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Zolgar
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Everything posted by Zolgar
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AE is absolutely not to blame for salvage costs. If anything, farming should be driving the prices down due to the supply influx. The devs set "ceiling" prices when they seeded the market. Apparently enough people find the 10,000 price tag for common salvage palpable. I know I list literally all my salvage I don't need for 100 inf (even the rares, yes). Most of the commons still end up going for 5-10k.
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You KNOW if they implemented custom pronouns, someone out there would change their pronoun in game to "the attack helicopter" just to be a troll. It would be a funny troll. Once. That aside, I completely agree with and support this suggestion.
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No less fair than someone who works full time and has a kid vs. someone who is on disability and has almost no commitments outside the game. *shrug* But, as I understand it, it is absolutely nothing to do with "fairness" that we cannot have the database. Apparently that would have been enough to force NCSoft's hand on sending their lawyers after us. >.>
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Well... you can always to to get those arcs on Dev's Choice :) Edit: and before you say that the admins would never make a farm a Dev's Choice, I bet if it were well-written with some sort of narrative, even a short one (Smash TV, The Running Man, etc.) it could actually have a shot. Part of me wants to try to write a farm arc with a legit story and stuff, to see if I could manage getting it devs. choice. >.>
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So, I'm kinda going off the idea that Everlasting is a different dimension than Virtue, so if I remake any of my old chars, I am making them a little different, kind of a "what if..." scenario, ya know?
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Yes, but the whole point of this is when I tell people they need 375% recharge to perma hasten they sit there and go "... uh..." and many people have a hard time grasping the 100% base. >.>
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Especially this post.
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New features ideas - Hypothetic Issue 26 - Just for fun
Zolgar replied to JesterX's topic in General Discussion
The possibility to define an Arch-Enemy that will appear in a "long-term" personal story arc. - You can do this in AE, if it interests you. Don't want to know exactly what it is/where it goes? Get friends to build the arc(s) for you. Flaws and personal story arcs that can put your hero in different situations. - This can be done as a mix of general RP and AE missions, also. A dependant NPC like Spiderman has to take care of Aunt May - Get a friend to RP said dependent character, more interesting and interactive when there's a human on the other side. You can also use AE missions to put said character in danger, if you want. Maybe romance? - Get a friend to RP your romantic interest! It's more interesting that way, and you can make sure they are "right" for you. Maybe a professional rival? - I mean, they kind of did that, villain side with some of the arcs. This, like most other things so far though is better suited for roleplay that game mechanics. >.> Money Problems? - *looks at every character pre level 32 or so* Already a thing. :p Vulnerability to a certain damage type/substance? - This could be super cool, but tricky to balance to the point that it wasn't so amazing that every minmaxer needs new boxers, so bad that no one would ever take it, or so minor that it could hardly be considered a weakness. Maybe the character falls into substance abuse? - Substance abuse is really an RP plot line. Maybe the character can have a personal storyline that he needs to acquire some technological / magical reagent to get his power back at full level? - This is another thing you could pretty easily implement in AE. Write a mission arc for your level 50 character that depowers them to say... 30, and they have to complete the arc to get the macguffin to restore their power. Hey look at that, i26 is already here ;) -
Aye, it's not something easy to change, it MIGHT be possible for them to allow duplicate names, but without an overhaul that would still be a problem. If I /friend "Toxin", I am friends with EVERY Toxin, I don't know which Toxin it is when I see them online. I /t Toxin about something we were talking about two days ago, is it the same Toxin? What if multiple of you are online at the same time, does /t Toxin go to all of you? Etc. Yes, the Global Name system was implemented, where we can friend people and communicate via their account, not their character, but that doesn't alleviate the problems above since they never revamped the system to be "Toxin@nhisso", internally. Now, could we change that? Maybe, but the code for this game is ... a mess at the best of times, and something like this would probably have a lot of things that could go wrong with a change.
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Some like the super reliability. Especially if they don't know how much level 50 common IO recipes sell for to vendors. >.> I know if I run for tickets I can get 3 pieces of rare salvage ever 2 runs (and an extra piece every 7th run). Being only level 32, this translates to roughly 10mil an hour reliably for me, which is not bad for my level. If I run regular drops it's a bit of a gamble. A gamble that I have won so far (2 purples that earned me 65mil between the two, not to mention a few other nice drops), but a gamble none the less.
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Now, let's assume you want to calculate recharges based off of inconsistent numbers. This can get convoluted. When I calculated the numbers I used to show the difference in Hasten's recharge time I popped open a spreadsheet and did the following: Base+.7=A A*120=B 450-B=C C/base=D D+120=total recharge time. Which isn't terrible with only one modifier source/time.. but something else could get thrown through a loop! Like, imagine you're a Regen scrapper with Ageless destiny and Spiritual Alpha and you want to see what kind of uptime your Instant Healing is going to have! So for the purpose of this example, these are what we assume you have: Spiritual Core Paragon Alpha. Ageless Core Epiphany 80% global recharge (from any sources other than Hasten and Destiny) 2 50+5 Recharge IOs in both Hasten and Instant Healing. Hasten on auto fire So IH has 128.15% recharge in it. +150% global (perma Hasten/global bonuses) =+278.15% or 3.7815 This alone gives us a 171.8 second recharge time on Instant Healing, vs. it's duration of 90 seconds. Now things get wonky! Ageless Destiny GO! For 10 seconds you have +70% recharge For 30 seconds you have +30% For 60 seconds you have +20% For 120 seconds you have +10% On to the maths: Since we know Hasten is perma, base=3.7815 (base+.7)*10=A (base+.3)*20+A=B (base+.2)*30+B=C (base+.1)*60+C=D D < 650 so we click Ageless again. (base+.7)*10+D=E (base+.3)*20+E=F (base+.2)*30+F=G G > 650 so we tweak the seconds on the last step until we get close. (base+.2)*12+F=653 So then to calculate the approximate time recharging (I say approximate due to the fact that you're not activating IH and Ageless at the /exact/ same time, and Ageless has to be reupped which makes a small window) 10+20+30+60+10+20+12 seconds, or 162. Yes, Ageless only cuts around 10 seconds off the recharge time of IH if you're sitting right at perma Haste. What if you want to calculate Ageless and non-perma +recharge power? Like Chronos from Temporal Manipulation? What if we want to add the chance for +recharge proc in to the equation? I'm going to be completely honest here: The more powers you add in that rely on the human element, the harder the recharge time becomes to even remotely accurately pin down. You could attempt to take the power and calculate out it's recharge time over the course of Ageless, and add its recharge bonus at specific intervals, which would likely lead to the creation of a second-tick spreadsheet for comparatively minimal benefit. I just did one with the (impossible) combo of Chronos and Instant Healing, just to play with it.. Assuming you clicked Chronos as soon as it was available every time, it'd shave about 5 seconds off of recharge noted above- This leads to approximately every 30 seconds you add 10 'ticks' of .3 extra recharge to the equation. Which might look something like this: (base+1)*10=A (base+.3)*20+A=B (base+.5)*10+B=C (base+.2)*20+C=D (base+.4)*10+D=E (base+.1)*20+E=F (base+.4)*10+F=G (base+.1)*20+G=H It would be similar with the chance for +recharge proc, which is supposed to go off about twice a minute, and adds +100% recharge for 4 seconds. So every 30 seconds you'd add 4 seconds of an extra 1.0. So it would be 4 seconds of +2, 6 seconds of +1, 20 seconds of +.3, 4 seconds of +1.5 etc.. The problem is these numbers are assuming a mechanical trigger, clicking everything perfectly only caring for recharge. When you're actually playing, you're attacking, moving, using inspirations, using other buffs, talking to team mates, talking to contacts, clicking glowies, etc. Numbers that rely on too many player clicks become less and less reliable the more of them there are.
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Being a number cruncher, I am often asked a question that non-numbers crunchers often think is a simple one “How much recharge do I need to perma (power)?” The answer, more often than not, overwhelms them, either as sounding like way too much recharge or I give them more information than they want at that moment. So I wrote a handy little guide for recharge. I'll open with the TL/DR "Numbers confuse me" versions: The most common power I get asked how to perma is Hasten, so it's what I'll use as an example. To perma Hasten you need at least 375% recharge, which will put it down recharging /exactly/ the same time it runs out, so really 380-400% is better. Those numbers may seem way too high to some of you, and that's because while completely accurate they are somewhat high, and I'll explain why in just a moment. It took me a while for a detail on Recharge to click for me, while the game expresses it as percentages, I find it a lot easier to think about it in decimal format: 100% = 1.0, or +70% (from Hasten) is +0.7. This may still not make sense though, it will, fret not! The first thing you need to understand when I say that you need 375% recharge to perma Hasten is that this includes the base recharge of 100% or 1.0. What's the 1.0 mean though?! Every second a power is recharging is worth 1.0 seconds. Now, we add Hasten for +0.7, bringing us to every second a power recharges being worth 1.7 seconds. See where I'm going with this? In order to perma Hasten, you need every second it's recharging to be worth 3.75 seconds (or more, preferably). So, we start our build, throwing all the purple sets we can get, all the Luck of the Gambler procs, etc. Even then though, it seems that the target of +2.05 recharge seems.. out there, and it is. We don't need all that recharge to be global! Recharge totals also include any recharge in the power. So, if assume 2-slotted Hasten with level 50 IOs we get 83.32% recharge in Hasten, bringing our total recharge (while Hasten is active) to 2.53, now it's seeming more reasonable, at now looking for another +122% recharge which we can get from global bonuses or furthering the slotting of Hasten. Such as by adding a 3rd slot with another 50 IO, bringing our recharge in Hasten to +99.08%, or adding another 16% recharge! Yes, that's an entire slot for only 16% recharge, Worth it? In some builds, certainly. There's also enhancement boosters though. If we drop Hasten back to 2 slots, but change those enhancers to 50+5s, we get a total recharge of +95.9%. “But Zolgar, what if I 3 slot with 50+5s?” Well, due to the rules of diminishing returns, the benefit gets completely hosed. If you slot it with 3 50+5 IOs you're going to get +103.85%. I mean, that sounds pretty good, +8% more recharge! Let's see what that really means though. That means that every second Hasten is recharging is worth 0.08 seconds more. We're going to do some recharge time comparisons here, without assuming any bonuses other than Hasten itself. Hasten has a 450 second recharge time normally, and a 120 second run time. So, we know we're not going to be perma yet, which means as I do the math I need to count the first 120 seconds as .7 seconds more than the remainder. 2 50 IOs: 120 seconds at *2.5332 remainder at *1.8332. Total recharge time: 199 seconds 2 50+5s: 120 seconds at *2.659 and the remainder at *1.959. Total recharge time: 186 seconds 3 50s: 120 seconds at *2.6909 and remainder at *1.9909. Total recharge time: 183 seconds 3 50+5s: 120 second at *2.7385 and remainder at *20385. Total recharge time: 179 seconds As you can see each does have a notable decrease in recharge time, though one that will become smaller and smaller as you increase your global recharge times (or if you toss in Agility or Spiritual Alpha). At a global bonus of +50%, the difference between 2 50s and 3 50+5s drops to 12 seconds, but more notable the difference between 2 and 3 50+5s drops to 4 seconds. Is it worth that 3rd slot? Well, if you're going to put the 3rd slot in you may as well go all the way and +5 it, but I /personally/ don't see the 3rd slot worth it for the benefit it offers, unless I'm rolling in slots. Your mileage may vary, I just provide the numbers. So, the next time you want to know how much recharge you need to perma something, it's as simple as this: recharge time/duration(in seconds)-1. Ex: Domination. Recharges in 200 seconds, duration is 90 seconds. 200/90=2.222-1=1.222 Or, you need +123% global recharge to hit Permadom (has to be global since you can't slot Domination) It's also worth noting that the maximum total recharge is 500% (where every second is worth 5). This does mean if recharge/5 is greater than the duration of the power, permaing it is impossible, period. If you want to get really confused.. Read the second post! ;)
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It's always hit and miss for me. Honestly, I prefer being bumped to like 30ish, and then going the rest of the way naturally, because I don't much enjoy most of my hero concepts being... unable to do what they're supposed to, you know? For me though the investment is in the concept, not the time spent. :)
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The Holy Trinity isn't. Advice for veterans of other MMOs
Zolgar replied to Zolgar's topic in Archetypes
Everyone is damage. Some damage better than others, but with a good team you'll never notice the lack of a "dps" character. And crowd control as absolutely support. And agro management. Welcome to City of Heroes, where the roles are made up and the archtypes don't matter. -
Many players are returning after long stretches of playing other MMOs where the “Holy Trinity” is king. In case you’re not familiar with the term “Holy Trinity” in regards to an MMO: Damage Per Second (DPS), Heals, Tank. DPS kills things, Tank holds the agro, Heals keeps them both alive. There is very little room for anything else in most MMOs, and in most MMOs there are only a few options that are considered “ideal” for the role at hand. City of Heroes is different. At the core, you could argue that the same concept of the Holy Trinity applies: Agro management, support, and damage. But let’s talk about those roles in CoH: Damage, DPS. This is the most obvious role. What archetype fills this role? All of them. The entire team fills this role. Everyone on the team should have time to attack, yes, even the defenders. Certain archetypes are primarily focused on damage, and including a few of them in your team is always good, but by no means mandatory. Agro management. In other MMOs this is the role of the tank, and while a tank can certainly manage agro in CoH, they’re not the only ones who can. Tanks, Brutes, and Scrappers can all manage agro by pissing things off and keeping their attention (though Scrappers are not as good at it as the other two) Controllers and Dominators primarily manage agro with control powers. Sleeps, holds, stuns, knockbacks, etc. Yes, I said knockbacks. Yes, it can be frustrating to be a tank in the middle of a swarm and suddenly they all go flying away, but while a foe is standing and running back to the fight, they’re not attacking. All other archetypes have the capacity to manage agro this way as well, in a lesser capacity, depending on their powersets. Masterminds manage agro by using their pets they can summon as either disposable minions (if it’s shooting a minion it’s not shooting a team mate), or they can tank by using Bodyguard mode. What’s bodyguard mode? If you have your pets set to “defensive” and “follow” while they are close to you, your pets basically act as armor absorbing part of the damage you would take, makes a well built MM incredibly tanky. Lastly, agro can also be managed by pure raw damage output. They can’t attack you if they’re dead. This is a viable strategy in CoH. Support. Ah support. The most diverse category in the game, and ultimately the reason I am writing this. Veterans of other MMOs tend to see this category and instantly go to “heals”. Well, healing is a thing in CoH, but there is no “healer”. “But Zolgar, what about Empathy and Pain?” Those are buff sets with a strong healing element, and when you’re playing a brute and suddenly you have Enforced Morale, World of Pain, and Painbringer on you? You’ll understand why Pain is so much more than healz. I’m going to be honest. “Healing” is not a very strong form of support in City of Heroes. Yes, I said it. Empathy and Pain are amazing sets, because they support their healing with buffs and debuffs, and if you skip those powers? You’re severely underpowering yourself and missing the best powers in the sets. So, if healing is not the ideal support, what is? Aside from healing, there are three types of support in CoH: Buffs make your team better. Whether making them get hit less, take less damage from the hits they take, hit harder, recharge their powers faster, recover endurance faster, increase their hitpoints, etc. Debuffs make the enemies weaker, most of these tend to focus on making them do less damage, hit less often, take more damage, or be easier to hit. Control, there are a number of support sets with control elements. Slows (mechanically they fall under a debuff, but as far as support they are more about battlefield control), knockback/down, fear, stun, etc. Storm is a major example of this, it has some buff/debuff in it but it’s primary about controlling the battlefield, which is why many players have a hard time understanding it as a support set. One thing you’ll note is that most sets have a mix of at least two kinds of support, some even have all four. There is no single support set that is the “best” or “worst”, all have their strengths and weaknesses, and are a major boone to a team when played well (some are easier to play than others though). It’s worth noting that many attack sets, and some armor sets feature a debuff as a secondary effect to their powers. Dark powers reduce accuracy, Radiation powers reduce defense, etc. This is rarely enough to qualify as ‘support’ on its own, but for defenders and corruptors it’s a good reason to make sure you attack too… and for others, you can actually build another archetype to capitalize on these secondary effects. Other archetypes can also move in the direction of support with power pools. Leadership, Medicine, Sorcery, Stealth? All have powers that aid your party. All of that said though… there is still one thing about City of Heroes I haven’t covered in terms of teaming: Outside of certain end-game content, you don’t even need to have a slightly optimized team, as long as most everyone on the team is competent at what they do. Back on live, mono-archetype TFs were commonplace. Why? Because it was fun. Who needs dedicated damage dealers when you have a squad of defenders buffing each other to the gills? Who needs support when you have 8 blasters melting everything that crosses their path? Who needs anything else when you have the mayhem of 8 masterminds? (Defeated not by foes, but by caves.) Know your character and what they’re capable of, understand what the rest of the team is capable of, and you should have a successful team if you work together. We’re superheroes (or villains), while individually we’re powerful, our true power shows when we work together.
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Back in the 80s we useta rent video tapes and copy them with a second VHS machine. Even go to the flea market and sell those copies sometimes. We copied music the same way with cassettes. Then in the 90s came CD-Rs, and then Napster, and DVRs. We started stealing everything! Yes, stealing. Own that. Because we don't own any of this. We are stealing it. They stole it. It is stolen. Feigned ignorance isn't much of a protection if the lawman comes for you. Doing it on such a massive scale that law-enforcement can't afford to chase everyone down is how we get away with it most of the time. Piracy is NOT stealing. It absolutely, positively, 100% is not stealing. It's copyright violation, which is a federal crime, as opposed to something under the jurisdiction of your local police, and the penalties for copyright violation are far more severe than that of theft of a comparable level (such as stealing movies and music from Wal Mart). Legally speaking, piracy is far worse than theft. -Thank you, We now return you to your regularly scheduled thread.
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I miss ninja buffing... I should start doing that again. :)
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THIS, a million times. There are comparatively few outdoor missions in the game, and they made it so that those there are most of them have really good spawn rates AND you get credit no matter how much damage you dealt. If someone swooping in and helping you deal with a hoard of baddies bothers you that much, stay inside where they can't do it.
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You could probably get it in there. I think crashing t9s are garbage, myself, so I'm not going to bother trying :p
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Dark Astoria was changed in to that. :)
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I slapped this together. It is by no means super optimized for anything but making sure you're permahasted, softcapped to smashing/lethal and capped for resist on smashing/lethal. I don't think the build is all that bad though. :) I only chose your Alpha incarnate slot, other powers are mostly by your preference. Ageless and Barrier are both really good for brutes for Destiny. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! ssinvpermahaste: Level 50 Technology Brute Primary Power Set: Super Strength Secondary Power Set: Invulnerability Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Ancillary Pool: Energy Mastery Villain Profile: Level 1: Punch (A) Superior Blistering Cold - Recharge/Chance for Hold (5) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (5) Superior Blistering Cold - Accuracy/Damage/Recharge (11) Superior Blistering Cold - Accuracy/Damage/Endurance (13) Superior Blistering Cold - Damage/Endurance (43) Superior Blistering Cold - Accuracy/Damage Level 1: Resist Physical Damage (A) Impervium Armor - Psionic Resistance (13) Impervium Armor - Resistance Level 2: Temp Invulnerability (A) Unbreakable Guard - +Max HP (15) Unbreakable Guard - Resistance (17) Unbreakable Guard - Resistance/Endurance (42) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 4: Haymaker (A) Superior Brute's Fury - Recharge/Fury Bonus (17) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge (19) Superior Brute's Fury - Damage/Endurance/RechargeTime (19) Superior Brute's Fury - Accuracy/Damage/Recharge (21) Superior Brute's Fury - Accuracy/Damage (46) Superior Brute's Fury - Damage/Recharge Level 6: Dull Pain (A) Preventive Medicine - Chance for +Absorb (7) Preventive Medicine - Heal/RechargeTime/Endurance (7) Preventive Medicine - Heal/RechargeTime (9) Preventive Medicine - Endurance/RechargeTime (9) Preventive Medicine - Heal/Endurance (11) Preventive Medicine - Heal Level 8: Knockout Blow (A) Hecatomb - Chance of Damage(Negative) (21) Hecatomb - Damage/Endurance (23) Hecatomb - Accuracy/Recharge (23) Hecatomb - Accuracy/Damage/Recharge (25) Hecatomb - Damage/Recharge (50) Hecatomb - Damage Level 10: Resist Elements (A) Steadfast Protection - Resistance/+Def 3% (25) Impervium Armor - Psionic Resistance (27) Impervium Armor - Resistance Level 12: Boxing (A) Absolute Amazement - Chance for ToHit Debuff (45) Absolute Amazement - Endurance/Stun (45) Absolute Amazement - Accuracy/Recharge (45) Absolute Amazement - Accuracy/Stun/Recharge (46) Absolute Amazement - Stun/Recharge Level 14: Tough (A) Unbreakable Guard - Resistance (15) Unbreakable Guard - Resistance/Endurance (27) Unbreakable Guard - Resistance/Endurance/RechargeTime (29) Unbreakable Guard - Endurance/RechargeTime Level 16: Unyielding (A) Aegis - Psionic/Status Resistance (29) Aegis - Resistance (31) Aegis - Resistance/Endurance (43) Aegis - Resistance/Endurance/Recharge (43) Aegis - Resistance/Recharge Level 18: Rage (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge Level 20: Resist Energies (A) Gladiator's Armor - TP Protection +3% Def (All) (33) Gladiator's Armor - Resistance Level 22: Weave (A) Luck of the Gambler - Recharge Speed (33) Luck of the Gambler - Defense (34) Luck of the Gambler - Defense/Endurance Level 24: Combat Jumping (A) Luck of the Gambler - Recharge Speed (34) Shield Wall - +Res (Teleportation), +5% Res (All) (34) Reactive Defenses - Scaling Resist Damage (46) Reactive Defenses - Defense Level 26: Hurl (A) Apocalypse - Chance of Damage(Negative) (36) Apocalypse - Damage/Endurance (36) Apocalypse - Accuracy/Recharge (36) Apocalypse - Accuracy/Damage/Recharge (37) Apocalypse - Damage/Recharge Level 28: Invincibility (A) Luck of the Gambler - Recharge Speed (37) Luck of the Gambler - Defense (37) Luck of the Gambler - Defense/Endurance Level 30: Maneuvers (A) Luck of the Gambler - Recharge Speed (31) Luck of the Gambler - Defense (31) Luck of the Gambler - Defense/Endurance Level 32: Foot Stomp (A) Superior Unrelenting Fury - RechargeTime/+Regen/+End (39) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime (39) Superior Unrelenting Fury - Damage/Endurance/RechargeTime (40) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime (40) Superior Unrelenting Fury - Accuracy/Damage (42) Superior Unrelenting Fury - Damage/RechargeTime Level 35: Superior Conditioning (A) Performance Shifter - Chance for +End (40) Performance Shifter - EndMod Level 38: Tough Hide (A) Luck of the Gambler - Recharge Speed (39) Luck of the Gambler - Defense Level 41: Physical Perfection (A) Performance Shifter - Chance for +End (42) Performance Shifter - EndMod Level 44: Kick (A) Empty Level 47: Cross Punch (A) Armageddon - Chance for Fire Damage (48) Armageddon - Damage/Endurance (48) Armageddon - Accuracy/Recharge (48) Armageddon - Accuracy/Damage/Recharge (50) Armageddon - Damage/Recharge Level 49: Hasten (A) Recharge Reduction IO (50) Recharge Reduction IO Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Fury Level 1: Sprint (A) Run Speed IO Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Numina's Convalesence - +Regeneration/+Recovery (3) Panacea - +Hit Points/Endurance Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Performance Shifter - Chance for +End (3) Performance Shifter - EndMod Level 50: Agility Core Paragon ------------
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I believe they have said there are not going to be imports on this server, for good or ill.
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Permadom Multi-stacking clicky mez powers. Perma-ing other long recharge clickies (Dull Pain style powers for example) Perma-ing team buffs like World of Pain Making sure you have debuff powers back for every fight. Getting your best powers back as fast as possible, to not have to rely on lower damage powers to round out an attack chain. Making sure rez (self or ally) powers are back as often as you need them. Shall I go on for reasons permahaste is a very valuable thing no matter what you're playing?
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Thanks for posting that. So much theorycrafting got lost from the official forums, it's hard to track down number crunching info dumps anymore. Want the other half, where I go in to detail on how to calculate recharge with variable sources, such as chance for +recharge procs, non-perma powers, or Ageless Destiny? >.>
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Global recharge boosts from IOs. It's certainly doable. It requires about 125% global recharge. Wrote this some time ago: I am also a recharge whore, so I try to permahaste all my chars. >.>