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Uun

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Everything posted by Uun

  1. I've been running some more tip and paper missions on my BA/Bio brute at +3/x6 (+1 lvl shift). Against factions that don't debuff, Offensive adaptation holds up fine. Against factions that debuff, I found myself switching to Efficient pretty often. Didn't find the need for Defensive and/or Parasitic unless things really went sideways (i.e., aggroing 2 spawns), but even switching more frequently, I was dying much more often than on live. This is despite the buff to brute modifiers, which increased my resists/defense significantly. The nerf to Ablative combined with the nerf to DNA Siphon (i.e., additional targets only yielding 30% effect) makes the set much less sturdy. Although the changes to Inexhaustible were supposedly rolled back, this doesn't appear to be the case (see below). I was able to confirm in Combat Attributes that the recharge resistance is only being applied in Defensive adaptation. It's not possible to determine in Combat Attributes if/when the end drain or movement resistance is being applied, but I did have my end drained and toggles dropped several times in Offensive and this didn't occur in Efficient.
  2. Extremely out of date, but this showed AR, Archery and Sonic as the least popular at the time.
  3. Aside from procs/globals, most efficient slotting for Maneuvers is a +5 def/end and a +5 def, or 2x tohit/def/end HOs. Similarly, most efficient slotting in Tactics is a +5 tohit/end and a +5 tohit, or 2x tohit/def/end HOs. Unless it's an AT that doesn't have it, I prefer slotting the Gaussian's proc in BU or aim. Depending on what other options are available, I often slot the Shield Wall and/or Reactive Defense uniques in Maneuvers. If I've got a spare power pick I will often take Assault on ATs that get highest values (defenders, corruptors, controllers and tanks). It requires nothing more than 1x endred IO.
  4. Evolving Armor is not working as described following the 12/19 patch: On live, Evolving Armor provided +regen and +recovery buffs only while in Efficient Adaptation. On beta, it is providing these buffs while in all Adaptations. Per the patch notes, the regen rebuff resistance is supposed to be only while in Efficient Adaptation. It is being provided while in all Adaptations. Ablative Armor has changes not mentioned in the patch notes: On live, Ablative Armor provides an additional 30% +regen while in Efficient Adaptation (on top of the base 100% +regen buff). On beta, the bonus +regen while in Efficient Adaptation has been eliminated.
  5. Reiterating this request. There are several powers that provide Endurance Drain Resistance without providing Recovery Debuff Resistance. Fiery Aura - Consume Bio Armor - Inexhaustible
  6. Consume was never in the top 5% of proc bombs. By cutting the base damage by 93% (with a similar reduction in the base recharge) they're making procs the only viable means of getting damage from the power. If they wanted to eliminate slotting procs in the power entirely, they could have eliminated the damage component.
  7. This still hasn't been fixed. Not stated in the patch notes: the +end and +recovery now require a successful hit. On live they are autohit and only the damage requires a successful hit. the +end buff per target has been reduced from 20 to 15. damage has been reduced from 33.7 to 2.39. Now that the +hp change has been reverted and the +hp (and end drain resist) is a fixed amount with a 120s duration, I'm not sure I see the benefit of adaptive recharge. I don't see a use case where you would need to gain endurance that frequently.
  8. I've got Earth Mastery on my Ill/Poison. Since I already live in melee range for Venomous Gas and Poison Trap, Fissure and Seismic Smash fit nicely.
  9. This is why I never do any of the TV trials or Katie Hannon at more than +1 or +2. It's actually worse on TV1 and TV2, since you lose the incarnate shift.
  10. On HC you can change your alignment by going to Null the Gull in Pocket D. It takes about 15 seconds. That's not to say that people don't run the alignment mission any more, but it's pretty rare. If you're really concerned about earning merits, the fastest ways are to run TinPex (80 merits in 30-40 minutes) or participate in a Hamidon Raid (80 merits in about 15 minutes).
  11. From the 12/16 patch notes: Miscellaneous Adjustments Shorten the 'Enhancements' link on the tray to 'Enhance' to avoid overlapping with the collapse arrow of powers tray. Don't hide Convert link in the enhancements window if you don't have converters.
  12. The TV trials have always had waves of foes that progressively increase in level (similar to Katie Hannon). Your notoriety setting determines the starting point. For example, if you ran TV2 set to +4, the waves would start at lvl 38 and would increase to lvl 41 (+7). Prior to the recent patch this wasn't possible with TV3 due to the lvl 54 cap, however, with the cap increased, lvl 57 mobs in the final waves is WAI.
  13. This. You can detonate Acid Mortar and FFG, but the damage is far lower than detonating a fully-slotted henchman. The elimination of the level shifts for T1 and T2 henchman also increased the damage from Detonator (as it was previously affected by the level shift).
  14. Terra resists smashing and energy damage, which isn't helping you as Storm/Storm. She's a downgraded AV, so she has the full slate of AV debuff resistance. You don't state what your notoriety settings are, but perhaps you should try at +0 or -1 (or wait until you've leveled up and try the mission again). Also, the inspirations you should be loading up on are purples (defense), not heals.
  15. I've been running paper missions and the PI mayhem mission a bit lately in order to unlock the Grandville contacts for several characters. (You only need to do this once per character. Once you unlock one contact, they will introduce you to the rest.) If you avoid hostage missions, the paper missions can be blazed through since they only require defeating the named boss and room he's in or clearing the room the glowie is in. If you go straight to the bank, the mayhem mission can be completed in about 5-8 minutes depending on your notoriety settings. I don't think this warrants more than 2 merits (if any, since you also get a temp power).
  16. Specifics please. Which trial(s), which bosses and what's wrong with their levels.
  17. It's easier to read if you dismiss Tri-Cannon (which tends to overwhelm the combat log).
  18. 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.
  19. 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.
  20. SR was proliferated to tanks in Issue 21 (September 2011).
  21. 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.
  22. Both the Opportunity Strikes proc and Sentinel's Ward proc require the source to be a player. Don't slot the procs in Voltaic Sentinel. if (source>enttype eq 'player') && (power.base>activateperiod + power.base>activatetime > 0)
  23. Uun

    Meteor and Macro

    This is what I'm using and it works fine for me: /bind numpad8 "powexec_location target Meteor"
  24. 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.
  25. 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).
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