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Hero Star

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  1. I finally tested this out today. I set a timer on my phone for 1min 30s. Once Hasten hit 1min 30s of recharge left, I started the timer. I had the FF proc fire off, let it run out, and then compared the recharge time on Hasten to my timer. It always reverted back in sync with my timer. I had the FF proc fire off around 4-5 times during that 1min 30s. By the end of it It they were both the same. Maybe I am misunderstanding what you meant. I don't think its useless, but I still have a lot to learn with the Battle Axe/Bio I'm leveling. It definitely helps to chain my attacks faster until I get set bonuses. On my ST chain I can get almost perma-FF. On my AOE chain, its less, since I still have lots on recharge slotted in those attacks. I'm still working out what kind of benefit it has I longer recharge powers, like the ones in Bio, but I think @Sovera touched on this in his above post.
  2. Care to go into detail or link on why it's a bad idea? Thanks.
  3. Do these KD proc enhancements stack? As in if I use both in one power will it KD more often? Thanks.
  4. Thank you for your time in explaining this. I didn't actually calculate if it reverted the timer back to where it would be. I just assumed since it went back up. I'll have to play around with it. I understand some builds not needing permaHasten, and if I get to that point with mine, great! I'm running a Stone Melee scrapper right now who's only level 30 so I still have time to build and experiment. Stone Melee has fairly long recharge times compared to some sets, so recharge is important to me to get a good chain down. Thanks everyone! I'll let you all know what I end up figure out when I build it out!
  5. I see where you're coming from I think. However, unless the power you're wanting to benefit from FF completes recharge within FF's proc, it reverts the timer back to where it would be without the proc. In Mids, I see that if I get Hasten down to 163s (175% recharge from bonuses without FF) and then activate FF its at 120s (275% recharge). So would that mean if I proc FF when Hasten has 43s left it will get Hasten to recharge itself full? I feel like I'm missing something else.
  6. Does Cross Punch always trigger +Recharge when using it? I guess I'm not wrapping my head around how FF can be compared to LotG. I guess what I'm wanting to find out is: what do I need to have my Hasten recharge at (in seconds) + how many seconds before Hasten deactivates do I need FF to pop off in order to have its recharge reset. Sorry if that's confusing lol. And maybe I'm not thinking about it the right way.
  7. While using Mids, does anyone have a minimum recharge time for Hasten, if you're wanting it perma, but also relying on Force Feedback to make it so? Also, can someone explain Cross Punch's recharge benefit? Does it proc every so often? Is it 10% Recharge for 10s, where FF is 100% for 5s?
  8. Yeah, the incarnate stuff made a world of difference for me. Even the End Mod version of Musculature is extremely helpful. Agility is even more helpful, but with Ageless(includes End Debuff Res) I'm golden so I opted for Musculature. It'll be fun to make another build for pre incarnate levels.
  9. How do you do against +4 mobs with Mu Guardians? It can be pretty rough depending how many other Mu there are. Carnies aren't too bad as long as I go for the Ring Mistresses. I also havent tried it with any incarnates abilities. I ended up taking conserve power and victory rush, and rotating the 2. The amplifiers from P2W get me to like 4 more end/s than my end use(without victory rush) . Conserve Power seems to have more benefit than recovery powers. I'll have to slot some incarnates and see what's up.
  10. Cant tactics be used to for fear protection? The biggest deal breaker for me on Fire Armor is the lack of End Recovery Debuff Resistance. I think Consume has End Drain Resistance, but one without the other seems kind of useless. I get, though, that Fire is more damage based and maybe not meant for soloing everything.
  11. Yeah and not having defense debuff resistance in Electric it's like what's the point. I dont really feel like posting the build, but if I dont take weave/maneuvers I'll have better endurance(SS seems End heavier than EleM, especially with Rage) and add a better attack to my chain.
  12. I have an Electric/Electric tank that has weave(luck of the gambler set) and maneuvers(mostly for shield wall, reactive defenses etc) and has 22-25% defense to everything. Basically capped res to all dmg. I notice on that tank when fighting mobs with -def debuff I go into the negatives. Is it even worth having defense on Electric? I'm leveling up a Electric/SS and am making a build in mids. I'll be capped to all damage(except Neg and toxic) and Might of the Tanker in LF should help with -res mobs, and have around 10% defense to everything(not intentionally). Will I notice a difference in survival?
  13. If I have 95% resistance(90% cap on tank) and I get hit with -5% resist, will I still be capped or does it drop to 85%(or whatever the math is)?
  14. I'm going to do some testing on beta since TW will likely have its base damage lowered. Rend Armor may still be a bit above GPB. Also, can some one tell me why it shows Rend Armor doing 32 and Greater Psy Blade doing like 40 at the character select thingy? Where as on Mids rend armor does more?
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