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Riverdusk

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Everything posted by Riverdusk

  1. +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
  2. 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.
  3. Do have to say, my illusion/traps was one of the few times illusion's group invis power felt worthwhile.
  4. 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.
  5. 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).
  6. 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.
  7. 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
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. Dislike: Tank - Solo I don't see the point and on a team I don't like the playstyle Blaster - Feel too one dimensional and too squishy until you build them up Defender and to a lesser extent corruptor - Feel like they don't have either great damage or great tankiness. If I want to do a support I'd rather just do controller. PB/Warshade - too fiddly Favorites are: Controllers - Safe but slow early which I find fine and later they can be good damage (at least the sets I play like plant, illusion, and the new electric, still need to try pyro). Scrapper/stalker - For when I want to melee, plenty tanky enough for me and very good damage. Mastermind - For when I'm in the mood to be chill actually (I just don't crank up the difficulty too high when I play one). Newest favorite recently promoted from my so-so list: Dominator (Plant/Psi in particular anyway, I'd say it definitely....dominates....pretty much anything I throw at it. Ended up loving the changes that were made to plant control after initially being skeptical). So-So: Brutes/veats/sentinels
  14. Can I also ask how the 40% of set bonuses carrying over was decided on? Like really? Would it really break the game to make it an easy even 50% so that I don't have to break out my calculator to figure it out? Thanks.
  15. True, but even a slight buff to movement would be welcome. Don't even mention rikti monkey gas, lol. The absolute bane of my MM's. At least with caltrops or fire patches they actually tend to not run that far outside the patch. Rikti monkey gas though....they run and run and run. I think because the effect lingers on them even after they leave the patch? So they keep on trying to run from it even though the effect is actually 'stuck' to them. How it seems to work anyway.
  16. Reminded me, more than once I've posted the #1 improvement wish I had for MM's was to give them a movement speed buff. Honestly more than their damage or survivability. Solo I'm constantly having to wait around for them to catch up. On faster moving teams by the time they catch up often times everything is already dead. It is probably the #1 thing that frustrates me about playing one. Agreed that it is sad to see that still isn't addressed.
  17. Since how good arcane bolt is on a controller is being brought up, I'll bring up my usual advocation (and my pet peeve) to improve controller's single target immobilize powers (that most controller sets get). If they took at most a couple of seconds instead of taking 9 whopping seconds to tic their damage, arcane bolt wouldn't be such an obviously better choice if you are looking to add some single target range damage on a controller. They'd still do less damage (in exchange for also immobilizing) compared to arcane bolt, but at least they'd be a little more competitive.
  18. Yep, probably one of the most suggested changes by players I've seen is to just allow us to slot the ATO's into one or more of the MM personal attacks. The enhancement values would also then actually make sense and be useful. Instead we go this convoluted route of allowing us to just stick them in the tier 7 where it doesn't even make any sense for a lot of them. I guess they thought it'd be more 'fair' if every set ended up with 1 extra ato slottable power. Personally once every set gets an extra one or two I think the 'advantage' of that has diminishing returns so I don't think it is such a big deal. I'd rather have the ato set enhancement values actually be useful and have it in an attack or two.
  19. This part I scratched my head at. I found necro/cold MORE sturdy than thug/cold. If nothing else everything in necro can heal themselves (including yourself if you take life drain) so they and you are less prone to getting taken out by those auto hit powers mentioned (or very high accuracy mobs). As mentioned you can get their defenses close to soft cap, plenty of -tohit to quickly fill the gap, fog helps fill in some of their resistance holes (energy and fire), and you can flood the zone with the sheer number of pets (soul extraction is up WAY more often than gang war and you have specters also out there actually taunting even more heat off you and your other pets). Necro/cold was one of the stronger combos I've tried. Honestly I even liked it better than the classic necro/dark that is so popular (also good though for sure).
  20. Just leveled up a new plant dom over last couple of weeks and have to say I'm very satisfied with the changes at this point. Spirit tree is definitely the biggest win, especially if solo. It is a great opener and tends to clump the mobs who you can then use seeds on. That actually solved one issue I had with seeds. Often it was hard to hit everything or even almost everything in a group with it when mobs start spread out (which is often on some maps). It would then aggro the whole group and all the ones that weren't in the arc would fire at you. It is easier now to hit the entire mob with seeds or at least most of it, although you do have to wait a bit for tree to work its taunt magic (and stealth helps). It is less useful in a quick moving group and I often don't bother in that situation, but still much better than it was. I wish triage beacon would get same treatment. Not seeing the lack of tentacles for creepers that some people were reporting. Seem same as pre-change to me now. It has always a bit funky of a power in my experience in that sometimes you'll cast it on a mob and tentacles will take a few seconds to show up, other times they show up right away. A bit less damage without all the procs sure, but it is still decently good aoe damage. Of course not as big an issue on a dom with the damage secondary. Spore burst and vines still skippable, but better than before. I ended up taking both and get some occasional use from both. Spore burst was more useful lower levels, vines more useful later when you have a lot of recharge. Plant use to be insanely good at a very low level. Have to say it was more of a struggle at lower levels for sure due to how short seed's duration is now at that level. However, once a bit higher level and fully slotted it smooths out. I do currently like plant better on a dom than controller have to say (use to feel the opposite). Between a bit less damage plant itself has now, that the contagious confusion proc happens much less often (not needed on perma-dom anyway), and the extra safety I feel it has now with spirit tree (lets you be more aggressive as a dom), and that there are just more control powers worth taking now for dominate to shine, all tilt toward dom over controller for me. I'm also an alt-aholic, but right now my plant/psi dom has actually become my favorite character (vet level 8 and rising).
  21. All depends on what you want for the character as your main goal. For a dominator or the example already given of an illusion controller I want recharge, a lot of it. For a shield armor melee character I want to make sure I have 45%+ to all positional defenses (aoe, melee, range). Once you hit your main goal and you still have slots/sets to use, you can aim for secondary goals. After I got my recharge where I want it on my dominator I look at adding a little bit of defense. For example, no matter the character I like to hit 20%+ minimum defense overall so that I can at least cap with a medium purple inspiration in a pinch. Also, there are some special IO's I like to add to pretty much every character as well. The steadfast and gladiator armor +3 defense, the reactive defense and shield wall +resistances, the panacea +hp/+end, the performance shifter +end, unbreakable +7.5% hps, numina +recovery/+regen, miracle +recovery, winter's gift 20% slow resistance. Often preventive medicine absorb proc.
  22. Most likely they used the same sound from another power. As @Maelwys noted probably earth armor's minerals power. I've often had to do some trial and error until I find the right one for the sound that is bothering me.
  23. Domination means being able to smile at your teammates at the end of posi 1 when facing the mirror enemies and they say, "we should pull". I pop domination (which I've been holding for this moment) run up to the mirrors with seeds and confuse them all (insert any aoe control really). After they are easily destroyed the team leader laughs and says "nice pull".
  24. You are right the ones you hit with it notify doesn't matter. It is the ones you miss. It is also more a challenge to avoid at least some strikes from a mob before you can actually confuse them when the power is aggro. Wasn't 'trying' anything, not sure what you even mean by that. Actually have no problem with the changes made to seeds in the end and if anything I find it even better now than before, for my playstyle anyway. It just needs slotting to be good now where before it didn't even need to be slotted. I love the adaptive recharge that was added so that I don't feel bad 'wasting' it on a smaller mob. Only change I ever really complained about was them lowering the target cap, which they reversed. Very happy with where seeds ended up.
  25. Unless I'm misunderstanding something, I do think it's funny that I saw people specifically blaming seeds of confusion for the hard mode change (and cheering on seeds being nerfed because of it) and per Cobalt it was actually due to confuse powers that don't aggro. Seeds does aggro and always has, from long time personal experience. Also, it's CoD entry: Notify Mobs: Always Mind's aoe confuse is the one that doesn't.
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