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Uun

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Everything posted by Uun

  1. Global bonuses (i.e., Steadfast Protection +def, Gladiator's Armor +def, Unbreakable Guard +hp) are not being applied to henchmen.
  2. I play mine like scrappers, mostly focusing on bosses. Depends somewhat on the primary, as some have more AoE (i.e. Ice) while others have none (i.e. MA).
  3. https://homecoming.wiki/wiki/Exemplar_Effects_on_Enhancements#Special_IOs_from_Sets Go to the bottom of the page linked above. Procs don't follow the -3 rule and attuning them is unnecessary. The level of the proc doesn't matter as long as the power is active. On the flip side, globals do follow the -3 rule but don't need to be in an active power. Attuning globals (i.e., LOTG +rech) is beneficial if you exemplar.
  4. Level 30 - Not a lot of difference. You still have 6 henchmen and both upgrades. Level 20 - You lose the 2nd Enforcer (and their Maneuvers), 2nd upgrade and the Expedient Reinforcement global. Also note that on Test you lose any defense enhancements slotted in Upgrade Equipment. On Live defense enhancements are slotted in Call Enforcer.
  5. Character is in RWZ.
  6. Deleted character and recopied from live. Still getting the error.
  7. Over 2 hours and still happening. Will have to delete the character and recopy.
  8. You're being incredibly obtuse and refuse to listen to anything people have said. You can't include Quicksand or Earthquake in a support set. This is NOT a support pet like Dark Servant. Salt Crystals is PBAoE sleep. Fracture is AoE stun. Mud Bath is a blaster sustain with a damage/slow aura tacked on (the heal/recovery only affects the caster, not teammates). Geode is a self-heal power that makes you untouchable. There's no reason for a pet to have Mud Bath or Geode. I'm done here.
  9. Getting this too on character Uuncivil. Game crashed trying to load character, now getting the still logging out message. Can log into other characters fine.
  10. Not sure this is possible, but could Accolades be included as well?
  11. I put this together for my Beast/Traps so I figured I would do it for my Thugs/Elec as well (excludes my Leadership toggles and Faraday Cage). Note that the numbers on Test include set bonuses. This is after yesterday's Build 4 patch. I was pretty happy with how Thugs was performing before that, and this should be an improvement, My only nit is that I feel the Arsonist should also get some smashing resistance.
  12. Updated for the Build 4 patch. Only change is HP (note, the numbers on Test include set bonuses). Haven't tried this out yet, but looks like it should make a meaningful difference.
  13. Here's the breakdown of my 50s on HC. I try to go back to ATs that I haven't played in a while, but I have no interest in playing HEATs or VEATs. I did have a lvl 50 Warshade on live (back when you had to unlock them and they would randomly spawn Shadow Cyst Crystals in missions). I feel like they're a Jack of all trades, master of none. I've never been in a situation where I've said "boy I wish we had a Kheldian on the team". Some people feel the same way about sentinels, but I find them fun to play and feel like they're in a pretty good place since the last revamp. My main issue with VEATs is that I find the character concepts too limiting.
  14. See below. I turned off my Leadership toggles and FFG. Both resistance and defense is increased on Test due to the inclusion of set bonuses. Noticed that while the T1 and T2 HP were reduced, the T3 HP were increased. I also noticed a difference in behavior with respect to Lion's Roar that doesn't show up below. Lion's Roar (6% defense) has a 15s duration and a 60s recharge. While the defense stacks from each Lioness, on Live they used it consecutively with only about 2s overlap. This resulted in a 6% defense buff for about 30s and downtime of about 30s. On Test, they used it almost at the same time with about 12s overlap. This resulted in a 6% defense buff for about 3s, a 12% defense buff for about 12s, a 6% defense buff for about 3s and downtime of about 42s.
  15. If that's the case, not sure why Beast feels so much worse, especially since Thugs feels better. Can't imagine it's just the few additional Posses that spawn with Street Cred.
  16. I've run several missions with my Beast/Traps. First was a Council paper mission set to +4/x6. The lvl 55 foes were too strong and I had to reset to +3. Ran Sister Airlia's arc, also set to +3/x6. Henchmen are decidedly squishier than they are on live and am resummoning much more often. Ran the same arc on my Thugs/Elec at +4/x6 and it performed substantially better (on live the Beast/Traps is sturdier). Slotting Healing in Tame Beasts has a negligible effect. Using Fortify Pack frequently (almost never used on live). While this was removed from the summon, it wasn't added to either of the upgrade powers. This should be corrected. Defense enhancements slotted in an upgrade power should buff all henchmen defense powers. Dire Wolf never accepted Defense enhancements. Notwithstanding the Build 2 patch notes, this is still broken and Resist Damage enhancements or sets cannot be slotted. In addition, Resist enhancements should buff all henchmen resist powers, not just Will of the Wild.
  17. This is still broken. Although Resist Damage is now listed in Allowed Enhancement Set Categories, it is not listed in Allowed Enhancements. The power will not allow a Resist Damage IO or set piece to be slotted.
  18. Both are good sets but I feel /Stone is sturdier than /Bio. With Bio I have to keep a close eye on my HP and not wait too long before using DNA Siphon (I can't count the number of times I've died while it was animating). I also keep Ablative Carapace on auto. Stone is mostly set and forget, with just the occasional use of Earth's Embrace or Geode. In terms of offense, I haven't compared the damage procs side by side, but Bio also has a 25% damage buff (both only in Offensive Adaptation). Note, scrapper Bio does have a taunt aura.
  19. Have you ever played the set? It's widely considered the most powerful control set in the game. It has the same number of holds and immobilizes as any other control set (1 ST & 1 AoE of each). The other powers (3 of which you've stolen for your new set) are AoE slow, AoE knockdown, AoE stun, PBAoE sleep and the pet. Not to nit pick, but Dark Servant has Tenebrous Tentacles.
  20. Aura of Insanity has a lot of moving parts. You need to look at the flags at the end of each line to see which conditions they suppress under. Looks like they suppress in certain conditions and not in others. Probably needs to be tested. https://cod.uberguy.net/html/power.html?power=tanker_defense.psionic_armor.aura_of_insanity&at=tanker
  21. I reported the issue yesterday, but I haven't been on since today's patch. In any case, it was the T1 and T2 henchmen I was resummoning more often.
  22. The interesting thing is that your toggles won't drop when you're held or stunned. So while you can't attack, generally you're perfectly safe just standing there for a few seconds. I haven't tried this against +5s, but I often do this when Malta stun my Fire tank.
  23. The ambush usually has 2-3 Longbow Warden bosses and the Ballista elite boss. I believe the power sets of the Wardens and the Ballista are randomized, so whether one of them has Detention Field is a crap shoot. I've done the mission dozens of times and whether I succeed or fail is largely a function of whether one of them hits me with Detention Field.
  24. I was primarily testing the changes to Beasts and Thugs (and will post my comments about those in the appropriate threads), but will offer more generic feedback on the MM changes. First run was on my Thugs/Elec doing Sister Airlia's first 2 missions set to +4/x6. These missions don't seem to have been adjusted for the increase in mob levels and everything was lvl 54 (no lvl 55s) and I and my henchmen had a +1 shift. Henchmen seemed sturdier, although I still had to resummon the T1s and T2s numerous times, particularly against the Longbow. No issues in the first mission against the Cimerorans. Second mission against the Longbow went fine until I freed Ghost Widow and the ambush spawned. Got hit with Detention Field and sat there "Only Affecting Self" while GW was pummeled into mush and the mission failed. (This issue isn't unique to MMs and happens quite frequently with this mission. There should be a way to exclude Longbow Wardens with phase shift powers from being included in the ambush.) Second run was on my Beast/Traps doing a Council paper mission set to +4/x6 (with a +1 shift). Ran into lvl 55 mobs almost immediately, and they proved to be too much for my henchmen. I reset the mission to +3 and it ran much more smoothly. In contrast to the Thugs, the Beasts seemed less sturdy than they do on live and I feel like I was resummoning much more often.
  25. Dimension Shift is already a toggle with a maximum duration of 20s. There already are Longbow Gravity Wardens, but they don't have Dimension Shift. The Illusion Wardens do have Detention Field. I seem to always run into them in the mission where you have to rescue Ghost Widow, and I sit there looking at "Only Affecting Self" while the Longbow pound her into mush.
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