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Uun

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Everything posted by Uun

  1. The class stories were definitely designed to be soloed. When I played SWTOR (between CoH sunset and HC) I teamed quite a bit. I belonged to a guild that ran ops regularly and the team finder for flashpoints would generally place you within 5 minutes. That said, maximum team size (outside of ops) was 4, so the dynamics were quite different.
  2. Not sure why your binds are gone. I save all my binds in text files on my computer. Gravity is a new attribute used in the advanced mode LGTF. It seems to have borked the combat attribute tracking and I've had to redo it on all my characters.
  3. Note, the Mids folks aren't active on these forums. If you have further issues after updating, go to their Discord.
  4. Thunderclap is NOT a famous hero. He's a largely inconsequential hero that teamed up with War Witch and Apex in a pre-launch comic produced by Dark Horse (they were bailed out by Statesman). He never appeared in any of the 12 Blue King comics featuring War Witch and Apex. https://homecoming.wiki/wiki/Thunderclap
  5. Uun

    Sleet

    It was an intentional decision by the devs to buff Storm. If you go back to the first page of this thread, I posted a link to Captain Powerhouse's explanation in the beta focused feedback thread. Benumb has never had -res.
  6. The power was changed in the 3/5 patch: "Power can now stack with itself, now also apply a -special effect to confused targets." Clearly the intent was to debuff the target, not the caster.
  7. SR performs very well and has nothing to click (other than putting Practiced Brawler on auto). The T9 is skippable. It's a positional defense set with resistance that kicks in when your health drops below 60%. With IOs it's very easy to soft cap all your defenses. You have to be situationally aware of foes with auto-hit powers or very high to-hit buffs that ignore your defenses, but for the most part nothing can touch you. Willpower is a hybrid regen/+hp set with supplemental resists and defense. It has nothing to click other than the T9. It does great in most situations until it doesn't. It's very susceptible to debuffs, in particular end drain. Also has a taunt aura. I prefer it on a brute, takes better advantage of the hp boosts. EA is also a defense set, but uses typed rather than positional defense. You can soft cap to most damage types, but it only gets psi and toxic defense in the T9. It provides supplemental resistance that's always on, as well as providing a very good heal and excellent end management tools. Also has a taunt aura. While somewhat more clicky, it also provides more utility. I consider SR and EA to be top tier and would place WP a tier below.
  8. Crush, Gravity Distortion and Propel should get 5-6 slots each, although personally I would drop Crush for Lift. Slotting Crushing Field for damage is a waste. It's a very low damage power. Don't skip Wormhole. It's an AoE stun that can be used just about every spawn. Temporal Mending should be 6-slotted with a Healing set. Time's Juncture doesn't need more than 3-4 slots. Distortion Field doesn't need more than 1-2 slots and should be slotted for slow and/or recharge. The hold only has a 2% chance to occur. Time Stop needs accuracy. Farsight should be 6-slotted with a Defense set. Slowed Response should be slotted with an Accurate Defense Debuff set, but you really only need to enhance accuracy and recharge. Chrono Shift can be slotted with a Healing set, or simply with 2 recharge IOs.
  9. Enhancements improve the max end increase. A lvl 50 end mod IO would increase the 500% increase to 712%. This will also increase your recovery, since recovery is calculated as a percentage of your max end.
  10. They're not asking for slow to be added, just to make it enhanceable. The slow in Hot Feet is enhanceable.
  11. Uun

    Sleet

    You are correct that Sleet for corruptors was never changed. The issue predates I6 (and may actually date back to launch) and relates to how Freezing Rain was scaled for defenders and controllers. While controller secondary values were supposed to be 75% of defender values, Freezing Rain was designed with 35% -res on defenders and 30% -res on controllers (85.7% of defender value). When Cold was created for corruptors in I6, Sleet was a direct port of the controller version of Freezing Rain. When Cold was proliferated to defenders in I12, the corruptor version of Sleet was copied (they didn't even match the slightly higher values for defender Freezing Rain. This imbalance wasn't addressed until p7. In the case of Freezing Rain, the defender version was increased to 40% -res and the other ATs were left at 30%. In the case of Sleet, the defender version was left at 30% -res and the other ATs were reduced to 22.5%. Per Captain Powerhouse, this was an intentional buff to Storm Summoning.
  12. Uun

    Sleet

    I've been expecting this change for several years (since they applied the same fix to Tar Patch). I've known that the AT scaling for both Freezing Rain and Sleet was incorrect since back on live As unhappy as people are about the change, I view this as a bug fix, not a nerf. Cold corruptors, controllers and masterminds enjoyed an overpowered version of Sleet for years, but had no reason to think that it wouldn't be fixed eventually. The values for Sleet now match other AoE -res powers (i.e., Tar Patch, Enervating Field, Melt Armor, Slowed Response).
  13. Since RoF debuffs speed, I see no reason for it not to take slow enhancements/sets. Ice Storm has virtually identical stats and does accept them.
  14. You can craft empowerment buffs in your SG base to resist -end, -speed and -recharge. https://homecoming.wiki/wiki/Empowerment_Station
  15. I have run MANY characters from 1-50 without outside funds. I'm sorry you don't have sufficient funds to purchase one SO, but that's a you problem, not a game problem. There are many guides on these forums offering multiple ways of generating inf starting at lvl 1. Perhaps you should read these guides and avail yourself of some of these techniques rather than asking for charity.
  16. I have an Electric/Dark as well. Gremlins definitely help with damage. If you can keep Dark Servant near them, he'll keep them alive.
  17. I played Ice Control on live before they gave Jack defense and fixed his AI. So painful.
  18. Same problem with Dark Watcher's Save the World mission when Hro 'Dtohz is attacked and he spawns the portal.
  19. The base damage is the same, but Fire gets the extra DoT while Dark gets the debuff. 18.7685 points of Fire damage (all affected targets) every 1.0s for 8.1s (99% chance) after 0.5s -35% ToHit (all affected targets) for 20s
  20. I have an Archery/TA corruptor on HC and had a TA/Archery defender on live (before the TA revamp). While defenders get higher debuff values, I find the corruptor values are good enough. Regardless of AT, the damage from Archery isn't great. It's mostly heavily resisted lethal damage (even Blazing Arrow and Explosive Arrow are at least half lethal) and doesn't have much in the way of secondary effects or proc opportunities. Although it does have an accuracy bonus, it doesn't have the -def most lethal weapons sets do. It's a rain with 3 ticks and a 1s duration. It does scourge, but not in the way Rain of Fire or Blizzard does.
  21. That's supposed to be applied to the target, not to you. It was introduced in the 3/5 patch. Epic > Dark Mastery > Posses: Power can now stack with itself, now also apply a -special effect to confused targets If it's being applied to you, it's a bug.
  22. The best source for accurate power information is City of Data https://cod.uberguy.net/html/index.html Mids Reborn allows you to lay out your build and see the effect of enhancements on your powers, but sometimes has inaccuracies https://midsreborn.com/
  23. Electric needs all the damage it can get, so I wouldn't skip them, but they don't compare to Animate Stone, Singularity, Umbra Beast or even Jack Frost. They are similar to Fire Imps and seem to have the same AI. Like Fire Imps, they are summoned at -1 to your level. They only have S/L/E resistance and no mezz protection. If you don't buff/heal them, they will die a lot. They have 2 attacks, Electric Brawl (melee) and Jolting Chain (ranged), plus a damage aura. They are programmed to prefer melee. Other than -end and KD in Jolting Chain, they have no debuffs. They are quick to run off and aggro other spawns, particularly if there are runners.
  24. Some of these can be crafted as Empowerment Buffs in your SG base. https://homecoming.wiki/wiki/Empowerment_Station
  25. Only downside I see is if you're on a team, you presumably want everyone to exit to the same instance.
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