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Uun

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Everything posted by Uun

  1. The devs posted stats a while back, but they haven't been updated since then. It has numbers for every possible combination.
  2. For both Nature and Time, all but one or two buffs work on the caster. I've played both to 50 multiple times. While both are great sets, if your goal is to maximize buffs, I feel like Nature has the edge (Time has more debuffs). Another option would be Darkness Affinity (the controller version of Dark). Nature: heal, +resist/+regen, +absorb, +damage/+tohit/+end Time: heal, +def/+tohit, +recharge/heal/+end Dark: heal, +def/+resist, +def/+resist aura, +regen/+end
  3. From Urban Dictionary: MMORPG: The very common practice of giving a lower level character items he could not have obtained on his own. Most MMORPGs have level requirements on items to reduce the effectiveness of twinking. I twinked out my level one Sorceress with Tarnhelm, the Eye of Etlich, and two SOJs.
  4. The layering of origin on top of the enhancement system no longer serves a purpose. Back in the early days, origin stores only sold the 10 primary enhancement types and you had to buy the other 14 enhancement types from the mission contact of your origin after unlocking their store. The level 40-50 stores were contacts that you had to unlock in order to buy SOs and further unlock to buy more than the 10 primary types. At some point this tier system was abandoned and stores/contacts sold all 24 enhancement types. Frankly, I don't even know if you still have to unlock Serafina and the other store contacts, as there are now plenty of vendors that don't need to be unlocked. There's no reason there should be 10 different variants for each type of DO and 5 different variants for each type of SO, only 20% of which can be used on your character. It adds needless complexity and inundates players with drops they can't use. Origin should be eliminated from the DO/SO system and there should only be 1 variant of each enhancement type (as reflected in the IO system).
  5. Those are the actual numbers in game before enhancements or buffs. If you're getting different results in AE, you're using different slotting or buffs. I have no idea what you mean by 0.8 sec. Rain of Fire ticks 5x per second for 15 seconds for 1.1122 damage per tick: 1.1122 x 5 x 15 = 83.415 Whirlpool ticks 2x per second for 15 seconds for 2.9195 per tick: 2.9195 x 2 x 15 = 87.585
  6. Uun

    new illusionist

    Illusion is a very strong set but does take a little time to mature. While Sonic is a solid set on teams, it isn't a great choice if you mostly intend to solo - only 1 of the ally buffs affects you. If you're not having fun playing it, try something else. In general, controllers are a low damage AT, at least until they get their pets. What sort of play style are you looking for?
  7. Uun

    new illusionist

    Do you have Blind? This is your core ST hold, also does damage and is needed to set up containment (controllers do extra damage to targets that are held, slept, immobilized or stunned). If you use Spectral Wounds on a foe that you have held with Blind, it will do more damage. In order to get xp from targets defeated by confused enemies, you need to do damage to them as well. https://homecoming.wiki/wiki/Confuse_(Status_Effect) That said, Illusion doesn't take off until you get Phantom Army at lvl 18 (and to a lesser extent, Phantasm at lvl 26). You won't be able to use Sonic Barrier or Haven on Phantom Army (they can't be buffed or damaged), but you will be able to use on Phantasm. Not sure if you can use Disruption Field on Phantom Army. In addition to taking Blind, suggest you pick up Nemesis Staff or Blackwand (depending on your origin) and Sands of Mu, available for free from the P2W vendor.
  8. Not true. Set bonuses from purple IO sets are available at all levels, even if the power it's slotted in is unavailable when exemplared. https://homecoming.wiki/wiki/Very_Rare_IO_Sets Boosting lvl 50 common IOs to 50+5 is very much a thing. For example, slotting Hasten with two 50+5 recharge IOs. SOs can't be boosted, they can only be combined. https://homecoming.wiki/wiki/Enhancement_Booster_Salvage
  9. I went Dark on my Elec/Bio. Engulfing Darkness is quite good. Smite is fast animating and has a 12s recharge, allowing it to be a functional attack (Midnight Grasp has a 34s recharge).
  10. Savage and Dark Assault also have heals. Another suggestion for primary would be Ice. Between Arctic Air (which is now affected by Domination) and Ice Slick, not much is touching you in melee range. I just leveled an Ice/Savage that's a lot of fun.
  11. You're ignoring the frequency of the damage ticks. Rain of Fire does 1.1122 damage every 0.2 seconds for a total of 83.415 damage over its 15 second duration. Whirlpool does 2.9195 damage every 0.5 seconds for a total of 87.585 damage over its 15 second duration. https://cod.uberguy.net/html/power.html?power=pets.corruptor_rainoffire.rainoffire&at=minion_pets https://cod.uberguy.net/html/power.html?power=pets.whirlpool_corruptor.whirlpool&at=minion_pets
  12. Ice Mastery/Frozen Armor does have a minimal fx option. Would love to get one for Stone Mastery/Rock Armor and have requested it before.
  13. The comparison to Charged Brawl is also misplaced in Electric Mastery, as Sentinels don't have access to that power.
  14. It depends on the support set you're pairing it with. Some sets are much better on a defender, while others are "good enough" on a corruptor. If you're specifically considering Poison, I would go defender. Poison puts out some massive debuffs on a defender. Mids shows Scourge as either on or off, but it doesn't actually work that way. Scourge is dependent on your target's hp and kicks in below 50% health (25% chance to occur at 40% health, 50% at 30%, 75% at 20%, 100% at 10%). Because of this mechanic, Scourge happens to work well with rain powers. Defender Vigilance is dependent on team size. You get a 30% damage buff solo, 20% with 1 teammate, 10% with 2 teammates, and 0% for 3 or more teammates. If you're soloing, there won't be much difference between defender and corruptor damage, but on a team, a corruptor will out damage a defender. Any secondary effects of your attacks will be stronger on a defender. For example, the -res on Piercing Rounds is 20% on a defender and 15% on a corruptor. Same goes for -def, -speed, etc. Both defenders and corruptors have the same ability to use %procs (proc chances are based on the slotted power's recharge). One additional benefit that defenders get in general is that Vigilance also provides an endurance discount as your teammates health decreases. If you want more detailed and complete power information than Mids provides, check out City of Data https://cod.uberguy.net/html/index.html
  15. The melee ATs have the ability to pick up multiple ranged attacks in their epic pools. Another option would be to play a dominator, which gets both ranged and melee attacks (although no weapons).
  16. The frequency of medium and large inspiration drops increases as you level. I usually disable small inspiration drops (at the P2W vendor) at around lvl 30.
  17. If you're not going for crafting badges, common IO recipes are best sold at a vendor, and the price received increases as the level increases. Vendors only pay a flat 5,000 inf for uncommon recipes and 10,000 inf for rare recipes. If you're not interested in crafting them and playing converter roulette, check their values on the AH. Some of the rare recipes sell for quite a lot. If you're looking for set bonuses that stay with you when you exemp: ATOs are available at lvl 10 and are attuned. At lvl 50 they can be catalyzed into superior versions. Winter IOs are available at lvl 10 and are attuned. At lvl 50 they can be catalyzed into superior versions. PVP IOs retain their set bonuses at all levels. While you may want to slot attuned versions while leveling, at lvl 50 it's best to replace them with lvl 50 versions (which can be boosted). Purple IOs are only available at lvl 50. They retain their set bonuses at all levels and can be boosted. (There's no reason to ever buy attuned versions.) While lvl 25 IOs are useful when you hit lvl 22 (and can be used indefinitely if you don't replace them with IO sets as you level), they're not particularly attractive at lvl 50. There's absolutely no reason to boost a lvl 25 IO. A lvl 25+5 IO is worse than an unboosted lvl 50 IO. Most people boost lvl 50 IOs.
  18. From the Page 5 patch notes (and debated to death at the time): Stealth Toggle Exclusivity Removal Player Stealth Toggles, with the exception of temporary powers, are no longer exclusive. Players can now use multiple stealth toggle powers at the same time, however the stealth radius, defense, and threat level of these powers will not stack. Instead, the strongest effect from these powers will be used (much like how travel power stacking currently works). The powers that fall within these stealth toggle rules are listed below. List of Stealth Toggles Arctic Fog Cloak of Darkness Cloaking Device Energy Cloak Field Operative Infiltration Mask Presence Shadow Fall Shinobi Shinobi-Iri Stealth Steamy Mist Super Speed Superior Invisibility
  19. Take Speed of Sound instead of Super Speed and you get Jaunt with it. Works similar to Combat Teleport. Most of the T1 pool attacks have a damage scale of about 1.0 and a 3-4s recharge. Flurry is 1.144 w/ a 3s recharge. About the only exception is Arcane Bolt, which is 1.48 w/ a 7s recharge. I would be OK increasing Flurry's damage somewhat if the recharge were increased accordingly (i.e., 1.32 w/ a 6s recharge or 1.64 w/ an 8s recharge). I'm not OK with making it a cone or AoE. Note, the Sands of Mu prestige power has a 16s recharge, uses twice the endurance, and can't be enhanced.
  20. I haven't played that combo but I've played both sets. Dark Miasma is one of the best defender sets and you really can't go wrong with it. Seismic offers good secondary effects (KD and -def) and the Seismic Shockwaves mechanic provides some good buffs when it's active. Dark/Seismic should be very solid. On Dark, skip Black Hole. Petrifying Gaze is optional. Slot Fearsome Stare with an accurate tohit debuff set (not fear). Slot Dark Servant with an accurate tohit debuff set. On Seismic, skip one of the T1 attacks (I skip Encase). Depending on how many ST attacks you want, you can also skip Entomb, although you may want to take it while leveling and drop it later in a respec. Seismic offers lots of proc opportunities. I slot most attacks with acc/dmg, acc/dmg/end and 3-4 procs.
  21. You apparently missed this thread from a few months ago.
  22. Stealth and Arctic Fog don't stack with each other. There's no benefit to running both (or taking both).
  23. Base perception radius is 45 feet for minions, 50 feet for lieutenants and 54 feet for bosses. If your stealth radius is greater than those distances, you're invisible to all but certain foes (Rikti drones, snipers, Rulaaru eyeballs, KoA). Stealth has a stealth radius of 55 feet in PVE (making you invisible), which suppresses when you're mezzed, click a mission object, attack, or are hit by an attack. Arctic Fog has a stealth radius of 35.5 feet, which will allow you to get closer without being detected but won't make you invisible. A Celerity or Unbounded Leap Stealth IO will add 30 feet to your stealth radius, making you effectively invisible. The stealth in Arctic Fog doesn't suppress when you attack or are hit by an attack, but the stealth in the IO does, so be mindful of distances between spawns. Stealth provides 2.5% defense (defender numbers) that only suppresses when you're mezzed, plus another 10% defense that suppresses when you're mezzed, attack, are hit by an attack, click a mission object, command a pet, help an ally, or a pseudo pet does any of these. Arctic Fog provides 5.0% defense, 20% F/C/E resistance, and 60% slow resistance that only suppresses when you're mezzed.
  24. Not going to search for all the prior threads, but this has been suggested many, many times (including by me).
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