Riverdusk
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Might want to turn off vengeance for those defense totals 😉
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As to conflicting info, I tend to trust the wiki (rarely seen any mistakes there). The page on incarnate abilities: https://homecoming.wiki/wiki/Incarnate_System#Ability_List Click on the "Abilities" link there for the specific one. On interface in particular: https://homecoming.wiki/wiki/Interface_Slot_Abilities As you can see on Diagmagnetic: "The -ToHit is standardized at -5%, and the -Regen is standardized at -15%. A single target can be hit up to 4 times of the same type of proc." So, for -regen it maxes at -60%, which against a level 50 AV that resists 85% of it you get a whopping 9% regen debuff. As others have said, complete trash. A simple envenomed dagger does -250% and is stackable. You only take Diagmagnetic for the -tohit part, which is decent, not for the -regen. They'd have to do something like at least TRIPLE the amount of -regen it gives to even be competitive, or make it non-resistible (but that much non-resistible would probably be a bit too much). As the wiki also says, Degenerative gives -1000hp debuff to AV's per stack, up to 4 times. Much better. Not to even mention it also has a damage dot, even better. Reactive also isn't bad. Someone posted once on here quite a while ago an analysis that degen's -hp is still better than reactive's -resistance, even on non-AV's, but can't vouch for it personally and I didn't save a copy or link of it. TLDR, Degen is definitely the goto (by quite a bit) if you are trying to solo AV's. Others have covered the other choices well.
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There is a way to go back to lower level content with a higher level character (through an Ouroboros portal crystal), so there is very little you can ever miss. Also, having a level 50 character does make earning influence a lot easier. Beyond that though, most people probably consider this more of a journey game. Not something that shines at "end game." Also, having a ton of alts trying out all the different power combos. There are exceptions though, as there are people with several thousand "vet levels" who obviously do enjoy focusing more on one character.
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Interesting. My most common ones I use increase attack speed (+20 %recharge) and increase recovery (+17% recovery) are both 90 minutes. Sometimes I'll use the slow resistance and endurance drain resistance (also both 90 minutes). I rarely bother with anything else. I just hope they don't get nerfed now they we are talking about it. 🙂
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I've had the opposite. The texts all say 60 minutes but all I've ever tried last 90 minutes, at least as far back as I can remember. You can rt click in the power tray on the buff and bring up the info details and it'll give the time remaining. Always seen 90 minutes for all of them. Just double checked slow just now. Few seconds after getting it, power says "1:29:51 of usage left."
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Are you playing a different character than in the past? As said, defense is a good counter to almost any debuff as they don't hit as often. There are also several armor sets that have built in slow and/or -recharge resistance (ice armor the most extreme that is basically immune to slows and -recharge, but others have res to lesser degree). So, if you are playing something different you may have had protection in the past that you don't anymore. Also as said, slow resistance (which DOES includes -recharge res) is pretty common among the winter IO sets. I tend to aim for at least 50% or so on any character I make because as you've noticed slows are really annoying. Even just sticking the one winter's gift piece for 20% resistance in any travel power you have makes a different and isn't that expensive on its own. You can also grab 20% of slow/recharge resistance from a SG buff table for 90 minutes at a time for cheap. Edit: Just noticed your other thread that you are playing an energy aura scrapper. It has 20% slow resist in its "energy protection" power. Combine that with that winter IO and maybe the SG buff table and you'd be up to 60% resistance, which would be a significant resistance to it.
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It looks like you are trying to convert regular enhancements. You can only convert Invention origin enhancements (IO's) that are part of a set. You can read about the different types here: https://homecoming.wiki/wiki/Enhancements Or converters in particular: https://homecoming.wiki/wiki/Enhancement_Converter_Salvage Edit: And also, even if you could use a converter on a regular enhancement it would be very inefficient. Sell those enhancements if you don't need them, sell the converter on the auction house ( type /ah in chat to open it). You'll get at least 50k inf from selling a converter there even on a bad day. Use that influence to buy the enhancements you need if you want to stick with regular ones.
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Marine Affinity: Toroidal Bubble in Mids for Controller and Mastermind seem to be using the defender resistance values for the power, so they are incorrect for those two AT's. Corruptor and defender values seem to be correct. I know it says to report bugs in Github, but sorry, I'd rather not sign up for yet another account on yet another website for reporting this. If it is chosen to be ignored for posting it here that's okay, but figured I'd try anyway. Edit: Also it seems to be giving the higher resistance values to fire and cold instead of fire and smashing. This seems to be true for all AT's.
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You can hover over the power it is slotted in to see the tooltip with the actual % enhancement affecting it. Like @fupdup said if you hover over the enhancement itself it'll incorrectly show level 50 enhancement values even though it is giving less. For ones that top out at level 30 it is often better to just boost them to 30+5 instead of attuning them, unless you really spend a lot of time exemping and playing at less than level 27 and they have set bonuses you really care about at that low of levels.
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Well, based on the previous stats given years ago Masterminds are very popular for people to create, but not so much for them to actually reach level 50. I'm assuming the stats given here are just for created/overall characters. So, a lot of those masterminds probably didn't get very far if that trend held true. Personally I love MM's, but they do take a bit of time and slotting love before they get good imo. Anyway, I'd like to see stats for level 50's for each category again in addition to the overall numbers. Although of course it is nice to see any kind of stats at all, they are interesting.
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Of those I have a necro/cold and beast/cold to high level. Both good combos. With all the buffs necro got I'd give the edge to necro/cold for sure. But yes, /time is always a solid choice as well and should work well with any primary.
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Even just shooting for 20% can be a baseline really and it isn't hard to reach. Then a medium purple will get you to softcap defense on occasion when needed and they aren't that hard to come by. One advantage of going resist is how much more powerful purple inspirations are compared to orange ones.
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Frost becomes better if you can fit in some range enhancement, it starts to become quite large and I start to find it much more useful. Intuition alpha helps there as well (and helps your slows, your hold, and still increases damage).
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Should be a solid combo and it is what I'd go with if I wanted to play beasts currently, although my beast/cold also isn't bad. Beasts may be considered the 'weakest' now, but I don't think they are that bad. The gap between best and worst mastermind primary isn't nearly as big as it used to be compared to back in the day when mercs were just pitiful and that gulf was huge.
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I don't know, I find I use it pretty often. Just looking at one of my latest characters an elec/elec sent I put it in zapping bolt, 5 Apocalypse (skipping dam/rech) and the Glad Jav Proc. I find I often use that exact slotting in one of my ranged attacks on quite a few of my characters.