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Posts
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I have a Lyso HO (Acc/-ToHit/-Def) and the Dark Watcher's -ToHit and -ToHit/Rech IOs. That gives me some HP, a start on the Acc for Twilight's Grasp, Tenebrous Tentacles and Petrifying Gaze and capped -ToHit with a little Recharge for the summon.
My current build has two Touch of the Nictus for some more HP (Acc/Heal and Acc/Heal/End) and a Common Hold IO (that gets the duration to perma Mag3 on an even).
I'm considering how to get more Hold in there without losing any -ToHit. Right now I'm looking at trading the TotNs with a pair of Endo HOs (Acc/Mez). That would cap Acc and Hold/Immob durations at the cost of some Healing and HP. It's kind of pricey though, so I haven't done it.
On an MM you need a different slotting with more Recharge, of course. -
I like to use the PShifter proc in Nova because the +Rec of the form isn't that great. For PvE I use 3 PShifters, 2 Zephyrs and a Guassian proc. You could replace either the Guassian or the PShifter double in that slotting (use the Proc and the pure EndMod) with the +PER IO.
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The PShifter proc is equivalent to 80% enhancement in Nova. -
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got it, thanks for the explanation
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Just to answer your question late, I didn't take hasten nor will I ever on any toon, except my WS if I wanna go with perma-Eclipse.
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Are you playing a Night Widow? Because you can't perma-ML a Fortunata without Hasten given "just" 95% Global. Even putting 6 L50 Rech IOs in ML will leave you about 9.5s short. -
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Blaaaargh, that means I've had useless purples slotted in Imps since ... ummm ... purples.
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Actually, they worked at first. I think it was the 2-12-08 patch (Version 16.200801222.5T2) that broke them. -
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Added a note to pieces of the Soulbound Allegiance IO set that will warn the player that slotting this enhancement into a pet power that summons a pet that is lower than level 50 will result in the pet not benefiting from the effects of the enhancement.
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Uhhhhh ...
Does this mean that Fire Imps gain no benefit from this set?
And ... have they ever?
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They ceased to be enhanced by the set over a year ago. I first noticed that the proc stopped working around Feb 2008 and that the other IOs didn't work sometime late last year (I was only using the proc prior to that point).
I've been reporting it regularly with every Issue since it was broken. For some reason the devs never saw fit to recognize the existence of the problem.
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To be fair to the devs, despite my repeated posts on this there would always be someone saying it worked fine. Usually because they mistook the proc firing on Summon cast for the proc firing on an Imp Brawl attack. -
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Poison Trap does not affect movement, but it does slow recharge by 30%. Since Slow enhancements affect both movement slows and recharge slows, Poison Trap can use them.
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Slow enhancements do not affect -Recharge, only -SPD. -
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i got the part about global recharge but, how can i decide how much recharge on ml itself can i subtract from my global rech so i dont have to go with so many global rech set bonuses?
here is a build i made, am i close to perma ml?
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To avoid a gap you need ML's Recharge to be around 86.3s. Even with Hasten running the Recharge on ML in that build is 91.5s. The slowest you'll see is when the 22.2s gap in Hasten is completely within the ML recharge period - in which case the ML Recharge time will be 96.2s. So you will see a consistent gap, which will vary from about 5 to 10 seconds.
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You need about 25% more Global +Rech with that ML and Hasten slotting to reach "pseudo-Perma" (that is, the average recharge time matches what is neede, but you may fall short some of the time because the +Rech buffs come-and-go). In that case the gap in Hasten would be down to 9.8s. With Hasten running the ML Recharge time would be 85.0s. With the full 9.8s Hasten gap in the ML recharge period it would be 87.0s. You would see gaps occasionally (about 30% of the time you'd have a gap of up to 7/10ths of a second).
To get true perma on ML you need the gap in Hasten down to about 8s. Which is about 88% Global +Rech. With +88% you get Hasten down to 8.4s gap. With the whole gap counting, ML's Recharge time would be 86.0s. So even worst case ML still fires before the previous buff expires. -
Did you see me use the word "Global" in there anywhere? The numbers I gave are total +Recharge needed; slotted + Global. With 95% in ML on a Fortunata you "only" need 153.5% Global. Which is roughly 88% Global + Hasten.
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I'd say get more EndRdx into the attacks. The 2nd Res in the Wolf Spider Armor is not the best use of that slot. I'd snag slots from Wolf Spider Armor (1), Wide Area Web Grenade (2, both of the Immobs) to add EndRdx into Slug and Burst and Recharge in Venom Grenade. You can probably afford to go with 2 EndMods in Stamina if you want to keep 1 of the Immobs in WWAG.
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There is no PvP / PvE difference. However, there is a Fortunata / Night Widow difference.
For Fortunata's the Recharge is 300s, Duration 90s and Cast Time 3.67s. Recharge doesn't start till you finishing casting, while the duration starts as soon as the power starts casting. So the formula is Recharge / (Duration - Cast Time) - 1 for the needed recharge. This gives +247.5% for a Fortunata. Basically, you need to approach perma-Hasten.
For a Night Widow the Recharge is 240s with all the rest the same, so you only need +178%. This is very easy to reach with Mental Training and Hasten. -
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From the bid you quoted I assume you're talking red-side. I can't help you there. I do have a spare crafted Apoc triple blue-side on Guardian.
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I made a brute awhile ago i liked but my plan went astray when i tried to load a proc in chain induction from the the ele melee set.Has this been fixed? it used to not skip enemies due to the proc activation code or some such.
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It's currently still broken. I made the mistake of putting a ToD proc in the other night and am now waiting for some bids to go through before respec'ing to move about 60M worth of sets around to remove the ToDs without dropping under the Def softcap versus Melee. -
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Well, it's "balanced" in a way (meaning all ATs basically do the same thing which is "do damage"), but it's also exceedingly complicated. Everything works way different in PvP than it does in PvE, even the way powers work and the roles of ATs. It's like an entirely different game.
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This is what changed me from a casual PvPer into a non-PvPer. -
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Question though, what about slotting it into bonfire and using fire cages to fix the mob on to it or even Freezing Rain? Or is that just a waste as it doesn't work in pet/pseudo pet powers?
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The proc wont do anything in those powers as neither Bonfire nor Freezing Rain uses a power with Recharge. On top of that, since I14, if they did have such powers those powers would have been set to ignore +Recharge. -
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Yeah, go figure. Content they are going to sell us, as the second expansion the game has ever had, may eclipse the 13th free content improvement they've released.
Gasp!
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huh? 13th? don't you mean 14th and 15th.
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A number of newer players I know have assumed that the initial release was Issue 1. -
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As for cross-over, I would expect that it would allow you to change the alignment of your toon From Villain->Rogue->Hero. Perhaps there will be a "Realignment" mission and tokens like respec.
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In keeping with the paid expansion... Villain->Rogue, $10 please, Rogue->Hero... well you get the idea. -
Multi-aspect IOs give more total enhancement than singles. A two aspect IO gives 125% of what a single does, a triple 150% and a quadruple 175%.
So even if you aren't going after Set bonuses Set IOs are better (using Set IOs only for their enhancement and not the bonuses is called 'frankenslotting').
Here's an example for a mid-level character: Say you have Flares 4-slotted at level 23 (the character I happen to be on at the moment). I have it slotted with 2 L25 Acc/Dam IOs and 2 L25 Dam/End IOs. Basic IO slotting would be 1 Acc, 1 EndRed and 2 Dam IOs. The latter would give 32% Acc, 64% Dam and 32% EndRed (using L25s). The frankenslotting with Set IOs gives me 40% Acc, 79% Dam and 40% EndRed. Since the doubles are 25% better than the singles (before ED) I effectively get 5 slots of enhancement out of 4.
On top of that, Set IO recipes are often cheaper than Common IO recipes. (This is usually trivial.) -
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Escorts can have their animation chosen, or used to at any rate, I haven't checked the current version. When I ran my arc to check its compatability, the escort in there was still doing the proper emote, though. <_<
I believe that combat allies are stuck with the on-their-knees animation.
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There's only one field now for the guards and nothing for the hostage. Looking in the text file he still has the animation for when he's rescued (and he does it), but the animation for when he's inactive is gone. It probably got squished when I republished. -
Am I misremembering, or didn't we used to be able to choose an animation for the escortee before? Now all I'm getting is a choice for the guards. Given that the escortee is a kidnap victim having him on his knees with his hands behind his head facing his own guards is rather inappropriate.
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This was happening to me the other day when I had a required boss with a minimum level lower than that of the regular enemy group of the mission. Oddly it didn't do it for all the missions that had this issue, only the one.
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Well, any time you try to use two groups/objectives that have incompatible level ranges you should get this. My issue is that I have only 8 such items in my arc. 4 are custom Bosses, 2 are custom Persons and the other 2 are Random Min and Lt from Crey. The first six should have level range 1-54 and the last two level range 30-54. So there should be no level issue.
When I replace the custom Group including the 2 Persons and 2 Crey Random elements with the stock Crey group I can publish. -
Anyone else getting this?
I had an arc with a Custom Group comprised of Random Crey Minions and Lts, a Person and 4 custom Bosses. I decided to move the Bosses to a separate group because they are OP atm and I only wanted them spawning as objectives. I moved them into their own group and tried to republish and got this error message: "Unable to publish arc: Level range invalid."
There are no errors shown in the editor, only upon attempting to republish. -
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Arch mages are from the Justin TF in the shadow shard. They are bosses with high HP
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75% Res to All actually. The HP are normal. -
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Most powers (and slots) are wasted on a Warshade, might as well put something useful in them.
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A lot of wasted power choices in any Warshade build, but slots are an entirely different matter on a tri-form. -
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Aegis Resist Mez & Resist Psionic Damage
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Last time I checked only the Psionic Res worked when Ex/Mal within the proper range, the Mez Res disappeared as soon as you were Ex/Mal regardless of the levels involved. If I still have my test toon for this proc on the TR I'll check that again shortly.
[Edit: He's gone. I'll try to remember to test it next time I'm transferring stuff over.]