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Uun

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Uun last won the day on December 24 2023

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  1. Using Bonfire on an immobilized targe keeps the chance at 100%, while using it on a non-immobilized target w/ kb>kd reduces the chance to 20%. Bonfire Sudden Acceleration
  2. I'd be inclined to drop Snow Storm for Rune of Protection. I dropped Snow Storm on my Cold/Beam and don't miss it. If you're going to take Tenebrous Tentacles, slot it with %dmg procs and move Defenders Bastion elsewhere. Its damage is really low. Move Vigilant Assault from Sleet to Life Drain. You'll get more mileage out of the +absorb proc as the AoE will center on you, not the pseudo pet. Slot Sleet with 2 recharge IOs or Undermined Defenses rech, rech/end, def/rech/end. Does the Panacea proc in Spirit Ward buff you or the target?
  3. You should be aware that immobilize improves the knockdown rate in Bonfire when you have KB>KD slotted.
  4. You're over the cap on the 4.0% and 2.5% end recovery bonuses. You can't have more than 5 of each. Rather than focusing on end recovery, slot end reduction in the powers that use the most endurance (Tornado, Lightning Storm). Swap the positions of the Numina +regen/recovery and the Preventative Medicine +absorb. Numina needs to be slotted in an active power, PM does not. Energy Font is crappy to begin with, but its chances of firing in Dark Grasp are really low (21% with the recharge you have slotted). The chance for procs to fire in Living Shadows is really low, and slotting for recharge makes it worse. You're at about 15% for the 3.5 PPM proc and 20% for the 5 PPM. Slotting for tohit debuff also doesn't yield great results since the base value is so low. I would drop slots from this power to deploy elsewhere. Fearsome Stare should be slotted for tohit debuff, not fear. Slot Siphon Insight or Cloud Senses. Steamy Mist should be 6 slotted. Drop the Steadfast res/end and -kb pieces and slot Unbreakable Guard or Gladiator's Armor res and res/end. Add Shield Wall def and def/end. Enflame needs more accuracy and end reduction. Add another slot to Heart of Darkness for the recharge bonus. Haunt is overslotted for damage. 5-slot with Expedient Reinforcement plus the Call to Arms def bonus. In Shadow Field, swap the %dmg proc for hold duration. 6-slot Umbra Beast with Expedient Reinforcement, not Call to Arms. Call to Arms caps at lvl 30. Slot Tornado w/ Expedient Reinforcement (skip the acc/rech and resist bonus), not Call to Arms. Lightning Storm should be slotted with a ranged damage set, not an endmod set. It needs more than 3 slots and it needs end reduction. Freezing Rain should be slotted with 2 recharge IOs. You should take it as soon as it becomes available at lvl 16. Drop the endmod/acc from Stamina and add the Miracle +end to Health. Drop something for Rune of Protection. If you're already 3 deep in Sorcery, it's too good to skip. I would consider dropping the Fighting pool entirely and picking up Maneuvers or Combat Jumping to carry the pieces currently in Weave. The pieces in Tough can move to Fire Shield. I wouldn't bother with the psi resist pieces.
  5. Proton Sweep feels worse than it is because its damage is DoT over 3s after a 0.5s delay. It actually has higher DPA than many of the T3/T4 cones. It does have the benefit of being mostly toxic damage. It's definitely on the narrow end of the melee cone spectrum (75 deg / 7 ft), but Cross Punch is even narrower (50 deg / 7 ft). I think it could be quite good if it were made just a bit wider and/or longer.
  6. When you slot kb>kd in Bonfire, the power's chance of knockdown is reduced from 120% every 1s to 20% every 1s (unless the target is immobilized, in which case the chance is 100% every 1s).
  7. Uun

    Blasters and Mez

    Temporal has stun protection Ninja has fear protection
  8. Actually, Increase Density doesn't protect against fear. Neither does Rune of Protection, Dispersion Bubble, Faraday Cage or Force Field Generator. Other than popping a Break Free, you could take Hybrid/Melee or Destiny/Clarion.
  9. You posted asking for advice. I offered advice. Whether you agree with the advice is up to you. I play all my builds from origin to completion through teaming and TFs with minimal assistance from my other toons. To date, I have taken 60 characters to lvl 50 with no farming or power leveling going back to 2005. The dmg/end HO in Assault is pointless because the power can't be enhanced for damage nor can the damage buff be enhanced at all. The only enhancements it accepts are endred and recharge. My statement regarding your proc chances in Neutrino Bolt and X-Ray Beam isn't a notion, it's math. Neutrino Bolt has a 1.5s recharge and a 1.0s activation time. Each 3.5 PPM proc slotted in it has a 14.6% chance to fire, barely higher than the 10.25% minimum chance. X-Ray Beam has a 4.0s recharge and 1.67s activation time, resulting in a 33.1% chance to fire. By comparison, each 3.5 PPM proc slotted in Irradiate has a 37.8% chance to fire against each target hit (up to 16). https://homecoming.wiki/wiki/Procs_Per_Minute
  10. This is my Rad/Rad. It was built before they changed the levels powers become available, so would be shuffled if built today. Uunbrella - Sentinel (Radiation Blast).mbd
  11. Skipping Enervating Field is a huge mistake. It's a core power and provides -res and -dmg. Doesn't require more than 1-2 endred IOs. Radiation Infection at lvl 32? Again this is a core power and should be taken much earlier. Not sure how you made it to lvl 29 without either of these. Spamming Radiant Aura and Accelerate Metabolism doesn't make you a Rad defender. Slotting Neutrino Bolt and X-Ray Beam for procs yields poor returns. The chance for procs to fire is based on the base recharge of the power, with longer recharges resulting in higher chances to proc. Also, taking both T1 blasts is almost never a good idea. I would drop Neutrino Bolt for Irradiate (which has very good proc chances). Tactics needs to be running in order for Gaussian's %BU proc to fire. You need endred slotted to run Tactics. Pacing of the Turtle is a poor choice in Lingering Radiation. The power is valuable because of its -regen (which stacks), not because of its slow. Slot 1 acc IO and 1-2 rech IOs. While the set bonuses are very nice, Choking Cloud doesn't require accuracy or recharge. Slot 2-3 end/hold IOs are redeploy the remaining slots. Slotting HOs in Boxing and Assault is pointless. Boxing will never be used and can be left empty and Assault gets 1 endred IO. Musculature Core is the wrong choice for your Alpha slot. You want Musculature Radial or Intuition Radial. You want Support Radial, not Support Core. Core provides double buffs for pets, but you don't have any.
  12. Powers are designed to either have their duration enhanced or the magnitude of their effects enhanced, not both. Powers with status effects (hold, stun, immobilize, sleep, fear, confuse, taunt, placate) have the duration of their effects enhanced. Powers that buff/debuff (heal, +regen, absorb, endurance, recovery, defense, tohit, accuracy, movement speed, hit points) have the magnitude of their effects enhanced. Their a few buffs/debuffs that can't be enhanced (recharge, damage, -regen). The game engine doesn't permit what you're asking for. Specific to Combat Readiness, all Build Up type powers have an unenhanceable 10s duration. That's unlikely to be changed.
  13. Small nit - in Venomous Gas, swap the rech/end piece for -tohit.
  14. Normally, -regen powers are flagged to ignore enhancements and other boosts. Envenom doesn't have this flag. This is almost certainly an oversight. In any case, as the power doesn't accept healing enhancements, the healing component of the HO won't work. I just confirmed this on the beta server. https://cod.uberguy.net/html/power.html?power=defender_buff.poison.envenom&at=defender In any case, what you want to slot in Envenom is accuracy and recharge (so you can stack the -regen) or an Accurate Defense Debuff set. For example you could slot Analyze Weakness: acc/rech and acc/end/rech.
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