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Everything posted by Uun
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I did find the debt changes. Debt was reduced in I5 (in-mission debt cut in half) and I6 (debt cap cut in half).
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I made one of those last year. It is quite good. I took the new Ice Mastery epic and really like Frozen Spear.
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The live server devs changed experience progression several times during the life of the game. As I recall, they changed the amount of xp granted by mobs at various levels at least twice. Not sure if they also changed the amount of xp required per level. I was unable to find patch notes for this so not sure exactly when it occurred, but leveling was MUCH slower during the early years of the game. It was common to exhaust all your contacts at lvl 35-39 and run out of content.
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Yes, it applies to any content you exemplar for, including Ouroboros and task forces. If you want to retain your set bonuses while exemplared, attuned enhancements would be better. As stated above, purple and PVP IOs don't need to be attuned as their set bonuses and globals are always active (but don't boost procs/globals).
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I rolled a Psi Melee/SR scrapper 2 years ago for that year's slot machine challenge. While psi resistance is a problem, it's not as bad as it is for Psi Blast. This is because most of the the Psi Melee powers include a smashing or lethal damage component for 25% of the damage and Mass Levitate is 100% smashing damage. I also took Moonbeam (Soul Mastery) for some additional non-psi damage. On the flip side, the psi damage is handy for foes that pop Unstoppable (i.e., Cyclops and Minotaurs). As far as procability, Psi Melee mostly just accepts procs from Melee Damage and Melee AoE sets. There are 2 powers that accept Knockback sets and 1 that accepts Stun sets. Most of the complaints about Psi Melee focus on the Insight mechanic. It's kind of clunky, in particular the 15s lockout period after it expires.
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Didn't see this answered above. The effects granted by procs or globals can't be boosted so there's no reason to boost them. In fact, the attuned versions are usually better. Globals are always on and don't require the power they're slotted in to be active. However, they stop working if you exemplar more than 3 levels below the level of the enhancement. Because of this, it's generally better to use attuned globals. The exceptions are Very Rare (purple) and PVP IOs, which are always active regardless of level. Procs need to be slotted in an active power and usually have a 120s duration. This is why it's best to slot regen and recovery procs in an auto power or a toggle. On the other hand, procs don't follow the -3 exemplar rule and work regardless of the level of the enhancement as long as the power they're slotted in is active. https://homecoming.wiki/wiki/Invention_Origin_Enhancements#Globals
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If you have access to the same contact as the team leader, you can enable Collaborative Missions (Options/General/Team). This allows you to complete the missions/arc for your contact at the same time (you still have to call the contact after each mission completion) and receive the merit bonus at the end. (It's a clumsy system and doesn't work if you don't have the contact.)
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Start modestly (i.e., +2/x3) and increase the difficulty as you become more comfortable.
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Combat Teleport vs Speed of Sound; Compare and Contrast
Uun replied to Scarlet Shocker's topic in General Discussion
I use /bind numpad5 "powexec_location target Combat Teleport" as well as /bind numpad2 "powexec_location back:100 Combat Teleport" for non-armored ATs -
When sentinels were revamped in 2022, their damage scale was increased from 0,95 to 1.10. Blaster damage scale is 1.125, so sentinels really aren't lacking in damage any more. The big differences are that sentinels have lower target caps and shorter range than blasters and don't get Defiance. On the flip side, their T9s recharge in 90s (vs. 125-170s for most blaster T9s), which allows them to be used more frequently. Their inherent ability (Vulnerability) was tweaked but still only debuffs a single target.
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Fixed it.
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Thanks, I wasn't aware of this.
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This may have been the case when sentinels were first released, but they've been in a pretty good place since the AT was revamped. That said, there's a wide range in performance between the best and worst performing sentinel primaries. This has to do with which powers were replaced (and with what) in each blast set when they were ported to sentinels. I would argue that the sentinel versions of Dark Blast and Electric Blast are better than the blaster/defender/corruptor versions. The changes to defense sets were required to eliminate PBAoE powers that targeted foes and/or required a target to work.
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Sonic Attack was revamped in 2022. Prior to the revamp, Screech did minimal damage and most skipped it. It's now the highest damage power in the set and shouldn't be skipped. Drop Shriek or Scream for Screech. Not sure why you picked Energy Manipulation if you're skipping all the melee attacks. Energize is one of the worst blaster sustain powers. Not only is it a a click instead of a toggle, but it requires significant slotting to make it perma. While Boost Range is useful, about the only thing Power Boost buffs is Sirens Song's sleep duration and Dreadful Wail's stun duration. If you're looking for a fully ranged blaster, Devices or Tactical Arrow might be better choices. It looks like the build you used predates the changes to when powers become available. Just about all the powers in your primary and secondary can be taken earlier. Swap the ATOs between Howl and Scream. You want the Defiant Barrage status protection proc in a T1 or T2 power (which you can use while mezzed). You're going to have endurance issues running Tough, Weave and 3 Leadership toggles. I recommend dropping Assault, which has a low value for blasters. Slot the Gaussian's %buildup proc in Build Up or Amplify. Drop Weave and Maneuvers down to 3 slots each (def, def/end, def/%rech). Add the slots to Sirens Song, which is a very good attack (also changed in 2022). In Dreadful Wail, switch Multi-Strike for Obliteration. While this is an orange set, it doesn't cost very much on the AH. This will provide more recharge and better set bonuses. Drop Soul Tentacles for Dark Embrace. You don't need another cone and it's a pretty crappy attack. Dark Embrace is a S/L/N/T resist armor. Drop Tactics down to 3 slots. Drop Wall of Force for Unleash Potential. You don't need another cone while Unleash is a good "oh crap" power.
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suggestion Make other contacts optional objectives
Uun replied to Miss Victory's topic in Suggestions & Feedback
There's no way to play through all the low level hero contacts at natural level before you outlevel them. There are too many of them and you gain XP too quickly to get through more than 1-2 at each level range. You can either a) turn off XP; b) go back and do the story arcs later though Ouroboros; or c) create another character to run the content you skipped. When the game was created, XP gain and level progression were much slower and multiple contacts were required to ensure players didn't run out of content (this actually used to happen frequently at the lvl 35-39 range). -
I wasn't trying to drag Mids. Mids serves a different purpose than CoD and performs well at that. I use and support Mids and have been a frequent reporter of errors and bugs on Mids Discord.
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I largely agree with this. You should be able to hit the S/L resist cap without SoW and the F/C/E/N resists SoW provides doesn't have much to stack with since the primary protection WP provides against those damage types is defense not resist. That said, there is a niche use for SoW (other than serving as a mule for Resist set IOs). One of WP's weaknesses is that it has no protection or resistance to end drain. Arachnos Mu and Malta Sappers can (and will) drop your toggles. SoW provides a 1-click means to restore your mezz protection (it can be cast while mezzed) as well as an unresistible recovery boost.
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I currently have lvl 50 Invulnerability, Radiation, Shield and SR scrappers. I prefer scrappers with taunt auras. I don't have to worry about runners or grouping foes for my AoEs. (The SR, which doesn't have a taunt aura, was a result of the 2023 slot machine challenge.) For the most part I have no issue handling the attention of an 8-man group, although I would think twice before taking on an 8-man spawn of Banished Pantheon with Radiation Armor (which is weak to cold damage). To me, scrappers without taunt auras feel like stalkers. All the scrapper taunt auras are autohit. For the most part they're baked into some key defensive power and really aren't skippable.
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You need to look at the proc sub-power, not the Interface power. Interface debuff procs can stack up to 4x on one target, regardless of the caster. Interface DoT procs can stack up to 8x on one target, regardless of the caster.
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There's a day job temp power, Smoke Bomb, that does the same thing as Smoke Grenade. You need to earn the badge and charges red side, but once it's charged you can use it either side. https://cod.uberguy.net/html/power.html?power=temporary_powers.day_job_powers.black_ops_smoke_grenade&at=corruptor https://homecoming.wiki/wiki/Black_Ops_Badge
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Your other option is Preemptive, which has both -end and -recovery, but it's REALLY small (-5% recovery & -1% end, stacks up to 4x).
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Winter's Bite Enhancement Proc NOT doing -Speed... Can you Confirm?
Uun replied to BlackSpectre's topic in General Discussion
It's not just the description. It's definitely supposed to have it. https://cod.uberguy.net/html/power.html?power=boosts.superior_attuned_winters_bite_f.superior_attuned_winters_bite_f -
Staff is one of the worst scrapper primaries in terms of damage, so not much you can do about that. Don't skip Serpent's Reach. It's one of the highest DPA attacks in the set. Recommend that you only use Eye of the Storm and Sky Splitter with 3 levels of Perfection. Instead of Energy Mastery, take one of the epics with a snipe (Ice, Mu or Soul). In Eye of the Storm, drop the Forced Feedback rech/end for the Eradication dmg. Practiced Brawler only needs 1 rech IO. Innocuous Strikes is a poor place to slot the Critical Strikes proc. It's got 1.7s of animation time after effect, which eats into the 3.25s duration of the buff. Best places to slot it are are Precise Strike or Serpent's Reach. In Tough, you want the Steadfast res/def unique, not the res/end. Skip Elude. Your defense should already be soft capped without it, so all it provides is movement and recovery buffs. Unless you actually intend to use it, I wouldn't bother slotting Spirit Ward. Drop the Power Transfer dmg/end from Stamina. It's not doing much for you.
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Winter's Bite Enhancement Proc NOT doing -Speed... Can you Confirm?
Uun replied to BlackSpectre's topic in General Discussion
It's not the proc, it's the training dummy. The dummies have 85% resistance to -speed and -recharge. https://cod.uberguy.net/html/entity.html?entity=vanguard_pylontest_trainingdummy -
Gravity controllers get Wormhole and Dimension Shift. A Gravity/Dark controller could get Black Hole as well. (The difference between Dimension Shift and Black Hole is that Dimension Shift allows you to enter the bubble and combat the phased foes.)