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Yomo Kimyata

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Everything posted by Yomo Kimyata

  1. I read this as you saying that PvP recipes/enhancements were practically non-existent, since your parallel in the previous sentences was about prices, so I made the valid assumption that by "pvp related ones" you meant pvp recipes and enhancements. Unpossible, and I'll up my offer to 10bn.
  2. I hear what you are saying, but I think you are being overly generous with your "no change!" beliefs. Consistent price drops from 4mm to 2mm are indeed only 2mm lower, but are also a 50% drop. I'm not saying where you can buy or sell one; I'm saying where you can buy or sell ten or fifty or a hundred. I will give you a billion inf right now if you can show me a screenshot of your buying converters under 60k in the last three months. Or of you selling LotG over 5mm consistently. And your comment on PvP recipes and enhancements as an extremely small segment of the player base? I don't doubt that is your personal experience, but your own personal experience may not actually reflect what is going on, as I see it.
  3. Heh he HAHA MUHAHAHAHAHAH! One adds them to the collection!!! But anyway I have noticed a lot of small changes over the last few months. I think the grand legitimizing brought back a lot of people who had either left with very full storage bins or are very comfortable with the crafting process. Standard Invention IOs have generally dropped dramatically across the board, and there is a lot more selling pressure than buying pressure. People seem to be much less willing to defend a market, so bid offer spreads are pretty much as high as I've seen them on a lot of goods. Sellers seem to be more willing to put several hundred/thousand of something up for sale and just waiting. ATOs and WOs seem to be good sellers. PvP has some supply hiccups, and maybe that's people taking down stockpiles when the #offered gets low. Purples have been gradually increasing in price and that's probably due to either one person or a small consortium, but that may be idle speculation on my part. Converters have increased slightly in price.
  4. I'd be happy just if they allowed Concentrated Strike to be affected by scrapper ATO chances to crit. That would make the set into a monster.
  5. Can't speak for tanks, but in my experience psi melee is almost entirely about Mass Levitate -- once it enters your attack chain, it's the focal point.
  6. Axe Cyclone gives every battle-axer access to a Fold Space-lite power (without investing in the Teleport pool), and gathering opponents into a tight space works extremely well for the meta of target-rich environments. This works very well for tankers particularly. The knockdown helps if you want to sneak a Force Feedback +recharge proc or three into your build and can make Hasten optional. (On scrappers, I'll put the FF+rech in Pendulum, Axe Cyclone, and maybe Cleave. That's plenty.) Bio and Rad are rich with AoE effects. Gather them in with Axe Cyclone and hit them with DNA Siphon/Genetic Contamination/Parasitic Aura or Radiation Therapy/Beta Decay/Ground Zero.
  7. My alt list is somewhere about 250 deep at this point. I do like to look into Mids (especially if it is something I'm not extremely experienced with) but I usually level up organically. Need blue bar? Add a slot to health or stamina. Need another attack? Make it so. Respecs are cheap and (to me) cheerful so I'm not afraid of making mistakes since they don't have to last long. I will use Mids thoroughly once I hit 50 though, to try to squeeze a little more min max out of it.
  8. My philosophy for scrappers has generally been to get as much survivability as I can for my desired purposes, and then lean into damage. I don't generally play tankers, since for my purposes they don't seem to be able to die at all! That said, I would say that Radiation Armor/Battle Axe is probably the most overpowered tank that I could imagine.
  9. They made ANOTHER dominator?
  10. The day (or three days) I can solo Hami without anyone else busting in on my good time will be one for the ages.
  11. Bio is a really broad and powerful set. You can take it in a lot of directions. Spines has -recharge baked into almost every power, and it is very AoE oriented.
  12. What I am saying and it is something that took me a bit of time to understand is that you can slot for things that have a chance of occurring and that it generally doesn't matter if the thing occurs or not. Take Crushing Uppercut from Street Justice. It provides Hold effects only on level 3 of combos. But, you can slot an A/R and a proc from Unbreakable Constraint and you will always get that A/R and the chance to proc, even if the Hold is not in effect. It's kind of obvious, and it kind of is not at the same time. Regardless, one may be able to make more interesting slotting choices than they think. This is part of the obvious stuff that a lot of people don't seem to get. If you are in a target-rich environment, any proc that affects YOU has pretty close to 100% chance to go off. Are you throwing out a FF +rech that has a 10% chance to trigger on each target? If it hits 10 targets then there is a 65% chance it will trigger at least once (and it's flagged to not trigger more than once). If it's a 20% chance to trigger on each target, you're now running a 90% chance it will trigger at least once on ten targets.
  13. I see your shrug and I add this little tidbit: if there is a 25% chance for an effect to happen, you can slot a proc from that effect and it is not necessary for the effect to happen for the proc to work. Specific example: slot a Stupefy +knockback proc in OPs power. It will trigger at the same percentage whether or not the target was stunned. So I have been told and so I have observed.
  14. I did a spit take when my tired eyes misread "p" for 'o".
  15. This was a while ago, and a project I had to abandon, but there's probably some ideas in there:
  16. I hear what you are saying but I guess I am not understanding why. You talk about how terrible this power is, and then you want to have it up more often? Sounds like you would be glad it takes so long!!! In my experience, when I use hibernate I keep getting attacked by enemies, even though I am untouchable. Perhaps the devs instituted this lockout because they wanted to limit the amount of aggro a character can maintain while untouchable. Like those $%^$% Crey Juggernauts.
  17. I see that the error I made was assuming you were talking about the powers Hibernate and NoPhase, not specifically about how it related to your specific Ice Armor tank. For my purposes (i.e., not a tank or brute) the power Hibernate has an effective lockout of 120 seconds, but I and other non-tank non-brute players will be able to take advantage of recharge and set bonuses. RE: what I seem to see as the complaint, how often do you think that a full Phase power should be active? Clearly 25% of the time is too low based on what you are saying, but why does your playstyle require more? Is it possible that the reasons you want to be in phase up to constantly (at 400% recharge you should be able to perma hibernate, not easily but doable) is similar to something the devs recognize as exploits and that is why they put the effective lockdown in place?
  18. Remember that movement speed is a different aspect than recharge speed; they often go together but not always. Maximum recharge reduction is -75%, which means recharge is 4x normal. Maximum speed reduction is -90%, which means they move at 1/10 normal speed. It's been a while since I looked at this, but it is not difficult to hit those limits.
  19. Do you even drink, bru?
  20. Aha. I think Hibernate is on a 240 second timer for other ATs, so it is very feasible to cut recharge on the power Hibernate all the way down to the recharge on the power Nophase.
  21. I don't use Hibernate on a tanker, but are you sure that it is unaffected by recharge? I see that it takes recharge enhancements and I'm rather sure that Hibernate on other ATs can both be shortened and can take both healing and endurance mod sets. This essentially says that you could keep up constant untouchable status. I can understand why the devs would choose to remove that, since it seems like it could be exploited. As it is, I cannot stand that Crey Juggernauts can taunt you through their Untouchable Personal Forcefield!
  22. I have a theme tanker who only deals damage passively who is dark armor//radiation melee. The rationale for his powers are “harsh words and foul odors.”
  23. I could not imagine using this power with less than 2x endo and 2x enzymes
  24. Death Shroud — pretty standard damage aura. If you like using damage auras, you’re in! Oppressive Gloom — Mag 2 stun for 7+ seconds, which means it will affect underlings and minions. Pulses on a ten second period and it says that it will stack once but I haven’t noticed that. Low endurance cost and will drain your health slightly. I find this worthwhile on my melee alts, especially if I have stuns from other sources. Cloak of Fear — aura with very high endurance cost and very low accuracy. Applies mag 2 terrorize which is kind of like sleep and kind of like immobilize and kind of like avoid. Applies -to hit debuff. A good power but I feel that you really need to plan around this power in your build. Fear isn’t as easy to stack as stun. I will always six slot this when I take it. in general, I will always take OG on a melee alt. If I take DS, then I won’t take CoF and vice versa. OG synergizes with CoF if you put the stun proc from that low level fear set in there.
  25. I hear that, but my advice is that there's no point in playing something that you don't enjoy unless you enjoy the not enjoying of it. For me, my solo standard for scrappers is to run the Mender Ramiel arc as soon as they ding 50 at +4/x8 (no AVs, I'm not taking on AV Hero One at that point!), and then run Heather Townsend's arc at +4/x8 kill all. I've never had a scrapper that had much of a problem with that, although there is certainly a range of which do it better than others. I've started working into blasters, and I'm not good enough yet to be able to do this consistently on blasters. But that said, it's doable. But THAT said, it is doable running on ANY character at +4/x8 from 2 to 50 right out of Outbreak (I will not do this without Rest, so level 2). It's just mind-blowingly tedious. Anyway, by my standards, Willpower is one of the worst because you are always going to be out over your skis and WP doesn't have enough to keep you there. Regen on the other hand is a relative cake walk.
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