Ocasta

Apprentice
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  1. I only recently started playing again, but I really liked the way Apex was done. The puddles really weren't that hard to avoid, and I never really struggled being able to attack as melee (ok it's annoying if BM stands in the patches, but I found it to be fairly rare). Our stone tanker in the group also did not struggle one bit with patches, and they're the ones who would probably suffer the worst from something like this.

    Personally, I much prefer implementations like this, mechanics that are very avoidable, but very punishing if not avoided, over some of the other devastating mechanics in the game. I'd much rather have to dodge blue puddles or die than get hit by auto hit debuffs that completely wreck any chance my character has of being useful until the debuff fades.
  2. As long as you use powexecauto rather than powexecname you shouldn't get a queue sound, because all you do is set the power to auto cast (the green circle around it). That's the reason for setting it up that way. It won't mess with queued abilities and it won't constantly play the not ready sound.

    Quote:
    Originally Posted by Stone Daemon View Post
    By the way, thanks Ocasta. I needed a bind like that for my dom and ill/rad.
    Np. I actually ended up improving my fm/sd scrapper's setup for hasten and active defenses while messing with it as well.
  3. One thing you could probably do is something like

    bind lbutton "powexecauto Hasten"
    bind w "+forward$$powexecauto Domination"

    It should be possible to put but on the mouse 1 button by loading bind files to switch between which one it puts on auto as well. There might be an easier way than that though.

    Edit: Just experimented with it quick. Using 2 bind files this works pretty easily.

    Make two text files, you can name them whatever and put them where you want, just make sure you know the path. I'm just gonna use an example path and file name.

    Let's say I have 2 files, c:\cohbinds\bind1.txt and c:\cohbinds\bind2.txt

    In bind1.txt you would put this
    Code:
    lbutton "powexecauto Hasten$$bindloadfilesilent c:\cohbinds\bind2.txt"
    In bind2.txt you would put this
    Code:
    lbutton "powexecauto Domination$$bindloadfilesilent c:\cohbinds\bind1.txt"
    Then in game on the the correct character you type /bindloadfile "c:\cohbinds\bind1.txt" and you should be set. Every time you click the mouse it should now switch between Hasten and Domination for auto cast.

    You can also add forward as another way of switching so that it still triggers when traveling if you'd like using the same principles. So for example you could add this to bind1.txt:
    Code:
    w "+forward$$powexecauto Hasten$$bindloadfilesilent c:\cohbinds\bind2.txt"
    And of course the opposite for bind 2 again, same as above. That's assuming w is your move forward key. It's crucial that +forward comes first otherwise it won't register key releases and you'll get stuck moving forward (/-forward in game fixes it should it happen).

    Hope it was clear enough.
  4. DE lt's drop the quartz that gives 100 to-hit. Basically they have a 95% chance to hit you after that, even if you have 45 def. There's no real counter to it besides killing the crystal, and running at a lower setting than normal (since gaining an extra 100 defense isn't terribly likely).

    As for +4 enemies, enemies do not gain any to hit for being +4, so adding more defense to be safer from +4's will do absolutely nothing unless the enemy has naturally higher to hit (or to hit buffs). Enemies do not gain to hit just for their level until you get to +6. Note that +4 enemies do have a higher chance to hit you than even levels, but it's not something defense can overcome.
  5. Quote:
    Originally Posted by Severe View Post
    the only way tanks are equal is if one person builds both


    if i give you 10 billion influence and i take 10 billion influence and you make a elec tank and i make a fire tank and outlast you is it because fire is better or cause i built a better tank? and dont give me the excuse on influence either. with hero merits,reward merits ,ae tickets and everything else in this game you and everyone else here can make as much money as you want or buy whatever you want from fort trident based solely on doing tips and tfs which thanks to the wtf is even easier to do now.it comes down to pure laziness on your part and your part only!
    This is just plain stupid. What does laziness have to do with it? Laziness could be a factor, but what if a person doesn't like doing the tips constantly? This is still a game, people should do what they enjoy, not force themselves to grind out something they don't care about. Heck, what if they don't want to play with a 10 billion inf build? Any character that has been heavily invested it can steamroll over x8 missions like it's nothing, which can be pretty boring. On my geared out FM/SD scrapper I normally do tips at x1, even though I can easily do them on x8 and wipe groups out in seconds. So why x1? Because there's nothing to it, walking from spawn to spawn, wiping everything out with 2 attacks. I'm just getting the tips done quick, to get hero merits for alts.

    Weaker characters can be a lot more fun, they actually run the risk of dying, and they don't wipe out a whole spawn with 2 clicks.

    Quote:
    Originally Posted by Severe View Post
    have fun playing half the game then...your choice but dont make try to make others join you.
    Half the game? How does that make sense? The only thing that someone without an expensive build might miss out on is the solo challenges. Of course the only reason people do those challenges is to test the limits of their build, because the normal content is beyond trivial. If anything, you just switched one "half" of the game for another one.
  6. Appreciate the input. The one thing I dislike is the shield breaker set in suppression, it's such a nice attack I'd really like it slotted for damage. I switched things around a little more again from your suggestions. Overall I gain a little defense (like 2% more melee and aoe capped) with the same recharge, so nice increase. Still a bit over ranged cap, but not sure where I can drop any without going under 45. It's not bad to be a little over anyway because of how common defense debuffs are.

    As for incarnates, I'll have to see how things pan out. If my endurance is bad, I'll go cardiac, otherwise I'll probably go spiritual to perma hasten and the other pets.

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  7. It's been a while since I played (GR but before Incarnate stuff). The free fitness pool is a very nice change so any old builds I had for my crab are pretty much pointless, so I tried making a new one. I don't have anything made yet (I quit playing before I finished leveling the char entirely) so I'm open to pretty much anything. Money wise anything but the expensive purple sets should be fine.

    I was trying to get a fair amount of recharge, while still soft capping ranged and getting high melee/aoe numbers (and I end up with nice type defense as well). I'm not sure how critical high melee defense is, but while leveling my crab with 40% ranged defense but only 28% melee defense, I find that I get beat up pretty good still if I can't keep things immob and out of melee. Slotting out immob helped a lot there, so maybe I have overkill on melee defense (if the melee defense is pointless I could swap out the immob set to a purple one for more recharge and free up a slot as well).

    One of the biggest problems is that without purples, I end up with so many 6.25% recharge set bonuses, and I ended up taking ruin for some ranged attacks just for the little bit of defense since the recharge from decimation would be wasted. I'm still one over the rule of 5, but I'd rather not drop a positron's set because I like the accuracy bonus and proc. I suppose one option would be looking into using hami's for the spiderlings (since they don't really need the recharge slotting) and saving a slot, but I don't know where I'd put it to good use. Maybe achilles proc in attacks, is it worth it?

    For PPP, I went with soul since it has a great single target attack, a fairly nice aoe attack, and from what I understand, the soul pet is the best one.

    Would appreciate any thoughts or comments. I know a lot of options in terms of crab builds come down to personal preference, but I'm open to opinions on what you feel works and what doesn't work. Thanks!

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  8. Quote:
    Originally Posted by Neogumbercules View Post
    I am not 100% sure of this, but it stands to reason that if they just took the utterly worthless brawl attacks out of the ranged henchmen, they wouldn't run up into melee anymore and get smoked. That would fix a lot of the AI stupidity that MMs have to deal with. Of course they may have tried this and it didn't work. I don't know, and neither does anyone else because they don't communicate these things with players.

    The most annoying thing is when the bot shoots, runs into melee range to attack, but then get a ranged attack recharged by the time they get there, and start shooting again...

    And we still never got a fix (AFAIK) to the Assault Bot fire swarm missiles that they broke when they changed burn. How many months of beta and they didn't find this? Hope they fix it soon...

    EDIT: An easier (harder?) fix to going through every individual pet and changing their powers would be to come up with a command that orders your pets to not move under any circumstances, yet remain aggressive or defensive. They can call it hold ground or something. When ordered to attack, they will attack anything that comes in range, but won't leave their location to chase runners or use melee attacks.
    I've long thought that the only thing that keeps masterminds balanced at all is the absolutely retarded pet AI. With the retarded AI, every time you feel like your MM is king of the world and can take anything, your pets will make sure you change your mind by charging off into every corner of the room, ignoring all commands, and promptly dying to 3 different groups who now set their eyes on you. Hell, I'd love to be able to cast immobilize on my own pets, just to stop them from doing stupid stuff.
  9. The hold and root purples are still fairly expensive, like 100m (vs like 300 for a damage recipe). Stun is like 60 last I checked. Confuse and sleep, now those are affordable for almost anyone.
  10. Ocasta

    BU pet proc

    No it actually works fine, which you can even test by simply turning on the pet window and looking at the buffs. If you're gonna rage about an issue, try at least being right. You could have tested this in like 5 minutes tops.
  11. There are some many NPC abilities that deserve to be classified under the "completely stupid" category, this is just one more example of it. I don't mind abilities that require a player to adapt or react, but NPC's are stacked with abilities that are essentially of the "lolol you lose" type (or in the godmode case, simply dragging out the fight for however long the ability lasts). Abilities that either auto hit or can't realistically be avoided and have debuff numbers so absurdly high they might as well have put -1000 to everything on there.
  12. Quote:
    Originally Posted by GavinRuneblade View Post
    Many sub-par sets you can find the crafted recipe selling for less than the cost of the salvage. Which makes no sense because someone is losing money on that. But it still happens. I know because I vendor those recipes rather than craft them.

    That said, I find the 20 million mark to be surprisingly low. A frankenslotted build yes, but Perma? Maybe frankensloteed with just the minimum needed to get recharge? I think it might be possible if you're careful. But I'd still love to see it.
    I've noticed that a lot with the generic IO's for high levels, where they're often under the ~500k needed to craft the recipe in the first place. That, at least, can be explained with people doing it for the temp power badge. I typically only look at crafted IO's to see how much I stand to gain by crafting the recipe quick before selling it, I never look at it when buying, I guess I should.
  13. Quote:
    Originally Posted by Talen Lee View Post
    This right here demonstrates a fundamental break in opinion on what 'cheap' means.

    I've made a permadom for 20 million inf. That's less than you get levelling up from 40 to 50.

    If you are bad at the market, bad with money, bad at building, and bad at playing, dominators are incredibly expensive because you need domination, you need lots of money, and you need purples.

    However, if you're able to read, none of these problems should persist for long.
    I'm having a hard time imagining any kind of build with a fair amount of recharge that only costs 20m. Even if you get all dirt cheap recipes (which there aren't that many of if one of the bonuses is recharge), odds are, some of them will need orange salvage, which will get you to that 20m mark pretty quickly.

    Quote:
    Originally Posted by Gilia View Post
    That's silly to me. My current main had permadom at level 30 or 31. The build up to that point was almost cheap, too (sides lotg). Entropic Chaos and Kinetic Combat are your friends. More expensive stuff will come later.
    Kinetic combat? That's about as far from a cheap set as you can get without going for purples, and it also does not give recharge. Did you mean crushing impact?
  14. Quote:
    Originally Posted by Coyote_Seven View Post
    I'm not really sure I'd call that video a strong argument in favor of petless builds looking at some of the discussion so far. The video shows a petless MM, killing slower than your average level 10 character. It took the full video (1:32) to kill 1 lt and 4 minions, that's not exactly what I would consider effective. That's with patron attacks too, something that won't be available for a long time. Soloing a character like that to 50 would be incredibly tedious, while grouping with a character like that is essentially the same as getting power leveled, because the group is carrying you through the fights.
  15. Quote:
    Originally Posted by BenRGamer View Post
    Forget Beyeajus, Mercs are fine. People just like to whine.
    Maybe so, but when someone asks about which is "best" for aoe killing, there is absolutely no chance anyone knowledgeable can recommend mercs over bots. If you prefer mercs, by all means play them, but to suggest mercs are better than bots at wiping out large spawns is just insane.

    As for OP, bot/dark or bot/trap are both very popular and powerful. Bots are generally considered the best choice for AoE damage. One thing to keep in mind though, bots are very mediocre until they hit level 32. It's still a MM, so you'll be able to solo fine, it's just that bots primary is weak compared to the other primaries until you get that second buff.
  16. Quote:
    Originally Posted by Brakner View Post
    What mercs suffer from is a small AOE cone, poor cycle time on their control and a really bad level 18 power..not lack of damage. If you insist on stating this give me some kill times against other sets , maybe use some other post 32 MM's you have against your high level mercs? Oh thats right.....

    Thugs/Pain safe door

    33.2
    31.3
    31.4

    Merc/Dark

    33.5
    32
    34.1
    The safe door is a single target, I'm pretty sure for the most part when people talk about merc's poor damage, they mean in the aoe department.
  17. Quote:
    Originally Posted by plainguy View Post
    Okay lets set up a date and time where we can meet so I can bring out my lvl 50 Robot Traps MM and solo a +8 +1 mission without pets. Then you go get a few of your non tank / brute toons and see what can be done in the same mission. Not gonna go crazy, everything goes. Use Inspirations etc.. standard game play. Just I will use no pets.. Would that be enough to prove it is dobable ?
    All that really shows is how much money you've spent on the build. Do the same in SO's and I guarantee you a bot/traps MM with pets will steamroll one without. So if we're comparing characters that are IO'd out, almost any well build sd scrapper or brute can blow up an entire x8/+2 spawn at once, while being pretty safe without needing any inspiration use. At that point the only limiting factor is running to the next spawn and SC recharge (which will probably be like 20 seconds with a high recharge build). If your argument is that an IO'd out petless MM can match another AT with just SO's, fine, we all know IO's are very powerful.

    Quote:
    I would be foolish to say that a petless mastermind is better then all AT regardless of player. As it is foolish for you to think that a Defense capped Petless mastermind would total hinder a team or that any AT regardless of build would be better then a well played Petless Mastermind.
    I see this kind of argument a lot, and I really hate it. You compare things based on the same assumptions, you don't change them to fit your argument. So for example, you don't compare a very well played petless MM to a very poorly played *insert useful AT*, it's not a fair comparison. You compare very well played petless MM to a very well played useful AT, or a very poorly played petless MM to a very poorly played useful AT. Any other way is just a pointless argument. In that sense, when comparing a well played petless MM to a well played other AT, I would put my money on the other AT being more useful most of the time.
  18. If you grab presence, it's to keep agro on you, not just to grab initial agro and pull a spawn. I've found this to be highly useful, even when soloing. For example, malta zeus titans will completely obliterate my bots if the missile hits (and I swear it always seems to, not sure if the dot is auto-hit or something similar, but it is not ground targeted). Basically, 1 hit will wipe out all my bots save for maybe my assault bot, which is pretty much a death sentence. So I taunt the zeus to ensure he keeps shooting at me, and my bots stay safe.

    Same story for any other powerful enemy that does a ton of damage with every hit, like AV's. Your bots really can't tank those hits, they would get 1 shot by most of the attacks, and aoe's have the potential of killing multiple pets at once. So I just taunt spam the AV while keeping my bots out of melee range and away from me so no aoe's can hit them.
  19. Yes a MM overall will have an easier time with AV's and spawns set on high settings. That doesn't mean MM's are flat out better than everything else. I have a bots/dark at 50, and while he's quite powerful, he can be insanely frustrating to play as well. Watching my bots consistently run into melee range for no good reason, flat out ignore commands and chase after 1 mob straight into 20 of his friends, or watching a malta titan get a shot off at my bots, only to see them all drop dead in 2 seconds to that stupid missile dot is enough for me to log off the MM and play a class that isn't so dependent on the most terrible AI ever conceived.

    Really the only thing that keeps MM's from being completely overpowered is the fact that sometimes your pets just decide it's time for you to die, and all you can do is hopelessly spam commands and scream why god why at your monitor. :P
  20. The one annoying thing about mace mastery is the constant mace redraw.
  21. Quote:
    Originally Posted by Local_Man View Post
    Phantom Army: Try replacing the Dam/End and Recharge with (a) the two triples from Call to Arms, or even better, (b) Dam/Rech and Chance for Build Up from Soulbound (the purple set).
    The buildup from soulbound allegiance actually works for PA? I figured since they are unaffected by all buffs, it would apply to that as well (and it shows up as a buff on my MM pets when it procs).
  22. I'll focus on the SD side of things since I have SD characters but no high level BS. Grab phalanx in the 20's somewhere. It's a common final power pick eventually since it takes no slots, but leveling up you'll want that free 3.75% defense, you can respec to change that later. Grab combat jumping as well. Weave (and the entire fighting pool) can wait until later for leveling builds because without IO's, you won't have the endurance for it anyway. Grab a steadfast protection 3% defense IO while leveling as well, they're not too expensive, and if you put in some bids on the ones that aren't level 30 or 10, you can often get them really cheap.

    Grab all your main toggles and status protection as well of course, so with phalanx, CJ, the main toggles, and steadfast 3% defense, you'll have about 32% defense to all, which means one small purple will cap you. At this point you can do x6-x8 and just keep a small purple on constantly. You'll kill plenty fast to get enough of those (and there's binds you can make to auto combine your inspirations into purples, I'm sure they're posted somewhere on this forum). I'd strongly recommend having hasten and build up as well. Don't worry about the fighting pool as much for leveling, grabbing powers like hasten and build up that let you kill faster will pay off much more for a leveling build. You can respec into weave later for your final build. I made the mistake of grabbing weave early, and it wasn't worth it. It barely mattered because I popped a purple anyway, and having hasten/buildup (which are hard to fit in early if you grab fighting) is way more useful.
  23. Generally the goal for warshades is high recharge builds because of how attractive perma eclipse is. More recharge is good for just about every build, and for WS doubly so because perma eclipse also makes the WS quite durable in any form. Especially now that luck of the gambler recharge pieces can be obtained with hero merits, perma hasten/eclipse builds are achievable even for the more casual players (you do not need purples to perma eclipse).

    As for how to actually slot it, that depends so much on what powers you want to use. You can't realistically slot all WS powers with a tri-form, so you'll have to pick which ones you like the most.

    As for actual set choices, here's some suggestions on good recharge sets:

    Nova attacks: Decimation/Positron's blast
    Dwarf: Crushing Impact, Obliteration (mire), Mocking beratement (taunt, this is at the cost of 5 slots that you might prefer to spend elsewhere)
    Dark Extraction: Expedient reinforcements (this + soulbound allegiance dam/rec will cap pet dmg/recharge with good acc)
    Gravity well: Basilisk gaze
    Grav Emanation: Stupefy (keep track of your 6.25% rechage sets, it's easy to go over 5 on WS)
    Stygian circle: Efficacy adaptor (expensive for 5 slots when the power works fine without slots, especially with a high recharge setup)
    Unchain Essence: Positron's blast (again, easy to go over 6.25% so keep track of how many you have)
    Quasar: Obliteration
    Shadow cloak/mule power picks: Luck of the gambler: Recharge speed
    Etc.

    There's more recharge set options, this is just what came to mind. Just look at what powers you like, slot those out, and try to squeeze out as much recharge as you can. Some people don't like summoning fluffy, or they don't like the crash on quasar, or the target requirement on unchain essence, so they don't grab those powers. There's really no right or wrong way to approach this, just slot out the powers you like to use most, and see how you can maximize recharge with the powers you want to slot.
  24. I always grab air sup on new controllers. Fly is a decent travel power (although I prefer to just use ninja run and grab more powers early) and air sup is a great attack that recharges fast. Slot your hold for damage early on. You shouldn't be fighting bosses anyway, so hold duration isn't as important since you don't need to stack holds and things should die at a good pace. Once I hit level 10 I tend to make 2 builds, one build is my grouping build, which is set up the same as my final planned build (where I skip powers like Air superiority), and the other is my solo build. That way you can slot out your hold for hold duration in your grouping build to help hold bosses and such, while being able to slot your solo build more towards dealing damage and less towards support. Especially with secondaries like rad, I've found that nice, since I never grab enervating field before level 20 on solo builds (just costs too much end), but in large groups it's a great toggle to have and well worth the endurance cost since it improves the damage of everybody.
  25. Quote:
    Originally Posted by Selina_H View Post
    All levels will do the same thing. The Numina's unique and the Miracle unique are both considered Proc120s, which means that they activate off the power they're slotted in. The level of the enhancement doesn't matter. A level 50 Numina's slotted in Health will still work at level 20 - as long as you took Health by then.

    They're worth more at low levels because people don't realize this. You can always check Paragon Wiki's Table of Special IOs to see which enhancements are considered Procs and which are Globals, which do work the way you described.

    Edit: And yes, lower levels will be available for earlier slotting, something I overlooked as I tend to do most of my IOs from level 35 and up.
    I know they are procs, I didn't realize they kept working when exemp'd. Either way though, it's always worth grabbing the lowest level version if you're just straight up buying one instead of randomly rolling since they are worth a ton more. I bought a numina's for 35m at level 50, while I can sell a level 30 numina's for 160-180m.