Hopeling

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  1. Every NPC I can think of with a toggle doesn't leave it on full-time, so I doubt it's a bug. If they wanted it to be permanent it would be an auto power.
  2. There's a scroll bar. It shows all the Judgement powers in the tailor window, even the ones you don't have. Kind of the same reason it shows every power from your primary/secondary, even the ones you didn't take.
  3. Quote:
    Originally Posted by Scirion View Post
    Gigantic red letters "War Walker powers up it's Orbital Lance!"...
    Combined with the giant red target reticle on the ground, I found it a fairly obvious Something Bad Is Happening Be Careful alert.
    Quote:
    Same goes for Marauders Nova Fist or whatever it's called.
    The Nova Fist warning even specifically says to get away from him, doesn't it?
  4. Quote:
    Originally Posted by plainguy View Post
    looking at the Tier 3 interface slot I recall seeing 100,000,000 as the price to combine. Similar to when you make an IO. I could have misunderstood it I guess. But I don't see how you don't pay the money part. I sure don't want to pay if I don't have to.
    That's one way to get a Rare component. You can also get one from a end-of-trial reward table with a bit of luck. You can use 8 Empyrean Merits to craft one for no inf cost (or 30 to craft a Very Rare). Lastly, completing the "Master Of" badge for a trial will give you a random Rare component.

    The 100-million-inf option is pretty much there as a last resort.
  5. The Partial Radial and Final Radial are 45 degrees and 120 feet, actually.
  6. Looks all correct except you don't need the Partial rares specifically to make a Very Rare - any pair of rares will do. On the right-hand side, you can scroll down and select the appropriate recipe for whichever pair you have.
  7. "My 6 spiders" would mean you're a SoA, right? TT: Leadership gives Confuse protection.
  8. The escapees have some kind of confusion aura - not sure exactly how it works, but it's not a bug.
  9. Since /shield completely lacks a heal, I find the regen/heal to be the most useful. Barrier degrades to a very minor buff after a few seconds, but the regen is at least 200% for the entire duration, which is pretty significant.
  10. Quote:
    Originally Posted by Metatron_NA View Post
    I do want to point out that one of the key questions is if this can work in the *daytime*
    Oh, I misread that as PM-AM.

    They form all day, too. Did a few just this morning.
  11. Quote:
    Originally Posted by Metatron_NA View Post
    Are you suggesting that I can PUG it and generally NOT face mission failure,
    If you can preform a league, yes (and leagues seem to form all night long on Freedom). In a couple of weeks, knowledge and new powers will probably have spread through enough of the population that the LFG queue will have a good success rate too.
  12. Quote:
    Originally Posted by Willowpaw View Post
    Conflicting information detected. Self destruct imminent.
    I was thinking of when pre-forming a league to queue as a group: the entire league needs to be in the same zone before you can join. But if you're queuing solo it doesn't matter where you queue from relative to the rest of the team you end up on.
  13. Quote:
    Originally Posted by Metatron_NA View Post
    Is it true that you can create and slot a Rare Incarnate, and later use that Rare to get you to the Very Rare? That you typically slot and use your intermediate Incarnates along the way?

    Also, if I got this right, 3 of the 5 Incarnate Slots can give you a level shift. Does this mean that you can actually be a 50+3?
    Yes and sort of yes.

    You need a Common ability to build an Uncommon, an Uncommon to build a Rare, and two Rares to build a Very Rare, so you can use the one you have while you work on the next one.

    The level shifts from Lore and Destiny only work while you're in an Incarnate Trial, but the Alpha shift works anywhere.
  14. Quote:
    Originally Posted by Willowpaw View Post
    The way it states: Zone - Any (but co-op zones are best) implied that everyone has to be in the same zone.
    They do, actually.
  15. Quote:
    Originally Posted by Metatron_NA View Post
    The only Incarnate Enhancements I care about getting are the Very Rare, cream of the crop ones. I understand I think that along the way I collect the lower level ones, but my point is that I will be comparing the value of the power of the Very Rare Incarnates with the slog/grind required to get them. If getting the Very Rare ones can’t be justified, then I don’t want anything less.
    This, I think, is going to kill it for you. The Very Rares are hard to justify in terms of return on effort invested, no matter what kind of player you are. For about the same effort it takes to get a Very Rare in 1 slot, you could have Rares in every slot (and have almost the same benefit).

    Although, if you tend to level characters to 50 and then shelve them, that says to me that you play for the journey more than the destination, which makes it sound odd that you only care about total completion of the system.
  16. The mechanic by which resists resist damage debuffs is a little weird: it will show the full damage debuff in combat attributes, but when using an actual power it will apply the relevant resistance to the debuff for whatever type of damage the power does.

    As an example, suppose you apply -50% damage to an enemy. Their combat attributes will indeed show -50%. Let's say they have 50% lethal resist, but no fire resist. The enemy then uses Fire Sword. The lethal component resists 50% of the 50% damage debuff, so it does 75% (25% reduction) of the normal lethal damage, but they have no fire resist so the fire damage component does 50% (50% reduction).

    I've personally observed this because for a while there was a bug that made Build Up powers resistable. When I used it on my BS/Inv scrapper, the actual damage increase to my lethal-damage Broadsword attacks was exactly the amount that would be dictated by my lethal resistance resisting the buff.

    I assume, but have not personally tested, that level differences will also resist damage debuffs via the purple patch.
  17. You can get into Lambda/BAF from the LFG button next to Email on your chat window.

    Once inside, a narrator (it's unclear who) explains your objectives and what's happening as thing occur.
  18. Hopeling

    LFG system....

    The average wait time is technically true, but it's not a useful average because it counts the pre-formed full leagues (who get in instantly after queuing, since they have a full group already).

    So if one person sits in the queue for an hour, then a group of 23 queue for BAF and get in in one second, the average queue time for those 24 people will be:

    (1*60 + 23*.0167)/24 = 2.5 minutes

    ...even though the only person who actually waited through the queue was there for an hour.

    I don't know what server you play on, but on Freedom there are constantly leagues pre-forming for the trials in Pocket D. Try going there (or the RWZ) and see if there are any forming, or ask around in global channels.
  19. I like Ion Judgement because the jump range is quite large, so it almost always hits everything.

    I went down the Radial Rebirth path for Destiny to plug /Shield's biggest hole, which is the lack of a heal, and it plugs that hole in spades.

    IDF Lore is nice because if I can't have IDF costume pieces myself, at least I can summon pets to look at

    Reactive Interface is the only option that boosts damage, so I took that and went down the Radial branch for the DoT.
  20. Quote:
    Originally Posted by Cheetatron View Post
    I mean you said incoming damage can't be taken below 90% of it's base right?
    Damage debuffs and resistances apply separately. You can't debuff their damage below -90% - so if they have an attack that does 1000 damage base, you can't reduce it below 100 with damage debuffs. However, if you then have 90% resistance, that 100 damage hit will be reduced to 10.
  21. From what I've read, it applies to any attack which can take damage enhancements.
  22. Quote:
    Originally Posted by Landeyda View Post
    Not sure I understand the justifications of the Lore slot. These aren't actual seers/warworks/ect that comes out to help our characters -- they're essences we're drawing from the Well.

    It has nothing to do with a character concept at all, since any past history would be updated by becoming an Incarnate. These are powers granted outside our original concepts.
    My scrapper's Lore slot calls IDF essences, but since he himself is ex-IDF, it actually does tie to his concept. He's using his Incarnate power to summon his best soldiers from the Hamidon Wars.

    So there

    Edit: But moreover, Incarnate powers aren't completely separate from a character's original concept. Remember, in Ramiel's arc, the artifact that started us down the Incarnate path changed form to suit the character. The power comes from the Well, but the form in which it manifests can still be tied to the character concept.
  23. Ion jumps are bugged and benefit from damage buffs. It can also jump to the same enemy more than once; I've taken away 80% of a 54 boss's health with a single cast.
  24. Quote:
    Originally Posted by Venture View Post
    This storyline could not be saved with mouth-to-mouth resuscitation.
    Yeah, I doubt cardiopulmonary resuscitation could work on something without a cardiopulmonary system. It would be like trying to fix a broken window with jumper cables.