-
Posts
3324 -
Joined
-
Last visited
-
Days Won
4
Uun last won the day on December 24 2023
Uun had the most liked content!
Reputation
2495 ExcellentRecent Profile Visitors
66323 profile views
-
6 slotting Sudden Acceleration provides pretty good set bonuses if you have the slots.
-
If you're looking for shards, they only drop in normal content. They don't drop in incarnate content.
-
The blaster text is out of date. Suppressive Fire was revamped in 2023 and is now high damage for all ATs when using fire or cryo ammo.
-
Take Telekinetic Blast instead of Mental Blast. It has much higher DPA and has some smashing damage. You'll need to add a kb>kd IO. Durability isn't worth slotting for resist. It only enhances toxic resist and the base amount is tiny. Don't slot the Numina +regen/+recovery in Dull Pain. It needs to be in a toggle or auto power, otherwise it only lasts 2 minutes after you click the power. Invincible only needs 1 endred. Change the 2nd to defense. Swap one of the stuns in Psychic Wail for recharge. One of the issues with psi damage is the foes that resist it resist it A LOT (50%+). Having other damage types is imperative if you intend to solo. I strongly recommend taking a different epic than Psi Mastery. Add a 2nd defense IO to Weave and Maneuvers. Once you can afford it, start slotting the sentinel ATO sets (https://homecoming.wiki/wiki/Category:Sets_for_improving_Sentinel_Archetype). They both provide increased range as a set bonus for just 2 or 3 pieces.
-
Not against it, but be aware that HC has limited animation resources and they're stretched pretty thin.
-
There is a sizeable contingent of badge hunters that are completionists and must have EVERY badge.
-
I'm leveling an Arsenal/Marine (currently lvl 26) and holy cow is it fun. It's an absolute beast on teams and has so many options for neutering spawn(s). It has 5 location AoEs, all of which have good durations and fairly short cooldowns (including a very usable sleep patch). Tons of slows and knockdown. ST damage is pretty anemic (even with procs), so not the best choice if you intend to solo.
-
Agree with not incentivizing bad behavior. In addition, there's already a Task Force Abandoner Badge (how Task Force Commander displays for villains and rogues).
-
In addition to the above comments, keep in mind that the Imps are fragile. While Radiation has an AoE heal, Poison's is ST. Neither has any tools to buff the Imps defense or resistance.
-
Energy Aura is typed defense (as opposed to positional defense), so you're looking for sets that provide typed defense set bonuses. For example, Brute's Fury provides a S/L defense bonus with 3 pieces that you can double up. Blistering Cold provides a S/L defense bonus with 5 pieces and a F/C bonus with 6 pieces. You're also going to want the Steadfast Protection and Gladiator's Armor +def uniques (which you can slot in Dampening Field or Energy Protection), as well as the Reactive Defense and Shield Wall +res uniques (which you can slot in any defense shield). Your goal is to soft cap defense to S/L/F/C/E, get as close as possible with N, and a reasonable level of resistance as a back stop. Other than a small amount of resistance in Energy Protection and a small amount of defense in Energy Drain, Energy Aura has no protection against toxic or psi damage outside of Overload. I recommend taking Overload for this reason (or slotting a lot of T/P resist set bonuses). Consider dropping Build Up, which isn't as useful on a brute. I don't recommend skipping Power Crash. Without it, Whirling Hands is your only AoE. Power Crash is a wide cone that can hit 10 foes if you use it while Energy Focus is active., Energy Mastery, while thematic, is largely wasted with Energy Aura. You won't need Superior Conditioning or Physical Perfection once you get Energy Drain and Energize.
-
For me, it's largely a question of whether I think the corruptor buffs/debuffs are good enough or if I want the extra oomph of the defender values. To date, I've done Dark, Time, TA, Kin and Storm as corruptors and Cold, Nature and Poison as defenders. Quite a few of the corruptors were sets I played as defenders on the live servers.
-
For a better apples to apples comparison, it might be useful to exclude damage auras from the totals (or create a second column excluding them). More than half the armor sets don't have damage auras, and taunt auras that don't do damage have much lower endurance costs. All the damage auras have a uniform endurance cost of 0.52 end/s, while Against All Odds, Rise to the Challenge, Beta Decay and Invincibility all cost 0.208 end/s. (The taunt auras for Energy Aura, Super Reflexes and Regeneration are folded into armors and have no other effects.)
-
I wasn't saying anything other than that the reduction in knockdown rate doesn't occur if the targets are immobilized. I wasn't trying to justify the change, I was simply stating a fact. I said nothing for or against the radius reduction. On the other hand, you've been ranting about the Bonfire changes since they went through almost a year ago. You keep reposting the same complaints ad nauseum with no support other than your dislike of the changes.
-
The Surgeon's Healing Aura will heal you when they're confused, but they won't use Heal Other on you when confused.
-
This is true for tankers and brutes, but scrappers only get the 1.25s duration. Similar setup with Energy Aura and Entropic Aura. Brutes redirect to a 13.6s mag mag 4 aura but scrappers only get 2.25s mag 3.