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Everything posted by Yomo Kimyata
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Incarnate Threads & future uses.
Yomo Kimyata replied to JJDrakken's topic in Suggestions & Feedback
The good news is that you won the game on those characters! Congratulations! Time to work on other characters that haven't won yet, and they certainly don't need any help from your godkiller level 50s. I don't think that those threads accumulating will hurt you at all, although maybe at 10,000 you get a red salvage full message. -
This is my favorite time of the year: college football, leaves changing, pumpkin spice, yellow salvage in 5 digits.
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At least we can look at our epeens in the mirror, bloodsucker!
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Displaying first appearance of character?
Yomo Kimyata replied to Ukase's topic in General Discussion
I don’t particularly care about this topic but if I did I would die on the hill of THE OTHER PEOPLE CAN CLICK THAT DAMNED BUTTON -
I dropped whirling mace, did I make a mistake?
Yomo Kimyata replied to Mr. Apocalypse's topic in Scrapper
It's going to depend on your playstyle and your slotting and your difficulty settings, but I find it to be a headscratcher. I'm guessing that you have Bash, Pulverize, Jawbreaker, Clobber all as single target attacks and are getting all your AoE from Shatter (small cone), Crowd Control, and Shield Charge? -
How do you feel about 'lone wolfing'?
Yomo Kimyata replied to Story Archer's topic in General Discussion
I will also say that it’s probably my favorite badge: https://homecoming.wiki/wiki/Lone_Wolf_Badge -
I may as well ask here -- can any of the costumes get rid of non-suppressable effects? I'm thinking radiation armor here.
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FAME AT LAST: AKA When Headlines Go Wrong
Yomo Kimyata replied to Scarlet Shocker's topic in General Discussion
I hear you, and wanted to say so before this thread is imminently locked. -
How do you feel about 'lone wolfing'?
Yomo Kimyata replied to Story Archer's topic in General Discussion
If it's your team, do as you will but communicate to others. If it's not your team, listen to the lead. If you have a problem with what someone on your team is doing, communicate. -
The Council change was not good
Yomo Kimyata replied to jthequietone's topic in Suggestions & Feedback
There are people, plenty of them I believe, who just like to chill out, maybe partake in their coping mechanism of choice, and just peacefully run some missions as they unwind from their day. I respect that. I see that as a possible purpose for paper missions — you are under no stress to accomplish X Y or Z and it’s not overly difficult. Much like farming. I get why the PTB have upgraded the difficulty, it does have a big negative effect on solo play 35-49. But six months from now we will have forgotten all about it. -
Permahasten via Force Feedback (also Cross Punch)
Yomo Kimyata replied to Hero Star's topic in General Discussion
My first (and very honest) question is why hasten needs to be permanent? If I've got Hasten on auto-activate, then ideally I'd like to keep it up constantly. But is it really going to harsh your buzz if it's down for a few seconds while you mash some other buttons? The FF+recharge proc is a wonderful, magical creature. In theory, can you keep it up constantly? Sure, in theory. I will always use it in a AoE KD power, like Crowd Control. When you are fighting large groups, the proc will check its chance to activate against every opponent, so it triggers A LOT. But as you winnow down the enemies and are only fighting one then your chances will drop and it will not trigger very much at all. -
Broadsword is depressing.
Yomo Kimyata replied to Nightmare Shaman's topic in Suggestions & Feedback
My main on Live was a BS/Inv scrapper and he was my main here when I started up on HC. On Live, the argument was about how superior katana was to BS because of better dpa/dps numbers, but I don’t think people paid much attention to proc activation chances (at least after the switch to PPM). I’m sure that the design was trade off of damage v. survival . Parry is a wonderful survival power and a terrible damage power. The PTB kept that trade off for things like Staff and Kinetic Melee, then looked away for Titan Weapons. And now survivability is no longer a real concern in the meta. Broadsword is fine, but it also is at the bottom of the pack right now. I have zero doubts that it is going to be re-examined and power crept. -
Lockdown proc vs and/or plus Devastation proc
Yomo Kimyata replied to mistagoat's topic in Archetypes
I’ve got more time now. 1. Devastation is a ranged damage set and Lockdown is a hold set. Sometimes you can only use one in a power. As a pure proc Devastation is better but if you are two slotting the set I prefer Lockdown bonus for a little more damage. 2. It depends on your proc chances but it feels like overkill. If either trigger you will hold bosses, but if both trigger you still won’t hold elite bosses. 3. Oh my yes. Stacking mez effects when you are not playing a mez character can be extraordinary. Check out this list: https://homecoming.wiki/wiki/Set_Enhancements_with_Special_Effects -
Lockdown proc vs and/or plus Devastation proc
Yomo Kimyata replied to mistagoat's topic in Archetypes
Devastation has a higher PPM (3.0 v. 2.5) so will trigger more frequently. -
You make a good point on inspirations, but then you are dependent on inspirations. If I am going to be using a power frequently, I'd much rather have it in power form than pill form since you know you aren't going to run out (although watch the timing!). I rarely take a rez power, for example, since although I die I don't die enough to need it every spawn. On the other hand, if I'm pushing it, I will use Shadow Meld a handful of times during any given mission, and I don't have to refill my tray after the mission. Yes, the cast time on Shadow Meld is a pita, but to me it is less of a pita than managing my insp tray to be full of purples all the time! Also, and this is just me, inspirations always feel like cheating to me, so I try to avoid them and then when I use them I pretend no one saw me pull that red seven out of the deck in solitaire.
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Well, do you skip Tough because you are better off having some large oranges?
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Do you pay attention to what your team is doing?
Yomo Kimyata replied to Forager's topic in General Discussion
I'm on a team?!? If I'm on a team I started and recruited for, I'll ask a few questions to see if people are familiar with the task at hand. I'll establish what kind of a run it will be and ask people to stick with that plan. I'll also take a quick look at each team member and set the first mission at a difficulty level that seems appropriate but on the easy side, and after the first mission ask if everyone is ok if we raise the level to whatever (if appropriate). If I'm on someone else's team, I'll read the leader's chat and follow their wishes. If there is a tank on the mission, I'll follow them; if there isn't I'll usually volunteer to be point. Sometimes I'll go off tangent a bit, but not majorly, and I often won't bother to notify everyone. Example: I was on a sub-50 ITF that was very pet heavy. When we got to the final Rommy fight, his health wasn't budging, because there were a dozen pets running all over the place whacking away at whatever was in front of them. Rather than post in team chat or send tells to the leader to get them to concentrate aggro on Rommy, I just ran around and cleaned out all the enemies the pets were targeting. It just wasn't worth my time to type it all out, and who am I to tell the leader how to control their pets? -
Also worthwhile noting that since Knockback and Knockdown are the same mechanic, different immobilizes will have different effects on the immobilized mob. An immobilized mob under the effect of the power listed here will be able to attack even if hit by a knock* effect. An immobilize power without this will keep them in one spot, but they will fall down and there will be a few seconds where they are unable to attack.
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Are there any powersets which are better on Brute than on other AT's ?
Yomo Kimyata replied to Icono04's topic in Brute
For me, part of the enjoyment of playing a brute is the psychological aspect of "Gotta hurry up, build that fury, keep going, keep going!!!" which really isn't true at all anymore (if it ever was), so I'll tend towards power sets that constantly keep moving offensively (either through consistent attack chains or through busy animation) and that keep you upright and full of green and blue defensively. People say that resistance-based sets are better on brutes than scrappers, but that's only true if you are moving about the 75% barrier. Offensive sets I would play on a brute (I'm not saying they are best on a brute, but I'd be willing to play them. I've also got lvl 50 brutes with other primaries than this, but I no longer particularly enjoy playing them as a brute rather than as a scrapper): Claws Dark Melee Electrical Melee Energy Melee (maybe) Ice Melee Radiation Melee Savage Melee Spines Staff Fighting Super Strength Defensive sets I would play on a brute (I'm not saying they are best on a brute, but I'd be willing to play them. I've also got lvl 50 brutes with other secondaries than this, but I no longer particularly enjoy playing them as a brute rather than as a scrapper): Bio Armor Dark Armor Electric Armor Fiery Aura Radiation Armor Regeneration Stone Armor -
Keep in mind the difference between mez magnitude and mez resistance. Magnitude for PvE is generally going to match up with the rank of the enemy -- bosses are mag 3, which means they will not be affected by a mez unless it is higher than 3 or unless it stacks higher than 3. How long it does effect them is going to relate to their mez resistance, and I'm not 100% on the mechanics of that. I know, for example, that if a player has 100% resistance to a mez effect, then it cuts the time in half. However, there also seems to be a shortcut for some enemies, for example: https://cod.uberguy.net/html/power.html?power=nemesis.nemesis_warhulk_defense.resistance&at=boss_grunt Warhulks are listed as being immune to fear, confuse, disorient, and knockback, but vulnerable to immobilization. This manifests as an automatic +1 mag immobilize (so that you only need to stack with something greater than 2 to immobilize), a +75% knock* resistance (which I don't really understand), and a -200% confuse/afraid/terrorized/stunned (which confuses me again). I'm working off the assumption that the -200% is a shortcut to immunity because maybe -100% isn't enough in some circumstances, but this is not the same as, say, a +200% resistance, which if a player had would reduce the time of the effect to 1/3 regular time.
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Willpower as an armor set starts to fall apart at (what I consider to be) the high end of the game. There's just so many times you can cross your fingers and hope the RNG works in your favor, and Willpower doesn't really have any inherent "come back" powers. The T9 is ok, but needs to be activated before you get in trouble (in my opinion) and the fact that recharge has no effect means it can only be up 40% of the time. I would add Shadow Meld from Soul Mastery or Hibernate from Leviathan Mastery as additional "time out" powers a willpower scrapper should consider at high levels of +/x.
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What's my take? Ten percent. Best, Albert Wentworth