Thank you very much for the thorough reply. This will be a great point of reference when going forward, both in terms of creating content and writing guides and wiki pages.
I’ll try to cover a few of those here, and keep others in mind for future reference
As far as I know, Evasion is another chance to evade melee hits. I may be very wrong as is this is a very underexplored mechanic, so reasearch in this area will be required.
There is no indication that it works for parties that I know of, and recent research on it has been inconclusive. I am definitely planning on researching this more, of course
I’m completely uninformed in that area, so I’ll definitely look into that.
It should be roughly 3000, assuming Fortune grants 168 and not 1680, and sadly that’s Templar-exclusive: ~227*7 (1x Mythic +Luck on each piece of armor) + 50 (Dark Vengeance Dye Kit) + 168 ( Fortune, again assuming it grants 168 and not 1680) + 800 (2x Fisher’s Fiery Cast with 400 Luck each) + ~400 (6 mods with ~64 Luck, 3 in each Fisher’s).
Other classes should be able to achieve similar amounts of Luck, but sadly not as much, as Fisher’s truly is a Unique in terms of the Luck values it grants.
As for breakpoints, there are none that I know of, but it could certainly be the case.
To my knowledge, Luck affects nothing apart from drop rates. As for the party aspect, Luck affecting parties is unclear at the moment.
Evokers are a special case in that regard, as their skills are entirely dependant on their focus items. So generally, +radius only affects the radius of Evoker skills, and otherwise only affects weapons themselves (and the performance of skills that directly use them of course, such as SoJ). There may be some obscure exceptions to this rule, but none that come to mind at the moment.
As for +elemental strength, no. “Elemental strength” specifically refers to the strength of elemental effects such as Ignite and Poison, while Elementals are minions, and are thus only affected by +minion stats on gear and stat/behavior-changing skills.
That would be a lengthy list
Each class has specific item types that are more beneficial than others, and there are even noteworthy named Legendaries (such as Techsmith’s Noxious Effluviator) and Rares (such as The Bleeder) that perform magnificently, in cases even arguably better than their normal counterparts. The same applies to properties that make items desirable, of course.
As for what those may be for each class, I’d suggest keeping an eye out for more detailed class guides that may list them, and asking the veteran residents.
A general rule of thumb is that high RoF/attack speed, base crit and crit chance multipliers (for crit builds anyway), +ele % (as it both adds to base damage and is then multiplied by crit damage), and item types with more mod slots are generally preferable for the endgame. Weapons that have decent AoE range such as Surgecasters and Firefox Launchers may be preferable early on despite their relatively low(er) base damage, as they can be of massive help in leveling faster.
There are indeed Those would be
Grimace, Moorgoth’s Hand, and Moorgoth’s Hold for Templars
Mastodon, Doompulse, and XM9x Thundergod for Hunters
Black Angel, The Abandoned Fist, and Galactic Conquest for Cabalists.
All of the above also have normal variants, of course, but they only come in Legendary and above grades.
Cabalists were particularly favored at the time of TCv4’s closing, as each of the 3 TC foci types also has 2 other, lower level Unique variants. I didn’t include them here as they’re generally not as sought after and “endgame” per se, but they’re also on the wiki
Due to the nature of most skills, “snapshotting” in this sense shouldn’t really be possible beyond that example.
Strikes and Grenades (ie the Toxic ones’ field) may work with Tactical Stance in a similar way, but you’d need to ask a veteran Hunter for clarification
That’s certainly a thought to keep in mind for future content
Unfortunately that’s indeed the case. Some classes do have less access to AoE by nature. In such cases, I’d suggest partying up with others and/or using AoE/splash guns (such as Firefox Launchers and Effluviators respectively for those two classes).
Generally, same debuffs/skills either cancel each other out or don’t apply (ie Beacon), regardless of source. Debuffs from multiple sources should always stack as long as they’re different in nature/different skills (ie one player’s Denounce and another player’s Beacon, in contrast to two players’ Beacons).
There may be exceptions to this, but none that I’m currently aware of.
The way this used to be used was, a player would leave a PRD. Another player would leave the party, go to a combat station such as Green Park, and rejoin the party from there.
I’m not personally aware of whether this process now differs, so you’d have to ask around for that
The general rule of thumb is that such Uniques are best farmed from bosses and mobs that are in a similar level range as the items in question (~5-10 levels above and below, I believe, though the exact range eludes me at the moment), and loot named after bosses (ie Sydonai’s Thorax) can always be farmed from their namesake bosses regardless of level.
That is, of course, assuming the loot tables are intact. Which, given the case of TCv4’s premature closure, may not always be the case.
As above, assuming the loot tables are intact, Skill and Attribute Retrainers should drop from Moloch, and Expertise Retrainers should drop from Dessy.
Others keep a closer eye on the current state of loot tables than I, so it’s best to ask veteran testers and check the wiki to confirm this.
That would definitely be a huge list
Many side-quests do take a specific completion order to avoid backtracking, and some are frankly impossible to do in one run due to how they’re designed.
A thorough quest guide would definitely be of help, so I do hope that either I eventually find the time to write one, or that someone else does
As above, optimal weapon choices vary wildly depending on intended use. A Surgecaster or Firefox Launcher would be good for basic PvE farming, a Magnum would be great for single-target damage, and a Peg Leg/Yahtel’s Fist combo would be ideal for pure tanker Drones.
A thorough Engineer guide will hopefully cover this in more depth than I.
That really depends on what gear is sought, and what effort one considers worthy. I hear Morbat and Mutilator are popular Lords these days, but I wouldn’t know of other such cases.
PvP has always been a rather unappealing part of Hellgate. Class design and available PvP modes seem to make for an underwhelming experience, though personally I’ve enjoyed PvP in Global while there was interest in it by others.
In London 2038 it’s still in an incomplete state, and has been on low priority for a while. I’ll be sure to cover it more thoroughly once that changes
Apologies for switching the order near the end. While most probably not complete and/or entirely illuminating, I do hope some of those assisted you in returning to the game