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Everything posted by Uun
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Vigor Core enhances heal (45%), accuracy (33%) and end reduction (33%). Cardiac Core enhances end reduction (45%), range (33%) and damage resistance (33%). I find this page is very handy for comparing the abilities at a glance: https://hcwiki.cityofheroes.dev/wiki/Alpha_Slot_Abilities
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guide A Comprehensive Guide to the Incarnate System
Uun replied to Robotech_Master's topic in Guides
It's got to be one of the debuff resistances. +42.5% Resistance (Ranged, Melee, Area, Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Psionic, Toxic, Base Defense, Endurance, ToHit, RunningSpeed, FlyingSpeed, PerceptionRadius, Regeneration, Recovery, Accuracy, RechargeTime) (all affected targets) for 30s https://cod.uberguy.net/html/power.html?power=incarnate.destiny.ageless_radial_epiphany&at=controller- 57 replies
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The lvl 41 Clockwork King AV challenge for Controllers
Uun replied to LynxNordique's topic in Controller
Did one more with my Grav/Storm. With no -regen, this took 16:00. Popped Elusive Mind before I went in, but once I positioned myself with Hurricane, he barely hit me. Used 2 blues and 2 greens and hit Hibernate twice. -
The lvl 41 Clockwork King AV challenge for Controllers
Uun replied to LynxNordique's topic in Controller
Tried this through Ouro with two 50s, both exemped to 45 with Incarnates disabled. Both builds are fully IOed, but neither has any defense/resistance to psi to speak of. I think I used 1-2 greens, but largely did this without inspirations. First I tried this with my Illusion/Poison, which is my go to for soloing AVs. Unfortunately, Psychic CK has 50% resistance to psi damage. I couldn't put a dent in him with only one non-psi attack, even with Phantom Army out the whole time, so I aborted after a few minutes. Second try was on my Fire/Nature. Spore Cloud and Corrosive Enzymes largely kept him neutered, and he was held whenever the purple triangles were down. I alternated between Wild Growth and Wild Bastion and used Overgrowth and Rune of Protection whenever they were up. Had one death early when he got lucky with his nuke, but I combat rezzed with Rise of the Phoenix. Total time from entering the mission to completion was 9:17. -
Water Burst will accept 6 damage procs. Just saying. Stealth alone gives you complete invisibility no longer requires a +stealth IO. Alternatively, a +stealth IO can be slotted directly in Infiltration for complete invisibility, eliminating the need to run Sprint.
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While Reactive and Degenerative Core (are very good, they're also very popular and you can run up against the limit of 4 stacks. Lately I've been taking one of the Radial damage interfaces with moderate damage (Reactive, Preemptive or Spectral). They each do 13.3862 dmg every 1 second for 4.3 seconds and can stack up to 8x. [The other Radial damage interfaces do minor damage of 10.709 per tic.]
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My SG has a weekly leveling group that currently consists of all defenders and corruptors (just hit lvl 30). Going from memory, we have Dark, Nature, Poison, Electric, Time, Radiation and Empathy. The only speed bump was the final mission in Posi 1 where we had to fight ourselves.
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Regarding Black Hole (Dark Miasma/Affinity)
Uun replied to Rimerat's topic in Suggestions & Feedback
In all my years of playing (going back to 2004), I can count on one hand the number of times I've seen it used. My recommendation would be to change the mechanics to match Dimension Shift, wherein you and your allies can enter the phased area and fight the phased foes. -
Water/Martial is a ton of fun. Lots of knockdown on both sets and the slows from Whirlpool and Reaction Time stack.
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This is completely wrong and its never been how -res used to work. If a set with 50% resistance to a damage type gets hit with a -30% resistance debuff, its resistance goes to 35% (50% of the debuff is resisted and 50% is applied). If a set with 80% resistance to a damage type gets hit with a -30% resistance debuff, its resistance goes to 74% (80% of the debuff is resisted and 20% is applied). https://hcwiki.cityofheroes.dev/wiki/Resistance_(Mechanics)#Resistance_to_Resistance_Debuffs
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I skipped both CoF and OG on my Dark/Dark tank. It's stupid tough already and really doesn't need additional protection from minions.
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You missed quite a few. Invul, Rad, Energy, and Dark also have resistance to end drain/recovery debuffs. So it's not relatively rare - 8 of the 13 armor sets get it. Thematically, it makes a lot more sense for Willpower to have it than Invul. Addiing 25% endurance/recovery resistance to Willpower (the same that Invul has) makes a lot of sense to me and I don't think would require rebalancing the set.
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Unless you PVP, you don't need accuracy in Flash Arrow. It's autohit in PVE. Best to slot with a tohit debuff set. I recommend maxing the -tohit since half of it is unresistable, making it quite effective on AVs. I find that FA can replace (or double) a sizeable chunk of your defense, since fully slotted it provides close to 30% -tohit with a 25-foot radius. It also doesn't aggro, so it's easy to apply as an opener. Oil Slick Arrow is also autohit, so if you don't need the set bonuses, you can drop the accuracy and add a few procs. If you want to pick up some slots, both Poison Gas Arrow and Disruption Arrow work fine with a single recharge IO.
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One additional synergy with Water is that you can overlay Distortion Field and Whirlpool, creating a zone where your foes are running in place (stacked slows + avoid).
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For the most part I agree with you, but I play on multiple shards and belong to channels that are specific to a shard. I don't need to see them when I'm playing on a different shard.
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Thanks very much for explaining that. I followed the nesting stuff but missed that the tag on the first group said "if target.HasTag?" while the tag on the second group said "if !target.HasTag". Those exclamation marks are hard to see.
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I went to DA and tested it on some BP and Talons. I was definitely getting the 8 second hold (15 seconds enhanced), not the 18 second hold (31 seconds enhanced). I assume electronic targets get the longer hold.
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For the time being I'm going with 5 Basilisk's Gaze, which comes close to maxing the recharge and the hold duration and provides a 7.5% global recharge bonus.
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You're ignoring a big difference between the two. Mass Confusion doesn't aggro, Seeds of Confusion does.
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Understood. It's more a question of how to slot it, as it only takes Hold and End Mod sets.
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It was my understanding that EMP Arrow was supposed to hold all targets, with electronic targets taking damage. I'm having a hard time following that on CoD. Who gets the 17.88 second hold and who gets the 8,344 second hold? It looks like the "electronic" tag is attached to both. (These are the corruptor numbers, but defenders and controllers show the same thing with different durations and damage amounts.) Unfortunately the in-game information for the power seem to be truncated and not showing all the effects. Before I go field testing this, can someone verify who the hold is effecting?
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This is what I'm currently playing. It's essentially my leveling build, as I'm still planning out the respec for the final build.
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You're only looking at one of the pseudo pets. There's a second pseudo pet that has a 100% chance of 8 second hold (12 seconds with domination up).
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Going from memory, since I'm at work and don't have access to Mid's, I skipped Shadowy Binds in the primary and Midnight Grasp in the secondary, but there are a lot of different ways to slice it depending on how much you want to live in melee. I view the must haves in the primary as Dark Grasp, Fearsome Stare, Heart of Darkness and Shadow Field. Slot Fearsome Stare for tohit debuff, not fear. Normally I'm not a big fan of the AoE hold, but this one works like Volcanic Gasses and has a longer duration with pulsing holds. In the secondary, I view the must haves as Gather Shadows, Engulfing Darkness and Moon Beam, but everything else is good too.