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Uun

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Everything posted by Uun

  1. Blistering Cold in Chop doesn't do a lot for you in Chop. Shield is a positional defense set, so the 5% S/L defense bonus is largely wasted. You'd e better served 6-slotting Mako's Bite or Touch of Death. In addition to melee defense, Deflection also provides S/L resist. Add 2-3 slots to enhance that. The 6th piece of Hecatomb (Gash) and Apocalypse (Moonbeam) doesn't do much for you. You could redeploy those slots. Consider redeploying the slots from Build Up. True Grit should get another heal enhancement for the +hp. It's also a good place to put the Preventative Medicine %absorb proc. The defense in Phalanx Fighting that effects you can't be enhanced. Consider swapping your slotting with Combat Jumping. Cleave isn't a good place for the Critical Strikes proc. It has 1.1s of animation time after effect that's eating into the proc's 3.25s duration. Swoop would be a better choice (only 0.5s). Not sure why you're 3-slotting Scrapper's Strike and skipping the global critical hit bonus. Recommend 6-slotting, which will also give you the 10% recharge bonus and 6% S/L resist bonus. Maneuvers should have def/end, not def/rech. Slot the Winter's Gift slow resist in Super Jump. You really shouldn't need Shadow Meld. You've got too many LOTG +rech slotted. It can't be slotted more than 5x. You're also maxed out on the 10% regen bonus.
  2. I've got a Beast/Traps that lives in melee. FFG follows you, so you want to be in the middle of the scrum to keep your henchmen protected. Poison Trap provides a ton of mitigation (and damage if you slot %dmg procs) and provides a window to lay Trip Mines. The revamped Detonator does A LOT of damage.
  3. You are correct. The Items of Power still exist on CoD. Not only could you have all the buffs at once (there were 8 of them), you could have stacks of the same buff. The stats for the Items of Power are different than the current temp powers. In particular, Monument of Iron provided mag 5 mezz protection.
  4. The temp powers are exclusive. Accepting a new one revokes any existing one.
  5. Monument of Iron is one of the 7-day temp powers you get for completing the Cathedral of Pain trial. It provides mag 1 hold/sleep/stun/immobilize protection and 50% hold/sleep/stun/immobilize resistance. It's nowhere near as useful as the other temp powers. Perhaps it could be tweaked so it's on a par? Perhaps increase the magnitude to 2 or 3? Anger Monument: +25% S/L dmg, +20% F/C/E/N/T/P dmg Heart of a Storm Elemental: +5% HP, +40% regen The Perfect Eye: +15% acc, +50% perception The True Furnace: +10 max end, +33% end drain resistance
  6. I like that Lifegiving Spores has a 4s recharge and can be redeployed easily. I would endorse this change for Spirit Tree and Triage Beacon. That said, I find that Lifegiving Spore's healing effects are too weak to make much difference and only worth deploying in prolonged fights. I have it on my Fire/Nature controller but skipped it on my Nature/Seismic defender. Also, they really should fix the graphics of all 3 powers to properly show the extent of the AoE. You would never know it from the graphics, but Spirit Tree and Triage Beacon both have 40 ft radii while Lifegiving Spores has a 15 ft radius.
  7. Except that Triage Beacon, which is in a buff set, has the same stats and recharge.
  8. Uun

    Most damage

    I may be in the minority, but I use Energy Punch or Bone Smasher on foes with low health.
  9. What control set are you referring to as "psionic"? Mind? Illusion? With either of these, the issue you run into is that there's no reliable way to set up AoE containment. Controllers do double damage to foes that are "contained" (held, stunned, immobilized or slept). This becomes less of an issue for Illusion after it gets Phantom Army. Accuracy of all the control sets is pretty much the same, so you shouldn't be missing more with one set than another (assuming similar slotting and acc/tohit buffs). I would encourage you to consider a different secondary than Empathy. It's largely unchanged since the game was launched and underperforms most of the other buff sets. Nature, Pain, Electric and Thermal are all superior options.
  10. I don't have it on my Plant/Martial dominator, but I do have Triage Beacon on my Beast/Traps mastermind. I still only pull it out for longer fights.
  11. Uun

    My First Tank

    I don't have a tank build but I'm currently leveling a Battle Axe/Bio brute. Bio has a lot of moving parts. It's a hybrid set that relies on layered mitigation - resistance for S/L/T and defense for F/C/E/N/P, topped with an absorb shield, targeted heal, hp and regen buffs and foe damage debuffs. It's got one of the better T9s in the game, with a short recharge and no crash. On top of that the set allows you to choose between 3 different adaptations (Offensive, Defensive and Efficient). None of the powers are skippable, but many of them don't require more than 3 slots. Battle Axe is pretty straight forward. It's got 2 AoEs and every power does knockdown or knockup. You can skip one of the T1 powers and potentially Build Up and/or Cleave (targeted AoE with 40 ft range and 3 ft radius). I don't recommend it, but you could also skip Taunt.
  12. You don't mention it above, but Power Boost should also increase the duration of Howling Twilight's stun, Fearsome Stare's fear and Tenebrous Tentacles' immobilize. It should also be buffing the slow in Tar Patch. The reason Power Boost doesn't affect Shadow Fall's defense is that Shadow Fall is flagged to ignore external strength buffs. I also wanted to add a comment on the duration of Power Boost's effects. PB has a duration of 15s. Toggle powers and pseudo pets will be boosted until the 15s duration expires, but click powers don't have this limitation. For example, the increased tohit debuff in Fearsome Stare will last for the full 20s duration and the fear duration will be increased from 22s to 44s. This is why Power Boost is so loved with sets like Force Field - the increased defense buff lasts for the full 4 minute duration of the shields. Note, any defense shield that also has a resist component (i.e., Cold) cannot be power boosted.
  13. Every power in Battle Axe (except Swoop) has mag 0.67 knockback. Knockback with a value of less than 1.0 is knockdown. If you're fighting below your level or fighting foes weak to knockback (i.e., Clockwork), it's possible for the knockdown to be converted to knockback. No you didn't. I have it 6-slotted with Touch of the Nictus.
  14. Brute/tank damage auras also require a tohit check for the damage component. The taunt component is autohit, as it is for all taunt auras, whether damaging or not and regardless of AT. It's the taunt aura that draws foes in and keeps them close to you, not the damage aura. Scrapper taunt auras work exactly the same way as brute/tank taunt auras, with the only difference that they're mag 3 instead of mag 4. I've played Invulnerability on a scrapper since 2004 and have no issue standing in the middle of hoards of enemies. (I also do this on Rad and Shield armor scrappers.) Nobody is trying to one-up you. You made blanket statements about how ATs are designed and what their roles are. Just because you say it doesn't make it so. You keep on conflating damage auras with aggro control when they have nothing to do with it. Taunt auras control aggro, whether they're on a scrapper, brute or tank.
  15. There's no reason to take both Chop and Beheader. Pick one. All the Battle Axe powers do knockdown, not knockback, and don't require kb>kd IOs. Inexhaustible is an auto power and doesn't require recharge or end reduction. Two +5 heal IOs give you all you need. Ablative Carapace wants more recharge to make it perma. The +hp/+end unique needs to be slotted in a toggle or auto power. One option would be to put the Preventative Medicine set in Ablative and the Panacea set in Inexhaustible. Recommend adding a 5th piece to Panacea for the recharge bonus. DNA Siphon has a tohit check and requires accuracy. The %end proc isn't really needed, but I recommend adding slots for acc and recharge. Add 1-2 slots to Parasitic Aura. Genetic Contamination is a damage aura and doesn't need 6 slots. Recommend dropping to 3-4 slots and moving the ATO to a power that would benefit from the recharge.
  16. Quills is in a scrapper primary, not an armor set. NONE of the scrapper taunt auras require a tohit check. They are all autohit.
  17. Energy Aura - Entropic Aura debuffs foe recharge. Energy Drain has no taunt. Invulnerability - Invincibility also buffs tohit. Radiation - Taunt aura is in Beta Decay, which debuffs foe defense and tohit. Radiation Therapy has no taunt. Shield - Against All Odds debuffs foe damage. Willpower - RTTC debuffs foe tohit. Although not in the damage auras, Dark Armor has scaling heal in Dark Regeneration, Ice Armor has scaling +end/+def in Energy Absorption, Electric has scaling +end in Power Sink and Fire has scaling +end in Consume. Against All Odds debuffs foe damage.
  18. Another thing on the ambush - the Longbow bosses shouldn't be able to use untouchable powers on you, or inspirations should break you out of it. Sat there "Only Affecting Self" for 30s while they pounded Ghost Widow into mulch.
  19. Damage auras aren't a distinguishing factor. Only 6 of the 11 tank primaries and 13 brute secondaries have damage auras. ALL of the tank primaries and brute secondaries have taunt auras.
  20. All versions of Rain of Arrows summon a pseudo pet with a 1s duration that does the damage. They summon a separate pseudo pet with a 3s duration that provides the visual.
  21. Of those 6 sets, only Bio has a damage aura (although it's a different power). Those sets don't have damage auras on brutes or tanks either. You're correct that the other 5 sets with damage auras don't have taunt auras on scrappers. My point is that there are options for taunt auras on scrappers.
  22. I've got a Fire/Fire that I play pretty often.
  23. Actually, it's exactly that. For most powers, your base chance for a critical hit is 5% for minions and 10% for higher ranked foes. The Scrapper's Strike global increases the chances by an additional 3% for minions and 6% for higher ranked foes to 8% and 16% respectively. The Critical Strikes proc increases the chance for a critical hit by an additional 50% for 3.25s (to 58% and 66% respectively if you've got the global). https://cod.uberguy.net/html/power.html?power=set_bonus.set_bonus.critical_strikes_proc&at=scrapper
  24. I'll try to remember next time I get that map, but you get kicked from the map once the mission fails.
  25. Uun

    Status Resistance

    The only thing some armors have 10000% resistance to is knockback.
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