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Everything posted by ninja surprise
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One year later I wonder if @biostemrespec'd into Shadow Maul?
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Oh yea, I forgot about Granite because I so rarely see anyone in that form.
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Why do Scrappers get to do Claws / Stone Armor but for Brutes and Tanks (Stone/Claws) it's blocked? Particularly since Tanks can do Stone/Spines, and Spines has a lot of Claws-like animations?
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You're thinking about @Camel's cRuNcH guide. I did an ITF with him once, it's an effective build. He's got a bunch of other builds with EM there too, for your build debating.
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kheldians The (Almost) Complete guide to Kheldians
ninja surprise replied to Laucianna's topic in Peacebringer & Warshade
I'm only on page 3 of the guide so apologies if this has been mentioned already - I'm trying out the Changeling build (23) and you have 4 of the Teleport powers, including Teleport and Combat Teleport. Combat Teleport is super fast and gives a brief +ToHit bonus, but you can also use Teleport instead and then pick another shield for a +Psi resist mule (or anything else, of course). I use Q to TP myself to my targets, like so: /bind Q "powexec_location target White Dwarf Step$$powexec_location target Teleport" And for Warshades with their inherent teleports: /bind Q "powexec_location target Black Dwarf Step$$powexec_location target Shadow Step" So I <Tab> to target something, then <Q> to 'port myself into kissing distance whether I'm human or Dwarf. Peacebringer: Starlette Warshade: Paranoid Heroine -
Moonfire and Hess in Striga can be changed to Co-op.
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A couple things: You were way high on AoE, but that's the least damaging type, with melee lowest, but that's the most damaging type. Did you really want Jump Kick, even though you didn't slot it for anything? If you replace it with Maneuvers you get almost 3% more def to all. Re-slot Kuji-In Sha with Numina boosts your Ranged. Replacing one slot on Tough with the Steadfast unique you lose the 2% set bonus but get +3% def to all, so you come out ahead. Lastly, you can replace one of the Gladiators with Touch of Death to get your Melee def up nice and high. You don't have to go this way but it gets your defense more even overall. Ninjitusu doesn't have much DDR, so high def keeps you from getting floored as fast.
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Welcome back @Call Me Awesome! If you haven't been playing then I remember you from live. Battle Axe is cool now. Energy Melee is good single target damage, but doesn't crit as much as you'd hope. Titan Weapons gives tons of whirly massive damage smashy fun, but sucks if you have to chase a runner. I'm rebuilding a TW/Ninjitsu Scrapper right now, and it's a blast sneaking into a mob, popping Build Momentum and a bunch of AoE's, getting crit from hide and defeating almost everything with my alpha strike. TW is great on teams when there's a herding tank or a controller to lock down the mobs so they can't run away. It sucks on the "runner" portion of the BAF trial because you're lucky to get one attack off before the runners are too far to hit again. Stone Armor got a good re-work when it was ported to Scrappers. Bio is really good on Scrappers, but it takes quite a bit of inf to get it the set bonuses it needs to be sturdy at high levels. It's good for leveling with +heal and +end though. Savage Melee / Bio is a really fun combo. Except that Savage Leap doesn't work against some inanimate targets, like the Rikti tower things in the last mission of LGTF, or the computer in ITF. That's just an annoyance that doesn't happen much. I think my only real tip is to avoid Psi Melee and Regen. Everything else is pretty good.
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Yep build looks fine. You can throw another Impervium +Psi into Static Shield to get closer to the cap. When you say 12 pts of KB protection, are you referring to Grounded? I don't see any sets that give -KB, and I don't see it in your set bonuses. Don't really need it though, unless you happen to get hit with KB while you're mid-air jumping. That's why I take Combat TP on my Electrics, and bind it to Q. Then I hit Tab to target, Q to teleport right into their face.
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Redside, doing a tip mission in Grandville, "Teach Flamespout a few lessons about villains", in the final dialog with Flamespout it has "one" misspelled as "oen".
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I just got the Socialite badge, and it has a comma on the wrong side of a space: "or a Tailor ,you will earn"
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Shadowstar's arc as a Warshade. I defeated Requiem and his cysts and called her to celebrate. She says: "This is a day of celebration around the world, if for no other reason that Requiem's capture." Should probably be "than"
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Bi-form PB but with squid instead of lobster?
ninja surprise replied to Thousand's topic in Peacebringer & Warshade
You'll have good damage, lots of slots to spread across forms, and you can be tough once you get Light Form because the resist carries into Squid. Plus what Kelika2 said, minus the Warshade stuff. The downside is no mez protection. It's great being able to switch to Dwarf when you get held or stunned. -
Please show some love to the Kheldons:
ninja surprise replied to G E Man's topic in Peacebringer & Warshade
What exactly are you talking about? Do you mean the PB's light form crash? That only puts you at 50%, which is a lot better than most T9 crashes. Almost the melee ATs have a T9 that brings a big endurance crash, except for the ones that have a self-rez T9. Warshades have the best self-heal + self-end in the game. The only sucky thing is that it relies on bodies so it can run dry during the Cyst mission on the ITF, and against ghosts, and against nearly everything in the Shadow Shard, or exploding robots... ugh. But in Nova and Dwarf forms they have nearly endless endurance. It's great! I keep switching between my Warshade and Peacebringer and can't decide which is my favorite. The buffs I'd ask for: Better base damage when solo. Warshades able to use all TP powers in human and dwarf form, so I could use Fold Space as a Dwarf. Maybe combine them like the attacks that carry into Squid and Dwarf to save a couple slots. Peacebringers able to benefit from Hover/Fly/Afterburner in Squid form since that's their native travel power. An actual power to choose human form to make switching to human more definitive. Right now I have a bind to detoggle dwarf and squid, but tapping it doesn't queue it to trigger after the current attack finishes, and mashing it sometimes makes my dude pop back into a form instead of always dropping out of it. I wish Squid didn't have anchoring during attacks. Sucks that a native flying thing has to come to a complete halt to attack and then resume flying again. And more base damage when solo. Both my khelds are tri-form and I love it. It's great having the variety of squid blasting, dwarf melee, and human utility. -
This might be a GUI settings but in Mender Silos' mission Assault Siren's Call, the mission text "Defeat Statesman" is smushed together without a space.
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As a Rogue taking Mender Silos' mission _Aid the "Mendacious Man"_, Manticore has some weird dialog where he says a PC or NPC name then "to I don't have time for this". [NPC] Manticore: Goll Aesir to I don't have time for this. [NPC] Manticore: Longbow Flamethrower to I don't have time for this. It seems the "to" is unnecessary.
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honoroitisfantastic Have a bunch of enh...def set prolly
ninja surprise replied to honoroit's topic in Tanker
Honestly, out of all the options you listed, your Shield/Stone tank will do this best. You can easily get defense above soft-cap and get resists well over 50%. Shield has a big aggro aura that also buffs your damage. Stone Melee has two AoEs and a ranged attack and so much knockdown and stun that badguys forget they are attacking you. If this is your Shield/Stone tank, post your build for feedback. He shouldn't ever die unless things are really weird. -
Another aspect to consider is if the secondary effect means the attack has reduced damage. Then the debuff has to be good enough to make up for the lower damage.
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My wishlist is that more powers carried over across forms. I really like the change that put one attack each from Human to Nova and Dwarf. This helps alleviate the slot deficit too. For Warshades: Orbiting Death can stay on in all forms. This power looks too cool to only be available in Human. Teleport powers chosen in human form work in Dwarf (Shadow Slip, the Fold Space clone, in particular). It would make sense that with Dwarf having inherent TP, it would also get the bonus TP powers chosen in Human form. Warshade versions of Combat TP and Fold Space in Dwarf form would totally rock. An absolute dream would be to reduce or eliminate the movement suppression while attacking in Nova form for both PB and WS. It feels totally unnatural to be a native airborne flying creature that can't move while shooting.
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I like this, but would also be happy to see some of the Acc moved to Rech to get it up into the 90's.
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Inspiration tray keeps getting moved to center of screen
ninja surprise replied to Bad Advice Fairy's topic in Bug Reports
I haven't been keeping track of which specific missions it happens on, but it happens on all my toons all the time regardless of the toon's level or zone. I have a wdw_load bind that I tap whenever I zone to put the Insp tray back where I want it (bottom of the screen, next to Chat). Interestingly, I think on a few toons I put it at the top of my screen and it didn't move down from there, maybe it only moves up from the bottom. -
Not sure what you mean by "merit reward enhancements." Merit rewards are things you get for completing quests and task forces, then you can trade them at a merit vendor for other stuff. Did you buy some enhancements with them? There's two types of IO's: standard type (Accuracy, Damage, ToHit, etc) and sets where there's 3 - 6 IOs in a set and you get bonuses for slotting multiples of a set into a single power. Here, read both of these pages: https://homecoming.wiki/wiki/Enhancements https://homecoming.wiki/wiki/Enhancement_Sets 2- Can you only use 1 IO per power? I tried to double up on a couple of powers but couldn't. Some IOs are unique and you can only slot 1 of them per character. Like the Shield Wall +5% Resist, you can only one one per character. For Set IO's, you can use one per set per power, but you can slot as many as you want on your character (as long as the IO isn't unique). For instance, lots of people use Luck of the Gambler +Recharge/Defense because it gives +7.5% recharge to every single power you have and you can one in each of 5 different powers for a total of 37.5% more global recharge. But if you have a bunch of melee AoE attacks, you can slot a Cleaving Blow Acc/Dam in each attack, but you can't slot multiple Cleaving Blow Acc/Dam in a single attack. BUT in a single attack you could slot an Acc/Dam from Cleaving Blow, Scirocco's Dervish, Fury of the Gladiator, and Avalanche, if you wanted to. See https://homecoming.wiki/wiki/Enhancement_Sets You decide what result you want to get and then pick sets to accomplish that goal. Like if you have a toon with a heal and you want the heal to recharge as fast as possible, you can slot three or four different set Heal/Recharge IO's. Or if you want your Controller to have a lot of ranged defense, then you look up which sets give a +RangedDef set bonus. Most people want a ton of global recharge, so they look up which sets give a +Recharge global bonus. Or if you just want your powers to have maximum accuracy, damage, recharge, and to consume a minimal amount of endurance, you can "frankenslot" individual IO's to give you the best enhanced values on your powers. For more fun, read about Attuned enhancements https://homecoming.wiki/wiki/Attuned
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Yes! Or a Null the Gull option.