Jump to content

Sanguinesun

Members
  • Posts

    598
  • Joined

  • Last visited

Posts posted by Sanguinesun

  1. 12 hours ago, Black Tangent said:

    I have a character whose toggles - mostly defense - are taking up too much endurance,   Assume that all reasonable slots on selected powers have as many Level 50 End Reduction IOs as reasonable, and Stamina is slotted with 6 level 50 End Mod IOs as well.    What would you do differently or in conjunction with this to use less End or recover it faster?

     

     

     

     

    1. Use mids or the ptr server to test out(as you can spawn any IO and build to 50 for free) to find potential improved builds for your play style. Lots of bonuses from sets for helping endurance management either in recovery boosting or endurance discounting. Just only doing general IO's for end redux isn't as effective as what can be garnered through set use.

    2. Incarnates fully done(part of the build stuff in point 1 though really.

    3. Improve potential management of your toggles.  You dont need to necessarily run all toggles all the time depending on what you've got going.  Also be mindful to manage your power use otherwise.

    4. Beyond such general things as a whole, we cannot give you specific advice due to your not providing specific build information from which to give you feedback.  Every character is different and with different play goals so its really impossible to give much more specific help.

  2. Defense is a get hit or dont get hit. 

    Resistance is a get hit but have the damage reduced due to your resistance values.

     

    You needs for either/both really depend strongly on what content you're choosing to play, what AT you're playing, and what power sets choices, etc etc etc.

     

    So saying defense equals resistance isnt an accurate way to look at it, really.

     

    If you are just casually playing and not doing the high end starred content for example, are not doing tanking duties, and you're on a team, then worrying on defense and resistances is not necessarily going to be something of merit to bother with. 

     

    However if the above is not the case then it becomes more prudent to hit the specific AT forum subsection and present your build with incarnate choices and your specific play goals to actually then start to garner feedback related to such things in regards to your defense and resistance desires.

  3. 12 hours ago, ZemX said:

     

    It sounds good for DPS roles but it's kind of disappointing for everyone else, in my opinion.  "Oh, for the game's most elite content, I need a build for my tank that's less... uh... tanky?"

     

    Pass.

     

    Evidence is also compelling that most of the player base doesnt pedestal it either.

    • Like 1
    • Finland 1
  4. On 8/21/2024 at 5:06 AM, Waljoricar said:

     

     

    Now, for me, concept is king, always.

     

     

     

    Then if this is your basis for character building, anything is ok. You're attempting to blur between statistics regarding min/max performance and your subjective based wants regarding concepts.

     

    If you want to play anything, do so.  Just accept that not every build of ever AT is going to be variably effective be it on a team or solo, however at the very least on teams, there is a better chance to mitigate(as that was part of the original game development design) combinations that are less effective than others. Expectations regarding soloing then must accept set shortcoming and it is the user's responsibility to find ways around them.

     

    This is also not covering of course additional variables within choices such as enhancements, power choices in the sets, use of boosters, what mob groups you're fighting which may be strong or weak against your set combo etc.

     

    Point all being.  If you want to min/max, then pick well cited min/max'd sets. If you want to build by concept, then do what floats your boat as if its in the game, you can build it and get it to 50.  But if you attempt to try to blur the lines between the two, then you're likely to find yourself frustrated.  

     

    These sorts of threads crop up every so often over the years and the results remain the same.  Take that for what its worth too in the context of things...

     

     

    • Thumbs Up 1
    • Moose 1
  5. On 8/22/2024 at 1:47 AM, Diantane said:

    I've been on COH Homecoming since shortly after it started, Really enjoy playing this mmo, but if the population keeps dropping and these team occurrences keep happening, I'm going to have to seek my "fun" elsewhere.

     

    This will perpetually keep occurring.  You're playing with people not bots.  Things happen.

     

    However, just some people in groups too can be so incompatible with others on the team that said other members of the team prefer to move on to another activity or another team.  Of course we do not know which is the case with your teams... perhaps.... 

     

    As for your seeking fun elsewhere, that's up to you...  

  6. 3 hours ago, Rudra said:

    Then tell the devs why you think it was wrong. Don't say "This is a waste of time to do, so you should undo it", because first it has already been implemented, and second the dev obviously thought it wasn't a waste of his/her/their time to work on and implement. Tell the dev "Hey, I don't think this was a good change because...".

     

     

    Guess what I'm going to state?  Yep, still again no right way to defend the wrong thing.  

    • Confused 1
    • Thumbs Down 5
    • Banjo 1
  7. On 8/7/2024 at 7:48 AM, Rudra said:

    There are no grounds upon which a person can tell a volunteer that chose to do something that the said volunteer had an interest in, that doing so is a waste of time. Especially after said person has already done so. If you don't like a change, give a valid argument as to why that change should be undone. Because "You did this, and I want it rolled back. Your efforts in making this change were a waste of time." goes well beyond inane or asinine or whatever other word for foolish you choose to use.

     

    And still no right way to defend the wrong there going on there.

    • Confused 1
    • Thumbs Down 6
    • Banjo 1
  8. On 7/1/2024 at 7:47 AM, Rudra said:

    No, I'm saying because the devs already did it, there is no point to arguing about whether it was worth their time or not. The devs that already made these changes and had them implemented decided the change was worth their time. So we as the players of the game do not get to say it was not worth their time because they obviously thought it was for having done so. So if you want a change rolled back or changed to something else, find a different argument other than what the devs chose to do was not worth their time, because you do not get to decide what another person thinks is or is not worth their time, especially after they already showed they felt it was for having already done it.

     

    (Edit: So to simplify my response, no for the 1st question and yes for the 2nd question.)

     

    Edit again: You know what would make something a dev spent time making for the game a waste of their time? Telling them to remove it afterwards. If they remove something from the game after they have already spent the time developing it, testing it, and then implementing it, then all that time spent developing, testing, and implementing whatever it was is very much wasted for having to be removed. So you are asking the devs to have wasted their time when you ask them to undo something because you as a player of the game they are maintaining decided you think it was a waste of time. So if you want something changed or undone? You need a different argument than what is or is not a waste of time for them.

     

     

    No right way to inanely defend the wrong thing.

    • Confused 1
    • Thumbs Down 4
    • Banjo 1
  9. 7 hours ago, Oklahoman said:

     

    First off - about the new content, that's great. I know the devs involved have poured themselves into this content for a long while and probably won't get as much thanks from the community as they should. The new labyrinth, story arc, and powerset are things I likely won't be using, but who knows? That's why I'm not making a beeline to the test server to try them out, but it doesn't mean I won't play them later or simply appreciate the fact they are there for others to enjoy.

     

    But to this question in particular, we have an entire forum full of suggestions that people want. What I would love to see in updates is a direct link from the patch notes to ideas in that forum, so the people who propose the idea get some credit (or blame, I guess) and so that the community can see that their input really does factor into development. And I would like for this sort of thing to be a big chunk of the updates at this point. That's what I want, others probably feel differently and will express that with a downvote here. That's Okie-Dokie.

     

    Just by way of example, it's pretty common to see posts about Empathy in the Suggestions forum. I count 16 with Empathy in the title, not counting "Emp" or other ways of saying that, or posts like that which end up in General Discussion or elsewhere throughout the forums. I also remember that Empathy was asked about a lot back on live. I'm not saying that's THE MOST asked about subject, but I see it a lot and am just using it here as an example. If something ended up on Beta that tried something new with Empathy, I would definitely get on to test it.

     

    I have a long list of stuff I want, some of which is in the Suggestions forum. I know when I post there I sort of anticipate a slew of negative responses and "the devs can't do that" plus I know the percentage chance of it ending up in an update at all are pretty slim, so I don't say what I want a lot of times. Maybe others feel that way, too.

     

    But at the end of the day, if a developer isn't interested in Empathy (just as an example) there's probably not going to be any changes there because they are volunteers, not paid staff. I get that. I also know that what's on the beta server now is not the full extent of what will ultimately be in the new release, so we may still see some stuff from the Suggestions forum added. But I'm also not holding my breath.

     

    As I said in my other post.  There are two, distinct, communities with HC: the ones who implement the decisions and the rest of the community.  Years of this now have shown how its not going to change, that transparency is intentionally superficial, and worse.   It should be changed but it wont change.

    • Like 1
    • Haha 1
    • Thumbs Down 3
  10. On 7/26/2023 at 4:17 AM, Spaghetti Betty said:

    From what I understand he has his toon parked there handing SG invites to people that pass through Ouro. I can't confirm it myself, I have my own SG for my alts.

     

    I thought spamming sg invites to people was a no no...

    • Haha 1
  11. On 7/7/2024 at 8:04 AM, Lazarillo said:

    These are all really just one thing, and well, meh.  I figure it's the same as every other hardmode TF, just open world, and those aren't fun, so why would the new zone be?

     

    Seems needlessly complex/laden with janky mechanics.  Can't see myself wanting to figure it out when there's more straightforward stuff out there.

     

    A system I've never thought was worth engaging with.

     

    Lost interest in badging a few pages back.  Ironically they became such a slog that I stopped trying to get more.

     

    There's, uh, one new Teleport, and a change couple changes copy/pasted from Energy blast to the Energy APP, and from what I saw.  Was there more?

     

     

    You can't, and I ain't saying it ain't grand for people who like this stuff, but it's a pretty bare-bones feature compared to what the last page was, especially if you don't care about farming Aether the way someone on the HC staff really, really, really, seems to think people should want to.

     

    Its just a certain segment of devs that just want to put their mark on content more than much else.  Warriors (like council et al before) didnt need revamps but its just in line with said mark making. The new zone concept and implementation is trying to create challenges due solely to the premise that someone feels the game needs more challenging content like with how the hardmodes were impolemented.  

     

    That said:

     

    1. Warriors(like the other groups before them) dont need a revamp and never did. 

     

    2.  New zone is a convoluted and overly thought attempt to put yet another erroneous perception of challenge content into to the game. Like the hard modes before it, it's likely going to follow the same results after the novelty wears off. 

     

    3.  Marine affinity. Its akin to how mcdonalds every so many months(or every month in some markets) takes their already currently made foods, switches around the combinations of them to make a new burger, wraps it in a new colored paper, and pushes the idea to people that its great. Its ok. That's about it.  Im not saying its bad. It just that its ok.  Likely could've been better had community input been sought during the conceptualization phase of course but that's not permitted with HC.

     

    4.  This "open" testing system is just an after-the-fact "check for bugs" only as usual.  Community's input by this point matters little else because of the insular and non transparent system that exists that essentially has 2 communities instead of one. 

     

     

    In follow up then:

     

    6 hours ago, Cobalt Arachne said:

    The Labyrinth of Fog is not advanced/hardmode content, it's not even Incarnate content, no more so than something like a Hamidon or RWZ Mothership raid is considered as such.

     

    The Labyrinth of Fog is more... another style of group content aimed at providing a similar format of consumption to that of the popular Halloween leagues + GM hunts combined with a 'once a day per character' raid boss payout to engage with/target, and a variety of rewards that can be prioritized/optimized by the individual raid leaders.

     

    It's not meant to be difficult, it's meant to be engaging.

     

    But the zone is also a liminal space maze, with a variety of sights, discoveries, lore, stories, and prizes to discover that encourage exploring, a lot of which was designed to be doable solo with some stealth, independent of raids going-on.

     

    I encourage anyone curious to give it a try, it's pioneering a lot of new approaches to things.

     

    As with everything we create, there will be fans and those who decide it's not for them, which is normal for any work.

     

    At least for me, I'm always looking to explore the horizons of new experiences, but I understand some prefer less complex experiences and that's okay too.

     

    Let's be clear, this is intending to present challenge first and engagement second. The backhanded "some prefer less complex experiences" was a pretty similar denunciation against the criticisms that occurred when Hardmodes were implemented and under the perception that this is what the community wants when it was just then and still now, a niche set of the player base that bothered/bothers with it after the novelty of it wears off. 

     

    Yes, it isn't casual content.  That in itself means the majority of the player base wont engage with it. If the priority was truly engagement as you allege, then I think the evidence is compelling that it wouldnt have resulted in this.    

     

    I get there is also this admitted testing the waters so to speak with "its pioneering a lot of new approaches to things"; and it would be interesting if the community as a whole were more aware of where that may be transparently heading...

     

    7 hours ago, Cobalt Arachne said:

    I like this idea! I'll look into writing something up for an introduction for the next patch notes.

     

    There is a lot of lore to the Labyrinth, but parts of it are hidden, and those who want all the answers will have to look for it.

     

    I wrote a lot of extra lore and details specifically for descriptions.... Powers, inspirations, badges, buffs; If it had a description, I snuck lore in!

     

    This also implies that this was first about the mechanics or this challenge-based "engagement", and that how such fits in with game otherwise was/is an afterthought.  That's very much a shame.  Story/lore shouldn't have to be "snuck in".  

     

    6 hours ago, GM_GooglyMoogly said:

     

    You are, of course, welcome to test or not test anything and to like or dislike whatever.  But out of curiosity, what sort of things would interest you enough to try them on a Beta.

     

    Again this really is after-the-fact bug testing only and they expressed their reasons for disinterest plainly.   Asking them, "what sort of things would interest you enough to try them on a beta" wouldnt have to be asked if we had an open development system that engaged the community as a whole from the start of the process....  

    • Like 6
    • Haha 1
    • Thumbs Up 3
    • Thumbs Down 2
    • Pizza (Pineapple) 1
  12. Non double exp default server but running the double exp vendor buff, and not power leveling but just running task force and other team content= Between 10-25 hours of play time.  Variables tend to be how readily groups get formed and what content is being done, days of the week done etc.

     

    Non double exp default server and without the double xp vendor buff= between a third to double more than the above in team content.  If its non team content(solo) then considerably longer.

     

    Power leveling fastest (reunion or indom)= 4-5 hours with double exp booster.

    Power leveling on a non default double exp server= 7ish hours or less.

     

     

  13. On 7/3/2024 at 1:52 AM, ZacKing said:

    Yeah, no.  I know why you did it.  You were being a troll and you know you were being a troll.  I've got nothing to do with your problems with other players, so I kindly ask that you please take that silly nonsense elsewhere.  Thank you. 

     

     

    Dont you think you're rather churlishly overreacting there?  They complimented your efforts and you respond by lobbing names and insults at them, all because of a forum emoticon of a response by someone else. 

     

    Why diminish your efforts with such silliness? 

  14. On 7/1/2024 at 8:38 AM, moonligh7er said:

    TLDR;  I can DM a GM costume screens and details; I have a question about if it would be taken down for trademark concerns.

    So if I made a character and/or story that includes characters/groups that are similar to copyright characters/groups insofar as for example Homelander is similar to Superman (or the Honorees are to zombie Superman) or... many Marvel and DC characters are to their corresponding archetypal characters in the other universe (eg Green Arrow and Hawkeye, Flash and Quicksilver, Atom and Ant-Man... and then ofc every Watchmen character is a rip-off although generally imo more interesting and relevant, which I would call transformative--but not the point and I'll digress on that point).

    Sometimes the overlap is due to universal, even Jungian archetypes, sometimes it's due to the pragmatic use of deeply-engrained cultural icons especially with transformative use and all it's added value (eg the sort of reality check that Homelander introduces borrowing the icon that is Superman the same as the game and everyone as far as I know borrows laser eyes from Superman, although the Comet had them as early as '39 where Superman debuted the power in 60-something despite it's first issue being published before the Comet), sometimes both writers are making new characters based on the same older idea (eg Robin Hood) that neither of them came up with, and although I like to think there's the least incidence of this, sometimes due to lack of originality.

    Marvel's Asgards, for that matter Stargate's Asgards and all it's alien species, and the Predator franchise all draw from the Annunaki sort of trope about ancient gods really being advanced alien species. Predator just adds another trope about alien species that hunt the galaxy, which the Hirogen from Star Trek are basically... uh, are, basically. This is the general realm that I'm in.

    DC and Marvel aren't suing eachother so far as I know, so if it's safe insofar as copyright law, is it probably safe in game?


    Likenesses may be similar but with some significant changes
    Powers, weapons may be similar
    Names may take one single part of the name, be the name backward, or be an anagram of the name or part of it (eg Nimlael=I Am Enlil, Thomas Marvelo Riddle=I am Lord Voldemort)
    Characters relationships, storyline may be similar but with changes and original content
    No direct references are made eg franchise names, species, factions, character names, etc. Edit: I just realized that I was using, "Space Marines," and just now found out that that's trademarked by the folks who made Warhammer? Which poses an interesting question: (I don't mind changing the name, buttt) That's safe, right? Because the TM only protects the term in the context of the Warhammer universe (it's too generic a term to be generally enforceable, especially since we'll have space marines soon enough... that's not a political reference in the slightest).

    It's not as much of a copyright concern as General Hammond or the Oranbega portals. Further than that, if round gates that produce wormholes are considered to fall under the umbrella of the Stargate copyright, then yes I'm screwed. But that's not the case, I'm still uncertain lol.

    I know we're avoiding too much guidance and loopholes, but what do we think? I don't wanna call out the specific franchise/s that could from one perspective be said to bear a striking resemblance to my works, for obvious reasons, but I can DM a GM costume screens and details. Appreciate anyone who read that lol

     

    Use common sense. Otherwise if you fork around, you're gonna find out.

  15. 13 hours ago, battlewraith said:

    So there is no reason to pick a brute over a tank? I would've thought that farming at least was the one area where brute would shine over other ATs.

     

    As I tried to briefly explain before, the differences between a brute and a tank in terms of the most exp-inf per hour still favor a tank but because the differences in inf-exp/hr are rather small (-*-in farmer terms-*-) a brute is just as fine, especially if one already had brutes previously and fully set up for farming prior to both the 2019-2022 range of changes (brute fury nerf, tank damage buff, AOE targets numbers, Aggro changes, -def to fire swords and cascade, AE mission mob powers changes with regards to exp capabilities, and some other things).  

     

    To someone new to farming who hyper focuses then on min/max from toon to mission to influence per hour etc, and wants just wants a relative bottom line(emphasis on relative), then yes, a smashing lethal farming tank with one of those builds one finds in the guides WITH the proper missions(missions are equally important that some ignore the importance of) would be of merit for their consideration.  This is for both Active and AFK toons built for farming(as those who are extremely hyper focused on farming for influence will run 3 accounts for farming simultaneously) (1 active and 2 afk). 

     

    Additionally, if someone is focused for leveling alts for their primary account, some opt to go to reunion or indom with an active tank on a second or third account, group then an alt from their primary account, and then power level the toon in 4-6 hours on one of those servers(due to the default double exp for the server due to low pop and the start vendor xp buff with it), then transfer (as you get 5 free xfers a week) to some other server they more likely play on(ie excel or everlasting).

     

    But again there are -many-  brute farm, many who fire farm (Id argue they're still the most common vs S/L) there are many that do not use the more optimal melees opting instead for staff, SS etc, and there are yes even NON Tank/brute farmers that farm (there's been a blapper even who I've seen(though not recently) but as recent as a few months ago as I suspect they play on occassion vs consistently) fire farm.    The less min/max optioned, then of course the less infl/xp per hour earned but still there is inf/xp per hour they earn sufficiently to satisfy their wants.

     

    So as I said in my other post, its the driver's choice(ie the player's choice) as people will either push to min/max, challenge themselves to find something else to use that they think they can drive better, or just simply have their own reasons otherwise to the contrary.

     

    So your question Battlewraith being answered wholly depends on you.

    • Like 1
  16. 13 hours ago, GM Impervium said:

     

    When put like that, I acknowledge that my statement came on a little strong.

     

    Being of the opinion that we shouldn't change things IS a valid one, and one the Devs should (and I believe do) keep in mind as they propose and enact changes. However, if "no" is the only idea someone brings to the table, especially when they don't test things out, it's not very helpful.

     

    That said, we don't want "yes-men" either. If a change is actually bad, and can be proven so via numbers and actual play experience, that's valuable feedback and will cause devs to scrap an idea, or re-tool it until it becomes workable.

     

     

    In feedback seen with changes post said changes, typically a "no" isnt commonly given without explanations why.  Lack of transparency and filtering "testing/testers" tends to groom a sychophantic situation reinforcing an epistemic bubble of development.  Then later only in cases of extreme criticism post implementation does it have the remote chance of being walked back and even then unlikely.   

     

    In other words, the whole process is one in which most feedback that isnt congruent to the intent of dev's designs is essentially tossed.

    • Haha 1
  17. This talk of things people will hate and rioting doesnt help the community, especially due to the lack of transparency.   Its nonsense that a volunteer community run game has to even run testing in a closed and insular manner first, making a second "testing" open phase where feedback is not uncommonly derided; and then once live, making it implied that those that didnt participate in the testing have no right to criticism.  

     

      

     

     

    • Thumbs Up 1
  18. On 6/22/2024 at 12:45 AM, TG BrainFog said:

    Hi folks! I've been looking to make a Ninja/Trick Arrow Mastermind that makes use of Fold Space to pull mobs away from other mobs to help prevent the ninjas chasing and getting the attention of other groups. Unfortunately, my Linux machine doesn't display Mids properly, so I'm restricted to using long-form exports in documents as my planners. 

     

    Recently, I tripped on a Youtube video of someone running a very similar setup to what I've been looking for, and thought I had finally found something useful to work from. Unfortunately, all there was to work with was the data chunk for Mids. Without being able to use it, I couldn't translate the build into something I could actually see. I'm hoping someone will be willing to assist me. 

     

    All I need is for someone to take this data chunk, put it into Mids, and then do the long-form export back into the thread. Then I'll at least be able to read it and make adjustments from there. 

     

    Thank you in advance. 

     

     

     

    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

     
     

     

    The people that maintain mids also have a discord.  Perhaps ask for support there?

  19. 20 hours ago, Ultimo said:

    So, I'm creating a new character, based on Deathstroke (and a bit of Taskmaster).  I've created him in two ways, but I'm having trouble deciding which to stick with.

     

    The first version is an Arsenal Control/Assault Rifle Dominator.  I'm kind of liking him so far, but he IS only L8.  He promises to be kind of gadgety, with the grenades and gasses and stuff.


    The other is an Assault Rifle/Ninja Blaster.  I'm rather liking him too.  He does plenty of damage, and has that katana when people get in close.  He honestly "feels" more like Deathstroke than the Dominator does.

     

    So, I'm looking for opinions.  As far a concept goes, which would you choose, and why?  As far as performance goes?

     

    Just kind of polling the audience.

     

    As you should know, how a toon "feels" varies as you level 1-50 and even post 50 too.  Given how easy it is to level toons, I suggest simply leveling them both and deciding once 50 which has seemed to grow on you the most.

     

    Alternatively if you're unsure how they'd be to 50, hop on to the beta server .  You can instant 50 a toon giving it all the best enhancements and stuff for free and then test it out on some missions of your choosing from there too.

     

    When it comes to concept toons, the driver(you) really are the subjective judge of what is going to work .  

     

    That all said, I think too for your concept considerations, Bionics sentinel suggestion would be a more conceptual match for a deathstroke.

  20. On 6/18/2024 at 8:26 AM, CrashJupiter said:

    Thanks so much! This is an endgame build (post 50) so I'm not too worried about the sub-50 stuff. Am I wasting any slotting or anything here?

     

    Also still open to suggestions. 😄

     

     

    I recommend that you take your build to the beta server and try it out.   You can instant 50 a toon and take all enhancements and things for free there allowing you to test any build you please.   Then you can find specific AV missions to try it on that would give you an idea of its effectivity.   Most cases most folks are taking down AV's on teams though so someone being an "av" killer is more or less really chalked up to being "just one of many" on the team doing the same for effectivity.  Afterall, even a healer lobbing envenomed daggers bought from the S.T.A.R.T vendor is going to help effectively outside their healing for the team. 😛

  21. 14 hours ago, BazookaTwo said:

    All things considered. And I know that's broad. Generally what's the MM combo known to clear maps the fastest? Is this a ridiculous question? Maybe. Just trying to fish for opinions and data. How would you design for such a build? 

     

    Not a ridiculous question no but a loaded one because not every mission is the same and not every mm with varying primaries and secondaries can handle things the same.    Its a very vague goal, really.

     

    If you're just looking for raw damage on paper, people will tell you taking /storm with primaries that have the multiple mob summons like necro, thugs etc for example.... however then you're not going to be very resilient and more team centric with others for your survival needs. 

     

    Also, clearing fast is also relative.   People will think for example that +4/8 fast clearing is the goal but for MM's that not necessarily the optimal consideration in all or many cases where a +3 is going to be more efficient because of survivability and capabilities (due to the pet level disparities to what you're fighting).

     

    You're essentially wanting a cookie cutter answer and like with -any- AT discussion section, there is no cookie cutter answer really to give because there are too many dynamic variables that have to (or arent able to) be accounted for.

     

    So consider more your specific play/post 50 goals,  look over the mm section, take a build someone has or one you make yourself that you think matches closer those goals, then post and then let others give you feed back.

     

    • Thumbs Up 1
    • Thumbs Down 1
  22. Im not sure anyone mentioned it but  Incarnate-Hyrbid Support Core Embodiment's boosts -double- in strength for pets which is sometimes overlooked by some mms (dam/acc/def) and its of course stackable up to 5 times with other people who take support core embodiment.  Often, people take other hybrids which can be fine but that doubling for pets is really often underesitmated.

  23. 2 hours ago, tidge said:

     

    The Upgrade button is not something I'd ever see myself using...setting aside that I'm constantly reusing/resupplying Enhancements from sets... I'm willing to bet that some low bids on common IOs (especially 25/30/45/50) would end up being cheaper than trying to keep SOs updated.

     

    Indeed.

     

    Typically, for most of the time for months now, it is cheaper to buy standard IO enhancements from the AH...... within certain level ranges..... than crafting them.   Since IOI's % values never change, some opt to just simply use level 30 io's (or some 25 but the % value is lower than an SO really).  The costs to constantly upgrade SO's over the course of leveling to 50 then is -much- more expensive for a player and it an unfortunately common way some folks lose considerable money.  

     

    Then, at 50 if someone decides to play that toon beyond 50 and fully give the toon Set IO's etc, they can simply switch them out on a respec and then mail the 25's or 30's to their global account, thus recycling their use for another toon, saving even more money in the long run.

     

    However, if someone is deadset on only using SO's there's also another way to get them for relatively free by running AE missions for Architect rewards(tickets).  SO's I believe are 75 tickets each which is pretty small when you can earn up lots a tickets in 1 run(capped at 1500 btw).  This too can save money then.

     

    So for new players, I never recommend buying SOs  or upgrading them as they're losing money in the long run.  

     

     

     

     

×
×
  • Create New...