Re: I play a 120 Trader and...
Quote:
Originally posted by Zuleica
I run 3 drain pairs (all the way to the highest) and usually maintain them throughout a solo mission. It isn't THAT hard. I use a ql 200 Defender and can EASILY make it within the 20% rule.
Yes; this is to be expected. The margin between your base skill vs. total buffed skill will grow more & more narrow beyond level 100 (largely, because we're comparing with a percentage). At level 120, this nerf shouldn't be much of a problem, even for a Trader.
I think you can exchange that poo cone for some of the good stuff... ;)
Also, I find it a great deal easier to keep the drain-chain running inside missions, where you can go from room to room very quickly. But on outdoor-team-safari-style hunts, I can't see how this is feasible. Sometimes it takes three minutes or longer for the team to mobilize (buff the pet/heal the Enforcer/recharge the Doc/etc., etc.,)
-Templar Red
Implants that lead to pets
I've searched and I may be blind but I haven't seen a definitive answer to this yet:
1) I used a Shining Surgery Implant in order to get my own implants in. From this thread, I'm given to understand that since the reduction in effectiveness will not affect implants, belts or ncu's. So does this mean that my implants will function after the patch as they do now? Giving the same buffs?
2) The QL of the implants allows me to get certain pets up. Will I still be able to cast those pets effectively?
If not... which skill would I have to raise to get within the requirements? The treatment skill that allowed me to get the implants in? Or the required skills for casting the pet? Or either? Or both?
Which skill will be used to measure whether I'm 20% out or not?
I buffed treatment using the Surgery Implant by ca 16% (within the limit)
This allowed me to get higher QL implants which buffed certain skills (against base) by 30% which would be over the limit....
Clarity would be wonderful on this! ;)
X
Those extra skill buffs allowed me to get a pet.