Riverdusk
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I'd agree. I'd point to electric control that gets 2 gremlin pets that spawn at +0. Or is having 3 the magic cutoff?
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MiDs continues it's years long downhill slide
Riverdusk replied to Snarky's topic in General Discussion
Generally works well for me. Occasionally I find myself going back to an old spreadsheet I created for character building though. Bonus for that back in the day, I could use it at work and it was more likely anyone who glanced at the screen thought I was actually doing something work related. -
SJ isn't even bad in the shadow shard now thanks to double jump. You can double jump across a big part of it. If it runs out and nothing is around I'll turn on a jet pack for a bit to finish the journey.
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+6 to you is when mobs start to also get a tohit modifier (as opposed to accuracy), a +5% one to be exact, and having more defense over the softcap will matter. Pretty sure against +6 the new softcap would simply be 50% instead of 45% to account for the +5% extra tohit, but I could be mistaken. Can see it in the next to last chart: https://homecoming.wiki/wiki/Attack_Mechanics
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The trick is to not bother with the full set. Some of my common slotting options for a toggle defense power: LoTG 3 slotted - defense, defense/endurance, and the def/+7.5% recharge. That gets you to +54% defense (which is close to "max" with ED), 26.5% endurance reduction, and the 7.5% extra global recharge. You then get some basically free regen and hps to go with it. Reactive defense 3 slotted and 1 slot for the LoTG +7.5% recharge. That gets you the same stats as above and slightly different set bonuses and gives you the reactive defense special scaling resistance bonus. Shield wall 4 slotted. Gets you the other special resistance piece (+5% to all) and 4 shield wall gives you a nice hefty 4.5% energy/negative resistance. On EA you might not need the energy resistance but the negative resistance is sure nice. That's the only one you'll have to have some slight 'waste' with recharge reduction, but often worth it. I'd do some of those over just putting in regular IO's unless you are just trying to put together a budget build. Personally I rarely bother with red fortune unless you are really trying to hit a +recharge goal. Don't forget to also add in a kismet +6 tohit somewhere.
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Do have to say, my illusion/traps was one of the few times illusion's group invis power felt worthwhile.
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All that I see is: 40% of your Set Bonuses now applies to henchmen that are within range of Supremacy Unless I'm missing it somewhere else. @Maelwys did a good job noting it on the first follow up post, but some may only read the patch note itself. As to changing the power screen that would be nice. I'd have no problem then calling them whatever you decide to label them. If it's something like "Global Bonuses" then it'd finally define what those are in-game. Hopefully they wouldn't just be dropped from that screen altogether though, as I do find it nice to see the summary of them there.
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Exactly. I could be wrong, but the only place I've ever seen the term "global" is from players. That is a player created wiki. I never use the term myself because I do find it vague. I call something either a proc or a set bonus. Regardless, I'm just saying the devs should be more specific in what is meant so there is no confusion among the player base. I'd just suggest they be more clear and precise in the actual patch note. Instead of a dev dismissively (and technically incorrectly) assuming everyone should know they mean multiple IO set bonuses only. Something such as the very clarification you added in the very first response post in this thread was great (and thank you for that).
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Well, not to be one of those "Actually, technically" guys (insert meme here), but the game itself calls even those one piece IO's "set bonuses". They are listed under "personal info-powers" in-game under set bonuses. As the in game picture shows, the one piece unbreakable guard is listed a set bonus, steadfast protection is in there, etc. I've gotten into a bit of arguments with people before over this as I've said that things like the LoTG +7.5% IO is a set bonus and been yelled at by people saying, "No its not, its a GLOBAL!" Sorry, the game itself calls it a set bonus (included in the pic as well). It also acts like one in every way, If you want to be more accurate you really should say only set bonuses that include 2 or more pieces count.
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I think that was the old value. Actually 1.1 now. Very close to blaster level at this point, way ahead of defender. https://homecoming.wiki/wiki/Damage
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I've learned to depend on the SG base +20% recharge buff. That way you need 'only' about 105% global for perma dom without needing hasten at all. But really 105% isn't THAT hard to get in the end and is actually slightly less than you need for perma hasten. I still end up getting hasten usually anyway, but it does take the stress away of having to always remember to click it every 2 minutes while having dom on auto. Once I build dom the initial time I'm set, for 90 minutes at a time that the SG base buff lasts anyway. At least I can taking a friggin bathroom break without losing it. I can understand why some wouldn't like to depend on a SG base buff though.
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Cloak of Fear - Afraid rather than Fear?
Riverdusk replied to Razor Cure's topic in Suggestions & Feedback
Can't say I noticed this really on my ice/DA stalker, but then again a lot of times in that case they are slipping on ice patch instead of running. Part of it might be that from what I've read things can have the 'run' behavior trigger if they are hit by a bunch of attacks in a short period of time (including dots). Spines does have a lot of dots. They will also run if they get low health and in my experience damage aura's like death shroud make me end up with more runners since they slowly tic health away instead of taking it in big chunks. Do you notice they run as often or not if you don't have CoF on? Looking at City of Data: Both CoF and fearsome stare list "terriorized" as the effect, not 'afraid'. CoF's effect also only lasts 3 seconds, so I'd think they'd only flee for 3 seconds if it was that. Makes me really think it is just the normal annoying flee code that mobs have built in.- 1 reply
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This is correct. Boosting those isn't a good idea if you exemp. Even though it is a single piece, the 7.5% recharge buff acts like a set bonus, not a proc (it even shows up in your personal info under "Set bonuses"). You could do it as a level 25+5 to still keep the recharge down to 22, but looks like that is a slightly worse way to go for the defense component.
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I wouldn't mind at least some of the support powers being looked at in this way and/or with lessor effects. There's a reason why a lot of support sets I only play as a MM. At least then when solo I still get use out of them.
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Definitely agree with both you and @Snarky. I really wish they'd let us color customize the domination effect. I can make it work well enough/ignore it on my plant/psi, but I did try a dark/dark dom once and it did feel really weird to constantly be breaking out in rainbows as a dark dom.