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Everything posted by Uun
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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/
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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.
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Some of these can be crafted as Empowerment Buffs in your SG base. https://homecoming.wiki/wiki/Empowerment_Station
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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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PVP sets also work this way. Their set bonuses are always available and they don't need to be attuned.
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It's similar to the way proc chances are calculated based on recharge and area factor. Powers with longer recharge do higher damage, powers with larger area factors do lower damage. Toxic Damage = 8.759 x (0.16 x base recharge [capped at 20] + 0.36) / area factor* Shuriken Throw: 8.759 x (0.16 x 4 + 0.36) / 1 = 8.759 x 1 / 1 = 8.759 [recharge is 4s] Masterful Throw: 8.759 x (0.16 x 20 + 0.36) / 1 = 8.759 x 3.56 / 1 = 31.182 [recharge is 20s] Dragon's Tail: 8.759 x (0.16 x 16 + 0.36) / ([1 + (0.15 * 15)] x 0.75 + 0.25 = 8.759 x 2.92 / 2.6875 = 9.517 [recharge is 20s, radius is 15 ft] * ST area factor = 1 / Sphere area factor = [1 + (0.15×Radius)] × 0.75 + 0.25 / Cone area factor = [1 + (0.15×Radius) − (0.011×Radius×(360−Arc)/30)] × 0.75 + 0.25
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Allow me to introduce you to Gremlins.
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See link below. The TFs listed in bold are "signature" and spawn at the maximum level. Those in italics are not and spawn based on the leader's level and notoriety. https://homecoming.wiki/wiki/Task_Force
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For the most part, no. If you've got the ATO sets (Critical Strikes and Scrapper's Strike on a scrapper), they can be upgraded to Superior versions using Enhancement Catalysts (which drop or can be purchased on the AH or merit vendors). This is also true for any Winter IO sets you may have. You can also start slotting very rare (purple) enhancement sets, which have better stats. These don't need to be attuned, as their set bonuses are always available. https://homecoming.wiki/wiki/Very_Rare_IO_Sets
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Mender Ramiel. Mender Silos is a TF contact.
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Benefits for being veteran levels...suggestion
Uun replied to Snarky's topic in Suggestions & Feedback
Back on live, a Veteran Rewards program existed from I8 to I21. It was based on months of play rather than veteran levels, but it awarded badges, access to costume pieces and prestige powers. (It was replaced with the Paragon Rewards program, which awarded tokens that could be redeemed for similar items.) HC has made all the previous prestige powers freely available from the START vendors, but maybe a similar system could work for veteran level awards. -
Not true. The pseudo-pet has standard 1.0 base accuracy (75% vs. even con). https://cod.uberguy.net/html/power.html?power=pets.rainoffire.rainoffire&at=minion_pets
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Not sure how you're doing that. Equip Thugs doesn't accept damage resistance enhancements (nor does Upgrade Equipment or the summon powers).
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I haven't run my EA or either of my Times through 801, but Cold and Dark Miasma have really shined in those.
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Nature smokes EA - it has superior buffs and superior debuffs. Time is also better.
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Meh. I consider a B- or B set at best. It is out-performed by quite a few sets.
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Most AoE buffs fall into 2 categories: Buffs that increase a stat (damage, recharge, defense, resistance, recovery, regeneration) for a period of time. These are generally designed with a recharge longer than the buff durations. For example, Nature/Wild Growth has a 90s duration and a 225s recharge, Kinetics/Fulcrum Shift has a 30s duration and a 60s recharge, Time/Farsight has a 120s duration and a 240s recharge. This creates a mentality to slot enough recharge for the buff to be perma and to refresh the buff whenever it recharges. Electrical Affinity has two powers that fall into this category but have recharges shorter than the buff duration. Empowering Circuit has a 15s recharge and a 60s duration. Insulating Circuit has a 20s recharge and a 30s duration. Neither of these powers stack, so there's no benefit to refreshing the buffs on allies that are already buffed. Buffs that replenish health or endurance but don't affect regeneration or recovery. Most heals fall into this category. Kinetics/Transference works this way (but is also a ST debuff). Generally the recharges are fairly short, but there is no need to use the power every time it recharged. The powers are intended to be reactive. Rejuvenating Circuit clearly falls into this category. Energizing Circuit does as well if you ignore the 5s recharge buff. It replenishes ally endurance and has no ongoing buff. While this power has a 35s recharge, it is intended be used reactively, i.e., when your allies are low on endurance. It doesn't need to be used every time it recharges. The issue with EA is that all the buffs are chains and then number of targets a chain can hit is determined by how many stacks of Static you have. Each stack of Static increases the number of targets a chain can hit by 3. You can't buff an entire team without stacks of Static and the only way to build stacks is to apply buffs. This creates an unnecessary requirement to reapply buffs every time they're recharged, making the set very clicky. Other than increasing the number of targets your chains can hit, Static doesn't actually do anything. It doesn't make your buffs stronger, last longer or recharge faster. The chain mechanic puts EA at a significant disadvantage to other buff sets, which can hit 255 targets with their AoE buffs. My suggestion would be to eliminate the Static mechanic entirely and increase the maximum targets for all the chains to 255.
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fixed internally Rikti portal spawning large number of bosses
Uun replied to Uun's topic in Bug Reports
Reset the mission and the same thing happened. Got up to 6 bosses before the Communications Officer was defeated. -
Defend Portal Corporation mission from Serpent Drummer. Running solo set to +1 x3. Entered the mission to an active Rikti portal spawned by a Communications Officer (aside from the Assault Portal mission objective). Normally this mission has 1-2 bosses per spawn, but the portals spawned by the Communications Officers only spawn minions and lieutenants. As seen in the screenshot below, the portal spawned 15-20 Chief Soldier and Chief Mesmerist bosses.
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Damage debuffs are excluded from the 85% AV resistance, however, much like damage resistance resists resistance debuffs, it also resists damage debuffs. Say you're fighting an AV with 50% S/L resistance and they have a smashing attack that does 1000 dmg. If you hit them with a resistable 50% damage debuff, the damage of that attack would be reduced to 750 (1000 * (1 - 0.50*0.50) since the debuff is resisted by the AV's S/L resistance. If you hit them with PGA, the damage of that attack would be reduced to 625 (1000 * (1 - 0.25 - 0.25*0.50) since only half the debuff is resisted by the AV's S/L resistance . [There are some AVs that have unresistable damage resistance. Frankly, I don't know what happens then.]
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I wouldn't skip Poison Gas Arrow. It's an autohit 50% damage debuff (half of which is unresistable) with a 25 foot radius. It doesn't require more than the base slot.
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My Ill/Poison has Earth Mastery. Since Poison is best played in melee range, Fissure and Seismic Smash get a lot of use.
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Rain of Fire: needs accuracy. Burn: needs accuracy. Hot Feet: needs accuracy for the damage. The slow is autohit. I like slotting with Ice Mistral's Torment. Bonfire: this was changed in p7. The blaster/mastermind version now requires accuracy for both the damage and the KB/KD. The KB/KD is still autohit on the controller version. Melt Armor: needs accuracy. I usually 3-slot with Shield Breaker or Analyze Weakness. You can add procs if you're so inclined. Cauterizing Aura: the damage suppresses if you are concealed. From the i27p1 patch notes: "If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth)"
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Dark Affinity is very good, but maybe you don't want to play a controller? Dark Miasma may not have Fade and Soul Absorption, but it does have Fearsome Stare (nobody cares about Petrifying Gaze) and is a very solid set on a defender or corruptor.
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Dark - Dark - because sometimes you just KNOW somebody has a bad build
Uun replied to Fritter Chicken's topic in Corruptor
Soul Mastery/Soul Drain was actually buffed and is significantly better than Dark Mastery/Spirit Drain.