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Uun last won the day on December 24 2023
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Can taking another power upgrade another power? (traps)
Uun replied to kelika2's topic in Suggestions & Feedback
I don't think that swapping a T3 power and T5 power does anything, but I agree that something should be done to improve Triage Beacon). Another option would be to make Triage Beacon mobile. -
Largely stated above, but explained at length here: https://homecoming.wiki/wiki/Exemplar_Effects_on_Enhancements
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rework A Brutal Conundrum for Brutes + Solutions
Uun replied to LightMaster's topic in Suggestions & Feedback
The ranged damage modifier for both brutes and tankers is largely unused. While there are exceptions, most ranged attacks in brute/tanker primaries, secondaries and epics use the melee damage modifier. -
In this game, the closest you can get to a linear AoE is a narrow cone (i.e., Piercing Beam). There's no way for the teleport itself to do damage in its path.
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The Crey Paragon Protectors and Longbow Wardens with radiation powers have an unresistible version of Enervating Field. There used to be several foes with an unresistible version of Tar Patch but it looks like that got fixed.
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There are several existing powers that are similar to this, except the damage is inflicted as an AoE at the end of the teleport. Savage Leap has a 70 ft range and does damage in a 20 ft radius AoE (10 target max). Lightning Rod has a 60 ft range and does damage in a 20 ft radius AoE (16 target max). Burst of Speed has a 200 ft range and does damage in a 15 ft AoE (16 target max), and can also be used 3x before recharging. Feral Charge has an 80 ft range and does damage in a 20 ft AoE (5 target max). There might be more I'm not remembering. The problem with your suggestion is that to create a "damaging streak of energy" you would have to fire a narrow cone attack at the same time you teleport. In order to function, I think both the cone and the teleport would have to target a foe rather than a location. (There are several non-targeted cones in the game that simply fire in front of you, but I don't think that would work here.)
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Sentinels get lower target caps than blasters on their AoEs and cones (10 vs 16 on AoEs and 6 vs 10 on cones). Sentinel T9s have a smaller radius (20 ft vs 25 ft), lower damage scale and shorter recharge. Sentinel attacks have a shorter range than their blaster counterparts (i.e., 60 ft vs 80 ft).
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Drop Mental Blast for TK Blast. Much better DPA and does smashing damage. Slot kb>kd if that's a concern. Switch Extreme Measures for Sting of the Manticore in Psionic Lance. Drain Psyche requires accuracy. Slot Touch of the Nictus instead of Numina's. More slots in Psi Tornado. Drop World of Confusion. It's hot garbage. It only affects minions and has a 1.5s duration vs a 4s cycle time. If you do keep it, it needs accuracy. Switch Rectified Reticle for Adjusted Targeting in in Concentration and Tactics. Rectified Reticle caps at lvl 20. You don't the +perception piece if you're running Tactics (switch to tohit/end). Switch Obliteration for Superior Blaster's Wrath in Psychic Shockwave. Take TK Thrust. One of the highest DPA attacks available plus it does smashing damage. Slot kb>kd if that's a concern. Bonfire requires accuracy (the epic version isn't autohit). Drop the slots in Kick. You're leaning heavily into melee and S/L defense, which is an odd mix. You want to focus on positional or typed, not mix them. Stop chasing S/L defense (i.e. 4x Kinetic Combat in Kick) and go for more ranged defense (add the 6th Mako's Bite in Mind Probe and 6th Defiant Barrage in Dominate Will). Too many slots in Tough. Drop the 4x Aegis for Gladiator's Armor res and res/end. Drop Weave to 3 slots.
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Mind/Martial - Leveraging Envenomed Blades for procs
Uun replied to Onlyasandwich's topic in Dominator
I've done Mind/ and /Martial but not together. Trick Shot chains pretty well but I haven't tried procs in it. According to the PPM calculator, the chance would be 17% for a 3.5 PPM proc. Dom Psi Mastery has one of the better versions of Psi Nado, as all the damage is up front. That said, Spinning Kick isn't very finicky as it doesn't require a target - it just hits whoever is in front of you. Between the two, I would go with Spinning Kick simply because it has a 10s recharge vs 40s for Psi Nado. World of Confusion is hot garbage. It has a 1.5s duration but pulses every 4s, so no amount of slotting will make the effect perma. Using it with just 1 slot seems pointless. I do have 1-slotted Caltrops in my /Martial build, primarily for soft control. If you drop WoC and Psi Nado, I would switch to Ice epic. Don't think of Exploding Shuriken as an AoE. The splash damage is minimal. It is disappointing as a T9, but the ST damage is decent for a ranged attack. The advantage Mesmerize has over Levitate is that the sleep is autohit and AV resistance doesn't include sleep protection. I don't currently have Levitate in my build but haven't respeced since the change to TK. -
I have both Rebirth Radial and Melee Core on my SR/Staff.
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Consider splitting Superior Gauntleted Fist into 2 groups of 3 to double up on the 6% E/N resist bonus. The 6th pieces of Hecatomb and Armageddon aren't doing much for you. Either drop to 5 slots each in Clobber and Shatter, or replace the 6th piece with a %dmg proc. Practiced Brawler only needs 1 recharge. In Crowd Control, change your slotting to 5x Scirocco's Dervish plus the Obliteration proc. You'll pick up AoE def and E/N resist. In Tough, swap Gladiator's Armor (except the +def unique) for Unbreakable Guard, including the +7.5% HP piece. You'll pick up E/N resist and end discount. Dominate needs accuracy. The -kb IO in Super Speed is pointless. You get all the kb protection you need in Practiced Brawler. Rebirth is a better choice. SR has capped DDR and doesn't need more from Ageless.
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Placate was changed in i27p3, becoming a 15 ft radius targeted AoE that hits up to 5 targets. It's also autohit. It's pretty useful and doesn't require any slots.