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Posts
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Joined
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Yeah, fair enough. I managed to get a deal on the Panacea at around level 26 and it was still more expensive that I would have liked. So I'm certainly not going to fault you.
I guess to sum it up, I like spores and I like nature, but I certainly understand that you found it less useful than I did. Such is life. These things happen. -
I was wondering the same thing at first, but here's how I know: I have the Panacea proc in Spores and nowhere else. I turned on Spores at one end of Ouro and went to the other side. I was still getting Panacea procs going off on me.
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Quote:Well, I can't fight numbers, really. All I know is that it has been significant enough that my teams enjoy fighting in the patches a lot. And keep in mind the heal is just part of the healing toolkit. I also slotted the power, so the heal and recovery is enhanced.A lot of difference? We do are talking about less than 30 hit points every THREE seconds at level 50.
It also offers 1% endurance per tics, so a whole 0.33end/sec so about half of non enhenced Stamina. The proc part is interesting tho. I am wondering how procs behave in Lifegiving Spores, whats the proc rate? It is affected by the AoE factor? Does it have a chance per tic or a chance on activation? Does it effect everyone on the grass patch?
My fear is that the answers are Crap. Yes. Activation. No. But I am very curious.
As far as the procs, I can't comment on the exact proc rate or if it's affected by AOE. However, I can tell you that it's a chance to proc on ticks, not on activation. And it is everyone on the patch, with the exception that if someone is at 100% endurance, procs either don't occur for them or don't show in the combat log. My informal tests with myself, a couple friends, and my pets have shown that AT LEAST one proc or the other goes off every 15 seconds or so per character, with usually more than that occuring.
Anecdote: My friend has a mid-level StJ/Nin stalker. If he does the same fight off the patch and on the patch, over the course of maybe 45 seconds, he ends with about 60% more endurance on the patch. Not definitive proof of anything, but it's what we've experienced.
Addendum: I just did a bit more testing, and the procs also have a chance to go off on the caster while the toggle is on, even when they're 50 feet away from it. -
My thoughts:
The character I leveled was a Necro/Nature MM, with about 15 levels from AE and the rest from actual content. I'm only just starting incarnating them, but as a leveling character and a teaming character, Nature is proving to be great for me.
I'm finding that the heals make quite the difference, even as HOTs. The absorb on Wild Bastion is a nice buffer for both people taking alphas and squishy teammate/pets who hold get attention from some errant mobs. The cone on Regrowth is large and great for hosing your team down with health.
I know a lot of people don't like Lifegiving Spores, but for me it's pretty much the defining power of the set. A well-placed HOT field can make a lot of difference in any fight where you're actually fighting and not just steamrolling. I have several regular teammates who have fallen in love with the endurance it gives. Sure if you have a high recovery build or a kin it's not as useful, but for people leveling up it's a great addition to their battle longevity.
Additionally, Spores takes both the Performance Shifter and Panacea procs, and can proc on anyone in the field for a good chunk of endurance or another small heal. I love this. Panacea proc is too expensive, but I'm finding it was a worthwhile purchase anyways.
I personally thought the set was going to be junk, then ended up liking it a lot. This was intended to be a throwaway "whatever, I'll try it" character, and it's quickly becoming one of my favorites. I like it a lot more than my emp, the heals feel a lot meatier and more active.
Just where I stand, though. -
I am not certain of this because I've given up on BM, but it -might- just be a display error. I know certain Demons appeared not to get the full damage enhancement due to how a set that can take both +damage and +resist enhancers works, but they actually had the correct numbers internally. It's possible that Dire Wolf is doing the same.
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I have seen it doublestack on occasion and actually grant 140% recharge for as long as it takes for the first one to wear off. However, I've never seen any reliable way for it to happen, and it certainly isn't normal. Just a weird error that works out in one's favor now and then.
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The Legend of Squaddy Goon, starring Sean Connery. They'll come for you next!
But seriously, I heard in my channels that it was just one guy running into Hami and getting himself killed over and over, away from the group. I was busy playing a staff lowbie, but how was this wiping the group? -
Yeah, I got what you were saying. Sorry, I wasn't quite clear on that. Regardless, I'll probably be trying that out if/when I next respec. Only have the 5 decimation slots in Subdue right now.
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I'm not slotting purps in the character at the moment, but still good to know. Thank you.
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I actually just recently hit 50 on my elec/psi/ice, and while the damage is certainly low, the sapping is fun on occasion.
Anyways, does anyone have advice on where I should slot the Dom ATO proc? I had it in the ST hold, but it seems like I don't use that enough to really make the most of it. I'm not sure where I should put it, though. -
I just completed the Graves arcs for the first time yesterday, and I personally liked them over all. Some of the twists I expected, and some of them I didn't, so it was a nice mix for me. I liked the characters, especially Zephyr, and kind of hope they show up again later.
I will grant that the coversation parts felt a bit railroady, but I personally think that's a necessary evil in any game that doesn't have a live GM. You could write conversation trees with a hundred unique options at every step, and some characters still wouldn't fit into any of them. So to me I just accept the god mode from the pre-written game and enjoy the story as best I can. -
Here's the data chunk for my Mind/Earth. Not gonna claim it's perfect, and I stopped playing them when trials hit, but I used to have a ton of fun with this build. (Does contain purples.)
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I personally like sonic as a set, I just don't think it's going to mesh well with ninjas. Sure, there will be defense and resists, there just won't be that much of either. In general in CoX, an arbitrary X number of defense or resist is better than 0.5x of each.
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Offensively, good idea. You're right that the -res debuffs will make your already deadly ninjas dispatch things even more quickly.
Defensively, not so hot. Ninjas are a defense set, so stacking a bit of resist on a bit of defense won't be as good as stacking defense on defense. They'll live longer than ninjas with no secondary, that's for sure. They're still ninjas, though, so that may not be very long at any rate.
If you want to play it, go for it, but defense-wise it's putting together apples and oranges. -
Yeah, can't deny I'm loving my Nin/FF much more now. All my shielding characters, for that matter.
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I'm personally a fan of Mace Mastery for Scorpion Shield and Power Boost, plus sometimes the other powers depending on what I'm doing with my build. It's certainly not the only good option, though.
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Quote:That's, uh... hm. Well. That sure is a sentiment of some sort, all right.FF was never all that useful IMO. But then again, I play a lot of scrappers and brutes. When you play a melee toon, support characters are just your entourage.
Edit for more positive thoughts: I have always loved FF even in its limited use, and will love it even more after tomorrow. -
I think "better" is a subjective term in this case, unless you define what you're looking for. Traps is certainly more active and does better at taking down hard targets, no denying that. But FF is a good set too, and 20.5 will make it a lot less annoying. Traps simply can't bring as much defense and status protection as force fields can. They're different specializations.
If I had to pick one it would probably be traps, but I've had force fielders since issue 2 or so and I still do enjoy the set when I'm in the right mood for it. I've been having a ton of fun on a ninjas/FF lately.
As far as Bots vs. Thugs goes, my personal preference vote lies with robots. I have multiple bots 50s across three different servers, and I've had fun with all of them. Thugs, on the other hand, I just can't get into. I've deleted a Thugs/Traps in the 20s, and a Thugs/Storm and Thugs/FF in the 30s. I don't know what it is, but for some reason they just don't click with me. I'm by no means saying they're a bad set. Just not my thing. I think part of it might be the super-suicidal Arsonist, but I played mercs to 50 so I can obviously deal with suicidal pets. -
Oh, I'm not complaining about the stats, sorry if I presented it that way. It was mostly a question of curiousity.
I'm at level 35, so I've got plenty of defense going around. It's not that the minions are dying too fast. Well, except the arsonist, as noted. I can't really explain what it is. I'm just not liking the feel. Which is terribly vauge, I know. -
Just as a note, I've been trying a Thugs/FF out of curiousity, and despite Thugs' general better damage numbers and ability to take every pet unique, I'm not liking it as much. Does Enforcer leadership have a small radius? It feels like it does.
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Ok, after doing some testing, here's what I found with my assault bot.
- The pet attacks proc the interface, at least the Reactive DoT.
- It does not show up under pet combat logging.
- It DOES show up under personal combat logging, as if you had applied the DoT yourself.
- I used no personal attacks, buffs, or debuffs in this testing.
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Don't know why the icon doesn't show, but I know my bots can proc reactive. It's a nice damage boost.