Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

UltraAlt

Members
  • Posts

    4524
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by UltraAlt

  1. Well, you can purchase them for influence in the auction house. You can buy them with Merits at a merit vendor. You can use a catalyst to attune a non-attuned IO. You can try to find someone to trade one with you, but this seems to be the most time consuming method.
  2. Martial arts, storm, and electrical are all going to be possible options for me. I don't think I'll be making a storm blast sentinel. I think it is more likely that I will be creating a defender and/or corruptor.
  3. If you wanted to you could break it into 2's forgo the extra control percentages and make it a damage increase of 7.5% + a chance for + damage 3 times per minute. It's a matter of how you play and at what level. I don't run at level 50 so no purples for me. (well I am kind of looking forward to slotting a contagious confusion at some point.) I honestly don't use Domination until I'm in a fight and I'm about to run out of endurance.
  4. I like the Dominator ATO sets. https://homecoming.wiki/wiki/Dominating_Grasp What's not to like about Fiery orb in a multi target attack? (I can't say that I've seen more than 2 spawn at one time) Break it in sets of 2's and you get improves the duration of your Immobilize effects by 18%. improves the duration of your Sleep effects by 18%. improves the duration of your Fear effects by 9.9%. improves the duration of your Confuse effects by 9%. improves the duration of your Hold effects by 9%. improves the duration of your Stun effects by 9%. https://homecoming.wiki/wiki/Ascendency_of_the_Dominator https://homecoming.wiki/wiki/Ascendency_of_the_Dominator:_Recharge/Chance_for_%2BDamage up to 3 times a minute Break it into sets of 3's and you get improves the Damage of all your powers by 5%. improves the duration of your Immobilize effects by 12%. improves the duration of your Sleep effects by 12%. improves the duration of your Fear effects by 6.6%. improves the duration of your Confuse effects by 6%. improves the duration of your Hold effects by 6%. improves the duration of your Stun effects by 6%. So slotting both sets by those set number per power yields improves the Damage of all your powers by 5%. improves the duration of your Immobilize effects by 30%. improves the duration of your Sleep effects by 30%. improves the duration of your Fear effects by 13.2%. improves the duration of your Confuse effects by 15%. improves the duration of your Hold effects by 15%. improves the duration of your Stun effects by 15%. seems okay to me, but I'm not playing the end-game.
  5. Yes. It does seem that the "reactionary crowd" corrupts a lot of words. Often times to have the opposite meaning intentionally.
  6. wow. No idea. I try to play as many different archetypes and power sets and variations of power customizations that come to mind. I really just enjoy all of it. I'm at a loss. Because they are all so cool. The game is so much fun for me to play. Yeah, no idea. The problem with animations to me come down to the default color picks or colors players pick for powers over having issues with any animations. Animation time, recharge time, and damage done per execution of each animation is a factor for the number-cruncher/mini-maxers/cookie-cuttered but I'm good with the game as provided to us. It would be power customizations. I would start with individual weapons or items options - which aren't related to the animation. (a good bazooka looking weapon for the Lhttps://homecoming.wiki/wiki/Munitions_Mastery#LRM_Rocket, large wrenches and screwdrivers for dual weapons, and other stuff for various weapon sets) It would be cool to do nunchaku animations for maces (weapon pick would lock in the animation options for this weapon selection as the current animations wouldn't make sense with the nunchaku) Magician wand and staff animations for blast and control sets (would cause redraw time, but probably would be okay to switch between no weapon/staff/wand dependant upon power used) Shuriken/Ninja animation option for archery. (would cause redraw time, but, again, I think it would be okay to switch between bow/shuriken SFX dependant upon power used. thing like the pool of oil and webbing would use the grenade throwing animation) For water sets, animations that roll along the ground and then rise up in a wave just before hitting the target would be cool, but probably too difficult to make look decent. I would really like to see some kind of stretching/elastic power but fear that would mean a whole new archetype to handle correctly as it would require short/medium range attacks (can't see more than 10-15 feet at the most) but not a much range as any of the current ranged power sets.
  7. Dictionary Definitions from Oxford Languages · Learn more white knight noun a person or thing that comes to someone's aid. a person or company making an acceptable counteroffer for a company facing a hostile takeover bid. "the company was sold off to a white knight to fend off a hostile raider"
  8. I generally get https://homecoming.wiki/wiki/Rapid_Response_Member_Badge set up to get the Rapid Response Portal first. It takes a while to get the Patroller part, but you at least get Teleport to Base while you wait. Then I go for https://homecoming.wiki/wiki/Physician_Badge to get the Revive Ally. It is character based what I go next, but I usually always get https://homecoming.wiki/wiki/D.U.S.T._Ranger_Badge Dust Ranger (Auto: Self +Dmg (All), +ToHit, +Range) Here are some of the other ones that I feel useful based on my character conception. https://homecoming.wiki/wiki/Alchemist_Badge https://homecoming.wiki/wiki/Archaeologist_Badge https://homecoming.wiki/wiki/Gladiator_Badge https://homecoming.wiki/wiki/Scientist_Badge https://homecoming.wiki/wiki/Socialite_Badge https://homecoming.wiki/wiki/Traveler_Badge ( or just https://homecoming.wiki/wiki/Dimensional_Explorer_Badge)
  9. I don't think that they have to necessarily strong to use them. I could see adding more for some SFX standpoint. Like I wouldn't mind being able to carry a P2W katana when I'm not playing a set that offers katana attacks. It could be the same power as Gabriel's hammer with a different animation (and damage type?).
  10. Level 30 Blaster Storm/Martial arts Ran a police mission +2/1 solo. Pathetically easy. Fought a Purple Boss and a red LT CoT. Sniped the purple with Direct strike, dropped Category 5 and Storm cell just in front of the two opponents, and started using Gust, Hailstones, and CloudBurst ... not even sure how many of those last three powers I used in the cycle before the purple was down. Ran another purple boss and red LT CoT almost immediately. DIdn't have Category 5 recharged yet, but, of course (now), Storm Cell was already ready to go. I still think I ended up defeating the purple before or by the time that cycle (Direct Strike, gust, hailstone, and Cloudburst) with one Ki Push in the mix. Just not a challenge and I'm used to Purples still being a bit challenging at level 30. Seems overpowered to me.
  11. I start off all my characters with at least 200 million. That's for some of the P2W stuff and to start their own market share. I use SO's, ATOs, Universal Damage IOs, Winter IOs, and attuned set IO's only at this point. I slot SO's starting at level 3. I start slotting the others as soon as I have the slots and the level. By the time I get to the level and have the slots, the character has enough to by their own or pull out gear out of one of my bases, transported by email, or pulled out of my stock of stuff from card packs. I don't even bother selling them. I generally have better use of my auction house space. And, I don't play the end-game. And that is where the boosters are going to be used. Embrace you altitis. No need to grind when you can have fun making a new character and find a different path to level up before the funneling intensifies. Yes. Thanks for your influence and for buying my products on the market. But mostly for the influence for buying my products. Cast a wider net. How did they used to say it? ... oh ... I think it was .. don't put all your eggs in one basket.
  12. Yes. No. I haven't tried an all temp power character yet, but I do know at least one player that has done this. No. But I did design a character and a temp power seemed essential to complete the character conception. It wasn't really based on the regular use of a temp power and to reply to this would possibly be a hint to my secret identity. Favorites https://homecoming.wiki/wiki/Plasmatic_Taser https://homecoming.wiki/wiki/Temporary_Power:_Hand_Grenades Least Favorite (don't use and likely never will) https://homecoming.wiki/wiki/Offense_Amplifier https://homecoming.wiki/wiki/Defense_Amplifier https://homecoming.wiki/wiki/Survival_Amplifier https://homecoming.wiki/wiki/Temporary_Power:_Kinetic_Dampener https://homecoming.wiki/wiki/Temporary_Power:_Med_Pack https://homecoming.wiki/wiki/Temporary_Power:_Power_Analyzer https://homecoming.wiki/wiki/Temporary_Power:_Recovery_Serum https://homecoming.wiki/wiki/Temporary_Power:_Resuscitator No. Yes. I have Winter Holiday characters that rely upon the jiggle jet (https://homecoming.wiki/wiki/Jingle_Jet aka https://homecoming.wiki/wiki/Holiday_Rocket_Pack) for their mode of transit.
  13. So I guess you are saying that Phantom Army is janky as well. It has played the same way since release.
  14. When it is following you, it acts like a slow moving hurricane. It centers on you if you stand still, so it isn't behind but, instead, around you unless you run away from it. Ways to keep Storm Cell on enemies once summoned; 1) Pen in enemies and stay close 2) move quickly around or teleport to the other side of a mob to drag the storm front into the mob. 3) Back away around the corner from the enemy and force them to the corner and into your Storm cell.
  15. Level 20 Sentinel Storm/Electric Team-up duo police missions +2/1 So far, leveling up this one without jet stream. The Duo gelled about halfway through the first mission. My Sentinel needed to rely on O2 from storm/storm defender teammate during the two missions that we ran. I think that was possibly more due to running with someone else versus a weakness in the sentinel armor and ability to withstand damage at level 20. Started using the tactic of trying to take turns casting Storm Cell (I keep wanting to call it "Storm Front" for some reason) with the other player. Only minorly successful in implementation. Level 20 Corruptor Storm/Storm Team-up duo police missions +2/1 Starting to run into the Storm/Storm defender issue of having so much stuff going on in general and graphically that it is hard to tell what to use in what situation some times. Complicated by fighting in the dreaded "purple cave" maps. Because it was cave maps and because the other player had hurricane and was using various knockbacks as well, I was having a hard time penning in enemies the way that I normally would. In both cases, I tried to see if I saw my powers getting buffed from the other player's Storm Cell. I honestly can't tell. I'm assuming based on the wording in the power description that anyone Storm Front will "charge" any Storm attacks used on targets within anyone's Storm Front.
  16. I can't currently give a thumbs up or thumbs down on this. I really think that it Storm Cell works more like a buff pet rather than an actual pet, so I don't really see the need for it to be up all the time. More like an "Oh, $#@%!" power or one to caste like a buff as you are going against more difficult foes (as I have indicated ...like domination. Not really meant to be active at al times) In another way, I find it akin to carrion creepers that can't be kept active all the time. If the recharge enhancements are removed, does that mean that it is also immune to hasten, LOTG: +recharges speed, Speed boost, etc.? I haven't tested it, but I think if you 3 slot Storm Front with recharges, 3 slot Hasten with recharge, and load up some LOTG: + recharge, you're going to be pretty close to perma. I don't have time to test this now. 40s recharge with 60s duration essentially means that it will always be active. If the DEVs are going to go that route, I would suggest making it a toggle with end use per sec versus caste. This would mean that it would spawn on the character and follow them at the current rate at which it follows versus forming at a targeted location. (If I am correctly understanding how the power is operating currently, most of the time that is how it operates. That is to say once it is caste, it stays where it is until the foes are defeated in its radius and then it follows the character for the remaining part of it's duration). I don't see a need for it to be active at all times for the set to be enjoyable. I'm fine with it as it is. If you have more than one Storm Blast on the team, I'm assuming each character's Storm Front is usable by the others and whatever duration period for one players Storm Front could be filled by another's.
  17. yeah, you have to go with a dominator ?/martial assault for the shuriken action at this point. https://homecoming.wiki/wiki/Martial_Assault
  18. Makes sense to add a little more color to the set. Color tinting can helps a lot, but I don't know if color tinting will affect Storm Cell's lightning. oh, please. not "more white". The white fx and all white characters hurt my eyes. But you can use color tinting to change the color of your powers. I can use /noparticles 1 to get rid of the SFX and that helps a lot, but I like to see the SFX, so please avoid white power SFX. *** Other SFX stuff **** I agree that it can be a bit hard to see where Storm Cell is located - especially if you have Steamy Mist up. Color tinting seems to able to compensate for this, but I have no idea how many players color tint their powers from the-get-go. So perhaps color tinting the area of the Storm Cell fx that is at ground level would help better define its location for players that are having issues with that now.
  19. Level 10 Sentinel Storm/Electric 1 police mission on +0/0 Seems to be on par with other power sets. Went armor heavy, but armor can withstand the damage long enough to make up for the recharge time on the minimally slotted attacks. Level 10 Corruptor Storm/Storm Ran into a fair amount of mezing, but that happens at level 10. Carried breakfrees so not much of an issue. First time running with another player that also had storm blast. They started at like level 6 so they didn't have storm front. Ran several police missions and a safeguard at +1,1 Seemed to work fine to me. Recharge time on storm front was not an issue - usable, more or less, on every other mob. Set appears to be working as intended. Level 30 Defender Storm/Storm A lot of clicking and placing going on, which makes me take my hands off the game controller than I normally would do. Tactics increasing in complication a bit. Ran several police missions +2/1 Continues to be easy to pen in enemies. When enemies are penned in, there is usually no issue defeating them. Enemies that can't be penned in seem more challenging. As it is on all indoor maps, there is usually a way to pen in opponents; knocking/repelling them back/down and blast them between knocking/repelling them back/down. Still fun to play, but seems busy at some point. A of stuff going on. Nothing necessarily wrong with it seeming to be busy to me. Level 30 Blaster Storm/Martial arts Generally focusing on bosses/LTs first by knocking/repelling them back/down into a wall or corner and blast them/kicking them between knocking/repelling them back/down. With Blistering Cold: Recharge/Chance for Hold Blistering Cold: Chance for Hold slotted in ki push (on autofire) with 2 accs and a recharge, there is also a chance for a hold in the mix which allows for even more time blasting/kicking the target. The extra repel/knockdown just being more icing on the cake for this tactic. Ran several police missions +2/1 No real issues with enemies unless I make a tactical error. Set appears to be working as intended.
  20. /e facepalm
  21. I would like this added : Back Detail>High Collar>Cape>None
×
×
  • Create New...