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Uun

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Everything posted by Uun

  1. I ran 2 test in the RWZ against a pylon. IG only had 4 slots in both runs. RUN 1 (3 minutes) Four 3.5PPM procs slotted: 25 hits total (2.08 hits/minute/proc) for 1434.75 damage Base damage from IG w/ Alpha (45%) and 23% damage set bonus: 166 ticks for 1496.04 damage Critical damage: 19 ticks for 174.30 damage Total damage: 3105.09 RUN 2 (3 minutes) 4 pieces Scirocco's Dervish (acc/dam, acc/dam/end, dam/end, proc) Proc: 4 hits (1.33/hits/minute) for 229.56 damage Base damage from IG w/ enhancements (74.2%), Alpha (43.1%) and 23% damage set bonus: 196 ticks for 2465.31 damage Critical damage: 19 ticks for 242.73 damage Total damage: 2937.06 While Run #1 showed 5.7% more damage, most of this difference would have been wiped out if the proc in Run #2 had fired at a similar rate as those in Run #1. Next time I respec I will try to add 2 additional slots to allow 3 enhancements + 3 procs. Note: the combat log was NOT accurately reporting hit/miss rolls. It listed 20 misses and 33 hits for Run #1 and 12 misses and 33 hits for Run #2 (despite Run #2 showing 30 more damage ticks).
  2. On a scrapper, I don't think that slotting one of the ATOs would bring the best returns. Guess I'll have to run some tests w/ procs vs. damage enhancements.
  3. The irony of the current system is that if create your character as a hero or villain and never change alignment, you never get Call to Justice or Frenzy. You have to change alignment and then change back (or complete a Morality Mission after completing 10 Alignment Missions).
  4. Why is this something that needs to be balanced from a powers standpoint? Are rogues/vigilantes somehow more powerful by virtue of their ability to play more content and need to have their alignment power nerfed as a consequence? That is nonsensical.
  5. Touch of Fear procs really well, however, use only Melee AoE procs (Fear and Tohit Debuff procs will only hit the main target). Radiation Therapy also procs really well.
  6. When you ignore someone, you have the option to ignore that person's Posts, Messages, Mentions and Signature. Would like to see an additional option that allows you to ignore Topics started by that person.
  7. Only the hero and villain alignment powers are worth a damn. The vigilante and rogue powers are utter crap. So either give us the ability to choose or replace the vigilante and rogue powers with something useful.
  8. Uun

    Trap/TA/Poison?

    Defender Corruptor Controller Mastermind Acid Mortar 26.6% -def 26.6%-res 20% -def 20% -res FFG 13.3% def 10% def Seeker 26.6% -dmg 6.65% -tohit 20% -dmg 5% -tohit
  9. If you want your entire team to be challenged, anything lvl 45-50 that you run through Ouro has the options "No Incarnate Powers" and "Only Alpha Slot". There are also options for players debuffed and enemies buffed.
  10. Also these, for vigilantes and rogues respectively: https://homecoming.wiki/wiki/The_Major https://homecoming.wiki/wiki/Sgt._Schorr
  11. The Mastermind version of Traps gets Detonator, which works differently depending on whether your henchman are human. While there are certainly issues with this power as well, the non-human version does allow for instant detonation (sacrificing the henchman in the process). Assuming the damage and recharge can be appropriately adjusted, I think something like this could work for other versions of Traps. Instead of attaching the explosive to a henchman, you attach the explosive to a foe. You then have xx seconds to detonate.
  12. Nothing stopping you from doing this. Just unslot your Alpha.
  13. Recently slotted Critical Strikes in my new Broadsword/Shield. I normally don't put it in an AoE, but I've been trying it out in Whirling Sword. Holy crap, it goes off almost all the time. Allows me to follow with Head Splitter on a big bad or Slice (wide cone) on a large group.
  14. I do spam that too, but I meant the T9 in my blast set.
  15. Poison's main debuffs (Envenom and Weaken) don't have large AoEs. They apply a strong debuff to the target and a 1/2 strength debuff in an 8-foot radius around the target. That said, they're clicks (no toggles to drop or patches to run out of) and have very short recharges. Venomous Gas (PBAoE toggle) allows you to debuff everything in a 15-foot radius around you. My strategy is to play in melee range and keep all the mobs close (it's much harder to play effectively if you've got a bunch of ranged foes shooting at you). I also use the nuke every time it's up, which will usually leave me with just the bosses.
  16. Each rank has a different level of status protection: minions are mag 1, lieutenants are mag 2, bosses are mag 3, elite bosses are mag 6, AVs are mag 3 and giant monsters are mag 75. You need to surpass the target's protection in order to mezz them. Dominator and controller holds, stuns, confuses and fears are mag 3 (dominators get an additional 3 mag with domination up and controllers get a 20% chance of an additional 1 mag). Without domination, you need to hit a boss 2x (and an EB 4x). With domination up, these numbers are cut in half. AVs can be mezzed the same as bosses when the purple triangles are pointing down. https://homecoming.wiki/wiki/Protection https://homecoming.wiki/wiki/Purple_Triangles
  17. Electrified Net Arrow (T1 in Tactical Arrow) will ignite the Oil Slick.
  18. Temporal is fine. Presumably you would skip the 3 melee powers.
  19. There are seven blaster primaries with ranged T9s (Archery, Assault Rifle, Beam, Electric, Ice, Seismic and Water). Six of these have no PBAoE powers at all (Electric has Short Circuit). Combine one of these with Tactical Arrow, which has no melee powers. Voila, you have a fully ranged blaster! While /Energy Manipulation has Boost Range and Power Boost, five of the remaining powers are melee. You would end up skipping more than half the secondary.
  20. With the changes to the proc chance, is there any consensus on whether to continue slotting with procs or to slot like a standard damage aura? Mids' isn't showing the base damage at all, so can't see the result there.
  21. regen
  22. The only "nerf" is to people who used Super Speed plus Shadow Fall/Steamy Mist/etc. to achieve a 70 foot stealth radius. Those no longer stack and they will need to use a stealth IO or Stealth instead of Super Speed.
  23. Dark Armor already has -perception resistance in Cloak of Darkness and -end/-recovery resistance in Murky Cloud. Fiery Aura already has -recharge/-runspeed resistance in Temperature Protection and -end resistance in Consume.
  24. Not sure why you would go Stalker, as you don't get Quills. Would think you would want this on a porcupine.
  25. Guess I wasn't soloing ToT EBs on my Nature/Seismic defender then.
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