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Everything posted by Uun
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Despite the patch notes stating the above, this is only partially correct. Containment was actually introduced to offset the massive nerf to controller pets. Prior to I5, controller pets could stack and you could have multiples out at the same time.
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The extra resistance is ok but nothing to write home about. The more important benefits are the hp and recovery boosts, which can both be enhanced. That said, if you've got +hp accolades/set bonuses and have heal enhancements in True Grit, it's possible to run up against the hp cap when you use OWTS. It's worth checking this in Mid's before you slot OWTS. On my scrapper I found that heal enhancements in OWTS were putting me over the cap and weren't doing anything. I think it's more difficult to hit the hp cap on a tank, but I haven't done the math.
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It was changed when Fiery Aura was revamped in i27p5 (almost 2 years ago). Fire Mastery in the epic sets still has the old version. Rise of the Phoenix (now Phoenix Rising) Renamed Phoenix Rising. This power can now be used when alive. The effects of this power (damage, healing, endurance) will be stronger the closer the user is to death. The player power can't be used if the player has more than 75% health. The power will only make the player invulnerable and grant XP protection if the power is used after death. Damage increased when used while dead, relative to Live.
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Not specific to blasters, but slot one end reduction in each attack.
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The original versions of Tina and Maria's story arcs had missions in which you fought Shadow Hunter. They're still available via Ouro.
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<-- Suggestion Forum is over thataway
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For example, the field circled below is the extra Fiery Embrace damage for Cobra Strike. If I'm not mistaken, I believe this gets increased by enhancements.
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IO Sets with Level Caps... Do you ever use them?
Uun replied to ThatGuyCDude's topic in General Discussion
Sets that cap at lvl 25 or 30 don't provide enhancement values beyond those levels even if they're attuned. The in-game tool tips provided for those enhancements at higher levels are in error. For example, if you slot attuned Steadfast Protection res/end at lvl 50, the tool tip will state it provides 15.937% resist and 26.5% end reduction. Because the set caps at lvl 30, it actually only provides 13.063% resist and 21.75% end reduction. -
When they expanded the base recently, they added openings to the RWZ that don't require clicking a portal (you can just fly up through them). This mucked up all the waypoints for outside missions (if you're in the base) and for inside missions (if you're outside). Sounds like this has been fixed on beta.
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Is that what that said? Could’ve fooled me.
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Sentinels don't get snipes.
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@Galaxy Brain should be able to provide Underground. I would estimate 30-40 minutes each for Keyes and MoM.
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I completed Dr. Francois' arc at lvl 25. He introduced me to Night Widow Ragana, but she won't offer me any missions since I outleveled her arc nor will she introduce me to Orpheus, although I am in level range for his arc. He won't talk to me either.
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Banished Pantheon is probably the strongest, but the Ravager is just so massive and doesn't always work with the character concept. Carnival, Knives and Talons are all solid picks if you want normal sized pets.
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Poison is quite good but has a learning curve. You only need to take 4 powers (Envenom, Weaken, Poison Trap and Venomous Gas). The others are optional/skippable (although several are useful as mules). Envenom and Weaken apply a 100% strength debuff to the main target and a 50% strength debuff in an 8 ft radius AoE around that target. These are considered separate effects, so you can "stack" the debuffs by hitting two targets near one another. Because Venomous Gas is a PBAoE, and the radius of Envenom and Weaken is small, Poison is best played in melee range. There are a lot of ways to slot Poison Trap, mostly focused on how many %dmg procs you slot vs. how much acc/hold duration/recharge. Do not slot for damage.
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The regular and superior versions count independently for set bonuses. So if you slot 3x Unrelenting Fury and 3x Superior Unrelenting Fury in a power, you will only get the 3-slot bonus for each set, not the 6-slot bonus. Also, I don't believe you can slot both the regular and superior versions of the same enhancement (i.e., you can't slot Unrelenting Fury acc/dmg and Superior Unrelenting Fury acc/dmg).
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There are a few I use quite often, in particular the gates from IP to Steel and KR and the one from Talos to Skyway. (There's a TF that spawns a mission in Skyway after one in Talos, and they're always both near the gates.)
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The Preventative Medicine +absorb is a Global and doesn't need to be in an active power.
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Radial, no question. In addition to enhancing tohit debuff, it also enhances end mod. You really won't notice the difference between 33% and 45% damage enhancement. The other option would be Intuition Radial, which swaps immobilize, end mod and run speed for hold, range and slow.
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Signature TFs/SFs always spawn at the maximum of their level range regardless of the leader's level. The leader's notoriety setting is applied on top of this. See links below. https://homecoming.wiki/wiki/Task_Force https://homecoming.wiki/wiki/Strike_Force
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Shards can only be used to craft the Alpha slot components, whereas threads can be used to craft components for all 6 slots. You would need to create new shard recipes for all the abilities for the other 5 slots. Also, shards don't currently drop from incarnate content (missions or trials), so that would need to be changed as well.
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On a tank you shouldn't need the buff (radial) pets and should be able to select a pet based on dps. See the 2nd tab of the linked sheet. Incarnate Lore Pets List
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The number of melee cones that need to be adjusted is actually pretty small. The table below shows all of them (excluding Shockwave and Throw Spines) sorted by arc (scrapper stats). The melee cones most in need of adjustment are Jacob's Ladder, Sweeping Cross, Psi Blade Sweep, Proton Sweep and Shred. Anything with an arc of 90 degrees or greater is fine. Head Spitter and Golden Dragonfly are intentionally narrow and are balanced as ST attacks. The cone is intended as a bonus. Breath of Fire is intentionally narrow and has greater range to compensate. Fault is unique in that the damage cone is overlaid on a stun/kd targeted AoE with a 15ft radius and 20 ft range. Arc Radius Head Splitter 20 10 Golden Dragonfly 20 10 Breath of Fire 30 15 Jacob's Ladder 50 7 Sweeping Cross 50 7 Fault 55 20 Psi Blade Sweep 70 7 Proton Sweep 75 7 Shred 80 7 Eviscerate 90 7 Sweeping Strike 90 7 1000 Cuts 90 7 Frost 90 10 Ripper 90 7 Guarded Spin 90 9 Innocuous Strikes 90 9 Shadow Maul 120 7 Power Crash 120 10 Defensive Sweep 120 10 Titan Sweep 120 10 Arc of Destruction 120 10 Slice 130 7 Flashing Steel 130 7 Crowd Control 180 8
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They cut the endurance cost in half in Page 7. It's now 0.39 end/sec, the same as any of the Leadership toggles. It's really good for the tohit debuff resistance.
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If you're building specifically for the ITF, consider Psi Melee. Psi damage makes quick work of the Minotaurs and Cyclops. Psi Melee isn't top tier, but it's quite serviceable. (I ended up with a Psi/SR scrapper in last year's slot machine challenge.) Alternatively, you could add Psi Mastery to whatever primary you select.