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Everything posted by Uun
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Many of the revamped Council mobs have attacks with a 5% chance to do high mag KB. While most of them aren't flagged to ignore resistance, it appears that the high KB attacks of the Vortex Cor Leonis Archon (both high and low versions) are flagged to ignore resistance (and also have a 10% chance to occur instead of 5%). This is highly unusual for an unnamed mission boss, as KB that ignores resistance is usually reserved for AVs/EBs. Unclear if this is a bug or if this one boss was intentionally singled out. https://cod.uberguy.net/html/entity.html?entity=council_vortex_cor_leonis_boss_high https://cod.uberguy.net/html/entity.html?entity=council_vortex_cor_leonis_boss_low
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You're not showing the combat log, so can't confirm which foe(s) knocked you. The Mk I Zenith Warcry has 3 attacks, none of which has unresistible KB. None of the Vampyrs have attacks with high KB. That leaves the soldier with the grenade launcher. Assuming he was a boss, both his Missile Launcher attacks are flagged to ignore resistance. Not sure if this is by design or a bug, but this seems to be the only Council entity (along with the lvl 30-40 version) to have this flag. Not sure who might be able to confirm the dev's intention here. https://cod.uberguy.net/html/entity.html?entity=council_vortex_cor_leonis_boss_high https://cod.uberguy.net/html/entity.html?entity=council_vortex_cor_leonis_boss_low
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With the advent of -KB IOs and set bonuses, Acrobatics has largely become an afterthought. Acrobatics currently provides mag -9 KB protection (partially enhanceable), mag 2 hold protection and 48% hold resistance. This power would be more useful and desirable if it also provided KB resistance. While most armor sets (other than Fire, Dark and Electric) provide a combination of mag -10 KB protection and 10000% KB resistance, to my knowledge the only source of KB resistance outside the armor sets is Rune of Protection. I believe that adding KB resistance to Acrobatics would give people a reason to take this power instead of (or in addition to) -KB IOs. Acrobatics would remain a T4 power and would still require 2 picks from the Leaping pool.
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Just to be clear, the change of Instant Healing from a toggle to a click occurred in 2005. The current version has a 90s duration and a 650s recharge and cannot be made perma. The changes to Moment of Glory occurred in 2008. Moment of Glory was originally a power which prevented all regeneration, took away almost all Hit Points, made the character immune to healing, and lasted for 195 seconds. After that, the buff of the power faded, leaving you with little health and no regeneration for a short while. The current version, introduced shortly after Issue 11, lasts 15s, has a 240s recharge and has no Hit Point penalty or crash. In the current environment, Regeneration is widely considered to be the worst performing armor set. It can be viable if you stay aware of its limitations. It's a very reactive and clicky set. Survival depends on timely application of Reconstruction, Dull Pain, Instant Healing and Moment of Glory. It's susceptible to burst damage, but can survive sustained damage up to a point. It has limited resistance to -regen and no resistance to defense debuffs or end drain. I would consider Revive and Moment of Glory optional. While Willpower is also reliant on regeneration, it plays very differently from Regeneration. Willpower is largely set and forget and has no clicks other than Strength of Will (and the rez). Notably, it has no heals. It has the same vulnerabilities to debuffs and end drain.
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Actually, you would be better served posting in Mid's Discord. They don't really frequent these forums.
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FREEM! KB is resistible. It shows up in CoD as a 5% chance of mag 12, 13 or 14 KB on various Council powers. It's flagged to suppress KB for 10s and not to scale with enemy level, but it's not flagged to ignore resistance. Any armor set that includes KB resistance (anything except Dark, Fire and Electric) shouldn't be effected by it. In comparison, Sefu Tendaji (who you fight as an EB in Gaussian's arc) has Force Bolt with mag 18 KB thats flagged to ignore resistance. I was fighting him with rad armor (which has 10000% KB resistance) and still getting knocked.
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https://homecoming.wiki/wiki/Popmenu_(Slash_Command)
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I was guessing since the calendar has been disabled and I couldn't access the event. I knew it was a large number.
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It's not the Devs. Players create the Kronos "invasions". There's a weekly event on Torch (Saturday Night Synapse) that results in 40+ Babbages.
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I'm still waiting for Carp Melee.
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There have been no changes to how stealth or enemy perception works. There have been no buffs to enemy perception. HC has made changes to how stealth powers stack with each other. While these may require changes in slotting to achieve the same level of concealment, the effectiveness of stealth has not been nerfed.
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The only changes to Apex and Tin Mage since they were introduced was the removal of the -4 level shift for characters without Alpha unlocked/slotted. There have been no changes to the difficulty of any of the factions fought in either TF. The only attack that Malta has that does more than mag 4 kb is Director 11's Proximity Mine (which is mag 10.386), but I fail to see how anyone could be repeatedly kb'ed by them unless someone was intentionally setting them off. Most tank armor sets have a combination of mag 10 kb protection and 10000% kb resistance, making mag 10 protection sufficient in most circumstances. Electric has 15 mag kb protection (that only works near the ground) but no kb resistance. Dark and Fire have no kb protection or resistance and must obtain it outside their primary (this has been the case since launch). IMO, a Dark or Fire tank needs at least mag 12 kb protection. The only tank that should be kb'ed at all in Tin Mage would be a Fire or Dark with less than mag 10 kb protection.
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Clearly Incarnate Trials take longer to recruit than TFs/SFs due to the larger number of participants. Aside from that, the biggest variants are the population of the shard you're playing on and the popularity of the TF/SF. Recruiting on lower population shards takes longer than higher population ones. Filling an ITF or Penny Yin takes less time than a Synapse or Faathim.
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I would be in favor of adding additional branches/abilities you could take instead of the existing ones. Adding new branches/abilities you could take in addition to the existing ones would just add to power creep.
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I'm sorry you learned this the hard way, but it's been this way since launch. If you're defeated during the final mission of a TF, ask for a rez (or whatever inspiration you need to create one). Unless you have a discussion with the team and they agree to wait for you to go to hospital, chances are you will lose out on the completion bonus/badge/merits if you exit the mission.
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Just checked Mids. The sentinel version of Entropy Shield has the correct stats but the incorrect text. They copied the text for Entropic Aura.
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As long as you're not looking to stealth in, Burst of Speed can replace Combat Teleport (and use the same keybind).
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Reaction Time is the toggle sustain. It just happens to be combined with an PBAoE slow.
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A couple of considerations: During Incarnate content, your T1 henchmen will receive a +2 level shift and your T2 henchmen will receive a +1 level shift. This stacks with any level shifts you have from Alpha, Lore or Destiny. As a result, all you henchmen will be at your combat level during all Incarnate content. Tin Mage and Apex are technically TFs not Incarnate Trials. They're limited to a team of 8 and Lore and Destiny level shifts don't operate. All foes will be lvl 54 and you'll be limited to 50+1. As you progress through the trials, the AVs (and some bosses) have increasing level shifts: +2 in TPN, UG and MoM, +3 in DD and +5 in Magi. I don't recommend running TPN, UG, MoM or DD without at least a +1 level shift (+2 preferred for DD). You need to have Lore and Destiny unlocked to run Magi, but most leaders will want you to have at least a +2 level shift (+3 preferred).
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If you're not already aware, Geyser's base damage increases with each stack of Tidal Power. Since Tidal Forces also provides 3 stacks of Tidal Power, you're effectively getting an extra damage boost.
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War Mace has 3 powers with guaranteed knockdown/knockup: Jawbreaker, Shatter and Crowd Control (ignore that the power description says knockback). Of the remaining powers, the only one that can take Superior Avalanche is Whirling Mace. Assuming you skip Bash, you're left with Pulverize or Clobber to slot Overwhelming Force. Since Clobber has a guaranteed mag 3 stun, I'd slot it in Pulverize.