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Everything posted by Uun
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League Running, Scaling Enemies, and Annoyance
Uun replied to SpookTheHerd's topic in General Discussion
This behavior may derive from the Halloween ToT leagues. Unlike zone invasions, the foes you get when you click on the doors aren't levelless and follow your notoriety settings. So if you're ToTing in PI or Kalisti, the foes are going to be lvl 50-54. If you've got a 6-team league going, it can be a big shock when the lvl 50 leading one of the teams decides to leave and the star moves to a lvl 30 and you're suddenly fighting +20s. I ran into this quite a bit when I ran a league during that event. -
I have perma-dom so I don't need the +1 mag, but the damage procs a fair amount, including foes that are confused or feared. I don't know if I would do more damage with Assault, but that only affects damaging attacks.
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RWZ Base rework has done more harm than good...
Uun replied to Shin Magmus's topic in Suggestions & Feedback
All this could be solved if they created in interior map of the base that would replace the zone map when you were inside. They also need to install doors or portals at all the base access points. Having access points open to the outside completely confuses the mission waypoint system. -
Death Shroud isn't a great place for Superior Avalanche, since it doesn't benefit from the recharge. You could easily drop this to 3 slots and move the set elsewhere. Assuming you intend to run Cloak of Darkness (Kismet +acc needs to be in an active power), would recommend adding end red. Touch of Fear requires more accuracy. Would recommend adding slots for damage procs, however, the Cloud Senses proc isn't optimal. Ranged AoE and Threat procs will hit all targets in the AoE but Fear and -ToHit procs will only hit the primary target. Soul Drain is severely under-slotted. At a minimum it requires accuracy, but recharge and damage are beneficial. I would consider moving Superior Avalanche here. You seem to be chasing a lot of defense bonuses in a somewhat uncoordinated mix of positional and typed. Superior Avalanche gives you melee and fire/cold, Superior Blistering Cold gives you S/L and fire/cold, Kinetic Combat gives you S/L, Unbreakable Guard gives you melee. Frankly, chasing defense on Dark Armor isn't worthwhile. It has no DDR and your defense will be stripped away in a flash. I'm attaching my build. Note this was done before they changed the levels powers become available. Uundead - Tanker (Dark Armor).mbd
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Plant/Martial - Assault Earth/Earth - Melee (lives in melee range) Mind/Psi - Assault Dark/Dark - Support Ice/Savage - Control (Runs Arctic Air and spams Cold Snap, both of which are non-damaging control powers. Is it optimal? I don't know.)
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My recommendation would be Musculature Radial for the Alpha. This will buff your damage, -def, end mod, -tohit and run speed. Support Radial is a good choice for Hybrid, since it comes with an always on endurance discount and provides league-wide damage, defense, accuracy, healing and mezz buffs. If those don't address your endurance issues, you could take Ageless Core for your Destiny.
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Storm Cell creates a series of pseudo-pets. The debuffs (-speed, -jump, -recharge, -tohit) are autohit and ignore enhancements, but the lightning strikes require accuracy and are affected by damage enhancements. You definitely want accuracy and damage enhancements. Storm Cell has a 60s duration, a 60s recharge and follows you, so slotting recharge is less important.
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Keep in mind that the sets with the strongest debuffs lack self heals and have limited self buffs. Cold, Poison and TA have no self heals and Traps just has the Triage Beacon. Will be a change if you're used to /Dark, which has a strong heal and defense, resist and regen buffs. I've got Illusion/Poison and Illusion/Time, and while /Poison takes hard targets down faster, /Time is decidedly safer.
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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.