    How can a power that only hits 10 targets eliminate 16 targets before there is an alpha?
    If you look again you'll see that is not a claim that I made. I merely point out that Full Auto can be used from cover and entirely eliminate an Alpha without a single +def set bonus.


    Quote:
    We do that because that is how the set performs in reality. How the devs built it is actually irrelevant. I'd agree that looking at how the set performs in a variety of situations is paramount. But discarding experiences because it's not what the devs envisioned for the set is not something I'd want to do.
    That's not entirely accurate either. If you compare Apples to Apples a set that has higher base performance will still have higher net performance when equally enhanced with set bonuses. The only notable exceptions are when you hit hard performance caps.

    You might have the "perception" that a power set is adequate once enhanced but in 99% of situations the set that starts out as higher performing will still end up as higher performing as long as identical enhancements are being done.
  22. Since you can switch them fairly often I'd go with them all and switch in what ever is most beneficial at the time.
  23. Quote:
    Originally Posted by Oedipus_Tex View Post
    Full Auto, and other large cones in general, have the added risk of accidentally aggroing enemies behind the intended victims, or bypassing intended targets altogether.
    Full auto has the advantage of being able to start behind an object, jump high enough to begin the animation and then drop back down behind the object so the targets can't even get an Alpha strike launched before they are dead.

    Some of the folks here have been comparing IOd versions but the slotting that should be telling is standard SO slotting since the devs constantly remind us that the game is designed around SO use and was not made harder because of the introduction of inventions.

    I played a DP/EM/Force to level 50 (now deleted) my level 47 AR/EM/Ice is all ready far superior in every measurable/meaningful way.
  24. Quote:
    Originally Posted by Dante View Post
    Lots of people are going to tell you to go Defender. That's ok, because it's a nice set on a Defender and the res debuff is higher.

    However, if you decide to go Blaster, I can tell you from experience that my Sonic/En Blaster is the most reliable and sturdy Blaster I've ever played. You may find yourself overshadowed in terms of AoE damage but as a single target specialist, you'll be awesome.

    Sonic is lovely as a debuff set but it's no slouch as a blast set either. In terms of secondaries, I'd either go Mental for more AoE or Energy to stack stuns.
    I would agree with this but I'll throw in my 2 cents and say that Sonic/Ice is more survivable yet. My Sonic/Ice is the only blaster I have that I skipped the Epic shield on for solo play because I don't need it.
  25. Quote:
    Originally Posted by Cal_Naughton_Jr View Post
    On the topic of fun - what is fun AND effective with DP?

    I'm one of those players that is somewhere between casual and min/max'er.

    I really want a DP character - DP "feels fun" - but I can't ignore the "feeling" that I'm under-preforming. I'm dying to add one of these to my roster of regulars but every time I try a combination, I don't recapture the carnage of my Fire/MM or even my Eng/Eng.

    I've tried DP/Force Field to 17, DP/Storm to 10 and I'm contemplating DP/Kinetics.

    Advice?
    DP is a much better defender secondary than a blaster or corruptor primary.

    Forcefields/DP defender might be one of the better pairings. Forcefields gives you defense and mez protection both of which are solid help for the set. The one thing that DP excels at over every other defender secondary is the sheer number of damage procs you can pack into it.

    I've played around with the numbers a bit and a heavily proced out /DP defender might do decently. I'll never know though because I dislike the animations and certainly won't play DP until they are up dated and probably not even then.