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Uun

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Everything posted by Uun

  1. Ignoring AoE, sentinels have a 1.10 damage scale while tanks have a 0.95 scale. Against a single target, a sentinel is going to out damage a tank, especially when you factor in Vunerability.
  2. If you're not on a team, is there a threshold for what percent of the damage you need to do to get the merits? I thought it was 10%, but maybe that's just for the badge.
  3. You should post this in Help and Support. I'm not aware of anyone else having this issue and I seriously doubt HC has changed speed setting. Problem is mostly likely with your network settings or ISP.
  4. @A.I.D.A. just to clarify, the defense in Energy Cloak doesn't suppress in combat. Only the pool powers Stealth and Infiltration have defense that suppresses in combat. The screenshot above is for Stealth.
  5. If you're attacked but the attack misses, your defense doesn't drop.
  6. Lifegiving Spores has an endurance cost of 0.26 end/sec and provides ~1 endurance and ~30 health every 4 seconds. Unless you slot for endred and/or endmod, it's basically endurance neutral to the caster. Although I consider it skippable, I've currently got Lifegiving Spores in both my Fire/Nature controller and my Nature/Seismic defender. In the former (which is already running Entangling Aura and Hot Feet), I've got it 3-slotted with endmod and endmod/endred. In the latter I took it as the lvl 49 power and slotted it with 1 Golgi. It's not worth casting for every fight and I typically only cast it for long fights in a fixed location. You also have to remember to toggle it off, as it will keep running no matter how you are from it until you leave the map. I haven't tried slotting the Panacea proc, but if it works the same way it does in Triage Beacon, it should buff everyone in the AoE.
  7. It does work on Farsight. The difference is that cold shields provide damage resistance in addition to defense. Anything with damage resistance is flagged to ignore boosts.
  8. Cold shields can't be power boosted. They are flagged to ignore external strength boosts.
  9. I don't have an Earth/Nature, but I've got 50s of both sets separately. In Earth, Salt Crystals (PBAoE sleep) is skippable and Stone Prison (ST immobilize) and Quicksand (AoE slow/-def) are optional (Quicksand works well with just the base slot). In Nature, Lifegiving Spores (AoE HoT/+end) is skippable and Rebirth (ally rez) and Entangling Aura (PBAoE hold aura) are optional.
  10. Many of the stealth powers have options at the tailor to change the level of transparency. I believe Stealth and Cloak of Darkness do, but I don't remember whether Energy Cloak does. One of the unique aspects of Energy Cloak and Cloak of Darkness is that while the stealth suppresses in combat, it only suppresses with respect to the spawn you're fighting. Your presence is not revealed to nearby spawns (unless you attack them).
  11. I think people are confusing "Master of" challenge settings with 2*, 3* and 4* challenge settings. From the Page 3 patch notes: Task Forces & Strike Forces that have a "Master of X" badge associated with them now have a dedicated challenge option for the badge. The individual power restriction and defeat limit options no longer work for receiving these badges. Selecting the "Master of" challenge for a given TF will set the team size to 8, maximum defeats to 0, disable temporary powers, and disable Incarnate powers. When successfully completed, the challenge will award the "Master of" badge and a Rare Incarnate Component. Disabled Super Inspirations in the Old School Challenge of the LRSF Flashback. Vicious (2*): Players will be unable to use non-revive large/super Inspirations. Ruthless (3*): Players will be unable to use Temporary Powers or non-revive medium/large/super Inspirations. Relentless (4*): Players will be unable to use Temporary Powers or any non-revive Inspirations.
  12. There are 6 IOs you can slot. The radius is 40 feet (the in-game text stating 20 feet is incorrect). Whichever power you slot them in, the defense/resist bonus will apply to all henchmen. That said, you will want to slot a Recharge Intensive Pet set in a power with a long cooldown like Hell on Earth. Call to Arms - Defense Bonus Aura - 5% defense (all), 40-foot radius Expedient Reinforcement - Resist Bonus Aura - 10% resistance (all), 40-foot radius Edict of the Master - Defense Bonus - 5% defense (all), 40-foot radius Sovereign Right - Resistance Bonus - 10% resistance (all), 40-foot radius Command of the Mastermind - AoE Defense Aura - 10% defense (AoE), 40-foot radius Mark of Supremacy - +Resist & +Regen Aura - 10% resistance (all) + 100% regeneration, , 40-foot radius
  13. https://homecoming.wiki/wiki/Exemplar_Effects_on_Enhancements
  14. I've mained a MA/Inv scrapper since I3. There are a lot of ways to slice this and I've lost track of how many times I've rebuilt it. You didn't slot the Unbreakable Guard +hp piece. I would swap this for one of the pieces in Resist Energies. In Crane Kick, slot the Overwhelming Force kb>kd instead of the Sudden Acceleration. You'll pick up some recharge. Slot the Guassian's +bu proc in Focus Chi. In RPD and Unyielding, replace one of the Reactive Armor pieces for the Impervium Armor 6% psi resist (or swap the sets for the psi defense bonus). I would consider 6-slotting Armageddon in Dragon's Tail. You lose 3% E/N def but pick up 6% psi/tox res, 10% recharge and 15% acc. Assault is meaningless on a brute. Take Tactics or a travel power.
  15. Uun

    Are or Mace?

    You left out Willpower.
  16. You've pretty much provided examples of the dictionary definition of inconsiderate: "careless of the rights or feelings of others".
  17. They always said you could run this game on a toaster.
  18. I'm surprised there's not a downward slope on Torch. I've been spending more of my time on Excel (and moving characters from Torch to Excel) due to the low population and many of my friends have been doing the same.
  19. Anybody who takes Cold and doesn't select minimal fx for the shields is inconsiderate.
  20. Yes, it does require line of sight. See the Activation Details flags in the upper left. I have it on my BS/Shield scrapper. https://cod.uberguy.net/html/power.html?power=pool.teleportation.long_range_teleport&at=controller
  21. Not a lot of options. It only takes accuracy, recharge and end reduction enhancements (no sets). Typical slotting is 1-2 acc and 1-2 rech, depending on your global acc and rech bonuses.
  22. This goes back to the live servers. You used to be able to slot any HO that enhanced one of the enhancement types the power accepted. Take Invincibility - it accepts tohit buff, defense buff and end reduction. Today you would slot a Cytoskeleton, which enhances tohit (20%), defense (20%) and end reduction (33%). The exploit which was stopped was that you could slot an Enzyme, which enhances tohit debuff (20%), defense debuff (33%) and end reduction (33%). The game didn't distinguish between defense buff and defense debuff, and because defense debuff is Schedule A (defense buff is Schedule B), you got a higher enhancement value.
  23. Beta Decay also accepts tohit debuff sets. The base -tohit value isn't very high, but probably more worthwhile than slotting for -def. If you're going to slot an HO, what you want is an Enzyme (-tohit/-def/endred).
  24. Mag 3 will stun a lieutenant.
  25. I save Stalagmites for when it's enhanced (orange ring). The enhanced version hits hard. City of Data has the numbers. Rock Shards and Upthrust take a ton of procs. I have each slotted with acc/dmg, acc/dmg/end, and 4 procs (my Seismic is a defender).
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