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Uun

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Everything posted by Uun

  1. I'm sure you have a concept in mind, but I would highly recommend pairing a different secondary with Psychic Blast. There are quite a few factions and types of foes that heavily resist psi damage (Carnival, Vanguard, Malta/Council robots, etc.), and it can be very frustrating to fight them without another damage type.
  2. This is still happening. Was on a Rogue and Father Time offered me Crimson or Percy Winkley as contacts.
  3. Your attacks use a lot more endurance than your toggles. Rather than slotting a 2nd end reduction in each toggle, slot 1 end reduction in each attack.
  4. From a similar thread a few weeks ago.
  5. It has extra recovery, but it has no resistance to end drain. I've played WP extensively for years and can't count the number of times I've been toggle dropped by Arachnos Mu. It has also very little DDR or resistance to -regen. SR is light years better than WP as an armor set. Battle Agility, Deflection, Against All Odds, Grant Cover
  6. Because of the way contacts refer you to higher level contacts, declining contacts would cause breaks in those referral chains. You would be better served by accepting the contact introduction and simply not running their content if you don't find it entertaining. With the exception of zone specific contacts (Hollows, Faultline, Striga, Croatoa, etc.), most blue side contacts are organized by origin. The story arcs offered are based on the connection of the faction to that origin. For example, CoT story arcs are offered by Magic contacts, Freakshow story arcs are offered by Technology contacts, Devouring Earth story arcs are offered by Science contacts, Council story arcs are offered by Mutation contacts and Crey story arcs are offered by Natural contacts. At lower levels there are multiple contacts for each origin, but each offers the same missions and you will only be introduced to one for each origin. If you don't have all 5 at a given level range, they will introduce you to one of the others in your level range. Once you outlevel them, they will introduce you to the next contact of their origin. There are also some newer contacts in Steel Canyon and Talos that aren't introduced that you can just walk up to (Graham Easton, Laura Lockhart, Agent Watkins, Keith Nance, Roy Cooling).
  7. SR's 3 toggles total 0.78 end/s. Bio, Ice and Energy have 3 toggles (excluding the damage auras and stealth) that total 0.78 end/s. Shield and Willpower have 4 toggles that total 0.78 end/s. Radiation has 4 toggles that total 0.94 end/s. Stone has 5 toggles (excluding the damage aura) that total 1.04 end/s. About the only sets that have lower toggle costs are Invulnerability and Electric at 0.73 end/s. Built properly, you should have no issues with SR's end cost. You are correct that SR has no resistance to end drain or -recovery, however, unless those debuffs are autohit, they're likely to miss. Neither Willpower or Regen have -end or -recovery resistance either and without defense are much more likely to be sapped and toggle dropped.
  8. This already exists. Super Reflexes has scaling damage resistance in the 3 auto powers that kicks in below 60% health and increases as your health declines (at 45% health you have 15% resistance, at 30% health you have 30% resistance, at 15% health you have 45% resistance). Super Reflexes is currently one of the best performing sets in the game. It doesn't need any changes, with the possible exception of changing Elude so that there's a reason to take it.
  9. When you add a character to your Friends list, it's a unilateral action. The character being added isn't notified and has no consent. The action only applies to a single character and the list can only be accessed by a single character. The Global Friends list has different mechanics. Because it applies to all the requestee's characters and all your characters, it requires the requestee's consent. If you're suggesting that players be able to add other players to their Global Friends list without the requestee's consent, then that would be a hard no.
  10. Sleet shouldn't be a mule, it's one of Cold's best debuffs. 22.5% -res, 18% -def, 32% -rech. Use it every spawn.
  11. You'll have to see how it plays in practice, but I avoid using Fortify Pack unless things go sideways. It kills all your stacks of Pack Mentality. Slotting Ragnarok in Sleet isn't productive. The damage is minimal and not worth enhancing. Slot 2 recharge IOs or 3-4 pieces of a defense debuff set. I don't bother with Hoarfrost on low hit point ATs. I would drop it and add a slot to Hibernate. Perhaps add a travel power. If you plan to actually run Maneuvers, you'll want to add some endred. I'm not overly impressed with Frostwork. You could push it back and take something else earlier.
  12. The Liquefy power summons 2 pseudo pets. The first creates a 25 ft radius AoE with a 30s duration that debuffs defense, tohit and recharge, inhibits fly and jump, and has a 3% chance of knockdown every 0.2s. These effects are all autohit. The second does minor S/E dmg and applies a 5.5s mag 2 hold. These effects are not autohit and require accuracy. It appears that the hold only occurs once (and only effects minions). https://cod.uberguy.net/html/power.html?power=controller_buff.sonic_debuff.liquefy&at=controller
  13. Both Umbra Beast and the Shades can be buffed and healed. The recharge of their attacks can't be buffed, but the recharge of the summons can be, The Shades last 60s or until defeated. Umbra Beast lasts until defeated or dismissed.
  14. I've recreated 3 combinations from Live on HC (MA/Inv scrapper, Dark/Rad defender, TA/Arch defender), although I flipped the defenders to corruptors. Other than that, while I have repeated power sets (Rad Armor, SR, Rad Blast, Ice Blast, Illusion, Nature, Poison, Storm Summoning, Time) I have yet to repeat a combination on HC.
  15. Some stalker primaries have more AoE than others. It depends largely on what power was dropped for Assassin's Strike. In the case of Dark Melee, they dropped Dark Consumption for Assassin's Eclipse and Soul Drain for Build Up. While these are both long recharge powers, it leaves you with Shadow Maul and Touch of Fear as your only AoE (ToF benefits greatly from %dmg procs). Not as bad as Martial Arts, which has no AoE whatsoever, but not as good as Ice Melee, which keeps both Frost and Frozen Aura, or Fire Melee, which keeps both Breath of Fire and Fire Sword Circle.
  16. Power Crash has a 9s recharge. Ball Lightning has a 32s recharge. Between the two I would rather have Power Crash.
  17. AV debuff resistance does not include resistance debuffs. Resistance debuffs are only resisted by damage resistance. Each AV resists different damage types. https://homecoming.wiki/wiki/Archvillain_Resistance https://homecoming.wiki/wiki/Resistance_(Mechanics)
  18. Building WP for high defense isn't productive. It only has 17% DDR, so your defense will be stripped away easily. You're also building for a number of positional defense bonuses, while WP is based on typed defense. In addition to Shadow Meld, you've also got Hybrid Support turned on. This is inflating your defense by 8%. Take Energy Punch instead of Barrage. It has significantly higher DPA and is a much better power to slot the Critical Strikes proc in. Convert 2 slots in High Pain Tolerance to heal IOs for the +hp buff. Add slots to Heightened Senses. It's your primary source of F/C/E/N defense. You get much more mileage enhancing this than you do Combat Jumping or Maneuvers. Chance to Heal Self in Resurgence is pointless. Just slot a recharge IO. Shadow Meld should be slotted for recharge, not endred. As stated above, this is a click with a 15s duration and 90s recharge. Convert Shadow Meld and/or Maneuvers to 4x Shield Wall for the 4.5% E/N resist bonus. I don't recommend skipping Power Crash. Without it, Whirling Hands is your only AoE. I don't recommend skipping Strength of Will. WP has no resistance to end drain and you will get your toggles dropped. This allows you to restore protection quickly. Relative to other T9s, the crash is very mild.
  19. I did a quick tally of which sets have protection/resistance against more exotic mezz and debuffs. Please note, resistance levels vary by AT and between sets. For example, while both Energy Aura and Invul have end drain protection, they have significantly less than Bio, Electric. Radiation has significantly greater -regen resistance than Regen or WP. That said, Regen clearly trails vs. other sets, having no protection/resistance to exotic mezz or debuffs other than -regen. My recommendation would be to add resistance to -end/rec and -spd/rech. KB Fear Conf End Speed Percep Repel Regen Bio Armor x x x Dark Armor x x x Electric Armor x x x Energy Aura x x x x Fiery Aura x x Ice Armor x x x Invulnerability x x x x Ninjitsu x x x x Radiation Armor x x x x Regeneration x x Shield Defense x x x x x Stone Armor x x x x x Super Reflexes x x x x Willpower x x x x x x
  20. Each of the 3 arcs can be individually selected in Ouro.
  21. If I'm counting correctly, only 6 armor sets have +perception. If your set doesn't have it, there are options available: Tactics, Focused Accuracy, Targeting Drone and Rectified Reticle IO.
  22. If you look at the symbol next to "stacking is per caster", it shows "stacks with existing effect" for both the pseudo pet summon and all the various effects.
  23. I agree that it fits the concept, but Regen already has Quick Recovery so doesn't really need more endurance.
  24. I've got a Beast/Traps and find it quite enjoyable. I've run it through all the Incarnate Trials but I haven't done any HM content with it. It's a very different play style, since there isn't much you can do to heal or buff the henchmen. FFG definitely helps the henchmen, but sometimes it's tricky to keep them under it. I don't use Fortify Pack often, but it is handy when things go sideways. I primarily use Seekers to pull and rely upon Poison Trap as my main debuff. As long as you're not getting interrupted by AoE damage (depends on the faction), you can usually lay Trip Mines right in the middle of combat. Uunsafari - Mastermind (Beast Mastery).mbd
  25. The sheer number of buffs you're applying. Also, it's unclear if some of these are replacing existing powers or being added to them. Resistance to regen debuffs makes a lot of sense and has been suggested many times. Slow resistance also makes sense, although I'm not clear why it's tied to MoG recharging. Protection against fear, confuse and -perception doesn't really fit the regen concept. Every armor needs to have a weakness. Reconstruction and Instant Healing triggering fear no sense. Why would your foes be terrorized because you're healing? Victory Rush buff fits the concept but isn't really needed. I would much rather see the set get resistance to end drain and -recovery. I don't understand whether I ain't done yet is a new power or it's being added to an existing power. Seems like it serves the same function as MoG.
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