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Everything posted by Adeon Hawkwood
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Arsenal Mastery Proliferation
Adeon Hawkwood replied to Adeon Hawkwood's topic in Suggestions & Feedback
Well Scrappers and Stalkers already have Weapon Mastery which is a similar from a thematic viewpoint since it pulls Web Grenade, Caltrops and Targeting Drone from Devices. Although obviously the use of Shuriken rather than an assault rifle for the ranged attacks does give it a more martial arts feel. So I would say maybe proliferate that to Brutes and Tankers. I also just realized that I forgot Masterminds. -
Defender/Corruptor T1: Body Armor T2: Cryo Freeze Ray T3: Elbow Strike T4: Targeting Drone (Weapon Mastery version) T5: Sleep Grenade (Arsenal Control version) Dominator T1: Caltrops Physical Perfection (from Weapon Mastery) T2: Body Armor T3: M30 Grenade T4: Surveillance T5: Flamethrower Controller T1: Slug T2: Body Armor T3: M30 Grenade T4: Targeting Drone (Weapon Mastery version) T5: Flamethrower Sentinel T1: Caltrops T2: Buttstroke T3: Cryo Freeze Ray T4: Trip Mine (Arsenal Assault version) T5: Seeker Drones Mastermind T1: Wide Area Web Grenade T2: Body Armor T3: Buckshot T4: Cryo Freeze Ray T5: Ignite (Assault Rifle version) As a side note I specified the Weapon Mastery version of Targeting Drone for consistency but in all honesty I think that the versions of Targeting Drone and Focused Accuracy used in Epic Pools could really stand to be buffed with a higher To Hit bonus since especially for support ATs it has worse bonuses than just taking Tactics from the Leadership pool. EDIT: I forgot about Masterminds, can't leave them out.
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One thing to keep in mind that I haven't seen mentioned is that the higher level Earth enemies have either Quicksand or Earthquake (depending on rank) which are auto-hit abilities. Getting a couple of them stacked on you is going to start pulling down your defense (even with high DDR) and once you're under the softcap you'll get hit by more of the regular attacks with defense debuffs as well.
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As a note I did roll up my character last night and got them to level 13. I'm liking it so far, although figuring out the powers has been interesting. Liquid Nitrogen in particular has been a bit disappointing, I was expecting something more like Earthquake but it's not as good, looking at City of Data I see if has a 4.5s cooldown for how often it can knockdown and particular enemy so that would explain why. It's still useful for keeping people in the area of other powers but doesn't provide a ton of soft control on it's own.
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I'll admit the idea of stacking lots of Confuse from powers and procs does amuse me, gives it a very Batman vibe. EDIT: Also looking at the numbers more I hadn't realized how much AoE damage Arsenal Control has. As I said my prior experience was with Earth Control where the AoE controls with damage do minimal damage but looking at the stats both Sleep Grenade and LN2 are dealing a decent amount of damage. Sure the recharge is long but it's still a decent hit.
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issues The Guide to Issues aka "When did they add/change that?"
Adeon Hawkwood replied to Trickshooter's topic in Guides
Do you mean when the "Echo: Rikti Crash Site" was added to the game? If so it was part of the somewhat nebulous "Issue 25" that was developed in between the time when the game shut down and the time when the code was made public allowing for the Homecoming team to start up. The same goes for Echo: Faultline. https://homecoming.wiki/wiki/Issue_25 EDIT: Sorry I just realized that your question was asked over 6 months ago so not really much point in answering now. -
Thank you both.
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I'm thinking of making an Arsenal/Arsenal and was wondering how this plays? My only previous Dom was Earth/Fire who was very much a ranged Dom but I get the feeling that /Arsenal really wants to be in close to maximize damage from melee attacks and trip mine? Is it worth doing some proc-bombing with LN2, Smoke Canister and/or Tear Gas? I haven't played in some years and I'm not sure how well procs work with pseudo pets (I recall they used to be somewhat erratic depending on how bugged the code was that day). But since /Arsenal seems a bit light in terms of AoE I could see adding some extra AoE damage to the pairing that way. Any thoughts on Epic pool options? Thematically I'm leaning towards Energy or Mace but I'm not thrilled about either from a mechanical viewpoint so may see if I can justify something else.
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Remote Bomb isn't bad but as you noted the recharge means you won't use it that often. However the damage is high enough that can be used to effectively skip a spawn, especially when combined with Rain of Arrows, you pretty much just have the clean up the bosses. Personally I have it on my AR/Dev blaster but it's more a case of taking a power because I have room rather than because I absolutely needed it. I wouldn't bother with Trip Mine, now that the interrupt was removed it's not awful and can be worth it if you need some extra AoE (basically treat it like a melee range PBAoE attack) but Archery is generally fine with the AoE that it has.
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What would you do if you were a DEV?! (Fun Ideas Talks)
Adeon Hawkwood replied to SSR's topic in General Discussion
A major overhaul to Kheldians with the aim of making tri-form Kheldians actually viable. Basically my dream is that rather than the forms having separate powers they use your normal powers just with restrictions and modifications. So in Nova form you can't use melee attacks and your shields get nerfed/suppressed but in exchange you get a significant power bump to ranged attacks. Dwarf form would go the opposite, you get a buff to your personal shield powers but can't use ranged attacks. The various buff/debuff/control powers would be split on which forms they work in. The general goal would be to make it so that all three forms are viable in different situations and you can build a Kheldian that's reasonably functional in all three if you want. So Nova would be the glass cannon, human would be a blapper with better defenses and Dwarf would be the tough melee fighter. Of course this is a massive amount of work which is why it's unlikely to get done but it's what I'd really like. -
Generally speaking HP for minions is static based on your level and their rank, it doesn't vary based on power set. You can buff their max HP using powers from your secondary if your secondary has powers like that (i.e. Frostwork) but it's not the most useful buff. In general keeping your pets alive is more about stacking defense or resistance based on your secondary and their inherent powers.
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Realistically you don't need that many sappers on a team. A /Electric Defender with decent slotting can drain most even level enemies in just two uses of Short Circuit. So two sappers could drain them pretty much instantly and once they are drained the recovery debuff keeps them that way. Now if you're running at +4 you would either need more sappers or more cycles to drain enemies. However sapping as mitigation runs into two main problems. First it does very little for Alpha Strike mitigation, on my Time/Electric Defender I rely on the Time powers to deal with that until Short Circuit has time to cycle, that's fine for soloing but on team the sapping is less relevant since by the time enemies are sapped they are also dead. Secondly sapping is useless against AVs so a team that relies on sapping for it's sole damage mitigation would struggle there.
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I do that as well. Also Intuition Alpha is nice since the Radial line boosts both damage and range (plus it has slow and to hit debuff to boost caltrops and smoke nade).
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Shift+Left Click removes slots.
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Energy is probably the strongest secondary for AR due to the way that Boost Range improves the cones in the set. Mental can work since Psychic Scream adds an extra cone to your arsenal, although Drain Psyche isn't great with AR. Tactical Arrow has plenty of self buffs and some area slows to keep enemies lined up for cones. Ice is ok since Shiver is nice for setting up your cones. I still like Devices though.
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Enhancement values are scaled down if you exemplar below level 31 to account for the fact that you have more slots.
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Well, devs, my favorite TF is no longer fun to solo.
Adeon Hawkwood replied to Bill Z Bubba's topic in General Discussion
Quicksand is really nice for this sort of thing because it auto-hits. -
My general philosophy is similar to Konru's but with some differences: Maneuver's is always better than Assault for entry. It gives Defense which is always useful to stack on a Team so it's the most bang for the buck. Assault is generally a filler power. I'll take it if I've got room but he overall effect isn't that great so it's a case of I'll take it if I have room. In general I take it on characters who don't need Tactics. Tactics is very binary, it's either brilliant or useless. In general I think it's worth having at least one To Hit and Perception buffing power on most characters so my general rule of thumb is to take Tactics if I don't already have a power like that in my primary/secondary/epic sets. There are some exceptions (such as Earth Control) where defense debuffs and a kismet IO are good enough but in general it's worth considering tactics. Vengeance I like because it can take a LotG Recharge IO. So basically I view it as a passive 7.5% Recharge power that can occasionally provide a buff if someone dies. Victory Rush I don't really care for. The uptime is low and there's plenty of other ways to deal with endurance management. So in general my priority order for Leadership powers is: Maneuvers Tactics or Assault Vengeance Assault (if I didn't take it earlier)
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No. The sets that have PBAoE debuffs are balanced around that fact. They are support sets that are designed to move into melee range to apply thier debuffs. For example consider Time's Juncture. Yes, you have to move into melee range but Time gives you the tools to survive doing that, Farsight buffs your Defense, Time's Juncture debuffs enemies To Hit and Damage and Temporal Mending allows you to heal any damage you do take.
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Their DPS is pretty weak at that level. It increases a lot once you get Venom Grenade and Frag Grenade to supplement Heavy Burst for AoE damage. At high levels they do pretty good damage (AoE for Huntsman and Crab spiders, single target for Bane Spiders). As for your second question there are three general paths for Spiders: Huntsmen focus on the initial Wolf Spider Rifle powers (most use Bane Spider secondary powers to avoid having the giant crab backpack but you can use Crab Spider secondaries instead with no problem). They get good AoE damage and decent single target (although their single target damage relines on a mixed of ranged and melee attacks). Bane Spiders focus on the mace powers in the Bane tree. They have the best single target damage of all three types (mostly melee) but their AoE damage isn't as good. In particular the fact that they can't use venom grenade without suffering double redraw hurts their AoE damage a lot. They play a bit like a Stalker using hide and placate to generate crits. Crab Spiders are relatively similar to Huntsmen except that they use the Crab Spider attacks instead of the Wolf Spider attacks. Their abilities are roughly on par with the Wolf Spider ones although they do have slightly longer animation times so thier DPS is lower at the absolute high end. In theory you're better of going Huntsman rather than Crab even if you want to use the Crab Spider secondary powers but the difference isn't that major and IMHO the Crab Spider powers look cooler.
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I'm not sure how serious you're being here but canonically all of the CoT humans are regular people who were kidnapped and had their soul replaced by one of the ancient Oranbegans.
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Safeguard mission maps out of kilter
Adeon Hawkwood replied to Robotech_Master's topic in Bug Reports
That was a bug on live as well IIRC, it happens on a few other outdoor maps as well. -
WANTED: Mad Scientist and/or Distinguished Prfessor
Adeon Hawkwood replied to LeapingLemur's topic in Everlasting
It's a pity I don't really do RP because one of my characters would be an excellent fit here. Part of his backstory is that Paragon University tends to palm some of the less capable grad students off on him in order to get them (and him) out of the way. -
How does RP affect your character build?
Adeon Hawkwood replied to Dynamistress's topic in Roleplaying
In general RP affects my power set choices but not my specific build. As an example I wanted a character who was an elemental mage so between the three power sets (Primary, Secondary and Epic) I wanted one Fire, one Earth and one Ice/Water/Wind. I ended up settling on a Earth/Fire/Ice Dominator but I considered other options such as a Earth/Storm/Fire Controller instead. -
Null the Gull and Alignment missions
Adeon Hawkwood replied to StoneColdJoker's topic in General Discussion
Or just email some inf form your main and buy the Pocket D teleport power.