
Uncle Shags
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Everything posted by Uncle Shags
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This is a helpful resource: https://homecoming.wiki/wiki/Set_Bonus_Comparison_Tables
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Maybe, maybe not. Depending on lots of different factors. Let's be clear...this shit is complicated. Those of us who've been tinkering with builds for years may forget how overwhelming and confusing it can be in the beginning. The idea you suggest above about mixing sets might work depending on your needs, but it gets complicated quickly. One factor is the loss of set bonuses that happens with mix and match, both in quantity and quality. As the set bonuses don't start until you reach two of the same kind, you lose a bonus when you mix sets. For instance, when you have 4 of one set you get 3 different bonuses. But that same 4 total slots with 2 different sets gets you only 2 bonuses. On top of that, once you start looking at bonuses you will see that most of the more powerful ones come with the 4th, 5th, or 6th combo. The early bonuses are usually weaker. It can often pay off to get a complete, or nearly complete set. Like I said, complicated... But the good news is that it's a pretty neat system that allows for an absolutely bonkers level of customization and min/maxing that some folks find the most fun part of the game.
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Well dang. They can change the coding but not the power descriptions?... Mids says I can boost power thrust up to 45.5 with a full set (kinetic crash). So, theoretically, 60 more from the empowerment station should more than double the distance. I just got in real quick and tested the station buff. My gut says it's not doing much, but I can't do thorough testing. It's RL trick or treating time! Thanks for the help.
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Howdy folks! I'm disgruntled, nice to meet you. In the last couple days I made an NRG/NRG blaster specifically for the knockback. I wanted to send baddies into the atmosphere. Power Boost specifically says in the in game description that it improves knockback. Power Thrust magnitude is 16. That's really high. So maxed out knockback enhancement into Power Thrust, combined with Power Boost should combine for a grand total of extra lots of knockback! Right?! Guess what? Power Boost does nothing. In mids it nearly doubles the magnitude, but in game it does nothing to the distance when compared to an unboosted Power Thrust. Two days of leveling for nothing... Is kb magnitude not supposed to increase distance traveled? I thought that was the whole point. The plot thickens when you look at City of Data for power boost it says in the written description that it impacts knockback, but when you look below in the effects there is a whole slew of things increased by 78.672%, but knockback is conspicuously absent... What gives? Should I put in a bug report, or is this a known issue working as intended? Thank you kindly.
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Thoughts on Fold Space Etiquette on Leagues and Teams
Uncle Shags replied to Excraft's topic in General Discussion
For folks who dislike fold space: What about a Tanker using it? Sorry for the edit: Let's keep it basic. Only Tanker on the team. -
Most of the rude I've seen comes from the other end of the experience spectrum. People have run some tfs, mission arcs, etc. so many times that they've forgotten what it's like to do the content for the first time. Joining a tf for the first time to find out it's an unadvertized speed run is a real bummer. I joined my first Halloween "tf" the other day and the leader did nothing but bark orders and tp us through the entire thing. "Don't move!" "Kill demon!" "Kill zombies! Quick!" I'm used to speed runners, but there was an obviously new guy asking legit questions that got ignored. I tried to help him in tells, but I didn't know much either. I was at least able to explain what costumes were and how to get them. But otherwise, the poor bastard was screwed. Even simple things like DFB. The difference between "Badge run! Don't attack the minions! No aoe!" and "If you are new and don't know what the badge rules are in here please speak up!" is night and day. Short story long, I think some of us are often very rude to noobs.
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I'm playing a fire/storm corruptor right now. Super fun. I'm taking Thunderclap to see if I can combo it with oppressive gloom. If it doesn't work like I hope I doubt I'll be too upset because the rest of the set is so great. Other than my silly disorient stack plan, I'm going hard into +recharge. On a side note, I struggled with the corr vs def choice. Pros and cons for each make it tough. So I actually planned them both out in mids and played both to 20. I decided to keep going with the corruptor because I realized as a defender when I blasted something low health and it lived I got grumpy thinking that scourge would have finished it off. Obviously that's just one of many pros and cons, but for me it was the one that stuck out.
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That's exactly what I needed. Thanks much!
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Howdy Folks! I'm doing some theory-crafting and need some help. A mag 2 plus a mag 2 will stun a boss. But for how long? Is there a formula? For instance, 9 second duration toggle like Oppressive Gloom at mag 2 followed up by a mag 2 power like Fault with a 9.5 sec duration. That'll stun a boss, but for how long? And of course the more complicated version of the question, how is the duration reduced by level difference? For instance, how would the above numbers work for +4 or +3 boss? I tried to do some research and figure it out myself but came up empty. Thanks for your assistance!
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Other features built into the game are the star and the boot. If someone wants to use them they should be able to.
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The fact that you can't visit null gull while in a tf should be the end to this debate. People may not know or forgot to visit the gull and shouldn't be punished for that. Here's an example of why. Titan weapon. The T9 attack requires feet on the ground. You can't use a key attack when flying! I was on a 8 man team recently when I encountered this. After a couple missions, when I realized whoever was doing it wasn't going to stop, I said in chat, "Sorry, BRB. I'm going to Pocket D to turn off group fly." If I couldn't have done that because of a tf I would have asked to send the group fly. The scrapper ATO crit proc was slotted in the power I couldn't use. A key, nearly core, defining ability deemed unusable by group fly. Seems like a no brainer.
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I also have a TW/Bio, and also use the walls to test and compare my different toons. OP, I'm not sure what's going on, because your experience doesn't jive with mine at all. My scrapper is a friggin beast. So, just to check and make sure I'm not full of beans, I just went and tested in Cimerora. As expected, with full on T4 incarnates I'm a wrecking ball. I can take two groups of roaming bosses (4) and a full group of scrubs at the same time easily. A full group of 20 goes down in one Build Momentum cycle. But I assume T4 isn't what OP is talking about, so just to see, I also removed all my incarnate powers. I wasn't able to take a boss duo (2) and a group together, but I could easily take out a group of 20, with barely a scratch. I could have taken more but the aggro cap prevents it. I've got a dark/dark tank, a FA/BA tank, a BA/FA scrapper, Shield/BA tank, and a EM/Dark stalker all maxed out. To me it feels like my bio scrapper handles the walls better than them all. I think the combination of fast damage with absorb shields is what does it. You don't need defense if they're dead.
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Curious - when are you "done" with a character?
Uncle Shags replied to Ukase's topic in General Discussion
I'm on the constant search for a "main". I see heroes running around at multiple hundred veteran levels and feel jealous. They must really like that toon to play it so much. I want that! My problem is that no matter how powerful and fun a build, concept , costume, or playstyle is, once I hit around t3-4 something happens and I abandon ship. I've made multiple characters that were so fun and powerful that I thought, "This is it! I've found it! I've reached the promised land!". But inevitably, somewhere in the V20s I get the itch for something new. Every time I think it's the last time. But every time it's the same.... That's the definition of insanity, eh? -
I just ran into Vanguard Sword for the first time the other night. It was a quick wakeup call that I had been playing on easy mode.
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Respec Glitch or Undiscovered Glorious Loophole?
Uncle Shags replied to WuTang's topic in General Discussion
I always respec by the train. If you take a train ride right after your respec your power trays are 95% the way they were. The game sticks you with dumb stuff like walk and brawl, but most everything goes back to were it goes. When I first found this out I mentioned it in help chat. No one responded, so I assumed everyone knew this. -
Why I keep coming back to a 20-year-old game
Uncle Shags replied to FFFF's topic in General Discussion
There's so much to love... Min/max theorycrafting insanity Truly unique powers, sets, and combinations that enable a staggering number of possibilities Lack of predatory game design (artificial limits, treadmills, grinds, p2w, bait and switch, etc.) Variety of playstyle and pacing options (solo vs full 8, tips vs story arc vs tfs, range vs melee, glass cannon vs tank, etc.) Unmatched character creation options (linked backstory, costume, powers, emotes, and role playing (light or heavy)) Mature player base (old fogeys unite!) Nostalgia (the log in music is like an old friend) The only issue for me is I like it too much. -
I have an amazing stalker that I loved but stopped playing because when the bosses and lts were gone (quickly) the rest of the chaff took forever due to junk aoe. If you like clearing chaff that's great. Has to happen. But without Water Burst you're ham-stringing yourself against the big boys that will be standing when your aoe chain is done. With my stalker, the lack of aoe was an issue of class design. Not much I could do. But in this case it's a difference of one power. Is your build really so tight you can't fit in one power? Choosing one attack to get really good single target dps for me is a no brainer.
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Skipping Water Burst because it sometimes misses is like not driving your Mom's Porsche because you might hit a turtle.
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I skipped the T2, as Aqua Bolt is much better for building tidal power. Aqua Bolt->Dehydrate->Aqua Bolt->Double Water Jet->repeat is seamless and really good dps that also happens to heal. Double procced out Water Jet is fantastic.
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Agreed! It's so hard to get off in time! On the other hand, when I faceplant unexpectedly sometimes I feel the overwhelming urge to rez quick before anyone notices I got wrecked...
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I'm on vacation so I can't see your build, but I'm going to check it out in about a week. During that time you can compare yours to mine. I put it up in a thread in here a few posts below yours titled Second Dark/Dark build. The damage build is pretty crappy, but I think the sturdy one is fairly solid.
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Bingo. This whole thing is a wonderful, amazing gift. The sense of entitlement and lack of gratitude is discouraging. I hope the devs recognize the naysayers are a tiny, trolly minority.
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I scrapped the D/D second build. Just wasn't tough enough. I got embarrassed when I couldn't tank semi-difficult content. And the damage was still subpar. Instead I used the enh/inf from that build and made a stacked a Fire/Axe. It's super fun, easily durable enough for the stuff I do, and puts out really nice damage. Super fast recharged Axe Cyclone/Burn combo is crazy awesome.
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Well I went for it! Spent probably 600m. Which for me, is a lot... I still don't have the assault and musc incarnates leveled up well, but so far I can say it's okay. Squishier than normal, but not too bad. 9 second Dark Regen is no joke... Solo, I can still do +4/8 vs carnies, Arachnos, and Malta, which is kind of my measuring stick. I have to be more careful though - I can't collect multiple groups and stand there while they beat on me. But they go down much faster. I can 1 shot minions and 3 shot Lts. And the added aoe damage is nice. I played a couple missions with a 54 MJ team where I did fine. I can still tank the AVs (which I know isn't saying much) and feel like I did decent damage. I died to a big pack of blue meanies, though, which is embarrassing... But that's what Soul Transfer is for! I suspect I'll get better when I figure out how to play it. I did two pylon tests. The first was 4:19, the second 6 minutes. Which to me says there's opportunity to tinker with my rotation, if I get to the point of caring about it that much. The only down side (other than spending so much inf on a sub-par "damage" build) is that switching between builds resets the cool down on all powers. Which isn't a huge deal, but it's kind of a pain for some of the longer recharge powers like incarnates and prestige powers. I say mission accomplished! Thanks for your help!
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Sweeeet! This is exactly what I was hoping for! You rock. Making builds in this game is so fun... I'm going to get in and tinker with this and do some thinking. Thanks much. I've got a lot to think about.