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Yomo Kimyata

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Everything posted by Yomo Kimyata

  1. I’m quite sure it only tracks sales through the /ah and does not track sales to vendors
  2. For the most part, if I have what I need on another character, I buy it from the /AH and I sell it to the /AH. Sometimes to myself, mostly to others, mostly at a profit, sometimes at a loss.
  3. I've always used Time to simulate luck.
  4. I've been overjoyed by the quantity and saddened by the quality. Read into that whatever you like.
  5. I heard that they started last week and before that they had been eating cheetohs on the couch watching Netflix for MONTHS.
  6. Ice Melee tends to be more about control than some other sets, so gives you a modicum of defensive protection. I like it best on scrapper and stalker because I think brute and tanker have enough protection and I'm going for damage!
  7. Do you call it "leveling" or "levelling"? This one bugs me a lot and I'm inconsistent.
  8. This is kind of a trope at this point, but literally everything is viable. Knowledge of combat mechanics (like line of sight, how defense or debuffs work) is the most important thing; then knowledge of IO sets and how to make strong builds; then specific power sets is last, in my opinion. Some sets will synergize better than others, but absolutely everything works. So that said, 100% go for the look and feel that you enjoy. AoE damage is kind of the meta right now, but even if you were purely single damage you'd mow pretty quickly through most challenges and do really well in some. There are a lot more graphics options than there were in Live, so keep that in mind as well. I hear you on the elemental swords and generally I just skip powers that I don't like the looks of. That said, HC has offered up a lot of graphics options that make things more palatable. For me, I dislike DM mostly out of spite, since I think they effed up with the changes to Shadow Maul and they power creeped the hell out of the set. I don't love Nijitsu because I think defense is too easy in this game, I don't like powers that hide my costume, and I don't like click powers for my mez protection. That said, they are both great sets, I've played them to 50 to great success, and I had a helluva good time doing so.
  9. Vote for Zenflower! She'll make the trains run on thyme! https://homecoming.wiki/wiki/Zenflower
  10. I am giving notice that I am going to discontinue this giveaway as of February 29, 2024. I'm invoking the "this is taking way too much of my time" clause, since I don't actually play play very much anymore. I will probably continue to do various works of good and evil in this sandbox, but I want to give everyone plenty of notice. An idea: I would be more than happy if someone else wanted to take over this task or a similar one and be funded by me. If it were a name that I recognize and can support, I'd be happy to front them a chunk of change that is earmarked for this type of giveaway. Of course, there would be something in it for themselves, you know, a little something for the effort. I'm happy to listen to proposals, either here or through DMs. Happy hunting!
  11. This is both wise and true. Unfortunately, CoH has always been a two-tiered game: first character; then all subsequent characters (since the needs v. inf/goods flow shifts disproportionately at higher levels). Your first character will always require strategic allocation of resources, and although I enjoy that part of the game, most people do not. The trick for me has been to help people help themselves rather than to reward leeches or exploiters, and I think I've come up with a pretty good system. It's ironic that the NCSoft thing happened when it did, since my involvement in this game is almost over. I currently spend significantly more time giving inf away than I do actually playing the game, and as it becomes a "chore" I'm trying to think of ways to help that require less personal involvement. Also, at first I thought the goats were using straws to suck blood from the white pilgrim's head.
  12. Both are very viable. In CoH, ice tends to be correlated with control and safety, while fire is about damage. Fire Melee with Ice Armor will give you lots of damage from your offense with lots of safety from your defense. Ice Melee with Fire Armor will also give you lots of damage with lots of safety, but now your safety comes much more from your offense (Ice Slick) and your damage comes more from your defense (Burn). Fire/Ice is a simpler build. Ice/Fire is, in my opinion, ridiculously fun once you get into the reversal of where you get your safety and damage from.
  13. I feel like Snarky is the kind of vampire that wears crocs, has a cape made out of old pairs of jorts, and drinks blood out of a hat like this:
  14. If only there were some thread that described this in some detailed manner! Oh well.
  15. I wanted to come back to these. Experienced has become a very useful power for me if I am looking to level a character quickly. Patrol XP, which you usually gain from being logged off in a spot that does not otherwise award you credit for a Day Job power, basically gives you a 50% (I think) bonus in xp until it is used up. This manifests as one or more blue bubbles in the circle around your level in the progress bar section. As you gain accelerated xp, the blue bubble are replaced with purple bubbles until your Patrol XP is used up. The max amount of Patrol XP you can have is ten bubbles, which is the equivalent of one level. the Experienced power I use as a booster for a character that I'm playing frequently. Each usage gives you five bars of Patrol xp, and generally I'll have used those up by the time the power recharges, so you can be functionally be consistently earning xp at an accelerated pace. This stacks somehow with the xp boosters from the P2W vendor, so it's fast leveling. Note: make sure that you have only five or fewer bars of Patrol XP before clicking this power or you'll waste some of it. Also note that this works on veteran levels as well. If you are using Empyrean Merits to build out your incarnate powers, this will help you gain them through the leveling process more quickly. ===== Windfall also works well in a post-50 environment. From the pop-up: "Claiming this reward will immediately increase your Influence gain by +25%. Also, this power grants the user a greater chance at earning Medium and Large Inspirations, provided the user is either a VIP or has the appropriate Reward Level for these Inspirations to drop in the first place. Additionally while this power is active, the user will have drop rates for Invention Salvage, Recipes, Very Rare Recipes, Rare Boss Recipes, Incarnate Shards (if level 50 w/ Alpha Slot unlocked) and Incarnate Threads (if level 50 and in an Incarnate Trial) increased by 50%. NOTE: Salvage and Recipe drops require the player to either be VIP, have Reward Level 7 or own an Invention License. Incarnate Shard and Incarnate Thread drops require the user to be a VIP subscriber. These effects last for 1 hour. You cannot claim a Windfall power while another is already active. Do you wish to continue?" Clearly, this text is from Live when this was a P2P option. It raises some questions that I am not bothering to find out, like "What happens when you use Windfall and you have an XP booster in effect?". I suspect that Windfall will help your drops even on items that you may have disabled (like Medium Inspirations) and that will help you get badges like Picky Eater more quickly. I also suspect that it increases drop rates of Enhancement Converters. ===== Revive is a much better power than I initially gave it credit for. It's a full resurrection that does not leave you stunned at all, so you can rez in a group, pop some purples and greens, and get right back into action. And since it is always available in your Character Items menu, you can draw on it even when you are in a mission. This can save you a lot of time and effort over going to the hospital.
  16. Totally up to you and what you consider to be end game content. Energy is much more survivable at a relatively low cost in terms of inf and knowledge, which is one of the reasons I like to use fire! One thing against Energy in my books is the defensive power that makes my costume difficult to see; I didn't hit that Random button in the character creator to not see what it looks like! My lvl 50 axe/energy scrapper is extremely powerful and I use him to run solo AV Carnival arcs at +4/x8 without a sweat or even much strategy. My axe/fire is still in progress, but I anticipate it will take a lot more thought and effort, which I enjoy, and should do a bunch more damage. Note: Axe Cyclone followed by Burn should be illegal it's so satisfying.
  17. I am not going to vote yea on anything that calls for MORE rewards.
  18. No, but that was the only thing that made sense to me for that tradeoff. I clearly disagree -- -to hit resistance is incredibly valuable, and in order to fit in that power you needed to make balance choices. No longer -- now it's pretty much free. It wasn't OP before, imo. Now it certainly is, imo.
  19. I'm not able to log onto beta at this point in time, but one change that seems very overpowered is the drop in endurance cost for Focused Accuracy/Targeting Drone. Is this because you have removed the -to hit resistance? If so, then I can understand the balancing act, but otherwise it's just incredibly overpowered.
  20. The revamped battle axe is definitely a top performer, and should work well with all secondaries. Energy Aura will be a lot easier for general play than Fire, but Fire will ultimately be a higher damage dealer.
  21. Of course, everything depends, but I've got a system that generally works pretty well for me which involves soloing quickly and I can generally justify it economically and in a role playing fashion as well. Lvl 1: Do the Breakout tutorial redside, pick up the exploration badge, choose Kalinda as my contact. Lvl 2: Level up with Arbiter Richard, kill one enemy (usually a RIP) which will give me enough inf to post the two large inspirations that I got during the tutorial for my initial seed money. Visit Kalinda, and on the way to the mission visit the P2W agent. Pick up Inner Inspiration, Athletic Run, 8 hours of double xp booster -- all free. Pick up Reveal (10k) and a 30minute jetpack (5k). Finish up Kalinda's arc for your first merits, and this generally dings me to level 5. Lvl 5: Visit all exploration badges in Mercy Island for 5 merits and the Long Range Teleporter (the jetpack is useful). Go to Pocket D, pick up both exploration badges to unlock Pocket D as a location. Go to Null the Gull and make all adjustments I want, and switch to hero alignment. Go to Atlas and visit all exploration badges for 5 more merits. Go to Kings Row, get a radio from a detective, pick up one exploration badge to unlock Kings Row (usually Wentworth History buff). I'll also generally start trading salvage at this point to try to build up inf for SOs and such. Run three radio missions, run Atlas Safeguard mission. This will generally get me to level 7 or 8, and I'll usually have enough inf at this point to buy SOs. Lvl 8: Use the Find Contact button to teleport to David Wincott in the Hollows. Run his arc and Flux's arc for merits and punk Frostfire usually at level 12 or so. Lvl 12: Use Find Contact to teleport to Montague in Steel Canyon, do one mission for him, run three radio missions and then Kings Row Safeguard pre-15. Then finish up Montague's Steel missions, go to Atlas and unlock the Cure Lost power. This generally gets me to 17. Lvl 17: Use find contact to teleport to Angry Young Man and start up the Faultline arcs.
  22. In terms of how much actual inf you can carry on a given character, it is 2bn (2*10^9 or 2,000,000,000). If you want to hold more than that, it won't let you claim it. It's a little annoying that if you want to hold exactly 2bn, you have to orchestrate it because it won't let you partially claim something (like if you had 1.9bn and you tried to claim 200mm, it won't let you claim it, as opposed to being able to claim half of it and hitting the ceiling and leaving 100mm left to be claimed.) You can email inf to yourself (or others) and the maximum you can hold there is 999,999,999 inf per email. I'm told that you can have 100 emails, but it has always been a buggy system and I have seen lots of emails just disappear, so I generally don't store things there long term. You can also store inf in the form of bids on the /AH, which is where most of my inf is kept. There are plenty of non-existent items, but you always run the risk that the devs re-introduce these items!
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