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Riverdusk

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Everything posted by Riverdusk

  1. 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.
  2. 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.
  3. 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).
  4. 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.
  5. 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.
  6. The hellion AV Tinder from DFB just has an awkward connotation now.
  7. 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
  8. 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!
  9. 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.
  10. 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.
  11. 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.
  12. Alternate suggestion, randomly move all the exploration badges around every few days. Just kidding, don't hurt me.
  13. 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.
  14. 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.
  15. 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
  16. Agreed. And I find sad that most newer games don't seem to bother having such complex systems.
  17. 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.
  18. 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.
  19. 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.
  20. Gravity/psi dom wouldn't be a bad choice as psi assault's single target blasts aren't great. You could swap out mental blast and subdue for the gravity 'blasts' (lift and propel) instead, which are actually better dpa. Pick up the snipe, the aoe attacks, and some of the melee from psi assault. You of course also end up with the great drain psyche as well.
  21. Thinking you might have noticed it more recently due to Halloween mobs? Probably the only time I've ever even noticed it was during trick or treat teams if I'm even remembering correctly. It is a pretty rare effect for the most part.
  22. At least it wasn't declared that the AT is completely unplayable. Progress.
  23. If you ever wanted to try ice melee it is by far best on a stalker as its somewhat weak single target damage is made better on a stalker. Electric melee is good for the same reason. In the case of ice melee, it is also nice because you get ice patch to help prevent things from running considering stalkers don't have taunt auras. Although often stalkers can one shot things so they never get a chance to run.
  24. Mag 2, so it is only going to affect minions unless you have something else to stack with it. Maybe at lower levels it can help. At higher levels minions usually aren't much a concern (they are often wiped out by someone's nuke in about 2 seconds). At that point I typically only use it as a rez or as an AV debuffer myself.
  25. This may still be true to a decent degree but it is less true than it used to be. Not too long ago HC devs went through and updated attacks so that each one would have a "main" attack type and can be defended by only that specific typed defense. Fireball is a good example. It does around 80% fire damage and 20% smashing damage. In the past it was tagged as being defended against by fire OR smashing defense. So if you had smashing defense you'd could avoid the whole thing even though it was mostly fire damage. Now fireball is tagged as ONLY fire (and AoE of course), so now that smashing/lethal defense does nothing against a fireball anymore. There were quite a few powers that were updated that way. So, going the pure smashing/lethal route isn't quite as effective as it used to be, even though it is still going to be the best typed defense to get if you can't get them all.
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