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cohRock

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Everything posted by cohRock

  1. @oldskool Thank you for the information and advice.
  2. I have a level 19 dark/dark sentinel. One of his powers is Obscure Sustenance, whose one line summary is: PBAoE Minor Dmg(negative), Self +Regen, +Recovery Sounds good. Its Detailed Info affirms that it is an AoE with a 35 ft. radius. It has a default accuracy of 150%. However, it also says "(1 target max)". Huh? In-game play seems to confirm it only ever hits one guy, so there is not stacking of regen and recovery from multiple hits. Isn't "1 target max" known as a "single-target attack"? The only thing I can think of, assuming the documentation is correct, is that it functions as a chain attack, not a PBAoE. If it hits the targeted guy, it is done. If it misses him, it tries someone else within the radius. Repeat. But they could have accomplished pretty much the same thing a lot simpler by giving it an unslotted 250% accuracy on a single target. I guess another possibility is that the power gets better as the character levels. at 20, might be 2 targets max, at 30, 3 targets, etc. Does anyone know how I should interpret this obscure information?
  3. I believe there is still a problem. While the general info says the endurance gain is 5%, the detailed info and Combat Abilities only show a .05% gain, which is pretty darn insignificant. 100.05 endurance for just over 8 seconds? Really?? Five percent should of 100 is 5, not .05.
  4. Since @KilluhFrost specifically said movement speed, the answer is definitely the scrapper/sentinel Ninjitsu Shinobi-Iri power. It significantly enhances run speed, jump speed, and jump height. It also provides stealth and minor defense(all). Compare with the Super Reflexes Quickness power. (I think it is the same for anyone who can take SR.) It's movement buff are moderate run and fly speed improvements. It also lacks the stealth and defense. However, it does also offer an always-on 20% recharge buff, which none of the Shinobis do as well as resistance to being slowed (caltrops? who cares??). The outlier is the blaster Ninja Training Shinobi power. It's quick description is bugged in-game, saying it offers enhanced movement speed. It does not. It does offer the same stealth and minor defense of the scrapper/sentinel power though. Substituting in for enhanced movement is enhanced toHit and damage, both always-on. A little of each is available all the time, and once every 30 seconds, and while stealthed, it offers massive toHit and damage bonuses, sort of like an extra crit. I like all of these powers and am glad for the variety. IMO they are pretty well balanced in a dynamic fashion -- not samo-samo, but all pretty darn nice. Um, after a little checking, let me modify that. Equivalent to Quickness is the Electric Armor Lightning Reflexes power. They may be different but according to Mids they are the same power with different names. Since I like Quickness I also like Lightning Reflexes.
  5. I have confirmed that the text description for Ninja Training : Shinobi is incorrect. I think someone just copied over the info from the Scrapper version without giving any second thought. Here is what it should be, with comparison to the already correct Scrapper/Sentinel info: Blaster Ninja Training Shinobi: +Stealth, +Defense, +toHit, +Damage Scrapper/Sentinel Ninjitsu Shinobi-Iri: +Stealth, +Defense, +runSpeed, +Jump Note the Detailed Info appears to be correct, only the general info is wrong. On my new blaster I was expecting the speed, but I cannot complain too hard about extra toHit and damage instead. 🤠
  6. @dtjunkie, I have a level 50+3 stone/rad tank. It is great that you have regular teaming partners, especially one with kinetics. I am sort of jealous. Some random comments concerning your build: You won't have the extra regen and HP from Rebirth Various sets offer bonuses to incrementally up your resists and defenses. If you want more, consider Destiny:Barrier to up your general defense and resist. It is sort of like adding unslotted Force Field and Sonic defenders to your team, with the protection helping everyone. It is by design that granite has its psi-damage hole. Its protection in everything else is so good, giving it a weakness just made sense. My solution? Use the other armors, including Minerals, when fighting psi foes. Don't fall into the trap of thinking of yourself as a "Granite Tank" -- you have all your armors so use them to their best potential. Heh, your frequent Kin teammate is the best solution to Granite's built-in debuffs. Again, various sets can slowly ameliorate its -recharge, -damage, and -speed penalties. My guy has Gift of the Ancients in 4 powers, each 4-slotted including the 7.5% run speed "gift". From the Leadership pool, my guy chose Assault and Tactics rather than Maneuvers. Assault cuts its -damage penalty in half, and Tactics helps you miss less often as well as preventing you from being blinded in granite form. (Minerals prevents that while not in Granite.) Tough has limited use to a stoner. You already have Stone Skin, also s/l resist, and if you are in granite form your smash/lethal resist is already hard capped. My guy does have Weave, though, to up the general defense. For running with your normal (non-granite) shields, Tough would help some, though. If really curious for a comparison, here is Meranium's build in data form (copy & import): | Do not modify anything below this line! | |-------------------------------------------------------------------| |MxDz;2002;759;1518;HEX;| |78DA85954B4F135114C7EF7406CB94470BE559E853A00F4A0BEAC267888A12136A5| |0D09DA9A3BDC2C43AD3CC0CA0B8328ABA70E977708789FA19FC1222BED63E6234BA| |AB87999B396751E224EDFCEEBF67CEEB9EB9ADDC9DEBDC9E7F30CBA4CEB375CDB6A| |BCB9A719B5BC18B9AB366697506973A5F3737749EAAF020AC629E41758EDFE286CD| |4B4B8E69F0EA69EB8E698D8A9F2ABCCE79E9B256D33547370D6F1DB960AC728B1B4| |EE9BCEE18DCB6BB164DB30E8B95554737567ADDD53258364CCB719F0BBBD202D76A| |DCB257F546C85D2F3538AF0D9E6BE8374B67AC35875797CCB57AB5A2D90EB7EE0D4| |18265F8BC53E14BDA4BBE29330520AB484DB83ADB8187040791232ADA6C6799B89A| |011663BE4D208EAC2491DFAB2214C4927AE0A6C89E7D085949CA8CCD78F67D29E40| |0745416CFCAD799AF0FD490B31AF21447DE81B86D5E8D81B622E673601FFE00F641| |D193E025C9F7D3BE4CF80AF2C055E42CE4A97A794A6A1A7D260AC81FC1A043F8EFF| |88D35467E91DAFF22C7FE20BF819E7779FE5917E9F938C40D0B3D5CC0DA7721568F| |A7B7F5ECC8BE7D2FC98DF218D9BB8938E9ED2EE6F0097C4645FE5132334341C2EDC| |8693233BD9067BFC8B33F8DFEA3A00F8ABE0D12BD7008F933C41D167187159CC918| |99CF2C899B5751FF99636C44CCCFC83AD638BA497883F4E13E7206728B8B398F4F6| |23E897DF80BE499143D4F26504FEDCD5846708230D1D3444F13FD15EC7BC6F3A964| |1E29BECF835B841F137E823CF61459825AC6452DEE5DBC771332E101E4D71037276| |AC99D08F87EF2C7091F432E1C257C12B9780AF919049EF4F651995CC7FE1437096F| |9077F9213E3BB585AC402D25310F2532876532036532936532872FA1AE69310FD33| |18C3513FF3F7F85F34AF2E232690AE7E43BEA01690CF510E16EC2DFA89F1CEA3FA8| |9F14F143B89BF0A8E29FC38C9EC379C53FDB9B056AE30EC2DED7744B75A6A57AB8A| |57AA4A5BA4055D2A145C5FF0760D208EA6AC43FDD9BD742EE532EDF208CD76C14B6| |42D495ED437E4BF4623FF273A2BFC820FF03A67C87E0| |-------------------------------------------------------------------|
  7. Thank you @Bill Z Bubba. I'll check it out. Rather than continue to fight the Mids export function, I have uploaded Poul's .mxd file to my site. Here is a link: * http://r0k.us/rock/junk/Poul Bunyan - Tanker (Super Reflexes).mxd Possibly disregarding the Mids info, does anyone have any feedback on what I wrote in the first post? (Hours later) It occurs to me I might be able to post the plain-text data block like @Bill Z Bubba did. Let's give it a shot: | Do not modify anything below this line! | |-------------------------------------------------------------------| |MxDz;1959;715;1430;HEX;| |78DA85945B6F124114C767D96D29142C975E282D9422965EECCAAA89778DB5556B4| |A42B4FA8A0803AC6E16E4929447BF83EFBEFBE0935FABA5ADADF10D0FCC74CF89D9| |C64D607FF3DFB367FE67E6ECE40FB6033F5E7C79C294C033ABD46E17F74BF627DEF| |2EFF372DD6E588D5A8FC135596874ADD456D7EE956C2F8C1322AAB8CDABDC6E73FD| |4DB709A3D7BC6AF103DE9E934FF3DCE25CDF2A753A162F3E3DE0E15DBBCE5BDCEEE| |8171028341A96BEC74B4DD3AE4D5D0C2ABCD5AE9BCDE068FCDCACD53BF0548CF2BC| |62964D9B47779A6659DFB179ABD62BE64BED0E6FF562606C037E7766E14F19DA1E6| |8ACAF326668CA002EED0879FC04D97F8A9C1DFE8DE8D0C7E40559AACC89F098843F| |225FA9215FAD23DF05378A70A32ACB708B493749E471C27EC2B3B0D6AA7C575D457| |D79189396735DC2F761DE31F1AE32B681EF8608F7A146AFACD1FB1E3D4F94095748| |8D1C39F901F91ECCE51373797CC47F2AF98F67C90F217E52D63549D6249074E710E| |163F01C149E95601CF5AC811C81A2A6440C9B22F93DA08765BD61F26E24E1CE71C2| |19A73354C81295FD153D87DEC98988E93FAA133D7D861CFFADBA6479006B3023D76| |C86D497247B48D72C0AB3CEC9BAE7484DA99BC88F21E7BCC8C9E63751FF056BB620| |EB5E68E2BE2D7E26DC227BDB41CE76911F41FE84F49C20DE328457086BE07949EEF| |3D2B27B5FAC5FC2DF60D1D2720FD3C34DD3D4917E0EB55C93B58CEE525F51DDF93A| |652FF27768A255E16D6C751CF5353F61AAEF427056FA24BAF14A713C9FFAC40934F| |4B6C1DC3D6C5EC6C4DB19E4D1651E9DE4B9A1FE9F0D92E704F2E464CFE4C8776F90| |9E59D49C738E31F24DAC69CE293A58A7314E07E75C55C355BDE5AADE7655F7A84A4| |EBD82260D81AE906A7C213825853E38F43BA72D53C817D047DDA364C809FB5671BA| |3BF60E3829F888E6211E8E699E14C943384638029FAC2157716206F925D123D3C85| |FA3C83FD3C87F01988F77F1| |-------------------------------------------------------------------|
  8. @Giovanni Valia, thanks for posting the Mids image for Poul. I wish I knew what was wrong.
  9. I know. 😟 I don't know how to fix it. You seem to see more than I do. When I click it, Mids just opens with no information at all.
  10. My SR/Axe tank, Poul Bunyan, is level 50+3 and getting ready to respec. I'm hoping to get some specific feedback first, though. His current build is posted below -- note that the IO level of the generic enhancements is not very accurate, but I think the current sets show appropriate levels. He is very happy with his tier 3 Alpha:Vigor, offering 33% Health, Accuracy, and Endurance Reduction. However, once Poul achieved that, his endurance issues were gone. The tier 3 on Destiny:Ageless is no longer very helpful to him, although admittedly it can be very nice for certain teammates. He is planning on building Barrier as an alternative. It won't help his defenses a lot, but it should set a nice base for the SR scaling of his resistance. He has also made a level 30 Reactive Defense: Scaling Damage Resistance proc which he plans to slot in Focused Fighting after respeccing; even though the build shows a fifth slot, it does not actually exist yet. It has also been suggested that he consider Destiny:Rebirth for its Heal, +HP, and regen, but it may not be as effective in this build as Barrier. He alredy has access to incarnate regen via Hybrid:Melee and extra health-related bonuses in general from the Physical Perfection power as well as various set bonuses. I barely use the Kick attack, but I need either Kick or Boxing to access Tough. Since Boxing would work just as fine with 2 or 3 slots (for a stun set), I would have extra slots to use elsewhere if I substitute it in. (Darnit, something wrong with the Mids HTML "short" version. Going to just try the Mids data link form. Sorry. Double-dog-darnit, that doesn't work either. The link launches Mids but doesn't fill anything in. Can someone let me know what might be wrong?) http://www.cohplanner.com/mids/download.php?uc=1547&c=688&a=1376&f=HEX&dc=78DA6D944973124114C77B9849088408812C648100C690C58C8C5AE5AE65163556A84A69F48A483A303A35204B5538FA1DBC7BF7E0C9AF95D5C4F2868F797FC2109CAAE4D7FDFA2DFF7EDD4DF66023F0F3E5D7674209AC5BF95A2DB79BB73FCBAA7F57164A76D92A179B82BEE19D72C34AAC35EC66DEF6D23CC65EB90DB92FED9AD4DF362A347B23F72D79206B9358CD4A4B4A7D2D5FAF5B32F7FC408E6ED9255995765DEF0C023BE5B2A56FCB7CC5B48BC1CE644F566B25B332E2CC5F98C5529D567996957B66C1B46564B36216F44D5B568BCD5C365FABCB6A334AC256E8EFDE04FD53DAB25B9A3856853034A11D31074F99FE3366BA459F38F4097C14B12F9C158F097E625E2B32AF9798F7A98AC255542549885295387310F48313D43315BEEA22DB92EDB514E5BBC2879477807D958115F60D81C7A4D30B9DDE0FAC63A800EE41A764C63F321F503E1FE7F3F8A027117769203E269F61E81BC65E02F15E86C013D230C21A949169B6A50D6698C405794D0491C743B651681E857F38D6CB6970DE390D95222238BFC8059D534613637F55C763EC9C39FD4775453C22FDE3D8E33874C6D1CFCE1E23947512BA27A12D719BF994E2A7385E4CADB2ED37ED7306BA672ADCCBD92F60153DAE33D30DE613CA13838E18EACE830BA0463AE6D0EBB964EF792C5FE177DA640AFD4CB59BA8A9E28274DD802E87645B507B79B3432FF3071DD822D71C581C64DB921FECCCB7C8214DB531375E2B8E86331FBFAA76BD15D19B7FF52A51EF9C6274C4E888B9A5FE9F06624E292683F3C9E0BE1B389F59EDF27D0A813BB4A45DBEF2D6B27BDDB911993E8BD167B9D367B9DB67D9765BF072773414269B02A5BE10BD70B6B50EFD97BF0C42C16D3AEEDA3CCA3C7E15DE29CEAD89BE27C63571E48E43AD13775C027160140CD3B536D089A1F1EEF895CB1E1EEB8EBF45BAE35FA9EEF81F07A6DD08
  11. @Omega-202, thank you. I'll check into Rebirth as well. Which would you personally choose?
  12. The Destiny:Barrier incarnate power offers defense and, at tier 2 and above, resistance. Do these buffs simply enhance existing shields, or are they like a defender's force field and sonic shields, adding protection regardless of whether a player has shield(s) of that type or not? If it only adds to existing protection, does the resistance part buff the scaling resistance of Super Reflexes? I am trying to decide if it makes sense for my SR tank, who no longer needs Ageless to overcome endurance problems, to switch to Barrier.
  13. I have an ongoing problem with my Assignment House window. When I (almost always accidentally) click a bottom element, it expands from one line to a multipane/multiline element. Please see image below. How do I get it to collapse to a single line again. Clicking it won't collapse it (even though it expanded it), the [Reset] button at the top only affects the top pane, closing and re-opening AH window doesn't fix it. So how does one collapse the damn thing?
  14. My subconscious must have been thinking on this, and I have some further thoughts. First of all, the stone armor powers of Granite and Rooted will override aloft, and a player teleporting while they are active will drop immediately, just as now. If already aloft and one of the two powers is activated, that will also cause an immediate drop. Second, if a player's end location from teleporting is within 2 feet from a surface, aloft will not take hold, and the effect will be just as it is now. Effects from attacks that hit the aloft player will function basically as one would expect: -fly: overrides aloft, and the player drops knockdown: overrides aloft and the player drops, with whatever stand-back-up time exists in knockdown now knockup: first causes aloft player to go a bit higher, then acts like knockdown repel: pushes the aloft player in the direction of the repel at the speed of the given repel power. It does not, however completely override aloft unless he is pushed to the ground. knockback: similar to repel, but at the quick speed of a knockback. As backward motion ends, however, aloft is overridden and the player drops. As an alternative, to being knocked back, the effect could be programmed to be like a person hovering being knocked back, a quick flip. But after the flip, aloft would end and the player will drop. if an aloft player has protection (not resistance) to knock* and/or repel of sufficient magnitude, he will be unaffected by that effect even if the attack hits. Knockback resistance on its own would lessen the amount knocked back but not the overriding of aloft itself. Knock protections powers which depend on the aloft player being close to the ground will not provide protection unless he is sufficiently close to the ground. aloft players who are mezzed remain aloft, with the limited functionality caused by the given mez. Aloft and mezzed players cannot break aloft by hitting the space bar, but aloft can time out when the 30 seconds expire.
  15. I'm glad this pool is getting a revamp. Suggestion 1: Grant to Combat Teleport a minor 60-second defense buff similar to the perma-buff offered by Combat Jumping and Hover. Allow it to slot Defense enhancements. If he Combat Teleports multiple times, the timer would start over. Suggestion 2: Grant to Teleport an "aloft" characteristic which would allow a teleporter to maintain his teleported position for up to 30 seconds. While aloft, the player could rotate, but not move. Well, the only motion would be to release the aloft state by pressing the space bar, teleporting again, or combat teleporting (with no aloft, but the minor defense buff). He can attack and be attacked while aloft, just as someone Hovering would.. If teleporting to the ground (or any standable location, such as roof), there would be no aloft state.
  16. Looks like you guys have put a lot of thought and effort into this. Any minor reservations I might have are placated by the existence of a "Womp Womp" badge. (Everyone needs more womp womp!) Thank you. I am curious. Do the Homecoming developers ever interact with original developers from Cryptic or Paragon Studios? (Heck, are any of you former paid CoH developers?) I don't necessarily mean coding, but might you also have contacts for background information, feedback, and design review? I understand you might not be able to answer this question due to legal complexities in regards to both NCSoft and maybe non-compete clauses which engineers might have with their full-time job. But if you can answer, please do.
  17. @Nemu, okay, posted at bottom. His main issue has been solved; Tier 3 Vigor took care of my endurance problems. Regarding the need for Assault and Tactics, I disagree. In the first place, Super Reflexes (SR) offers no native perception, meaning that he can and will be blinded unless he is teamed with someone else who has Tactics.. If all he is doing is fire farms all day, no problem, but real random missions sometimes have foes who will blind you for tens of seconds. To me, that is unacceptable. Additionally, Tactics provides his only protection against Terrorize and Confuse. Thus I view Tactics as a necessity for SR, and to access that power, one needs either Assault or Maneuvers. Assault is a "one slot wonder", needing no further slots. It also offers SR's only resistance to Placate and Taunt effects. Maneuvers OTOH would offer a bit more general defense, and if 4-slotted you could put another defense set in it. But when slots are tight, I go with Assault, helping to overcome a tank's lesser damage capability. Plus as a tank, he shares a 90-foot buff radius with his teammates, compared to 60-foot for all other archetypes. The following build is not complete, nor was I careful to insure the enhancemt levels were all entered accurately. Besides the Numina and Miracle procs, he has only added sets to two powers at this point. Over time, almost all his powers will use various sets. His Alpha:Vigor and Destiny:Ageless are at Tier 3, while Judgement:Ion, Lore:Cimeroran and Interface:Preemptive at still at Tier 1. Hybrid is not yet unlocked. I have verified that Poul doesn't need Ageless at all, but offering endurance, recovery, and recharge to nearby teammates is a very defendery thing to do. He probably at some point also build up Desiny:Barrier to have the ability to help his teammates handle damage. Then he could switch between Ageless and Barrier depending on whom he is teamed with. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Poul Bunyan: Level 50 Technology Tanker Primary Power Set: Super Reflexes Secondary Power Set: Battle Axe Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Focused Fighting -- EndRdx-I(A), DefBuff-I(5), DefBuff-I(7), DefBuff-I(11) Level 1: Beheader -- Acc-I(A), Dmg-I(3), Dmg-I(3), Dmg-I(15), Empty(31) Level 2: Focused Senses -- EndRdx-I(A), DefBuff-I(5), DefBuff-I(7), DefBuff-I(11) Level 4: Combat Jumping -- Jump-I(A) Level 6: Practiced Brawler -- RechRdx-I(A), RechRdx-I(17) Level 8: Gash -- Acc-I(A), Dmg-I(9), Dmg-I(9), Dmg-I(15), EndRdx-I(31) Level 10: Agile -- DefBuff-I(A), DefBuff-I(33), DefBuff-I(34) Level 12: Evasion -- EndRdx-I(A), DefBuff-I(13), DefBuff-I(13), DefBuff-I(17) Level 14: Taunt -- Acc-I(A), Taunt-I(40) Level 16: Assault -- EndRdx-I(A) Level 18: Kick -- Acc-I(A), Dmg-I(19), Dmg-I(19), Dmg-I(27), Empty(37) Level 20: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam/EndRdx/Rchg(21), UnbGrd-ResDam(21), UnbGrd-EndRdx/Rchg(27) Level 22: Dodge -- DefBuff-I(A), DefBuff-I(34), DefBuff-I(34) Level 24: Tactics -- EndRdx-I(A), ToHit-I(33) Level 26: Quickness -- Run-I(A) Level 28: Whirling Axe -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(29), Mlt-Dmg/Rchg(29), Mlt-Acc/Dmg/EndRdx(31), Mlt-Dmg/EndRdx/Rchg(40) Level 30: Lucky -- DefBuff-I(A), DefBuff-I(37), DefBuff-I(39) Level 32: Weave -- EndRdx-I(A), DefBuff-I(33), DefBuff-I(43), DefBuff-I(43) Level 35: Conserve Power -- RechRdx(A) Level 38: Pendulum -- Acc(A), Dmg(39), Dmg(39), Dmg(45), EndRdx(45) Level 41: Physical Perfection -- EndMod(A), Heal(42), EndMod(42), Mrc-Heal(42), EndMod(43), Mrc-Rcvry+(50) Level 44: Swoop -- Acc(A), Dmg(45), Dmg(46), Dmg(46), EndRdx(46) Level 47: Cleave -- Acc(A), Dmg(48), Dmg(48), Dmg(48), EndRdx(50) Level 49: Build Up -- RechRdx-I(A), ToHit-I(50) Level 1: Brawl -- Acc-I(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Jump-I(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Heal-I(A), NmnCnv-Heal(23), NmnCnv-Regen/Rcvry+(25) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25) Level 50: Vigor Partial Core Revamp ------------
  18. Curve ball -- he went with Vigor and is at tier 3, partial core revamp. This grants 33% to healing, accuracy, and end reduction. Since he followed the advice of @Frostbiter and slotted the Numina proc in Health and Miracle in Physical Perfection, the Vigor health boost restores the "lost" normal healing enhancements. (He also slotted the pure healing/absorb enhancement from each set, giving a recovery set bonus from one and a regeneration set bonus from the other.) Actually, Vigor covers so many bases it might become my goto Alpha for most other 50s. While it doesn't include any recharge, Poul doesn't really need it. He did not bother with Hasten, and the only really long recharge time he has is on Conserve Power. And unless he is sapped or something, I think that will have become a very situational power anyway. As he incorporates various sets, I'm sure that future sets will add to the 20% recharge he gains from Quickness.
  19. @Nemu thank you. Any reason not to 6-slot, with 3 end mod and 3 healing?
  20. The Atomic Manipulation power Metabolic Acceleration says it will take an endurance reduction enhancement, but the toggle appears to use no endurance. The Info on the power does not show endurance cost. Looking at the character attributes tab (accessed above Powers; not sure of actual name), the endurance usage does not change regardless of whether the toggle is on or not. Is this just a bug, or is there some use to putting an endurance reduction enhancement in it?
  21. Thank you, everyone, for your feedback. The only "extra" he has to help endurance right now is the Atlas Medallion, but he will be getting Portal Jockey and the Numina and Miracle procs, as well as various sets to further help with endurance. That said, I think I will be switching him to Cardiac.
  22. I have an SR/Axe tank (Poul Bunyan) who runs 8 toggles (3 SR shields, Assault, Tactics, Tough, Weave, and Combat Jumping). Endurance is a problem. even with an end reduction in my attacks and toggles (except CJ). My first 50 had similar issues, and he went with Cardiac, essentially adding an end reduc SO to every power that could use it. So I thought with this tank I'd work supply side, and he is at tier 1 Agility. This adds an SO to Stamina and Physical Perfection, which already have 3 SO End Modifications in each. So, at least at tier 1, Agility helps very little. So why don't I just switch him to Cardiac? I may well do that, but I thought I'd get some feedback first. I'm sure Cardiac will be instantly noticeable even at Tier 1, since it would be adding a second SO to my powers, instead of a 4th. But I see at Tier 4 Agility, the end mod buff can be 45%. Does any of that bypass Enhancement Diversification (ED)? Is there a bypass below Tier 4? If not, the main use I see with Agility is allowing you to double slot end mods in Stamina and Physical Perfection, depending on Cardiac to bring them to full power. The other issue is secondary effects. At higher tiers, Agility buffs Defensive shields, while Cardiac buffs Resistance ones. In his build, the only Resistance shield Poul has is Tough, but he has a LOT of Defensive ones. I know that ED will limit the effectiveness of either buff, but I'd rather buff a lot of things a little, rather than one. Also, SR has scaling resists: as your health decreases, you gain resistance to just about everything. I doubt the Cardiac Resistance buff will affect that, but I'd like to be sure. Does it? He is a new 50, and hasn't chosen a Destiny power. My first 50 chose Ageless to further help with endurance issues, as well as some extra recharge and range. I was hoping Poul could check out something besides Ageless, but I'm pretty sure if he sticks with Alpha:Agility, he'll need it. But Destiny:Barrier seems like a great fit for SR, and I'd like to try that. Advice and opinions, anyone? (days later: Poul went with Vigor -- see my post near end of this page.)
  23. @Ironblade, I think your source had it backward. I know for a fact that bio armor was on the Live Test server. I don't know if rad armor was available on Test or not, but I do not remember it. Meet my brute, created August 2012: * Rued Rude Rudy
  24. Not drama. I'm not asking for a change, or even complaining. I was simply bringing up something I view as extraneous, but I don't believe it will ever change. One point I will make is that if a player's vision is not correctable to 20/20, extra dialog and unnecessary choices can be a bit frustrating.
  25. I believe this quality of life "improvement" predates Homecoming. What is the purpose of obviating tailor shops by having trainers be able to change your costume? It wasn't long after they added a shop to Atlas Park that trainers gained this ability. (It might have strangely even been the same issue.) To me it just clutters the trainer's dialogue window with cr*p that has nothing to do with training. That and being able to modify your title is enough. IMO, almost all tailoring should be done in a shop. The one exception I might make is for newbies in Atlas, Mercy, and Nova Praetoria (?). Up to level 10, keep the free tailoring sessions they offer. After that, if you want to update or add another costume, what is the problem of going to one of the shops?
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