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Riverdusk

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Everything posted by Riverdusk

  1. 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."
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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).
  10. 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.
  11. 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.
  12. The hellion AV Tinder from DFB just has an awkward connotation now.
  13. Keep in mind move speed and recharge are separate. The move speed cap is -90%. The -recharge cap is -75%. Of course you can't slot for -recharge anyway, but if you are looking to stack different powers, it's useful to know. Can check out general caps here for everything: https://homecoming.wiki/wiki/Limits
  14. Definitely. That they greatly lowered the recharge time of nukes (and got rid of all their penalties) and yet still left aoe holds nerfed to oblivion still annoys me to this day. It's okay to kill everything fast, but don't you dare hold them!
  15. I assumed this thread was going to be about things like why each floor of the office buildings has its own elevator that only goes up and down 1 floor.
  16. Don't believe there is anything in the game that does energy/negative that isn't also ranged, melee, or aoe, so I think that is a zero worry. Only typed I know of that sometimes (rarely) doesn't have a positional is psi. Luckily ninjitsu has decent psi resistance, especially if you double stack Kuji-In Rin (yes it stacks). Edit: Also think I'd try to fit executioner's shot in. It is a solid power with good dpa and I'm not sure how good your single target attack chain is going to be without it. But I'm not a DP expert.
  17. Only reason I even know of him is he recently started a playthrough of Daggerfall, probably my favorite Elder Scrolls game. Anyway, I had a feeling CoH wasn't going to rank high based on how he did it.
  18. Alternate suggestion, randomly move all the exploration badges around every few days. Just kidding, don't hurt me.
  19. Believe stone still has a bunch of armor toggles where the sound fx doesn't fade away either, so it is also audially obnoxious. Most toggle sound effects were changed to fade away after a few seconds, but last I checked stone armors don't. I know sound is much easier to mod away, but still something I'd like to see fixed as well.
  20. Secondaries are a big one. Right along side that to me are the target caps, which are much lower on a sent. Not a big deal if you are soloing and aren't cranking up the mob size too much, but if you are teaming or turning it up to x8 while solo, it is noticeable. I still actually prefer sents though as I just find them a smoother more enjoyable leveling experience.
  21. Technically enemies do have debuff caps. They are often just at numbers that typically aren't reached. The -Resistance debuff cap for example is -300%. -Recharge is probably one that is more commonly reached as it is -75%. Still impressive when you can hit the recharge debuff cap though as it means things are attacking at only 1/4 the normal rate. https://homecoming.wiki/wiki/Limits
  22. Agreed. And I find sad that most newer games don't seem to bother having such complex systems.
  23. Another one I've heard is a certain amount of attacks taken in a certain period of time (>x number of attacks that hit a mob in say a 10 second period can cause a run trigger). Each tic in a dot counts as a separate attack for this calculation. Anecdotally I noticed an increase in the number of runners my dark melee scrapper had when the change to touch of fear happened. ToF does 5 tics over 3 seconds and is easy to spam. So, I give some credence to that theory from personal experience compared to when ToF wasn't in the rotation. Masterminds due to number of pets tend toward a great number of attacks in short periods of time (if they are focused on one enemy) would certainly trigger that if it is an accurate theory.
  24. Some AV's like to run no matter what. But yes, burn patches tend to make things run even more. You'll also see it on Thug's arsonist who also creates burn patches. Personally I tend to always grab an immobilize power from an epic pool when I can, unless it is a character that has a taunt or already has immobilizes. I even had a beast/dark once where it was a real issue as debuff toggles also like to trigger things running and it was even more a pain on a melee pet set. I literally couldn't solo one AV because the pets never stayed in range of him for more than 2 seconds at a time before he'd take off running again (and regen all the damage). That is when I forever changed my epic pool strategy. Of course if you don't care much about soloing AV's it isn't as much an issue, usually someone on a team will have either immobilize or taunt.
  25. Same. Growing up playing D&D in the late 70's and 80's my entire family pronounced it that way because we'd only ever seen it in print in D&D books and that made sense phonetically. Not too many people back in those days went around saying the word melee outloud.
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