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Uun last won the day on December 24 2023
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- Currently Viewing Topic: Sonic/Cold critique
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Circle of Thorns were revamped last year, particularly at high levels. This was one of the new additions.
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Indeed. Sonic Blast was revamped in 2022. Not everyone is happy with how the debuffs were changed, but the changes to the attacks were a huge improvement. https://homecoming.wiki/wiki/Issue_27_Page_4#Powers
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You don't need both Shriek and Scream. Pick one. Don't skip Screech. It's the highest damage power in the set. Siren's Song is a high damage cone and worth taking. Split the Scouring Blast set into 2 groups of 3 to double up on the 10% recharge bonus. Slotting Shriek with %dmg procs isn't productive. It has a 3s base recharge, giving them a very low chance of firing. Frostwork isn't worth 6 slots. The +regen/+recovery proc won't work here and needs to be in an active power. Arctic Fog should be split between a defense set and a resist set. The F/C/E resists are worth enhancing and the set bonuses from Red Fortune aren't great. Sleet is a debuff and not worth slotting for damage. Slot 2x recharge IOs or 3-4 pieces of a Defense Debuff set. Maneuvers needs end reduction. 16 pts of knockback protection is WAY more than you need. Stamina is overslotted (and 2 of the enhancements don't do anything). Slot Performance Shifter end mod and %end.
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Not sure what you're seeing. I just confirmed that the power is working properly. Unslotted, Devastating Blow does 193 pts of damage (excluding bonus damage against Contaminated foes), which puts it in the upper half of the range for ST T8/T9 attacks. Top of the range is Energy Transfer with 285, but that's a unique power in that it does damage to you as well. Total Focus, Seismic Smash and Concentrated Strike do 223 but have a longer recharge. Freezing Touch only does 182, so Ice Melee doesn't do more damage. At the bottom of the range, Shatter, Golden Dragonfly and Eagles Claw do 143 but have a shorter recharge.
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This request only concerns the PBAoE 5% chance of knockdown while Seismic Shockwaves are active. Request that the knockdown be suppressed if your stealth radius is greater than 36 feet. Just having Stealth active wouldn't be sufficient - it couldn't already be suppressed by combat, etc. There is already a similar suppression of PBAoE effects from blaster sustain powers (i.e., Mud Bath and Reaction Time) while stealthed. There is also already a suppression of the knockdown if the target is asleep. As it currently operates, you have to use Seismic Force to terminate the shockwaves or wait for them to expire if you want to be stealthy.
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Death Shroud is a damage aura. Armageddon provides a ton of recharge (which it doesn't need) but not much end reduction (which it does). In fact, you skipped the end reduction piece. Switch Avalanche to Death Shroud and Armageddon to Atom Smasher. Dark Regeneration has a tohit check and requires accuracy. It also has a massive endurance cost and requires end reduction. Best option is the Theft of Essence set (including the %end proc). Cloak of Fear has a huge accuracy penalty and even with 6 slots only fears minions. The tohit debuff isn't worth enhancing since you have no other sources of -tohit. Drop CoF and take Oppressive Gloom instead. OG doesn't need more than 1 acc in the base slot. Irradiated Ground was changed a year or two ago so that %dmg procs no longer have an inflated chance of firing. This should be slotted like a damage aura. Scirocco's Dervish acc/dmg, acc/dmg/end, dmg/end is the most efficient if you're already using Avalanche in Death Shroud. Focused Accuracy is a toggle and should be slotted for end red (and tohit). The %BU proc is a poor choice here and should be moved to Fusion. It's fine if you want your character to fly. Otherwise, replace with Combat Jumping/Super Jump or whatever travel power you prefer. If you split the Superior Scrapper's Strike set you can double the 5% S/L defense bonus. Not really useful for you since you're not chasing typed defense and Dark Armor is a resist set. You're better off with the 6% S/L resist bonus for 6 pieces. Check your options in Mid's on the Effects and Maths tab and select the "Attacked" box under Suppression. The defense from Evasive Maneuvers suppresses in combat. Personally, I wouldn't bother building for defense with Dark Armor. Dark Armor has no DDR (defense debuff resistance). All your defense can be stripped away quickly by foes that debuff defense. I wouldn't run Maneuvers or Evasive and would just use them as mules.
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Take Maiming Slash instead of Savage Strike. It has higher DPA. Not sure why you're skipping the %dmg procs on Mako's Bite, Touch of Death and Bombardment. DNA Siphon requires accuracy (you need to turn off Blood Thirst to correctly see your accuracy). Slot Touch of the Nictus instead of Preventive Medicine. I wouldn't devote so many slots to Evolving Armor. The buff is pretty small. It's a good place to slot the Gladiator's Armor +def unique (which you skipped). Genetic Contamination is a damage aura. Obliteration provides a ton of recharge (which it doesn't need) but not much end reduction (which it does). Switch to a set with more end reduction. You could also redeploy 2-3 slots elsewhere - I typically slot acc/dmg, acc/dmg/end, dmg/end. %end proc is poorly placed in Parasitic Aura. It needs to be in an active power. Move it to Stamina or Inexhaustible. Consider slotting Parasitic Aura with a Heal set to enhance the +absorb and +regen (Mid's doesn't show these buffs unless you move the Targets slider). In Blood Thirst, swap the tohit for tohit/rech Not sure why you're deferring Inexhaustible to lvl 49, but it's fine if all you do is farm and never exemp. Consider adding Heal enhancements for the hit point buff. Savage Leap is a good power, but maybe not for farming (the damage increases the farther you leap). It does have a pretty big AoE. You skipped the Shield Wall +res unique. If you're willing to lose some of the set bonuses, you could definitely redeploy 1-2 slots each from Maneuvers, Weave, Environmental Modification and Hardened Carapace.
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If you want to receive them as drops, you need to turn them on at the START vendor.
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Also, note that neither Total Focus or Energy Transfer crit for double damage. Their crits are both for about 28%.
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This is what I'm currently running. It's fun for the "smash" (dominator values for the melee attacks rival scrappers) and can control the heck out of a battlefield. It's a bit on the squishy side so can be challenging to solo if you bite off too much. Uunderground - Dominator (Earth Control).mbd
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As stated in your other thread, Fiery Orb isn't very good. Also keep in mind that Ranged AoE and Slow procs have a higher chance to fire in Creepers than Immobilize or Knockback procs. Creepers has 4 attacks; 3 of them do damage, 3 of them slow, 2 of them knock and only 1 of them immobilizes. Consider swapping out the Trap of the Hunter pieces.
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I don't like them. They cover multiple attributes but the values are too weak. Using 2 regular inspirations provides superior results. They can't be combined or sold to vendors. I had them turned on for a while but now have them turned off.
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Heal/Absorption - Endurance Modification combo 6 piece set
Uun replied to crimsonrage's topic in Suggestions & Feedback
It's a long list (this isn't exhaustive): Almost all the blaster sustain powers Bio Armor: Inexhaustible, DNA Siphon, Parasitic Aura Energy Aura: Overload Fire Armor: Consume, Phoenix Rising Ice Armor/Ice Mastery: Hibernate Rad Armor: Gamma Boost, Radiation Therapy Shield: One With The Shield Stone Armor: Geode Dark Affinity: Soul Absorption Marine: Power of the Depths Nature: Lifegiving Spores, Rebirth Pain: Painbringer Thermal: Power of the Phoenix Time: Chrono Shift Mental Manipulation: Drain Psyche -
It can't end soon enough for me. The lag it generates is unbearable and slows the entire zone to a crawl.
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What are the actual mechanical benefits of Domination?
Uun replied to Story Archer's topic in Dominator
Fiery Orb isn't a traditional proc. It summons a pseudo pet with a 20s duration (if not defeated sooner) that has a 15 ft radius damage aura and a chance for a mag 2 stun. I've never tried it in Creepers. I have it slotted in Seeds on my Plant, Stone Cages on my Earth and skipped it on other 3 doms.