Hopeling

Legend
  • Posts

    3079
  • Joined

  1. Yeah, constructing Notices is obnoxiously difficult, but note that Alpha powers can also be constructed from the Trial/thread components, as StarGeek said. Select the power you want in the crafting screen, then use the scroll bar on the right (or just expand the window vertically so you can see both recipes).

    Edit: Just for the sake of thoroughness, you go to Incarnate Powers -> Convert -> Incarnate Shard -> Rare to make Notices, if you for some reason wanted to do so.
  2. Burnout has a thirty minute base recharge (!), so even if you somehow cap your recharge it takes six minutes to come back (and with a practical/realistic build it will take longer). You could certainly use it to IH twice in a row, but you couldn't do it three times in a row.
  3. Cardiac makes your powers cost less. But nuke crashes aren't a power cost, they directly modify your endurance. Conserve Power doesn't mitigate nuke crashes (although it makes it easier to get by with no recovery when you pop a blue afterward), and neither does Cardiac.

    Also, a 45% discount doesn't mean your powers cost 55% of their normal costs. Endurance reduction makes the power cost 1 / (1 + endredux) of the original cost. So 45% from Cardiac would make a power cost ~69% of the normal cost, assuming you have no other endurance reduction slotted in the power.
  4. Hopeling

    Mu Mastery?

    You can indeed do patron arcs at 35. You still need to talk to Arbiter Rein first, he'll introduce you to the patron of your choice.
  5. When you switch sides, your villainous accolades stop working, and you gain the heroic version of the accolade instead. For the auto power accolades, they just show up on your buff bar immediately. The click power accolades like Demonic Aura get grayed out; the new version is in your powers window, but doesn't automatically replace the old one on your bars. The same is true in reverse for heroes turning to villains.

    So no, you can't earn double Crey guns, although if you know you'll be side switching you can cherry-pick which accolade to earn where, based on which you find easier.
  6. Quote:
    Originally Posted by Netphenix5 View Post
    I know both are pretty much opposite - one is almost pure defense, the other almost pure resistance.
    Actually, Invuln is more of a layered defense set than a pure resist set. It has high S/L resist, but only moderate exotic resists. However, it also has strong defense (not as high as SR of course, but definitely softcappable with IOs), and a beefy heal/hit point boost.
  7. The Steadfast 3% runs, what, 30-40 million? Not only is that far cheaper than the LotG 7.5s, it's cheaper than the full set of Gaussian's you're using, and gives more defense. It's also cheaper than some of the other LotG pieces you're using, the Oblit quad, the Numina unique, and possibly even some of the uncommon sets you've got once you account for salvage and crafting costs, and gives more benefit than any of them. In bang per buck, the Steadfast 3% def is one of the best pieces you can find. I'm slightly puzzled why you seem to be trying to avoid it.

    If you're going to use Fly and Afterburner, they should be slotted for speed imo (or possibly used to mule IOs - you could swap the slotting in Grant Cover and Afterburner for example). You won't be attacking while using them anyway, so endurance should not be an issue.

    I think it's a little silly to slot and use Maneuvers, and then use Hover as a mule because of the end cost. Maneuvers costs twice as much as Hover and gives almost exactly the same defense. You could slot Hover instead, completely skip Maneuvers, and get an extra power slot to take Hasten or something.

    You can put a Performance Shifter proc in Physical Perfection as well, it's much better there than a plain endmod. You might also consider a full set of Numina in True Grit, rather than the Titanium Coating (and then trade the Mako's set for a Touch of Death, or something). I prefer the +hp to the minor resistance, anyway. This also lets you use the slot in Health for a Miracle unique.

    Simply turning Phalanx Fighting down to 0 and adding the Steadfast to OwtS puts you at 47.7 ranged defense, so you could afford to (for example) drop the Red Fortune set in Deflection, and instead mix some sets to get both res and def from it.
  8. Well, for one thing it lets you pull the LotG: Defense from Phalanx Fighting, since the base part you get when alone is not enhanceable. Using that slot to add back the Steadfast unique fixes the problem.
  9. No, it provides a base unenhanceable amount of 3.75% when you're alone. Mids reflects this when you set the slider to 0. If you set the slider to 1, you get the 3.75%, plus an enhanceable 2.25% for having another person near you.
  10. The 60% regen debuff is I believe affected by AV resistance, so it works out to a trivially small amount. Reactive is stronger, and also remains useful against enemies of lower ranks that don't have such huge regen. If you want to avoid the stacking limitations of other team members with Reactive, you might be better off waiting for one of the new DoT Interfaces coming in i21.5.
  11. Hopeling

    Stalkers: -HP?

    Quote:
    Originally Posted by GavinRuneblade View Post
    the only other hangup I see then would be the duration, and what happens when it wears off?

    Is it like illusion damage where you heal instantly?
    Quote:
    Originally Posted by Seldom View Post
    As mentioned, though, regeneration does scale to hp, so it is (indirectly) a -regen,
    Actually, with the way max hp changes already work, it would not be illusory damage, nor would it be -regen. Instead it works much more like -resist.

    Remember, when maximum hp changes, current hp changes proportionally as well. So suppose a target with 1000 hp. You hit it with a -10% max hp effect, reducing it to 900. Then you deal 100 points of damage, reducing it to 800/900, or 88.88%. If the -hp then wears off, its maximum will return to 1000, and its current hp will change to maintain the 88.88%, leaving it at 888.8/1000 health. So your 100 damage attack effectively removed 111.2 points of health.
    Similarly, and since health regen is always in ticks of 5%, it doesn't matter how much max hp the target has - when it gets a tick, it recovers 5%. If its max hp changes, that 5% is 'stretched' or 'squeezed' to become 5% of the new bar. So if the previous target is at half health (500/1000) and regenerates a tick, it will be at 550/1000. If you reduce its max health to 500, it will be at 250/500, then regenerates a tick to 275/500, then the hp debuff wears off and returns it to 550/1000, exactly the same as if you had not debuffed it. Yes, its hp/sec displayed in Combat Attributes will be smaller, but each point of health regenerated is stretched to be worth more when the debuff wears off.
  12. Yeah, but then it's not much of a Follow Up, it's just a Build Up with a tohit check.
  13. Quote:
    Originally Posted by Sailboat View Post
    I don't want it to happen.
    That pronoun in the middle is potentially ambiguous, so forgive my attempt to clarify: you don't want a Null the Gull option to disable knockback, or possibly just change it to knockdown? Remember, it's Null, so you don't have to use the option yourself if you don't want it.
  14. Hopeling

    Ice Brutes

    In case anyone is actually still worried about Ice's effect on Fury, my Frost Giant brute uses Arctic Mastery and the Cryonic judgement with -rech, and I have so far resisted the urge to delete him in a fit over his uselessness. No, wait, that's not totally accurate - the thought has never even entered my mind, because I have never noticed any difficulty with Fury at all.
  15. You mean the new trees in I21.5?
    Quote:
    Originally Posted by Freitag View Post
    New Incarnate Powers
    Ten new Incarnate power trees have been added! There are four new trees in Alpha and Interface, and one new tree in Destiny and Judgement. Visit Empyrean Michael to unlock the new trees, then craft your new powers with the appropriate Incarnate salvage!

    Alpha
    • Vigor Boost: This alpha tree focuses on boosting Healing, and secondarily boosts Accuracy and Endurance Reduction. The radial branch also boosts Fear, Sleep, or Confuse effects.
    • Agility Boost: This alpha tree focuses on boosting Endurance Modification, and secondarily boosts Defense and Recharge rate. The radial branch also boosts run speed, fly speed, and jump distance.
    • Intuition Boost: This alpha tree focuses on boosting Hold effects, and secondarily boosts Defense Debuffs and Range. The radial branch also boosts Damage, Slow effects, and To Hit Debuffs.
    • Resilient Boost: This alpha tree focuses on boosting Resistance, and secondarily boosts Immobilize effects and Taunt durations. The radial branch also buffs Intangibility and Stun effects, and To Hit buffs.

    Interface
    • Cognitive Interface: This interface tree adds a chance to confuse targets of your attacks for approximately 2 seconds. The core branch increases the chance to confuse targets, while the radial branch adds a chance for a minor Psionic damage over time (DoT) effect.
    • Degenerative Interface: This interface tree adds a chance to debuff a target's maximum HP when you attack. The core branch increases the chance for the HP debuff to occur, while the radial branch adds a chance for a minor Toxic damage over time (DoT) effect.
    • Preemptive Interface: This interface tree adds a chance for your attacks to include an additional Endurance damage over time (DoT) effect. The core branch increases the chance of Endurance drain, while the radial branch adds a chance for an additional moderate Energy damage over time (DoT) effect.
    • Spectral Interface: This interface tree adds a chance to immobilize targets of your attacks for approximately 2 seconds. The core branch increases the chance to immobilize targets, while the radial branch adds a chance for an additional moderate Negative damage over time (DoT) effect.

    Judgement
    • Vorpal Judgement: You teleport and kick all enemies you successfully hit in a cone in front of you for heavy smashing damage.
    • The core branch adds a chance to inflict a lethal DoT on all targets struck. Using the radial branch version of the power grants you a defense bonus during and after the attack due to your quick movement.

    Destiny
    • Incandescent Invocation/Epiphany: This location-targeted utility Destiny power brings Assemble the Team functionality to an entire League and combines that with a potent buff to healing received and a targeted area of effect (AoE) foe Knockback and Stun. Its use creates a small safe zone in which your group can regroup, rebuff, and get back into the fight when it would otherwise wipe.
    • The core tree provides even more amplified healing on all targets. Using the radial tree provides additional utility in stealth radius, perception, and move speed boosts, or even short-term phase shift for your entire league
    If you mean info about the top 5 slots, I'm also unaware of any news.
  16. Total Focus hits hard, but is very slow, so its DPA is not exceptional. Energy Punch is much better for a DPS chain. I think you'd have to use some filler attacks still though.
  17. Quote:
    Originally Posted by Baltoro View Post
    Even though I'm loving all these new Melee Powersets (Kinetic Melee, Street Justice, Titan Weapons, Staffs), the lack of balance between the amount of Primaries to Secondaries (unless you're a Tanker) is starting to grind at me a bit. Let's bring some more dynamic Secondaries like Shield.
    I think somewhere, I can hear every single dominator ever playing us the world's tiniest violin.
  18. Hopeling

    Widow Build

    Quote:
    Originally Posted by Knightcri View Post
    At same level soft cap is 45% at +1 50% at +2 it's 55% +3 is 60% and +4 is 65% so this build is soft capped for trials as well. Hope you like it, and have fun.
    That's actually totally untrue, and has not been true for years. 45% is still softcapped against +4s, except in iTrials where the enemies have 64% base tohit instead of 50%, so the softcap there is 59%. Although tohit buffs and defense debuffs also abound in said trials, so going past 59% helps too.
  19. wat.

    The one night I go to bed before midnight XD
  20. Quote:
    Originally Posted by Swansu View Post
    No, really. I support this 100% I love my TW/Elec Brute on Beta.
    Oh, it wasn't a joke, that's what I made as well! It also really takes full advantage of /Elec's ability to help with endurance.
  21. Quote:
    Originally Posted by GavinRuneblade View Post
    Really, quite a few of the procs are as handy as debt resistance as a set bonus.
    You mean "badge resistance"?
  22. Hopeling

    Rage Defense

    Quote:
    Originally Posted by Twigman View Post
    Sorry, Hulk without rage is bruce banner meaning no resistant skin, no strength. Your logic is flawed.
    Indeed, and bullets don't bounce off Superman if he doesn't have some absorbed sunlight to run on, but he would just be /Invuln, not /Solar Defense. The source of the powers and the actual powers are not the same thing.

    But anyway, I'm not sure a set that varies in effectiveness with current health, while also having +regen effects, would work out well in actual play. If your health is going up and down all the time, the Hulk ends up pretty bipolar. Empaths would also probably be miffed when you ask them not to heal you. If it could somehow be "damage taken recently" or "number of hits taken recently" it might work better, so that healing back the damage doesn't remove the bonuses?

    The other problem I see with this set is that its -tohit penalty might pair TOO well with Super Strength because of the +tohit in Rage. I'm assuming the -tohit is supposed to be a meaningful drawback, but SS/ could totally circumvent it.
  23. Hopeling

    Rage Defense

    Interesting ideas... but I'm not sure what space this is supposed to fill thematically. You mentioned a Hulk-like theme in your second post, but the Hulk isn't protected by his anger, he's protected by his superhuman toughness and healing factor. (Those in turn increase with his anger, true, as do all of his powers, but in game terms that would just be his Fury bar. An undamaged Hulk is certainly not a calm Hulk.) SS/WP Brute already captures the Hulk very well, I think.
  24. Quote:
    Originally Posted by boppaholic View Post
    I'm really interested in the OP's original question. Can someone post the list of titan weapon powers... and possibly add details for each powers a la red tomax? I'd love to know the cast times, damage, recharge, endurance, buffs/debuffs, etc.
    The attacks are:
    Defensive Sweep
    Crushing Blow
    Follow Through
    Titan Sweep
    Rend Armor
    Whirling Smash
    Arc of Destruction
    You can type these in brackets on live and get a link to the power, but (I assume) it won't be up to date on any recent beta changes. Note that Titan Sweep and Rend Armor were previously Sweeping Strike and Shatter Armor: they were renamed because other powers already use those names, but they're probably still using the old names on the live servers. I assume this means you have to type [Titan Weapons.Sweeping Strike] for example to see them, because [Sweeping Strike] would give you the power from Dual Blades.
  25. I try to avoid speaking strictly ill of suggestions. Usually they are things I can see why someone would want, even if I don't, and it wouldn't hurt me to have it implemented. So when I say this, it is because I feel very strongly: directly tying personal power (incarnates, IOs, 14% maneuvers??) to SG membership and activity is a terrible, terrible idea.

    One of my favorite things about this game versus other MMOs is that I can log in and play without being penalized for not wanting to make complex social ties and commitments to a game. And if increased personal power is tied to membership, you can say it's a bonus to membership, or a penalty to non-membership. They are functionally the same.

    There is already a rather extensive system of SG advancement available through prestige, SG badges, and base building, and it has the kind of features that group membership should confer - travel, convenient crafting locations, general quality of life stuff. Expanding that is great and I approve of almost any suggestion that does so, even though I don't want to join a supergroup and don't care enough to create a solo SG. Adding stat bonuses or powers or equipment that are tied to group membership is not great and would greatly decrease my enjoyment of the game.

    And if the benefits of being in a supergroup are available to those not in supergroups by adding a universal supergroup, why make them SG perks in the first place? It would be much simpler and less annoying to give them to everyone automatically.