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Uun last won the day on October 23
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While recharge slotted in a power technically reduces its proc chances, this depends on the base recharge of the power. Generally, recharge doesn't start reducing proc chances unless the base recharge is less than 30s. Build Up has a base recharge of 90s. The slotting you describe (68.87% +rech at lvl 50) would have no effect whatsoever on the chance of the Gaussian's proc to fire, which would remain 90%. The problem with slotting the %BU proc in Tactics is that you can't control when it fires or what power it buffs. In addition, procs in toggles only have a chance to fire every 10s. On a stalker, slotting the Gaussian's proc in Build Up is far superior.
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A syringe uses a pump to inject (or withdraw) liquids into a person. It requires close contact with the target. Not sure how it would work as a ranged damage set. Something like blow darts would be better suited. Also, this seems more like a support or control set than a ranged damage set.
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page 3 [FOCUSED FEEDBACK] Storm Blast Adjustments
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Ran tips mission vs. PPD Awakened/Axis/Rularuu/5x Miss Thistles and paper mission vs. Malta on my Storm/Storm corruptor, both set to +3/x6 (+1 lvl shift). Storm Cell: New immobile mechanic seems OK, as does shortened recharge and increased radius. Requires recasting if the battle location shifts (not optimal). Lightning procs seem improved, both in frequency and damage. Should accept Slow and ToHit Debuff enhancements/sets. Cat Five: Increased radius is problematic. High likelihood of aggroing nearby spawns. Don't like the reduced duration. Leaves too many foes alive. Would like to see both reverted. Chain Lightning: Chain jumps are much improved. -
I didn't have to CTRL ALT DEL to exit the game, but my PC was still slow after exiting and required a reboot.
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page 3 [FOCUSED FEEDBACK] Marine Affinity Adjustments
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
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I believe there's currently a bug with mobs lvl 55 and higher not awarding the correct XP.
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Had this happen to me yesterday in the middle of a mission on my Grav/Storm contoller. Had been playing for about a half hour without incident. Entered a paper mission vs. carnies and stealthed to the back room where the named boss was. When I activated Wormhole on the spawn the boss was in, everything slowed to a crawl. I could activate powers that didn't require a target, but I couldn't move or target anything. After Singularity, Lightning Storm and Tornado defeated the spawn, I exited and rebooted my computer. Everything was fine after that.
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page 3 [FOCUSED FEEDBACK] Marine Affinity Adjustments
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
The cold damage isn't just triggered by attacks by the owner and their pets, it's also triggered by attacks by teammates. The damage works somewhat differently depending on whether the toggle is attached to a foe or an ally. If attached to a foe, the main target has a 100% chance of receiving cold damage and all other foes in the AoE have a 25% chance of receiving cold damage. If attached to an ally, all foes in the AoE have a 25% chance of receiving cold damage. Shifting Tides ticks every 0.1s. The damage limitation on any one foe to 4x per second only seems to apply to the main target if the toggle is attached to a foe (that target can currently be hit 10x per second on live). -
page 3 [FOCUSED FEEDBACK] Bio Armor Adjustments
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
I've been running some more tip and paper missions on my BA/Bio brute at +3/x6 (+1 lvl shift). Against factions that don't debuff, Offensive adaptation holds up fine. Against factions that debuff, I found myself switching to Efficient pretty often. Didn't find the need for Defensive and/or Parasitic unless things really went sideways (i.e., aggroing 2 spawns), but even switching more frequently, I was dying much more often than on live. This is despite the buff to brute modifiers, which increased my resists/defense significantly. The nerf to Ablative combined with the nerf to DNA Siphon (i.e., additional targets only yielding 30% effect) makes the set much less sturdy. Although the changes to Inexhaustible were supposedly rolled back, this doesn't appear to be the case (see below). I was able to confirm in Combat Attributes that the recharge resistance is only being applied in Defensive adaptation. It's not possible to determine in Combat Attributes if/when the end drain or movement resistance is being applied, but I did have my end drained and toggles dropped several times in Offensive and this didn't occur in Efficient. -
Extremely out of date, but this showed AR, Archery and Sonic as the least popular at the time.
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Aside from procs/globals, most efficient slotting for Maneuvers is a +5 def/end and a +5 def, or 2x tohit/def/end HOs. Similarly, most efficient slotting in Tactics is a +5 tohit/end and a +5 tohit, or 2x tohit/def/end HOs. Unless it's an AT that doesn't have it, I prefer slotting the Gaussian's proc in BU or aim. Depending on what other options are available, I often slot the Shield Wall and/or Reactive Defense uniques in Maneuvers. If I've got a spare power pick I will often take Assault on ATs that get highest values (defenders, corruptors, controllers and tanks). It requires nothing more than 1x endred IO.
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page 3 [FOCUSED FEEDBACK] Bio Armor Adjustments
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Evolving Armor is not working as described following the 12/19 patch: On live, Evolving Armor provided +regen and +recovery buffs only while in Efficient Adaptation. On beta, it is providing these buffs while in all Adaptations. Per the patch notes, the regen rebuff resistance is supposed to be only while in Efficient Adaptation. It is being provided while in all Adaptations. Ablative Armor has changes not mentioned in the patch notes: On live, Ablative Armor provides an additional 30% +regen while in Efficient Adaptation (on top of the base 100% +regen buff). On beta, the bonus +regen while in Efficient Adaptation has been eliminated. -
page 3 [FOCUSED FEEDBACK] Fiery Aura Adjustments
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Consume was never in the top 5% of proc bombs. By cutting the base damage by 93% (with a similar reduction in the base recharge) they're making procs the only viable means of getting damage from the power. If they wanted to eliminate slotting procs in the power entirely, they could have eliminated the damage component. -
page 3 [FOCUSED FEEDBACK] Fiery Aura Adjustments
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
This still hasn't been fixed. Not stated in the patch notes: the +end and +recovery now require a successful hit. On live they are autohit and only the damage requires a successful hit. the +end buff per target has been reduced from 20 to 15. damage has been reduced from 33.7 to 2.39. Now that the +hp change has been reverted and the +hp (and end drain resist) is a fixed amount with a 120s duration, I'm not sure I see the benefit of adaptive recharge. I don't see a use case where you would need to gain endurance that frequently.