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Hedgefund2

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Everything posted by Hedgefund2

  1. I get a sense that even with the proper settings (AV on, Boss on) for a big team the probability of an AV/Hero isn't terribly high. I run with a group that passes time with scanners and banks while waiting for everyone to log on and your odds of Fallen From Grace robbing the bank seem to be quite a bit higher than seeing Ghost Widow or LR. We did get an AV about 2-3 sessions ago (about 2 weeks). I don't think it's broken it just seems to be a low probability.
  2. Well I'll give the OP a +1. One item I'll add to their bullet point list is minions in kd patches, like Ice Slick. I really like this suggestion but...
  3. Those don't refresh from the same side. You can cross sides to get a new charge of these temp powers and then you're done. By that I mean do Skyway mayhem and get the rez, when it runs out run the Skyway safeguard and it will refresh, then that's it. So we don't get into a back-and-forth "yes it does/no it doesn't" I just ran Skyway mayhem on someone who had done it long ago (and therefore no time left on the power) and did not get it rewarded.
  4. I just discovered this the hard way, after crafting a t3 Melee Total Core hybrid on a Stalker. After this discovery I went to the test server and tried this on other ATs and found it was true for them as well, that left side (Core) taunts despite no documentation indicating it does. Not as big a deal for other ATs but those incarnate materials are completely wasted now, I simply can't use melee hybrid on a stalker. Please prioritize this bug to either take the taunt effect out of the Core side or modify the documentation to make it as explicit as it is for Radial that there's a taunt component.
  5. There's a utility that's life altering for badge management. Details are here:
  6. Both are exceptional. If "no ally buffs" is a constraint then this becomes an easy decision in favor of Dark. ETA - I forgot to comment on primary. Probably because of how lopsided I think the comparison is in favor of Darkness Control. It's better at ST, better at AOE. Ice's only advantage is when encountering hard to control enemies (e.g. Cims and Nems) it has a knockdown patch and (significant) slows.
  7. This is incredibly perplexing to me. Maybe share it now and then if you want to have a chat about music but every.frikkin.song? And no they're certainly not 13 because much of the music seems to be sub-boomer, late Gen X (aka my peers) stuff like REO Speedwagon. It's not ignore-worthy to me, I save that for true trolls. I acknowledge they don't have malicious intentions but I just don't get it.
  8. Aw, too bad about the pedestrian pathing. I was rather happy with my head canon that PO had a remarkable Chinese restaurant that got people to line up around the block.
  9. Lol, congrats on your "skill level" at this game that's so demanding of a high skill level. As for reading all the other posts, no thanks.
  10. Personally, I like the aggro free nature of storm cell and in all other cases a dmg proc will notify mobs and rob you of your ability to cast SC with no consequence.
  11. "Set it and forget it" is exactly the opposite of how I'd describe the Emp Corr I just retired (after T4ing all, Vet level 30 I think). I HATED big teams, my global was high enough to Fort 6 teammates, maybe even all 7, with half being PBd. Someone got a perma AB, whoever I deemed worthy. I have to confess I skimmed the OP very quickly but if you were just PB + Forting one or both Colds, then I can see that being "set and forget" but if you want the max spreading out Fort, that takes a lot of micromanaging yourself. Note - I may just suck at Emping, who knows, I never will know since I'm done with the set forever now.
  12. Not a real review, I simply glanced at it but I'd warn you to turn OFF the FF proc in Disruptor Blast which is way skewing your global recharge. Also the BU proc in Tactics is overstating your final to-hit in powers, such as Benumb.
  13. It's posi 1 that has the clones.
  14. Council have some grenade launchers and if you're fighting at +levels the mag will get amplified. 7, quite frankly, isn't going to be sufficient for a tank, it'll be more than enough for most but I'd at least go for another 3 (like a pvp bonus) or 4 (special io). In the meantime there's a base empowerment buff for 10 points protection that lasts 90 minutes. That'll cover you until you start doing content that disallows temp powers.
  15. The HC wiki is a great resource and a good spot to go for details and a first place to find answers. https://homecoming.wiki/wiki/Main_Page (also linked to at the top of this very page with the "Wikis" link, choose the first one, the second one is a legacy Wiki).
  16. Casting it is an aggro free move, so I'd say avoid damage/debuff/control procs if you want it to continue to not notify mobs.
  17. A Storm/Ice Blaster is what I've chosen for my first try at Storm Blast. Ice wasn't chosen for any particular power gaming reason but rather I didn't have an /ice blaster in my stable. I'm currently level 30 via pure grinding red side with SOs + a few handy IOs (Stealth, Panacea proc, Kismet +ToHit) and taking all the Storm powers. Despite using some cold damage Storm doesn't stack any -rch/-spd with Ice so I'm not seeing any particular synergies other than Ice is pretty good, Storm seems to be pretty good and they don't work at cross purposes. Ice demands to be in melee and Storm accommodates that for the most part, with the very notable exception of a cone that I do try to spam as a bread and butter aoe. I think if I were to "power game" a Storm Blaster I'd pair it with /TA for the 2 aggro free actions that debuff enemy to-hit. I used Seismic as my Storm proxy in Mids. I had assumed the chain attack was ST like Jolting Chain or Synaptic Overload but it actually takes range aoe sets so it's not the perfect 1-1 I was expecting. Still, I'm not going to change the Mids build I've started, I'll just work around that one difference.
  18. This is pretty easy to test. Find a mob that can damage you (e.g. portal corp parking lot), activate absorb shield and let them hit you. Absorb = 1015.9 Got hit for 20.27+1.54+1.54+1.54+1.54 = 26.43 I'm off by a little but whatever, the point is that yes your damage taken includes damage Absorbed.
  19. Just getting rid of hunts would be enough to increase my enjoyment, or rather decrease my pain, by about half. For Dr. Q you tend to be dealing with blues as you're 45 to their 43ish, it gets worse after that when you're 50 hunting, at worst greys and at best, more blues. Those hunts a time sink with zero risk/zero rewards. Well, maybe not 0 risk, I've seen people die to ambushes. The Storm Palace is the only zone that's a threat to a 50 and there's no hunt there, Faathim just has a series of open world clicks.
  20. You mean the pool power team teleport right? https://cod.uberguy.net./html/power.html?power=pool.teleportation.team_teleport&at=tanker The prompt doesn't apply to that power, rather you change a setting at Null the Gull to always accept or never accept.
  21. Someone's selling (and buying) for 1M, taken seconds ago:
  22. 5,000 XP should be easily attained with a mission complete bonus. A lvl 50 gets 34k XP at +0 difficulty. If you want to get your level up right in front of Ms. Liberty you could pump your diff to +4 and autocomplete... anything.
  23. Max's mission includes other types of PPD mobs, like drones, guardians and enforcers. I do like a good sciencing though let's see what happens in the PI Mayhem with Awakened. Still at 151 to begin: Now 152, so Awakened (like all other PPD) count in mayhems, but not for Max
  24. I happened to be running through the DA arcs today and got to Max. I decided to "max" (HA!) out the spawn size to see how many I could get in one run. The answer may surprise you... ZERO! Zip, zilch, nada. No progress whatsoever. So do not heed my advice above. Do NOT use Max's PPD mission to farm PPD for Outlaw. See
  25. Here I am beginning Max's first mission, attached is my current progress to Outlaw: Here are 3 Paragon Police, let's see what happens to progress... All 3 defeated, progress still at 150: Here's a former Paragon Police from the Founder's mayhem. Counter did increment: Mobs in both missions were in the enemy group "Paragon Police", same name. So, bottom line - the bug is that the PPD mobs in Max's mission do not count for badge progress for Outlaw. Just additional info - I did Max's mission both as a vig and a rogue, neither time did the counter increase.
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