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Uun

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Everything posted by Uun

  1. Seeds with Adaptive Recharge feels really good, particularly in enclosed enclosed areas and hallways where the cone can't hit the entire spawn in one shot. I found you could apply it to chunks of the group and it would be up in 10-15s to hit another chunk. Even in open areas where I could hit 10, recharge was about 25s with Hasten and 107.5% global recharge. Creepers seems to be working properly after the patch. I have mixed feelings about Vines. While setting it up ahead in a location and pulling spawns into it works well, its long duration is pretty situational. With Hasten and 107.5% global recharge it has about a 1 minute cooldown. What I don't like is that it's now a mag 3 hold with only a 25% chance of applying the additional 3 mag while Domination is up. While the longer duration of the patch may be better for controllers, the reduced magnitude is decidedly worse for dominators (the old targeted version had a 100% chance of the additional 3 mag while Domination is up). I would much prefer the mechanics of the old targeted version, paired with Adaptive Recharge.
  2. https://homecoming.wiki/wiki/Category:Blaster_Secondary See link above. Typically, blaster secondaries have 3 melee attacks (2 ST, 1 PBAoE), Build Up (or a clone), a sustain power, an AoE mezz, with the remaining 3 usually consisting of some combination of utility powers and/or ST mezz.
  3. My take on the current iteration of Seeds: Recharge increased to 90s - Haven't actually been able to test this as the recharge for dominators on beta is still 60s, but I suspect it should be OK. I'm at 16s recharge now, so that would increase to 24s with the new recharge. Scale reduced from scale 20 to scale 12 - This is fine, still plenty of duration. Target cap lowered from 16 to 10 - This change is the most problematic. It's fine if you're soloing at x4, but the number of unaffected foes increases as you move to x8. Previously you could use Seeds as your only control on an entire spawn. That's no longer an option. I need to respec into Vines and Spore Burst to see how they pick up the slack. My concern is that these can't be used only on the foes unaffected by Seeds and will negate the confuse on the affected foes. The patch notes state that the recharge of AoE confuse powers is being standardized at 90s. Is the target cap also being standardized at 10? Synaptic Overload now recharges in 90s and has a target cap of 10 (nobody is complaining because the new chaining mechanic is such a vast improvement over the version on the live servers). Smoke Canister recharges in 90s and technically has a target cap of 10, but it's a location AoE that refreshes as foes leave or are defeated. Mass Confusion gets the new Adaptive Recharge and retains its target cap of 16. Having played all 4 sets, I think the Smoke Canister and Mass Confusion implementations are the best. If Seeds is going to have a target cap of 10, I would change it to a location AoE. Alternatively, keep the target cap at 16 but apply the Adaptive Recharge mechanic.
  4. Yes, the dominator version on beta has a 60s recharge.
  5. Definitely noticing the containment messages from Bonfire (and the Imps).
  6. The dominator version of Seeds is bugged. It still has the 60s recharge on live. Presumably it should be the same 90s as the controller version.
  7. It was my understanding from the patch notes that the recharge was increased from 60s to 90s. The controller version reflects the change but the dominator version still has 60s recharge.
  8. Fear establishing containment now gives Illusion (and Mind) another means of setting up AoE containment. Granted Illusion doesn't rely much on containment for damage once you get Phantom Army, but it's nice to pull out Spooky and get containment messages on all your personal attacks (and some of Phantasm's).
  9. Correct. This is likely the case for an Electric Armor tank without Power Surge for everything except Ne and Tx.
  10. Resistance provides resistance to resistance debuffs. If your resistance is capped, only 10% of the debuff is getting through. https://homecoming.wiki/wiki/Resistance_(Mechanics)#Resistance_to_Resistance_Debuffs
  11. Right you are, it's in the detailed enhancement screen. Still requires creating a character for powers I don't own.
  12. Tested this on my lvl 50 Mind/Psi dominator. Obviously the increased accuracy is an improvement, but I really like Adaptive Recharge. With Hasten plus 96% global recharge, recharge of Total Domination and Mass Confusion is about 65-70s on the live servers. On beta, running solo at x4, recharge is about 30-35s if I hit a full spawn (about 10-12 foes). It's a game changer to have an AoE hard control available for every spawn.
  13. Now that City of Data is no longer being updated (10 months since the last update), would it be possible to provide more specific numbers in the patch notes? This is done in some cases, but not all. Notes that read "Resistances lowered" or "Gremlins have been given a new attack" aren't particularly useful without more specifics. Some of this information can be obtained in game, but may require creating or respecing a character if you don't have the power in question on an existing character.
  14. Why on earth would you need Power Surge on a tank? Your resists should be capped to everything but Ne and Tx without it.
  15. Depends on the options. I would gladly exchange the -recovery for the +regen. Not sure that having both is on the table.
  16. I assume you're talking about the level 20-29 version. The level 40-54 versions replace the zombies with 3 kinds of male and female Shaman minions (Dark, Frost and Storm). The spirits that were the bosses at level 20-29 are underlings summoned by 4 kinds of male and female Shaman lieutenants (Death, Desire, Pain, Sorrow) at level 40-54. The Totem which were bosses at lower levels are lieutenants at higher levels. There are 6 kinds of male and female Ancient bosses (Death, Desire, Frost, Pain, Sorrow, Storms). At level 50-54 they add Banespawn minions, Defiler lieutenants and Ravager bosses. https://homecoming.wiki/wiki/Banished_Pantheon
  17. The -recovery was never significant enough to keep foes drained. The existing version is 30% chance of -100% recovery for 4s. Compare that to Short Circuit, which has 100% chance of -100% recovery for 10s (-110% for corruptors, -125% for defenders).
  18. So far I've only tried it in Tranquilizer. Foes stay mezzed after taking damage. Seems like an improvement. In addition to Earth Control and Earth Mastery, I'd like to see it expanded to Earth Manipulation version of Salt Crystals.
  19. Not really noticing a difference.
  20. Static Field: not really noticing a difference Jolting Chain: damage increase is very nice and improvement to chaining is quite noticeable Conductive Aura: not really noticing a difference Synaptic Overload: The improvement to chaining is MASSIVE. Didn't see any complete misses and the spread is much faster. With 97% slotted recharge and 42.5% global recharge (excluding Hasten), Synaptic Overload recharges in 37s vs. 25s previously. I think this is fine. Tesla Coil: didn't respec to add this power Gremlins: Most noticeable improvement is the level shift, increasing both damage and durability. Seems like their brawl attack was changed to a 2-handed attack (ala Bonesmasher), but don't know what the change in damage is.
  21. I thought Electric Armor was pretty solid before the changes, and these are all improvements. The +regen from Power Sink was more noticeable than I expected (and that was without changing my slotting). I didn't respec to try out Power Surge. While the changes are an improvement, the power is still largely superfluous. On my brute I've already got capped resists to S/L/F/C/E, 81%to psi and 53% to neg and toxic. So the only reason to take it is for a 30s buff to N/T resists and regen rate? Seems like an inspiration (or Destiny/Barrier or Hybrid/Melee) would cover that.
  22. Either something is way off in the hold duration or the in-game detailed description needs to be fixed. I've got GDF 5-slotted with Gladiator's Net, plus I've got Intuition Radial, so I've effectively got +117.6% hold duration. In the short description (when you hover over the power), it shows a base/enhanced hold duration of 14.9s/32.4s (all good), but the detailed description shows 59.6s/2m9s. Similarly, the 20% chance of mag 1 hold (Overpower) has a duration of 11.17s/24.31s in the short description but 55.87s/2m1s in the detailed description. In addition to the primary hold and Overpower, the detailed description also shows a 5% chance of a mag 3 hold with a duration of 52.15s/1m53s. This 3rd hold component doesn't appear in the short description. Adding damage to GDF is fine, but I don't think it was necessary. The amount of damage it does is trivial, and GDF already accepted 6 %dmg procs before the change.
  23. In raw damage, yes. Havoc Punch has slightly higher DPA.
  24. Vernon is in Grandville, while his first 3 missions are in St. Martial. You have to complete the 3 mission mini-arc before he gives you his phone number, resulting in 3 round trips between Grandville and St. Martial. Could he give out his phone number after completing the first mission?
  25. Found this post, which seems to explain the differences between ATs
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