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Uun

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Everything posted by Uun

  1. This issue was raised on the Bug forum at the time Page 6 was released. The change to sentinels wasn't listed in the patch notes but was apparently intentional.
  2. Chain Fences is a mag 3 immobilize. Electric Fence is the mag 4 immobilize.
  3. I split Vigilant Assault into two groups of 3 pieces in order to double up on the recharge bonus. I put one of the groups of 3 (but not the proc) into Storm Cell. I put the full Defender's Bastion set into Chain Lightning.
  4. Other than needing to dismiss your pets at certain points in order to get particular badges, controllers do fine on Incarnate Trials. Incarnate Trials aren't that hard if you know what you're doing and controls are effective during most of them (other than the AV fights). I'm not a big player of hard-modes, so I have limited experience running controllers through that content. There's a lot more mezz resistance/protection, so controllers will be leaning more on their secondaries (unless they're Illusion).
  5. I haven't tried it on a stalker or tank, but I quite enjoyed it on a scrapper.
  6. I'll run whatever size, but I feel like 4-6 is the sweet spot. There's no challenge in running an 8-person team through most x8 content, but 4-6 people running at x8 feels pretty good.
  7. You need a magnitude 2 hold to affect a minion, a mag 3 hold to affect a lieutenant and a mag 4 hold to affect a boss. Every 2 seconds, Choking Cloud/Entangling Aura provides a 50% chance of a mag 2 hold and an 80% chance of a mag 1 hold. After 2-3 pulses, these should stack to mag 3 on everything in the AoE. Char is a mag 3 ST hold available in the Fire Mastery Epic (there are other ST holds available in Elec, Leviathan, Mace, Mu, Psi and Soul Mastery). When Char is used on a boss within Choking Cloud's AoE, the magnitude will stack to mag 6 and the boss will be held.
  8. My point exactly. Nerve Core Alpha is the same as slotting an acc IO in every power. You wouldn't get the same experience if you weren't running Nerve.
  9. I run Entangling Aura (Choking Cloud clone) on my Nature/Seismic defender and Fire/Nature controller. I tried the Lockdown proc and found it didn't fire that often and ended up dropping it. My slotting is 3x end/hold IOs, which will generally hold all minions and lieutenants after 2-3 pulses. On the defender I took Char to stack magnitude to hold bosses.
  10. Here's my Illusion/Poison. I don't generally run hard modes, but I can solo AVs with this. I usually run with Intuition Alpha, which is a few seconds short of perma-PA. I swap to Spiritual Alpha for perma-PA at the expense of damage and debuff values. This build dates from before the changes to power availability levels, so would be a bit different if done today. Uunseen - Controller (Illusion Control).mbd
  11. I'm not saying not to slot the AH proc, but the attacks have to hit for the proc to fire. Your base chance to hit against +3s is 48% (39% against +4s) and accuracy is required. Fully slotted Tactics isn't enough. A 1-slotted Fly Trap is just a waste of a power pick.
  12. On my most recent /SR scrapper I put 6 slots in one toggle (for the complete Reactive Defense set), 3-4 slots each in the other toggles and 3 slots each in the passives (one of which was a Kismet +acc).
  13. In case you overlooked it, the new Dark Mastery epics get Murky Cloud (F/C/E/N), not Dark Embrace (S/L/N/T) that defenders/corruptors get in their Dark Mastery. If you want Dark Embrace, go with Soul Mastery.
  14. It's the only way to be sure.
  15. Illusion/Dark should be able to handle it. I would start with +2/x3 and increase if that's too easy.
  16. Poison is most effective when played in melee range. Its signature power is a PBAOE debuff toggle with a 15 ft radius. If you're not comfortable with that, you should consider another secondary. You're relying on %dmg procs in Strangler, Carrion Creepers, Paralytic Poison, Poison Trap, Fissure and Seismic Smash. All of these require accuracy to hit, but you've slotted none or very little in those powers. You do have Tactics, but you've only slotted it with the Gaussian's %bu proc. (You have the proc toggled on in Mid's, so it's greatly inflating your accuracy numbers. You also have Vengeance toggled on which is doing the same.) Tactics requires end reduction if you intend to run it and should also be slotted for +tohit if you're relying on it for procs to hit. Alkaloid is skippable. Envenom requires accuracy or an Accurate Defense Debuff set. Weaken is absolutely unskippable. Slot with an Accurate ToHit Debuff set. You have no knockback protection. Slot a Blessing of the Zephyr -kb in Hover or Fly. Spirit Tree is skippable. Tough is unslotted and you didn't take Weave, making Kick and Tough completely pointless. At the very least you could use Tough to mule the Steadfast Protection and Gladiator's Armor +def uniques (both of which you skipped), but I recommend adding Weave for additional defense. Fly Trap needs 4-6 slots (typically Expedient Reinforcement) or should be dropped. Venomous Gas requires end reduction and should also be slotted for -tohit, either 3-4x Dark Watcher's Despair or 2x Enzymes. 5 pieces of Red Fortune each in Maneuvers and Rock Armor for two 5% recharge bonuses isn't worth the slots (which you need elsewhere).
  17. It's possible to hit the defense soft caps on Energy without Tough/Weave, but you'll need them if you want to hit the Incarnate caps. I wouldn't bother chasing defense on Electric and would focus on capping resists. Power Surge is skippable. My /Electric brute only has low 20s defense and is still virtually unkillable.
  18. Alpha: Musculature Radial (dmg, immob, -def, end mod, run speed, -tohit) or Intuition Radial (hold, -def, range, dmg, -tohit, slow) Judgement: personal preference Interface: personal preference, although Preemptive Radial and Reactive Radial will light your oil slick Lore: personal preference Destiny: Clarion for mezz protection, otherwise Barrier for shields or Ageless Radial for debuff resistance Hybrid: Support Radial
  19. Not true. Unlike other confuse powers, Seeds of Confusion draws aggro and will drop your invisibility.
  20. EA is a defense armor with supplemental resistance and healing. Unlike SR, it's based on typed rather than positional defense. It's fairly easy to hit the defense soft cap for S/L/F/C/E. There's a mild weakness to Ne attacks, but there's no defense to Toxic or Psi outside of Energy Cloak, Energy Drain and Overload (the T9). Energize is a decent heal that also provides an endurance discount. Energy Drain can refill your endurance bar from zero and also provides additional defense based on how many foes are near you. While Overload does provide additional S/L/F/C/E/N defense (which you shouldn't need), it's primarily useful for the Tx/Psi defense and a very large hp boost. It does have an endurance crash, but you should be able to use Energy Drain to refill. EA is a very good set, but it's certainly not overpowered. The reason EA won't be ported to tanks in it's current form is that tank defense modifiers are 33% higher than brutes and the set would be too strong (in particular, the defense buff from Energy Drain). In general, resist-based armors are better on brutes because they can take advantage of the higher resist cap, while defense-based armors perform the same on brutes as they do on scrappers. Electric Armor is a very good resist-based set. You can hit or get close to the resist cap for S/L/F/C/E/P. There's a moderate weakness to Ne damage and no Toxic protection outside of Power Surge (the T9). It has the same heal EA gets, as well as a very similar endurance recovery power (without the defense buff). It is completely immune to end drain and recovery debuffs. Willpower is a hybrid resist/defense/regeneration/+hp set. It's largely set and forget (it has no clicks outside the T9). It's very sturdy until it's not - it has significant weakness to debuffs, in particular -regen and end drain.
  21. I take RoP quite a lot, almost exclusively on squishies. On controllers and defenders I'll take Arcane Bolt and Mystic Flight. On blasters I'll take Spirit Ward, but it's just muling a +absorb proc and rarely sees any use. I recently took Unleash Potential on my Psi/SR scrapper, but slotted it with a Preventative Medicine set. I had no need for more defense (and skipped Elude), but the +regen and +recovery are useful. Mighty Leap is a no-brainer, and I'll 2-slot Weaken Resolve with an acc IO and a -res proc. BTW, you omitted Wall of Force from the list of powers in Force of Will.
  22. Nature Affinity/Lifegiving Spores: Turned into a real pseudopet, inheriting AT modifiers. It did, but the change just scales the heal by AT and doesn't materially change the power's functionality. On a defender, it heals 33 hp and provides 1% endurance every 4s in a fixed-location 15 ft radius AoE. The heal is barely noticeable and it costs as much endurance to run as it provides. By comparison, Regrowth heals 200 hp in a 45 ft radius/90 degree arc non-targeted cone and has a 10s recharge. You get much more bang for your buck with Regrowth.
  23. I don't have a count, but I use Musculature Radial or Intuition Radial on any build with debuffs, depending on whether the end mod (Musculature) or hold, slow and range (Intuition) is more valuable. I've got a handful that use Agility or Cardiac, and I recently used Nerve on an Elec/Dark controller for acc, hold, confuse and defense.
  24. Damage? Debuffs? Competence? The last one I remember failing was a PUG Lambda (I think with 8). Despite pacifying Marauder, everyone kept dying and we weren't putting a dent in his health. I dropped before the failure was official.
  25. Not true. The stats on their powers aren't that impressive, they just don't do anything else. There are any number of player powers that drain more endurance (particularly if enhanced). https://cod.uberguy.net/html/entity.html?entity=malta_sapper
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