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Everything posted by Biff Pow
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I know Invulnerability isn't thought of as an offensive set but Invincibility provides +ToHit and if you slot the Gaussian's Chance for Build Up it fires off a lot when surrounded by enemies.
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Max needs to answer his phone or get off my contact list
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Can someone explain Enhancement Diversification to me here?
Biff Pow replied to Black Gryphon's topic in General Discussion
When you enhance a category (Accuracy, Damage, End Reduction, etc.) over 70%, the value will start to drop. It goes off a cliff after 90%, making added enhancement almost worthless. Certain categories (Defense, Resistance, Range) are lower enhancement rates, so the drop off starts at 40%, the cliff is around 55%. -
The Arachnos Mu guys are definitely a pain, especially when a bunch of them spawn together. They are a case where Hand Clap is helpful, since they don't really get knocked down but do get stunned. I don't find any other Arachnos very difficult, so I always target the Mu first. But if there's a lot of them (or two Bosses) and you don't like relying on inspirations or Incarnate powers, Unstoppable is also a last resort option.
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Hasten will knock another two seconds off of KO Blow and Footstomp when active, which isn't insignificant but also not game-changing. I just prefer only one click power with an endurance crash to pay attention to versus two.
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Accolade for playing the game.
Biff Pow replied to branefabricator's topic in Suggestions & Feedback
Pretty much all the accolades can only be unlocked by playing the game. -
I don't use Hover but my build does have Combat Jumping, and also Spring Attack, which is a fun way to leap into a group of enemies. I keep it pretty simple- Unbreakable Guard in Resist powers, Shield Wall in Defense, purple sets in attacks, plus the usual +Def, +Res, +Regen, etc. IOs. Only 50% in Recharge bonuses (I find chasing more makes very little difference) but also 80% resistance to recharge debuffs. Tanker (Invulnerability - Super Strength).mbd
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The compromise on Regen was a new Regen-esque set that used the revamp ideas (Willpower) so I think they should do the same with Super Strength- a new set that exists alongside the old one.
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I know, I just wish it was even easier because clearing inventory is the dullest part of the game.
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I wish there was a big "sell stack" button next to "sell" to speed up the vendor-ing process.
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Everything in this list with an Earth icon is a global effect, meaning it doesn't have to be in an active power to work: https://homecoming.wiki/wiki/Enhancement_Sets
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The Gaussians Build-Up used to double up sometimes in Invincibility, but that was changed at some point. I even saw it triple stack a couple times. Even without that, it's still definitely worth slotting.
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Yes, the chance for build up increases with enemies around you. If you're in a group of 10+ it fires off a lot.
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I've been soloing through the Task Force Commander TFs this week so I can confirm Inv/Energy is a strong combo and the AoE is actually pretty good. Just remember to use Power Crash in Energy Focus Mode when you herd everybody up. Also I don't use the quick Energy Transfer against AVs, I use Barrage for the debuffs. Not sure how much of a difference they really make, but it's working.
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The thing about Recharge is it's diminishing returns. The first 100% (usually just from enhancements) is great, the recharge time is halved. If you add another 100% you're down to one third, and over that you're just shaving off seconds. Now, those seconds might be important to you and that's fine, but sometimes you might be missing out on better build choices. Like, my Energy Blaster can Nova every sixty seconds. I could take Hasten and slot LotGs and get that down to maybe 45 seconds, but I really like my build and also a Nova every minute is pretty great already.
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It's honestly not bad. Energy Melee has a cone and a Melee AoE, Super Strength just has Footstomp (which has a longer recharge than both.) It's more the feel of stunning enemies vs. shaking the screen and knocking them down. Part of the reason I slot the Avalanche set in Whirling Hands is it just feels weird if my Tank isn't knocking people down.
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My main Biff Pow is Invulnerability/Energy Melee. I think you see less of them because EM's AoE attacks are weaker, and the set doesn't have as powerful a feel as Super Strength (with KO Blow and Footstomp's big boom), but it's very strong against hard targets, and you don't have to watch for a Rage crash.
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My Inv/Psi Tank leans into Confuse effects- Contagious Confusion in Boggle, Cognitive Interface, now just added the new Chance to Confuse IO. It mitigates damage, adds some damage, but mostly it's for entertainment value.
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Which Missions Do You Auto-complete? Or... "I'm too old for this..."
Biff Pow replied to tidge's topic in General Discussion
I auto-complete the "Complete the Dilemma Diabolique Trial" mission at the end of the Dark Astoria arcs. -
Energy Blast / Martial Combat / Arsenal Mastery -- The pew pew bully!
Biff Pow replied to Soulsifter's topic in Blaster
My small suggestion would be putting the Overwhelming Force set in Explosive Blast so you can use it in melee range without knocking enemies away. And at six slots it gives you Knockback Protection. -
The "END" in two pieces stands for Endurance Reduction. But Endurance and Recharge Reduction would probably be lower in these sets to make room for the Damage.
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We need a few Invention Sets (an Uncommon, Rare, and Very Rare set) for Control powers that also enhance damage. Instead of specific Hold, Sleep, Stun, etc. sets, just make them generic "control" sets that enhance everything, like the Controller Archetype IOs. An example set: ACC/DAM ACC/CONTROL DAM/CONTROL DAM/END/RECHARGE CONTROL/END/RECHARGE PROC (Maybe a quad enhancement instead of the proc at Uncommon level to provide better stats) More sets mean more build variety, which is always fun.
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A good thing about Blasters is they have a lot of places to put the Winter IO sets, and they (along with the two +Def Uniques) provide a nice base Defense to build on.