I don't really understand IO sets. I'm not gonna lie


BrokenFace

 

Posted

Ok, so..let's start with the basics: I'm returning to the game. I am able to fund the building of the perfect troller...eventually.
I was wondering if someone would be able to toss together a "do this, not that" guide for a plant/thermal/fire troller. I simply don't know all the small details that have apeared since I left-and-returned to the City.
Right now, when I try to make a build, I end up with something like
http://www.cohplanner.com/mids/downl...08FC032F1CE72B


and I KNOW that there are a trillion things I'm missing. I know the utter awesomeness of a plant-thermal troller means this is the toon I want to drag through incarnate trials with(I have piles of aoe. shields. a heal that works on me without me being in melee. debuffs for the AV's, a rez, and just..gallons of awesome), but I'd just really like it if someone was to hold my hand through this first build. I know there's both a lot that I don't know, AND a lot that I've forgotten in my years /afk, and I don't want to utterly waste my i21 freespec.
if someone would take pity on a poor, returning fool, I will <3 you forevers.


 

Posted

Basically, if you're using lots of IOs you tend to aim for a particular effect. This can vary from softcapping S/L or ranged defense, or making some power permanent (such as Hasten, a dominator's inherent Domination, or a tanker's Dull Pain, or a Plant controller's Carrion Creepers), never running out of endurance, and so on.

Then you take powers that give you the basis for maximizing the desired effects, as well as powers that can slot IOs that will give bonuses that will get you to the desired numbers (be they defense, recharge, etc.).

The hard part comes in selecting the right stuff to make the desired numbers high enough without gimping your character's normal functioning. This is hard because sometimes the powers you need to take to slot IO sets that increase your numbers don't really complement your basic power.

The first thing then is to decide what superior target you're trying to hit. If all you really care about is minimizing endurance usage and making the character "snappy" to play, using a lot of IO sets that give good bonuses for recharge and endurance reduction, as well as global recharge bonuses (the purple and rare recipes you've chosen do a good job of that), is all you really need to do. That's what your build does, more or less.

One thing to note: you've chosen Maneuvers, but you don't really have any other defense to speak of, so it won't really do you much good personally. Small amounts of defense aren't very useful unless you've already got a lot (like 30% or more). Some people do take Maneuvers in order to slot Luck of the Gamber: Def/+Recharge, though. But you could also take Combat Jumping or Stealth to slot LotG: +recharge, and those may provide greater personal benefit than Maneuvers.


 

Posted

I won't claim to be an expert either, but I'll throw in my 2inf.

The first thing to remember about IO's is to not gimp you're powers, make sure you're powers are getting the enhancement values they need to be good, sometimes that means sacrificing a set bonus to frankenslot(use enhancements from different sets to get the enhancement values you want), slot a Hami-O or even a common IO.

Second thing like Rodion mentioned, is to have a goal for you're build, something you're working twords. Getting other effects from set bonuses is nice, but most the time you're looking for something specific, as mentioned the recharge to make a specific power permanent or enable a specific attack chain, or softcapping defense are common build goals. This means you don't always need a full set, just take it until it provides what you need and then go.

The third thing to remember is price, unless you're independantly wealthy you will not be able to afford the rarest sets in most you're powers, a fulling IO-d out character takes time(or really good market mojo)


 

Posted

The basic overview is that there are a few build directions that are realistic and a few that are not.

Primary goals for a build normally include the items in the list below:
- High Recharge
- High Ranged defense
- High Slash/Lethal defense

One thing you will have to accept is that there is no "perfect" build. Making a build means sacrificing something. A decent build compromises as little as possible in critical areas, but no matter what you do, you will always be making a choice between something.

My default for most Controllers is to pursue a high Recharge, high Ranged defense, s/l lethal Resistance based build. Other people prefer to maximize Recharge above all else, without worrying about defense. I think there are good arguments to go either way.


 

Posted

hmm. would tough/weave provide enough defense to noticably matter?
I'm not rocking a /kin secondary, so I don't need tactics, I'm rocking fire, so I'm...burny, and my shield looks cool?
Or would I end up having massive end problems without the end alpha?(the plan, btw, is to be plant/thermal/fire just because this is like the first toon I've ever had where I can justify that specific APP for thematic reasons, in addition to general 'badassery')


 

Posted

Quote:
Originally Posted by BrokenFace View Post
hmm. would tough/weave provide enough defense to noticably matter?
I'm not rocking a /kin secondary, so I don't need tactics, I'm rocking fire, so I'm...burny, and my shield looks cool?
Or would I end up having massive end problems without the end alpha?

My general rule is that if you can get around 30 points in a defense its worth it. Less than that is iffy for me. 45 is my usual cap for any particular defense (I usually halt at slightly above about 44% though). Some people will only build defense if they can cap it but I find 30 to be noticeable and much better than 0.


 

Posted

Quote:
Originally Posted by BrokenFace View Post
hmm. would tough/weave provide enough defense to noticably matter?
I'm not rocking a /kin secondary, so I don't need tactics, I'm rocking fire, so I'm...burny, and my shield looks cool?
Or would I end up having massive end problems without the end alpha?(the plan, btw, is to be plant/thermal/fire just because this is like the first toon I've ever had where I can justify that specific APP for thematic reasons, in addition to general 'badassery')
As Tex said, there are varying opinions on the need for Defense. None of my controllers are built for high defense, as I usually focus more on Recharge to make me a better controller. But some of them do have an OK amount of S/L Defense starting with one of the S/L defense armors available from APP/PPP powersets. Your secondary is based upon Resistance, so stacking more Resistance may provide better benefit.

When looking at Pool Powers like Leadership or Fighting, a key question is whether the cost (what you are giving up in terms of power choices or slots) is worth the benefits (the small amount of added Defense you may be getting and how much it will really help you). Even situational powers like Spore Burst or Spirit Tree may provide more benefit than Weave, and certainly provide more benefit than Boxing.

If you build for high recharge, do you really need all that much Defense? How much are you able to control and how much damage do you take that can't be handled by your self-healing? The answer to that depends a lot on your playstyle. To me, the key for a Plant controller is to get Seeds of Confusion and Creepers up as often as possible, so Recharge is important. But if you tend to fire off Roots a lot and get a lot of return fire, then Ranged Defense may be more important.

Once you have an answer to that question, then you need to decide where your focus will be on IO sets: for Ranged Damage powers (like Entangle), you could go with Decimation for Recharge, or Thunderstrike for Ranged Defense.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

The goal of a controller should be +recharge, +end and +recovery. Defense, while nice is more of a cute trick/added bonus than a "need". Your ability to control is your 'defense'.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by MentalMaden View Post
The goal of a controller should be +recharge, +end and +recovery. Defense, while nice is more of a cute trick/added bonus than a "need". Your ability to control is your 'defense'.
I agree with MM...I go for +recharge as the first line for any troller and usually the +recovery gets added based on the sets required for recharge. Although, for my /rads I tend to push for more +recovery and +end.


 

Posted

Before dismissing +Defense, in the game's current state many tfs are speed runs and in the incarnate trials, there are simply too many mobs for you to control. The sentiment that "my control is my defense" simply doesn't work on a speed ITF (or LRSF, STF, etc), unless you are well equipped with the right inspirations. Anyway, +Def and +Rch are not mutually exclusive, since you can slot LOTGs in the power selections that give +Def. The troller build I respecced into has 45% s/l def and 177% recharge. That's having it all, if I may say so. Since you're going for the Fire Shield, I wouldn't worry about building too much def this time around, but I did feel compelled to offer a counter to "controllers shouldn't build defense".


Global = Hedgefund (or some derivation thereof)

 

Posted

Nobody said you "shouldn't build for defense" I merely said that recharge, end and recovery are priorities and defense should be treated as an added bonus. And I've had plenty of controllers on speed TFs without softcapping or defense focused builds.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

In my opinion your build goal really depends on your powersets. As an example an Illusion 'troller will want to get as much recharge as possible so that PA will be available as much as possible... since the Illusionist will tend to be at range and have PA to handle aggro he has less need for defense. On the other hand a Fire/Rad controller will spend most of his time in melee, AND he's going to be running some very high end toggles. For him recharge is less important than endurance and defense. That shouldn't be taken to mean "ignore recharge bonuses"... just that a Fire/Rad has a higher priority for other bonuses.

Play your character and as you level up evaluate your needs. Do you have a game changing power on a long recharge you want available all the time (for example PA)? Build for recharge as your primary goal. Do you go through massive amounts of endurance? Build for endurance and recovery as your primary goal. Do you spend a lot of time with significant aggro on you? Defense may be what you need the most.

It's always hard to argue with +recharge on nearly any character but you need to decide what would help your particular character the most. On many controllers that really is +recharge but there are always exceptions to the rule.

As I mentioned, play the character and ask yourself what your biggest needs are, then look for IO bonuses to fill those needs. You do need to beware of the trap of seeking bonuses without concern for enhancing your powers though... do not neglect the primary functionality of your powers by tossing in IO sets that give you poor enhancement. An example of that would be using a sleep set in Blind... yes the power accepts them but it's primary purpose is a hold, it's secondary purpose is damage and it only has a chance to sleep a nearby mob to your target making that worthless to enhance.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

* /em Points down at Sig. *

Everyone has posted some good advice. But I think you need to understand why those numbers are important and how the game works behind the scenes.

Its also important when someone comes here and post misinformation. I cannot tell you how many times someone comes to the forums posting some crazy build and then tells you how they soloed 12 AVs and 3 GMs all at the same time with just Caltrops.

Understanding the numbers will allow you to see the math inside the builds and make an educated choice for yourself.

As far as the IOs go. It's going to be tough at first since your not familiar with all the IOs but eventually you will start to know I am looking for Range defense and I have a stun power, which set is that. Or I need to slot this melee power to get recharge. Again that will come over time.

The great thing is the wheel has already been invented here. You are not going to discover that secret build that no one else ever thought about making. For the most part your build for your AT and powers will look pretty like another players build minus a few powers here or there depending on your goals.

As an example if your looking for defenses, you are pretty much keyed into going a particular direction and picking up certain powers. If your looking for recharge again your keyed into a certain direction and powers.

Also as a controller you cannot expect for example to get defense cap and high dps. Its just not going to happen.

Again another thing you need to understand some powers just have better IO options then other powers. For example Traps very easy to obtain full positional defense cap ( I know not a controller power choice ). But on the flip side trying to get Range cap on a device Blaster is extremely limited and your pretty much pigeon holed into 1 direction. So if I meet another device blaster that said they were defense range capped then I know pretty much a large core of there power choices, because they will be the same as mine for my Device Range cap blaster.

Also the bonuses from IO sets offer other things like duration. So a power that hold might start off holding for 12 seconds but after it is all said and done with all your IO slotting you might have kicked up that hold duration to 20 or 30 seconds. But the recharge might only be 11 seconds. So now you literally have a power that will last longer then the recharge. So you can hold a NPC indefinitely.

As others have mentioned these are the things you need to consider when creating your controller.

Another thing you need to understand why -Tohit Debuff is is helpful but it is not as good as defenses. Though they are pretty much calculated the same way. The short simple answer is -Tohit Debuff can be resisted by mobs.

Hope this helps out


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

dear defensive trollers,
thanks for the laughs..


your friend the tank


 

Posted

Quote:
Originally Posted by Severe View Post
dear defensive trollers,
thanks for the laughs..


your friend the tank
Severe, I don't think that accomplishes anything. Yes, a tanker has better defenses than any other AT. That doesn't mean that other AT's can't benefit from more defense.

All your post here seemed to say was "I'm tougher than you, so you're beneath my notice". Just how does that benefit anyone?


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Severe View Post
dear defensive trollers,
thanks for the laughs..


your friend the tank
Dear The Tank,

Thanks buddy!

Your friend,
Over here soloing everything


 

Posted

Quote:
Originally Posted by Severe View Post
dear defensive trollers,
thanks for the laughs..


your friend the tank
Dear "the tank",

Sorry you're irrelevant today.

Sincerely,

One of the many ATs that has obsolesced you.

(Yes, I took the bait, sorry)


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Severe View Post
dear defensive trollers,
thanks for the laughs..


your friend the tank
We're all capable of pressing the Tanker button in the character screen, my special little snowflake.
When I play my Tankers, I like Controllers who don't fold from a stray shot or two, but can continue to back me up.

To the OP, focussing on Recharge is the best bet. Building Defence at the same time is a good idea. Weave with the LotG unique and 5 Red Fortunes for +12.5% recharge is a good example. Many sets give both Recharge and Defence such as Expedient Reinforcement and Stupefy.

If things look too expensive, do some hero tips. The first 50 merits buy you a level 35 Kinetic Combat Acc/Dam, which will sell for 30 million or so. Then 2 Hero merits buy you a Kinetic Combat triple which sells over 100 million. There are plenty of Tankers lining up to buy them


 

Posted

1. Every non-Dr Harmony non-that-random-tank-troll people: Thank you. I've got a better plot for both my plant/thermal/fire and my ill/kin/psychic(I'm figuring psychic cuz this dude ends up in melee a lot, and getting holded KILLS me, and it's either that, or one of the 2 "temp invulnerability" ice powers in either the Ice APP, or Mako).
2. Dr. Harmony/other vets: can you guys just give me a list of IO's that tend to sell for INSANE amounts? When I came back to CoX, I was discussing my return in chat, and a nice stranger-that-turned-into-a-friend dropped like 200mil influence on me, but..I don't want to go from my current 197 mill to 0 mill tricking out ONE troller, just to be able to not finish the other troller, the fortuna, OR the crab spider I have planned(...I'll finish one troller, then move to the VEATS. It's TOTALLY a viable plan).
I don't really wanna roll a brute/tank to 50 JUST to run AE. My favorite part of this game compared to[list of like..every other MMO] is how CC is an active task here, instead of passive(like..you CC for 3 second intervals, while healing and dpsing).

While I'm asking for help, can I get a quick "easy money" list so I don't have to roll-and-grind with a tank? I get the basic math of "hit 50, spend 8 tickets a pop on bronze recipes, sell IO's, repeat", but I also get the math of "why pay 15$ a month to be bored?"

...I pay 15$ a month to have my characters dress in fancy outfits, with auras.


 

Posted

The really expensive stuff I'm aware of:

Kinetic Combat. 100+ million for the best ones.
You don't need this, go for ranged defence instead with the much cheaper Thunderstrike.

But do buy these with Hero merits/merits that you pick up along the way with your Controllers. The hero tips missions are generally fun, well written pieces which breathe life into characters like Shock Treatment, Flambeaux and so on. Its wont feel like farming or grinding, and its very easy to get a casual team to do these.

Luck of the Gambler +Rech. You will want these for Hover/Combat Jump/Weave or wherever you can stick one, and theyre 100 mill+. Buy them with Hero Merits maybe? Building up recharge is a long terms goal, and you dont need these ever, but they're nice to have.

Miracle +Recovery. You dont need this. Its OK later I guess.

Basilisk's Gaze (10-40 million a piece?) Four of these in a hold give 7.5% Recharge. Very nice, put in some lowball bids and wait.

Thunderstrike - cheap, a few million a piece. the best set for ranged attacks, a bit of Recovery and Ranged Defence. Nice for single target immobilise.

Doctored wounds - cheap. +5% recharge for 5 pieces, good for your healing powers

Positron's Blast - cheapish (10 mill for rarest piece?) The only decent set for Fireball.


 

Posted

I totally lucked into a miracle+recovery on an alt, and whichever toon gets the "main" laurel gets it(it's between plant/thermal that I'm restarting who has 26 untouched costume changes left), or ill/kin and 41 costume changes.


And I ADORE hero tip missions for like 4 reasons
1. They're well written
2. I love it when named npc's show up. I'm very much the guy who locks down the villain, then left clicks to read his bio
3. I like running around maps while invisible
4. Apparently hero reward merits are big? I have 3, IDK what I can get with em yet, but I'll figure it out in 5 levels on the ill/kin(like..I keep SAYING that the plant/thermal is gonna be my main, but..realistally? I just learned that I can slot my spectral terror for damage, and then not only will he be a general 'eff you, spawns that are apearing' turret, he'll also be a damage turret. and that makes me happy. I wanna play the toon that makes me happy. Also? I got a +recharge Force Feedback for my Kin when I redo him tomorrow. the ill/kin? he's not a leader. he is a sneaky invisa-ninja, CCing in the thick of things, tossing mobs out from nowhere. kick/tough/weave both makes sense, and the FF recharge was only 11,000 inf. ).


 

Posted

One way to make some serious inf, if you're willing to devote some time to it, is to look at the market and find an IO that you can buy the recipe cheap but the crafted IO sells for a lot; then you buy, craft, sell and rake in the profit. Make sure to allow for salvage costs but there are quite a few recipes I've seen that sell for under a million but the crafted IO sells for 40 million+. It's a bit of work but lots of players are willing to pay a premium for crafted IO's so they don't have to bother with crafting. If players are willing to overpay by a factor of 10 for that privilege then you may as well take their money... someone will and it may as well be you.

I suggest running 5 tip missions daily to acquire alignment merits; you can get one A-Merit every other day this way and trade them in on the high dollar stuff you need. One A-Merit will buy most recipes although a few of the best ones cost two merits (LotG 7.5% recharge, Miracle & Numina unique and the like.) Alternately you can buy 5 random rare recipes with one A-Merit... more often than not you'll net over 50 million that way and sometimes you get lucky with 500 million+ worth of recipes. Of course there's always the chance (happened to me last night) to get 5 worthless recipes that aren't worth vendor price.

I typically run a couple of characters through 5 tips a day and save up my A-Merits; then when I need _X_ that's extremely expensive on an alt I can pull up one of my tip runners and buy that IO. Most tip missions can be soloed in 5 minutes or so... after a while you learn which ones are good and which ones suck (cough, Sister Jocasta, Rescue Debutantes, cough)

Off the top of my head the really expensive IO's (non-purple... those are always high) are:
Luck of the Gambler 7.5% recharge - 150-250 million
Miracle +recovery unique - 200 million
Numina +regeneration/+recovery unique - 150 million
Kinetic Combat - several of them are 100-200 million

There's a few more that tend to be pricey but most everything else will be 40 million and below... usually MUCH below. Unfortunately sets that give a good recharge bonus tend to be expensive; the Decimation set for example (ranged damage, gives 6.25% recharge and 2.25% endurance) costs a LOT more than the Thunderstrike set (ranged damage, gives 3.75% ranged defense, 7% accuracy and a recovery bonus). Likewise the Positron's Blast set (targeted AOE damage 6.25% recharge, 9% accuracy, 2.5% recovery) is much more expensive (and frankly the only decent Targeted AOE set in the game) than the Detonation set (no really useful bonuses but it does provide good enhancement value at dirt cheap prices)

200 million will not build a high end controller but with some picking and choosing it will give you a foundation to work from. At a very conservative guesstimate the build you had in your OP will cost over 3 billion inf and it isn't ideal. I haven't tried to work out a build for a plant/therm but a good, non purple build will probably run you somewhere between 500 million to 1 billion.

Don't despair though; there's nothing that says you have to get all the shiniest stuff right away. Plan out your build then ask for suggestions to improve it. As you get things finalized start buying what you need and fill in the holes with cheap stuff until you can afford the good stuff. Another thing to keep in mind is that you don't need the highest level IO's... almost all the time there's no real improvement in buying level 50 over level 35 and the level 35 is frequently considerably cheaper... not to mention it exemplars better.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
My general rule is that if you can get around 30 points in a defense its worth it. Less than that is iffy for me. 45 is my usual cap for any particular defense (I usually halt at slightly above about 44% though). Some people will only build defense if they can cap it but I find 30 to be noticeable and much better than 0.
Definitely. I'm usually happy with 32% or so, that means I can usually cap defense with 1 small purple inspiration, which are plentiful most of the time. Not to mention in a team you'll often have 10-15% just from various steamy mists, maneauvers, barriers, etc floating around.


 

Posted

I was avoiding some personal work so I went through and categorized some of the sets. I think a lot of what follows is debatable, possibly even wrong, especially with the Melee Damage sets I've rarely used. However this is a basic map to some of the more notable sets and their relative pricing. I think there are a lot of arguments we could have about which ones belong in which categories and I didn't actually go through and check current prices on any of these so you can use it kind of like 'Tex's personal assumptions' more than an objective guide. However it does kind of show what my guidelines are for when I make a build in terms of deciding what's financially doable and what's not.

Note that in general, most characters tend to be damage-oriented. The vast majority of players (i.e. your potential buyers) are also building for +Recharge, +S/L Defense, or +Ranged Defense so as a rule of thumb anything that that can be slotted in a damage power that has Defense or Recharge on it is likely to sell quickly. Ranged Defense combined with Recharge is more common than S/L combined with Recharge, so the latter is often more expensive. Many characters also use armors, so Defense and Resistance sets with these bonuses tend to be popular as well; as it happens though Resistance sets tend not to offer Defense/Recharge combos where Defense sets do.

Note I did not list procs here. Some other folks talked about some of the more common ones. Generally speaking any proc tends to sell pretty decently. The trick there is that procs sell for more the lower level the IO. You don't get anything special from a high level proc. Case in point, a low level Stealth proc can easily go for over 150 million but is unlikely to sell for that much at higher levels. Due to the way Exemping rules work, this is also true of some full sets, particularly anything frequently used as a set mule (e.g. Stupefy, the Stun power which is frequently slotted into Boxing and sells for more at level 20 than it does at 50).

Please excuse any typos or errors as I wrote this quickly.



Ultra High Demand, usually 200-500 million each:
These sets are both very high in demand and somewhat rarely encountered. Committing to any full set of one these is a very large investment. Often gathering an entire set costs almost as much as outfitting an entire character. Whether it is "worth it" or not depends on how you play the game. Many players sell these immediately. When reasonably priced they make a quick turn around and a single sale of piece of these might pay for an entire mid-cost character.

  • Hecatomb (Melee damage)
  • Armageddon (PBAoE damage)
  • 5/6 Ragnarok (Ranged AoE damage, NOTE: Proc is cheaper than rest of set)
  • Apocalypse (Ranged ST damage)
  • Most PVP sets

Medium Demand Purples (usually 30-150 million each):
These purples are somewhat less expensive than the ones listed above, but still not necessarily "cheap." They are listed below in more or less the order of their values. Because of high crafting costs, it is sometimes better to sell the unmodified recipe than the completed IO; check the market. They sell fairly quickly.
  • Absolute Amazement (Stun)
  • Unbreakable Constraint (Hold)
  • Soulbound Allegiance (Pets)
  • Coercive Persuasion (Confuse)
  • Gravitational Anchor (Immobilize)
  • Fortunata Hypnosis (Sleep)

Expensive, High Need Sets (generally 25-150 million each):
Sets in this list are especially popular due to a combination of rarity, desirable bonuses, and the fact that most characters are able to slot at least one (and in some cases several) of them. These particular sets are very highly coveted and tend to sell extremely fast.
  • Obliteration (PBAoE, valued for High Recharge combined with S/L defense)
  • Kinetic Combat (Melee damage, Unusually high S/L Defense with just 4 slots)
  • Decimation (Ranged damage, +Recharge, +Max Endurance)
  • Basilisk's Gaze (Hold, high Recharge and some Ranged defense with 4 slots)

Mid-Cost, Mid-Turnover Sets
These sets are generally less expensive than the ones above but are often worth selling. Note that prices may vary considerably across the set. For example, Resistance and Defense sets usually sell the IO piece that contains Resist/End or Def/End for more than the rest of the set.
  • 5/6 Luck of the Gambler (Defense, NOTE: proc is much more expensive)
  • 5/6 Numina's Coalescence (Healing, Ranged Defense)
  • Gaussian's Synchronized Fire Control (To-Hit Bonus, +various defenses)
  • Rectified Reticle (To-Hit Bonus)
  • Eradication (PBAoE Damage)
  • Mako's Bite (Melee damage)
  • Impervious Skin (Resistance)
  • Titanium Coating (Resistance)
  • Touch of Death (Melee damage)
  • Reactive Armor (Resistance, +various Defenses)
  • Expedient Reinforcement (Pet Recharge, +Ranged +Recharge)


Cheap, High Turnover Sets (2-20 million each):
These sets do not usually sell for much on their own but tend to move very quickly due to a combination of decent bonuses and the ability to slot many of them. Presumably, what sets these apart from other sets is that they drop frequently enough that they aren't considered rare. The key to making money on these is to focus on creating them in volume and price them so that they are quickly picked up. These sets often form the basic building blocks of moderate to low cost builds.
  • Thunderstrike (Ranged damage, +Ranged Defense)
  • Scirocco's Dervish (PBAoE damage, +Ranged defense)
  • Crushing Impact (Melee damage, +Recharge)
  • Positron's Blast (Ranged damage, +6.25 Recharge)
  • Red Fortune (Defense, +Ranged defense and +5 Recharge)
  • Titanium Coating (Resistance)
  • Dampened Spirits (To Hit Debuff, +Recharge)
  • Adjusted Targetting (To Hit Bonus)
  • Doctored Wounds (Healing, +Recharge)

Thrifty Sets
These sets tend to not sell for a lot, but represent the "best buy" relative to what else is available. They frequently do not sell quickly, but if a buyer was going to buy a particular IO set, for an unpopular slotting option and didn't want to/couldn't pick a Purple, it would likely be one of these.
  • Malaise's Illusions (Confuse)
  • Glimpse of the Abyss (Fear)
  • Stupefy (Stun)
  • Lockdown (Hold)
  • 5/6 Force Feedback (Knockback)

Unusually Cheap Sets
These are some of the sets that stand out as being especially inexpensive, as well as generally low in demand.
  • Any non-purple Sleep
  • Any non-purple Immobilize
  • Most Knockback sets
  • Most Slow sets
  • Any Jump, Run, Teleport IO that is not a proc/stealth/global bonus
  • Ghost Widow's Embrace (Hold, eclipsed by better set choices)
  • Essence of Curare (Hold, eclipsed by better set choices)


 

Posted

I like this "list of ways I can get money"
....someone should sticky this for the other controllers here :P
or..other new players