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Everything posted by Uun
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My initial impression was partially incorrect. Despite in-game Detailed Info to the contrary, Detonator is not affected by enhancements in the power. Works as it always has, only affected by slotting of the henchman targeted. It is affected by henchmen level shifts.
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Focused Feedback: Remote/Temporal Bomb
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Thanks for confirming. The Detailed Info displayed in game for the Time Bomb pet does increase if damage is slotted in Detonator. Testing confirmed that actual damage is unaffected by damage enhancements in Detonator and bears no relation to the amount displayed in Detailed Info. -
Focused Feedback: Remote/Temporal Bomb
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
I was able to detonate a FFG, but it does substantially less damage than detonating a henchman. -
Focused Feedback: Epic / Ancillary Power Pools
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Agree 100%. I'm perfectly fine with the Soul Mastery version of Soul Drain (which was actually buffed, increasing the target cap from 7 to 10). That said, I think Spirit Drain, the replacement for Soul Drain in Dark Mastery, needs its target cap of 5 buffed to be comparable to Soul Mastery/Soul Drain. -
Focused Feedback: Epic / Ancillary Power Pools
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Sleet wasn't knocked down, it was flat out unbalanced and had to be fixed. You think it's appropriate that dominators got the same version of a power in an epic pool that defenders get in their primary? The balancing of Sleet and Freezing Rain by AT was long overdue (and was known to be coming since Tar Patch was balanced a few years ago). -
Focused Feedback: Remote/Temporal Bomb
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Further testing in PI vs. lvl 50 Possessed Scientists. Detonator slotted w/ attuned Bombardment: dmg/rech, acc/dmg/rech (+47.7% dmg). +31.25% damage bonuses. Alpha unslotted. [see below - damage enhancements in Detonator have no effect] Minion (lvl 48): 477 dmg Lieutenant (lvl 49): 554 dmg Boss (lvl 50): 614 dmg -
Traps (Mastermind) - Detonator Recharge lowered to 300s from 600s, endurance cost also lowered to 16.3 Removed delay from humanoid henchman bomb placement/detonation, all pets now explode when you click! All Henchman now place the pseudo-pet version of the bomb, hitting all targets for max damage regardless of if they are a minion or boss Testing the new version of Detonator on my Beasts/Traps. Previously, the nonhuman version of the power ignored damage enhancements slotted in the power and looked to the slotting of the henchman. As a result, most people just slotted recharge in Detonator. The new version, which summons a higher damage pseudo-pet, is affected by enhancements in the power. [Detailed Info displayed in game makes it appear this is the case, but is in error. See below.] While the new version is supposed to provide the same damage regardless of the rank of the henchman targeted, my testing suggests that it's affected by the level shift applied to lower rank henchman. I got substantially lower damage and chance to hit when a minion was targeted vs. a lieutenant. Suggest that folks jump on Beta to check this out and post in the focused feedback thread.
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Focused Feedback: Remote/Temporal Bomb
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
The version of Detonator on live for nonhuman henchmen ignores enhancements in the power and looks to the slotting of the henchman targeted. Hence, most people just slotted recharge in Detonator. The new version (which summons a higher damage pseudo-pet) is now affected by enhancements in the power. While the new version is supposed to provide the same damage regardless of the henchman targeted, the damage and accuracy appear to be affected by the level shift if used on a minion henchman. I'm getting substantially lower damage and lower tohit chance when used on a minion henchman vs. a lieutenant. -
Focused Feedback: Various Power Updates
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
I haven't tested Remote Bomb, however, the way Mastermind/Traps/Detonator has always worked is it ignores any damage, accuracy, IO sets, etc. slotted in the power and looks to the slotting of the henchman targeted. As a result, Detonator is just slotted with recharge. I wonder if Remote Bomb is doing something similar. Actually, it looks like Detonator is no longer working the way it used to. It is now affected by enhancements in the power. -
In Mid's, there's an option in the menu bar to change the enemy relative level. Set that to +3 or +4 and then look at the accuracy in each power. It seems to me like you should be OK, with the possible exception of Crushing Field and Wormhole.
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Storm Summoning - Lightning Storm movement
Uun replied to Captynrj's topic in Suggestions & Feedback
While I like the idea, keep in mind that quite a few enemies have Lightning Storm. It would be unfortunate if you couldn't break LOS to get away from them. -
I use Combat Teleport on several defenders and corruptors.
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There's nothing wrong with cones, but they're tricky to use with Poison (I've actually got a Poison/Sonic defender). Venomous Gas (the T9) is a PBAoE and works best if you're in melee range. Cone attacks require you to jump back 20-30 feet. AoE attacks don't.
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There are a few minor changes to Storm in the upcoming patch, primarily for balance and QoL. None of them alter how the set works, which has been largely unchanged since launch (the biggest change to the set was probably the introduction of KB>KD enhancements). Storm is a set that takes practice, as well as some thought as to what it's being paired with. For the latter reason, it's more frequently played by controllers than defenders. Storm Summoning Similarly to Cold Domination, Storm Summoning has been using incorrect values for one of its powers (Freezing Rain). It now is a true pseudopet and will use that caster's AT modifier tables. Summary of changes for each AT is provided below. Freezing Rain Defender: -Res increased from -35% to -40% Controller/Corruptor: -Defense lowered from -30% to -24% Masterminds: -Defense lowered from -30% to -18% Turned into a real pseudopet, inheriting AT modifiers Storm Summoning > Steamy Mist: Now only affects teammates and leaguemates.
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How confident are you that your build is properly slotted?
Uun replied to DougGraves's topic in General Discussion
I slot by feel as I level. If the attack chain has gaps, I add more recharge (or more attacks). If I'm running out of endurance, I add end reduction or +end. This applies even if I'm slotting IO sets, since some sets are recharge heavy at the expense of end reduction, some are lacking in recharge, etc. I will often slot cheap IO sets in my 20s and then upgrade them in my 30s/40s once I have a better feel for what set bonuses I need. This is when I create a build on Mid's and will usually wait until then to slot the ATOs. Once I hit 50, I'll catalyze the ATOs and add purples, winters and/or HOs. Even after 50, it's pretty rare that I'm 100% happy with slotting. I don't respec often, but I frequently tweak the slotting. -
There are a few blaster secondaries that have limited mezz protection. Martial Combat/Inner Will removes status effects, but it's a click on a 180s CD. Temporal/Time Lord provides stun protection. Tactical Arrow/Gymnastics provides KB protection. Atomic/Metabolic Acceleration provides mezz resistance (reduces duration).
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That would require creating entirely new animations for each power using the other hand. Not going to happen.
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The issue is that the Dark version has a higher target cap ( 10 vs. 7), larger radius (15 ft vs. 10 ft) and shorter recharge (120s vs. 240s), all of which apparently break the rules. Rather than change the Dark version to match the Soul version, they're replacing the Dark version with Spirit Drain, which will be ranged, have a target cap of 5 and a 15s duration.
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Focused Feedback: Epic / Ancillary Power Pools
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Accepting that the existing Dark/Soul Drain is breaking the rules, the new Spirit Drain is demonstrably worse than the new Soul/Soul Drain. The damage buff at the target cap is 33% less and the damage from the attack itself is 60% less. Having a larger radius (15 ft vs. 10 ft) is meaningless if your target cap is lower (5 vs. 10). Keep in mind that Spirit Drain is a T4 power requiring 2 prerequisites and for you to be lvl 44, while Soul/Soul Drain is a T1 power you can take at lvl 35 with no prerequisites. A T4 needs to be better than a T1. Existing Dark/Soul Drain: 4.8 scale damage buff from 1 target / 12.0 scale damage buff from 10 targets / 1.0 scale damage / 30s duration / 120s recharge Soul/Soul Drain: 4.8 scale damage buff from 1 target / 9.6 scale damage buff from 7 targets / 1.0 scale damage / 30s duration / 240s recharge New Dark/Spirit Drain: 4.8 scale damage buff from 1 target / 8.0 scale damage buff from 5 targets / 0.4 scale damage / 15s duration / 120s recharge Soul/Soul Drain: 4.8 scale damage buff from 1 target / 12.0 scale damage buff from 10 targets / 1.0 scale damage / 30s duration / 240s recharge My recommendations for Spirit Drain are: Increase duration to 30s Increase target cap to 7 Increase damage to 1.0 scale -
I skipped the Fighting pool on my Rad/Dark and don't miss it. I do have Maneuvers, but no Hover or Combat Jumping. I've currently got Dark epic but may switch when Page 7 goes live since Soul Drain is being replaced.
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If this is happening you're doing it wrong. Dark Miasma is one of the safest sets in the game. Are you using Darkest Night? It provides a huge damage debuff and a substantial tohit debuff. Fearsome Stare provides an equally strong tohit debuff (and should be slotted for tohit debuff, not fear). Between the two you should be able to neuter any spawn (including bosses). Your heal (Twilight Grasp) provides more damage debuff and tohit debuff. Once you get Dark Servant at lvl 30, you'll have even more tohit debuff. As far getting knocked around, slot a -KB IO. Steadfast Protection and Karma can both be slotted in Shadow Fall, or Blessing of the Zephyr can be slotted in any travel power.
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Focused Feedback: Various Power Updates
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Telekinesis doesn't take any IO sets. Can only be enhanced for end reduction, recharge and range. -
This already exists in a couple of faction specific forms relating to story arcs. Don't think it would be possible for one power to cover every faction in the game though. https://homecoming.wiki/wiki/Chameleon_Suit https://homecoming.wiki/wiki/Freakshow_Disguise https://homecoming.wiki/wiki/Holographic_Projector
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Focused Feedback: Various Power Updates
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
That's not a change. That's the way it is on the live servers. Blinding Powder does 4 things, 3 of which require a tohit check. My understanding is that the sleep kicks in if none of the other effects are applied. That said, I don't see why you shouldn't be able to enhance the sleep. -
IMO the time limit isn't the issue. There isn't much you can't defeat in 30 seconds, although increasing the recharge from 60s to 120s certainly is a downgrade. Increasing the radius from 10 to 20 ft and the target cap from 5 to 16 are both big improvements, as is the new mechanic that clumps the mobs together and keeps them at a fixed distance (instead of repelling them into infinity). My concern is trading a hard control for a soft control. Mobs hit by the new TK can and will shoot back at you, requiring you to use another AoE control to avoid being attacked.