_23X_

Cohort
  • Posts

    398
  • Joined

  1. found 6B in the other sock ...

    so looks like 43B out of first
  2. Quote:
    Originally Posted by Fulmens View Post

    (There's also been a bloody battle on Exalted for #1-3 as well as Slax dumping 128 billion inf into prestige on Victory. Hey, every half-trillion counts. )
    Joining this thread late, pretty sure that was me that dropped 128b on Victory, and now it's up to 228b ... if slax matched me, good on him
  3. found 4b in an old sock, so I am donating that to the cause
  4. give me a day or two for the smoke to settle and I'll send you what I have left, as I just burnt another 100b and for at least a moment my solo sg is #1 on victory
  5. I wasn't looking to profit much from this, I hoovered up a few hundred purples just for my own supply for future builds. I have no real need for billions more inf, I'll jut burn it anyway.
  6. you can currently earn 9 E merits a day (more if you re-run the ones that grant 1 after the first run) so that's 60 every 7 days (or less) seems totally fair

    I will agree there should be an A merit to E merit conversion, maybe 100 to 1 or so
  7. So I was goaded to increase the SG ranking of my solo SG, over a month or so I spent ~125 billion to get the #2 spot on Infinity, and the best part in doing so it encouraged the #1 sg to spend a little north of 150 billion to secure their #1 status. with nearly 400 million between #2 and #1 there spot is safe from the likes of me anyway, for long while.
  8. Quote:
    Originally Posted by Kotchie View Post
    These badges appear (at least to me) to harken back to the "no deaths" master runs. While I do not forsee a big problem with some AT's, I can see the writing on the wall for the howls of protest about the badges, being as some of them are dependent on no deaths among 24 people, which can be quite a feat.

    Bring on the badges!!!!
    remember you don't have to get them all in one run. So one time no deaths and 1 run where you get anti-mater to 9% and lots and lots of deaths. and you don't need 24 only 12
  9. These sound like some challenging badges I look forward to working for them.
  10. My card died on me and I got a cheap replacement. I need a new one but I haven't kept up with card technology in over a year. so I got a budget of ~300 bucks and have no real preference of ati or nvida so what's a good card to go with?

    this game is about the only graphic intensive thing I run.

    my current system is a i7 920 with 12 gigs of ram on an asus P6T Deluxe V2 and a 700watt PSU
  11. to clarify we can currently stockpile transfers? and how many can we store ?
  12. _23X_

    Master of Lambda

    a few successful Mo Lambda runs on Infinity, and we are telling people to get it now before it gets 3x longer.
  13. _23X_

    Master BAF

    Infinity now has a few Masterbafers as well
  14. _23X_

    Respec badges

    They didn't datamine for players who ran it and didn't get badge credit .... will test if a vigilante can get credit soon<tm>
  15. Quote:
    Originally Posted by Lobster View Post
    I tested the 3 arcs in question just now on my (average) farmer.

    Setup: 4x8, 2 person team

    arc #460877 fire(other):

    235,362 -> 239,600 = 4328k / 5.5 = 768k inf/min
    6046 -> 7530 = 1484 /5.5 = 269 tix/min
    330s
    ran this map a few time and got 176 kills just clearing the first floor each time. the ambush map I normally run gets me 270 and that is just clearing the ambush waves not the whole first floor. wonder what the difference is? does the map change the size of the ambush waves ?
  16. Quote:
    Originally Posted by Local_Man View Post
    The +2 Mag proc and the Devastation Chance for Hold proc both show up as a Tesla Cage. The Gravitational Anchor (Purple Immob set) Chance for Hold show up like your Gravity Distortion hold, where the foe floats.

    I generally don't recommend those procs in standard Holds. It appears that they are doing a lot more than they really are because the T-Cage shows up even if the foe would have been held anyway. You would do better slotting GD with Damage.

    Here's why: The single target holds, if they hit, will hold a Minion or Lieutenant in one shot. They have a 20% chance to "overpower" and hold a boss in one shot. So, even though that proc may look like it is helping, it isn't. It only provides any benefit at all on the 80% of bosses not held. And there's only a 20% chance to hit one of those 80%, which really means you have about a 16% chance ON BOSSES for the proc to help, and 0% chance on minions and lieutanants. That ends up being around 2-4% of the total foes. Compare that to slotting for Damage, where the damage will be applied to 100% of the foes hit.

    Pretty much the same analysis on AoE holds, but you don't get the option to slot for Damage. That slot will probably do you more good somewhere else.
    the downside of the damage procs is they will draw agro where the other procs won't may or may not be an issue on a case by case basis
  17. I would like to thank R-tech and his team for all of team MoHopper X for putting on the event and having it run very smoothly. I have to admit we are surprised and honored to share the podium with such great players.
  18. _23X_

    Mind/Cold

    Quote:
    Originally Posted by Local_Man View Post
    Deacon made some good points, but the build still needs more work in my opinion.

    I would move around a lot of those slots. The best powers in the cold set are the strong debuffs: Benumb, Sleet and Heat Loss. You haven't slotted any of them the way I would. The most skippable power is Frostwork. Benumb needs Accuracy and Recharge. Sleet needs Recharge -- it does very little damage, so enhancing the damage is mostly wasted; any extra slots should get the Achilles Heal proc first, and then maybe some damage procs. (The damage procs will do more overall damage than slotting the power for damage). Heat Loss gets the Efficacy Adapter set.


    Snow Storm is a great power in the right situation. The -Recharge is an underrated effect -- on the ITF, slow is the best mez power. Slot it with 2 EndRdx and that's it.

    Mind Control has a great single target attack chain from early in the build: Dominate-Mezmerize-Levitate. Levitate not only is part of the attack chain -- it is another form of Mez (knock-up) and your best source of damage, AND Smashing rather than Psi damage. In the late game, you run into a LOT of Robots and other Psi-Resistant foes. That smashing damage is important to be able to take down those foes, as Robots are weak to Smashing damage.

    Terrify is a key power in Mind Control -- it is one of the few click-controls you have that can be made perma, and it is your only AoE damage power. Terrify deserves 5-6 slots.

    And let me give you my standard run-down on the Lockdown proc: Dominate will hold Minions and Lieutenants on its own, with a 20% chance for "overpower" to add an extra 1 Mag that will hold a boss. The Lockdown proc, is therefore only providing a potential benefit to 80% of the Boss foes you hit with Dominate. That is a pretty smallish number. And it only works on 20% of them, or a total of 16% of the bosses. The number of Bosses you run into can vary with your settings and types of missions, but in general the number of bosses is a fairly small percentage of the total foes you attack. If you assume that Bosses are 20% of the total foes (which is high most of the time), that proc is really only having an effect 3.2% of the time. So, that proc is probably only doing anything whatsoever maybe 2-4% of the time. It looks like it is doing more than it really is, because you see the nice Tesla Cage animation on lots of foes who would have been held anyway. The bottom line is that it provides very little benefit for most powers. It is great in Choking Cloud and Volcanic Gasses due to the unique ways those powers work. But it is mostly wasted in standard hold powers. Now, if you slot for Damage . . . the foes hit by your hold will be affected 100% of the time. 100% vs. 2-4% . . . your choice.

    I took most of your suggestions to heart.

    I swapped out frost works for terrify, pulled 2 slots from snow storm and two slots from sleet, moved rannarock to there.

    sleet now has the Achilles Heal proc damage proc and recharge



    thanks for all your input.
  19. _23X_

    Mind/Cold

    Quote:
    Originally Posted by Deacon_NA View Post
    Just curious, what's the scenario where "arctic fog isn't the best power to use"? The only one I can think of is escorting a hostage, in which case you won't use the Stealth IO either.

    Personally I'd never skip Terrify and the easy choice to switch out would be Snow Storm.

    No Accuracy in Benumb is chancey. The sort of targets you want this to hit happen to be the ones that are hardest to hit.

    I don't have Mids at the moment, and in general, I don't use pvp ios, so i don't know what Glad Net does, bonus-wise. For me, Dominate always gets 4 Bas Gaze + acc/dmg HO + dmg/mez HO since it's something I spam, I figure I might as well make it damaging.

    Heat Loss slotting, to be honest, makes me sad a little. If you do want just the one slot, go with a Recharge. The chance for endurance, on a power that grants limitless endurance, might as well be the chance for stun. That's a power I want available asap and I'd slot that out over say, Infrigidate.

    Because you have a lot of - kb slotted, I suggest the Winter's Gift io in Recall Friend over BotZ -kb. Slow and -rch resistances are very nice when stacked with Arctic Fog's own. Very nice.

    Conserve Power is something I think would sit unused in your tray, in case you have something you'd rather take.

    Like I said, I don't have Mids available at the moment so I can't see the big picture, but that's from a quick glance over lunch at the desk.
    the arctic fog reference was mostly to the hostage lead out on the ITF. I most liekly wont be the one leading, but arctic fog will still get in the way.

    Benumb may get a recharge an acc depending on how often I feel I miss in game play.

    I ended up swapping the glad net and unbreakable constraint as the pvpio set has some +acc and total dom has a mush less base acc.

    Terrify would probably be a better choice. the reason I went with snow storm is I have noticed that often on the ITF ( honestly I play other content) if you snow storm the healing nictus he'll often run off for a good part of the fight.

    the heat loss was a typo (midsO?) and it has a recharge in it now

    conserve power won't see much use but I did want PBU

    Thanks for all your input this is my first mind/
  20. _23X_

    Mind/Cold

    I was inspired last night to roll a Mind/Cold. below is a build I put together, I have most all of the very rare pieces already and honestly build price isn't an issue.

    The play style I envision is buff team, then confuse mob, run ahead confuse mob buff as needed debuff AV fights. so I have built for recharge, confuse duration, buff defense, and stealth (arctic fog, SS and stealth IO in sprint ( sometimes arctic fog isn't the best power to use) I don't plan on getting hit often so defense is only about 29%

    went with spiritual as I don't foresee an endurance issue but that may change once it is tested


    SO comments or critiques ?

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    mind_cold: Level 50 Natural Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Cold Domination
    Power Pool: Leaping
    Power Pool: Teleportation
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Mesmerize -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Dmg(3), Apoc-Dmg/Rchg(5), Apoc-Acc/Dmg/Rchg(5)
    Level 1: Infrigidate -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(15), AnWeak-Acc/Rchg(17), AnWeak-DefDeb/EndRdx/Rchg(17), AnWeak-Acc/Rchg/EndRdx(23)
    Level 2: Dominate -- GladNet-Acc/Hold(A), GladNet-Acc/Rchg(7), GladNet-Rchg/Hold(7), GladNet-EndRdx/Rchg/Hold(9), GladNet-Acc/EndRdx/Rchg/Hold(9), Lock-%Hold(15)
    Level 4: Ice Shield -- LkGmblr-Rchg+(A), RedFtn-Def(33), RedFtn-Def/EndRdx(33), RedFtn-Def/Rchg(34), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(34)
    Level 6: Confuse -- CoPers-Conf%(A), Mlais-Acc/Rchg(25), Mlais-EndRdx/Conf(27), Mlais-Acc/EndRdx(29), Mlais-Conf/Rng(31), Mlais-Acc/Conf/Rchg(31)
    Level 8: Snow Storm -- P'ngTtl-Rng/Slow(A), P'ngTtl-Acc/EndRdx(46), P'ngTtl-Dmg/Slow(46), P'ngTtl--Rchg%(46), P'ngTtl-EndRdx/Rchg/Slow(48), P'ngTtl-Acc/Slow(50)
    Level 10: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(11), FtnHyp-Acc/Sleep/Rchg(11), FtnHyp-Acc/Rchg(13), FtnHyp-Sleep/EndRdx(13)
    Level 12: Glacial Shield -- LkGmblr-Rchg+(A), RedFtn-Def(37), RedFtn-Def/EndRdx(37), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 16: Recall Friend -- Zephyr-ResKB(A)
    Level 18: Total Domination -- UbrkCons-EndRdx/Hold(A), UbrkCons-Hold(19), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(21), UbrkCons-Acc/Rchg(21), Lock-%Hold(23)
    Level 20: Frostwork -- RechRdx-I(A)
    Level 22: Arctic Fog -- LkGmblr-Rchg+(A), RedFtn-Def(40), RedFtn-Def/EndRdx(40), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-EndRdx(42)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 26: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(27)
    Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(29)
    Level 30: Assault -- EndRdx-I(A), EndRdx-I(40)
    Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(43), CoPers-Acc/Conf/Rchg(43), CoPers-Acc/Rchg(43), CoPers-Conf/EndRdx(45), Range-I(45)
    Level 35: Sleet -- Ragnrk-Knock%(A), Ragnrk-Dmg(36), Ragnrk-Dmg/Rchg(36), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(37)
    Level 38: Benumb -- RechRdx-I(A), RechRdx-I(45)
    Level 41: Heat Loss -- P'Shift-End%(A)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(48), GA-3defTpProc(48)
    Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 50: Spiritual Core Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(31)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(33)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1412;682;1364;HEX;|
    |78DA6594D94E135118C7CF74B176A32D50284B652B14280C2D60BC5469C12560483|
    |4B844AD133A48E374A64E4BA2773E8337BE8271D7E7405C6EF5155CE276E1CDF8CD|
    |F73F404D27EDFC3AFF6F3F734ED7EE9522423C38299478D1D01A8D72D1329BB6651|
    |8BA1DB8A035776CCD08D6AA66A5BC691995801062E8D061DF575D731DE443AB7D69|
    |676B4B2D5260B9645112AD59B5CCC439735BB775B3A9EEFF88AC5B946355D7EA55F|
    |376273F5CD20DBD6ED94D8E08B174B1AEEB95D8BE6B45B71BDBD57AFF72BDBAA9AE|
    |DBD59A6694572C7B536F94D7B44653B7EFA7A8D72C7D1F2B425E8E4F143C4214842|
    |70FCC307CB380CAB8136D71DF63A9E31D23FE1EF8C0E8F9C87842D951C0F12BA7BC|
    |AE74E434B0C4385A044A8C8EBF1C655011AF8CF22615571AEE00428C91301001A28|
    |CA774F7CB28BFC689523FD8D2FF9331F88B71EC37F08751A35A01191578C5D2EC4B|
    |E005F08631F79A5178CE7846F7A05C86E006D70A5D06AE302257816B0C938A84659|
    |13006CA60A00C069AC0401318680203F5505F515E3D474411354E520C8944EC33E7|
    |76BB4CC8DC89B32C7596806546F70A70062F064B6C51475D3251574EB8529DA424C|
    |AF993289745935934398526A7D0DD548C314A1DF5224AE945A2143046963E9450FA|
    |3E71D57EB49C20CB808C1940A5C16E462759D2D2921EE13459C07D354372CCA1EB9|
    |C66FA0670132833666E01D31C65D34CA3F23D8D9E60CBD83CB0002C3232C71977C9|
    |7D5CB63C8E296680065926792B3B62F2113BEFD216CDC925CCC1EB2D492A248FEAA|
    |E4A5ACCA58079DEE07B74CF633E4F1E3185FF30E83B385FF4A14BA40F1567BACD9A|
    |6F530A6DCA429BB2D8A6ACBA8ADC6BC2CBF3ADFB0ECEAE50D829183F3897CE97105|
    |9658032CBBD7F3B9414650387ECBCE2FECD7C6D759E64E7EFADCE58D0E1870CB794|
    |B34B5BBA00B3F30F1AA5EA7C|
    |-------------------------------------------------------------------|
  21. Quote:
    Originally Posted by Turgenev View Post
    Well, durr. Lemme rephrase. How many times a day did you run it for the Kahn and/or STF to get it? Which one were you focusing on more? What was your ETA on your runs? DId you pug it, or did you keep to a private team with this as a goal?
    I ran 18 (17 for badge credit) STFs so about 3 a day with an average time of hour or so mostly semi-pug , ya know you have 6 mates and then grab two random folks off the boat like you are at a home depot

    I ran 36 total Khans first is no credit 1 bugged and no badge credit and 1 I DC'ed and didn't get badge credit ( tho I did get the merit window when I logged back in)

    So averaging 9 runs a day fastest time was 19:50 with average runs being 23 minutes. with less than 3 minutes down time between runs allowing people to swap toons and what not.

    Again mostly Coalition with some random stragglers here and there. I would fit in 2 or 3 runs in the am before I headed out for the day, then another 5 or 6 at night when I got home. thankfully infinity has a pretty large and strong badge community that supports each other. so oddly even tho the badge states I helped them really it is the other way around.

    and now I have a surplus of 250+ shards that I am pretty sure will last me far beyond judgment, really wish you could trade them but understand why they don't let you.
  22. Quote:
    Originally Posted by Turgenev View Post
    Grats on that. What'd it take for you to do it?
    uhh,

    1.) run WST
    2.) repeat 1
  23. Quote:
    Originally Posted by Lothic View Post
    Well just as an FYI Beef_Cake announced on his in-game channel tonight that he finished the new 50 count TF badge. It only took him 11 days. I've suspected for several years that he either plays this game roughly 23 hours a day or he has friends/family play his account for him half the time. If that's what it takes to make him happy then more power to him I guess.

    But as far as the debate goes on whether badges like these are set too high or not people such as Beef_Cake are this game's version of those people back in school who get a 100% on a test when everyone else in the class gets a 70% or below. He simply blows the curve for everyone else. All joking aside the Devs do look at people like Beefy and say to themselves "well he got Badge X in this period of time so it must be fine". So if you ever find yourself wondering why certain badges either remain relatively difficult to get or take many years to finally get reduced you now know who to thank for that.

    P.S. Just to remind everyone I still have no problem with the 50 count TF badge being set at 50. I'll get it eventually. I was just making the point that some people don't react to "challenges" in this game the same way that others do.
    For what it is worth I got it several hours before Beef Cake so he isn't the only Curve breaker.
  24. _23X_

    Partner

    Now that a few of us have Partner. Wonder what the chances of oa 100 WST badge? I would vote to call it Buddy

    .. who's your buddy?