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Posts
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Endmod is what you slot in powers like Stamina and Power Sink. It improves how much endurance you gain from such powers and/or how much they drain from enemies.
Endredux is what you slot in most powers, and makes them cost less.
For most characters, an endmod alpha will not dramatically help their endurance troubles, but it depends on your power sets. So, what are your power sets?
The cardiac resist thing was a bug in the first version of Mids that had TW, but Diellan fixed it soon thereafter, so go get the update. -
Only the T4 Core gets the bonus damage. Personally, even if the lieutenant dies immediately, I prefer +25% damage from the boss to the buffs or heals from the support pet, which I have generally found lackluster. On the other hand, I don't often need the boss out for a full five minutes (BAF escapee phase being the main exception), so Radial's shorter recharge is a plus there.
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Quote:OK, I've tested it:Test it yourself - just slot Reactive. You are basically saying that if you debuff resistance with Reactive then the Reactive damage ticks will go up - they don't.
As you can see, there are two ticks of Reactive doing 14.85, then I hit Nightstar with an attack and the -res procced, then Reactive starts ticking for 15.22, 2.5% more than it did before.
I've never heard of the procs being intended to be unaffected by damage resistance or resistance debuffs. In fact, their being affected by resistance was explicitly why Degenerative and Cognitive got weaker DoTs than the others, according to Arbiter Hawk in the beta feedback thread - because (the devs think that) those damage types are more valuable because they bypass many enemy resists. -
Quote:Yes, that is true.I get the clicky nature of Regen and that it doesn't mesh with TW - but then it doesn't mesh with any weapon set because of this.
Not to say it's unplayable, mind you - for example, as Werner has long since proven, Katana pairs well with Regen, partly thanks to defense from Divine Avalanche. But hypothetically, a non-weapon set that was otherwise identical would pair even better.
I haven't played TW/Regen, or any /Regen much at all for that matter, but being locked into a long non-Momentum animation when you need to heal seems potentially risky. On the other hand, you're totally right that the multiple AoE knockdowns should be great. -
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I have a dozen or more characters that I ostensibly play actively, but really I focus on one or a few at a time. So, looked at over a couple weeks, I don't play many characters; over a few months, the list expands significantly.
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IH has a base recharge of 650s, and a duration of 90s. Recharge caps at +400%, which is very difficult to reach without outside buffs, but even if you do get that somehow, it would still only recharge in (650/(1+4)) = 130 seconds, a full 40 seconds short of perma. In other words, perma-IH is impossible. You can use Burnout to do two IHs back to back, though, and you could mix in a Rebirth Radial destiny power for another large regen boost when IH is down.
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No, that's the Warmth of Prometheus, which is a different buff.
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Moreover, getting an everlasting bonus to damage, health, and regeneration (albeit a small one) basically just for playing a villain would be silly.
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So... all of them except Brutes? Funny, I thought it was buffs and debuffs that really do the insane game-breaking stuff.
Edit: I guess this also shows that Blasters need less help than Scrappers. -
I would mind Montague's arc much less if I didn't have to zap 20 Lost with that wand that has a pointlessly long recharge.
I would also happily pay points to skip the arc, hint hint paragon -
Yeah, I'll almost certainly be proven wrong soon enough, but until then I like to imagine them being like those things
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Even below the damage cap, FE is better, although circumventing the cap is nice too. Let's take, say, Frozen Aura as an example (although we'd get proportionally identical results for any power, really). It deals 63.17 damage base, so Build Up adds 50.5 damage. Fiery Embrace adds 28.4 damage without any enhancements, but 55.4 with +95% damage enhancement, and 69.6 if you also have +50% damage from buffs.
On the other hand, Build Up provides a tohit buff, which is sometimes valuable. -
That's an interesting question. We know very little of them so far, but I like to think of them like the Tyranids in Warhammer 40k, who aren't literally running from anything so much as racing against hunger. After all, when your next meal is light-years away, it's best not to dawdle after you've stripped the current prey clean. Or perhaps like Gah Lak Tus from the Ultimate Marvel universe, which hates organic life the way people are repulsed by bugs, and cracks open planets to harvest the heat from their cores to power its next voyage.
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WP is known for having a weaker taunt aura than other sets. This is especially true at very low levels (such as in DfB), when your Gauntlet taunt duration is very short.
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Fiery Embrace is slightly better with 95% damage enhancement in your powers, and WAY better in the presence of damage buffs.
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As DarkGob said, it's 59%, but be warned that many of them also have defense debuffs (Seer Reveal Weakness, for example, and all of a Vicky's' attacks) and tohit buffs (9CUs, Mk II battle orbs, and so on), so they'll sometimes destroy you even with that much defense.
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Even letting it give an Empyrean merit might not be overboard, subject to a timer of course, perhaps even a longer timer than the large trials. The current trials give both emps and a reward table, after all. The majority of the rares and VRs I've ever obtained have come from reward tables, not crafting from merits.
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If I recall, during the last loyalty program, you were "probably" okay if you renewed your account the same day. So I would assume it's the same this time.
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I didn't see anywhere that Deus said it was unjust for Brutes to do less damage than Scrappers. He simply stated the fact that they did, as they should to compensate for their improved toughness and aggro capabilities. And if they're already where they should be, why do they need to get a dud ATO proc?
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The buff stays on your bar, but no longer provides bonuses once you reach 50. It will go away once you claim the Notice. You must unlock your alpha slot before you can claim the Notice, though, last time I tried.
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/Inv is a great set, top-tier for survivability. Whatever it was six years ago is irrelevant. Moreover, even if you disagree with why people might want it, the apparent popularity of Invulnerability builds both on the forums and in-game says that people clearly do want it.
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Quote:The various EATs have access to ranged attacks with a wide variety of damage types (lethal, energy, negative, toxic, psi), robust defenses, team buffs, debuffs, controls, and pets. What limitations precisely are you referring to?The devs have shown via the limitations they put on the Epic ATs THEY believe it would be an OP tankmage. Or they strongly suggest that.
Although several responses seem to regard turning the blaster into a ranged scrapper, I thought the OP was talking about a hypothetical new AT with a blast primary and defense secondary. Such an AT might not do Blaster damage, but the abilities of the EATs suggests they would not need to be far behind.