Furiant
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Posts posted by Furiant
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1 hour ago, Twisted Toon said:
Actually, it sort of does.
A high level character doesn't, normally, get low level recipes as drops. (unless they're using Oro or doing a low level teammates mission)
So, the low level character has more reliable access to the low level recipes, with lower crafting costs.
They put them up for sale at WW/BM for a paltry sum of 1000 Inf.
Some level 50 buys that enhancement for 1M Inf, and the lowbie just made a profit.
This doesn't exclude high level characters from making a profit in that manner.
It's just easier for the lowbie to do so, because they have easier access to the lowbie recipes.
I guess. I'm still not seeing how they 'have very low crafting fees' as compared to a higher level player. Even if they were doing content with xp disabled to generate 'free' low level recipes, that same content would be more efficiently done by a higher level toon with 50 levels of IO bonuses, either exemplaring or soloing Oro missions; in addition, the primary toon would get the badges for that content. Either character could sell the recipes directly for the same amount, with the same fees. Either character could craft the pieces for the same fees and sell them for the same amount.
I don't see anything a lower-level crafter can access or do, that a higher level wouldn't also have access to, and do better.
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1 minute ago, Twisted Toon said:
A Level 10 Invention enhancement, generally, costs less to craft than a level 50 invention enhancement.
Of course, but that doesn't have anything to do with the level of the character crafting the enhancement.
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On 5/16/2020 at 7:11 AM, Peacemoon said:
*As such low levels can make good money selling enhancements, as they have very low crafting fees and people can buy their low level enhancement ‘concepts’ as attuned or high level variants as desired, which lets them make millions.
I'm not seeing this effect in-game. My level 5 has the same crafting fees as my level 50, for workbench or any other kind of recipe. They also have the same AH fees. In what way does a lowbie have an advantage as a crafter? They have less storage, less merits and less ability to generate them; and the only means of income they have is crafting and auctions. I have to give them converters or they have to buy them off market at a markup. If anything they seem like a worse choice than a 50.
Am I missing something, or did the lowbie benefits change since the post was written?
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On 11/17/2020 at 6:40 PM, Yomo Kimyata said:
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I'd vastly prefer it if there was no discount this year (or any year), but I'm hoping the devs will look at this as an alternative to making the rich richer.
I would just really like to be able to afford a few sets of the IOS.
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On 7/21/2020 at 4:05 PM, Ironblade said:
Not so much a 'peeve' as a decision based on the limitations of the format.
I've played pen & paper RPG's..... yikes, since 1979. When I'm playing an RPG in person, I role play my characters. Almost every word is in character. Any OOC comment is prefaced by that to make it clear.
Playing online - I don't role play. Being restricted to text is so limiting and annoying (to me) that I just don't do it. My characters have back stories and their backgrounds inform their choices regarding powers, costumes, mission decisions, etc. But that's the extent of it.
So much. I also began LARPing prior to MMOs, early 80s. Then for many years in ICQ, then games like Everquest, I tried to apply those live mechanics to online formats, but I could never find the same groove. Avatar movement, animations, NPCs constantly shoulder checking you... everything just looks so goofy to me. I tried VOIP awhile too, but it was also clunky. Not to mention the groundhog day nature of MMO content, and absurdities that must be ignored like swimming in plate armor or a quest giver asking literally everyone who walks by to do the same task, or dungeons full of mobs just standing there in groups doing nothing. Eventually I realized I just can't make this medium immersive enough for my tastes. There's a limit to how much distraction I can filter out. Maybe I just don't have the imagination.
These days... I have a concept at character creation. Their costume, name, etc. all reflect that as far as I can make them, and I'll spend hours trying. I can't not do that. I'll usually write a bio of sorts. But it pretty much stops there. I like being around RP in video games, so I play on RP servers. I just don't like trying to do RP in them anymore; I find it more frustrating than rewarding. I see people RPing in games now and I think, "That's nice; they're not burnt out yet."
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Late to this but I have a few.
- Obsession with/worship of trivial rules
- Unnecessary OOC bracketing
- Secret Scripts: where I have a whole scene prepared and I just need you to fill the gaps between my lines
- Editorializing (/me wonders if she should ask about your origin)
- Puppeting (/me winks, and you can't help but wonder why)
- Personal Boundaries (/me climbs up onto your shoulder and starts braiding your hair)
- Physical Boundaries - someone 'tosses me a beer' when we're miles apart, as if the chat channel is some kind of alternate dimension lounge
- RP walking everywhere at all times regardless if it's appropriate
- Standing 300 feet back crafting a witty comment while your team dies
- Off-the-rack characters (the cockney pirate, the purrrrfect cat, the Sir Lancelot...)
- Characters that are designed to be the center of attention
I mean yeah, everyone does their own thing. These are just peeves that make me not want to do things with them.
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I've always had the game installed on a non-windows path. This problem began for me around the time I disabled the 'remember account name' option.
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The fact is, for all I hear about healing being irrelevant in the rarified end game speed run scenario, I have never once been in a group where somebody didn't need healing; and I can count on the fingers of one hand those runs in which nobody died.
Maybe I just don't have access to this mythical strata of end game (on any of my characters) but the world I live in definitely appreciates empaths and bubblers who can also contribute some dps or control or debuffs.
Play your toon who can heal, heal when needed, and find a way to contribute otherwise. If you can do that, I'm glad you're on the team.
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3 hours ago, Sovera said:
Strictly speaking there is not much need for Fire/Cold defense in the end game. If you take that in mind you can shift your slotting around a fair bit.
You are already at 36% Ranged defense and if you intend to stay hovering out of the way grabbing a few more percent points would be a better way to spend your slots. You'd still be capped at S/L (the crushing majority of melee attacks tend to incorporate one or the other) and just as an added layer N/E and Ranged...
I find Fire Breath instead of Rain of Fire questionable but you do you.
See if there are any ideas you'd like:
Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designerClick this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Devices
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace MasteryHero Profile:
Level 1: Fire Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7)
Level 1: Toxic Web Grenade -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(7), SprWntBit-Acc/Dmg/EndRdx(9), SprWntBit-Acc/Dmg/Rchg(9), SprWntBit-Dmg/EndRdx/Acc/Rchg(11)
Level 2: Fire Ball -- Artl-Acc/Dam(A), Artl-Dam/End(11), Artl-Dam/Rech(13), Artl-Acc/Dam/Rech(13), Artl-Acc/Rech/Rng(15), Artl-End/Rech/Rng(15)
Level 4: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(19)
Level 6: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(21), KntCmb-Dmg/EndRdx/Rchg(21)
Level 8: Fire Breath -- Artl-Acc/Dam(A), Artl-Dam/End(23), Artl-Dam/Rech(23), Artl-Acc/Dam/Rech(25), Artl-Acc/Rech/Rng(25), Artl-End/Rech/Rng(27)
Level 10: Targeting Drone -- RctRtc-ToHit(A), RctRtc-Pcptn(27)
Level 12: Aim -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(29), GssSynFr--Build%(29), RechRdx-I(50)
Level 14: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(31), RctArm-ResDam/EndRdx(31), RctArm-ResDam/Rchg(31), RctArm-ResDam(33), RctArm-ResDam/EndRdx/Rchg(33)
Level 16: Weave -- Rct-Def(A), Rct-Def/EndRdx(33), Rct-ResDam%(34)
Level 18: Blaze -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/EndRdx(36), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(36), SprBlsWrt-Rchg/Dmg%(36)
Level 20: Field Operative -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(37), NmnCnv-Heal/EndRdx/Rchg(37), NmnCnv-Heal/Rchg(37), NmnCnv-EndRdx/Rchg(50), NmnCnv-Heal/EndRdx(50)
Level 22: Fly -- BlsoftheZ-ResKB(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 26: Blazing Bolt -- Apc-Dmg/EndRdx(A), Apc-Dmg/Rchg(39), GldJvl-Dam%(39), Apc-Acc/Dmg/Rchg(40), Apc-Acc/Rchg(40), Apc-Dam%(40)
Level 28: Trip Mine -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Dmg/Rchg(42), Erd-Acc/Dmg/Rchg(42), OvrFrc-Dmg/End/Rech(42)
Level 30: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 32: Inferno -- SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Dmg/EndRdx(43), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Rchg/KDProc(45), Arm-Dam%(45)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(45), Rct-Def(46)
Level 38: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(46), ExpRnf-Dmg/EndRdx(46), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(48), ExpRnf-+Res(Pets)(48)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 44: Super Speed -- Clr-Stlth(A)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)
Level 50: Musculature Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Degenerative Core Flawless Interface
Level 50: Ageless Core Epiphany
Level 1: Quick Form
Level 50: Warworks Core Superior Ally
Level 50: Assault Radial Embodiment
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Yeah I was a bit glum about the ranged def but I thought if you valued F/C that much it must be essential. I'll see about trading it for ranged.
Fire breath was just there in the original build. I've never actually tried it; I mostly use Rain. Same enhancements afaik.
I'll check out your improvements.
[Update] Yeah, I like this a lot better. Cheaper too I think. Thanks for the input 🙂
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On 1/22/2020 at 1:06 PM, Sovera said:
This is not perfect yet, but some proposed changes.
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Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designerClick this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace MasteryHero Profile:
Level 1: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(40)
Level 1: Toxic Web Grenade -- EnfOpr-Acc/Immob/Rchg(A)
Level 2: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(7), SprFrzBls-Acc/Dmg/EndRdx(7), SprFrzBls-Acc/Dmg/Rchg(9), SprFrzBls-Dmg/EndRdx/Acc/Rchg(9), SprFrzBls-Rchg/ImmobProc(40)
Level 4: Combat Jumping -- Krm-ResKB(A)
Level 6: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Rchg/HoldProc(15), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/Rchg(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40)
Level 8: Fire Breath -- Rgn-Dmg(A), Rgn-Dmg/Rchg(11), Rgn-Acc/Dmg/Rchg(11), Rgn-Acc/Rchg(13), Rgn-Knock%(13)
Level 10: Targeting Drone -- RctRtc-ToHit(A), RctRtc-Pcptn(46)
Level 12: Aim -- GssSynFr--Build%(A), RechRdx-I(46), RechRdx-I(48)
Level 14: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(15), Ags-ResDam/EndRdx(25), Ags-ResDam/EndRdx/Rchg(34), Ags-ResDam(37), UnbGrd-Max HP%(43)
Level 16: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(17), Rct-Def/EndRdx(17)
Level 18: Blaze -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/EndRdx(23), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(23), SprBlsWrt-Rchg/Dmg%(46)
Level 20: Field Operative -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(21), Rct-Def(21), ShlWal-ResDam/Re TP(36), Rct-ResDam%(37)
Level 22: Smoke Grenade -- DarWtcDsp-ToHitDeb/Rchg(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Blazing Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(27), SprDfnBrr-Acc/Dmg/Rchg(27), SprDfnBrr-Acc/Dmg/EndRdx(31), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(31), SprDfnBrr-Rchg/+Status Protect(50)
Level 28: Trip Mine -- Erd-Acc/Dmg/Rchg(A), Erd-Acc/Dmg/EndRdx/Rchg(29), Erd-Dmg/Rchg(29), Mlt-Dmg/EndRdx/Rchg(31), FrcFdb-Rechg%(45), SuddAcc--KB/+KD(50)
Level 30: Super Jump -- Jump-I(A)
Level 32: Inferno -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Rchg/KDProc(34), SprAvl-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(36), Rct-Def(36)
Level 38: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(42), Rct-Def/EndRdx(42)
Level 41: Web Envelope -- GrvAnc-Immob(A), GrvAnc-Immob/Rchg(42), GrvAnc-Acc/Immob/Rchg(43), GrvAnc-Acc/Rchg(43), GrvAnc-Immob/EndRdx(45)
Level 44: Tactics -- Empty(A)
Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 49: Assault -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45)
Level 50: Musculature Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Degenerative Core Flawless Interface
Level 50: Longbow Core Superior Ally
Level 50: Ageless Core Epiphany
Level 50: Assault Core Embodiment
Level 1: Quick Form
------------I liked where Sovera went with this for the most part, and adapted it for my preferences.
- I prefer blasting at mid-range, so I converted it to Hover/Fly, with Afterburner for QoL improvement/oh-crap button/LotG mule option.
- I love my Gun Drone and I love him twice as much when I have two out with a 30 second overlap. Plus, he's getting buffed significantly, soonish.
- It makes my skin crawl to 6-slot Boxing/Kick but I just can't see a way around it. At least I get to see the look on that enemy's face when they swagger up to the skinny hover blaster and promptly get their teeth knocked down their throat.
- Aim goes full Gaussian for 1 second longer recharge
- Went a little deeper on Psi protection
- A little more regen/recov for exemping
- I would probably run with Tough off unless needed; most of its value is from bonuses
- There's still some overkill on Accuracy but I think of it as debuff padding
Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designerClick this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Devices
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace MasteryHero Profile:
Level 1: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(7)
Level 1: Toxic Web Grenade -- EnfOpr-Acc/Immob/Rchg(A)
Level 2: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(7), SprFrzBls-Acc/Dmg/EndRdx(9), SprFrzBls-Acc/Dmg/Rchg(9), SprFrzBls-Dmg/EndRdx/Acc/Rchg(11), SprFrzBls-Rchg/ImmobProc(11)
Level 4: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(13), LucoftheG-Def/EndRdx(15), ShlWal-ResDam/Re TP(15)
Level 6: Kick -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(17), SprBlsCol-Acc/Dmg/EndRdx(17), SprBlsCol-Acc/Dmg/Rchg(19), SprBlsCol-Dmg/EndRdx/Acc/Rchg(19), SprBlsCol-Rchg/HoldProc(50)
Level 8: Fire Breath -- Rgn-Dmg(A), Rgn-Dmg/EndRdx(21), Rgn-Dmg/Rchg(21), Rgn-Acc/Dmg/Rchg(23), Rgn-Knock%(23)
Level 10: Targeting Drone -- RctRtc-ToHit(A), RctRtc-Pcptn(25)
Level 12: Aim -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(25), GssSynFr--ToHit/Rchg/EndRdx(27), GssSynFr--Rchg/EndRdx(27), GssSynFr--ToHit/EndRdx(29), GssSynFr--Build%(29)
Level 14: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(31), ImpArm-ResPsi(31), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam(33), Ags-Psi/Status(33)
Level 16: Weave -- Rct-Def(A), Rct-Def/EndRdx(33), Rct-ResDam%(34)
Level 18: Blaze -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/EndRdx(36), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(36), SprBlsWrt-Rchg/Dmg%(36)
Level 20: Field Operative -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), EndMod-I(37), NmnCnv-Regen/Rcvry+(39)
Level 22: Fly -- BlsoftheZ-ResKB(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 26: Blazing Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(39), SprDfnBrr-Acc/Dmg/Rchg(39), SprDfnBrr-Acc/Dmg/EndRdx(40), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(40), SprDfnBrr-Rchg/+Status Protect(40)
Level 28: Trip Mine -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Dmg/Rchg(42), Erd-Acc/Dmg/Rchg(42), OvrFrc-Dmg/End/Rech(42)
Level 30: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 32: Inferno -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(43), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Rchg/KDProc(45), SprAvl-Acc/Dmg/EndRdx/Rchg(45)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(45), Rct-Def(46)
Level 38: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(48), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(50), ExpRnf-+Res(Pets)(50)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(46), Rct-Def/EndRdx(46)
Level 44: Super Speed -- Clr-Stlth(A)
Level 47: Web Envelope -- HO:Endo(A)
Level 49: Assault -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
Level 50: Musculature Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Degenerative Core Flawless Interface
Level 50: Ageless Core Epiphany
Level 1: Quick Form
Level 50: Warworks Core Superior Ally
Level 50: Assault Radial Embodiment
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I put in a series of bids on an enhancement (x2), and eventually got them. However, one of the prior bids keeps showing back up in the list. I keep cancelling it, but a few seconds later it reappears. I've relogged and it didn't help.
Is there anything I can do about this?
[Update] As of now it seems to have stopped.
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Is it possible for the multi-account feature to check the current server status and post a warning if the population is high enough to get in trouble for using it?
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Don't attempt a respec when you have pending level ups. The respec will fail and all your enhancements will disappear until you relog. Pretty scary the first time.
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Id prefer they either fix the bug or just flag it so the respec is unavailable while you have pending level ups. But yeah this is a lesson you only need to learn once. Pretty scary the first time 🙂
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11 minutes ago, retiarius said:
It improves the game in the perspectives of some, and makes it worse for others. In the final analysis, you'll have some who would want the /ah command removed as well, and others who believe removing it would be completely counterproductive. Maybe it too will eventually be removed.
The key though, is that it doesn't really matter what you or I think - it's the homecoming team's boat, and they'll steer it in whatever direction they see fit, if they believe that it improves the game. This isn't navigation by democracy or popular opinion.The most important choice one can make is at some point whether to stay on the ship (whatever it's destination), or to grab a life preserver, jump into the open ocean, and see what other possibilities are out there.
I might see it as being that black and white if they hadn't posted this topic explicitly asking for feedback.
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So why do we still have the /ah command instead of having to physically travel to the location? Why can we manage our vaults at a distance? Why is it that when we summon a transport with Team Teleport it appears instantly, instead of having to wait for the vehicle to be readied, launched, and travel to us?
The reason is because that would suck. I'm not convinced by all the "real life" and "must have a time cost" arguments for the base tps when they seem to arbitrarily not apply to other convenience oriented mechanics.
I guess I just don't see what this improves. It just seems to take something simple and convenient and make it more complicated and tedious.
Who was asking for this? Of all the things in need of fixes or improvments, who would point to this and say "that is high priority"?
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Have they altered the animations at all? The main reason I haven't even tried TW yet is that when I choose it in the character creator and view the attacks my immediate response is "uh... no". Especially whatever that arc attack is where they sort of fumble around and then stick the pointy end into the ground.
Also the weapon tends to clip through the hands in the ready stance, and there appears to be no no-redraw option.
If they just put a little love into the aesthetics I'd give it a shot.
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When I choose a power that scales based on the number of enemies around me, like the Melee Radial Embodiment incarnate, how can I see the effects in the Totals list? Is there a way to show that power active for 1, 2, 3... enemies/stacks? As far as I can see it doesn't show any effect at all.
Thanks in advance.
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26 minutes ago, Werner said:
...
Anyway, yeah, no worries running this build without the amplifiers. There's a big difference between being optimized around using the defense amplifier in the nastiest AE content, and actually requiring the defense amplifier in 99.99% of real content. But I have the influence to spare, so I figure why not.
Thank you for the detailed reply.
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15 hours ago, Werner said:
They're at the pay to win vendor. I forget where exactly in all the lists. The defense amplifier is 7.5% resistance and 5% defense to all, plus 4 points of mez protection, for instance. Very good for squishies who don't have mez protection, or for builds that need that last little bit to be bouncing off the resistance or defense caps. Also expensive: 2.5 million each for an hour, with a maximum of 8 hours. So you can quickly burn 60 million on them. But they're almost free at low levels, so I always load up new characters with 8 hours, and generally purchase more during the early levels. Anyway, when I say I built around the defense amplifier, part of that is me being willing to pay 2.5 million per hour for the privilege, though I'm sure I earn more than that most of the time. The game doesn't consider them temporary powers for some reason.
It's a result of the Reactive Defenses scaling resist damage. It scales linearly between 3% and 13% from full health to death. Mids counts the 3%, so what's left is scaling from 0% to 10%. The hard cap is at 90%. I think of it in terms of how much health I have left when/if I finally hard cap. If my resistance was 80% at full health, I would hard cap at the moment of death. If my resistance was 89% at full health, I would hard cap when only 10% down. So if those last few points involve too many compromises, I don't sweat it, and just figure I'll be capped when the chips are down.
Should I take this to mean it costs 2.5 million per hour to run this build effectively, or is that only in extreme, soloing team content situations? Could I run this without the amplifiers and be okay for most mortal-tier content?
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Well I took the lack of responses as meaning there's no room for improvement, and just did the build in game. It feels pretty strong. I'll leave it up for someone else to try.
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Team up on your emp defender; that's where they shine. You'll level up and get to know the potential of your powerset far better on a team than solo.
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Personally I don't play blasters in melee; it just doesn't suit what I want from the AT. I get the "masters of all damage" argument (though I guess scrappers are "masters of all damage except ranged") but to me a blaster in melee is at a large disadvantage in terms of safety as compared to an AT with armor.
I just ignore the power sets that require melee to be effective. There are plenty of ranged only options.
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I'm still a bit fuzzy on what to shoot for in terms of defense/resists on a hover blaster. I feel like I have too much End/Recov, but I also like that I can basically ignore it.
I'm aware that people like to slot permanent pets with various uniques, but I thought going with a full set on the drone might be better because A. its recharge is pretty quick, and it's not catastrophic to me if it dies, and B. it seemed like some of the incoming (beta) changes to pets' resistances might eliminate the need for that (but I don't know if that would apply to the drone).
Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designerClick this DataLink to open the build!
Pulse Wave: Level 50 Science Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Devices
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace MasteryHero Profile:
Level 1: Power Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3)
Level 1: Toxic Web Grenade -- Dvs-Hold%(A)
Level 2: Power Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/EndRdx(7), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7), SprDfnBrr-Rchg/+Status Protect(9)
Level 4: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(13), LucoftheG-Def/EndRdx(15)
Level 6: Power Burst -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(15), SprBlsWrt-Acc/Dmg/Rchg(17), SprBlsWrt-Acc/Dmg/EndRdx(17), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(19), SprBlsWrt-Rchg/Dmg%(19)
Level 8: Sniper Blast -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(21), ExcCnt-Dmg/ActRdx(21), ExcCnt-Dmg/Rng(23), ExcCnt-Dmg/Rchg(23), ExcCnt-Stun%(25)
Level 10: Targeting Drone -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(25)
Level 12: Aim -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(27), GssSynFr--ToHit/Rchg/EndRdx(27), GssSynFr--Rchg/EndRdx(29), GssSynFr--ToHit/EndRdx(29), GssSynFr--Build%(31)
Level 14: Fly -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(31)
Level 16: Smoke Grenade -- DmpSpr-ToHitDeb(A), DmpSpr-ToHitDeb/Rchg(31)
Level 18: Hasten -- RechRdx-I(A)
Level 20: Field Operative -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33), ShlWal-ResDam/Re TP(33), PwrTrns-EndMod(33), PwrTrns-+Heal(34), RgnTss-Regen+(34)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(34), Ags-Psi/Status(36), UnbGrd-ResDam(36), UnbGrd-ResDam/EndRdx(36), UnbGrd-Max HP%(37)
Level 26: Explosive Blast -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(37), OvrFrc-Acc/Dmg/End(37), OvrFrc-Dmg/End/Rech(39), OvrFrc-Acc/Dmg/End/Rech(39), OvrFrc-Dam/KB(39)
Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40), LucoftheG-Def/EndRdx(40)
Level 30: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 32: Nova -- Obl-Dmg(A), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(42), Obl-%Dam(42), SuddAcc--KB/+KD(43)
Level 35: Scorpion Shield -- Rct-Def(A), Rct-Def/EndRdx(43), Rct-EndRdx/Rchg(43), Rct-Def/Rchg(45), Rct-Def/EndRdx/Rchg(45), Rct-ResDam%(45)
Level 38: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(46), ExpRnf-Dmg/EndRdx(46), ExpRnf-Acc/Dmg/Rchg(46), ExpRnf-EndRdx/Dmg/Rchg(48), ExpRnf-+Res(Pets)(48)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(48), Ksm-Def/EndRdx(50)
Level 44: Assault -- EndRdx-I(A), EndRdx-I(50)
Level 47: Trip Mine -- SuddAcc--KB/+KD(A), Arm-Dmg(50)
Level 49: Super Speed -- Clr-Stlth(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(9), Pnc-Heal/+End(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11), EndMod-I(13)
Level 50: Ion Core Final Judgement
Level 50: Assault Core Embodiment
Level 1: Quick Form
Level 50: Agility Radial Paragon
Level 50: Diamagnetic Radial Flawless Interface
Level 50: Ageless Radial Epiphany
Level 50: Robotic Drones Core Superior Ally
------------| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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City of Heroes "lifehacks"
in General Discussion
Posted
All of which I understand, and yet none of which answers my original question, which was, in what way does a low level crafter have lower crafting fees than a higher level crafter making the same recipe. I get the point that a lower level has arguably more logical access to lower level recipes, but they will pay the same amount to make those recipes that a higher level crafter would pay.
And if I want to farm low-level recipes specifically, I personally would be more likely to do it on a character that has a ton of set bonuses in play from powers that are not being used, but are still slotted and providing effects. A level 15 character and a level 50 exemplaring down to the same content both have level 15 powers, but one of those characters will do that content much more efficiently.
Regardless, this has nothing to do with paying less to make a level 15 recipe because you are level 15. That was what I was asking for clarification on.