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tidge

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Everything posted by tidge

  1. I don't have a SR Scrapper, but I do have a SR Stalker. My recommendations are: Take every power from the secondary, except for T9 Elude. Don't bother trying to fit Weave into the build. You will need Tough for some global mules. (You could use Rune of Protection I suppose, but my build couldn't fit the mule until level 49) Slot the Kismet +Accuracy (really +ToHit) in your lowest level Auto power. With Auto powers, don't be shy about slotting boosted (50+5) standard Defense pieces. More controversy around: Consider the Presence Pool to get Unrelenting. It works wonders on high DPS, Defense-based characters. (I also like the set bonuses from Mocking Beratement) Note that if you have decent Recharge, both Rune of Protection and Unrelenting can do wonders for your build.
  2. You bought a few of mine that I had sitting at relatively high sell prices on characters that I'd forgotten I placed. Thanks! Now I have to go back and check all my other 'retired' characters with similar pieces on the market. I also noticed that somebody has got "Inf Fever" buying non-LotG Defense pieces way above what they had been selling at. This strikes me more like a "buy it NAO" but I suppose somebody could be trying to push everyone else out of the LotG market.
  3. I am also a fan of the Overwhelming Force set, although I tend to only use the set while leveling up. It's essentially one of my non-brainer choices for ATs with a lot of offense. The KB->KD is exceptionally good when slotted on Mastermind henchmen, or pets that spawn in multiples. For folks with a level 50 mindset, I can see why the rest of the pieces would be slightly undervalued. As far as marketing, I'm perfectly happy with the roughly 10 MInf prices for each piece in the set. I don't dabble in this as a regular niche so you have nothing to worry about from me.
  4. Here's the thing about call boxes: only one person has to do each one, why would more than 2 people try to race to get to any of them? Racing to a clickie in a mission can use more than one player (to grab aggro), but the whole team racing to the first of several call boxes is not a good look.
  5. In the case of a "stealther", the team lead can stay in the mission and not advance the storyline. The first time this happens, the PUGmates may make a "quick exit", at which point the person with the star can explain their preferred approach and not to make a quick exit in the next mission. Until the storyline is advanced, the team will be at the mercy of the player with the star, so they are a captive audience... so expect folks to let everyone else know how they feel about the approach. For example: when I was "held captive" by the team lead of a Penny Yin TF who wanted to destroy every door in the PPD station "for the badge", despite everyone else leaving, I took the time to identify several Ouroboros missions that could be easily farmed solo for Door Buster... presumably while the team lead was using P2W Shadow Maul to destroy doors. The team leader let me know he thought I was being a jerk, but he didn't kick me.
  6. For the answer to this question, talk to Infernia in the RWZ.
  7. And if thy PUG offend thee, pluck it out, and cast it from thee: for it is profitable for thee that one of thy members should perish, and not that thy whole PUG should be cast into hell. If someone is forming a SF/TF and doesn't want to "speed", consider running it with only 4 members but set at x8. Not only will you reduce the chance of having one (or heaven forbid, a majority) of PUGgers that would prefer to play another way, but the larger spawn sizes will slow things down. We've already had the discussion about why folks won't turn up the difficulty on a Synapse TF (Too slow! Waa!) so there really aren't than many more dials to turn. I suppose players can run content all solo with signature summons/temporary summons/henchmen and just pretend to be "boss of the world."
  8. IIRC, the P2W powers still scale with the AT damage scale. This would mean that by picking a Blaster and using P2W attacks you really aren't "gimping" as much as you would with a different AT. A Blaster with %procs in attacks is gimping your build, but in an indirect way.
  9. I have absolutely no problem with a player striking out on their own in "defeat all" missions if they can handle it, and wouldn't make things go faster by having 8-players stick together. The only thing I expect is that those players take care of all their own runners, since it can be pretty annoying to discover that a couple of minions were left alive... delaying the mission end for everyone. Synapse can be a bit tricky because of the level (players may not have their full offense and defenses); there have been plenty of times when I've been tempted to skip entire missions (e.g. Bertha). I judge the competency of a Synapse PUG by how they split up to handle the patrol/call box missions.
  10. I saw the note about Soul Tentacles. I'm not a fan of the cone immobilize attacks. In theory, they ought to be helping hold enemies in place to take more (AoE) damage but in practice I haven't observed them to be particularly helpful or easy to use... and I'm a player that really likes cone attacks. I think I have only two builds that use this power (or its equivalent). From memory: one is a VEAT Soldier that primary has it as a mule for a Purple set, another is a Dark Blaster's Tenebrous Tentacles. The TT was a late-pick power that replaced Repulsion Bomb.. another power I don't use much, but I felt that the -Res Annihilation %proc (again, I wanted set bonuses for the Blaster) might be slightly more effective without the scattering effects of Repulsion Bomb. I'm also on the record as being very sour on single-target immobilize powers, which I find to be far too situational to get much value out of... I repeat this complaint here only as some self-reporting that I'm willing to explore related powers. As for Confront v. Provoke, I understand the trade-offs. I also haven't lost sight of a %proc build's need to consider accuracy and recharge. In practice: unless my AT is a Tanker, I almost never care about the auto-hit nature of Taunt/Confront... I am almost always using these sorts of powers to draw as many mobs (and I am aware of the limited number from Provoke, but it is more than Confront!) to me and not hold the attention of a specific enemy. Since so much of the game is focused on "fight as many mobs as possible" the description of Confront as "pull a single enemy from a teammate who is in over their head" is a negative selling point; that is... most of my PUGmates who are in over their heads have the attention of more than one enemy. If I am playing with a Tanker/Brute who is holding the attention of a large spawn, I want to help bring as many extra enemies to the party. The best example I can think of where I ever want to auto-hit an enemy with some sort of taunt is Lord Recluse... and if I am not playing a Tanker I would specifically have a non-primary build focused ONLY on tanking Lord Recluse (which would include the auto-hit taunt power) so that the rest of the TF can deal with the towers.
  11. Ah, sweet summer child. I appreciate your efforts to address the problem of runners (from x8 content). Even though my builds have always included Provoke (as part of the path to Unrelenting and Invoke Panic) the RNG and enemy mezz/control resistances I have found very little I could do to prevent 100% runners on my Fortunata. In the back of my mind I suspect that debuffs are making them even more likely to run, but I'm willing to attribute it only to the RNG and its peculiar rules allowing consecutive misses between AoE and single-target attacks. As I have written: My Fortunata doesn't lean very hard into %damage procs (typically 1 from a set, plus 1 extra) in the damage-dealing attacks, but have you considered adding control/soft control %procs in the powers... %Knockdown is the easiest (soft) control to work in? I apologize if you have done this, but scanning forum builds for %procs makes my eyes water. I'm thinking of the %Hold or %Immobilize pieces. EDIT: I should add, I address this problem by simply aggroing the next group. This keeps my DPS up and eventually the runner will come back to join the mayhem.
  12. I want to echo this. It is very rare in my experience that players will take their characters, even lvl 50s, through low level (team) content set at +4... especially if it is below the cutoff point for certain enhancement set bonuses. I've seen cases where an 8-player PUG (where the leader was leveling) was unwilling to turn up the difficulty on Frostfire, which as most people know will end up with a team facing con gray enemies by the end of it. A TF like Synapse (and it's many defeat alls) will be a slog with difficulty turned up, but in many ways I consider the ITF to be a slog.
  13. A few rando comments: "x8" is only a thing if the team has fewer than 8 players. AFAIK, setting it to 8 on an 8-person team doesn't have any direct affect (assuming folks don't drop between missions, or mid-mission for certain spawns) Even with proposed nomenclature, there will be room for misunderstanding. See below: Misunderstanding abounds... Even on the most straightforward TFs, players will have different expectations. I will point out some approaches that surprise me about the way folks run a Penny Yin and discuss teammate behavior. "This is a speed run, only defeat what we have to" The first mission (crashed copter) does not require the defeat of every group of Freakshow. I've had PUG leaders blow a gasket when I skip the unnecessary spawns. "This is a run for XP" I've observed PUG leaders decide that they wanted to blow up all the doors in the PPD station after everyone else has left the mission... and then complain it was taking them too long. "This is a Kill All" / "This is a run for Badges" I've observed PUG leaders flip their lid when players open up the side doors in the TV Reactor map to "Kill All" and/or get more Tankers/Super Stunners. None of these actions/reactions are worth getting upset about.
  14. Penny Yin Morty Kal Lady Grey I like Penny Yin 'the most' for many reasons, but top of the list is that the level range is at the sweet spot where every AT has come into their class-defining powers and for players who have exemplared down they should still have a lot of set bonuses but not all the late-game powers that make a lot of characters one-man-armies. Playing this at +4 really puts the challenge in being able to hit enemies and be able to deal with effects when they hit you (endurance drain, control effects). The revamped mission design should be applied to a few other blue-side TFs (ehem, Synapse). Mortimer Kal is fun especially when over-anxious folks have accidentally aggroed themselves into a back-room and can't get past (now neutral) Circle of Thorns! I'm a dirty villain and I LOVE seeing this happen because most players are flummoxed as to what to do. (no spoilers, but it isn't hard to figure out how to get out of that trap) The neutral TFs I'm cold on. I find the ITF to be a bit of a grind, and the TinPex ones are a little too much 'Lore based' for my taste. Lady Grey wins by default. The Sir-Not-Appearing-In-This-Poll option: Signature Story Arc (Who Will Die, part 1)... especially red side. This can be quick or brutal depending on the difficulty setting, with the only downside being the final cut scene. Villains stick around and face off against +20 level Freedom Phalanx for larffs. I think my Stalker did something like 2 HP damage to Manticore... I hit the exit button immediately and was still alpha-striked to oblivion. Looking for a challenge? Here it is.
  15. I don't 'role play' but I do prefer to play lower-level content. At this point I do this almost exclusively with level 50 characters. Aside from being 'better equipped' for low-level missions, the side effect on low-leve missions is that if the difficulty hasn't been cranked up really high many level 50s who are exemplared down can pause during heated combat to chat with the team.
  16. A slightly tangential point: You can log your character out at certain places to get 'day jobs' as well as 'bonuses'; some of the bonuses will grant you recipes and enhancement drops upon the completion of missions (for a limited time). You won't get rich or save much Inf this way, but if you are a new player looking for some extra rewards it is a nice little 'extra'.
  17. For low levels, the P2W vendor will sell (at no cost!) five different enhancements that IIRC are Recharge and a %damage. You can use them at higher levels but the %damage stops working around level 22 and there are better options elsewhere (at that point).
  18. Thanks for the repost, it's been my experience that pure toxic damage is not quick way of defeating enemies.
  19. I have only played (since Live) Traps on a Robots/Traps MM. I skip the last 3 powers of the secondary. I like Seeker Drones, but for my build they simply weren't contributing to the speed of defeating enemies and they weren't doing much as far as "absorbing alpha strikes" Because Robots has such an AoE focus, I try to leverage the other powers to keep enemies in AoE patches (Caltrops, Poison Trap, I despise Web Grenade) ... I also try to leverage Knockdown in MM attacks. to debuff enemies (Caltrops, Acid Mortar, Poison Trap) to make the henchmen more effective in hitting/hurting My build does include %procs in the secondary powers, but far fewer than some folks might think based on available options. It's not fair to describe this approach as a personal bias against pseudo-pets, its more that there are useful set bonuses (for MMs) to be had (MaxEnd, Endurance Discount, Recharge, Accuracy) to get through slotting sets. FFG uses a couple of LotG and a standard Defense IO. Triage Beacon is not a power I used while leveling up, but with slots available in a level 50 respec it can hold very useful sets/pieces. I find the Beacon helps with the Henchmen, as long as I draw enemies to the 'Bots. This works fine for GMs and Farms. Fast moving teams may not get much utility from the Beacon.
  20. tidge

    Amplifiers

    I'm not exactly sure what point is being made about ignorant users when we are discussing the subtleties of market prices for catalyzed ATOs versus uncatalyzed ATOs. I certainly believe that there are more players than forum regulars, and I completely believe that some folks are ignorant about the invention system... I think it may be a stretch to assume they are ignorant about a lot of stuff and are also paying customers for catalyzed ATO that are on the market. From my PoV the enhancement market looks 'rational' to me (balancing costs, profits, specific badges for crafting, supply and utility) with only a couple of outliers, such as: There are a peculiarly large number of some %proc that simply don't sell (i.e. not all %proc are useful... if 700+ are on the market with the last sale prices below 1Minf, don't try to sell here!) The catalyzed pieces being on the market <- I completely accept that inf can be made form the ignorant, but it is a peculiar amount of effort involved to make these specific pieces to put on the market.
  21. FWIW, while leveling up I don't recommend putting precious slots into Build Up until you get to higher levels because the Gaussian's set can only be slotted at a higher level (21?). Once you are high enough, go for it.
  22. Welcome to the game! I play a variety of AT while ignoring others. If I have an opinion about "power rankings" it will be very mild and based on the types of game you play in CoH. For example: The Invention system allows for many set bonuses that cover what ought to be "balancing" factors from game mobs. As almost all of the game involves defeating mobs, damage (particularly AoE) makes the game "go faster" for some ATs (occasionally dependent on primary/secondaries) The Incarnate system is pretty much explicitly adding on to the idea that all ATs should have access to what other ATs have. As far as game style, some AT may feel like they are "doing less", for example: on large teams at high levels, Dominators/Controllers will watch large spawns melt before much "control" is applied. Typically this implies that such an AT has to change up personal tactics from how they play solo whereas damage-dealers typically will not have to change playstyle. Also note that there is a difference between playing low-level content and high-level content.
  23. tidge

    Amplifiers

    I'm surprised that there is much of a market for Superior versions of ATO (and Winters). I grok why level 50 builds use them, and I am intellectually aware that some folks prefer to only play with a full-kit level 50+ build so won't find value in (uncatalyzed) ATOs but from my PoV the difference between a catalyzed and uncatalyzed ATO is basically 20 minutes of play (one drop per day at level 50) or (heaven forbid) merit-farming... hey, you want those accolades don't you? The only time I every look at the catalyzed ATO market is to price-check the difference between them when looking for a specific piece.
  24. I also ended up with a few bargain-priced lvl 53 HOs, and scored some large profits from 'forgotten' bids. I didn't think to stay in that niche for more than four hours! It felt like the Oklahoma land rush.
  25. Other than through confession, I don't know how to assess if a single person is trying to manipulate the AH. The closest we've seen to consensus that the market was being manipulated was (as written above) the spike in uncommon salvage prices. My personal opinion is that the uncommon salvage price jump was market manipulation, but it had to be for the lulz and not for profit. Earlier in the life of HC I definitely felt that I was the only player filling one-or-two specific markets (the supply always looked like it was my entries, the sale prices aligned with my collections), and a small fortune was made until other folks noticed the niche (probably because they had built a character that could slot those pieces) and drove down my profits. The Hami-O market is interesting, but I can't imagine it being worth trying to manipulate. HOs aren't fungible like other enhancements. The (current) game mechanics and slotting behavior don't really support the value of HOs except for a small number of choices that typically only benefit a limited number of powers (for which the player doesn't want to invest slots). The one area I think could be open to manipulation would be buying up 50, 51, 52 (and the Titan-Os) and marketing only 53s. But at that point I think the seller would only be hoping to hook a few big fish while ignoring all the small ones. I played in the Membrane (Recharge/Defense/ToHit) market for a while only because some folks (and MIDS) was giving bad advice about slotting them for perma Link Minds / Mind Link. I didn't make tons of inf, and in my defense I have always been vocal that the Membranes don't contribute to the recharge of those powers (despite what MIDS would tell you). If Hami-O's could be converted, I think we'd see a lot more of them on the market as well as attempts at market manipulation of them. Sidebar: I would expect (based on the passionate discussions regarding certain build philosophies, specifically "Proc Monsters") to see more demand for certain HOs, but as a practical matter I've never paid particularly high prices for the ones that end up in my builds.
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