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tidge

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Posts posted by tidge

  1. I was under the impression that the market fills bids by matching the highest bid against the lowest price that is below the highest bid. If so, it is possible that you placed your sell price higher than other players. If multiple players have placed the same sell price I don't know if the bids are matched by FIFO, LIFO, or WTFO.

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  2. Here is a conflicting anecdote: last night I logged in to a lvl 50 and immediately ran a new instance of an Ouro mission (Heather Townsend, DA1) to get a couple of incarnate components. It was somewhat early in the arc that a catalyst dropped. However, after the flashback, I then went to another mission I had previously queued (in Cimerora) and got an early Catalyst drop in that mission as well.

    I didn't have much more time to play, so that is the extent of this anecdote.

  3. I'm pretty sure this is still in the mix: Tanks are supposed to get an 'inflated' amount of Endurance as well. This (along with higher damage) ought to make soloing at lower levels a lot more tolerable. I subscribe to the classic 3-slot Stamina (Perf Shift proc+End, IO End) on my characters so I'm somewhat curious if any players have experimented with cutting down to just 2 slots in Stamina.

  4. 49 minutes ago, Onlyasandwich said:

    Agreed with cyvert. As long as you are still trading up it won't really matter. You will adjust to the new market as you go.

     

    The hassle of storage and hard limits to capacity make saving in nonliquid assets not really worth the trouble. If you are planning a long hiatus, maybe dump some into atos and high demand purples to sit. Other lower priced items like miracle or perf shifter procs don't store enough wealth per slot.

    Here are the things that I think are keeping inflation down:

    1. Market seeding (not just salvage, but also Super/Winter packs)
    2. Current conversion rules
    3. Merit Vending (converters, catalysts, unslotters, recipes)
    4. Farming (AE, as well as Aspect/Ouro farming)
    5.  Nothing 'new' to spend INF/Merits on

    I can't imagine that the Homecoming Devs making radical changes to any of the above. If there is anything that might threaten trying to store more than 2 billion Inf, it may be placing bids on 'impossible' IOs...just in case the Devs suddenly make them possible, a player may find some crazy bids suddenly filled!

     

    If anyone is really worried about not being able to buy future stuff with stored inf, follow the earlier advice in this thread and buy the items you are nearly sure a future alt will want.

  5. 21 hours ago, Kigo said:

    And for anyone who wants to give me grief over using it to travel between zones faster, I ask you this. How many of you only bake your food completely from scratch? Or do you ever eat out, have delivery, or eat pre-made foods at home? Unless you are Amish or some other type of person who hates time saving processes then the answer is that all of us have at least a few times in our lives if not on a constant daily basis done this. And guess what? It is exactly the same thing. Almost no one wants to take extra time to do something that can be done just as well but faster with less effort.

    I am casting my downvote from a pneumatically-powered difference engine using gears and levers hand-crafted from self-refined ores I mined from the bowels of the earth. I originally had an Amish partner but he didn't believe in the time-saving processes of metallurgy.

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  6. I vote NO on adding gimmicks to Energy Melee. (I would also vote NO to make any changes to the Stuns component in PvE).

     

    Energy Melee should be returned to the top tier of single-target attacks for generating (and keeping) THREAT. In my mind that means faster attacks (ehem Energy Transfer) to switch between targets if necessary and (generally) harder hitting single-target attacks at the expense of a mediocre (but not pathetic) AoE.

     

    If Energy Melee isn't going to end up at the top of single-target damage, it should at least be at or near the top in terms of achieving a reliable single-target attack chain that does respectable damage without having to resort to Hasten (or Incarnates).

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  7. Some suggestions for the low-level player:

     

    Visit P2W to pick up free attacks and free enhancements.

     

    Use purple & yellow inspirations. I realize that low level toons don't have many slots, so use 'em as you get 'em.

     

    Buy boosters (as suggested: offense).

     

    At lvl 7 you can slot lvl 10 IOs. Check the AH for cheapies if you can be gifted any from another character.

     

    For CoT and ToT you must alter your strategy, if you don't have the defences or boosts to deal with the debuffs. If your entire team was individually fighting in close combat and it wasn't working, did you try maybe have one character tank while others sniped?

  8. Quote


    I didn't take Fighting Power Pool, I never feel like I need it.  We already  get Tough Hide and Invincibility.  My S/L resist is around 84%. 

     

    (snip)

     

    The only time I use Unstoppable is if I don't pay attention and run out of End.  I see a lot of Tankers don't bother to take it.  

     

     

    My Invuln doesn't have the Fighting Power Pool either, and I'm not sure I'm missing it. I don't hit the "caps" when solo, but on a lot of teams I'm way past it.

     

    I also took Unstoppable, but only as a Mule. I removed it from my trays so that I don't accidentally use it!

  9. Accolades have the biggest contribution to HP. I think the actual HP cap for Tanks is around 3.6K HPso you are not far off.

     

    Slotting a Health IO (not a proc) boosts Regeneration. IMHO once the baseline (non-Dull Pain boosted) HP is above 2K, and you have achieved some level of Defense, that Regeneration is more important than simply chasing HP. Obviously Regeneration is improved by the Dull Pain boost, but on my (endgame) Invulnerabilty tank I run through a lot of content without ever hitting Dull Pain.

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  10. 24 minutes ago, Leogunner said:

    I think you'll just have to bite the bullet and accept that certain ATs will just benefit proportionally less than others using certain powers. 

     

    And the majority aren't "wasting" part of the power if they aren't min/maxing IOs... Those players are out there. 

    I agree here. I just want to note that in my case most of the extra HP is coming from Accolades.

  11. Dull Pain is useful, but I personally don't find Absorb to be useful on Tanks. Why propose a radical change to a power when folks can just slot an Absorb proc?

     

    EDIT: let me add this, in case it wasn't clear in my first post on this topic. My own experiences with Dull Pain (as a tank, as was described in the OP) is that the use of Dull Pain changes over the course of the character's advancement. Early in a career, before you have a lot of Inspiration slots and before you have coverage to most damage types (again, see Invuln and Stone Armor as described in the OP) and before you have many other powers, Dull Pain will get used a lot more than later in the career. Early in a career, it may seem like you are wasting a Tank's most important resource (HP) but my own practical experience is that this is not the case.

     

    Squishier toons have a different perspective on Absorb HP barriers, but that is not my experience with an Invuln tank. BTW, the IO HP bonuses on my toon were never the goal (except possibly for one 3rd LotG slot) as they just appear on the way to other bonuses. I would say that as a Tank, an HP bonus is one of the better side effects, as HP is what a Tank does best among the ATs.

  12. I checked my lvl 50 tank. All toggles off, w/no incarnates contributing. I think this is the correct math for my toon.

     

    Base HP: 1874.08

    HP from IOs and Accolades: 2600.27 (Reasonably well slotted with IOs, but not chasing HP boosts)

     

    Using Dull Pain, this toon hits the HP cap, but only a few hundred HP are 'wasted'. (~350 HP?)

     

    However, before Dull Pain, the regeneration is 25.67 hp/sec. With Dull Pain it is 34.89 hp/sec...so doesn't this mean that while DP is active it's only taking (on average) 10 seconds to 'regenerate' what would be the proposed 'Absorb' barrier? (again, there is some slotting contributing to Regeneration, but most of the extra is from slotting Health). Even if I was at a lower Regeneration rate, it isn't taking long (in tanker time) to recover whatever would be consumed by an Absorb field.

     

    From my PoV, this is a solution in search of a problem. Other ATs may view HP differently, but for my Invuln tank I just don't think about Absorb-ing damage as much as I think about regenerating the HP I'm spending by tanking.

     

     

  13. The P2W (free) extra attacks go a long way towards helping with low-level content that hits with -Recharge.

     

    There is no analgesic for some of the dialogue, but you can get your revenge on Flambeaux in at least one Tip mission (as a Rogue, IIRC). I think she explicitly says she is trying to kill you in that mission!

     

    My personal peeve in terms of difficult (for your level) missions are the first contacts in Talos Island that ask you to defeat X Circle of Thorns. It may be just the characters I build, but that particular outdoor 'hunt' is one I never appreciate trying to solo as a fresh level 20. The CoT seem to be particularly mean at that point of n a hero's career.

  14. My Mastermind takes Grant Invisibility early in the career to allow pets to 'stealth' through missions with him (after he takes Invisibility). I am appreciating the recent changes to Invisibility, especially the reduced End cost. I never take more than those two powers! Aside from also muling defense sets, I have never looked at this set as needing to be much more than a tool that provides an alternate approach to some game content.

  15. My Invulnerabilty (tank) experiences follow:

     

    Early mid-game, before 'inherent' HP is really big and before resistances/defenses are swollen, I make frequent use of Dull Pain for both healing and as a sort of Absorption prior to specific, predictable encounters.  80/20 in terms of use.

     

    By endgame, Dull Pain is only (99.9/0.01) used as a heal (and as an HP buff to support Regeneration). Endgame (post-40, including Incarnate content) turning Dull Pain into Absorb would be a loss for me, as the extra Regeneration contributes more to my lasting through a tough fight than just having an extra layer of Absorb.

     

    Feel free to pass judgement: I also don't bother to try to make Dull Pain perma. I can see the appeal at lower levels, but after a certain point the HP boost is far less important than defense (and resistance) boosts that multi-slotting an IO set within it give you.

  16. I've played quite a lot of bots (1-50+) and I wouldn't support these proposed changes.

     

    Quote


    -Remove melee from bots so they stop running up to things to slap them.

      (The leading cause of death for robots fighting mobs with deadly melee.)

     

    Pet melee is part of the flavor of being a MM. Yes it is annoying, but I have always found it to be something I could work with. I usually don't have Detonator (Traps) available in my builds, but using the melee-bot is a natural. The T1 pets can be resummoned quickly enough that this is not really a concern for me.

     

    Quote

     

    -Photon grenade to have a 100% chance of disorient.

      (Instead of a 30% chance. Protector bots get 100% photons, so why not you?)

     

    This seems like an extraordinary ask, especially when you can already slot the attack for Accuracy and Disorient. If the power isn't working for you, I suggest looking at some of the other things you can slot in it, such as -Res. This is a power I often respec into late game specifically to have as an AoE under my control. Jumping ahead to the next snippet, this is the power I often have the Overwhelming Force KB->KD IO slotted in, just so that *I* can also knockdown enemies!

     

    Quote

     

    -Bots to have their random knockback changed to knockdown.

      (I can't even begin to say how many times they've shot enemies off a cliff and spent the next 30 seconds chasing them.)

     

    I have always 'fixed' this via slotting IOs. I see this as part of the compromise between having pet AoE and ranged attacks. It is annoying to 'burn' a slot to turn KB->KD, but it adds a tremendous amount of control to the pets. Getting it for 'free' doesn't seem correct.

     

    Quote

     

    -Assault bot to always prioritize napalm rockets on the first attack.

      (Not sure how this is chosen to begin with, but I hate seeing them start with single target attacks on large groups.)

     

    This has never really bothered me. My late-game play style has always been for me to start with an AoE and then allow the bots to follow-up. I have no real opinion here but this seems like a preference rather than a problem.

     

    Quote

     

    -Repair to heal 25% but have a 20 second cooldown.

      (Two minutes is waaaay too long, it's much more useful as an ability you can use frequently. How often do you actually heal more than 75%?)

     

    I never take the primary pool heal, so that should tell you something about how useless I find the Repair power. Early game (with fewer robots and smaller enemy group sizes) I use the Medicine pool to heal specific bots; by the late game I typically respec out of the Medicine pool because the number of inspirations is larger and the time to resummon robots is pretty short. Several secondaries offer alternatives to Repair as well.

     

    I understand where you are coming from, but these requests seem to have a hint of  'first world problems'. My list of wants for robotics has much the same flavor:

     

    The one thing I'd like to be able to do with my (Protector) Bots would be to be able to order them to put a Force Shield on a specific target...but that's just because sometimes *I* want the Force Shield first! Silly Robots will protect their own before thinking of their fleshbag master! (wink)

     

    Something I'd REALLY like to know how to do is to make them emote sparks, like they do when spawning/upgrading.

     

  17. This is an observation that I have not been able to reliably test if it is a 'bug', especially as it involves a 'beta' feature: Power Recharge Indicators.

     

    I have observed that for longer recharge click powers (> 90 seconds) when I get a trigger from the Forced Feedback: Chance for +Recharge proc the Power Recharge indicator will jump (closer to zero) about 15 seconds, but then when the +Recharge proc ends that the Recharge Indicator jumps back to the original time of the indicator. I only began noticing this when I was able to work the attack with the +Recharge proc into a relatively quick/reliable attack chain but also had relatively slow (90 - 120 second) click powers.

     

    Edit: The power with the jumpy indicator is "Dark Consumption" (for Controllers)

  18. I have toons that have multiple powers from the Presence pool. I can't write for why others don't take it, but I use the FEAR powers as a form of Control for certain Melee characters to mitigate/prevent cascading defense failures, or to help out squishy pets. The pool may not be everyone's cuppa, but it works fine for me as is.

     

    I have a big issue with Group Fly: I like it best for MMs and I like the level of control it brings (similar to Hover) but I resent having to take 2 Pool powers before being able to choose Group Fly...  especially because it is otherwise so similar to Hover and Flight when 'solo'. Writing just for myself (as a player that prefers Flight as my travel power) I often find my (MMs) wanting to take GF at some point, but unable/unwilling to burn a second power choice from the Flight pool.

     

    I will add this thought about T5 Pool powers: I rarely take them, even on 'extra' builds or during 'burn a Respec' phases. This is primarily due to the cost (in terms of other power slots) with a little bit of the 'meh' nature of the options. I am disappointed that the pools have so few Auto powers... I find myself selecting powers that I may never click/toggle simply to mule an IO (ehem LotG,  Universal Travel, etc.) If only some of the unloved T5 offered something similar.

     

  19. 1 hour ago, Sanguinesun said:

     

    It is only as easy as you choose to make it. 

    Yep. The suggestions for Ouroboros content are good ones. If you exemplar down to lower levels you may also find that simply not having your lvl50/incarnate powers offers a challenge, even without applying buff/debuff/restrictions.

  20. Because it was mentioned: IIRC MM pets don't block doorways. There are a few pseudopets (FFG from Traps) which can still block doorways, and can act as curbs (Acid Mortar, again Traps).

     

    I've often wanted a 'better' free travel power, but this desire has always been motivated by either being greedy about wanting another Pool or a slot for another power. If the P2W choice doesn't fit my character concept (including costume) I simply don't take/use the P2W power and go for the travel Pool instead. The Travel Pools offer a variety of single-effect IOs which take a lot of the sting out of 'having to take a power for the concept's (not even counting the powers which take Def IOs).

     

    I apologize to all the Roleplayers who feel like their concept is crippled by not having a non-P2W travel power at level 1. Count me among those who don't take this complaint seriously.  Perhaps my imagination is limited, but I think the RP potential at level 4 is nearly identical to what it would be at levels 1 or 2. Eventually even a non-combat RP toon is going to have to get experience in some way other than finding exploration badges!

     

    If I were to make a 'greedy' request to blatantly serve my own interest, it would be: can the requirement to have TWO OTHER powers in a Travel Pool before selecting the higher tiers be reduced to only ONE OTHER power in the pool. For example, even though I find the first 3 powers in the Flight pool to be useful it hurts my own concept to sacrifice other power choices to take extra powers just to get Group Flight (don't judge me, my pets want to Fly!)

  21. On 6/22/2019 at 12:26 PM, Kimuji said:

    I've read some posts stating that EM wasn't nerfed because of pvp and I couldn't disagree more. Because EM was kind of "OP" in PVP, it had the highest single target damage AND stacking stuns was ridiculously easy. That was the stun + damage combo that made people complain, not the damage alone. A vocal portion of the pvp players  had been crying for years for an EM nerf (mostly on the Heroes side, where only tanks had access to EM). So I can't believe that it is not what sparked the intent to revisit (nerf to oblivion) EM.

    I wanted to quote this older post as it aligns with my recollection: stunning attacks in quick succession in PvP directly led to an over-reaction that Energy Melee has had to live with ever since.

     

    My live main was an Invuln/EM tank, and I've played it back up to 50 on HC. The slow animations are painful. I can accept a mediocre AoE (Whirling Hands) but I want more rapid single-target punches to be able to best keep as many opponents' attention as possible. When teaming, I feel like focusing on the bosses is 80% because they will still be standing when my big hits land and only 20% because the team needs me to control boss aggro.

     

    I'd like to be great in 1-on-1 PvE content again, at least to the point where Energy Melee is at least trading hard-hitting blows closer to one-for-one with  most EB/AV rather than the current 'they hit 3 or 4 times before my blow lands'.

     

    I enjoy the stuns as a small measure of Melee control in PvE. I can understand the annoyance in PvP, but surely there are other equally annoying elements there.

  22. 2 hours ago, Troyusrex said:

    I kept track of over 1,300 conversions and trades and 2 to get to rare and 2.74 to get to 'saleable' is the actual average not an estimate.  The point is I kept rigourous track of everything for these trades including all the costs and what they sold for and am sharing the data. 

     

    Converting certainly is one path to market riches. It may well not be the quickest or most profitable, but it is a steady stream of reliable income. 

     

    I'm not questioning your numbers, I rounded to the nearest integer since most players can't sell fractional converters. Relax.

  23. On 9/20/2019 at 3:27 PM, Burnt Toast said:

    You can also do actual Incarnate content/trials to earn a lot of components. I generally only go up to like vet level 15 with my characters and still have multiple t4s in some powers because... I do actual incarnate content and get loads of drops. Just saying.... I see no need for this as components etc are easy to get and you can simply switch between which ones you use. 

    I'm aligned with this way of thinking. It is a little 'grindy' to go after extra Empyrean merits and random incarnate salvage drops, but it is very easy. I suppose if you somehow made a complete flub of a choice (and really committed to it by crafting multiples of T3) you might feel burned, but even the most straightforward Incarnate grind ought to be netting you plenty of threads (for common/uncommon components) and even shards (which you can waste in all sorts of ways, like extra Alpha powers).

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