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Everything posted by Uun
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page 3 [FOCUSED FEEDBACK] Marine Affinity Adjustments
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
On beta I swapped out the Armageddon acc/rech in Whitecap for an acc/dmg HO. I didn't do another comparison timing vs. live, but the proc rate on beta seemed to be improved. -
BTW, both direct damage from Sleep Grenade and damage from procs slotted in Sleep Grenade shows up under Pet Damage Inflicted in your combat log.
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SR was proliferated to tanks in Issue 21 (September 2011).
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Procs only fire on the initial hit. The 30s sleep patch doesn't trigger procs. Also, do you have accuracy slotted? While the sleep is autohit, the damage is not and procs require a successful hit in order to fire.
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This is what I'm using and it works fine for me: /bind numpad8 "powexec_location target Meteor"
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Hybrid Control T4 (Core or Radial) provides 40% resistance to mezz (which reduces mezz duration), but doesn't provide any mezz protection. If you want mezz protection, you would be better served with Hybrid Melee Core or Destiny Clarion.
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Sister Psyche appeared as the hero to defeat in PI Mayhem Mission
Uun replied to Uun's topic in Bug Reports
Not on this character, but it doesn't work like that. She's been removed as a contact and her TF is only available through Ouro. She's also been removed from the final battle of the LRSF (although she still appears in mission #3, which takes place in an alternate future). -
Instead of the increased crit chance, the brute version of EC provides 33% +dmg for 3s (after 2.5s). Not sure this make the power worth taking, but putting it out there. Looking at the rest of the set, Thunder Kick is a definite skip and Storm Kick and Crippling Axe Kick are definite takes. Crane Kick and Cobra Strike have identical animation times and damage. Whether you take one or both is largely a function of whether you take Gloom (from Soul Mastery), which has better DPA than either. I find that you never need more than 4 ST attacks.
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I'm not a big proc user, but Tough of Fear procs really well. The trick is only to slot Melee AoE and Taunt set procs (Fear, ToHit Debuff and Accurate ToHit Debuff set procs will only fire on the main target).
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page 3 [FOCUSED FEEDBACK] Psionic Melee Adjustments
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Shadow Maul was changed several years ago and now has a 120 degree arc. I wouldn't complain if they did the same to Psi Blade Sweep, but thought it might be too big an ask. -
Power Sink was changed in the June patch (i28p2), so stuff written before that may be out of date. They reduced the -end and +end per target and added the regen buff. While it's still useful for refilling your blue bar, it's no longer effective at flooring foe endurance. The regen buff can be pretty significant if you hit 10 targets. The power doesn't need a lot of slots to be effective, generally some combination of heal/rech and/or endmod/rech IOs/HOs. How much you need the endurance buff will depend on which Staff form you play in. Body and Mind need it more but Soul doesn't. Power Sink This power now adds a regeneration buff for each enemy hit. 17.5% regen for the first target hit (only while grounded). +17.5% regen for each additional target. +End per target lowered from 25 to 15. No longer has a chance at lowering enemy recovery. -End lowered from -40 to -35.
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page 3 [FOCUSED FEEDBACK] Bio Armor Adjustments
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Oddly enough, the sentinel version of Bio gets 20.76% DDR in Athletic Regulation. -
Running the PI Mayhem Mission (Rob Peregrine Island Bank). After stealing the money from the vault, I waited for the hero to arrive (usually Holo Man or Cacaphony). In this case I got Sister Psyche. She fought well for a dead woman.
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Just a note regarding the Khelds (technically Nictus) in that mission. The Bright Novas and White Dwarfs do -def and En damage. The Dark Novas, Dark Dwarfs and Unbound Nictus do -rech and Ne damage. I find the PPD Khelds (found mostly red side) are more problematic as they all do -def
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The stalker version of Ice Melee is the best one (it replaces Greater Ice Sword with Assassin's Ice Sword). Both Ice Armor and Psi Armor are good but I would lean toward Psi because of how powerful Devour Psyche is and because it doesn't have the psi damage hole that Ice has. Both sets have aura powers that you'll have to skip or turn off if you want to be stealthy (Chilling Embrace and Aura of Madness).
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The current patch on beta adds no-swords animations for Fiery Melee. I've got to believe that Ice Melee isn't far behind.
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Getting this accolade red side is far easier than getting it blue side. Red side it requires Strike Force Commander (completing Tarikoss, Renault, Silver Mantis, Ice Mistral and Aeon). The lowest level you can get this is 35. Not included in your list: Indomitable Will (controller/dominator Psionic Mastery) Destiny Clarion Hybrid Melee
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City of Data has its own issues. It hasn't been updated since June.
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page 3 [FOCUSED FEEDBACK] Fiery Melee Adjustments
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Fine, then make Cremate and Fire Breath mutually exclusive on tanks. As long as I get to keep both Fire Breath and Combustion (which tanks have had access to since launch). -
Giant Monsters should have their own map marker.
Uun replied to Mystoc's topic in Suggestions & Feedback
What about amending the system messages announcing the spawning of a GM to include its location? -
page 3 [FOCUSED FEEDBACK] Bio Armor Adjustments
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
There's a mod in the City Mod Installer that removes the boogers. -
Infiltration's base run speed and jump speed are 10% faster than Athletic Run and can be enhanced further. Athletic Run can't be enhanced and ignores global run/jump speed bonuses.
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You don't need both Stealth and Infiltration. Stealth provides true invisibility (55 ft stealth radius) to all but snipers, Rikti drones, Knives of Artemis, Rularuu eyeballs and few others. Infiltration only provides a 36 ft stealth radius on its own, however, you can slot a +stealth IO directly in Infiltration increasing the stealth radius to 66 ft for true invisibility. I have several characters that use Infiltration as their only travel power, but that requires 2-3 slots to be practical and you will still need a jetpack for some high verticals. If you don't want to use Infiltration for travel, then just take Stealth. If you're willing to use Infiltration for travel, then skip Stealth. The other difference to be aware of is that Stealth has a small amount of defense that doesn't suppress in combat, whereas all of Infiltration's defense suppresses in combat.
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Mine is a tank not a brute, but I really like it. I don't farm at all and just use it for general game content. It's a straight-up resist set and you should focus on that and not worry about soft-capping defense. I've got capped resists to S/L/F/E/N and can heal 30% of my hp every 20s. These numbers are a little tougher to achieve on a brute, but definitely doable. My build has no purples (other than the ATOs) or Winter Os and isn't overly expensive. The biggest holes are kb and psi, both of which can be addressed with IOs. Note that the version on the beta server adds kb protection to Burn and kb resistance to Temperature Protection (although the latter isn't working properly).