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Posts
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I did not pay enough attention when making that build: It's got one too many Luck of the Gambler: + recharge
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Quote:Well, this is a skeletal widow build, it hits the soft cap without mind link, Mink Link is nearly permanent, with a few +recharge set bonuses, it could possibly be up all the time. Since Mind Link provides about 15% defense, I think it would be softcapped for the incarnate content too.Ok so in my previous thread I got a few suggestions on builds but I have a few questions. How far into defense should I be going? What will be sacrificing when I go above the defense soft cap? If anyone has any non-purple NW builds to share I would appreciate it.
http://www.cohplanner.com/mids/downl...3EF21BD8BE0058 -
Fly hits the flight speed cap without enhancement now, so I don't understand why you'd slot Flight with two enhancements to get 8% Regeneration when you've got no slots in Health, when adding just one level 50 IO would get you more than twice the bonus. Likewise, you're missing Renerative Tissue +Regeneration
Also, did you mean to slot Quick Recovery with Performance Shifter: Acc/Rech, or had you intended to use the End/Acc?
I recommend using Mako's Bite: Acc/Dam/End/Rech as the fifth slot in powers with sets of Kinetic Combat. It's not too expensive.
I'd also recommend considering Eradication instead of Obliteration to get more hit points and get closer to the Energy/Negative Energy soft cap.
However, I will say that your build is already in the 1-2 billion influence range. Neither Kinetic Combat sets nor Luck of the Gambler: Def/Global Recharge are cheap. Rectified Reticle: To-hit/Rech and Obliteration: Acc/Dam/End/Rech are also somewhat pricey. -
Quote:Yes, I like the idea of power improvement trees as well, I like the idea of selecting "Revive" as a power, maybe a few level later you pair "Defense bonus" or "PBAoE attack" with it, so that by building stages, you can eventually create either Rise of the Phoenix or Resurgence. (Edit: Actually, I suppose this is potentially another "combo system" I don't think in terms of combos)In terms of actual trees, I like the notion of a points-based system connected to progression trees. Players get points which they can spend on going for either breadth (getting more powers) or depth (improving existing powers). You'd in effect have two layers of trees: power selection trees, and power improvement trees.
The issue is that there are interesting things about the existing Enhancement system (which counts as a point investment system too, with a lot of interesting different ways to invest points into a power). -
Power trees.
The power choices available to you are dictated by what powers you've already taken. I've taken Leap and Foot Stomp, so that opens up a power "Ground Smash" in which I jump up and then smash into the ground.
This is an entirely new game, so I'd divorce entirely animations from the powers. When you take an attack, you should be able to choose what type of damage it does and assign an animation of the appropriate length. I do think that damage type should have an influence on available animations.
Oh, and yes, you'd pick a travel power at level 1. -
You don't list the actual bug with this power: If you're held, stunned, or slept, offensive toggles are supposed to toggle off (Oppressive Gloom toggles off), but Inky Aspect only seems to be suppressed (well, at least, I assume it's suppressed, I'm desperately clicking and not paying so much attention to see if it's working).
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It's working as intended. I think it also stuns everyone in the room, which makes the fight easier because the other people in the room walk around dazed for a little bit too.
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They should change it so that any power that can be slotted for Damage or Taunt gets the proc.
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Quote:I'm reminded of a joke.To be honest I'm more "offended" (or at least bothered) by a funeral parlour that looks more like a mainstreet retail outlet than a respectful establishment. That "storefront" just looks tacky and out-of-place. Sure the zombie billboard right next to it is ironic, but I probably wouldn't bother going to that particular business in the first place.
A fellow walks up to a store front and sees a lot of clocks and watches in the window. He goes in and approaches the person at the desk.'
"Excuse me, I was hoping to get my watch fixed.
-"I'm, but I can't do that, I'm a moyel."
"What's a moyel?"
-"I perform circumcisions."
"But you have all those clocks in your window."
-"What do you want I should have in my window?" -
I gave it another try. Neither Reactive Total Core Conversion nor Paralytic Total Radial Conversion proc on taunt.
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Quote:I have the reactive tier three 75% chance for -res and, on my other tank 75% chance for -dam. I have not gotten either to proc off taunt, despite multiple tries against groups of 5 or more. The odds of interface working with taunt seem low, but arguably, I'd need to have one of the 100% pros to be sure.It might.
I was using taunt a low level critter on my Inv/SS to see the numbers for my defense, seeing what the numbers turned out to be. Then it just... Dropped.
And I do have the Reactive -Res/DoT Fire Damage. T1.
All the same, I think it slightly more likely that you have a chance for psi damage spotted in taunt that you've forgotten about. -
So:
Reactive Total Core Conversion didn't seem to proc on Gauntlet with any of the Super Strength attacks.
Paralytic Total Radial Conversion was most definitely proccing with Gauntlet on all of the Kinetic Melee attacks.
So, can other people report what they're noticing with this? -
They fixed it when the Invention origin enhancements procced on Gauntlet.
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I haven't noticed this with Reactive, but I have Paralytic Total Radial Conversion, and it procs off gauntlet. Enemies I am not hitting get the debuff.
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I have not seen you post in a very long time.
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Quote:This actually isn't a problem because if you check, you'll find that melee powers aren't effected by range enhancement.This avoids the proc issue Willowpaw bought up although it does allow for Range to be slotted in melee and PBAoE powers. This is a potential concern since range does increase the range of melee powers and cone style PBAoEs (although I don't think it would increase non-cone PBAoEs). However I don't think this is a problem for two reasons. First off melee powers have a range of 7ft adding a foot or so to that is not going to break the game. Secondly it's already possible to slot range enhancement into melee powers using Hamidon Enhancements.
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Yes, but he doesn't have enough recharge to have hasten up all the time, and I know that without Hasten, one slot isn't enough to have Active Defense up all the time. Two didn't seem to do it either, but I could be wrong about that. I know three does it with a bit of overlap.
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Quote:The Def/Global recharge is there not for the defense powers, but because the extra recharge bonus is nice. I mean, who doesn't want build-up and the Heal, and all what not up faster on a stalker?I don't follow. Ninjitsu doesn't have any rechargeable Defense powers other than Kuji-In Retsu, which I wouldn't think anyone considers standard-issue protection.
It can also be capped without Weave. If I took it out and replaced it with Maneuvers and Combat Jumping, and maybe slotted Hover (I took it for Fly but it's not part of my Defense), I'd have about the same numbers (probably a little higher).
And yes, I have one planned build that caps it with Combat jumping (but maneuvers or hover would work too), but I think I like the build that caps it with weave better.