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Uun

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Everything posted by Uun

  1. PVP sets also work this way. Their set bonuses are always available and they don't need to be attuned.
  2. Uun

    Envenomed Blades

    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
  3. Allow me to introduce you to Gremlins.
  4. 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
  5. 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
  6. Mender Ramiel. Mender Silos is a TF contact.
  7. 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.
  8. Uun

    Fire questions

    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
  9. Not sure how you're doing that. Equip Thugs doesn't accept damage resistance enhancements (nor does Upgrade Equipment or the summon powers).
  10. I haven't run my EA or either of my Times through 801, but Cold and Dark Miasma have really shined in those.
  11. Nature smokes EA - it has superior buffs and superior debuffs. Time is also better.
  12. Meh. I consider a B- or B set at best. It is out-performed by quite a few sets.
  13. 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.
  14. Reset the mission and the same thing happened. Got up to 6 bosses before the Communications Officer was defeated.
  15. 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.
  16. 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.]
  17. 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.
  18. My Ill/Poison has Earth Mastery. Since Poison is best played in melee range, Fissure and Seismic Smash get a lot of use.
  19. Uun

    Fire questions

    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)"
  20. 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.
  21. Soul Mastery/Soul Drain was actually buffed and is significantly better than Dark Mastery/Spirit Drain.
  22. Not true for incarnate content. All MM henchman are level shifted to the MM's level, including any incarnate shifts.
  23. I've got a T4 incarnate Poison/Sonic. It absolutely shreds hard targets, although I don't solo AVs with it (I have an Illusion/Poison for that). I took Howl and Siren's Song, although I don't hop out of melee range to use them. Siren's Song can be handy soloing as the sleep is autohit.
  24. The reason you feel squishy is that you skipped Evasion (the AoE defense toggle). This is a must take. On the other hand, Elude is skippable since you should be able to hit the soft caps without it. Other comments: Skip Mercurial Blow. You don't need both T1 attacks. Don't slot more than 3 of any enhancement type in a power. The 4th defense IO in Focused Fighting and the 4th damage IO in Eye of the Storm is wasted. Practiced Brawler doesn't need end reduction and doesn't need more than 2 recharge IOs. Slot Guarded Spin for damage, not defense. Once your build is fully slotted, the defense buff it provides will be redundant. Move 1 defense IO from Dodge to Lucky. Focused Accuracy, Tough and Weave need end reduction. You've got another 7 slots to place. Once you slot IO sets instead of common IOs, set bonuses will allow you to soft cap your defenses to all positional vectors. In particular, the Steadfast Protection +def unique and the Gladiator's Armor +def unique (both slotted in Tough) will provide 3% def (all) each. I've attached the build for my SR/Staff tank. Not 100% comparable since tanks get higher values and the ATOs are different, but should give you some ideas. Uunstable - Tanker (Super Reflexes).mbd
  25. Other than the -tohit aura (which is always on), Fluffy has 4 powers it can use. Darkest Night is a toggle, so once that's placed on a target it will cycle through its other 3 powers - Twilight Grasp (AoE heal), Petrifying Gaze (ST hold) and Tenebrous Tentacles (cone immobilize). The heal has a shorter recharge than the other two, so in theory should be used more frequently. After 4-slotting Cloud Senses, I prefer to devote the other 2 slots to healing rather than mezz. My current slotting is: Cloud Senses: ToHit Debuff, Acc/ToHit Debuff, ToHit Debuff/End/Rech, Chance of NE damage Touch of the Nictus: Heal, Acc/Heal This gives me 48% acc, 48% tohit debuff and 69% heal. Note, slotting recharge only affects how quickly you can summon a new Dark Servant. Fluffy's powers ignore recharge enhancements/buffs.
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