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Quote:Perhaps the easiest thing to do is run tip missions at -1/x1 difficulty. Get a Hero Merit. Do the random roll. You'll get five rare recipes. Sell them on the market. Profit.Sorry if this topic is frequently brought up. Either I'm bad at searching, or the forums are so cluttered with key words that it is impossible to find a relevant topic without sifting through many irrelevant ones. Searching for words like "farm" or "tickets" gives me too many irrelevant results and I did not find what I was looking for.
You should be able to do each tip mission in 5-10 minutes once you get to know them. Do five a day in 30-60 minutes, and every other day you'll earn a Hero merit. -
Quote:The other thing about this is that you should join an SG that does such content on a regular basis, and not depend on the whims of pickup groups. The dialog usually goes along these lines:If the Undesirables have great difficulty to get on these teams now, will have a harder time completing thier Incarnate slotting since they will be forced to use the solo grind methods, isn't it just a feedback loop where they fall farther and farther behind?
PB: "I want to bring my PB."
Team leader: "Well, we need more debuffs. Can you bring your rad instead? We'll run the TF again next week. I'll bring my rad and you can bring your PB."
Even when I get unsolicited invitations to join a TF and the team is missing a particular useful character type (usually debuffs), I'll volunteer to switch to a more needed character. Most of the time the team leader decides it isn't necessary after all, we go as is, and slaughter everything in sight.
I play so many alts I don't really have any vested interest in a particular character. I have several ongoing projects, but I'm happy to switch to a favorite level 50 character if it's needed for a certain TF. That's the mindset among long-term players, because if you stick with one character you're going to get bored and quit the game. -
Quote:If the Incarnate system works the way it did during the I18 beta, anyone can get the Alpha slot. The devs are unlikely to put a huge roadblock in the way. It may require doing an arc, or spending some merits, or making some investment in time. But they will almost certainly make sure everyone will be able to become Incarnate solo. The salvage required for crafting alpha slot powers dropped doing normal level 50 missions and required nothing special.Just curious how the incarnate system will work for the ATs and the powerset combos that the playerbase shuns.
However, my guess is that they will have new and difficult content that will grant you the required salvage at an accelerated rate, the same way A-merits are a faster track to get rare stuff than reward merits, and doing TFs/SFs gives you reward merits faster than regular/Ouroboros arcs. -
There is no "true" value for anything that depends on a market that is driven by speculation and whim. Even in a the "real" stock market, the "true" value of any stock varies on a daily basis, depending on what economic report was last released or who gets elected to office or what the value of the renminbi is or whatever rumors the traders heard at the water cooler. Despite what many economic theorists say, high-flying markets are not rational.
This goes double or triple for the in-game market, where impatience is the primary factor for driving prices up, inf is easily obtained and the consequences for mistakes are nil.
The numerical inf. value of anything is largely irrelevant unless your sole goal is to hit the inf cap. What really matters is: can you get the things you want for your character in the time frame you want them?
If you consider that you can do most tip missions in 5-10 minutes, that means it will take about 30-60 in-game hours to do the 330 missions required to get 30 A-merits, over a period of two calendar months (or less calendar time if you're converting reward merits to A-merits as well). If you can generate 3 billion influence in some other way in less time, then using A-merits to buy that PvP IO is not worth your while.
For example, if you were to PvP for 30-60 hours, what would the expected number of PvP drops be? If it's greater than 1 or 2, and you like to gamble, then A-merits are not the way to go. But there's always a chance that you'll wind up with nothing because you're depending on a random drop that may never come.
So, if you're the kind of person who would rather do the work and get the sure thing, A-merits are the way to go.
And even if you get bored halfway through and decide to pack it in, you're still fine. You'll have a lot of A-merits for each of which you can get 5 random rolls. Many people prefer to save up and make a lot of rolls at once, because they don't feel ripped off if they get 50 lousy rolls and 25 great rolls. -
Quote:I find Invulnerability, Willpower and Shield Defense to be quite durable, especially when you add Tough and Weave and slot IO sets for lots of defense bonuses.Hi all, I recently came back from a few yrs break and wanting to re-start with a pure Tank for teaming. Due to all the updates which set is the most survivable? Is Ice/Ice still weak compared to others?
Thanks in advance
You might also consider creating a brute. Not quite as tough as a tanker, but the damage can be much better. I've got an Electrical/Electrical brute slotted for high Slash/Lethal defense and it can easily deal with x4/+1 spawns at level 43. It can do Tip missions (which have a lot of the worst mobs in the game -- Malta, Carnies, Arachnos, etc.) at that difficulty without serious problems. -
Quote:I've got a level 43 Electrical/Electrical Brute that works fairly well. Jump in with Lightning Field running, hit Power Sink and everything is drained to about 20% with four-slotted Efficacy Adaptor. They quickly go to zero by using their attacks. If you hammer on a boss you can keep the boss completely drained and unable to attack from the -end on your attacks and Lightning Field. The minions and LTs attack you at a reduced rate, but they occasionally regain enough to use some attacks.Can elec armor be an effective sapper set? It won't be as fast as a defender, but you don't have to be since you are a scrapper/brute/tank.
I have Lightning Field slotted for damage, accuracy and end reduction; if you were to slot it for end mod instead it looks like it will drain almost 3 end/sec. By comparison, Conductive Aura looks like it'll drain 10 end/sec. If your average mob has the same recovery as a character without Stamina (1.67/sec), Lightning Field will eventually be able to eventually drain the minions to zero and keep them there. However, with all the AoEs from Electrical Melee (especially when you use Lightning Rod with Fury and Build Up) they will probably be dead before long anyway.
Upshot: Conductive Aura is much better than Lightning Field for draining a large group, but a brute can keep a boss completely drained and shrug off the damage from the minions, and still quickly dispatch the minions by AoEs targeting the boss. -
I have a Rad/Kin and really didn't like it all the way to 50, which is why it took three or four years to level up.
A few months ago I respecced to a nearly soft-capped (S/L/E) build. That made it a whole lot more fun. You wind up getting stunned a lot when you jump into a mob for FS. But if you carry a bunch of Break Frees you can survive at +0/x8.
If I had it to do over again I'd go with Fire/Kin or Sonic/Kin; the -def secondary effect is mostly worthless, especially with IOed characters (you wind up getting a lot of Acc bonuses which make -def mostly beside the point). -
Quote:Some of this may be due to accidentally bidding on a recipe when they thought they were bidding on an IO. I've done this more than once, sad to say.Failure to bid creep still baffles me far less than the behavior of those who buy generic recipes (from the market) for MORE than they cost from an invention table! I mean--you HAVE to go to an invention table to make the frickin enhancement so you gain absolutely nothing (not even time) by overpaying...*headpop*
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Quote:I think he means that it's relatively easy to soft-cap Shield to all three positional defenses, but that Ice can be easily soft-capped only to Smash/Lethal and Energy/NE, leaving significant holes in Fire/Cold and Psionic defense. (I also had to throw in two-slotted Combat Jumping to hit 45.1% S/L/E/NE defense in my quickie Mids build to test this.)Ice, harder to softcap? You mean easier since it can softcap with just Ice's defense powers, weave and a steadfast +3% def IO?
Ice is hard-capped for Cold resistance, but has very little defense or resistance against pure Fire and pure Psi.
Since most Fire attacks contain some Smash/Lethal component and Psi is less common, it isn't usually a problem. But Ice tankers can be extremely vulnerable to a few specific attacks. -
Quote:There seems to be a misconception about what the soft-cap is. It is not the maximum possible defense you can get. It's the point at which more defense doesn't buy you anything against even-con, 50% to-hit, PvE enemies on the first attack.On a related note, once you hit softcapped defenses, how helpful is the to-hit debuff from Dark? Isn't there a minimum chance to hit, no matter what the to-hit vs. defense is?
This mean that:
1) If you're soft-capped against even-con opponents, you are not soft-capped against +2 level opponents.
2) You are not soft-capped against opponents with higher accuracy/to-hit bonus, which includes PvP opponents.
And 3) if you do get hit by, say, an assault rifle burst your defense will be reduced by 7% for 8 seconds. Voila! You're no longer soft-capped. If you get hit by other such attacks (as you often do when facing large spawns containing Council Marksmen), you will quickly lose a great deal of defense in the infamous defense cascade failure. Since defense debuffs are extremely common this is a serious consideration.
Because of this, the soft-cap is not really a cap at all. It's just a convenient term used to describe the point at which striving for more defense provides diminishing returns. Exceeding the soft-cap is still very desirable because it lets you fight higher-level enemies more safely, and prevents defense cascade failures. But because it can be so expensive to do so, it's usually deemed sufficient to hit the soft-cap to create a solid character. -
Quote:/Dark Melee is mostly a single-target set that would improve survivability. It provides a self-heal in Siphon Life (very good for Shield/ which has no heal of its own), and its secondary effect is a to-hit debuff, which will make your Shield/ primary that much more effective. You also get an End Drain/Restore power in Dark Consumption and a slower-recharge damage buff power in Soul Drain that also does some AoE damage. Negative Energy is also less resisted, but it's not as much of an advantage over Electrical as it is over Smash/Lethal.I want to make a Tanker. I really like Shields but not sure what to do for the secondary. I have come down to Dark or Electric and am not sure what one would be better. Any thoughts?
/Electrical Melee is much more AoE-oriented, with four AoE attacks. Lightning Rod is a great power. The end-drain aspect of Electrical Melee can be good, but without something like Power Sink and Lightning Field as a base for sapping I don't think you can count on it as an effective mitigating effect.
Really, it depends on what you want to do. If survivability and single-target damage is your primary goal, /Dark is better. If massive AoE damage is your goal, /Electrical is better. -
Quote:You didn't post a Mids build, so that raises the possibility that you don't have it. Here's the link:Thanks for the replies. I've never had this many merits on a character before and wasn't quite sure what to do with them. Going for the random Hero rolls sounds interesting.
Here's what I've got slotted so far:
...
http://www.cohplanner.com/
It's a great tool for planning your characters. -
Quote:Guys, check again what the OP is asking: he's asking what IOs and sets he should go for, and not how best to pad his wallet with selling recipes from random rolls.If you had a level 47 electric/ice tanker with 680 merits, how would you spend them? What IO sets or individual IOs would you go for?
In essence, he's asking for a build for an electric/ice tanker. with a budget of 680 merits. -
Quote:Actually, with global email attachments it's possible to keep most of your characters in their current SGs. You just need to have one character with its own base, and you can store IOs from all your characters in that base by getting multiple enhancement bins.I didn't have my own base at first, and kept salvage and IOs in the VG's base. But after someone stole stuff from the bin with leader permission only, I made my own base. I didn't want to make one at first because I would lose access to the coalition chat and miss out on teams and SFs. However, the extra storage and security with having my own base won out. I just have a couple of toons in my own VG and only log on to them when I need to store stuff.
Yes, it's inconvenient to have to email items to the character with the base, but I find that I don't actually need to store all the IOs for a character at once. I start slotting IO sets at level 30 or so, and can usually keep IOs for the next several few levels on the character. Most of the things I store in the base are IOs that I won't be able to use for many levels, or extras I have left over from respecs. -
Quote:Organica's advice is spot on. The main reason I like to start using IO sets at 30 or so is that your character plays much better while you're leveling up. You can pack 7 or 8 IOs worth of enhancement into 5 or 6 slots. It eliminates your end problems and makes your character play much faster.First of all, I disagree with a lot of people who wait until 47/50 to slot set IOs. (I'm looking at you, ResidentBaka! Heh).
However, if you wish to go the IO set route at 47/50, it's much, much cheaper to use IOs at 22-27. Level 25 common IOs are slightly worse than SOs over five levels, and level 30s are slightly better. Once you get into common IOs your enhancements last forever. You will literally save millions in inf between levels 22 and 47 by not buying all those sets of SOs that you just throw away. Your 25s and 30s will be good enough all the way to 47, and you can always replace a couple if you have specific performance problems.
Quote:I actually tend to make at least a few at levels 10 and 15 because it's much more effective than TOs/DOs.
If you solo a lot the drops are sufficient to keep you independent of market swings, and even if you can't get common IO recipes on the market for what you want to pay (which never happens except for End Mod), just buying the recipes at the crafting station is still much cheaper than buying SOs because with level 25-30 IOs it's one and done. -
Quote:The ability to set mission difficulty to x8/+2 or x8/+4 and farm Ouro missions probably has more to do with it now that AE exploits have apparently been shut down. Characters able to solo at that rate can make a ton of inf. There are probably duo combinations out there that make it even faster and more profitable than doing it solo, plus you're likely to get a lot of purple drops slaughtering thousands of minions at level 50.I thought the prices on purples were outrageous when they hit 50 million. When I bought a purple set for my blaster, they were running around 30 million at the high end. There has been a long-term upward trend on prices for purples, with apparently a huge jump when the mission architect system was introduced.
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I've got a Dark/Ninja stalker. I didn't like the idea of stalkers for the longest time, but decided to give it a shot.
Turns out it's not a bad character. For the first 20-25 levels I just did the hit and run style, but then I started slotting more defense and getting IO set bonuses. At 42 it's not totally soft-capped, but it's got a 40+ defense on melee and ranged.
And it's pretty robust. I usually play at +1/x2, and I can aggro two or three spawns and have no trouble surviving (there's no significant AoE attack so there's little reason to play at higher than x2 other than bragging rights). I anticipate that against mobs that have a lot of defense debuff you'd have serious trouble, but I haven't experienced it yet.
I previously had an Energy/Ninja stalker but gave up on it about level 16. Dark/Ninja seems to have more synergy: the -acc debuff on the attacks really seems to beef up the defense. Once you get Siphon Life slotted up, it's a really great power. You get good recharge, good acc, good healing and decent damage in six slots: frankenslotted you can get a self-heal that recharges in 6 seconds AND does decent damage. Kuji-In Sha will heal your big boo-boos (and it's a great place to slot Steadfast: Res/+Def).
I also like Blinding Powder and Smoke Flash -- they give the character more character.
SR is probably better numbers-wise because of the defense debuff resistance. But /Ninja is just more interesting to me. -
Quote:You should start crafting common IOs at level 22 or 27 (or buy them on the market; you can often get them for not much more than the crafting cost). If you're not using IO sets, or you're planning to use them once you hit 50, level 25 common IOs are cheaper in the short-medium run and MUCH cheaper in the long run, and the level 30s have better bonuses than SOs.Having not quite gone fully heroic yet with my villain, I'm faced with level 32. Vendors will not talk to me, so I can't buy enhancements, unless I'm missing something... are there any vendors for single origin enhancements that are available at level 32 to both sides?
A little planning and crafting will save you 10-15 million on the way to 50. -
Quote:The latest issue added the ability to use combat auras. In particular, you can put an aura on your character's fists that appears only when you're in combat (that is, you've clicked a power). You can actually control when your fists are on fire: click any attack power and they light up. Press ESC and they turn off. It's much cooler than Hasten's spontaneous combustion every minute or two.I like the effect on some of my characters...
Also if they removed it outright they I would be annoyed and probably someone out there with "Super Fiery Pompom Guy" would also be annoyed.
That means that Super Fiery Pompom Guy can set his fists aflame without Hasten. It also means that anyone with Hasten can't use the combat aura without Hasten bollixing up the look.
In the long term, then, an option to completely remove FX from Hasten is the way to go. But like others in this thread, I'd rather have the devs do it right than rush something half-done into production. We've had the burning hands this long, we can wait a little longer. -
This has already been done in Praetoria's auction house. It's not as nice as you might think: it suppresses ALL powers, including Sprint. So getting around the place is like wading in hip deep mud wearing ankle weights and a fat suit.
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Quote:No hate, just an observation:so, there were no 'firewalls' when I hopped on tonight for my evening purge of excess stock, but there are approximately 270 Nevermelting Ice's listed for more than a million inf.
Interesting!
This makes you look like a 12-year-old who likes to spray-paint his name on sidewalks to annoy the grownups. Why are you wasting your time and ours? -
Quote:Sure.I don't what your talking about with the 22 missions in 2 to 3 hours. I have numerous 50s of assorted builds at my disposal. I just find it very unlikely to complete 22 missions in 2 to 3 hours even stealth running. BUT I am willing to try it out if your willing to explain a bit more.
The first thing is to turn down the difficulty to -1/x1/No Bosses. Then give priority to the tip missions that your character finds easy to do. This will vary by character. For example, my Mind/Electric Dom has a terrible time with Nemesis because they have some sort of resistance to Confuse, though Crey and Council are trivial to deal with. My tankers generally steamroll Nemesis like they aren't there at all.
Because there are only like 10 different tip missions for each set of levels, you'll quickly learn the gimmicks for each of them. Some can be completed in a few minutes, while others take longer. That's why you do the easy ones first. You want to put off the time-consuming ones as long as possible. You'll eventually have to do some of them, but you may luck out and avoid the long ones. When you do the morality mission all your tips will be tossed out and you'll be able to pick up new ones.
Then, if all you really care about is getting A-merits, run with the characters that can do the missions the fastest. You can always global email the items you buy to other characters.
Considering that most well-built level 50 brutes and tankers can easily solo most missions at +0/x8/Bosses, running that same brute at -1/x1/No bosses should be trivial. The only problem will be missions that have escorts or weird mechanics that cause you to run around looking for a chained spawn (of which there are quite a few).
Personally, I get bored doing things this way, so I usually run at higher difficulty. I'd rather take my time and have fun, rather than always racing against the clock. But I'll occasionally resort to doing it the fast and easy way; it's always nice to know how the limits can be pushed.
On my dom I usually run tips at +1/x2/no bosses, and most of them take between 10 and 15 minutes. A level 50 brute or scrapper running at the lowest difficulty should be able to crank through most of the tip missions in 5-8 minutes, or 2-3 hours for 22 missions.
Edit: I just did two Hero tip missions with a Fire/Ice tanker at -1/x1/no bosses (You're a cruel one Mr. Phipps -- free three hostages, click a glowie, defeat a boss; and the rescue of Sister Jocasta -- rescue hostage from a boss, escort her out). The first took 4 minutes, the second took 7. The most time-consuming part of those missions was getting to them: one was in IP, the other was in Crey's Folly. The mission teleporter, the WW teleporter, the Ouro teleporter and a base with all teleporters can make things go much faster. -
Quote:Unslotted Stamina and even three-slotted Stamina with trainers or DOs will not make characters overpowered. Stamina at the lower levels won't help all that much if you don't have any end reduction in your attacks.Now I am hearing I will get Hurdle, Swift, Health and Stamina up front as well. Aren't we making our characters a bit too powerful, up front and a bit too early?
At higher levels even characters with Quick Recovery (Regen and Willpower) often take Stamina as well because they can fire off attacks faster than Quick Recovery (which is better than Stamina) will recover it.
I'll predict right now that hundreds of players will think that Stamina was nerfed because they'll be running out of end once they get three or four attacks, at level 12 or so. They'll be used to playing with level 50 characters with Stamina, end recovery procs and IO sets with 30-40% end reduction in them, and will shocked when they find themselves running out of end half way through every fight -- in part because their attacks will be slotted with a measly 20-40% damage bonus and no end reduction. -
Quote:As others have mentioned, it's trivial to get any salvage you want for a small investment in time by using AE tickets.Basically a way for someone who might be interested in crafting stuff without the need of the market or at least in a limited fashion.
Currently you can get the rarest of rare recipe over the span of four days and 22 missions, spending perhaps as little as two or three hours of real time if you turn the difficulty down to -1/x1.
The only thing you can't get on demand off-market with relatively little effort is uncommon recipes. Currently you need to use reward merits to buy uncommons directly from the vendor, and getting reward merits is actually more time-consuming than getting hero merits, though it's easy enough to run Ouroboros arcs at -1/x1.
I'd like to see an option to buy a full set of an uncommon recipe for two A-merits. For example, for 2 A-merits you could get all three Steadfast Protection recipes at the desired level. -
It's a bug, but it's not readily exploitable. Not every bug is an exploit.
I've noticed the same thing with certain attacks when I'm jumping around in a fight with my Dom. Most of the time my attacks root me, but occasionally I'll just use one and keep right on moving.