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ninja surprise

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Everything posted by ninja surprise

  1. You should try a Fire/Fire Dominator - Flashfire instead of Wormhole for the stun, otherwise same amount of control and loads of damage. Tank: Shield/Stone - survives everything, loads of smashy damage, and it's so much more nimble than a Stone Armor tank. Try coming up with a concept build with a backstory and costume and battle cry for some mild RP fun. My guy Broken Fridge is an Ice/Cold Corrupter and is loads of fun, does tons of damage + foe debuffs + team buffs, and is always entertaining to team with. What do you do with your three toons? Do you play Ouro arcs, read the stories, anything like that? If you don't enjoy actually playing the game, nothing will save it for you. It's super repetitive, with the same maps and spawns over and over again. If you don't spice it up by getting into the stories or making up your own (character backstories, etc), trying out ATs/Combos & costumes for fun, what else is there to do?
  2. Any chance of Blaster's Shadow Maul getting the cone width buff the melee AT's got? That'd be cool.
  3. I'm trying out a Fire/Poison but need to get some info how to slot up Poison.
  4. I love my Grav/Kin. It has 4 single-target blasts and the big AoE immob and it spoiled me for all the other Controller primaries and their lack of attacks. With /Kin you can buff and heal yourself (and the rest of your team if they are keeping up with you). Mine has ranged defense soft-capped so I play like this: AoE immob - everyone turns and shoots back and most miss. Maybe start with Wormhole to stun them or Propel to knock them all down if they are dangerous. Hold the nearest foe; use them as my Transfusion battery Throw out the AoE immob constantly - with Containment it's a constant rain of DoTs Tab through the crowd throwing out all the ST attacks Continue to use Transfusion and Transference to heal myself; plus Siphon Speed, Siphon Power, and Fulcrum Shift whenever they come up. It's a blast. And on lower level teams / TFs where I can't help as much with controls I still have the Kinetics, with SB available even on Posi TFs if you're level 15. I recently made two builds: a solo build where I skipped SB and ID and a team build with those and Leadership instead of Fighting.
  5. Yep I have an Illusion/Trick Arrow with perma-PA and the debuffs from TA helpPA do more damage. Maybe I'll have a look at Elec/Dark Blasting... see how that goes.
  6. I'm running a Dark/Electric Defender and while it's decent fun, it's so slow to defeat critters that it's discouraging. Sure the Dark powers are my main, but it feels like I'm throwing pointless zaps while waiting for the rest of the team to defeat everything. On a +4 ITF I couldn't even defeat a single Centurion before he and a buddy chopped me to bits. 😞 But my concept could easily re-roll as Electric / Dark. More control means they can't attack me while I'm whittling away on their health... but does Elec have good enough damage to take out a boss and some minions? I'm leaning into Tar Patch's -30% resist too.
  7. Good food for thought on all the proc location info.
  8. Really cool! I'm going to have to dig into this more and do some testing. Also, if it you want to, you can combine teleport powers into the same bind and it'll use whichever is active for your form. It can simplify your bindfiles. SHIFT+LBUTTON "powexecname Shadow Step$$powexecname Starless Step"
  9. I could go for a customization option that lets you toggle on Dwarf or Squid and you switch to those powers but keep the human look. It's easy to explain that they're aliens inhabiting a Human body and able to manifest different powers in different circumstances.
  10. Mine's human/dwarf and I was working on perma-light form, but after doing Ramiel's arc and for the first time ever getting defeated by Trapdoor and having to load up on Red insps in order to defeat his clones and struggling mightily to defeat him, I'm going to respec into tri-form. Especially after reading the GD Peacebringer guide and seeing how much higher the damage modifier is on Nova blasts. I'll be human while traveling and self-buffing then mutate for either squidding or dwarfing.
  11. Plus, Light Form comes at level 32, so if you exemp below 27 you lose it (like for a Yin TF). But Dwarf comes at 20, so you can use it on a Positron while exemp'd to level 15.
  12. I'd probably make all three.
  13. Good stuff, thanks! As long as the resists can keep me alive while Healing Flames recharges I think I'll do all right. Or re-roll as a Brute in disgust 🤫
  14. I'm dusting off an old Fire/Fire scrapper (lvl 26) and it needs a respec and some IOs. Playing in Mids I can only get most resists up to about 50% (except Fire which is way beyond cap). Anyone have a Fire/Fire build that gets most types closer to 75%?
  15. I've paired Axe with Bio, Energy, Ice, Electricity, Dark, and now enjoying it most with Ninjitsu. Currently in the low-40's and soft-capped to all positions with a decent amount of +Rech bonuses. I have the +End power 6-slotted with Preemptive Optimization for the +Ranged Def bonus and it gives me just over 3/4 blue bar back. That's about two full attack rotations and it recharges by the time I need it again. It's fun! Sneak in, chop everything down, then sneak some more. I liked Nin the most because the +end doesn't need enemies. With Axe I've usually defeated nearly everyone by the time I'm running out of End and I can top myself up whether there aren't any foes or just a couple.
  16. Why not try playing both and see what you enjoy more?
  17. Bummers, I've been clicking it and getting a good placebo effect out of it.
  18. What level is your Fire Dom? I feel like you need to read the power descriptions to learn what they actually do. https://homecoming.wiki/wiki/Fire_Control Fire has three good AoE controls: Cinders - available at level 18 - PBAoE, Foe Hold. Holds all the foes around you. Flashfire - Big ol' stun. Should be using this first thing on every spawn. Bonfire - Big ol' knockback + damage field. Combine this with a +knockdown IO and/or Fire Cages to keep enemies from flying away and to maximize damage. Plus you can drop this in doorways or hallways to stop badguys from getting to you. Smoke is a light control: you control your enemy's toHit and Perception. The best uses are when two spawns are close to each other you can blind one spawn with Smoke while fighting the other. Or if you're stealthing a mission you can use Smoke to blind the enemies near a glowie and click it without triggering aggro. (Just make sure you've turned off Hot Feet.) You can also 4-slot it with Dark Watcher's Despair for +5% Global Recharge bonus https://homecoming.wiki/wiki/Category:Sets_for_improving_To_Hit_Debuff A couple IOs in Hot Feet will minimize its endurance cost and solve that problem. Or if you get perma-dom you get to refill your endurance bar so fast you rarely run out of endurance.
  19. it was fun enough that I re-rolled as a Savage/Bio Brute so I could focus on the Savage part.
  20. I tried that once, but I'm super used to queuing an attack and then running at the target, and binding a power to W cancels the queued attack. It drove me nuts and I had to undo it. So now I keep Domination on auto and click Hasten when I notice it's up.
  21. You could also do Street Justice, it has a mix of punches and kicks.
  22. Savage/Bio is a hoot!
  23. Or in this case, OP gave feedback on how much he loves Storm and then everyone ignored that in order to argue about Assault Rifle. 🙄
  24. How does exiting helicopters (Like the 1st, 3rd, and 4th missions on Yin's TF) work? It appears to be like exiting a door mission, but facing into the helicopter, so the team runs into the belly of the chopper. Then everyone has to turn around and run out. If so, can the door be reversed to we run out of the helicopter rather than into it? Depending on how many players and pets are exiting the mission at the same time there's quite a bit of stacking and it's difficult to just run out. Even teleport, when I'm facing out the tail of the helicopter it sends me backwards into the chopper. Or today, sent me 100' backwards out the front of the chopper. But if the exit could be pointed so everyone runs out onto the boat, that would be fantastic and wonderful.
  25. Yep -- it's a 120 degree arc with 10-target cap! You don't even have to aim it, it'll punch everything in front of you! I play my SR/DM when I want to relax. It's cruise control to awesome. Especially when compared to all the clickies in Bio.
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