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Uun

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Everything posted by Uun

  1. Poison's two main debuffs are primarily single target, with a half-strength debuff applied in an 8-foot radius. It can completely neuter several hard targets, but it's not well suited to debuffing an entire spawn in one shot. On the flip side, it can stack 65% -res, 56% -dmg and 49% -tohit with no cool-down. If you're playing Poison on a defender, you can skip the heal. I'm currently leveling a Poison/Sonic, which is pretty sick.
  2. I've got a Nature/Seismic defender and really enjoy it. Nature is a really strong set and all the buffs affect the caster. Skippable powers are Lifegiving Spores and Rebirth. I happen to like Entangling Aura, but it requires you to be in melee range. Seismic Pressure is useful, but not sure that there's any particular synergy between it any of the secondaries. For solo play, Thermal is a poor choice - 6 of the 9 powers are ally buffs that don't affect the caster.
  3. Note, you can only have 1 of the newer specialized power pools (Sorcery, Experimentation, Force of Will).
  4. My latest project. Currently lvl 47.
  5. In addition to adding toxic defense to melee defense sets, it also needs to be added to buff sets and pool powers which provide both positional and typed defense buffs instead of defense (all). If you're providing a defense buff to someone with typed defenses, a positional defense buff won't stack. Cold Domination/Ice or Glacial Shield Force Field/Deflection or Insulation Shield Time/Farsight Fighting/Weave
  6. Originally, attacks that did only toxic damage only checked against positional defense. There was no typed toxic defense. Attacks that included some combination of toxic and another damage type only checked against the other type. Defense sets with typed defense didn't include toxic defense (as it didn't exist). They have now added typed toxic defense and attacks will check against it. They have made corresponding changes to defense sets to add toxic defense. I believe Weave and a few other powers still need to have it added. Armor Set Toxic/Psionic Mitigation Changes [Focused Feedback: Toxic/Psionic Mitigation Changes] Stalkers: Hide now grants Psionic and Toxic defense. Invulnerability: Invincibility (Tanker/Brute/Scrapper) - This power now adds a 1.67% toxic and psionic defense for the first target, and 0.33% for additional targets (total 5% against 10 foes, Tanker values). Invincible (Stalker) - Renamed from "Reinforced". This power now adds 2.5% toxic and psionic defense. Invincible (Sentinel) - This power now adds 2.33% toxic and psionic defense. Ice Armor: Wet Ice (all ATs) - This power now adds Psionic and Toxic defense. Energy Absorption (all ATs) - This power now grants Psionic and Toxic defense. Up-front defense increased from 1% to 4.5%. Per-target defense reduced from 0.6% to 0.25% (Tanker values). Total Defense at 10x targets remain the same. Moisture Absorption (Sentinel) - This power now grants Psionic and Toxic defense. Energy Aura: Repelling Force (Sentinel) - This power now grants Toxic defense. Energy Drain (all ATs) - This power now grants Toxic and Psionic defense. Overload (all ATs) - This power now grants 33.75% toxic and psionic defense (Brute values).
  7. No, will still check against the 58% fire defense. Where the change comes in is attacks like Ice Blast. It currently does cold and smashing damage and checks against ranged, smashing and cold defense. After the change it will only do cold damage and only check against ranged and cold defense.
  8. I think end reduction is fine as is.
  9. One more success with my Beast/Traps MM. Set to +2/x4 with bosses and a +3 level shift. While Teleport Target wouldn't TP the Cyclops or Minotaurs, it was pretty good at pulling 1-3 out of the groups. The pets could handle a single easily, and could handle 3-4 if I used Fortify Pack and Triage Beacon. I used Destiny/Rebirth and Hybrid/Support occasionally. Kept the pets in bodyguard mode for the most part, and as long as they didn't all die at once, I could resummon them before I became vulnerable.
  10. The successful Mind dominator run above was at lvl 52 (i.e., -1 with the level shift).
  11. See above. They're bosses, not EBs.
  12. That's only true for IO sets. If you look at the inventory for any IO set piece, the inventory is the same at any level it's available. But things like HOs, SOs and common IOs have different inventories at each level.
  13. I successfully soloed it on a Mind dominator with significant (ab)use of Confuse and Mass Confusion (bosses can be confused in 1 shot with Domination up). Same strategy would work on a Dark dominator, although not as quickly. Note, because the Minotaurs and Cyclops have Unyielding, they cannot be held, stunned or slept.
  14. In no particular order: Ice/Kin corruptor Beast/Traps MM Fire/Nature controller Water/Martial blaster
  15. Before they changed the level of the Eden Trial and Abandoned Sewer Trial, the Titan Os and Hydra Os used to drop at lvl 40-43. Since Aeon can be run as low as lvl 35, presumably D-Syncs drop at those levels. But anything below that is presumably an influence store.
  16. They're bosses, not EBs, which makes the difficulty even more nuts. Part of the problem is that the spawns in this mission don't scale with team size. If you could set the mission to x1 and get only 2 or 3 in a spawn, it would be doable.
  17. You didn't slot end reduction in at least 4 of your toggles. I wouldn't slot SMoT in Death Shroud. I would move it to Radioactive Smash and 3-slot Scirocco's Dervish (Acc/Dam, Dam/End, Acc/Dam/End) in Death Shroud. Cloak of Darkness needs end reduction. Drop Cloak of Fear. It has an accuracy penalty, a huge endurance cost and only affects minions. If you're going to keep it, it needs end reduction. Not sure what you're trying to do with Oppressive Gloom, but it needs accuracy. I wouldn't both slotting for taunt, since you already have a taunt aura in Death Shroud. Irradiated Ground needs end reduction. Weave needs end reduction. No Devastating Blow? I realize it has a long animation, but it's a heavy hitter.
  18. Dark/* dominator with Invoke Panic. Both Fearsome Stare and Invoke Panic benefit from Domination. Umbra Beast also has a cone fear. A step down would be a Dark/* controller. Same as above, but no Domination. Another option would be Necromancy/Dark or Beast/Dark MM. You get Fearsome Stare plus the lvl 32 upgrades to the T3 pet include Fearsome Stare (Necro) or Terrible Howl (Beast).
  19. Depending on the faction, AoE can be a real issue. It helps if you set your mines on the far side of the spawn so that they're not shooting past you to hit PA. Alternatively, drop Poison Trap first, then set Trip Mine while they're all choking.
  20. Other than Sleet (incorrectly) have the same strength across all ATs, why do so many feel Cold is better on corruptors? All the other buffs/debuffs are substantially stronger on defenders. I have a Cold/Beam defender that's fantastic on relentless Aeon, 801, etc.
  21. Mid's is incorrect. Spectral Terror is a pet with 2 powers: Cloak of Fear is a 20 foot radius PBAoE aura which does the following every 5 seconds: a) 7.45 second mag 3 fear; b) 5 second 15% -tohit. Both the fear and the -tohit can be enhanced. https://cod.uberguy.net/html/power.html?power=pets.terror.cloak_of_fear&at=minion_pets Terrify is a single target ranged attack which does the following: a) 2.98 second mag 3 fear; b) 22.35 second mag 3 fear after 2 second delay; c) 20 second 15% -tohit. The fear can be enhanced, but the -tohit is flagged to ignore enhancements. https://cod.uberguy.net/html/power.html?power=pets.terror.terrify&at=minion_pets
  22. Obviously no set bonuses, but the most economical slotting is 3x end/hold. Entangling Aura is autohit, with a 50% chance of a 4 second mag 2 hold and 80% chance of 4 second mag 1 hold every 2 seconds. Generally, everything below a boss is held after 2 or 3 ticks. Also, it doesn't scale with enemy level so it works equally well against +4s.
  23. I've got the Lockdown proc in Char (epic) and it goes off reasonably often, even with 53% recharge slotted (base recharge is 16 seconds). I tried it in Entangling Aura on my Fire/Nature controller and pulled it as it went off infrequently and more often than not tagged minions.
  24. Agree that Nature is very sturdy. My newest 50 is a Nature/Seismic defender (I also have a Fire/Nature controller). I haven't run 801 with him yet (he's on Torch), but he did run MoEden and soloed the Heldenjaeger Fake Nem farm at x8 (for the accolade). I notice that you don't run Entangling Aura. I find that it provides a tremendous amount of mitigation, especially if you pick up one the the epic ST holds to stack on bosses. You might want to try it out.
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