firespray

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  1. Ran another one today, and didn't run into any of the same issues, so they must have all just be random.
  2. Quote:
    Originally Posted by Ideon View Post
    If by "drop a bomb", if you're thinking of something similar to the Rikti bombs, that's not it. It's more like a floating arachnos symbol-labelled bomb. I've seen the Flyer throw that out a lot of times.



    Would that happen to be it?
    That is indeed it. I guess I've just never noticed them before.
  3. Quote:
    Originally Posted by Zombie Man View Post
    Flyer: It should patrol. It should be pull-able if someone attacks it and BREAKS LINE OF SIGHT. The Flyer has huge range and simply moving away to where you think it should start following isn't enough. It has always shot rockets. I've never seen it drop a bomb.
    We did indeed break LoS and it still wouldn't move. I should note that it behaved normally after it respawned.

    Quote:
    Originally Posted by Zombie Man View Post
    Tanker Agro: Got to hit LR for Taunt to be strong and LR has HUGE Defense at this point. If the Tanker is just Taunting, he's doing it wrong. An auto-hit aura is best. Also, the team on the towers need to let the Tanker establish agro before attacking the tower. Not rush in moments after the Tanker.
    The tank was attacking recluse (though not very effectively due to his high defense numbers at that point, and we did let him establish aggro before heading to the tower.

    Quote:
    Originally Posted by Zombie Man View Post
    Spawns: Around the statue of LR are three spawns on the ground. If they are not eliminated before attack LR, they will come to attack you. That's the way it's always been.
    We did clear these, it was other spawns that came after us.
  4. I'm playing a SS/SD brute right now, and it is by far the funnest character I've played in a long time. His damage is flat-out unbelievable, and he's not as squishy as I thought he would be. The only downside is that he's a bit of an end hog, but as long as we're not fighting enemies that do end drain, it's not a big deal.

    However, for someone who's going to be mainly soloing, I'd probably recommend a scrapper. Brutes tend to work best (IMO of course) on large teams where there are lots of buffs going around, and big juicy 8-man spawns worth of aggro to keep your fury bar and AaO topped up. The few times I've played my brute solo he wasn't nearly as fun.
  5. Were there any changes made to the STF recently? I ran one this morning for my notice of the well, and although the team was on finished it successfully, we ran into some unusual things that none of us had ever seen before that made it more difficult. I'm not sure if these changes were intentional, or if they were simply bugs, or just unusual happenings that you won't usually see. Here's a list of the ones I remember.

    The first time the flyer spawned, it was hovering directly above Recluse's head on the tower platform. We tried several times and could not get it to move from there.

    The flier seemed to be summoning some sort of bomb that I don't remember ever seeing before. They looked like the crab spider's omega maneuver bomb.

    The tank was having serious trouble keeping recluse's aggro. I know he was using taunt, because I saw the animation go off around recluse, but there were a few times that recluse simply ignored it and ran over to attack us at the tower.

    When we got the 4th tower down and started attacking recluse, about 3 spawns worth of random arachnos came running over to attack us. I'm not sure where they came from since we had cleared out all the spawns close to the platform. They weren't the bane spiders that recluse summons either, it was just normal mixed arachnos enemies.

    That's all I can remember.

    Like I said, they may have just been coincidences, but I've run the STF a couple dozen times and I've never seen any of those things happen before, so I was just wondering if there had been some small changes made to it.
  6. You've got a couple things wrong here.

    The performance shifter proc gives a 20% chance for +10% endurance every 10 seconds. If you have 100 endurance (i.e. no + max endurance buffs) then that works out to 0.2 end/second on average.

    Slotting a single level 50 endurance mod IO into stamina takes your recovery rate from 2.09 end/second to 2.26 end/second, so it's worth 0.17 end/second, or slightly less than the performance shifter. The second level 50 endurance mod IO in stamina is worth about the same amount. A third one however is worth only about 0.06 end/second due to ED.

    So a performance shifter IO is better than a level 50 IO in any case, and it's much better than the third level 50 IO you would put in.
  7. For napalm firestorm (my fire/sr scrapper) it's his cigar.
  8. It's fairly annoying. It was amusing the first time I saw it, but it's like a song that gets overplayed on the radio, it gets old real quick. I've gotten to the point where I alt+tab to the internet to play around while it plays out.
  9. There's a couple ways this could be fixed.

    1. Expand the auto-logoff if AFk so it happens even if you're in a mission or on a TF.
    2. Add a feature so that if every member of a team (or maybe 75% of them or something) agrees on it, they can demote the leader.
    3. Allow the leader to pass the star on TFs.

    None of these are perfect solutions. 1 would work, but the timer is like 20 minutes, and I can see a lot of people just leaving rather than waiting that long. 2 would be a great solution, but it would be a lot harder to implement than the others. 3. Would help in certain circumstances, but not in ones like you ran into.
  10. The IO has been sold. Thanks.
  11. In terms of utility/power, it's tied pretty closely between willpower and shield defense. Willpower is the greatest 'out of the box' armor set there is, and shield defense takes everything that is great about SR and amps it up to 11.

    In terms of looking cool, Dual pistols wins that one, even though I'm not fond of it as a set.

    Robotics picks up an honorable mention in both categories. It's a powerful set, and it looks great too.
  12. Quote:
    Originally Posted by RadioSilence View Post
    With my IO bonuses, I got hasten down to 122.34s. According to Mids, hasten recharges in 120s with a cast time of 2.508... so does that make me "perma?"
    No, that's not quite perma-hasten. To get it permanent, you need to get the recharge down to 120 seconds - the Arcanatime of the power (which I don't remember off the top of my head. It will be slightly higher than the cast time). So you'll need to get it down to maybe 117 seconds or so.
  13. Quote:
    Originally Posted by Twilight_Snow View Post
    I made some changes to your build such that the AoE defense is higher.
    Cool, thanks for the help. I played around with what you suggested and came up with a couple more improvements. The recharge is a bit lower, but if I did the math right it should still have perma-hasten with the ultra-rare alpha slot. I was able to get slightly more endurance recovery, and get extra endredux into Knockout blow and Footstomp. I was also able to get aid self, which should up survivability a decent amount.


    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Savage Tide: Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Shield Defense
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(31)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), S'fstPrt-ResDam/Def+(7)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5)
    Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
    Level 6: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(40), Stpfy-Acc/EndRdx(43), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(45), Stpfy-KB%(45)
    Level 8: Knockout Blow -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(9), EndRdx-I(11), Hectmb-Dmg/EndRdx(15), Hectmb-Dam%(15)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Winter-ResSlow(A)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(21), GSFC-Build%(23)
    Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 22: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(40), Numna-Heal/Rchg(42)
    Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-Psi/Status(25), Aegis-EndRdx/Rchg(25), Aegis-ResDam/EndRdx/Rchg(29), Aegis-ResDam(29)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
    Level 28: Stimulant -- IntRdx-I(A)
    Level 30: Aid Self -- IntRdx-I(A), IntRdx-I(34), Heal-I(39), Heal-I(39)
    Level 32: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), EndRdx-I(39)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(40)
    Level 38: One with the Shield -- GA-3defTpProc(A)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(50)
    Level 47: Hurl -- Apoc-Dam%(A), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46), RgnTis-Regen+(46), Mrcl-Rcvry+(50)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(42), P'Shift-EndMod(42), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc/Rchg(45), P'Shift-Acc/Rchg(46)
    ------------
    Set Bonus Totals:
    • 17.5% DamageBuff(Smashing)
    • 17.5% DamageBuff(Lethal)
    • 17.5% DamageBuff(Fire)
    • 17.5% DamageBuff(Cold)
    • 17.5% DamageBuff(Energy)
    • 17.5% DamageBuff(Negative)
    • 17.5% DamageBuff(Toxic)
    • 17.5% DamageBuff(Psionic)
    • 11% Defense(Smashing)
    • 11% Defense(Lethal)
    • 13.5% Defense(Fire)
    • 13.5% Defense(Cold)
    • 10.69% Defense(Energy)
    • 10.69% Defense(Negative)
    • 6% Defense(Psionic)
    • 16% Defense(Melee)
    • 15.38% Defense(Ranged)
    • 16.31% Defense(AoE)
    • 3% Enhancement(Stun)
    • 39% Enhancement(Accuracy)
    • 78.75% Enhancement(RechargeTime)
    • 15% FlySpeed
    • 253 HP (16.88%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Held) 6.05%
    • MezResist(Immobilize) 6.05%
    • MezResist(Stun) 2.2%
    • 15.5% (0.259 End/sec) Recovery
    • 70% (4.381 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 3% Resistance(Psionic)
    • 20% RunSpeed
    • 2.5% XPDebtProtection



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  14. I'm working on an alpha-slot build for a ss/shield brute. I'm going for the softcap as well as perma-hasten. If my calculations are right, I should just be able to hit perma-hasten with the ultra-rare spiritual alpha. I wasn't quite able to get softcap to all positions, but I don't think the 4% I'm off on AoE defense will cause much trouble for me.

    Anyone got any suggestions on how to improve the build?

    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Savage Tide: Level 50 Technology Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Shield Defense
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(46)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(27)
    Level 2: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Dam%(11), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(34)
    Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(27)
    Level 6: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(45)
    Level 8: Knockout Blow -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(9), Hectmb-Dmg/EndRdx(15), Hectmb-Dam%(34)
    Level 10: Active Defense -- RechRdx-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(42), GSFC-Build%(45)
    Level 20: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Heal-I(21), Aegis-ResDam(23), Aegis-ResDam/EndRdx(23), Aegis-ResDam/Rchg(46)
    Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(25), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(31)
    Level 26: Hurl -- Apoc-Dam%(A), Apoc-Dmg/Rchg(39), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(46)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(31)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40)
    Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(43)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(43)
    Level 38: One with the Shield -- GA-3defTpProc(A)
    Level 41: Superior Conditioning -- P'Shift-EndMod(A), P'Shift-End%(42)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(45)
    Level 47: Energy Torrent -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
    Level 49: Focused Accuracy -- Rec'dRet-Pcptn(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(13), Mrcl-Heal(42), Heal-I(50)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(43), P'Shift-End%(50)
    ------------
    Set Bonus Totals:
    • 18.5% DamageBuff(Smashing)
    • 18.5% DamageBuff(Lethal)
    • 18.5% DamageBuff(Fire)
    • 18.5% DamageBuff(Cold)
    • 18.5% DamageBuff(Energy)
    • 18.5% DamageBuff(Negative)
    • 18.5% DamageBuff(Toxic)
    • 18.5% DamageBuff(Psionic)
    • 11% Defense(Smashing)
    • 11% Defense(Lethal)
    • 13.5% Defense(Fire)
    • 13.5% Defense(Cold)
    • 11% Defense(Energy)
    • 11% Defense(Negative)
    • 6% Defense(Psionic)
    • 16% Defense(Melee)
    • 16% Defense(Ranged)
    • 11.63% Defense(AoE)
    • 82.5% Enhancement(RechargeTime)
    • 55% Enhancement(Accuracy)
    • 20% FlySpeed
    • 213.64 HP (14.25%) HitPoints
    • 20% JumpHeight
    • 20% JumpSpeed
    • MezResist(Held) 6.6%
    • MezResist(Immobilize) 8.8%
    • MezResist(Stun) 4.4%
    • 20% Perception
    • 15.5% (0.259 End/sec) Recovery
    • 68% (4.256 HP/sec) Regeneration
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 2.5% Resistance(Psionic)
    • 30% RunSpeed
    ------------
    Set Bonuses:
    Mako's Bite
    (Punch)
    • MezResist(Immobilize) 3.3%
    • 22.49 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
    Luck of the Gambler
    (Deflection)
    • 10% (0.626 HP/sec) Regeneration
    • 16.87 HP (1.125%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Mako's Bite
    (Haymaker)
    • MezResist(Immobilize) 3.3%
    • 22.49 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
    Luck of the Gambler
    (Battle Agility)
    • 10% (0.626 HP/sec) Regeneration
    • 16.87 HP (1.125%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Crushing Impact
    (Boxing)
    • MezResist(Immobilize) 2.2%
    • 16.87 HP (1.125%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 2.5% Resistance(Psionic)
    Hecatomb
    (Knockout Blow)
    • 4% (0.067 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Gaussian's Synchronized Fire-Control
    (Rage)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.11 HP (1.875%) HitPoints
    • 2.5% (0.042 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Numina's Convalescence
    (True Grit)
    • 12% (0.751 HP/sec) Regeneration
    Aegis
    (True Grit)
    • 5% RunSpeed
    • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
    Luck of the Gambler
    (Phalanx Fighting)
    • 7.5% Enhancement(RechargeTime)
    Steadfast Protection
    (Tough)
    • 3% Defense(Smashing,Lethal,Fire,Cold,Energy,Negative, Psionic,Melee,Ranged,AoE)
    Aegis
    (Tough)
    • 5% RunSpeed
    • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
    Apocalypse
    (Hurl)
    • 16% (1.001 HP/sec) Regeneration
    • 44.98 HP (3.001%) HitPoints
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Weave)
    • 10% (0.626 HP/sec) Regeneration
    • 16.87 HP (1.125%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Combat Jumping)
    • 10% (0.626 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Obliteration
    (Foot Stomp)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
    Obliteration
    (Shield Charge)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
    Gladiator's Armor
    (One with the Shield)
    • 3% Defense(Smashing,Lethal,Fire,Cold,Energy,Negative, Psionic,Melee,Ranged,AoE)
    Performance Shifter
    (Superior Conditioning)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Performance Shifter
    (Physical Perfection)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Ragnarok
    (Energy Torrent)
    • 4% (0.067 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Rectified Reticle
    (Focused Accuracy)
    • 20% Perception
    Miracle
    (Health)
    • 2.5% (0.042 End/sec) Recovery
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.11 HP (1.875%) HitPoints
    • 2.5% (0.042 End/sec) Recovery



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  15. Not getting any interest at 3 billion, so price has dropped to 2.5. Send a tell in-game to @firespray42 or send a PM here on the boards if interested.
  16. I have another of these for sale, and rather than start a new thread I thought I'd just reply to this one.

    Same terms as the original.
  17. My marketeering is done on a single character. The rest generally just get gleemailed inf to make builds.
  18. You can definitely make money crafting and selling purples (it's where pretty much all my cash comes from). However, with only 600 million in the bank, it will be slow going at first, and you'll have to be really careful, because when things go bad while flipping purples, you can lose a LOT of money pretty quickly. If you can manage to get ahold of a couple billion, it'll go smoother, since you'll be able to easily bid for 4 or 5 purples at a time and still have enough for listing fees, and you'll have more of a backup if you get burnt. Long story short, it's worth it, but be careful.
  19. Quote:
    Originally Posted by Forbin_Project View Post
    As long as the inf sinks do not exceed the amount of inf being generated inflation will continue to rise.
    I realize that, but if the amount of inf entering the game is reduced, it will at least slow down inflation. If it's reduced enough, it will reverse deflation.
  20. Quote:
    Originally Posted by Forbin_Project View Post
    And that's why this will never work. When the Market was added to the game the devs told us there was something like 300 trillion inf sitting stagnant on various palyers accounts and millions more has been getting added every day.

    Reducing the amount of inf being generated isn't going to do squat if there isn't sufficient inf sinks to remove it first.
    I disagree. It will help, it will just take time to do so.
  21. Quote:
    Originally Posted by BrandX View Post
    I love this idea, but I do have a problem with it.

    Why a 1 hour cool down? o.O

    How about a 5 minute cooldown, if any cooldown at all.
    Do you really need to redesign your costume more than once an hour?
  22. Quote:
    Originally Posted by Starforce View Post
    Willing to pay 2.5 billion each.

    @Starforce
    Do they absolutely have to be level 10? I have a crafted 50 GA3% that I'll sell for that price.
  23. Quote:
    Originally Posted by Chaos Creator View Post
    That doesn't solve a single thing unless you never spend any of it.
    Will you give yours to me if I promise not to spend it then?
  24. Quote:
    Originally Posted by Memphis_Bill View Post
    Maybe, if SOs were still really all that were being used. Replace with IOs about then, never have to spend another dime? And don't forget the 50s don't stop being played - they'll STILL generate INF. Even if all I do is sell the common recipes that drop, that'll be millions a play session (with level 50 recipes selling *at the vendor* for over 100k in many instances.)
    Yes, they'll still generate INF, but they would be generating less than they were before.

    And the part about making sure the game is dropping just enough to pay for SO replacement every 5 levels is because the devs have stated time and time again that SOs are still the standard by which difficulty in the game is measured. So the game needs to drop enough inf/drops that a character can afford to slot their toon with SOs. Otherwise I'd say simply stop having the game drop inf at all after level 30 or so.

    Quote:
    Originally Posted by Memphis_Bill View Post
    It also does nothing for those sitting on billions right now, *or* changes the fact I can (in time) get any recipe I want, while still making INF, by using merits of various sorts on top of drops and bids. Get 5 pieces of a rare recipe by drops, trading, etc, while still making INF (easily) - I'll have the money built up to make a 500 million INF bid on that sixth piece.
    It's not intended to do anything about the people sitting on billions of INF, nor is it intended to change the fact that you can get the recipes you want and make a profit on it. It is intended to reduce the amount of influence entering the game while leaving the amount of influence sinks constant, which over time will reduce inflation. It's simple supply and demand. If there is the same amount of goods available, but less money overall to pay for them with, prices will go down.
  25. Good idea actually. Mildly useful without giving any meaningful advantage.