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Uun

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Uun last won the day on April 15

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  1. I may be in the minority, but I like Neurotoxic Breath. It's not only a movement debuff, it's one of the strongest recharge debuffs in the game. I slot it with 1 acc IO, 1 slow IO and 2 %dmg procs (which are virtually guaranteed to fire). The 25% chance to hold is just gravy and can't be enhanced. That said, I wouldn't object to it receiving a buff similar to the one Shiver got when it became Cold Snap. While cones aren't optimal with Poison, they're very manageable (my Poison/Sonic has 3). I don't (and would never) skip Venomous Gas. You just need to become practiced at bunny hopping backward. Combat Teleport can also be useful for this if you set up a bind to TP yourself backward 20-30 feet.
  2. It was originally intended to interact with Liquid Nitrogen (in Arsenal Control), but that functionality never made it past the Beta server.
  3. Pretty sure they will still offer you missions at lvl 45 if you already have them as a contact, but not sure if you can start them at lvl 45. I would add them to your contacts before that.
  4. Energy Aura is a bit tricky to discuss across ATs since there are now 4 different power lineups. EA is primarily a typed-defense set that also provides a modest level of damage resistance. Dampening Field (scrapper/brute/tank) is S/L/E, Energy Protection (scrapper/brute/tank) is E/N/T/P, Kinetic Dampening (stalker/sentinel) is S/L/E/N/T and Power Armor (tank/sentinel) is S/L/F/C/E/N/T/P and +HP. With the exception of energy (which is higher), you don't get more than low teens resistance to any damage type. At ED max you would get to low 20s. On my EA stalker I slot Kinetic Dampening with the two +3% def uniques, the two psi resist IOs (one of which is unique) and two more Aegis pieces (which provides a 3.13% F/C def bonus). Note that stalkers only get one resist auto power. In the case of Power Armor I would slot two 50+5 Heal IOs.
  5. Winter and ATO enhancements are ONLY available attuned.
  6. I agree that Empowered Stalagmite is better, but Rock Shards has its place if you want an AoE attack. When Empowered, Rock Shards goes from a 30 deg cone with a 40 ft radius to a 40 deg cone with a 60 ft radius, does 45% more damage and adds 100% kd. I've got a Seismic/Earth blaster and a Nature/Seismic defender. The pairings were thematic, but I really enjoy both. The defender leans more heavily into procs for damage. Earth Manipulation has fantastic melee attacks and some very good self buffs. Nature is one of my favorite support sets and can be very tanky, even without the Fighting pool.
  7. Maybe Time? Most of the animations are just spirals on the ground or in the air. If you colored them they could be sand.
  8. Siege's in-game description: Siege is the most advanced android ever created on Praetorian Earth. His original body was destroyed by Primal heroes years ago, and ever since, he has been transplanting his neural networks into newer and newer model Clockworks. Siege relies on multiple backup copies of his programming, which at times hinders what he has experienced versus what he remembers.
  9. Rain of Fire works exceedingly well if you stack it with an AoE slow. Mob AI gets wonky if they're trying to run away and they can't move fast enough to get out of the effect. I combine RoF with Distortion Field on my Fire/Time but you can get the same result with RoF + Neurotoxic Breath.
  10. I've got a Poison/Sonic defender and an Illusion/Poison controller. On the defender I skipped the heal entirely. (When I built the controller 5 years ago, skipping the heal wasn't an option and I haven't done a respec since.) In addition to Poison Trap, I slot procs in Envenom, Neurotoxic Breath and Paralytic Poison. I play almost entirely in melee range, which allows Venomous Gas to stack with Weaken and Envenom. On the defender I usually open with Poison Trap, which disables the spawn long enough to fire all the debuffs, then I fire my nuke. This leaves the bosses and maybe some lieutenants. Shredding bosses one-on-one is easy. The only time I run into trouble is with foes that like to stay at range, especially those that mezz (i.e., Rikti Mentalists/Mesmerists, Tarantula Mistresses/Queens).
  11. The 7.5% global recharge buff will stop working if you exemplar more than 3 levels below the enhancement level. This is why I always use an attuned version of this enhancement and never slot a lvl 50 (or 50+5) version.
  12. This information should be in the Wiki. I was going through it yesterday trying to figure out what I was supposed to do. The waypoint needs to be fixed so it directs you to the cave exit. I would say that the cave exit should be marked on the map, but there is no map available for the entire mission. Not sure if this is also a bug.
  13. The odd thing is that after talking to Hermit Turtle there was a waypoint that took me to a random spot in the middle of the floor where 4 hallways met. Nothing to click there.
  14. I never made it to the street map. I couldn’t find a door out of the cave and there was no waypoint showing where it was.
  15. I went through the entire map several times. Unless there was a door I was supposed to go through (which I couldn’t find), there were no hostages.
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