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Crysis

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Everything posted by Crysis

  1. Kinetics so you can speed boost them and watch them run off to their deaths THAT much faster. /em joking Redlynne’s Ninja/Time build is the best I’ve seen, but I still abandoned them in my mid 30’s. Just too much going against them. There’s been some talk about Ninja/Electrical Affinity. I’m playing a Bots/EA right now and I can see the heals helping Ninja’s survivability considerably, but I think Faraday Cage would do little for Ninja’s. They just have a mind of their own, which is to say empty, angry, and devoid of all rational thought. I think Time is going to serve you best because you can jump into the spawn with Times Juncture running, floor spawn To-Hit and spam healing for the little angry swarm of mindless, angry ninjas to help keep their paper thin lives intact.
  2. And then there's Chase, my homage to a cosmic bounty hunter. He's a very sturdy Beams/Traps Corruptor, can solo most TF's and almost every AV he's encountered thus far. But there's one particular Rikti that he's still not yet found.
  3. Another bio theme I like to employ is to attempt to tie my character's backstory into the games various mechanics. Let me introduce you to Felicia "Fuse" Flechette, my Beam Rifle/Tactical Arrow Blaster, formerly unemployed after HomeComing pretty much made origin enhancement vendors obsolete. But she's actually making a LOT more as a freelancer these days, so take THAT you Wentworth government-subsidized SCUM! (BTW, she refuses to help out during the Market Crash incident. Let them burn!)
  4. Been a few weeks since the Great Exemplaring Influence Fix of 2020 (or as I like to call it, GrIEF 2020). I’m kind of not shocked this thread is at 57 pages after merges. It’s clearly a hot topic. Have I adjusted to this rate of influence decrease? Maybe. I end up having do a LOT more accumulation of low level recipes, buying/accumulating salvage, crafting/converting enhancements and selling/bidding/processing sales on the Marketplace. I think this is what the Devs wanted us to do...less farming, more standing around playing the market. But since Influence is how you support Alt’s, doesn’t leave a lot of choice. Fortunately, several of the more prolific Marketeers have been profiting off of Marketplace exploits for months now, most bragging about it openly. I’m wondering how long before the Devs decide to be truly fair here and shut down those exploits just like they did the “Influence Exploit” here?
  5. Skip Amp Up and Defib, you can easily fit in Photon and Pulse Rifle and 5-6 slot both and then take Power Boost. It’s much better on a MM than either of the other two.
  6. Yeah but as I already pointed out, its not that hard to do really. I’ve got three FF +Recharge procs slotted, one each in Gale, Tornado and LS itself. Those three powers are used multiple times per spawn. The Proc goes off constantly. As Recharge is already very high, you are going to get out double/triple tornado, double LS and Gale is just a filler “attack” really used to keep things pinned down under your LS’s or to be kicked in face by the Thugs. The net result is Burnout is up almost every third spawn. The Achilles heel of the set is really END. If not, I’d have gone with Agility or Musculature over Cardiac for even more. It’s very easy to get far more than the equivalent of another 7.5% global recharge out of that many FF +Recharge procs than it would be of use to mule one and take Veng as a power that will hardly ever get used. The whole point of this build set is more damage....not just recharge for recharge sake. Burnout is that end goal.
  7. Yes, but the “neat trick” of this build for raw DPS is Burnout = Double Gang War. And triple LS.
  8. I didn't exactly follow the OP's build but it's close. Here's the stats and the build so you can open/load it up in Mids Reborn. Should work. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Thugs Secondary Power Set: Storm Summoning Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Power Pool: Sorcery Ancillary Pool: Mace Mastery Villain Profile: Level 1: Call Thugs -- SprMarofS-EndRdx/+Resist/+Regen(A), SprMarofS-Dmg(3), ExpRnf-+Res(Pets)(3), ExpStr-Dam%(5), SuddAcc--KB/+KD(5) Level 1: Gale -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(46) Level 2: Dual Wield -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(7), SprWntBit-Dmg/Rchg(7), SprWntBit-Acc/Dmg/EndRdx(9), SprWntBit-Acc/Dmg/Rchg(9), GldJvl-Dam%(11) Level 4: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(11), LucoftheG-Def/EndRdx(13) Level 6: Equip Thugs -- EndRdx-I(A) Level 8: Assault -- EndRdx-I(A) Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(13), LucoftheG-Def(15), StdPrt-ResKB(15), StdPrt-ResDam/Def+(17), LucoftheG-Def/EndRdx/Rchg(33) Level 12: Call Enforcer -- SprMarofS-Acc/Dmg(A), SprMarofS-Acc/Dmg/EndRdx(17), ShlBrk-%Dam(19), CaltoArm-+Def(Pets)(19), GssSynFr--Build%(21), TchofLadG-%Dam(21) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 16: Freezing Rain -- AchHee-ResDeb%(A), Rgn-Acc/Rchg(45), Rgn-Knock%(46) Level 18: Gang War -- SprCmmoft-Rchg/PetAoEDef(A), SprCmmoft-Acc/Dmg/Rchg(23), SprCmmoft-Dmg/EndRdx/Rchg(25), EdcoftheM-PetDef(25), SvrRgh-PetResDam(27), SprCmmoft-Acc/Dmg/EndRdx/Rchg(27) Level 20: Boxing -- Empty(A) Level 22: Tough -- GldArm-3defTpProc(A), UnbGrd-Max HP%(29), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), ShlWal-Def(33), ShlWal-Def/EndRdx(33) Level 26: Call Bruiser -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/EndRdx(34), SlbAll-Dmg(34), SlbAll-Build%(34), ExpStr-Dam%(36), SuddAcc--KB/+KD(36) Level 28: Arcane Bolt -- GldJvl-Dam%(A), Thn-Acc/Dmg(36), Thn-Dmg/Rchg(37), Thn-Dmg/EndRdx(37) Level 30: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(37) Level 32: Upgrade Equipment -- EndRdx-I(A) Level 35: Tornado -- FrcFdb-Rechg%(A), AchHee-ResDeb%(39), OvrFrc-Dmg/End/Rech(39), OvrFrc-Acc/Dmg/End(39), OvrFrc-Dam/KB(40), OvrFrc-Acc/Dmg/End/Rech(40) Level 38: Web Envelope -- GrvAnc-Immob/EndRdx(A), GrvAnc-Immob(40), GrvAnc-Immob/Rchg(42), GrvAnc-Acc/Immob/Rchg(42), GrvAnc-Acc/Rchg(42) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(43), LucoftheG-Def/Rchg(43) Level 44: Web Cocoon -- UnbCns-Acc/Hold/Rchg(A), GhsWdwEmb-Dam%(45), UnbCns-Dam%(45) Level 47: Lightning Storm -- SuddAcc--KB/+KD(A), GldJvl-Acc/Dmg(48), GldJvl-Dam/Rech(48), GldJvl-Acc/End/Rech(48), FrcFdb-Rechg%(50), GldJvl-Dam%(50) Level 49: Burnout -- RechRdx-I(A) Level 1: Brawl -- Empty(A) 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 -- Clr-Stlth(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50) Level 1: Punk Level 1: Arsonist Level 12: Enforcer Level 26: Bruiser Level 50: Pyronic Core Final Judgement Level 50: Longbow Core Superior Ally Level 50: Reactive Core Flawless Interface Level 50: Clarion Total Core Invocation Level 50: Cardiac Core Paragon Level 50: Support Core Embodiment ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1574;738;1476;HEX;| |78DA6594CB4F135114C6EF74A66079F64979435B9E435BA88FB8934414A4D2A45A4| |45D91A60CA509A54D5B222C5DF80FB071A5AE5CE06BAB7167500113D72E343E572E| |7C2C20C6D57898EFA433A69336BFDBEF3CEEB967CE6D62E35CD393999B9342724EA| |DA6CBE5C544BA5CD14AF9DCDA923D91CEE632B2A0A79EBE7ED3B2985ACFE70B6BD1| 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  9. How about you just don’t take Hasten on any of your builds and convince everyone you meet in game to do likewise? I will continue to take it and encourage everyone I meet to do likewise. No need for code changes. Those who want it can have it and those that don’t skip it. Win-Win?
  10. Here's what I went with, which is an updated version of my DP/Rad from Live days. It's similar in stats to Darkir's from above as it gets you almost to softcap Ranged pre-Incarnate (past that at Incarnate levels), but mine has very high Energy typed +DEF which I tend to try and build for the post-50 game. Darkir's has much better +RES however. Mine is also a fairly inexpensive build if that matters to you, and you really don't need a leveling build...I just used this one as-is throughout the leveling process. Lots of good build advice in this thread however. I may apply it to my own. Note on proccin'g out on a Corruptor. I find you lose quite a few set bonuses doing this. It's worth it in a few powers perhaps, but Proc-monsters work far better on a Defender than a Corruptor simply because a Defender has higher base values to begin with so they don't need as many set bonuses. But I do love me some Scourge. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Science Corruptor Primary Power Set: Dual Pistols Secondary Power Set: Radiation Emission Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Mace Mastery Villain Profile: Level 1: Dual Wield -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(3), SprMlcoft-Acc/Dmg/Rchg(3), SprMlcoft-Dmg/EndRdx/Rchg(5), SprMlcoft-Acc/Dmg/EndRdx/Rchg(5), SprMlcoft-Rchg/Dmg%(7) Level 1: Radiant Aura -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(7), NmnCnv-Heal/Rchg(9), NmnCnv-Heal/EndRdx/Rchg(9), NmnCnv-Heal(11), NmnCnv-Regen/Rcvry+(11) Level 2: Radiation Infection -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(13), DarWtcDsp-ToHitdeb/Rchg/EndRdx(13), DarWtcDsp-Slow%(15) Level 4: Accelerate Metabolism -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(15), EffAdp-EndMod/Acc/Rchg(17) Level 6: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(46) Level 8: Bullet Rain -- SprScrBls-Dmg/Rchg(A), SprScrBls-Acc/Dmg/Rchg(17), SprScrBls-Dmg/EndRdx/Rchg(19), PstBls-Dam%(19), ImpSwf-Dam%(21), SprScrBls-Rchg/+End(31) Level 10: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(21), LucoftheG-EndRdx/Rchg(23), LucoftheG-Def/EndRdx/Rchg(23), Ksm-ToHit+(25) Level 12: Enervating Field -- EndRdx-I(A) Level 14: Swap Ammo Level 16: Mutation -- RechRdx-I(A) Level 18: Executioner's Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(25), Thn-Acc/Dmg/EndRdx(27), Thn-Dmg/Rchg(27), Thn-Dmg/EndRdx/Rchg(29), Thn-Acc/Dmg/Rchg(29) Level 20: Kick -- Empty(A) Level 22: Lingering Radiation -- RechRdx-I(A) Level 24: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(31), RctArm-EndRdx/Rchg(31), GldArm-3defTpProc(33), StdPrt-ResDam/Def+(33) Level 26: Hasten -- RechRdx-I(A), RechRdx-I(34) Level 28: Piercing Rounds -- PstBls-Acc/Dmg(A), PstBls-Dmg/Rchg(34), PstBls-Dmg/Rng(34), PstBls-Dam%(36), Ann-ResDeb%(36) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(37), LucoftheG-EndRdx/Rchg(37) Level 32: Hail of Bullets -- Erd-Acc/Dmg/Rchg(A), Erd-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(37), Obl-Acc/Dmg/EndRdx/Rchg(39), Obl-%Dam(39), Erd-%Dam(39) Level 35: Choking Cloud -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(40), BslGaz-Acc/EndRdx/Rchg/Hold(40), BslGaz-Slow%(40) Level 38: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(42), Rct-Def(42), Rct-Def/EndRdx(42) Level 41: Scorpion Shield -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/EndRdx(43), LucoftheG-EndRdx/Rchg(43), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def/Rchg+(45) Level 44: Web Cocoon -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(45), BslGaz-Acc/EndRdx/Rchg/Hold(46), BslGaz-Slow%(46) Level 47: Summon Disruptor -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(48), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(50), ExpRnf-+Res(Pets)(50) Level 49: Super Jump -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(50) Level 1: Brawl -- Empty(A) 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: Scourge Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45) Level 14: Chemical Ammunition Level 14: Cryo Ammunition Level 14: Incendiary Ammunition Level 50: Agility Core Paragon Level 50: Pyronic Core Final Judgement Level 50: Reactive Core Flawless Interface Level 50: Cimeroran Core Superior Ally Level 50: Clarion Core Epiphany Level 50: Assault Core Embodiment Level 1: Quick Form ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1570;725;1450;HEX;| |78DA6593CB4F135114C6EF7406B13C6CA19487BCFAA0853EA1EADE4440A34082A06| |E9B493B94496A5B3B25D1A57B75E1C615A02E8C268A1A2392F86F280F71EF42A528| 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  11. And he’s Knighted so you could be Sir MunkiLord then also.
  12. Well that explains the zero impact on Healing Flames, since it is also +RES. Its fine...just one less power I need to take feom the set. Power Boost is likely of more value to a MM given it will work with +DEF buffs.
  13. I think we have to cut THIS dev team some slack. Bugs always happen, but this particular dev team is not THE original dev team, and although they have full access to the code and presumably some documentation, much of what they are doing is modifying existing code (or completing partially-written code) developed years ago and then releasing it. My understanding was the original code was a "hot mess" per some of the old Live developers, so I'm sure this can't be an easy task to do full regression testing, etc. They also have a considerably smaller player base and even smaller yet beta test community outside of the testing they do on the original SCORE servers (Alpha) and the Beta testing servers here on Homecoming. So the quality of the releases and the bugs therein are likely going to be higher simply because you've got the blind explaining the color green to the deaf here. Don't mean to be insensitive to either physical condition, just trying to draw a metaphor. tldr; current devs are really just modifying someone else's pre-existing code, regression testing isn't happening at level needed to contain bugs. Post in bugs forum and hope it becomes a priority someday. For now...I'm likely going to repsec again OUT of Defib as well as Amp Up. Neither power are doing much of anything once you start joining steamrolling teams. Solo, I've got more than enough firepower for myself already. Both are pretty lackluster performance in real-game scenarios. Defib really seems to suffer unless spawn is locked down when you cast it, and if they are, nobody's around to rez anyways. So....wasted power. Reminds me of some bizarre mix of Fallout and Mutation from Radiation set. Situational at best, and Defib is a weaker sum of the parts here. Amp Up is just flat out broken for a MM as a T9 power pick. I'd say for a single slot, single power pick replacement without going into a new pool, Power Boost is far superior.
  14. While I agree with the consensus that you shouldn’t skip the powers, I’d also like to point out what was said above regarding not giving so many slots to them at later levels. /Rad is a great set to level with one build, and then by around 45, respec it into a late game/Incarnate build. Damage is the great equalizer in the late game, and personally I find steamrolling teams to be far, far more common than high level teams playing like they did back in their 30’s when tactics actually mattered. Everything starting at around level 45 becomes a Zerg rush of damage dealing, and only the TF’s really require any set tactics like debuffing the AV. It may make things go a little faster, but damage is so high it seldom matters outside of a few of AV’s. Fire/Rad is particularly good at both roles, but pretty much anything paired with /Rad will perform well. I enjoy my DP/Rad as /Rad helps to make up for the lackluster damage of DP.
  15. I have Mace/Web Envelope PPP. It does work. However, for 45+ levels I had nothing. By the time I have it, I need it less. Just was making the comment that I found "sapping" to have far more impact on causing targets to flee now than back when I ran a Kin/Electric Defender back on Live. And those were designed around Sapping. Nice GIF btw. Watched "The Queen of Spain" movie last night. Had both Elwes and Patinkin in it. Was nice to see them back together again.
  16. I have converter bids in on a few dozen alts every day. I generally bid between 75K and 80K. They always get filled within 24 hours, most within an evening. I’ve noted that the redemptions tend to hit at lowest price just as the peak players starts to subside each day. My guess has always been because it’s players cashing in merits for converters for the evening as they finish their missions and wanting to sell them quickly for enhancement maintenance or whatever.
  17. One thing I’ve really noticed with Bot/EA is the almost absolute need for an immobilize/Hold of some kind -AND- a travel power. When you sap a critter they run/fly away at literally super-speed level, almost as if panicked. I’ve tried Provoke on them and they seem to ignore it when they have no End. Anyone else experiencing this? Seems to scale with their level. Bosses do it far more than Lieuts or minions, and EB/AV’s REALLY do it. I had Infernal running literally to other side of the map.
  18. Thanks, been there, nobody mentioned the +Healing wasn’t working. That’s why this belongs here.
  19. Hmmm....it's listed in description but not in detailed info. Not first typo I've found. Has this been tested and it works? So if someone is using a -DEF debuff it amps that up? And what about -RES debuffs? Just doesn't seem to work at all as advertised. EDIT: Just tested it on an ally with Holds and Immobilizes. No effect on either.
  20. Well now I'm even more confused, because nowhere in the power info does it ever state that Amp Up will boost Defense DEBUFF...only Defense (which, obviously, it doesn't even though it says it does). It also doesn't appear to impact Absorption, Endurance, To-Hit, Run Speed or most of the other stuff listed. Lies, lies and damned lies......I want my money back!
  21. This but I have an ultra wide and use play both in Windowed mode but the “helper” account at a much smaller sized window than the main account. It lets me keep an eye on both at same time as the helper gets stuck behind geometry or whatever.
  22. Nor iSalvage sadly. But you can email yourself unused Emps which really helps to get future alts to a T4 faster. At one point I had over 300 unused Emps between all of my already T4’d out 50’s. It’s tedious but emailing them all to myself I was able to fully T4 out the next three alts that hit 50 by vet level 5-6 and only running a handful of iTrials.
  23. “Powers like this” meaning Power Boost type of powers also? And the text info for Amp Up says it supposed to boost Defense powers, but I’m assuming that’s a cut-and-paste from Power Boost.
  24. I started one. More testing. If I cast Amp Up on an Empathy Defender, it boosts their Heal Other power by 45%, and +Recharge by 50%. So apparently it only boosts powers that you cast on OTHER players, but this isn't exhaustive on my part yet. Just anecdotal testing. But I agree, either it's not WAI or it just is a stupid gimped form of Power Boost with a +Recharge effect.
  25. I'm copying this over from a different thread as it belongs here. When cast on targets, either my own Pets or an Allied Team member, only the Amp Up +Recharge buff appears to apply. When cast on a Protector Bot (one of my Bots/EA henchman), Amp Up has zero impact on the bubbles they cast. Easy to test. Summon Prot Bots, dismiss one, cast Amp up on them, dismiss my Prot Bot bubble, they will re-cast it on me....zero difference. If I summon other pets and they cast bubbles on them, same +DEF values whether under Amp Up or not. Also tested it on my teamed allies. Zero impact to their own ability to create +DEF or +Heal powers either. I tried it all ways possible. While DEF toggles already running THEN cast Amp Up (zero effect) and then without any toggles running, apply Amp Up and THEN toggle on defefensive powers. Nothing either way. The power info tab is just wrong and appears to be copied over Power Boost text but didn't adjust to show it's actually a far weaker power than Power Boost. =BUT IT GETS WORSE= The only things that I can see on the Ally that has Amp Up cast on them is a +45% to Healing Bonus and +50% to Recharge bonus in the Combat attributes for that targeted ally. -HOWEVER- I can't for the life of me figure out where the Healing bonus would come into play. Regeneration rate doesn't appear to be impacted at all, and if the targeted ally uses a self-healing power (eg Healing Flames in case of a Fire farmer toon), there is ZERO bonus applied to the actual heal received meaning ITS THE SAME WHETHER AMP UP IS ACTIVE on the buff bar or NOT. Note that I also tried this by applying Amp Up to a single Bot as well as a targeted Ally and then running my own Rejuvenating Circuit heal. Nothing, same healing whether target to start chain has Amp Up applied or not. I don't understand at all what this power should be doing. It's not behaving anything like it's text info says it should, and the bonuses shown in Combat Attributres don't reflect any buffs even though Combat Attributes claim they are in play. Right now it just seems like a totally wasted power pick other than for the +RECHARGE buff, which does appear to be working on ally. Worthless for Henchmen however. EDIT: Did more testing, when casting Amp Up on an Empathy powerset player, they do 45% +Heal OTHER. So perhaps it only impacts powers that are applied to OTHERS from the recipient of the Amp Up? Seems like a really questionable power pick, let alone a T9 power pick.
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