Dispari

Renowned
  • Posts

    3400
  • Joined

  1. If you go the core route on any tree (and the radial on a couple like Rebirth) the effect is permanent. The base duration for all powers (other than Rebirth which starts with no lasting effect) is 60s, with a 120s recharge. At the highest levels, the duration is 120s. The effect is essentially "permanent."

    There however is a minor downtime, which may effect especially the mez protection. Since there's also a cast time in there, that means there's a short 1-2s window where the power drops and you're casting the new one. If you happen to be mezzed when it drops, you won't be able to recast it.
  2. It's a marketing ploy obviously -- they wanted to increase revenue during those months, likely to fuel the completion of i20 and maybe some other stuff. It likely works or else they wouldn't keep doing it.

    The thing is, it's a reward for people who play and enjoy the game. If keeping your game active for that time is actually a chore and you think it costs too much, then you probably don't need the associated reward either.
  3. The only joke about Notices is it takes 88 shards to make one, and you get 5 when you break one down. It's demoted from a rare component to 1/4th a common component when you move to stuff after Alpha.
  4. Quote:
    Originally Posted by Adeon Hawkwood View Post
    This is the "lock teams" button. A slightly odd feature since it allows you to lock teams that only you can change int he first place. I guess it's intended for people with multiple personalities.
    Each team leader can mess with the members of their own team, and the league leader can mess with all teams. A team leader can lock their team though so the league leader quits messing with it.

    It's kind of pointless though since people just get randomly shuffled when you zone into a trial.
  5. I can go mess with pet numbers later and post them, when I get the time.

    Off the top of my head:

    Battle Orbs toggle off and on Dispersion that does +5% DEF (it's not on all the time, but it's AoE). It also does mag 1 stun and immob protection. They have an ST heal that also adds protection to status effects (not sure how much or which ones).

    Seers maintain Fortitude on the owner (nothing else). It's ST, but perma as long as the pet is around. It does +5% DEF, +15% DMG, and +5% ToHit. They also have an ST heal (it does around 140-150 HP).
  6. If you hang out with me every single day and then call to complain about having to come over for my birthday because it's such a big chore, and detail how many hours you spend hanging out with me and how it's so much work, then you and I have problems with our friendship.
  7. If there are any errors or changes, let me know (you can PM me). Oh, and enjoy the colors.

    ==========Unlocking Incarnates==========

    Unlocking Incarnate levels consists of physically making the slot available to the player for use. Even if the player crafts a power for a certain level, it can't be used if that level itself isn't unlocked.

    Alpha:

    The Alpha slot can be unlocked in one of three ways. The first involves simply completing Mender Ramiel's arc in Ouroboros once a character reaches level 50. Successful completion of the arc fully unlocks a character's Alpha slot and allows them to start earning Incarnate Shards and Incarnate Components. They will also be awarded a single Incarnate Shard for completing the arc.

    The second way is to earn a voucher to unlock the slot through Astral Christy (located in Ouroboros). This requires 5 Astral Merits, but is placed in global email and can be claimed on any character on your account (provided they're already level 50 and have not otherwise unlocked the slot).

    The Alpha slot may also be unlocked by earning Incarnate Experience, in the same way as other slots.

    Beyond Alpha:

    If a character participates in an Incarnate Trial, kills within the missions will award Incarnate Experience, which is put toward unlocking incarnate powers.

    The Behavioral Adjustment Facility (BAF) raid will allow players to earn "Psychic" Incarnate Experience toward their Judgement and Lore slots. Players must fully unlock their Judgement slot before working on their Lore slot.

    The Lambda Sector raid will allow players to earn "Physical" Incarnate Experience toward their Interface and Destiny slots. Players must fully unlock their Interface slot before working on their Destiny slot.

    Additional trials give an even amount of experience for both slots. For example, doing a Keyes trial will give you experience for both the Psychic and Physical trees.

    If a player participates in a trial and has yet to unlock their Alpha slot, the experience will go toward unlocking Alpha before it's applied toward the other slots.

    Buying Experience:

    Besides participating in trials, players may also "buy" experience using inf and Incarnate Threads. Players can convert 1 Incarnate Thread + 1m inf into either Physical or Psychic Incarnate Experience, which will be applied to the next slot which is not yet unlocked.

    Psychic experience will be applied to Alpha, Judgement, or Lore. Physical experience will be applied to Alpha, Interface, or Destiny.

    Each purchased amount of experience gives approximately 3.3% exp toward Judgement and Interface, or 2.2% toward Lore or Destiny.

    ==========Components==========

    Alpha Components:

    4 shards: Any Common Alpha Component
    Incarnate Shard: 1 for 1 Astral Merit from Astral Christy (this is a voucher that can be claimed on any level 50)

    Dimensional Keystone: Khan TF -or- Barracuda SF
    Essence of the Incarnate: Statesman TF -or- Lord Recluse SF
    Ancient Nictus Fragment: Imperius TF
    Hero 1 DNA Sample: Lady Gray TF
    Penumbra of Rularuu: Cathedral of Pain
    Gr'ai Matter: 150 vanguard merits

    Infinite Tessellation
    : Dimensional Keystone + 8 shards
    Drop of the Well
    : Essence of the Incarnate + 8 shards
    Incarnate Infused Nictus: Ancient Nictus Fragment + 8 shards
    Vandguard DNA Metamatrix: Hero 1 DNA Sample + 8 shards

    Notice of the Well: Acquired through Mortimer Kal Strike Force (one time only)
    Notice of the Well: Acquired through participating in weekly strike content
    Notice of the Well: Drop of the Well + Incarnate Infused Nictus + Infinite Tesselation + Vanguard DNA Metamatrix + 40 shards + 50m inf

    Favor of the Well: 2x Notice of the Well + 32 shards

    Beyond Alpha:

    Incarnate Thread: 10 for 10 Incarnate Shards + 1m inf (limit: every 20 hours)
    Incarnate Thread: 5 for 10 Incarnate Shards

    Incarnate Thread: 4 for 1 Astral Merit
    Incarnate Thread: 20 for 1 Empyrean Merit
    Incarnate Thread: 4 for 1 Astral Merit from Astral Christy (this is a voucher that can be claimed on any level 50)
    Incarnate Thread: 18 for 1 Empyrian Merit from Empyrian Michael (this is a voucher that can be claimed on any level 50)

    Arcane Cantrip: 20 threads
    Biomorphic Goo: 20 threads
    Detailed Reports: 20 threads
    Enchanted Sand: 20 threads
    Genomic Analysis: 20 threads
    Meditation Techniques: 20 threads
    Nanotech Growth Medium: 20 threads
    Supercharged Capacitor: 20 threads

    Cytolitic Infusion: 60 threads
    Dimensional Pocket: 60 threads
    Gluon Compound: 60 threads
    Worn Spellbook: 60 threads

    Ancient Texts: Cytolitic Infusion + Dimensional Pocket + Gluon Compound + Worn Spellbook + 100 threads + 100m inf
    Exotic Isotope: Cytolitic Infusion + Dimensional Pocket + Gluon Compound + Worn Spellbook + 100 threads + 100m inf
    Semi-Conscious Energy: Cytolitic Infusion + Dimensional Pocket + Gluon Compound + Worn Spellbook + 100 threads + 100m inf
    Superconductive Membrane: Cytolitic Infusion + Dimensional Pocket + Gluon Compound + Worn Spellbook + 100 threads + 100m inf
    Any Rare: 8 Empyrean Merits

    Forbidden Technique: Ancient Texts + Exotic Isotope + Semi-Conscious Energy + Superconductive Membrane + 400m inf
    Living Relic: Ancient Texts + Exotic Isotope + Semi-Conscious Energy + Superconductive Membrane + 400m inf
    Self Evolving Alloy: Ancient Texts + Exotic Isotope + Semi-Conscious Energy + Superconductive Membrane + 400m inf
    Thaumic Resonator: Ancient Texts + Exotic Isotope + Semi-Conscious Energy + Superconductive Membrane + 400m inf
    Any Very Rare: 30 Empyrean Merits

    Miscellaneous:

    Astral Merit: Obtained for competing phases and earning badges in incarnate trials
    Astral Merit: Obtained for competing Apex or Tin Mage task forces (limit: every 20 hours)
    Astral Merit: Obtained for competing a Signature Story Arc (limit: every week)
    Empyrean Merit: Obtained for completing an incarnate trial (limit: 20 hours per trial)

    ==========Breakdown System==========

    The breakdown system that lets you turn your components back into shards. In case you spent a bunch of time getting components you won't need, you can shift them back into shards to do something else with. Note that you won't get near as many shards as the item is "worth," but you do still get some return on useless items.

    Breakdown System:

    Common Alpha Components: 1 shard
    Uncommon Alpha Components: 2-3 shards
    Notice of the Well: 4-6 shards
    Notice of the Well: 40 threads
    Favor of the Well: 8-12 shards

    Common Non-Alpha Components: 4 threads
    Uncommon Non-Alpha Components: 8-10 threads
    Rare Non-Alpha Components: 20-24 threads
    Very Rare Non-Alpha Components: 36-44 threads

    ==========What Each Power Does==========

    **********Alpha Slot**********

    Alpha slot powers act like a global enhancement. They apply to any power in your entire build that accepts that type of enhancement. If your regen power accepts heals, the Alpha power that gives heal will work in it. It will not work in powers that don't accept those enhancements. So recharge will not affect Mind Link or MM pets.

    1/6 of common Alpha ignores ED, 1/3 of uncommon ignores ED, 1/2 of rare ignores ED, and 2/3 of very rare ignores ED. Rare and Very Rare apply a level shift which applies all the time for all content, as long as the player is still level 45.

    Alpha bonuses apply to Judgement and Lore levels of incarnate, except for recharge.

    Agility:

    Agility: 33% EndMod

    Agility Core: 33% EndMod / 33% RECH
    Agility Radial: 33% EndMod / 20% DEF

    Agility Total Core Revamp: 45% EndMod / 33% RECH
    Agility Partial Core Revamp: 33% EndMod, RECH / 20% DEF
    Agility Partial Radial Revamp: 33% EndMod, run / 20% DEF / 16.5% RECH
    Agility Total Radial Revamp: 33% EndMod, jump / 20% DEF / 16.5% RECH


    Agility Core Paragon: 45% EndMod / 33% RECH / 20% DEF
    Agility Radial Paragon: 33% EndMod, RECH, run, jump, fly / 20% DEF


    Cardiac:

    Cardiac: 33% END

    Cardiac Core: 33% END / 20% range
    Cardiac Radial: 33% END / 20% RES

    Cardiac Total Core Revamp: 45% END / 20% range
    Cardiac Partial Core Revamp: 33% END / 20% RES, range
    Cardiac Partial Radial Revamp: 33% END, fear / 20% RES / 10% range
    Cardiac Total Radial Revamp: 33% END, sleep / 20% RES / 10% range


    Cardiac Core Paragon: 45% END / 20% RES, range
    Cardiac Radial Paragon: 33% END, fear, sleep, intangible / 20% RES, range


    Intuition:

    Intuiton: 33% hold

    Intuiton Core: 33% hold, DefDebuff
    Intuiton Radial: 33% hold / 20% range


    Intuiton Total Core: 45% hold / 33% DefDebuff
    Intuiton Partial Core: 33% hold, DefDebuff / 20% range
    Intuiton Partial Radial: 33% hold, DMG / 20% range / 16.5% DefDebuff
    Intuiton Total Radial: 33% hold, ToHitDebuff / 20% range / 16.5% DefDebuff


    Intuiton Core Paragon: 45% hold / 33% DefDebuff / 20% range
    Intuiton Radial Paragon: 33% hold, DefDebuff, ToHitDebuff, DMG, slow / 20% range


    Musculature:

    Musculature: 33% DMG

    Musculature Core: 33% DMG, immob
    Musculature Radial: 33% DMG, DefDebuff

    Musculature Total Core Revamp: 45% DMG / 33% immob
    Musculature Partial Core Revamp: 33% DMG, immob, DefDebuff
    Musculature Partial Radial Revamp: 33% DMG, DefDebuff / 20% ToHitDebuff / 16.5% immob
    Musculature Total Radial Revamp: 33% DMG, DefDebuff, EndMod / 16.5% immob


    Musculature Core Paragon: 45% DMG / 33% immob, DefDebuff
    Musculature Radial Paragon: 33% DMG, immob, DefDebuff, EndMod, run / 20% ToHitDebuff


    Nerve:

    Nerve: 33% ACC

    Nerve Core: 33% ACC, hold
    Nerve Radial: 33% ACC / 20% DEF

    Nerve Total Core Revamp: 45% ACC / 33% hold
    Nerve Partial Core Revamp: 33% ACC, hold / 20% DEF
    Nerve Partial Radial Revamp: 33% ACC, taunt / 20% DEF / 16.5% hold
    Nerve Total Radial Revamp: 33% ACC, confuse / 20% DEF / 16.5% hold

    Nerve Core Paragon: 45% ACC / 33% hold / 20% DEF
    Nerve Radial Paragon: 33% ACC, hold, taunt, confuse, fly / 20% DEF


    Resilient:

    Resilient: 20% RES

    Resilient Core: 20% RES / 33% taunt
    Resilient Radial: 20% RES / 33% immob


    Resilient Total Core Revamp: 27% RES / 33% taunt
    Resilient Partial Core Revamp: 20% RES / 33% taunt, immob
    Resilient Partial Radial Revamp: 20% RES / 33% immob, stun / 16.5% taunt
    Resilient Total Radial Revamp: 20% RES / 33% immob, intangible / 16.5% taunt


    Resilient Core Paragon: 27% RES / 33% taunt, immob
    Resilient Radial Paragon: 20% RES, ToHit / 33% taunt, immob, stun, intangible


    Spiritual:

    Spiritual: 33% RECH

    Spiritual Core: 33% RECH, stun
    Spiritual Radial: 33% RECH, heal

    Spiritual Total Core Revamp: 45% RECH / 33% stun
    Spiritual Partial Core Revamp: 33% RECH, stun, heal
    Spiritual Partial Radial Revamp: 33% RECH, heal, slow / 16.5% stun
    Spiritual Total Radial Revamp: 33% RECH, heal / 20% ToHit / 16.5% stun

    Spiritual Core Paragon: 45% RECH / 33% stun, heal
    Spiritual Radial Paragon: 33% RECH, heal, stun, slow, jump / 20% ToHit


    Vigor:

    Vigor: 33% heal

    Vigor Core: 33% heal, ACC
    Vigor Radial: 33% heal, END


    Vigor Total Core Revamp: 45% heal / 33% ACC
    Vigor Partial Core Revamp: 33% heal, ACC, END
    Vigor Partial Radial Revamp: 33% heal, END, sleep / 16.5% ACC
    Vigor Total Radial Revamp: 33% heal, END, confuse / 16.5% ACC


    Vigor Core Paragon: 45% heal / 33% ACC, END
    Vigor Radial Paragon: 33% heal, ACC, END, fear, confuse, sleep


    **********Judgement Slot**********

    Judgement slot is an AoE attack given to the player. The powers have a recharge of 1m and 30s. The recharge is not affected by global bonuses, but the power itself can be affected by Alpha and Interface enhancements. The base damage they deal is around 428 and the damage does not vary by AT. They have 1.30x accuracy, so at base have a 97.5% chance of hitting (before ToHit, enemy DEF, purple patch, or other factors). Higher levels of each power may have bonus range, radius, or maximum number of targets they can hit. Some powers also have a proc to do extra damage to either pet/minion/lieutenants, or all targets. Judgement slot does not apply a level shift of any kind at any level.

    Judgement powers are boosted by the benefits of Alpha and Interface slots, except for recharge. Bonuses such as +DMG will not boost Judgement unless it's from an Alpha power, but character-wide bonuses like ToHit will. Judgement powers have a fixed recharge which cannot be reduced in any way (including Alpha recharge bonuses). They may also be recolored at any tailor like normal powers.

    A YouTube video showing the animations for all the powers can be found here.

    Cryonic:

    Base stats:
    428.36 damage
    80 foot range
    30 degree cone
    16 targets max
    AoE, cold
    2.00 activation time
    20.00 endurance
    1m30s recharge time
    Cryonic Judgement Animation

    Cryonic Judgement: Cone, Extreme DMG (Cold), 16 targets (80ft, 30deg)

    Cryonic Core Judgement: +20% proc for 160.63 (pet/min/lt), 16 targets (80ft, 30deg)
    Cryonic Radial Judgement: -50% spd/rech for 30s, 16 targets (80ft, 30deg)


    Cryonic Total Core Judgement: +20% proc for 160.63 (all), 24 targets (80 ft, 30deg)
    Cryonic Partial Core Judgement: +20% proc for 160.63 (pet/min/lt), -50% spd/rech for 30s, 24 targets (80ft, 30deg)
    Cryonic Partial Radial Judgement: -50% spd/rech for 30s, 32 targets (120ft, 45deg)
    Cryonic Total Radial Judgement: -50% spd/rech for 30s, +25% chance of mag 4 hold (12s), 24 targets (80ft, 30deg)


    Cryonic Core Final Judgement: +20% proc for 160.63 (all), 32 targets (120ft, 45deg)
    Cryonic Radial Final Judgement: -50% spd/rech for 30s, +25% chance of mag 4 hold (12s), 24 targets (120ft, 45deg)


    Ion:

    Base stats:
    428.36 damage
    80 foot range
    Chaining power
    16 max targets
    AoE, energy
    2.50 activation time
    20.00 endurance
    1m30s recharge time
    Ion Judgement Animation 1 / Ion Judgement Animation 2

    Ion Judgement: Chaining, Extreme DMG (Energy), 16 targets

    Ion Core Judgement: +20% proc for 160.63 (pet/min/lt), 22 targets
    Ion Radial Judgement: -35% end/-100% recov for 10s, 22 targets


    Ion Total Core Judgement: +20% proc for 160.63 (all), 31 targets
    Ion Partial Core Judgement: +20% proc for 160.63 (pet/min/lt), -35% end/-100% recov for 10s, 31 targets
    Ion Partial Radial Judgement: -35% end/-100% recov for 10s, 40 targets
    Ion Total Radial Judgement: -35% end/-100% recov for 10s, +25% chance of mag 4 hold (12s), 31 targets


    Ion Core Final Judgement: +20% proc for 160.63 (all), 40 targets
    Ion Radial Final Judgement: -35% end/-100% recov for 10s, +25% chance of mag 4 hold (12s), 40 targets


    Pyronic:

    Base stats:
    428.36 damage
    80 foot range
    Targeted AoE
    25 foot radius
    16 targets max
    AoE, fire
    1.00 activation time
    20.00 endurance
    1m30s recharge time
    Pyronic Judgement Animation 1 / Pyronic Judgement Animation 2 / Pyronic Judgement Animation 3

    Pyronic Judgement: TAoE, Extreme DMG (Fire), 16 targets (25ft radius)

    Pyronic Core Judgement: 6 tics 80% chance for 5.35, 16 targets (25ft radius)
    Pyronic Radial Judgement: 24 targets (40ft radius)


    Pyronic Total Core Judgement: Base damage only 374.81, +6 tics 80% chance for 26.77, 16 targets (25ft radius)
    Pyronic Partial Core Judgement: +6 tics 80% chance for 8.03, 16 targets (25ft radius)
    Pyronic Partial Radial Judgement: 32 targets (40ft radius)
    Pyronic Total Radial Judgement: +25% chance of mag 4 stun (12s), 24 targets (40ft radius)


    Pyronic Core Final Judgement: +6 tics 80% chance for 21.42, 24 targets (40ft radius)
    Pyronic Radial Final Judgement: +25% chance of mag 4 stun (12s), 32 targets (40ft radius)


    Void:

    Base stats:
    428.36 damage
    PBAoE
    30 foot radius
    16 targets max
    AoE, negative energy
    2.00 activation time
    20.00 endurance
    1m30s recharge time
    Void Judgement Animation 1 / Void Judgement Animation 2 / Void Judgement Animation 3

    Void Judgement: PBAoE, Extreme DMG (Negative), 16 targets (30ft radius)

    Void Core Judgement: +20% proc for 160.63 (pet/min/lt), 16 targets (30ft radius)
    Void Radial Judgement: -50% DMG for 30s, 16 targets (30ft radius)


    Void Total Core Judgement: +20% proc for 160.63 (all)
    Void Partial Core Judgement: +20% proc for 160.63 (pet/min/lt), +mag 10 KB, 16 targets (30ft radius)
    Void Partial Radial Judgement: -50% DMG for 30s, +mag 10 KB, 16 targets (30ft radius)
    Void Total Radial Judgement: -50% DMG for 30s, 24 targets (50ft radius)


    Void Core Final Judgement: +20% proc for 160.63 (all), 24 targets (50ft radius)
    Void Radial Final Judgement: -50% DMG for 30s, 32 targets (50ft radius)


    ********** Interface Slot**********

    Interface slot adds a proc effect to "most" attack powers. The type of proc and the odds of it going off vary by level. Interface debuffs only stack so high, and even different players sharing the same debuff will not add additional stacks, so there is a benefit in taking different types to apply different debuffs. Interface does work through pets. Adding an Interface slot to a character will allow their pets (including MM henchmen) to proc these effects as well. Interface does not add a level shift of any kind at any level.

    Interface bonuses will apply to Judgement and Lore powers.

    Below, the odds of the proc going off are listed. Each level can stack to a maximum of four times.

    Cognitive:

    Debuff values:
    Confuse: mag 2 for 4s
    DoT: Psi DoT, 10.7 per tic (at 50 vs even cons)

    Cognitive Interface: 8% confuse

    Cognitive Core Interface: 12% confuse
    Cognitive Radial Interface: 8% confuse, 25% minor psi DoT


    Cognitive Total Core Conversion: 16% confuse
    Cognitive Partial Core Conversion: 12% confuse, 25% minor psi DoT
    Cognitive Partial Radial Conversion: 8% confuse, 50% minor psi DoT
    Cognitive Total Radial Conversion: 4% confuse, 75% minor psi DoT


    Cognitive Core Flawless Interface: 20% confuse, 25% minor psi DoT
    Cognitive Radial Flawless Interface: 12% confuse, 75% minor psi DoT


    Diamagnetic:

    Debuff values:
    ToHit: -5% per
    Regen: -15% per

    Diamagnetic Interface: 50% -ToHit

    Diamagnetic Core Interface: 75% -ToHit
    Diamagnetic Radial Interface: 50% -regen


    Diamagnetic Total Core Conversion: 100% -ToHit
    Diamagnetic Partial Core Conversion: 75% -ToHit, 25% -regen
    Diamagnetic Partial Radial Conversion: 25% -ToHit, 75% -regen
    Diamagnetic Total Radial Conversion: 100% -regen


    Diamagnetic Core Flawless Interface: 100% -ToHit, 50% -regen
    Diamagnetic Radial Flawless Interface: 50% -ToHit, 100% -regen


    Degenerative:

    Debuff values:
    maxHP: -2% (capped at -150 per stack)
    DoT: Toxic DoT, 10.7 per tic (at 50 vs even cons)

    Degenerative Interface: 25% -maxHP

    Degenerative Core Interface: 50% -maxHP
    Degenerative Radial Interface: 25% -maxHP, 25% minor toxic DoT


    Degenerative Total Core Conversion: 75% -maxHP
    Degenerative Partial Core Conversion: 50% -maxHP, 25% minor toxic DoT
    Degenerative Partial Radial Conversion: 25% -maxHP, 50% minor toxic DoT
    Degenerative Total Radial Conversion: 75% minor toxic DoT


    Degenerative Core Flawless Interface: 75% -maxHP, 25% minor toxic DoT
    Degenerative Radial Flawless Interface: 25% -maxHP, 75% minor toxic DoT


    Gravitic:

    Debuff values:
    Rech: -10% per
    Speed: -10% per
    Secondary: -10% per
    Recov: -10% per

    Gravitic Interface: 25% -rech

    Gravitic Core Interface: 25% -rech, 25% -spd
    Gravitic Radial Interface: 25% -rech, 25% -secondary effect


    Gravitic Total Core Conversion: 50% -rech, 50% -spd
    Gravitic Partial Core Conversion: 25% -rech, 25% -spd, 25% -recov
    Gravitic Partial Radial Conversion: 25% -rech, 25% -secondary effect, 25% -recov
    Gravitic Total Radial Conversion: 50% -rech, 50% -secondary effect


    Gravitic Core Flawless Interface: 75% -rech, 75% -spd, 50% -recov
    Gravitic Radial Flawless Interface: 75% -rech, 75% -secondary effect, 50% -recov


    Paralytic:

    Debuff values:
    DEF: -2.5% per
    DMG: -5% per

    Paralytic Interface: 25% -DEF

    Paralytic Core Interface: 50% -DEF
    Paralytic Radial Interface: 25% -DEF, 25% -DMG


    Paralytic Total Core Conversion: 75% -DEF
    Paralytic Partial Radial Conversion: 50% -DEF, 25% -DMG
    Paralytic Partial Radial Conversion: 25% -DEF, 50% -DMG
    Paralytic Total Radial Conversion: 75% -DMG


    Paralytic Core Flawless Interface: 75% -DEF, 25% -DMG
    Paralytic Radial Flawless Interface: 25% -DEF, 75% -DMG


    Preemptive:

    Debuff vales:
    END: ???
    DoT: Energy DoT, 13.38 per tic (at 50 vs even cons)

    Preemptive Interface: 25% -END

    Preemptive Core Interface: 50% -END
    Preemptive Radial Interface: 25% -END, 25% moderate energy DoT


    Preemptive Total Core Conversion: 75% -END
    Preemptive Partial Core Conversion: 50% -END, 25% moderate energy DoT
    Preemptive Partial Radial Conversion: 25% -END, 50% moderate energy DoT
    Preemptive Total Radial Conversion: 75% moderate energy DoT


    Preemptive Core Flawless Interface: 75% -END, 25% moderate energy DoT
    Preemptive Radial Flawless Interface: 25% -END, 75% moderate energy DoT


    Reactive:

    Debuff values:
    RES: -2.5% per
    DoT: Fire DoT, 13.38 per tic (at 50 vs even cons)

    Reactive Interface: 25% -RES

    Reactive Core Interface: 50% -RES
    Reactive Radial Interface: 25% -RES, 25% moderate fire DoT


    Reactive Total Core Conversion: 75% -RES
    Reactive Partial Core Conversion: 50% -RES, 25% moderate fire DoT
    Reactive Partial Radial Conversion: 25% -RES, 50% moderate fire DoT
    Reactive Total Radial Conversion: 75% moderate fire DoT


    Reactive Core Flawless Interface: 75% -RES, 25% moderate fire DoT
    Reactive Radial Flawless Interface: 25% -RES, 75% moderate fire DoT


    Spectral:

    Debuff values:
    Immobilize: mag 2 for 4s
    DoT: Negative DoT, 13.38 per tic (at 50 vs even cons)

    Spectral Interface: 10% immob

    Spectral Core Interface: 15% immob
    Spectral Radial Interface: 10% immob, 25% moderate dark DoT


    Spectral Total Core Conversion: 20% immob
    Spectral Partial Core Conversion: 15% immob, 25% moderate dark DoT
    Spectral Partial Radial Conversion: 10% immob, 50% moderate dark DoT
    Spectral Total Radial Conversion: 5% immob, 75% moderate dark DoT


    Spectral Core Flawless Interface: 25% immob, 25% moderate dark DoT
    Spectral Radial Flawless Interface: 15% immob, 75% moderate dark DoT


    **********Lore Slot**********

    The Lore slot gives you access to pet powers that assist you in combat. This includes both a damage-centric and a support-centric tree. The actual powers used vary based on which set you take. Pets come in five flavors: damage lieutenant (lt), damage boss (boss), support only (supp) which aids you but can be killed, support with attacks (supp w/attacks) which aid you but can also attack, and invincible support (inv supp) which will aid you but can't be targeted or killed, but have no offensive powers. The highest tier for Core have a passive power which increases their damage dramatically over previous pet levels. Rare and Very Rare Lore levels apply an incarnate shift, which is a level shift that only applies during incarnate trials. You must unlock the Judgement slot before accessing Lore.

    Lore powers benefit from the bonuses of Alpha and Interface levels, except for recharge bonuses. Pets summoned will have increased damage, accuracy, or buff strength if applicable based on what Alpha power the player has slotted. The duration of pets at all levels are a fixed five minutes (unless they die), with a recharge time of 15, giving them a 33% uptime.

    Lore pets can be commanded just like Mastermind pets, even if you aren't a Mastermind.

    Common Powers for All Pets:
    - Lore Evasion (all pets)
    - Lore Protection (Total Radial and Radial Superior support pets only)
    - Lore Power (Core Superior only)
    - Super Jump (all pets except Seers, Orbs)
    - Fly (Seers, Orbs)

    Clockwork:

    Pets:
    Clockwork Builder
    - Particle Blast
    - Particle Blast Barrage
    - Particle Stunner

    Clockwork Dismantler
    - Particle Blast
    - Particle Burst (no real numbers info; AoE ranged)
    - Anti-Matter Beam

    Clockwork Mender
    - Nano Repair
    - Field Projector (+DEF vs all)
    - Particle Blast (Partial Radial only)

    Clockwork Ally: Clockwork Builder (lt)

    Clockwork Core Ally: Clockwork Dismantler (boss)
    Clockwork Radial Ally: Clockwork Builder (lt), Clockwork Mender (supp)


    Clockwork Total Core Improved Ally: Clockwork Dismantler (boss), Clockwork Builder (lt)
    Clockwork Partial Core Improved Ally: Clockwork Dismantler (boss), Clockwork Mender (supp)
    Clockwork Partial Radial Improved Ally: Clockwork Builder (lt), Clockwork Mender (supp w/attacks)
    Clockwork Total Radial Improved Ally: Clockwork Builder (lt), Clockwork Mender (inv supp)


    Clockwork Core Superior Ally: Clockwork Dismantler (boss), Clockwork Builder (lt), +dmg
    Clockwork Radial Superior Ally: Clockwork Dismantler (boss), Clockwork Mender (inv supp)


    IDF:

    Pets:
    IDF Elite Ranger
    - Plasma Blast
    - Plasma Burst

    IDF Commander
    - Plasma Punch
    - Plasma Vortex
    - Plasma Blast

    Battle Orb
    - Shield Generator (+DEF vs all; pet toggles on and off)
    - Deploy Stimulant
    - Plasma Blast (Partial Radial only)

    IDF Ally: IDF Elite Ranger (lt)

    IDF Core Ally: IDF Commander (boss)
    IDF Radial Ally: IDF Elite Ranger (lt), IDF Battle Orb (supp)


    IDF Total Core Improved Ally: IDF Commander (boss), IDF Elite Ranger (lt)
    IDF Partial Core Improved Ally: IDF Commander (boss), IDF Battle Orb (supp)
    IDF Partial Radial Improved Ally: IDF Elite Ranger (lt), IDF Battle Orb (supp w/attacks)
    IDF Total Radial Improved Ally: IDF Elite Ranger (lt), IDF Battle Orb (inv supp)


    IDF Core Superior Ally: IDF Commander (boss), IDF Elite Ranger (lt), +dmg
    IDF Radial Superior Ally: IDF Commander (boss), IDF Battle Orb (inv supp)


    Seers:

    Pets:
    Diviner
    - Mental Blast
    - Dominate Mind

    Augur
    - Levitate
    - Mental Blast
    - Dominate

    Seeker
    - Soothe Mind
    - Fortitude (+DEF vs all)
    - Mental Blast (Partial Radial only)

    Seers Ally: Seer Diviner (lt)

    Seers Core Ally: Seer Augur (boss)
    Seers Radial Ally: Seer Diviner (lt), Seer Seeker (supp)


    Seers Total Core Improved Ally: Seer Augur (boss), Seer Diviner (lt)
    Seers Partial Core Improved Ally: Seer Augur (boss), Seer Seeker (supp)
    Seers Partial Radial Improved Ally: Seer Diviner (lt), Seer Seeker (supp w/attacks)
    Seers Total Radial Improved Ally: Seer Diviner (lt), Seer Seeker (inv supp)


    Seers Core Superior Ally: Seer Augur (boss), Seer Diviner (lt), +dmg
    Seers Radial Superior Ally: Seer Augur (boss), Seer Seeker (inv supp)


    Warworks:

    Pets:
    ACU
    - Plasma Full Auto
    - Plasma Rifle Burst

    MK VI "Victoria"
    - Swipe
    - Cross Cut
    - Plasma Eye Beams

    Battle Orb
    - Shield Generator (+DEF vs all; pet toggles on and off)
    - Deploy Stimulant
    - Plasma Blast (Partial Radial only)

    Warworks Ally: Warworks ACU (lt)

    Warworks Core Ally: Warworks Mk-VI "Victoria" (boss)
    Warworks Radial Ally: Warworks ACU (lt), Warworks Battle Orb (supp)


    Warworks Total Core Improved Ally: Warworks Mk-VI "Victoria" (boss), Warworks ACU (lt)
    Warworks Partial Core Improved Ally: Warworks Mk-VI "Victoria" (boss), Warworks Battle Orb (supp)
    Warworks Partial Radial Improved Ally: Warworks ACU (lt), Warworks Battle Orb (supp w/attacks)
    Warworks Total Radial Improved Ally: Warworks ACU (lt), Warworks Battle Orb (inv supp)


    Warworks Core Superior Ally: Warworks Mk-VI "Victoria" (boss), Warworks ACU (lt), +dmg
    Warworks Radial Superior Ally: Warworks Mk-VI "Victoria" (boss), Warworks Battle Orb (inv supp)


    **********Destiny Slot**********

    Destiny powers are AoE team buffs that affect you and those around you. Different levels my have a larger radius. The effects of these powers degrade over time, starting high and quickly reducing over the duration of the buff. Rare and Very Rare Destiny levels apply an incarnate shift, which is a level shift that only applies during incarnate trials. You must unlock the Interface slot before accessing Destiny.

    "Special" means the duration of secondary effects like mez durations, strength of DEF buffs, ToHit buffs, heals, and endurance buffs are increased by that percent.

    Ageless:

    Ageless Destiny Animation 1 / Ageless Destiny Animation 2

    Ageless Invocation: +50% end, +70% rech first 5s, 30% next 10s, 20% next 15s, 10% last 30s (60s total), 30ft radius

    Ageless Core Invocation: +50% end, +70% rech first 5s, 30% next 10s, 20% next 15s, 10% last 30s (60s total), +800% recov first 5s, 300% next 10s, 200% next 15s, 100% last 30s (60s total), 30ft radius
    Ageless Radial Invocation: +50% end,
    +70% rech first 5s, 30% next 10s, 20% next 15s, 10% last 30s (60s total), +85% debuff RES first 15s, 42.5% next 15s, 21.25% last 30s (60s total), 30ft radius

    Ageless Total Core Invocation: +75% end, +70% rech first 5s, 30% next 10s, 20% next 15s, 10% last 30s (60s total)+800% recov first 5s, 300% next 10s, 200% next 15s, 100% last 30s (60s total), 60ft radius
    Ageless Partial Core Invocation: +75% end, +70% rech first 7.5s, 30% next 15s, 20% next 22.5s, 10% last 45s (90s total), +800% recov first 7.5s, 300% next 15s, 200% next 22.5s, 100% last 45s (90s total), 30ft radius
    Ageless Partial Radial Invocation: +75% end, +70% rech first 7.5s, 30% next 15s, 20% next 22.5s, 10% last 45s (90s total), +85% debuff RES first 22.5s, 42.5% next 22.5s, 21.25% last 45s (90s total), 30ft radius
    Ageless Total Radial Invocation: +75% end, +70% rech first 5s, 30% next 10s, 20% next 15s, 10% last 30s (60s total), +85% debuff RES first 15s, 42.5% next 15s, 21.25% last 30s (60s total), 60ft radius

    Ageless Core Epiphany: +100% end, +70% rech first 10s, 30% next 20s, 20% next 30s, 10% last 60s (120s total), +800% recov first 10s, 300% next 20s, 200% next 30s, 100% last 60s (120s total), 60ft radius
    Ageless Radial Epiphany: +100% end, +70% rech first 10s, 30% next 20s, 20% next 30s, 10% last 60s (120s total), +85% debuff RES first 22.5s, 42.5% next 22.5s, 21.25% last 45s (90s total), 60ft radius


    Barrier:

    Barrier Destiny Animation 1 / Barrier Destiny Animation 2

    Barrier Invocation: +90% RES/DEF first 5s, 30% next 10s, 5% next 15s, 2.5% last 30s (60s total), 30ft radius

    Barrier Core Invocation: +90% RES/DEF first 7.5s, 30% next 15s, 5% next 22.5s, 2.5% last 45s (90s total), 30ft radius
    Barrier Radial Invocation: +90% RES/DEF first 5s, 30% next 10s, 5% next 15s, 2.5% last 30s (60s total), 1x ally rez, 30ft radius


    Barrier Total Core Invocation: +90% RES/DEF first 7.5s, 30% next 15s, 5% next 22.5s, 2.5% last 45s (90s total), 60ft radius
    Barrier Partial Core Invocation:
    +90% RES/DEF first 7.5s, 32.5% next 15s, 7.5% next 22.5s, 5% last 45s (90s total), 30ft radius
    Barrier Partial Radial Invocation: +90% RES/DEF first 7.5s, 30% next 15s, 5% next 22.5s, 2.5% last 45s (90s total), 1x ally rez, 30ft radius
    Barrier Total Radial Invocation: +90% RES/DEF first 5s, 30% next 10s, 5% next 15s, 2.5% last 30s (60s total), 2x ally rez, 30ft radius

    Barrier Core Epiphany: +90% RES/DEF first 10s, 32.5% next 20s, 7.5% next 30s, 5% last 60s (120s total), 60ft radius
    Barrier Radial Epiphany: +90% RES/DEF first 7.5s, 30% next 15s, 5% next 22.5s, 2.5% last 45s (90s total), 2x ally rez, 60ft radius


    Clarion:

    Clarion Destiny Animation 1 / Clarion Destiny Animation 2 / Clarion Destiny Animation 3

    Clarion Invocation: +mag 36 status protect (18 KB protect) first 15s, 6 (3 KB) next 15s, 3 (1.5 KB) last 30s (60s total), 30ft radius

    Clarion Core Invocation: +mag 36 status protect (18 KB protect) first 22.5s, 9 (4.5 KB) next 22.5s, 6 (3 KB) last 45s (90s total), 30ft radius
    Clarion Radial Invocation: +mag 36 status protect (18 KB protect) first 15s, 6 (3 KB) next 15s, 3 (1.5 KB) last 30s (60s total), +60% range/special first 15s, +20% range/special next 15s, +10% range/special last 30s (60s total), 30ft radius


    Clarion Total Core Invocation: +mag 36 status protect (18 KB protect) for first 22.5, 9 (4.5 KB) for next 22.5, 6 (3 KB) for last 45s (90s total), 60ft radius
    Clarion Partial Core Invocation: +mag 36 status protect (18 KB protect) for first 30s, 9 (4.5 KB) for next 30s, 6 (3 KB) for last 60s (120s total), 30ft radius
    Clarion Partial Radial Invocation: +mag 36 status protect (18 KB protect) for first 22.5s, 6 (3 KB) for next 22.5s, 3 (1.5 KB) for last 45s (90s total), +60% range/special first 22.5s, +20% range/special next 22.5s, +10% range special last 45s (90s total), 30ft radius
    Clarion Total Radial Invocation: +mag 36 status protect (18 KB protect) for first 15s, 6 (3 KB) for next 15s, 3 (1.5 KB) for last 30s (60s total), +60% range/special first 15s, +20% range/special next 15s, +10% range/special last 30s (60s total), 60ft radius

    Clarion Core Epiphany: +mag 36 status protect (18 KB protect) for first 30s, 9 (4.5 KB) for next 30s, 6 (3 KB) for last 60s (120s total), 60ft radius
    Clarion Radial Epiphany:
    +mag 36 status protect (18 KB protect) for first 22.5s, 6 (3 KB) for next 22.5s, 3 (1.5 KB) for last 45s (90s total), +80% range/special first 22.5s, +20% range/special next 22.5s, +10% range/special last 45s (90s total), 60ft radius

    Incandescence:


    Incandescence Invocation: League TP, foe knockback/stun, +30% healing, 60s duration

    Incandescence Core Invocation: League TP, foe knockback/stun, +50% healing, 60s duration
    Incandescence Radial Invocation: League TP, foe knockback/stun, +40% healing, +stealth, 60s duration


    Incandescence Total Core Invocation: League TP, foe knockback/stun, +70% healing, 90s duration
    Incandescence Partial Core Invocation: League TP, foe knockback/stun, +50% healing, 90s duration
    Incandescence Partial Radial Invocation: League TP, foe knockback/stun, +50% healing, +stealth, 90s duration
    Incandescence Total Radial Invocation: League TP, foe knockback/stun, +50% healing, +stealth, 60s duration


    Incandescence Core Epiphany: League TP, foe knockback/stun, +80% healing, 120s duration
    Incandescence Radial Epiphany: League TP, foe knockback/stun/intangible, +60% healing, +stealth, +spd, +perception, 120s duration


    Rebirth:


    Rebirth Destiny Animation

    Rebirth Invocation: 535.45 heal, 30ft radius

    Rebirth Core Invocation: 642.54 heal, 60ft radius
    Rebirth Radial Invocation: 642.54 heal, +1600% regen first 5s, 600% next 10s, 400% next 15s, 200% last 30s (60s total), 30ft radius


    Rebirth Total Core Invocation: 749.63 heal, +374.8 maxHP first 5s, 160.62 next 10s, 107.08 next 15s, 53.54 last 30s (60s total), 60ft radius
    Rebirth Partial Core Invocation: 749.63 heal, +374.8 maxHP first 7.5s, 160.62 next 15s, 107.08 next 22.5s, 53.54 last 45s (90s total), 30ft radius
    Rebirth Partial Radial Inovcation:
    749.63 heal, +1600% regen first 7.5s, 600% next 15s, 400% next 22.5s, 200% last 45s (90s total), 30ft radius
    Rebirth Total Radial Invocation: 749.63 heal, +1600% regen first 5s, 600% next 10s, 400% next 15s, 200% last 30s (60s total), 60ft radius

    Rebirth Core Epiphany: 856.72 heal, +374.8 maxHP first 10s, 160.62 next 20s, 107.08 next 30s, 53.54 last 60s (120s total), 60ft radius
    Rebirth Radial Epiphany:
    856.72 heal, +1600% regen first 10s, 600% next 20s, 400% next 30s, 200% last 60s (120s total), 60ft radius

    ==========Components for Powers==========

    (This section is currently under review)

    Note that for very rare recipes, "any two rares" can be used to make it. If you're trying to make a [Cardiac Core Paragon], you can use any two Cardiac rares. When looking at the very rare, there is a scrollbar that allows you to look through a list of similar recipes, with each different combination of rares. The only limitation is that the two rares must be different. You can't use two [Cardiac Core Total Revamp]s; you have to use different ones.

    ==========Math for Everyone==========

    Converting and Unlocking:

    With Threads:

    Unlocking Judgement/Interface: 30 threads + 30m inf
    Unlocking Lore/Destiny: 45 threads + 45m inf

    With Shards (10:10 Ratio):

    Unlocking Judgement/Interface: 30 shards + 30m inf (3 days)
    Unlocking Lore/Destiny: 45 shards + 45m inf (5 days)

    With Shards (10:5 Ratio):

    Unlocking Judgement/Interface: 60 shards + 0 inf
    Unlocking Lore/Destiny: 90 shards + 0 inf

    Prices for Individual Levels:

    Alpha With Components:

    Common Alpha Power: 3 components
    Uncommon Alpha Power: 6 components + 8 shards
    Rare Alpha Power: 8 components + 8 shards + Notice of the Well
    Very Rare Alpha Power: 18 components + 56 shards + 4x Notice of the Well

    Rare Alpha Power (from Uncommon): 2 components + Notice of the Well
    Very Rare Alpha Power (from Uncommon): 12 components + 48 shards + 4x Notice of the Well

    Alpha, Purely Shards:

    Common Alpha Power: 12 shards
    Uncommon Alpha Power: 32 shards
    Rare Alpha Power: 40 shards + Notice of the Well
    Very Rare Alpha Power: 128 shards + 4x Notice of the Well

    Rare Alpha Power (from Uncommon): 8 shards + Notice of the Well
    Very Rare Alpha Power (from Uncommon): 104 shards + 4x Notice of the Well
  8. Dispari

    TF in Grandville

    Besides having MM/Defender on the team, having a ridiculous amount of -RES also helps a ton. I like to saturate my teams with Corruptors anyway, but if you don't usually do that you can give it a shot.

    Lots of +DMG stacking helps too, so you can grab some VEATs (who also come with +DEF so your team won't die as much).
  9. Quote:
    Originally Posted by SinergyX_NA View Post
    The thing i just cant understand, what is a celebration if you actualy have to pay for it?

    Why should have all my accounts active for 3 months flat, just to 'celebrate' this 7 year stuff? We're talking 120+ euro for something that i've been part of pretty much since the start of Beta (and EU beta).
    The reward is for people who actually play the game. If maintaining your account for a few months is a chore for you then you probably don't enjoy the game enough to celebrate it.
  10. Quote:
    Originally Posted by AquaJAWS View Post
    Where's the redname or official link posted for this? I must have missed that.
    From the producer's letter:

    Quote:
    In the interest of helping you set up your characters right to take advantage of the Incarnate powers--and tune a build for the Incarnate Trials--we will be offering a free respec with the issue launch. We will also be giving you a free repsec with the Anniversary celebrations at the end of April, as well, so no need to hoard it, either!
    You can find the full thing here: http://www.cityofheroes.com/news/new..._letter_1.html
  11. I agree, i20 is very overhyped. What's with that NDA anyway?
  12. Heh... I was going to try my hand at transcribing the video because I type fairly fast, but it's over an hour long. Definitely not a project for tonight.
  13. They in fact announced two for i20.
  14. Quote:
    Originally Posted by Adeon Hawkwood View Post
    The value of oranges depends a lot on your character. Purples provide more damage reduction on a per-inspiration basis (and are excellent for preventing a cascading defense failure) but for a character who lacks resistances oranges are pretty handy. Layered defenses are always useful and inspirations are one of the best sources of resistance.

    The value of yellows is definitely more variable. I tend to take Tactics (or an equivalent self only power) on most of my characters but for those who lack it yellows are useful against enemies with to hit/perception debuffs (like Arachnos with smoke grenades).
    Oranges are very useful for high DEF chars. My widow for instance stocks up on oranges simply because she's already soft-capped. More DEF does nothing for her (except in rare circumsances).

    Yellows I only end up using when I'm fighting something like Paragon Protectors. Although that widow also has +26% ToHit all the time, and Build Up.
  15. I think Requiem just leads the 5th when Reich isn't around. Which is most of the time.
  16. Theoretically this issue has 2 new trials, 2 new task forces, and 144 new powers.

    Although being the person I am, I'd trade all that for some free costumes.
  17. I ended up doing Musculature (have the +45% rare) on my widow, because she had nothing else she could benefit from. Recharge/heal? No, she has only Health and she has perma ML with a full attack chain. End/range? No, she's melee, has no RES, and already has perfect end control even if she's attacking constantly. ACC/DEF? 101% ToHit, +52% acc, and soft-cap. So I did damage. The fact that it's going to make her Judgement and Lore pets that much stronger is icing on the cake.

    I would enjoy having the bonus damage on my Dom (who went Cardiac), but the benefits it gives to my basic build are better than a damage bonus on one attack.
  18. Dispari

    AV killer NW

    In my experience... a lot of AVs will flat-out run away from widows because of the debuffs in their basic attacks. I took Confront on mine to alleviate this. I recommend looking into it (do some tests in AE if you like; you can turn on invincibility there).
  19. Quote:
    Originally Posted by Organica View Post
    It drives me nuts when a teammmate dies, and I try to pass the1 a wakie, and I get the message that their inspiration tray is full. No wonder you're dead!

    Not that I haven't had that happen to me ever, but still...
    I know, I hate that. I get a large red and I'm like, hey I bet that Blaster would appreciate it! Nope! He doesn't use inspirations!
  20. Quote:
    Originally Posted by bAss_ackwards View Post
    This is my setup:

    Anything that shows up in the last spot gets used immediately. If it cannot be used it is deleted or passed off to another team mate. Higher ranked Inspirations go to the top.
    You fool! You're doing it wrong, both in style and layout!



    I have blues on 3 and greens on 4. 1 and 2 are usually stacks of purples or oranges. 5 is for misc stuff, like if I get a large red. Otherwise I use stuff as it drops. And yes, larger ones up top. The more large insps I have, the better indication that that char rarely needs them.
  21. Dispari

    Incarnate system

    If you have end issues, Cardiac is the best option. Once I get to IOs my primary obstacles are A) making sure I have enough endurance to do the things I want to do, B) everything else. It won't matter how good your buffs/debuffs are, how much damage you do, how often your powers recharge, or if you can hit the enemies consistently if you don't have the endurance to do any of those things.

    Plus, Cardiac gives +range which is great. It will also increase the RES in your Fire Shield (and Tough if you have it).

    I have Cardiac on my Plant/Earth/Fire Dom. It allows her to spam rains and patches like nobody's business, and run a leadership toggle with nothing but a global slotted in it. It also makes her cones more potent and allows her to stand farther away from the action when necessary.
  22. That solution only comes up assuming we have cross-server teaming though, which is a different thing entirely. When people talk about local@global they're generally talking about allowing two people with the same local name to exist on the same server. If we get cross-server teaming I don't doubt we'd get some sort of indication which server people are native to.
  23. Quote:
    Originally Posted by Snow Globe View Post
    Thinking about your post here, how about <character name>@<home server>? That maintains privacy (as much as possible) and allows up to 15 versions of that character name.
    Um, this is how it already works, just without the @Virtue part being visible (or even necessary to be visible, since it's implied).

    Unless you mean there can be more than one name on the same server as long as one was transferred from another server. But what happens to Steve@Virtue on Pinnacle when someone makes a new Steve on Virtue? Or is that player using up a char name on two servers at the same time?

    And that solution wouldn't appeal to a very wide audience considering it would require transfers.
  24. Quote:
    Originally Posted by Murdok View Post
    Thanks for the help numbers guys. I appreciate it.



    Elude is not silly. I can do things on my perma-eluder /sr that soft cap junkies couldn't dream of. Most recently, I tanked the two warwalkers at the end of the Tin Mage TF by myself while the rest of my team killed the two AVs. 45% defense won't last long against that kind of to-hit.

    Now granted, in most situations, perma-elude is a bit of overkill, but if you've got the money for it, why not give a go?
    I have Smoke Grenade, Placate, and perma Vengeance for the people who are dying who aren't me, since I'm making sure not to maintain too much aggro as a Widow.