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Posts
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So basically this change to PvP IO drops will eliminate any chance my three friends and I have of getting them unless we basically take a 5 minute break from playing every time we kill each other?
That is idiotic.
Usually the 4 of us are the only ones in the zone PvPing in the first place.
I am guessing the Devs just want to kill what little PvP action is left in the game all together now. -
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The Infernal and Battle Maiden missions have stayed unchanged for over three years so I don't think that they are planning any changes for them.
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Given that it took three years to change Psychic Shockwave, I don't feel that this argument has much validity.
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Also, my point was, that if those missions are not "exploits" then I don't see how an AE mission with identical mobs could be either.
I'm not saying that it's impossible to make missions that are abusive, just that the damage type that the mobs in the mission do or do not do cannot be the only criteria that a mission is judged upon.
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You may be right there. Making a custom mob that has easily mitigated damage only really matters if you were otherwise going to be in danger of being defeated. For many farming characters, that's not necessary - you're already "survivable enough" even before damage type optimization is taken into account.
It does become a problem in the AE though when you combine it with the ability to scale the enemy difficulty upwards by making factions with no minions. In some cases, all-boss factions can be faced successfully only by also optimizing damage types.
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I agree that being able to customize the mob levels in a group (minions, LTs and Bosses) can be overused, but since the mobs have the appropriate HPs, Damage Levels, attacks and regeneration rate for their category I still see little difference in that versus a mission like the Infernal one which my Fire tank can take on solo in record time.
Fifteen minutes to farm 1500 tickets in AE vs a ton of salvage and recipies in the Infernal mission sure seems like the same risk vs reward to me. -
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It is if I can custom tailor them so that my toon has much less of a risk against them than I would normally against non-custom NPCs.
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Here's one for you...
In the Maria Jenkins mission "Defeat Infernal and his Minions" the Devs put a repeatable mission into the game which has mobs that essentially do only Fire damage.
Technically, a Fire Tank, Fire Scrapper or even another AT with the Fire Shield Ancillary power and a few IO bonuses could run that mission repeatedly with almost zero risk for unlimited rewards.
And of course there is the popular "Battle Maiden" mission (from the same contact) which has mobs loaded with basically nothing but Smashing and Lethal damage types.
However by your logic, if I were to build basically those EXACT same missions in the AE then I would be creating blatant exploits and be certain to see the "Wrath of the Devs" for having built it.
If that is true then I guess whatever Dev designed the Maria Jenkins mission arcs is about to come into work and find his paycheck nerfed, right?
Or perhaps your interpretation of what is an "exploit" is a bit out of tune with the designers of the game?
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The Dreck mission and the Wolf farming one used to be non-timed and now they are due to over-farming. The Devs do change missions.
Also, if you're working a specific type of toon up to play one high-level mission arc for farming, more power to you.
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The Infernal and Battle Maiden missions have stayed unchanged for over three years so I don't think that they are planning any changes for them.
Also, my point was, that if those missions are not "exploits" then I don't see how an AE mission with identical mobs could be either.
I'm not saying that it's impossible to make missions that are abusive, just that the damage type that the mobs in the mission do or do not do cannot be the only criteria that a mission is judged upon. -
So would you drop DA once you had leveled to 50 for a better DPS chain and IOs to softcap Melee Def?
Or is there some reason to keep it past 50? -
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Have you ever gotten an email that wasn't spam?
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Nope, not a one.
Sad really. -
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It is if I can custom tailor them so that my toon has much less of a risk against them than I would normally against non-custom NPCs.
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Here's one for you...
In the Maria Jenkins mission "Defeat Infernal and his Minions" the Devs put a repeatable mission into the game which has mobs that essentially do only Fire damage.
Technically, a Fire Tank, Fire Scrapper or even another AT with the Fire Shield Ancillary power and a few IO bonuses could run that mission repeatedly with almost zero risk for unlimited rewards.
And of course there is the popular "Battle Maiden" mission (from the same contact) which has mobs loaded with basically nothing but Smashing and Lethal damage types.
However by your logic, if I were to build basically those EXACT same missions in the AE then I would be creating blatant exploits and be certain to see the "Wrath of the Devs" for having built it.
If that is true then I guess whatever Dev designed the Maria Jenkins mission arcs is about to come into work and find his paycheck nerfed, right?
Or perhaps your interpretation of what is an "exploit" is a bit out of tune with the designers of the game? -
Mostly I am just looking for a character that can dish out high single target DPS and survive.
My DM/Regen is "OK" at this but he does seem to lack a bit when there are no minions around for SD to feed off of.
Assuming that the character will be used for taking out EBs and AVs then which sets would work best?
DM/SD is the "flavor of the month" but as I understand it needs about a billion inf in IOs to be optimal and if you are just soloing an AV with no minions around the DPS tends to fall off considerably.
I have never played Katana/SR so I cannot say much about this combination except I have heard bad things about redraw times with the weapon sets which have tended to keep me away from them. If that isn't an issue then I may try this one out.
I assume that any of the Defense secondaries need for you to carry around a lot of green inspirations to deal with the occasional lucky streak on the oppnents tohit rolls? -
Just curious as to what people's opinions are as to what is the best scrapper primary/secondary combination for taking down one opponent at a time.
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Soooo what if someone creates fire mobs to face their Ice tank. Would that be ok?
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Ice tanks have high resist to fire, but even higher to ice. Possibly would be flagged as a farm since there's only one type of damage being delt.
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So what if I come along (not my arc mind you) with my Fire tank and played the same one. Is the creator suddenly at fault because it is easy for some people and not others?
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If it were only fire damage, it is intended to be a farm. I have no proof other than knowing it was in a post that has been since deleted which I created. I have to assume everything in that post was "not allowed".
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Nitpick note. No one is immune to any type of damage.
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With enough resist/defense and regen, it can effectivly make you immune.
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So if I run the "Defeat Infernal and his minions" mission from Maria Jenkins (Where the mobs have no powers except Fire attacks) repeatedly on my Fire tank as a farm, that's "OK" because the Devs put that mission into the game.
But if I create a duplicate of that mission in the AE, it's considered a "no-no" because I made it?
Yeah, that makes a whole lot of sense...really. -
I have been to the Studio manager three times. He just says that I should get busy and start making missions.
Maybe this is the Devs new recruiting policy?
More than likely my character is bugged. -
Well I have talked to every contact and run enough radio missions that the character is now level 48 and everyone (including the detective) is telling me to go see the Architect studio manager.
I have to think something is broken. -
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This idea has been posted many times before. To put it simply, I don't think this is anything close to a good idea. The fact that you use WoW as a feasibility model is kinda funny.
Also, the above posters mentioned that the game used to do this; however, the developers created the AT system for a reason... the open power selection model was unworkable.
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I wouldn't say "unworkable", more that the Devs found the game (and the players) easier to control with the more structured AT system. -
I've now gone back through nearly every inactive contact that I have. They either won't tell me anything or they all refer me back to the Architect Studio Manager.
At this point I am just going to submit a petition about it the next time I log that character on as this really seems like some kind of bug to me. -
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The reason it sends you to the Architect Studio Manager is that you may not have finished the tutorial and that is the top contact in your list. If the Architect Studio Manager is still on your list, then you haven't finished the walk through. If the manager is not in your list then run Unai's missions till he refers you to her.
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I did run the AE tutorial (several weeks ago). The AE Studio Manager is NOT on my list of current contacts but every contact I speak to keeps referring me back to him.
The top contact on my list is Unai and he seems to be working as intended.
So far I have done six radio missions in Peregrine and have yet to see an option for a new contact from that either. -
Well I talked to Angus, and Crimson and both are telling me to go to the Architect Studio Manager.
Uni just wants me to run his missions and isn't giving me other contacts.
I swear this is going to drive me crazy. -
Yeah, I have Unai as a contact already in the zone. I've just never seen anyone refer a character to the studio manager before.
I went and talked to the manager and of course he has nothing.
The only other active contacts I have are for the University to learn how to use the invention system (which I always skip).
I guess I'll try running radio missions and see if that helps. -
I've never had this problem before.
My latest character to hit the mid 40's (47) can't get Maria Jenkins to talk to him.
All she says is
"I think that you should be talking to Architect Studio Manager"
Which is weird because I talked to the studio manager and did the walk thru mission a Long time ago.
Any idea what the problem is? -
Here is a Super Reflexes build with Perma Hasten.
It is insanely expensive.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
MA scrapper: Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Storm Kick -- Acc/Dmg(A), Dmg/EndRdx(3), Dmg/Rchg(3), Dam%(11), Acc/Dmg/EndRdx(15), Dmg/EndRdx/Rchg(34)
Level 1: Focused Fighting -- Rchg+(A), Def(5), Def/EndRdx(5), Def/EndRdx/Rchg(46)
Level 2: Cobra Strike -- Acc/Dmg/EndRdx(A), Dmg/EndRdx(7), Acc/Dmg(7), Dmg/Rchg(40), Acc/Dmg/Rchg(40)
Level 4: Agile -- Rchg+(A), Def(21), Def/EndRdx(21), Def/EndRdx/Rchg(39)
Level 6: Hurdle -- Jump-I(A), Jump-I(31)
Level 8: Crane Kick -- Acc/Dmg/Rchg(A), Dmg/EndRdx(9), Dmg/Rchg(9), Acc/Dmg(11), Acc/Dmg/EndRdx(25)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Boxing -- Acc/Dmg/EndRdx/Rchg(A), Acc/EndRdx/Rchg(13), Dmg/Rchg(13), Dam%(37), Dmg/EndRdx(40), Acc/Dmg(43)
Level 14: Health -- Regen/Rcvry+(A), Heal(15), Heal/EndRdx(34), Regen+(34)
Level 16: Dodge -- Rchg+(A), Def(17), Def/EndRdx/Rchg(17)
Level 18: Focused Senses -- Rchg+(A), Def(19), Def/EndRdx(19)
Level 20: Stamina -- End%(A), EndMod(23), EndMod/Acc(23), EndMod/Rchg(43)
Level 22: Quickness -- Run-I(A)
Level 24: Combat Jumping -- Travel/EndRdx(A), Travel(25), ResKB(43)
Level 26: Dragon's Tail -- Dmg(A), Acc/Rchg(27), Dmg/Rchg(27), Acc/Dmg/EndRdx/Rchg(31), Acc/Dmg/Rchg(37)
Level 28: Lucky -- Rchg+(A), Def(29), Def/EndRdx(29)
Level 30: Tough -- ResDam/Def+(A), HO:Ribo(31)
Level 32: Crippling Axe Kick -- Acc/Dmg/EndRdx(A), Dmg/EndRdx(33), Acc/Dmg(33), Dmg/Rchg(33), Acc/Dmg/Rchg(48)
Level 35: Eagles Claw -- Dmg/EndRdx/Rchg(A), Acc/Dmg/Rchg(36), Dmg/Rchg(36), Acc/Dmg/EndRdx(36), Dmg/EndRdx(37)
Level 38: Evasion -- Def(A), Def/EndRdx(39), DefBuff-I(39)
Level 41: Caltrops -- Acc/Rchg(A), Dmg/EndRdx(42), Dmg/Rchg(42), Acc/Dmg/Rchg(42), Dmg(46)
Level 44: Shuriken -- Dmg(A), Dmg/Rchg(45), Acc/Dmg/Rchg(45), Acc/Rchg(45), Dmg/EndRdx(46)
Level 47: Weave -- Rchg+(A), Def(48), Def/EndRdx(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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[u]Set Bonus Totals:[u]<ul type="square">[*]12.5% DamageBuff(Smashing)[*]12.5% DamageBuff(Lethal)[*]12.5% DamageBuff(Fire)[*]12.5% DamageBuff(Cold)[*]12.5% DamageBuff(Energy)[*]12.5% DamageBuff(Negative)[*]12.5% DamageBuff(Toxic)[*]12.5% DamageBuff(Psionic)[*]4.88% Defense(Smashing)[*]4.88% Defense(Lethal)[*]4.56% Defense(Fire)[*]4.56% Defense(Cold)[*]6.44% Defense(Energy)[*]6.44% Defense(Negative)[*]3% Defense(Psionic)[*]6.75% Defense(Melee)[*]9.88% Defense(Ranged)[*]6.13% Defense(AoE)[*]82.5% Enhancement(RechargeTime)[*]70% Enhancement(Accuracy)[*]5% FlySpeed[*]205.8 HP (15.4%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 6.05%[*]MezResist(Immobilize) 14.9%[*]MezResist(Stun) 2.2%[*]8.5% (0.14 End/sec) Recovery[*]78% (4.36 HP/sec) Regeneration[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]5% RunSpeed[/list]
Enjoy. -
PvE Build..
I'd never PvP with a build like this one. -
Looking at this build for sheer AoE carnage.
The empty slot in Tough is for the +Def PvP IO (Which I already own) which should shore up his defenses to right at the softcap (except AoE which will be a few tenths of a point short).
How does this look overall though for a strictly AoE concept?
Too much endurance drain or will DC make up for it?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
DM/SD AoE: Level 50 Science Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Smite -- Dam%(A), Dmg/EndRdx(11), Dmg/Rchg(11), Acc/Dmg/EndRdx(15), Dmg/EndRdx/Rchg(15), Acc/Dmg(40)
Level 1: Deflection -- Rchg+(A), Def(3), Def/EndRdx(3)
Level 2: Battle Agility -- Rchg+(A), Def(5), Def/EndRdx(5)
Level 4: Shadow Maul -- Acc/Dmg(A), Dmg/EndRdx(7), Acc/Dmg/EndRdx(7), Dmg/Rchg(17), Acc/Rchg(17)
Level 6: Boxing -- Empty(A)
Level 8: Siphon Life -- Acc/Dmg/Rchg(A), Dmg/EndRdx/Rchg(9), Dmg/Rchg(9), Acc/Dmg(13), Acc/Dmg/EndRdx(13), Heal-I(21)
Level 10: Active Defense -- EndRdx-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Tough -- Empty(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Dark Consumption -- End%(A), EndMod/Acc/Rchg(19), EndMod/Rchg(19), Acc/Rchg(43), EndMod/Acc(43), EndMod(46)
Level 20: Phalanx Fighting -- Rchg+(A), Def/EndRdx(21)
Level 22: Health -- Regen/Rcvry+(A), Heal(23), Regen+(23), Heal/EndRdx(40)
Level 24: Stamina -- EndMod(A), End%(25), EndMod/Acc(25)
Level 26: Soul Drain -- %Dam(A), Dmg/Rchg(27), Acc/Dmg/Rchg(27), Acc/Rchg(31), Dmg(34), Acc/Dmg/EndRdx/Rchg(50)
Level 28: Combat Jumping -- Rchg+(A), Def(29), ResKB(29), Travel/EndRdx(34), Travel(37)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Midnight Grasp -- Acc/Dmg/EndRdx/Rchg(A), Acc/Dmg(33), Dmg/EndRdx(33), Dmg/Rchg(33), Acc/EndRdx/Rchg(34), Dam%(40)
Level 35: Shield Charge -- Dmg(A), Acc/Rchg(36), Dmg/Rchg(36), Acc/Dmg/Rchg(36), Acc/Dmg/EndRdx/Rchg(37), %Dam(37)
Level 38: True Grit -- ResDam/Def+(A), Rcvry+(39), Heal(39), Heal/EndRdx(39)
Level 41: Caltrops -- Acc/Dmg(A), Dmg/EndRdx(42), Dmg/Rchg(42), Dmg/Rng(42), Acc/Dmg/EndRdx(43)
Level 44: Shuriken -- Dmg/EndRdx/Rchg(A), Acc/Dmg/EndRdx(45), Acc/Dmg(45), Dmg/Rchg(45), Acc/Dmg/Rchg(46), Dmg/EndRdx(46)
Level 47: Exploding Shuriken -- Acc/Dmg(A), Dmg/EndRdx(48), Dmg/Rchg(48), Dmg/Rng(48), Acc/Dmg/EndRdx(50)
Level 49: Weave -- Rchg+(A), Def(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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[u]Set Bonus Totals:[u]<ul type="square">[*]14% DamageBuff(Smashing)[*]14% DamageBuff(Lethal)[*]14% DamageBuff(Fire)[*]14% DamageBuff(Cold)[*]14% DamageBuff(Energy)[*]14% DamageBuff(Negative)[*]14% DamageBuff(Toxic)[*]14% DamageBuff(Psionic)[*]8.63% Defense(Smashing)[*]8.63% Defense(Lethal)[*]7.69% Defense(Fire)[*]7.69% Defense(Cold)[*]10.2% Defense(Energy)[*]10.2% Defense(Negative)[*]3% Defense(Psionic)[*]14.3% Defense(Melee)[*]13.6% Defense(Ranged)[*]12.4% Defense(AoE)[*]59% Enhancement(Accuracy)[*]65% Enhancement(RechargeTime)[*]14% FlySpeed[*]185.7 HP (13.9%) HitPoints[*]14% JumpHeight[*]14% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 6.05%[*]MezResist(Immobilize) 8.25%[*]MezResist(Stun) 4.4%[*]12% (0.2 End/sec) Recovery[*]62% (3.47 HP/sec) Regeneration[*]3.15% Resistance(Fire)[*]3.15% Resistance(Cold)[*]3.13% Resistance(Negative)[*]14% RunSpeed[/list] -
Here try this build.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
bs sd: Level 50 Science Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Hack -- Acc/Dmg/EndRdx(A), Acc/Dmg(15), Dmg/EndRdx(15), Dmg/Rchg(17), Acc/Dmg/Rchg(33)
Level 1: Deflection -- Def(A), Def/Rchg(3), Def/EndRdx(3), Def/EndRdx/Rchg(40)
Level 2: Battle Agility -- Rchg+(A), Def(5), Def/EndRdx(5), Def/EndRdx/Rchg(17)
Level 4: Slice -- Dmg(A), Acc/Rchg(34), Dmg/Rchg(34), Acc/Dmg/Rchg(37), Acc/Dmg/EndRdx/Rchg(40), %Dam(43)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Parry -- Acc/Dmg(A), Dmg/EndRdx(9), Dmg/Rchg(9), Acc/Dmg/Rchg(11), Acc/Dmg/EndRdx(11)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: True Grit -- Heal(A), Regen/Rcvry+(13), Heal-I(13)
Level 14: Hurdle -- Jump-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Whirling Sword -- Acc/Dmg(A), Dmg/EndRdx(19), Dmg/Rchg(19), Acc/Rchg(25), Acc/Dmg/EndRdx(31)
Level 20: Health -- Rcvry+(A), Heal(21), Heal/EndRdx(21)
Level 22: Stamina -- End%(A), EndMod(23), EndMod/Acc(23), EndMod-I(43)
Level 24: Phalanx Fighting -- Def(A), Def/EndRdx(25)
Level 26: Disembowel -- Dam%(A), Acc/Dmg/EndRdx/Rchg(27), Acc/EndRdx/Rchg(27), Dmg/Rchg(29), Dmg/EndRdx(29), Acc/Dmg(31)
Level 28: Boxing -- Acc/Rchg(A), EndRdx/Stun(34), Acc/EndRdx(37), Stun/Rng(45), Acc/Stun/Rchg(48)
Level 30: Combat Jumping -- Def/EndRdx(A), Def(31), ResKB(46), Travel(46), Travel/EndRdx(48)
Level 32: Super Jump -- Travel(A), Travel/EndRdx(33), ResKB(33)
Level 35: Shield Charge -- Dmg(A), Acc/Rchg(36), Dmg/Rchg(36), Acc/Dmg/Rchg(36), Acc/Dmg/EndRdx/Rchg(37), %Dam(46)
Level 38: Head Splitter -- Dmg(A), Acc/Dmg/EndRdx/Rchg(39), Acc/Rchg(39), Dmg/Rchg(39), Acc/Dmg/Rchg(40), %Dam(43)
Level 41: Caltrops -- Acc/Dmg(A), Dmg/EndRdx(42), Dmg/Rchg(42), Dmg/Rng(42), Dam%(50)
Level 44: Shuriken -- Acc/Dmg(A), Dmg/EndRdx(45), Dmg/Rchg(45)
Level 47: Tough -- ResDam/Def+(A), ResDam/EndRdx(48)
Level 49: Weave -- Def/Rchg(A), Def/EndRdx(50), Def(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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[u]Set Bonus Totals:[u]<ul type="square">[*]12% DamageBuff(Smashing)[*]12% DamageBuff(Lethal)[*]12% DamageBuff(Fire)[*]12% DamageBuff(Cold)[*]12% DamageBuff(Energy)[*]12% DamageBuff(Negative)[*]12% DamageBuff(Toxic)[*]12% DamageBuff(Psionic)[*]8.63% Defense(Smashing)[*]8.63% Defense(Lethal)[*]7.69% Defense(Fire)[*]7.69% Defense(Cold)[*]10.5% Defense(Energy)[*]10.5% Defense(Negative)[*]3% Defense(Psionic)[*]14.3% Defense(Melee)[*]14.3% Defense(Ranged)[*]12.4% Defense(AoE)[*]59% Enhancement(Accuracy)[*]3% Enhancement(Stun)[*]45% Enhancement(RechargeTime)[*]5% FlySpeed[*]145.6 HP (10.9%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 3.3%[*]MezResist(Immobilize) 7.7%[*]MezResist(Stun) 6.6%[*]8.5% (0.14 End/sec) Recovery[*]74% (4.14 HP/sec) Regeneration[*]1.58% Resistance(Fire)[*]1.58% Resistance(Cold)[*]3.13% Resistance(Negative)[*]5% RunSpeed[/list]
The only really expensive pieces are the two Blessing of the Zephyr sets and the Steadfast protection +Def.
You can probably add them in last while taking your time to shop for them. (or try to get them with ticket rolls). -
I just spec'd over to this today on my Fire/EM tank and it works quite well.
The Quicksand (slotted with 2 Slow IOs) keeps most of the mobs in the burn patch for just about the whole duration. -
Just wondering if Fire/SS is a good combination.
I was thinking that Footstomp would add some nice mitigation (to a primary that needs it) and might even make Burn a bit more viable as a damage dealing power.
Any thoughts? -
Title says it all.
After coming back from a long absence, I've been playing for weeks now on the Champion server with no issues and suddenly today I was seeing "Disconnected from Mapserver" every couple of minutes all through this afternoon and this evening.
My internet connection has been solid. I logged into WoW at the same time on my laptop (which goes through the same ISP and router that my desktop does) and had no issues at all despite seeing the connection problems (at the same time) on the CoH machine.
Anyone else having flaky connection issues today? -
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I've gone through about 2 million tickets now so I have tried many different strategies to make inf. My recommendations are:
Characters level 1-49 = buy rare 45-50 Salvage.
Characters level 50 who generate 10k tickets a day or less = Buy 30-34 bronze rolls and craft into enhancements.
Characters level 50 who generate 20-30k tickets a day = Buy 30-34 bronze rolls and only sell ones worth 500k and up.
Characters level 50 who generate over 30k tickets a day = Buy 30-34 Gold Rolls and craft into enhancements.
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How about a guideline for those of us who have a level 50 but only seem to manage to get about 600 tickets per hour?
I suppose I just don't have the right combination of powers on my 50th level toons to be able to clear the missions that fast.
[/ QUOTE ]Already covered:
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Characters level 50 who generate 10k tickets a day or less = Buy 30-34 bronze rolls and craft into enhancements.
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Actually I was hoping for a clue on how to generate 30K+ tickets per day. I mean that's what? 3000 tickets per hour?
But I guess you have to have a Billion+ IO'd out, AoE machine in order to pull off something like that.