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Uun

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Everything posted by Uun

  1. The other big change to Radiation Therapy was they reduced the accuracy from 3.0 to 1.2, so you can no longer skip slotting accuracy.
  2. i27p4 (August 2022). They made wholesale changes to damage typing across a wide range of player and NPC powers but they didn't list each change individually. https://homecoming.wiki/wiki/Issue_27_Page_4
  3. I have several characters that use Infiltration as their only travel power. Slot a Celerity or Unbounded Leap stealth IO in Infiltration instead of Sprint. This gives you a 66 foot stealth radius and will make you invisible to everything except snipers, Rikti drones and others that ignore stealth. I add a Blessing of the Zephyr speed/jump/end (and -kb if I need kb protection) or a Microfilament HO. Infiltration's movement speed and jump buffs are cancelled in combat), but aren't subject to the same 4s suppression that Athletic Run is. If you're using TP as your travel power, you could also 2-slot Blessing of the Zephyr there. Enhancing the range is definitely beneficial.
  4. Uun

    Plant Control

    Seeds got its duration reduced significantly in p2, as well as picking up Adaptive Recharge. It's still an every spawn power for me. I have it 6-slotted with Coercive Persuasion (leveling up I slotted Malaise's Illusions) but it really benefits from enhancing the duration and recharge. The Contagious Confusion proc is excellent for picking up foes the initial application may have missed. Prior to p2, Spirit Tree was just an AoE regen buff. Even fully slotted the buff was pretty marginal and had a long cooldown. Adding the taunt and reducing the recharge was a game changer. Even with a target cap of 5, I can drop it in the middle of a spawn and not receive return fire when I use Seeds. I have it 1-slotted with the absorb proc. I don't see much point in getting Fold Space.
  5. Tactical Arrow for blasters and Trick Arrow for corruptors (and defenders, controllers and masterminds) are completely different sets. Even the powers that overlap in name aren't the same. The powers and progression for Archery are identical for blasters and corruptors (there's a slight difference in the recharge of Aimed Shot). Tactical Arrow is one of the few blaster secondaries that has no melee powers whatsoever, allowing you to play completely at range. It provides some very good self buffs, including resistance to tohit/perception debuffs, slow resistance and knockback protection. Trick Arrow is one of the best debuff sets in the game. Flash Arrow is an autohit -15% tohit debuff that doesn't aggro (the blaster version is -4.9%). Disruption Arrow is a -30% resistance debuff with a 25 ft radius. Poison Gas Arrow is a -40% damage debuff with a 25 ft radius. Ice Arrow, in addition to being a ST hold, debuffs speed, recharge, damage and most secondary effects (the blaster version just debuffs speed and recharge). Acid Arrow debuffs defense, debuff resistance and healing in a 15 ft radius. EMP Arrow is both a team buff and enemy debuff. Both sets get Oil Slick Arrow. The corruptor version has a 25 ft radius and 180s recharge. The blaster version has a 15 ft radius and a 90s recharge. At the early levels I would give the nod to Trick Arrow since you get Flash Arrow at lvl 1 (blasters get it at lvl 16).
  6. Without going too deep into the weeds, defense-based armor sets (Energy, Ice, Ninjitsu, Shield, Stone, Super Reflexes) generally perform equally well on all ATs as there's no difference in defense caps, while resist-based armor sets (Dark, Electric, Fire, Psionic, Radiation) perform better on tanks and brutes than they do on scrappers and stalkers due to the difference in resist caps (90% vs. 75%). Bio, Invulnerability and Willpower are hybrid sets with a mix of resists, defense and regen but also perform better on tanks and brutes. Another consideration is whether you want a taunt aura. All tanks and brutes have taunt auras, but only Bio, Energy, Invulnerability, Radiation, Shield and Willpower scrappers have one. Do you want a damage aura? Only Bio, Dark, Electric, Fire, Ice and Stone have one.
  7. Touch of Fear (Dark Melee) accepts ToHit Debuff, Accurate ToHit Debuff, Fear, Melee AoE, Universal Damage and ATO sets (plus Taunt sets on brutes and tanks). The power's fear and tohit debuff effects are single target and procs from ToHit Debuff, Accurate ToHit Debuff and Fear sets only have a chance to hit the primary target. The power's damage is a 6 ft radius AoE and procs from Melee AoE, Universal Damage, ATO and Taunt sets have a chance to hit all targets in the AoE.
  8. AV status protection (purple triangles) doesn't include sleep. Even without Domination, Mesmerize will sleep an AV in one shot (EBs require Domination or 2 applications).
  9. I wasn’t aware you could do this but it feels like cheating. If you’re going to solo a TF, you should have to defeat an AV.
  10. Triage Beacon is an AoE regen buff, not a heal (I believe it will heal if you slot it with the Panacea proc). Its main issue is that it isn't mobile and has a long recharge (200s). It has a long duration (90s), but most of that is wasted unless you're in a prolonged battle. Prior to the most recent patch it had stats identical to Spirit Tree, which just had its recharge reduced to 120s and added a taunt aura. I'm hoping that Triage Beacon gets similar love from the devs in the not too distant future.
  11. I've got a Beast/Traps that I really like. While it can be played from range, it works better if you stand in melee so that the Force Field Generator shields your pets. Even so, I don't pick up a lot of personal aggro. I use Poison Trap just about every spawn (which also gives you a window to deploy a Trip Mine). I use Seeker Drones to pull if I don't want the pets to rush in. and use the personal attacks (Call Hawk and Call Ravens) a fair amount as they build stacks of Pack Mentality. I almost never need to use Fortify Pack. My build is attached, but I haven't respec'ed since the power level changes so ignore the levels powers were taken. Uunsafari - Mastermind (Beast Mastery).mbd
  12. Nothing stopping you from creating a personal base. All base components are free. I've got one on Excelsior for a SG that includes only my characters. If you want access to another SG's base, you just have to set up a Coalition. https://homecoming.wiki/wiki/Coalition Base raids existed for a time back on live but were disabled due to technical problems (they broke the game). https://homecoming.wiki/wiki/Base_Raid
  13. Normal TFs scale to the number of people on the team (including those not logged in). If you solo a TF the spawn sizes will be based on your notoriety setting. Haven't tested, but pretty sure this isn't the case for true TFs run through Ouro (i.e., Sister Psyche, Calvin Scott, original LRSF). The TFs run through Ouro contacts (Twilight Son, Mender Lazarus and Mender Silos) aren't true TFs and the AVs can be scaled down to EBs.
  14. The latest TK change was last year (i27p7), not in the most recent patch.
  15. Mind Control just received several buffs with the last patch. The big ones are that Mass Confusion and Total Domination now use Adaptive Recharge. This allows you to use these powers much more frequently. The addition of the Deep Sleep mechanic to Mesmerize and Mass Hypnosis is also nice, but not as much of a game changer.
  16. Posi 1 has a minimum of lvl 8 while Posi 2 has a minimum of lvl 11. I'm guessing that the cap for Posi 2 was bumped to 16 so that the range would span 5 levels. (The original Posi TF is lvl 10-15.)
  17. Shifting Tides can be placed on a teammate, pet or foe. As stated above, many place it on Barrier Reef. This does require reapplying it every 4 min (or sooner if Barrier Reef is defeated). Controller pets work well if they stay in melee range but not so much if they stay at range (i.e., Tri-Cannon). Because of its interaction with Brine (it reduces its recharge), I often place Shifting Tides directly on the foe when fighting AVs and GMs. I share your dislike of Lifegiving Spores, but I don't think changing it from a location toggle would help. It can already be resummoned almost immediately. The issue is the strength (or lack thereof) of the heal/end buff.
  18. Scrapper has a base threat level of 3, corruptor has a base threat level of 1. Debuffs increase threat level, so a corruptor using debuffs could easily generate more threat than a scrapper. https://homecoming.wiki/wiki/Threat
  19. Where? If in another thread, post a link.
  20. If you were to change alignment to hero or vigilante you would have access to the contact.
  21. The damage is fine, but the animations and SFX are unexciting. The Insight mechanic isn't great and could use a rework. Boggle (ST confuse) is mostly pointless. It has limited options for slotting %dmg procs. It's not as bad as Psi Blast against psi-resistant foes since all the attacks do 25% smashing or lethal damage (and Mass Levitate is 100% smashing).
  22. The change to sleep is nice but not a game changer. Allowing fear to trigger containment is a plus for controllers but does nothing for dominators. The game changer for Mind was changing Mass Confusion and Total Domination to Adaptive Recharge. You now have a 16-target hard control that's up every spawn.
  23. Only if you have another stun power to stack with it. On the bright side, it doesn't need more than an acc IO or acc/mez HO in the base slot.
  24. Oppressive Gloom ticks every 2s, but its stacking is limited to 1 stack. This means that the magnitude doesn't increase and it only effects minions. Notoriety effects the duration, not the magnitude, due to the Purple Patch (powers are 65% effective against +3 foes, 48% effective against +4 foes, etc.). https://cod.uberguy.net/html/power.html?power=epic.mastermind_soul_mastery.oppressive_gloom&at=mastermind https://homecoming.wiki/wiki/Purple_Patch
  25. Not looking for that. Envenomed Blades is not so much a buff than it is a proc. It could be tweaked to behave more like Interface.
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