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Everything posted by Uun
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Containment is the bone the devs threw to controllers when they eliminated stacking of pets in Issue 5. It compensates for controllers having a 0.55 damage scale. Other ATs have much higher damage scales and don't need a damage buff.
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Not sure if its a typo, but unclear why the 5th piece in Dark Blast is Devastation rather than Superior Winter's Bite. Infiltration is fine as a LOTG +recharge mule, but it's not worth slotting for defense. All the defense suppresses in combat. Slot Slowed Response with Shield Breaker or Analyze Weakness. Power Transfer isn't doing much for you in Chrono Shift. I suggest 6x Preventative Medicine or 2x 50+5 recharge IOs. You would get more mileage with Soul Mastery rather than Energy Mastery. You could take Dark Embrace and Power Boost instead of Conserve Power and Power Build Up. If you freed up a power slot you could add Soul Drain.
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I don't play against type so much as I often pick combinations that are unpopular. I've got a Rad/Dark corruptor, Dark/TA blaster and Beast/Traps mastermind, all of which quite effective.
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I find the PBAoE heals (excluding Twilight Grasp) to be among the most boring and brain dead powers in the game. Even fully slotted they don't heal enough to provide meaningful mitigation if things go sideways, so people just spam them as a preventative measure. Storm isn't a buff set and doesn't need a power like that. (People keep on making similar requests for Poison/Alkaloid.) The heal is the least useful component of O2 Boost. It provides resistance to endurance and recovery debuffs, +perception and resistance to perception debuffs, and mezz protection to stun and sleep. You don't need to slot for any of these, so if you don't want Gale, 1-slot O2 Boost with a Preventative Medicine +absorb proc and call it a day. The devs have made it clear that they don't want mezz protection buffs to be AoE, so those buffs would have to remain ST if the heal were made AoE. The strength of the heal would also need to be cut and the recharge increased. Also note, the only Targeted AoE heals in the game are Transfusion (which targets a foe) and Rejuvenating Circuit (which is a chain). If it became a PBAoE, O2 Boost would have its range cut from 80 ft to 25 ft.
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I don't see the suggestions as mutually exclusive, however, these powers don't accept IO sets as they only have 1 or 2 attributes that can be enhanced. If a power can only be enhanced for recharge or end reduction, what would be the point of an IO set? Again, this isn't a zero-sum situation. If you have proposals for new IO sets in those categories, put them out there.
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You don't say what your primary is, but this is what I did on my Poison/Sonic: Scream: 5x Superior Winter's Bite Howl: 5x Positron's Blast (skip dmg/rech), Bombardment proc Shout: 3x Superior Vigilant Assault, 3x Thunderstrike Ampliy: Gaussian's BU proc Siren's Song: 6x Bombardment Screech: 3x Superior Vigilant Assault, 3x Thunderstrike Dreadful Wail: 6x Superior Defender's Bastion
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I wouldn't bother with Hybrid/Control on a corruptor. You don't have enough control powers for the damage proc or +1 mag to be meaningful. Also, Thunder Clap is only a mag 2 stun, so +1 mag would only stun lieutenants, not bosses. (Thunder Clap is a garbage power and you should skip it entirely.) You could go Total Radial, but the chance to fear/immobilize is pretty crappy compared to the other Hybrids. I would go Assault/Radial or Support/Radial. https://homecoming.wiki/wiki/Hybrid_Slot_Abilities Cardiac does nothing for you other than end reduction, damage resistance and range. It would probably be more efficient to slot more of the the +end or +rec uniques in your build and go Musculature Radial. Note, Hybrid/Support comes with an always-on endurance discount.
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There are currently 5 Slow IO sets, 2 for levels 10-30 and 3 for levels 20-50. The 4 original sets all follow the same template: acc/slow, dmg/slow, acc/end, range/slow, end/rech/slow, proc (or acc/dmg/slow). This results in a 5-piece total of 53.0% acc, 100.7% slow, 47.7% end, 26.5% range, 26.5% dmg and 26.5% rech (the 6-piece total for the set without a proc is 74.2% acc, 121.9% slow, 47.7% end, 26.5% range, 47.7% dmg and 26.5% rech). More recently the HC devs added Ice Mistral's Torment: slow/end, dmg/rech, dmg/slow, acc/dmg/end, acc/dmg/end/rech, proc. This results in a 5-piece total of 39.75% acc, 53.0% slow, 66.25% end, 92.75% dmg, 45.05% rech. This is quite useful for damaging powers that also slow. There are a significant number of non-damaging slow powers for which the damage enhancements are wasted. The 4 original sets are also sorely lacking in recharge. Using the Accurate Defense Debuff and Accurate ToHit Debuff sets as a template, I propose a new Slow IO set comprised of slow, acc/slow, acc/rech, slow/end/rech, acc/end/rech, proc. This would result in a 5-piece total of 74.2% acc, 90.1% slow, 42.4% end, 68.9% rech. Accuracy Slow End Range Damage Recharge Pacing of the Turtle 53.00% 100.70% 47.70% 26.50% 26.50% 21.20% Tempered Readiness 74.20% 121.90% 47.70% 26.50% 47.70% 21.20% Ice Mistral's Torment 39.75% 53.00% 66.25% 0.00% 92.75% 45.05% Proposed 74.20% 90.10% 42.40% 0.00% 0.00% 68.90% Note, this is purely about enhancement values and I'm not making specific proposals for what the proc or set bonuses would be.
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You seem to be ignoring that nukes aren't unique to blasters. Corruptors, defenders and sentinels also have them. Even with their debuffs, corruptor and defender nukes don't produce the same amount of damage as blaster nukes and are currently being used at a higher level of risk. Sentinel nukes have lower damage scales, target caps and recharges and simply aren't designed to obliterate a x8 spawn. I might also remind you that when the crash was removed from nukes and the recharge reduced, the trade off was a reduction in damage. Nukes used to have a lower base damage level plus 2 tiers of additional damage that procced on a per-target basis. Currently, most nukes are 4.0 damage scale. Originally, nukes were 3.0 scale base damage with a 75% chance of 1.5 scale additional damage and a 50% chance of 1.5 scale additional damage. The average was 4.88 scale, but if both tiers of additional damage hit the total was 6.0 scale, 50% higher than current nukes. (This change was announced by the original devs in the I24 beta but was never released to the live servers.)
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and Knives of Artemis
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Stalker, Bane and Widow Placate powers were reworked in i27p3, changing them from ST to AoE, reducing their cast times and making them instant hit. They are quite useful now.
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Seems redundant for stalkers, banes and widows, all of which have access to auto-hit AoE Placate in their primary or secondary on a much shorter cooldown.
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Not true. Most stealth powers don't have -threat. Base Empowerment/Grant Invisibility does not, nor do +stealth IOs. To my knowledge, Concealment/Stealth, Super Speed, Superior Invisibility and Group Invisibility are the only ones that do.
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Stealth was buffed in i27p2 and its stealth radius increased from 36 to 55 feet (the same as Invisibility used to provide). Other than foes that ignore stealth (Rikti drones, Rularuu eyeballs, snipers, etc.) you are completely undetectable (highest perception radius for standard foes is 54 feet). There is no benefit to further increasing its stealth radius. If you want to increase the stealth radius with Infiltration, slot a Celerity or Unbounded Leap +Stealth IO in it. It will increase the stealth radius from 36 to 66 feet. I'm against adding a pop-up placate to Infiltration, especially one with vastly superior stats to Misdirection. Misdirection requires 2 power picks, has a 240s cooldown and a 20 ft radius. You're asking for a power available at lvl 4 with no prerequisites to have a 120s cooldown and 60 ft radius. Misdirection is fine as is. It's already a stronger placate than Smoke Flash that Ninjitsu stalkers and Ninja Training blasters get in their secondaries.
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This change happened in Issue 5 (2005).
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You should also be careful of factions that drain endurance (Arachnos Mu and Malta Sappers). Willpower has no end drain resistance and they can drop your toggles easily if you're not paying attention.
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The dominator version of Dragon's Tail has a 15-foot radius and can hit 10 targets. Spinning Kick has a 90 degree arc and 9-foot radius and can only hit 5 targets.
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Alpha: Intuition Radial. It buffs your holds, defense debuffs, range, damage, tohit buffs and slows, all of which are useful to you. Judgement: Whatever fits your concept. I tend to go radial for the secondary effects rather than core for the additional damage. Interface: The best debuffs are Degenerative and Reactive, or you could go for one of the DoT radials (Preemptive, Reactive and Spiritual do more damage than Degenerative or Cognitive). Lore: Whatever fits your concept. Destiny: Clarion Radial for the mezz protection and double power boost on Farsight or Ageless Radial for the debuff resistance. Support: Control Core for the chance of +1 mag to controls (the damage is meh) or Support Radial for the league-wide buff to accuracy, defense, damage, healing and mezz.
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Radiation Emission: Quality of Life Adjustments Requested!
Uun replied to Hateborne's topic in Suggestions & Feedback
Bosses don't have debuff resistance, just AVs. -
It depends on your team size setting. Did it recently set to x3 and got 3 EBs at once.
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It's a mistake to run this arc at the level it's first offered. You just don't have the slotting in place. I tried this once when HC first launched and couldn't get past Silver Mantis in the first arc. It's much more enjoyable to run it at lvl 50.
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Virtually nothing. I can't stand Hami and can count the number I've done since launch on one hand. I might join a MSR once or twice a year (never before lvl 50). If I want a patron pool, I rotate through the arcs and enjoy most of the other patrons more than Black Scorpion. I try to get the defeat badges for the accolades in the normal course, but there are a few that often require camping a location and defeating a bunch of greys (Pirate and Spider Smasher).
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I like the New Praetorians arc and have done it a bunch of times on all ATs. The best way to approach the Calvin Scott fight is to ignore him when you're on the volcano top and focus on taking out the 2 groups of loyalists first. You shouldn't need more than 4-6 medium or large purple inspirations (used 2 at a time) for this. Once the loyalists are all defeated, Calvin teleports you inside the volcano and you can buff up and take him out 1 on 1. Assuming you're fighting him as an EB not an AV, he goes down pretty quickly. I usually wait until I have T3 or T4 Incarnates fitted before running the Calvin Scott mission. You only get a +1 level shift (I usually set the mission to +3), but the Destiny and Hybrid powers make things go easier. Lore pets will eat dirt pretty quickly if you bring them out at the beginning of the fight, so you might want to hold them in reserve.
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Already reported as a bug.
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I see the 151.00 damage per activation time for Brawl in game but it makes no sense. The same screen shows that the power does 22.52 damage and has an activation time of 0.83s, which works out to 27.1 DPA. It's some kind of error. Your best source for authoritative data is City of Data https://cod.uberguy.net/html/index.html