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Uun

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Everything posted by Uun

  1. Psychic Blast has more powers with long animation times than most blast sets, resulting in a very slow feel. Just about every AT with Psychic Blast has a slightly different version of the set. Sentinels in particular get several unique powers with animation times longer than the powers they replace. Psychic Scream: The animation time of 1.87s has been improved from the original version with 2.67s (which dominators still have), but the animation time before effect (ATBE) is still 1.83s, resulting in a long wait before the damage hits. Blasters get Psionic Darts instead, which has similar stats but a much shorter animation and ATBE. Can the Psionic Dart animation be ported to Psychic Scream? Will Domination: The ATBE for this power of 1.67s is longer than the animation time of 1.10s. Can the projectile speed be increased so that the damage hits during the animation? Psionic Strike: This is the power sentinels get instead of Psionic Lance (the snipe). It has an animation time of 2.67s but an ATBE of 0.67s. There's not much going on in this animation and I see no reason it couldn't be tightened up. Psionic Tornado: The defender, corruptor, blaster and epic versions of this power all have front-loaded damage. The sentinel version is a 4.1s DoT. Why? Please change the sentinel version to match the other ATs. Scramble Minds/Scramble Thoughts: Scramble Minds has a 2.0s animation and 1.87s ATBE. Sentinels get Scramble Thoughts instead, which has a 3.0s animation and 1.87s ATBE. Is there any reason Scramble Thoughts couldn't use the Scramble Minds animation?
  2. I was today years old when I learned that existed. Part of the reason is that 3 of my blasters are Ice, DP and Water, so I only have 2 blasters with a snipe. (I have lots of corruptors with snipe, but they don't get this buff.)
  3. Looking at my scrappers and brutes, I've gone Rebirth Radial 3x, Ageless Radial 3x and Barrier 1x (including 1 with both Rebirth and Ageless). Obviously I take Rebirth with secondaries that don't have heals, although Radial also provides a hefty regen buff. When I take Ageless, I go Radial for the debuff resistance (rather than Core for the recovery buff). For Hybrid, I've gone Melee Core 5x and Assault 4x (including 3 with both). It's handy to be able to switch between a more offensive or defensive posture depending on the faction you're facing and the team composition. IMO, Melee Core is better than most of the armor set T9s. It provides a 120s buff to resistance and regen that doesn't degrade over time and has no crash. It also provides confuse and fear protection, which some of the armors lack.
  4. It depends on the primary/secondary and what the build requires. I always slot the scrapper ATOs. I typically 6-slot Superior Critical Strikes, but will split Superior Scrapper's Strike into two groups of 3 pieces if I want to double the S/L defense bonus (otherwise I'll 6-slot for the recharge and S/L resist bonus). The ATOs provide a lot of recharge enhancement, so try to slot them in powers that have long cooldowns. If I need positional defense, I'll slot Mako's Bite for the ranged defense bonus or Touch of Death or Superior Avalanche for the melee defense bonus. If I need typed defense, I'll slot Superior Blistering Cold for the S/L and F/C defense. The purple sets also provide a lot of recharge enhancement, so those also go in powers with long cooldowns. I'm sure I could eke out more damage by slotting damage procs in lieu of full sets, but in doing so I would sacrifice valuable set bonuses and recharge slotted in the attacks for a more fluid attack chain. I'm not interested in building for pylon times, I want scrappers that are sturdy and fun to play.
  5. Thugs MM has Snow, Cochise, Vermin, Ajax, Cowboy and Cleon (from the movie Warriors). Beasts MM has Bo Diddley, John Lee Hooker, Howlin' Wolf, Ma Rainey, Rosetta Tharpe and Muddy Waters. Illusion/Poison controller has Spengler, Stanz, Zeddemore (Phantom Army), Venkman (Phantasm) and Zuul (Spectral Terror). Illusion/Time controller (Uuntouchable) has Meyer Lansky, Bugsy Siegel, Joe Masseria (Phantom Army), Lucky Luciano (Phantasm) and Al Capone (Spectral Terror).
  6. Uuntouchable - Controller (Illusion Control).mbd
  7. You can get AM and Siphon Speed at lower levels than Chrono Shift, but Ill/Rad and Ill/Kin require more global recharge than Ill/Time for perma-PA. AM provides 30% +rech and Siphon Speed provides 20% (but can be stacked) while Chrono Shift provides 50%.
  8. Yes. 6-slotting Stamina with end mod is a waste. Slotting more than 3 of any single enhancement type has diminishing returns due to Enhancement Diversification. Slot end reduction in your attacks. You also need accuracy in your attacks, as missing uses endurance. https://homecoming.wiki/wiki/Enhancement_Diversification
  9. Global recharge (including Hasten) doesn't affect proc chances, only recharge slotted in the power (or running Alpha Agility or Spiritual). A recharge of 16s or longer is generally the sweet spot for proc chances. I'm not a big fan of slotting lots of procs on a scrapper (although I will slot 1-2 in a power if I've already maxed out the damage). In order to make the procs effective you have to forego a lot of recharge and set bonuses. I find procs give more bang for the buck on ATs with lower damage scales.
  10. My DA tank has 14. There are still a handful of foes that are problematic (i.e., Recluse in MLTF).
  11. I've got an Illusion/Time with perma Phantom Army, Hasten and Chrono Shift. I don't recall what level I achieved that, but Chrono Shift isn't available until lvl 30.
  12. Fire Blast has no mitigation or secondary effects. You might do better with a set like Ice, which has slows and holds, or Dark, which has -tohit, knockback, hold and a heal.
  13. Sentinel T9s have shorter recharge than the blaster versions (90s vs. 145s), which explains the larger difference in damage. Many of the sentinel T9s (including Blackstar) have 2 radii, with higher damage inside a 10 ft radius and lower damage between 10 ft and 20 ft.
  14. The arc/radius buffs that tanks get via Gauntlet make a huge difference, particularly to Shadow Maul and Touch of Fear.
  15. Not disagreeing that this happens, but it's not the only power in the game that has this problem. Among the others: Martial Assault/Trick Shot, Electric Control/Synaptic Overload and Electric Control/Jolting Chain. The latter two use pseudo pets and it still happens.
  16. Invulnerability is a hybrid resist/defense set. While it has high levels of S/L resistance, its resistance to other damage types is moderate at best and it relies on defense from Invincibility and Tough Hide. It originally had no DDR, with 50% added to the set in Issue 13. It currently has higher DDR than Ice or Stone, both of which are defense sets. Bio*, Dark, Electric, Fire, Radiation and Regen have no DDR and building these sets for soft-capped defense is a waste. Willpower has a nominal amount (17.3%) that doesn't do much. *I'm surprised that most versions of Bio don't have any DDR (the sentinel version does), since it relies on defense for its F/C/E/N protection.
  17. Neutrino Bolt can absolutely be spammed endlessly (unenhanced it has a 1.5s recharge), but it's very low damage. Proton Volley and Cosmic Burst have roughly double the DPA and 3x the defense debuff, plus Cosmic Burst has a mag 3 stun. I don't recommend skipping them.
  18. You lose the +def of Parry (which you don't need with Shield) and gain more AoE and a less resisted damage type. Tank Fiery Melee is all about the AoE - it has 2 PBAoEs plus a cone, and with tanks' radius and target cap buffs, stuff just melts. If you skip Scorch, it's lacking in ST damage until Incinerate and Greater Fire Sword come along.
  19. 100% uptime is impossible as the 3 minute recharge can't be changed. The recharge of RoP can't be enhanced and is unaffected by global recharge. You do you, but I'm not sure how you envision occupying your time. Rad Em has 3 debuffs - 2 of them are toggles and the other has a 90s recharge. Presumably you would be blasting? Neutrino Bolt, Irradiate and Neutron Bomb is hardly an attack chain. All of Rad Blast's powers debuff defense and the debuffs stack. There's really no reason to enhance the debuff as it just becomes overkill. The attraction of blast sets that debuff defense is that they accept a large number of procs. Always rely on City of Data over Mid's. The most efficient slotting for Choking Cloud is 3 end/hold enhancements (from 3 different Hold sets). You keep all your slots when exemplared but your enhancements become less effective. https://homecoming.wiki/wiki/Exemplar_Effects_on_Enhancements
  20. It seems to me that using Enflame on Singularity would be suboptimal. Enflame has an 8 ft radius, while Singularity's Repel has a 9 ft radius (although if you have Singularity slotted with kb>kd proc, the kb chance is reduced to 20%). Would it work better to put Enflame on Dark Servant or one of the bosses?
  21. The amount of defense Stealth provides varies by AT. On a defender or tank it provides 2.5% that doesn't suppress plus 10.0% that suppresses. On a blaster or sentinel it provides 1.75% that doesn't suppress plus 7.0% that suppresses. The other ATs fall in between. The unsuppressed defense is exactly the same as that provided by Combat Jumping or Hover. The portion that suppresses is 80% of the total.
  22. This issue was raised on the Bug forum at the time Page 6 was released. The change to sentinels wasn't listed in the patch notes but was apparently intentional.
  23. Chain Fences is a mag 3 immobilize. Electric Fence is the mag 4 immobilize.
  24. I split Vigilant Assault into two groups of 3 pieces in order to double up on the recharge bonus. I put one of the groups of 3 (but not the proc) into Storm Cell. I put the full Defender's Bastion set into Chain Lightning.
  25. Other than needing to dismiss your pets at certain points in order to get particular badges, controllers do fine on Incarnate Trials. Incarnate Trials aren't that hard if you know what you're doing and controls are effective during most of them (other than the AV fights). I'm not a big player of hard-modes, so I have limited experience running controllers through that content. There's a lot more mezz resistance/protection, so controllers will be leaning more on their secondaries (unless they're Illusion).
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