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Everything posted by Uun
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There's a focused feedback thread in the Beta forums that includes the changes to Telekinesis, but the thread covers a bunch of updates so you'll have to weed through to find the TK posts. I tested the new TK and while the increased target cap/radius and the distance limit are improvements, particularly the ability to quickly group up a spawn, the change from hold to immobilize essentially requires that you apply another AoE control to avoid being attacked. Overall, not convinced this is an improvement vs. the existing version. With a 30s duration and 120s recharge, I don't think the revised TK solves the containment issue for Mind controllers.
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Proc chances don't change with the proc's level, nor does boosting it. The primary factor affecting proc chances is recharge slotted in the power. There are quite a few guides, but I would start with these.
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I had 3 lvl 50 blasters on live (dating back to I2) and I have 4 on HC. Other than the addition of the sustain powers to the secondaries (which I believe was in the works at shutdown), there have been no changes to blasters by the HC team changing their damage or defenses. The invention system is what allows players to cap defenses on squishy ATs (and which is unchanged from live). I find it hilarious that you're demanding a rework of blasters, yet you haven't played one on HC. Not sure what point you're trying to make about sentinels. Their damage scale is slightly lower than blasters, but their target caps are significantly lower. On the other hand, they're significantly more survivable. It's far easier to cap defenses on a sentinel, plus they have mez proteciton.
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Obviously hyperbole. Last I checked you could cap defenses on any AT. With the exception of Devices and Tactical Arrow, every blaster secondary has 3-5 melee attacks.
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AVs heavily resist -end, -speed and a laundry list of other debuffs. https://homecoming.wiki/wiki/Archvillain_Resistance
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As you've correctly noted, slows often don't seem to have a noticeable effect. The movement floor is 10% and you need to hit that or close to it for the effect to be noticeable. You can achieve that with 90% -speed, but that's affected by the purple patch so you need a bit more against higher level foes. I've had good results with Time/Distortion Field, Poison/Neurotoxic Breath, Trick Arrow/Glue Arrow and any number of controller powers, all of which have higher base values than Snow Storm. The problem with Snow Storm is that even on a defender it's only 62.5% -speed. You need to slot 2x slow IOs (plus end red) for it to do anything on its own. You can also stack it with Freezing Rain. You can 6-slot Freezing Rain if you want the set bonuses, but it will work fine with just 2x recharge IOs. I usually 3-4 slot a Defense Debuff set. Ball Lightning is a good candidate for %dmg procs. Slot acc/dmg, acc/dmg/end and 3-4 procs. Don't skip Charge Up. Slot it with the Gaussian's %buildup proc. Use before Thunderous Blast (or Zapp). Tesla Cage is primarily a -end/-recovery/hold power. It doesn't do much damage unless you slot it with %dmg procs. You're 100% correct that end drained mobs will take off running. Consider taking Electric Fence (ST immobilize) instead of Thunder Strike. Power Sink is a terrific end drain/end recovery power. It's auto hit and doesn't need more than 2-3 slots.
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I wouldn't recommend Dark. Dark is all cones while Poison wants to be up close in melee range. In addition to Water, Radiation would work well.
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It helps to know what IOs are in each category. If I'm starting with an uncommon, I'll generally convert within rarity until I get something guaranteed to give me a rare if I convert within category. Some categories only have 1 uncommon and 1 rare set at any level range, giving you a 100% chance of getting a rare if you convert an uncommon within category (i.e., Defense Debuff, ToHit Debuff, Threat, Running, Leaping, Flight).
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Focused Feedback: Various Power Updates
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Strongly disagree that Sonic Resonance is already a strong set. It's not even the best at -res (Poison). -
Focused Feedback: Role Diversity Bonus
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
It's not the name, it's the role. Just because a controller's primary is control or a corruptor's primary is ranged damage doesn't negate the fact that their secondaries are support. You aren't lacking in those roles just because you don't have a defender, mastermind or Arachnos soldier on the team (don't get me started on how Arachnos soldier gets to check the Support box but controllers and corruptors don't). There needs to be recognition that some ATs beside HEATs and VEATs are designed to fill multiple roles. -
I've had good results slotting Synapse's Shock in Short Circuit. Walk up to a group and flatline their endurance. I've also got Musculature Radial, which enhances both end mod and damage, so I'm not giving up much.
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Focused Feedback: Role Diversity Bonus
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
This team has support out the wazoo, yet it fails to get the bonus due to lack of support. -
I wouldn't slot Unrelenting Fury in Death Shroud. All that recharge is wasted in a toggle. Assault on a brute is completely pointless. Dark Regeneration is a heal (the best heal in the game), not an attack. Slot with an Accurate Healing set. Slot Dark Consumption with an End Mod set (Synapse's Shock is a good choice). Cloak of Darkness needs end reduction if you plan to run it (and you should). Cloak of Fear needs a ton of accuracy and end reduction. If you're not going to devote slots to it, just drop it.
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Not the player version, but there are several mobs that have the unresistable version (i.e., Paragon Protector Elite and Longbow Warden Radiation Defenders). I've had a lvl 50 tank with capped resists shredded in seconds. In Posi 1, the clone's powers don't always match the player's, especially if you have one of the sets added after shutdown. So if you have Rad Armor, there's a good chance your clone will have a Rad Defender secondary (and get the unresistable version of Enervating Field).
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Focused Feedback: Various Power Updates
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
You're not getting a response because changes to Gremlins aren't part of the Page 7 release. This is a focused feedback thread specific to the power updates in the release. -
Seems to be related to level difference. Not happening vs. lvl 50 bosses or lvl 50 Nemesis lieutenants.
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Focused Feedback: Various Power Updates
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Tried this out on my lvl 50 Mind/Psi dominator, which already had the existing version of TK. While the increased target cap/radius and the distance limit are improvements, particularly the ability to quickly group up a spawn, the change from hold to immobilize essentially requires that you apply another AoE control to avoid being attacked. Overall, not convinced this is an improvement vs. the existing version. I don't have a Mind controller, but the 30s duration/120s recharge suggests that this won't be a viable means of setting up Containment. -
Playing lvl 50+1 Mind/Psi dominator against lvl 53/54 foes. With Domination active, should be able to hold bosses with a single application of Dominate. Failed on multiple attempts vs. Carnival Dark Ring Mistress and Master Illusionist and Nemesis Warhulk and Fake Nemesis. Required 2 applications. Confuse also failed with single application against all of these and required 2 applications. Although Nemesis have resistance to fear and confuse, they are usually feared by a single application of Terrify or confused by a single application of Confuse when Domination is active. This failed on multiple attempts vs. minions and lieutenants.
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Don't skip Corrosive Enzymes. It's a very good power that requires only 1-2 slots. Very useful on hard targets. Spore Cloud should be 4-slotted with Dampened Spirits or Dark Watcher's Despair. I wouldn't invest 6 slots in Lifegiving Spores. I find it's a crap power and entirely skippable. Slot Charge Up with the Gaussian's %BU proc. You're way over the cap for S/L resistance. You don't need to run Tough at all. Unless you want the set bonuses, you could redeploy those slots elsewhere. In Zapp, replace the Decimation proc with the SotM proc. The Decimation proc is 1PPM and almost never fires. Overgrowth and Hasten only require two slots each if you boost them to +5. If you're going to take Voltaic Sentinel, slot it for damage or end drain (in either case it requires accuracy). Slotting it with just the %heal proc is a waste of a power. If you intend to run Maneuvers (and it's not just a mule), it requires end reduction. Not sure why you're going wild with Power Transfer %heal procs. Nature has plenty of healing. I would drop from Lightning Bolt, Tesla Cage and Stamina.
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Yes, you generate more inf as you approach 50. That said, there are several things you can purchase from the Merit Vendor that can be sold profitably on the AH. You will need to check current prices to see which one is most profitable at any particular moment. Enhancement Converters: can be purchased at 3 per merit and sold for 60,000 to 75,000 inf each (180,000 to 225,000 inf per merit) Enhancement Unslotters can be purchased at 2 per merit and sold for 75,000 to 125,000 inf each (150,000 to 250,000 inf per merit) Enhancement Boosters: can be purchased at 5 merits each and sold for 1,000,000 to 1,500,000 inf each (200,000 to 300,000 inf per merit) If you're willing to do a little more work, craft IO set recipe drops and convert them (using Enhancement Converters) until you've got something valuable. This won't net you 10s of millions per trade, but it's relatively easy to net 1.5 to 3.0 million per trade. If I get 3-4 uncommon or rare drops during a play session, then spend 5 minutes crafting, converting and listing before logging off, they will usually have sold by the time I log on again.
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I agree that Envenomed Blades has issues, primarily that the DoT is too small (the damage varies but generally works out to about a ~15% buff), but I thought that adding an exotic damage type to existing attacks might be attractive. I'm sensitive to removing Aim from the set. Perhaps tweaking Aim so it kept the same stats but the damage buff was applied via an exotic damage type.
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Rather than ammo switching, it might be easier to add more exotic damage to the current attacks along the lines of Explosive Arrow (changed to 50% lethal/50% fire in Page 4). Aimed Shot: Change to Poison Arrow (50% lethal/50% toxic) Blazing Arrow: Currently 76% lethal/24% fire (DoT). Change to 100% fire (similar to change made to Martial Assault/Explosive Shuriken) Aim: Replace with copy of Martial Assault/Envenomed Blades (adds toxic DoT to all your attacks and provides 12% tohit buff for 40s) Rain of Arrows: Add secondary effect?