Smurphy

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  1. Quote:
    Originally Posted by Sprite Fire View Post
    plant kin does more damage with it's holds then fire kin (Carrion Vines are godly) ... though a well made fire kin will out damage it thanks to it's damage auras, and fire being less resisted in comparison to s/l


    i'd say an Electric Melee/ Shield Defense Scrapper probably could challenge one, but that's only until i18, when they nerf shield charge. not much else in that class though; pretty much everything else... including the stuff listed thus far in this thread are clearly 2nd or 3rd tier to an El/SD, Plant/Kin, fire/kin

    in that 2nd teir you have some good choices like spines + electric/fire/dark scrappers... or maybe a brute or two... though generally it seems rare a brute can keep it's fury high enough to put it into this type of classification.
    Farming for Purples
    Mu: 48.87 Enemies per minute. (359k Inf/Minute) +0/x8 No Bosses, Liberate
    Mu: 37.43 Enemies per minute. (348k Inf/Minute) +0/x8 Bosses, Liberate

    Farming for Inf/Prestige/XP
    Mu: 515k Inf/Minute (27.8 defeats) +3/x8 No Bosses, Liberate
    Mu: 443.2k Inf/Minute (18.01 Defeats) +2/x8 Bosses, Liberate

    That's an SS/Elec. An SS/Fire is even more effective. I'd be interested in seeing numbers on a Fire/Kin running foes capable of dropping purples exceed the #s of this SS/Elec.

    My point being... your tiers are wrong.
  2. Smurphy

    AoE lawnmowers

    Quote:
    Originally Posted by Cinder_Flux View Post
    The OP did not state how many on the team just looking for combos.

    I am ashamed that its been 3 pages and there are only a few comments on Fire/Rad Trollers.

    I guess its time to do another Timeforce trial.

    Frads are the fastest and safest there is.

    Well a team of at least 4. Maybe less if they are IO'd out properly. But 8 and they steamroll everything. Remember all 4 AV's Ghost Widow and the gang went down in less than 3 min.

    Come on TopDoc, chime in here and lets put this to rest.
    I don't believe Frads are the fastest and safest. I do believe they are ridiculously powerful, epic and awesome. I've seen various teams do sub-20 minutes Imperious TFs. I would like to see an all-Rad team do a sub-20 Imperious TF.
  3. Smurphy

    AoE lawnmowers

    Quote:
    Originally Posted by Candlestick View Post
    SS/Shield is better, and so is SS/Elec.

    Just sayin.
    If your criteria for "better" is generating greater Defeats per minute or Inf per minute than NO, SS/Elec is not better than SS/Fire. That's according to the last time I compared my fully IO'd SS/Elec to my fully IO'd SS/Fire. Since the /Fire hasn't lost any damage dealing capabilities and the /Elec hasn't gained any I don't comprehend how that could have changed.
  4. Malicious Multiplicity is an all Mastermind Supergroup in the Repeat Offenders network on Freedom.

    Most Repeat Offender (RO) teams become a mesh of various RO SGs. All-XX RO teams aren't all that common. However, there are lots of players in RO and if you schedule a time for an all-XX team players usually come out in force.
  5. I'd assume Corruptor, Defender and Controller would all be considered "ranged". If that was the case then this competition/race would be quite silly. Ranged would obliterate Melee... hence me saying I'd place 5 billion Inf on Ranged.
  6. 5 Billion Inf on the Ranged team if I can be part of it and if Corruptors, Defenders OR Controllers are considered "Ranged".
  7. Quote:
    Originally Posted by Redd35 View Post
    Hello everyone! I got my girlfriend into the game a while ago, and I am looking for duos that would be a blast to play and that complement each other well.

    So far we have been having the most fun with our Arch/Kin corr and Stone/Stone brute combo.

    With GR in mind, what 2 ATs and powersets do you think would go especially awesome together.
    As you've probably realized from the oodles of various duos that are very effective. I think the key is finding one that fits your duos particular playstyles and preferences. Some questions can help us forumers narrow down which awesome and effective duo is right for you...

    Do either of you have any preferences towards melee or ranged? How about repeatedly using the same buff powers? Any preferences on needing to target specific enemies or anything else combat related? Some people like fast paced characters and others like big, long animation easy to play guys.

    Will you be just duoing or joining larger teams? How important is starting out powerful? How important is the capabilities at level 50? Do you plan on trying to tackle Task Forces as a duo? Any preferences on the amount of AoE damage you want to do?

    Any other information you can give would be very helpful
  8. My SS/Elec. Build might be slightly out of date. That's the Brute I used to post most of the #s from several threads in the Brute forum recently. I use Soul for general play. Mu is a little more effective for AoE carnage but loses Darkest Night.

    I think it is a "little" effective at mauling bad guys.
  9. Quote:
    Originally Posted by Partsman View Post
    So you are saying the game keeps track of 3 different levels then? Current combat, actual level, and levels that you are trained to. Because I could have a character that has enough experience to be level 25, but only trained to level 24, that is sidekicked on a team to level 43. So his combat level would be 43, but I still could not access Ouro or have the third inspiration tray, but would roll merit recipes at level 25? Wow...
    Yes, 3 "Levels". Most often called: Security, Experience and Combat levels.
    Link to the wiki

    I believe Merits roll via your "Experience" level: the maximum level you could train to if you visited a trainer. As someone stated in a post in this thread many game mechanics use different "levels".


  10. I think I see a spot on the graph that could be altered.
  11. Use the mechanics that exist now to accomplish what you want. You want to increase the drop rates and destroy Inf. So... increase the drop rates for items... reduce the Inf drop rate.
  12. Why not just increase the drop rate by 25% or 20%?
  13. I can respect not wanting to share one's build. However, the concept of "I'm not telling anyone so no one will figure it out" is quite ludicrous and amusing. There are no "secret builds". There may be billions of possible build combinations mathematically but there are very few options realistically once the general direction of the build is understood. "Secret Builds" simply don't exist.

    *Unless one intentionally makes sub-optimal choices to throw people off the trail to their "secret build". That right there is a cunning plan.
  14. Running AVs was the only shortcoming of the various Emp teams I've been on. Usually you can just walk with them and shoot them. Since I can't get a nice Immobilize with Sonic blast I'll see how the Taunt plan works
  15. Yes.

    Before I load my settings, accept my Vet badges, close the first pop-up window, or anything else I hit /hide.

    Quote:
    Originally Posted by Bill Z Bubba View Post
    I'm still failing to see why so many of you think that when it comes to the use of the Hidden From Searches tool that forumites would be all that different from the general populace.
    Could you stand at Miss Liberty at Freedom/Virtue Atlas Park... or maybe Positron/Valkyrie in Steel Canyon and /search for every character who walks by? You'd get a large selection of players in a short time.
  16. Vengeance doesn't stack. If two players hit Vengeance on one body likely only one Vengeance will occur. Vengeance only stacks when both are hit at the exact same time according to the server. This can occur on rare circumstances in regular play when two players hit Vengeance at the same time. The "normal" way to stack Vengeance is to have two or more players with Vengeance queue up the power and have another player teleport the body into range.

    Vengeance doesn't refresh: if a player has Vengeance up and Vengeance is hit again it will not reset the timer to 120 seconds. Thus, if you see Vengeance blinking like it is going to wear off in 10 seconds and a teammate dies to refresh it and you...
    1) Press Vengeance immediately --> Vengeance wears off in 10 seconds and the 2nd Vengeance is wasted/does nothing
    2) Wait for the blinking to cease and Vengeance 1 to wear off and THEN press Vengeance --> New Vengeance will last 120 seconds.

    I strongly recommend having both Vengeance and Fallout.
  17. I copy/pasted this from somewhere else. If you think items are "too difficult" to obtain or "too expensive" to purchase you should ask for increased drop rates and/or reduced merit prices.

    1. The market fee is a significant Inf sink.
    2. Prices stabilize around a balance point where inf created is roughly equivalent to inf destroyed.
    3. This stabilization point often shifts upwards due to changes in the game:
    1. more players being level 50
    2. easier to reach level 50 (patrol XP, XP curve, more experienced playerbase, difficulty settings)
    3. double Inf drops for level 50s
    4. generic recipes and other things being sold to venders increases Inf earned
    5. mission architect where most players receive more Inf than items
    4) Prices, recently, have been near that stabilization point



    In general, purple prices have plummeted drastically. Prices for salvage have stayed mostly the same. Pool C prices, in general, have risen slightly. However, there are many examples of significant drops and significant increases in prices.

    I recorded roughly 100 purple recipe sales redside on July 9th at midnight. The sales totalled 11,115,000,000. One point one (1.1) billion Inf was removed from the game, redside, from purple recipes alone yesterday. Bionic_Flea's LGTF today, to use as an example, produced him 7M Inf in 2 hours. Purple recipes alone, redside, today, destroyed the equivalent of a little more than the Inf earned by 300 players doing what Bionic_Flea just did.

    Players, likely, do not have the data collection capabilities to calculate how much players earn and how much they destroy. However, players do KNOW that there is a balance point where Inf destroyed is roughly equivalent to Inf created. In other words: prices cannot rise above a certain point because players cannot afford those prices. In yet other words: the same volume of luck charms cannot be sold today at a price of 200,000,000 Inf because players can't make that much Inf. Some prices are out of reach of players. If such a scenario did exist more Inf would be destroyed than created.

    Prices generally rise mostly because the Devs keep creating systems that allow players to produce more Inf than they did before. The point of balance keeps being shift. If such systems were not created (which none have been for the past several months) prices remain relatively stable. An example of relative stability is the past 3 months for Pool A, B, C recipes, enhancements and invention salvage. Will the Incarnate System and Going Rogue allow players to produce more Inf than before? If yes then prices will rise.



    If the Devs wish to reduce the amount of Inf in the system then they should reduce the amount of Inf being created. The amount of Inf earned by level 50s for defeating the same foes (defeating 100 standard even con minions) is more than double the Inf level 49s earn.

    Perhaps the picture above should look more like a gentle slope than a soaring skyscraper.
  18. I've been away a few days. I do plan on taking Challenge and Provoke on my Emp/Sonic.
  19. Smurphy

    Farming Brute

    Quote:
    Originally Posted by Bionic_Flea View Post
    Smurphy, when your spawns are spread out you need to make them come to you by herding. If you have the fire aura on your brute, just run by a few groups and then break line of sight by going into a container or around a corner. When they all come to you, Firey embrace, immobile, burn, cackle with glee, repeat.

    If you don't have the aura you can use taunt or any attack to generate some aggro.
    This answer is accurate:

    Quote:
    Originally Posted by Ryuuk View Post
    Not to speak for Smurphy, but I think his main point is that anything other than running from group to group is inefficient, if you have to herd mobs the time you spend isn't made up for by burn or anything else. If there's a map with a nice corner every 30 feet and the mobs at close, regular intervals that'd be a different story, but Lib certainly isn't it.
    I'm open to the concept that herding and using Burn could be more effective. I simply have not been able to do it myself nor seen it done by someone else. As I said above, I am greatly interested in seeing Burn used more effectively than my normal strategy on any map that can drop purple recipes.

    Quote:
    Farming for Purples
    Mu: 48.87 Enemies per minute. (359k Inf/Minute) +0/x8 No Bosses, Liberate
    Mu: 37.43 Enemies per minute. (348k Inf/Minute) +0/x8 Bosses, Liberate

    Farming for Inf/Prestige/XP
    Mu: 515k Inf/Minute (27.8 defeats) +3/x8 No Bosses, Liberate
    Mu: 443.2k Inf/Minute (18.01 Defeats) +2/x8 Bosses, Liberate
    I would be greatly interested in seeing someone use Burn and generate numbers superior to any of those on a map that can drop purples.

    *EDIT*
    I've had lots of similar discussions like this one in my CoH career. Often someone would say "I did this" and I'd respond "No way". Then he'd say "Yeah way" and I'd say "Prove it". Then he'd prove it with me watching. Then I'd steal his secrets, utilize them myself and incorporate them into my own strategy and eventually claim them as my own.

    Smurphy: stealer of knowledge.
    Smurphy: never had an original thought.

    **Chalk up inspiration binds, attacking while jumping into packs and 2x Hurdle into those categories. Small changes add up into big results.
  20. Smurphy

    Farming Brute

    Are there any maps that have the potential to drop purple recipes that are efficient to run and where Burn is effective? The only potential candidate I can think of is the Snake map in Mercy with the eggs and oodles of bosses. That one is uh... difficult... but do-able... sometimes.
  21. Smurphy

    Farming Brute

    On maps where the enemy groups are spread out, the individuals in each group are spread out, and where the aren't ambushers I have been unable to leverage Burn in a manner that would make it efficient to use. Liberate and other "standard spawn maps" all fit into that category. On these types of maps I have been more efficient with my SS/Fire by NOT using Burn. Burn has been extremely effective on maps where the enemies were already very tightly packed or the enemies ambushed me and become very closely packed on their own.

    I would be greatly interested in someone demonstrating to me what, if anything, I am doing wrong on standard style maps like Liberate. Burn's small area of effect made it difficult for me to use for anything besides finishing off a boss I immobilized. I'd fence, burn, and leave him to his fate. This strategy did not generate much, if any, increased efficiency. If you can generate better #s using your SS/FA and Burn on Liberate than the #s I provided a few posts up and are willing to show me what I'm doing wrong please send me a tell, PM, post here, share a video or somehow enlighten me. I can bribe you if necessary I want to learn.
  22. I am not against adjusting the rate at which Prestige is earned.
    I am against adjusting the Inf to Prestige rate to a point that would make it "too efficient."

    At a certain Inf to Prestige Rate it becomes more efficient to earn Prestige by playing outside of Supergroup mode. I consider this rate "too efficient", I consider that "bad", and I am against adjusting the rate to such a point.

    You have defeated Operation Engineer
    You gain 6,396 infamy.
    You have defeated Operation Engineer
    You gain 3,198 infamy.
    Repeat Offenders Legion gains 16 prestige.

    From this one example Inf converts to Prestige at ~200 Inf to 1 Prestige. (3,198 Inf / 16 Prestige = 199.875). If the Inf to Prestige conversion rate was 100 to one then it would be more efficient for me to play outside of Supergroup mode to earn Prestige. If the rate was 100 to 1 I would earn the standard 16 Prestige and 3,198 Inf for defeating Operation Engineer inside SG mode. If the rate was 100 to 1 I would earn 6,396 Inf outside SG mode. I could convert half that Inf to prestige and gain 31 Prestige. Thus, I could have more Prestige and the same amount of Inf playing outside of SG mode. I consider that "bad" and something that should be avoided.

    I am not against adjusting the rate at which Prestige is earned. If the Devs wish players to earn Prestige more easily then they should adjust the Prestige drop rates and/or keep the rates at some value higher than 250:1. Perhaps an Operations Engineer would grant 31 Prestige instead of 16... or 50... or 100. I have nothing against any of those examples. Other enemies, obviously, could be adjusted in a similar manner. If the drop rate in Prestige is changed the balance point for the conversion rate would change as well.

    Everything in the quote box has to do with Inflation and thus is best suited for its own thread and not discussed here. If you wish to discuss such a topic I suggest starting one and copying the information below. Feel free to claim it as your own, alter it, change it, etc.
    Quote:
    1. The market fee is a significant Inf sink.
    2. Prices stabilize around a balance point where inf created is roughly equivalent to inf destroyed.
    3. This stabilization point often shifts upwards due to:
    1. more players being level 50
    2. easier to reach level 50 (patrol XP, XP curve, more experienced playerbase, difficulty settings)
    3. double Inf drops for level 50s
    4. generic recipes and other things being sold to venders increases Inf earned
    5. mission architect where most players receive more Inf than items
    4) Prices, recently, have been near that stabilization point



    In general, purple prices have plummeted drastically. Prices for salvage have stayed mostly the same. Pool C prices, in general, have risen slightly. However, there are many examples of significant drops and significant increases in prices.

    I recorded roughly 100 purple recipe sales redside on July 9th at midnight. The sales totalled 11,115,000,000. One point one (1.1) billion Inf was removed from the game, redside, from purple recipes alone yesterday. Bionic_Flea's LGTF today, to use as an example, produced him 7M Inf in 2 hours. Purple recipes alone, redside, today, destroyed the equivalent of a little more than the Inf earned by 300 players doing what Bionic_Flea just did.

    Players, likely, do not have the data collection capabilities to calculate how much players earn and how much they destroy. However, players do KNOW that there is a balance point where Inf destroyed is roughly equivalent to Inf created. In other words: prices cannot rise above a certain point because players cannot afford those prices. In yet other words: the same volume of luck charms cannot be sold today at a price of 200,000,000 Inf because players can't make that much Inf. Some prices are out of reach of players. If such a scenario did exist more Inf would be destroyed than created.

    Prices generally rise mostly because the Devs keep creating systems that allow players to produce more Inf than they did before. The point of balance keeps being shift. If such systems were not created (which none have been for the past several months) prices remain relatively stable. An example of relative stability is the past 3 months for Pool A, B, C recipes, enhancements and invention salvage. Will the Incarnate System and Going Rogue allow players to produce more Inf than before? If yes then prices will rise.



    If the Devs wish to reduce the amount of Inf in the system then they should reduce the amount of Inf being created. The amount of Inf earned by level 50s for defeating the same foes (defeating 100 standard even con minions) is more than double the Inf level 49s earn.

    Perhaps the picture above should look more like a gentle slope than a soaring skyscraper.
  23. Quote:
    Originally Posted by je_saist View Post
    Okay. Show where the Incarnate system was explained as being included with Going Rogue?
    Snow_Globe already provided a link. Also, this announcement is that it is NOT being included. What would be the point in even making such an announcement if they didn't state otherwise? Admittedly, they did announce that just a preview and just the first part of 10 would be included and now that first part is not included. Also, one needs to buy Going Rogue to have access to the Incarnate System.

    Quote:
    Originally Posted by je_saist View Post
    And they didn't live up to their word previously?
    Try reading the features on the City of Villain box:
    "Another major addition to the shared City game world is base-building. Groups of characters can pool their funds to buy a headquarters building, which can be developed with useful technology and defensive armaments. This base is where villains and heroes keep their collected crystals -- valuable items that bestow bonuses on all group members. The danger of owning crystals is that they are so powerful, enemy groups may stage raids on the base to capture them. In addition to base raids, heroes and villains can also battle one another in the games' three cross-over PvP arenas."

    Base Raids. Items of Power. City of Villains is going to be SO awesome when those features come out.