Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
3908 -
Joined
-
Last visited
-
Days Won
5
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Uun
-
You can check your combat log for foe tohit chance or buy the Power Analyzer temp power from the START vendor (50,000 inf for 20 charges). Neither is particularly convenient to use in combat. If you build properly, you should be confident that your powers are getting the job done. While most of your powers have -tohit, Dark Miasma has two that have a lot. Darkest Night is a toggle with a 25 ft radius AoE and is autohit. Fearsome Stare is a cone with a 70 ft radius and 45 deg arc but requires accuracy. Both have 18.75% -tohit base and 29.25% fully enhanced (Fearsome Stare should be slotted with an Accurate ToHit Debuff set, not a Fear set). Since these powers stack, you'll be at 58.5% if you use both. Once you get Dark Servant you'll have even more -tohit, since it also gets Darkest Night (15% base) plus Chill of the Night (10 ft radius autohit aura with 30% -tohit base).
-
I discussed Electric and the resist armors back on page 1 of this thread. The resist armors clearly aren't as effective on scrappers as they are on brutes or tanks, but I'm not sure that makes them gimped. I don't currently have a /Dark, /Elec or /Fire scrapper (I do have a /Rad scrapper), but I still feel like Willpower and Regen are worse.
-
It depends on your primary and whether your henchman are built for resist or defense. Sets that are resist based should be paired with a secondary that buffs resistance. Sets that are defense based should be paired with a secondary that buff defenses. Robots are largely defense based. Demons, Mercs, Necro and Thugs are largely resist based. Beasts and Ninja have a mix of both.
-
I've got Ragnarok: Acc/Dmg/Rech, Bombardment: Acc/Dmg/Rech and the Bombardment, Positron's Blast and Javelin Volley procs.
-
I use both, primarily for the set bonuses. If you need S/L defense, Superior Brute's Fury's 5% bonus for 3 pieces can be doubled. The +Fury and +regen/-end discount procs are kinda "meh", although they do have high proc rates.
-
Remove NoPhase Entirely, or from Hibernate
Uun replied to AbathurPendris's topic in Suggestions & Feedback
I've got Hibernate on several dominators, controllers and blasters. Global recharge alone (excluding Hasten) plus a heal/recharge IO in the base slot will generally take recharge under 120s. With Hasten, you're well inside of 90s. -
Every 2 seconds there’s a 50% chance of a 6s mag 2 hold and an 80% chance of a 6s mag 1 hold. These don’t self-stack, but they do stack with each other, so after a few pulses you should build up to mag 3 on everything in the AoE. Other than the % chance, the holds are auto-hit.
-
I also recommend taking both. The one thing to keep in mind with Fault is that the stun/kb is a circle, while the damage is a cone.
-
Looks very solid. The one change I would recommend would be to slot Fearsome Stare with an Accurate ToHit Debuff set instead of the ATO. It's much more useful to enhance the -tohit than the fear duration. You can get the debuff to crazy levels if you use Gather Shadows first.
-
Electric blast on sentinels is outstanding. No snipe, but its replacement is very good. Unlike other versions, the sentinel version of Tesla Cage does high damage. Thunderous Blast has a 90s recharge.
-
You don't need to slot a Celerity/Unbounded Leap +stealth IO in Sprint. You can slot it directly in Infiltration. You now have complete invisibility (slightly superior to Stealth) with one power. There's no need to take Stealth if you're taking Infiltration. It's also quite viable as a travel power with one additional slot. I have at least 3 characters with no other travel power.
-
There is a pinned thread in the Bugs forum exclusively devoted to correcting typos. The issue with this power was added several years ago but only the short text was corrected. I updated the thread to ask that the long text be corrected as well.
-
Abandoned Sewer Trial has a similar issue.
- 1 reply
-
- 1
-
-
Damage was corrected to "superior" in the short text, but the in-game long text still says minimal and should be corrected.
-
Mental Manipulation was revamped in i27p1. TK Thrust was moved from T3 to T9 and the damage scale was increased from 0.8 to 2.92 (along with an increase in recharge).
-
In addition to only affecting minions, Cloak of Fear has a massive (33%) accuracy penalty and a high endurance cost. You need to invest 6 slots before the power does what it's supposed to do, which isn't particularly useful. Definite skip. Oppressive Gloom also only affects minions, but it doesn't require more than an acc IO in the base slot to be effective. Take it if you have a power pick to burn (and have another stun to stack with it), but very skippable. Death Shroud is your standard damage/taunt aura. Very efficient damage source if you surround yourself with a lot of foes and aids in building/maintaining Fury. Must take.
-
Was the leader telling the league not to attack AM and somebody ignored them, or was the leader not giving directions? I have no issue joining PUG ITrials, but only if they're led by certain people.
-
It really doesn't. Cloak of Fear and Oppressive Gloom are entirely skippable (and CoF requires 6 slots to be viable). You can cap resistance to just about everything except energy and toxic, plus it has the best heal in the game available every 10-15s. It's obviously better on a tank or brute due to the higher resist cap and the taunt aura, but it's certainly viable on a scrapper.
-
It has 25.95% resistance to -regen in Fast Healing (scrapper #s), as does Regen. Both sets should have more. Radiation has 17.3% in Gamma Boost plus 25.95% in Radiation Therapy.
-
I wasn't suggesting that the psi protection justified taking Unstoppable or Overload, just that both sets have similar levels of protection.
-
Invul has a small amount of psi resist in Resist Energies and Unyielding and a large amount in Unstoppable. Energy has a small amount of psi resist in Energy Protection and a large amount of psi defense in Overload. Fire has the biggest psi hole, as it has no protection whatsoever.
-
The crash on One with the Shield is comparatively mild (-60% endurance) and very manageable.
-
I think everything is relative. While an armor set may be the worst, that doesn't make it a bad armor set, just not as effective as another. The resist armors (Dark, Elec, Fire and Radiation*) don't perform as well on scrappers, stalkers and sentinels as they do on tanks and brutes due to the lower resist caps. I don't feel like Fire is materially worse than Dark or Elec, although it depends on what faction you're facing. The recent buffs to the set have improved it significantly. Willpower and Regen have no protection against end drain or recovery debuffs and only limited protection against regen debuffs (Radiation has more -regen protection than either). Willpower and Regen perform very well against foes without debuffs as long as you're mindful of how many foes you take on. Sets that rely on regeneration can survive indefinitely until they hit the tipping point where incoming damage surpasses their regeneration rate. I would probably rank these sets lowest, with Regen below Willpower. *Radiation is a hybrid armor combining resist, absorb and regen
-
i cant remember the story arch where you got endurance boost as reward
Uun replied to gronbek's topic in General Discussion
https://homecoming.wiki/wiki/Hero_Accolade_Powers https://homecoming.wiki/wiki/Villain_Accolade_Powers