Hopeling

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  1. He's a little outside the Sharkhead AE building. His name is Mortimer Kal, look for a guy with a beard and wearing a high-collared cape.
  2. You can right-click on the abilities in the crafting tab and see the exact stats and powers of each pet. This works for the other slots as well, except Interface which doesn't show anything useful.
  3. Quote:
    Originally Posted by Lobster View Post
    I hope it's not a bug, I thought it was kind of nice that Spiritual Alpha users got something since they get jack for boosts on Judgement. Cardiac/Nerve working on Barrier would be nice as well.
    I agree (preferably I would like to simply have Spiritual work on Judgement, but that probably won't happen). I was just relating what I've seen. Sorry to be the bearer of bad news if it turns out to be true
  4. From what I've read, nothing is supposed to affect Destiny, including Alpha. Spiritual works on Rebirth, but that is considered a bug.

    With a +1 level shift, a 54 AV would be a +3, so the purple patch puts your powers at 65% effectiveness. That would indeed reduce a 50% debuff to 32.5%.
  5. The -regen is 60% total when fully stacked. With an AV's 85% resistance, that goes down to 9% regen, roughly equivalent to 9 dps (I forget exactly how much hp/s a normal AV has but it's around 100).

    I've seen numbers tossed around of 30-40 DPS for Reactive Radial. I haven't tested or crunched the numbers myself, but assuming that's accurate, the Reactive will definitely be better. As to Radial vs Core, again assuming the 30-40 DPS is accurate, and assuming for the moment Total Core vs Total Radial, the Core would become better if you do in excess of 3-400 DPS before Interface. With some of the times being posted in the Pylon thread, though, I'm not sure that's out of reach...
  6. It's been happening all over the place, some kind of bug with the LFG queue, it dumps you into other peoples' missions. A team of Incarnates poured into my level 40 tip mission the other day. Those Malta never knew what hit them
  7. "Player Questions" is for players asking questions of other players. It's not the place to address anyone who could possibly do what you're requesting.
  8. Quote:
    Originally Posted by Dr_Mechano View Post
    It either, from what I can figure out.

    A) Accepts outside damage buffs, mine says 400 something with another 200 on the proc when I regularly see it hitting for 700 damage and then the 200 proc ontop when Rage is in full swing. Now this may be the +45% damage Alpha I have slotted.

    or

    B) Jumps back onto targets it's already jumped from, meaning it tends to hit a clustered group of say, 20 enemies, twice each, dealing absurd amounts of damage.
    Actually, it does both! I've personally observed my Common Ion Judgement do 2 hits for 1200 and nearly kill a Vicky that was at full health, and that's not nearly as good as some I've seen posted on the forums.
    The jumps (although not the initial hit) benefit from all damage buffs - including Musculature of course, but also including Assault, Build Up, Fulcrum Shift, or anything else you like. AND, because of the way the jumps work, it can indeed jump back to previous targets. The explanation I saw (in a thread I am too lazy to find right now) said that when A jumps to B, B can't jump back to A. Then B jumps to C, but C can jump to A.
  9. The description on Power Siphon is a little misleading. 'Draining the strength of your enemies' means the -dmg secondary effect on your attacks, but your attacks will apply the debuff without Siphon also. As to the stacking, it means that each attack you land during the duration will provide a stacking damage buff, up to 5 stacks.
  10. I'm going to have to get the Vicky on one of my characters after reading this.

    My favorite is still the IDF, though, just because they look cool.
  11. One of the big appeals of the Broadsword set is:
    SHUNK
    CRUNCH
    SKLUTCH
    ...and other satisfying sounds.

    Oh, and I guess the well-rounded set of attacks and the defense from Parry are worth something too.
  12. Quote:
    Originally Posted by Lohenien View Post
    A good place to start would be performance shifter IOs.
    Are you why I had to pay 15m for a pure Endmod this morning >

    Yeah, I know, BUY IT NAO is dumb, but I really wanted to finish the build.
  13. I have the t3 regen destiny on my BS/SD, and it's pretty amazing. The first few seconds are basically a full heal, followed by over a minute of much-improved regen. Not to mention that you can use it to save teammates!
  14. I decided on the Soul Mastery build. I had most of the parts already, bought the rest except for a couple Kinetic Combat bids that I'm still waiting on to fill (I have Smashing Haymakers in there as placeholders for the moment). Took him on an ITF this morning to get started on Cardiac, everything went totally smooth, aggro was no problem, surviving was no problem. Taunt Sink, I mean Power Sink, was really handy.

    Thank you all for your comments, input, and advice.
  15. That's true, but the increase in power from an Uncommon to a Very Rare is for most abilities much less than the improvement from nothing to a Common or Uncommon.

    An Uncommon Core Lore ability gets you a boss pet. A Very Rare gets you a boss pet with a 25% damage bonus, and a much weaker Lieutenant pet.

    A Common Judgement does 428 damage to 16 targets. A Very Rare does the same amount, plus a chance at a secondary effect/extra damage, to more targets, but in solo content you will rarely be fighting more than 16 enemies at once.

    A Common Destiny generally does the same thing as a Very Rare Destiny, just for a shorter duration. If it's the secondary effect of the Destiny that you want, it's available at Uncommon.

    Interface is admittedly the most dramatic increase as you improve ranks - a Rare is 3x the proc chance of the Common.

    I actually agree that unlocking and crafting any of these abilities without trials is painfully slow, but looking only at Rare abilities exaggerates it unnecessarily. It's like complaining that Inventions are too hard to get while looking only at the cost of purple sets.
  16. Hopeling

    FM\SD Help

    With Grant Cover and three membranes in AD (double stacked), my DDR is still not capped, it's at 91%. I don't think it's possible anymore now that the DDR on Grant Cover is not enhanceable. Maybe if you severely overslot AD/BA or use Nerve. Alternately, I think one of the Destiny abilities gives DDR?
  17. If you don't do the trials, the level shift that comes with the rares doesn't work, so you don't particularly need rares. Commons and Uncommons are more than fine for anything that is soloable.

    It's still pretty slow, but people seem to always focus on the rares or even very rares as if they are the only ones worth getting.
  18. Quote:
    Originally Posted by Breog View Post
    Can Dull Pain give over 900 hps? At first glace looks like it would give max around 600ish *shrug*.
    Dull Pain gives 20% unenhanceable HP, and 20% enhanceable, so almost 60% total when slotted. On a tank, that's over 1000 hp.
  19. Nevermind, got one cheaper.
  20. There are multiple successful sales at 3b on the first page of this board alone.

    What's your global name? I'm interested, but I leave for work in about 2 minutes so you'd have to wait until tonight, if you sell it before then I understand. I am @Iron-Oath.
  21. Quote:
    Originally Posted by untoldhero View Post
    Depends on how beast you want to be?
    Haha, hard to argue when you put it like that.

    OK, here's what I've come up with. S/L defense is softcapped now, E/NE at 34%. I'm not seeing a good way to raise energy defense further, but I'm open to ideas. Exemping low would probably suck, I'd be left with Quick Strike and an underslotted Boxing, but I rarely do low-level TFs anyway. For other stuff I could run QS -> CS -> QS -> Gloom -> QS -> Burst/Taunt with about a .1s pause. Everything but Dark Oblit is >90% chance to hit against +3s.
    Edit: and once I get the t4 Cardiac I could pull the extra slot from Charged Armor and... do something.
    Edit 2: Moved some powers around, and Smashing Blow is useful as an attack again.

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lightning Impact: Level 50 Science Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Kinetic Melee
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5), ResDam-I(13)
    Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), Acc-I(11)
    Level 2: Lightning Field -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(5), Erad-Acc/Dmg/EndRdx/Rchg(7), Sciroc-Acc/Dmg/EndRdx(29)
    Level 4: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(48), Acc-I(48)
    Level 6: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam(21)
    Level 8: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(27)
    Level 10: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 12: Energize -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(21), Numna-Heal(27)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(33)
    Level 16: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(23), Mocking-Taunt/Rng(33)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(50)
    Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(34), LkGmblr-Rchg+(40)
    Level 26: Power Sink -- Mocking-Taunt(A), Mocking-Taunt/Rchg(33), Mocking-Taunt/Rchg/Rng(39), Mocking-Rchg(39)
    Level 28: Burst -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(36), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(37)
    Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(31), LkGmblr-Rchg+(31)
    Level 32: Power Siphon -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(42)
    Level 35: Combat Jumping -- SW-ResDam/Re TP(A), LkGmblr-Rchg+(36)
    Level 38: Concentrated Strike -- GS-Acc/Dmg(A), GS-Dam/Rech(39), GS-Dam/End/Rech(40), GS-Acc/End/Rech(43), GS-Acc/Dmg/End/Rech(50)
    Level 41: Gloom -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42), Dev'n-Acc/Dmg/Rchg(43)
    Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Darkest Night -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(48)
    Level 49: Power Surge -- GA-3defTpProc(A)
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 50: Cardiac Partial Core Revamp
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 1: Gauntlet
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(46), P'Shift-End%(46)



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  22. Hmm. Lots here to think about. I'm going back to the drawing board for a bit, got a few ideas now.

    How important is Power Siphon as a tank? I'm considering dropping it to fit in a travel power, especially since two of my best attacks are from Soul Mastery and don't stack the buff... on the other hand, lacking it would hurt when I try to solo something. Or perhaps Power Surge, since I can cap the three most important resists without it? I can make do with Ninja Run, but it would be nice to have a real travel power.
  23. That's correct, you can now get Shards below 50.
  24. Quote:
    Originally Posted by Adelie View Post
    In all honesty, once the wave of us who have been playing the game for a long while go throug the system, I really expect the entire incarnate system to go the way of PvP and Architect.
    The Incarnate system is much more analogous to the Invention system than it is to PvP or AE, though. And interest in inventions hasn't died down at all even though it's been 11 issues.