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Uun

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Everything posted by Uun

  1. Uun

    Decision Help

    I've never heard anyone suggest skipping Whitecap. Shoal Rush is most frequently suggested.
  2. First mission of the arc (Save City Hall) is an Atlas Park map filled with Nemesis. Set to x8, there are 25-30 Fakes. Defeat all the Fakes, quit and reset the mission. Four runs and you've got the badge. People recruit for this on LFG all the time.
  3. Already exists. https://homecoming.wiki/wiki/Heldenjaeger
  4. Go red side and get Born in Battle.
  5. Uun

    Decision Help

    Only the T3 Thugs henchman fights in melee. The T1 and T2 stay at range.
  6. Not my experience.
  7. Boosting to 50+5 has more value if you're slotting 1 or 2 enhancements (i.e., Hasten). If you're 6-slotting a power, boosting the entire set to +5 gains you very little due to ED. Hamidon (HO) and DSync enhancements are similar - they allow you to get higher values from fewer slots. Very Rare (purple) sets have higher enhancement values and provide a lot of bang for the buck. That said, they mostly have the same set bonuses (recovery, F/C resist, acc, recharge, P/T resist). There are a few outliers, but if you're looking for defense bonuses, you probably want to look to Winter sets. Global IOs (i.e., LOTG +7.5% rech) should always be attuned. If slotted as lvl 50 IOs, they will stop working if you exemp below lvl 47.
  8. Here are all the ST pool attacks. Project Will's damage is very much in line with the others. While its DPA suffers somewhat due to its long animation, the power most in need of a buff is Flurry. Shadow Maul (which originally had the same animation) had its cast time reduced to 2.508s years ago.
  9. I go a different direction. I slot the Steadfast Protection and Gladiator's Armor +def uniques and 1 heal IO. I haven't slotted the sustains with end mod on any of my blasters.
  10. Uun

    Storm/Storm

    Snow Storm is useful at low levels before you get Freezing Rain but I don't use it much after that other than to down fliers.
  11. Uun

    Storm/Storm

    https://english.stackexchange.com/questions/62461/is-it-a-tough-row-to-hoe-or-a-tough-road-to-hold
  12. Uun

    Storm/Storm

    For the most part. There was a bit of damage in there and enhancing KB when you've got KB>KD slotted doesn't do anything. If you're going for the set bonuses that's fine, but I would probably go with 1 acc IO, the KB>KD, and 2 %dmg procs. That said, I'm not a fan of Gale and skip it on all my stormies. The game doesn't report enhancement values for attuned sets that cap at lvl 30 properly. If you replace the 4 Call to Arms pieces with the same pieces from Expedient Reinforcement, your accuracy enhancement would go from 43.6% to 53.0%, your damage from 61.0% to 74.2%, and your endurance and recharge from 39.2% to 47.7%. If you want the set bonuses, that's fine. Possibly, but I also wanted the 4.5% E/N resist bonus for 6 pieces. I use it as part of my attack chain just about every time it's up for the damage buff (68% for 5 targets). The current version of Mid's has the correct duration but still has the wrong target cap. I've tried it previously on another stormie but wasn't impressed the results. OG primarily just cuts down on incoming damage from foes in melee range. It's a 1-slot wonder. I haven't checked the combat logs but my understanding is that procs don't work in Cat 5. I wanted the 4.5% E/N resist bonus for 6 pieces. Not sure, but I'm vet level 54 and I've being playing it this way for quite some time with no issues.
  13. MC Escher, Chief Architect
  14. Other than changes to Bonfire's interaction with kb>kd IOs and giving Cinders adaptive recharge, there have been no changes to either set since live.
  15. Uun

    Storm/Storm

    There's no point in enhancing Gale's damage. If you want it to do damage, slot %dmg procs. Other than the kb>kd piece, I wouldn't bother with the Sudden Acceleration set. I find that I don't need kb>kd in Storm Cell. The base magnitude is only 1.7, which gets reduced by the Purple Patch. In Steamy Mist, swap the UG end/rech for Gladiator's Armor res and the UG res/end for LOTG def/end. This will increase both your resists and defense and provide kb protection (you currently have none) at a small increase in end cost. In Freezing Rain, swap the -def/end piece for rech/end. In Tornado, swap Call to Arms with Expedient Reinforcement. Call to Arms caps at lvl 30. In Charged Armor, swap the Gladiator's Armor pieces for UG res and res/end/rech. Teleport Target requires accuracy if you intend to use it on foes. Summon Adept with only 1 slot seems kind of pointless. Take O2 Boost and slot it with the Preventive Medicine +absorb proc or take Power Sink (which is fantastic for regaining endurance). Attaching my Storm/Storm for comparison. Uunclear - Corruptor (Storm Blast - Storm Summoning).mbd
  16. The LFG teleporter works in different ways depending on the content. For all Incarnate Trials, Cathedral of Pain, Rikti Mothership (instanced), Death From Below, Drowning in Blood, Summer Blockbuster, Lord Winter's Realm and Dr. Kane's House of Horror, queuing for the event will cause you and your team/league to enter the event. If you have less than the maximum number of participants, queuing without locking the event allows others to join, even after you've entered if they've selected Willing to join 'In Progress' events. Note, the latter functionality is buggy and frequently doesn't work. For traditional TFs/SFs/Trials with contacts, the LFG teleporter will transport you and your team to the contact. Everyone needs to be in the same zone as the leader and the event needs to be locked if the team has less than the maximum number of participants. Locking the team for teleport doesn't prevent you from inviting additional members to the team after you've arrived at the contact (but before you start the TF/SF/Trial). Queuing for traditional TFs/SFs/Trials when you're not on a team will not add you to an existing team, regardless of the Willing to join 'In Progress' events setting. All team invites need to be done manually by the leaders. https://homecoming.wiki/wiki/Team-Up_Teleporter
  17. An existing option is using the /hide command, which can block invites and/or searches. https://homecoming.wiki/wiki/Hide_(Slash_Command)
  18. My dad went to Michigan. He watched this without fail.
  19. I would be inclined to put the Will of the Controller set (including the %dmg proc) in Stalagmites. It has a much higher chance to fire there and to hit more foes. If I'm going to slot the Overpowering Presence set, I often put it in the AoE immobilize. Despite CoD stating that it doesn't stack I often get multiples of the Font out from subsequent applications. I've been getting interesting results slotting it in Synaptic Overload (Electric Control), where I often get 2-3 Fonts from a single application. Not sure how much damage they're doing, but I seem to get decent duration (they show up in my Pet window).
  20. I've only played the dominator version of Savage. It has 4 of the melee set attacks (Maiming Slash, Vicious Slash, Rending Flurry and Savage Leap [renamed Feral Charge]), 3 ranged attacks from Beast Mastery (Call Swarm, Call Hawk and Call Ravens [renamed Unkindness]), a wonky BU/+perception power and a self heal. Two of the ranged attacks have a mechanic that scales the damage based on the number of stacks of Blood Frenzy (without depleting them). There are only 2 powers that cause Exhaustion when used with 5 stacks (Rending Flurry and Call Hawk).
  21. Nerf Regen
  22. Apparently it's the ones that speak, but still not very intuitive. Would be much better if they were named.
  23. The objective of this mission (on a giant multi-level outdoor map) is to defeat 4 Paragon Protector Elite groups. The problem is that every spawn on the map has a Paragon Protector Elite in it and there's no way to tell which are the 4 you need.
  24. The best source of tohit debuff resistance is Focused Accuracy, but that's not available until lvl 35 so wouldn't be usable for Moonfire. Dark Armor has 32% tohit debuff resistance in Obscure Sustenance and Regeneration has 20% in Ailment Resistance.
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