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Everything posted by Uun
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None of Clarion's mezz protection is perma. The duration and radius of the AoE varies depending on what tier you've got and what subbranch you've taken. For example, Total Core Invocation (T3) has a 90s duration and a 60 ft radius while Partial Core Invocation (T3) has a 120s duration and a 30 ft radius. The strength of the protection is strongest for the first quarter of the duration, drops for the second quarter and drops again for the last half. The only mezz resistance Clarion provides is to repel and taunt. https://homecoming.wiki/wiki/Destiny_Slot_Abilities#Clarion https://cod.uberguy.net/html/power.html?power=incarnate.destiny.clarion_partial_core_invocation&at=corruptor That said, if your secondary is /Time I strongly recommend that you go Radial instead of Core. While the duration is shorter, Clarion Radial includes a secondary effect boost that buffs the defense and tohit buff from Farsight (and stacks with the boost from Power Boost).
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The issue with several of the missions in which you rescue a NPC that becomes an ally, is that they become targetable before they are rescued. In addition to Lady Grey in Serpent Drummer's arc, the mission in which you rescue the Nemesis Defector in Dark Watcher's arc has the same problem. You need to pull the captors away from the hostage before you start fighting them, otherwise the hostage will die in the AoE.
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Biggest issue is that you didn't take Soul Mastery (for Power Boost) or Energy Mastery (for Power Build Up). This is essential for /Time so that you can use boost Farsight. This will easily soft cap your defenses. If you take Clarion Radial for your Destiny, you can double boost Farsight. I typically fire Chrono Shift at the same time as Farsight, so they both get boosted. Assuming you go with Soul Mastery, replace Dark Consumption and Spirit Drain with Power Boost and Soul Drain. With Power Boosted Farsight, you can skip Tough, Weave and Tactics. Definitely pick up Time's Juncture. Slowed Response needs more slots - acc and rech or an Accurate Defense Debuff set. Slot Distortion Field for slow, not hold. The hold has a very small chance to occur and isn't worth slotting for. It's also auto hit and doesn't require accuracy. Drop Acrobatics. KB IOs should be sufficient. I'm attaching the current build for my Fire/Time/Soul for comparison. Uunreal - Corruptor (Fire Blast).mbd
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I don't think the game engine can do this.
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Aside from juicy set bonuses, what purple sets provide is 25% higher enhancement values. For example, a Hecatomb damage/recharge provides 33.127% enhancement to each of these attributes as compared to 26.5% for a standard lvl 50 enhancement. All the existing purple sets enhance four attributes - accuracy, damage, recharge and endurance for attack sets (damage is replaced with confuse, hold, immobilize, sleep or stun for the mezz sets). The problem with creating purple sets for resistance or defense is that there are only three attributes to enhance (because accuracy isn't required). Following the standard template for 5 enhancement pieces in a defense/resist set (excluding the proc) and multiplying the values by 1.25x, you end up with 87.65% defense/resist (vs. ED max of 56%) and 92.70% recharge and endurance. These values far exceed what anyone would need. For the same reason that most people only slot 4 pieces (plus the proc) of existing purple sets, you would only need to slot 3 pieces (plus the proc) for a hypothetical resist/defense purple set. If it is decided to move ahead with this, my recommendation would be to limit the sets to 4 pieces instead of 6.
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An interesting way this could work would be to summon a hologram of yourself at a targeted location. It would taunt foes and/or have a taunt aura. It would be targetable but wouldn't take damage, and would disappear after 5-10s. Targeted AoE confuse that doesn't effect the target? Not sure how you get them to attack the target and not each other.
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They show up Episodes 2 and 3 of the Pandora's Box SSA and the Mortimer Kal SF.
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The non-henchman powers in Thugs are Pistols, Dual Wield and Empty Clips. These powers are taken from the Dual Pistols blast set and all the animations use pistols. You can change the weapon in the costume creator, but you can't select a rifle as a weapon as it wouldn't work with the animations for those powers. If you want a MM primary that uses an assault rifle, you want Mercenaries. The non-henchman powers in Mercenaries are Burst, Slug and M30 Grenade, all of which are taken from the Assault Rifle blast set.
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Try these pages. They list all the story arcs by level and identify the enemy factions in each. The Tsoo story arcs are levels 15-19 and 20-24 blue side and go up to 30-34 red side. They also appear in 3 of the Dark Astoria story arcs. https://homecoming.wiki/wiki/Hero_Story_Arcs https://homecoming.wiki/wiki/Villain_Story_Arcs
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I slot it with a Gaussian bu proc and use it with Cat 5. I’m pretty happy with the results.
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If you 6-slot Superior Will of the Controller in Gravity Distortion you won't miss out on the 5% ranged defense bonus. If you 5-slot Superior Overpowering Presence in Wormhole, you're only losing the 5% E/N defense bonus. Personally, I slot Absolute Amazement in Wormhole and find Superior Overpower Presence to be a pretty crappy ATO. I'll occasionally slot it in the AoE immobilize.
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After leveling to 27, Night Widow Ragana reappeared in my active contacts and introduced my to Orpheus.
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Looking for Opinions on my Ice/kin Controller.
Uun replied to Hyperion's Blade's topic in Controller
Found it. Hibernate was toggled on. -
Regardless of how much defense you add to a build, Fiery Aura has no defense debuff resistance (DDR). Meaning that your defense can be stripped away very easily. I don't worry about soft-capping defense on armors without DDR.
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This is because Imps and Gremlins spawn at -1 to the caster's level, while all the other controller pets spawn at level. Remove the negative level shift and the squishiness would go away.
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Looking for Opinions on my Ice/kin Controller.
Uun replied to Hyperion's Blade's topic in Controller
Drop Flash Freeze for Cold Snap. AoE sleep is virtually useless as a control, but a wide cone fear/slow is very good and makes a great opener. Slot Siphon Speed with 1 acc IO + 1 rech IO. Impeded Swiftness doesn't provide enough recharge. Stealth isn't worth slotting for defense (other than a LOTG +rech). All but 2.25% of the defense suppresses in combat. I wouldn't take both Stealth and Infiltration. If you slot a Celerity +stealth in Infiltration, you get full invisibility, making Stealth redundant. Drop one of them and take Combat Jumping instead. Slot Jack Frost with Expedient Reinforcement, not Sovereign Right. You want the recharge so you can resummon more often. 18 points of kb protection is far too much on a controller. Slot the Gladiator's Armor +def in Increase Density or Tough. -
Carnies, Knives or Talons are good if you want normal sized lore pets. Polar Lights or Robotic Drones if you want something small and unobtrusive.
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I just leveled one as a corruptor as part of a static weekly team and really enjoyed it. The combination of Direct Strike, Lightning Storm and Storm Cell is pretty striking. Scourges really well (Cat 5 in particular). Chain Lightning is "meh" and a poor substitute for a targeted AoE. [you have type above - T8 should be Cloudburst]
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I slot Consume with Numina heal & heal/rech and Synapse's Shock endmod, endmod/rech & dmg/rech. That gives me 69% heal and endmod and 78% recharge (more than I need to have it perma), plus 10% slow resist, 12% regen and 7.5% movement speed.
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I don't have a Fire/Dark, but I've played a Rad/Dark since 2019. I've never had the Fighting pool in my build and have no issues with survivability. I think you're underestimating how effective -tohit (and -dmg) can be. Dark Servant doubles down on this. I would encourage you to try out the builds on the test server at lvl 50.
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Dual Pistols - Corruptor vs Defender, is there really a difference in the end?
Uun replied to Zewks's topic in Archetypes
Incorrect. The in-game numbers for corruptors are very misleading and all include Scourge. Corruptors are 0.75 damage scale while defenders are 0.65; i.e., they only do 15% more base damage. Corruptor base damage is 45 for Burst and 126 for Full Auto. https://cod.uberguy.net/html/index.html -
Darkest Night doesn't need more than 3-4 slots. Slotting Howling Twilight for damage is a huge waste. Slot it with 1 recharge IO and call it a day. Slot Aim with the Gaussian %BU proc. 6-slotting Shadow Fall with Red Fortune isn't getting you much. I would slot 3 pieces of a defense set and 3 pieces of a resist set. The E/N/P resistance is substantial and worth enhancing. You really don't need 12 pts of kb protection on a corruptor. 4 should be fine. I would drop all but the LOTG from Combat Jumping and kb IO from SS. Dark Consumption should be slotted with an end mod set, not a damage set. I would skip Tough and Weave in favor of Dark Servant. Spirit Drain should have 3-4 slots. At a minimum it requires accuracy. Slotting Tactics for +perception is unnecessary. Replace Rectified Reticle with a set that goes to lvl 50 (Gaussians or Adjusted Targeting) and include end reduction.
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Something of an experience tonight... (spoilers for Mr. G)
Uun replied to Ultimo's topic in General Discussion
You didn't specify your team composition (the Simulacrum powers match your team's powersets), but there is no -perception power in the game that has a duration longer than 60s. Presumably the power was being reapplied. By reviewing your teammates powers, you should have been able to determine who had this power and which Simulacrum you all needed to focus on. Also, that foe should have been revealed and targetable once they attacked.