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Uun

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Everything posted by Uun

  1. I suggest you look at the enhancements in the other travel sets and what they do. Beyond speed and endurance cost, there’s not much to enhance.
  2. You've got the %bu proc toggled on in Shifting Tides, which is inflating your accuracy in Mid's. Swap the acc IO in Lightning Bolt for an acc/dmg from one of the Ranged Damage sets. Whitecap needs accuracy. In Short Circuit, swap Superior Avalanche for Synapse's Shock. Enhancing the end drain as well as the damage makes this a potent sapping tool. The %dmg proc has a really low chance of firing with all the recharge you have slotted. Consider adding slots to Brine (heal enhancements increase the -hp debuff). I seem to be in the minority but I really like this power against hard targets. Slotting Superior Vigilant Assault in Shifting Tides is a poor choice. The accuracy and recharge are wasted - Shifting Tides is autohit and a toggle. You also skipped all the end reduction pieces (it has a hefty end cost). My preferred slotting is def/end HOs. I tried the %bu proc and wasn't impressed but YMMV. While the set bonuses are nice, the recharge in Panacea is wasted in Barrier Reef. Consider swapping the end/rech piece for a LOTG def. The defense buff is worth enhancing too. The Panacea +hp/end proc won't work in Power of the Depths. It needs to be slotted in a toggle or auto power. Voltaic Sentinel is overslotted. It doesn't need that much accuracy and the resistance bonus will only apply to Barrier Reef (VS can't be attacked). Drop the HO from Thunderous Blast. It's not adding anything. Weave, Scorpion Shield and Maneuvers all need end reduction. I would be inclined to drop the Fighting pool entirely. I don't think you'll need it.
  3. You do you, but that's not my experience. Venomous Gas makes both my Illusion/Poison controller and Poison/Sonic defender far more effective. Note, I don't take the Fighting pool on either one and have no survivability issues. I do take RoP, but I don't use it much.
  4. I can absolutely see why you would skip VG on a Mind/Poison. There is nothing in Mind that requires you to be in melee.
  5. There are currently rewards for finishing TFs under certain time limits (gold/silver/bronze), but I don't recall what they are.
  6. Didn't mean to attack you, but it wouldn't be the first time somebody posted a build with lots of issues to stir things up on the forums.
  7. I enjoy both, but they have very different play styles. Some controllers can deal more damage, but that's very dependent on the combo. Some controller combos can't fight their way out of a paper bag.
  8. Frankly, I don't know if you're serious or this is a troll post. You're going to have massive endurance issues running Tough, Weave, Assault, Tactics and Focused Accuracy. Drop the Leadership pool. There's no reason to take both Beheader and Chop. Drop Beheader and take Gash if you need another ST attack. No idea what your doing with your slotting of Beheader, Chop and Swoop. These should each have 5-6 slots of a Melee Damage set. Don't skip the scrapper ATOs, especially the procs/globals. Slot Build Up with the Gaussian's Chance for Build Up proc and a rech/tohit piece. Battle Agility needs end reduction. 2-3 slots in True Grit should be converted to healing (for the +HP). Active Defense is your status protection and shouldn't be skipped. Conserve Power, Hasten and Burnout should get two 50+5 recharge IOs. The 3rd (and 4th) IOs do almost nothing due to ED. Burnout also needs end reduction. 6-slotting Phalanx Fighting is a waste. Enhancements only affect the buff received from nearby allies. Redeploy those slots elsewhere. 6-slotting One with the Shield is a waste. Its recharge can't be enhanced. Redeploy those slots elsewhere. 6-slotting Panacea in Physical Perfection is a waste. Redeploy those slots elsewhere. The 3rd and 4th slots in Health and Stamina do almost nothing due to ED. https://homecoming.wiki/wiki/Enhancement_Diversification
  9. Containment does double damage to foes that are held, slept, immobilized, stunned or terrorized. (It was implemented in Issue 5 when the devs eliminated the stacking of pets.) Domination doubles the magnitude of status effects, increases their duration, provides kb and mezz protection, refills your endurance bar and provides a 25% tohit buff for 15s. It has a duration of 90s and can be made permanent with sufficient global recharge. Not sure why that seems underwhelming to you. I quite enjoy controlling bosses in one shot and being impervious to status effects. Dominators are most definitely squishy and survive by controlling/defeating foes quickly. Their secondaries generally provide solid ST DPS, but have limited AoE options. The do get access to additional AoE powers in their Epic pools. I happen to have a Plant/Martial dominator. While Plant was recently nerfed, it's still a solid set. The core control powers are still Seeds of Confusion and Carrion Creepers (which also provides AoE damage). Spore Burst was upgraded with the Deep Sleep mechanic but doesn't play well with Creepers. They added a taunt aura to Spirit Tree, which is now a must take and makes a terrific opener. Martial is a mid-tier secondary. The melee attacks aren't heavy hitters. The ranged shuriken powers are pretty good, particularly the snipe. Explosive Shuriken is OK if you treat it as ST and ignore the AoE splash.
  10. Yes, there are foes that resist lethal damage. Crey are a big PITA. There are also foes that are weak to lethal damage (Carnies). Other than armored foes (Malta, Arachnos) generally stuff that resists lethal is weak to smashing and vice versa. Note, only the Freakshow Tank bosses resist lethal (and resist smashing as well). Run of the mill Freakshow minions and lieutenants only resist cold damage (and are weak to energy).
  11. Not particularly. There are a handful of foes that use it a lot (Toxic Tarantulas, Arachnoids, Krakens).
  12. Uun

    Storm/Storm

    Mid's isn't great at displaying stats for powers that summon pets with their own powers. When you activate Lightning Storm, it summons the pet directly over your head. It is stationary and has a duration of 60s. It has 1 attack (Lightning), a targeted AoE with a 5 ft radius, 5 target cap and a range of 100 feet. Although the attacks are AoE, the power takes Ranged Damage sets (not Ranged AoE sets) and doesn't accept many procs. I prefer to slot LS for damage and recharge since you can have more than one out at a time. My preferred slotting is 5x Synapse's Shock (excluding the endmod piece) plus Thunderstrike dmg/end/rech, which enhances both the damage and the end drain and provides good set bonuses. Some slot KB>KD, but the KB is only mag 1 so not critical. Tornado summons a pet with a 30s duration. The pet has an auto power (7 ft radius/5 target cap) that ticks every 0.5s doing damage, kb, -def and stun. Tornado does accept quite a few procs, but I haven't tested how well they work. Again, I slot for damage and recharge since you can have more than one out at a time. Slotting KB>KD is essential. As far as Storm Blast, procs work reasonably well in Jet Stream (3.5 PPM procs have a 33% chance to fire), but don't work well in Storm Cell, Chain Lightning or Cat 5.
  13. https://homecoming.wiki/wiki/Between_Realities_Badge
  14. 3 toggles (Focused Fighting, Focused Senses, Evasion): 3-6 pieces of a Defense set. You don't need more than 3 pieces to hit ED max, but slot more if you want the set bonuses. 3 auto powers (Agile, Dodge, Lucky): can be as little as two 50+5 defense IOs, but I usually 3-slot LOTG. Practiced Brawler: 1 recharge IO Quickness: 1 run or fly IO Elude: Completely unnecessary on a tank.
  15. Timed missions in general are largely a joke. The only exceptions are Efficiency Expert Pither's (which still aren't that hard) and that 10-minute timed mission in the OG Tina Mac arc.
  16. The reason Earth Mastery wasn't ported to dominators when they were added to the game is that 3 of the 5 powers were already in dominator Earth Assault. At that time Seismic Blast didn't exist. You could make a case today for including Rock Shards and/or Upthrust in a dominator Earth Mastery, but there should also be some kind of AoE buff/debuff. Not sure what that would be.
  17. Both of the existing Universal Travel sets are 3 piece. Of the regular travel sets (Flight, Leaping, Running, Teleport), one of each type is a 4-piece set (with one piece being unique) and two are 3-piece sets. There simply aren't enough attributes to enhance in travel powers to warrant a 6-piece set, nor is it likely that players would want to devote 6 slots to a travel power just for set bonuses and/or a unique enhancement. Demand for the 4 existing travel uniques seems pretty tepid.
  18. I may be in the minority, but I like Neurotoxic Breath. It's not only a movement debuff, it's one of the strongest recharge debuffs in the game. I slot it with 1 acc IO, 1 slow IO and 2 %dmg procs (which are virtually guaranteed to fire). The 25% chance to hold is just gravy and can't be enhanced. That said, I wouldn't object to it receiving a buff similar to the one Shiver got when it became Cold Snap. While cones aren't optimal with Poison, they're very manageable (my Poison/Sonic has 3). I don't (and would never) skip Venomous Gas. You just need to become practiced at bunny hopping backward. Combat Teleport can also be useful for this if you set up a bind to TP yourself backward 20-30 feet.
  19. It was originally intended to interact with Liquid Nitrogen (in Arsenal Control), but that functionality never made it past the Beta server.
  20. Pretty sure they will still offer you missions at lvl 45 if you already have them as a contact, but not sure if you can start them at lvl 45. I would add them to your contacts before that.
  21. Energy Aura is a bit tricky to discuss across ATs since there are now 4 different power lineups. EA is primarily a typed-defense set that also provides a modest level of damage resistance. Dampening Field (scrapper/brute/tank) is S/L/E, Energy Protection (scrapper/brute/tank) is E/N/T/P, Kinetic Dampening (stalker/sentinel) is S/L/E/N/T and Power Armor (tank/sentinel) is S/L/F/C/E/N/T/P and +HP. With the exception of energy (which is higher), you don't get more than low teens resistance to any damage type. At ED max you would get to low 20s. On my EA stalker I slot Kinetic Dampening with the two +3% def uniques, the two psi resist IOs (one of which is unique) and two more Aegis pieces (which provides a 3.13% F/C def bonus). Note that stalkers only get one resist auto power. In the case of Power Armor I would slot two 50+5 Heal IOs.
  22. Winter and ATO enhancements are ONLY available attuned.
  23. I agree that Empowered Stalagmite is better, but Rock Shards has its place if you want an AoE attack. When Empowered, Rock Shards goes from a 30 deg cone with a 40 ft radius to a 40 deg cone with a 60 ft radius, does 45% more damage and adds 100% kd. I've got a Seismic/Earth blaster and a Nature/Seismic defender. The pairings were thematic, but I really enjoy both. The defender leans more heavily into procs for damage. Earth Manipulation has fantastic melee attacks and some very good self buffs. Nature is one of my favorite support sets and can be very tanky, even without the Fighting pool.
  24. Maybe Time? Most of the animations are just spirals on the ground or in the air. If you colored them they could be sand.
  25. Siege's in-game description: Siege is the most advanced android ever created on Praetorian Earth. His original body was destroyed by Primal heroes years ago, and ever since, he has been transplanting his neural networks into newer and newer model Clockworks. Siege relies on multiple backup copies of his programming, which at times hinders what he has experienced versus what he remembers.
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