-
Posts
4392 -
Joined
-
Last visited
-
Days Won
7
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Uun
-
Wormhole is one of the best powers in the game. It a) teleports up to 16 foes to a location you designate, b) stuns minions and lieutenants, c) knocks them down (you need to slot a kb>kd IO), d) doesn't require line of sight and e) doesn't aggro targets it misses. 4-6 Expedient Reinforcement. Many also slot a kb>kd IO, but this depends on playstyle. Fulcrum Shift requires accuracy. You generally want to use this in melee range so you receive both the target-centered buff and the caster-centered buff. Speed Boost doesn't buff your recovery, just the allies you cast it on. I generally just slot an endmod IO in the base slot and call it a day. Transference provides endurance (not recovery) to you and your allies in a 20 ft radius around the target. It also requires accuracy. I generally slot 4-5 pieces of an endmod set.
-
If you're just comparing armors, I wouldn't include Death Shroud, Cloak of Fear or Oppressive Gloom in the comparison. This gets you down to 0.88 end/sec.
-
Gloom, Zapp, Electrifying Fences, Dominate and Harmonic Mind are all excellent powers. Water Spout doesn't require any power picks.
-
The big difference is that the FF version is cast on you while the Sonic version is cast on an ally. I've yet to see anyone take this power or use it in game.
-
Re-Examine Spawn Makeup in Anton Sampson's arcs
Uun replied to srmalloy's topic in Suggestions & Feedback
I believe the snipers are intentional, although the mix also depends on your notoriety settings. I think you start getting other types of lieutenants if you increase the team size. -
Good catch, I could swap that out (Achille's isn't unique)
-
Dark Obliteration (Soul Mastery), Ball Lightning (Mu Mastery), Psionic Tornado (Psionic Mastery, Water Spout (Leviathan Mastery),
-
City of Titans been in development for 12+ years and has still gone nowhere.
-
You are correct, I forgot they added regen resistance in RR. That said, a /Rad scrapper sits at 43.25% regen resistance unslotted and can get as high as 67.9% slotted (the regen resistance in Radiation Therapy can be enhanced). I don't disagree that the regen resistance in WP should be increased.
-
It has more than one. Martial Arts has 1 PBAoE and 0 cones.
-
Willpower/Fast Healing currently has more regen debuff resistance than Regeneration/Fast Healing (the only power in either set that provides it). The set which currently has the highest regen debuff resistance is Radiation. This needs to be addressed. I support this, but note that Regeneration/Quick Recovery only got resistance to recovery debuffs. Both should get resistance to end drain as well. Invulnerability has 25% resistance to both, which is still far less than what most armor sets get. While the resist issue is real, I would rather see SoW get +HP (similar to One with the Shield).
-
I like the idea of adding Energy Focus to Energy Blast. Increasing the target cap of Energy Torrent would be an appropriate bonus, perhaps also converting its kb to kd. Energy Torrent is probably the most hated power in the set for mob scatter (note that the Energy Mastery versions of Energy Torrent do kd). Buffing the damage of Power Push is also an appropriate bonus (similar to Stalagmite w/ Seismic Shockwaves) and would give people a reason to take the power, which is now typically skipped. Tanks only. All other ATs add 5.
-
There's a big difference between proccing out a controller or defender so that they do enough damage to solo at a reasonable pace and proccing out a blaster/scrapper/stalker/brute so that they can solo a pylon in 10s.
-
The other big change to Radiation Therapy was they reduced the accuracy from 3.0 to 1.2, so you can no longer skip slotting accuracy.
-
i27p4 (August 2022). They made wholesale changes to damage typing across a wide range of player and NPC powers but they didn't list each change individually. https://homecoming.wiki/wiki/Issue_27_Page_4
-
Got some non-travel powers travel power confusion...
Uun replied to Story Archer's topic in General Discussion
I have several characters that use Infiltration as their only travel power. Slot a Celerity or Unbounded Leap stealth IO in Infiltration instead of Sprint. This gives you a 66 foot stealth radius and will make you invisible to everything except snipers, Rikti drones and others that ignore stealth. I add a Blessing of the Zephyr speed/jump/end (and -kb if I need kb protection) or a Microfilament HO. Infiltration's movement speed and jump buffs are cancelled in combat), but aren't subject to the same 4s suppression that Athletic Run is. If you're using TP as your travel power, you could also 2-slot Blessing of the Zephyr there. Enhancing the range is definitely beneficial. -
Seeds got its duration reduced significantly in p2, as well as picking up Adaptive Recharge. It's still an every spawn power for me. I have it 6-slotted with Coercive Persuasion (leveling up I slotted Malaise's Illusions) but it really benefits from enhancing the duration and recharge. The Contagious Confusion proc is excellent for picking up foes the initial application may have missed. Prior to p2, Spirit Tree was just an AoE regen buff. Even fully slotted the buff was pretty marginal and had a long cooldown. Adding the taunt and reducing the recharge was a game changer. Even with a target cap of 5, I can drop it in the middle of a spawn and not receive return fire when I use Seeds. I have it 1-slotted with the absorb proc. I don't see much point in getting Fold Space.
-
Tactical Arrow for blasters and Trick Arrow for corruptors (and defenders, controllers and masterminds) are completely different sets. Even the powers that overlap in name aren't the same. The powers and progression for Archery are identical for blasters and corruptors (there's a slight difference in the recharge of Aimed Shot). Tactical Arrow is one of the few blaster secondaries that has no melee powers whatsoever, allowing you to play completely at range. It provides some very good self buffs, including resistance to tohit/perception debuffs, slow resistance and knockback protection. Trick Arrow is one of the best debuff sets in the game. Flash Arrow is an autohit -15% tohit debuff that doesn't aggro (the blaster version is -4.9%). Disruption Arrow is a -30% resistance debuff with a 25 ft radius. Poison Gas Arrow is a -40% damage debuff with a 25 ft radius. Ice Arrow, in addition to being a ST hold, debuffs speed, recharge, damage and most secondary effects (the blaster version just debuffs speed and recharge). Acid Arrow debuffs defense, debuff resistance and healing in a 15 ft radius. EMP Arrow is both a team buff and enemy debuff. Both sets get Oil Slick Arrow. The corruptor version has a 25 ft radius and 180s recharge. The blaster version has a 15 ft radius and a 90s recharge. At the early levels I would give the nod to Trick Arrow since you get Flash Arrow at lvl 1 (blasters get it at lvl 16).
-
Without going too deep into the weeds, defense-based armor sets (Energy, Ice, Ninjitsu, Shield, Stone, Super Reflexes) generally perform equally well on all ATs as there's no difference in defense caps, while resist-based armor sets (Dark, Electric, Fire, Psionic, Radiation) perform better on tanks and brutes than they do on scrappers and stalkers due to the difference in resist caps (90% vs. 75%). Bio, Invulnerability and Willpower are hybrid sets with a mix of resists, defense and regen but also perform better on tanks and brutes. Another consideration is whether you want a taunt aura. All tanks and brutes have taunt auras, but only Bio, Energy, Invulnerability, Radiation, Shield and Willpower scrappers have one. Do you want a damage aura? Only Bio, Dark, Electric, Fire, Ice and Stone have one.
-
Touch of Fear (Dark Melee) accepts ToHit Debuff, Accurate ToHit Debuff, Fear, Melee AoE, Universal Damage and ATO sets (plus Taunt sets on brutes and tanks). The power's fear and tohit debuff effects are single target and procs from ToHit Debuff, Accurate ToHit Debuff and Fear sets only have a chance to hit the primary target. The power's damage is a 6 ft radius AoE and procs from Melee AoE, Universal Damage, ATO and Taunt sets have a chance to hit all targets in the AoE.
-
Thinking about a Mind/Fire Dominator. Ive never played Mind ever.. Tips?
Uun replied to Heatstroke's topic in Dominator
AV status protection (purple triangles) doesn't include sleep. Even without Domination, Mesmerize will sleep an AV in one shot (EBs require Domination or 2 applications). -
Add TaskForces (or rather copies) to the Ouro List
Uun replied to ThatGuyCDude's topic in Suggestions & Feedback
I wasn’t aware you could do this but it feels like cheating. If you’re going to solo a TF, you should have to defeat an AV. -
Triage Beacon is an AoE regen buff, not a heal (I believe it will heal if you slot it with the Panacea proc). Its main issue is that it isn't mobile and has a long recharge (200s). It has a long duration (90s), but most of that is wasted unless you're in a prolonged battle. Prior to the most recent patch it had stats identical to Spirit Tree, which just had its recharge reduced to 120s and added a taunt aura. I'm hoping that Triage Beacon gets similar love from the devs in the not too distant future.