Rise to the Challenge - When to fire?
Yes it is a toggle (however it turns off with KB, hold, KU, KD) and you get the regen every couple of seconds. You're question makes near to no sense to me but yes you leave it on constantly.
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Rise to the Challenge is a constant toggle. It is both your taunt aura, and one of your sources of regeneration.
RttC is a toggle, right? But is it a toggle that runs all the time? Based on what I've read it offers regeneration bonuses based on the number of foes around you (with diminishing returns) and that sounds awesome. However, does it do this only after you fire it?
If I leave it toggled do I get the bonus on some type of timed interval? |
Rise to the Challenge also carries a to-hit debuff effect. It is because of this debuff effect that unlike your toggle armors; such as mind over body and indomitable will; Rise to the Challenge will be turned off by powers that can cause your avatar to fall asleep; cause your avatar to be held; or cause your avatar to be stunned.
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In most cases, the first reason you would want to turn a toggle power off is if it conflicts with another power, such as the Dark Armor Set where Death Shroud, Cloak of Darkness, Cloak of Fear, and Oppressive Gloom can have opposite effects: Cloak of Fear will cause minions to run away, Death Shroud is supposed to cause minions to run to you. Cloak of Darkness has a stealth component, that interferes with Death Shrouds ability to hold aggro. Oppressive Gloom has a stun component which causes enemies to wander around aimlessly, but a stunned / feared opponent will simply shamble off, leaving you have to play "chase the minion, oh kitty litter the effect has worn off on the rest of the mob, they are all firing on me at once."
The Willpower set has no such conflicts.
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The second reason is endurance usage. Looking back to the Dark Armor set again, it's entire endurance consumption with all toggles enabled out-strips both Ice Armor and Stone Armor for amount of endurance used with available toggles that stack. Even when running just the resistance shields and the damage aura, Dark Armor still uses up more endurance than Ice Armor... while Ice Armor gets an endurance recovery power for it's ludicrously high endurance usage.
The Willpower set has no such conflicts. With Quick Recovery, the pool power Stamina, and Epic Pool Power Physical Perfection, you can run every toggle in Willpower, Tough, Weave, and Focused Accuracy, on a Single Origin Enhancement built without ever having to worry about IO boosts.
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So, what does all this mean?
When you log in. Turn Rise to the Challenge on. Leave it on.
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Going one further, whenever I log in a character with toggle armors the first thing I do is toggle on all of my defenses and then ignore them the rest of the night. The only time any of your armor toggles should be off is if you just popped a wakie.
So, what does all this mean?
When you log in. Turn Rise to the Challenge on. Leave it on. |
There may be a few situations where you'd turn off RttC, but the only one that occurs to me offhand is if you're trying to stealth past mobs while invisible. Outside of that situation you'll turn 'em all on at log in and leave 'em run until you log out.
ALL toggle powers have a constant effect that is applied each time the power "tics", none of them vary in what they do simply because you just turned them on. So, log in, turn on all your armors and go beat up stuff.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
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Sorry for the cryptic wording.
Yes it is a toggle (however it turns off with KB, hold, KU, KD) and you get the regen every couple of seconds. You're question makes near to no sense to me but yes you leave it on constantly.
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This is what wasn't clear to me. I didn't know how often it fired if I left it on. And I wanted to make sure that the toggle didn't have any eccentricities associated with it.
Thanks!
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I don't think it turns off with KB, KU or KD, I know it does turn off with a hold however it dosn't matter your /willpower and if you getting KB,KU, or KD you're doing something wrong.
(however it turns off with KB, hold, KU, KD) |
"All right, they're on our left, they're on our right, they're in front of us, they're behind us...they can't get away this time"- Chesty Puller US Marine Corps
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yeah. The only Mez affect that can really get through Willpower is Stun / Disorient. It's quite possible on Task Forces like Moonfire's for the Council to wrack up enough disorients to put a willpower out of commission. Rularuu Wisp Overlords, Vanguard Swords, and several of the Arachnos can also rack up enough stun's / disorients to put a Willpower out of commission... but for anybody whose faced these enemies, there's a longer list of debuffs to worry about... like -defense, -resistance, -to-hit, slow, sleep, and that bloody detention field.
I don't think it turns off with KB, KU or KD, I know it does turn off with a hold however it dosn't matter your /willpower and if you getting KB,KU, or KD you're doing something wrong.
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Outside of Moonfire though, you pretty much have to be drawing some serious aggro, or be running with +3 / +4 levels to draw enough stun / disorient for it to be an issue above and beyond other Critter Debuffs.
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and Green Ink Men too, a group of them can stun anyone.
yeah. The only Mez affect that can really get through Willpower is Stun / Disorient. It's quite possible on Task Forces like Moonfire's for the Council to wrack up enough disorients to put a willpower out of commission. Rularuu Wisp Overlords, Vanguard Swords, and several of the Arachnos can also rack up enough stun's / disorients to put a Willpower out of commission... but for anybody whose faced these enemies, there's a longer list of debuffs to worry about... like -defense, -resistance, -to-hit, slow, sleep, and that bloody detention field.
Outside of Moonfire though, you pretty much have to be drawing some serious aggro, or be running with +3 / +4 levels to draw enough stun / disorient for it to be an issue above and beyond other Critter Debuffs. |
"All right, they're on our left, they're on our right, they're in front of us, they're behind us...they can't get away this time"- Chesty Puller US Marine Corps
toggle auras that give buffs tend to fire off once a second with a buff that lasts slightly longer than a second (to cover server hiccups).
I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.
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Another big one is the stun from the the Nictus when Rom gets Rezzed on the ITF.
Originally Posted by je_saist
The only Mez affect that can really get through Willpower is Stun / Disorient.
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Pretty sure WP Tankers can just stand there, but WP Brutes and Scrappers need to avoid line of sight or get stunned and have RttC dropped.
Realized it doesn't shut down to KB but to KD/U it does because it gounds your character. That only happens if my toggles go down for a reason (death, out of end during incredibly long fight, etc).
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Another big one is the stun from the the Nictus when Rom gets Rezzed on the ITF.
Pretty sure WP Tankers can just stand there, but WP Brutes and Scrappers need to avoid line of sight or get stunned and have RttC dropped. |
Nope. It's a mag FIFTY stun. It will stun anything in range of it that doesn't have a crapton of Clear Mind (or similar) stacked on it. It's every bit as nasty as Ghost Widow's hold.
(It is pretty much identical in effect to the power Soul Transfer from Dark Armor, and the Warshade power I can never remember the name of)
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Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
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What? No it doesn't, and hasn't since I3/I4. CoF makes enemies stand in place and tremble while debuffing their tohit. There is no run effect at all.
In most cases, the first reason you would want to turn a toggle power off is if it conflicts with another power, such as the Dark Armor Set where Death Shroud, Cloak of Darkness, Cloak of Fear, and Oppressive Gloom can have opposite effects: Cloak of Fear will cause minions to run away, Death Shroud is supposed to cause minions to run to you. Cloak of Darkness has a stealth component, that interferes with Death Shrouds ability to hold aggro. Oppressive Gloom has a stun component which causes enemies to wander around aimlessly, but a stunned / feared opponent will simply shamble off, leaving you have to play "chase the minion, oh kitty litter the effect has worn off on the rest of the mob, they are all firing on me at once."
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Nope. It's a mag FIFTY stun. It will stun anything in range of it that doesn't have a crapton of Clear Mind (or similar) stacked on it. It's every bit as nasty as Ghost Widow's hold.
(It is pretty much identical in effect to the power Soul Transfer from Dark Armor, and the Warshade power I can never remember the name of) |
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Actually my BS/SD scrapper can stand there without being stunned as long as Active Defense is stacked when the rez happens. So it can't be mag 50. Nor is it every bit as nasty as GW's hold, which is mag 100.
Nope. It's a mag FIFTY stun. It will stun anything in range of it that doesn't have a crapton of Clear Mind (or similar) stacked on it. It's every bit as nasty as Ghost Widow's hold.
(It is pretty much identical in effect to the power Soul Transfer from Dark Armor, and the Warshade power I can never remember the name of) |
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Yup, never been stunned by him on my granite Brute even with rooted off. Granite Armor provides mag 17 protection against stun (add rooted and it's 27.4 but if the stun were mag 50 I'd be stunned anyway).
Hardly; his rez is a 15 sec MAG 12 stun, not 50. I've never been stunned by him on my WP Tank, with just shy of MAG 13 protection (no SoW).
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So it's gotta be around mag 12, since my scrappers get stunned by him and scrappers usually get 10 - 10.4 mag protection.
Ohhh the multi quote button is working again on my google chrome, go figure.
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Dude. seriously... No fear power causes enemies to run. I mean fear powers that make the enemies get the 'scared' face, like Fearsoe Stare, CoFear, Touch of Fear, Stalker AS demoralize, not 'afraid' powers like Burn which causes the enemies to flee. You're mixing things up.
Cloak of Fear, and Oppressive Gloom can have opposite effects: Cloak of Fear will cause minions to run away, Death Shroud is supposed to cause minions to run to you. Cloak of Darkness has a stealth component, that interferes with Death Shrouds ability to hold aggro
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Nope. It's a mag FIFTY stun. It will stun anything in range of it that doesn't have a crapton of Clear Mind (or similar) stacked on it. It's every bit as nasty as Ghost Widow's hold.
(It is pretty much identical in effect to the power Soul Transfer from Dark Armor, and the Warshade power I can never remember the name of) |
Soul Transfer is a mag 30 stun. Stygian Return (Warshade self rez) does not stun.
True, Fear = no run. It's the only lockdown that ill/ has.
RttC is a toggle, right? But is it a toggle that runs all the time? Based on what I've read it offers regeneration bonuses based on the number of foes around you (with diminishing returns) and that sounds awesome. However, does it do this only after you fire it?
If I leave it toggled do I get the bonus on some type of timed interval?