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Double XP is active on all shards until October 21st

cohRock

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Everything posted by cohRock

  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.
  16. I plan on creating a character or three on Victory. But I'd like to know from pre-existing players there if they'd like their newcomers to know certain things. What has made your shard special, and how would you like us to keep it that way?
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  17. @lemming Thank you for your response and testing.
  18. This morning my rogue completed the 2nd Hearts of Darkness storyline and earned its Blackened Soul badge. According to the Homecoming wiki, that should unlock access to The Crucible in the Long Range Teleporter. However, it has not done so. I checked within The Crucible thinking there might be a necessary exploration badge there, but if so, I could not find it. (I don't remember needing an exploration badge for The Crucible's blueside counterpoint, Fort Trident. That one just unlocked when completing one of the six main hero TFs.) What am I missing? (If it matters, the server is Torchbearer.) I don't really need access to the Crucible, but it is the only location within my LRT list which remains locked, and this bugs me.
  19. That's what I was afraid of, and gave no details until actually acquiring the name. It really surprised me that no one else on Indomitable ever thought to create Indomitable Snowman.
  20. It worked! Thank you. It did fail on an immediate rename try after deleting the temp character, but I tried again later, and the name is mine! Meet: Indomitable Snowman Overview: Ice/Ice Brute Server: Indomitable 🙂
  21. I don't think the command in the link would tell me what I want to know. I'd have to already know the global name of the person who has the local name, AND that person would have to be online. Or is there something I am missing?
  22. I started to create a character with what I think is a brilliant name. During the creation process I verified that the name was available on that server, and received the check mark indicating it was. Before finishing the character, however, I realized I already had a character on a different server with the same archetype and power sets. So, instead of completing the character creation, I backed out and transferred the other character to the server in question. When I tried to rename, I was told that the name was already in use. "That's cool. When someone indicates they want to use a given character name, it becomes reserved for a while. Good idea!" But it has been two days, and I still cannot rename the transferred character. The same message shows, that the name is already in use. So either someone else used the name immediately after I tried, or character names become reserved for multiple days. If the latter, for how long is a character name reserved?
  23. Thank you for the clarifying replies.
  24. I have an SS/Invuln brute who has chosen Resilient for his alpha incarnate power. He is at tier 3 with Resilient Partial Radial Revemp. It boosts Resistance by 20%, Immob and Stun by 33%, and ToHit by 10%. If he brings it to tier 4 (Resilient Radial Paragon), it will bring ToHit to 20% and add a 33% Absorb buff. He has no healing powers with a specifically Absorb component (Dull Pail does a heal and then raises max Health for 2 minutes). So I doubt that the Absorb component will help at all. I decided to ask here about it to make sure.
  25. I received a recipe for the "Pet: Mini Kheldian Bright Nova". It cannot be damaged, but does no damage, buffs, nor debuffs. To make, it costs 2.5 million + 20 Alien Blood Samples. Even if I could get the salvage pieces at 500k each, I would be looking at a total cost of 12.5 million. My question is, if I made it and used it for showing off, would anyone even realize what went into making it? (Or I suppose I could run a number of Mission Architect missions in AE mode, using those merits to trade for the Alien Blood Samples.) Some people must want it, because there are currently 47 bids for one in the AH, with shown prices being between 5 to 7 million. Obvious thing for me to do is sell it, but part of me wants to show off to the uncaring masses.
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