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Uun

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Everything posted by Uun

  1. Uun

    Rumors of Changes

    New patch was posted to the test server on Friday
  2. Energy Aura is not available on tanks (and according to the devs never will). I had a DM/EnA brute back on live and once fully slotted with IOs wasn't the least bit squishy.
  3. My SR tank is only lvl 36 so haven't run MC with him yet, but I think every type of armor has its kryptonite. I was running rad armor and learned the hard way that the animated swords in the Apex TF do unresistible damage.
  4. Staff Fighting and Titan Weapons has 2 feet more range than the other melee sets, and Staff was one attack with a 40 foot range.
  5. Even if you leave, she will still show up in your contacts with a book. I just ignore it.
  6. Black Hole (Dark Miasma) was NOT changed, only Dimension Shift (Gravity Control) was changed.
  7. Telekinesis is in Mind, not Gravity. I'm not sure Superior Flight fits with Mind, but you could replace Telekinesis with just about anything and it would be an improvement.
  8. In terms of pool powers: Flurry (you can get Sands of Mu from the P2W vendor for free), Phase Shift, Team Teleport (it literally has a range of 25 feet). Not sure they're all useless, but I don't think I've ever seen anyone with anything from the Presence Pool. Not useless for masterminds, but Group Fly is guaranteed to piss off your teammates.
  9. It's a pool power. You can teleport teammates and pets to your location. Has a range of 10,000 feet.
  10. Recall Friend? Should only be needed on outdoor maps. If you go through an elevator, it will appear. I don't think this problem is unique to Singularity. I'm constantly losing Fly Trap and Dark Servant. Back on live when I had a Grav/Kin and Plant/Kin I would speed boost them.
  11. You don't have to wait for it. Once you zone, it will appear next to you.
  12. Acid Arrow doesn't stack from the same caster, but because it's an 8-foot AOE, just target a different mob.
  13. The blasts are pretty straight forward, except that lift and propel get bonus damage if the target is held by gravity distortion. Also, propel's knockback effects a 15-foot radius around the target.
  14. Great job. You missed a few: Gravity - Lift, Propel, Dimension Shift; Mind - Levitate, Telekinesis; Plant - Spirit Tree, Carrion Creepers.
  15. The game isn't balanced around soloing. While provisions have been made to allow every AT to solo, the game is really designed around force multipliers. A tanker + blaster can complete a mission faster than 2 tankers or 2 blasters. Defenders, corruptors or controllers increase the damage and/or safety of everyone on the team, again permitting the team to complete missions faster. I rarely solo my blaster, not because I can't, but because I find it boring. I'd rather team with a tank and/or support. Same applies when I play my corruptor, controller or dominator. To the OP - the idea that everyone is playing melee classes because they're superior is simply false. Also, blasters outdamage sentinels by 25% on damage scale alone (1.125 vs. 0.90).
  16. Don't forget the Steadfast Protection resistance/defense unique - 3% defense to all.
  17. Only negates -speed, not -recharge. Works particularly well on mobs that prefer melee and only have one ranged attack. The immobilize lock them down at range and the -recharge prevents them from shooting you more than once.
  18. I am also underwhelmed, but I put it back in my build because I found I had no AoE at all if I exemped down below 27. What I don't understand is why it's so much easier to hit more that one with Shadow Maul, which is a narrower cone.
  19. Keep in mind that the speed floor is -90% and the recharge floor is -75%. You can slot slow enhancements to hit the speed floor with a single power, but you can't enhance -recharge so you need to stack powers to hit it (unless the power starts at -75%). If you want a controller, I think Ice/TA, Ice/Rad, Ice/Time, Ice/Storm or Ice/Cold could all do it. I had an Ice/TA back on live. You could also do it with a Cold/Ice, Storm/Ice, Time/Ice, Rad/Ice or TA/Ice defender.
  20. 75% base to hit is for even con foes. Your chance to hit decreases against higher con foes, so you need more tohit buffs and/or accuracy bonuses if you're fighting +3s. Scroll to the bottom of the link above for the table.
  21. I don't feel the need for the defense bonus on scrappers. I would rather see storm kick switched for the spinning kick dominators get. It's the same animation, but the dom version is a cone that hits whatever is in front of you without targeting.
  22. I've got hibernate (from ice mastery) in my current build, which works really well as an "oh crap" heal. It heals you to 100%, as well as breaking aggro for 30 seconds. Also allows you to get frozen armor, which is a defense based shield. You could also consider rebirth in your destiny slot.
  23. Are you referring to the Jump Pack from the P2W vendor? That power has a 30 second limit followed by a cool down period. I forget how long the cool down is.
  24. Base recharge in Tornado is 60 seconds. The difference between 69% recharge and 95% recharge is only 5 seconds (36 seconds vs. 31 seconds). Global recharge bonuses and haste more than cover that, but unless I'm fighting AVs, I don't often need perma-Tornado.
  25. I've got a SR/Staff I've leveled up to 30. Guarded Spin provides 15% melee/lethal defense for 10 seconds. You can cap to melee before you're even slotted. The endurance discount from Form of the Soul doesn't hurt either. BTW, the taunt aura on SR works just fine.
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