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Uun

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Everything posted by Uun

  1. The 5 mez items definitely belong in a control set (the powers you describe are very similar to those in Mind Control). The 5 buff/debuff items belong in a support set. You also have too many powers. I'm not sure that the game can accommodate a set that's 50% control/50% support, especially since controllers get support sets as their secondary. I suggest picking one or the other and fleshing out that side of the set.
  2. The blast set? They simplified the -res. There's just one type now and it's -11.25% (for corruptors) on all the powers, with varying durations. Powers don't stack with themselves, but they stack with each other. It's pretty easy to get up to 3 stacks.
  3. Radiation Infection should be slotted with a ToHit Debuff set, not a Defense Debuff set. No point in slotting recharge in Enervating Field. It decreases the recharge of the toggle by less than 0.5s. Other than the set bonuses, there's no reason to 6-slot Lingering Radiation, especially because Slow sets provide so little recharge enhancement. I would go with 1 acc IO and 2 rech IOs. You're more interested in the -regen than the slow anyway. Note that the defense provided by Infiltration and Evasive Maneuvers suppresses completely in combat.
  4. This doesn't work. Just about every melee power is flagged to disallow range buffs. There is a very short list of melee cones that are exceptions (Breath of Fire, Frost, Shockwave, Throw Spines, Repulsing Torrent).
  5. I never farm and often take Combat Jumping and/or Hasten at 47 or 49. I get to the high 40s and I've already taken everything I want from the primary/secondary/epic pools. I have leftover power picks but not necessarily slots to spare and I'm looking for 1-2 slot powers that plug those holes. Combat Jumping is always useful and can mule a LOTG. I also take it on fliers for additional movement control. I frequently skip Hasten entirely, so I don't feel like I'm missing anything by tacking it on at the end. I find that I take pool powers later in the build since the changes to the levels at which primary/secondary powers can be taken. There used to be gaps at 22, 24 and 30 that no longer exist.
  6. Rather than posting screen shots, attach the Mid's file to your post so we can open it. Your defense levels are too low. You've only got 30.6% melee and 26.2% ranged. Ideally, you want to be at (or over) 45%. You're skipping both the Steadfast Protection and Gladiator's Armor 3% uniques (which need to be slotted in a resist power). Fury of the Gladiator in Axe Cyclone and Armageddon in Shield Charge provide no defense bonuses. They could be replaced with Obliteration, which provides 3.75% melee defense. Aegis could be replaced with Unbreakable Guard. Avalanche could be replaced with Superior Avalanche. Mako's Bite could be slotted in a melee attack for 3.75% ranged defense. Not sure why you dropped Swoop. It has the highest DPA in the set. Deflection provides both melee defense and S/L resistance. You need to enhance both. It's better to 3-slot a defense set and 3-slot a resist set. True Grit provides both F/C/E/N/T resistance and +HP. You need to enhance both. Instead of 3-slotting Hasten, slot 2 IOs boosted to +5. I also think your math is off. There's no way going from 2 to 3 slots would decrease your down time by 11s. Don't skip Phalanx Fighting. While the self-defense buff can't be enhanced, it's still 3.75% to all. Don't skip Grant Cover. While the defense buff only applies to allies, the defense debuff resistance and recharge resistance applies to you. I wouldn't bother with the Medicine pool. You would be better served with powers like Maneuvers and/or Combat Jumping that increase your defense.
  7. In case you're not aware, the buff applied by the Critical Strikes proc doesn't apply to the power it's slotted in. The 50% buff lasts for 3.25s starting 0.5s after the power it's slotted in activates.
  8. A lvl 50 Hamidon Origin (HO) or D-Sync* enhancement provides a full SO's value for each attribute. Schedule A attributes (acc, dmg, end, rech, mezz, movement, -def) get 33.3% and Schedule B attributes (def, res, tohit, -tohit, range) get 20.%. A lvl 50 2-attibute IO will provide 26.5% for each Schedule A attribute and 15.9% for each schedule B attribute. A lvl 50 3-attribute IO will provide 21.2% for each Schedule A attribute and 12.7% for each Schedule B attribute. If you're only going to slot 1-2 enhancements in a power, HOs/DSyncs are much more efficient. If you're going to slot 3 or more enhancement, you can probably hit the values you need using IOs (and get set bonuses too). There are also combinations you can get with HOs/DSyncs that aren't available with IOs (i.e., def/tohit/end, acc/-def/-tohit, dmg/mez). *DSyncs are functionally the same as HOs but are obtained by running the Dr. Aeon SF.
  9. I suggest you look at the enhancements in the other travel sets and what they do. Beyond speed and endurance cost, there’s not much to enhance.
  10. You've got the %bu proc toggled on in Shifting Tides, which is inflating your accuracy in Mid's. Swap the acc IO in Lightning Bolt for an acc/dmg from one of the Ranged Damage sets. Whitecap needs accuracy. In Short Circuit, swap Superior Avalanche for Synapse's Shock. Enhancing the end drain as well as the damage makes this a potent sapping tool. The %dmg proc has a really low chance of firing with all the recharge you have slotted. Consider adding slots to Brine (heal enhancements increase the -hp debuff). I seem to be in the minority but I really like this power against hard targets. Slotting Superior Vigilant Assault in Shifting Tides is a poor choice. The accuracy and recharge are wasted - Shifting Tides is autohit and a toggle. You also skipped all the end reduction pieces (it has a hefty end cost). My preferred slotting is def/end HOs. I tried the %bu proc and wasn't impressed but YMMV. While the set bonuses are nice, the recharge in Panacea is wasted in Barrier Reef. Consider swapping the end/rech piece for a LOTG def. The defense buff is worth enhancing too. The Panacea +hp/end proc won't work in Power of the Depths. It needs to be slotted in a toggle or auto power. Voltaic Sentinel is overslotted. It doesn't need that much accuracy and the resistance bonus will only apply to Barrier Reef (VS can't be attacked). Drop the HO from Thunderous Blast. It's not adding anything. Weave, Scorpion Shield and Maneuvers all need end reduction. I would be inclined to drop the Fighting pool entirely. I don't think you'll need it.
  11. You do you, but that's not my experience. Venomous Gas makes both my Illusion/Poison controller and Poison/Sonic defender far more effective. Note, I don't take the Fighting pool on either one and have no survivability issues. I do take RoP, but I don't use it much.
  12. I can absolutely see why you would skip VG on a Mind/Poison. There is nothing in Mind that requires you to be in melee.
  13. There are currently rewards for finishing TFs under certain time limits (gold/silver/bronze), but I don't recall what they are.
  14. Didn't mean to attack you, but it wouldn't be the first time somebody posted a build with lots of issues to stir things up on the forums.
  15. I enjoy both, but they have very different play styles. Some controllers can deal more damage, but that's very dependent on the combo. Some controller combos can't fight their way out of a paper bag.
  16. Frankly, I don't know if you're serious or this is a troll post. You're going to have massive endurance issues running Tough, Weave, Assault, Tactics and Focused Accuracy. Drop the Leadership pool. There's no reason to take both Beheader and Chop. Drop Beheader and take Gash if you need another ST attack. No idea what your doing with your slotting of Beheader, Chop and Swoop. These should each have 5-6 slots of a Melee Damage set. Don't skip the scrapper ATOs, especially the procs/globals. Slot Build Up with the Gaussian's Chance for Build Up proc and a rech/tohit piece. Battle Agility needs end reduction. 2-3 slots in True Grit should be converted to healing (for the +HP). Active Defense is your status protection and shouldn't be skipped. Conserve Power, Hasten and Burnout should get two 50+5 recharge IOs. The 3rd (and 4th) IOs do almost nothing due to ED. Burnout also needs end reduction. 6-slotting Phalanx Fighting is a waste. Enhancements only affect the buff received from nearby allies. Redeploy those slots elsewhere. 6-slotting One with the Shield is a waste. Its recharge can't be enhanced. Redeploy those slots elsewhere. 6-slotting Panacea in Physical Perfection is a waste. Redeploy those slots elsewhere. The 3rd and 4th slots in Health and Stamina do almost nothing due to ED. https://homecoming.wiki/wiki/Enhancement_Diversification
  17. Containment does double damage to foes that are held, slept, immobilized, stunned or terrorized. (It was implemented in Issue 5 when the devs eliminated the stacking of pets.) Domination doubles the magnitude of status effects, increases their duration, provides kb and mezz protection, refills your endurance bar and provides a 25% tohit buff for 15s. It has a duration of 90s and can be made permanent with sufficient global recharge. Not sure why that seems underwhelming to you. I quite enjoy controlling bosses in one shot and being impervious to status effects. Dominators are most definitely squishy and survive by controlling/defeating foes quickly. Their secondaries generally provide solid ST DPS, but have limited AoE options. The do get access to additional AoE powers in their Epic pools. I happen to have a Plant/Martial dominator. While Plant was recently nerfed, it's still a solid set. The core control powers are still Seeds of Confusion and Carrion Creepers (which also provides AoE damage). Spore Burst was upgraded with the Deep Sleep mechanic but doesn't play well with Creepers. They added a taunt aura to Spirit Tree, which is now a must take and makes a terrific opener. Martial is a mid-tier secondary. The melee attacks aren't heavy hitters. The ranged shuriken powers are pretty good, particularly the snipe. Explosive Shuriken is OK if you treat it as ST and ignore the AoE splash.
  18. Yes, there are foes that resist lethal damage. Crey are a big PITA. There are also foes that are weak to lethal damage (Carnies). Other than armored foes (Malta, Arachnos) generally stuff that resists lethal is weak to smashing and vice versa. Note, only the Freakshow Tank bosses resist lethal (and resist smashing as well). Run of the mill Freakshow minions and lieutenants only resist cold damage (and are weak to energy).
  19. Not particularly. There are a handful of foes that use it a lot (Toxic Tarantulas, Arachnoids, Krakens).
  20. Uun

    Storm/Storm

    Mid's isn't great at displaying stats for powers that summon pets with their own powers. When you activate Lightning Storm, it summons the pet directly over your head. It is stationary and has a duration of 60s. It has 1 attack (Lightning), a targeted AoE with a 5 ft radius, 5 target cap and a range of 100 feet. Although the attacks are AoE, the power takes Ranged Damage sets (not Ranged AoE sets) and doesn't accept many procs. I prefer to slot LS for damage and recharge since you can have more than one out at a time. My preferred slotting is 5x Synapse's Shock (excluding the endmod piece) plus Thunderstrike dmg/end/rech, which enhances both the damage and the end drain and provides good set bonuses. Some slot KB>KD, but the KB is only mag 1 so not critical. Tornado summons a pet with a 30s duration. The pet has an auto power (7 ft radius/5 target cap) that ticks every 0.5s doing damage, kb, -def and stun. Tornado does accept quite a few procs, but I haven't tested how well they work. Again, I slot for damage and recharge since you can have more than one out at a time. Slotting KB>KD is essential. As far as Storm Blast, procs work reasonably well in Jet Stream (3.5 PPM procs have a 33% chance to fire), but don't work well in Storm Cell, Chain Lightning or Cat 5.
  21. https://homecoming.wiki/wiki/Between_Realities_Badge
  22. 3 toggles (Focused Fighting, Focused Senses, Evasion): 3-6 pieces of a Defense set. You don't need more than 3 pieces to hit ED max, but slot more if you want the set bonuses. 3 auto powers (Agile, Dodge, Lucky): can be as little as two 50+5 defense IOs, but I usually 3-slot LOTG. Practiced Brawler: 1 recharge IO Quickness: 1 run or fly IO Elude: Completely unnecessary on a tank.
  23. Timed missions in general are largely a joke. The only exceptions are Efficiency Expert Pither's (which still aren't that hard) and that 10-minute timed mission in the OG Tina Mac arc.
  24. The reason Earth Mastery wasn't ported to dominators when they were added to the game is that 3 of the 5 powers were already in dominator Earth Assault. At that time Seismic Blast didn't exist. You could make a case today for including Rock Shards and/or Upthrust in a dominator Earth Mastery, but there should also be some kind of AoE buff/debuff. Not sure what that would be.
  25. Both of the existing Universal Travel sets are 3 piece. Of the regular travel sets (Flight, Leaping, Running, Teleport), one of each type is a 4-piece set (with one piece being unique) and two are 3-piece sets. There simply aren't enough attributes to enhance in travel powers to warrant a 6-piece set, nor is it likely that players would want to devote 6 slots to a travel power just for set bonuses and/or a unique enhancement. Demand for the 4 existing travel uniques seems pretty tepid.
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