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 ALERT: TUE04: Uldrinan Introductions 
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Joined: Sun Mar 18, 2012 4:49 pm
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Wed Aug 07, 2013 8:56 pm
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Joined: Fri Dec 09, 2011 5:47 pm
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Somehow I had a feeling it was going to be you :P

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Wed Aug 07, 2013 9:05 pm
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Joined: Fri Jun 25, 2010 1:16 am
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sigh, yet another click and another timer to remember. I was hoping for a permanent passive ability.


Wed Aug 07, 2013 9:14 pm
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Joined: Sun May 29, 2011 7:33 pm
Posts: 1988
Location: Aboard Blackwood Hall
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ODragon wrote:
sigh, yet another click and another timer to remember. I was hoping for a permanent passive ability.

Why bother to click it at all?

It's 90% less effective than Nanite Swarm Capsules, costs 5000% more Energy, and 70% of the time will last only half as long.

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Wed Aug 07, 2013 9:29 pm
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Joined: Thu Jun 23, 2011 4:30 am
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i dont like the abilty. but the mod is ok.

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Wed Aug 07, 2013 9:41 pm
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itsSoulPLayAgain wrote:
i dont like the abilty. but the mod is ok.

^this

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Wed Aug 07, 2013 9:43 pm
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Joined: Sun May 29, 2011 7:33 pm
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Location: Aboard Blackwood Hall
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itsSoulPLayAgain wrote:
i dont like the abilty. but the mod is ok.

The module is great, the ability is decent, the cost:benefit ratio is absurd.

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Wed Aug 07, 2013 9:46 pm
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Joined: Mon Oct 15, 2012 6:51 am
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Module is nice. The ability is hilariously bad.


Wed Aug 07, 2013 9:53 pm
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Joined: Thu Jun 02, 2011 7:05 am
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Sure I won't need this ability 30 days of the month but it is there for an extra little boost the one time I will want it.
This is a great little ability considering this is just a two week mission that cost us a handful of wormhole emitters that have been piling up.

Remember not everyone can hit bases and NPCs without breaking their shield regen ;)
Good ability for the little people when they also happen to have a little extra energy to spend.

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Wed Aug 07, 2013 10:00 pm
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Joined: Fri Jun 25, 2010 1:16 am
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Annabell wrote:
ODragon wrote:
sigh, yet another click and another timer to remember. I was hoping for a permanent passive ability.

Why bother to click it at all?

It's 90% less effective than Nanite Swarm Capsules, costs 5000% more Energy, and 70% of the time will last only half as long.

I don't and won't for general usage. just frustrating that these abilities keep getting added and barely get used. basically, unless we are doing a hard seven or eight base, the ability sits there unused.


Wed Aug 07, 2013 10:19 pm
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Joined: Thu Nov 25, 2010 6:49 pm
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I'm going to agree with Sapling here. Yeah, the ability is pretty bland but can be handy in certain situations even for high rank players. A little extra hull boost at the cost of 3 SilthSacs, in conjunction with nanites and UST will be nice for taking out hardcore bases.

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Wed Aug 07, 2013 10:20 pm
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Joined: Thu May 24, 2012 9:42 pm
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Tree7304 wrote:
Sure I won't need this ability 30 days of the month but it is there for an extra little boost the one time I will want it.
This is a great little ability considering this is just a two week mission that cost us a handful of wormhole emitters that have been piling up.

Remember not everyone can hit bases and NPCs without breaking their shield regen ;)
Good ability for the little people when they also happen to have a little extra energy to spend.


Well said Tree :-)

It came from a mission we were all doing anyhow, so the ability is an added bonus to the module.
If you don't like it, enjoy th emodule
If you like it, enjoy the module and the ability :-)

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Wed Aug 07, 2013 10:20 pm
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Joined: Sat Jul 02, 2011 6:52 pm
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Anyone know if the effect from the ability is impervious to CMs? I would guess it is, but it would be nice to confirm.

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Thu Aug 08, 2013 12:44 am
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