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Everything posted by Uun
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Did this for the first time today. Lots of fun. Highly recommend.
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This no longer exists. /ignore and /gignore do the same thing and apply to both character level and global level.
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Gravity Distortion Field has a 240s recharge while Poison Trap has a 90s recharge and can be used much more frequently. Duration is more complicated. GDF has a 14.9s hold. Poison Trap summons a pseudo-pet with a 30s duration. The pseudo-pet has has an initial 5.96s hold, then a 2% chance for a 5.96s hold every 1s. I don't agree on the set bonuses or the auras, but I'm not going to argue that. The point I was trying to make is that the actual enhancement values are different because Call to Arms caps at lvl 30. A full set of Call to Arms provides 60.9% acc, 77.47% dmg, 39.15% end red and 56.55% recharge. A full set of Expedient Reinforcement provides 73.78% acc, 91.78% dmg, 47.7% end red and 68.9% recharge. Most controller holds are mag 3 with a 20% chance of an additional mag 1. It takes mag 4 to hold a boss. When slotted in a mag 3 hold, the Lockdown proc increases the chance of holding a boss in one shot. It doesn't really add anything to a mag 4 hold since it can already do that. Most AVs have the purple triangles, which gives them mag 50 mez protection while the triangles are up and boss level mez protection while the triangles are down. In practice, you can only hold an AV when the triangles are down, in which case boss mechanics apply. https://homecoming.wiki/wiki/Purple_Triangles
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Storm Kick (Scrapper) vs. Storm Kick (Blaster)
Uun replied to mispellled's topic in Suggestions & Feedback
Blaster Storm Kick is targeted with 100% chance of knockdown. Dominator Spinning Kick is a non-targeted cone with 60% chance of knockdown. Brute and Tanker Storm Kick get a 10s defense buff. All the sets have Dragon's Tail (the PBAoE) with a 75% chance of knockdown, although the radius varies. -
I may be in the minority, but I happen to like Shoal Rush. The slow stacks with Tide Pool and it activates the Tide Pool Frenzy. You can also throw an Achilles' Heel proc in it. I've done some experimenting with Brine and strongly endorse adding slots (I slot 5x Touch of the Nictus). While the -res doesn't stack, the -hp does. When used in range of Shifting Tides, the recharge is cut dramatically and you can spam the heck out of it. I pretty much only use it on hard targets, but it really shreds AVs (which have no resistance to hp debuffs). I tried the Gaussian %bu proc in Shifting Tides and found it didn't fire much. I've currently got it 3-slotted with dmg/end HOs (the endurance cost is significant).
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Don't skip Poison Trap. It's arguably the best power in the set and one of the most potent regen debuffs in the game. It's also a very good AoE hold (far better than Gravity Distortion Field) and a potent source of damage when slotted with %dmg procs. Trip Mine isn't to everybody's taste and it's slow on teams, but it's one of the main reasons to pair Gravity and Traps (so you can Wormhole foes onto Trip Mines). You skip Crushing Field, greatly limiting your sources of AoE containment. Crushing Field is also a very useful follow up to Wormhole to stop the stunned foes from wandering. Triage Beacon is trash. Skip it. I assume you're going for the set bonuses, but Acid Mortar doesn't need 6 slots. You would be also better served with Analyze Weakness (which caps at lvl 50 instead of lvl 30) and to focus more on recharge. Note, %dmg procs don't work in Acid Mortar. Slot Teleport Target with acc not recharge (accuracy is required if you want to TP foes). Slot Singularity with Expedient Reinforcement instead of Call to Arms (caps at lvl 50 instead of lvl 30). I wouldn't bother slotting Seeker Drones for stun. The stun only has a 25% chance to fire and only effects minions. Not sure what you're going for, but slot Temporal Bomb for damage, not end mod. Fissure doesn't do knockback and kb>kd isn't required. Miracle +recovery needs to be in an active power and won't work in Vengeance (except when you click it). Slot LOTG +rech instead. Slot Seismic Smash for damage, not hold. The +2 mag proc is pointless, as it's mag 4 out of the box.
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Storm Kick (Scrapper) vs. Storm Kick (Blaster)
Uun replied to mispellled's topic in Suggestions & Feedback
If I'm not mistaken, blaster Storm Kick uses the same animation as dominator Spinning Kick (which is a non-targeted cone). That said, this is my favorite part of the blaster version: -
If you're going to run Tactics all the time, I would add slots for a tohit/end and possibly a tohit/end/rech. If you're going to slot heal enhancements, it's better to put them in Health than Physical Perfection (which has twice the +regen). The more hit points you have, the more you regenerate. You could also slot a Panacea +health/end in either one. The Regenerative Tissue proc in Aid Other isn't doing anything for you - it needs to be slotted in an active power. You could easily drop 1-2 slots from Stamina (or switch one to a Power Transfer +health proc). Hasten is less about reducing BU's recharge and more about speeding up the recharge on your attacks. You've got a ton of recharge slotted in your attacks already, plus you've got Agility, so it's probably not noticeable.
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Active Defense is your primary form of mezz protection (including kb protection) and should be put on auto. It also provides a big chunk of your defense debuff resistance (DDR). Skipping it is a huge mistake. While OWTS also provides mezz protection, it has a 120s duration and a 360s recharge that can't be enhanced. It's much more skippable than Active Defense. Battle Agility and Maneuvers each need only 3 slots each. The set bonuses really aren't worth the extra slots. In Deflection, swap the Aegis res/end/rech and psi resist pieces for Reactive Defenses def/end and def/rech. True Grit should also be slotted for healing for the hp boost. If you intend to run Tactics, you need to slot end reduction. The %bu proc won't work in an inactive power. The base defense in Phalanx Fighting can't be enhanced (only the additional defense from allies). Grant Cover only effects your teammates, not you. Typically it's just 1 slotted with a LOTG +rech. The Karma -kb IOs in Phalanx Fighting and Vengeance aren't needed as you should be getting your kb protection from Active Defense. Drop Victory Rush and Assault. You would get a lot more mileage taking Tough/Weave than Aid Self. Even with Agility active, you're well short of soft capping your defenses (particularly ranged). Consider 6-slotting Mako's Bite in Hack and/or Disembowel for the ranged defense bonus. Shield Charge is a fantastic power and shouldn't be skipped. Slotting HOs in Rest and Swift is pointless. I'm attaching my Broadsword/Shield build for comparison. Uunicycle - Scrapper (Broad Sword).mbd
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For the most part, IO set bonuses and globals don't effect henchmen. The exceptions are the specific pet-focused defense/resist auras in the Pet Damage, Recharge Intensive Pet and Mastermind ATO sets. There are also some limited options to slot buff sets directly in the henchman powers (or in the upgrade powers, but not for Thugs). For example, you could slot a Kismet +tohit IO in Enforcers. This will effect your Enforcers, but not your Punks or Bruiser. If you want to increase overall accuracy for your henchmen, take Tactics.
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Putting people on ignore in game doesn't punish them in any way. You're not depriving them of any rights (other than the ability to join teams you lead). It's a tool to preserve your own sanity. While I certainly use it for offensive conduct, I use in-game ignore for lots of mostly trivial stuff. Spam LFG channel for a farm every 30s? You're on ignore. Behave badly on a team? You're on ignore. I just checked and I have 26 people on my in-game ignore list. The pool of players is large enough that I don't think this limits my gaming experience in any way. I can't think of a reason why I would want ignore to be temporary, but I have no objection to adding the option.
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Shatter Blaster: 5x Decimation (no procs) Defender: 3x Thunderstrike, Touch of Lady Grey, Shield Breaker and Achilles' Heel procs Rock Shards Blaster: acc/dmg HO, Javelin Volley, Shield Breaker, Annihilation, Bombardment and Positron's Blast procs Defender: 3x Positron's Blast (1 proc), Touch of Lady Grey, Shield Breaker and Bombardment procs Entomb Blaster: 6x Superior Defiant Barrage (1 proc) Defender: 3x Superior Vigilant Assault (1 proc), Touch of Lady Grey, Shield Breaker and Achilles' Heel procs Upthrust Blaster: 6x Superior Blaster's Wrath (1 proc) Defender: 3x Positron's Blast (1 proc), Touch of Lady Grey, Shield Breaker and Bombardment procs Tombstone Blaster/Defender: 6x Sting of the Manticore (1 proc) Stalagmite Blaster: 5x Devastation (no procs) Defender: 6x Defender's Bastion (1 proc) Meteor Blaster: 5x Bombardment (1 proc), Sudden Acceleration kb>kd Defender: 3x Superior Vigilant Assault (no procs), 2x Bombardment (1 proc), Sudden Acceleration kb>kd
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Here's what I'm currently running. This predates the changes to Telekinesis (I haven't respeced yet to add Levitate). Uunknown - Dominator (Mind Control).mbd
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Here's what I'm currently running. Uunferno - Tanker (Fiery Aura).mbd
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I few weeks ago I ran the OG version of Maria Jenkins arc in Ouro and noted how refreshing it was to see the original versions of the Praetorian AVs and their followers.
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The Critical Strikes proc should go in a power that has a short animation time after effect. In the case of Dark Melee, that would be Smite or Shadow Punch. You can slot the entire ATO set there if you like. There's no particular reason to split the set. The Scrappers Strike proc can be slotted in any power. The ATO can be split if you want to double the S/L defense bonus, otherwise it can be 6 slotted.
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Shield or SR. Willpower is several tiers lower. Shield buffs your damage (and debuffs foe damage). SR provides a recharge buff.
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Shadow Maul got its arc increased a few years ago, so it's much easier to hit multiples than it used to be. I don't use if for single targets, but it's still better than any pool attack you could replace it with. Touch of Fear procs very well, however, only use Melee AoE procs. The fear and -tohit are single target and will only proc on the main target. I don't recommend skipping Death Shroud, especially with your limited AoE options. It doesn't suppress while stealthed, so you do have to turn it off if you're trying to be sneaky. Having some defense is a good idea but I wouldn't chase the soft cap. Keep in mind that Dark Armor has no DDR and any defense will be stripped away easily. You don't ask about it, but I recommend skipping Cloak of Fear. It has a huge accuracy penalty, uses a ton of endurance and only effects minions. It requires 6 slots to be even marginally useful. I also skip Oppressive Gloom (which also only effects minions) but that only requires 1 acc in the base slot if you decide to take it.
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I've got a Seismic/Earth blaster and a Nature/Seismic defender. I skip Encase. I didn't proc out Entomb and Upthrust on my blaster since I slotted those with the ATOs, but I did on my defender. I take both Stalagmite and Rock Shards, but only use them when Seismic Shockwaves are active. Stalagmite gets a massive damage increase and becomes the highest DPA power in the set (it does more damage than quick Tombstone). Rock Shards gets a big damage increase, its range is increased from 40 to 60 feet and its radius is increased from 30 to 40 degrees. I proc out Rock Shards. If you skip these attacks, you can absolutely ignore Seismic Shockwaves, since it doesn't buff any of the others (except for reducing recharge).
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I've had my /Martial blaster for 4 years. In that time, I've never deactivated Reaction Time for the speed/recharge buff. IMO, the buff is too mild to bother with. I generally keep Reaction Time on all the time. While there are many slotting options and it can mule many healing/endmod procs, I slot it with 2 heal IOs (to maximize the absorb buff). I don't find the need to enhance the endurance buff, but YMMV. It's important to remember that Reaction Time has a 30 ft radius. These targeted portion suppresses when using stealth, but with certain limitations. The suppression kicks in with a stealth radius of 36 feet or greater. This means that Stealth (the power) will cause it to suppress but a Celerity or Unbounded Leap stealth IO (which have a stealth radius of 30 ft) will not. Super Speed (which has a stealth radius of 35 feet) won't suppress, but Super Speed stacked with a stealth IO will. In short, remember to turn off Reaction Time if you're trying to be sneaky and your stealth radius isn't at least 36 feet.
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Invulnerability's status effect protection is in Unyielding. It has protection against hold, immobilize, stun, sleep, knockback and repel. It also has 10000% knockback resistance, which reduces the distance of knockbacks that have a magnitude higher than your protection (mag 10). Confuse is a status effect. Invulnerability has NO status protection against confuse. If you want to add confuse protection, you need to take Tactics. The confuse power used by CoT Succubus is Come Hither. While not auto-hit, it's typed as a Psionic attack with no positional vector. Because it's not a damaging attack, you need psi defense (not psi resistance) to avoid it. Invulnerability has a small amount of psi defense in Invincibility (plus whatever additional psi defense you have from set bonuses) but it's probably not enough to block their attacks. https://cod.uberguy.net/html/entity.html?entity=circleofthorns_lt_succubus https://cod.uberguy.net/html/power.html?power=circleofthorns.boss_succubus.come_hither&at=lt_grunt
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You must be talking about prior to Issue 5 (2005), which was when target caps were implemented for offensive powers, or for about 8 months in 2020. Other than that, the target cap for Shadow Maul has always been 5. (Homecoming increased the target cap in Issue 26 Page 5, when the arc was increased, but reverted the target cap increase in Issue 27 Page 1.)
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questions question about Patrol XP and that badge
Uun replied to Missus Autumn's topic in General Discussion
https://homecoming.wiki/wiki/Patrol_Experience https://homecoming.wiki/wiki/Patroller_Badge -
Mid's has largely fixed their data chunk issues. When I have issues it's usually because failed to highlight the first or last character in the chunk when I copied. I'm running the latest version of Mids released this week (3.76 / 2025.4.971) and had no issues importing the data chunk you posted. Use Build Sharing/Import Data Chunk (not Build Sharing/Legacy Share/Import from Forum Post).
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Energy Cloak + Infiltration? Please help me understand.
Uun replied to fxds's topic in General Discussion
Athletic/Ninja Run can't be enhanced. Infiltration can. With 1-2 slots it's much faster than either of those and works well as a travel power (Infiltration slotted with 1 Microfilament has 90% of the jump speed of unslotted Super Jump), as well as providing excellent combat mobility. In addition, a Celerity/Unbounded Leap +stealth IO can be slotted directly in Infiltration, allowing you to have complete invisibility with one power.