perwira

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  1. I appreciate all the comments so far.

    As far as guides go, the Guide to Guides really only has one guide in Section X that actually goes over the mechanics of the respec process (by R_M dating back to I8: http://boards.cityofheroes.com/showt...370#post578370).

    Since I already have a freespec and two respecs for the (45th level) character I intend to respec first, I'll go ahead and get my feet wet and give the freespec a go. If all goes to worst and I discover that I've messed it up after I've saved it, I have two more respecs to play with. I've been hoarding them just in case.
  2. Quote:
    Originally Posted by Master-Blade View Post
    And what MissInformed means by that is that Primary and Secondary powers only need to be clicked on once and then you press next to move on... but when you pick a power from a power pool, selecting it only adds it to your main list of powers and then you still have to hit next AGAIN to actually accept it. It's a common mistake for people to see it on their list and then select another power or pick another power pool and not realize that the previous choice was replaced by the new one because you didn't accept it first.
    Thanks to both of you for your tips and the traps to watch out for. I have already worked out the respec on Mids so I know what the final desired build is and the sequence of powers to choose in reaching it (something I know is important in case you do flashback missions back to a lower level). For this first respec, it will be a minor one, tweaking a build I'm already fairly satisfied with but want to switch one power and arrange the slots slightly differently.

    Another thing I'm not totally clear on. I have a large number of IO sets I will be keeping as they exist in the final build, but there will be one set that I will let go of in favor of trading to another power with a different set which I've planned for and will slot later (with the planned IO's being in base inventory). I understand that you can slot the existing IO's back into the sets, but you can also put leftover IO's (from any powers you've dropped) into your enhancement tray. This would mean a maximum of 10 IO's that you can move out of the existing build and not include in the final build, correct? And If you exceed 10, you'll have to delete the excess, correct? I'll want to sell these IO's because they're worth a fair amount.

    Meanwhile, I'll see if I can't find a good guide for this process which will help. Thanks, again.

    (Edited to add: One last question: Is there a way to see how the existing build was built, in order of the powers and slots chosen? This is surely kept somewhere, as this information is used to determine what powers you have when you do a mission at a lower level. Is this information available, or will I have to go from memory on how I did the original build? I liked the original sequence for the most part and would like to preserve it, including the order of the IO's slotted into the powers.)
  3. Quote:
    Originally Posted by Aggelakis View Post
    /respec *ONLY* works on freespecs (freebies given by the devs) and respec recipes (invention system). All others must go through the respec contact.
    Thank you. As you can tell, I've never done a respec yet and I wasn't aware of the difference in the mechanics. The message when I log in reads "You have 3 unclaimed respecs available. Type /respec in the chat window to begin respecing your character." and I hadn't realized that the mechanics for earned respecs is done differently, via contacts.

    Thanks again for your reply, which prompted me to head over to Paragon wiki to carefully review the usual (non-freespec) process which I was previously unaware of.
  4. Instead of using (or buying) TO/DO/SO enhancements like I had done in the first few months of playing CoX, I now straight away start buying and crafting set IO recipes to frankenslot. For example, a set of three frankenslotted dual or triple aspect IO's (for example, acc/dam + acc/rech + dam/rech/end, possibly from different IO set names) is way better than three single aspect generic IO's (much less TO/DO/SO's), even at 15th level. The total percentages often come out to the equivalent of getting a 'free slot' or 'a free bonus' that you wouldn't otherwise have. And early level set bonuses, if any, are icing on the cake. Many of the recipes and salvage at the lower levels are dirt cheap and will hold their value at least several levels until upgrading them, which I usually do about every five levels. Done carefully, having enough inf to do this shouldn't be a problem.

    Granted some folks like to zoom past the early levels anyway and don't consider IO's until about 22nd level and full sets well after that. But as I play quite a bit of solo and duo/trio with friends, the levels go a bit more slowly and there's actually time to take advantage of what set IO's can provide - even starting at character level 7. And I follow this IO-set enhancement only philosophy throughout the characters' careers as they rise in levels all the way up to 50. It gives even the lowest level characters an extra (and significantly noticeable) boost, although it does take time to do some research into what will fit into your build as you go and the time to acquire the recipes and salvage and then craft the set IO enhancements. Most players don't want go through the time and trouble of doing this until their builds flesh out during the later levels, typically at levels 22, 27, 32... and even waiting until 47 or 50.

    Sure it costs a bit more, but generating inf isn't a problem for me (preferring to market it than farm it) and I enjoy taking the time to 'polish' my characters throughout their careers so that they can perform a few levels above their actual level, whatever level they might be.
  5. I have one character with three respecs available. One was a freespec from I15's launch and two were earned afterwards. If I type /respec and do one, which one gets used first? I hope the freespec gets used first, so that I can acquire another freespec when I16 comes out without having to use the two earned respecs first. I already understand from this forum that you can only have one freespec per character. Does anyone know the order these are used up? Thanks in advance.
  6. perwira

    Prestige levels

    Quote:
    Originally Posted by Drugfree Boy View Post
    Interesting! That sounds pretty powerful!
    Now I wonder what color they'll be!

    (Not purple, I hope.)
  7. Quote:
    Originally Posted by Hart View Post
    Oh, my bad, perspective issue, I'm red only.
    Well, my bad, too... I should have mentioned blue side character. I play both blue and red, and have also acquired two LotG's red side quite some time back, but I've since forgotten how much I paid for them after a long wait on a relatively low bid. You're right, though, prices have gone up red side relative to blue side on a lot of things, including this.
  8. perwira

    The Perfect 10

    Quote:
    Originally Posted by Dechs Kaison View Post
    What about a Kheld in nova form? Aren't they kind of strong at that level? Lots of AoE on quick recharge and they give a recovery boost.
    You took the words right out of my mouth. I rolled a Peacebringer last Friday and brought her up to 12th level last night, thinking 'wow, serious Nova punch from get-go!'

    And regarding the low-level IO comments made by the OP, she has already picked up some lower level range-attack & targeted-AOE IO's to soup up and speed up her Nova attacks, an idea I posted earlier about today in the Inventions forum: http://boards.cityofheroes.com/showt...=189735&page=2
  9. Quote:
    Originally Posted by Hart View Post
    Last I checked, those were going for about 200m, so that seems unlikely.
    Not sure about red side, but blue side I recently acquired 3 LotG recipes for less than 70m each.
  10. Quote:
    Originally Posted by Fleeting Whisper View Post
    The copy Nova found makes the net cost -$2.99, not $2.99
    I.e., a $2.99 profit for da ebil marketer!
  11. Quote:
    Originally Posted by Neogumbercules View Post
    Enough to buy my enhancements at least until SOs and that's assuming I don't make any more money.
    After rolling two new characters just prior to the weekend, I did pretty much what you did. One is at 12th level, the other at 7th, and they're both modestly rich millionaires.

    But instead of buying enhancements like I had done in the past, I straight away started buying and crafting IO set recipes to frankenslot. A frankenslotted duo/trio (acc/dam + acc/rech + dam/rech, for example) is way better than two or thee single aspect IO's (forget about TO's except for powers without set bonuses, and we're not even at DO or SO level yet). The recipes and salvage at that level (10-15) are so dirt cheap and will hold their value at least several levels until upgrading them about five levels later. What's curious is that there are IO's from level 10-14 for sets, but not generic IO's at that level.

    Granted most folks zoom past these levels anyway and don't consider IO's until about 22nd level. But as I play quite a bit of solo and duo/trio with friends, the levels go a bit more slowly and there's actually time to take advantage of what IO sets can provide even starting at character level 7. And I follow this IO-set enhancement only philosophy throughout the characters' careers as they rise in levels all the way up to 50. What I realized this weekend, just for fun, is that you can start as soon as level 7 and keep at it without worrying about the inf to support it.
  12. You know... over the weekend, I got to thinking.

    For what it costs for one or two purples, I could completely non-purple IO-set out a second build for my character with a LotG or two thrown in.
  13. Quote:
    Originally Posted by eryq2 View Post
    grats billy...oh btw, ty to whoever gave me 111,255,555 for 2 prophecies on the Justice server yesterday. i got 100mil after it took 11mil from the bid.
    Big oops! It wasn't me but I can see how it happened.

    My guess is that the person quoted 1,112 on some item but didn't place the bid and didn't clear the bid amount. Without looking up they then placed a bid for 55,555 on another item and hit 'enter'.

    I've noticed that under certain conditions that if you put in a bid price on some item and then don't bid (just leaving the bid numbers up there), then move to another item the bid price reappears and whatever you enter after that is more digits added to the earlier bid.

    It's a sort-of-a-bug I think should be fixed, although anyone who hits 'Enter' without at least glancing up to be sure the number is correct is taking an unnecessary risk.
  14. Quote:
    Anyone can find this information by talking to any civilian in game with a name that starts with an "M" (for hours played on that toon) or an "N" (for amount of times you've logged on to that toon)...
    First of all, I had no idea this existed!

    Question: Are there any other special civilian information providers using other letters?

    If there is a guide or post regarding this, I'd be interested in knowing how to find it.

    (Edited to add: I later found more on this in Paragon wiki: http://wiki.cohtitan.com/wiki/Civilian)
  15. I rolled an illusion/storm just a while ago earlier tonight, thinking it would make an interesting (and challenging) character to play. Then I see this timely thread, which I am reading with curious interest.

    Offhand, I don't see why an ill/storm can't be a team player - rather, there are potentially a number of ill-advised ways to play an ill/storm that can be counterproductive for a team. In short, it looks like it takes some skill and practice in exercising selective storm powers judiciously and effectively.
  16. Quote:
    Originally Posted by Biospark View Post
    Hello Again Perwira,

    I will probably take Sparky as well, unless I decide to go with Psychic Mastery (leaning away from it at the moment).

    But an interesting question came up on a recent WW visit regarding global damage.
    Perhaps you (or anyone else) can answer it for me. I decided to socket (2) Lockdown IOs in Tesla cage for 3% global dmg.
    It had never occured to me whether this was simply additive OR whether it essentially modified my defender base of .65%
    Because IF my base is modified and then my Damage dealing powers multiply off that, 3% becomes closer to 6%.

    I have never gone after dmg set bonuses before, just recharge, defense and regen.
    So I am curious how it scales ?
    As I understand it (someone correct me if I'm wrong), the 3% set bonus is additive to whatever IO bonuses you have. That is, if you've slotted your set so that the combination of IO's gives a 50% bonus, the 3% global makes it 53%. If you didn't slot a power at all for damage, then it would give a 3% bonus.

    But, there is one big difference - the 3% set bonus is *not* subject to enhancement diversification (ED) penalties. So, if you have slotted your set so that combination of IO's gives a 95% bonus, the 3% set bonus ups that to 98% without the ED penalty of diminishing returns, and this applies to all powers. If you tried to add 3% on top of 95% through just the IO's (not the set bonuses), you would only get a small fraction of that 3% bonus.

    What this means is that if you focus the IO's within your set and your IO set bonuses for damage, you could easily exceed 100% to as much as 110-115% damage bonus for your attack powers.

    The damage cap for a defender at level 21+ is 400%, so no worries about exceeding any caps with your solo build.

    Paragon wiki provides a nice table of which sets provide damage bonuses: http://paragonwiki.com/wiki/Category...improve_Damage
    (Expedient Reinforcement for Sparky gives 3% to you too, which is worth looking at.)
  17. Quote:
    Originally Posted by eryq2 View Post
    Grats? Sure it can be done as long as you love traveling back and forth to WW as opposed to doing other in-game things.
    Well, it's pretty much pick your poison here, regardless of how and where you play, whether it's WW/BM, the AE ticket vendor, or the stores and quartermasters. At some point, somewhere, you have to unload the salvage, recipes and enhancements you acquire. And if you find a way pick up a few extra inf in the process, why not?
  18. Quote:
    Originally Posted by StratoNexus View Post
    Just something I did with my Emp/Elec defender for giggles. I think with a dual build made for solo play and range defense it could be done without inspires.

    Emp/Electric/Power vs. Ghost Widow
    Nicely done!

    I didn't choose Sparky on my emp/elec build and perhaps I may include him with my first still-pending respecification to speed up some of those long solo 1-on-1 battles just based on what I saw here.

    I've been following this thread with immense interest simply because I do plan to respec my 50th level emp to be a bit more effective solo in these types of encounters than she is.

    Regarding the comments so about epic powers, I also chose power mastery and it has served well.

    So far so good here, Biospark... it's been fun tracking your journey and all the discussion so far.
  19. Quote:
    Originally Posted by trendee View Post
    For my first defender, I'm planning out a storm/dark defender and I was looking at the leadership pool, which I noticed gives the most benefit for defenders. How bad should I feel for not taking these? Should I be a team player and get these toggles?
    My advice: Do you what you yourself want.

    If after you've got what you want in your build and you have some powers left to debate over, leadership is certainly one to look at. The cumulative affect of leadership (both as it stacks with other leaderships and that it stacks on top of any other bonuses) for multiple people can't be ignored. Given that defenders often choose fewer of their secondary powers, leadership is an obvious candidate.

    On the other hand, if you have few (or even no powers) left by the time you've chosen the powers you want in line with the style of play you want to exercise, then don't feel bad about not taking leadership. There's a trade-off here, and it's a question of whether those other 2-3-4 powers you'd gain by not taking leadership is worth it. You may find that those 2-3-4 powers you've chosen instead provide both your character and the team other benefits that outweigh those given by leadership.

    Your call, really. I wouldn't feel obliged to take it either way, just as for any other AT and power set groupings.
  20. Quote:
    Originally Posted by vampyrus_ddg View Post
    not sure if it should seeing as it's from a scrapper secondary not their primary.
    I'm not even sure this is accurate. I seem to recall more than one instance of a critical with shield charge with my scrapper, but my memory isn't perfect either.
  21. Quote:
    Originally Posted by Neuronia View Post

    Learn to cross-pollinate efficiently: ...
    Completely agree with this comment. Moreover, if you're marketing with more than one or several characters and devoting different levels of time and attention to them, you'll want a mix of ways to earn inf, some of which are quick and easy with smaller returns, some of which take more time to study and manage with larger returns.

    Quote:
    Study how much a recipe costs and how much the crafted IO costs. Figure out if it's worth your effort to be the middle.
    Good point here, too. I've found the best returns per transaction returns to be with IO set recipe crafting but it may not be the best returns per time spent. In the time spectrum, it seems that salvage flipping is the quickest way (log on, check slot rack, collect inf and rebid on sold items, collect bought items and relist, log off). Generic memorized IO crafting is almost as easy, particularly with a field crafting table (log on, collect bought salvage, rebid low at usual buy price for same salvage, craft memorized generic IO's, list crafted IO's at usual stable turnover price/range, log out).

    It takes more time yet if it involves IO sets as you have to manage the recipes too, along with keeping a balance between salvage/recipes/crafted IO's so that you don't overload on any part of it. More than once I've caught myself with too many crafted IO's waiting to sell, or too many recipes still waiting for low bid salvage to come through, or rack/inventory/recipe space to clear up without having to run to base. Juggling all this so that it turns over smoothly while keeping an eye on earning a good profit is a continuous effort that requires more thought and time than other inf earning methods.

    In short:

    Flipping: Salvage only (quick and easy, no crafting work - generally modest to good rewards, mild risk)
    Generic memorized IO crafting: Salvage and IO only (fairly quick and easy, 5 min. login is par - good rewards per transaction, minimal risk )
    IO recipe crafting: Salvage, IO and recipes (takes more time to study and manage - highest rewards per transaction, higher risk)
  22. I've had a lot of success with DM/SD.

    I'm curious why you suggest DM/SR and FM/SD, but not DM/SD.
  23. Quote:
    Originally Posted by Hart View Post
    *points finger* It Was Yooooouuuuuu!!!

    ..ohwell, I got my defense bonus. *shrug*

    Incidentally, I think someone's been doing this in my niche recently. Recipe prices got pushed up about 10m past the (very stable) sales price of the crafted IO.
    I'll second that 'It was you!'.

    I very recently put in a bid for one Guassian recipe to add to a partial set already slotted after my character leveled, and noticed how the prices on those had risen sharply.

    I'll wait and sit on my original low bid, thank you very much. No hurry, no worries.
  24. Playing a dark melee / shield scrapper, we're in a team of 6 on a mission to take out freaks in a fairly standard corridor and side rooms maps.

    This particular map revisited, though, always rings the alarm bells in my head because teams always have a tendency to have trouble at one particular intersection. The hallway ahead bends ninety degrees to the left. There are two rooms both left and right just before the bend, and another room straight ahead at the bend - recipe for disaster if spawns are in each of the rooms and in the hallway bend on the left.

    The team is moving quickly and the first target in view is in the room straight ahead and the impetuous tanker and a few others rush straight ahead with the team following just as I say, whoah, check the room on the left and right first before... oops, too late. All three rooms are spawned as well as the corridor around the corner on the left. Suddenly, we're inundated by four separate mobs of freakshow, one from the room on the left, one from the corridor ahead left, one from the room ahead, and one from the room on the right.

    After a combat jump - soul drain - shadow maul - siphon life on the heels of two alphas on my scrapper's head, I see it's getting worse by the tenth of a second as it dawns on the team what is happening. Half the team is already glowing yellow to red in the health bars. Kinetic crash shield charge! Lucky critical! Freakshow go flying in every direction, those already damaged taken out. A split second respite for the team - but not enough even as the scrapper becomes the aggro magnet as more freakshow pour into the intersection. Team wipe is clearly imminent.

    Scrapperlock sets in. If we're all gonna go down, the scrapper is gonna go down with them. Pop a round of inspirations like so much candy while a cycle of smites, mauls, air sups and siphon lifes go out in a rapid flurry, spinning around to face the next target. The freakshow are so dense it doesnt matter which direction the scrapper faces to get multiple targets on the mauls. The fight goes on into yet another round of soul drain, inspiration candy, and a "take this, you freaks!" ground-zero smackeroo shield charge. One glance at the team bar shows more than half of the team has dropped already, including the tanker. The only other one in halfway decent shape is our other scrapper - who no doubt is also in scrapperlock. Do or drop, never stop never stop never stop...

    Then... silence.

    Team bar shows two scrappers standing, one barely alive, mine at 2/3 with the blue bar at 1/3. Inspiration tray is all but empty except for 2 breakfrees and an unused wakie.

    Then I finally survey the scene, viewing largest pile of freakshow I ever expect to see in one place, so dense the floor was hardly visible.
  25. Quote:
    Originally Posted by Memphis_Bill View Post
    The only time I think snipes are useless (as a snipe) are on Dominators, who get them so late in the set it's laughable.

    Blasters, Defenders, and Corruptors can all use the time to "reach out and touch someone." You can hoversnipe, TP out of range and snipe, pull (though doing enough damage it may end up bringing the entire group) and more.

    Something you should "build around?" Not necessarily. Useful tool? Yes.
    Protagonist: Dark blast / pain dominator corruptor

    Usual role: Large team buffer / enemy debuffer

    Mission of interest: Steal cape (open map)

    Mission role: Solo.

    Weapon of choice: Moonbeam - Sting of the Manticore D/I/R, D/E/R; Extreme Measures D/I/R, D/E/R, A/I/R, A/R/R (6.24 sec recharge, 1.77 sec interrupt, range 215.25')

    Travel power of choice: Teleport (range 370.8') plus flight pack

    Stealth: Stealth power and +stealth proc in teleport

    Tactic:
    Two-shot minion: Fire, draw back, scourge fire. (*drop*)
    Three-shot LT: Fire, teleport, fire, draw back, scourge fire (*drop*)
    Multiple-shot Hero (Overdrive): World of Pain, activate large inspirations, Fire, teleport out of enemy LOS, teleport +stealth, fire, teleport out of enemy LOS, ... teleport (+stealth), scourge fire. (*drop*)

    Cape earned.

    (Snipers excel in outdoor maps and super-long hallways, but at best can use the snipe as a selective pull or (often) as a runner finisher in more cramped conditions.... although with dark blast, a combination of tenebrous tentacles to immobilize and dark pit to disorient followed by a scourging snipe will often drop the most recalcitrant of foes before they have a chance to react.)