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UltraAlt

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UltraAlt last won the day on July 3 2024

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  1. Mark of Supremacy +Res/+Regen buffs lowered to +2.5%/+5% and +25%/+50% for Regular/Superior versions respectively In what math system is 2.5 not 1/10th of 25? I guess that would be the same math system where 5 is not 1/10 if 50.
  2. Makes it less of a reason to slot them .... at 1/10th of the return that they had before. If they are going to be nerfed that badly, then there should be more of trade off for what the do than simply inherently moving what they provided to Supremacy in general.
  3. So what exactly are the differences between these other than one being a click power that grants absorb and one being a toggle power that does not grant absorb? They both seem to provide the same amount of anti-mez. I always slot Practiced Brawler (and like powers) with two SO recharge enhances which is enough (without any slows affecting the character) so that it recharges before the effect wears off. With those two SO recharge enhances, putting the power on auto-fire means it is always active as long as you break from attacking long enough for it to go off once it is recharges. I'm not seeing any advantage to Master Brawler (and, honestly, didn't understand it was an "or" selection between Master Brawler and Practiced Brawler for a Sentinel).
  4. I think you have to decide for yourself when you want to stop using the x2 XP. I run a team with some friends for a couple of hours 2 times a week. We usually start up new characters and run through to 50 (well, I only level to 49 and then xp-lock them) and then do it all over again. They always use x2 XP, so when I run with them I use x2 XP. For my other alts, I get the full load of 8 hours worth of x2 XP from the START and then don't get any more x2 XP after that. That being said I have some characters xp-locked at 14-15 just to run lower level stuff with, others xp-locked around 20-25, and others xp-locked where I feel they have met their character conception goals. As far as the Inf increase, if you are running x2 XP, you aren't getting any infl. The only influence you gain from running x2 XP is by selling the drops you get from adventuring. Things that happen when you don't run x2 XP - It will take longer to level You most likely will be able to finish mission arcs from contact without outleveling them. You might even decide to turn off earning exp to stay in an area to check out all missions by not out leveling the contacts in the area. (keep track of the top level of contacts in a zone by checking the wiki, for example https://homecoming.wiki/wiki/Striga_Isle) The dings don't happen as often, so - at least to me - they seem more special when you finally level up. Give you more time to get day jobs while leveling up.
  5. Well, since you have summoned me up .... I'm just wondering if you are recruiting through out the AE arcs you are running or just before you start a story arc. It doesn't look like you have a full team in this latest image set at least I know it would be a bit of a pain to send out an /lfg every once in a while, but the AE missions aren't like Ouroboros or task force/strike force, etc. (at least if I recall correctly), you can recruit through out. I know it is fun regardless of the team size, but the goal seems to be getting more involved with using AE in the way it was intended to be used. I can't play on the weekends, otherwise I would be more than willing to join you and help out. (work 32 hours of my 40 hour work week during "weekend" gaming hours) Maybe I'll stealth run/lead some AE missions on random days that I can play.
  6. I found the patch notes. This occurred before I started playing on Homecoming. Thanks for the info. Okay. But as soon as you are in combat it is a fast snipe anyway. The regular snipe is triggered non-combat. And, honesty, if you have a tank with taunt on the team and can wait for 8 secs to use the snipe, it goes back to a regular snipe But, I guess if you can stack in to hit bonuses that increase damage then that can potentially make the fast snipe as damaging as a normal snipe without the interrupt time. Okay. so that's a level 50. We are talking about slotting the and experienced marksman enhancement below level 10, so I'm confused. It automatically is a fast snipe if they are in combat. If you are slotting it for set bonuses, I can understand that angle. Uh, we could have dozens upon dozens. (not exactly sure how many you are intending to imply here) I had 14 characters on all of the 11 US servers. Thousands? No. Dozens. Yes. I'm confused as to how you think having more characters slots than we had before the Sunset changes how the game plays. Some people had multiple accounts before the Sunset. Okay. No need to get defensive. We all play the game differently. I'm not rushing my characters to get to 50. Thanks for posting all of it. Damage scale on a B/D/C normal snipe is 4.5 scale damage. Damage scale on a B/D/C fast snipe with the max benefit/cap of +to hit is only 2.76 scale damage. (which puts the fast snipe back up to the scale it was before it was reduced from 2.76 to 2.28) Damage scale on an Epic normal snipe is 3.56 scale + a possible crit 1.78 scale damage. Damage scale on an Epic quick snipe is only 2.3 scale damage with the max benefit/cap of +to hit. Or am I confused about what it is saying? Gotcha.
  7. Yes, but to my point, it seems like you have to very lucky, so very lucky it seems that other slotting will yield better results. Of course. Sounds like a good plan. Are you asking if they have a chance of repeating versus only going off once when you toggle it on a target? I'm not sure. I think on beta it would go off when I first activated it on a target (or not) and didn't trigger again, but it wasn't staying on any individual target all that long.
  8. We all play differently. If my goal was to rush to level 50, I'd be door sitting and/or joining +4/x8 (or whatever the "cool kids" are doing these days) police scanner mission team in Peregrine Island. I try to play content so that it is challenging but doable. There are several ways to get to that point. My goal isn't to rush through content. I'm trying to enjoy the journey. If we do things like removing minimum level on IO sets: 1) it adds to power creep 2) it causes imbalances in the game mechanics 3) it gets further away from how the game was intended to operate by the original DEVs
  9. I'm not following how having an increased to-hit bonus increase the damage of an attack.
  10. IO set recipes don't drop that much at low levels, and they often aren't ones that the character they drop on can use. Also, if you can't transfer funds from other character they were sort of pricey to make. Low level characters don't generate a lot of merits. I'm not sure about your point is about AE. I haven't crafted the low level non-set IO's in a good while. I remember when I did craft them, that they were more expensive to craft when not memorized than SO's, but maybe you are saying that over levels as some people slot a low level non-set IO and leave it on the character until they hit level 50. However, if we are talking about buying non-set IO's on the market, they now can be bought dirt cheap (well below crafting cost) due to badge h...errr.. hunters and those that are working on getting a portable work station (which is cheaper to get it from a START vendor then by crafting). I guess it is a matter of what difficulty you are playing on and/or if you have other player's characters carrying the weight for your character. Yes, SO's are stronger until the mid 30s. The basic percentages of Set IO's increases as a character levels up.
  11. In the beta, I saw that Attune was one of the two powers that you can pick as a stalker and thought "I'll just be nerfing myself if I get Attune first". I ran the lake in Atlas with a character that didn't pick it first. The next day, I thought "It is beta, I should test getting Attuned first" And so I made a stalker with attuned and ran the lake... and that character leveled faster than the first one. As far as the toggle, I think of it as a long duration power with a long recharge. I really don't have an issue clicking on it each time that I move to a new target. It is just part of the attack chain to me. I turned my volume down way back before the Sunset - I mean a long time before the Sunset. The repetition of the music was driving me crazy. It was the first thing to get the volume moved way down. I'm not sure how long after that it took me to turn the power sounds down. I don't think it was long afterwards. This seemed useless on beat. The chance for the holds is on 20% and then it has "a chance" to proc. How many times out of a minute is the hold part power going to hit? Once out of 5 uses supposedly? how much is the recharge time on the powers? Then factor in how many times a minute that 1 in 5 comes up for a chance to hit even one of the "chances" to proc? If you want get the chance for hold out of the set, it worked better to slot a https://homecoming.wiki/wiki/Blistering_Cold:_Recharge/Chance_for_Hold. I slotted in Attune. Might make Attune less annoying to have to click often if it has a chance to free the target in a block of ice!
  12. Yeah, when I first started playing on Homecoming I slotted thinking "Oh, Fast Snipe is cool", but then when I realized what it was an that snipe powers automatically turn into "fast snipe" during combat I was like "That enhancement is useless". They really need to change that enhancement from "fast snipe" to something else ... I think there is a suggestion thread about that ...maybe there is more than one. Which discourages slotting them until higher levels, which I don't think is a bad thing. Seems to me that having to wait until 27 to slot it only make that "ding" all that much more of a feeling of achievement/success.
  13. I think they were thinking "inf sink" for both. It would be a sign of prestige to be able to slot sets at low levels. A good number of us still know that the content can be accomplished with SO's so the IO sets are really just "extra", so they are just as much of an inf-sink as they ever were. Well, infl-sink for some can mean profit for others.
  14. I use ATOs on pretty much all my characters. If I don't use an ATO enhancement, it tends to be the proc ... because the VFX does on fit that character's character conception. The other reason would be to on use 5 of a set because the bonus for slotting 5 in the same power is good, but I need at that 6th slot for an ACC as I don't think the full set give enough accuracy to that power. For most sets, it seems to me that you need to find that break point where slotting by 2 or 3's give you the greatest bonus that the set can really supply. A good example of this is the Controller sets: https://homecoming.wiki/wiki/Will_of_the_Controller - slot by 3's Three enhancements improves the duration or magnitude of your Hold effects by 3%. Three enhancements improves the duration or magnitude of your Immobilize effects by 6%. Three enhancements improves the duration or magnitude of your Stun effects by 3%. Three enhancements improves the duration or magnitude of your Sleep effects by 6%. Three enhancements improves the duration or magnitude of your Confuse effects by 3%. Three enhancements improves the duration or magnitude of your Fear effects by 3.3%. https://homecoming.wiki/wiki/Overpowering_Presence - slot by 2's Two enhancements improves the duration or magnitude of your Hold effects by 2%. Two enhancements improves the duration or magnitude of your Immobilize effects by 4%. Two enhancements improves the duration or magnitude of your Stun effects by 2%. Two enhancements improves the duration or magnitude of your Sleep effects by 4%. Two enhancements improves the duration or magnitude of your Confuse effects by 2%. Two enhancements improves the duration or magnitude of your Fear effects by 2.2%. Neither bonus is all that great but adding +12% to holds (for example) on top of the individual enhancement bonuses makes a difference - especially if the controller has multiple mez types.
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