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I wouldn't mind Spiritual removing a set amount of recharge time for Incarnate powers rather than depending on the original recharge time of the power in question. So like Judgement for example, it could just remove between 5-10 seconds off the original 90 sec recharge depending on the tier rather than the 30 seconds proposed, haha.
The removed time would be set by the devs, and would be minor, so it can't be enhanced even further. Or something, haha. Better than no buff at all from the alpha. -
Quote:Well, if you word it like that, not quite - Controllers and Dominators have permanent pets (as in, you cast them and they don't despawn until they die from damage or you die), but the number of them depends on which powerset they are (Fire Control casts three imps, for example).Well the basic answer seems to be pretty much, Masterminds are the only AT period that have permanent summonables you only summon once and don't have to bother with again, everything else is a recharge intensive pet that to be permanent requires enhancement set ups for constant resummong. The closest runners up to pet ranching are Illusionists and Crab Spiders.
Funny, since I've got a Mastermind and an Illusionist and probably plan to pick up a Crab Spider
Thanks for the inputs folks -
Quote:It was already mentioned that you'd have to build the Crab Spiders for recharge with near perma/perma pets. :3 And in order to add a lot of recharge into a build, IOs have to come into play. Just like how if you want an illusionist's Phantom Army to be perma, you pretty much have to use IOs to do it.I'm confused here. Summon Reinforcements is listed as summoning them for 240 seconds but having a recharge of 900 seconds (the same as the Patron version) and Spiderlings also hang out for 240 seconds but have a 600 second recharge.
So the Crab pets aren't in any way perma without some IOs getting involved (say in the way that Dark Servant or Extracted Essences are, although Extracted Essences require some Recharge SOs in the power to hit it). -
Quote:I'm anticipating the number of Cloud Strife/Guts/Siegfried/Ichigo/Inuyasha copycats already. :3I'm super stoked for them! Didn't get StJ for the fact that I have nothing in mind to go with it(concept wise). I'm feeling maybe a titan weapon/regen brute. I've been fiddling around on mids with a BS/Regen just to get an idea of what i'm getting myself into and I am impressed. Does anyone know or share the same amount of excitement as me?
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Quote:I feel guilty enough with just Rib Cracker. Since my alt is female, she's generally shorter than most NPCs she fights, so her knee drives right into the jewels, and I seem to have a habit of also using it after flooring an opponent when they're slowly getting up - POW right in the face. XDWhen I do crushing uppercut and I am behind an oponent, I feel a but guilty. It is like I am giving them in the butt. I can only imagine the look of shock on their face.
I am not sure if it was intentional, but Shin Breaker is the perfect "stomp then while they are down" attack...I use it a lot.
Why would anyone ever play Martial Arts again? -
Quote:Basilisk's Gaze, for a level 30 set, has awesome set bonuses. If you don't have enough slots for Lockdown, or don't need those bonuses to raise defenses, then use Basilisk to raise other stats:I may be missing something, but would you gain from taking Char with four Basilisk's Gaze?
(2) 2.5% Def (Energy, Negative), 1.25% Def (Ranged)
(3) 2% (0.03 End/sec) Recovery
(4) 7.5% Enhancement (RechargeTime)
The fourth one is particularly delicious... -
Quickly nipping in with a few tips:
Reactive Armor, if I recall, is great for typed defence sets. As you're using a Super Reflexes scrapper, which uses positional defence... it's not that good, as the bonus is tiny.
Sets to boost Melee:
Touch of Death (6 set bonus 3.75%, single target melee)
Obliteration (6 set bonus 3.75%, PBAoE)
Sets to boost Range:
Mako's Bite (6 set bonus 3.75%, single target melee)
Thunderstrike (2 set bonus 1.25%, 6 set bonus 2.5%, ranged attack)
Red Fortune (6 set bonus 2.5%, defence)
Sets to boost AoE:
Scirocco's Dervish (5 set bonus 3.13%, PBAoE)
Sets to boost multiple:
Gaussian's Synchronized Fire-Control (6 set bonus 2.5% melee/range/AoE, ToHit)
Blessing of the Zephyr (2 set bonus 1.25% range, 3 set bonus 1.88% defence AoE, Travel)
If you have enough ranged defence, strip out red fortunes and replace with four parts Luck of the Gambler including the 7.5% recharge one. :3 As Super Reflexes is a little endurance heavy, I make it a point not to take too many toggles from other power pools if I can. So while I pick up Tough to put in a Steadfast Protection 3% def, I don't pick up Weave, and make do by increasing bonuses where I can. -
Pretty sure BrandX just explained that you can obtain them yourself in STF and LRSF. As in, they are a reward option at the end of a successful completion. So pick that option, if it's not the one you want, sell it at market or keep it for another alt, and try again eventually until you get the one you want.
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Quote:Try it in test server - respec and remove Physical Perfection, go Rikti War Zone, and attack a dummy for as long as you can using your attack chains or every move possible and see how your endurance goes. Test it with your incarnate stuff unequipped and equipped.I have a very good FM/SD scrapper but i was wondering that because I now get +recovery from the Musculature alpha slot and can get +regen from the Rebirth slot. Do i need to keep Physical Perfection from Body Mastery or should I get something more useful?
If you feel comfortable enough without Physical Perfection, go ahead and change it for something else. :3 -
Quote:Super Reflexes can softcap more easily than the other sets, I suppose. My Brute softcapped without taking Weave which is one less endurance toggle, haha. Super Reflexes also has 95% resists to defence debuffing which can hurt other defence sets. Also, there's no button stuff to press, so you can concentrate on your primary more.Word of warning about Super Reflexes: There really isn't much of a reason, mechanically, to pick this set anymore. Any defense-based armor set can soft cap everything (or everything but psi in some cases), which is all SR can offer you, and they all bring other tools along with them. The only benefit SR has aside from defense values is a +20% global recharge passive power.
Aid Self is a nice tool for Super Reflexes. I believe the interrupt time was recently reduced a little? Plus, it's nice for defence sets as dodging attacks doesn't interrupt (as opposed to getting hit).
In the end, it comes down to whatever you want to pick, as all the defence-based sets do well. :3 -
Keep in mind shards will drop when exemplaring too - you can go back and do TFs like Manticore or Positron and incarnate shards have a chance to drop during it as long as Alpha slot is unlocked.
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Quote:If I recall, they literally have a handheld taser in hand. The origin power and devices taser involves throwing a taser needle with threads attached at the enemy.Um... there isn't one? The name of the power is simply "Taser", and I SERIOUSLY doubt there's a brand name printed on the side of the weapon model. (Besides, don't they use the same animation as the lv1 Taser attack Tech characters get... that is, not weapon at all?)
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So with incarnate powers including lore pets... is it possible for a team to take down Lord Recluse in the last mission WITHOUT breaking the towers first?
A melee class alt such as a Tanker or Brute (or other, choose your pick) is able to survive against Recluse fairly easily if buffed. If you have Recluse facing one direction so his AoEs can't hit the rest of the team, and have eight characters' worth of lore pets and normal pets and other team debuffs and damage, could they do enough damage to wipe out Recluse despite the tower buffs?
Then again, I suppose it would be much easier to just summon the lore pets on the final phrase to take down towers super quick in less than five minutes, haha. -
The thing is, I already have a AR/traps Corrupter, so I wanted a Blaster to sort of compliment that in a natural/tech sort of way.
I've always hoped that /devices would be allowed to do stealth attacks similar to the PPD NPCs who can do stealth attacks when hidden.
But I guess that's treading on the stalker's feet a bit too much. D:
Well, if the Beam/Devices turns out to be poo, I'll switch to Beam/Energy, but I'll try to hold out until I get the gun drone at least. :3 -
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... how gimped will I be to other blasters even with i21 changes to Devices (however small they are)?
The last time I took Devices was in Issue 4 when things worked quite a bit differently in regards to slotting, haha. -
I'll repeat the info from the Union guide on here:
The confuse attack from Avatar is 20mag.
4 Break Frees (5mag each) will clear it for 30 seconds.
2 Emerge (15mag each) will clear it for 60 seconds.
1 Escape (20mag) will clear it for 90 seconds.
If you don't have Clarion, then bring several rows of Emerge or Escape. Break Frees, while good for normal content, are a bit iffy on this as when they fade, they don't blink, and you can only hold 2 and a half minutes of protection on a full tray. We had a trial where only a few people had Clarion, and when the group kept getting confused, we started to have a few quitters. Luckily, the hospital in-mission has a contact who sells inspirations. We just had to kept quickly dying to stock up when we ran out. There's a glowing gold portal outside the hospital area which takes you to the final room's corridor, so it's not a long trip back. -
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Something to add is that the Avatar's confuse attack range is HUGE - even in the corridor, you get hit by it.
It's also 20mag. This means:
Break Free (5mag) x 4 = 30sec of protection. This is pretty horrible, as the icons won't even flash before fading, and it's really short. Plus your tray can only hold so many, so that would be 2 and a half minutes of protection on a full tray.
Emerge (15mag) x 2 = 60sec of protection. Better, one full minute of protection and less clicking. 10 minutes on a full tray, which you probably won't need.
Escape (20mag) x 1 = 90sec of protection. Great, 90 sec is actually a pretty long time, and you'll have more room to hold them. 1800 seconds, or 30 minutes, which you really won't need.
So... hoard them Escapes! -
Quote:Looking at that, Cimerorans are miles ahead. I'm guessing their innate ability to do criticals was carried over to their lore form. :3Interesting to see that Cims actually outdo Warworks even though WW do -regen. I didn't think anything would actually be as powerful as WW are. That's kind of scary since as I said the Victoria bot can already solo AVs.
Still, Phantoms don't seem so bad, and considering my ill/rad does psi damage only (with Phantasm doing energy damage), some different damage would help. Plus, they can fly too, which is nice.
Someone needs to do a table of the Tier 4 lore pets and gather all the info together, haha. -
Wow, a large number of replies, haha.
Quote:Yes, but I was looking for personal opinions, haha. It is true what you mentioned though, what I'm looking for in a pet. As an Ill/Rad, I have Phantom Army, Spectral Terror (yes, with its piddly proc attack from an IO) and Phantasm (broken still with scrapperlock tendancies), so I was looking for something to compliment that.You can actually find out what they all have by opening the incarnate menu and then opening the tab for lore pets, pick the ones you want followed by tier and just right click on the circle for which pet you wanna know the powers of.
Best really depends on what your looking for in a pet or two.
Quote:Nihili has the best summary I know of:
So Phantoms have best buffs? What makes them different from other lore pets which can buff?
Quote:Initialy i thought 'phantoms' would fit my Necro MM lovely, untill i got them and found out they are actualy the PA mobs from ill trollers.
So i moved on to the battle drones, the buff bot is pretty useless (bitty heal - only you, not your pets and a 5% defense bubble) but their range is very impressive.
I take Lore pets that either suits me (drones on a /trap MM) or are not 'in my way' (as the bulky Longbow or Rularuu). My Granite tank got the whisp-lookalike-pets, small decent and they give a nice -defense debuff.
I only wish they had more 'theme' wise pets, such as Malta for my AR blaster, DE for my Granite tank or undead-alike mobs for my Necro.
Quote:I believe Warworks still rate high in DPS. Not sure how exactly they rate side-by-side with Cims, but they do pack -regen. The Victoria bot does absolutely ludicrous damage, and she can solo AVs (if you keep her from dying).) soloed Scrapyard's Ghost right down to 1/5 HP left before a stalker joined up. I'm pretty sure I could have finished the job on my own though. :3 I'll probably get Warworks on my AR/Traps corrupter or Robot/Traps MM since I liked them so much.
Quote:I only know what one is certifiably the worst. As someone who took Vanguard and broguht it all the way up to tier 4, they are irredeemable. The boss is terrible at damage and debuff variety is too spread out to mean anything, and it'll take me a while to convince that the intangible pet's AI isn't broken.
Quote:IMO, the Cims are head and shoulders above the rest as far as damage goes, followed by the Warworks.
As far as a "support" Lore, I really feel that is a "flavor" thing. Look hard at what kind of role you like play (support, damage, "clean-up", tank, etc..) and then look at your your build. Do you use ungodly amounts of End? Does your Def need shoring up a bit? Try to find the Lore pet support option that best suits your needs. There really isn't an ultimate "best" IMO.
I don't really go for a "theme" with the Lore. To me, its just another power pick, if it fits in thematically, great, if not, oh well.
I have a few T-4 Lores that I rotate out based on what I am doing. Same as the destiny buffs. Doing an Underground Trial? Break out the Cims and Clarion. Doing a Keyes? Break out the Longbow (for the minor heals) and the Rebirth.
Thanks for the comments, everyone. -
If we're only considering the tier 4 pets for each set, is there any real differences between them, or do certain ones have any advantages?
My Ill/Rad started off with Warworks, and while the Victoria and ACU units are great, I'm wondering if it's better to go with Phantoms for appearance's sake. However, do certain pets prefer melee or range more, and which ones can fly, and what sort of damage do they do? -
Problem with Spines/Fire is that /Fire on Scrappers don't have a taunt aura... which means mobs will run when damaged, especially by Burn. So... good luck on that. :3
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Quote:Boo, I was hoping to pick First Aid and Tough without having to pick a Tier 1 or Tier 2 power similar to the Travel powers, haha.From patch notes:
- The first and second tier powers in Fighting, Concealment, Leadership, Presence and Medicine are now available at level 4 instead of 6.
- The fourth tier power in Fighting, Concealment, Leadership, Presence and Medicine is now available at level 14 instead of 20.