Numina Unique in Energize...


Kioshi

 

Posted

Just when the power is activated, or as long as the regen of the power is active? In other words, if this power is near perma will the unique keep up the regen/recovery while the regeneration of Energize is running or will it fire when the power is activated and then run out and wait the entire cycle?


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563

 

Posted

My understanding is that the Numina unique runs for 120 seconds every time it fires, just like a click buff, and it will fire 100% of the time you activate the power it's in. So if you can get energize's recharge down to less than two minutes, you can have the benefits of the unique all the time.

The reason the uniques are so nice in auto powers is that they're coded as 0 endurance, no animation powers that activate every 10 seconds, ensuring perpetual unique bonuses.


@Exabecquerel | 50s:
1 corr (fire/kin), 1 widow (tuna), 3 MM (bots/ff, demons/dark, demons/traps), 2 brutes (ss/wp, kin/sr)
1 def (kin/dp), 2 trollers (fire/rad, earth/storm), 2 scrappers (spines/dark, kat/sr)

 

Posted

The regen/recovery bonus from the IO will work for 120 seconds after the power with it is activated, be it Energize, Aid Self, Healing Flames, anything that accepts the IO.

As long as you use Energize once every 120 seconds it will be perma (but the bonus won't stack, it will always be the same regen/recov values).

If you want the IO to work full time without worrying about anything like clicking Energize, put it in a passive power like Health, Physical Perfection, Fast Healing, True Grit (last two available for willpower and shields respectively, just giving examples)...


 

Posted

I know I want to use it usually in passives. If Energize is always up though I was looking to grab the 6 piece Numina's ranged defense.


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563

 

Posted

Quote:
Originally Posted by Moonlighter View Post
I know I want to use it usually in passives. If Energize is always up though I was looking to grab the 6 piece Numina's ranged defense.
That would be fine. If you go 120 seconds without clicking it then you'll loose the numina proc until it's clicked again. Personally, I like to have energize on autocast.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

Quote:
Originally Posted by Moonlighter View Post
I know I want to use it usually in passives. If Energize is always up though I was looking to grab the 6 piece Numina's ranged defense.
If memory serves, isn't Numina pretty light on +rech? You'd have to make the call if the ranged def is better than having Energize up more often, but that would vary more build to build.

Quote:
Originally Posted by Shred_Monkey View Post
That would be fine. If you go 120 seconds without clicking it then you'll loose the numina proc until it's clicked again. Personally, I like to have energize on autocast.
Really? That surprises me, Shred. I'd think that the chance of wasting the heal would be problematic. I know I wouldn't want to waste it on my Claws/Elec Brute.

Note: I'm biased against autocast in general.


 

Posted

Quote:
Originally Posted by Sarrate View Post
Really? That surprises me, Shred. I'd think that the chance of wasting the heal would be problematic. I know I wouldn't want to waste it on my Claws/Elec Brute.

Note: I'm biased against autocast in general.
I like having the regen and the endurance assistance as much as possible. The heal is just kind of a bonus that helps make up for the downtime in regen. The way I see it, if I'm relying on the heal, then i'm probably in over my head and therefore the heal is only going to keep me going an extra 10 seconds and then I'll be back in trouble again.

In short, if i'm relying on a heal as part of my survival plan, I'd prefer it to be up much more often then energize. With such a long recharge, I like the auto-fire and forget method better.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

Quote:
Originally Posted by Shred_Monkey View Post
I like having the regen and the endurance assistance as much as possible. The heal is just kind of a bonus that helps make up for the downtime in regen. The way I see it, if I'm relying on the heal, then i'm probably in over my head and therefore the heal is only going to keep me going an extra 10 seconds and then I'll be back in trouble again.

In short, if i'm relying on a heal as part of my survival plan, I'd prefer it to be up much more often then energize. With such a long recharge, I like the auto-fire and forget method better.
Well, let me give you my logic. Let's assume the player has 1,000 base hp. The heal itself would give 500 hp instantly (assume 200% enhancement for ease of calculating). Over the next 30s, they'd regen an additional 250 hp. ( (MaxHP * Regen / 240) * 30 )

Now, let's assume the player has gotten +30% MaxHP from outside sources (Accolades, IOs, etc) and now has 1300 hp. The heal still heals for 500. While the regen increases, it only goes up to 325, still less than the heal. The player would need 2,000 hp (+100%) to have them equal out.

What I tend to do is wait till I'm at ~50% hp before using it. It doesn't have to be a burst of damage, but whenever the steady chip damage gets me down low. That way, the heal will prop me back up and the regen will carry me a bit longer. If I'm keeping myself above ~50% hp, then what benefit is the healing/regen?

I can see the end management, to a point, but the set also has Power Sink which gives more end back and can provide situational end drain mitigation.


I'm not saying that you have to play my way, mind you. I just don't think it's worth it.