Jump to content

Uun

Members
  • Posts

    2771
  • Joined

  • Last visited

  • Days Won

    4

Posts posted by Uun

  1. 1 hour ago, R jobbus said:

    One last question would you go barrier if a scrapper is already tanky or ageless? I really have 0 endurance issues, it would probably just take like a few seconds off dragonfly/dragon at this point. I just dont know if barrier would do anything if im already pretty solid defense wise. i know it's probably good to get both.

    Looking at my scrappers and brutes, I've gone Rebirth Radial 3x, Ageless Radial 3x and Barrier 1x (including 1 with both Rebirth and Ageless). Obviously I take Rebirth with secondaries that don't have heals, although Radial also provides a hefty regen buff. When I take Ageless, I go Radial for the debuff resistance (rather than Core for the recovery buff). 

     

    For Hybrid, I've gone Melee Core 5x and Assault 4x (including 3 with both). It's handy to be able to switch between a more offensive or defensive posture depending on the faction you're facing and the team composition. IMO, Melee Core is better than most of the armor set T9s. It provides a 120s buff to resistance and regen that doesn't degrade over time and has no crash. It also provides confuse and fear protection, which some of the armors lack.

  2. 4 minutes ago, R jobbus said:

    But I mean if this is the case, how do you get more damage for a scrapper? Just recharge and damage set bonuses? 

    It depends on the primary/secondary and what the build requires. I always slot the scrapper ATOs. I typically 6-slot Superior Critical Strikes, but will split Superior Scrapper's Strike into two groups of 3 pieces if I want to double the S/L defense bonus (otherwise I'll 6-slot for the recharge and S/L resist bonus). The ATOs provide a lot of recharge enhancement, so try to slot them in powers that have long cooldowns. If I need positional defense, I'll slot Mako's Bite for the ranged defense bonus or Touch of Death or Superior Avalanche for the melee defense bonus. If I need typed defense, I'll slot Superior Blistering Cold for the S/L and F/C defense. The purple sets also provide a lot of recharge enhancement, so those also go in powers with long cooldowns. 

     

    I'm sure I could eke out more damage by slotting damage procs in lieu of full sets, but in doing so I would sacrifice valuable set bonuses and recharge slotted in the attacks for a more fluid attack chain. I'm not interested in building for pylon times, I want scrappers that are sturdy and fun to play.

  3. Thugs MM has Snow, Cochise, Vermin, Ajax, Cowboy and Cleon (from the movie Warriors).

     

    Beasts MM has Bo Diddley, John Lee Hooker, Howlin' Wolf, Ma Rainey, Rosetta Tharpe and Muddy Waters.

     

    Illusion/Poison controller has Spengler, Stanz, Zeddemore (Phantom Army), Venkman (Phantasm) and Zuul (Spectral Terror).

     

    Illusion/Time controller (Uuntouchable) has Meyer Lansky, Bugsy Siegel, Joe Masseria (Phantom Army), Lucky Luciano (Phantasm) and Al Capone (Spectral Terror).

    • Like 1
  4. 2 hours ago, ajm603 said:

    So, Rad and Kin have the best potential for the earliest possible perma PA based on the ability to acquire AM and Siphon Speed at low levels? 

    You can get AM and Siphon Speed at lower levels than Chrono Shift, but Ill/Rad and Ill/Kin require more global recharge than Ill/Time for perma-PA. AM provides 30% +rech and Siphon Speed provides 20% (but can be stacked) while Chrono Shift provides 50%. 

    • Microphone 1
  5. 1 hour ago, acknights said:

    Am I doing something wrong with a Elec/Energy build where I am running out of endurance very quickly? 

    Yes. 6-slotting Stamina with end mod is a waste. Slotting more than 3 of any single enhancement type has diminishing returns due to Enhancement Diversification. Slot end reduction in your attacks. You also need accuracy in your attacks, as missing uses endurance.

     

    https://homecoming.wiki/wiki/Enhancement_Diversification

    • Like 1
  6. Global recharge (including Hasten) doesn't affect proc chances, only recharge slotted in the power (or running Alpha Agility or Spiritual). A recharge of 16s or longer is generally the sweet spot for proc chances. I'm not a big fan of slotting lots of procs on a scrapper (although I will slot 1-2 in a power if I've already maxed out the damage). In order to make the procs effective you have to forego a lot of recharge and set bonuses. I find procs give more bang for the buck on ATs with lower damage scales. 

    • Like 1
  7. I've got an Illusion/Time with perma Phantom Army, Hasten and Chrono Shift. I don't recall what level I achieved that, but Chrono Shift isn't available until lvl 30. 

  8. Sentinel T9s have shorter recharge than the blaster versions (90s vs. 145s), which explains the larger difference in damage. Many of the sentinel T9s (including Blackstar) have 2 radii, with higher damage inside a 10 ft radius and lower damage between 10 ft and 20 ft.

  9. 1 hour ago, Videra said:

    Chain Lightning's Chance To Do Nothing: This power is uniquely bad because it's the only AOE in the game with a minimum 5% chance to do nothing, because if it doesn't hit the primary target - it hits nothing

    Not disagreeing that this happens, but it's not the only power in the game that has this problem. Among the others: Martial Assault/Trick Shot, Electric Control/Synaptic Overload and Electric Control/Jolting Chain. The latter two use pseudo pets and it still happens.

    • Thumbs Up 2
  10. 14 minutes ago, evetsleep said:

    Right.  Maybe it's the way it was worded but I thought you were saying that defense sets have various levels of defense debuff resistance and that resistance sets do not (resistance debuff resistance).  Guess it depends how you read it :).  That said there are exceptions.  Pretty sure /inv has defense debuff resistance.

    Invulnerability is a hybrid resist/defense set. While it has high levels of S/L resistance, its resistance to other damage types is moderate at best and it relies on defense from Invincibility and Tough Hide. It originally had no DDR, with 50% added to the set in Issue 13. It currently has higher DDR than Ice or Stone, both of which are defense sets. 

     

    Bio*, Dark, Electric, Fire, Radiation and Regen have no DDR and building these sets for soft-capped defense is a waste. Willpower has a nominal amount (17.3%) that doesn't do much. 

     

    *I'm surprised that most versions of Bio don't have any DDR (the sentinel version does), since it relies on defense for its F/C/E/N protection.

  11. 33 minutes ago, PhotriusPyrelus said:

    Unless fighting only a single target, I spend a lot of time making sure my debuffs are actually effective.  With sufficient recharge reduction, Neutrino Bolt alone becomes its own 'attack chain'.  I mean in the two builds Linea shared on the other thread, it had a mere half-second CD.

     

    Neutrino Bolt can absolutely be spammed endlessly (unenhanced it has a 1.5s recharge), but it's very low damage. Proton Volley and Cosmic Burst have roughly double the DPA and 3x the defense debuff, plus Cosmic Burst has a mag 3 stun. I don't recommend skipping them.

    • Like 1
  12. 5 hours ago, One IV All said:

    I was ALSO looking at a Shield/Fiery Melee tanker. How do you think Shield/Fiery would stack up to Shield/BS?

    You lose the +def of Parry (which you don't need with Shield) and gain more AoE and a less resisted damage type. Tank Fiery Melee is all about the AoE - it has 2 PBAoEs plus a cone, and with tanks' radius and target cap buffs, stuff just melts. If you skip Scorch, it's lacking in ST damage until Incinerate and Greater Fire Sword come along.

    • Thanks 1
  13. 9 hours ago, PhotriusPyrelus said:

    is it just me, or is Rune of Protection *obnoxiously* overpowered?  25% res all, and practical CC immunity for a full minute on only a 3 minute CD (low enough to pretty easily get 100% up-time)?

    100% uptime is impossible as the 3 minute recharge can't be changed. The recharge of RoP can't be enhanced and is unaffected by global recharge.

     

    9 hours ago, PhotriusPyrelus said:

    I'm not sure if I really need Proton Volley or Cosmic Burst.  I have nothing against them, but I don't see much need for them.  I'm more interested in doing debuffing than in DPSing. 

    You do you, but I'm not sure how you envision occupying your time. Rad Em has 3 debuffs - 2 of them are toggles and the other has a 90s recharge. Presumably you would be blasting? Neutrino Bolt, Irradiate and Neutron Bomb is hardly an attack chain. 

     

    9 hours ago, PhotriusPyrelus said:

    Unless it's a stupid idea*, I'd like Irradiate and Neutron Bomb to be slotted for defense debuff to make large mobs all the more easy to hit for the team (and for EM Pulse and Atomic Blast).

    All of Rad Blast's powers debuff defense and the debuffs stack. There's really no reason to enhance the debuff as it just becomes overkill. The attraction of blast sets that debuff defense is that they accept a large number of procs.

     

    9 hours ago, PhotriusPyrelus said:

    Choking Cloud with lots of hold duration so it gets off many pulses during its duration to keep Minions and Lts locked-down once they're in it.  Mids says it activates every 5 seconds, City of Data seems to suggest it's every 2 seconds.  Either way, about 10 seconds of hold duration should work.

    Always rely on City of Data over Mid's. The most efficient slotting for Choking Cloud is 3 end/hold enhancements (from 3 different Hold sets). 

     

    9 hours ago, PhotriusPyrelus said:

    how do enhancement slots work with exemplaring?  Respeccing doesn't really make it clear there is actually a level attached to the enhancement slots and in fact, you can 6-slot your level 49 power with a respec, when you can only get 4 in it via natural level-up.  But on the other hand, I did a very low-level exemplar the other day and even though I have 6 slots with 5 rechargers in Accelerate Metabolism, it had its full 7 minute cooldown.

    You keep all your slots when exemplared but your enhancements become less effective. 

    https://homecoming.wiki/wiki/Exemplar_Effects_on_Enhancements

  14. The amount of defense Stealth provides varies by AT. On a defender or tank it provides 2.5% that doesn't suppress plus 10.0% that suppresses. On a blaster or sentinel it provides 1.75% that doesn't suppress plus 7.0% that suppresses. The other ATs fall in between. The unsuppressed defense is exactly the same as that provided by Combat Jumping or Hover. The portion that suppresses is 80% of the total.

    • Thanks 1
  15. I split Vigilant Assault into two groups of 3 pieces in order to double up on the recharge bonus. I put one of the groups of 3 (but not the proc) into Storm Cell. I put the full Defender's Bastion set into Chain Lightning. 

  16. Other than needing to dismiss your pets at certain points in order to get particular badges, controllers do fine on Incarnate Trials. Incarnate Trials aren't that hard if you know what you're doing and controls are effective during most of them (other than the AV fights).

     

    I'm not a big player of hard-modes, so I have limited experience running controllers through that content. There's a lot more mezz resistance/protection, so controllers will be leaning more on their secondaries (unless they're Illusion). 

    • Like 1
×
×
  • Create New...