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Everything posted by Uun
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Conserve Power was part of the Energy Manipulation set. It was renamed Energize in I24 and +regen and a heal were added to the endurance discount. In I24, all blaster secondaries were given a "sustain" power which provides an endurance discount or recovery buff, as well as +regen, absorption or heal over time. Because of this, blasters are the AT least in need of endurance help and there's little reason for endurance management tools in the Epic sets.
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Mids is wrong (they probably copied the stats for Entropic Aura). Neither Entropy Shield or Overload have any effect on enemies. Only Power Drain does. https://cod.uberguy.net/html/power.html?power=sentinel_defense.energy_aura.entropy_shield&at=sentinel https://cod.uberguy.net/html/power.html?power=sentinel_defense.energy_aura.overload&at=sentinel
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No, that's not one of the debuffs AV resist. https://homecoming.wiki/wiki/Archvillain_Resistance
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I believe it has, and this issue exists with most (if not all) self-rezzes.
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The only "backseating" I do is reminding people to find/rescue Officer Hopp and Madame Bellerose in the various Dark Astoria arcs as they are prerequisites to the Buddy Cop and Incarnate Rival badges.
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You're thinking of Entropic Aura (scrappers/brutes), which is a taunt aura and provides a recharge buff from/debuff to each foe in range. Entropy Shield (sentinels/stalkers) has a flat recharge buff and doesn't target or effect foes at all.
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Keep in mind that AVs heavily resist -regen, so 50% becomes 7%.
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Comparing the T4 boss pets, Polar Lights has 4 attacks while Robotic Drones has 3, and the recharge of the more damaging ST attack is 5s vs. 8s. Overall, Polar Lights has higher DPS (both ST and AoE). On the flip side, the secondary effect of Polar Lights is -def while Robotic Drones is -regen, but I don't think this moves the needle in Drones favor. Polar Robotic ST 300.7 347.0 ST 379.4 379.4 Cone 231.3 247.5 AoE 208.2 https://cod.uberguy.net/html/entity.html?entity=incarnatepets_lore_lights_boss_buff https://cod.uberguy.net/html/entity.html?entity=incarnatepets_lore_drones_boss_buff
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In Provost Marchand's arc, the New Praetorians join you as allies in several missions. Originally, if they were defeated they were gone from the mission permanently. At some point this was changed and they now take several minutes to recover and then rejoin you.
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Rad Armor also has +regen (from Gamma Boost and Particle Shielding).
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The DoT and the +dmg buff stack, the -regen does not. https://cod.uberguy.net/html/power.html?power=sentinel_ranged.beam_rifle.disintegrate&at=sentinel
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I haven't tried this combo, but I happen to like both Ice and Poison. Ice was buffed in i27p4 (since that build was posted), however, Ice is still one of the worst control set in terms of damage. I prefer it on a dominator since you get damage from your secondary (plus Arctic Air and Cold Snap benefit from Domination). You only need to take 4 powers from Poison, so you have a lot of flexibility to add pool powers. I would drop Psi Mastery and World of Confusion and switch to an epic that adds some damage (i.e., Fire or Earth).
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Semantics aside, what powers are you looking for in an Energy Mastery set that aren't already in Force Mastery? Blaster epics typically combine 3 powers from a control or support set with 2 powers from an armor set. While there are fire, ice, electric and dark control and/or support sets, there are no energy control sets and the only energy support set (other than Force Field) is Kinetics. I suppose you could combine Siphon Power, Siphon Speed and Repel from Kinetics and Kinetic Shield and Overload from Energy Aura, but it doesn't strike me as an appealing set. (Don't suggest Fulcrum Shift. It's not going to happen.)
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You're referring to the occasional variance between 4,047 and 3,923 for minions and between 8,094 and 7,963 for lieutenants? That's a pretty small variance (2-3%) and it clearly doesn't occur with every mob. Not sure what the cause is and it may not be due to Carrion Creepers. Again, it didn't occur on my run.
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I've never taken Corrosive Vial so I can't speak to that, but Distortion Field is primarily a slow, not a hold. Distortion Field is a location AoE with a 45s duration. The -speed/-jump/-recharge is autohit for the entire duration, but the hold has a 2% chance to occur every 1s. Slotting with Unbreakable Constraint would be a waste (other than the set bonuses). Distortion Field works fine with 1 slow or recharge IO in the base slot (or 2 slots with one of each). It does accept %dmg procs, but the results aren't great.
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Soul Mastery is one of the two Epics that you almost have to take with Time because it has Power Boost (the other is Energy for Power Build Up). Among other things, Power Boost provides an almost 80% buff to the defense and tohit in Farsight for its full duration, making it very easy to soft cap your defenses. Storm Blast works differently from most blast sets due to the mechanics of Storm Cell and Cat 5. I find it a lot of fun but others dislike it. I suggest creating one at lvl 50 on the test server and trying it out (you can slot all the enhancements for free).
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Blaster Primary Comparison: Standard Environment Testing
Uun replied to Galaxy Brain's topic in Blaster
I don't think this includes the AR changes. -
I just tested on my Plant/Martial and was unable to replicate your experience. Level 50 tip mission vs. Longbow set to +3/x4 (with a +1 level shift). I got the same xp regardless of whether I was using Carrion Creepers or not (I didn't use Seeds of Confusion at all). The only difference in xp was due to mob level, i.e., lvl 54 mobs gave more xp than lvl 53 mobs. Are you sure that you were fighting the same level mobs in all groups?
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I always go T4. I was just using T3 as examples.
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Interesting idea. There are 2 badges in the Dark Astoria arcs that award based on multiple rescues across several missions in different arcs (Buddy Cop and Incarnate Rival).
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Gang War has a 120s duration and a 600s recharge. Assuming 95% recharge slotted in the power, 70% from Hasten and 50% from Chrono Shift, you would need another 185% from buffs and set bonuses.
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If Carrion Creepers defeats an enemy that has taken partial damage from a confused foe, the xp will be reduced (just as if you defeated the same enemy). If there's no confusion in play, CC damage should get you full xp. I suggest you test this out without using Seeds of Confusion at the same time. https://homecoming.wiki/wiki/Confuse_(Status_Effect)
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None of Clarion's mezz protection is perma. The duration and radius of the AoE varies depending on what tier you've got and what subbranch you've taken. For example, Total Core Invocation (T3) has a 90s duration and a 60 ft radius while Partial Core Invocation (T3) has a 120s duration and a 30 ft radius. The strength of the protection is strongest for the first quarter of the duration, drops for the second quarter and drops again for the last half. The only mezz resistance Clarion provides is to repel and taunt. https://homecoming.wiki/wiki/Destiny_Slot_Abilities#Clarion https://cod.uberguy.net/html/power.html?power=incarnate.destiny.clarion_partial_core_invocation&at=corruptor That said, if your secondary is /Time I strongly recommend that you go Radial instead of Core. While the duration is shorter, Clarion Radial includes a secondary effect boost that buffs the defense and tohit buff from Farsight (and stacks with the boost from Power Boost).