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Everything posted by Uun
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No, Oppressive Gloom only stuns minions. I generally skip it in Dark Armor but find it quite useful on defenders/corruptors (Dark Mastery). I don't currently have CoF on my Dark Armor tank and don't plan to respec into the new version regardless of how much it was improved. A DA tank with capped resistance really doesn't need other forms of mitigation.
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Still not true. At lvl 1 you take the T1 armor along with whichever of the T1/T2 attacks you prefer. At lvl 2 you take the T3 attack and at lvl 4 you take the T3 armor. I'll also note that Dark, Fire and Electric are the only armor sets with a T2 damage aura. Stone gets theirs at lvl 10 and Ice and Bio get theirs at lvl 28.
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Most of the combinations that existed at Issue 0 are still viable. Gravity/Storm controller, Claws/SR scrapper, Dark/Dark defender. Do you have a particular AT in mind? If you click on any of the power sets listed below and scroll to the bottom of the page, it will tell you when it was introduced and for which ATs. https://homecoming.wiki/wiki/Category:Power_Sets
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Looking at you, Paragon Protector Elite Radiation Defender Clone.
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Feedback: Clarity of mechanics in power sets. Energy Melee
Uun replied to Ukase's topic in Suggestions & Feedback
If you're lvl 25 you don't have Energy Transfer yet, but the fast activation of this power when used with Energy Focus is the big payoff (it goes from a 2.9s activation to 1.2s). The buffs to Barrage and Power Crash are OK, but the buff to Energy Transfer, BOY HOWDY! -
New Null the Gull Setting: Minimal Fx Buffs
Uun replied to RadiantPhoenix's topic in Suggestions & Feedback
I have no objection to creating this option with Null, but I don't consider it to be analogous to Group Fly (nor have I ever asked someone not to run Group Fly). -
If I spent a few minutes searching, I'm sure I could find at least a half dozen threads with this request/suggestion going back 3 years or more. I've participated in a number of them.
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New Null the Gull Setting: Minimal Fx Buffs
Uun replied to RadiantPhoenix's topic in Suggestions & Feedback
There are already Minimal FX options for Ice Shield and Glacial Shield. It's up to the caster to select that option at character creation or at the tailor. I'm normally not one to tell people how to play their character, but the standard shields are really fugly. If you play Cold Domination, be considerate and change them. -
Billie Heck And Port Oakes Papers (Update: Request Withdrawn)
Uun replied to Rudra's topic in Suggestions & Feedback
While Port Oakes is listed as a level 7-12 zone, you can start doing newspaper missions at level 5. You should be assigned a broker when you first enter Port Oakes. -
What are the current thoughts on Dark Melee/Super Reflexes?
Uun replied to SemanticAntics's topic in Scrapper
Fixed it for you. -
It's a combination of magnitude and the Purple Patch. Bosses have mag -3 TP protection, lieutenants -2 and minions -1. Fold Space is mag 4.1, however this is reduced against higher level foes due to the Purple Patch (your powers are 90% effective against +1s, 80% against +2s, 65% against +3s and 48% against +4s). As a result, Fold Space is mag 3.69 against +1s, 3.28 against +2s, 2.66 against +3s and 1.97 against +4s. Excluding Incarnate level shifts, Fold Space can only TP bosses up to +2 and lieutenants up to +3. https://homecoming.wiki/wiki/Purple_Patch
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Illusion Control paired with Dark, Poison, Rad or Time.
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Radiation Emission is one of the original support sets and is available on defenders, controllers, corruptors and masterminds. Classic combinations include Rad/Rad defenders and Ill/Rad controllers.
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Knockback Protection Toggle: To make enemies resistant to KB.
Uun replied to Steampunkette's topic in Suggestions & Feedback
There are a lot of powers in the game that apply knockback/knockup resistance to foes. This includes most of the ST and AoE immobilizes, including those in blaster secondaries, and quite a few of the ST holds. -
I wasn't aware of this, but 16.89% every 5.6s works out to essentially the same proc rate as 30.7% every 10s.
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I believe it's each mob individually. It needs to have a successful hit roll before the proc chance is applied. @Carnifax has tested this pretty extensively.
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It has a 30% chance to fire every 10s (same as any other 3.5 PPM proc).
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Damage from Acid Mortar is minimal so I wouldn't waste an Apocalypse set on it. Typically I 3 or 4-slot a Defense Debuff or Accurate Defense Debuff set (just the pieces with recharge).
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Your controllers and blasters don't stay in melee? 😁 I've got a Fire/Nature controller that stacks Hot Feet with Entangling Aura. Endurance management is challenging, but it's pretty darn effective.
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I use both Arctic Air and Cold Snap on my Ice/Savage dom (they work a lot better with Domination).
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Storm Cell requires accuracy and benefits from damage enhancement, however procs don't work in it. I've got it slotted with 3 pieces of the ATO plus 2 piece of Annihilation. Of the 3 I would say Gust, but then I would drop Hailstones. You don't need both. Snow Storm is moderately useful at low levels but becomes superfluous later. I would probably add Jet Stream, which is a decent cone (and doesn't repel if you use it with Storm Cell). I only slot kb>kd in Tornado. The kb from Storm Cell and Cat 5 is mag 2 and Lightning Storm is mag 1. Hailstones doesn't require kb>kd (it does kd). In Steamy Mist, replace the endred IO with Shield Wall def/end or Gladiator's Armor res/end. Not sure what you should drop for it, but I wouldn't skip Cloudburst. Attaching my Storm/Storm corruptor build. Uunclear - Corruptor (Storm Blast - Storm Summoning).mbd
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Slot Caltrops with an end/rech/slow IO. The %immob proc is pointless if you're using Crushing Field. %dmg procs don't work particularly well in Acid Mortar (about a 30% chance to fire every 10s). Suggest you try it out on the test server. Force Field Generator should get more slots. %dmg procs DO work in Poison Trap. Consider replacing some of the set pieces with procs. If you intend to run Weave and/or Maneuvers, they will need end reduction (Kismet needs to be in an active power). Mid's damage display for Seeker Drones is incorrect. Each seeker (2 are summoned) does 13.915 damage, so even fully enhanced you're only looking at 54 pts of total damage. %dmg procs don't work AT ALL in Trip Mine. The %rech proc will work. You have no travel power.
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There were some changes to Electric Armor in the most recent patch, most notably that a 17.5% per target regen buff was added to Power Sink. If you can get 10 targets in range, it turns into a pretty substantial buff (Power Sink is autohit and the regen buff can be enhanced) and it's easy to perma. I'm still playing with slotting and the mix between endmod and healing, but I definitely find myself using it even if I don't need endurance.