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Everything posted by Uun
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Actually, you would be better served posting in Mid's Discord. They don't really frequent these forums.
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FREEM! KB is resistible. It shows up in CoD as a 5% chance of mag 12, 13 or 14 KB on various Council powers. It's flagged to suppress KB for 10s and not to scale with enemy level, but it's not flagged to ignore resistance. Any armor set that includes KB resistance (anything except Dark, Fire and Electric) shouldn't be effected by it. In comparison, Sefu Tendaji (who you fight as an EB in Gaussian's arc) has Force Bolt with mag 18 KB thats flagged to ignore resistance. I was fighting him with rad armor (which has 10000% KB resistance) and still getting knocked.
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https://homecoming.wiki/wiki/Popmenu_(Slash_Command)
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I was guessing since the calendar has been disabled and I couldn't access the event. I knew it was a large number.
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It's not the Devs. Players create the Kronos "invasions". There's a weekly event on Torch (Saturday Night Synapse) that results in 40+ Babbages.
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I'm still waiting for Carp Melee.
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There have been no changes to how stealth or enemy perception works. There have been no buffs to enemy perception. HC has made changes to how stealth powers stack with each other. While these may require changes in slotting to achieve the same level of concealment, the effectiveness of stealth has not been nerfed.
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The only changes to Apex and Tin Mage since they were introduced was the removal of the -4 level shift for characters without Alpha unlocked/slotted. There have been no changes to the difficulty of any of the factions fought in either TF. The only attack that Malta has that does more than mag 4 kb is Director 11's Proximity Mine (which is mag 10.386), but I fail to see how anyone could be repeatedly kb'ed by them unless someone was intentionally setting them off. Most tank armor sets have a combination of mag 10 kb protection and 10000% kb resistance, making mag 10 protection sufficient in most circumstances. Electric has 15 mag kb protection (that only works near the ground) but no kb resistance. Dark and Fire have no kb protection or resistance and must obtain it outside their primary (this has been the case since launch). IMO, a Dark or Fire tank needs at least mag 12 kb protection. The only tank that should be kb'ed at all in Tin Mage would be a Fire or Dark with less than mag 10 kb protection.
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Clearly Incarnate Trials take longer to recruit than TFs/SFs due to the larger number of participants. Aside from that, the biggest variants are the population of the shard you're playing on and the popularity of the TF/SF. Recruiting on lower population shards takes longer than higher population ones. Filling an ITF or Penny Yin takes less time than a Synapse or Faathim.
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I would be in favor of adding additional branches/abilities you could take instead of the existing ones. Adding new branches/abilities you could take in addition to the existing ones would just add to power creep.
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I'm sorry you learned this the hard way, but it's been this way since launch. If you're defeated during the final mission of a TF, ask for a rez (or whatever inspiration you need to create one). Unless you have a discussion with the team and they agree to wait for you to go to hospital, chances are you will lose out on the completion bonus/badge/merits if you exit the mission.
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Just checked Mids. The sentinel version of Entropy Shield has the correct stats but the incorrect text. They copied the text for Entropic Aura.
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As long as you're not looking to stealth in, Burst of Speed can replace Combat Teleport (and use the same keybind).
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Reaction Time is the toggle sustain. It just happens to be combined with an PBAoE slow.
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A couple of considerations: During Incarnate content, your T1 henchmen will receive a +2 level shift and your T2 henchmen will receive a +1 level shift. This stacks with any level shifts you have from Alpha, Lore or Destiny. As a result, all you henchmen will be at your combat level during all Incarnate content. Tin Mage and Apex are technically TFs not Incarnate Trials. They're limited to a team of 8 and Lore and Destiny level shifts don't operate. All foes will be lvl 54 and you'll be limited to 50+1. As you progress through the trials, the AVs (and some bosses) have increasing level shifts: +2 in TPN, UG and MoM, +3 in DD and +5 in Magi. I don't recommend running TPN, UG, MoM or DD without at least a +1 level shift (+2 preferred for DD). You need to have Lore and Destiny unlocked to run Magi, but most leaders will want you to have at least a +2 level shift (+3 preferred).
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If you're not already aware, Geyser's base damage increases with each stack of Tidal Power. Since Tidal Forces also provides 3 stacks of Tidal Power, you're effectively getting an extra damage boost.
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War Mace has 3 powers with guaranteed knockdown/knockup: Jawbreaker, Shatter and Crowd Control (ignore that the power description says knockback). Of the remaining powers, the only one that can take Superior Avalanche is Whirling Mace. Assuming you skip Bash, you're left with Pulverize or Clobber to slot Overwhelming Force. Since Clobber has a guaranteed mag 3 stun, I'd slot it in Pulverize.
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You can also store inspirations in you email.
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Conserve Power was part of the Energy Manipulation set. It was renamed Energize in I24 and +regen and a heal were added to the endurance discount. In I24, all blaster secondaries were given a "sustain" power which provides an endurance discount or recovery buff, as well as +regen, absorption or heal over time. Because of this, blasters are the AT least in need of endurance help and there's little reason for endurance management tools in the Epic sets.
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Mids is wrong (they probably copied the stats for Entropic Aura). Neither Entropy Shield or Overload have any effect on enemies. Only Power Drain does. https://cod.uberguy.net/html/power.html?power=sentinel_defense.energy_aura.entropy_shield&at=sentinel https://cod.uberguy.net/html/power.html?power=sentinel_defense.energy_aura.overload&at=sentinel
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No, that's not one of the debuffs AV resist. https://homecoming.wiki/wiki/Archvillain_Resistance
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I believe it has, and this issue exists with most (if not all) self-rezzes.
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The only "backseating" I do is reminding people to find/rescue Officer Hopp and Madame Bellerose in the various Dark Astoria arcs as they are prerequisites to the Buddy Cop and Incarnate Rival badges.