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Uun

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Everything posted by Uun

  1. What arcane said. You're doing it wrong. Kinetics needs to be played close up and personal. If you're staying at range for Fulcrum Shift, you're missing most of the buff.
  2. Storm/Storm is all kinds of fun. Lots of visual synergy with both sets lightning strikes. Embrace the chaos.
  3. Wild Fortress has toxic resist. Sound Barrier has smashing/energy resist.
  4. With the exception of Illusion, controller and dominator primaries have the same powers. Range, AoE size, recharge, endurance cost are all the same. The differences are in 1) control duration and magnitude and 2) damage. Control powers (hold, sleep, stun, immobilize, fear, confuse) have a duration and a magnitude. Magnitude determines what rank of foe is affected (mag 2 will affect a minion, mag 3 will affect a lieutenant, mag 4 will affect a boss). Controller and dominator primary powers start out with the same magnitude, usually mag 3. Controllers have a 20% chance for an additional 1 mag while dominators can double the magnitude when Domination is active. Base duration is longer for controllers, while dominators get 50% more duration when Domination is active. Most players build their dominators to make Domination perma. Controllers have a ranged damage modifier of 0.55 while dominators have a ranged damage modifier of 0.95. As a result, base damage for primary powers will be 72% higher for dominators, however, controllers get Containment. Containment doubles the damage to controlled foes. With Containment, controllers will do about 15% more damage than dominators when using the same powers. The bigger difference between the ATs is the secondaries. Controllers get support secondaries while dominators get assault secondaries (a mix of melee and ranged damage attacks).
  5. It has nothing to do with combat movement (Sprint doesn't suppress in combat). The problem is that "Follow" won't close distance beyond a certain point if the target is moving. You need to navigate to the target manually. We really need a "Catch" command.
  6. The blaster sustain toggles have 0 end cost.
  7. Uun

    Stone/Electric Brute

    I would pull the 2 +resist slots out of Grounded and move them to Charged Armor and Conductive Shield. The 6-slot bonus for Aegis and the 5-slot bonus for Unbreakable Guard will give you an additional 8.25% toxic/psi resist (vs. 3.825% negative energy resist keeping the slots in Grounded). Power Sink is autohit and doesn't require accuracy. With Fury, Assault is largely wasted on a brute. If you really want Vengeance I would take Tactics instead, but I would be more inclined to drop the Leadership pool entirely for Tremor and Focused Accuracy.
  8. The standard version is 120 hp and the superior version is 180 hp. Both last 30s and are 2 PPM procs that require a successful hit to trigger. This proc adds 7.5 (standard) or 10 (superior) to your Opportunity bar, causing it to refill faster. Both require a successful hit to trigger. Since the changes to sentinels, it's pretty "meh". I generally slot the sentinel ATOs for the enhancement values and set bonuses. Because they have high recharge values, I typically slot them in powers with long cool downs (usually one of them in the nuke).
  9. Uun

    Stone/Electric Brute

    Just saw this. I'll take a look at your build when I get home, but here's what I'm running. Uunplugged - Brute (Stone Melee).mbd
  10. I don't really have a problem with Sister Solaris arc. There are two issues with the finale mission. First, it ignores your team size settings and always spawns at x8. I think it was designed this way because you get 5 NPC allies to help you. I generally decline the help to get the Knows No Fear badge, but even if you accept it the allies rarely survive past the first few Talon groups. This mission was much easier to solo before the devs upgraded the Cyclops and Minotaurs to the incarnate (nictus) versions. If you're squishy, these guys need to be pulled so you're not facing the entire group at once. Psi damage and confuse help a lot.
  11. My Illusion/Time build is attached. It has perma PA, Hasten and Chrono Shift. I use Power Boost with Farsight and Chrono Shift and refresh them both at the same time. Uuntouchable - Controller (Illusion Control).mbd
  12. Uun

    Fire/Fire PVE brute?

    Fire/Fire is better on a tank. Tanks have larger radii and target caps on their AoE and cones, plus they get Combustion instead of Cremate for an additional PBAoE attack. My build is attached below. If you decide to go brute anyway, you should be able to adapt it. Uunferno - Tanker (Fiery Aura).mbd
  13. Poison has a lot of skippable powers, but Envenom isn't one of them. I believe there may be an alternate animation though.
  14. EA gets a ton of toxic and psi defense in Overload. I'm not a fan of this setup, but technically it's not a hole.
  15. Electric Affinity only has 2 powers that drain endurance, Shock (ST) and Galvanic Sentinel (pet). Neither is particularly strong and both are better for their -recovery. You might consider Kinetics - Transference is a much stronger end drain, although it has no -recovery. I would recommend Mu Mastery over Electric Mastery, since it has Power Sink as a T1 power instead of a T4 power.
  16. https://homecoming.wiki/wiki/Hybrid_Slot_Abilities#Control
  17. One of the towers (red?) provides Recluse with a 30% ToHit buff, making it harder to tank him with defense-based armor (SR, Shield, Ice) until it's down. He's also got high mag kb attacks, which can be problematic for sets without native kb protection (Dark and Fire). In addition to energy damage most of his attacks have high levels of toxic damage, which some armors don't have much resistance to.
  18. Slows are an interesting thing to combine. While 50-60% slows don't do much, once you get closer to the movement speed floor (90%), it really messes with the mob AI, especially if they're also trying to flee the area. On my Fire/Time corruptor I stack Rain of Fire with Distortion Field. On my Water/Martial blaster I stack Whirlpool with Reaction Time. On my Ice/Kin corruptor, the slows from all the blasts stack with Siphon Speed. Even though Ice Armor only has one power that slows (Chilling Embrace), combining it with Spines could be effective. (Plus you get 2 damage auras.) On the other hand, Bio Armor/Kin Melee seems like it would be underwhelming.
  19. Similar to Hibernate, you've got Tidal Forces turned on. This is vastly inflating your damage and accuracy. If you intend to use Tough as a mule, the Gladiator's Armor +def unique should be slotted here instead of the Unbreakable Guard resist. If you intend to run Tough, it requires end reduction. The Miracle +recovery shouldn't be slotted in Inner Will. It needs to be slotted in a toggle or auto power (otherwise it will only work for 2 minutes after you use the power). Panacea is also a poor choice in Inner Will, as the heal is pretty small. I would slot Inner Will with 2x recharge IOs and move the Panacea set to Reaction Time. Water Jet has insufficient accuracy. Eagle's Claw has insufficient accuracy slotted, plus all the recharge slotted is screwing up your proc chances. You would be better served to drop some of the procs and enhance the damage. Frozen Armor should be slotted with a Defense set, not a Resist Damage set. You want to enhance the S/L defense, not the F/C resistance. Steam Spray should be taken much earlier and also requires accuracy. Also, you can add more than 3 slots to your lvl 49 power if you respec. I wouldn't skip Dehydrate or Burst of Speed. For reference, I'm attaching my current Water/Martial build. Uunfit - Blaster (Water Blast).mbd
  20. Just checked CoD and I don't see that information anywhere. Nor do I see it listed for any other teleport power with both an entrance target and an exit target (Wormhole, Teleport Target). Must be buried deep in the spaghetti.
  21. While the increased AoE and target caps for tanks are a pretty big deal, Gloom is pretty much a wash since scrappers can take Moonbeam. Scrapper base damage is 18% higher (1.125 vs. 0.95) but criticals increase that margin (especially with the ATOs). I don't think you can go wrong either way.
  22. Actually, the bigger problem is enhancing the henchman for other attributes. For example, Summon Wolves can be slotted with 9 IO sets other than Pet Damage, Recharge Intensive Pet and the ATOs. Lions accepts 5 and Dire Wolf accepts 8. It would add a lot of flexibility if some of these non-damage IO sets could be slotted in the upgrade powers. The devs have started to do this with some of the recent changes to Mercenaries, Necromancy, Ninjas and Robotics. Equip Mercs, Enchant Undead and Equip Robot accept Resist Damage sets. Tactical Upgrade and Train Ninjas accept Defense sets. Dark Empowerment, Kuji-In Zen and Upgrade Robot accept Healing sets. Similar changes have yet to be made to Beasts, Demons and Thugs.
  23. The fix went live on 3/19, but didn't actually fix the issue.
  24. You might get better results if you were more specific in your description. For example, "xx lvl mission team running [contact]'s arc at +x". Obviously some of the arcs are more fun than others, but I had very good results when I recruited for the Freakalympics arc.
  25. The issue with Psy blast solo is that a lot of stuff heavily resists psi damage, especially as you get into higher levels. Malta Titans have 60% resistance; Nemesis Warhulks and Jaegers, Praetorian robots and Sky Raider Jump Bots have 50% resistance. (Council robots only have 30% resistance.) Carnies and Vanguard have 20% psi defense. You have to pick and choose your contacts carefully if you don't want to feel like you're banging your head against a wall. On the flip side, you can really go to town on Freakshow, Crey and CoT.
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