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Uun

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Everything posted by Uun

  1. I have no objection to creating this option with Null, but I don't consider it to be analogous to Group Fly (nor have I ever asked someone not to run Group Fly).
  2. If I spent a few minutes searching, I'm sure I could find at least a half dozen threads with this request/suggestion going back 3 years or more. I've participated in a number of them.
  3. There are already Minimal FX options for Ice Shield and Glacial Shield. It's up to the caster to select that option at character creation or at the tailor. I'm normally not one to tell people how to play their character, but the standard shields are really fugly. If you play Cold Domination, be considerate and change them.
  4. While Port Oakes is listed as a level 7-12 zone, you can start doing newspaper missions at level 5. You should be assigned a broker when you first enter Port Oakes.
  5. It's a combination of magnitude and the Purple Patch. Bosses have mag -3 TP protection, lieutenants -2 and minions -1. Fold Space is mag 4.1, however this is reduced against higher level foes due to the Purple Patch (your powers are 90% effective against +1s, 80% against +2s, 65% against +3s and 48% against +4s). As a result, Fold Space is mag 3.69 against +1s, 3.28 against +2s, 2.66 against +3s and 1.97 against +4s. Excluding Incarnate level shifts, Fold Space can only TP bosses up to +2 and lieutenants up to +3. https://homecoming.wiki/wiki/Purple_Patch
  6. The RWZ contacts/arcs are sequential and must be completed in order.
  7. Illusion Control paired with Dark, Poison, Rad or Time.
  8. Radiation Emission is one of the original support sets and is available on defenders, controllers, corruptors and masterminds. Classic combinations include Rad/Rad defenders and Ill/Rad controllers.
  9. There are a lot of powers in the game that apply knockback/knockup resistance to foes. This includes most of the ST and AoE immobilizes, including those in blaster secondaries, and quite a few of the ST holds.
  10. I wasn't aware of this, but 16.89% every 5.6s works out to essentially the same proc rate as 30.7% every 10s.
  11. I believe it's each mob individually. It needs to have a successful hit roll before the proc chance is applied. @Carnifax has tested this pretty extensively.
  12. It has a 30% chance to fire every 10s (same as any other 3.5 PPM proc).
  13. Damage from Acid Mortar is minimal so I wouldn't waste an Apocalypse set on it. Typically I 3 or 4-slot a Defense Debuff or Accurate Defense Debuff set (just the pieces with recharge).
  14. There are 2 kinds of story arcs, major (blue bookmark) and minor (green bookmark). You can only have 5 major arcs active. Note that the RWZ arcs, while minor, apparently count toward the major arc limit. https://homecoming.wiki/wiki/Story_Arc
  15. Uun

    Ice control

    Your controllers and blasters don't stay in melee? 😁 I've got a Fire/Nature controller that stacks Hot Feet with Entangling Aura. Endurance management is challenging, but it's pretty darn effective.
  16. Uun

    Ice control

    I use both Arctic Air and Cold Snap on my Ice/Savage dom (they work a lot better with Domination).
  17. Storm Cell requires accuracy and benefits from damage enhancement, however procs don't work in it. I've got it slotted with 3 pieces of the ATO plus 2 piece of Annihilation. Of the 3 I would say Gust, but then I would drop Hailstones. You don't need both. Snow Storm is moderately useful at low levels but becomes superfluous later. I would probably add Jet Stream, which is a decent cone (and doesn't repel if you use it with Storm Cell). I only slot kb>kd in Tornado. The kb from Storm Cell and Cat 5 is mag 2 and Lightning Storm is mag 1. Hailstones doesn't require kb>kd (it does kd). In Steamy Mist, replace the endred IO with Shield Wall def/end or Gladiator's Armor res/end. Not sure what you should drop for it, but I wouldn't skip Cloudburst. Attaching my Storm/Storm corruptor build. Uunclear - Corruptor (Storm Blast - Storm Summoning).mbd
  18. Slot Caltrops with an end/rech/slow IO. The %immob proc is pointless if you're using Crushing Field. %dmg procs don't work particularly well in Acid Mortar (about a 30% chance to fire every 10s). Suggest you try it out on the test server. Force Field Generator should get more slots. %dmg procs DO work in Poison Trap. Consider replacing some of the set pieces with procs. If you intend to run Weave and/or Maneuvers, they will need end reduction (Kismet needs to be in an active power). Mid's damage display for Seeker Drones is incorrect. Each seeker (2 are summoned) does 13.915 damage, so even fully enhanced you're only looking at 54 pts of total damage. %dmg procs don't work AT ALL in Trip Mine. The %rech proc will work. You have no travel power.
  19. Uun

    Elec Elec

    There were some changes to Electric Armor in the most recent patch, most notably that a 17.5% per target regen buff was added to Power Sink. If you can get 10 targets in range, it turns into a pretty substantial buff (Power Sink is autohit and the regen buff can be enhanced) and it's easy to perma. I'm still playing with slotting and the mix between endmod and healing, but I definitely find myself using it even if I don't need endurance.
  20. In addition to the above, there's an empowerment buff you can craft that provides 20% end drain/recovery resistance for 90 minutes. But seriously, you shouldn't be having this problem if you have Gamma Boost.
  21. Have you run the 801 missions? I'm pretty sure @Linea has deployed them all. FYI, Singularities can be confused for fun and profit.
  22. You're looking at this in terms of a single attack with a 100% probability of an x magnitude status effect. Putting aside the fact that there are many powers that have a less than 100% chance of a status effect, you're ignoring the fact that status effects stack. If I'm fighting Malta on my tank, I will get stunned periodically despite having mag 12.975 stun protection because multiple foes are applying stuns and they will eventually stack to overcome my protection. The same applies to Carnies or Rikti and getting held.
  23. My issue with Triage Beacon is that its duration and its recharge are both too long for a stationary object. There are few situations where a buff with a 90s duration is useful and a 200s recharge is far too long to deploy it regularly. Even 6-slotted with decent global recharge you're looking at about an 83s recharge. Triage Beacon's regen buff is OK but nothing to write home about. Even 6-slotted, it's not going to save you in a tough fight. Spirit Tree used to be identical to Triage Beacon. In the most recent patch its duration was dropped to 60s and its recharge to 120s. On top of this they added a taunt aura, which is far more useful than the regen buff. I don't know if they intend to apply the same changes to Triage Beacon, but even a duration/recharge reduction would be a big improvement.
  24. There are some small/less obtrusive shield models. For example, Vanguard Shield. When not in use it collapses to a frisbee sized disc on your forearm. When deployed it projects an energy disc.
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