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Everything posted by Uun
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Playing lvl 50+1 Mind/Psi dominator against lvl 53/54 foes. With Domination active, should be able to hold bosses with a single application of Dominate. Failed on multiple attempts vs. Carnival Dark Ring Mistress and Master Illusionist and Nemesis Warhulk and Fake Nemesis. Required 2 applications. Confuse also failed with single application against all of these and required 2 applications. Although Nemesis have resistance to fear and confuse, they are usually feared by a single application of Terrify or confused by a single application of Confuse when Domination is active. This failed on multiple attempts vs. minions and lieutenants.
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Don't skip Corrosive Enzymes. It's a very good power that requires only 1-2 slots. Very useful on hard targets. Spore Cloud should be 4-slotted with Dampened Spirits or Dark Watcher's Despair. I wouldn't invest 6 slots in Lifegiving Spores. I find it's a crap power and entirely skippable. Slot Charge Up with the Gaussian's %BU proc. You're way over the cap for S/L resistance. You don't need to run Tough at all. Unless you want the set bonuses, you could redeploy those slots elsewhere. In Zapp, replace the Decimation proc with the SotM proc. The Decimation proc is 1PPM and almost never fires. Overgrowth and Hasten only require two slots each if you boost them to +5. If you're going to take Voltaic Sentinel, slot it for damage or end drain (in either case it requires accuracy). Slotting it with just the %heal proc is a waste of a power. If you intend to run Maneuvers (and it's not just a mule), it requires end reduction. Not sure why you're going wild with Power Transfer %heal procs. Nature has plenty of healing. I would drop from Lightning Bolt, Tesla Cage and Stamina.
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Yes, you generate more inf as you approach 50. That said, there are several things you can purchase from the Merit Vendor that can be sold profitably on the AH. You will need to check current prices to see which one is most profitable at any particular moment. Enhancement Converters: can be purchased at 3 per merit and sold for 60,000 to 75,000 inf each (180,000 to 225,000 inf per merit) Enhancement Unslotters can be purchased at 2 per merit and sold for 75,000 to 125,000 inf each (150,000 to 250,000 inf per merit) Enhancement Boosters: can be purchased at 5 merits each and sold for 1,000,000 to 1,500,000 inf each (200,000 to 300,000 inf per merit) If you're willing to do a little more work, craft IO set recipe drops and convert them (using Enhancement Converters) until you've got something valuable. This won't net you 10s of millions per trade, but it's relatively easy to net 1.5 to 3.0 million per trade. If I get 3-4 uncommon or rare drops during a play session, then spend 5 minutes crafting, converting and listing before logging off, they will usually have sold by the time I log on again.
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I agree that Envenomed Blades has issues, primarily that the DoT is too small (the damage varies but generally works out to about a ~15% buff), but I thought that adding an exotic damage type to existing attacks might be attractive. I'm sensitive to removing Aim from the set. Perhaps tweaking Aim so it kept the same stats but the damage buff was applied via an exotic damage type.
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Rather than ammo switching, it might be easier to add more exotic damage to the current attacks along the lines of Explosive Arrow (changed to 50% lethal/50% fire in Page 4). Aimed Shot: Change to Poison Arrow (50% lethal/50% toxic) Blazing Arrow: Currently 76% lethal/24% fire (DoT). Change to 100% fire (similar to change made to Martial Assault/Explosive Shuriken) Aim: Replace with copy of Martial Assault/Envenomed Blades (adds toxic DoT to all your attacks and provides 12% tohit buff for 40s) Rain of Arrows: Add secondary effect?
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Not true. Psi damage is heavily resisted by robots and other mechanical foes. There are very few factions that are actually weak to psi damage (Cabal, Clockwork, CoT spirits). Mind Control attacks are poorly defended by mobs since they only check against typed defense and have no positional vectors . (This is not true of Psi Blast attacks.)
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Advanced difficulty (general settings?)
Uun replied to PancakeGnome's topic in Suggestions & Feedback
Everybody is posting viable options to satisfy your request, which you've decided to shoot down. At this point you have nobody to blame but yourself. -
Advanced difficulty (general settings?)
Uun replied to PancakeGnome's topic in Suggestions & Feedback
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They're essentially the same power (Soul Tentacles has no -tohit). DPA is pretty anemic unless you fill it with procs. No reason to take both.
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Advanced difficulty (general settings?)
Uun replied to PancakeGnome's topic in Suggestions & Feedback
If you run task forces or content through Ouroboros, there are challenge settings. You can select players debuffed, enemies buffed, no temp powers, no incarnate powers, no inspirations, no enhancements, etc. -
This is what the Rikti do: https://homecoming.wiki/wiki/Rikti_Invasion_Mechanics. The invasions have a more noticeable impact in more populated zones. I was part of a group that took down a drop ship on live (in Talos), so it is definitely doable.
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Focused Feedback: Role Diversity Bonus
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
My thought was that controllers, corruptors or brutes could fill more than one role, much the way that VEATs do. Alternatively, the player or team lead could select which of two roles those ATs were filling for purpose of the bonus. -
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Largely agree with @Psyonico but here are a few alternatives: Wild Growth - 3 Unbreakable Guard (res, res/rech, res/end/rech) plus 3 Preventative Medicine (heal, heal/rech, heal/rech/end) Overgrowth - 2x 50+5 rech IOs Entangling Aura - 3 end/hold IOs If you take Entangling Aura, I strongly recommend taking a ST hold from an Epic pool. This will allow you to hold bosses.
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After the invasion starts, there's a bomb phase before the Rikti start spawning. The ships drop the bombs along flight paths in each zone (marked in green if you have the Vidiot Maps patch). You need to locate and destroy the bombs. If you're not near the flight path, it may seem like nothing is happening. https://homecoming.wiki/wiki/Rikti_World_Invasion https://homecoming.wiki/wiki/Rikti_Invasion_Mechanics
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If they don't keep spawning, they certainly should award xp and inf.
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If you clear all of them after the ambushes, they don't respawn. If you only clear some of them, they will respawn. Also, the longer you take clearing the ambushes, the more of them will spawn. There may be a limit, but I haven't tested it.
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In the 3rd mission of Sister Solaris' arc (Save Marcus Valerius), you've got to defeat 4 Kraken Tentacles, then defeat ambushes from the Talons of Vengeance, then defeat a bunch more (8?) Kraken Tentacles. The tentacles are stationary and have only one attack, but that attack is a cone with an 80 ft radius and 20 degree arc that does 409 dmg (at lvl 54) every 4 seconds. They have boss-level hp, so they're not trivial to defeat. Defeating the tentacles doesn't grant any XP or inf. I assume this is because they respawn indefinitely until the mission is completed and theoretically could be farmed, but I feel like you should get something for defeating them. Perhaps the mission completion bonus could be adjusted accordingly.
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Rad/Rad has 3 PBAoEs (including the nuke). Elec/ can abuse the heck out of Short Circuit at close range. Several of the epics also offer PBAoEs.
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Wild Growth is a +resist/+regen buff and shouldn't be skipped. Spore Cloud is a toggle debuff that provides -tohit/-dmg/-regen and is essential against hard targets. Both of these are far superior to Lifegiving Spores, which I consider skippable.
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Water is pretty straight forward. Several of the powers will pick up additional buffs when you build up stacks of Tidal Power (which will be identified by rings around them). If you're going to skip one of the T1 blasts, Agua Bolt is the one to skip. I take both since they can be used while mezzed. Temporal is set up so that foes affected by Time Wall (T1 immobilize) receive additional damage or secondary effects from the other Temporal powers. For example, Time Stop's hold increases by 1 mag and will (briefly) hold bosses. Future Pain gets a 100% chance of fear. None of these are earth shaking, but worth being aware of. Of the melee attacks, Aging Touch is skippable but Future Pain hits pretty hard. It's also psi damage, which can be handy against foes that pop Unstoppable.