Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
4091 -
Joined
-
Last visited
-
Days Won
5
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Uun
-
Was the leader telling the league not to attack AM and somebody ignored them, or was the leader not giving directions? I have no issue joining PUG ITrials, but only if they're led by certain people.
-
It really doesn't. Cloak of Fear and Oppressive Gloom are entirely skippable (and CoF requires 6 slots to be viable). You can cap resistance to just about everything except energy and toxic, plus it has the best heal in the game available every 10-15s. It's obviously better on a tank or brute due to the higher resist cap and the taunt aura, but it's certainly viable on a scrapper.
-
It has 25.95% resistance to -regen in Fast Healing (scrapper #s), as does Regen. Both sets should have more. Radiation has 17.3% in Gamma Boost plus 25.95% in Radiation Therapy.
-
I wasn't suggesting that the psi protection justified taking Unstoppable or Overload, just that both sets have similar levels of protection.
-
Invul has a small amount of psi resist in Resist Energies and Unyielding and a large amount in Unstoppable. Energy has a small amount of psi resist in Energy Protection and a large amount of psi defense in Overload. Fire has the biggest psi hole, as it has no protection whatsoever.
-
The crash on One with the Shield is comparatively mild (-60% endurance) and very manageable.
-
I think everything is relative. While an armor set may be the worst, that doesn't make it a bad armor set, just not as effective as another. The resist armors (Dark, Elec, Fire and Radiation*) don't perform as well on scrappers, stalkers and sentinels as they do on tanks and brutes due to the lower resist caps. I don't feel like Fire is materially worse than Dark or Elec, although it depends on what faction you're facing. The recent buffs to the set have improved it significantly. Willpower and Regen have no protection against end drain or recovery debuffs and only limited protection against regen debuffs (Radiation has more -regen protection than either). Willpower and Regen perform very well against foes without debuffs as long as you're mindful of how many foes you take on. Sets that rely on regeneration can survive indefinitely until they hit the tipping point where incoming damage surpasses their regeneration rate. I would probably rank these sets lowest, with Regen below Willpower. *Radiation is a hybrid armor combining resist, absorb and regen
-
i cant remember the story arch where you got endurance boost as reward
Uun replied to gronbek's topic in General Discussion
https://homecoming.wiki/wiki/Hero_Accolade_Powers https://homecoming.wiki/wiki/Villain_Accolade_Powers -
Yes, Evasion is SR's taunt aura. Stated radius is 8 ft, but that should be increased by the tank radius buff. The taunt is autohit, so shouldn't be affecting streakbreaker. I've never noticed any issue with my SR/Staff.
-
That link is from over a year ago. The latest version covers Page 7. You will probably need to uninstall the old version first. https://midsreborn.com/
-
It's in Posi 1: https://homecoming.wiki/wiki/Positron_Task_Force_Part_One#Check_out_the_fake_company.
-
The "room of death". Lab map with one ramp up to a square intermediate level, with 4 ramps up to an upper level surrounding it. Engaging foes on the intermediate level almost always causes the foes on the upper level to join the fray.
-
Would you rather pop UNSTOPPABLE or go to the hosp?
Uun replied to Azari's topic in General Discussion
I take Unleash Potential. -
Since the additional damage is determined based on the power's recharge and area factor, I believe it's all upfront. [MagExpr] points of Toxic damage (all affected targets) Magnitude Expression: 15.293 * (0.16 * minmax(power.base>rechargetime, 0, 20) + 0.36) / power.base>areafactor
-
Also, the Council were just buffed. They aren't pushovers any more.
-
You absolutely can still TP Penny. Did it earlier this week.
-
The Veteran Rewards program on live was based on how long your account was active and the rewards were account wide. (It was replaced with Paragon Rewards, which was token based, when CoH Freedom was released.) All the costumes that used to be rewards are now available in HC for free. All the powers that used to be rewards are available as Prestige Powers from the START vendor.
-
You could do something similar with Sonic (shields every 4 min plus Dispersion) with the added benefit of also running Disruption Field on the tank.
-
If it were a toggle, you couldn't use it on more than one target.
-
It's interesting that the hostages are always held at gunpoint but are never tied up. Is there no rope in Paragon?
-
This was changed in Page 7. There are no steps or conditions, just select pet, click and kaboom! It doesn't require slotting either (just 1-2 recharge), since it inherits the enhancement values of the henchmen. It is affected by level shifts, so T3 does more damage than T2, which does more damage than T1.
-
Mag 3 affects lieutenants. You need mag 4 to affect bosses and AVs (when purple triangles are down).
-
Contaminated Strike isn't a terrible place for Critical Strikes. Since the proc has a 3.25s duration, you want to place it in a power that doesn't have a lot of animation time after its effect (which eats into the proc duration). Contaminated Strike has an animation time of 0.833s, with 0.533s occurring before the effect - so only 0.3s after. That's a shorter window than any other power in Rad Melee. Rad Armor's big weakness is to cold damage. There aren't that many factions that deal cold damage, but those that do hit hard (i.e., Banished Pantheon). I find it helpful to slot sets with F/C resist bonuses to shore this up. Just about all the very rare (purple) sets have a 6% bonus, as do most of the winter sets. I don't know what your budget is, but you may want to think about getting these when you have sufficient funds. In addition, you could 6-slot one of your Unbreakable Guard sets for a 5.25% bonus. Replace the common IOs in Proton Armor w/ Unbreakable Guard The +regen/+recov and +absorb globals are fine in Gamma Boost, but I would drop the heal piece. The regen buff doesn't kick in until you're almost dead. Slot Combat Jumping with a LOTG +recharge Add 1-2 resist pieces to Fallout Shelter. It's your only source of psi resistance. Slot Super Jump with a Winter's Gift slow resist. Replace one of the end red in Tough with a resist IO or the Steadfast Protection +def global. Radiation Therapy has 3.0 base accuracy and doesn't require enhancement. The damage is also minimal and not worth enhancing. Replace the 2 Scirocco's Dervish pieces with %dmg procs. Beta Decay doesn't require slotting. Stick an Achille's Heel -res or an Enzyme HO in the base slot. Replace the Doctored Wounds set in Particle Shielding with Preventative Medicine. Melt Armor has too much accuracy. Drop the 2 acc IOs. Slot Weave with the Shield Wall and Reactive Defense +res globals and a LOTG +recharge. You don't even need to run the power, those will all work if the power is inactive. Replace Grant Invisibility with Stealth. It has more utility.
-
If you like stuns, you should really try Energy Melee. Far superior to Kinetic. Slotting Stun sets in attacks is foolish for a scrapper. Maximizing damage should be your goal. If you really want to go that route, you'd be better off with a brute (which relies more on Fury than enhancements for damage). EBs and AVs won't be affected by the stuns unless you can stack them (and the purple triangles are down).
-
Dominators have both melee and ranged attacks. They are 1.05 damage scale for melee (vs. 1.00 for stalkers and 1.125 for scrappers) and 0.95 damage scale for ranged (vs. 1.10 for sentinels and 1.125 for blasters). In addition, the dominator versions of many powers do more damage than versions other ATs get.