Tenjoy

Multimedia Genius 28.11.2011
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  1. Tenjoy

    HP buff = heal?


    Hi everyone,

    I assume this has been tested already, so I just wanted to ask whether a "+HP" buff also counts as a heal for the healing badges.

    For example, the Rebirth tree for the Destiny slot offers both a +regeneration and a +MaxHP version. Am I right in assuming the +HP version would be better suited for working towards the last healer badges?

    Thanks,


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  2. Quote:
    Originally Posted by DarkGob View Post
    No, he's (she's? darn gender neutral internet) saying they're unnecessary in Fly, which is one of three powers that can take those enhancements. They definitely still have an effect in Hover, and probably Group Fly, although I wouldn't know about the latter because lol, Group Fly.
    One of four powers that take fly speed enhancements. It is not very efficient, but Swift also offers an enhanceable flight speed bonus.

    (Actually, now that I think of it, Kheldians also should have a few powers that take them.)

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  3. Assertions are a debugging tool.

    A developer can put assertions into the source code at important sections, like "divisor is not zero". By doing that, the developer really says "when the running program gets here, a certain condition should always be true". (You can't divide by zero, so if the program has no bugs it should never try to do that.) When the program reaches an assertion it checks for the condition. If it's true, nothing happens and the program continues. If it's not true, however, something must be wrong and the assertion causes a controlled program halt in order to avoid unpredictable behavior later on. This is usually reported with an "Assertion failed" error message.

    Only the developers who can see the source code know what condition(s) each assertion is guarding for, so we can't tell you why your game client stopped running. If you can reproduce the error message, I recommend you file a /bug report.


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  4. Quote:
    Originally Posted by Local_Man View Post
    You should learn from your Illusion/FF teammate. Personal Force Field is a huge advantage for a "hardcore" character. Anytime you are threatened, you can "bubble up" to survive almost any situation.
    Thanks, I'll keep that in mind if my mastermind needs to reincarnate.

    We did not explicitly rule out duplicate powersets. I'm not sure we would want a team of six force field controllers, though - until now we all rolled different characters from each other. I'll see what the others will say.


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  5. Quote:
    Originally Posted by mousedroid View Post
    I'm confused. Why are you asking about the best AT to solo content when you are clearly running on a team?
    Again, I'm sorry for being imprecise. When I said I was looking for "a character that can solo missions", I was not referring to a character that would be doing only solo missions. I meant "a character that should be able to do missions by himself".

    You see, due to different work schedules and playing times, not all of the team members will be able to play together regularly after the Easter holidays. Yes, we will all meet again and will play as a large team, but we don't want to wait weeks between each round.

    So the plan was to reach level 10 in team play, after which any accidental deaths could no longer be concealed from the rest of the team because of the Repaired badge's progress bar. After that, we are free to play alone (or in smaller groups, if a few of us met). So if I don't want to wait for other group members, I need a character that "can solo missions".

    I hope this explains what I meant.


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  6. Hi everybody,

    I just wanted to tell you how it went so far.

    On the first try, I rolled a sonic/sonic corruptor because another team member asked me for shields. We were five people and started in Pretoria. We even tried +2 for a mission, but fell back to the proscribed +1 when we noticed that there were slightly too many critical moments.

    Then, there was that mission from Praetor White that had us inspect a facility that turns out to be manned with traitors who all turn and attack us... yeah, we expected the ambush, but still were overrun. No one of us made it out. Five mandatory character deletions followed.

    For the second attempt I rolled the dark/dark brute I had planned. The other four also reincarnated and we met again, with a sixth player joining the team. We set out and I immediately noticed that getting the aggro of mobs set up for six-player-team cannot be shrugged off just by some damage resistance. There were several close moments, but we again reached level 6 and the infamous inspection mission.

    This time we remained at the entrance and took on the mobs one by one as they made it through the door. Unfortunately, a controller was slightly careless and got shot. This lead to a sort of cascading failure where the more players were defeated, the more pressure was put onto the remaining team... with predictable results. Only our force field/illusion controller made it out alive (thanks to her Personal Force Field).

    So the dark/dark brute and his teammates got their mandatory deletions, and it was back to the drawing board. Now I decided to try a master mind, so I made a mercenaries / poison character.

    Well, the inspection mission came and went, and this time we managed to keep the whole team alive... and we called it a day at that time.

    Will the third team reincarnation survive long enough to exit Praetoria? Wish us luck! (-:

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  7. I'm sorry for being imprecise.

    If you had to create a character to run regular missions at +1 in a level range from 1 to 20, and you were supposed to keep your defeats to an absolute minimum, what powersets would you use?

    Right now I'm thinking about a DM/DA brute, but I'm not sure.


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  8. Hi everybody,

    what archetype and powersets would you choose if you wanted a character that can solo missions in the range of level 1-20 and has maximum survivability?

    Once he reaches level 32 a stone tank can get Granite Armor, which probably cannot be surpassed easily, but what about the earlier levels? A brute, maybe?

    Thanks for any suggestions,


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  9. Has it been confirmed that the tables are truly random? I heard that the reward tables were based on performance, but I couldn't find any criteria on which that might be based.

    For example, if I really need a common component, could I "downgrade" my reward by letting myself be defeated a couple of times in order to receive the commons table at the end?

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  10. Hi,

    I thought I had read somewhere that MA's Eagle's Claw was modified to also increase the chance for a critical hit for the next attack you execute. Unfortunately, neither City of Data nor the Paragonwiki lists this in their descriptions of the power. The in-game description also doesn't mention it.

    So, did I just imagine reading this, or does Eagle's Claw actually increase critical hit chances? (When I recently played my MA/SR scrapper it felt as if I'd get more critical hits with Dragon's Tail directly after an Eagle's Claw, but that may have been a perception issue...)

    And if Eagle's Claw actually does this, how exactly does it work?

    - Does it apply only to primary power set attacks, or to all attacks?
    - Does it still apply if I do something else (like cycling Practiced Brawler or swallowing an inspiration) before starting the next attack?
    - How long can I wait until I start the next attack? For example, if Eagle's Claw defeated a foe and I have to run up to the next target, will my chance for a critical hit still be increased?

    Thanks for any information on this,


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  11. Hi everyone,

    my DP blaster has learned the Surveillance skill (from the Munitions Mastery ancillary power pool) in order to determine the best type of ammo to be used against each foe.

    I know that I can check the scan's results in my Combat Attributes window, but I'd prefer using a small monitor window. So I scanned an opponent, opened Combat Attributes, right-clicked on Cold, Fire, and Toxic Resistance, and chose Monitor. The values were duly added to the small monitor window.

    Unfortunately the small monitor only displays the opponent's values as long as the larger Combat Attributes window is also open. Even if I don't click on Clear Target, as soon as I close Combat Attributes, the smaller monitor switches back to my own resistance values (and returns to the scanned values once I reopen Combat Attributes).

    The minimum size of the larger window is still unwieldly large, and it cannot be moved off-screen. Do you have any suggestions on how to display the scanned values without having to click on Powers/Combat Attributes/Damage Resistance each time Surveillance was used?


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  12. Quote:
    Originally Posted by Arizzen View Post
    My main is set up to where my mouse controls all directional movement. i.e. Using W and S only and the the mouse handles the rest. For some odd reason my main character can only do this. The rest of my alts i have to run with WSQE. I have checked all of my settings from my main character and it appears to be all the same for my alts. Am I missing something here? Any help would be appreciated!
    Did you accidentally change the secondary mouse button bind from On Demand Mouse Look to Rotate Camera? That's what happened to me a while ago. I don't know how it happened, and I certainly didn't change this on purpose, but it took me a while to find out how to fix this.

    If all else fails you can export all your binds from both characters to text files and compare those line by line.


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  13. Tenjoy

    Why no /sonic?

    Hi,

    I was curious why masterminds don't have access to the Sonic Resonance powerset. I understand that originally each archetype was supposed to have a few powersets for his own, but proliferation changed that a couple of issues ago.

    Was Sonic Resonance just not proliferated yet, or are there more serious concerns that prevent masterminds from going acoustic?


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  14. Quote:
    Originally Posted by Hopeling View Post
    How attached are you to the Fire epic pool? If it's for theme that's one thing, but mechanically it's pretty useless (at least, it is the way you have it set up; with redraw, Fireball is the only power in the set that's worth using and you didn't take it). You could trade it for Body Mastery to mitigate those endurance problems.
    Well, not that much. It fits thematically (he's Day Knight, after all), matches Hasten and Super Speed, and allowed me to get a level 3 and a level 5 damage bonus for just two slots each. I use Melt Armor in larger groups of enemies, and sometimes I throw a Fire Blast after a single running enemy to quickly finish him of without running after him, but I could do without them.
    I'd prefer not to lose that level 5 damage bonus, though. (It's one of the largest available.)


    Quote:
    Originally Posted by Hopeling View Post
    Also, what kind of budget are you looking at for this character?
    Nothing outstanding (like the two-billion-inf PVP IOs). I do have some inf and I'd be able to get some purple IOs if needed, but this is not my main character and doesn't need the be-all, end-all megaslotting.

    Quote:
    Originally Posted by Hopeling View Post
    I don't know the math offhand, but you might end up doing more DPS by trading some of those damage set bonuses for recharge for a good attack chain.
    The build you have probably has to use Parry a lot, and Parry is a much weaker attack than Hack, Disembowel, or Headsplitter.
    Ah, I see what you mean! Well, to be honest for this character I don't have a fixed attack chain yet. I probably should note what attack chains I actually do execute when I play the character (without thinking about them) and then see whether I could improve my play here.

    You've given me something to think about. Thanks!


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  15. Quote:
    Originally Posted by Rhysem View Post
    Sure. First find an(/your) attack chain. I'd go for the HS->Parry->Hack->Dis->Parry. Get each of those to ED-cap damage, then arrange enough recharge slotting in each power and global recharge to get to having that attack chain with no gaps. Note that equal recharge between powers isn't required -- in particular HS is probably going to be the limiting factor so stuff as much recharge in there as you can.
    One of my attacks is always ready to fire even if Hasten is not running, so I don't think I need much more recharge. Sorry if I fail to understand, but how is a shorter attack chain helping my endurance issues?

    Quote:
    Originally Posted by Rhysem View Post
    Speaking of softcap, get there then worry about damage. Dead = 0 DPS.
    Again, this is a team character. I don't intend to solo high-level enemies, so I don't need to reach the def cap by myself. The other players are helping out here. (Several of us use the Leadership pool, so we have several copies of Maneuvers around, and usually we also get some force fields, ice shields, or other help as well. We did the Imperius (at +3), Lady Grey (at +2), and Apex task forces this weekend, and I wasn't defeated even once.)
    Quote:
    Originally Posted by Rhysem View Post
    Also, you're in general overslotting end redux on shields (and long-rech powers like build up) and underslotting it on attacks. In general attacks consume more EPS than your shields do.
    The slotting is supposed to accumulate the damage set bonuses. The set bonuses weren't spelled out in my original post, but I have one level 7, five level 5, five level 4, five level 3, and three level 2 damage bonuses in there. That's 44,5% extra damage all the time just from the set bonuses.

    I will check whether I can find a different combination of IOs of the same sets in my attacks that cost less endurance, though. This might be a way to accomplish my goal. (When I originally picked those, the alpha slot hadn't been announced yet.)


    Quote:
    Originally Posted by Rhysem View Post
    Speaking of, your slotting of build up is terrible for your stated goal. Sure, you get great +tohit on it. But you spend 4 slots and get no more +damage out of it than you would vs 2 generic recharge IOs.
    Actually, I need five Gaussians for the level 4 damage bonus the set provides. Putting the sixth in there for the Gaussian defense bonuses seemed to be a good use of one single slot. It's true that I don't really need the power Build Up that much enhanced. But what other level 4 damage bonus would you recommend, and where would you place it?

    Quote:
    Originally Posted by Rhysem View Post
    Grant cover isn't worth slotting up. Yes it helps your team. That's nice. Slot a +def in there or maybe the LoTG6 recharge in there. Leave it slotless. You'll need the slots elsewhere to get near def cap.
    Losing the Red Fortune here would mean losing a level 3 damage bonus. I'm not required to take Grant Cover for the team, but I'd prefer not to give away all those damage bonuses. (Losing one of them would not be dramatic, but dropping Grant Cover alone probably won't free that much endurance anyway.)

    Quote:
    Originally Posted by Rhysem View Post
    I missed you skipped tough and more importantly weave. Find 3 power picks, you'll be needing those. Assault can go. So can the fire epic pool most likely.
    Okay, I could swap some powers around (for example, the Red Fortune from Grant Cover could also be put into Weave). Assault increases my damage, so I'd rather keep it. The fire epic pool enabled me to get a level 5 and a level 3 damage set bonus with just two slots each, that's why I chose that pool. It can be changed, sure, but I wouldn't do it for defense. This is a team character. When I'm playing with my friends I'm very rarely defeated, and if that happens - hey, so what, I'll be back. I don't feel like I'm missing Tough and Weave.

    I do have a softcapped (MA/SR) scrapper that can solo high-level missions with ease. That's not what this character is for. Thanks for your recommendations, but right now I'm happy with the survivability of this character. I'm looking for a way to change the cardiac alpha (even the common cardiac solves all endurance problems the character had) with the muscular alpha without losing too much damage.


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  16. Hi everybody,

    the following is a character of mine which I mainly use for casual team play (regular missions and the higher-level task forces, usually no higher than +1 or +2).

    I wanted to maximize damage, so I tried to put as many "plus damage" set bonuses in the character as I could. I haven't yet incarnated him, but I was hoping for an even higher damage output by choosing the muscular alpha.

    Unfortunately, the character uses quite a lot of endurance and can't fight continuously for an extended amount of time but needs some time to rest in between mobs. That's why I considered to go for the cardiac alpha instead, but since I really wanted the character to dish out impressive amounts damage I was hoping that you could help me with suggestions on how to improve the build without losing too much damage bonuses and still being able to choose the muscular alpha.


    Hero Plan by Mids' Hero Designer 1,92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Day Knight: Level 50 Natural Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Hack
    • (A) Touch of Death - Accuracy/Damage
    • (15) Touch of Death - Damage/Endurance
    • (17) Touch of Death - Accuracy/Damage/Endurance
    • (21) Touch of Death - Damage/Endurance/Recharge
    Level 1: Deflection
    • (A) Gift of the Ancients - Defense
    • (11) Gift of the Ancients - Defense/Endurance
    • (11) Red Fortune - Defense/Endurance
    • (13) Impervium Armor - Resistance
    • (13) Impervium Armor - Resistance/Endurance
    • (15) Titanium Coating - Resistance/Endurance
    Level 2: Battle Agility
    • (A) Red Fortune - Defense/Endurance
    • (42) Red Fortune - Defense/Endurance/Recharge
    • (42) Red Fortune - Defense
    • (43) Red Fortune - Endurance
    Level 4: True Grit
    • (A) Miracle - Heal
    • (5) Miracle - Heal/Recharge
    • (7) Miracle - Heal/Endurance
    • (7) Impervium Armor - Resistance
    • (9) Impervium Armor - Resistance/Recharge
    • (9) Impervium Armor - Resistance/Endurance
    Level 6: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (25) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    Level 8: Parry
    • (A) Touch of Death - Accuracy/Damage
    • (40) Touch of Death - Damage/Endurance
    • (40) Touch of Death - Accuracy/Damage/Endurance
    • (40) Touch of Death - Damage/Endurance/Recharge
    Level 10: Combat Jumping
    • (A) Kismet - Accuracy +6%
    Level 12: Hasten
    • (A) Recharge Reduction IO
    Level 14: Super Speed
    • (A) Endurance Reduction IO
    Level 16: Active Defense
    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO
    Level 18: Whirling Sword
    • (A) Obliteration - Damage
    • (19) Obliteration - Damage/Recharge
    • (19) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (21) Obliteration - Chance for Smashing Damage
    Level 20: Maneuvers
    • (A) Red Fortune - Defense/Endurance
    • (48) Red Fortune - Defense/Endurance/Recharge
    • (48) Red Fortune - Defense
    • (50) Red Fortune - Endurance
    Level 22: Against All Odds
    • (A) Endurance Reduction IO
    Level 24: Phalanx Fighting
    • (A) Red Fortune - Defense/Endurance
    • (43) Red Fortune - Defense/Recharge
    • (43) Red Fortune - Defense/Endurance/Recharge
    • (46) Red Fortune - Defense
    Level 26: Disembowel
    • (A) Explosive Strike - Damage/Knockback
    • (27) Explosive Strike - Chance for Smashing Damage
    • (27) Mako's Bite - Accuracy/Damage
    • (29) Mako's Bite - Damage/Endurance
    • (29) Mako's Bite - Damage/Recharge
    • (31) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    Level 28: Grant Cover
    • (A) Red Fortune - Defense/Endurance
    • (46) Red Fortune - Defense/Endurance/Recharge
    • (46) Red Fortune - Defense
    • (48) Red Fortune - Endurance
    Level 30: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (37) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 32: Head Splitter
    • (A) Explosive Strike - Damage/Knockback
    • (33) Explosive Strike - Chance for Smashing Damage
    • (33) Obliteration - Damage
    • (33) Obliteration - Accuracy/Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 35: Shield Charge
    • (A) Explosive Strike - Damage/Knockback
    • (36) Explosive Strike - Chance for Smashing Damage
    • (36) Obliteration - Damage
    • (36) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 38: One with the Shield
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 41: Char
    • (A) Lockdown - Accuracy/Hold
    • (42) Lockdown - Accuracy/Endurance/Recharge/Hold
    Level 44: Fire Blast
    • (A) Apocalypse - Damage
    • (45) Apocalypse - Accuracy/Damage/Recharge
    • (45) Apocalypse - Accuracy/Recharge
    • (45) Apocalypse - Damage/Endurance
    Level 47: Melt Armor
    • (A) Undermined Defenses - Defense Debuff/Recharge
    • (50) Undermined Defenses - Recharge
    • (50) Accuracy IO
    Level 49: Assault
    • (A) Endurance Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Critical Hit
    Level 1: Sprint
    • (A) Endurance Reduction IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Numina's Convalescence - Heal
    • (3) Numina's Convalescence - +Regeneration/+Recovery
    • (3) Miracle - Heal
    • (5) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - EndMod
    • (37) Performance Shifter - EndMod/Recharge
    • (39) Performance Shifter - EndMod/Accuracy/Recharge
    • (39) Performance Shifter - EndMod/Accuracy
    • (39) Performance Shifter - Chance for +End

    Thanks for any advice!

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  17. Tenjoy

    Chest Detail Bug

    Quote:
    Originally Posted by 2Sly4U View Post
    This started like a week or so ago and i'm not sure what exactly brought this on but any and all chest details are blurry and buggy anyone know how to fix this ?
    Did you change some option values recently? For example, the Character Detail setting under Advanced Graphics Settings might be a place to check.

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  18. Tenjoy

    Hover Speed

    Quote:
    Originally Posted by HolyEvilAoD View Post
    You can get Hover Speed to the flight speed cap. It took me all my slots, but I did it. You need a Crab Spider and must take [...]
    My energy/energy blaster also did it, when unenhanced hover speed was still much slower than it is today. Boost Power also enhances flight speed.
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  19. Hi everyone,

    over the last days we were running a couple of Lady Grey TFs. (I wonder why all players were asking for that - it's almost as if some transdimensional entity would notice you for running it... ).

    Anyway, each time Hamidon is defeated the team leader gets a temporary power with a sparkling optical effect. But what does that power actually do? Its in-game text doesn't say. Is it just a story-wise thing, or does the team leader's character actually gain any benefits from having that temporary power?

    Thanks,
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  20. The entrance to the Vanguard base in the war zone is marked as "Vanguard DPO" on the in-game maps.

    I'm not familiar with that abbreviation. What does "DPO" stand for?
    Thanks for information on this,


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  21. Quote:
    Originally Posted by LygerZero View Post
    The best advantage of FA? You'll beat ANYONE in a footrace to see who can bottom out their blue bar first
    ... except for the Booming Blaster.

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  22. Quote:
    Originally Posted by Largo View Post
    My main scrapper is MA/SR. I placed 6 slotted Gaussians into Focus Chi (as part of my capped defensive strategy) and never even considered Focused Acc.
    The chara I was talking about is a MA/SR scrapper. Until now I had put the fulll Gaussian's Synchronized Fire-Control into Focused Accuracy because it would trigger more often than in Focus Chi.

    But with inherent Fitness I'm now able to pick up three new powers, which allows me to replace the Adjusted Targeting's recharge set bonus in Focus Chi by another set in another power, so I could move Gaussian's set into Focus Chi by adding just one slot. Thus, I could move some slots from Focused Accuracy to powers like Tough and Physical Perfection without losing Gaussian's defense set bonus.

    Thanks for your assistance!

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  23. Quote:
    Originally Posted by TankShock View Post
    I think you are a bit overly focused on ACC, IMO. Do you really mean +110% global?

    I'd say the main purpose of Focused Acc is to allow you to slot little or no ACC in powers, ignore global ACC other than what you pick up incidentally, and help with Vet powers.
    Well, four purple set bonuses yield 15% accuracy each, and I have four 9% and two 7% accuracy set bonuses in there as well. I wasn't really slotting for accuracy but for recharge, though - the accuracy bonuses are just a side effect.

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  24. Quote:
    Originally Posted by Deacon_NA View Post
    Outside of set bonuses, heavy slotting FA doesn't gain you a lot. If its endurance cost is too prohibitive for you, 2 slots of End Reduction may suffice.
    I had a full set of Gaussian's Synchronized Fire-Control in there, for the 2,5% defense set bonus. But I believe the five extra slots can be put to better use elsewhere, that's why I am considering this change.

    If I keep the power at all, I will probably just put a level 50 endurance reduction IO in there and turn it on only if needed. I was just worrying about whether I might need it more than I was aware of.

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  25. Hi everyone,

    one of my scrappers currently is using Focused Accuracy as one of his standard toggles. Since that power consumes quite a bit of endurance I've six-slotted the power.

    By now I'm thinking about putting all those slots to better use. Without the endurance reduction enhancements I wouldn't be able to use the power as a full-time toggle, though.

    I tried to run a few task forces without the power switched on in order to determine whether I actually need it, but "unfortunately" we always had enough team buffs (like Tactics) so I couldn't really notice any difference (even while fighting Captain Mako I consistently hit).

    So, my question is: On a scrapper with at least 50% accuracy slotted into each of his attacks, with +110% accuracy from set bonuses and utilizing Kismet's 6% To-Hit bonus, in what situations would I really get a noticeable advantage from running Focused Accuracy?

    Should I even keep the power for emergency situations (with less slots), or would you recommend dropping the power altogether? Does the perception bonus matter, or is that just for the rare occurence of being blinded by not too many enemies at once?

    Thanks for your advice on this,

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