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Uun

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Everything posted by Uun

  1. Ran an all mastermind Yin a week or two ago and @Oklahoman organized an all mastermind MoDD about a week before that. Both went swimmingly. I've also done all mastermind ITFs several times. I find all-mastermind teams a lot of fun, but it's not for everyone. The experience depends largely on the quality of the players.
  2. The temp powers granted by DFB and DiB are intended to compensate for the lack of enhancements at lower levels. Note that the buffs from the DFB temps are stronger than those from the DiB temps, as you have fewer enhancements under level 22. After level 30, the buffs from the temps are no longer needed as your powers should now be slotted, plus you can also obtain set bonuses.
  3. No Fade or Pulse is available for Dark Embrace, Obsidian Shield and Cloak of Darkness, as well as a global option. When you apply No Fade as the global, it applies Color Tintable to those powers which don't have No Fade as an option. Minimal FX is available for Death Shroud, Murky Cloud, Obsidian Shield and Cloak of Darkness, as well as a global option. When you apply Minimal FX as the global, it applies Color Tintable to Dark Embrace, Dark Regeneration and Soul Transfer and Soul Noir to Cloak of Fear and Oppressive Gloom. Minimal FX has fewer effects than No Fade or Pulse. In the case of Murky Cloud, the standard effect is a cloud sparkling with stars. Minimal FX eliminates the stars and tones down the cloud (but doesn't eliminate it).
  4. Math notwithstanding, you should be aware that Longbow Wardens that have an unresistible version of Enervating Field. If you're faced with a Warden with Radiation powers, kill them immediately.
  5. Your slotting of Dark Servant is fine. If you find 2 more slots, add Touch of the Nictus heal and acc/heal. Swap the Vigilant Assault absorb proc and the acc/dmg/end/rech piece between Inferno and Fire Blast. The proc is largely wasted in the nuke. Drop the dmg/end/rech from Maneuvers and add a def piece to Shadow Fall. See how you feel after playing a while, but I don't think you'll need the Entropic Chaos %heal procs.
  6. Please re-read my first post at the top of the thread in which I recommend but the proc in Maiming Slash or Savage Strike. While Maiming Slash is certainly superior, not having information on the OP's build, I assumed they didn't take both T1 powers and only one of the two would be available.
  7. I was suggesting not to put the proc in Vicious Slash. Putting the proc in Maiming Slash and following it with Vicious Slash (and another attack) is fine.
  8. Your call. Be aware that you would be cutting the proc window to 2.6s and likely would be unable to buff more than one attack. Another option you might want to experiment with is slotting it in Savage Leap. I'm not sure if the proc fires when you take off or when you land. Could be interesting if it buffed the AoE attack at landing. Has anyone tried this?
  9. Uun

    DDR % on Ice Armor

    That's all there is, 17.3% each in Frozen Armor, Wet Ice and Glacial Armor (51.9% total). Stone gets the same values outside of Granite. Aside from a higher 77.9% base value, the reason SR gets so much more is that its DDR is affected by enhancements while Ice's and Stone's aren't. (Shield has 56.2% base with the DDR in Battle Agility affected by enhancements and that in Active Defense stackable.) The "solution" I use is to build for defense in excess of the soft cap. If I've got 50% defense and get hit with a 10% debuff, ~5% will be resisted and the other ~5% will get through, but I'll still be left with 45% defense.
  10. The Critical Strikes proc doesn't apply to the power it's slotted in, it increases your critical hit chance by 50% for 3.25s following execution of the attack (after a 0.5s animation). To make best use of that window, you want to slot the proc in a power with a short animation time after effect so that you can squeeze 2 attacks into the 3.25s. For Savage Melee that's going to be Maiming Slash or Savage Strike.
  11. If you exit Ouro to Cap au Diable, it drops you right in front of the University. Can't say the same for any of the hero zone exits. There are also invention stations in RWZ and Pocket D. I think the only villain zone that doesn't connect to one (or both) of those is Nerva, plus you can use base teleport, long range teleport or LFG teleport to access.
  12. You can get Strike Force Commander (Deep Strike Agent) as a Vigilante. You don't have to switch to Rogue or Villain.
  13. I'm not calling for the change, just saying I wouldn't object. Status quo is fine.
  14. Fair point. I'm assuming that with a 60s base recharge and 30s duration, it would effectively be perma and you could recast if it expired before the spawn was defeated.
  15. Cupid's Crush is available from reward merit vendors and can also be obtained by using enhancement converters on Overwhelming Force.
  16. While I'm in favor of an accurate healing/damage set, the breakdown of the proposed enhancement values doesn't work. Accuracy is far too low (26.5%) and needs to be increased significantly. You hit ED max for healing but only get to 68.9% for damage and 26.5% each for recharge and end reduction. You can get superior results combining 3x Touch of the Nictus with 3x Devastation (or 3x Mako's Bite). I would drop the %dmg proc and replace it with another standard enhancement, perhaps acc/dmg/rech. If you don't drop the proc, then I would replace the heal/absorb piece with acc/heal/absorb or acc/heal/absorb/rech. Restricting purchase currency to Anniversary Tokens is a complete non-starter, as they can only be redeemed during May.
  17. Correct, except for purple and PVP sets. These don't need to be attuned and always retain their set bonuses.
  18. Transfusion requires accuracy. While you're probably OK while running Tactics and with your acc set bonuses, you may run into issues if you exemp. I typically slot Transfusion with Touch of the Nictus. You're going to want end reduction in Teleport. Slot an end/range IO from the Teleport sets. Siphon Speed requires accuracy (see above). Split the Scourging Blast set into two groups of 3 to double up on the recharge bonus. While it's a great place to mule the uniques, I wouldn't bother slotting Increase Density for dmg res. It only provides S/E resist and the duration is too short to keep it up on a team. Bitter Ice Blast should be slotted for damage, not debuff. It's your highest DPA attack. Put the other half of Scourging Blast here. Slot Speed Boost with an end mod IO. Move the -kb IO to Inertial Reduction. Too many slots in Fire Shield. The 5/6 piece bonuses aren't worth it. You would be much better of with 4x Unbreakable Guard. Attaching my build for comparison. Uunchill - Corruptor (Ice Blast).mbd
  19. They can be purchased from Luna in Ouro for 100 reward merits each.
  20. Here's a list of the AoE -res powers (Tide Pool is -dmg, not -res). Many of them summon a pseudo pet, with the debuff duration differing from the pet duration. Clearly, there are quite a few comparable powers that have a recharge similar to Tar Patch. As a practical matter, it doesn't take more than 1-2 recharge IOs and a modest amount of global recharge (excluding Hasten) to get Tar Patch's recharge under 40s. I've found this to be adequate in most circumstances. Would I object to reducing the recharge to 60s and the duration to 30s? No. The 45s duration is longer than necessary. Eff Dur Pet Dur Recharge Dispruption Arrow 1.25 45 30 Freezing Rain 30 15 60 Sleet 30 15 60 Slowed Response 30 NA 90 Tar Patch 0.5 45 90 Acid Mortar 20 60 90 Melt Armor 40 NA 100
  21. If you build /SR properly, you won't need a heal.
  22. Don't rush to get to max level. Take the slow route leveling your character(s) and enjoy the content along the way. There's far more content at lower and middle levels than there is end-game content. While it's incredibly easy to sit in a farm and hit lvl 50 in a matter of hours (plus a few more hours to unlock all your Incarnate slots), end-game content is pretty limited. There are about 12 task forces/trials designed for lvl 50s (3 of which have hard mode or "starred" versions), plus 8 Incarnate trials (typically done by leagues of 16-24).
  23. My Stone/Elec brute is capped to S/L/E and in the low 80s to F/C/P. Elec is weak to Ne and has no Tx protection at all (I got Ne resist up to 53% and Tx up to 29%). You obviously want the Shield Wall 5% +res unique. As crappy as the brute ATOs are, they have solid resist bonuses for 6 pieces (6% S/L for Superior Brutes Fury and 6% S/L/F/C/E/N for Superior Unrelenting Fury). Most purple sets have both 6% F/C and 6% T/P resist bonuses. Superior Winter sets have 6% F/C. Bombardment and Shield Wall have 4.5% E/N bonuses. There are quite a few sets with 4.5% T/P and 3.75% S/L bonuses.
  24. You have quite a few powers slotted with 6 procs and no accuracy. Even with Tactics and Kismet +acc, you don't have as much accuracy as you think you do since you have the Gaussian's %bu proc turned on. If you toggle that off, you're well below 95% chance to hit against +3s. Not sure what you're doing with Shifting Tides. The Scourging Blast proc should be slotted in an attack, not a toggle. Accuracy and recharge aren't required. I recommend moving all 3 pieces of Scourging Blast. The Enzyme is doing nothing except providing end reduction ( Shifting Tides has no debuffs). I found that the Gaussian's %bu proc didn't fire often in Shifting Tides. I recommend moving it to Tidal Forces, where it will be almost guaranteed to fire and is a great lead in to Geyser. The HO in Power of the Depths is doing nothing. You're at ED max for healing without it. Swap it for a recharge IO. You have 3 empty slots in Tactics. I would slot 2 Cytos and move the other 2 slots elsewhere. Brine requires accuracy. Slot the Unbreakable Guard +hp piece in Charged Armor or Tough.
  25. The armor for Arsenal Mastery already exists. https://cod.uberguy.net/html/power.html?power=epic.munitions_mastery.body_armor&at=blaster
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