The Character Copy service for Beta is currently unavailable
×

Riverdusk
Members-
Posts
1489 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Riverdusk
-
Course now they'd have to worry about this, as silly as it is and even if it is unlikely it'd be an issue in the end: https://www.gamedeveloper.com/business/-i-shadow-of-war-i-publisher-warner-bros-has-patented-the-series-nemesis-system
-
Big fan of voltaic sentinel myself, at least since it was buffed a while back to shoot a lot faster. It is basically at minimum a free extra 50 or so dps if it is fully damage slotted, not even including the bonus shock damage. (Base damage 34 x 1.95 divided by its 1.25 second recharge). That's about half way to taking down an even level AV solo all by itself. Also comes with a base 1.4 accuracy so it needs almost no accuracy slotting. No animation time beyond the initial cast on a mission, and it isn't going to get detoggled/suppressed on a sent because you have mez protection, so sent is where it is best. Anyway, worth it just for the number of times something has a bit of health left and my attack misses and I'm ready to be annoyed, only for the volt buddy to kill the thing off for me. Happens amazingly often even when I have 95% to hit. I actually took it over power sink. As you said, endurance doesn't seem to be an issue anyway, and neither does draining even without it. I found I wasn't using it much. Energize is enough imo.
-
I wouldn't worry about star content. Keep in mind it isn't even part of the original game, it was added by HC. I never bother as it just sounds like a headache to me. Play what is fun to you. There is a ton of content in this game.
-
Power set pairings that are optimal on a Scrapper?
Riverdusk replied to BuiltDifferent5's topic in Scrapper
Don't forget broadsword and katana for scrappers both get an extra crit chance bonus for their tier 9 attacks (15% base). You are critting quite a lot with your hardest hitting attack even before the scrapper ATO's kick in. So either of those sets I think work well on scrapper and it helps put them further ahead of a tank/brute version. -
Make sure on the friends menu on top that you are listed as "online". You can go "invisible" or be offline and be hidden (which sometimes I'll do if I don't want to be bothered). Other than that, not sure.
-
I think you've had enough of being dogpiled, so will offer another alternative. Stock up on that START vendor defense/mez protection buff that is cheap at low levels. Grab 8 hours of it at level 1 for 8,000 influence and that'll easily carry you through until you get your mez protect power as a scrapper, even if you level up as slowly as I do. It also gives you another +5 defense as well.
-
A lot of it is that, just to keep it with all your other games. Also, some people might like that their friends can see when they are online and playing it without them having to log in as well. As well, as said before, it is an easier way, imo, to take screen shots and see them right inside Steam, and now to take videos.
-
Would especially be nice for broadsword to get a little something to distinguish it from Katana (that currently is almost an exact copy of broadsword and yet outclasses it).
-
While we are fixing pets, I'd also add in that all pets should be pushable or walk through like MM henchmen were made to be. It is especially bad with phantom army as you have 3 immovable pets that still end up trapping or blocking me or teammates in certain spots (sewer map chokepoints or small office rooms can be especially bad). Not sure why that improvement was made to MM henchmen but not to controller (and others) pets. It isn't a power improvement thing, it completely a quality of life thing. Back to original poster, I'd still vote electric control's gremlins as the worst pet of all, but yeah, phantasm is down there.
-
You need to look for the launcher program or a shortcut to it. "HC Launcher" or "Homecoming" are both in the main HC directory for me and either work. Both actually point to /Homecoming/bin/win64/launcher.exe Any of the three will work and it doesn't really matter. Double click on one of them and then "add selected program". It should then be in your Steam Library. You can then right click it in Steam and go to properties and rename it in the top box if you want a better name for it. Should be all there is to it. Edit: Also nice now that Steam has added automatic video recording as well and that feature also does work even with it just as a "non steam game" shortcut. I haven't tried @AlpineTsar's way yet and I never had CoH on Steam originally, so can't speak to his method. I did something I think similar to add Daggerfall Unity in Steam in place of original Daggerfall and to have the Unity version hours tracked for me even though that version isn't on Steam, so it should work if you can figure it out.
-
Not going to probably be near complete of course, but: https://homecoming.wiki/wiki/Category:Definition Can also use the wiki search bar and probably have much better luck than a forum search. "Rule of 5" popped up for instance. Might not always understand the explanation they have there if you are new, but it is something.
-
https://homecoming.wiki/wiki/Enhancement_Booster_Salvage Most common use as said is on normal recharge IO's in hasten, You can then get to 95%+ recharge in hasten with only two slots instead of three. I tend to also sometimes use them on set IO's that have set bonuses I like that cap out at level 30 instead of 50. Boost them and they have enhancement values better than a normal level 50 and they still exemp down to level 27 anyway. Purple IO's exemp down to level 1 anyway, so they are also common to get as level 50's and boost, although most of their stats are already hitting 95% so often there isn't much use (except for maybe the endurance reduction piece often doesn't hit cap in a purple set). No reason to ever attune a purple though. PvP IO's are the same (once you can use level 50 ones), so often those are good candidates to boost as well. Although sometimes I will use attuned ones as I level up and then swap them out for 50+5's once I hit level 47+. I rarely use an entire 6 set of a PvP set, so it often helps a lot to boost if you are only using 3 pieces of it. For your build you could boost the purples in power slice, sweeping strike, and blinding powder if you wanted without negatively affecting your build or set bonuses in any way (although it might not make a lot of difference for most stats except as I said maybe endurance reduction). Definitely could boost the endurance mod piece in your level 18 power, and of course as said, probably the most impactful would be boosting the recharges in hasten. Keep in mind procs can't be boosted.
-
Might want to turn off vengeance for those defense totals 😉
-
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.
-
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.
-
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. 🙂
-
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."
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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).