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Riverdusk

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Everything posted by Riverdusk

  1. I love double jump as is. If nothing else it makes super jump actually very nice for traveling the shadow shard. I can now pretty much super jump (double jump) between islands there pretty easily and only occasionally need to turn on the jet pack during its cool downs. Before it was introduced I never bothered and just used the jet pack.
  2. Only naming that sometimes bothers me is cold domination considering we have an AT named dominators as well. So someone says I'll bring a cold dom and it can get confusing as to what they mean, especially as sometimes people mix up terms like cold and ice.
  3. Because you could also slot a Dam/End from two different sets (say crushing impact and mako's bite) and then you'd end up with +53% damage and +53% endurance reduction for two slots compared to just 42.4 in each for the same two slots of "normal" IO's. Multi aspect IO's are almost always a better deal for the same amount of slots. That's called "Frankenslotting" (mixing sets). It can be useful if you don't care as much about set bonuses and are just trying to maximize certain aspects in the fewest possible slots used. But the set bonuses can be very nice and often are worth it.
  4. Pretty much anyone low level doing level 50+4 content is being carried to a decent degree, not just controllers. You are fighting +5's while a lot of the team is probably fighting +3's (most likely they have a level shift and are 50+1). At least controllers can sometimes have some nice buffs to contribute. But yes, masterminds are actually in the worst shape trying to "sidekick up' as some of their pets are trying to fight +7's, good luck with that. Those are the same people that then complain about how 'squishy' MM pets are....well, duh, if you are level 49, the tier 1 pets are level 47 and trying to fight level 54. They are going to fold like paper. It is why I avoid joining teams higher level than me when leveling up a mastermind more than any other AT.
  5. Just noticed this one. Not only are you not keeping up howling twilight's debuff "easily", it is literally impossible. Even with absolute max recharge allowed (+400% or in other words taking a power's recharge down to 1/5th of base), you still aren't getting howling twilight's debuffs perma. 180/5=36 second recharge and its debuff lasts for 30 seconds. More realistically if you are just hitting perma hasten you are looking at around +275% recharge total (95 slotting, 110 global, 70 from hasten), so more like 48 seconds recharge with a 30 second duration (180/3.75=48). Still a great power, but it isn't going to be perma no matter what you do. I usually do end up with it in the 45-55 second recharge range when all is done.
  6. /rad is far from "terrible". Illusion/rad for example is a classic and one of the most powerful combos in the game, for forever. Mind on the other hand, can't say I've ever been a fan. And yes, EM pulse I typically skip, along with mutation and fallout. That is actually one of the strengths of radiation is that it is so powerful while only needing 6 powers (and the good ones also come early for the most part). Opens up a lot of builds.
  7. Honestly I usually only see that on low level controllers. Probably at least part of it being that at low levels they don't have many powers, especially aoe powers, so they just want to push one of the few buttons they have. They also of course might be less experienced at the AT at that point. See it a lot less once higher levels are reached. Typically on my doms I don't even take the aoe immobilize. Except for maybe plant it is terrible damage, doms don't need it for containment, and they also have better aoe power choices. I take the single target immobilize maybe just to stop AV's from running around. As to the original broadcaster, I usually 1 star the person when I hear broadcasts like that (unless there is a good reason like for the AT specific badge or starred content or similar). If they are that picky and obviously unwilling to take a few seconds to communicate playstyle to their team, especially on something run of the mill like an ITF, I'd rather avoid them anyway, no matter what AT I'm playing. The most laughable is when I hear people get picky about what they want on their radio mission teams (rare but have heard it). A good part of the time when I saw a picky leader and I use to join anyway, they'd end up being some of the worst and most disorganized teams. Learned it usually wasn't worth it anyway. Edit: Oh, and one of my favorite controllers and doms is illusion anyway. Not exactly known for their aoe immobilizes 🙃 But that's what happens when you make blanket assumptions about an entire AT and how they work and how they are played.
  8. Curious if anyone has noticed any of their names "taken" yet? I left some without logging them in that I didn't care much about and they have the red triangle now. Just wondering if we'll notice them renamed immediately if someone grabs them or if we won't notice until we try to log them back in at some point.
  9. Sometimes even in the same power, thanks Tornado.
  10. And what if someone created their sentinel because they like their current sound and feel and end up hating the new one? Fine as additional options, not for taking away options.
  11. Well, unless you buy the recipe and craft it yourself. Doing it that way often it is a lot less expensive and something you can do on unattuned ones. I typically end up buying my procs as the lowest level recipe available for that set (since level doesn't matter might as well go for the earliest one you can use) and craft them myself. Can save quite a bit of inf. If you want the rest of the set attuned then I buy the rest of the set attuned. And yes, you can mix attuned and unattuned without any issues (sometimes a question I see in game). Just don't mix superior and normal.
  12. Agreed. Then again, it could be worse. At least it isn't Twitter.
  13. I got it from the homecoming wiki. So, unless you know that the wiki is wrong? Minimum Players and critters have a minimum Resistance of -300%. https://homecoming.wiki/wiki/Limits
  14. Was going to say just use /getglobalname and you can already do it. But it appears you already know about that 'trick', so not sure why another command is needed?
  15. One way to help with endurance would be to just drop the leadership pool (maneuvers and assault) and pick up combat jump (which you can run with hover and get both benefits) and another power instead of your choice. Personally I like deceive, but whatever works. Defense would end up almost the same and your endurance usage would go down quite a bit (about .5 per second). Giving up assault's 11.25% damage buff isn't a great loss. You could even keep the same slotting for combat jump as you have for maneuvers. I've always found running both leadership and fighting is a strain unless you have some other endurance management power to help with the load.
  16. I'd agree with you in general. Another thing to keep in mind though is also the fact that multiple kinetics drop off fast in value. Even after one, you'd probably be better off then adding some strong -resistance instead (resistance debuff cap is -300%). Basically it is a lot easier to reach damage cap than it is reaching -resistance cap. Then again it is pretty rare I come across a team with more than one.
  17. I always slot my PA with the 4 exp reinf as you have it, but for the last 2 slots go with a soulbound Dam/Rech and soulbound BU proc. It gets you to 95%+ damage and recharge, about 74% accuracy, as well as that amazing BU proc (which fires a ton in PA). Also a bit of free +regen for the heck of it. Phantom army is already taunting what they hit and they are invincible, so agree they don't really need the kd chance. By the time the taunt wears off the enemy has probably long ago already stood back up, so it isn't protecting anything but the PA, which doesn't need protecting. MUCH better to put that in phantasm that has the annoying knockback energy torrent cone. In phantasm I use 4 exp rein, the overwhelming KB to KD (as mentioned above), and an explosive strike proc. RI I usually just throw 2 HO enzyme exposures in, they seem custom made as all 3 parts of the enhancement it gives are used. I then use those slots elsewhere (to probably find better +rech opportunities). Edit: And agree on Flash. I never take it on an illusion unless I really need it more as an IO set mule than finding it actually useful. It is literally the worst AoE hold power in the game. It is PBAoE and with an over 3 second animation time. It is also unneeded with choking cloud on this particular build anyway. Choking cloud usually holds most things about the same time flash finishes animating (not exaggerating since choking cloud tics every 2 seconds vs flash's 3 seconds animation).
  18. Not just /MA. I have plenty of /cold, /dark, and /time combo's where it isn't especially true either. Usually people that complain about how squishy MM pets are I find are trying to play them on a team where they are underleveled and are trying to send their pets against level 54's as a sidekicked level 49. Of course pets trying to fight +7's are going to be squishy, doubly so if you aren't built for it yet. Take that same MM in as a level 50+1 and it is night and day. And I find the problem with speedrun teams are just that the pets can't keep up. Everything is dead by the time they get there. That's a more real issue I find, sometimes even on "normal" teams.
  19. Personally I just run all my new characters through Hollows, Faultline, and Striga zone arcs (yes I tend to do hero to start). Lot of merits there to get a new character started.
  20. Yeah, the biggest 'boost' I think it provides to you is defense (through -tohit) from flash arrow. Since half of it is unresistable it is even a decent chunk of 'defense' against an AV, unlike most tohit debuffs. Also unlike most tohit debuffs it doesn't aggro so you can be pretty sure to start every fight with it. It is as close to defense as you can get through a tohit debuff. Poison gas arrow is also overlooked as well a bit. I think more important than its sleep is that it has a huge damage debuff (also half of which is unresistable). Unless I'm reading it wrong Mids is also only showing half of it. From what I can see in game and from City of Data it is -40% for a corruptor and mids only shows it as -20%. You are right about EMP Arrow. It is hard to even use it as status protection either because even with some good recharge and hasten you are realistically only looking at being able to 'move' it once every 90 seconds or so once you plunk it down. It is definitely not like the similar Faraday Cage from electrical affinity that you can pretty much recast and move at will. You do get oil slick arrow of course which is almost like having a second nuke (or on a controller a first nuke). That and the multiple -resistance debuffs are the big draw for the set's damage.
  21. Yes, not even a real consideration imo. My illusion/TA controller has never had an issue (and I definitely don't depend on my phantasm being smart enough to light it when I want). I just set up a macro that targets the slick and throws my starting origin power at it. Works great.
  22. My first thoughts were fire/kin or fire/storm. Was surprised at the small number of Storm responses.
  23. Soothing Wave is basically a clone of Nature's Regrowth. It works the same way in that you have to manually "aim" it. There is no target except what's in front of you. So, pretty sure it is working as intended and it does have a precedent.
  24. I honestly wouldn't mind the MoG timer be shortened a wee bit, but not too short as it is nice to have mezzes, knockdowns, and endurance drains have a purpose. Can be a boon to stalkers too and gives strategy to using a well placed assassin strike. I'm against limiting the number per spawn. Bosses are fairly limited per spawn already and the only time PP in particular come in great numbers is during two missions of the Gordon Stacey arc. I tend to run that arc once per character specifically to get the badge for them, so I actually want a lot of them to spawn. During those missions you also get a lot of non-boss versions of PP and those tend to be a lot easier to deal with, even if they do MoG. I think the only time they've done a specific limit to spawn numbers is with sappers. They are minion level though so it could get a bit crazy with how many could spawn of them, so that one was understandable.
  25. Speaking of healing sets, I think it'd be cool if they added a purple healing set.
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