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Uun

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Everything posted by Uun

  1. Alpha slot abilities are like slotting extra enhancements. You can only improve attributes your powers accept enhancements for. So if you don't have powers that accept resist enhancements, you won't increase your resists even if you slot Cardiac or Resilient. If you don't need to buff your defenses, my inclination would be Musculature Radial. In addition to damage, it will also boost end mod and -tohit.
  2. Almost anything, he's an EB not an AV. If you want to do it without inspirations, then something with mezz protection (tank, scrapper, brute, stalker, sentinel), but be aware that some sets don't get their mezz protection until lvl 16.
  3. Signature TFs (Synapse, Penny Yin, Citadel, Katie Hannon, Manticore, Numina, MLTF, LGTF, Kahn) always spawn at the TF's maximum level, regardless of the leader's level. https://homecoming.wiki/wiki/Task_Force
  4. Correct, the mezz resistance is a Global while the +regeneration has a 120s duration (the same as the Regenerative Tissue +regeneration and the Numina +regeneration/recovery IOs).
  5. Sorry, brain fart.
  6. It doesn't work that way. Other than those I listed above, all the TFs, Trials and SSAs work like door missions (or transit missions). Changing them to teleport the team into an instance would be a massive undertaking.
  7. Scrappers currently get both heal/toxic resist and +end powers. Stalkers lose the stealth power for Hide, +end power for Caltrops and kb protection for Smoke Flash. The stalker version definitely needs help. The issue in porting Ninjitsu to tanks/brutes is that you have to drop a power to add Taunt plus you have to add a taunt aura. The logical power to drop for Taunt would be Blinding Powder. The taunt aura could be added to one of the armors (similar to Energy Aura). You probably have to lose the stealth crit with the taunt aura.
  8. You're confusing Monsters and Giant Monsters. Most entities titled "Monster" are just AVs with a different title. Jade Spider in the Mender Silos TF and Jurassik in the Numina TF are AVs. https://homecoming.wiki/wiki/Monster
  9. I misunderstood your suggestion. I thought you were suggesting a change in how TF levels were set and logoffs worked. As currently implemented, the LFG tool (Team-Up Teleporter) only launches specific instanced content (DFB, DIB, Summer Blockbuster, Lord Winter's Realm, Dr. Kane's House of Horrors, Rikti Mother Ship Raid and all Incarnate Trials). Other TFs, Trials and SSAs are not instanced and the LFG tool only teleports you to the contact. This is unlikely to change, as it would require each and every TF, Trial and SSA in the game to be rewritten.
  10. Absolutely not. Other than dropped connections, there are actually reasons that people might want to intentionally spread a TF over multiple sessions. I have a weekly group that plays on Monday nights from 7-9pm. There have been multiple occasions where we've started a TF or Ouro arc but were unable to finish by 9pm (when one of the members goes to work). We all log off without quitting the team and finish the following Monday.
  11. Slot a Force Feedback +recharge proc in Trip Mines. It's just about guaranteed to go off.
  12. Drowning in Blood offers you a choice of temp powers good through lvl 30. (It's also supposed to give 2 merits but not sure if that's still bugged.) Summer Blockbuster offers you a choice of an Overwhelming Force IO or 8 merits. Terra Volta/Tree of Thorns offers a choice of merits or a respec. Eden and Abandoned Sewer give you a Hydra or Titan enhancement plus merits. Cathedral of Pain gives you a temp power good for a week. (Don't recall if it gives merits too or it's a choice.) The current rewards are more than adequate.
  13. For the most part, the effect occurs well before the end of the animation. Spore Cloud has a 3.1s animation but the effect starts after 1.067s. Darkest Night has a 3.17s animation but the effect starts after 0.5s. I may be missing something, but I couldn't find one where the animation time before effect was longer than about 1s.
  14. Yes
  15. They're not exciting because they all follow the same pattern: 1) ST melee attack; 2) AoE immobilize; 3) ST hold; 4) PBAoE attack; 5) utility power. The patron sets swap the PBAoE attack for the pet.
  16. If I'm reading this correctly, you're running Maneuvers, Assault, Tactics, Tough, Weave, Acrobatics and Focused Accuracy. Even if with end reduction slotted in all of those, that's a lot of toggles. Acrobatics is completely unnecessary and should be dropped. You don't need both Tactics and Focused Accuracy - pick one. I would also consider dropping Assault and Maneuvers. You generally want to 5 or 6-slot your attacks with Melee IO sets. Mako's Bite is good, but Bonesnap, Pulverizing Fisticuffs and Bruising Blow are low-level sets that cap at lvl 25 or 30. Look at Touch of Death and Crushing Impact instead. You also have too many attacks. At a minimum drop Thunder Kick. Even with the set bonuses, 6-slotting an IO set in auto powers like Fast Healing, Quick Recovery, Health and Stamina is inefficient. Since these powers don't require recharge or end reduction, you don't need more than 2-3 slots in each. If you're not aware, slotting more than 3 of an enhancement type in a power has diminishing returns (https://homecoming.wiki/wiki/Enhancement_Diversification). Rather than slotting full sets, focus on slotting the globals and procs (Numina's +regen/+recovery, Miracle +recovery, Performance Shifter %end, Panacea +health/+end). This will help your endurance. Don't skip Dull Pain and Instant Healing. Regeneration already under-performs enough without skipping core powers. Both of those should be 6-slotted with a Healing set (as should Reconstruction and Integration). https://midsreborn.com/
  17. I do this on all my characters. If you spend 5 minutes at the end of each play session it's pretty manageable.
  18. Speak for yourself. I've been playing since a few months after launch and have been on HC since day #2. I don't farm or PL and only level organically. The game doesn't start at lvl 50. I enjoy playing the content at its intended level.
  19. The assault sets vary as their melee focus. For example, Earth has only 2 ranged powers while Dark and Psi have 5.
  20. I don't disagree with what you're saying, however, if the dev's goal was a degree of parity between the sentinel sets, they failed woefully. I haven't played all the blast sets as a sentinel, but it's clear that Ice underperforms. There was no reason to muck around with the damage scale and recharge of the T1 and T2 powers (which works against parity), nor was there a good reason not to port Freeze Ray as is and just change the hold to a sleep or an immobilize. It's poor design to have a T4 (or T6) attack that performs like a T2 attack.
  21. An additional note regarding the T1/T2 powers. On all other ATs, Ice Bolt is 1.0 damage scale with a 4s recharge and Ice Blast is 1.64 damage scale with an 8s recharge. When the set was ported to sentinels, Ice Bolt was changed to 0.84 damage scale with a 3s recharge and Ice Blast was changed to 1.32 damage scale with a 6s recharge. While this does follow the standard balance formula, it also results in the T1 and T2 powers having lower DPA. Quite a few other sentinel primaries received similar tweaks to the T1/T2 powers (as compared to the versions on other ATs).
  22. Chilling Ray is a T4 power. You're mostly comparing it to T2 powers. On Suppressive Fire, you're using cold ammo, not fire ammo. Comparing to other T4 attacks gives a different picture, but there's also variation in recharge time. Chilling Ray is at the lower end with an 8s recharge. (Psionic Strike is a T6 power with a 14s recharge. It has its own balance issues.) Slug - 63.33 (8s) Disintegrate - 62.56 (10s) Abyssal Gaze - 70.21 (11s) Suppressive Fire - 63.69 (20s) Zapping Bolt - 100.92 (10s) Power Burst - 57.79 (11s) Blaze - 100.92 (10s) Will Domination - 90.83 (10s) Cosmic Burst - 57.79 (11s) Shout - 57.79 (11s) Dehydrate - 50.54 (8s)
  23. I posted recently about psi blast for sentinels needing a few tweaks.
  24. This seems like a tremendous amount of extra work for very little benefit. If you're going to stick with common IOs, there's little reason not to keep lvl 30s all the way to 50. For example, a Schedule A enhancement is 34.8% at lvl 30 and 40.5% at lvl 45. In most situations, that 5.7% increase isn't going to be noticeable (let alone the ~2% difference for a 5-level increase). Alternatively, slot attuned IO sets at lvl 30. If you're just concerned about the enhancement values and not the set bonuses, uncommon sets will work fine and should cost less than 6 sets of common IOs
  25. Freeze Ray was designed at launch and ignores the current power balancing formulas. The devs won't change it due to the massive uproar that would result (as far as I can tell the only thing changed since launch is the hold duration), but I suspect they didn't want to port it to a new AT.
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