Make Haunt perma?


Blue_Fenix

 

Posted

Is this possible, and if so, how much recharge are we talking? I haven't figured out how long they last since the in-game info doesn't say.


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Posted

That includes the power's slotting, though, which means ~155% global recharge, which is high but not impossible.


 

Posted

I assume 3 rech and maybe an acc would be the goal at this point - anything beyond that is just gravy.


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Posted

It's not as bad as it sounds. Consider that 95% of that can come from enhancements and it's down to 155%. Hasten will take a nice chunk out that as well.

Just some napkin math, but 95% enhancement, Hasten, and 90% global recharge should bring Haunt's average recharge down to 59 seconds.


 

Posted

I'd be interested in seeing a Permadom build for Dark/Psi, personally. It seems like anything Permadom you do will likely result in having perma or near-perma Haunt.


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Posted

Quote:
Originally Posted by Mr_Grumpums View Post
I'd be interested in seeing a Permadom build for Dark/Psi, personally. It seems like anything Permadom you do will likely result in having perma or near-perma Haunt.
Yeah that's why I was wondering. I suppose it won't happen until Mids is updated.


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Posted

I made a dark/dark and barely hit permadom with 90% recharge exactly. I can tell you the slotting thus far, but cannot post since it was all without mids.

Dark grasp got 4 Basilisks for 7.5%
Fearsome stare got the ATO set of 5 without the proc for 8.75%
Heart of darkness took 5 stupefy for 6.25%
Haunt got Call to Arms 4 piece for 6.25% and then a recharge.
Shadow Field got 4 Basilisks for 7.5% then the +2 MAG lockdown and a recharge
Umbra Beast got 4 Call to Arms for 6.25% and a Damage

Gloom got 5 decimation for 6.25%
Engulfing Darkness got 5 Obliteration for 5%
Life Drain got 5 Decimation for 6.25%

Then I have 4 LotG recharge for 30%

I have hover 2 slotted(KB)(LotG)
Combat Jumping(LotG)
Stealth(LotG)
Grant Invisibility(LotG)

and Hasten 3 slotted for recharge.

I think that is all. Give me a moment to go over the numbers, but that brings haunt down to perma/not noticable. This was done without Mids, based on playstyle and desire to get permadom early. It's not optimal or complete. I still will pick up Midnight Grasp at 38 and slot for another 5% or whatever, and then make room for another LotG. Right now I picked up Sleet at 35 for the debuffs for teams. This build is level 38 and I used some slots that may have went elsewhere with the KB protection and extras in the pet and the recharge in haunt. Hope this helps.


 

Posted

The recharge is 210 seconds. I assume duration is 60 seconds. 210/60 is 3.5, and 1.0 of that is part of the basic math. So only 2.5 or 250% needs to be accounted for. Hasten, if perma, counts for 70%. The power itself accounts for 95%. So only 85% remains.

So if you are both permahasten and have 85% global rech, that should do it. I think permahasten happens around 105% global recharge. I would have to do the permahasten math to be sure.

I guess someome else above worked out the math but a little less global rech with almost perma hasten will work too, or be close enough. (edit)

Lewis


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Posted

Incarnate Spiritual (Agility?) is your friend.


Please buff Ice Control.

 

Posted

Hello,

I have told several people in game about the Haunt Power and they are shocked at how long the recharge time for that power is compared to how long it lasts (Recharge: 3min 30 sec and Durations: 1min). Can the Devs shorten the recharge for the Haunt Power by 1 min or make the duration last 1 min longer? I would prefer to have the duration last at least 2 mins so that they do not suddenly dissapear in the middle of fighting a large group just becuase the NPC I originally targeted died.

Thanks for hearing me out!


 

Posted

Quote:
Originally Posted by Rogue8Angel View Post
Hello,

I have told several people in game about the Haunt Power and they are shocked at how long the recharge time for that power is compared to how long it lasts (Recharge: 3min 30 sec and Durations: 1min). Can the Devs shorten the recharge for the Haunt Power by 1 min or make the duration last 1 min longer? I would prefer to have the duration last at least 2 mins so that they do not suddenly dissapear in the middle of fighting a large group just becuase the NPC I originally targeted died.

Thanks for hearing me out!

Haunt actually recharges 30 seconds faster than Phantom Army. And the Shades do not go away when your original target dies. However, the Shades can be killed, which can shorten the duration a lot .

I'm pretty happy with the recharge/duration of Haunt right now as-is. Plus, the devs probably didn't want to make it easyto have two sets of Shades out at once.


 

Posted

Quote:
Originally Posted by Blue_Fenix View Post
Haunt actually recharges 30 seconds faster than Phantom Army. And the Shades do not go away when your original target dies. However, the Shades can be killed, which can shorten the duration a lot .

I'm pretty happy with the recharge/duration of Haunt right now as-is. Plus, the devs probably didn't want to make it easyto have two sets of Shades out at once.
You can't have two sets of Shades even if you had the recharge to pull it off. The second casting replaces the first.


 

Posted

Quote:
Originally Posted by Rogue8Angel View Post
Hello,

I have told several people in game about the Haunt Power and they are shocked at how long the recharge time for that power is compared to how long it lasts (Recharge: 3min 30 sec and Durations: 1min). Can the Devs shorten the recharge for the Haunt Power by 1 min or make the duration last 1 min longer? I would prefer to have the duration last at least 2 mins so that they do not suddenly dissapear in the middle of fighting a large group just becuase the NPC I originally targeted died.

Thanks for hearing me out!

You fail to consider the rather huge number of doms that are striving for permadom. At permadom levels of recharge, you are looking at perma haunt anyway, even with a duration of just 1 min.


-------
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Posted

Quote:
Originally Posted by ketch View Post
You can't have two sets of Shades even if you had the recharge to pull it off. The second casting replaces the first.
this is actually not true. when i did the first mish of mender ramiels arc with my dark dark dom (the one where your given all those stat boosts), having capped rech was more than enough to perma shades and i even had 2 pairs of shades out for about 10-20 sec

it is always possible it is not intended but the shades really dont live long enough to be that big of a deal to have 4 out for a few seconds instead of 2


 

Posted

Quote:
Originally Posted by Blue_Fenix View Post
Haunt actually recharges 30 seconds faster than Phantom Army. And the Shades do not go away when your original target dies. However, the Shades can be killed, which can shorten the duration a lot .

I'm pretty happy with the recharge/duration of Haunt right now as-is. Plus, the devs probably didn't want to make it easyto have two sets of Shades out at once.
The shades do fail to spawn if your target dies after you activate the summoning, but before they have spawned. Its a small window, but has happened enough times that I won't usually summon on anything less than a boss.


 

Posted

Quote:
Originally Posted by Greyhame View Post
The shades do fail to spawn if your target dies after you activate the summoning, but before they have spawned. Its a small window, but has happened enough times that I won't usually summon on anything less than a boss.
I have noticed this as well, which makes Haunt a little bit frustrating to use on certain teams and trials. Bosses, EBs, and AVs make the best targets for Haunt anyway, because it makes sure the damage from both shades is focused on a single target for longer and brings a dangerous enemy down sooner.


 

Posted

Quote:
Originally Posted by ketch View Post
You can't have two sets of Shades even if you had the recharge to pull it off. The second casting replaces the first.
I thought this too at first, but I've had 4 out at once many of times. My recharge is sitting somewhere around 115% before hasten and Haunt is up most times when needed.


 

Posted

Quote:
Originally Posted by Necrotech_Master View Post
this is actually not true. when i did the first mish of mender ramiels arc with my dark dark dom (the one where your given all those stat boosts), having capped rech was more than enough to perma shades and i even had 2 pairs of shades out for about 10-20 sec

it is always possible it is not intended but the shades really dont live long enough to be that big of a deal to have 4 out for a few seconds instead of 2
Quote:
Originally Posted by Trip View Post
I thought this too at first, but I've had 4 out at once many of times. My recharge is sitting somewhere around 115% before hasten and Haunt is up most times when needed.
I stand corrected. City of Data will need to be corrected to note this.

I've also noticed the Shades failing to spawn when the target dies or, in the case of Carnie Master Illusionists, when they are untouchable. That certainly seems like a bug when they're failing to summon on a living target.


 

Posted

Quote:
Originally Posted by ketch View Post
I stand corrected. City of Data will need to be corrected to note this.

I've also noticed the Shades failing to spawn when the target dies or, in the case of Carnie Master Illusionists, when they are untouchable. That certainly seems like a bug when they're failing to summon on a living target.
I 100% agree w/this as well. I can't count how many times this has happened to me and for whatever reason it gets under my skin. Even more so than the old ION (before the change). Apparently, you cannot haunt the dead, or should I say defeated.

I consider this a bug too.


 

Posted

I have a Dark/Dark perma dom with 130% recharge before hasten 200% with hasten and my haunt power as soon as they disappear if not killed my haunt is up again so that's the closest to perma them you can get.

And as far as the mob dying before you get the spawn off i would suggest you always target the strongest mob in the group Boss/AV etc that will help a lot less chance of mob dying before they spawn


 

Posted

Yeah this is no longer an issue - once I hit permadom they are pretty much up 100% of the time.

I agree though about them failing to be summoned on enemies getting defeated before the animation finishes - extremely annoying.


My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom