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Saikochoro

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Everything posted by Saikochoro

  1. I wanted to ask about shield defense also. I was about to make a new thread, but found this one. I don’t have anything other than anecdotal experience, but I’m having a similar issue. I have a dark/shield scrapper. I am over the softcap for melee and AOE and at the soft cap for range. Several times now I have gone into a farm at +2/4 and get destroyed almost instantly. I make sure to only pull 1 mob too. It’s like the defense isn’t there at all. I make sure via combat attributes that everything is on and all my positions are soft capped. But the alpha strike of a mob seems to entirely bypass the defense. It isn’t a slow whittling away, it’s as if none of the attacks missed. Compared to my blaster that is softcapped for S/L I can go into a S/L farm and last a lot longer as I can tell most of the attacks are missing. I can still eventually get overwhelmed, but I see that the defense is working. Several times in a row it’s as if the shield defense positional defenses arent deflecting anything on my scrapper. And I know for sure it isn’t because I forgot to turn on a toggle. Any ideas?
  2. Honestly I’d be down for a menu option that allowed the following in AE: Double XP for team, no influence for team. I only use AE to power level alts. I agree market is easier to make money as I’ve recently gotten into it. Heck I’d take a menu option: Double XP for team, no influence no drops for team. But that would reduce supply to some extent in the market so that probably wouldn’t be good.
  3. Converting enhancements and selling on the market, among other market activities, is much more efficient than farming.
  4. I misread your post as I thought you were also advocating removing the merit price cap. That would cause prices to skyrocket. Even so, removing the seeding makes no sense. That would help nothing. It would hurt the market in general by increasing the price of salvage. It serves the same purpose as merit price caps.
  5. Incidentally, the last few days I feel like yellow salvage has decreased in price. I am now able to consistently buy it now at 15k as opposed to 50-100k a week ago.
  6. I actually played on live and have been playing on homecoming since last May. For my entire live play time I used TO/DO/SO enhancements. Starting a couple months after joining homecoming I made the jump to common IOs, which I still kind of lump in with the above as an SO+ as it were. I didn’t start getting into sets until maybe a couple of months ago. Even then I was just to buy the ATO proc as I didn’t start having a decent amount of influence until very recently. I made my first full fledged set IO build about a month ago (spending pretty all my influence on a budget build farmer to PL alts). As I started getting into sets I happened across the converter market guides and began making influence. So now all my new alts have sets (albeit budget sets). TL;DR: There are even some veteran players, such as myself, who only recently started using set IOs.
  7. Farming -1x8 at level 18 isn’t going to be making a lot of influence at all. Doing the converter routine for even a few hours will give you an idea of good IOs to convert and sell. It makes a lot of influence very easily without the need for deep knowledge. It makes at least as much influence as optimized farmers and has a much lower entry threshold. I’m not trying to bash on farming. Just making a comparison. I do farming and playing the market. I only farm to power level alts. Any money I make off farming is incidental. I make money off the market because it is much easier and much more efficient.
  8. Making money on the market is honestly a lot more accessible than farming. With the market, you can start from level one using one of the many guides. By the time you are in the lvl 20 range you can have easily earned 20-50 merits. That’s all the start up capital you need. More than enough. From there it’s converter roulette and the money starts flowing in. Farming requires you to level a specific toon up to 50, get influence, buy an optimized build, and then farm. Start up time and capital for farming is a lot higher than using the market.
  9. My post wasn’t meant to be an argument against the influence change. I’m neutral towards the change. It doesn’t bother me. I do like the fact that the devs are involved and constantly developing the game. My post was more in response to what I felt was animosity toward farmers. Farmers in general I think good for the game and help a lot of people out (especially newer players). So contempt for them is crummy.
  10. Why would the get rid of market seeding? That alone would cause prices to skyrocket as their would no longer be price caps via merits/seeding. This would definitely hurt the player base in general.
  11. I want to thank the dev team for all their hard work on this patch. Overall super amazing. New powersets. New IOs. Costume customizations. Quality of live improvements. Balance passes. Truly a large undertaking. And on a volunteer basis. Thanks for all your hard work! Don’t let the influence change negativity get you down. I would venture to say the community in large appreciates all you do 😄
  12. Farmers aren’t bad though. Farmers help by such supplying the market. Many farmers also invite others to join their farms for free. Still others help by giving people start up funds for builds. I personally don’t think I’ll really be affected by the change, but I do think farmers are good.
  13. I like bio armor a lot. I like the damage bonus of offensive adaptation with the option to go efficient or defensive if necessary (though hardly ever go out of offensive). I like the recovery bonuses that bio provides. I am able to soft cap S/L/E/N defenses and have decent resists for S/L. The little bit that gets though defenses is mitigated by resists, and is then taken care of through bio armors outstanding absorb/heal/regen. Even if defense is debuffed the absorbs/heal takes care of the rest. I also like that the absorb can be proactive with ablative carapace. I find it to be very survivable. Biggest cons: click heavy, min fx still has auras, and my build doesn’t have a ton of recharge. Still I think bio is one of the better sets.
  14. Thanks a bunch. That is a nice bonus!
  15. I just wanted to read up on the sniper rifle + targeting drone unique damage buff. This is separate from the general 20% bonus in combat and 80% out of combat correct? How much is it? Can you point me to where I can read up on it?
  16. My pet peeves in no particular order: caves mission door is an office. Go in and load into a cave. Perma blinded from Arachnos Glowie hunts pretty much everything about carnies
  17. My dumbest moment was a an AH blunder. A few weeks ago I accidentally bid 100m instead of 10m on an IO. I now double, triple, and quadruple check my zeroes when placing bids.
  18. Here is the build I came up with. Softcapped to S/L/E/N with decent resists for S/L of 56%. This doesn't have a ton of recharge, but I don't fee starved for it either. It is semi budget friendly with the most expensive investments being the Stalker ATOs and Luck of the Gamblers. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Mutation Stalker Primary Power Set: Ninja Blade Secondary Power Set: Bio Armor Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Power Pool: Speed Ancillary Pool: Soul Mastery Villain Profile: Level 1: Sting of the Wasp -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5), CrsImp-Acc/Dmg(5), CrsImp-Acc/Dmg/Rchg(7) Level 1: Hide -- LucoftheG-Def/Rchg+(A) Level 2: Gambler's Cut -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(9) Level 4: Hardened Carapace -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(11), RctArm-ResDam/Rchg(11), RctArm-ResDam/EndRdx/Rchg(13), GldArm-3defTpProc(13), StdPrt-ResDam/Def+(15) Level 6: Boundless Energy -- Prv-Heal(A), Prv-Heal/EndRdx(15), EndMod-I(17), EndMod-I(17) Level 8: Assassin's Blade -- SprStlGl-Acc/Dmg(A), SprStlGl-Acc/Dmg/EndRdx/Rchg(19), SprStlGl-Rchg/Hide%(19), SprAssMar-Acc/Dmg/EndRdx/Rchg(21), SprAssMar-Dmg/EndRdx/Rchg(21), SprAssMar-Dmg/Rchg(23) Level 10: Build Up -- GssSynFr--Build%(A), RctRtc-ToHit(23), RctRtc-ToHit/Rchg(25), RechRdx-I(25) Level 12: Environmental Modification -- LucoftheG-Def/Rchg+(A), DefBuff-I(27), EndRdx-I(27) Level 14: Kick -- Empty(A) Level 16: Tough -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(29), RctArm-ResDam/Rchg(29), RctArm-ResDam/EndRdx/Rchg(31) Level 18: Weave -- LucoftheG-Def/Rchg+(A), DefBuff-I(31), EndRdx-I(31) Level 20: Adaptation Level 22: Ablative Carapace -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(33), NmnCnv-Heal/Rchg(33), NmnCnv-Heal/EndRdx/Rchg(33), NmnCnv-Heal(34), NmnCnv-Regen/Rcvry+(34) Level 24: Divine Avalanche -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(34), KntCmb-Dmg/Rchg(36), KntCmb-Dmg/EndRdx/Rchg(36) Level 26: Soaring Dragon -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(36), KntCmb-Dmg/Rchg(37), KntCmb-Dmg/EndRdx/Rchg(37), CrsImp-Acc/Dmg(37), CrsImp-Acc/Dmg/Rchg(39) Level 28: DNA Siphon -- Prv-Heal(A), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(39), EffAdp-EndMod/Rchg(40), EffAdp-EndMod/Acc/Rchg(40) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), DefBuff-I(42), EndRdx-I(42) Level 32: Golden Dragonfly -- SprStlGl-Dmg/Rchg(A), SprStlGl-Acc/Dmg/Rchg(42), SprStlGl-Dmg/EndRdx/Rchg(43), SprAssMar-Acc/Dmg(43), SprAssMar-Rchg/Rchg Build Up(43), SprAssMar-Acc/Dmg/Rchg(45) Level 35: Combat Jumping -- LucoftheG-Def/Rchg+(A), DefBuff-I(40), BlsoftheZ-Travel(50), BlsoftheZ-Travel/EndRdx(50) Level 38: Parasitic Aura -- Prv-Heal(A), Prv-Heal/Rchg(45), Prv-Heal/Rchg/EndRdx(45), PrfShf-EndMod/Rchg(46) Level 41: Moonbeam -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(46), Thn-Dmg/Rchg(46), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg/EndRdx(48), Thn-Dmg/EndRdx/Rchg(48) Level 44: Soul Storm -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(50) Level 47: Hasten -- RechRdx-I(A) Level 49: Super Jump -- Empty(A) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 20: Defensive Adaptation Level 20: Efficient Adaptation Level 20: Offensive Adaptation Level 41: Quick Form ------------ Note that these totals have hide turned off. While most of the defense from hide is suppressed when in combat, I'm pretty sure you still get some and it raises E/N up to softcap. This is also with offensive adaptation turned on. Hasten is also turned on. Also, no incarnates are turned on. So you are free to choose whatever for your incarnate slots as I was trying to build up the defenses without incarnates covering holes.
  19. Keep in mind that many farmers invite people to join without needing payment or purple drops. I don’t necessarily see this every day, but often enough. Also, pretty much every day I see team advertisements for PI or DA mission teams that allow all levels to join. Those are also good for PLing. Perhaps not as good as farms, but still good xp and these happen all the time.
  20. What if it dealt zero damage but gave the next attack a 100% crit chance?
  21. I’d suggest posting this request in the scrapper forums for more specific guidance. I assume by “caps” you are talking about defense softcap and resist caps. Defense soft cap is 45% and can come in two variants: positional and typed. Positional defense is based on the enemies position in relation to you: melee, ranged, and AoE. Some sets favor positional defense such as shield defense, ninjitsu, and super reflexes. Typed defense means defense against damage types: smashing, lethal, energy, etc. If you are going for typed defense soft caps you generally want to do so for smashing, lethal, and energy as a baseline. Some sets favor typed soft caps as they already have a base in various typed defenses. I haven’t played willpower in a long time so I’m not sure if you should go to positional or typed with it. Resist caps for scrappers is 75%. I’m actually not sure if it can be positional. I’m pretty sure it’s just typed. So usually you want to shoot for smashing and lethal first and energy second. In general reaching the defense soft caps is much more beneficial than the resist caps. So focus on defense first. Hope that helps!
  22. I would love this. Hopefully it would deal decent damage. Would be a lot of fun. Would fit well with scrapper lock.
  23. I honestly wish they would get rid of confront on scrappers. If I wanted to taunt I’d play a brute or tanker. Kind of wish they would just turn it into another AoE attack across the board. Or perhaps just some other more useful utility power instead (recovery tool, heal, debuff, or even a control power).
  24. I love scrappers, but as time goes on I begin to think of a powerset combo I’d like to play. And then I think, why not just make a stalker? Scrappers may have a slight edge in survivability and aoe, but stalkers have way more damage it seems and on demand crits. So I find myself just making stalkers instead. Seeing some suggestions about the scrapper inherent, I don’t think I agree with getting rid of critical hits on scrappers. Those nice criticals are some of the most satisfying things on scrappers. And I especially don’t agree with shifting it, even just part of it, to a survivability aspect as opposed to offense. Changing the inherent away from critical would necessitate the ATOs to be redone. It would also deprive them even more of their dwindling offensive advantage over tanks and brutes. I honestly would rather double down on scrappers offensive nature and improve their critical hit inherent in some form or another to be more competitive with stalkers. If the inherent had to change away from criticals, then I would suggest going for recharge bonuses (flat or scaling with damage done) as an inherent as that would still apply to their offensive nature. But I still think criticals are better. Tl;Dr: I feel like stalkers are stepping on scrapper toes more than brutes or tankers. I don’t like the idea of changing their inherent away from criticals. If anything, they should double down and improve their criticals. I would just want something to make them more competitive with stalkers.
  25. I think you can go a couple routes. The easy way is to just buy converters and then sell them on the market and use that money to buy the enhancements you want. Will almost always be cheaper than buying the recipes with merits. The slighty more time consuming way is to buy converters, buy uncommon recipes, craft and convert into expensive IOs to make even more money. I think both ways are more cost effective than buying the recipe with merits. Converters usually go for between 75-90k. So each merit is worth 225k - 270k.
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