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cohRock

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  1. Recovery Rate in my monitored attributes list. I wanted to observe it while I used an energy brute's Energy Drain power. When I was done, I told Combat Attributes not to monitor it any more. It went away. Next thing I knew it was back. I made it go away again. Soon, back. I'm pretty sure it comes back whenever the brute zones. Does anyone know what is wrong, and how to make this monitored attribute go away for good?
  2. @Glacier Peak Wow, that's a lot! I was happy with the +25% I had before, so I'll just keep it plus the extra 100% shard-wide XP.
  3. My characters normally maintain a +25% accelerated XP as they level to 50. I can see this possibly interacting with the shard-wide Double XP in a positive or negative manner. Positive: instead of +100% XP, my characters are currently getting +125% XP, at the pre-existing -25% loss of battle income. Negative: My character is getting +100% XP, but is still being charged the 25% fee. Neutral: The system ignores the fact that I have the +25% START XP, so I am neither gaining extra XP above the 100% nor losing any battle income. Should I cancel the START vendor +25% XP?
  4. My character is an SS/Energy brute. I had already decided to 6-slot the Gaussian set in Rage. The set's 6th slot set bonus is extra defense to just about everything, and the earlier bonuses seem to be quite attractive as well. Thus, even if its Chance for Build Up proc of limited utility in this situation, it needs to stay where it is.
  5. The incongruity didn't hit me until after I had slotted Gaussian's Synchronized Fire-Control: Chance for Build Up. I put it in the to-hit buff / +damage set Rage, but it holds for normal build ups as well. The proc describes itself as so: I've been watching without triggering Rage, and it never seems to go off. If it only has a chance to fire immediately after activating Rage (or even normal Build Ups), what good is it? Sure it might stack a Build Up effect, but I would much rather have a more frequent effect than a stronger one. Should it be auto-firing about once a minute, rather or not I have activated Rage?
  6. I have a tank character I haven't played in a very long time. When he was young, I remember teaming with an advanced player who gifted me two attuned enhancements for the Pounding Slugfest melee set. acc/dmg and disorient bonus. The char was young, probably mid-teens, and he didn't want to give me weak elements of an already weak set, so he attuned them so I could slot them right away. They would remain as strong as the set could be as I leveled. Note that Pounding Slugfest has recipes rated from 15 to 30. It has four elements. As I started playing him again recently, I completed the set with the two missing elements with the recipes bought at level 30. The power was 3-slotted with an level 30 acc invention filling the third slot. He respecd and gave the power four slots so he could have the final set bonus. (2% damage but I had the slot available and I'm a completionist when possible.) I noticed something on my level 50 tank. The attuned acc/dmg showed attribute strengths of 26.5 for both attributes, while the two level 30 elements only showed attribute strengths of 21.8. "Aha! Attuned enhancements allowed level-capped sets to scale to 50!!" Apparently that was a wrong conclusion based on confusing and/or misreported data. I experimented with slotting the level 30 ones. Here is the full report. The take-away is that individual elements report higher buffing, slotted or unslotted. But the combined reports are identical, limited to the level-30 maximum of the set. I'm not sure this is some sort of reporting bug or not. It seems so to me, but maybe I am missing something. Anyway, it you didn't already know, don't bother attuning capped sets to make them strong at high levels. It doesn't work.
  7. I soloed it once on a brute without much difficulty. My preference is still teams, though. Thanks all for your replies. I never realized that some people would prefer running Posi 1 at 8 or 9. To me, that's just "ouch", no thank you.
  8. First, this isn't a complaint. It's just something I have wondered about for a while. The maximum level Positron 1 can run at is 15, and Posi 2 is 16. That enables powers to be active thru levels 20 and 21 respectively. There is a power granted at level 20, but not one for 21 (slots only). So the practical difference between the two levels is very minor, right? The only possible advantage I can think of for the level 16 cap is that a person could train to 21 and add slots and enhancements to his accessible level 20 power. (Usually TFs move so fast, a lot of folks wouldn't even bother training, but my point is that it could happen and could offer some benefit.) Is there any other advantage having the 2nd Posi cap be one higher? Slightly related warning: If you are organizing a TF and have a level below its cap, consider passing the star to someone at or above the cap. Levels do not change during a TF. So if a Posi 1 begins at level 9, it remains 9 until it ends. This is true even though the team leader will level multiple times during it. (Being stuck at 9 has actually happened to me.)
  9. The actual reason you don't want Consume Psyche on auto is that Psychokinetic Barrier (PB) is the power which should be auto-fired. With its current recharge, it grants the following every 40 seconds: +333.92 Max HP (perma) 1001.76 absorption (30 of every 40 sec) 0.41% per second regen (perma) 60% Regen Resistance 60% Recovery Resistance 60% Recharge Time Resistance (The resistances are technically 20%, but with a 40-second recharge, they all stack three times.) You are correct about [Consume Psyche] being best used situationally. With its quick recharge, it is frequently available, though. BTW, to get PB down from its normal 60 sec recharge time to 40 sec, I have it 4 slotted with the Doctored Wounds set. Healing/Rech Healing/End Healing/End/Rech Healing All 4 are at level 43. I chose that set because it was cheap to acquire and gives me better overall capability than the level 30 IOs I had until yesterday (a Recharge and 3 Heals). The character also just acquired a set bonus with 7.5% global recharge, and that will probably reach a high 20% level by the time I'm done converting to sets.
  10. I've been playing a psi/psi tank for about a week, and he's 40 now. I love the build, and I view him as basically a regen tank with good resistances , some defense, and a multifaceted PBAoE control and (slight) damage aura. That's not even counting his main taunt aura that adds a -rech effect. So far as what I'll be emphasizing in Aura of Insanity, it will be hold, disorient, and most especially confuse. The confusion will receive two buffs from his secondary powers. Boggle itself is a single-target ranged confuse (mag 3). I'll be 6-slotting his PBAoE tier 9 attack (Mass Levitate) with the Cupid's Crush set. This will add yet another chance of (mag 2) confusion. He has also taken the Fold Space power, which enables a very nice chain: Fold Space Consume Psyche Mass Levitate Supported by his 2 taunt auras and everything buffed with Focused Accuracy, he is quite comfortable in crowds. I haven't yet brought him to a fire farm, but with his high energy and negative energy resistances, he'd probably do well in an energy farm. Advice: get some decent recharge in Psychokinetic Barrier (PB). If you speed it up enough for its debuff protections to kick in, you can bump them from 20% to 60% effectiveness. I.e., Regeneration Resistance, Recovery Resistance, and Recharge time resistance will all be sitting at 60% aft the third 40-second cycle begins. Since PB is set on auto-fire, this is a permanent state. The Precognition power is providing 12.53% to Defense Resistance, and Focused Accuracy provides 76.5% To Hit Resistance. So he has the full set covered!
  11. @Marine XThank you for responding. I still don't know, though, the result of the proc firing. Would that unplacate the just-placated foe?
  12. The Perfect Zinger set has a proc with a chance of causing psi damage. It can be slotted in the Placate power. Does anyone know if damage occurs, does that negate the placate effect? Or does the proc fire before placating?
  13. This morning my level 50 stone/stone scrapper bought a level 50 Winter's Gift : Slow Resistance. He slotted it in Combat Teleport, which he didn't take until level 47. I verified that it wasn't active when set to a lower level (PVP zone or Ouroboros Flashback), Fortunately, attuning it using an Enhancement Catalyst allows it to offer 20% Recharge protection no matter what level he is. This is true even when Combat Teleport isn't active due to too low a level. In testing that, I learned something just as interesting about the Rooted power. It adds 30% Debuff Resistance to To Hit, Recharge Time, and Defense. Note that it also keeps its normal resistances of 11.92 to Defense and 59.6% to Recovery. It also adds 47% (capped less than that) Status Resistance to every type of mez, but keping its 9990% resistance to knockback. I'm sure this is done due to PVP zones removing almost all Status Protection (Rooted continues to offer 10.0 to Knockback and Repel, however.) These effects are probably general for most mez protection powers; I haven't tested on other power sets, though. Here's the item in the Debuff Resistance listing which led to this post:
  14. cohRock

    base xp rate?

    @Glacier Peak Guess I've been sleeping. Sorry.
  15. cohRock

    base xp rate?

    ? Glacier, I'm not sure you understand the question. The xp rates vary from server to server. 1x: Excelsior, Everlasting 1.5x: Tourchbearer 2x: Indomitable, Reunion My guess, based on staff wanting to help balance population load, is that Victory is starting out at 2x. Its just a guess though. Even if I'm correct, that is subject to change depending on how popular it gets.
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