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Uun

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Everything posted by Uun

  1. Not true below level 25. Even-level SOs have the same strength regardless of what level you are (33% for schedule A, 20% for schedule B, etc.). IOs were designed to match the effectiveness of TOs and DOs at lower levels. A level 15 IO is 57.5% the strength of an SO (slightly better than a DO) and a level 20 IO is 77% the strength. Now that SOs can be purchased below level 25, they really should adjust the IO scaling to make them more effective at lower levels. https://homecoming.wiki/wiki/Invention_Origin_Enhancement_Scaling
  2. Dominators still have the old version.
  3. The fact that the power doesn't currently accept Accurate Healing sets doesn't mean it's not supposed to. The power has a +regen buff determined by the number of foes hit. Defeated foes are autohit but living foes require a to-hit check. The power accepts accuracy enhancements. Unless the +regen buff is only based on defeated foes or is autohit against living foes, then the power is supposed to accept Accurate Healing sets.
  4. Soul Absorption provides you and your team with a +recovery and +regen buff which increases based on how many defeated and alive foes are hit. It also applies a tohit debuff to the alive foes. The power autohits defeated foes but alive foes require a tohit check. The power accepts Accurate ToHit Debuff sets, ToHit Debuff sets, End Mod sets and Healing sets. If the +regen buff increases based on the number of alive foes hit, the power should also accept Accurate Healing sets.
  5. It's largely by design. If you look at the armor sets with typed defense (including hybrid sets), some have toxic and/or psi protection and some don't. Some have had it added over the years. In many cases, the amount of toxic/psi protection is less than other damage types. Bio: has toxic resistance and psi defense Energy: has toxic and psi resistance plus toxic and psi defense in T9 Ice: has toxic resistance but no psi protection Invulnerability: has toxic and psi resistance as well as toxic and psi defense Stone: has toxic resistance and psi defense Willpower: has psi resistance and defense but no toxic protection You should also be aware that sets with positional defense still have holes to some psi attacks. Mind Control and Illusion attacks (used by Rikti, Council, Carnies) have no positional vectors and M/R/A defense don't work against them.
  6. Singy will occasionally get stuck, but no more than any other pet. It's not particularly fast, so if you're speeding through maps you may have to wait for it to catch up.
  7. I use it with my Elec sentinel. It has one attack that does about half the damage of your T1 but has a 1.25s recharge. Not as much damage as a controller pet, but definitely more than Interface DoT. Keep in mind that it can't be targeted, so anything it attacks will aggro on you. Don't forget to turn it off when stealthing. The toggle shuts off whenever you zone, so you have to resummon when you enter missions.
  8. I use Ouro for flashbacks, as well as for the TFs only available there. Teaming via Ouro for content that will take more than an hour (i.e., long story arcs) is problematic with PUGs. I've done it with my SG.
  9. I think these are inappropriate for a melee set APP. Inner Will is primarily mez protection, which is redundant on a melee set. The heal is just icing and is very small, especially for a power with a 3 minute recharge. Burst of Speed is a teleport + melee AoE attack. Any melee set can achieve the same result with Combat Teleport followed by a PBAoE attack. Melee set APPs/PPPs consist almost exclusively of ranged attacks (ST, AoE, snipe, hold, immobilize), with a few utility and debuff powers thrown in. Smoke Grenade, Seeker Drones and/or Taser (if you're not including Suppressive Fire) would be more appropriate.
  10. My Elec/Bio sentinel does exactly that. I zero out their blue bar and recovery and they simply cannot attack. I also do it on my Thugs/Elec mastermind, although not as easily (and I have to set the pets to aggressive or they won't attack the incapacitated mobs).
  11. You're missing Electrical Affinity/Shock, Galvanic Sentinel and Defibrillate (Discharge instead of Galvanic Sentinel on MMs). The -recovery in Poison Trap and Drain Psyche is pretty useless on its own, as neither has any meaningful amount of end drain. You would need to combine them with Elec blast or control.
  12. The slow resist is a global that's always on (similar to the LOTG +rech). It doesn't need to be in an active power.
  13. I would do Bullet Rain instead of Empty Clips and both Bullet Rain and Hail of Bullets would have to be the Sentinel versions.
  14. I tried Fire/Sonic briefly back on live but abandoned it. I currently have a Fire/Nature that runs Hot Feet + Entangling Aura (+Spore Cloud as needed). While it doesn't have mezz protection, I feel Nature offers better tools for keeping both you and the Imps alive.
  15. 3 levels below the lowest level the set is available. If you’re bother lowest level anyway, then it doesn’t matter.
  16. https://homecoming.wiki/wiki/Shiva_Strike_Mission
  17. Correct. It's generally best to slot the attuned version so that it works when exemplared. https://homecoming.wiki/wiki/Invention_Origin_Enhancements#Globals
  18. If you're on Torch, this is a super fun way to run Synapse. You haven't lived until you've fought 16 Babbages.
  19. Not on your list, but I've got a Dark/TA/Elec that's a lot of fun. No melee attacks at all, but a lot of safety and utility. TA gives you Oil Slick, a 2nd hold, perception and speed debuffs, recharge buff, perception buff, accuracy buff, kb protection, and tohit debuff/slow resistance. Electrical Mastery adds Static Discharge, giving you a 3rd cone (you can also get this in Mu Mastery, however, the Mu version has a 32s recharge vs. 12s for Elec) and a S/L/E res armor.
  20. If you're referring to Dark Watcher's mission, you can ignore the Mole Machines. You don't actually have to protect the generators either. You just have to defeat Silver Mantis and rescue Amanda Vines BEFORE all 4 generators are destroyed. Once you do those two things, the mission completes.
  21. Nature is also really good. ST -res/-dmg, cone heal, resist/regen buff, absorb shield, -tohit/-dmg toggle, hold aura, and dmg/tohit/end buff. All the buffs are AoE and work on the caster. My only caveat is that if you go with Ice primary, Entangling Aura won't play nice with Arctic Air.
  22. No. They don't even stack from different casters.
  23. Definitely the wolf. I don't find the shades very useful and skip Haunt entirely.
  24. In True Grit I typically 3-slot a resist set and 3-slot a healing set. The hit point buff is worth enhancing. Slot Active Defense with recharge, not end reduction. You want to double stack the DDR. Not sure if you intend to run Weave or just use it as a mule. If you plan to run it, it needs end reduction. Enhancements in Phalanx Fighting only affect the ally buff, not the self buff. I assume you're just going for the set bonuses, but you could swap your slotting of Weave and Phalanx. Why are you skipping One with the Shield? It's one of the better T9s and the crash is pretty mild.
  25. If you open Combat Attributes, it's in the Base tab under Range Bonus.
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