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tidge

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Posts posted by tidge

  1. 1 hour ago, Luminara said:

    [snip]

    We're up to three accounts, 100,404,000,000 inf* plus transaction fees (which increase significantly when the player starts re-listing everything for 100,000 inf*) and continually incoming salvage from players, and 141+ hours, at the bare minimum.  That's about 10 days of continuous logging in and out and making transactions on the market (with a little time each day for eating, bathroom breaks, and 8 hours of sleep).

     

    If all of that happens, and no-one sees the common salvage stock dwindling rapidly, no-one goes on a Brainstorm spree and unloads several hundred thousand common salvage, not a single member of the HC team pays any attention or responds to player PMs, then yeah, common salvage could spike up to 100,000 inf* apiece.  Briefly.  I say briefly because I have no doubt that the instant one of the developers did see what happened, they'd log in and dump another 10,000,000 seeded commons, instantly bringing the price back down to 10,000 and leaving the manipulator stuck with 10-11 million pieces of common salvage he/she couldn't sell at the listed 100,000 inf*, resulting in an enormous loss in invested time and inf*.

     

    Not happening.  No-one's that dedicated to chaos or control, and even if someone really tried, the incoming salvage and developer attention would make it a pointless and hideously expensive endeavor.

     

    The bolded part of the (snipped and) quoted post is why I think the on-going play in the common salvage market is coming from a very poorly informed place. I'm trying to catalogue what I can imagine is the thinking behind 45K bids at 809 inf for common salvage.

     

    (1a) It could be a buy-it-nao play to have crafting supplies on hand (for many characters) with the intention of trying to accumulate badges.

    (1b) It could be a buy-it-nao play to have crafting supplies on hand (for many characters) with the intention of trying to enter the market as a seller.

     

    (1a) doesn't make sense to me, except that if a player is REALLY committed to such a bit... such that they ALSO want to burn Inf at a crafting table (instead of buying recipes too)... this is one way to burn a lot of Inf and also get something equally ephemeral (badges) in return. This strikes me as such a peculiar waste of Inf and Auction House slots (not to mention time) that I can't imagine a player who has accumulated Inf thinks this is a good idea.

     

    (2) It could be a player who thinks they are going to "corner the market" on some (or all?!) common salvage.

     

    No current player on Homecoming should believe this is possible. I can't rule out that this sort of thinking is a leftover from Live, or possibly from a relatively new player who has been playing on another server. It's not a huge amount of Inf to try this, so it could be someone who has done some farming with a relatively new character and feels like this is their path to bajillions. I find this to be almost believable, because it would take a lot more Inf to try to corner the market on popular crafted pieces (e.g. Luck of the Gamblers) and flip them... but the market would adjust to basically waste that player's time (and Inf). I don't put much belief in this, because it also requires the creation of a lot of characters to place the bids.

     

    (3) It could be a player just trying to get attention.

     

    This feels entirely plausible. The world is full of narcissists. As I wrote, it doesn't take much Inf to do this, and so with relatively small amounts of Inf and not enough imagination to brew up a new character to play, I can imagine a bored player doing such a thing. Hey, she got my attention!

     

    (4) It could be "revenge" on folks who craft, in an effort to slow them down.

     

    There is a public perception that folks who craft enhancements with the intention of putting them on the market are bad for the game. There is also a public perception that groups like "farmers" and "marketers" are at odds, and that each is somehow in opposition to the other. I don't think these are popular opinions; I don't even think that many players hold both of them simultaneously. I have read enough posts such that I can believe that there is at least one player out there who has a relatively modest amount of Inf (and enough characters created) that is willing to be an AFK Market Griefer.

     

  2. A new player may not know these things:

     

    The salvage markets were seeded. 42K bids (it was closer to 50K a few hours ago, but I've been dumping commons) is unusually high. Even during periods of crafting/converting it is more likely to see 4K outstanding bids on uncommon salvage.

     

    The salvage market is fungible, by rarity. It is impossible to corner the market on any particular salvage type.

     

    To put the silliness of this effort into perspective: If a player wanted to try to set a flip-point on common salvage at 1K inf (*1, why?) it would take (only) 50M inf to place 50K bids. This is a nigh-trivial amount of inf for a level 50, even for a non-farming player. It's almost easier to accumulate 50 Minf (for an average level 50) than it is to simply claim and delete 50K salvage from the AH. (*2)

     

    (*1) The seeded price of commons is higher than 1K. A level 50 SO vendors (on average) for ~15K. A level 50 common IO vendors (on average) for 100K. Common salvage drops are still common, so there will never be a "shortage" of them... the worst that this player could do is reduce the mass fungibility of the items, at which point the devs would probably simply re-seed the market (if they didn't prefer the Inf sink).

     

    (*2) Driving up the price of common salvage past the seed point (and holding it there) would almost certainly just encourage players (who crave specific common salvage) to farm Inf, which will have the side effect of farming common salvage as well.

     

    EDIT: I should note that it is not particularly difficult to get specific common salvage types, but it may be easier for some AT than others. The most difficult items will likely be low-level salvage for players that cannot run solo at 0x8 in a given level range... but with set bonuses it is possible to exemplar to that content. As an experiment I was taking an exemplared (at roughly level 30) mastermind (while in Aaron Thiery's blue-side AP arc) into Perez Park to street sweep for boss badges as well as salvage, before I knew better.

     

    • Like 1
  3. 13 minutes ago, Yomo Kimyata said:

    I doubt they were actually using the salvage to craft, but imagine the time suck if they did!?

     

    If they are intending to craft, they are doing that in an incredibly inefficient way: I found an alt with a storehouse of level 25, 30, 45, 50 common recipes (the ones with badges that provide extra inventory space)... I put them on the market for 1 inf each and they barely sold. I ran some missions to accumulate a large number of level 50s, repeated again (and it pains me to not vendor those, but only at 100KInf each) and the same thing. A few players are going to be able to vendor those at a profit, but I doubt they are going to crafting badges.

     

    I also don't think that they are crafting to play converter roulette, because converter prices remain low (and stable).

     

    I don't keep (or accumulate thanks to P2W choices, or market) enough non-common recipes to figure out if there is a particular niche of non-common recipes to guess if the player in question is likely working in some specific area. I also always avoided Defense sets (they always struck me as too crowded a niche) to tell if someone is in that space.

  4. I am not now, nor have ever been, a "market whale"... simply because I have not needed to be one. My roster's wallet has been mostly "steady state, with profits" for almost two years now. I see some peculiar market variations from time to time, but the ones I notice look more like efforts to lose inf rather than accumulate inf. Recently (last month, and again just this week): It appears that (effectively overnight) there are 40K outstanding bids on common salvage for ~500 to 800 Inf. It takes a LOT of effort to put in that many outstanding bids! Even trying to maximize such an effort requires creating a LOT of fresh characters and claiming Inf (presumably already in email).

     

    This behavior looks pretty much like someone doing it for the lulz, or has a peculiar theory based on the Live market ("They are after me Lucky Charms!").  I don't think it is someone going after crafting badges or flipping/vendoring, as I dumped a LOT of recipes on the market for 1 inf, including common level 25, 30, 45, 50 these simply did not sell at a rate I'd expect for crafting/vendoring to get badges. I grok that these recipes can be bought at a workbench... but it is always cheaper to buy them off the market. I don't think it is part of a "classic" marketing strategy, because Enhancement Converter prices remain low. It's converter roulette that both makes the market work AND provides the ability to ignore the market (with catalysts).

    • Like 1
  5. 22 hours ago, UltraAlt said:

     

    when you see a crowded area, run to the pocket D and get duplicating gift and run around the crowded areas to share the joy ... works best in Atlas!

     

    I try to minimize the number of times I distribute Duplicating Gift (in a zone), only because leaving more characters without it allows the people gifted the gift to also get the badge by gifting it to others. Of course, it is impossible to know who needs either badge, but early in winter events there are always a large number of freshly-minted characters.

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  6. I don't AE farm, but I have done something like farming with nothing like the 'classic' farm builds (that is: I have no Brutes above level 16 and no "damage aura" characters that I can think of, except possibly for a Dominator with Hot Feet). The content that makes me think I'm close to farming, is 'at-will, on-demand':

    • Heather Townshend's (Dark Astoria 1) arc at either 0x1 or 0x8. Small spawns to "farm" the arc rewards (sometimes including Super Inspirations), large spawns for drops.
    • SSA (speedy) for merits, sometimes mindlessly for threads or Astrals
    • Tip (and Ouroboros) Missions at 0x8 for defeat (mostly) badges, and just to fill up on raw drops (e.g. level 50 common recipes to craft for badges) or junk to toss on the AH for badge reasons
    • Hamidon raids (not exactly "on demand"!) for merits and HOs. Less so MSR (for Vanguard merits) but sometimes.

    In no case is raw Inf my reason for 'farming', but it's not like I throw away Inf that comes from those trivial exercises. Since it is the drops I crave, I don't have to run at +3 to get the drops I want.

     

    To answer the title question of the thread, when I am doing the above at 0x8, I've used my Fortunata, Mastermind (Robotics), and Dominator (Plant), as I've found that they clear maps rather quickly. The Robotics Mastermind is very easy to have at the defense cap and keep aggro pouring into kill zones. The other two have decent AoE AND spawn confuses... many enemies in the game are weak to their own attack types and it takes very little effort for a solo player to get on the "I did damage" list to be considered for a drop. I like the way my AoE  Shield / Battle Axe Tanker plays in 0x8, but I have to drag bosses between spawns to clear maps since it takes that much more effort to finally defeat those guys to claim their rewards.

  7. 3 hours ago, Stunticon_Mechanic said:

    This one guy comes in, then leaves less than a minute. I asked him why did he leave. "Constellation of red flags" he says. "what red flags?"

     

    (snip)

     

    What the fuck. Did I miss something? Normally I am wholly indifferent but this shit pissed me off royally.

     

    From my PoV, the only thing you missed was the opportunity to teach him that it is more appropriate to refer to a "bunting of red flags".

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  8. Another data point: I had a 2022-minted level 50 working on Toy Collector opening presents in a favorite zone that was devoid of other players. It's not a zone where I see a lot of other players, but it is impossible to know how many presents may have been opened (in that zone) before I started, but it was a few hours after the event went 'live'. The Winter Lord spawned after 160 presents. I wasn't keeping precise track of when I got the defeat badge for the spawns (because of NAUGHTY!) but it was long before the Winter Lord spawned. This was roughly the case with a second character... similar conditions, except that I tried to startwith the second character right after the WL was defeated.

     

    Some of my own silly behavior: I try to open presents in a zone as I criss-cross (an eliminate whatever I spawn) in an effort to reduce the counter, whatever it is.

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  9. Whatever was going on in the common salvage market seems to have ebbed. Part of me wants to believe it was a player with a lot of Inf that wanted beaucoup salvage for crafting badges (and did a poor job estimating what was necessary), but part of me thinks it was a poorly motivated market experiment... with some of that motivation being a cruel "for the lulz" bit of thinking. I have long recognized that "farmers" have helped keep AH prices low, but I don't think this was a 'supply-side effect'.

     

    If this was an experiment, I think it was poorly motivated, even if it revealed something about the scale of the market... specifically because common salvage:

    • Is common, durp
    • Is itself fungible,
    • Is trivial to collect (by turning up spawn size), finally
    • The target price point that this effort 'picked' was well below what vendor prices are for the other things that 'commonly' drop: i.e. common IO recipes for most levels,  SO enhancements.... not to mention the Inf that can roll in simply from defeats.

    ¯\_(ツ)_/¯

  10. For my Inf, the ONLY complexity of the Enhancement crafting system that I think needs an overhaul is the User Interface when interacting with a crafting table (and I suppose when viewing recipes in hand). I think what I'd appreciate most is a character toggle choice to be able to choose between the current system that always shows EVERYTHING, like this:

    • Uncommon/Rare/Very Rare Enhancement recipes (owned)
      • alphabetic listing
      • more alphabetic listings
      • even more alphabetic listings
    • Memorized Recipes
      • alphabetic listing
        • by level
      • more alphabetic listings
        • by level
      • even more alphabetic listings
        • by level
    • Common recipes (owned)
      • alphabetic listing
        • by level
      • more alphabetic listings
        • by level
      • even more alphabetic listings
        • by level

    ... and a variety where I could choose to always have the top levels "collapsed" such that I could "get right to the common recipes"; this is by far my biggest peeve, it comes up when working on badges/rewards. It hits me both when I am checking the recipes for needed salvage AND when going to the table to craft. I can mitigate this a little by working in a zone where I can use the Auction House window open (to buy salvage) with the crafting table window open, but that is simply a hack.

     

    Frankly: I'd be happy if the memorized recipes were moved to the bottom of this UI, as I very rarely revisit the list of memorized recipes... either to craft or to check if I have already memorized a category (usually i just use the badges window).

  11. I'll repeat my call for a subterranean zone (or multiples, like the Sewer Network(s)) between Cap Au Diable and Port Oakes. There are a wide variety of enemy ranges that could be there: Snakes, Demons, CoT "just hanging out" as well as Goldbrickers, Luddites, Arachnos, Crey "delving for secrets man was not meant to know". Ideally there would be an "upper levels" version appropriate for characters of the Port Oakes/Cap Au Diable level ranges (like a Hazard Zone blue side) with "deeper levels" appropriate for characters in the 40-50 level ranges.

     

    I don't think I would ever warm to the hinted at plans by the original team to turn Perez Park into a new Incarnate zone by "lifting it into the sky via CoT magicks" (too many good memories of my first "hazard zone")... but if a a new zone with that concept was tied to the Nerva Archipelago, I wouldn't object... but I'd like it to be done in a slightly cleverer way than the Shadow Shard... maybe larger "sky islands" with a better variety of artwork/geographic elements?

     

     

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  12. 2 hours ago, Yomo Kimyata said:

     

     

    First, to @Ston, thanks for putting a lot of documented work into this.  People may not agree with all your choices, but the fact is that you tested a lot of data in a consistent manner and kept good records and that is enough for me.  One gold star for you!

     

    RE:  Wall of Force.  The proc rates on this pool power by my calculations are significantly lower than anything in the epic pools (for scrappers at least).  I can't bring myself to 4/5 proc out a power when each proc only has a 15-25% chance to proc.  Too much variance.  I'd much rather proc out Ball Lightning or Sploding Shirkin which should get me somewhere north of 50% chance per proc.  That said, if you want more than one epic ranged AoE, WoF is, in fact, a ranged AoE.

     

    I've been using Wall of Force exclusively on Tankers and Controllers (with Ranged damage scales of 0.80 and 0.55) as a %proc attack.... available at a low level. I get it's raw proc rate (for 3.5 PPM) at somewhere north of 30% (I try to have an accuracy boost in the power at least 26%, FWIW) and an unenhanced recharge of 10 secs. IIRC the Epic (Mu) Ball Lightning unenhanced recharge time is around 30 sec with an equivalent %proc rate for stalkers (3.5 PPM) at close to the same value as WoF . I don't recommend spamming Wall of Force (or Ball Lightning) on a melee character, but having this power early in a build, it really helps each of those AT clear maps faster (and turn up spawn sizes sooner). I've never added Wall of Force to a Scrapper or Stalker build, I think every one of those I've ever built leverages a patron Snipe, and after that I am out of slots! 🙂

     

    As for different sorts of timing (for arc rewards and not XP): Weekly, I run I did a low-level arc (SSA1, Theoden) at +0/x1 for rewards, so I have a good sense of how different AT perform on that arc (*1). (I'll run it both Red and Blue, but the times I'll quote are for Blue... Red is not very different, but slightly longer on average). My best times (no quick escapes or teleporting to missions) is on a Shield/Battle Axe Tanker, with Wall of Force. Doing nothing special except skipping a potential Magma Lord defeat in mission 1, the completion time for that character was 5:38(*2). I took that same character to Dark Astoria to run the Heather Townshend arc (with minimal fighting, again at +0/x8, but with a level shift of +1 and no incarnate powers beyond Alpha) and I was regularly getting completion times below 10 minute, even with unfavorable maps. These two times at different ends of the level range really surprised me! I'm not making claims of uber builds... it's just that compared with all the other characters in my stable, this one wins the gold medal on speed (without the Speed pool!) EDIT: I just logged in to try DA#1 with some effort at speed, and scored a time of 8m35s with some favorable arcs. None of my other characters come close... but this is more about Shield/BA than WoF (although I did use it)

     

    (*1) Page 5 power and level choice changes improved time of that SSA1 arc significantly for my robotics/traps MM, but it is still the slowest to complete of my characters.

     

    (*2) When I am just looking to speed those arcs: SSA1 blue side has a minimum number of defeats IIRC at 8 mobs. The DA #1 blue side has a minimum of 25 defeats IIRC, although each arc offers opportunities to add more defeats with no real effect on completion.

  13. On 12/7/2022 at 9:39 AM, tidge said:

    If I wasn't committed to the Force of Will pool (and having two extra attacks by level 22) I would like to try this sort of build using the Teleportation pool instead (to have a low(ish)-level Combat Teleport as well as Teleport Target and Fold Space. This would fundamentally change the direction from "do as much damage as possible" to "have as much in my face as possible", so I think I'd make a lot of different choices to Toughen/Weaven the build up. That's what the second build is for!

     

    Playing with Shield Charge and without Combat Teleport became a little too much to bear...especially with the relatively long downtime on Shield Charge. I am still unwilling to compromise of the Force of Will pool, so I made a few modifications:

    • I dropped the Medicine (3 powers) pool, and added Teleportation (Combat Teleport) and Concealment (Infiltration and Stealth)
    • With more defense mules, I shuffled around the %Absorb proc a LotG, and the Shield Wall unique
    • I freed a slot to put some recharge in Build Up, as it was bothering me to have the %Build Up proc in it by itself
    • I replaced a %Smashing proc in Shield Charge with a Force Feedback %Recharge, specifically to help with the recharge time on that power, without compromising (too much) on the damage %procs.
    Spoiler

    Primary Power Set: Shield Defense

    Secondary Power Set: Battle Axe

    Power Pool: Force of Will

    Power Pool: Leadership

    Power Pool: Teleportation

    Power Pool: Concealment

    ------------

    Level 1:                 Deflection          

     (A) Luck of the Gambler - Recharge Speed: Level 50

     (*) Unbreakable Guard - +Max HP: Level 50

     (*) Unbreakable Guard - Resistance: Level 50

     (*) Unbreakable Guard - Resistance/Endurance: Level 50

     (*) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50

     (*) Impervium Armor - Psionic Resistance: Level 40

     

    Level 1:                 Chop    

     (A) Hecatomb - Damage/Recharge: Level 50

     (*) Hecatomb - Accuracy/Damage/Recharge: Level 50

     (*) Hecatomb - Accuracy/Recharge: Level 50

     (*) Hecatomb - Damage/Endurance: Level 50+5

     (*) Hecatomb - Chance of Damage (Negative): Level 50

     (*) Hecatomb - Damage: Level 50+5

     

    Level 2:                 Battle Agility      

     (A) Reactive Defenses - Defense: Level 50

     (*) Reactive Defenses - Defense/Endurance: Level 50

     (*) Reactive Defenses - Endurance/RechargeTime: Level 50

     (*) Reactive Defenses - Defense/RechargeTime: Level 50

     (*) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50

     (*) Reactive Defenses - Scaling Resist Damage: Level 50

     

    Level 4:                 Gash     

     (A) Superior Gauntleted Fist - Accuracy/Damage: Level 50

     (*) Superior Gauntleted Fist - Damage/RechargeTime: Level 50

     (*) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime: Level 50

     (*) Superior Gauntleted Fist - Damage/Endurance/RechargeTime: Level 50

     (*) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime: Level 50

     (*) Superior Gauntleted Fist - RechargeTime/+Absorb: Level 50

     

    Level 6:                 Mighty Leap      

    (A) Endurance Reduction IO: Level 50+5

     

    Level 8:                 Weaken Resolve             

     (A) HamiO:Lysosome Exposure (Accuracy, Defense Debuff, ToHit Debuff): Level 53

     (*) Shield Breaker - Chance for Lethal Damage: Level 30

     (*) Touch of Lady Grey - Chance for Negative Damage: Level 50

     

    Level 10:              Active Defense

     (A) Endurance Reduction IO: Level 50+5

     (*) Recharge Reduction IO: Level 50+5

     

    Level 12:              Phalanx Fighting              

     (A) Kismet - Accuracy +6%: Level 30

     (*) Luck of the Gambler - Recharge Speed: Level 50

     

    Level 14:              Against All Odds              

     (A) Endurance Reduction IO: Level 50+5

     

    Level 16:              Taunt   

     (A) Mocking Beratement - Taunt: Level 50

     (*) Mocking Beratement - Taunt/Recharge: Level 50

     (*) Mocking Beratement - Taunt/Recharge/Range: Level 50

     (*) Mocking Beratement - Accuracy/Recharge: Level 50

     (*) Mocking Beratement - Taunt/Range: Level 50

     (*) Mocking Beratement - Recharge: Level 50

     

    Level 18:              True Grit             

     (A) Gladiator's Armor - Resistance: Level 50+5

     (*) Gladiator's Armor - TP Protection +3% Def (All): Level 50

     (*) Panacea - +Hit Points/Endurance: Level 50

     (*) Panacea - Heal: Level 50+5

     (*) Impervium Armor - Psionic Resistance: Level 40

     (*) Steadfast Protection - Resistance/+Def 3%: Level 30

     

    Level 20:              Pendulum          

     (A) Multi-Strike - Accuracy/Endurance: Level 50+5

     (*) Eradication - Chance for Energy Damage: Level 30

     (*) Armageddon - Chance for Fire Damage: Level 50

     (*) Perfect Zinger - Chance for Psi Damage: Level 50

     (*) Superior Might of the Tanker - Recharge/Chance for +Res(All): Level 50

     (*) Explosive Strike - Chance for Smashing Damage: Level 20

     

    Level 22:              Wall of Force     

     (A) Javelin Volley - Accuracy/Endurance/Recharge: Level 50+5

     (*) Javelin Volley - Chance of Damage (Lethal): Level 50

     (*) Explosive Strike - Chance for Smashing Damage: Level 20

     (*) Positron's Blast - Chance of Damage (Energy): Level 50

     (*) Bombardment - Chance of Damage (Fire): Level 50

     

    Level 24:              Shield Charge   

     (A) Mocking Beratement - Recharge: Level 50

     (*) Mocking Beratement - Accuracy/Recharge: Level 50

     (*) Eradication - Chance for Energy Damage: Level 30

     (*) Perfect Zinger - Chance for Psi Damage: Level 50

     (*) Scirocco's Dervish - Chance of Damage(Lethal): Level 50

    (*) Force Feedback - Chance of Global Recharge: Level 50

     

    Level 26:              Grant Cover      

     (A) Luck of the Gambler - Recharge Speed: Level 50

     (*) Reactive Defenses - Defense: Level 50

     (*) Reactive Defenses - Defense/Endurance: Level 50

     (*) Reactive Defenses - Endurance/RechargeTime: Level 50

     (*) Reactive Defenses - Defense/RechargeTime: Level 50

     (*) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50

     

    Level 28:              Axe Cyclone      

     (A) Fury of the Gladiator - Accuracy/Endurance/Recharge: Level 50+5

     (*) Fury of the Gladiator - Chance for Res Debuff: Level 50

     (*) Eradication - Chance for Energy Damage: Level 30

     (*) Perfect Zinger - Chance for Psi Damage: Level 50

     (*) Obliteration - Chance for Smashing Damage: Level 50

     (*) Explosive Strike - Chance for Smashing Damage: Level 20

     

    Level 30:              Cleave 

     (A) Armageddon - Damage: Level 50+5

     (*) Armageddon - Damage/Recharge: Level 50+5

     (*) Armageddon - Accuracy/Damage/Recharge: Level 50+5

     (*) Armageddon - Accuracy/Recharge: Level 50+5

     (*) Armageddon - Damage/Endurance: Level 50+5

     

    Level 32:              Build Up              

     (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50

     (A)Recharge Reduction IO: Level 50+5

     

    Level 35:              Combat Teleport             

     (A) Blessing of the Zephyr - Range / Endurance: Level 50+5

     

    Level 38:              Infiltration          

     (A) Luck of the Gambler - Recharge Speed: Level 50

     

    Level 41:              Unleash Potential           

     (A) Preventive Medicine - Chance for +Absorb: Level 50

     

    Level 44:              One with the Shield       

    (A) Impervium Armor - Psionic Resistance: Level 30

     

    Level 47:              Maneuvers        

     (A) Luck of the Gambler - Recharge Speed: Level 50

     

    Level 49:              Stealth 

     (*) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50

     

    Level 1: Brawl    

     (A) HO Nucleolus (Accuracy/Damage) Level 53

     

    Level 1: Gauntlet             

     

    Level 1:                 Sprint   

     (A) Endurance Reduction IO: Level 50+5

     

    Level 2:                 Rest      

     (A) Interrupt Reduction IO: Level 50+5

     

    Level 4 :                Athletic Run      

     

    Level 2:                 Swift     

     (A) Run Speed IO: Level 50+5

     

    Level 2:                 Health  

     (A) Miracle - +Recovery: Level 40

     (*) Numina's Convalesence - +Regeneration/+Recovery: Level 50

     (*) Numina's Convalesence - Heal: Level 50

     

    Level 2:                 Hurdle 

     (A) Jumping IO: Level 50+5

     

    Level 2: Stamina               

     (A) Performance Shifter - Chance for +End: Level 50

     (*) Performance Shifter - EndMod: Level 50

     (*) Power Transfer - %Heal: Level 50

     

     

    Infiltration puts a little more zip into the character, otherwise the entire Concealment pool is serving as mules. Having so many options for Defense pieces made it an easy choice when I realized I had other options to mule the %Absorb proc in powers I was already taking.

     

    I keep staring at the 5-piece set bonus in Cleave (from Armageddon), and I am tempted to add the %Fire piece to get Psi and Toxic resistance (by moving a Psi-only slot)... but I really like having a purple proc in Pendulum at level 20. If I were to give up any (proc) damage from that power, I think it would just be to swap in another Force Feedback piece in place of one of the inferior procs.

  14. P2W offers a limited set of no-charge enhancements for powers.

     

    The Auction House often has IO pieces at all levels available for cheap, as players seek badges (and associated rewards) for crafting IOs at all levels. The best rewards IMO are for crafting 25/30 and 45/50 IOs, so there should be no shortage of those. If you are playing a character on a "slow climb" (that is, no double-XP, just doing content at a relaxed solo pace) by the time you can slot level 25 IOs, you are practically at the point of maximum efficiency relative to the original game (modulo Enhancement Diversification), at least as far as you will be able to tell. Not every IO will be 5 Inf, but they should be completely affordable. Take the University courses and you can even get one (at level 10, 15 or 25) for free.

     

    By level 30, you should have no problem doing the Summer Blockbuster event. One of the reward choices is an attuned "Universal Damage" Enhancement. These are a perfectly fine for one of your attacks, and also sell (in the auction house) for somewhere in the neighborhood of 9MInf if you don't want to use them yourself.

     

  15. 33 minutes ago, Zect said:

    I think most old-style T9's from the Cryptic studios era, e.g. Unstoppable - should be designed to serve as a temporary power booster so that SO builds can, for a limited period, enjoy the same defenses as full-fledged IO/incarnate builds. This makes them attractive and very useful, without contributing to power creep. To this end they should:

    • Ignore recharge enhancement (newer ones already do, but it should be applied to the ones that don't and their base recharge rebalanced around it)
    • Be less than 60s duration, so that they cannot be cycled gaplessly with melee hybrid incarnate powers;
    • Provide the same amount of defensive stats roughly available with an IO build
    • Not provide different or unique benefits that an IO build would take advantage of

     

    I think applying the quoted criteria to other ATs would cause massive revolts... let's say Blaster Primary T9s. It's always felt 'wrong' to me that many of the Armor T9s are completely skippable, (and worse, likely detrimental to a build if actually used) but skipping an offensive T9 would result in a character not living up to the promise of the AT.

  16. Yay! Discussion of slotting choices!

     

    13 hours ago, Glacier Peak said:

    Yeah that's a good question - so a good rule of thumb I use is one Level 50+5 Damage IO gets you to 53%. One Level 53 Damage/Accuracy HO gets you to 38.2% for both. If I'm going to be fighting high level 54+ enemies, I tend to drop Level 50+5 Accuracy IOs in to my -def debuffs and use that instead of missing out on potential Damage/Accuracy boosting HOs in my main attack chain.

     

    Perhaps obviously, my attitude about slotting choices varies depends on power recast times (inherently fast cycling powers typically get set bonuses or few slots) and AT (melee ATs usually don't get +Range pieces). I did want to write a couple of minor things I find myself doing with that "last, non-proc slot". I am almost always picking some piece that adds to Accuracy, occasionally it is just an IO.

     

    In cones, I often go the D-Sync/HO combo of Acc/Range and Damage/Range.... although I pay attention to what the final range of the cone will be... on some characters I try to keep all the (AoE) ranged attack powers roughly the same. Note that Bombardment has both a %damage and a 2-piece set bonus of Global+5% range, and Positron's Blast includes a Damage/Range piece.

     

    Procable (longer recharge) holds: I find that Gladiator's Net (PVP set) typivcally offers a better combination of what I want (boostable Acc/*) plus useful set bonuses than any other choice... although I have at least one character that uses (only) 2-pieces of Unbreakable Constraint (for a small boost to Recovery).

     

    Every once in a blue moon one of my builds will have a power (often a proc-heavy attack, but not always) for which there is no good choice of a single piece from either PVP (boostable to 50+5), HO/DSync (combinable up to 53), Superior (or ATO, or Winter) that effects the attributes I want.... often this is a combination of Accuracy and Endurance. For example, Melee AoE doesn't have a straight-up Accuracy/Endurance Reduction piece in those categories, so I find my builds using a boosted Multi-Strike at 50+5 instead. There are a handful of other powers that cannot slot IOs but can slot (boostable) pieces from other sets where I will use this trick on level 50 builds. For example Mind Link/Link Minds cannot take Recharge IOs, but can take (boosted) Adjusted Targeting pieces.

     

     

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  17. I offer no disagreements with the general premise "Those original T9s are disappointing!"; I am in agreement with the assessment of teh power sets that I have played.

     

    I want to offer an overlooked power that I think could offer some addition insight into how to possibly revamp some of the t9 powers:

    Manipulation Unrelenting.png Unrelenting

    This is (one of two) capstone powers in the Presence pool. It is a self-rez power, but that aspect of it not the reason to take it, you take it for the healing, recovery, recharge and damage boosts. I think the power is very well-balanced for a power pool:

    • It is available at a low level balanced by requiring 2 other pool choices (*1)
    • It has no downsides (i.e. no 'crash') balanced by its very long natural recharge time, and is only 30 sec duration
    • It provides boosts that every AT can use, although mileage may vary w.r.t. the +20% Damage depending on AT

    I've always slotted Unrelenting with enhancement  sets, but it doesn't require them.

     

    (*1) I feel that the page 5 change making T9s available at lower levels offers a slight improvement in 'game balance' for a reason beyond just making the T9s available earlier... '3rd choice' pool powers get 'squeezed' if players opt to take most primary/secondary powers when first available, and I find the Presence pool to be annoying to try to make good use of the mandatory choice of Pacify/Provoke/Intimidate (pick any two).

     

    ------

     

    The "poor old T9s" need something to make them worth picking, and probably should be evaluated with the following in mind:

    • They should be balanced around "SO only", so that means ignore any potential to slot them as Enhancement piece mules. (But don't eliminate that!)
    • They should not be weaker than an inspiration (in effect or duration)
    • As a "capstone" power, the 'click powers' really ought to offer multiple benefits (I am thinking passive boosts) in addition to whatever the click does
    • 'crashes' need to be reassessed. The 'rest between spawns' is from a different era that the game has long since evolved away from.

     

     

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  18. IIRC, there are some subtleties when considering Taunt/Confront and Provoke (Presence Pool) and 'Taunt' Auras. Those who feel more authoritative should fee free to correct elements of this post. I have not played as many hours with the new HC Aggro rules as I have preceding the change.

     

    Taunt/Confront are supposed to be auto-hits (PvE) , although any %proc slotted into any such power will require a "toHit" check, and I am reasonably sure this is  also in addition to the "%proc" check as well.  ToHit checks are required in PvP. I was under the impression that Taunt is much more than 5 targets, and that "5 targets" was the limit from Provoke. Confront is supposed to be single-target... I'm not sure I've ever taken it. City of Data shows 5, maybe I am remembering the effects of Gauntlet on Tankers? 5+Gauntlet seems believable; I've been running some solo arcs with a tanker at x3 and a single Taunt seems to grab "all but 1 or 2" mobs in a spawn. (*1)

     

    Provoke always requires a ToHit check, and (from memory) supposed to have a target cap less than  that of Taunt, but City of Data shows a target cap 5 16! In practice (corrected, I was looking at an AI power, not an AT power), I don't ever recall a non-Tanker (I don't play Brutes, sorry) with Provoke drawing attention of very many enemies., even with a 6-slotted Provoke. (So sue me, I like the Mocking Beratement bonuses!) One of my characters with >9999 Reward Merits (equivalent) is a Fortunata who uses Provoke to help squishy allies being overwhelmed as well as to attract scattered enemy groups for faster team clearing, so this isn't an unused power.

     

    In my experience: Damage Auras < Taunt Aura, both are rather inferior forms of holding aggro for teams when moving out of aura range.... especially for AT without Gauntlet. I only mention this because there is a a huge difference in necessary aggro management between playing solo on a character and when on a team. It's most noticeable on lower level TFs at x8 (Posi 1 or 2) when a character with a damage aura aggros several spawns in a room but doesn't actually HOLD the aggro.

     

    (*1) I've had better results (i.e. aggro grab in solo) using a ranged cone against enemies, only following up with a Taunt if necessary (to reduce their range) to draw them closer, maybe because I can force a ToHit roll against more targets?

     

    The mechanics of why do some enemy AI simply decide to run all the way across a map, and how far they choose to run have been a mystery to me since the days of Unyielding rooting players in place. I have a vague memory of changes being made to prevent Fire Tanks from simply farming XP via DE Swarms, and of course it makes no sense that an enemy would stand still in a damage patch, but sometimes it is so silly to see certain enemies scatter as they do.

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