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Posts
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Auto-running is not a bug, although you're not the only person who dislikes it. Fortunately, you can change that behavior with a simple bind. I believe it's
/bind mousechord +forward
Hopefully someone who knows for sure can confirm or correct that for me. -
The voucher unlocks the alpha slot, basically saving you the time it takes you run Ramiel's arc. It doesn't give you anything to put in the slot, though.
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Removing buffs and debuffs seems like a mechanic that would usually be fairly worthless, but on occasion would totally trivialize what's supposed to be a challenging encounter. It would be better to come up with a mechanic that's always useful, but not overpowering.
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Varies wildly from build to build, and depending on build goals. If you want to solo AVs, AoE attacks are mostly superfluous except for set bonuses. If you want to farm, a robust single-target chain is probably not necessary.
Some Mastermind primaries can easily take only 5 out of 9 powers - 3 pets, 2 upgrades. -
The bonus points for large bundles do indeed count for reward tokens. The $100 bundle is 8 tokens (9600/1200).
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Bundle them with the Rulu-Shin costume pieces from the new signature arc and bam, Rularuu Costume Pack! I'd buy it.
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Typically, you can expect an outlay of approximately 0 influence to get a complete set of incarnate powers. If you are impatient and buy XP with threads, that can jump to as much as a few tens of millions.
Unless you have horrific luck (and don't use empyrean merits for some reason), you should not usually need to use the expensive recipes to craft rare and very rare components. -
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Willpower is a great set, it's based on layered defenses. It doesn't heal as much as /regen, and it doesn't resist as much as /elec, and it doesn't have as much defense as /sr, but add them all together and it's quite durable. You also get improved endurance management. It's rather difficult to get softcapped defenses on a /WP, but it's also not necessary.
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Oh sure, make me rethink now that I've finally convinced myself to re-roll my oldest character, a BS/Inv, with Titan Weapons once they come out.
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/shield is one of the best secondaries, but it doesn't have a heal, and even with capped defense you still get hit sometimes (in fact, against +4's, rather often). If you want to run at extreme difficulty you should make liberal use of inspirations.
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...why would Valkyrie use a staff? Am I missing something? Or will staff melee include spears?
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"Peek". A peak of Titan Weapons in action would mean that Titan Weapon action has reached a high point, and will decrease in usage from here on out.
Of course, I will inevitably have made a silly grammar mistake in this post, despite my attempts to proofread, so the cycle will continue.
Edit: I somehow missed that this was already brought up on page 2. Oh well. -
I'm not sure what Psychic Armor would do - it seems like Willpower or Energy Aura already pretty much cover that. Psychic Melee could be cool though.
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They always match your level. They level up when you level up, and they even scale down when you exemplar, so you get to keep the set bonuses.
However, attuned items cannot be given to characters that are not on your account. -
If your character already gains 4 end/sec (quite high), a fully-slotted Superior Conditioning will give you roughly .4 end/sec more. .6 if you count the Performance Shifter proc. At that point you're using 4 slots in the power. I've used Conserve Power with 2 slots to turn a net end drain of almost 1 end/sec into long-term endurance neutrality (use most of the bar between cycles, recover to full during the buff), so basically CP was providing me more endurance than Superior Condition does, despite using less slots. In short, Superior Conditioning is not as good as Conserve Power, and the margin widens as you add recharge.
In fact, now that Electric Armor and Energy Aura both have lost Conserve Power, I've wondered if the Brute ancillary pool might get rid of Superior Conditioning in favor of it. (Not saying it should, just that it occurred to me there's no reason it couldn't any more.) -
IMX, enemies who are resistant to fire are not common, and most of those are just resistant to everything, so fire is not at any particular disadvantage against them anyway.
There are still occasional enemies that are specifically resistant to fire, and having some non-fire damage on hand for them can be nice, but it doesn't come up often enough to base a build decision on it, IMO. Better reasons would be that Ball Lightning requires one less power choice, and lets you get Summon Adept as you mentioned. On the other hand, Ball Lightning has a slightly longer cast time, does not do as much damage up front as Fire Ball, and is less satisfying than giant explosion -
Well, since the 5% crit still says only minions and underlings, and I'm still getting crits against Lt-and-higher ranked enemies, I feel safe saying that this is something like a display bug and not some kind of stealth nerf.
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Quote:I think that's even worse than the first idea. It has all the drawbacks of the original idea, plus it requires three times as many threads/components. On top of that, most characters do not have 3 theme-appropriate Lore choices (it's already a stretch to choose one).I had an idea about this. It wasn't to make the pets perma, but rather to simply make them non-exclusive. So as soon as one set of pets expired, you'd be able to summon a different set of pets. That way if you have 3 different pets, you could have one of them out at all times. That would require you to obtain 3 sets of pets (lots of extra work) and therefore may not even require a damage nerf.
And, it would absolutely still require a damage nerf. Costing more threads and components is not a sufficient drawback to getting permanent pets that outdamage most player characters. -
Quote:Well, ignoring the strawman argument that cropped up at the end there, the "why not" is because those things* are not purely cosmetic like costume pieces, so they're poor comparisons.So you want to screw the rules as you have money?
Why not make the incarnate Armor at lvl 1, why not make IO's all available from lvl 1, All TF's at lvl 1, ouro at lvl 1 why not just have everything at lvl 1 cos u have money and u clearly dont want to work for or have anything later on in the game?
*except Ascension armor, but apparently the devs feel it's a special case because it exists primarily as a status symbol. -
You don't get Moment of Glory until 38, and although I've never played a /regen, I'm told that's a crucial power for mitigating alpha strikes.
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A click IS active. You have to activate it yourself (or by auto-cast). A toggle wouldn't really be Active Defense anymore, it would become Basically Always Except Right After Rezzing Or Logging In Or Getting Sapped Defense. And that just doesn't have the same ring to it.
More seriously, there are advantages to having a click mez protection; most notably, you can stack it for increased DDR. If you don't want to deal with remembering to use Active Defense periodically, put it on auto-cast. If you don't want to deal with click mez protection at all, there are a number of excellent armor sets that have normal toggle mez protection. If you don't want it to interrupt you during Build Up, queue your attacks.