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Everything posted by Uun
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I wouldn't complain if it did both, but I'd rather have the 5 additional targets than the -regen if it's one or the other. Keep in mind that Barrage also gets 100% mag 3 stun with EF.
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Go to Menu/Options/Windows and scroll down to Pets. Select "Enabled" for Advanced Pet Controls. Should apply permanently to all your characters.
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Martial Assault - What's the deal with Spinning Kick?
Uun replied to BasiliskXVIII's topic in Dominator
Takes a bit of getting used to, but it does decent damage and has a pretty short recharge. In addition to Vorpal, there are several heals that use non-targeted cones (Regrowth, Soothing Wave). -
Poison was released as a MasterMind set in i6. It was proliferated to controllers and corruptors in i21 and defenders in i25. The MM T9 is Noxious Gas, a ranged power that applies an AoE debuff around a henchman. (One of the worst powers in the game. It has a 20s duration and 300s recharge, and none of the debuffs can be enhanced.) The range issue with Venomous Gas has been reported as a bug multiple times going back at least 2 years.
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The thing to keep in mind with Elec Affinity is that the number of targets your chains hit is determined by how many stacks of Static you have. Without any stacks of Static the chains only have a target cap of 4. Each stack of Static increases that by 3. Because of this, you'll end up spamming your buffs before they've expired in order to maintain Static. (The buff durations for Empowering Circuit and Insulating Circuit are much longer than their recharges.) While a lot of /EA's powers don't need a lot of slots, I found I had a lot of extra slots (mine is a Thugs/Elec MM). 4-slot both Shock and Galvanic with Preemptive Optimization. Galvanic's debuff (Discharge) is a ranged AoE and it spams it constantly. 3-slot Energizing Circuit with Synapse's Shock for the 10% slow resist bonus. 3-slot Empowering Circuit with Adjusted Targeting for the tohit buff. Slot Defibrillate with an endred IO (it has a hefty end cost). In 2+ years I've never seen the sleep or end drain work. Amp Up is disappointing. Probably provides the most benefit when applied to controllers, defenders and corruptors. It gets 2 +5 rech IOs.
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Coming back after years, will my Dark/Inv build still work?
Uun replied to Screaming Mimi's topic in Scrapper
The good news is that neither Dark Melee or Invulnerability have changed much. Still a very viable combo. Not sure when you left, but Shadow Maul's arc was increased to 120 degrees and its cast time reduced in 2020. Touch of Fear was changed to an AoE in 2020. It works particularly well with %dmg procs. Since Dark Consumption and Soul Drain both have long recharges, consider taking one or both of these to pick up some AoE damage. Not sure why you're skipping Midnight Grasp. It's one of the highest DPA powers in the set. Hasten only needs 2 +5 recharge IOs. The Superior Critical Strikes proc increases your chance for a critical by 50% for 3.25s after the power activates (and a 0.5s delay). It should be placed in a power that has a short animation time after effect. For Dark Melee, Smite or Shadow Punch are the best candidates. Siphon Life has a 1.1s animation time after effect, which eats into the 3.25s window. Slot Super Jump with a Winter's Gift: Slow Resist IO. Drop the ToHit Buff slots from Soul Drain and move them to Invincibility (where the buff will always be active as long as foes are in range). Slot the Gaussian's %bu proc in either Soul Drain or Invincibility. Drop Tactics. You shouldn't need it with Invincibility, Kismet and Soul Drain. Consider dropping Shadow Meld. You shouldn't need it. Add the Reactive Defense: Scaling Resist piece to one of your defense powers. -
Max DPS and soloing +4/x8 are two different goals.
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Power Crash already has one of the largest radii and widest arcs of melee cones (excluding those that accept range enhancements). It's unlikely they would make it larger. Personally, I don't bother using Energy Focus on Power Crash and just save it for Energy Transfer.
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Then why do they have prison cells?
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If you're on a Longbow base map that has a prison cell block and you get defeated, why don't you rez to a prison cell if you select "go to hospital"? One would think it would work the same way as a Council base, Oranbega map, or a Mayhem mission.
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I've got an Axe/Bio brute. Even with Agility Alpha, I have to shift to Efficient Adaptation when facing certain factions (i.e., Praetorians, Arachnos). I've also learned to use DNA Siphon proactively for the endurance/recovery buff even if I don't need healing.
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I currently have 42 characters, all but 1 of them lvl 50. I know they can be moved, but at the moment 27 are on Excelsior and 15 are on Torchbearer. I typically create 4-5 new characters a year, but I don't level more than 1 or 2 at a time. Unless I need something specific or am in the middle of a story arc, I try to grab whoever has been idle the longest. I manage to rotate through the roster every month or two this way.
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Say you've got 3 foes in front of you, lined up left to right. Target the one on the left, take a step back and shift to your right. This should put all 3 in your cone, even with something as narrow as Sands of Mu (which has a 45 degree arc). Takes a bit of practice and works better if you've got a taunt aura.
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Proton Sweep target cap is 5 for brutes and stalkers (and tankers before the Gauntlet 1/3 reduction). Atom Smasher target cap is 10 for brutes and stalkers (and tankers before the Gauntlet 1/3 reduction). Lightning Rod target cap is 16 for all ATs. Tremor target cap is 10 for scrappers, brutes and stalkers (and tankers before the Gauntlet 1/3 reduction).
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Still not fixed.
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I put this together for another thread a few weeks ago. It excludes cones balanced as ST attacks (Head Splitter and Golden Dragonfly) and cones that accept range enhancements (Breath of Fire, Frost, Shockwave, Throw Spines, Repulsing Torrent, Fault). The remaining melee cones are still all over the place in terms of both radius and arc. All of these have target caps of 5 except for 1000 Cuts, Crowd Control and Power Crash in Energy Focus mode (and due to what appears to be a bug, the scrapper version of Proton Sweep). While I believe a balance pass is long overdue, I have no issue hitting more than 1 target with any of these.
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Go to the directory where Mid's stores its build files (usually \Hero & Villain Builds) and simply drag or attach the relevant file to your post. Can't see your global accuracy, but think you want at least 1 acc (or equivalent) in Gravity Distortion. You've got nothing slotted in Time's Juncture. You want Dark Watcher's Despair or Enzyme HOs. Propel wants a kb>kd IO. Add a 2nd slot to Hasten. Both rech IOs should be +5. 6-slotting Distortion Field (Time) is overkill and enhancing the hold is largely pointless (it has a 2% chance to occur every 1s). Distortion Field is primarily a slow and is autohit. Optimal slotting is 1-2 end/rech/slow HOs. Slow set %dmg procs work, but not that well. Time Crawl should get 1 acc IO or a +5 acc/slow IO. Slowed Response requires accuracy. Slot Shield Breaker or Analyze Weakness instead of Touch of Lady Grey. I typically slot Chrono Shift with 2 +5 rech IOs. With that, Hasten and 95-100% global recharge, it should be perma. If you use Power Boost before Chrono Shift, the heal will get a massive boost anyway. If you're only going to 1-slot Time Stop, slot an acc/mezz HO. Power Blast wants a kb>kd IO.
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The problem seems to be with Vigor. If you untoggle Vigor the numbers are correct.
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Keep in mind that AV purple triangles don't protect against sleep. Mesmerize can incapacitate AVs in one shot (even without Domination).
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Spirit Drain is toggled on, which is skewing your accuracy numbers. You could help your endurance situation quite a bit by dropping the Fighting pool. Really not needed and you're already running 2 Leadership toggles. Both Elixir of Life and Antidote can mule the resist set uniques. You 3-slotted Superior Vigilant Assault in Piercing Beam, but you didn't slot the other 3 pieces in another power (to double up on the 10% recharge bonus). In Poison Trap, swap the acc/dmg HO for acc/mezz. The actual damage the power does is minimal and it's much more useful to enhance the hold duration. Penetrating Ray needs more acc. I wouldn't bother 6-slotting Paralytic Poison if you're not going to slot %dmg procs. The only real use is stacking hold on bosses with Poison Trap. You've already got a mag 3 stun in Lancer Shot. Oppressive Gloom doesn't need 6 slots. Rech and endred are largely wasted and even the base duration is 4x more than the pulse rate. I put an acc/mezz HO in the base slot and call it a day. That said, OG isn't needed at all if you're already running Venomous Gas. Consider adding slots to Charged Shot. You're light on low level attacks if you ever exemp. You could also take Lancer Shot much earlier.
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Thanks. Currently lvl 26 and just starting to slot sets. Team consists of a tank (Psi/Dark), scrapper (Elec/Bio), controller (Pyro/Elec), dominator (Pyro/Thorns) and me. Have run through DFB, Posi I & II, DiB and Synapse with no issues.
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Good point, I hadn't focused on that change. Still requires a hefty slot investment to be useful. Probably still a skip on my tanker, but I can see taking it on a scrapper/stalker.
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Trick Arrow defender or corruptor can play almost entirely at range (only possible exception being EMP Arrow). Flash Arrow is a very effective opener (doesn't aggro) that allows you to lay out all your other debuffs in relative safety. Dark Miasma defender or corruptor is also very effective, although I like to stand in the Darkest Night AoE (or next to Dark Servant) so that probably puts me in melee range.
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TLDR 😁