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Maelwys

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Maelwys last won the day on September 16

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  1. https://homecoming.wiki/wiki/Notoriety#Notoriety_Contact_Locations
  2. Here's an example: Mastermind - Bots - Marine.mbd 25.4722% (Radial Clarion'ed PB Bubbles) +10 (Aura IOs) +6.19% (Barrier Reef) +4.19% (Maneuvers) = 45.8522% Defense to henchmen 25.4722% + 19.61% = 45.0822% Defense to self The three personal Robotics attacks each inflict -200% Regen for 30s; which is about the only thing Marine actually lacks (even if Tides shreds things just fine without it!) Pulse Rifle Burst can take another FF +Rech if you feel the need (spoiler: it won't overly matter). Swap the Travel Power to whatever.
  3. Requires less attention but far lower performance ceiling.
  4. Fair enough - personally I disable rez insps (and sometimes breakfrees!) and combine everything else.
  5. Agree that it's much more reliable that Protector Bot Healing. But it depends if I've got a secondary powerset that has an allied heal. On FF? It's fantastic. On Dark/Kin/Marine? Meh, hard skip. Traps? It depends. But I'd far sooner skip it than skip Whitecap. (Just Defensive Goto the pets to the same location and you Teleport into the mob in full Bodyguard mode...)
  6. Nope. The three -res procs (Achilles, Fury of the Gladiator and Annihilation) Stack with each other; but multiple copies of each proc won't stack with itself from any source. What it will do is make it more likely that you have a copy of the Achilles Heel -res proc active on your target at any one time.
  7. Of those three it'd be Bots for AoE, Mercs for ST (assuming you're sticking damage procs in the pets). Bots aren't as utterly horrible at Single Target damage as they used to be, but they still lag behind the other primaries. Necro and Demons are both higher ST damage than Mercs FWIW, but Mercs can leverage Serum very effectively with extreme levels of global recharge. Thugs isn't half bad at damage either, but the bulk of its AoE damage output comes from the T1 Arsonist, which spawns at -2 to you and vs higher level foes will be hit very hard by the Purple Patch. Thugs does have Gang War though, which makes a good dumping spot for the Pet Aura IOs.
  8. Never blindly trust Mids whenever it comes to power boosting effects. It can't tell the difference between Fade and Cold Domination's bubbles (which aren't affected) and Farsight and Force Field's bubbles (which are) let alone pet abilities like Protector Bot Force Shield (which won't inherit power boost effects on the master but is affected by allied power boost effects... and which has also had the wrong base defence value in Mids since forever). And it's not wonderful when it comes to separating toggles/autos (which get buffed for the duration of Power Boost) from long duration clicks (which get buffed until the effect of the click itself wears off) either.
  9. The only thing that inflicts knockBACK these days is the Assault Bot's Swarm Missiles. Which can be converted to Knockdown easy enough via an Overwhelming Force IO. Thier models are still pretty big and tend to block line of sight in some indoor maps, but you can usually shove them out of the way (unless the geometry gets very wonky) Mercs is almost as well behaved as Bots. And Thugs only really has the Bruiser (and Arsonist) to watch out for. But neither of them can vastly improve their master's survivability like Protector Bot bubbles (plus Power Boost and/or Radial Clarion).
  10. Easiest thing to do is likely just combine the yellows into reds. That build is defcapped and recapped so you shouldn't need any assistance from purple or orange insps either, just convert all your insps into reds and chug them (e.g. via the macro in the first post of this thread!)
  11. It doesn't. It works well for Henchmen that happen to be in melee range. It's perfectly possible to use GOTO commands on your ranged henchmen so that they move to (and remain in for the duration of each fight) a melee location. My Bot/Kinetics does it all the time to leverage Fulcrum Shift. My Bot/Marine does it all the time to leverage Shifting Tide and Tide Pool. In fact, IMO ranged pets are actually better suited to /Marine because they tend to stay exactly where you put them rather than chasing off after runners.
  12. Once you get your Alpha slot up to Tier 3 or higher you become level 50+1 and the mobs go from being +4 to you to being +3 (which should solve your accuracy problems if you're following the above builds). Endurance issues will be solved once you get your Destiny slot. The other Incarnates are just there to buff your damage output. Note though that only the level shift from your Alpha slot applies outside of Incarnate Content, so you won't be level 50+3 in AE farms!
  13. Alternatively, just slot 2x Recharge IOs in Fold Space and screw the accuracy aspect. IIRC it brings the same number of mobs to you either way; as long as there are a sufficient number of extra critters in range to use up all your "misses". (Disclaimer: I'm pretty sure I don't have any outstanding bids on those particular DSyncs right now...)
  14. True, but it can make a notable difference in recovery time after almost having your block knocked off. Assuming you don't just pop a green insp or two. (In the old days most of my Blasters used to take Aid Self though; so I'm probably biased...) GET OUT OF MY HEAD 🙉 🙈 🤯 ...yeah, my /TA is Ranged positional softcapped with Hover. Whilst they haven't exactly skimped on their attack selection (they've 9x 6-slotted attacks plus an extra 5-slotted set bonus mule) they had 2-3 floating slots left by the end of the build; and I get a better return from using them in Health/Stamina than in Repulsion Field or FoN.
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