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Uun

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Everything posted by Uun

  1. See below. Number of acc is dependent on the relative level of the foes you're fighting. At +1, 1 acc is ok; at +2 and up, got with 2. Time Crawl: 1-2 acc Temporal Mending: 2 heal, 2 rech, 1 endred Time's Juncture: 2 tohit debuff, 1-2 endred Temporal Selection: 1 rech, 1-2 heal Distortion Field: 1 rech, 1 slow Time Stop: 1-2 acc, 1-2 hold, 1-2 rech Farsight: 2-3 def, 2-3 rech Slowed Response: 1-2 acc, 2 rech Chrono Shift: 2 rech
  2. It's not in this thread and Robotech Master is no longer with us. Here is the info you're looking for: https://homecoming.wiki/wiki/Incarnate_Component
  3. you AFK in mission for 20 minutes to pick up your daughter and come back to find a bunch of lvl 54 Nemesis beating on you (including a Warhulk) and your health bar is full (MA/Inv scrapper).
  4. I was partially wrong above. Range refers to the distance between the caster and the target. In the case of PBAoE powers, range is always 0 since the power centers on the caster. Range is disallowed on all melee PBAoEs, regardless of AT. Radius refers to the distance from the center of the circle to the perimeter. Powers not affected by the gauntlet radius buff will have radius disallowed. In the case of Rending Flurry, radius is not disallowed and it should benefit from the radius buff. Arc refers to the width of a cone. Powers not affected by the gauntlet arc buff will have arc disallowed. (You can't increase arc on a PBAoE since the arc is 360 degrees.) From the Issue 26 Page 4 patch notes (I haven't checked for changes to this list in later patches): The following powers ignore Arc Buffs: Battle Axe > Pendulum Claws > Eviscerate Claws > Shockwave Spines > Throw Spines Titan Weapons > Defensive Sweep Titan Weapons > Titan Sweep Titan Weapons > Arc of Destruction War Mace > Crowd Control All Judgement powers The following powers ignore Radius Buffs: Electric Melee > Lightning Clap Electric Melee > Lightning Rod Savage Melee > Savage Leap Spines > Quills Radius Super Strength > Hand Clap Super Strength > Foot Stomp Titan Weapons > Whirling Smash All Judgement powers The following powers have had their Arcs adjusted for Tankers only: Broad Sword > Slice: Lowered from 130° to 90° (actually 135° after the 50% increase from Tanker inherent buff) Katana > Flashing Steel: Lowered from 130° to 90° (actually 135° after the 50% increase from Tanker inherent buff)
  5. If you open the power in CoD, look next to activation details. It will tell you if the range or arc buff is disallowed. (Crowd Control is both, but other powers can be just one or the other.)
  6. This is a key bind note a macro. You do have to click the key twice. numpad0 "targetcustomnext oil slick$$powexec_name electrified net arrow"
  7. I just leveled a Broad Sword/Shield scrapper. I think it falls squarely in the middle of the melee sets and is largely fine. It does rely pretty heavily on the T8 and T9 and is lacking until you get those.
  8. Uun

    MA/Inv Build

    Unless you need a place to put one of the +def or +hp uniques, you could slot an Impervium +psi or a recharge IO if you plan to use Unstoppable more frequently than every 17 minutes.
  9. Uun

    MA/Inv Build

    Default sorting is "recently updated". If you add a new post to an old thread, it will move to the top of the forum.
  10. Uun

    MA/Inv Build

    Was it really necessary to start a new thread on this rather than just continue your previous thread on the same topic? Resist Physical Damage is an auto power and doesn't require end reduction. Drop the Steadfast -kb IO - you have all the kb protection you need in Unyielding. Slot this power with the Steadfast +def unique, the Gladiator's Armor +def unique and the Aegis psi resistance unique. Add slots for dmg res only if you're not already capped to S/L. In Temp Inv, replace the Unbreakable Guard end/rech with the +hp unique You don't need so many slots in Res El and Res En. 2x dmg res IOs will do it. If you want set bonuses, you could 3-slot Impervium for the psi defense or Aegis for the F/C defense. Add slots to Invincibility. There are a lot of ways to go, but you generally want to 6-slot for set bonuses. Gift of the Ancients, Reactive Defenses and Shield Wall are good options. If you don't slot in Invincibility, slot the Shield Wall and Reactive Defenses +res uniques in Tough Hide. Drop Warrior's Challenge (the scrapper taunts are garbage), Air Superiority and Stealth . Pick up Boxing (or Kick), Tough and Weave.
  11. If I want to alt before joining a TF, I will do so before contacting the leader. Do I sometimes lose a spot in the 30-60 seconds it takes to do that? Yes.
  12. Only true for Lightning Storm, and not by much. Tornado and Freezing Rain do the same damage on defenders and corruptors. Gale does more damage on corruptors (again, not by much). It's wonky because most of the powers spawn pseudo pets. Storm really needs to get the QA pass that Dark Miasma got a year or two ago.
  13. Bold portion is not correct. TT doesn't behave like controller immobilizes and has no KB resistance. You need to slot KB>KD in your Storm powers.
  14. You are mistaken. While you can now run multiple stealth powers at the same time, they do not stack. From the patch notes: Player Stealth Toggles, with the exception of temporary powers, are no longer exclusive. Players can now use multiple stealth toggle powers at the same time, however the stealth radius, defense, and threat level of these powers will not stack. Instead, the strongest effect from these powers will be used (much like how travel power stacking currently works).
  15. One reason to potentially take Single Shot (either together with or instead of Charged Shot) is that it has 75% -regen.
  16. Don't recall ever seeing any of these, but here's what the wiki says is supposed to happen: https://homecoming.wiki/wiki/Magisterium_Trial#Phase_2
  17. Sorry, brain fart. I was thinking of Nightfall. Torrent is skippable.
  18. I've done a Nature/Seismic defender and am quite happy with it. I like the Seismic Pressure and Seismic Shockwave mechanics, but agree that Stalagmite is a bit wonky. Almost everything in the set procs well.
  19. Along with the rest of Page 5, this change was posted to the Beta server several weeks before it went live. The feedback thread goes on for 4 pages and has several dev responses. Whether or not you agree with the change, it's disingenuous to suggest that the devs snuck this in.
  20. Hurricane is good but situational. There's a learning curve to its proper use. Thunder Clap IS rubbish, unless you plan to take Dark Pit (also rubbish) to stack with it. Why would you skip the self heal? Although Torrent is narrow, I wouldn't recommend skipping it, since you're leaving yourself with TT as your only AoE.
  21. Big difference between weakest and least popular. SR may not be popular, but it certainly isn't the weakest. I would put it ahead of Ice, Fire and WP.
  22. I've got a Stone/Elec brute. Extremely sturdy and hits like a freight train. With the p5 changes, an Elec tank would pick up Energize at lvl 12 and Power Sink at lvl 22, which should put an end to any endurance issues.
  23. Electric Armor is also very good on a brute. You can cap resists (or get pretty close) to everything other than toxic and negative, plus its got a good heal, end recovery tools and a damage aura. Completely immune to endurance drain.
  24. 10-15% resistance isn't going to do much for you, particularly in melee. You want to stack defense on top of the -tohit the set already provides. On my defender I run 40% S/L/E (without Tough/Weave), with Rune of Protection available if things go sideways.
  25. Powers that do the same thing in different sets in the same AT are also balanced against each other. In the control sets, the holds, immobilizes and stuns have basically the same control, damage and recharge stats across all the primaries (with a few exceptions for unique powers like Wormhole, Volcanic Gasses and Shadow Field). I don't think it's unreasonable to expect all the knockdown patches to provide similar levels of functionality (even with different secondary effects). Even with the recent buffs to Ice Control, it still lags most of the other control sets.
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