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dtj714

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Everything posted by dtj714

  1. "As you may have noticed, Reunion and Everlasting have been mostly unaffected. After investigation we've discovered that machine hosting Everlasting's database server is located on a completely different server rack to the machines that host Torchbearer, Excelsior and Indomitable (and, of course, Reunion is across the pond!)." This statement just made it seem like those two servers were in a worse situation, so migrating the others seemed counter-intuitive. I have no doubt they know what they're doing. Edit - Derp, I read it as "mostly affected", nm 🤣
  2. Sorry, I'm a bit confused. If Everlasting is most affected, it seems like that would be on the "bad rack", but you're migrating the other servers? I have no tech background, so maybe I'm just missing something obvious to others...
  3. The most basic decision you will have to make that will fundamentally shape your build and playstyle is do you go with nova/dwarf or human only? Both are viable, so it's really a matter of personal preference, but they are entirely different paths. If you go with forms, then the only "must have" powers that aren't already built into the forms are Glinting Eye (can be used in nova and is the most powerful single target attack in that form), Inner Light, and Light Form. However, the human melee attacks are strong (as are the pets and nuke), and there is certainly utility in the secondary set (e.g., Essence Boost, Reform Essence, Quantum Acceleration, etc.). If you go human-only, then you are probably going to want most of the human attacks (except Gleaming Bolt and Proton Scatter), as well as the shields from the secondary set (at least until you get Light Form). Either way, powers to avoid (IMHO) include the aforementioned Bolt and Scatter, Pulsar, Glowing Touch, and of course Group Flight. Recharge is your best friend, so other than Hasten (ignore Red's posts about not taking Hasten for now 😄) you will need a few LOTG mules. You can run into End issues, especially as human-only, so make sure to invest in slots/enh for that. Also either way, pay attention to and utilize the benefits of your inherent power, Cosmic Balance. It can make you very durable or an offensive beast (or a balance between the two) all by itself. Key advice - understand that this is a fundamentally different AT. PB are meant to be flexible and adaptable (whether in forms or human, again thanks to CB). Embrace this and you'll do well. Ignore it and you'll just be frustrated.
  4. Purely for endurance, it’s Panacea > Perf Shift proc > Miracle > Numinas. Not sure about a second slot in health (with either Miracle or Numinas) versus a second one in stamina. I’ve always done Perf Shift Proc/Perf Shift % plus Panacea. Might want to look at adjustments there in light of your concerns. Also, Ebon Eye does more damage than Nova Blast on this server, supposedly (never looked it that closely as I have them evenly slotted).
  5. Hence my interest in the specifics of its operation. Basically, I was thinking of using this on my WS in combination with Spiritual alpha and Gravitic interface. With he inherent slow/-recharge on a WS’s attacks, this would potentially seem like a totally debilitating setup, making 4x8 farming and whatnot very doable even without a full purple build.
  6. I’m sure Red’s system has its advantages, but personally I use the “three bind” system with no bind file loading and it seems to work fine. Basically, you need one bind to shift into nova and swap your bottom tray to powers for that form, one bind for dwarf and applicable tray swap (and maybe teleport rebind, but I just keep both in the same slot and have that bound to a mouse key since you have to use the mouse for it anyway), and one for human and that tray (plus sprint activation, and again maybe port rebind). Duplicate the human powers you need to keep an eye on in your second tray, and you’re good to go.
  7. No, if your main goal is spectacular AOE nukes, or ranged damage in general, then human PB is not the route for you. Human PB’s do decent ranged damage, better melee damage, and even in the low levels can be very durable on teams with shields plus their Cosmic Balance inherent. It’s like 75% of a blaster, 75% of a scrapper, and 75% of a tanker rolled into one. Even with a human-only build, it’s an AT of variety and flexibility. If you like that concept and play style (it is different than any of the other more “focused” - “limited” IMHO - ATs), then it’s definitely worth sticking with it as it only gets better as you level. The 30s can be a little rough due to endurance issues, so if you haven’t yet then you will want to make sure you’ve invested in the slots and IOs to address that.
  8. Sure, turn it on and do /stancevillian whenever you’re just hanging out (at the trainer, waiting for a TF or trial, etc.) and look totally badass 😉
  9. I appreciate that we have the “color tintable w/o bubble” option, but I’ll be damned if I can figure out what the combination is for the original color schemes (if it’s even possible - I suspect there are more than two colors involved) which, personally, I love for both PB and WS. Would it be possible to include just a “no bubble” option that otherwise preserves the original colors? Or, would it be possible to see what the combination for that is? Come to think of it, this may have broader implications. When any “color tintable” option is selected, it seems that the game randomly chooses which colors will initially be displayed. It would be nice if it defaulted to the original scheme so that could be used for context.
  10. Last night two runs with 2x booster yielded lvl 9 - something definitely up.
  11. In leveling multiple kheld’s, I’ve never seen a Void Hunter and only ever seen Cysts in ITF. I tend to be a TF leveler though, so only now am I going through the kheld specific storylines. Are they going to be there? Did they make quantums the only “random spawn”?
  12. It’s just the server (code) parsing out/aggregating the various components. You’ll notice this with other attributes also if you watch them for a bit.
  13. My immediate guess would be because warshades have access to another medium damage ranged attack (with a root) in Gravimetric Snare. The classes aren’t mirror images, so there are plenty of non-equivalencies.
  14. Ok, and you have to be fighting consistently enough to maintain the boost from FF. That’s not necessarily going to happen, so there’s likely going to be gaps. But that’s not specifically on the offensive side. On that side, the longer a power’s recharge, the more likely it is to average out the proc benefits. So the impact on attacks, with their short recharges, will be more variable. You’d have to closely watch the procs in order to maximize attack use, and in short fights, I suppose it’s theoretically possible to receive no benefits from FF. Personally, I’d rather have the consistency and on-demand benefit that hasten provides. Is it really worth it to go through all this trouble to eliminate one power choice and two slots? I’m no mathematician, so maybe I’m just missing something.
  15. It’s already fully implemented on the beta server though isn’t it?
  16. Any idea when the upgrade and SOs at 5 changes will go live? Was going to re-level some toons through story arcs and whatnot (usually just go the DFB - TF route), but if this is happening soon I’ll wait, as I think it will make that more viable/enjoyable.
  17. I’ve been looking for this type of info for a while, guess I didn’t read my search results carefully the first time. So, to confirm how radial works, each use of a damaging power has a chance to apply a status effect. At the higher tiers, multiple effects can be applied, but they work via a stacking mechanic, as opposed to a single attack having the designated chance to apply each effect. All status effects have a duration of 10 seconds, and the Fear and Immobilize are mag 2, while the stun is mag 5. So, let’s say you attack with Radial Embodiment active. The first attack has a 70% chance to apply a mag 2 Fear for 10 seconds, which means it will only actually effect minions, but the status is applied to anything on which it procs. The next attack, if made within 10 seconds, will have a 70% chance to apply a 10 sec mag 2 Immobilize to anything currently having the Fear status, as well as a 70% chance to apply the Fear status to anything not currently having it. Finally, a third attack, if made within 10 seconds of the first, will automatically apply a 10 sec mag 5 Stun to anything with both the Fear and Immobilize status (so bosses and lieutenants are effected by the Stun, even though they weren’t by the prior statuses), and will have a 70% chance to apply either of the Fear/Immobilize status, depending on which, if any, status is currently on the target. Is all of the above correct? Is there anything I’m missing or that could be further clarified? What about multiple procs of the same status (i.e., the lower tiers)? Does the status stack, refresh, or get ignored? I was hoping that each attack had the designated chance to proc each status, as opposed to one at a time, but apparently that’s not how it works.
  18. I’m talking about the last sentence in the description, and the column on the table that says “chance to mez/type”. The core versions of this hybrid give control powers a chance to add +1 magnitude, and all powers a chance to damage controlled enemies. The radial versions give damaging powers a chance to apply one or more controlling effects. At least that’s what seems clear from the table. What I’m asking is, for the control effects applied by the radial version, what is their magnitude, how they apply/stack, and what is their duration if applied? Even the detailed in-game power detail window does not show this information.
  19. Just to confirm, are you talking about the status effect that is applied by the radial version, and not the increase to status effect that is applied by the core versions? Since you say “+1” instead of just “1” it makes me wonder (the core version increase is clearly +1). And, in addition to the mag of the effects applied by the radial version, what is the duration?
  20. Can anyone confirm the magnitude of the mez(zes) that are applied with the radial version of the control hybrid incarnate? And if multiple are indicated (the higher tiers), how does that work? Does each have a chance to be applied, so you could get both, or does the 2nd or 3rd only apply if an effect of the 1st (and 2nd) are already in effect from a separate power? Seems like a cool hybrid, but also seems to be the most confusing in how it functions. Any clarification appreciated!
  21. Yea, but in my example it’s 3 procs vs. fully slotting multistrike, so it’s actually 66 damage from procs (on average) vs. 16 from an extra 25% base increase - a clear winner (unless slotting multiple procs somehow changes the rules). So idk why (some) people say don’t slot damage procs in auras.
  22. I made a similar post in the scrapper forum, but found this one so I’ll ask here as well. Bottom line, which is better for a damage toggle, from a standpoint of damage - slotting to maximize the damage of the power itself, or slotting (potentially multiple) damage procs? For example, it could be slotted with the full multi strike set, which would be roughly a 100% increase to base damage, or it could be slotted with the acc/dmg, dmg/end, and acc/dmg/end options from that set, which would be about a 75% damage increase, plus three damage procs from other sets. Maybe somebody better at maths can actually figure it out, but just eyeballing it seems what you would get out of the procs would be better than a 25% full time damage increase. For the sake of argument, ignore set bonuses.
  23. Likewise, Superior Critical Strikes is high on recharge/low on end reduction. And, while you can get the proc with just the 6th piece, you have to slot the entire set if you want the great recharge bonus. So, idk, I’m thinking of just maximizing acc/dmg/end like I was going to originally if slotting damage procs really isn’t a good option. Edit: I looked at it a bit more and came up with this example - slotting the full multi strike set would result in a ~100% damage increase. Slotting the acc/dmg, dmg/end, and acc/dmg/end options would be ~75% damage increase (although you do lose a decent amount of end reduction, if that’s a major concern), then you could slot three damage procs, each of which gives a 30% chance to do ~75 damage to each enemy every 10 seconds, so 90% cumulative chance (sorry if my basic maths is wrong :P)? That would seem to be better than 25% more base damage? For the sake of argument, ignore set bonuses.
  24. Hmm, very interesting. Could you be more specific on the actual proc mechanics? If what I looked at earlier is correct, then it would be 30% every 10 seconds, but for each mob hit? How long does the buff last? The wiki doesn’t seem to have info for that set.
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