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Everything posted by Uun
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For example, the field circled below is the extra Fiery Embrace damage for Cobra Strike. If I'm not mistaken, I believe this gets increased by enhancements.
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IO Sets with Level Caps... Do you ever use them?
Uun replied to ThatGuyCDude's topic in General Discussion
Sets that cap at lvl 25 or 30 don't provide enhancement values beyond those levels even if they're attuned. The in-game tool tips provided for those enhancements at higher levels are in error. For example, if you slot attuned Steadfast Protection res/end at lvl 50, the tool tip will state it provides 15.937% resist and 26.5% end reduction. Because the set caps at lvl 30, it actually only provides 13.063% resist and 21.75% end reduction. -
When they expanded the base recently, they added openings to the RWZ that don't require clicking a portal (you can just fly up through them). This mucked up all the waypoints for outside missions (if you're in the base) and for inside missions (if you're outside). Sounds like this has been fixed on beta.
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Is that what that said? Could’ve fooled me.
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Sentinels don't get snipes.
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@Galaxy Brain should be able to provide Underground. I would estimate 30-40 minutes each for Keyes and MoM.
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I completed Dr. Francois' arc at lvl 25. He introduced me to Night Widow Ragana, but she won't offer me any missions since I outleveled her arc nor will she introduce me to Orpheus, although I am in level range for his arc. He won't talk to me either.
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Banished Pantheon is probably the strongest, but the Ravager is just so massive and doesn't always work with the character concept. Carnival, Knives and Talons are all solid picks if you want normal sized pets.
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Poison is quite good but has a learning curve. You only need to take 4 powers (Envenom, Weaken, Poison Trap and Venomous Gas). The others are optional/skippable (although several are useful as mules). Envenom and Weaken apply a 100% strength debuff to the main target and a 50% strength debuff in an 8 ft radius AoE around that target. These are considered separate effects, so you can "stack" the debuffs by hitting two targets near one another. Because Venomous Gas is a PBAoE, and the radius of Envenom and Weaken is small, Poison is best played in melee range. There are a lot of ways to slot Poison Trap, mostly focused on how many %dmg procs you slot vs. how much acc/hold duration/recharge. Do not slot for damage.
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The regular and superior versions count independently for set bonuses. So if you slot 3x Unrelenting Fury and 3x Superior Unrelenting Fury in a power, you will only get the 3-slot bonus for each set, not the 6-slot bonus. Also, I don't believe you can slot both the regular and superior versions of the same enhancement (i.e., you can't slot Unrelenting Fury acc/dmg and Superior Unrelenting Fury acc/dmg).
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There are a few I use quite often, in particular the gates from IP to Steel and KR and the one from Talos to Skyway. (There's a TF that spawns a mission in Skyway after one in Talos, and they're always both near the gates.)
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The Preventative Medicine +absorb is a Global and doesn't need to be in an active power.
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Radial, no question. In addition to enhancing tohit debuff, it also enhances end mod. You really won't notice the difference between 33% and 45% damage enhancement. The other option would be Intuition Radial, which swaps immobilize, end mod and run speed for hold, range and slow.
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Signature TFs/SFs always spawn at the maximum of their level range regardless of the leader's level. The leader's notoriety setting is applied on top of this. See links below. https://homecoming.wiki/wiki/Task_Force https://homecoming.wiki/wiki/Strike_Force
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Shards can only be used to craft the Alpha slot components, whereas threads can be used to craft components for all 6 slots. You would need to create new shard recipes for all the abilities for the other 5 slots. Also, shards don't currently drop from incarnate content (missions or trials), so that would need to be changed as well.
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On a tank you shouldn't need the buff (radial) pets and should be able to select a pet based on dps. See the 2nd tab of the linked sheet. Incarnate Lore Pets List
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The number of melee cones that need to be adjusted is actually pretty small. The table below shows all of them (excluding Shockwave and Throw Spines) sorted by arc (scrapper stats). The melee cones most in need of adjustment are Jacob's Ladder, Sweeping Cross, Psi Blade Sweep, Proton Sweep and Shred. Anything with an arc of 90 degrees or greater is fine. Head Spitter and Golden Dragonfly are intentionally narrow and are balanced as ST attacks. The cone is intended as a bonus. Breath of Fire is intentionally narrow and has greater range to compensate. Fault is unique in that the damage cone is overlaid on a stun/kd targeted AoE with a 15ft radius and 20 ft range. Arc Radius Head Splitter 20 10 Golden Dragonfly 20 10 Breath of Fire 30 15 Jacob's Ladder 50 7 Sweeping Cross 50 7 Fault 55 20 Psi Blade Sweep 70 7 Proton Sweep 75 7 Shred 80 7 Eviscerate 90 7 Sweeping Strike 90 7 1000 Cuts 90 7 Frost 90 10 Ripper 90 7 Guarded Spin 90 9 Innocuous Strikes 90 9 Shadow Maul 120 7 Power Crash 120 10 Defensive Sweep 120 10 Titan Sweep 120 10 Arc of Destruction 120 10 Slice 130 7 Flashing Steel 130 7 Crowd Control 180 8
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They cut the endurance cost in half in Page 7. It's now 0.39 end/sec, the same as any of the Leadership toggles. It's really good for the tohit debuff resistance.
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If you're building specifically for the ITF, consider Psi Melee. Psi damage makes quick work of the Minotaurs and Cyclops. Psi Melee isn't top tier, but it's quite serviceable. (I ended up with a Psi/SR scrapper in last year's slot machine challenge.) Alternatively, you could add Psi Mastery to whatever primary you select.
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Slotting end reduction in your attacks (and Tough/Weave) should solve most of your problems. I would do this first, then add slots to Stamina/Quick Recovery if you still have issues.
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Because of the lower resist cap, defense sets perform better on scrappers than resist sets. The defense sets with the highest defense debuff resistance (DDR) are SR, Shield and Energy Aura. SR is the easiest to soft cap defense and also has capped defense debuff resistance (DDR). Shield has less DDR but has +hp and +dmg. Energy Aura has typed (instead of positional) defense and has holes to toxic and psi attacks outside of the T9, but has a heal and end management tools.
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No matter how good Ice Mastery is, Power Boost is a must take with Time.
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I don't know whether they're the best, but sentinels are very effective sappers. The sentinel version of Electric Blast has a 10 target max for Short Circuit and Thunderous Blast (vs. 16 for other ATs), but Thunderous Blast has a 90s recharge (vs. 170s). I've got an Electric/Bio sentinel that leverages end drain very effectively and can take entire spawns out of commission indefinitely.
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Fulcrum Shift has two AoEs, one around the caster and one around the target. The caster AoE is a flat 40% damage buff to the caster and all allies in a 20 ft radius. The target AoE consists of a 20% damage debuff to all foes in a 30 ft radius (10 target max) and a 20% damage buff PER FOE HIT to all allies in a 20 ft radius. If you hit the 10 target max with Fulcrum Shift, everyone in the target AoE gets a 200% damage buff. If you're using it at range, you're just getting the 40% buff and missing out on the 200% buff, while if the caster is next to the target, everyone gets a 240% damage buff.
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For end drain to be effective you need to take foe endurance to zero and keep it there. That means you also need powers with -recovery. Electric Blast has both. Electric Affinity has both. Electric Control has both. Kinetics has end drain but not -recovery. Defenders have the highest end drain modifier (1.25). Controllers and corrupters have 1.1.