Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Uun

Members
  • Posts

    3908
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by Uun

  1. They really should change all the Alpha absorb abilities and heal abilities into heal/absorb abilities. Absorb is pretty niche. I may be miscounting, but I think there are only 6 powers in the game that use it (Ablative Carapace, Particle Shielding, Insulating Circuit, Barrier Reef, Wild Bastion and Spirit Ward), not counting 5 blaster sustain powers.
  2. I've still got the art collection, a Statesman Heroclix, 2 CoH DVDs and a CoV DVD.
  3. The OP had Blinding Powder 1-slotted, so the Coercive Persuasion set bonuses weren't in play. Executioner's Shot is hands down a better power pick. Also, what does Aim have to do with it? Blinding Powder is autohit. The bigger issue is that it has a 10 target cap and it's a narrow and fairly shallow cone..
  4. Kuji-In Rin is your mez protection. Take it as soon as it becomes available at lvl 10. I would slot some recharge, otherwise it won't be perma when Hasten is down. Bo Ryaku is your knockback protection. Take it as soon as it becomes available at lvl 24. Unclear why you're slotting recharge, as it's an auto power. Don't skip Executioner's Shot. I would drop Blinding Powder and pull slots from Ninja Reflexes and Danger Sense, which are both over slotted. Not sure why you're slotting the Overwhelming Force kb>kd proc in Bullet Rain, since the kb goes away when you use any of the 3 ammos. Pistols has higher DPA than Dual Wield.
  5. I'm not a fan of the defender/corruptor version of Dark Blast. I know it's the OG, but Dark Pit is hot garbage and Torrent and Tenebrous Tentacles are only useful if you turn them into proc bombs. Blasters and sentinels get much better versions. In the blaster version, Nightfall, Torrent and Dark Pit are replaced with Umbral Torrent, Abyssal Gaze and Aim. Sentinels get the blaster changes, plus Moonbeam (sentinels don't get snipes) and Tenebrous Tentacles are replaced with Antumbral Beam and Dark Obliteration.
  6. The Widow claw attacks do lethal and toxic damage, -speed and -recharge. You can already enhance the damage. The duration of DoTs can't be changed via enhancements. Are you looking to enhance the -speed? The powers could be altered to permit Slow enhancements, which would enhance the strength of the -speed but not the duration (which can't be enhanced). Spines attacks already accept Slow enhancements for this purpose. Note, all -recharge powers in the game are flagged to ignore enhancements. Unclear what you're requesting for Poison and Radiation Emission.
  7. You’re not wrong, but I was questioning whether it was supposed to be autohit and unresistible, and/or whether it was supposed to stack.
  8. Not sure if this is a bug or working as intended. Lady Winter has an auto power "Crystalize" that debuffs the defense (-5%) and resistance (-10%) of all foes in a 30 ft radius around her for 22s. This power is autohit, stacks with itself every 3s and ignores resistance. In other words, after 21s your resistance is being debuffed by -70% and your defense if being debuffed by -35%. I've run her mission a bunch of times but noticed this for the first time on my SR tank, which happens to monitor resistance. His S/L resistance, which is normally 42% before the scaling resists kick in, got down well below 0% (as low as -30%) and his melee defense, which is normally 63% with capped DDR, got down to about 28%.
  9. I would be good with any of those, however, they don't address the mismatch between the 90s duration and the typical fight duration of 30-45s. Combined with the long recharge, you can only bring it out every 3 fights or so. The duration wouldn't be an issue if Triage Beacon moved, but if it stays immobile, I would rather see something like a 45s duration and a 90s recharge.
  10. Valid. In that case, Triage Beacon should have its recharge lowered significantly (i.e., to 90s).
  11. It's possible, however, the resulting damage from detonating an Acid Mortar or FFG is far less than detonating a henchman. Detonating a T2 or T3 henchman results in blaster nuke levels of damage. Note, slotting accuracy or damage in Detonator does NOTHING. Detonator pulls from the accuracy/damage slotting of the henchman being detonated. The only enhancement that does anything in Detonator is recharge.
  12. I don't think that swapping a T3 power and T5 power does anything, but I agree that something should be done to improve Triage Beacon). Another option would be to make Triage Beacon mobile.
  13. Largely stated above, but explained at length here: https://homecoming.wiki/wiki/Exemplar_Effects_on_Enhancements
  14. The ranged damage modifier for both brutes and tankers is largely unused. While there are exceptions, most ranged attacks in brute/tanker primaries, secondaries and epics use the melee damage modifier.
  15. In this game, the closest you can get to a linear AoE is a narrow cone (i.e., Piercing Beam). There's no way for the teleport itself to do damage in its path.
  16. The Crey Paragon Protectors and Longbow Wardens with radiation powers have an unresistible version of Enervating Field. There used to be several foes with an unresistible version of Tar Patch but it looks like that got fixed.
  17. There are several existing powers that are similar to this, except the damage is inflicted as an AoE at the end of the teleport. Savage Leap has a 70 ft range and does damage in a 20 ft radius AoE (10 target max). Lightning Rod has a 60 ft range and does damage in a 20 ft radius AoE (16 target max). Burst of Speed has a 200 ft range and does damage in a 15 ft AoE (16 target max), and can also be used 3x before recharging. Feral Charge has an 80 ft range and does damage in a 20 ft AoE (5 target max). There might be more I'm not remembering. The problem with your suggestion is that to create a "damaging streak of energy" you would have to fire a narrow cone attack at the same time you teleport. In order to function, I think both the cone and the teleport would have to target a foe rather than a location. (There are several non-targeted cones in the game that simply fire in front of you, but I don't think that would work here.)
  18. Sentinels get lower target caps than blasters on their AoEs and cones (10 vs 16 on AoEs and 6 vs 10 on cones). Sentinel T9s have a smaller radius (20 ft vs 25 ft), lower damage scale and shorter recharge. Sentinel attacks have a shorter range than their blaster counterparts (i.e., 60 ft vs 80 ft).
  19. Drop Mental Blast for TK Blast. Much better DPA and does smashing damage. Slot kb>kd if that's a concern. Switch Extreme Measures for Sting of the Manticore in Psionic Lance. Drain Psyche requires accuracy. Slot Touch of the Nictus instead of Numina's. More slots in Psi Tornado. Drop World of Confusion. It's hot garbage. It only affects minions and has a 1.5s duration vs a 4s cycle time. If you do keep it, it needs accuracy. Switch Rectified Reticle for Adjusted Targeting in in Concentration and Tactics. Rectified Reticle caps at lvl 20. You don't the +perception piece if you're running Tactics (switch to tohit/end). Switch Obliteration for Superior Blaster's Wrath in Psychic Shockwave. Take TK Thrust. One of the highest DPA attacks available plus it does smashing damage. Slot kb>kd if that's a concern. Bonfire requires accuracy (the epic version isn't autohit). Drop the slots in Kick. You're leaning heavily into melee and S/L defense, which is an odd mix. You want to focus on positional or typed, not mix them. Stop chasing S/L defense (i.e. 4x Kinetic Combat in Kick) and go for more ranged defense (add the 6th Mako's Bite in Mind Probe and 6th Defiant Barrage in Dominate Will). Too many slots in Tough. Drop the 4x Aegis for Gladiator's Armor res and res/end. Drop Weave to 3 slots.
  20. I've done Mind/ and /Martial but not together. Trick Shot chains pretty well but I haven't tried procs in it. According to the PPM calculator, the chance would be 17% for a 3.5 PPM proc. Dom Psi Mastery has one of the better versions of Psi Nado, as all the damage is up front. That said, Spinning Kick isn't very finicky as it doesn't require a target - it just hits whoever is in front of you. Between the two, I would go with Spinning Kick simply because it has a 10s recharge vs 40s for Psi Nado. World of Confusion is hot garbage. It has a 1.5s duration but pulses every 4s, so no amount of slotting will make the effect perma. Using it with just 1 slot seems pointless. I do have 1-slotted Caltrops in my /Martial build, primarily for soft control. If you drop WoC and Psi Nado, I would switch to Ice epic. Don't think of Exploding Shuriken as an AoE. The splash damage is minimal. It is disappointing as a T9, but the ST damage is decent for a ranged attack. The advantage Mesmerize has over Levitate is that the sleep is autohit and AV resistance doesn't include sleep protection. I don't currently have Levitate in my build but haven't respeced since the change to TK.
  21. Uun

    SR/WM Critique

    I have both Rebirth Radial and Melee Core on my SR/Staff.
  22. Uun

    SR/WM Critique

    Consider splitting Superior Gauntleted Fist into 2 groups of 3 to double up on the 6% E/N resist bonus. The 6th pieces of Hecatomb and Armageddon aren't doing much for you. Either drop to 5 slots each in Clobber and Shatter, or replace the 6th piece with a %dmg proc. Practiced Brawler only needs 1 recharge. In Crowd Control, change your slotting to 5x Scirocco's Dervish plus the Obliteration proc. You'll pick up AoE def and E/N resist. In Tough, swap Gladiator's Armor (except the +def unique) for Unbreakable Guard, including the +7.5% HP piece. You'll pick up E/N resist and end discount. Dominate needs accuracy. The -kb IO in Super Speed is pointless. You get all the kb protection you need in Practiced Brawler. Rebirth is a better choice. SR has capped DDR and doesn't need more from Ageless.
×
×
  • Create New...