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Everything posted by Uun
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Poison only has 4 must-take powers (Envenom, Weaken, Poison Trap and Venomous Gas). The rest are optional, skippable or can be used as mules. This gives you a lot of build flexibility. Poison is best played in melee range. As a result, avoid pairing it with blast sets with lots of cones. PBAoEs and ranged AoEs are your friends. (I ignored my own advice and have a Poison/Sonic defender, but I wanted to maximize the -res. I've also got an Illusion/Poison controller.)
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Bio has a big absorb shield that other resist sets don't, plus a heal and a bunch of +regen. I consider it to be a top tier sentinel secondary. Stone is typed defense for S/L/E/N/P and resist for F/C/T. It layers in a +hp/heal, a small amount of +regen and a damage buff. SR is positional defense only, plus an absorb shield if you take Master Brawler instead of Practiced Brawler. Both are very solid.
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The primary issue with WP is its lack of debuff protection. It only has 32% -regen resistance, 22% defense debuff resistance and no resistance to end drain and -recovery at all. This is problematic as the set relies heavily on regen and on defense for F/C/E/N damage. Despite having Quick Recovery, you will get end drained and toggle dropped fighting foes like Arachnos, Carnies and Malta. It also has very little protection against toxic damage, but you can patch that via set bonuses. WP is a set that can chug along at 100% health against many foes but has big problems with a few. Staff is an OK set for AoE damage but lags in ST damage. It does provide a melee/lethal defense buff with Guarded Spin, but its KD/CC is pretty limited. Stone offers quite a bit of KD/CC, but its AoE damage isn't great. You would be better served with Battle Axe or War Mace, both of which offer a ton of mitigation as well as solid ST and AoE damage. Alternatively, Rad Melee provides both a heal and a damage aura.
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When Immunes Surgeons are confused, the purple dots appear over their head, but they continue to heal their allies. This occurs whether or not Shout of Command has been used. Edit: this applies only to their Heal Other power. Their Healing Aura power will heal me.
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You can still get Soul Drain in Soul Mastery, although it has a 240s recharge and 30s duration so not possible to perma.
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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.
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I've still got the art collection, a Statesman Heroclix, 2 CoH DVDs and a CoV DVD.
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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..
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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.
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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.
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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.
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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.
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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%.
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Can taking another power upgrade another power? (traps)
Uun replied to kelika2's topic in Suggestions & Feedback
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. -
Can taking another power upgrade another power? (traps)
Uun replied to kelika2's topic in Suggestions & Feedback
Valid. In that case, Triage Beacon should have its recharge lowered significantly (i.e., to 90s). -
Can taking another power upgrade another power? (traps)
Uun replied to kelika2's topic in Suggestions & Feedback
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. -
Can taking another power upgrade another power? (traps)
Uun replied to kelika2's topic in Suggestions & Feedback
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. -
Largely stated above, but explained at length here: https://homecoming.wiki/wiki/Exemplar_Effects_on_Enhancements
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rework A Brutal Conundrum for Brutes + Solutions
Uun replied to LightMaster's topic in Suggestions & Feedback
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. -
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.
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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.
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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.)
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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).