Need some input about Accelerate Metabolism


Amberyl

 

Posted

Hello all

I'm starting a new Rad Defender and really could use some help. I'm not very good at correct build stratagy, and have been reading a few of the post, FAQs, and guides I can find, so I have basic idea of what I'm going to do, however the one build strategy I'm considering I've not been able to find an answer for. I plan on taking Accelerate Metabolism as soon as possible (level 2) and slotting it for 6x recharge by level 7. (2x slot at 3, 5, and last at 7.) If my math is correct this should be about a 50%ish reduction which would give me about a 1.5 cool down. Does this sound reasonable to anyone or is it overdoing it? I'm thinking that the invention slotted recharge reductions are about 20% which would really only need 5 slots and even less later on? Am I going the wrong way with this before I start or am I doing it right? Thanks for any input on this, I appreciate it!


 

Posted

I'd say go for it. Not everybody's crazy about AM but it's useful in both solo and team situations.


Writer of In-Game fiction: Just Completed: My Summer Vacation. My older things are now being archived at Fanfiction.net http://www.fanfiction.net/~jwbullfrog until I come up with a better solution.

 

Posted

6-slotting with recharge is fine with you have TOs and DOs, but when you get SOs, three recharge SOs will be all you need (after that, you'll hit the heavy diminishing returns with ED).


 

Posted

While I am certainly no expert at Rad (I don't really like the set), I think you would fair better getting Radiant Aura and Radiation Infection as your first two Rad powers, though the order on that is largely irrelevant. In other words, I wouldn't get AM until level 4 at the earliest (and I wouldn't even get it at 4, since I would want another attack first).

As for 6-slotting it with recharges, I don't know exactly how the ED cap works specifically, but don't bother going over that cap. At a certain point (roughly 3 SOs-worth), more enchancement value in a power stops being effective at all, so it is better to choose another aspect of the power to enchance, or just put fewer slots in the power.

The Rad experts will have to comment on whether AM should have 6 slots or not, but if you go with 6 slots, you want to enhance the end mod on the power as well as the recharge. So a very rough and imperfect final build for the power would have 3 recharge SOs and 3 End Mod SOs.

Now, sets and bonuses and blah blah blah are going to change that set-up drastically, but it is at least in the right direction.

As for what you should do with your TOs, maybe 6 recharge TOs would be good? That's equivalent to, what, 1.5 SOs? Not great, but can you do any better with any other set-up? I don't know.

Still, once you start getting DOs, SOs, and IOs, you'll want to watch that ED cap on the recharge. Going over that cap is very very very rarely worth it, so a good rule is to just avoid it entirely.

Good luck, and have fun with your new Defender.


Bye, everybody!

*Champion*

 

Posted

[ QUOTE ]
6-slotting with recharge is fine with you have TOs and DOs, but when you get SOs, three recharge SOs will be all you need (after that, you'll hit the heavy diminishing returns with ED).

[/ QUOTE ]

which is alright, since if you have 6 slots, you can do the standard 3 rech/3endmod.

OP, I'd also recommend picking up hasten, because it goes *so* well with AM.


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Why /duel is a bad idea

 

Posted

I really agree with Psyonico here. And six slotting it later would let you put in some IO sets (Efficacy Adapter).


 

Posted

if you haven't already made the toon..i would say make his origin Science...you can buy lvl 13, 17, 21 Single Origin recharge enhancements from Mr. Yin's store in Faultline (unlockable)

this way you could 3 slot AM and Hasten with 96% rech at lvl 10.

now if you don't have Mr. Yin's store unlocked on any of your toons and you decide to run through the faultline arcs (6-8 missions?) you will prolly end up being lvl 16+ before you unlock the store ...

but i'd recommend unlocking it on one of your toons, cause you can simply transfer enhancements via WW's or a buddy for any future toons

Mr Yin only sells one type of SO to each Origin..here's a fancy list

[u] Origin-----Type of enhancement sold[u]

Mutant-------Damage SO
Natural-------Damage SO
Technology---Endurance Reduction SO
Science-------Recharge SO
Magic---------Accuracy SO


perma jump is ---> /up 1