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Uun

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Everything posted by Uun

  1. If I'm recruiting and not at max level for the TF, I'm prepared to run it at my level. That said, once the team is assembled, I'll ask if anyone over max level wants the star. This doesn't mean a 50 - I recruited for a Citadel recently and asked if anyone over 30 wanted the star (I was 28). This affects the difficulty level (Signature TFs always spawn at max level plus the leader's notoriety) and often makes more powers available. I don't view this as bait and switch, but a courtesy.
  2. I don't sweat defense as much on my Poison/Sonic. I took Scorpion Shield, skipped Tough/Weave, and have 38% S/L, 45% En and 29% ranged. I also have Rune of Protection and Melee Core, so mezz isn't usually an issue.
  3. Maneuvers and Weave are overslotted. If you're going for set bonuses, there are better choices than Red Fortune (i.e., Reactive Defenses, Shield Wall). You're missing the Reactive Defenses and Shield Wall +res uniques. Elixir of Life can mule any of the resist set uniques (except Impervious Skin +regen). Unbreakable Constraint or Gladiator's Net are better options for Poison Trap than Lockdown. It procs quite well, so you can slot at least 2 %dmg procs and still maintain hold duration and set bonuses. Don't skip Piercing Rounds. It provides 20% -res. 1-slotting Tactics with Rectified Reticle is pointless. It only provides +100 ft of perception, while Tactics already provides +432 ft. You need to slot end red if you want to run Tactics. Power Build Up is a questionable choice. While you do benefit from the +dmg and +tohit, Poison doesn't really benefit from the +special. I would go with a different epic.
  4. Control in this game consists of status effects. You've got no holds, no immobilizes, no sleeps, no confuses, no fears. One chance of stun, one slow and some knockback/down. This is NOT a control set. You've got a melee attack, an absorb shield, a resistance shield, a heal and a tohit debuff. Sounds a lot more like a support set (defender primary / corruptor, controller, mastermind secondary). https://homecoming.wiki/wiki/Status_Effect
  5. I haven't played Electric Melee since back on live (and never as a stalker) but I just leveled an Ice/Stone. Stone is quite good (although you'll want all the powers). It's a hybrid set, relying on defense for S/L/E/N/P and resist for F/C/T, then layers on some +regen and +hp. It makes for a very sturdy stalker. Geode (the T9) is similar to Hibernate but you can be broken out of it if you take enough damage.
  6. There are quite a few factions that have protection to mezz but not to slow (Cimerorans, Arachnos Bane Spiders). As you approach the movement speed floor, slows really mess with NPC AI. They become more focused on getting somewhere instead of attacking you. There's now D-Sync Deceleration (or Stereocilla HO), which is even better.
  7. https://homecoming.wiki/wiki/Inspirations#Resist_Effects_Inspirations
  8. See below. Note that the Entities Autohit field in epic Bonfire is blank (it isn't on the controller/dominator version). Ice Patch is autohit and doesn't even accept accuracy. https://cod.uberguy.net/html/power.html?power=pets.bonfire_epic.bonfire&at=blaster https://cod.uberguy.net/html/power.html?power=pets.icepatch.icepatch&at=minion_pets
  9. Aiming for 45% defense with Dark Armor isn't worthwhile. The set has no DDR (defense debuff resistance) and your defense will be stripped away quickly. It's more productive to max your resistances (your En and Tx resists are low). Because scrappers have a 75% resist cap, I prefer Dark Armor on tanks and brutes (which have a 90% cap). The best place to put the Critical Strikes proc would be Barb Swipe. It has the shortest animation time after effect, allowing you full use of the 3.25s critical window that follows the attack. Put a 4th Shield Wall in Cloak of Darkness for the 4.5% E/N resist bonus. Instead of Psi Mastery, consider Soul Mastery for Moonbeam and Shadow Meld. I wouldn't bother with Maneuvers other than as a LOTG mule and would drop Assault and Vengeance entirely. Consider swapping Super Jump for Mighty Leap and then build to Unleash Potential.
  10. While necessary for zone invasions (Rikti, zombie, etc.), I find levelless mobs boring. By necessity they're always even con and don't present a challenge.
  11. I missed the original post last week, but here's my build. Your's doesn't look all that different, but here are some thoughts: Slot Umbral Torrent for damage, not debuff. Don't skip Abyssal Gaze. They increased the damage in one of the recent patches and it's now one of the better ST attacks. Consider slotting Eagle Eye for healing instead of end mod. I find I don't need the extra recovery and the added regen is noticeable. No Gaussian's %BU proc in Upshot or Aim? Uunrest - Blaster (Dark Blast).mbd
  12. Swap the status/regen piece or the psi resist piece in HPT for a second Heal IO to increase your HP. Both Heal IOs should be +5. Consider swapping LOTG in IW for 2 more pieces of Shield Wall for the HP and E/N resist bonuses. Unless you're just using it as a mule, Teleport Target requires accuracy if you want to use it against foes. Note, it will works against minions or even con lieutenants. Chance to Heal Self in Resurgence seems pointless. Just slot a Recharge IO. Replace the status/regen in Strength of Will with a resist IO or a psi resist piece. The +regen only lasts 120s and needs to be in an active power. Also, the +regen is unique and won't work if you also have it slotted in HPT. Assault is pointless on a brute.
  13. I'll generally T3 everything before I start crafting T4s. The order I go in is somewhat dependent on the RNG and what slots I happen to have materials for, but usually Interface > Destiny > Lore > Hybrid > Judgment. Going from T3 to T4, the order shifts to Destiny > Hybrid > Interface > Lore > Judgment.
  14. I'm T4 on all slots (plus a second T4 Interface) and have plenty of materials for the other slots if/when I decide to craft additional components. I just happened to accumulate a bunch of shards and notices and was curious what folks thought before I converted them to threads.
  15. I agree as to Terra Volta. Perez Park, Boomtown and Crey's Folly aren't much better. They have no contacts and the only reasons to go there are the occasional mission door or to fight Kraken/Babbage/Jurassik. After hazard zone street sweeping died out, the OG devs never came up with new reasons to go there.
  16. I was hoping this was a badge relating to Dean MacArthur.
  17. DFB and DiB are instanced and don't have contacts. Although they are often run from Atlas/Mercy, both red and blue versions can be started in any zone. Atlas does however have the contact for the Abandoned Sewers Trial.
  18. I've done this arc dozens of times and was never aware of the Dimensional Investigator badge.
  19. The only hero zones that don't have a TF or trial are Kings Row and Faultline (not including Hollows, Perez Park, Boomtown and Crey's Folly, which are all hazard zones). The only villain zones that don't have SFs are Mercy and Port Oakes.
  20. Electric was introduced in i18 and Dark was introduced in i22. Neither qualifies as "older". I notice you don't mention Singularity, which hasn't changed much since launch other than the addition of Gravitational Pull. It only has 3 attacks. While I agree that some pets need buffs, most don't need more attacks. Umbra Beast has 5 attacks. Jack Frost and Fly Trap have 4. Animate Stone has 3. Phantasm only has 2, but its AI is configured to stay ranged so adding melee attacks is inappropriate. Removing the Decoy gets a hard no from me. Gremlins only have 2 attacks but seem fine. While Fire Imps only have 1 attack, there are 3 of them and their damage isn't lacking. As far as Fire Imps and Gremlins, the most useful buff would be removing the -1 level shift so that they're not so squishy (damage can adjusted to stay the same).
  21. I may be misremembering, but I thought it was to honor a SG member that passed away.
  22. In addition to the above, I often boost two-attribute set IOs in powers I am 1 slotting that a HO doesn't exist for (i.e., acc/slow). A boosted two-attribute lvl 50 IO comes very close to HO values.
  23. I’ve got 1 lvl 50 acc IO in Teleport Other, maxed out Tactics and a ton of acc bonuses. As I said before, this is a magnitude issue, not an accuracy issue. When you’re trying to teleport a +1 lieutenant, the purple patch reduces the magnitude below what’s required.
  24. Just tested this pretty extensively using paper missions vs. CoT. Unable to teleport any lieutenants that conned higher than yellow (+1 with Alpha slotted / +0 with Alpha unslotted). Note, the teleport isn't missing. The target fades out but doesn't move to the exit location.
  25. RNG hates me then. I've had Teleport Target on my Beast/Traps MM for almost 3 years and I've never managed to teleport a lieutenant.
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