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Uun

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Everything posted by Uun

  1. Similar here. They can be operated manually by fire fighters if there are handicapped people that need to be removed from the building.
  2. Why would you pull using a ST hold?
  3. I'm confused about what you're requesting. Are you asking for a premade macro to be added to the Teleport Target power, or are you asking for the Teleport Target power to be added to the Teleport power? I have no issue with the former, but am against the latter.
  4. Saturday Night Synapse is a weekly event on Torchbearer that runs Synapse as a league and coordinates the exit from the second to last mission to spawn all the Babbages at once. It's not unusual to have 20 or more.
  5. In the same vein, Volcanic Gasses should benefit from Domination.
  6. Uun

    Build Up in Pets

    The enhancement you're referring to is Soulbound Allegience: Chance for Build Up. The effect applies to the pet it's slotted in. It's part of a purple Pet Damage set that can only be slotted at lvl 50. The effect of the Gaussian: Chance for Build Up applies to the caster. It has to be slotted in a power that accepts To Hit Buff sets. If it's slotted in a henchman, it will apply to the henchmen but not to the MM. If it's slotted in the MM's secondary or a pool power, it will apply to the MM but not the henchmen.
  7. You didn't get a response in 6 hours and you interpret that as nobody cares? Wow. I for one only check the forums once or twice a day, so this is the first time I'm seeing your post. I don't know what your original request was before you edited the post, but there's another Dark/Dark thread two up from this one.
  8. Stealth and Combat Jumping vary by AT (1.88% is scrapper/stalker/brute), however, Infiltration goes down to 0% in combat.
  9. Split up Superior Gauntleted Fist into two sets of 3 pieces to double up the 6% E/N resist bonus. Swap LOTG for Shield Wall in Invincibility, Weave and Maneuvers. You get 4.5% E/N resist each with 4 pieces. Add 6th slot to Temp Invul for 5.25% F/C resist. These tweaks should take you to 74% F/C and 72% E/N resist. I like having both Guarded Spin and Innocuous Strikes for the added AoE damage. I can cycle those two indefinitely and insert Eye of the Storm when the bonus is up. Staff's ST damage is pretty anemic.
  10. Levantera is the first of four story arc contacts in RWZ. After you complete her arc, she will introduce you to the next contact. @Ukase explained this already.
  11. There's some history you should be aware of. When Energy Aura was introduced in Issue 6 as a brute and stalker secondary, Energy Drain was virtually identical to Power Sink and had no defense component. The original version of Energy Aura was TERRIBLE. Attempts were made over the years to improve performance. The first attempt was in Issue 13, when a heal was added to Energy Drain (the set didn't have Energize yet). In Issue 21, the entire set was revamped. Conserve Power was replaced with Energize, the heal was removed from Energy Drain and replaced with the scaling defense buff, damage resistance was increased across the board, a taunt aura was added for brutes and Repulse was replaced with Disrupt for stalkers. Now you understand how we got where we are. That said, powers aren't balanced against similar powers in other sets. Electric Armor performs quite well and Power Sink doesn't need a buff.
  12. When Shadow Maul was buffed recently, its animation time was reduced to 2.37s. Flurry's animation was copied from the original Shadow Maul, yet the update wasn't ported over and its animation time still sits at 3.07s. This seems like really low-hanging fruit.
  13. I don't know what you're talking about. It's definitely a real arc and the missions don't repeat. Piecemeal Issue 27 Finale 'A Second Chance At A First Impression' - Issue 27 Finale: Personal Story, Piecemeal A strange, archaic and outdated device in the Rikti War Zone has been asking for you by name. If you are ready, you will step into the shoes of Paragon City's newest and most notorious villain as she comes face-to-face with a situation that (for once) she cannot handle. The amount of humble pie she consumes as a result has yet to be accurately calculated. A new take on the Personal Story, you and your teammates will be forced to assume to the identity of Piecemeal as you navigate a reconstructed simulation of her experience trying to circumvent the protocols in the Paragon City teleport grid - an event that sends her from one place to another uncontrollably before placing you in the heart of a burgeoning apocalypse. Carefully reconstructed from her 360-degree sensor tech and optical recordings by her M.C. of Information, Bile, you will engage in a bit of banter before witnessing the horror hands-on in this Abomination Simulation. Enjoy some of the canonical reasons for notorious changes, and a heaping bathtub full of foreshadowing! This Personal Story can be played together with a full team of 8 players! CONTACT: Pay Phone Accessing this story arc requires having completing Doc Buzzsaw's newest arc. LOCATION: Rikti War Zone, /thumbtack 3230.6 0.1 -513.9 ALIGNMENT / LEVEL: Any - Level 50 OUROBOROS / ARC: Hero of the City / Made - 27.95
  14. Hardened Carapace is your S/L resist armor. While it's a fine place to slot the uniques, it also needs to be slotted for resist and end red. Slot Inexhaustible with 1-2 heal IOs. Not only do they increase the +regen, they also increase the +hp buff. Add a def piece to Environmental Adaptation and change the def/rech piece to def/end. Reduce Aim to 2-3 slots. While the 6-piece bonus is good, you need the slots elsewhere. I'm inclined to 6-slot Atomic Blast with a Melee AoE set like Obliteration so it can be used more often. Add slots to Parasitic Leech. It's a very good T9 and provides a massive buff. Slotting Evasive Maneuvers for defense is a waste. All the defense suppresses in combat. Redeploy the slots elsewhere. If you intend to run Tactics, it needs end red. Take the slots out of Brawl. There are several good melee attacks available in the Epic pools. Drop Assault and take one.
  15. The only new contact I'm aware of is Pay Phone. https://homecoming.wiki/wiki/Pay_Phone
  16. I'm not aware of any toggle in the game that stops using endurance while it's suppressed. That said, not all of Stealth's defense suppresses in combat. If it's still providing defense, it should continue to use endurance. Infiltration should be treated the same way that other travel powers are. Infiltration, Super Speed, Fly, Super Jump, etc. all suppress their movement buffs while in combat (and all have the exact same endurance cost). If you want the convenience of not having to toggle the power on and off, you have to pay the endurance tax.
  17. What if they kept the current heal strength for the first target but reduced it for additional targets? For example (using tank numbers), 562 non-stacking plus 281 stacking. This would still get you pretty close to the tank hp cap unenhanced with 10 targets. I'm not sure how you equate the changes to Burn with Fire Armor being gutted. Every other change made to the set in p5 was a buff. I'm very happy with how the set currently plays. Fiery Aura 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. Burn This power should no longer summon multiple burn patches. This power should now hit 5 enemies instead of 4. Procs should no longer trigger multiple times per target when using this power. Burn Flames should now inherit the power Accuracy enhancements. Burn Flames now inherit AT classes, caps, and modifiers. While under the effect of Fiery Embrace, Burn will spawn a second burn patch for 4.5 seconds Consume Power now grants a small Max HP buff even if no targets are available or hit. Power no longer needs a target to grant End Drain protection. (+End still requires targets) Power is now auto-hit. Damage still requires a to-hit check. This power now takes Healing sets and enhancements. Temperature Protection This power now grants Mag 1 Knock protection in PvE. (This is strong enough to prevent most knockdowns and some weak knockback). This power now grants unenhanceable +regeneration. Healing Flames Cast Time lowered from 1.5 seconds to 0.73 seconds.
  18. I would suggest trying out Entangling Aura to see if you like it. It requires playing in melee range, which isn't for everyone. I took Char for my ST hold, but there are alternatives in several of the epics. They're all pretty similar.
  19. It's both. Rikti Drones and Nemesis buffed with Vengeance have ranged and melee defense, but no AoE defense. Any attack flagged as Area (which includes some but not all melee cones) should get through.
  20. In addition to the above, here are a few more suggestions. I've also attached the build for my Nature/Seismic defender. Keep in mind, using any Seismic power reduces the recharge of all other Seismic powers by 1s. I don't think Mid's reflects this. Slot more resist in Wild Growth. Entangling Aura doesn't need accuracy or recharge. I frankenslot with 2-3 end/hold IOs. You need to move Kick before Tough. It's worthwhile taking a ST hold from one of the Epic pools so you can stack with Entangling Aura to hold bosses. Uungnome - Defender (Nature Affinity).mbd
  21. The spreadsheet linked in Galaxy Brain's post is probably the best source. The original spreadsheet was made by Culex back in 2008. https://web.archive.org/web/20070309030440/http://www.culex.us/ig/CHres.xls (If the link tries to open in Google Docs and gives you a bunch of html, click the Open Original button. Save the file and open in Excel, or upload to Google Drive and open with Google Sheets.)
  22. The Crystal Titan has 2 attacks. Prism Blast is cone attack with a 310 ft range that does a mix of energy and unique damage. Foot Stomp is a 30 ft radius PBAoE that does a mix of smashing and unique damage. The unique damage is autohit, while the energy and smashing components require a tohit check. The Titan has a 100% tohit buff, so those attacks don't miss often and purples aren't going to protect you. Ambrosia provides 75% resistance to the unique damage (65% in Master of Eden mode). You want oranges or resist armor to protect you from the En/Sm damage. It's slower but safer to clear the pool room and save the 4 heroes before attacking the Titan. https://cod.uberguy.net/html/entity.html?entity=devouringearth_eden_trial_giant_crystal_titan https://cod.uberguy.net/html/power.html?power=inspirations.special.ambrosia
  23. You are correct that the Melee Damage sets are lacking in AoE defense bonuses (Blistering Cold/Superior Blistering Cold has a half-strength AoE defense bonus in connection with its F/C defense bonus). Several sets do have melee, ranged and S/L defense bonuses. I'm not sure this is a big issue, since AoE defense bonuses are readily available in Melee AoE sets. In addition to the bonus in Multi-Strike, there are bonuses in Eradication and Scirocco's Dervish. I'm not aware of any melee AT that uses Melee Damage sets that doesn't also use Melee AoE sets. https://homecoming.wiki/wiki/Category:Sets_that_improve_Area_Effect_Defense That said, the Melee Damage and Ranged Damage sets could use a rework. Each has two lvl 10-25 sets, two lvl 15-30 sets, two lvl 20-35 sets, two lvl 25-40 sets and two lvl 30-50 sets. The lvl 10-25 and lvl 15-30 sets should simply be lvl 10-30 sets, and the lvl 20-35 and lvl 25-40 sets should simply be lvl 20-40 sets. Some of those sets could be combined, as there is little need for 4 sets at each of those level ranges.
  24. Back Alley Brawler is SS/Inv, so you're not going to be able to create him as a scrapper. https://cod.uberguy.net/html/entity.html?entity=freedomphalanx_back_alley_brawler_high
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