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Uun

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Posts posted by Uun

  1. 1 hour ago, quixoteprog said:

    Yeah, the break frees were the only way I survived Manticore long enough to drop the Heavy on him. I would get one shot, then he would lock me down with one shot EVERY TIME.

    Do you mean Chimera? Portal Jockey is blue side.

  2. 40 minutes ago, ZorkNemesis said:

    A bunch of the "sustain" powers offer a minimal amount of absorb in addition to their recovery buff.  Time, Ice, and Martial all have an absorb, not sure about others.  Many others offer regen, Devices, Energy, Mental, and others.

    I'm aware, but it's one power per set, not the entire secondary. Emphasis on minimal. I have a lvl 50 Ice/Time and the absorb buff is about 85 hp per tick slotted.

  3. Singy has had 50% resistance to S/L/F/C/E/En and 100% (capped at 90%) to Psi/Tx since I believe 2005 (they increased it in I4 and decreased it in I5). I've been playing grav trollers since 2004 and wrote a guide back on the live forums. If I can track down a copy I'll see if I said anything about it.

  4. 11 hours ago, Microcosm said:

    Tanks and brutes have a 90% resist caps, not 75%. They also have higher hp and Max hp (tanks the most), which also means regen gives more hp back for the same percentage. And, in the case of tanks, their protection is in the primary set instead of secondary. This means the base numbers on those powers are slightly higher.

    Not slightly higher, 33.3% higher. It's a lot easier for a tank to get to the 90% resist cap than a brute.

  5. 1 hour ago, ozob said:

    How are you for END?

    On my Fire/Storm, I had so much +RCHG that I went cardiac and then changed slots from END to DMG and found I did better overall.  If you're planning on running ageless this might be less of an issue.

    Usually the only toggles I'm running are steamy mist and frozen armor. Unless I'm also running snow storm and hurricane  at the same time, or fighting something that saps, I don't really have any endurance issues. Haven't made a decision on Destiny yet.

  6. I'm having a hard time picking an Alpha for my Grav/Storm. Torn between Intuition (Hold, Defense Debuff, Range, Damage, To Hit Debuff and Slow) and Musculature (Damage, Immobilize, Defense Debuff, End Mod, ToHit Debuff and Run Speed).

  7. - Highly recommend taking Crush. Gives you another means of setting up containment and can immobilize bosses and AVs in one shot.

    - 3 recharge in Tar Patch. You want this up as much as possible.

    - Slot Darkest Night for -tohit (Dampened Spirits or Dark Watcher's Despair)

    - Unless you really want the Razzle Dazzle set bonus, 6 slots in Howling Twilight is a huge waste. Slot 1-2 recharge and call it a day.

    - Not sure I'm on board with slotting procs in Dark Servant. Fluffy is excellent at debuffing and healing and I've always slotted for acc, -tohit and heal (some combination of Accurate Healing and Accurate To Hit Debuff).

     

     

  8. 13 hours ago, VV said:

    One thing to note is that, as far as I know, everything is affected by Slow. Your Immobs and Holds also include Slow effects. In the olden days, everyone talked about how controllers were bad vs the Romans because they were so resistant to Holds. But, they are not resistant to slows and you can get one of those Minotaurs moving so slow that anyone can kill it before it even crosses to its target.

    War Wolves are immune to immobilize and slow. I'm sure there are a few others I'm not thinking of.

  9. There's not much else you can put in it. There's a Pacing of the Turtle -rech proc (20% chance of -20%), but you've already got -50% from Chilling Embrace, so I doubt you'd notice it. You could stick a slow IO in it if you want to floor mobs movement speed, but you've probably got that covered with Quicksand. 

    • Like 1
  10. 2 hours ago, Croax said:

    As for the +acc, how much is needed to hit enemys of +3 or +4? I was thnking the global +acc i had in the first iteration of the build equals one Acc IO in every Power. Why is that not enough?

    With no slotting, your base chance to hit a +0 foe is 75%. Assuming 40% +acc, your chance to hit is 105% (0.75 x 1.40), which is capped at 95%. Your base chance to hit a +3 foe is 48%. With the same 40% +acc, your chance to hit is only 67.2%. With a +4 foe your base chance drops to 39% and the enhanced value is only 54.6%. This is why you need more acc or tohit buffs.

     

    https://paragonwiki.com/wiki/Attack_Mechanics

    • Thanks 1
  11. Use Crushing Field to stop mobs from running out of Freezing Rain (it doesn't negate the knockdown). Crushing Field can also be used with Wormhole to stop the stunned mobs from wandering off.

     

    Hurricane is awesome, but takes some practice to use with a team otherwise you'll piss off all your melee teammates. Huge tohit debuff. Great for blocking doorways or herding mobs into corners or dead end hallways. Tougher to use on open maps. 

     

    Many ways to use Wormhole without Hurricane, but the best way to use them together is to Wormhole a mob against a wall and use Hurricane to pin them there. 

  12. I would spend fewer slots on defense and more slots on making your primary and secondary powers work. You've got no accuracy slotted in Transfusion or Wormhole and very little slotted in Transference. Your set bonus +acc isn't going to be enough if you're fighting +3s and +4s. I would definitely commit some slots to Wormhole for acc, stun and recharge and I would probably add some slots to Transference as well.

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