Hopeling

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  1. Supposedly, future Incarnate content will feature NPCs with level shifts.
  2. Quote:
    Originally Posted by Eiko-chan View Post
    So what exactly was the point of the new currencies, then?
    To get us to run the trials instead of the ITF. And at that goal it has succeeded.
  3. I thought that at the end of Ramiel's arc it said the artifact dissolves and becomes part of your power or something?
  4. Quote:
    Originally Posted by Auroxis View Post
    The description says 5%, then it should provide 5%. Simple as that.
    It does provide 5%. The description also says it's a toggle, not an auto, which means it's possible for it to turn off.

    I don't like it either, and it's stupid, but it's not misleading. NPCs always turn their toggles on and off periodically.
  5. Earning one of the badges for completing certain tasks within the trial gives a random Uncommon component. Similarly, earning all of those badges grants a trial mastery badge, which gives a random Rare component.
  6. Sorry, thought you were asking about the support pet specifically, and thinking that was the one you were interested in it made sense you'd want to go the path that prevents it from dying.

    Again, you can see their stats by right-clicking on the power. They have boss or lieutenant health as appropriate, and they have 25% damage resist to all types as well as 50% AoE defense (I'm not sure if that part is actually listed under Detailed Info). None of them have any auras that I know of besides the Battle Orb force field. The different types have widely varying attack powers, but as a ballpark figure, my IDF Commander hits for like 300.
  7. By the time you get to Total Radial, the support pets are untargetable and invincible.
  8. Money is easy to get, and it's already a multi-billion build with the 3% res unique, so if it'll get me a decent improvement I can spend more.

    Thanks for your advice on the AoEs, I hadn't even thought about slotting taunt in Power Sink.
  9. Right-click on a power in the crafting tab in-game and it will show you the Detailed Info, listing the pets' abilities.

    The support pets each have a defense buff (5 or 7.5%) and a heal. Seers do Fortitude, Warworks/IDF Battle Orbs do an AoE force field generator thing, Clockwork I believe have a single-target forcefield buff. The heals vary in strength and recharge, but do in the ballpark of a couple hundred on a recharge of ~10s.
  10. I haven't built a tank in forever. I'd like to make one who can tank TFs/trials well, but I'm used to building scrappers where the criteria are a little different. How would this build hold up? S/L/E resist are capped, and I'm one small luck from the softcap (2 small lucks for trial softcap). With Kinetic Melee debuffs, Darkest Night, and eventually a Paralytic Interface and Void Radial Judgement I'll be able to stack a lot of -dmg as well, but I don't know if that's enough to stand up to the likes of Marauder or 9CUs.

    Edit: Odd, the posted thingy says Cardiac Total Core Revamp, which has no +res, but in Mids itself it correctly says Partial Core Revamp.

    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: Fighting
    Power Pool: Speed
    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(7), ResDam-I(15)
    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 -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Acc/Dmg/EndRdx(39)
    Level 4: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13), Acc-I(15)
    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(27), Numna-Heal/EndRdx/Rchg(29), Numna-Heal(29), Dct'dW-Heal/Rchg(40)
    Level 14: Boxing -- Empty(A)
    Level 16: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(21), ResDam-I(50)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 22: Super Speed -- Clrty-Stlth(A)
    Level 24: Power Siphon -- RechRdx-I(A)
    Level 26: Power Sink -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(39)
    Level 28: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(31), LkGmblr-Rchg+(31)
    Level 32: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(33), Mocking-Taunt/Rchg/Rng(33), Mocking-Acc/Rchg(33), Mocking-Taunt/Rng(34), Mocking-Rchg(34)
    Level 35: Combat Jumping -- SW-ResDam/Re TP(A), LkGmblr-Rchg+(36), Winter-ResSlow(36)
    Level 38: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(50), Mako-Acc/Dmg/EndRdx/Rchg(50)
    Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-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(A), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48)
    Level 49: Power Surge -- S'fstPrt-ResKB(A)
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 50: Cardiac Total Core Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    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-Heal/EndRdx(A), Numna-Heal(40), Numna-Regen/Rcvry+(43)
    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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  11. The estimate would have to be based on how long previous people have spent in the queue. However, when a pre-formed league joins the queue and gets in instantly, it will skew that estimated time.
  12. Hopeling

    Lore guide

    You can right-click on an ability in the crafting tab of the Incarnate window and it will show you Detailed Info for the power, such as the pet abilities.
  13. I believe the damage bonus comes the Lore Power ability that those pets have. Unfortunately, Detailed Info doesn't show what Lore Power does, so you'd have to ask someone who actually has it. I would assume it's a buff that shows up under combat attributes, but don't know for sure.
  14. Quote:
    Originally Posted by Fanservice View Post
    Do you think it's worth going the Heal/Max HP route for a Willpower tank with Rebirth to benefit from the already quite insane regeneration?
    From Dispari's guide, A tier 4 Rebirth Core Epiphany does the following:

    Rebirth Core Epiphany: 856.72 heal, +374.8 maxHP first 10s, 160.62 next 20s, 107.08 next 30s, 53.54 last 60s (120s total), 60ft radius

    So for most of the duration, the +hp is quite small. Without crunching the numbers, I'm pretty sure you'll get more hp/sec regeneration from going for the +regen Radial route, despite the high regeneration you already have.
  15. You don't get components again for repeating the badge objective, but you DO get an Astral Merit, I believe.
  16. Quote:
    Originally Posted by Arnabas View Post
    Is this correct? That's how it looks. Just when I thought I was making some progress...
    Yes, that's correct except that you can use any two rares as Spad said. T4 boosts are much harder to get than T3 boosts. The good news is that the T3 already gives the level shift and 3/4 as much ED-bypassing benefit as the T4, so the T4 is just a small bonus, not nearly as mandatory as the T3 is.

    Setting it up this way lets players get a good bonus for a reasonable amount of effort, while the very dedicated still have something to shoot for.
  17. Quote:
    Originally Posted by Jophiel View Post
    I've run a couple Trials without seriously worrying about the actual Incarnate tiers/slots but I've noticed that I'm getting experience in "Interface" while everyone else is talking about having slotted Judgment or Lore or whatever.
    Lambda gives experience towards Interface, and after you unlock Interface it gives XP towards Destiny. To get Judgement or Lore XP you have to run BAF, or buy XP using threads and influence under the Convert tab.
  18. Before we started to get level shifts, my goal for accuracy was usually to cap my tohit against 54s such as those in Tin Mage/Apex.

    Base tohit chance against +4s is 37%. A Kismet unique raises that to 43%. To get to 95%, you'd then need +120% accuracy between slotting and set bonuses, which is achievable but not trivial.

    The Alpha level shift makes it considerably easier, and with the Lore and Destiny incarnate shifts it will take barely any effort to cap your tohit chance in the trials.
  19. The Maria mission mentions that Siege upgraded himself and now hops his software from body to body as needed. I was actually a little surprised to find him as his old self in the mission after reading that the first time.

    At this point I think most of the Praetorians have been revamped, and I fully expect that any who show up in future trials or other content will be revamped as well.
  20. Quote:
    Originally Posted by Nihilii View Post
    With a SoA Maneuvers, I find the trials easier on /SD than on any other scrapper.
    fixed
  21. I just this evening learned that right-clicking on the ability in the incarnate window will show you the Detailed Info for the power.

  22. Quote:
    Originally Posted by Winterminal View Post
    People are still going to be finished by the end of the month.
    There will be people who finish very quickly - such is the way of these things - but I expect that most people will take a while longer. Especially once the new car smell wears off and the 'trials all day every day' slow down.
  23. Yes, I'm pretty sure it's by design that a t3 gives 75% as much as a t4 for 25% of the effort. It means that you can get a great power for relatively little effort, but still leaves a carrot for the people who really want to make the effort.

    It's a nice compromise, IMO
  24. That's not what he said. In fact, MOO just stated he liked Tin Mage/Apex, which are team content. Very few things in this game up until now have required more than 8 people, then in i20 the devs suddenly decided that their most important endgame content should take more than a full team.
  25. Was this Siege's 9CU's killing you? They get a rising tohit and damage buff the longer they stay alive. If he sits around for a few minutes while the group talks strategy or recovers from a wipe, they get pretty ridiculous.