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Everything posted by Uun
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/TA can also be played with a great deal of safety (due to Flash Arrow) and pairs well with any of the primaries with ranged nukes. Most people don't equate /Kin with safety, but I have an Ice/Kin that I really enjoy. Fulcrum Shift + Blizzard never gets old. If you're looking for something different, try Storm/Storm. Rather than burst damage, it's more about setting up kill zones. Despite not having a self-heal, it's surprisingly safe.
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Level 1. As many have said, it's the journey not the destination.
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I've got a T4 incarnate SR/Staff that I rolled 6 years ago. It's insanely sturdy. It hits 90% resist cap to all but T/P at 15% health (not including stacking SMoT or Perfection of Body). I rarely need to use inspirations. I do have Rebirth Radial and Melee Core (because why not) but rarely use them. The damage from Staff isn't great, but rotating through the two cones and the PBAoE takes out the trash well enough, then I rotate Precise, Serpent's and Sky Splitter on the bosses. Other than changing to Soul against stuff with autohit end drain, I change forms based on damage types a foe/faction resists. If a foe resists smashing damage I'll switch to Soul or Mind so that the bonus damage from Eye of the Storm and Sky Splitter is energy or psi.
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I usually go with Assault, although I'm split between Core and Radial. I frequently craft more than one Hybrid and I've got several scrappers with Melee Core.
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See patch notes below, particularly the highlighted bits. While they moved slotting of Healing and Resistance enhancements from the summons to Tame Beasts, they eliminated slotting Defense enhancements entirely because they weren't doing anything. Fortify Pack This power no longer locks out Pack Mentality stack gain Now has a highlight ring when Pack Mentality stacks reach 10 Call Ravens Power can now only grant one stack of Pack Mentality Personal attacks Call Swarm, Call Hawk, Call Ravens Now grant a 30 second +3% accuracy buff to summoned beasts and the caster when used. Now grant a 30 second +32.128 Max HP buff to summoned beasts and the caster when used. Summon Dire Wolf No longer accepts Resistance enhancements or sets No longer accepts Healing enhancements or sets Summon Lions No longer accepts Defense Enhancements or sets (no Lioness power ever accepted Defense enhancements). No longer accepts Healing enhancements or sets Summon Wolves No longer accepts Healing enhancements No longer accepts ToHit enhancements Train Beasts Now Accepts ToHit enhancements and sets No longer has a recharge time No longer grants Lick Wounds to Lioness No longer grants Growl to Alpha Wolf Now grants Ferocious Growl to Lioness Now grants Howl to Howler Wolf Now grants Howl to Alpha Wolf ToHit enhancements in this power should improve ToHit buffs in Howl of Alpha and Howler Wolves Tame Beasts Now Accepts Healing and Resistance enhancements and sets No longer has a recharge time No longer grants Howl to Howler Wolf No longer grants Howl to Alpha Wolf No longer grants Ferocious Growl to Lioness Now grants Lick Wounds to Lioness No longer grants Growl to Alpha Wolf Dire Wolf Will of the Wild now can be enhanced for resistance Healing enhancements in this power should improve Healing of Alpha Wolf and Lioness' Lick Wounds Healing enhancements in this power should improve Healing of Dire Wolf's Will of the Wild Resistance enhancements in this power should improve Resistances of Dire Wolf's Will of the Wild
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I tend to hit them both because I'm not consistent about which one I slot the Gaussian's proc in.
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Totally missed that when I ran the arc. I assume the dialog changes if your hero is male?
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Is this for blaster secondary? Swarm Cloud is overpowered. Can't have stun, fear and hold in one toggle. Pick one. Blinding Swarm is overpowered. Drop the fear or the confuse. Rending Flurry should be t6 or t7. T9 should be Savage Leap or Feral Charge. You need to have Build Up or something similar. Drop Hemorrhage and Blood Craze.
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The range bonuses for 2/3 pieces are pretty useful for sentinels. They give you 20% +range with the superior versions if you take both.
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I don’t remember what SG he was in on Protector, but he’s still here. @Hyperstrike
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Any alignment can go to First Ward (via the Tunnel system) and get the badge. And DUST is a military unit.
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The damage from Energy Font/Fiery Orb is a fraction of what you get from any other %dmg proc.
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Looking at the procs: The Energy Font summoned by Overpowering Presence proc and Fiery Orb summoned by Dominating Grasp proc are quite bad. While good in concept (11 pts of damage in a 15 ft PBAoE every 4s), they are summoned next to you and are quite fragile. Somewhat mitigated by the fact you can have multiples out at the same time. The Brute's Fury proc (gain 5/7 Fury) is garbage. The Opportunity Strikes proc (gain 147.5/210 Opportunity) is pretty lame.
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Already exists. https://homecoming.wiki/wiki/Pilot_Badge Already exists. https://homecoming.wiki/wiki/D.U.S.T._Ranger_Badge
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Saved a picture from the MLTF run that night Marluna, Uun, Anachron, Grisly Grizzly, Bull Lett, Arachnaught, Hamsterantula, Hyperstrike
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This bug is still out there. I get 793.06 absorb on the 1st cast and 545.56 on the 2nd cast (if the 1st hasn't expired), despite the combat log stating 793.06 for both casts. My recharge on Particle Shielding is ~50s. This is on a scrapper.
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Gremlins previously spawned at -1 and were changed to +0 in i28p2.
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Time has many powers that don't require a lot of slots to be effective: Time Crawl: 1x 50+5 acc/slow IO Temporal Selection: skip or 1x recharge IO Distortion Field: 2x slow/rech/end HOs or 2x Slow %dmg procs Slowed Response: 3x Analyze Weakness Chrono Shift: 2x 50+5 recharge IOs
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Running the finale of Praetor Duncan's Dark Astoria arc on my Pain/Elec defender. Numina was buffing me with Fortitude and Adrenaline Boost and I was buffing her with World of Pain and Painbringer. Nothing stood a chance.
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In the beta focused feedback thread, one of the devs clarified that none of the inherent henchmen defense/resist powers were effected by slotting defense/resist in the upgrades. In the case of Thugs, slotting defense in the 2nd upgrade does buff the Enforcer's Maneuvers power, but this was simply moved from the summon power. In the case of Beasts, I'm currently slotting healing in the 2nd upgrade (which should theoretically benefit all the henchmen).
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You're conflating two separate changes. The number of imps summoned was once variable (2-5) and was changed to always summon 3 in Issue 5 (August 2005). In the same issue they eliminated the stacking of controller pets (which allowed you to have multiple sets out) but increased their duration to be essentially permanent. BTW, the -1 level shift wasn't instituted until December 2006.
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Now that MM henchmen and Gremlins all spawn at the caster's level, Fire Imps are the only pets that spawn at -1. Time to get rid of this.
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I look at the ratio of the duration to the recharge. Particle Shielding has a 60s duration and 120s recharge (50%). Rime has a 30s duration and 90s recharge (33%). Psychokinetic Barrier has a 30s duration and 60s recharge (50%). The 50% ratio is easier to perma. Also, Psychokinetic Barrier's absorb stacks with itself, while the others do not. The absorb shield you don't list is Bio's Ablative Carapace (30s duration and 90s recharge). While it provides the same absorb buff initially, its absorb buff increases as your max hp increases. So if you have the 20% hp buff from the accolades, the absorb shield is 20% larger.
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It's not AoEs that cause proc problems, it's pseudopets, which only check every 10s. Storm Cell, Cat 5 and Sleet all summon pseudopets. The Google Sheet linked below provides very comprehensive proc calculations (go to the PPM calculator tab). You will need to save a copy of the sheet. https://docs.google.com/spreadsheets/d/1vd4ZZd1jfhOzdZZkGxC9O0NN5G0T1EdWPu_XRrV6s0U/edit?usp=sharing
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Ran the PI bank robbery mission. Robbed the bank and defeated the hero and everyone else inside the bank. Still read "Defeat hero to escape". Ran around the map for 10 minutes defeating PPD and KoA and running side missions, went inside the police station and freed the prisoner. While I defeated multiple Longbow ambushes, the mission wouldn't complete and I ultimately failed the mission.