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Uun

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Everything posted by Uun

  1. I believe the snipers are intentional, although the mix also depends on your notoriety settings. I think you start getting other types of lieutenants if you increase the team size.
  2. Good catch, I could swap that out (Achille's isn't unique)
  3. Dark Obliteration (Soul Mastery), Ball Lightning (Mu Mastery), Psionic Tornado (Psionic Mastery, Water Spout (Leviathan Mastery),
  4. City of Titans been in development for 12+ years and has still gone nowhere.
  5. You are correct, I forgot they added regen resistance in RR. That said, a /Rad scrapper sits at 43.25% regen resistance unslotted and can get as high as 67.9% slotted (the regen resistance in Radiation Therapy can be enhanced). I don't disagree that the regen resistance in WP should be increased.
  6. It has more than one. Martial Arts has 1 PBAoE and 0 cones.
  7. Willpower/Fast Healing currently has more regen debuff resistance than Regeneration/Fast Healing (the only power in either set that provides it). The set which currently has the highest regen debuff resistance is Radiation. This needs to be addressed. I support this, but note that Regeneration/Quick Recovery only got resistance to recovery debuffs. Both should get resistance to end drain as well. Invulnerability has 25% resistance to both, which is still far less than what most armor sets get. While the resist issue is real, I would rather see SoW get +HP (similar to One with the Shield).
  8. I like the idea of adding Energy Focus to Energy Blast. Increasing the target cap of Energy Torrent would be an appropriate bonus, perhaps also converting its kb to kd. Energy Torrent is probably the most hated power in the set for mob scatter (note that the Energy Mastery versions of Energy Torrent do kd). Buffing the damage of Power Push is also an appropriate bonus (similar to Stalagmite w/ Seismic Shockwaves) and would give people a reason to take the power, which is now typically skipped. Tanks only. All other ATs add 5.
  9. There's a big difference between proccing out a controller or defender so that they do enough damage to solo at a reasonable pace and proccing out a blaster/scrapper/stalker/brute so that they can solo a pylon in 10s.
  10. Seeker Drones should be summoned near the enemy so they get attacked and deploy. Summoning near the caster is pointless.
  11. The other big change to Radiation Therapy was they reduced the accuracy from 3.0 to 1.2, so you can no longer skip slotting accuracy.
  12. i27p4 (August 2022). They made wholesale changes to damage typing across a wide range of player and NPC powers but they didn't list each change individually. https://homecoming.wiki/wiki/Issue_27_Page_4
  13. I have several characters that use Infiltration as their only travel power. Slot a Celerity or Unbounded Leap stealth IO in Infiltration instead of Sprint. This gives you a 66 foot stealth radius and will make you invisible to everything except snipers, Rikti drones and others that ignore stealth. I add a Blessing of the Zephyr speed/jump/end (and -kb if I need kb protection) or a Microfilament HO. Infiltration's movement speed and jump buffs are cancelled in combat), but aren't subject to the same 4s suppression that Athletic Run is. If you're using TP as your travel power, you could also 2-slot Blessing of the Zephyr there. Enhancing the range is definitely beneficial.
  14. Uun

    Plant Control

    Seeds got its duration reduced significantly in p2, as well as picking up Adaptive Recharge. It's still an every spawn power for me. I have it 6-slotted with Coercive Persuasion (leveling up I slotted Malaise's Illusions) but it really benefits from enhancing the duration and recharge. The Contagious Confusion proc is excellent for picking up foes the initial application may have missed. Prior to p2, Spirit Tree was just an AoE regen buff. Even fully slotted the buff was pretty marginal and had a long cooldown. Adding the taunt and reducing the recharge was a game changer. Even with a target cap of 5, I can drop it in the middle of a spawn and not receive return fire when I use Seeds. I have it 1-slotted with the absorb proc. I don't see much point in getting Fold Space.
  15. Tactical Arrow for blasters and Trick Arrow for corruptors (and defenders, controllers and masterminds) are completely different sets. Even the powers that overlap in name aren't the same. The powers and progression for Archery are identical for blasters and corruptors (there's a slight difference in the recharge of Aimed Shot). Tactical Arrow is one of the few blaster secondaries that has no melee powers whatsoever, allowing you to play completely at range. It provides some very good self buffs, including resistance to tohit/perception debuffs, slow resistance and knockback protection. Trick Arrow is one of the best debuff sets in the game. Flash Arrow is an autohit -15% tohit debuff that doesn't aggro (the blaster version is -4.9%). Disruption Arrow is a -30% resistance debuff with a 25 ft radius. Poison Gas Arrow is a -40% damage debuff with a 25 ft radius. Ice Arrow, in addition to being a ST hold, debuffs speed, recharge, damage and most secondary effects (the blaster version just debuffs speed and recharge). Acid Arrow debuffs defense, debuff resistance and healing in a 15 ft radius. EMP Arrow is both a team buff and enemy debuff. Both sets get Oil Slick Arrow. The corruptor version has a 25 ft radius and 180s recharge. The blaster version has a 15 ft radius and a 90s recharge. At the early levels I would give the nod to Trick Arrow since you get Flash Arrow at lvl 1 (blasters get it at lvl 16).
  16. Without going too deep into the weeds, defense-based armor sets (Energy, Ice, Ninjitsu, Shield, Stone, Super Reflexes) generally perform equally well on all ATs as there's no difference in defense caps, while resist-based armor sets (Dark, Electric, Fire, Psionic, Radiation) perform better on tanks and brutes than they do on scrappers and stalkers due to the difference in resist caps (90% vs. 75%). Bio, Invulnerability and Willpower are hybrid sets with a mix of resists, defense and regen but also perform better on tanks and brutes. Another consideration is whether you want a taunt aura. All tanks and brutes have taunt auras, but only Bio, Energy, Invulnerability, Radiation, Shield and Willpower scrappers have one. Do you want a damage aura? Only Bio, Dark, Electric, Fire, Ice and Stone have one.
  17. Touch of Fear (Dark Melee) accepts ToHit Debuff, Accurate ToHit Debuff, Fear, Melee AoE, Universal Damage and ATO sets (plus Taunt sets on brutes and tanks). The power's fear and tohit debuff effects are single target and procs from ToHit Debuff, Accurate ToHit Debuff and Fear sets only have a chance to hit the primary target. The power's damage is a 6 ft radius AoE and procs from Melee AoE, Universal Damage, ATO and Taunt sets have a chance to hit all targets in the AoE.
  18. AV status protection (purple triangles) doesn't include sleep. Even without Domination, Mesmerize will sleep an AV in one shot (EBs require Domination or 2 applications).
  19. I wasn’t aware you could do this but it feels like cheating. If you’re going to solo a TF, you should have to defeat an AV.
  20. Triage Beacon is an AoE regen buff, not a heal (I believe it will heal if you slot it with the Panacea proc). Its main issue is that it isn't mobile and has a long recharge (200s). It has a long duration (90s), but most of that is wasted unless you're in a prolonged battle. Prior to the most recent patch it had stats identical to Spirit Tree, which just had its recharge reduced to 120s and added a taunt aura. I'm hoping that Triage Beacon gets similar love from the devs in the not too distant future.
  21. I've got a Beast/Traps that I really like. While it can be played from range, it works better if you stand in melee so that the Force Field Generator shields your pets. Even so, I don't pick up a lot of personal aggro. I use Poison Trap just about every spawn (which also gives you a window to deploy a Trip Mine). I use Seeker Drones to pull if I don't want the pets to rush in. and use the personal attacks (Call Hawk and Call Ravens) a fair amount as they build stacks of Pack Mentality. I almost never need to use Fortify Pack. My build is attached, but I haven't respec'ed since the power level changes so ignore the levels powers were taken. Uunsafari - Mastermind (Beast Mastery).mbd
  22. Nothing stopping you from creating a personal base. All base components are free. I've got one on Excelsior for a SG that includes only my characters. If you want access to another SG's base, you just have to set up a Coalition. https://homecoming.wiki/wiki/Coalition Base raids existed for a time back on live but were disabled due to technical problems (they broke the game). https://homecoming.wiki/wiki/Base_Raid
  23. Normal TFs scale to the number of people on the team (including those not logged in). If you solo a TF the spawn sizes will be based on your notoriety setting. Haven't tested, but pretty sure this isn't the case for true TFs run through Ouro (i.e., Sister Psyche, Calvin Scott, original LRSF). The TFs run through Ouro contacts (Twilight Son, Mender Lazarus and Mender Silos) aren't true TFs and the AVs can be scaled down to EBs.
  24. The latest TK change was last year (i27p7), not in the most recent patch.
  25. Mind Control just received several buffs with the last patch. The big ones are that Mass Confusion and Total Domination now use Adaptive Recharge. This allows you to use these powers much more frequently. The addition of the Deep Sleep mechanic to Mesmerize and Mass Hypnosis is also nice, but not as much of a game changer.
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