Maldini_NA

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  1. Great guide. One thing to add from testing is that the Max HP that a Tanker (and thus any AT) can achieve is 3213.7. This was achievable with double stacked DP prior to ED. This can still be achieved with 3 slotting DP for heal SO's on your Inv Tank (Dull Pain), Ice Tank (Hoarfrost), or Stone Tank (Earth's Embrace).

    I once got DP double stacked after ED. I believe that it was at a Hami Raid and I was getting multiple recharge buffs. My HP never went above 3213.7.
  2. [ QUOTE ]

    <ul type="square">[*]1. Is the Crafted Basic Telepad the TP that is used for Raids and not useful for usual PvE stuff?
    With a PvE SG that has no interest in PvP making a TP pad that's only useful for PvP would be completely worthless to the SG, and a waste of contributed Salvage pieces.
    I have seen references to a Raid Teleporter but can find no such Item in the Lists under Pre-Made or Crafted. With this gap in intell there is the possiblity that this aformentioned "Raid TP" could be the Crafted TP pad.

    [/ QUOTE ]

    The Telepads that are crafted are the PvE versions. The one that is automatically ready for purchase is the Raid Teleporter. The Raid Teleporter can only be used when participating in a Raid and you are the attacking SG/VG. Also the Raid Teleporter is needed when participating in the Cathedral of Pain Trial, as it is the only way to access that Shadow Shard instance.

    [ QUOTE ]
    [*]2. What Zone Beacons can be attached?
    I realise there is the possibility that the Crafted TP Items could have the same characteristic flags set as the pre-made and such information could be looked up in the game. There is also the possibilty that they are different just to mess with the Player Base. (Sure Devs state it's "to give more options to our players," but we all know it's really just to confuse the heck out of us! )
    Our VG base has both pre-made Tech and pre-made Arcane TP pads in place. I believe this is to be able to cover that the different TP pads can only be Beaconed to specific Zones. (Assuming the VG has all Zone Beacon Badges available.) I have noted gaps in our Base's transport abilities when trying to get to VG personnel in some zones and would like to rectify that situation. If the Tech TP Aux Beacons are limited, crafting a Tech Basic Telepad to try and get to those zones becomes a worthless effort.

    [/ QUOTE ]

    One thing that you have to remember is that if you have a Tech Crafted Telepad then you have to attach Tech Beacons to it and not Arcane or else it won't work. To "attach" a beacon to a telepad you simple have to place a beacon on a wall in the same room as the Telepad is in. The Telepad to which the beacon attaches will turn Yellow. You can attach up to 2 beacons per Telepad currently as these are the only versions that can be crafted. You can place both Tech and Arcane Telepads in a base, but must make sure that the beacons are the right kind when attaching to the Telepads.

    To use the Telepads, it's wise to scroll into 1st person view and watch up to the computer/floating stone in the Telepad. If you move the mouse of these, it should then turn into a blue hand, allowing you to access the Teleport menu.

    [ QUOTE ]
    [*]3. How big is the Crafted Tech Basic Telepad?
    In reading through threads on the boards I have noted that space is always a problem and seen some interesting configurations in order to deal with the needs of space vs. placement. I think (if I recall correctly) that the one of the Arcane TPs is a larger model which causes almost no end to people's problems in trying to get them into the TP Room. Maldini's lists don't have the Size requirements on them at this time. (A known work-in-progress, yet nonetheless an extremely valuable resource.)[/list]
    [/ QUOTE ]

    You can fit 2 Telepads in the 2x2 room. This has been tested and proven. The bigger the room requirements the more you can fit in there. For instance the first secure Transport Room allows you to place 4 telepads in it and you have plenty of room to do so. The 2x2 Transport Room only allows you to place 2 Telepads in it.
  3. Did they reduce the Defense Buff from Fortitude?
  4. I just updated my charts with Power Pool Numbers, Some Defender/Controller Sets and a couple of Scrapper and Blaster Primary/Secondary Powers.

    Once again, if you see any errors, or you know an additional power that could go in the chart, please let me know.
  5. So what are the new numbers for Ranged Defense?
  6. Enhancement Storage Locker
    Suggested by: Maldini
    Category: Placeable Equipment
    Customizable?: No
    Type: Craftable/Unlockable
    Description: The Enhancement Locker will give you the ability to purchase enhancements and place them in here for easy storage. This will allow you to share enhancements with the rest of the SG/VG as well. Anyone should be able to place enhancements in the locker, but permissions should be given to remove items from the locker.

    This would come in handy for upper tier enhancements like HO's or SO's that you really can't use or don't need.
  7. I wonder how effective it is though. How does it fare against the Archmage?
  8. [ QUOTE ]
    Says the PW is wrong?

    [/ QUOTE ]

    ?? huh?
  9. SG Bank
    Suggested by: Maldini
    Category: Room Type
    Customizable?: No
    Type: Immediately Available
    Description: Anybody can deposit influence/infamy into the SG's account, but only certain membes with the appropriate permission can withdraw. This would help the group collect all their funds into one central location to help the lower level members of the SG get funds more easily.
  10. Wow, you guys never posted in this thread before? That's just crazy.
  11. [ QUOTE ]
    <ul type="square">[*]1. Must Tech Items be Crafted only on Tech Workshop Tables, or are the Table Types interchangable in a utility sense? I.e., The naming is purely for astetics/appearance or, for example, Arcane Components can be made only on Arcane Tables?

    [/ QUOTE ]

    Arcane components - i.e. Mystic Foci, Mystic Element, etc. - can only be made on the appropriate Arcane Forges (Basic, Advanced, Expert). Likewise, Tech Components - i.e. Material, Power, Software, etc - can only be crafted on Tech Worktables (Basic, Advanced, Expert). You can place any combination of tables in any given workshop. For instance, you can have a Basic Forge and Basic Worktable in the same room.

    [ QUOTE ]
    [*]2. Are Refined Salvage/Components tradable as are Simple Salvage?

    [/ QUOTE ]

    The only things in the salvage system that aren't tradeable are Crafted Items. Unrefined and refined salvage can be easily traded via the trade interface.

    [ QUOTE ]
    [*]3. Regarding the...[ QUOTE ]
    Remeber that many crafted components have special requirements associated with them such as room size or the fact that they can only be attached to certain other items. Crafted items costs prestige to place and drain control and energy.

    [/ QUOTE ]
    Am I correct in my belief that Crafted Items have to match up with the Base's available Energy/Control Types? Arcane Items with Arcane Energy/Control, Tech Items with Tech Energy/Control or the Items will be inactive due to not having the correct type of resource available? (Which would go a long way on explaining why our purchased VG Tech Teleporter isn 't working with only an Arcane Power/Control system setup in the base as well. ) I do understand that the Item Size has to be able to fit within the Room Size available for placement. That subject has been brought up before in either one of your threads or Lil_Miss's Guide to Bases which helps make that point clear.

    [/ QUOTE ]

    One important thing to remember is that you cannot place an Arcane Auxialliary item with a Tech Primary Control Item. Like goes with Like. That being said, you can mix it up throughout the base however. You SHOULD be able to have Tech Telepads even though you have an Arcane Power and Control supply. The one thing that you have to remember for telepads to work is that you need to place the TECH version of the beacons with the TECH Telepad and vice versa with the arcane versions. Also, you need to place the beacons in the same room as the telepads for them to work.

    You should also have the ability to place an Arcane Rez Chamber in a base that has a Tech Power and Control sources.

    [ QUOTE ]
    [*]4. Assuming Q3 is True, and the E/C types have to match the Item Type, would a Base running with an Arcane E/C setup have any use for Tech Crafted Items? or vice versa (Tech E/C : Arcane Items)?

    [/ QUOTE ]

    Yes. You could place Tech Defensive Items in an Arcane base, and like I said above you SHOULD be able to use a Tech Telepad and Reclaimator in a base with Arcane Power and Control sources.

    [ QUOTE ]
    [*]5. (Possibly a bit off topic. My appologies.) Is it possible to have Power/Control Rooms that have both Arcane and Tech resources in order to fill the needs of both Item Types within a single base? ie., Can a single Power Room have both an Arcane Power source and a Tech Power source within it to cover the needs of both Types of Items that could draw from a Base's resources?

    [/ QUOTE ]

    Even though this shouldn't be necessary. The only way to achieve this is to upgrade to the first Secure Plot Size (12x16, 11.2 million prestige). This will allow you to have 2 control rooms in your base as well as 2 Energy rooms. You could then have 1 Arcane and 1 Tech version of each if you wished. But this shouldn't be necessary as I stated above.

    And to answer your question directly: No, you can't mix and match power and control items in any given control and energy room. The Hidden plots only allow for 1 Control and Energy Primary Item per plot. The secure allows for two. But you can place as many Energy and Control rooms as you would like to mix up your base design.

    [ QUOTE ]
    [*]6. [ QUOTE ]
    3rd Tier items have to be unlocked via an SG badge before they can be built on the worktables.

    [/ QUOTE ]Badges? We don't need no stinking badges!

    Sorry. Had to.

    On a more serious side... What Badges are you speaking about? I haven't encountered any mention of Badges for 3rd Tier Items in my research to date. I have noted T-Port Badges which our VG already has in place brought up, but not others. [/list]
    [/ QUOTE ]

    For instance, the AES is unlocked when your SG/VG has dished out a tremendous amount of damage on mobs. My group unlocked this the other day. It is not known what unlocks the Fusion Generator plans yet, as I have not seen a group that has done this yet.

    You will find that many of the upper tier defense, control, etc items are unlocked via an SG Achievement badge. The auto-doc, robo-surgery, and combat logs are unlocked via SG healing badges in that order. Dampening Rays are unlocked via CoT missions and earned Prestige. A Base Defense Analyzer is unlocked by taking 20 million points of damage as an SG while in SG mode.

    You see there are many things to unlock and as your group grows and passes the test of time, you will unlock more and more of these. The problem is that most of these things unlockable, are expensive to place at the same time.

    [ QUOTE ]

    Sorry for all the questions, but these are things that I haven't seen covered in my current research and I have both a VG and SG base to work on. Your assistance, and the help of others is greatly welcomed.

    [/ QUOTE ]

    It is my pleasure. This is why I put this guide together. If you have any other questions, please let me know.
  12. [ QUOTE ]
    Thanks for the clarifications, FashionSense.

    As there are only 20 slots available for Salvage pieces is that cap often hit during the course of a villain's/hero's career?
    Is it better to carry around Salvage pieces or Salvage combined into Components?
    Are Components tradable as Salvage pieces are tradable?
    Is there a listing of what Crafted Items actually do when added to a Base? Mal has good Charts that list Energy, Control, and Prestige Costs, but they aren't exactly designed for listing the effects each Item brings to Bases.

    [/ QUOTE ]

    Here's some info on the salvage system:

    The salvage system can be broken up into 3 categories:

    1) Unrefined or Simple Salvage -&gt; This is the majority of the Salvage that you get from drops while doing missions and killing/arresting mobs.

    2) Refined or Intermediate Salvage -&gt; You can use the Simple Salvage to create these "components". Examples of these are the Tech Material, Power, Software, Hardware, etc. that you can create at the workshop tables. There are also rare drops that you can get from kills that will be intermediate salvage that is used only in the most upper tier items. Examples of these are Unstable Raid Pistols and Spell Books. I've found that you can get a lot of these from doing PvP missions on Invincible.

    3) Crafted Components -&gt; These are the fruits of your labor. You use the Refined Salvage and other intermediate salvage pieces to create crafted components that you can actually place and use in your base. Remeber that many crafted components have special requirements associated with them such as room size or the fact that they can only be attached to certain other items. Crafted items costs prestige to place and drain control and energy.

    Now to answer your questions. It is better to carry around components because you can carry 99 of each one but only 20 each of unrefined salvage.

    As far as descriptions go, the tech side is pretty self explanatory, especially for the defense items. Turrets shoot, Ice Cannon's slow, Stealth Suppressors supress stealth, etc etc. Energy items produce Energy. Control items produce control. Teleporters either port you to a raid/Cathedral of Pain trial (Raid Teleporter) or CoH/CoV zones (Telepad). Reclaimators/Rez Chambers allow yoiu to ressurect in your base. Auto Doc's allow you to buy and sell 1st tier blue and green inspirations. Robo Surgery allows you to rez in the base with an extra 10% health and end than what you normally rez with. Combat Logs allow you to purchase Break Frees from the base.

    Another thing to note is that Auxilliary items need to attach to a primary item. The primary control and energy items for the tech side are: Mainframe (1st Tier), Super Computer (2nd Tier), AES (3rd Tier), Basic Generator (1st Tier), Turbine Generator (2nd Tier), Fusion Generator (3rd Tier). 3rd Tier items have to be unlocked via an SG badge before they can be built on the worktables. Anything besides those above listed as control or energy are auxiliary items that boost control/energy stats.

    If you have any other questions, please let me know.
  13. A lot of defenders that PvP a lot take the Power Mastery pool for T.I. and Power Build Up. Also though a lot of trollers take Psionic Mastery, I've seen a bunch primal forces as well for it's higher S/L resistance.

    Though per server it may be hard to find a bunch, if they were going to try it on the test server I bet we could find enough PvP Trollers/Defenders around to give it a go.
  14. Wouldn't using Whirlwind while casting Confuse/Deceive reduce the animation times of those powers? The question wasn't directed at you in particular but at the forum in general.
  15. [ QUOTE ]
    [ QUOTE ]
    there's a decent possibility that the confuse duration itself would last less time per casting than the animation takes

    [/ QUOTE ]

    Yes, I agree with this damping the effectiveness of the standard 10x AM + spam mez approach, if the mez is confuse. Not overwhelmingly, because even standard single-target holds have a countable recharge time with that much AM.

    BTW, since several AMs makes hasten perma simultaneously with reducing mez recharge, I don't think ED's un-perma-able hasten is affecting hold/second. ED's limit of 95% recharge bonus from enhancements certainly is, though.

    [/ QUOTE ]

    Now would Whirlwind help reduce the long animations times?
  16. Power Boost can help a lot along with Vanguard. And with a bunch of Rads casting AM, they should come up a lot quicker than normal. This would increase the duration of the confuse on Hami for longer than normal and will help if you don't have a lot of trollers/defenders with confuse/deceive. Of course the trollers/defenders participating would have to take Power Boost/Power Build Up from the appropriate Epic Power Pool.
  17. I haven't seen anyone use this uniform scheme in a while.
  18. I would also like to add my new Ice/EM Tanker - Winter Prince to my above list.
  19. This is kind of belated, but I would like to congrats Iao Ice-Knight and Ziray for reaching 50 from my group.

    Oh yeah, and you can't forget Chain and his damn hammer.
  20. Wow it's been a while since we floated our own boats, so to speak...
  21. [ QUOTE ]
    [ QUOTE ]
    For non-followers of SR, that power is (almost certainly has to be) evasion.

    [/ QUOTE ]
    Lucky currently gives 7.5% right? I reckon that'll be dropped down to 5% as well.

    [/ QUOTE ]

    All the passives as far as I know were a base 5%.
  22. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]

    So when will you be announcing that all +DEF powers have been cut in half?
    We've only reduced one power, since it was a kluge fix to the problem that is no longer necessary.

    [/ QUOTE ]


    ...And that power is? C'mon you can't just leave us guessing here.

    [/ QUOTE ]

    For non-followers of SR, that power is (almost certainly has to be) evasion.

    [/ QUOTE ]

    Evasion was 10% higher than Focused Fighting and Focused Senses (22.5% versus 12.5%). They'll probably drop it down to 12.5% to coincide with the others.
  23. Well what I was thinking was to keep just one or two yellow mitos around at the end after clearing the rest and using those to speed up the kill phase. Preferably one each on opposite sides of the nucleus. Use a couple of trollers to perma confuse each and use them to bring down the nucleus' health quicker at the end.