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Uun

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Everything posted by Uun

  1. I don't know what you're talking about. It's definitely a real arc and the missions don't repeat. Piecemeal Issue 27 Finale 'A Second Chance At A First Impression' - Issue 27 Finale: Personal Story, Piecemeal A strange, archaic and outdated device in the Rikti War Zone has been asking for you by name. If you are ready, you will step into the shoes of Paragon City's newest and most notorious villain as she comes face-to-face with a situation that (for once) she cannot handle. The amount of humble pie she consumes as a result has yet to be accurately calculated. A new take on the Personal Story, you and your teammates will be forced to assume to the identity of Piecemeal as you navigate a reconstructed simulation of her experience trying to circumvent the protocols in the Paragon City teleport grid - an event that sends her from one place to another uncontrollably before placing you in the heart of a burgeoning apocalypse. Carefully reconstructed from her 360-degree sensor tech and optical recordings by her M.C. of Information, Bile, you will engage in a bit of banter before witnessing the horror hands-on in this Abomination Simulation. Enjoy some of the canonical reasons for notorious changes, and a heaping bathtub full of foreshadowing! This Personal Story can be played together with a full team of 8 players! CONTACT: Pay Phone Accessing this story arc requires having completing Doc Buzzsaw's newest arc. LOCATION: Rikti War Zone, /thumbtack 3230.6 0.1 -513.9 ALIGNMENT / LEVEL: Any - Level 50 OUROBOROS / ARC: Hero of the City / Made - 27.95
  2. Hardened Carapace is your S/L resist armor. While it's a fine place to slot the uniques, it also needs to be slotted for resist and end red. Slot Inexhaustible with 1-2 heal IOs. Not only do they increase the +regen, they also increase the +hp buff. Add a def piece to Environmental Adaptation and change the def/rech piece to def/end. Reduce Aim to 2-3 slots. While the 6-piece bonus is good, you need the slots elsewhere. I'm inclined to 6-slot Atomic Blast with a Melee AoE set like Obliteration so it can be used more often. Add slots to Parasitic Leech. It's a very good T9 and provides a massive buff. Slotting Evasive Maneuvers for defense is a waste. All the defense suppresses in combat. Redeploy the slots elsewhere. If you intend to run Tactics, it needs end red. Take the slots out of Brawl. There are several good melee attacks available in the Epic pools. Drop Assault and take one.
  3. The only new contact I'm aware of is Pay Phone. https://homecoming.wiki/wiki/Pay_Phone
  4. I'm not aware of any toggle in the game that stops using endurance while it's suppressed. That said, not all of Stealth's defense suppresses in combat. If it's still providing defense, it should continue to use endurance. Infiltration should be treated the same way that other travel powers are. Infiltration, Super Speed, Fly, Super Jump, etc. all suppress their movement buffs while in combat (and all have the exact same endurance cost). If you want the convenience of not having to toggle the power on and off, you have to pay the endurance tax.
  5. What if they kept the current heal strength for the first target but reduced it for additional targets? For example (using tank numbers), 562 non-stacking plus 281 stacking. This would still get you pretty close to the tank hp cap unenhanced with 10 targets. I'm not sure how you equate the changes to Burn with Fire Armor being gutted. Every other change made to the set in p5 was a buff. I'm very happy with how the set currently plays. Fiery Aura Rise of the Phoenix (now Phoenix Rising) Renamed Phoenix Rising. This power can now be used when alive. The effects of this power (damage, healing, endurance) will be stronger the closer the user is to death. The player power can't be used if the player has more than 75% health. The power will only make the player invulnerable and grant XP protection if the power is used after death. Damage increased when used while dead, relative to Live. Burn This power should no longer summon multiple burn patches. This power should now hit 5 enemies instead of 4. Procs should no longer trigger multiple times per target when using this power. Burn Flames should now inherit the power Accuracy enhancements. Burn Flames now inherit AT classes, caps, and modifiers. While under the effect of Fiery Embrace, Burn will spawn a second burn patch for 4.5 seconds Consume Power now grants a small Max HP buff even if no targets are available or hit. Power no longer needs a target to grant End Drain protection. (+End still requires targets) Power is now auto-hit. Damage still requires a to-hit check. This power now takes Healing sets and enhancements. Temperature Protection This power now grants Mag 1 Knock protection in PvE. (This is strong enough to prevent most knockdowns and some weak knockback). This power now grants unenhanceable +regeneration. Healing Flames Cast Time lowered from 1.5 seconds to 0.73 seconds.
  6. I would suggest trying out Entangling Aura to see if you like it. It requires playing in melee range, which isn't for everyone. I took Char for my ST hold, but there are alternatives in several of the epics. They're all pretty similar.
  7. It's both. Rikti Drones and Nemesis buffed with Vengeance have ranged and melee defense, but no AoE defense. Any attack flagged as Area (which includes some but not all melee cones) should get through.
  8. In addition to the above, here are a few more suggestions. I've also attached the build for my Nature/Seismic defender. Keep in mind, using any Seismic power reduces the recharge of all other Seismic powers by 1s. I don't think Mid's reflects this. Slot more resist in Wild Growth. Entangling Aura doesn't need accuracy or recharge. I frankenslot with 2-3 end/hold IOs. You need to move Kick before Tough. It's worthwhile taking a ST hold from one of the Epic pools so you can stack with Entangling Aura to hold bosses. Uungnome - Defender (Nature Affinity).mbd
  9. The spreadsheet linked in Galaxy Brain's post is probably the best source. The original spreadsheet was made by Culex back in 2008. https://web.archive.org/web/20070309030440/http://www.culex.us/ig/CHres.xls (If the link tries to open in Google Docs and gives you a bunch of html, click the Open Original button. Save the file and open in Excel, or upload to Google Drive and open with Google Sheets.)
  10. The Crystal Titan has 2 attacks. Prism Blast is cone attack with a 310 ft range that does a mix of energy and unique damage. Foot Stomp is a 30 ft radius PBAoE that does a mix of smashing and unique damage. The unique damage is autohit, while the energy and smashing components require a tohit check. The Titan has a 100% tohit buff, so those attacks don't miss often and purples aren't going to protect you. Ambrosia provides 75% resistance to the unique damage (65% in Master of Eden mode). You want oranges or resist armor to protect you from the En/Sm damage. It's slower but safer to clear the pool room and save the 4 heroes before attacking the Titan. https://cod.uberguy.net/html/entity.html?entity=devouringearth_eden_trial_giant_crystal_titan https://cod.uberguy.net/html/power.html?power=inspirations.special.ambrosia
  11. You are correct that the Melee Damage sets are lacking in AoE defense bonuses (Blistering Cold/Superior Blistering Cold has a half-strength AoE defense bonus in connection with its F/C defense bonus). Several sets do have melee, ranged and S/L defense bonuses. I'm not sure this is a big issue, since AoE defense bonuses are readily available in Melee AoE sets. In addition to the bonus in Multi-Strike, there are bonuses in Eradication and Scirocco's Dervish. I'm not aware of any melee AT that uses Melee Damage sets that doesn't also use Melee AoE sets. https://homecoming.wiki/wiki/Category:Sets_that_improve_Area_Effect_Defense That said, the Melee Damage and Ranged Damage sets could use a rework. Each has two lvl 10-25 sets, two lvl 15-30 sets, two lvl 20-35 sets, two lvl 25-40 sets and two lvl 30-50 sets. The lvl 10-25 and lvl 15-30 sets should simply be lvl 10-30 sets, and the lvl 20-35 and lvl 25-40 sets should simply be lvl 20-40 sets. Some of those sets could be combined, as there is little need for 4 sets at each of those level ranges.
  12. Back Alley Brawler is SS/Inv, so you're not going to be able to create him as a scrapper. https://cod.uberguy.net/html/entity.html?entity=freedomphalanx_back_alley_brawler_high
  13. Here's the current build for my BS/Shield scrapper. Obviously the ATOs and Epics are different, but it may give you some slotting ideas. Uunicycle - Scrapper (Broad Sword).mbd
  14. For me, a big part of it is the sound. Mace has a really satisfying crunch, as does Broadsword. I just don't find the Katana sfx satisfying.
  15. This is much improved. In Wild Growth, switch the Steadfast kb protection for Unbreakable Guard +hp. You don't need 11 points of kb protection. In Soul Drain, switch the Gaussian's set for a Melee AoE Damage set like Obliteration. Soul Drain does decent damage.
  16. Mine is Elec/Bio/Dark. I took Smite, Engulfing Darkness and Darkest Night from the epic. I generally open with Thunderous Blast and follow up with Ball Lightning and Short Circuit, which leaves everything dead or without endurance.
  17. Don't skip Sniper Blast. Highest DPA in the set. Don't skip Wild Bastion. One of Nature's signature powers and worth 6-slotting. I would drop Lifegiving Spores for it. Split Superior Scourging Blast with 3 pieces in 2 powers to double up on the recharge bonus. The slotting in Power Burst is just silly. Thunderstrike or Devastation would be much better. Slotting of Wild Growth is off. You want to max the resistance and recharge, not the end reduction. Worth 6-slotting. In Weave, drop the end/rech piece. While the set bonuses are nice, the slotting of Entangling Aura isn't efficient. The power doesn't require accuracy or recharge. Just slot 2 or 3 end/hold IOs. You want to maximize the recharge of Overgrowth. The %BU proc is wasted here. I usually slot 2x 50+5 recharge IOs. Don't skip Soul Drain. You already skipped Aim and you'll want to use this before Nova. Not sure why you're taking Power Boost. The only powers it benefits are Regrowth and Wild Bastion. Maneuvers doesn't need more than 3 slots. Frankly, you don't really need it at all.
  18. I've got a DP/Ninja blaster. Hail of Bullets (the T9) isn't really a nuke, plus this combo has neither BU or Aim. Instead, Shinobi gives your attacks a chance to do critical damage.
  19. Gale, Freezing Rain, Hurricane, Tornado and Lightning Storm already do KB/KD. Another KD power is unnecessary. The way to make Thunder Clap not suck is to make the stun mag 3 instead of mag 2. They could give it the blaster treatment and give the additional 1 mag a shorter duration.
  20. I've got an Elec/Bio. It's insanely good. I run in Offensive Adaptation 99% of the time. If I shift it's to Defensive. I keep Ablative on auto, so only 1 button to worry about other than the T9.
  21. Uun

    Heal or No Heal?

    I recently did Thugs/Elec. Elec is unique in that all its buffs are chains, and the more you use them the more targets they can hit. In addition to a heal, it also has an absorb buff and a dmg/tohit buff, both on fairly short (30s & 60s) durations. Keeping your henchman buffed and healed can be a full time job.
  22. While just about any AT/primary/secondary can solo EBs, not everything can solo an AV. I'm sure somebody will pop up to say they've done it, but FF defender is generally not in the AV soloing department. FF lacks the -res and -regen debuffs and +dmg buffs generally required to solo AVs (you can purchase Envenomed Daggers from the START vendor for -regen). Cold, Dark, Poison, Radiation, Traps or Trick Arrow are better suited to the task.
  23. Just checked in Pocket D on a lvl 50. Inspiration Drops is the first category under ALL. You have to disable inspiration drops by size or type. There's no option to disable all.
  24. You want @Bopper's proc calculator spreadsheet.
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