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Post by shlominus on Feb 16, 2011 7:10:18 GMT -5
do you have 2+2 or 5+2 sigils, if you use that advantage?
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Post by PoochieHellhound on Feb 16, 2011 7:16:49 GMT -5
5+2
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Post by Kieran on Feb 16, 2011 9:57:29 GMT -5
do you have 2+2 or 5+2 sigils, if you use that advantage? As Poochie said, you have 7 sigils going at once, but to be honest, it's not worth it. The reason for this is that with normal sigils, you can spam them - as you can summon one and then summon the other once the first expire. After the second one expires, you re-summon the first, etc. So you basically can have 6 sigils constantly going, instead of 7 sigils going and then a period of no action.
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Post by somethingtoponder on Feb 17, 2011 0:03:09 GMT -5
Hi just a question what does the Mystic Transference in the sigils advantage do? because I'm kinda confused with the description does it allow to summon 2 sets of sigils or what? Basically what Poochie said. The advantage to Mystic Transference is that you can have multiple sigils out at once. The downside is that the sigil with Mystic Transference has its power reduced by 60%. Because of that, I don't really recommend that advantage - sure you can have multiple sigils going at once time, but if they're only 40% effective, then they aren't really worth it. Its not very useful for Primal/Ebon Sigils, but its better than rank 3 for Arcane Sigils. Its true that Arcane Sigils become 40% as effective, but its BASE recharge time is reduced to 10s, and its activation time is reduced, too. So over time, they become 120% as effective.
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Post by Kieran on Feb 17, 2011 0:16:38 GMT -5
Basically what Poochie said. The advantage to Mystic Transference is that you can have multiple sigils out at once. The downside is that the sigil with Mystic Transference has its power reduced by 60%. Because of that, I don't really recommend that advantage - sure you can have multiple sigils going at once time, but if they're only 40% effective, then they aren't really worth it. Its not very useful for Primal/Ebon Sigils, but its better than rank 3 for Arcane Sigils. Its true that Arcane Sigils become 40% as effective, but its BASE recharge time is reduced to 10s, and its activation time is reduced, too. So over time, they become 120% as effective. Interesting. I'm gonna have to research and check this out.
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Post by azurewolf on Feb 17, 2011 5:25:06 GMT -5
Is there a way to turn off the constant glow symbols from the Aura of Primal Majesty power? I don't like the way they look. Or, am I just stuck with looking like that for the rest of the game?
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Post by Kieran on Feb 17, 2011 9:14:27 GMT -5
Is there a way to turn off the constant glow symbols from the Aura of Primal Majesty power? I don't like the way they look. Or, am I just stuck with looking like that for the rest of the game? Unfortunately, this is a complaint posed by many players - currently, you are unable to disable the visual effects that come with passives like Aura of Primal Majesty. Cryptic might have a toggle feature included sometime in the future (since I know a bunch of people who don't like being stuck with the visual effects), but yeah, for now, you can't really do anything about it.
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Post by azurewolf on Feb 17, 2011 14:28:45 GMT -5
Is there a way to turn off the constant glow symbols from the Aura of Primal Majesty power? I don't like the way they look. Or, am I just stuck with looking like that for the rest of the game? Unfortunately, this is a complaint posed by many players - currently, you are unable to disable the visual effects that come with passives like Aura of Primal Majesty. Cryptic might have a toggle feature included sometime in the future (since I know a bunch of people who don't like being stuck with the visual effects), but yeah, for now, you can't really do anything about it. Bummer! Thanks for the reply.
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Post by obfuscation on Feb 19, 2011 13:34:12 GMT -5
FWIW, once i got to level 27 and got skarns bane, i realized why you took so much recovery and endurance, lol
time for a healing question. i prefer VL over AV, mostly because in a pinch i dont like having to decide whether to heal myself or my team. my question is about the LE advantage. i was testing it out, and it seems to stack on itself, but it doesnt display a buff on your target. thus i cant confirm that it stacks on itself, just that the green numbers healing my target double in frequency when i cast it on them more than once.
point is, with less than a 2 second cast time, you can stack several. is there an upper limit? and if so, does LE become preferable to rank 3 if you are a dedicated team PvE healer?
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Post by GammaBreaker on Feb 19, 2011 13:43:21 GMT -5
If it stacks, then the upper limit is probably how many times you can reapply it before it starts timing out. The HoT is 10 seconds and the power takes 2.5 seconds (1.83+0.67) to fire a full charge. So, probably around three stacks running concurrently, four with perfect timing.
Now, if it refreshes AND stacks (which some powers do, like EBB's debuff) then that's another matter. I'm running of the assumption that it stacks but does not refresh. Easiest way to find out is to get five or six back to back charges on someone and watch how they timeout. If the rapidity of tics steadily goes down, you'll know that they stack and do not refresh. If you find that they all end at the same time, then it's refreshing and stacking.
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Post by falchoin on Feb 19, 2011 19:20:01 GMT -5
...i prefer VL over AV, mostly because in a pinch i dont like having to decide whether to heal myself or my team. my question is about the LE advantage. i was testing it out, and it seems to stack on itself, but it doesnt display a buff on your target. thus i cant confirm that it stacks on itself, just that the green numbers healing my target double in frequency when i cast it on them more than once. point is, with less than a 2 second cast time, you can stack several. is there an upper limit? and if so, does LE become preferable to rank 3 if you are a dedicated team PvE healer? There does not appear to be an upper limit on the number of HoT effects Vala's Light gives you. The HoT will stack, but does not refresh with each application. Additionally, if the primary heal crits all the HoT ticks will crit as well. You will heal more damage with rank 2 + adv, but it takes a bit of time. It appears the tooltip for the adv does not show the scaled w/ PRE number, just the base heal. My personal preference would be rank 2 + adv since HoT's are useful to ensure players stay topped off against any incidental AoE damage. I wouldn't bother continually spamming Vala's Light just to keep the max number of HoT's on the party though. The Grimoire has too many damage options to waste your time continually spamming heals.
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Post by obfuscation on Feb 21, 2011 19:17:04 GMT -5
yep, after testing that seems exactly how it works. and i agree, rank 2 + LE adv is my current preference. i find it to be the stronger pick in 5-mans, where i am generally called on to MH.
btw, random bug. i got AM for Skarns, and randomly the advantage stopped working mid instance mission. instead, my eldritch blast now had the crippling challenge advantage for some reason. it reset to my correct advantages upon leaving the instance i was in.
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Post by javon15 on Feb 21, 2011 22:35:10 GMT -5
any advice for grimoires in pvp? I assume skarn's bane helps alot but thats a while away.
im lv 17 atm and im getting my ass handed to me. My Mind( now lv 22) hasnt had as much trouble due to empathic healing. My travel power is flight as i refuse to take tele because it feels cheap in pvp.
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Post by obfuscation on Feb 22, 2011 5:51:55 GMT -5
from 17-20 i was a healbot in pvp, and it worked out pretty well. but then again, if you do that with your mind then i can imagine you might not want to do the same as your grim.
i have flight on my toon too. basically i would drop my sigils, fly directly above them, and heal my teammates. if i was knocked down, my sigils provided some harassment while i used pillar of poz to knock people away.
if there wasnt anyone to heal, id just charge up a full eldritch blast on some squishy that wasnt expecting it. theyd likely get rooted, and take a large chunk of damage. easy pickings for the rest of the team then.
and you are right, once you get skarns bane you will have a much more serious tool for doing DPS and CC (if you get the advantage).
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Post by Kieran on Feb 27, 2011 2:37:34 GMT -5
Its not very useful for Primal/Ebon Sigils, but its better than rank 3 for Arcane Sigils. Its true that Arcane Sigils become 40% as effective, but its BASE recharge time is reduced to 10s, and its activation time is reduced, too. So over time, they become 120% as effective. So after playing around, I discovered pros and cons to this. The pro is that you're right - if you focus on it, you can increase your DPS output as you said. The problem is that this requires a significant amount of your attention to accomplish. You constantly have to be micro-managing your sigils in order to make it work - when I was playing around, I found that I would often have stretches of sigil inactivity because I wasn't able to largely devote my time to my sigils. So I guess it depends on your playstyle. If you like micro-managing and are good at it, you might wanna give this a shot. But if you're like me and aren't as good as micro-managing, you might just wanna stick with R3 on each of your sigils.
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