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Uun

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Everything posted by Uun

  1. You're thinking of Entropic Aura (scrappers/brutes), which is a taunt aura and provides a recharge buff from/debuff to each foe in range. Entropy Shield (sentinels/stalkers) has a flat recharge buff and doesn't target or effect foes at all.
  2. Keep in mind that AVs heavily resist -regen, so 50% becomes 7%.
  3. Comparing the T4 boss pets, Polar Lights has 4 attacks while Robotic Drones has 3, and the recharge of the more damaging ST attack is 5s vs. 8s. Overall, Polar Lights has higher DPS (both ST and AoE). On the flip side, the secondary effect of Polar Lights is -def while Robotic Drones is -regen, but I don't think this moves the needle in Drones favor. Polar Robotic ST 300.7 347.0 ST 379.4 379.4 Cone 231.3 247.5 AoE 208.2 https://cod.uberguy.net/html/entity.html?entity=incarnatepets_lore_lights_boss_buff https://cod.uberguy.net/html/entity.html?entity=incarnatepets_lore_drones_boss_buff
  4. In Provost Marchand's arc, the New Praetorians join you as allies in several missions. Originally, if they were defeated they were gone from the mission permanently. At some point this was changed and they now take several minutes to recover and then rejoin you.
  5. Uun

    Regen Tank

    Rad Armor also has +regen (from Gamma Boost and Particle Shielding).
  6. The DoT and the +dmg buff stack, the -regen does not. https://cod.uberguy.net/html/power.html?power=sentinel_ranged.beam_rifle.disintegrate&at=sentinel
  7. Uun

    Ice/Poison

    I haven't tried this combo, but I happen to like both Ice and Poison. Ice was buffed in i27p4 (since that build was posted), however, Ice is still one of the worst control set in terms of damage. I prefer it on a dominator since you get damage from your secondary (plus Arctic Air and Cold Snap benefit from Domination). You only need to take 4 powers from Poison, so you have a lot of flexibility to add pool powers. I would drop Psi Mastery and World of Confusion and switch to an epic that adds some damage (i.e., Fire or Earth).
  8. Semantics aside, what powers are you looking for in an Energy Mastery set that aren't already in Force Mastery? Blaster epics typically combine 3 powers from a control or support set with 2 powers from an armor set. While there are fire, ice, electric and dark control and/or support sets, there are no energy control sets and the only energy support set (other than Force Field) is Kinetics. I suppose you could combine Siphon Power, Siphon Speed and Repel from Kinetics and Kinetic Shield and Overload from Energy Aura, but it doesn't strike me as an appealing set. (Don't suggest Fulcrum Shift. It's not going to happen.)
  9. Suggest you repost to the Bugs forum (including your video and screenshots).
  10. You're referring to the occasional variance between 4,047 and 3,923 for minions and between 8,094 and 7,963 for lieutenants? That's a pretty small variance (2-3%) and it clearly doesn't occur with every mob. Not sure what the cause is and it may not be due to Carrion Creepers. Again, it didn't occur on my run.
  11. Uun

    DP/TM

    I've never taken Corrosive Vial so I can't speak to that, but Distortion Field is primarily a slow, not a hold. Distortion Field is a location AoE with a 45s duration. The -speed/-jump/-recharge is autohit for the entire duration, but the hold has a 2% chance to occur every 1s. Slotting with Unbreakable Constraint would be a waste (other than the set bonuses). Distortion Field works fine with 1 slow or recharge IO in the base slot (or 2 slots with one of each). It does accept %dmg procs, but the results aren't great.
  12. Soul Mastery is one of the two Epics that you almost have to take with Time because it has Power Boost (the other is Energy for Power Build Up). Among other things, Power Boost provides an almost 80% buff to the defense and tohit in Farsight for its full duration, making it very easy to soft cap your defenses. Storm Blast works differently from most blast sets due to the mechanics of Storm Cell and Cat 5. I find it a lot of fun but others dislike it. I suggest creating one at lvl 50 on the test server and trying it out (you can slot all the enhancements for free).
  13. I don't think this includes the AR changes.
  14. I just tested on my Plant/Martial and was unable to replicate your experience. Level 50 tip mission vs. Longbow set to +3/x4 (with a +1 level shift). I got the same xp regardless of whether I was using Carrion Creepers or not (I didn't use Seeds of Confusion at all). The only difference in xp was due to mob level, i.e., lvl 54 mobs gave more xp than lvl 53 mobs. Are you sure that you were fighting the same level mobs in all groups?
  15. I always go T4. I was just using T3 as examples.
  16. Interesting idea. There are 2 badges in the Dark Astoria arcs that award based on multiple rescues across several missions in different arcs (Buddy Cop and Incarnate Rival).
  17. Gang War has a 120s duration and a 600s recharge. Assuming 95% recharge slotted in the power, 70% from Hasten and 50% from Chrono Shift, you would need another 185% from buffs and set bonuses.
  18. If Carrion Creepers defeats an enemy that has taken partial damage from a confused foe, the xp will be reduced (just as if you defeated the same enemy). If there's no confusion in play, CC damage should get you full xp. I suggest you test this out without using Seeds of Confusion at the same time. https://homecoming.wiki/wiki/Confuse_(Status_Effect)
  19. None of Clarion's mezz protection is perma. The duration and radius of the AoE varies depending on what tier you've got and what subbranch you've taken. For example, Total Core Invocation (T3) has a 90s duration and a 60 ft radius while Partial Core Invocation (T3) has a 120s duration and a 30 ft radius. The strength of the protection is strongest for the first quarter of the duration, drops for the second quarter and drops again for the last half. The only mezz resistance Clarion provides is to repel and taunt. https://homecoming.wiki/wiki/Destiny_Slot_Abilities#Clarion https://cod.uberguy.net/html/power.html?power=incarnate.destiny.clarion_partial_core_invocation&at=corruptor That said, if your secondary is /Time I strongly recommend that you go Radial instead of Core. While the duration is shorter, Clarion Radial includes a secondary effect boost that buffs the defense and tohit buff from Farsight (and stacks with the boost from Power Boost).
  20. The issue with several of the missions in which you rescue a NPC that becomes an ally, is that they become targetable before they are rescued. In addition to Lady Grey in Serpent Drummer's arc, the mission in which you rescue the Nemesis Defector in Dark Watcher's arc has the same problem. You need to pull the captors away from the hostage before you start fighting them, otherwise the hostage will die in the AoE.
  21. Biggest issue is that you didn't take Soul Mastery (for Power Boost) or Energy Mastery (for Power Build Up). This is essential for /Time so that you can use boost Farsight. This will easily soft cap your defenses. If you take Clarion Radial for your Destiny, you can double boost Farsight. I typically fire Chrono Shift at the same time as Farsight, so they both get boosted. Assuming you go with Soul Mastery, replace Dark Consumption and Spirit Drain with Power Boost and Soul Drain. With Power Boosted Farsight, you can skip Tough, Weave and Tactics. Definitely pick up Time's Juncture. Slowed Response needs more slots - acc and rech or an Accurate Defense Debuff set. Slot Distortion Field for slow, not hold. The hold has a very small chance to occur and isn't worth slotting for. It's also auto hit and doesn't require accuracy. Drop Acrobatics. KB IOs should be sufficient. I'm attaching the current build for my Fire/Time/Soul for comparison. Uunreal - Corruptor (Fire Blast).mbd
  22. Uun

    DP/Poison

    This makes me sad. No, Weaken doesn't increase your damage, but it sure neuters the target.
  23. I don't think the game engine can do this.
  24. Aside from juicy set bonuses, what purple sets provide is 25% higher enhancement values. For example, a Hecatomb damage/recharge provides 33.127% enhancement to each of these attributes as compared to 26.5% for a standard lvl 50 enhancement. All the existing purple sets enhance four attributes - accuracy, damage, recharge and endurance for attack sets (damage is replaced with confuse, hold, immobilize, sleep or stun for the mezz sets). The problem with creating purple sets for resistance or defense is that there are only three attributes to enhance (because accuracy isn't required). Following the standard template for 5 enhancement pieces in a defense/resist set (excluding the proc) and multiplying the values by 1.25x, you end up with 87.65% defense/resist (vs. ED max of 56%) and 92.70% recharge and endurance. These values far exceed what anyone would need. For the same reason that most people only slot 4 pieces (plus the proc) of existing purple sets, you would only need to slot 3 pieces (plus the proc) for a hypothetical resist/defense purple set. If it is decided to move ahead with this, my recommendation would be to limit the sets to 4 pieces instead of 6.
  25. An interesting way this could work would be to summon a hologram of yourself at a targeted location. It would taunt foes and/or have a taunt aura. It would be targetable but wouldn't take damage, and would disappear after 5-10s. Targeted AoE confuse that doesn't effect the target? Not sure how you get them to attack the target and not each other.
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