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Everything posted by Adeon Hawkwood
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I tend to just put 1 accuracy in most attacks and take Tactics to give me some To Hit buffs. Having both To Hit and Accuracy is better than just having one or the other.
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Is Super Reflexes Any Good?
Adeon Hawkwood replied to TheGentlemanGhostronaut's topic in Help & Support
Super Reflexes has a high floor and a low ceiling. What I mean is that it's very strong with SOs since it gets very good defenses, not quite soft cap but pretty close. However this means it doesn't gain as much with IOs as other sets do, it's much easier to add defense with IOs than resistance so an IO'd Super Reflexes character will tend to be weaker than one using a resist or hybrid armor set. -
If you've got taunt slotted up then you're probably fine. Putting a taunt IO in Rise to the Challenge isn't that useful though. The problem is (and the reason I say Willpower can have trouble with taunt) is that Rise has a REALLY short Taunt duration (1.25 seconds) compared to other Taunt auras (which are more like 17 seconds) so if an enemy leaves your immediate vicinity the Taunt effect wears off almost immediately. As a side effect slotting Rise of Taunt isn't actually that useful, it's got such a small baseline that the increased effect won't really matter (you go form 1.25 seconds to 1.78 seconds). So having Taunt slotted up well is going to be more useful than slotting Rise.
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It should be fine. The reason those sets are preferred for Bots is that they provide Defense and To hit debuffs which stack well with the shields from the protector bots to stop your bots getting hit. Since Thermal is a resistance based set it doesn't stack as well, but it's a strong MM secondary overall so it should be fine. The main piece of advice I would give is to pick up the resistance aura IOs as soon as possible. If you slot all three you'll be putting an extra 30% resistance on your bots which will stack well with the thermal buffs.
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Unlike Trick Arrow the Blaster version of Glue Arrow was changed to have a minor Toxic DoT effect.
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Basically it just auto-deletes drops of that type. So disabling lower rarities won't increase the number of very rares that you get.
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Thank you! But unless you are attuning an ATO or Winter set you're better off just buying the attuned IO from the market since it will be the same price as a regular IO. unless you already have say a level 30 set slotted already Last time I looked Catalysts were going for about 5million each. Unslotters are generally around 100K-500K so it's still cheaper to unslot your level 30s, sell them and buy attuned enhancements. Sure it will cost you some inf (for unslotters, market fees and possibly an impatience tax) but it's still cheaper than spending 30million on catalysts.
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My personal take: Alpha: This is the most variable since it depends a lot on your build. Vigor is probably not the worst choice for Willpower. You get more regen/healing and the accuracy bonus is great if you don't have IO sets (most IO'd builds have a ton of accuracy but SO build tend to need more accuracy for incarnate content). You might also want to consider Spiritual since you get the healing for your primary and recharge to help with improving your attack chain. Judgement: All of the Judgement abilities are pretty similar. From what I recall Ion was generally regarded as "the best" due to the higher target cap and chaining effect but the difference was small enough that I preferred to select based on what fit thematically. Without knowing anything about your character other than the powerset I'd suggest Vorpal as being thematically appropriate. Interface: So my preference here was to select one of the DoTs. In general for incarnate content stuff dies to fast for the debuffs to matter much so you might as well go for damage. SO given that I'd suggest picking the one with the DoT that you feel is the best thematic fit for your character Lore: From what I recall the Cimerorans had the best DPS but all of them are pretty strong so if you want to pick something thematically appropriate it's not a big deal. Destiny: For you I'd recommend either Barrier or Rebirth. Both will significantly enhance your survivability, Barrier by giving you extra defense and resistance (which is very useful for Willpower) or Rebirth by giving you even more regeneration (I recommend the regen version of Rebirth over the Max HP version). Hybrid: Melee is probably a good choice. Extra defense or resistance is always useful for Willpower and the radial tree has an option for a Taunt aura which is something else that Willpower can struggle with.
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The soft cap for incarnate content is 59% (all enemies have a 14% to hit buff). I'll admit I can't recall if that is just for incarnate trials or if it also includes the Dark Astoria content and the Apex/Tin Mage Task Forces as well.
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As in... "villains"? No, Villains are Redside. Praetorians (and Goldside) refers to characters who start in Pretoria. Basically the OP is asking for Praetorians to be allowed to run the summer event while they are still locked in Pretoria (so before they hit level 20 and decide to become a Hero or Villain).
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The OP is referring to Praetorians. Since the Going Rogue splash screen is gold they are sometimes referred to as Goldside.
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I was something that was being worked on at Paragon before the shutdown and the SCORE team finished it up and implemented it. It's intended to fall midway between a Blaster and a Scrapper. So you have a blast set but the range is shorter than normal and the damage is about 80% of Blaster damage (it also has the snipes removed and decent damaged added to the mezzes). The secondary is an armor set with the numbers being about 93% of Scrapper numbers.
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Well it does also give a passive crit bonus but since we don't know how large that is we can't really say if that makes it worth it or not,
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Thank you! But unless you are attuning an ATO or Winter set you're better off just buying the attuned IO from the market since it will be the same price as a regular IO.
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Well the redraw was always mitigatable by pairing it with Archery. Overall I would say the main weakness of Trick Arrow is a lack of Alpha strike mitigation, most sets have some combination of defense, resistance and healing that can mitigate an alpha strike but Trick Arrow doesn't really. You've got Flash Arrow but it's a bit weak on it's own and EMP arrow but that's got a long recharge. Combining Flash Arrow, Glue Arrow and Poison Gas Arrow actually gives TA decent damage mitigation overall but it's not great at handling that large burst of initial damage.
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So one very important thing to be aware of: You don't need to spend catalysts except for the Archtype and Winter sets For regular IO sets the attuned and non-attuned IOs are actually linked on the market (meaning that sell offers for one can be used to fulfill bids for the others). Therefore buying an attuned version of an IO costs the same as buying a regular non-attuned version. I only just realized this last night so I figured it might be worth pointing out. Side note, how do I make text large? The standard BBCode size tags don't seem to work
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Plus don't forget to put a LotG Global Recharge in it. You can never have to much global recharge.
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You're right but you're coming at it from the wrong direction. To Hit Debuffs do stack with Defense but the calculation is in the opposite direction. Most NPCs have a base To Hit chance of 50% and your Defense and To Hit debuffs are subtracted from that (with a minimum value of 5%). So 10% defense and 10% to hit debuff means that the enemies will hit 30% of the time which is indeed a 40% reduction in damage. A few other things. First Lts and Bosses do have a higher accuracy but since accuracy is applied after defense and to hit debuffs having more of them wn't help, so the defense softcap is still 45% (with to hit debuffs contributing to that). Secondly debuffs have reduced effectiveness against enemies who are higher level than you so you need to be a bit careful about relying on them when fighting at higher difficulties. They are still effective, but they won't mitigate as much damage as they do against +0s (unlike defense which is equally effective up to +4s).
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That is a fair point, however there are plenty of things they can sell that have a lower listing fee (such as inspirations and enhancement converters) and it only really takes one sale to get enough inf to pay the fee for something in the 1-2million range.
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So, I gotta ask....what's it like starting from scratch?
Adeon Hawkwood replied to JnEricsonx's topic in General Discussion
The thing is while you're starting from scratch the game is a LOT faster getting resources than live was. First off you have the option of getting double XP (but no inf) so you can level up twice as fast. Similarly the merit prices for recipes were slashed and enhancement converters are ridiculously cheap so the market is full of cheap IO. Most set IOs are going for 8-10million (even good ones like LotG recharges) and even purples are down at about 20-25million. So yes you're starting from scratch but getting back to where you were is a lot easier. -
You need a total of 300% recharge to do it permanent. Breaking it down that is: 95% in the power itself 70% from Hasten 135% from other sources (IOs and Incarnate powers mostly)
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Is it possible? Sure. Is it a good idea? Not really. So first off the AH only subtracts a fee of 5% of your listing price. The full fee of 10% of the sale price is paid when it sells (with the fee you've already paid being deducted from that). Having a portion of the listing fee paid upfront ensures that the seller has skin in the game, this encourages people to list things for a reasonable amount which helps to keep the market flowing rather than getting jammed up with people listing things high "just in case". Does it hurt to have to relist stuff? Sure, I've got some stuff I listed to high that I'll probably pull and relist later today but it's the cost of doing business.
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Mids/Pine and the Pay2Win starter enhancements.
Adeon Hawkwood replied to Papaschtroumpf's topic in Help & Support
They aren't in Pine. However you can reasonably easily simulate them. They all have 16.7% enhancement to Damage and Recharge. This is, roughly speaking, the same as a dual-aspect IO with a level of 21 (they actually have 16.8%, but close enough). So pick a set you aren't using that has a Dam/Rech IO in it and insert that as a level 21 IO and you'll be close enough. -
Yep. There were also some changes made to the primaries. Most single target attacks with a range less than 80ft had it increased to 80ft. They also implemented "fast-snipe" so now if you have a To Hit bonus of at least 22% the interruptible portion of the casting time/animation is removed.
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Yeah I can definitely see why it might come across that way but when you look at the numbers it's just not as good as those powers. Unlike Forge or Fortitude it has a base recharge equal to its duration which means you can only put it on two people at once, maybe three if you have a lot of global recharge (as opposed to Fortitude and Forge which can do four with just basic slotting). The power level is about the same as Speed Boost (less recharge but you get a damage buff and some healing) but the lower uptime makes it a lot weaker in terms of overall team impact.