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Posts
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You get that message every time you get a character to 20. whether in Paragon, the Isles, or in Praetoria, and whether or not you have already unlocked epics.
I think the biggest reward for leveling a Praetorian is that the first super group you join gets a bonus 100,000 prestige. That right there is a huge benefit for small groups. I am involved in a couple small (like 2 players with our alts) groups on a few servers, and running Praetorian characters to 20 and bringing them in once they reach Paragon has been a tremendous help in being able to afford to build our bases. -
Quote:And don't forget, once the incarnate Lore slot is unlocked, all Lore pets are available for customizing at the tailor. That may be an even better example.Works fine for the Munitions and Mace costume parts, which are kind of an analogue to power customisation (not quite the same, I know, but damn close)
You suddenly get this new option when you pick the mace/rifle. I'm 95% sure that could be done the same with epic powers. -
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Someone needs to create a plugin for Firefox and call it J-Kick. Then, any time you get logged out of the forums (without selecting log out), some random guy shows up at the home of whichever developer is responsible for the forum software, and gives him a good swift kick in the jimmies.
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7 of them are identical: Hecatomb, Armageddon, Ragnarok, Unbreakable Constraint, Gravitational Anchor, Fortunata Hypnosis, and Absolute Amazement
2 - 4% Recovery
3 - 2.52% Fire / Cold Resistance
4 - 15% Accuracy
5 - 10% Recharge
6 - 5% Toxic Resistance
2 of them are close to identical: Soulbound Allegiance and Apocalypse, with one difference at the 5 piece mark
2 - 16% Regen
3 - 3% Health
4 - 4% Damage
5 - (Soulbound Allegiance) 4.4% Hold Duration
5 - (Apocalypse) 10% Recharge (matches the first 7)
6 - 5% Psi Defense
Coercive Persuasion is the odd one, with 2 bonuses that are unique to the set, and the others either matching the first or the second group.
2 - 4% Recovery (matches group 1)
3 - 4% Confuse Duration
4 - 4% Damage (matches group 2)
5 - 10% Recharge (matches all the others)
6 - 5% Ranged Defense / 2.5% Energy/Negative Energy Defense -
Thanks. Figured it would be that way. Just needed to confirm it.
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Oooh. Major derp moment for me. I totally forgot about the scroll bar showing the different ways to craft. Doesn't help that the bar is so tiny to be easily missed.
But for the second tier 3, I will still need to craft another tier 1 and 2, correct? -
I am totally confused on the requirements to craft a tier 4 incarnate power.
According to the mouse over, in this example, if I want to get the Cardiac Core Paragon, I need both a Cardiac Partial Core Revamp and a Cardiac Partial Radial Revamp.
However, when I went for my tier 3, I went with the Cardiac Total Core Revamp. So now if I want to do the tier 4, it looks like I still have to go through the process of crafting 2 more tier 3s, which also means 2 more tier 1 and tier 2 Cardiacs? Am I reading this right, or is the information in the Incarnate interface incorrect? -
One important thing that origin affects is what Yin SOs (13/17/21) you can use:
Natural and Mutant: Damage
Magic: Accuracy
Science: Recharge
Tech: Endurance Reduction
These actually provide a significant boost for low level characters starting at level 10. Or, at least the Damage, Endurance, and Recharge SOs do, accuracy not so much due to Beginner's Luck.
And great thing is, Villains and Praetorians have access to these via the email system now.
These definitely make the low levels much more bearable depending on which ones you can use. -
Quote:That is a real let down about Light Form. This totally spoils things for my PB. Long before there was a City of Heroes, I had always imagined this character having the ability to turn into a Will O'Wisp type creature. Now this ability is being pulled away for no good reason whatsoever.I love becoming a ball of light and will miss the animation. Looking forward to the other changes but a damage buff would have been nice. As far as KB goes, I love it and have used it to save my butt and my teammates as well.
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Quote:Yes, it is important that we get a proper unicorn horn (of assorted lengths) as costume options. And preferably don't limit them to under Full Masks (which would mean no hair).I *wish* we had a decent unicorn horn (and yes, I did add that to the costume suggestion thread once upon a time-)... Star Dasher, my Robot Unicorn Attack brute, will never feel quite "complete" without one.
He does rock that Rainbow Path aura, though.
Star-Watcher, one of my Little Ponies, and founder of the Ponies of Paragon, is supposed to be a Unicorn, but due to costume limitations, I had to make him a Earth Pony instead:
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Oh, I did not realize that. Still, I have a habit of taking my procs as low level as possible, and the powers I put them in are often taken at fairly low levels too, which necessitates taking low level procs anyway. Other benefit of taking low level procs is that the ones that start at 10 or 15 only require tier 1 salvage, which is often considerably cheaper than the tier 2 stuff.
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Quote:Even though a Kheld can't get a patron pool, could they at least do a patron arc in order to get the respec that comes with it? That and the badge would still make it worth the while to go through the trouble of a patron arc.And while you didn't ask about Khelds, other than them not getting not getting the PPPs, everything else with them is the same : No APP access, and they have to wait until 20 to switch from their designed starting side - haven't made either on test yet, but I think both skip the Galaxy City Tutorial completly.
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Quote:Traditionally, Swift, Hurdle, and Health rarely ever needed any more than their initial slot. Stamina often was 3 slotted, but it really is (normally) fine with just 2 endurance mods. So you would be gaining 3 power choices and at least one slot to reassign.Although the Fitness power pool has become inherent you still need to slot the powers in it. So all you gain is an extra 3 powers but you still need to work out the slots for those 3 powers
Also, if you have any characters with Fly, and you have more than 1 slot in Fly, you can reassign those, since Fly is at the speed cap without even a single flight enhancer, that slot can safely be used for either a Winter's Gift: Slow Resist, perhaps a Blessing of the Zephyr: KB Protection, or an endurance reducer. -
Quote:I was rather disappointed to discover that Spiders don't get hero epic pools. I actually had one fully planned out in Mid's with Pyre Mastery before learning that Pyre Mastery was not available to him despite it being an option in Mid's.didn't ask about khelds. and SOA do get Patron. thanks for playing.
So I replanned him with no epic whatsoever, not even a Patron pool, and his plan is even better than before. -
And this is why, for critical bonuses, 30 is the highest I go on the sets (27-30 being the range I look at when possible), as that is good for exemping, plus it gives decent enhancement values for the powers they go in. However, for individual special pieces, such as KB protection, LotG 7.5% Recharge, Winter's Gift Slow Resistance, and the Kismet and Steadfast uniques for example, I go as low as possible since the bonus is the same no matter what (other than the resistance aspect of the Steadfast, which is worth the tradeoff for having the 3% defense bonus as low as level 7).
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I just had a look at that option, and Narwhal is not Narwhal. It looks more like a shark fin. Apparently, the artists did not actually do any research when they designed it. Otherwise they would have called it something other than Narwhal.
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My Warshade did her first BAF and Lambda before she even had her Alpha unlocked. Plus, she was nowhere near having any defense softcapped as far as I can tell. So if she can get through those unscathed, then I think that makes the answer to the question a resounding no.
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Quote:And before Inherent Fitness, Fire/Kin Control needed a lot of endurance slotting. It was so bad, it was amazing that anyone stuck with it long enough to get to Transference.Dark Regeneration
Can't use it if you have insufficient endurance to activate it.
Dunno if it is still bad endurancewise nowadays. Guess I need to dust mine off and giver her a try soon. -
7 of the purple sets have the exact same bonuses: Hecatomb, Armageddon, Ragnarok, Unbreakable Constraint, Gravitational Anchor, Fortunata Hypnosis, and Absolute Amazement.
Recovery: 4%
Fire / Cold Resistance: 2.52%
Accuracy: 15%
Recharge: 10%
Toxic Resistance: 5%
Soulbound Allegiance and Apocalypse have four identical bonuses:
Regen: 16%, Health 3%, Damage: 4%, and Psi Defense: 5% Plus, Apocalypse also has a 10% recharge bonus.
And the last one, Coercive Persuasion, has 3 bonuses that are also shared with other sets: Recovery: 4%, Damage: 4%, Recharge: 10%. -
Quote:Fixed that for you.(32) Leeroy Jenkins
Let's do this, boys. You gain a massive bonus to resist all types of damage and negative status effects and faster recharge for all your powers for the duration of this power. When the effect wears off, you will have an immediate and total team wipe for no apparent reason , but at least you have chicken. (Recharge: Very Long)
Also need a power that summons dancing badgers, which are inexplicably effective against Snakes and assorted DE mushrooms. -
The times I see it get used most in teams are the instant I do Build Up and start to activate either Full Auto, Ignite, or Rain of Fire, and end up killing a single enemy. Repeat for nearly every spawn.
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I think I only have one character (an Emp/Archery Defender) that has a second build, one for teaming and one for solo. However, I have not played her in a long time. And once she repecs for Inherent fitness and to get Flight down from 3 slots to 1 slot, she will plunder the solo build to recover the KB protection and the Winter's Gift: Slow Resistance that it is using.
No need for the solo build now since the respec will free up 3 power picks and 2 enhancement slots. -
I've found that at the very least, putting 1 endurance reducer in the 2 or 3 fastest recharging attacks helps tremendously. Quite often, the tier 1 and 2 attacks, even though they use less endurance per activation than the next couple up, will use more in the long run. Firing off 2 faster ones will use more endurance than one of the slower ones.
Additionally, I've found 2 endurance mods in Stamina seems to be the most effective (the third one does not seem to provide a significant amount of benefit). When possible though, I like to slot Stamina with a Performance Shifter: Chance for +Endurance, a Performance Shifter: Endurance Mod, and a generic Endurance Mod. Since the P-Shifter Endurance Mod is no different than the generic, you are still effectively slotting with 2 endurance mods, plus getting a nice little movement speed bonus out of the deal, plus frequently getting an endurance boost. -
When there's a Willowpaw on your team in a Nemesis mission, you get reminded to not pull the Warhulk's finger.