-
Posts
4373 -
Joined
-
Last visited
-
Days Won
7
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Uun
-
Mind Over Body was introduced as part of Psychic/Psionic Mastery for defenders and controllers in Issue 3. Willpower wasn't introduced until Issue 11.
-
Dark Regen has a base recharge of 30s. I don't have Hasten on my DA tank, nor do I have hefty amounts of global recharge, but with 47% in recharge slotted my Dark Regen is up every 16s. I can count on one hand the number of times I've needed it sooner (and it's usually because I was debuffed and it missed). More important is slotting it for end reduction as well as slotting the Theft of Essence %end proc. I just leveled a BA/Bio brute, and even with Bio's end management tools, I found end usage to be problematic and often had to resort to using Efficient Adaptation. Dark Armor has no end management tools, so I expect BA/DA will be challenging end wise.
-
Appears to be Issue 5, which "featured" a Global Defense Decrease.
-
You're mixing sets. Physical Perfection is in Energy Mastery and doesn't belong in an Arsenal set. Mind Over Body is in Psi Mastery and is already available to controllers. Arsenal gets Body Armor (see blasters).
-
Dominators get Caltrops in Martial Assault and Thorntrops in Thorny Assault. Nope
-
The green lines are the drop ship routes. You only need to search for bombs near the green lines.
-
Not sure if you're talking about radio missions or story arcs. In story arcs, there are certain encounters that are scripted to have 3 or more bosses, 1 EB and 2 bosses, etc.
-
I no longer remember his name, but there was a Fire tank on Protector that used to lead STFs almost daily. Ran one with him just before the servers shut down.
-
Don't skip Power Boost. It's essential with Time. Using it before casting Farsight increases the defense it provides by 78% for the full 120s duration. It also increases the heal and recovery buff provided by Chrono Shift, so I usually cast the three together. Drop Soul Storm for Soul Drain. You don't have Aim in DP and Soul Drain will provide a big damage buff before using Hail of Bullets. Slowed Response is unslotted. At a minimum you want acc and rech. I usually 3-slot Analyze Weakness (the pieces with recharge). Time Crawl doesn't need more than 1 acc in the base slot. Drop Hover or Assault for Distortion Field. It doesn't need more than 1 slow in the base slot but it provides a good debuff that stacks with Time's Juncture.
-
I soloed it on a lvl 50 blaster. I didn't use lore pets, but I did use Barrier and Assault.
-
Did this for the first time today. Lots of fun. Highly recommend.
-
This no longer exists. /ignore and /gignore do the same thing and apply to both character level and global level.
-
Gravity Distortion Field has a 240s recharge while Poison Trap has a 90s recharge and can be used much more frequently. Duration is more complicated. GDF has a 14.9s hold. Poison Trap summons a pseudo-pet with a 30s duration. The pseudo-pet has has an initial 5.96s hold, then a 2% chance for a 5.96s hold every 1s. I don't agree on the set bonuses or the auras, but I'm not going to argue that. The point I was trying to make is that the actual enhancement values are different because Call to Arms caps at lvl 30. A full set of Call to Arms provides 60.9% acc, 77.47% dmg, 39.15% end red and 56.55% recharge. A full set of Expedient Reinforcement provides 73.78% acc, 91.78% dmg, 47.7% end red and 68.9% recharge. Most controller holds are mag 3 with a 20% chance of an additional mag 1. It takes mag 4 to hold a boss. When slotted in a mag 3 hold, the Lockdown proc increases the chance of holding a boss in one shot. It doesn't really add anything to a mag 4 hold since it can already do that. Most AVs have the purple triangles, which gives them mag 50 mez protection while the triangles are up and boss level mez protection while the triangles are down. In practice, you can only hold an AV when the triangles are down, in which case boss mechanics apply. https://homecoming.wiki/wiki/Purple_Triangles
-
Storm Kick (Scrapper) vs. Storm Kick (Blaster)
Uun replied to mispellled's topic in Suggestions & Feedback
Blaster Storm Kick is targeted with 100% chance of knockdown. Dominator Spinning Kick is a non-targeted cone with 60% chance of knockdown. Brute and Tanker Storm Kick get a 10s defense buff. All the sets have Dragon's Tail (the PBAoE) with a 75% chance of knockdown, although the radius varies. -
I may be in the minority, but I happen to like Shoal Rush. The slow stacks with Tide Pool and it activates the Tide Pool Frenzy. You can also throw an Achilles' Heel proc in it. I've done some experimenting with Brine and strongly endorse adding slots (I slot 5x Touch of the Nictus). While the -res doesn't stack, the -hp does. When used in range of Shifting Tides, the recharge is cut dramatically and you can spam the heck out of it. I pretty much only use it on hard targets, but it really shreds AVs (which have no resistance to hp debuffs). I tried the Gaussian %bu proc in Shifting Tides and found it didn't fire much. I've currently got it 3-slotted with dmg/end HOs (the endurance cost is significant).
-
Don't skip Poison Trap. It's arguably the best power in the set and one of the most potent regen debuffs in the game. It's also a very good AoE hold (far better than Gravity Distortion Field) and a potent source of damage when slotted with %dmg procs. Trip Mine isn't to everybody's taste and it's slow on teams, but it's one of the main reasons to pair Gravity and Traps (so you can Wormhole foes onto Trip Mines). You skip Crushing Field, greatly limiting your sources of AoE containment. Crushing Field is also a very useful follow up to Wormhole to stop the stunned foes from wandering. Triage Beacon is trash. Skip it. I assume you're going for the set bonuses, but Acid Mortar doesn't need 6 slots. You would be also better served with Analyze Weakness (which caps at lvl 50 instead of lvl 30) and to focus more on recharge. Note, %dmg procs don't work in Acid Mortar. Slot Teleport Target with acc not recharge (accuracy is required if you want to TP foes). Slot Singularity with Expedient Reinforcement instead of Call to Arms (caps at lvl 50 instead of lvl 30). I wouldn't bother slotting Seeker Drones for stun. The stun only has a 25% chance to fire and only effects minions. Not sure what you're going for, but slot Temporal Bomb for damage, not end mod. Fissure doesn't do knockback and kb>kd isn't required. Miracle +recovery needs to be in an active power and won't work in Vengeance (except when you click it). Slot LOTG +rech instead. Slot Seismic Smash for damage, not hold. The +2 mag proc is pointless, as it's mag 4 out of the box.
-
Storm Kick (Scrapper) vs. Storm Kick (Blaster)
Uun replied to mispellled's topic in Suggestions & Feedback
If I'm not mistaken, blaster Storm Kick uses the same animation as dominator Spinning Kick (which is a non-targeted cone). That said, this is my favorite part of the blaster version: -
If you're going to run Tactics all the time, I would add slots for a tohit/end and possibly a tohit/end/rech. If you're going to slot heal enhancements, it's better to put them in Health than Physical Perfection (which has twice the +regen). The more hit points you have, the more you regenerate. You could also slot a Panacea +health/end in either one. The Regenerative Tissue proc in Aid Other isn't doing anything for you - it needs to be slotted in an active power. You could easily drop 1-2 slots from Stamina (or switch one to a Power Transfer +health proc). Hasten is less about reducing BU's recharge and more about speeding up the recharge on your attacks. You've got a ton of recharge slotted in your attacks already, plus you've got Agility, so it's probably not noticeable.
-
Active Defense is your primary form of mezz protection (including kb protection) and should be put on auto. It also provides a big chunk of your defense debuff resistance (DDR). Skipping it is a huge mistake. While OWTS also provides mezz protection, it has a 120s duration and a 360s recharge that can't be enhanced. It's much more skippable than Active Defense. Battle Agility and Maneuvers each need only 3 slots each. The set bonuses really aren't worth the extra slots. In Deflection, swap the Aegis res/end/rech and psi resist pieces for Reactive Defenses def/end and def/rech. True Grit should also be slotted for healing for the hp boost. If you intend to run Tactics, you need to slot end reduction. The %bu proc won't work in an inactive power. The base defense in Phalanx Fighting can't be enhanced (only the additional defense from allies). Grant Cover only effects your teammates, not you. Typically it's just 1 slotted with a LOTG +rech. The Karma -kb IOs in Phalanx Fighting and Vengeance aren't needed as you should be getting your kb protection from Active Defense. Drop Victory Rush and Assault. You would get a lot more mileage taking Tough/Weave than Aid Self. Even with Agility active, you're well short of soft capping your defenses (particularly ranged). Consider 6-slotting Mako's Bite in Hack and/or Disembowel for the ranged defense bonus. Shield Charge is a fantastic power and shouldn't be skipped. Slotting HOs in Rest and Swift is pointless. I'm attaching my Broadsword/Shield build for comparison. Uunicycle - Scrapper (Broad Sword).mbd
-
For the most part, IO set bonuses and globals don't effect henchmen. The exceptions are the specific pet-focused defense/resist auras in the Pet Damage, Recharge Intensive Pet and Mastermind ATO sets. There are also some limited options to slot buff sets directly in the henchman powers (or in the upgrade powers, but not for Thugs). For example, you could slot a Kismet +tohit IO in Enforcers. This will effect your Enforcers, but not your Punks or Bruiser. If you want to increase overall accuracy for your henchmen, take Tactics.
-
Putting people on ignore in game doesn't punish them in any way. You're not depriving them of any rights (other than the ability to join teams you lead). It's a tool to preserve your own sanity. While I certainly use it for offensive conduct, I use in-game ignore for lots of mostly trivial stuff. Spam LFG channel for a farm every 30s? You're on ignore. Behave badly on a team? You're on ignore. I just checked and I have 26 people on my in-game ignore list. The pool of players is large enough that I don't think this limits my gaming experience in any way. I can't think of a reason why I would want ignore to be temporary, but I have no objection to adding the option.
-
Shatter Blaster: 5x Decimation (no procs) Defender: 3x Thunderstrike, Touch of Lady Grey, Shield Breaker and Achilles' Heel procs Rock Shards Blaster: acc/dmg HO, Javelin Volley, Shield Breaker, Annihilation, Bombardment and Positron's Blast procs Defender: 3x Positron's Blast (1 proc), Touch of Lady Grey, Shield Breaker and Bombardment procs Entomb Blaster: 6x Superior Defiant Barrage (1 proc) Defender: 3x Superior Vigilant Assault (1 proc), Touch of Lady Grey, Shield Breaker and Achilles' Heel procs Upthrust Blaster: 6x Superior Blaster's Wrath (1 proc) Defender: 3x Positron's Blast (1 proc), Touch of Lady Grey, Shield Breaker and Bombardment procs Tombstone Blaster/Defender: 6x Sting of the Manticore (1 proc) Stalagmite Blaster: 5x Devastation (no procs) Defender: 6x Defender's Bastion (1 proc) Meteor Blaster: 5x Bombardment (1 proc), Sudden Acceleration kb>kd Defender: 3x Superior Vigilant Assault (no procs), 2x Bombardment (1 proc), Sudden Acceleration kb>kd
-
Here's what I'm currently running. This predates the changes to Telekinesis (I haven't respeced yet to add Levitate). Uunknown - Dominator (Mind Control).mbd
-
Here's what I'm currently running. Uunferno - Tanker (Fiery Aura).mbd