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Uun

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Everything posted by Uun

  1. 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.
  2. 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.
  3. 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).
  4. 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.
  5. 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).
  6. Specifics please. Which trial(s), which bosses and what's wrong with their levels.
  7. It's easier to read if you dismiss Tri-Cannon (which tends to overwhelm the combat log).
  8. 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.
  9. 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.
  10. SR was proliferated to tanks in Issue 21 (September 2011).
  11. 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.
  12. 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)
  13. Uun

    Meteor and Macro

    This is what I'm using and it works fine for me: /bind numpad8 "powexec_location target Meteor"
  14. 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.
  15. 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).
  16. 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.
  17. 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).
  18. 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.
  19. 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.
  20. Oddly enough, the sentinel version of Bio gets 20.76% DDR in Athletic Regulation.
  21. 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.
  22. 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
  23. 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).
  24. The current patch on beta adds no-swords animations for Fiery Melee. I've got to believe that Ice Melee isn't far behind.
  25. 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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