Aid self question
Just scroll down the list at the person selling them and check each one, you'll find it. It'll be further down.
The Smoking Demon
Ash/Tar Corruptor
Union
@The Smoking Demon
Chronometric Manipulation.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Thank`s guys
Don't get into a flap. It's only my opinion and I'm thick
Arc 56763 Lord Anarchys heaven
2 mission arc. Bring friends cause Lord Anarchy means business...
You know, i saw this but the description for Chronometric is, and I quote, "heroes use this power to decrease the time needed to activate a power."
I read that to be a recharge enhancement. Thought it was odd there were two. LOL
Don't get into a flap. It's only my opinion and I'm thick
Arc 56763 Lord Anarchys heaven
2 mission arc. Bring friends cause Lord Anarchy means business...
I've found end reduction more useful than interrupt reduction on Aid Self. If you click the power and get interrupted, the power remains available, but you pay the full end cost. You can try cklicking it again. If you do this many times and get interrupted, the end cost is staggering. But in the end you do get healed. And the base interuuptible time on Aid Self is very short. Sure, you can reduce it furhter, but I'm not sure its worth it.
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I've found end reduction more useful than interrupt reduction on Aid Self. If you click the power and get interrupted, the power remains available, but you pay the full end cost. You can try cklicking it again. If you do this many times and get interrupted, the end cost is staggering. But in the end you do get healed. And the base interuuptible time on Aid Self is very short. Sure, you can reduce it furhter, but I'm not sure its worth it.
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This is a valid point. I`m going to experiment with that.
Thanks
Don't get into a flap. It's only my opinion and I'm thick
Arc 56763 Lord Anarchys heaven
2 mission arc. Bring friends cause Lord Anarchy means business...
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I've found end reduction more useful than interrupt reduction on Aid Self. If you click the power and get interrupted, the power remains available, but you pay the full end cost. You can try cklicking it again. If you do this many times and get interrupted, the end cost is staggering. But in the end you do get healed. And the base interuuptible time on Aid Self is very short. Sure, you can reduce it furhter, but I'm not sure its worth it.
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This is a valid point. I`m going to experiment with that.
Thanks
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If you change an interrupt for an end redux then you are more likely to be interrupted. On a tanker i'd want defense and/or a secondary effect power such as a aoe disorient or kb to buy time for less interruption. Mileages will vary per build and enemy faced as often damage over time can be effecting you.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
All interrupt reduction does is shorten the window of activation time during which you can be interrupted. It doesn't actually reduce the activation time, recharge time or make an attack less likely to interrupt you if it hits.
On an INV you shouldn't need interrupt reduction due to Invincibility giving you high defence when you're herding... and if you're fighting an enemy one-on-one it's very easy to time Aid Self so it doesn't get interrupted anyway.
Endurance usage is fairly heavy on INV primary... I'd plump for one or two endreds over interrupt reductions unless you find yourself actually having difficulty timing it right (or fighting very high accuracy enemies!).
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Endurance usage is fairly heavy on INV primary... I'd plump for one or two endreds over interrupt reductions unless you find yourself actually having difficulty timing it right (or fighting very high accuracy enemies!).
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You have confused me there. Interrupt time is a window of time for which an attack can hit you and prevent the power from activating, the longer it is the greater the chance is of an attack interrupting you. The end cost on invulns is nothing special but aid self does use alot tho and end drains, DoT, psi bosses, -def, autohits etc dont help.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
If an attack hits you within the interrupt period, no matter how long or how short that period is, it'll still interrupt you.
Aid Self has about 1 second of interrupt time. The only time you should have major problems getting it to fire between enemy attacks is if you're surrounded and taking a severe beating. INV get invincibility, which improves defense when surrounded therefore getting hit before you can fire Aid Self off becomes much less of an issue.
The idea with EndReds is that every time you hit Aid Self, you lose end. Whether or not it gets interrupted. If you find yourself in a "oh [censored]" situation then you can hammer Aid Self until it activates successfully whilst taking enemy hits, but doing this costs a lot of endurance.
INV/ doesn't get endurance recovery powers such as consume (fire) or energy absorbtion (ice), and it doesn't get end drain resistance (stone). All its defences are toggle based and it has no -recharge to stop it from attacking flat out (stone). Therefore it tends to have high endurance usage.
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If an attack hits you within the interrupt period, no matter how long or how short that period is, it'll still interrupt you.
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The shorter the interrupt time the less of a window of opportunity there is for an attack to interrupt.
You have people in the team that are there to support you, how about concentrating on supporting them and let them support you?
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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The shorter the interrupt time the less of a window of opportunity there is for an attack to interrupt.
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This is Semantics.
Interrupt reduction slotting does not work like resistance by reducing the likelyhood of your being interrupted when you get hit. It is not a "-XX% chance to be interrupted"- it is a "shorten the time window during which you will be interrupted if hit".
If you're getting hit very rapidly (example: recieving more than one "damage over time" effects) there is virtually nothing you can do to prevent being interrupted and you'll waste more endurance trying.
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You have people in the team that are there to support you, how about concentrating on supporting them and let them support you?
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What relevance does this have to slotting Aid Self? A defender won't care if you have it slotted for interrupts or endurance reduction. Usually they can increase your defence or endurance, or even throw you a heal...
It also assumes that you're teamed and have support toons in the team.
Taken to the extreme it could mean that no tank should need anything other than aggro-grabbing powers, because the "support toons" will keep them alive.
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If you're getting hit very rapidly (example: recieving more than one "damage over time" effects) there is virtually nothing you can do to prevent being interrupted and you'll waste more endurance trying.
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Afaik you don't lose endurance if youre interrupted.
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Afaik you don't lose endurance if youre interrupted.
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You did last time I tried it on Red Noise (last Defiant Hamidon Raid).
IIRC it takes endurance as soon as you start the animation, not when the heal hits or you get interrupted.
I certainly remember mashing it in CoT maps and being stripped of endurance very quickly.
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The shorter the interrupt time the less of a window of opportunity there is for an attack to interrupt.
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This is Semantics.
Interrupt reduction slotting does not work like resistance by reducing the likelyhood of your being interrupted when you get hit. It is not a "-XX% chance to be interrupted"- it is a "shorten the time window during which you will be interrupted if hit".
If you're getting hit very rapidly (example: recieving more than one "damage over time" effects) there is virtually nothing you can do to prevent being interrupted and you'll waste more endurance trying.
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Maelwys i know about everything you are waffling on about repeating yourself. Making an argument out of nothing.
Interrupt time period 0 - 1 sec, if nothing hits you even a damage over time tick within that period the power will activate. How hard is that for you to understand that that is all i have said. Its got sweet FA to do with chance through its own calculation just chance from the time you activate it to what attacks are happening on you.
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You have people in the team that are there to support you, how about concentrating on supporting them and let them support you?
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What relevance does this have to slotting Aid Self? A defender won't care if you have it slotted for interrupts or endurance reduction.
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If something is barely worth having then rely on other things. Id never bother with aid self on anything with low def or without a an aoe secondary effect its like clutching at straws, grabbing at thin air when nothing is there at times when it would of been simpler to do something else.
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Usually they can increase your defence or endurance, or even throw you a heal...
It also assumes that you're teamed and have support toons in the team.
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Most likely you are, unless everyone else in the team is a scrapper and even then they can be supportive and well not even need you. You dont need aid self to solo. You dont need powerpool picks to get through the game. Sometimes a bit of tactical thought is a better choice but they dont supply people with that.
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Taken to the extreme it could mean that no tank should need anything other than aggro-grabbing powers, because the "support toons" will keep them alive.
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Nope dont go to that extreme. How else will you deal with alphas? Tanks take intial damage, gain taunt control so that other people can begin at minimal risk and everyone else pretty much takes over. All in a space of a few seconds.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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Afaik you don't lose endurance if youre interrupted.
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You did last time I tried it on Red Noise (last Defiant Hamidon Raid).
IIRC it takes endurance as soon as you start the animation, not when the heal hits or you get interrupted.
I certainly remember mashing it in CoT maps and being stripped of endurance very quickly.
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I think you can lose end too despite being interrupted, but its m00t, as often by the time you can use it again end recovery takes away some of of it away if you have stamina. However, many outside effects can effect the outcome suggesting their maybe more than an aid self problem. I'd want to look at the whole build personally.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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If you're getting hit very rapidly (example: recieving more than one "damage over time" effects) there is virtually nothing you can do to prevent being interrupted and you'll waste more endurance trying.
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Afaik you don't lose endurance if youre interrupted.
[/ QUOTE ]Yes you do, always have.
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I think you can lose end too despite being interrupted, but its m00t, as often by the time you can use it again end recovery takes away some of of it away if you have stamina.
[/ QUOTE ]If you're interrupted, you can use the power again immidiately. So if you're under fire, spamming an interruptable power can drain your whole END bar in a second. Endurance slotting in aid self is thus very useful.
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Maelwys i know about everything you are waffling on about repeating yourself. Making an argument out of nothing.
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How hard is that for you to understand that that is all i have said.
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Name calling is not likely to make me believe that you have comprehended the facts.
The BASE interrupt time on Aid Self is one second. This is not activation. This refers to a time window DURING the activation time- within which if you get affected by an enemy then the power will fail to work.
If you slot interrupt reductions into Aid Self, you will decrease the aforementioned time window. Therefore if you are recieving a constant stream of damage you will likely be able to use the power successfully more often.
The original poster wondered "I`m guessing this makes it possible to resist interrupts" which it doesn't. It doesn't allow you to "resist" interrupts at all. Your posts appear to suggest the contrary (you even stated that you were confused) and I attempted to clarify the issue.
The point is that in this instance, on an INV tanker it makes very, very little sense to attempt to reduce the interrupt time. You will almost never encounter a situation where it will make any difference to you because of Invincibility's defense buff.
INV already has endurance issues and you will certainly encounter endurance problems if you find yourself having to use the power regularly. Therefore End Reduction slotting is a good idea.
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If something is barely worth having then rely on other things.
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Why rely on it? Because it's a tool that increases your survivability.
Survivability is what a tanker is all about. When played as the typical team role you are an aggro-magnet and every power that helps to keeps you alive and control aggro is worth taking.
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Nope dont go to that extreme. How else will you deal with alphas?
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This is the very point I'm making.
Your survivability suffers when you don't take pains to keep yourself alive.
If you need to rely on always having your precious buffers to do your job, then your tank is a BAD TANK.
That's not to say you won't have fun, but you won't perform anywhere near as well as a sturdy aggro-magnet.
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If you're interrupted, you can use the power again immidiately. So if you're under fire, spamming an interruptable power can drain your whole END bar in a second. Endurance slotting in aid self is thus very useful.
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Quoted for truth just in case Shannon misses it or accuses me of more pointless waffling.
Emphasis mine, and thankyou MaX.
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I think you can lose end too despite being interrupted, but its m00t, as often by the time you can use it again end recovery takes away some of of it away if you have stamina.
[/ QUOTE ]If you're interrupted, you can use the power again immidiately. So if you're under fire, spamming an interruptable power can drain your whole END bar in a second. Endurance slotting in aid self is thus very useful.
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Yes but who in their right mind would sit there and keep spamming it without looking for ticks?
The power has to come back up. i tested it this morning, well i wasnt a spammer of it admittedly but everytime i felt a moment was right i went for it (which is something to try and look for).
Never said you shouldnt slot for endurance either, i said "i wouldnt" and thats one out of two misimplications i felt was placed on me.
keyquotes from myself:
"Mileages will vary per build and enemy faced as often damage over time can be effecting you."
"The end cost on invulns is nothing special but aid self does use alot tho"
Now i will quote Maelwys
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Name calling is not likely to make me believe that you have comprehended the facts.
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Point to what name calling please i cant find any. I have been at work since posting (well i had to goto town for the bank prior) hence my late reply.
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The BASE interrupt time on Aid Self is one second. This is not activation. This refers to a time window DURING the activation time- within which if you get affected by an enemy then the power will fail to work.
If you slot interrupt reductions into Aid Self, you will decrease the aforementioned time window. Therefore if you are recieving a constant stream of damage you will likely be able to use the power successfully more often.
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I know all this and this is why your repeating yourself for nothing, its why i said your making an argument out of nothing and no..
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The original poster wondered "I`m guessing this makes it possible to resist interrupts" which it doesn't. It doesn't allow you to "resist" interrupts at all. Your posts appear to suggest the contrary (you even stated that you were confused) and I attempted to clarify the issue.
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I havent said anything to the contrary, in your head i have but in fact havent.
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Endurance usage is fairly heavy on INV primary
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The above part confused me btw.
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The point is that in this instance, on an INV tanker it makes very, very little sense to attempt to reduce the interrupt time. You will almost never encounter a situation where it will make any difference to you because of Invincibility's defense buff.
INV already has endurance issues and you will certainly encounter endurance problems if you find yourself having to use the power regularly. Therefore End Reduction slotting is a good idea.
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I dont know what type of tanker this guy is which is why i would want to look at his build before suggestions.
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If something is barely worth having then rely on other things.
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Why rely on it? Because it's a tool that increases your survivability.
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It can cost you precious time in taunt control, tanking is not just about your survivability its about the teams survivability essentially within the first few moments of a fight but still till however long is needed. Trying to click a power like aid self when some taunt control is in order and a defender or controller has your back anyway is compromising.
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Survivability is what a tanker is all about. When played as the typical team role you are an aggro-magnet and every power that helps to keeps you alive and control aggro is worth taking.
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With a combined total of 1600 hours of tanking with 4 tanks let me say this "oh really?". More statements made to me about stuff i already know.
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Nope dont go to that extreme. How else will you deal with alphas?
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This is the very point I'm making.
Your survivability suffers when you don't take pains to keep yourself alive.
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If you need to rely on always having your precious buffers to do your job, then your tank is a BAD TANK.
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Tanks are about taunt control mainly and defenders cant do that. The defenders are a support AT there for a reason. Your tank cant take on everything in the entire game content without defense "sets". I dont care what you do you can get temp powers from warburg, a shivan from bloody bay, amy jonsson from croatoa, a warwolf pet and go and solo an AV with a granite tanker. You used debuffs and you have a buffer.
Now i know i could respec my tanks with fight pool and med pool and go about tanking with defenders alot less in mind and needing them a lot less, in fact not really needing them till i want to do an AV and i dont have the temp powers. But i dont do that, defenders are great, everything they can offer is valuable. What they bring to the team is valueable and i dont need all that extra stuff from the pools. They should due to good team dynamics be wasted power choices.
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That's not to say you won't have fun, but you won't perform anywhere near as well as a sturdy aggro-magnet.
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Aggro magnetism comes from taunt control thats my job, thats what tanks offer with enough survivability. No other AT does that and so have no chance in doing my job for me period. I have managed everything with a plain old build "with haste" and without being one of them tanks that likes certain defenders and more than one type neither. When it comes to defenders its the players behind them that matters and build isnt everything neither.
This has taken a bit of editing just to be as clear as i can be.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Wow. Surely ten different quotes in one post is a new record in unreadability?
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Yes but who in their right mind would sit there and keep spamming it without looking for ticks?
The power has to come back up. i tested it this morning, well i wasnt a spammer of it admittedly but everytime i felt a moment was right i went for it (which is something to try and look for).
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You can successfully use Aid Self in between the ticks of one DOT without using any interrupt enhancements.
When you're interrupted you do NOT need to wait for it to come back up before you use it again. You can literally hammer on a key several times a second and keep using "aid self" (and burning endurance) until it activates. When under heavy fire, in the vast majority of cases it will only need a maximum of two or three activations in quick succession to successfully trigger the heal.
Your other quotes and comments directed at me have either been answered already or are irrelevant to the thread, so I won't attempt to answer them directly (judging from past experiences this might result in a counterpost so long that it causes the server to crash).
I will instead say this:
If you get your mitigation from the team and a certain defender isn't available, how do you plan on tanking?
Will there **always** be a support AT to save you, or would you be better off increasing your survivability?
This is what you have to weigh up. Are you responsible for your own aggro and survivability or do you want to always have to sponge off others, even when those others might not have much to give you?
This topic is about Aid Self. When taken on a defence-based tank, Aid Self will greatly increase self-reliance.
I think that the fact that so many tankers take it speaks for itself... team buffs are often unreliable.
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You can successfully use Aid Self in between the ticks of one DOT without using any interrupt enhancements.
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yes different powers have different tick rates tho so it all depends on that and your level of interrupt.
My knowledge of interrupts come from trip mines and timebomb go into a pvp match with me and i explain to you about the chance of being interrupted and uninterrupted that has nothing to do with the calculation within aid self.
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When you're interrupted you do NOT need to wait for it to come back up before you use it again.
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I wait for a likely opening between attacks, i have never hammered on it and am aware that you can do this, i just never thought anyone would. Under some DoTs or heavy fire the maximum of half a sec interrupt may not be enough or you could be just plain unlucky hence holding it down will end drain you.
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Your other quotes and comments directed at me have either been answered already or are irrelevant to the thread, so I won't attempt to answer them directly (judging from past experiences this might result in a counterpost so long that it causes the server to crash).
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Thats what i was finding from you, we are not necessarily saying anything different just interpreting things differently.
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If you get your mitigation from the team and a certain defender isn't available, how do you plan on tanking?
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By not using the "look at me i can do this" approach *runs into mob* at a junction where behind a blindspot are more mobs.
I have done the whole atta with a team saying to them "i will take the damage and so you wont need the insps you have for survivability providing we do things tactfully" we had no controller or defender and at such low levels there isnt all that in damage mitigation that a team can provide or i can for that matter. Well as it happens no one got defeated.
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Will there **always** be a support AT to save you, or would you be better off increasing your survivability?
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I actually find teams supporting eachother a thrill, teams that run ragged thru a mission of anything goes i dont enjoy, the level of survivability drops, the skill involved is all anout self, i have seen it all to often and it bores me. I have had fight pool and steamed missions very well to much of the enjoyment of people who base everything on the rate of xp. However there is a bit of roleplay in me and i dont see xp (although will prefer unyielding for best xp/time) but for me its not the levelling, powerchoices, any look at me show off moments its the playing a hero and heroes have weaknesses and not all weaknesses can be helped which is why support shouldnt be something to be ashamed of, support should be loved imo.
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This is what you have to weigh up. Are you responsible for your own aggro and survivability or do you want to always have to sponge off others, even when those others might not have much to give you?
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In a team we are responsible to eachother, we have eachother to blame, some people compromise people (lose fire imp chasing one enemy into another group that we wouldnt handle methods) and i dont like that. You could say i compromise people if i drop, if i am about to drop i often use the words "bad pull tactically retreat". I actually dont like seeing anyone get defeated it pains me deeply and those that know me know it.
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This topic is about Aid Self. When taken on a defence-based tank, Aid Self will greatly increase self-reliance.
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It does, what i am saying is you dont need it, sometimes it can act against you, doing other things could of been better and whatever concept you have doesnt mean failure.
I really dont like fight pool on my tanks i will take it when i run out of ideas. My firetank dont have it yet, she has acrobatics, i could of gone hover to be conceptual but i really couldnt be bothered with the problems associated with it. My firetank is fire/fire and spends way less time in groups than my others. I had each tanker on test same level and went to Dark Astoria and soloed mobs with each one. The hardest was the firetank, i kept respecin her in different ways and found offense to be abit of a babe, tactics needed to be slightly different with each tank.
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I think that the fact that so many tankers take it speaks for itself... team buffs are often unreliable.
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The way tanks often tank do little to help defenders, a tanker should provide the most easiest set up for a defender and many dont. Taking self buffs discourages them to need to. I wont do that, i like importance of other players and what they do. The defender is more to do with the player behind it as with all other toons and you must surely agree that sometimes its the player behind the build than the fotm build in pvp. I know very good ones. I talk from a point of whats potentially achieveable and have with some teams proven it. I like potential and i put alot of faith in people having decent builds and vigilance no matter how often i find its not the case.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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My knowledge of interrupts come from trip mines and timebomb go into a pvp match with me and i explain to you about the chance of being interrupted and uninterrupted that has nothing to do with the calculation within aid self.
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If your knowledge of interrupts is solely base on trip mine then why are you commenting on Aid Self?
I've used the medicine pool on two of my level 50 toons and the interrupt chance works exactly as I have described several times in this thread already. I'm not going to rehash it again here since you claim you have read it and "know it all already".
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The way tanks often tank do little to help defenders, a tanker should provide the most easiest set up for a defender and many dont.
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???
I was under the impression that Tankers are not a buff class.
They shouldn't have to do anything for defenders other than protect them from aggro.
Why on Earth would a tank want to gimp themselves just to make defenders feel more useful when they throw them a buff? It defies all logic. A buff will still work on a sturdier tank unless they're already at the cap... You don't see Kinetics whinging at Blasters to drop Aim/BuildUp "because it makes Fulcrum Shift more effective".
Can someone please tell me the exact name for the intrdx SO enhancement(mutant.)?
I have Aid self and I`m guessing this makes it possible to resist interrupts but i`m buggered if I can find it.
I`m level 30 btw.
Thanks in advance
Don't get into a flap. It's only my opinion and I'm thick
Arc 56763 Lord Anarchys heaven
2 mission arc. Bring friends cause Lord Anarchy means business...