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Posts
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Joined
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I can do 500 mil at the moment I think.
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I can do an inf trade and I have a miracle for sale. I'd go 1:.8 just like fulmens as well since I'd be moving the inf across server blue side. (unless you got influence on protector).
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Unchain essence is the preferable of the two for me. It's useful as a mini-nuke without a crash; it also has a 50% chance of stunning what survives its blast, and thus stacking for you, though the unslotted duration is about 7 seconds. Overall it will be a good increase to your damage.
Inky, I don't much like. It's got a pretty small radius (8 ft), so yes you can stack it on a boss but you have to stand very close to him to have inky affect him. Plus, toggles are generally not as useful for a tri-former.
If you go with Unchain Essence, make sure you pick up the bind to target defeated enemies in the binds section. -
note the mouse wheel button, mbutton, is for clicking the mouse wheel, not scrolling it.
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Quote:I had problems with that type of bind as well. What I found to ultimately remove errors was changing it to this:
So, if I go to the kheldian bind thread and I copy/paste this:
/bind lshift+lclick powexec_name shadow step
Then edit it (because I don't want to lose my one functioning bind) to:
/bind lshift+rclick powexec_name shadow step
When I use it, I get the following pinkish-purple error message:
unknown command: "powexec_name
unknown command: "powexec_name
It always appears twice.
/bind shift+lbutton "powexecname Shadow Step"
Notice it's lbutton instead of lclick.
For some reason lclick and all other types gave me errors randomly, and anytime you bind something like this to the right click, it will just bring up the reticle like you said. So now I use lbutton, rbutton (still brings up a reticle if used with a teleport or placement type power), and mbutton for mouse wheel. -
Go back in and uncheck that administrator option as well. That caused some similar problems for me when I first got 7.
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Quote:Seems like you have a good grasp on things and the relative functions of the forms.
So, how far off are my first impressions? Any advice for the next 25 levels?
Quote:I don't generally min/max or worry much about set bonuses, but I was playing around with mid's and it looked like I could soft-cap ranged defense with a bunch of Zephyr's and Mako's. Does that sound right? It seems like that would make the nova form sort of godlike. ). People occasionally go for defense, but recharge will be much more valuable; getting eclipse perma is the key. Plus getting the extra recharge to do so will help improve your nova chain that is stunted right now. Then add some defense if you want. Or you can do what I am and slot up your second build for defense (some really enormous potential with dwarf form there).
Quote:Looking to the future, I'd like to make dwarf form as sturdy as possible, so I can survive my emergency tanking duties.
Like Obsidian said, double miring is not really efficient anymore since the Dwarf mire is so much lower duration, but it does have its occasional use. You're also losing some of its duration while activating nova as well. In the situation you mentioned, do your double mire then teleport into the next spawn and activate your nuke (when you get it). Generally though, a single human form mire is the best way to go.
Get Dark extraction at 32, eclipse at 38, and slot them up. Other than that, yes slot your forms; many human form powers are, in my opinion, throw aways or set mules. -
I was literally just thinking about how I wish they would get around to this.
Thinking Kat/Ninblade have to wait because they use both hands on the sword hilt, slightly different from the others. -
If you're talking about Instant Healing then no; used to be a toggle waaaaay back when and with enough endurance you could keep it up and basically never die. Not sure what else you could be referring to.
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Quote:K. I was characterizing nebulous form as relatively useless, not hurdle. I already have inherent travel powers and the pool sj was faster than nebform; I can just buy an ethereal shift if I want a phase. Now I can pretend that slotting nebform with Zephyrs and using it with ninja run is actually worth me picking it up.I challenge your characterization of hurdle as "relatively useless". Hurdle itself is faster than swift. According to Mid's hurdle is faster than swift + sprint, even. Hurdle + combat jumping is awesome, frankly. It's fantastic as combat movement and with some slotting, is passable as a travel power. Not great, mind you, but it frees up a power choice. I only take swift on characters that will be using the flight pool.
I think 2-slotted hurdle + ninja run may be my new travel power. It's that good. -
Well, I posted them for ~50 mil less than the lower end of what the lvl 50's are going for. Thanks for the advice.
Oh, and I got them in arena a long time ago, just hadn't done anything with them yet. -
I have the stalker version of this combo right now. I picked the stalker combo over the scrapper for a variety of reasons. Important among those is that with the stalker version I can get shadow meld, which with some very good slotting means I can:
be softcapped more than half the time; have resistances of 52.6 to S/L, 75 to En, 22.8 to Neg, 49.3 to F/C, and 39.9 to Psi; 34.2 HP/sec with near perma energize.
Scrapper version would do all that except the softcapping and give me higher regen because of higher base HP, but I much prefer the softcapping.
I have since stopped playing him though, as I started to seriously feel the lethal resistance in the mid 30s. My three main characters do either negative or energy damage, so I am not used to such massive resistance to my attacks. Do -res procs alleviate this problem for all of you? I really get annoyed at having anemic damage.
I very much like the look and feel of the combo, and I can see why you all love it. -
Well, actually I think hurdle+ninja run is faster than super jump too. I just got excited cause I can now legitimize (somewhat) my taking a power I have always avoided as relatively useless.
And I hope you mean take swift at 14 and not sprint; if you've been picking sprint at 14 I've missed some very important change to the game >.> -
So I have a lvl 12 Panacea triple and a lvl 12 Panacea Heal, and I'm looking to offload them. None have ever sold to my knowledge at this lvl so I have no idea what I should list them for. Obviously their enhancement values are low, but some people might want them just to finish out a set for the bonuses.
What do you all think I should list them for? -
Unslotted Nebulous Form+Ninja Run=faster jump speed than Unslotted Super Jump.
That is all. -
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Almost tempting. One of my builds needs it, unfortunately 850 is still higher than I want to pay for that one; cut it to 500 mil and I'll take it off your hands. (And I'll cover your original posting fee)
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Quote:Actually, Dechs, damage buffs affect the power's base damage, not its enhanced damage. So the difference between a blaster's aimed shot without a damage IO and one with is 35 points of damage, and the same scenario adding in buildup on both still nets a difference of 35 points of damage. So neither the damage IO nor the proc will be affected by a damage buff; but the damage IO counts toward the overall damage buff cap of the power whereas the proc does not, so in certain scenarios (albeit rare) the damage IO will do nothing for the power but the proc will, like you said, push you over cap.One benefit to procs: They allow you to exceed the ED cap. Three damage SOs will hit the cap, and adding any more will increase the power of an attack very little. Adding damage procs are an option to significantly increase damage output after that cap has been reached.
One problem with procs: They are not affected by damage buffs. That 20 extra points of damage your gravity well does every time you click it will be increased by sunless mire and any team buffs. The damage proc is the damage proc, even fulcrum shifted to the damage cap. On the flip side, they'll still do full damage through a rage crash. Not that warshades have a rage crash, but any -dmg from enemies won't affect your procs. Resistances still play into the equation as normal.
Easiest way to determine whether you want the proc is to open mids and check the damage with the proc vs with a damage IO (as long as you don't mind averages). The buildup procs get a lot more complicated though.
And Alien, assuming you have massive recharge from bonuses (and +acc by default) like I would guess you do, you might consider taking out (with purple sets) the dam/rech/acc instead of the dam/end, as this will allow you to keep the end part and have the least overall affect on the power, because of ED. (The endurance reduction does a lot more than the increase to the acc or rech and you'll get more +dam from the dam/end than from the triple). -
Yes they did fix it and it works like it should now.
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You can get the steadfast unique early on and slot in sha. Weave is the best pool option, but since it requires two other power picks, while leveling go for maneuvers/combat jumping. You can slot ToD's earlier because they cap at 40, and rely on DA. Otherwise, yes, wait till 50 and get the purple Confuse set, and respec into Weave.
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Use Chain on an enemy that has a lot of hp left so it won't kill him; that way the chain can jump to other enemies. If you kill the enemy with Chain induction it won't jump. Or you can use it when fighting single targets as it has a good damage/activation.
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Quote:This. Dwarf is not a lot of fun on endurance for very protracted battles, so doing everything in your power to sap him will be your best bet, especially if he really does have a killer build. Go //mu for even more -end.That's going to be a long fight... But you should also factor in that ALL of the PB attacks have -Def in them. Plenty of places for -res procs. Not to mention the high nrg/neg res and 3 heals with one being a dull pain.
If he actually has invested time in to building a PB that he claims that can take any brute, he most likely have taken care of all holes. Not to mention the fact that he must have crazy recharge enough to have a heal up often and to attack enought to keep the -res proc going.
I say use elm/ela to sap that kheld of every last drop of end he has. -
I agree, that sig is very cool.
My shade will under no circumstances switch sides. He may go vigilante though.
Might make a new shade in praetoria with the intention of going to the rogue isles. -
Some really great stuff in here.
One thing for me though, I don't use the tab key to cycle all the voids, quants, and cysts because I find sometimes I want to target other enemies (a lot of times it will target a cyst in a faraway spawn when I'm trying to cycle through the current spawn). I just keep tab for normal enemies and use another key for voids/quants/cysts/sappers.
Also, in using a bind to target a corpse for fluffy production, I much prefer to cycle through the next defeated enemy instead of the nearest, just to make sure I can cycle to one I know I just saw go down and not end up losing that fluffy to corpse-disappearance.
Edit: And in case anyone messes up while experimenting with these and binds, say, their 1 key to follow or something, you can use "/unbind [key]." (Was really frustrating when I couldn't figure out why some of my number keys weren't working anymore until I used this).