-
Posts
4373 -
Joined
-
Last visited
-
Days Won
7
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Uun
-
Focused Feedback: Sleep Revamp - Deep Sleep
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Just to clear this up, Deep Sleep IS autohit and DOES NOT have a separate tohit check from regular sleep in powers flagged as Deep Sleep. See below with Mass Hypnosis and Spore Burst. -
Focused Feedback: Sleep Revamp - Deep Sleep
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
The question is whether powers that have been flagged as "Deep Sleep" now have two different status effects. The patch notes imply that any power flagged as "Deep Sleep" applies the Deep Sleep status effect 100% of the time. There is nothing in the patch notes or the detailed power info in game to suggest that these powers now have 2 tiers of sleep. -
random Power Sets Randomizer Mode (PvE only)
Uun replied to LightMaster's topic in Suggestions & Feedback
Pretty sure it's not possible, but regardless, this would be massively unbalanced. -
The linked Google Sheet allows you to calculate proc changes based on just about any variable ( you need to save a copy to make changes). PPM List
-
Focused Feedback: Powerset - Plant Control
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Spirit Tree Can we get an alternate/shorter/smaller animation for Spirit Tree? If you place the tree between you and your foes, you literally can't see your foes over the tree. Can you add some indication of the perimeter of the tree's AoE? I assume the taunt range is the same as the regen buff range (40 ft), but there's no way to tell where that is. Doesn't hold aggro well. Even if I was standing in the tree's AoE, my dom peeled aggro off the tree very easily when I attacked. Reduced recharge is obviously an improvement, but the regen buff is still unexciting. 6-slotted with Preventive Medicine, it increased my regen rate by 1.23% (not saying 6-slotting this power makes sense, just wanted to see what it did maxed out). It's something, but it's not going to save your bacon in a tough fight. Spore Burst Even though the stats are essentially identical, found the sleep to be much less sticky than Mass Hypnosis (I have both 1-slotted with a %heal proc). Curious if others are seeing this. -
Focused Feedback: Sleep Revamp - Deep Sleep
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Not sure why this should be the case. I don't think Deep Sleep should have a separate tohit check. -
Yes, it's in City of Data. It's also in game in the detailed power info on the enhancement screen (except for the timing between the geysers).
-
Focused Feedback: Powerset - Plant Control
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
I'm in a similar place with Plant/Martial/Ice, trying to figure out which of Spore Burst, Spirit Tree and/or Vines to add to my build and what to give up to fit them in. -
While I support your suggestion, a workaround that I use is to monitor hit points. The hp buff and and the end drain resistance from Consume have the same duration.
-
Focused Feedback: Powerset - Electric Control
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Shock is a damage aura. -
Focused Feedback: Powerset - Electric Control
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
I apologize if you thought I was being antagonistic. It was not my intent. I had done several hours of testing on Electric Control before reading your post, but hadn't done any side by side runs with the live version. I hadn't noticed the issue with Jolting Chain and was trying to understand what you were seeing, which wasn't immediately clear from your first post. -
Focused Feedback: Powerset - Electric Control
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
I ran some missions on both beta and live and see what you're referring to, but it's definitely not 3-5x slower. Maybe 2x. Jolting Chain chains more slowly now but the initial hit does more damage. The Gremlins also have Jolting Chain, but on beta now have a 3rd attack so are using it less frequently. Synaptic Overload is chaining significantly more quickly on beta. I feel like I'm defeating stuff much more quickly on beta. -
Focused Feedback: Powerset - Electric Control
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Please explain. Not sure how its taking you longer to defeat a spawn if your damage and controls were all buffed. What do you consider to be a nerf? -
My Elec/Bio sentinel runs in Offensive all the time. My Axe/Bio brute has endurance issues I have yet to address (no Incarnates yet) and usually runs in Efficient mode. I keep Ablative Carapace on auto on both of them. Even without Hasten I've only got about 6-8s of down time.
-
Don't think you're posting in the right place, as there are no corruptor primaries or secondaries with confuse powers. Most confuse powers are in controller/dominator primaries. Arsenal, Dark, Electric, Ice, Illusion, Mind, Plant and Symphony all have confuse powers. Tactical Arrow is a blaster secondary but has no confuse powers. AoE confuse (Arsenal, Electric, Ice, Mind, Plant) is quite viable and widely accepted. ST confuse (Dark, Illusion, Mind, Symphony) is more situational, primarily for dealing with troublesome foes. https://homecoming.wiki/wiki/Confuse_(Status_Effect)
-
Your endurance issues will go away once you pick up Transference at lvl 28. Between Ice and Elec, my preference is Ice because the 2 rains (Ice Storm and Blizzard) benefit from Scourge. If you want to go for a sapper build, Elec will also work (your main -end/-rec powers are Short Circuit and Thunderous Blast). ALL the powers in Elec benefit from Static.
-
I recommend slotting both corruptor ATOs. Scourging Blast can be split into two groups of 3 in order to double up on the recharge bonus (which will also double up the +end bonus). The Scourging Blast proc, which provides +end/+health, should be slotted in a ST attack you use often (such as Blazing Arrow).
-
Focused Feedback: Powerset - Electric Control
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
The live version of Synaptic Overload can technically hit up to 15 targets, but I've never seen it happen. I'm not sure I've ever seen it hit 10. The 1st jump creates 2 entities, the 2nd jump creates 4 and the 3rd jump creates 8. Each entity has a 15 ft AoE with a 1 target cap. A miss by one of the 1st jump entities will eliminate the succeeding 6 entities in that branch. On top of this, each jump is delayed by an increasing amount (1-2s for the 1st jump, 2-4s for the 2nd jump and 4-8s for the 3rd jump). As a result it takes 13-14s for the last 4 entities to spawn. I don't think anybody is waiting around that long to start fighting. Converting this to a real chain is resulting in far more targets being affected. -
Focused Feedback: Powerset - Plant Control
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Have you tried it after today's patch? I was soloing at x8 and found Seeds to be effective. You have to apply it more often, but it's still able to control a spawn. I don't have Vines in my live build and added it on beta just to check it out. Didn't need it most of the time, but it was useful when I aggroed 2 spawns. -
Focused Feedback: Powerset - Plant Control
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Seeds with Adaptive Recharge feels really good, particularly in enclosed enclosed areas and hallways where the cone can't hit the entire spawn in one shot. I found you could apply it to chunks of the group and it would be up in 10-15s to hit another chunk. Even in open areas where I could hit 10, recharge was about 25s with Hasten and 107.5% global recharge. Creepers seems to be working properly after the patch. I have mixed feelings about Vines. While setting it up ahead in a location and pulling spawns into it works well, its long duration is pretty situational. With Hasten and 107.5% global recharge it has about a 1 minute cooldown. What I don't like is that it's now a mag 3 hold with only a 25% chance of applying the additional 3 mag while Domination is up. While the longer duration of the patch may be better for controllers, the reduced magnitude is decidedly worse for dominators (the old targeted version had a 100% chance of the additional 3 mag while Domination is up). I would much prefer the mechanics of the old targeted version, paired with Adaptive Recharge. -
Water Blaster Secondary Power Set
Uun replied to UltimateWeaponizerXL's topic in Suggestions & Feedback
https://homecoming.wiki/wiki/Category:Blaster_Secondary See link above. Typically, blaster secondaries have 3 melee attacks (2 ST, 1 PBAoE), Build Up (or a clone), a sustain power, an AoE mezz, with the remaining 3 usually consisting of some combination of utility powers and/or ST mezz. -
Focused Feedback: Powerset - Plant Control
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
My take on the current iteration of Seeds: Recharge increased to 90s - Haven't actually been able to test this as the recharge for dominators on beta is still 60s, but I suspect it should be OK. I'm at 16s recharge now, so that would increase to 24s with the new recharge. Scale reduced from scale 20 to scale 12 - This is fine, still plenty of duration. Target cap lowered from 16 to 10 - This change is the most problematic. It's fine if you're soloing at x4, but the number of unaffected foes increases as you move to x8. Previously you could use Seeds as your only control on an entire spawn. That's no longer an option. I need to respec into Vines and Spore Burst to see how they pick up the slack. My concern is that these can't be used only on the foes unaffected by Seeds and will negate the confuse on the affected foes. The patch notes state that the recharge of AoE confuse powers is being standardized at 90s. Is the target cap also being standardized at 10? Synaptic Overload now recharges in 90s and has a target cap of 10 (nobody is complaining because the new chaining mechanic is such a vast improvement over the version on the live servers). Smoke Canister recharges in 90s and technically has a target cap of 10, but it's a location AoE that refreshes as foes leave or are defeated. Mass Confusion gets the new Adaptive Recharge and retains its target cap of 16. Having played all 4 sets, I think the Smoke Canister and Mass Confusion implementations are the best. If Seeds is going to have a target cap of 10, I would change it to a location AoE. Alternatively, keep the target cap at 16 but apply the Adaptive Recharge mechanic. -
Focused Feedback: Powerset - Plant Control
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Yes, the dominator version on beta has a 60s recharge. -
Focused Feedback: Controller - Archetype Inherent Changes
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Definitely noticing the containment messages from Bonfire (and the Imps). -
Focused Feedback: Powerset - Plant Control
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
The dominator version of Seeds is bugged. It still has the 60s recharge on live. Presumably it should be the same 90s as the controller version.