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Posts
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There's not only inflation, but currency devaluation as well. The WST gives double merit rewards, the SSAs give 20 merits for a 10 minute arc, and the repeatable missions in DA give 5 reward merits, and can be done at x1 difficulty in a few minutes. These give a pretty high rate of return compared to running regular arcs, and perhaps even regular TFs and the easiest Ouro arcs.
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Quote:I noticed the following: a friend and I were doing Heather's arc in sync. When we got to her last arc mission I got the drop table (and got a common). My friend got only a thread/merit choice like the repeatables (no salvage choice). He also didn't get the prompt to complete his mission along with mine, and was forced to leave it unfinished.the 20 hour cooldown on the rewards table is only for repeating the arcs in Ouro. The initial run through DA let's you snap up a component roll every time.
So we did the mission again for him. At the end he got the regular drop table, and so did I (got another common). That surprised me, as I expected to be limited by the 20-hour limitation.
What is the correct behavior here? Can you get a salvage roll every time you're on a team that completes the last mission of an arc run from a contact in DA? Or was my getting two pieces of iSalvage doing the last mission back-to-back a glitch?
In particular, can a team of 8 players do the first three missions of the DA arcs together, then do each of their final missions one after the other to get 8 components in a day? And is that the intended behavior? -
There is one instance where a prompt might help, and the game doesn't provide one.
When I'm a rogue running in Paragon City (or Hero in the Rogue Isles), the Ouroboros portal will send me to Villain (Hero) Ouroboros. Most of the time this is not what I want, as Ouro is used as a way station to zone for missions. (I believe the mission teleporter also provides no prompt in similar cases.)
Since going to Ouro in this case by mistake will wind up making me spend several minutes correcting your error, a prompt here would make the most sense, but one is not provided.
Which only serves to points out how useless the prompt for going from Pocket D to another zone is in comparison. -
The problem with this suggestion is that it doesn't solve any of the real problems with the LFG queue.
Most people form leagues by hand instead of just queuing so that they can be sure they have the minimum required personnel for success. For example, BAF requires several characters to alternate holding aggro to avoid getting held. Most incarnate trials and TFs either require specific personnel or a balance of power sets to be successful.
Your suggestion would not remedy this problem. It will only exacerbate it -- people would queue for a BAF (or DiB), wait half an hour for it to become completely filled out, click accept to join, load the BAF, sit through the cut scene, and then quit in disgust when they see that it's lacking key personnel and can't succeed.
The only trial that your suggestion would help is DFB, and any team of four can easily finish that if they just move during the final encounter. Heck, I once finished it with two.
If the devs implement this they would use resources to make a change that would ultimately never get used. It would be better for them to spend their time making a change that would benefit everyone, such as not requiring everyone in a league to be in the same zone to queue. -
Quote:Question: What server are you playing on?We could see an entire tier locked to half the AT's of the game.
I have never seen people rejected for the AT they're playing on the servers I usually play on (mostly Pinnacle). League leaders basically can't turn people down because getting a full league can be very time-consuming if they're picky. Yes, people will sometimes alt if the league needs a particular AT that it's lacking (often a taunter in Keyes). But that's not the same as locking out half the ATs.
Perhaps you need to create a character in a friendlier venue. -
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Quote:I did not find this to be true. I just made the following conversion, out of set conversion within Category: Melee:Converted IOs stay their same level of rarity: Uncommons always are Uncommons.
Quote:Crushing Impact: Accuracy/Damage successfully converted to Mako's Bite: Accuracy/Endurance/Recharge.
Quote:Malaise's Illusions: Chance for Psionic Damage successfully converted to Befuddling Aura: Endurance/Confuse.
One very annoying thing about this conversion is that every time you do it the Rarity/Category selector flips back to Rarity. Which means that you can easily screw up and convert your melee IO into a slow IO if you don't reselect Category every time you put an IO into the Input slot. -
Quote:Which isn't a problem if you're solo. Which means it's adding to your DPS, allowing you to double-team the spawn and take down enemies faster.VS is an untargettable pet. Any aggro it generates goes directly to you.
I don't know if Voltaic Sentinel is "worth" it from a damage point of view, but I get it to be able to slot Expedient Reinforcement for the 6.25% recharge bonus and the 3.13% ranged defense bonus.
Since it's perma without any enhancements I just put it out as needed, usually right before attacking a spawn. Its only real downside is the fairly hefty end cost.
All that said, VS isn't high on my list of priorities, and I'll skip it if the build can get more bang for the buck from another power. -
I'm not sure why everyone is suggesting you pay for cave PLing or try to PL yourself in AE. You've got two friends who are higher level blasters. Have them "PL" you. Otherwise just play as normal.
Invite other players to your team to provide aggro management and buffs. Then run through normal content (lots of people do Council radio/paper missions because they're quick and easy, and have no extra travel time). If you find that the team is cruising through spawns, increase the difficulty to +1. If you're still cruising, increase it to +2. I find that anything above +2 is probably a waste of effort, because many SKed characters are unable to hit targets reliably.
If you're having trouble with a team of a 50 blaster and two 40-odd blasters, it may be your build and your tactics. With a level 50 blaster and lots of inf you could very well be able to make a build that can solo at +0/x8 (depending on power sets), especially if you get the incarnate powers and a level-shift. -
Quote:I generally pick incarnate powers first to fill a hole in my build, and second to improve an aspect of the character to make it stronger. For example, melee characters with damage resist auras and lots of recharge can go through end fast. Cardiac generally fixes the end problem and adds more damage resistance.Now that I'm 50, I'm trying to decide what to do with my alpha slot on my claws/DA brute. Any suggestions?
Therefore, if your /DA brute is having end problems you could consider Cardiac, and as a bonus it can also increase Fear duration. Or, if your powers don't recharge fast enough, you could opt for Spiritual, which enhances Recharge, Stun and Healing, all of which are useful for most /DA builds.
Without knowing what your requirements are for your particular character, it's hard to recommend what you should take. -
I've outfitted at least 10 characters with these, and I almost never buy them on the market. Alignment merits make obtaining these very easy. I've also gone through spurts of running AE missions for tickets and making bronze rolls at levels that drop KC: Acc/Damage. In a pinch I use reward merits to get the KC: A/D. Some of the WSTs give enough merits to cover this with minimal investment in time.
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The souvenir tab also won't tell you how long ago you did it the most recent time.
I send an email to the character each time I complete one, listing all the ones I've done on that character. I do have to log into a character to find out when I did it, but I do them infrequently enough that I generally don't have that problem.
If you need to check it globally, just send the email to your global instead of the character that did it. Or you could maintain the list in a single email and just copy and paste it each time you need to update it. -
Actually, you can soft-cap (to S/L damage) an Inv/SS tank pretty cheaply. Here's the build I use, which is based on Call Me Awesome's ideas:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Iron Maven: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/EndRdx/Rchg:35(3), RctvArm-ResDam:35(3), RctvArm-EndRdx:33(5), S'fstPrt-ResDam/Def+:30(46)
Level 1: Jab -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/Rchg:35(17), C'ngImp-Acc/Dmg/Rchg:35(17), C'ngImp-Acc/Dmg/EndRdx:35(27)
Level 2: Punch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(13), S'ngH'mkr-Dmg/Rchg:35(13), S'ngH'mkr-Dmg/EndRdx/Rchg:35(15), F'dSmite-Acc/EndRdx/Rchg:35(31), F'dSmite-Acc/Dmg/Rchg:35(33)
Level 4: Dull Pain -- Dct'dW-Rchg:35(A), Dct'dW-Heal:35(37), Dct'dW-EndRdx/Rchg:35(37), Dct'dW-Heal/Rchg:35(40), Dct'dW-Heal/EndRdx/Rchg:35(43)
Level 6: Haymaker -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(7), S'ngH'mkr-Dmg/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx/Rchg:35(11), F'dSmite-Acc/Dmg/Rchg:35(23), F'dSmite-Acc/EndRdx/Rchg:35(31)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam:35(9), RctvArm-ResDam/Rchg:35(9), RctvArm-ResDam/EndRdx/Rchg:35(11)
Level 10: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam:40(48)
Level 12: Combat Jumping -- DefBuff-I:35(A)
Level 14: Fly -- Winter-ResSlow:35(A)
Level 16: Boxing -- Acc-I:50(A)
Level 18: Invincibility -- RedFtn-EndRdx:42(A), RedFtn-Def/EndRdx:42(19), RedFtn-Def/Rchg:42(19), RedFtn-Def/EndRdx/Rchg:42(34), RedFtn-Def:42(34)
Level 20: Taunt -- Zinger-Taunt:35(A), Zinger-Taunt/Rchg:35(43), Zinger-Taunt/Rchg/Rng:35(45), Zinger-Acc/Rchg:35(45), Zinger-Taunt/Rng:35(45), Zinger-Dam%:35(46)
Level 22: Knockout Blow -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(23), S'ngH'mkr-Dmg/Rchg:35(25), S'ngH'mkr-Dmg/EndRdx/Rchg:35(25), F'dSmite-Acc/Dmg/Rchg:35(33), EoCur-Acc/Hold/Rchg:35(34)
Level 24: Resist Energies -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam/Rchg:40(46)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(31), LkGmblr-Rchg+:29(36)
Level 28: Rage -- AdjTgt-Rchg:35(A), AdjTgt-ToHit/Rchg:35(29), RechRdx-I:50(29), Rec'dRet-Pcptn:20(48)
Level 30: Tough -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(36), RctvArm-ResDam/EndRdx/Rchg:25(42), RctvArm-ResDam:35(42)
Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(36), LkGmblr-Def:50(37), LkGmblr-Rchg+:50(43)
Level 35: Hand Clap -- HO:Endo(A)
Level 38: Foot Stomp -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:47(39), Oblit-Dmg/Rchg:47(39), Oblit-Acc/Dmg/Rchg:47(39), Oblit-Acc/Dmg/EndRdx/Rchg:47(40), Oblit-%Dam:47(40)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- EndMod-I:50(A)
Level 47: Resist Elements -- ResDam-I:50(A), ResDam-I:50(48), ResDam-I:50(50)
Level 49: Hurl -- HO:Nucle(A), HO:Nucle(50), Dmg-I:50(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- EndMod-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1503;694;1388;HEX;| |78DA65944B53D35014C76F9A4069DA42B1140AA54F409E0DAD30AE9C7121E830D39| |6CEE042160E06BC968E99B4268191A51FC461E1CE851FC6B71FC2C7DE473DCDF917| |C164DAFECE3D39C9FFDCFFBDB7F5E75BB137F75EDC164AEC8E65BAEEC17DD37E2A9| |D70C3F44E1CD31274E93B4EC72ED4CD5369876998E38A832DF944DAAE3476ECD313| |CB968E79D8B6DADE5906B7EBD292D2D83BE952BCE739D26E79C7E33BF6B1A4D0330| |641ACD9E958464D9ADDB6DD8AFA83BB56BB75ECC539EE8774278691674BD74D6E77| |DB47C63649B6CE0EEAA6EB49E72C4D8D2DD1F75D847E947ED73D4DE428286922540| |44B4C6D8E58D044798A98D5C49A2E70D1338F04D798C4AA2612873C4E1C31671E33| |CB3A64446F48A9712E56071BCCD15D66EE01B3B0CF7C4F3DAAD0539BDCD3FC2E586| |32ED6992B0DA6417A43D01B82DE30F486A1A7436F72FFAAEE47D20BB3276A189E8C| |C08B913C5387476FA93682DA48BF7691E65164CEE499EB25E624ED8628D78A688EB| |5A2948B739F229E51FD9C42B931E4C666D8D7CFA433AE28BE07E363C4654D5CD3C1| |28B318074799EBE441121E24ED10FBD361AE75C167A0C32CBBCC2A3D9BC2B329F83| |709FFD2F02FBD7B759D8A2DF6E413F53A054FA6E05B01DE2CC39B32BCF942B5D35C| |1B9ACEF15C73E05C8A6ECC6AE206F592E1B9AB9957DCDFEC39B8CAB5EB2F699CD48| |44ADE65A19DC5DACD61CD7CED3471B0AFA9368FDA7C4261CD24737E82B9926256A8| |8712D6A47493A0A96293720BF068E167C8AFBBFE8B68107F837F988B3DB0BF9389E| |72A9FBFFEFB963087D7B41156B13F560B9CFB40FE18F0C758C35CC12AB8417D54F8| |5DA1CA2DEEAD3A60966BC8C6C199A50F5DA216C834B58B332A14E82F6B17FF0FBD4| |8E2E21CF69ABAFF9C1F3FBC141F5E8ABFF6CF3CE6A3F80ADF0299EF81CC8F7F99D0| |A08B89FF5809F4BE12C8540399CD40662390F90B67BFE423| |-------------------------------------------------------------------|
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Quote:If the devs gave those percentages it still wouldn't make any difference. Most human beings have no intuitive grasp of probability. Most believe that if they flip a coin 10 times, something must be seriously wrong if they all turned up heads. When you tell them that this is completely possible, with a probability of blah-blah-blah and and confidence interval of blah-blah-blah, they will look glassy-eyed and blame their "bad luck."By keeping the percentages hidden, players cannot have trust that they are getting the correct rewards.
If most people truly understood probability, the lottery and casino games based solely on chance wouldn't exist because there wouldn't be enough suckers to make it profitable.
When you come right down to it, it doesn't matter if we know that the chance of getting a VR is 10%. People take that to mean that if they do 10 trials they should get one VR, and if they don't they think something's wrong and there's a terrible bug. People assume that there's some kind of sampling without replacement, and that does not seem to be how the trial rewards work (though, to add confusion to the discussion, it does seem to be how the Super Packs work with the costume pieces).
For this reason, I think random rewards are wrong for vital things like building incarnate powers. It's not fair that some people get better rewards based on random chance; it's a major break from how the game works otherwise.
Until level 50 all characters' progress is essentially the same: all things being equal, two players teaming together will get the same XP and level at the same rate. They'll get new slots and new powers at the same time. But when we hit the trials it becomes a total crap shoot: progress becomes random. Different players get different numbers of threads, which means they can get more iXP than team mates for the same number of kills. They get different salvage drops on trial completion, which means some players may be able to build a T4 power in a few trials, while others might take 20 or more. This is not right.
To ensure that no character's progress is too slow, trial reward rolls should either have a streak breaker, or the rarity roll should use sampling without replacement to ensure people get a consistent number of rares and VRs within a certain number of trials.
Unless the devs change the code to conform to the popular misconception of what "random" is, no amount of statistical information will convince the vast majority of players that the system is working properly. -
I'm pretty sure it works. I tried it on beta test months ago. If you're concerned, copy the character to the beta server and try it out free of charge.
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Scorpion Shield provides very good S/L and Energy defense (useful in incarnate content) for corruptors, controllers, blasters and defenders, allowing you to soft-cap those defenses with most power sets without excruciating pain. It also has relatively inobtrusive effects that don't obscure your character's costume.
There are other options, such as Frozen Armor for blasters or Rock Armor for controllers. But if your concept doesn't involve ice or stone, or you hate the blocky ice and rock effects around your character, ice and stone are not good alternatives. -
This build has 47% S/L defense. Since Fire tankers have no inherent defense, you have to put I/Os that contribute the maximum to S/L defense in pretty much every power that you can put them in to hit the soft cap. This build uses some sets you may not have considered.
I generally don't like slotting sets that don't contribute to the primary aspect of a power, so the slotting of Mocking Beratement in Consume seems a little weird. But since you're probably going to be completely surrounded by lots of enemies, you'll max out on end received whenever you use it. Which means the primary consideration should be recharge and accuracy, and since there's a 45% global accuracy bonus what really matters is recharge, and that's maxed out.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Fiery Wrath: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-EndRdx:40(3), RctvArm-ResDam:40(5), S'fstPrt-ResKB:19(5)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:34(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), C'ngImp-Acc/Dmg/Rchg:50(9)
Level 2: Healing Flames -- Dct'dW-EndRdx/Rchg:50(A), Dct'dW-Heal/Rchg:50(11), Dct'dW-Heal/EndRdx/Rchg:47(11), Dct'dW-Heal:50(13), Dct'dW-Rchg:50(13)
Level 4: Combustion -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:47(15), Oblit-Dmg/Rchg:41(15), Oblit-Acc/Dmg/Rchg:45(17), Oblit-Acc/Dmg/EndRdx/Rchg:50(17), Oblit-%Dam:49(19)
Level 6: Combat Jumping -- Krma-ResKB:29(A)
Level 8: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(21), C'ngImp-Acc/Dmg/EndRdx:46(23)
Level 10: Temperature Protection -- S'fstPrt-ResDam/Def+:30(A)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam:40(25), S'fstPrt-ResKB:30(27)
Level 14: Super Jump -- Winter-ResSlow:50(A)
Level 16: Boxing -- Empty(A)
Level 18: Blazing Aura -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:33(29), Oblit-Acc/Dmg/Rchg:41(29), Oblit-Acc/Dmg/EndRdx/Rchg:43(31), Oblit-%Dam:41(31)
Level 20: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(33)
Level 22: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx/Rchg:50(34)
Level 24: Consume -- Mocking-Acc/Rchg:50(A), Mocking-Taunt/Rchg/Rng:50(34), Mocking-Rchg:50(36), Mocking-Taunt/Rchg:50(36)
Level 26: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(36)
Level 28: Fire Sword Circle -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(37), Oblit-Dmg/Rchg:47(37), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(39), Oblit-%Dam:50(39)
Level 30: Taunt -- Mocking-Taunt:39(A), Mocking-Taunt/Rchg:35(40), Mocking-Taunt/Rchg/Rng:36(40), Mocking-Taunt/Rng:38(40)
Level 32: Build Up -- Rec'dRet-Pcptn:18(A), Rec'dRet-ToHit/Rchg:20(42)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(43), F'dSmite-Acc/Dmg/Rchg:40(43)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(45), F'dSmite-Acc/Dmg/Rchg:40(45)
Level 41: Ring of Fire -- Enf'dOp-Acc/EndRdx:47(A), Enf'dOp-Immob/Rng:47(46), Enf'dOp-Acc/Immob/Rchg:47(46), Enf'dOp-Acc/Immob:46(46)
Level 44: Char -- HO:Endo(A)
Level 47: Fire Ball -- Posi-Acc/Dmg:48(A), Posi-Dmg/EndRdx:48(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:48(50)
Level 49: Burn -- Dmg-I:50(A), Dmg-I:50(50)
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I:45(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-End%:50(37), EndMod-I:50(50)
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Quote:Can you use the Market? The blaster Damage/Recharge is selling for more (18-50 million) than the Stalker Damage/Recharge (7-25 million). You might actually make inf by selling the one you have and buying the one you want.A few days ago I mistakenly purchases an ATO for the blasters wrath. It was the damage/recharge one. I meant to buy the stalker piece instead. I was hoping that a player preferably on the protector server would be willing to trade the blaster ATO damage/recharge for the stalker ATO damage/recharge? If so please let me know on this.
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I took Agility on my Time/Electric defender mainly for the defense and the recharge. The End Mod is also good for the end drains in /Electric, but doesn't do a whole lot for Stamina. My end bar goes down pretty fast, but between Chronoshift (which is affected by Agility) and Conserve Power I almost never run out of end.
If you're having end problems Agility will probably only worsen them by adding more recharge. -
I always use Chrome, but I haven't had problems with logging out of the forums since I made cookies last for the duration of the current browser session. (I did that to stop various sites from being automatically able to track me every time I visit their web sites, even if I don't log in.)
That means I have to log in the first time I write a response after I start the browser, but since I've started doing it I haven't lost a post due to getting logged out after submitting the reply.
That may just be a coincidence, but you might give it a shot. -
Quote:It sounds like you're on the right path with using common IOs and salvage.I haven't run out of salvage yet, but I have run out of Infamy, until I discovered some stuff sells for 100k-2M on the Black Market. I'm working on getting richer but want to keep that discussion to other sub-forums.
One thing I'll mention: characters are always very cash poor until level 30-35. Even if you only use IOs, if you depend solely on drops you'll have a hard time keeping your SOs out of the red.
The best way I've found to generate cash (in a way that entertains me) is to run a Fire/Fire brute in one of the fire farms in AE on high difficulty (be sure to use lots of purple inspirations -- as long as your insp tray has empty slots they'll fill up almost instantly). When you get your Fire brute to 30 or so, make many bronze rolls. Keep the recipes that interest you, but check out the sale price for ones that you don't want. Many of them sell for tens of millions each. Most you will just want to sell to the vendor, however.
This won't make you a billionaire, but it can get you 50 million relatively quickly, plus give you recipes you can use yourself.
Once you get a character to level 50 you'll be able to make inf very quickly. -
Quote:It's really a tricky question, because it depends completely on what mobs you're fighting.What accuracy do I need to maintain my 95% to-hit chance against +3s and +4s?
In particular, Nemesis LTs have Vengeance. When they're defeated you'll see your last hit chance plummet, and if enough Vengeance is stacked your to-hit will be floored.
I find the best tactic with them is to save the LTs for last, and then use Build Up or Aim to buff my to-hit for the last few hits needed to take them down. -
Nobody actually sees in 3D. We all see with two 2D "cameras" spaced a few inches apart. The brain then integrates those two images into a facsimile of 3D that quickly becomes a 2D image the further the object of interest is from the beholder. Only objects in the near field of vision are "real" 3D in normal human vision. Beyond a certain distance the images the left and right eyes see are effectively identical.
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Quote:Exactly.I get 18 merits free every time I create a character. It wouldn't be hard to farm randomly created characters for vet merit rewards. ^_^
With the Weekly Strike Task double merit reward, it's not hard to amass 400 or 500 merits on each character over the course of several weeks. And it's now trivial to transfer items to your alts with global email.
Also note that there's a 4-day cooldown on the purchase of each ATO. Which means many people will be required to alt in order to get the ATOs in the shortest possible time anyway.