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Posts
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In general yes. But summons are immune to recharge. I think there are a few other oddities. Also, slow will only affect their powers with a slow component.
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Donna, can you post that build long-form for those of us on Macs who can't use Mids to view it?
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Quote:Probably want to link to the wiki page.
Incarnates
This is what Statesman and Lord Recluse are defined as now - imbued with the power of the gods. They seem to be hinted at in Cimerora, as well, with the "lost sixth origin." Also, in the same (pre-SoA release) interview with Positron, he commented that after they released Nictus, "We want to work on Incarnates, we're just not sure how to work them into the story."
The Cimerora backstory, I think, seems to indicate they're working them in.
So what are they? We don't know. This might be an archetype, it might be a special origin. Speculation abounds. With any AT, but especially an "epic," they're going to have to do a delicate balancing act when it comes to powers - after all, the two we know of are supposedly two of the most powerful beings in the CO* world.
In Cim they specifically call out Imperious an Incarnate, and the giant robots were specifically intended to be powered by Incarnates. Reichsman is almost certainly also one, as is Tyrant, as would be any other theoretical alternate universe Statesman/Recluse variants. But as far as I know, there is only in-game text referring to States, Recluse, and Imperious. Still, we "know of" three.
Trapdoor and Stheno are listed on the wiki's incarnate page but that's making the leap that all beings who drink from the Well and gain powers are incarnates. If you rank all of the maybes there's seven. Though I think the Miss/Lady Liberty thing is really stretching it. But that's just my opinion.
On the what is it, we know States and Recluse have deities imbuing them with power thus the name can be said to be a reference to a god incarnated inside the body of the NPC. -
The Mac forum has a request for permission to play with the files to make them usable for the Mac community. Just FYI.
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In that case, I strongly, STRONGLY recommend reading Fulmens mini guide to frankenslotting. It's in his signature and he responded in this thread.
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If I'm not selling it, I slot it as soon as I get it.
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Quote:I'm assuming this refers to glowies that gave a reward when you clicked on them, the as-stated fedex/talk steps within a single mission, and other small incremental rewards.Could someone give me an example of what this refers to? I'm having a hard time coming up with anything significant enough to warrant a change.
Basically, anything you get a reward for in Dev-created missions that you can't get rewarded for in AE missions is a possibility. -
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Coolness. I hate those jerks and will wear that badge with pride.
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Quote:Then you might have an inflated sense of "worth selling". You also might be checking recipe value and not crafted IO value.Is the 10-14 ticket roll really worth it? I remember trying it on a 20ish character and I filled up my recipes three times and got nothing worth selling.
Almost all the attack sets cost effectively nothing in salvage and crafting fees up through level 20 and quite a few sell for a million each even as low as level 15-20. If you're rolling with a high-level character they're worth a good bit more.
The defense sets are also reliable steady money. Everyone has a use for def/end and res/end IOs. those rarely sit for long nomatter what level or set.
If you're low level then anything with accuracy is a good seller. Even junk like cleaving blow acc/dam will move for a 200k+. That's about the same return as rare salvage on a per-ticket basis., just a bit lower since some of the top rares are getting spendy.
It's not zomg-purple-sauce levels of money. But it's solid. And when the res/def, +regen, -kb etc fall in your lap it really feels good. -
Quote:At that level the difference between a boss and a lieut is hardly noticeable, except the boss gives 5 times more exp and hits a bit harder.The "too easy" complaints may have come from players with bosses turned off, which would make your end "boss" into a lieutenant. The same setting downgrades EBs to bosses in AE...which can be tough for a lowbie but not nearly as tough as an EB.
Seriously make yourself a quick clone of the old HVS henchman exploit farms but populated with level 1 luminous eidolons. after three fights vs bosses and 3 vs lieuts you'll see what I mean. And I mean fights not clears of the map.
By level 15 you are feeling the difference as the bosses have better powers, the debuffs start hurting, and they really pick up the hp. But early on, I sometimes can't tell if I have bosses on or off except by the xp. -
Quote:Gotcha. I'll still recommend my advice for triage beacon, stamina, and maneuvers over swift though.Recharge is big factor for 1, that means more trap chucking faster. Thats huge thing, When your building your fort of doom, you got enough recharge to chuck out 2-3 caltrops around you, its glorious, same with dropping down another Poison Trap, before first is done,
If you click the link there, she is softcapped vs S/L. I believe pretty close to Energy(43%), but with D.P. you move fast anyways.
JJ -
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Quote:+2x6 against Renegade Vanguard?Wow my SS/Elec usually fights +2x6 all comers except the toxic's. My BA/Elec generally does +1x6 or 0x8 I just love a crowd for her AOE nothing like one shotting 3 at a time.
I want to see a build that can farm those buggers. They're dangerous. -
I always seem to do it wrong with jump as the jump is cancelled when the attack triggers and I plummet. But SuperSpeed works fine for me.
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Most players slot at 50. This is why prices for level 50 IOs are sometimes triple or more the price of a level 49. Please don't be that silly. A 0.1% difference is not worth paying an extra 5 million inf for.
A +0 SO gives you 33.3% enhancement, a +3 gives 38%.
A Level 21 Acc/Damage IO gives 33.6% total in the form of 16.8%/16.8%. A Level 18 Triple gives 34.7% in the form of 11.56%/11.56%/11.56%. A level 30 generic gives 34.8%. All three are comparable to a +0 SO that never expires.
Level 24 duals are worth 38.4%, level 20 triples are also 38.4%, and level 40 generics are worth 38.6%. All are better than a level 53 SO.
Therefore, if you care about your enhancement numbers any point after your character is level 17 you can start slotting sets and have higher bonuses than if you were using level 53 SOs.
However you also want to keep in mind the decision on how you will use your character. Will you level lock them for merits? Will you farm at 50 for purples? Will you do lots of task forces and thus exemplar down low?
If you're farming, then you want your sets to be level 40+ and you can slot them as you find/buy/craft them. starting at 37. If you're doing taskforces, then you need to look at what level is the lowest you want to keep your buffs. Many people like level 32 and 35 sets for this. For PvP 33 has been popular as that is the highest for Siren's Call.
Once you know what level of set you are going to use in your finished build, you can start slotting them as soon as you are high enough level. Waiting until your character is 50 to slot a level 35 IO is kind of silly. But I see people do it all the time.
So, what will you use your character for? -
Quote:That's sad.But they didn't count for the badge. Next time you see a Toxic Tarantula in Warburg, check the faction. The ones outdoors in Warburg are listed as 'Rogue Arachnos' and do NOT count toward the badge.
I don't know WHY, but lots of people can verify this and it says so right on the ParagonWiki page about the Venomous badge. -
Quote:Hmm, then I may have had a bugged character. I had transmogrified for a long time without Stalwart and it appeared when I turned in my respec. I'll check on my second character. I don't remember getting two badges on completing the trial.Correct. The first time you complete a respec trial, you get Transmogrified. The first time you claim a respec reward (regardless of how many times you've done the respec trial previously), you get Stalwart Medallion. When you turn in your respec at Jack Wolffe, the text on Stalwart changes. Statesman Star and Freedom Cross always have the same text, you don't have to turn in your respecs.
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Quote:But you CAN place two of those three at range. Traige beacon you just need to be in melee range of your allies, which is out of melee range of your enemies. And Acid Mortar has a short, but definite range. Poison Trap is the only one you're really in melee with. The other two it is PBAoE at worst, and you can stay out of most of those.No apology necessary, the problem with text communication is that it can be very hard to convey tone and nuance without going on for pages.
I haven't stripped my fire/traps corr yet, so I went back and played him. I tried diff approaches and played solo and team. I have come to the conclusion that what i really don't like about traps is not the powers themselves (they are good), it's the whole place them at my feet thing.
If I could place Triage Beacon, Acid Mortar, and Poison Trap at range it would improve the set immeasurably. -
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Why not Eradication over Obliteration? Stack the ranged defense a bit more and save money. Plus, the energy damage over smashing will help out with enemies who resist when you're not using special ammo.
And if you've got forcefield, combat jump, and scorpion shield, you really ought to consider Maneuvers. Move one slot from assault and run two Def/End IOs in it.
With three slots in Stamina you get more end/sec running P'Formance Shift Proc & End Mod plus one generic endmod than you do off of three generic end mods. The run speed bonus is most of what swift gives you so you can use swift's slot to get maneuvers, keep hurdle, and have bonus defense with nearly the same move speed. If you swap the eradication's in you should be able to afford performance shifter.
With Triage Beacon, I'd say, either stack the heal/end/recharge from Doct'd Wounds, Numina, and Harmonized Healing (no reason to pay for Miracle). Or go with Numina/Miracle Heal/Rech, Heal/End/Rech and Doct'd Wounds Heal/End/Rech. Except for the recharge bonus, Doct'd Wounds sucks. At least Numi and Miracle give HP and Recovery/Regen. If Miracle is too spendy, then two from Harmonized Healing will give a recovery bonus, which is much better than what Doct'd Wounds gives.
Interesting build though. -
In atlas park, my level 2 scrapper was kitted by a hellion through two groups of level 4 hellions and into a pair of level 5 clocks. I never did catch that guy.
On my dark stalker, I currently have the Serendipity Endurance IO slotted into hide. I don't have Murky Dweller at all, and my only defense with more than 4 slots is my status resist (Obsidian whateveritscalled) with a full set of Aegis proudly doing F*%^-all except buffing psi. And hide is the only one with 4 slots. If you can really count it as having 4.
on the market mistakes, wasn't me, but someone bought one of my absolute amazements (market price of about 60m) for 888,888,888. -
I use it seldom enough that I go for resist over recharge. If it needs extra time to come back up that's not a problem, but I want to juice it for every bit of buffage while it is up. So I have two res/rech and one pure res. but the four res/rech is not a bad recommendation.