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Everything posted by Uun
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If you keep this up, I'm going to have to cut you off.
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You are correct, I should have checked it. Gash and Beheader swapped names and animations in i12 (2008). https://homecoming.wiki/wiki/Patch_Notes/2008-05-20 https://homecoming.wiki/wiki/Patch_Notes/2008-05-28
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Not sure how this build was working for you before the patch. You've got virtually no accuracy slotted. You've got Tactics, but it's also unslotted (except for the %bu proc). Against +3s, almost all your attacks have a 66% chance to hit (with Tactics running). All procs require a successful hit in order to fire. Just about every power should get at least 1 acc IO. Skip Alkaloid (you're no longer required to take the T1 in your secondary). Roots has a base recharge of 8s and isn't a great choice for procs. Seeds of Confusion now has Adaptive Recharge with a base recharge of 6s and is no longer a good candidate for procs. Recommend 5-6x Contagious Confusion. Maneuvers and Weave are overslotted. Tactics requires end reduction (the power needs to be active for the proc to fire) as well as +tohit. Recommend 2 Cytos. Carrion Creepers has greatly reduced proc potential. I'm currently running 5x Bombardment. I've heard that Slow procs still work but have yet to try it. Spirit Tree is primarily useful for its taunt aura, not its regen buff. Doesn't need more than the base slot. Slot Venomous Gas with 2 Enzymes.
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If you're picking up the 8 badges in Atlas, here's a quick way to pick up the additional 2: Enter the Vanguard base and go through the portal into RWZ. The Vanguard Operative badge is next to Borea. Take the TUNNEL system (under the tram) to Firebase Zulu. The Dimensional Sojourner badge is in the middle of the platform with the portals to the other Shadow Shard zones.
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Suggest correcting -Res values in Dominator Sonic Assault
Uun replied to Shin Magmus's topic in Suggestions & Feedback
There are several powers that were revamped for blast sets but left unchanged for dominators. Voltaic Sentinel comes to mind immediately, but I'm sure there are others. -
When I'm running Genetic Contamination on my /Bio brute, any nearby debris (robot/armor parts from defeated foes, leaves, etc.) will start swirling around me, similar to Singularity. If I turn off the power, it will settle to the ground, but it will resume if I turn the power back on. There's nothing in the power description that would seem to justify this behavior. You're capable of breaking down the genetic material of your foes with a powerful toxin that is produced by your Bio Armor. Nearby foes affected by this poison will suffer toxic damage over time as well as dealing reduced damage. While Defensive Adaptation is active this power's damage debuff is increased in effectiveness.
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Increase Drop Rate for Interrupt Reduction Enhancements?
Uun replied to CraterLabs's topic in Suggestions & Feedback
There's a (very) short list of NPC powers that can actually be interrupted. Rikti Communication Officers summoning portals. CoT mages blowing themselves up. Some of the ally rez powers. -
Before the rework of Battle Axe in i27p5, Gash was the T1, Chop was the T2 and Beheader was the T4.
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Storm Blast/Storm Summoning Need Rework
Uun replied to Derrikurama's topic in Suggestions & Feedback
This is very hard to follow, as your comments go back and forth between the sets. Storm Blast and Storm Summoning should be discussed separately. STORM BLAST This is exactly what it does now. "Moderately increases the chance for Storm Blast powers to summon high winds and lightning from your Storm Cell and Category Five while active." Agreed as to faster movement, but a hard no from me on changing what Storm Cell does. Not going to happen. Freezing Rain is one of the most powerful debuffs in the game. They're not going to copy its abilities into a blast set. All the blast set T9s are stationary. Cat 5 absolutely does summon lightning strikes when used in conjunction with Storm Cell. STORM SUMMONING Variants of this have been suggested numerous times since launch. I think it's safe to say this isn't going to happen. Storm Summoning doesn't need another damaging power. The T4 Monsoon pet is untouchable with no offensive powers and only one of the T3 Monsoon pets has any attack powers. I agree that Thunder Clap is a crap power, but range isn't one of its issues. It's a 25 ft radius PBAoE. The issues are its accuracy penalty and that it's only mag 2. If Lightning Storm were mobile, we would lose the ability to summon multiples. Hard no from me. -
How much does Offensive Adaptation (Bio-Armor) hurt your defenses?
Uun replied to Story Archer's topic in Scrapper
It's complicated. While the resistance penalty is -7.5%, the penalty is resisted by your resistance to each damage type. Using my /Bio brute for example, you can see that the penalty to S/L is slight, but the penalty to F/C/E/N/P is greater. There's also a resistance bonus while in Defensive mode. Despite what the description says, there is no defense penalty while in Offensive mode, although there is a defense bonus while in Defensive mode. -
If you're going to skip anything from Time I would skip Temporal Selection. It's a ST buff that's pretty underwhelming and you can only maintain it on 2-3 allies. While Time Crawl is also underwhelming, it's your primary source of -regen and it doesn't require any slots. It also increases the strength of Time's Juncture, Distortion Field, Time Stop and Slowed Response. You're going to want Energy Mastery for your Epic in order to get Power Boost (to combine with Farsight).
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The tanker cone change feels terrible, please revert!
Uun replied to nyttyn's topic in Suggestions & Feedback
I don't disagree, however the initial version of the patch moving the radius/range buffs from Gauntlet to the cone powers resulted in 20%+ reductions to the base damage of those powers (before the nerf to over-cap damage). -
The tanker cone change feels terrible, please revert!
Uun replied to nyttyn's topic in Suggestions & Feedback
Page 2 has been on the beta server for 3 weeks. The focused feedback thread on the tanker changes is 20 pages long. Based on player feedback, there were significant modifications to the first iteration and the final version reverted many of the initial nerfs. The cones now have the same dimensions as those attacks do on other ATs. -
I almost never slot accuracy in Freezing Rain (or Sleet). While it isn't autohit or have an acc bonus, it has a massive defense debuff that ticks every 0.2s. Only one tick needs to hit and the debuffs last 30s (the pseudo pet only has a 15s duration).
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If Lightning Storm were mobile, they would take away the ability to summon multiples. No thank you.
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Focused Feedback: Tanker - Archetype Inherent Changes
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Combustion didn’t have its radius increased. It was 15 feet before the gauntlet buffs. -
I only have the AoE immobilize, but don't remember if I was using it.
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Focused Feedback: Tanker - Archetype Inherent Changes
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Here are updates to several of the Trapdoor runs I did last week based on today's patch. Live Beta Build 6 Beta RC2 Fire/Fire tank 11:15 10:07 9:11 SR/Staff tank 13:14 14:20 12:14 -
Running the 3-mission mini-arc from Neal Kendrick for the Corrupter badge through Ouro. Character is exemped to lvl 34. When mission is set at +1, spawns are lvl 36/37. When set at +0, spawns are lvl 35/36.
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I like to get the Coldhearted/Coldblooded badge for the Demonic accolade. I had a couple of characters that needed another 50 or so Hellfrosts, so as a change of pace to street hunting, I decided to run Cadao Kestrel's Envoy of Shadows story arc. I set it to +1/x4 so it would be relatively speedy but Hellfrosts would also spawn. If you're not aware, you have to face the Envoy of Shadow 3x in the arc (I had AVs turned off). First time through was on my Ice/Savage dominator. Even on a fully tricked out lvl 50 with permadom, the Envoy kicked my ass several times. Among the issues is that he's got an autohit damage aura plus his Greater Fire Sword hits for more than my hit points (even with all the accolades). Staying out of melee range is a must, which is tricky in caves or Oranbega maps, and eliminated melee attacks from my attack chain. Keeping him mezzed is difficult even with Domination due to the PTOD and Jack Frost died immediately every time I summoned him. I popped purples and oranges and eventually got it done, but I died multiple times during the first two encounters (none in the 3rd encounter, which is on an outdoor map). Then I ran the arc on my Elec/Bio sentinel. It was like night and day. I crushed the Envoy easily in all 3 encounters, never using inspirations or even needing my heal, and finished the arc in about 2 hours.
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It's fixed on the beta server Dark Mastery > Possess: Fixed a bug where the debuff applied to the caster instead of the target.