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Uun

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Everything posted by Uun

  1. There was a thread a few months back in which Captain Powerhouse confirmed that the taunt aura for SR tanks was 13.6 seconds mag 4, making it the same as all the other tank armors except invul and shield (17s mag 4) and Willpower (1.25s mag 3).
  2. I rolled a SR/Staff tank a few months ago and he's up to 38 now. SR makes a very solid tank unless you run into autohit defense debuffs. Staff is OK but not sexy. Needs some work on the animations and SFX.
  3. I did some testing but now I'm thoroughly confused. I couldn't find anything in game or Mids that indicates how much bonus damage Envenomed Blades is supposed to provide, so I also tested some of the other powers as well. It appears that Envenomed provides 16.7% bonus toxic damage when applied to powers like Shuriken Throw or Masterful Throw. However, when used with Ice Storm, the bonus damage is about 4.7%, applied with each tick. With Sleet the bonus damage appears similar, but is only applied about every 10 ticks. Percentages are calculated off base damage (backing off the value of enhancements and damage buffs).
  4. I've got the Ice epic on my Plant/MA. The debuff from Sleet is really good and its on a short enough recharge that you can have it up for every mob. The damage from Ice Storm is also good and up pretty often. I haven't tested the interaction with Blades, but will check and let you know.
  5. This already exists. Pull up the Personal Info screen.
  6. I would support a reduction in cool down, but not a reduction in duration. Duration is already short. I don't see this as necessary. I don't see this as necessary. This is how hold, stun, immobilize, fear and confuse enhancements currently work. They increase the duration of the mez. There is no requirement for perma hasten or hasten at all. I frequently skip it entirely. I don't think hasten is being abused and I don't see a need to nerf it. Doesn't the icon blink? No thank you. Not sure why you think confuse is broken. No thank you. Controllers have a 0.55 damage scale vs. 0.95 (ranged) for dominators. I played controllers before containment and it was painful. They need the added damage. Dominator damage is already near the top of the scale - doubling it would make them ridiculously OP.
  7. Chance for +end gives you 10% of your endurance when it procs. RotP gives you 50% of your endurance out of the box, with each lvl 50 endmod IO providing an additional 21.2% endurance. If you had 3 slots to spare, 2 endmod IOs and 2 healing IOs in RotP would rez you to 92%.
  8. Twilight Grasp: Slot for accuracy, heal, recharge, endred. Slot accurate healing sets once you get to IOs (I have 6x Touch of the Nictus). Tar Patch: Slot 2 recharge IOs. Darkest Night: Slot tohit debuff and endred. The tohit debuff sets are pretty cheap. You can get away with 2-3 slots, but you may want more for set bonuses. Howling Twilight: Slot 1-2 recharge IOs. Shadow Fall: Start with 1 endred, but lots of options here once you get to IOs, as this takes defense and damage resistance sets. Can hold LOTG +recharge, Steadfast +def and -kb, etc. Fearsome Stare: Slot for accuracy and recharge. While you can slot for fear, the base duration is pretty long and I prefer slotting for tohit debuff. Accurate tohit debuff sets work well. Petrifying Gaze: Slot like any ST hold (accuracy, hold, recharge). There are some very cheap hold sets that you can slot early. Black Hole: Skip Dark Servant: Some combination of accuracy, heal and tohit debuff. Some combination of accurate tohit debuff and accurate healing sets (I have 4x Cloud Senses and 2x Touch of the Nictus).
  9. Invincibility has the taunt aura but Unyielding (originally Unyielding Stance) was the one that rooted you.
  10. Understood. My point was that +hp wouldn't be worthless for /regen.
  11. Isn't Rebirth Core +HP, not +regen?
  12. Martial Arts is very fast if you skip Eagles Claw and put a KB>KD in Crane Kick.
  13. Uun

    Ground Zero

    It's actually a pretty high damage PBAoE and its got a 15-foot radius. I slot it for damage. I currently have it slotted with Superior Critical Strikes. Due to the recharge, the proc is guaranteed to go off every time, which I then follow with Atom Smasher (and Fire Ball if anything is still standing).
  14. Uun

    Inv/MA Tank

    Take a look at Redlynne's SR/MA post. Lots of great discussion on MA attacks.
  15. Uun

    Inv/MA Tank

    Haven't played it as a tank, but I've played a MA/Inv scrapper since 2004. MA does good ST damage but is lacking in AoE (1 PBAoE, no cones). You can add some AoE in your ancillary pool.
  16. Not sure how you figure that. An EA tank with SOs only and no pool powers and surrounded by 6 foes would have 40.6% S/L, 45.2% F/C, 49.1% E and 35.9% N defense plus 19.5% S/L, 35.1% E and 19.5% N resistance. Increasing to 10 foes would add another ~3% defense. A SR tank with SOs only and no pool powers would have 40.6% defense to all positions. Shield is complicated by Phalanx Fighting and how many teammates are within 8 feet. If I'm doing the math right, a Shield tank with SOs only and no pool powers would have 42.4% defense to all positions with 3 teammates (the max) within range, but drops to 33.1% with only 1 teammate in range. Shield would also have 23.4% resistance to all damage types except psi.
  17. Devs have already said that energy aura will not be ported to tanks without significant changes (i.e., it's not sub-optimal, it's too good).
  18. I'm not referring to IOs. There are absolutely powers that provide debuff resistance. All defense-based sets resist defense debuffs. All resistance-based sets resist resistance debuffs. Super Reflexes has resistance to recharge and speed debuffs. Dark Armor has resistance to endurance debuffs. Electric Armor has resistance to endurance, recovery, recharge and speed debuffs. Radiation Armor, Willpower and Regeneration have resistance to regeneration debuffs. This is not an exhaustive list - there's a lot of debuff resistance out there.
  19. Not true. There are two types of defense in the game, positional and typed. While some attacks are non-positional by design, they are still typed. For example, while there are non-positional psionic attacks that bypass positional defense, they can still be defended by psionic defense. A few armor sets have psionic defense - stone, bio, willpower, the psionic mastery set, plus Arachnos Widows. I believe there are also a handful of toxic attacks that bypass typed defense (as there is no toxic defense), but these are pretty rare. Not true. Several of the armor sets have psionic resistance - dark, elec, rad, willpower, as well as the psionic mastery and psychic mastery sets. I believe all the armor sets have toxic resistance. Not true, there are definitely resistances to -speed, -defense, -endurance, -resist, -regen, etc.
  20. You might be able to justify -res for one attack, but -res for the whole set would be way OP.
  21. Swap a lvl 18 and a lvl 26? meh - those levels go really fast I'm all for making Storm Kick a cone (i.e., Spinning Kick in Martial assault), but the devs have already said giving the +def to scrappers isn't going to happen because of the higher chance to crit.
  22. Uun

    Hybrid Slot

    I like Support Radial. 8% buff to damage, defense, accuracy, heal and all mezzes to all leaguemates within 80 feet and 10% endurance discount to self at all times.
  23. Darn whippersnappers! I played Energy Aura to 50 back when it really was bad - not only before they replaced the heal in Energy Drain with defense and replaced Conserve Power with Energize (I21), but before they added the heal at all (I13).
  24. I think you could steal a slot from Tough and 1-2 from Mind Over Body. I would probably move the ATO to Dominate. You should also be aware that the damage proc in Malaise's Illusions will negate the no aggro aspect of Confuse and Mass Confusion (even if the proc doesn't fire).
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