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Everything posted by Uun
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Slotting end reduction in your attacks (and Tough/Weave) should solve most of your problems. I would do this first, then add slots to Stamina/Quick Recovery if you still have issues.
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Because of the lower resist cap, defense sets perform better on scrappers than resist sets. The defense sets with the highest defense debuff resistance (DDR) are SR, Shield and Energy Aura. SR is the easiest to soft cap defense and also has capped defense debuff resistance (DDR). Shield has less DDR but has +hp and +dmg. Energy Aura has typed (instead of positional) defense and has holes to toxic and psi attacks outside of the T9, but has a heal and end management tools.
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No matter how good Ice Mastery is, Power Boost is a must take with Time.
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I don't know whether they're the best, but sentinels are very effective sappers. The sentinel version of Electric Blast has a 10 target max for Short Circuit and Thunderous Blast (vs. 16 for other ATs), but Thunderous Blast has a 90s recharge (vs. 170s). I've got an Electric/Bio sentinel that leverages end drain very effectively and can take entire spawns out of commission indefinitely.
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Fulcrum Shift has two AoEs, one around the caster and one around the target. The caster AoE is a flat 40% damage buff to the caster and all allies in a 20 ft radius. The target AoE consists of a 20% damage debuff to all foes in a 30 ft radius (10 target max) and a 20% damage buff PER FOE HIT to all allies in a 20 ft radius. If you hit the 10 target max with Fulcrum Shift, everyone in the target AoE gets a 200% damage buff. If you're using it at range, you're just getting the 40% buff and missing out on the 200% buff, while if the caster is next to the target, everyone gets a 240% damage buff.
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For end drain to be effective you need to take foe endurance to zero and keep it there. That means you also need powers with -recovery. Electric Blast has both. Electric Affinity has both. Electric Control has both. Kinetics has end drain but not -recovery. Defenders have the highest end drain modifier (1.25). Controllers and corrupters have 1.1.
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What arcane said. You're doing it wrong. Kinetics needs to be played close up and personal. If you're staying at range for Fulcrum Shift, you're missing most of the buff.
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Storm/Storm is all kinds of fun. Lots of visual synergy with both sets lightning strikes. Embrace the chaos.
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Wild Fortress has toxic resist. Sound Barrier has smashing/energy resist.
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With the exception of Illusion, controller and dominator primaries have the same powers. Range, AoE size, recharge, endurance cost are all the same. The differences are in 1) control duration and magnitude and 2) damage. Control powers (hold, sleep, stun, immobilize, fear, confuse) have a duration and a magnitude. Magnitude determines what rank of foe is affected (mag 2 will affect a minion, mag 3 will affect a lieutenant, mag 4 will affect a boss). Controller and dominator primary powers start out with the same magnitude, usually mag 3. Controllers have a 20% chance for an additional 1 mag while dominators can double the magnitude when Domination is active. Base duration is longer for controllers, while dominators get 50% more duration when Domination is active. Most players build their dominators to make Domination perma. Controllers have a ranged damage modifier of 0.55 while dominators have a ranged damage modifier of 0.95. As a result, base damage for primary powers will be 72% higher for dominators, however, controllers get Containment. Containment doubles the damage to controlled foes. With Containment, controllers will do about 15% more damage than dominators when using the same powers. The bigger difference between the ATs is the secondaries. Controllers get support secondaries while dominators get assault secondaries (a mix of melee and ranged damage attacks).
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It has nothing to do with combat movement (Sprint doesn't suppress in combat). The problem is that "Follow" won't close distance beyond a certain point if the target is moving. You need to navigate to the target manually. We really need a "Catch" command.
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The blaster sustain toggles have 0 end cost.
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I would pull the 2 +resist slots out of Grounded and move them to Charged Armor and Conductive Shield. The 6-slot bonus for Aegis and the 5-slot bonus for Unbreakable Guard will give you an additional 8.25% toxic/psi resist (vs. 3.825% negative energy resist keeping the slots in Grounded). Power Sink is autohit and doesn't require accuracy. With Fury, Assault is largely wasted on a brute. If you really want Vengeance I would take Tactics instead, but I would be more inclined to drop the Leadership pool entirely for Tremor and Focused Accuracy.
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The standard version is 120 hp and the superior version is 180 hp. Both last 30s and are 2 PPM procs that require a successful hit to trigger. This proc adds 7.5 (standard) or 10 (superior) to your Opportunity bar, causing it to refill faster. Both require a successful hit to trigger. Since the changes to sentinels, it's pretty "meh". I generally slot the sentinel ATOs for the enhancement values and set bonuses. Because they have high recharge values, I typically slot them in powers with long cool downs (usually one of them in the nuke).
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Just saw this. I'll take a look at your build when I get home, but here's what I'm running. Uunplugged - Brute (Stone Melee).mbd
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I don't really have a problem with Sister Solaris arc. There are two issues with the finale mission. First, it ignores your team size settings and always spawns at x8. I think it was designed this way because you get 5 NPC allies to help you. I generally decline the help to get the Knows No Fear badge, but even if you accept it the allies rarely survive past the first few Talon groups. This mission was much easier to solo before the devs upgraded the Cyclops and Minotaurs to the incarnate (nictus) versions. If you're squishy, these guys need to be pulled so you're not facing the entire group at once. Psi damage and confuse help a lot.
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My Illusion/Time build is attached. It has perma PA, Hasten and Chrono Shift. I use Power Boost with Farsight and Chrono Shift and refresh them both at the same time. Uuntouchable - Controller (Illusion Control).mbd
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Fire/Fire is better on a tank. Tanks have larger radii and target caps on their AoE and cones, plus they get Combustion instead of Cremate for an additional PBAoE attack. My build is attached below. If you decide to go brute anyway, you should be able to adapt it. Uunferno - Tanker (Fiery Aura).mbd
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Looking for a Dual Pistol / Poison build for new player.
Uun replied to ihategreeneggs's topic in Corruptor
Poison has a lot of skippable powers, but Envenom isn't one of them. I believe there may be an alternate animation though. -
Electric Affinity only has 2 powers that drain endurance, Shock (ST) and Galvanic Sentinel (pet). Neither is particularly strong and both are better for their -recovery. You might consider Kinetics - Transference is a much stronger end drain, although it has no -recovery. I would recommend Mu Mastery over Electric Mastery, since it has Power Sink as a T1 power instead of a T4 power.
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https://homecoming.wiki/wiki/Hybrid_Slot_Abilities#Control
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One of the towers (red?) provides Recluse with a 30% ToHit buff, making it harder to tank him with defense-based armor (SR, Shield, Ice) until it's down. He's also got high mag kb attacks, which can be problematic for sets without native kb protection (Dark and Fire). In addition to energy damage most of his attacks have high levels of toxic damage, which some armors don't have much resistance to.
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Slows are an interesting thing to combine. While 50-60% slows don't do much, once you get closer to the movement speed floor (90%), it really messes with the mob AI, especially if they're also trying to flee the area. On my Fire/Time corruptor I stack Rain of Fire with Distortion Field. On my Water/Martial blaster I stack Whirlpool with Reaction Time. On my Ice/Kin corruptor, the slows from all the blasts stack with Siphon Speed. Even though Ice Armor only has one power that slows (Chilling Embrace), combining it with Spines could be effective. (Plus you get 2 damage auras.) On the other hand, Bio Armor/Kin Melee seems like it would be underwhelming.
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Similar to Hibernate, you've got Tidal Forces turned on. This is vastly inflating your damage and accuracy. If you intend to use Tough as a mule, the Gladiator's Armor +def unique should be slotted here instead of the Unbreakable Guard resist. If you intend to run Tough, it requires end reduction. The Miracle +recovery shouldn't be slotted in Inner Will. It needs to be slotted in a toggle or auto power (otherwise it will only work for 2 minutes after you use the power). Panacea is also a poor choice in Inner Will, as the heal is pretty small. I would slot Inner Will with 2x recharge IOs and move the Panacea set to Reaction Time. Water Jet has insufficient accuracy. Eagle's Claw has insufficient accuracy slotted, plus all the recharge slotted is screwing up your proc chances. You would be better served to drop some of the procs and enhance the damage. Frozen Armor should be slotted with a Defense set, not a Resist Damage set. You want to enhance the S/L defense, not the F/C resistance. Steam Spray should be taken much earlier and also requires accuracy. Also, you can add more than 3 slots to your lvl 49 power if you respec. I wouldn't skip Dehydrate or Burst of Speed. For reference, I'm attaching my current Water/Martial build. Uunfit - Blaster (Water Blast).mbd