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Posts
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Joined
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in the defense of the OP, i run ITF daily, and i had no idea, or an inkling, that this was an exploit.
i had figured that you just aggroed him before he could spawn nictus and he decided to react to you first.
no need to be snooty. there is a reason this is the Q&A forum. -
thanks. will try after work.
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greetings.
on two of my toons i have an issue with the chat window.
the chat window normally has a top and bottom. the top normally shows your tabs and combat stuff. the bottom normally shows broadcast/team/sg chat.
somehow my bottom window disappeared. does anyone know how to get it back? is it hot-key i pressed unknowingly?
thanks. -
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i recommend not taking OwtS
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What do you recommend in it's place?
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steadfast unique, as well as glads armor unique, can be put in deflection (where i have them) or tough (if taking the fighting pool, which i suggest).
in place of OwtS, i would take virtually any other power.
from /sd take all powers save OwtS. -
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I have an energy melee / willpower brute; I took Mu powers at first because I liked the looks, but have recently (at level 47) switched to soul mastery. So, my experience is limited, and you should take the rest of this post with a grain of salt. Your mileage may vary. Etc.
For me, the end drain on mu powers was basically useless - with no other source of end drain, it simply didn't help, which left me with just damage. For you, with electric melee, the end drain may (if you're actually draining things dry) prove a more useful damage mitigator than the to-hit penalties from soul mastery.
Soul Mastery - For starters, I'm not defense capped. Nor do I expect I'll ever have enough inf lying around to become so. Thus, for me, the to-hit penalties on gloom, dark obliteration, and darkest night, provide a noticeable boost to survival. If you're defense capped (or plan on being so) then you're left with just the damage penalty applied by darkest night - and I wouldn't think that's strong enough to justify taking soul over mu.
Of course, the end drain on darkest night is fairly high - so I use it to cover my weaknesses rather than as a constant effect.
Namely, I use it as an alpha absorption mechanism: Open with darkest night on a minion. It provides its bonus for the alpha, the minion dies, and it hasn't cost me much endurance at all.
Darkest Night also makes a nice emergency survival buff - willpower has no heals, but with its regeneration, the sudden dropoff in damage darkest night provides is usually enough for me to recover from near death.
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only DN has -tohit. the others are -acc -
if you plan to soft-cap, the -tohit of DN becomes redundant
Mu for the higher targeted AoE dmg -
no doubting the survivability of /stone, that is its redeeming quality.
but beyond special cases (ie. an all AV map) i would say that ss/sd is the best AoE brute. -
ss/sd is an end hog by nature, so you should be worried about end.
but i would worry more about OwtS crash more than Rage crash. most /sd builds dont even have OwtS, i got rid of it on my first respec and don't miss it.
the -def penalty from a rage crash can be negated with perma-rage. a second rage erases the -def penalty. -
how many purple set bonuses of the same type can be awarded?
ie, do purples follow The Law of Fives ?
for example, my brute can slot 7 purple sets that offer the ultimate -10% recharge bonus, but would i only get the bonuses from 5? -
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...But with high recharge and 3 membranes you can approach SR levels of debuff resistance...
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is that neccessary? i kill stuff so fast i dont think it would matter. those two slots can go to purples or softcapping. -
i put a cyto in there instead of a membrane. i already have enough recharge with LoTGs and purps, so i value the end redux from the cyto more than recharge redux from membrane.
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This proc has been reworked so many times, take everything I say with a grain of salt since it may have been changed yet again since the last time i tested it.
Last time I tested the proc (back in i13), it turned out the paragon wiki graph of suppression was no longer accurate. In fact, there was no longer a suppression period, and if the proc fired while the old buff was active it would simply refresh the buff (so you could effectively get perma feedback if you had enough aoe knockback producing powers to slot it in). Now, this may very well have changed again in i14 or i15, so someone who has tested more recently should probably confirm this.
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cool, yeah, this is what i would like to know now. how having multiple FF procs will affect your recharge. my ss/sd has multiple places where i can put them. -
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As other have mentioned, it is a Proc which happens to have a 'global effect,' i.e, applied to the character, not just the power.
But it is not a 'Global Special IO' which operates differently than Procs. The link here is accurate as to which special IOs are Procs and which are Globals.
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thanks! great table, havn't seen that one. -
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As far as I know, it wouldn't go off during the suppression.
The main benefit would to get having it go off.
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of course the benefit of it is for it to work.
i guess the question is, does the suppression of one affect the firing of another. -
cool, thanks for the picture. that certainly is the proof i was looking for. i should have just looked at my own attributes :P
on a side note, is there any benefit to slotting this proc more than once? I know they dont stack, and are suppressed. ie. could have one active period going when the others are in suppression? -
oh, i wasn't even entertaining the notion really. i am going to throw Apocalypses in it.
just wanted to know the difference. thanks everyone. -
a normal recharge reduction affects only a single power. can't this be the same?
thanks for the replies. -
well, i have had some others say it is a global.
but it isnt marked as a global. and the definition of it doesnt metion it, nor does it mention that it is only specific to the power in which it is slotted.
so i would like a definitive answer some how. something official, if it exists, as to what it affects. -
excellent stuff Fulmens and sigma1932
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greatly appreciated Katze and KitzuneKnight. thanks a lot.
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Accurate To-Hit-Debuff is not used on powers that De-buff To-hit but don't require a hit check (they don't take accuracy enhancements).
An example is the toggle power Darkest Night, which is applied to a target and affects all those around him, but doesn't need to check if it hits the target.
Edit to add: Accurate To-Hit Debuff sets will have some enhancements that increase the power's accuracy, whereas To-Hit Debuff sets have no enhancements that increase accuracy.
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thanks for the reply, but the top part is clear as mud. -
Is the FF +rech proc global (will provide +rech for all powers), or is it only going to give +rech to the power in which it is slotted?
Please provide evidence of it either way. Exact proof is lacking on the wiki.
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What is the difference between a To-Hit-Debuff and an Accurate To-Hit-Debuff?
For example Gloom of the Soul Mastery patron set has both of these.
Thanks