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Uun

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Posts posted by Uun

  1. You seem to be violating your own premise, with 6 Hetacombs in Total Focus and 4 Armageddons in Power Crash. It would be cheaper and provide better set bonuses to 6-slot both stalker ATO sets. 

    • Slotting Hide for defense isn't very productive. All but 1.875% suppresses in combat. I would drop the Reactive Defense except the scaling resist and move the Shield Wall +res here.
    • Slotting Kick is a waste.
    • Replace the %end proc in Energy Drain with an end mod IO. It will provide the same amount of endurance 100% of the time.
    • The Numina +regen/recovery piece is wasted in Energize. It needs to be slotted in an active power. Energize is severely underslotted. It's a very good heal plus a 30s regen buff. 6-slot with Preventative Medicine. 
    • Drop a slot from Tough.
    • Energy Torrent doesn't require a kb>kd IO. The Epic version doesn't do kb.
    • 6-slotting Tactics is doing very little for you. The set bonuses aren't that great and it doesn't need more than 2-3 slots. Consider replacing Tactics with Focused Accuracy. It provides you with resistance to -tohit.
    • Like 2
  2. 7 hours ago, ShimmerDoll said:

    I have a Blaster that is this at 50, it's fun, and chaotic, kind of my favorite. It's the only blaster I ever made that didn't die often, it's kind of a rare event to die for some reason with this combo, so I assume the corruptor is good. I don't even have the fighting pool on it.  In fact, I like the combination of sets so much I came to the Corruptor forum to see if anyone was making one and what might be different from the Blaster variant!

    Blaster Electricity Manipulation is entirely different from corruptor/defender/controller/mastermind Electrical Affinity. The former is a melee damage set, the latter a buff set. They have no powers in common.

  3. Don't know if you're running Tactics or have a bunch of accuracy set bonuses, but Twilight Grasp requires accuracy. It does have a 20% accuracy bonus, but it requires a bit more to hit against +3s and +4s. I typically 4-6 slot an Accurate Healing set rather than a Healing set (like Panacea). Theft of Essence isn't a bad set, but it caps at lvl 30 so the enhancement values are lower. 

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  4. We have Repel the power and "repel" the status effect. Adding to the confusion, Repel (the power) doesn't actually use repel (the status effect) but is a knockback aura. I realize we've been living with this for 20 years, but is there any reason not to rename Repel (the power)? I suggest Repulse. Stalker Energy Aura used to have a power named Repulse that did the same thing as Repel, but it was replaced with Disrupt in Issue 21. 

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  5. 14 minutes ago, nihilii said:

    I kill Singularities all the time with characters that have 7ft range attacks maximum (and lack repel protection).

    As far as I can tell, their Repel doesn't work if you're right up in their face. Or maybe they don't activate it there?

    There are two powers at work. Gravitational Pull uses the repel status effect (in reverse) and has an inner radius of 7 ft, so inside of that distance does nothing. Singularity also has the power Repel, which is a 9 ft radius knockback aura (and doesn't use the repel status effect). If you have knockback protection, Repel (the power) won't affect you although you will hear a repeating sfx.

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  6. 9 hours ago, Haijinx said:

    Yeah Longbow Singularities are worse

    Actually, all versions of Singularity are the same (including the player version).

     

    18 hours ago, Yomo Kimyata said:

    It's Gravitational Pull that doing this, and it hasn't been around forever.  I think they added it in a few issues ago but I don't remember if it was listed in the patch notes.  

    It was added to Singularity in I27P2 (3 years ago). Gravitational Pull is an auto-hit PBAoE with a 45 ft radius that pulls you toward the Singularity.  The easiest way to avoid it is to stay at least 45 ft away.

    • Like 1
  7. 8 hours ago, FupDup said:

    A note about the Scramble Minds/Thoughts thing is that the Sentinel version does 217.8 base damage while the Blaster version does 62.56. Even with the longer animation time, the DPA is far greater (65.99 vs 26.33).

    In Page 6, blasters, corruptors and defenders had their version of Scramble Thoughts changed to Scramble Minds (which is a chain) and had the cast time reduced. Sentinels kept their higher damage version of Scramble Thoughts but didn't get the cast time reduction. Fortunatas got the cast time reduction for their version in Page 7

  8. 3 hours ago, Shin Magmus said:

    You know and mention that Psychic Blast just got a balance patch not this last big patch, but the one before.  They did already speed up the animations on Mental Blast, Psychic Scream, and Psionic Tornado (some of those changes now apply to Epic versions of the powers, but none of them apply to Fortunatas).

     

    So the slow set you're complaining about actually used to be even slower; this probably represents the highest that the Powers Team wants to buff it, given that they have also created Scramble Minds and re-tuned Scramble Thoughts (on Fortunatas) and settled on those cast times.  I wouldn't hold my breath expecting the sets to ever get buffed again. 

    I just renamed the topic for clarity. I'm primarily concerned about the Sentinel version of the set. It got the sped up cast times for Psychic Scream and Psionic Tornado in the recent balance pass, but Psionic Strike and Sentinel Scramble Thoughts weren't touched. Fortunata Scramble Thoughts did get the shorter animation. I'm not asking for Sentinel Scramble Thoughts to be changed to Scramble Minds, just for it to get the cast time reduction the other sets got.

  9. Psychic Blast has more powers with long animation times than most blast sets, resulting in a very slow feel. Just about every AT with Psychic Blast has a slightly different version of the set. Sentinels in particular get several unique powers with animation times longer than the powers they replace. 

     

    Psychic Scream:  The animation time of 1.87s has been improved from the original version with 2.67s (which dominators still have), but the animation time before effect (ATBE) is still 1.83s, resulting in a long wait before the damage hits. Blasters get Psionic Darts instead, which has similar stats but a much shorter animation and ATBE. Can the Psionic Dart animation be ported to Psychic Scream?

     

    Will Domination: The ATBE for this power of 1.67s is longer than the animation time of 1.10s. Can the projectile speed be increased so that the damage hits during the animation? 

     

    Psionic Strike: This is the power sentinels get instead of Psionic Lance (the snipe). It has an animation time of 2.67s but an ATBE of 0.67s. There's not much going on in this animation and I see no reason it couldn't be tightened up. 

     

    Psionic Tornado: The defender, corruptor, blaster and epic versions of this power all have front-loaded damage. The sentinel version is a 4.1s DoT. Why? Please change the sentinel version to match the other ATs.

     

    Scramble Minds/Scramble Thoughts: Scramble Minds has a 2.0s animation and 1.87s ATBE. Sentinels get Scramble Thoughts instead, which has a 3.0s animation and 1.87s ATBE. Is there any reason Scramble Thoughts couldn't use the Scramble Minds animation? 

     

     

  10. 11 minutes ago, Novacat said:

    Don't forget Snipe's range buff helps ensure a decent followup before you round one of them corners.

    That 10s of +50% means a base 120ft for fireball (or for ranged-nuke sets, something a little meatier).

    I was today years old when I learned that existed. Part of the reason is that 3 of my blasters are Ice, DP and Water, so I only have 2 blasters with a snipe. (I have lots of corruptors with snipe, but they don't get this buff.)

  11. 1 hour ago, R jobbus said:

    One last question would you go barrier if a scrapper is already tanky or ageless? I really have 0 endurance issues, it would probably just take like a few seconds off dragonfly/dragon at this point. I just dont know if barrier would do anything if im already pretty solid defense wise. i know it's probably good to get both.

    Looking at my scrappers and brutes, I've gone Rebirth Radial 3x, Ageless Radial 3x and Barrier 1x (including 1 with both Rebirth and Ageless). Obviously I take Rebirth with secondaries that don't have heals, although Radial also provides a hefty regen buff. When I take Ageless, I go Radial for the debuff resistance (rather than Core for the recovery buff). 

     

    For Hybrid, I've gone Melee Core 5x and Assault 4x (including 3 with both). It's handy to be able to switch between a more offensive or defensive posture depending on the faction you're facing and the team composition. IMO, Melee Core is better than most of the armor set T9s. It provides a 120s buff to resistance and regen that doesn't degrade over time and has no crash. It also provides confuse and fear protection, which some of the armors lack.

  12. 4 minutes ago, R jobbus said:

    But I mean if this is the case, how do you get more damage for a scrapper? Just recharge and damage set bonuses? 

    It depends on the primary/secondary and what the build requires. I always slot the scrapper ATOs. I typically 6-slot Superior Critical Strikes, but will split Superior Scrapper's Strike into two groups of 3 pieces if I want to double the S/L defense bonus (otherwise I'll 6-slot for the recharge and S/L resist bonus). The ATOs provide a lot of recharge enhancement, so try to slot them in powers that have long cooldowns. If I need positional defense, I'll slot Mako's Bite for the ranged defense bonus or Touch of Death or Superior Avalanche for the melee defense bonus. If I need typed defense, I'll slot Superior Blistering Cold for the S/L and F/C defense. The purple sets also provide a lot of recharge enhancement, so those also go in powers with long cooldowns. 

     

    I'm sure I could eke out more damage by slotting damage procs in lieu of full sets, but in doing so I would sacrifice valuable set bonuses and recharge slotted in the attacks for a more fluid attack chain. I'm not interested in building for pylon times, I want scrappers that are sturdy and fun to play.

  13. Thugs MM has Snow, Cochise, Vermin, Ajax, Cowboy and Cleon (from the movie Warriors).

     

    Beasts MM has Bo Diddley, John Lee Hooker, Howlin' Wolf, Ma Rainey, Rosetta Tharpe and Muddy Waters.

     

    Illusion/Poison controller has Spengler, Stanz, Zeddemore (Phantom Army), Venkman (Phantasm) and Zuul (Spectral Terror).

     

    Illusion/Time controller (Uuntouchable) has Meyer Lansky, Bugsy Siegel, Joe Masseria (Phantom Army), Lucky Luciano (Phantasm) and Al Capone (Spectral Terror).

    • Like 1
  14. 2 hours ago, ajm603 said:

    So, Rad and Kin have the best potential for the earliest possible perma PA based on the ability to acquire AM and Siphon Speed at low levels? 

    You can get AM and Siphon Speed at lower levels than Chrono Shift, but Ill/Rad and Ill/Kin require more global recharge than Ill/Time for perma-PA. AM provides 30% +rech and Siphon Speed provides 20% (but can be stacked) while Chrono Shift provides 50%. 

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  15. 1 hour ago, acknights said:

    Am I doing something wrong with a Elec/Energy build where I am running out of endurance very quickly? 

    Yes. 6-slotting Stamina with end mod is a waste. Slotting more than 3 of any single enhancement type has diminishing returns due to Enhancement Diversification. Slot end reduction in your attacks. You also need accuracy in your attacks, as missing uses endurance.

     

    https://homecoming.wiki/wiki/Enhancement_Diversification

    • Like 1
  16. Global recharge (including Hasten) doesn't affect proc chances, only recharge slotted in the power (or running Alpha Agility or Spiritual). A recharge of 16s or longer is generally the sweet spot for proc chances. I'm not a big fan of slotting lots of procs on a scrapper (although I will slot 1-2 in a power if I've already maxed out the damage). In order to make the procs effective you have to forego a lot of recharge and set bonuses. I find procs give more bang for the buck on ATs with lower damage scales. 

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  17. I've got an Illusion/Time with perma Phantom Army, Hasten and Chrono Shift. I don't recall what level I achieved that, but Chrono Shift isn't available until lvl 30. 

  18. Sentinel T9s have shorter recharge than the blaster versions (90s vs. 145s), which explains the larger difference in damage. Many of the sentinel T9s (including Blackstar) have 2 radii, with higher damage inside a 10 ft radius and lower damage between 10 ft and 20 ft.

  19. 1 hour ago, Videra said:

    Chain Lightning's Chance To Do Nothing: This power is uniquely bad because it's the only AOE in the game with a minimum 5% chance to do nothing, because if it doesn't hit the primary target - it hits nothing

    Not disagreeing that this happens, but it's not the only power in the game that has this problem. Among the others: Martial Assault/Trick Shot, Electric Control/Synaptic Overload and Electric Control/Jolting Chain. The latter two use pseudo pets and it still happens.

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  20. 14 minutes ago, evetsleep said:

    Right.  Maybe it's the way it was worded but I thought you were saying that defense sets have various levels of defense debuff resistance and that resistance sets do not (resistance debuff resistance).  Guess it depends how you read it :).  That said there are exceptions.  Pretty sure /inv has defense debuff resistance.

    Invulnerability is a hybrid resist/defense set. While it has high levels of S/L resistance, its resistance to other damage types is moderate at best and it relies on defense from Invincibility and Tough Hide. It originally had no DDR, with 50% added to the set in Issue 13. It currently has higher DDR than Ice or Stone, both of which are defense sets. 

     

    Bio*, Dark, Electric, Fire, Radiation and Regen have no DDR and building these sets for soft-capped defense is a waste. Willpower has a nominal amount (17.3%) that doesn't do much. 

     

    *I'm surprised that most versions of Bio don't have any DDR (the sentinel version does), since it relies on defense for its F/C/E/N protection.

  21. 33 minutes ago, PhotriusPyrelus said:

    Unless fighting only a single target, I spend a lot of time making sure my debuffs are actually effective.  With sufficient recharge reduction, Neutrino Bolt alone becomes its own 'attack chain'.  I mean in the two builds Linea shared on the other thread, it had a mere half-second CD.

     

    Neutrino Bolt can absolutely be spammed endlessly (unenhanced it has a 1.5s recharge), but it's very low damage. Proton Volley and Cosmic Burst have roughly double the DPA and 3x the defense debuff, plus Cosmic Burst has a mag 3 stun. I don't recommend skipping them.

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