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Quote:A new Dominator with Flashfires unslotted at level 12 has a 60% chance to hit even con mobs and stun them for 8.88 seconds. They can do that every 90 seconds. I do not consider that "a good AoE mez on a decent recharge". If they 6 slot it by level 17, frankenslotted with 4 level 20 Acc/Stun/Rech, a level 20 Acc/Rech, and a level 20 Stun IO, they can hit 95% of the time and stun mobs for about 16 seconds every 54 seconds. With Domination the stun lasts nearly 25 seconds. Better, but still not enough, and that's a lot of slots to waste on a power at low levels that provide damage mitigation only about 1/3 of the time outside of Domination. Note that the slotting above is better than what you get from 6 SOs. At level 50 with even better frankenslotting you can stun mobs for about 23 seconds every 46 seconds. That's pretty respectable, and Global Recharge with Hasten and IO sets will let you cycle it even more often. A permadom can perma-stun mobs with Flashfires. But for a new Dom, Flashfires isn't enough. Granted 3 Assault sets get Power Boost, and that does a lot to improve things.I would contest this extremely hard because most powersets get a good AoE mez on a decent recharge, eliminating the need to cycle your ST hold on things.
For comparison, Char unslotted at level 12 has a 90% Accuracy, holds for over 13 seconds, and recharges in 8. By level 17 with 5 slots it hits 95%, lasts for nearly 23 seconds, and recharges in under 5 seconds. That's enough to permahold an entire spawn, though you'll take damage from the unheld ones early on. But if you open with Flashfires or some other AoE mez, then start using Char "whenever it recharges", the mobs will never recover.
Other sets are different. Most have long duration and/or faster recharging AoE Sleeps, but they usually warrant a ST hold before attacking individual targets. Sure you can skip the ST hold and only have a single mob attacking you at a time if you want. But Sleeps aren't very good in teams which normally use AoEs to take down entire spawns quickly. The only "good AoE mez on a decent recharge" is Seeds of Confusion, but we all know that's overpowered. A level 12 Dom can make that perma with 95% Accuracy.
Yes Siolfir, you have pointed out the main exceptions to the Primary=Control, Secondary=Damage rule. Mesmerize does DS 1 at 5.2 END, the same as many of the first Secondary powers that Doms get. It animates slower than most DS 1 attacks, but includes a silly long Sleep duration. But that's a rare damage+control oriented power that only Mind Control gets because it lacks a pet at higher levels. The next best Damage/END powers are Levitate (also in Mind Control) and Lift (in Grav Control). After that comes the usual single target Immobs.
Energy Assault is also a ringer, since EVERY attack has some form of control. Power Bolt only has a 20% chance to KB, but Power Push is a fast animating guaranteed big KG, and Total Focus is a perma-Stun when slotted with enough recharge. Earth Assault is close as it has a lot of KB and a shorter hold (never perma) in Seismic Smash. Looking at other power sets, Ice Assault has no real control, only a minor ToHit debuff in BIB and mostly small Recharge debuffs. You need Chilling Embrace or stacked attacks on a single target to make it worthwhile. Psi Assault has significantly better Recharge debuffs thanks to PSW, plus TK Thrust for KB. But Fiery Assault has no mitigation at all, while Thorny Assault only has a slow in Thorntrops.
Granted Dom Secondary power sets are as good as other Primary damage sets. They have about the same DS/END as Blasters, but that means about 5% less melee and 16% less ranged damage. -
Some advice for new Dominators...
If you aren't using your single target hold whenever it recharges, you're doing it wrong.
Your Primary power set is for Control, not Damage. Your Secondary power set is for Damage, not Control. Some exceptions exist (like Hot Feet and most single target Immobs), but treat most powers as above if you don't want to run out of END. Never slot Flashfires for Damage. Here an example (all examples below assume 100% Accuracy). Ice Bolt does 1 Damage Scale (DS) for 5.2 END. Char does 1.1 DS for 8.5 END, because it is also a Hold. Say it takes 5 DS total to defeat a Minion at level 20. That's 5 Ice Bolts at 26 END or 5 Chars at 42.5 END. To survive you'll want to slot Char for Hold and Rech, but you're free to slot Ice Bolt for Damage. Well slotted, it takes 3 Ice Bolts at 15.6 END to defeat that same minion. So if you want to fight without having to rest between every spawn, use your Primary slotted for control to survive, and your Secondary slotted for damage to defeat.
Concentrate slots in your most used powers. Say you have Ice Bolt, Ice Sword, Ice Blast, and Ice Slash for your 4 main single target attacks. They all have about the same ratio of Damage to Endurance, so it'll take about 26 END to defeat a minion as above using any of them unslotted. If you add slots for damage to all of them equally, you can get that down to about 15.6 END as above. But if you remove slots of Ice Slash and use them for END Reduction on your other attacks, you can get that down to about 10 END. Almost all of my first 15 slots go to my single target Hold and my first two Secondary attacks.
Frankenslot FTW. Char has a base 1.2 Accuracy (90%) so give it a little Accuracy and a lot of Hold and Rech. Early on that means 2 Acc/Hold/Rech IOs and 2 End/Hold IOs. My main 2 single target attacks get 2 Acc/Dam, 2 Dam/Rech, and 2 Dam/End IOs each.
AoEs are meant for multiple mobs. As a general rule of thumb, you want to catch at least 3 mobs with an AoE or you are wasting END. Remember Ice Bolt is 1 DS for 5.2 END. Frost Breath is 1.4 DS for 15.2 END, so it's OK to use this on 2 or more mobs. But Ice Sword Circle is 1.2 DS for 20.2 END, so you generally want to use this when you're in the middle of 4 or more mobs. This assumes they're all equally slotted. Fire Cages does 0.33 DS for 15.6 END, so it is a Control power and NOT a Damage power. It would take about 234 END to defeat a single mob using unslotted Fire Cages. Granted you could defeat 16 minion using that 234 END since Fire Cages hit 16 targets, so AoE immobs in general are decent damage when fighting lots of foes.
Hot Feet is similar Fire Cages above, but MUCH cheaper. It does 0.24 DS every 2 seconds for 2.1 END. It would take around 44 END to defeat a single mob. That would make it decent if you could hit 2 mobs, except that it's a toggle. Either you waste time turning it on and off, or you leave it on all the time. Most people leave it on all the time, which means a lot of END is wasted. If you spend half your time attacking mobs, then you need to fight around 6 at a time for Hot Feet to be worth it. This is why Fire Control is often the choice for farming Doms and Controllers. They spend most of their time attacking large spawns. Well slotted Fire Cages and Hot Feet can defeat 16 minions within 20 feet for fairly little END, compared to using single target attacks. For a solo Dom at difficulty x1, Fire Cages and Hot Feet suck END. If you can take x2, then Hot Feet looks better.
Hard controls like Hold and Stun can keep you safe, but so can soft control if you have a little patience. Immob enemy #1 then hide around a corner. He can't attack you anymore. Hold enemy #2 when he comes to investigate, and beat up enemy #3 ASAP. Finish off #2 around the time #1 gets free and comes after you. Hold him and finish him off.
Single target Immobs like Ring of Fire generally do OK damage. Their base Immob duration is long enough that you generally don't need more, plus they have a 90% Accuracy and recharge in 4 seconds, so you can just use the base slot for END Reduction and spend your slots elsewhere. Alternatively you can treat them as a ranged attack that needs more END Reduction and less Accuracy. They're a reasonable combination of control and damage for the patient Dominator. But I'm never patient.
Chilling Embrace is a Control power in your (Damage oriented) Secondary. It isn't all that great by itself when solo. The 10 foot range means many mobs will be in melee range. They may attack less often, but they have (stronger) melee attacks available. Mobs that are hard controlled won't attack at all. It's better in teams, but it can be an agro magnet. It's nice if you can stack it with more Recharge debuffs, but hard controls are generally more effective.
Smoke is meh. It's a pretty small ToHit debuff, only 3.75%. I wouldn't take it unless you are going for a high Defense build. -
I don't think I'll be there at 5, but I'll definitely be there by 6 for Synapse.
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I've changed my mind. By ignoring cost (I'm insanely rich in-game), I've found I can have cake AND pie! I'm leveling up several Doms now, and I'll be working on builds that are permadom and S/L soft capped by level 40. CAKE AND PIE!!! What's not to like?
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Glad you found my post useful. Now I'm going to change it a lot...
I've been reading up a bit more on the various Dom threads, and the one about Defense made me think. I currently have a 38 Plant/Thorns, and I wanted to see if I could get soft capped S/L Defense and permadom. Inf is not an issue. So I put together a build that comes surprisingly close to both goals, and slotted it last night. I'll see how it plays over this weekend. Unfortunately the build is at home and I'm at work, so I'll describe what I can.
I have about 91% global Recharge, and Hasten with 3 level 35 IOs says it recharges in under 126 seconds. I think that means it has about 8 seconds of downtime. I should be a permadom as long as I'm quick to hit Hasten when it recharges (Domination is on auto). I started with 5 LotGs at 7.5% each (3 real Defense powers plus Stealth and Grant Invis), added 2 Bas Gaze at 7.5% in Strangler and Vines, added 5 other sets at 6.25%, and 2 more at 3.75%. I'll probably use the Increase Attack Speed Empowerment buff for +20% to give me some breathing room.
The biggest problem I had is that so many of the sets I'm using provide 6.25% Recharge. I'm using Malaise's Illusion in Seeds, Decimation in Thorny Darts and Impale, and Posi's Blast in Fling Thorns and Thorntrops. I'd like to use Posi's Blast in Root and Creepers too, but instead I'm using Enfeebled Op for the S/L Defense and lower Recharge.
For Defense I have well slotted Scorpion Shield, Combat Jumping and Weave with only an LotG, Steadfast Res/Def in Tough, Kinetic Combat in Boxing, Rectified Reticle in Aim, and the first 5 Enfeebled Op in Roots and Creepers. Next level I'll have enough slots to load up Skewer (which I took at 38) with Kinetic Combat. (In retrospect I should have slotted up Skewer before Boxing, and swapped Skewer with Grant Invis, oh well.) I won't quite be soft capped, but I'll be really close. At 40 I'll finish Roots and Creepers, and I'll be capped.
This build does have several drawbacks. I had to skip a travel power for now, so I'll rely on Ninja Run and jetpacks. The damage is a bit lacking due to slotting Immob in Roots and Creepers, and I'll likely have END issues. But I plan to make up for both using AoEs and Inspirations. I'll probably be able to play at x6, so I'll have lots of Inspirations dropping. And the Damage/End ratio for AoEs usually is based on hitting 3 mobs, so I'll be spending my END efficiently by using AoEs on large spawns. If I could fine a Kin to team with, we could probably steamroll missions at +1/x8.
At 50 I'll probably switch to Ice Mastery for Sleet, Frozen Armor, and Hoarfrost. I'll replace several of the 6.25% Recharge sets with purples so I can use Posi's Blast in Roots and Creepers. I'll need to get Kick with Kinetic Combats and a Glad Armor proc to stay capped. And I'll use the rest of the slots to improve END usage. -
"What is the air-speed velocity of an unladen swallow?"
/petsay_all I don't know
Old man has defeated Genin.
Old man has defeated Genin.
Old man has defeated Genin.
Old man has defeated Jounin.
I recommend we just get people into the SG and use SG chat for teaming and such. I think it would be inappropriate to take over the "Masterminds" global chat channel for our teaming purposes. (Plus I'm already at the global chat channel limit.) People can also do global friends and just look for friends on Exalted MMs to see if anything is happening.
I actually stayed to do a Synapse with a full team at +2. It took 2.5 hours but I hit level 23.97. After rescuing Percy Winkley I was 24, so I fully IOd myself and I'm ready for next week. I think using Team Teleport into the middle of a spawn with 2 Hurricanes running and pets on Aggressive will be amusing, but the scatter would be a problem. I need to work on my Hurricane herding skills instead.
I plan to make a Merc/TA for the Friday group. Merc is just meh, and TA is not known as one of the better debuff sets, so this is about the only way I'll be able to stand playing it.
I'm wondering about non-SG Masterminds as well, since I have a 32 Necro/Poison on Exalted already.
Finally, the lowbie friendly policy is nice, but it doesn't really fit with the desire to run lots of TFs. I run into this with every Superteam. The people who start first and play regularly do higher and higher levels TFs (for TF Commander and Reward Merits), which means they can't play with the people who start later or don't play often enough to keep up. The early regulars have fun, and everyone else complains that they can't play with the big boys so they quit. Given that we're only playing once a week, people should be able to keep up if they want to. But the late starters may need to play a lot outside of the SG to catch up. -
I'm in. I should be available today, but on future Wednesdays I'll have to take a short break to pick up kids. I'm working on leveling up every power set to 50, and there are still several MM primaries and secondaries I'm missing. I'll probably make up a few MMs and play different ones depending on my mood and how much Patrol XP they have.
For starting up, I always start with 4 DFBs to get all the bonuses. But I don't know if those carry over to MM pets, so we'll have to find out. END is the only really essential one for an MM, especially since we'll probably get 1 or 2 Leadership toggles before the Hydra buffs wear off. But as someone else said, it's a nice way to get to level 12 for DOs.
After that, I agree with hitting all the TFs we can. You get a free jetpack in Posi #2 I think, so there's no need to hit the first Safeguard. But the Safeguards for Skyway, Steel Canyon, and Talos have decent temp power rewards. -
Flashfires has a base recharge of 90 seconds and Stun duration of 11.92 seconds. Well slotted, that's around 50 seconds recharge and 20 seconds stun, and it won't stun bosses. You need to double stack a hold for bosses. In that time, they might mezz you. Even with Domination the base duration of 17.88 seconds goes to around 30 seconds. Still not enough to be safe all the time. You need other controls and probably Defense if you're built that way.
On a high recharge (permadom) build, Flashfires recharges in under 30 seconds, and lasts 30 seconds. If you miss a boss, a single Hold will get him. No worries about being mezzed. Full END refill every once in a while. High recharge builds especially with permadom are just much more effective at control, and the mezz protection and END refill are great bonuses.
Defense is important, and I put as much of it as I can in most of my builds, but Permadom is just too important on Dominators. -
Doms are more like Blappers who have Control rather than any form of Defense. Your armor is holding, sleeping, or confusing mobs so they don't attack you. Domination gives you status protection, plus it refills your END bar, plus it more than doubles the effectiveness of your controls. Strangler is a Mag 3 Hold (holds Lieutenants) that lasts for about 17 seconds. With Domination it stacks another Mag 3 Hold (which makes it enough to hold bosses) for about 27 seconds. Permadoms with a fast animating hold can hold AVs even through the purple triangles. Unfortunately Strangler is one of the slow animating Holds.
Domination is a click that is enabled when you hit 90% on your Domination bar, which builds like Fury when the Dom attacks. You click it and it lasts for a while, then your bar goes back down to 0 and you have to build it up again and maybe wait for the click to recharge. If you get enough global recharge, then the click recharges while Domination is still up, so you can keep it going without having to refill the bar. That means non-stop mezz protection, frequent END refills, and really long powerful controls all the time. It's hard to be a parmadom when exemping since you can lose a lot of set bonuses.
Your build sucks for soloing at low levels due to your power choice and slotting. Your most effective damage comes from your Secondary. Thorny Darts costs about half as much END as Strangler, and does about the same base damage. But since you slot Thorny Darts for damage, it'll end up doing about twice as much damage for half the END. Skewer has a faster animation than Impale even though they do about the same damage, so it has higher DPS (Damage Per Second), but it also costs a bit more END. But you get Skewer at 4, which really helps the low levels. You'll also need to rely on Strangler early on, so slot it up early too.
Roots cycles in 10 seconds and the base Immob duration is 22 seconds, so you don't need to slot it for that. Only do it if you want the cheap purple set, though that is a very good reason. If you're rolling in Inf, go for Ragnaroks. Regardless, slot it for damage below 50.
I'd put an LotG: +Recharge in Stealth as a mule power and never use it unless stealthing a mission.
Domination includes KB protection, so you shouldn't need 2 BotZ: KB IOs. A single KB is enough for leveling up, or when exemping when you don't have permadom. And personally I prefer Karma or Steadfast Protections because I can get those at low levels cheap. I generally put a really low level Karma: KB in Combat Jumping and leave it there forever.
With +51% Accuracy, you don't need to slot anything with extra Defense Debuff. Plus the Defense debuffs in Thorns are pretty huge already.
I generally take all 6 slots for Coercive Persuasion for the 5% Ranged Def. -
/FA works about as well as /Elec. The damage aura does a little more per tic, so you can defeat Minions with 2 tics even when you're a bit under the damage cap. But you don't get Energize or Power Surge.
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Things that changed the game for me...
Getting Fly in CoH open beta.
Back in late 2004 realizing that Radiation Emission buffs and debuffs could stack and make a team sickly overpowered. That was the birth of Buffer Overrun and Superteams for me. I've done MANY Superteams since then.
/demorecord, and the fact that it produces text files that describe what is happening in the game. It let me figure out how Movement powers worked, and I published a big guide on it. It let me figure out animation times for powers, so I could develop optimized attack chains. It let me make a script to calculate DPS for every member of a team. It let me map mob distributions in game by level.
Red Tomax and City of Data. Learning the numbers behind the game.
Mids
AFK farming
Getting a second account
Global chat
CoV
PIGG diving
Ouroboros
INVENTIONS!!!
The Market
Getting my wife to play, and losing my second account.
Permadom on my Fire/Psi Dom
Incarnates
CEBR -
Read the CEBR thread linked near the top of this this thread before you try CEBR type farming. You need to know what you're doing or you'll just die. And my arc is not the best these days as it's only a single mission. Look for a 5 mission arc where you fight level 2 mobs when set to +1/x8; there are probably a few copycat arcs. But CEBR farming still works. It's slower than it used to be for self-PLing, but still plenty fast for ticket farming.
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You don't need to PL the targets up to 50. Just high enough to get a fast recharging self-rez and get into your zone of choice. The level of the attacker determines the level of the recipe.
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Quote:Over 100 billion, but I'm not sure by how much. Those Glad Jav procs and Panaceas really add up fast. As to time, I don't really know. It probably takes me around a half hour per day to craft and shuffle Salvage.Using current market values, what would the total amount be for all the recipes? And how much time did it take to collect all the recipes? Just wondering what the drop rate/time was and how much you could have made.
Quote:Thought the PvP cool down was every 10 min?
I am more amazed of how many accounts you can run. My main rig which is a custom Sandy build can only handle 4 instances of COH running on it simultaneously, but if I fire up the old rig could handle a few more but then my connection seems to get irritable and frequently loses connection despite having more than enough BW.
Also amazed a farm that size is not constantly found/targeted by some Pvp'r. Must be super dead server.
Graphics at the "Minimum" graphics quality, but that's about it. I use a single machine, but it's one I bought last year for Christmas so it's fairly new. Quad core Intel, 12 GB of RAM, GeForce GTS 240 graphics card. Running with "/maxinactivefps 1", the CPU usage for all of the CoH clients is usually 0%. I've got a surprisingly stable cable modem network connection through Comcast.
Never seen another PvPer where I am.
Quote:People have been doing that for awhile, its the only reason things like the 3% Def PvP proc became buyable at all. It never occurred to me to use AoEs and 11 accounts, however (not that I have enough need or computer power to do something like this, I just bought the few I have slotted on the market). Before Freedom it would have cost ~$160/month, depending on subscription length, to do this, which I suspect is beyond what even the most enthusiastic CoHer would have been willing to spend. -
Quote:I expect the numbers would be comparable, just larger. Sure I may be off by 1 in some of my weights, but more than that is unlikely. Of course it could turn out that the weights are 1-5 or maybe 1-3, but that just doesn't seem to fit the numbers. The highest number of drops is not the average number for the highest weight, it's the highest number of drops for the highest weight. The average for the highest weight will likely be a bit lower. Similarly, the average for the lowest weight will likely be a bit higher than the lowest number of drops. That puts the lowest weight at around 8-9 drops on average and the highest around 30. The weights probably aren't 1-5 if that's the case. A range of 1-3 is more likely than 1-5, but that has problems at the lower range. A range of 1-3 would mean average drops of around 10, 20, and 30. The drops near the bottom are 7, 7, 8, 8, 9, 11, 12, 13, 14, 14, 15, 15, 15, 16. That's a bit too sparse in the 10-13 range, and too heavy in the 14-16 range. Granted I could be like a typical human, finding patterns where none exist.Wow pretty surprising results. You are supplying half the pvpers on your own! (jk) I wonder how much these results would change if you had 10,000 samples.
As to farming that many, Spin and Lightning Field hit 10 targets. If you defeat 10 targets every 5 minutes on the dot, that's 2880 defeats per day. At a 1% drop rate, that's 28 recipes on average per day. Freedom went live on Sept 13, so it's been about 90 days. Of course you can't defeat mobs every 5 minutes on the dot, plus there's downtime, plus crashes, plus actually playing, plus time to level up the targets, etc. -
Here is a list of the PvP IOs I've gotten recently, along with the estimated drop weight. I believe in the old Rare Recipe Weight project someone claimed Synapse had said that weights were 1-5. However this really looks more like 1-4, so that's what I'll use. The lowest ones are 7,7,8,8,9, while the highest are 28, 28, 30, 33. Each weight looks to be worth about 8 drops, so I'll go with the following...
Weight 1: 4-11 drops, 2: 12-19 drops, 3: 20-27 drops, 4: 28-35 drops
Code:Note that the big 3 procs (Glad Armor, Glad Shield, and Panacea) all have a weight of 1. They dropped 26 out of 931 times, or about 1 in 36. Using weights, it's 3 in 118, or about 1 in 39. The Fury proc which is somewhat in demand also has a weight of 1. The Glad Strike, Javelin Volley, and surprisingly even the Glad Javelin procs all have a weight of 3.Set Name I/O Drop Weight Fury of the Gladiator A/D/E/R 15 2 Tot: 101 A/E/R 16 2 Tot Wt: 14 Proc 8 1 D/A 30 4 D/E/R 19 2 D/R 23 3 Gladiator's Armor E/Rch 20 3 Tot: 109 Res 20 3 Tot Wt: 15 Res/E 23 3 R/E/R 12 2 R/R 27 3 Proc 7 1 Gladiator's Javelin A/D/E/R 9 1 Tot: 112 A/E/R 16 2 Tot Wt: 14 Proc 22 3 D/A 21 3 D/E/R 25 3 D/R 19 2 Gladiator's Net A/E/R/H 22 3 Tot: 111 A/H 18 2 Tot Wt: 14 A/R 7 1 Proc 14 2 E/R/H 24 3 R/H 26 3 Gladiator's Strike A/D/E/R 17 2 Tot: 133 A/E/R 13 2 Tot Wt: 16 Proc 22 3 D/A 24 3 D/E/R 19 2 D/R 28 4 Javelin Volley A/D/E/R 15 2 Tot: 117 A/E/R 14 2 Tot Wt: 15 Proc 21 3 D/A 24 3 D/E/R 25 3 D/R 18 2 Panacea Proc 8 1 Tot: 126 E/R 28 4 Tot Wt: 16 H 21 3 H/E 25 3 H/E/R 18 2 H/R 26 3 Shield Wall D 18 2 Tot: 122 D/E 26 3 Tot Wt: 14 D/E/R 15 2 D/R 19 2 E/R 33 4 Proc 11 1 Grand Total: 931 Grand Total Wt: 118
Some of the sets are easy to understand. The Glad Armor proc is 1, the R/E/R triple is 2, and the rest are 3. Shield Wall is similar, except the D and D/R are weight 2 while the E/R is 4. That E/R doesn't make much sense. Panacea similarly has a strange weight 4 E/R. Glad Javelin is 2s and 3s, but 1 for the quad. That's fine, but none of the other damage set quads have a weight of 1. If anyone has some insights as to why some of these weights were set this way, I'd like to hear them.
I never bothered keeping track of the drop rate per kill, but I think it's around 1%. But I did keep track of Incarnate Shards. I earned 2206 Shards while earning those 931 Recipes. That comes out to about 2.37 shards/recipe. If the recipe drop chance really is 1%, I'd round off the Shard drop rate to 2.5%. -
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Be up-front and say something if you think there may be a problem. If the person has been around a few years or has plenty of forum posts, they have enough invested in the game that they're not likely to screw you. If they have no vet badges and only have a few forum posts, all offering billions for rare IOs, then be worried. Ask for payment up front.
There's also the safe way. If you're selling the IO, grab a few other expensive ones and trade them first. For example, trade an Apocalypse: Dam/Rech/Acc for 800M, then an Apoc: Rech/Acc for 600M. Then trade the Glad Armor: +3% Def for both Apocs plus 999,999,999. End result is 2.4B for the Glad Armor IO. But during every trade, you end up even. After you finish explaining it, the other party usually gives in and just gives you all the Inf up front. Win! -
All_Hell, It's nice to have a stock of low level Enhancements to help while leveling up. I have a level 21 Miracle sitting on some character that I should probably respec out of so I can use it on another char on the way up. Get at most 10 low level Enhancements and respec out of them when you do your 50 build. Get the unique Healing procs including Miracle, Numina, Regen Tissue, and Panacea, a Glad Armor: +3% Def, a Glad Shield: +3% Res, Celerity: +Stealth, etc. Masterminds might find the Pet: +Def and +Res procs nice to have, and they're pretty rare at low levels.
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The cost for each type of conversion will determine the most effective way to use them. Sure you could gamble a Glad Armor: End/Rech, and you might get a +3% Def. But if it's random, total payout is about 2.6B for all the possible Glad Armors divided by the number, 6 or maybe 5 if you can't get what you started. On the other hand, gamble a Panacea: End/Rech for another Panacea, total payout well over 5B, so on average you'll be able to sell what you get for a billion. Ragnaroks are a distant second at 3B total, with the proc being the cheap thing to convert.
If I cared about earning massive Inf, I'd buy up some of the 160 Panacea: End/Rech Enhancements or Recipes on the Market for future conversion, or to sell for a nice markup to people smart enough to remember this post. But I don't plan to need any converters myself, and for a resale profit of 10-20 billion it isn't really worth my time. But if anyone does do this to make a profit, I'd like to hear the details. -
Quote:I didn't even notice when that went it. It doesn't kill CEBR any more than the previous changes did, but it slows it down. You start out with a lower damage bonus and have to rely on Fury to really get going.does the new change that purges enhancements on entering the mission kills CEBR?
What else did I say needed to be fixed... Aha, next the Devs should reduce the damage cap on Brutes at low levels to be in line with other ATs. -
Here is the only answer that matters...
Yes, they are worth as much as people will pay for them, and people regularly pay around 2.5B for them. -
The SS/Fire Brutes have been farming up a storm in AE. That drove down most bronze and silver prices. Then I made up CEBR (check the Brute forums) which let unslotted lowbie Claws/Electric Brutes farm tickets as well as a moderately well slotted SS/Fire Brute. That drove down bronze and silver further, plus Rare Salvage. Then I made up a big spreadsheet and determined that the best things to roll were Bronze 15-19 followed by Silver 10-14, and posted my results in this forum. So basically anyone who wanted to do AE Ticket farming has been hitting those lowbie Bronze and Silver tables hard.
The Devs fought back with MARTy and eliminated XP for rezzing mobs in AE, but it has only reduced PLing in AE. Ticket farming was mostly unscathed. I21.5 reduces XP for ambush spawns, but that won't hurt SS/Fire farmers much. Expect Bronze and Silver prices to stay low. There are enough people doing it to keep prices down.
Salvage changes are due to I21, which prevents free accounts from getting Salvage or Recipes. But it seems to have increased (doubled?) Salvage drops for VIP accounts. I believe the new Paragon Rewards may have also increased the base Salvage capacity of VIPs, plus you can buy more capacity if you want. Since people can hold more they may not need to buy as much, and they have more to sell. And the Devs added new power sets, so lots of people have been playing their lowbies. As a result, there's a lot more low and mid level Salvage on the Market, and less demand. With Titan Weapons and Staff Fighting on the horizon, expect people to keep playing lowbies and listing their mounds of Salvage.
Purples and PvPs are still the rage. Take your SS/Fire blueside, get the Demon farm from Harvey Maylor, and pray for purples. That's my advice. Alternatively run the Signature arcs as Steele suggested. You can get 1 A-Merit a week, and an extra if you run the mission again once per character. The blueside arc can be very fast, maybe 10 minutes, so you can run 3 characters through twice each for 6 A-Merits in an hour. That's 3 LotGs per hour, as long as you have characters. -
MrLiberty said I won! Yay! Now I just need power at my house so I can log in.
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I'm using 10 F2P targets for my farming and getting about 16 recipes/day, but I'm not selling anything. You can't blame the price drop on me!