Base Empowerment Buffs


Adeon Hawkwood

 

Posted

Yeah. Was thinking the +recovery and -kb would be very pleasant to have, and I could have them for multiple hours for a tiny fraction of the cost of an IO, to say nothing of slots.

Looks like my base-building is about to get More Fun.


 

Posted

Quote:
Originally Posted by seebs View Post
Woah. Those look seriously awesome to my untrained eye. Cheap components, hour-long buffs that would make a lot of content way easier.
And that's why they're almost never, ever used by the general population. Even on the forums, it takes a thread like this every 6 months to remind people of their awesomeness.


 

Posted

I recently rediscovered the joys of Knockback Increase.
+60% knockback/up for an hour for a single piece of salvage?

Beautiful.


Eastern Standard Time (Australia)
is 15 hours ahead of
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Greenwich Mean Time (GMT)

 

Posted



This is my empowerment station set up redside. If I move the camera out far enough I can stand on the station and access all 5 of those storage bins without having to walk away from the station.


 

Posted

How did you DO that?


 

Posted

I routinely use the +rch buff for all my toons that I have set up with recharge bonuses. Especially if I'm on the edge of achieving 'perma' something or the other.

I'll also use the +recov buff if my toon is END hungry.

I have a few racks by the station dedicated to storing the needed salvage (tier 3, since that seems to be the cheapest) that I keep well stocked all the time.


 

Posted

As a fire tank I use it in most TF's that have a heavy KB AV like STF, LRSF, Katie or Kahn. With my Acrobatics and Zephyr it puts me at -23 KB prot , nice to actually stand during fights heh.


 

Posted

Quote:
Originally Posted by Impish Kat View Post
Just a quick note here... Base Empowerments last for an hour... not the 15 min.s stated in the description text.
Also, you can stack different empowerments (invis + hold resist + psi resist...).
Gah, I didn't realize either one of those. I used to occasionally use one before starting a Task Force, but found the supposed 15 minute duration was getting eaten up while standing around waiting for the leader to finish recruiting and so on, so I fell out of the practice.

This would also be handy for level-locked characters with limited slotting options....


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by DrMike2000 View Post
They're OK.
... the Spy Hunt arc redside for 16 merits in around 20 minutes (+90 min logged off). Although I dont think I've ever put that one into practice...
Is this true today? I remember one day I logged on (forgot whether it was an issue release or just a patch) and all of my characters that had logged off during the timed mission still had the mission up, only untimed. I then started the AE arc and, again, the last mission was untimed. I posted about the change (can't find it via search unfortunately). Someone joked it was it the first time a nerf removed a timer.

So, I'm just wondering if it was changed back, that could alter how I allocate my gameplay time, as well as reinvigorate my interest in the Stalker I made just for farming that.

So I can say I stayed somewhat on topic, yes, I find the buffs to be very helpful and I am guilty of under-utilizing them. I like the idea someone had above of just keeping the required salvage onhand in storage.


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