HO tricks


Computer

 

Posted

Don't worry, this post is T for teen... lol.

I was working on my mind controllers build the other day and I thought I remembered at one point I read a post saying you could put one of the hamidon origin enhances in there and it would increase the knockback.. but can't seem to find that in mids... and I can't seem to find the original post anymore.

So my question is... what tricks can you do with HO's to get even more out of the enhance. Aka enzyme niceness etc. I saw in one post something about HO's being useful in sonic cage (sonic resonance intang power whatever the name is... which HO and what's it doing?

Figured I'd post here since controllers know all the tricks... lol.


 

Posted

These are two of my favorite HO slotting tricks for Controllers, which are "broadly applicable" to many different primaries.



Level 2: Gravity Distortion

  • (A) HamiO: Peroxisome Exposure (+2 Dam/Mez)
  • (3) HamiO: Peroxisome Exposure (+2 Dam/Mez)
  • (3) Devastation - Accuracy/Damage/Endurance/Recharge: Level 31
  • (5) Devastation - Chance of Hold: Level 30
  • (5) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
  • (7) Lockdown - Chance for +2 Mag Hold: Level 30
Devastation
(Gravity Distortion)
  • 12% (0.51 HP/sec) Regeneration
Lockdown
(Gravity Distortion)
  • 3% DamageBuff(All)


Level 32: Singularity
  • (A) Expedient Reinforcement - Accuracy/Recharge: Level 30
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 30
  • (33) Expedient Reinforcement - Endurance/Damage/Recharge: Level 30
  • (33) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 30
  • (34) HamiO: Endoplasm Exposure (+2 Acc/Mez)
  • (34) HamiO: Peroxisome Exposure (+2 Dam/Mez)
Expedient Reinforcement
(Singularity)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
  • 10% Resistance(All)


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Posted

I like to use the Acc/Mez HO (or 2) in Dual Pistol's Suppressive Fire, so the mez effects are enhanced regardless of ammo.

I also like to use a Dmg/Mez when 4-slotting Basilisks Gaze in a troller/dom ST hold.

Dmg/Mez is interesting in that there's not a corresponding IO to combine those 2 attributes. I think in general that's where some HOs still shine, when they enhance things IOs can't.


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Posted

Dam/Range in secondary +res shields ; dam = res, and dam enhancements buff 33% while res enhancements buff 20%. In other words, you can hit the ED cap with 2 slots as well as have a nice range boost, or just stick to the base slot, ++ the HO (which is ridiculously cheap, sells for 10k on the market) and have the equivalent of 2 res IOs.


 

Posted

Quote:
Originally Posted by Nihilii View Post
Dam/Range in secondary +res shields ; dam = res, and dam enhancements buff 33% while res enhancements buff 20%. In other words, you can hit the ED cap with 2 slots as well as have a nice range boost, or just stick to the base slot, ++ the HO (which is ridiculously cheap, sells for 10k on the market) and have the equivalent of 2 res IOs.
Of course, that is an Exploit resulting from the way that powers are coded. Theoretically, it could be changed at any time by the Devs . . . but they haven't done it so I think it is unlikely.

The same Exploit allows people to use Membranes in Shield's Active Defense to buff the protection against Defense Debuff. Or use Enzymes in powers that use EndRdx and Defense to get higher numbers of Defense because the Defense Debuff in Enzyme is 33% vs. 25.5% for a Defense IO. So two Enzymes will cap Defense and add substantial EndRdx.


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Posted

[QUOTE=Deacon_NA;3689590
Dmg/Mez is interesting in that there's not a corresponding IO to combine those 2 attributes. I think in general that's where some HOs still shine, when they enhance things IOs can't.[/QUOTE]

Nod this one I am a fan of too (and they've been cheap)... my usual slotting of dominate on my mind controller and dom is 3 dam/mez's and the 2 psi damage procs and the unbreakable proc... it's high acc and set bonus's make it never miss as is (that and it's a groovy only checking psi defense attack)... being such a quick attack it's a high dpa attack for me which works.

Wondering more about things not as obvious... like the enzyme thing.. any of the other HO's work like that?

Was wondering about putting a microfilament in hot feet (the end/runspeed one) ... mids says it works but wanted to make sure cause that's a pricy respec at this point.


 

Posted

Ahh didn't know bout the dam/ranges (as I just accidently slotted the one I just got off of statesman in a pet power thinking it was my acc/dam I meant to get out of base)... and was wondering why the membranes were so popular (was my last statesman reward... and people were saying grats now I know why).

And I used to think enzymes were so expensive from all the rad controllers slotting out RI... hehe

Thanks for the info... now if I can just figure out what the thing with sonic cage was all about.


 

Posted

HO micros are also good in Hot feet since the move in the micros = slow in hot feet.

Also IIRC slotting a Ribo in Personal Forcefield increases the damage resistance it provides and does the same thing in Deflection Shield. They are both flagged as unenhanceable but I remember that working along time ago.

Same thing with Quicksand. Slotting an Enzyme increases the defense debuff provided even though the defense debuff isn't supposed to be enhanceable.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by Wonka View Post
Ahh didn't know bout the dam/ranges (as I just accidently slotted the one I just got off of statesman in a pet power thinking it was my acc/dam I meant to get out of base)... and was wondering why the membranes were so popular (was my last statesman reward... and people were saying grats now I know why).

And I used to think enzymes were so expensive from all the rad controllers slotting out RI... hehe

Thanks for the info... now if I can just figure out what the thing with sonic cage was all about.
The Sonic Cage thing (and FF Detention Field) is that the Acc/Mez will increase the increase the accuracy and mag. Yes magnitude, not duration.


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Posted

Quote:
Originally Posted by Deacon_NA View Post
The Sonic Cage thing (and FF Detention Field) is that the Acc/Mez will increase the increase the accuracy and mag. Yes magnitude, not duration.

An increase in magnitude makes it effective on?


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Posted

Quote:
Originally Posted by Nihilii View Post
Dam/Range in secondary +res shields ; dam = res, and dam enhancements buff 33% while res enhancements buff 20%. In other words, you can hit the ED cap with 2 slots as well as have a nice range boost, or just stick to the base slot, ++ the HO (which is ridiculously cheap, sells for 10k on the market) and have the equivalent of 2 res IOs.
Hmm now that is quite interesting, I'll have to remember that.


 

Posted

Quote:
Originally Posted by New Dawn View Post
An increase in magnitude makes it effective on?
Someone from the Repeat Offenders group did a bunch of tests and there's a thread on their forums. I don't know their URL, so maybe one of their members will see this and post the link to that particular thread.


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Posted

Quote:
Originally Posted by Nihilii View Post
Dam/Range in secondary +res shields ; dam = res, and dam enhancements buff 33% while res enhancements buff 20%. In other words, you can hit the ED cap with 2 slots as well as have a nice range boost, or just stick to the base slot, ++ the HO (which is ridiculously cheap, sells for 10k on the market) and have the equivalent of 2 res IOs.
That trick works for Increase Density for Kinetics, too. It buffs the range and Damage Resistance.

Another often used exploit is to put Membranes in Shield's Active Defense to buff that power's Defense Debuff protection.

You can put Endoplasm in Choking Cloud to add Accuracy into a power that won't take accuracy, but you can already do that with Hold sets.

In single target holds for controllers, one way to get capped Hold and Damage is 1 Nucl (acc/dam), 1 Endo (acc/mez), 2 Perox (dam/mez), 2 common Recharge IO. That gives you the equivalent of 10+ SO enhancements in 6 slots, but no set bonuses.


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Posted

Putting a Lysozome in Spectral Terror increases the -ToHit, which is not slottable otherwise.

At least, real numbers claims it does. I haven't tested this.


 

Posted

This is good stuff to note, for slotting. I am always trying to get the most out of the slots especially since the alpha slot came out. Any combinations you can think of with HO's and the alpha slot?


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Posted

An Arch/Energy Blaster with the single target attacks slotted with 4 Devastation pieces and 2 Centrioles and the AoEs slotted with 5 pieces of Posi and 1 centriole + Alpha Core Boost, Total Core Revamp, Partial Core Revamp, Core Paragon, or Radial Paragon gives you the longest ranged blaster in the game (AR is slightly longer ranged for the tier 1 and 2 attacks).

On open terrain maps range = defense is once again true (provided you aren't fighting rikti) as the above with Boost Range and hover will allow you to stay outside of the range of Mob attacks.

If you add teleport in as your travel power you have THE FASTEST travel in the game.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Lyso's in Parry/Divine Avalanche to enhance def and acc


 

Posted

waaaait just a minute here. If I put a DAMAGE/Range Hammy into a DAMAGE RESISTANCE toggle, the DAMAGE Hammy will enhance DAMAGE RESISTANCE 33%?!

I've got a bloody PILE of Dam/RNG HOs laying around! I practically choked on the things trying to get the last of my Enzymes for my rad!!!


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Posted

Which one are you thinking of? It has to accept either Damage or Range enhancement to be able to accept the HO. Things like Thermal Shields, Sonic Shields, Increase Density, etc. work because they have a range to enhance.


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Posted

Quote:
Originally Posted by MaHaBone23 View Post
waaaait just a minute here. If I put a DAMAGE/Range Hammy into a DAMAGE RESISTANCE toggle, the DAMAGE Hammy will enhance DAMAGE RESISTANCE 33%?!

I've got a bloody PILE of Dam/RNG HOs laying around! I practically choked on the things trying to get the last of my Enzymes for my rad!!!
Any power that accepts any part of a Hami-O will allow you to slot the enhancement. So Damage/Range cannot go into a standard Resistance Shield. However, because of the way powers are coded, if you can put the Hami-O into the power, then a Damage enhancement will buff Damage Resistance. A ToHit Debuff will enhance ToHit. Defense Debuff will enhance Defense.

Since Increase Density will accept Range, then you can slot a Damage/Range. The Damage part will enhance the Damage Resistance in the power, and at the Schedule A level (33%) instead of the Schedule B level (20%).

Another example: Invulnerability's Invincibility power will accept EndRdx, ToHit Buff and Defense. Cytoskeletons enhance all three, so 3 Cytos is the PERFECT enhancement . . . except that Enzymes (EndRdx/ToHit Debuff/Defense Debuff) will provide higher enhancement to Defense, since Defense Debuff is Sched A while Defense is Sched B. So you can get by on a tight build with 2 Enzymes.

But note that this is officially considered an EXPLOIT, and could be changed at any time. It's not likely, but the Dev's could change it.


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Posted

Less useful, but still nice:

Microfilaments can enhance slows, as long as they accept endredux enhancements. (There are no slow/end IOs, just slow/end/rech, which aren't useful if you don't care about rech. Chilling Embrace, perhaps.)

Ribosomes can enhance damage, as long as the power accepts endredux enhancements. (Just in case you can't slot a damage/endredux IO for some reason. Dark Servant, perhaps.)

Membranes can enhance recharge in Vengeance. (So can Def/Rech, Tohit/Rech, and Heal/Rech IOs.) Keep in mind that due to a crappy old non-stacking hack, you are allowed to use Vengeance again while an old Vengeance is still going, but it will have absolutely no effect except the heal.

No HOs enhance knockback/knockup. Sorry! But this is actually nice for anyone who wants to enhance mez in a power but not the knockback. (Fissure, perhaps.)


 

Posted

Quote:
Originally Posted by Deacon_NA View Post
The Sonic Cage thing (and FF Detention Field) is that the Acc/Mez will increase the increase the accuracy and mag. Yes magnitude, not duration.
Interestingly enough this doesn't work in grav's dimension shift while it does in FF's and by your account Sonic's versions of the powers..

Oh and Local i'm surprised you didn't mention the one for Radiation Infection where 3 Enzymes (Def buff/End reduc/To hit buff) will increase it's Defense Debuff and To Hit Debuff numbers!


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Posted

Quote:
Originally Posted by glasswalkerny View Post
Interestingly enough this doesn't work in grav's dimension shift while it does in FF's and by your account Sonic's versions of the powers..

Oh and Local i'm surprised you didn't mention the one for Radiation Infection where 3 Enzymes (Def buff/End reduc/To hit buff) will increase it's Defense Debuff and To Hit Debuff numbers!
That's because Enzymes are actually ToHit Debuff/Defense Debuff/EndRdx. They are the perfect slotting for Rad Infection . . . but not a "trick" since Enzymes slot all three of the benefits of the power.

It is only through the exploit that Enzymes will enhance Defense or ToHit. While Cytoskeletons will enhance all three aspects of Invulnerability, slotting Enzymes in there will provide more enhancement than intended because of the exploit.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

A quick resurrection, but would rather it be in the same post...

What is the trick with HO's and power boost again? Something to do with increasing defense effects more?


 

Posted

Quote:
Originally Posted by New Dawn View Post
An increase in magnitude makes it effective on?
AVs, Lord Recluse's Pylons on the STF (not sure if you really need HOs to cage the pylons, but I'm sure you need them for AVs, have seen the R.Offenders do that sometimes).