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Uun

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Everything posted by Uun

  1. I'm leveling an Arsenal/Marine (currently lvl 26) and holy cow is it fun. It's an absolute beast on teams and has so many options for neutering spawn(s). It has 5 location AoEs, all of which have good durations and fairly short cooldowns (including a very usable sleep patch). Tons of slows and knockdown. ST damage is pretty anemic (even with procs), so not the best choice if you intend to solo.
  2. Agree with not incentivizing bad behavior. In addition, there's already a Task Force Abandoner Badge (how Task Force Commander displays for villains and rogues).
  3. In addition to the above comments, keep in mind that the Imps are fragile. While Radiation has an AoE heal, Poison's is ST. Neither has any tools to buff the Imps defense or resistance.
  4. Energy Aura is typed defense (as opposed to positional defense), so you're looking for sets that provide typed defense set bonuses. For example, Brute's Fury provides a S/L defense bonus with 3 pieces that you can double up. Blistering Cold provides a S/L defense bonus with 5 pieces and a F/C bonus with 6 pieces. You're also going to want the Steadfast Protection and Gladiator's Armor +def uniques (which you can slot in Dampening Field or Energy Protection), as well as the Reactive Defense and Shield Wall +res uniques (which you can slot in any defense shield). Your goal is to soft cap defense to S/L/F/C/E, get as close as possible with N, and a reasonable level of resistance as a back stop. Other than a small amount of resistance in Energy Protection and a small amount of defense in Energy Drain, Energy Aura has no protection against toxic or psi damage outside of Overload. I recommend taking Overload for this reason (or slotting a lot of T/P resist set bonuses). Consider dropping Build Up, which isn't as useful on a brute. I don't recommend skipping Power Crash. Without it, Whirling Hands is your only AoE. Power Crash is a wide cone that can hit 10 foes if you use it while Energy Focus is active., Energy Mastery, while thematic, is largely wasted with Energy Aura. You won't need Superior Conditioning or Physical Perfection once you get Energy Drain and Energize.
  5. For me, it's largely a question of whether I think the corruptor buffs/debuffs are good enough or if I want the extra oomph of the defender values. To date, I've done Dark, Time, TA, Kin and Storm as corruptors and Cold, Nature and Poison as defenders. Quite a few of the corruptors were sets I played as defenders on the live servers.
  6. For a better apples to apples comparison, it might be useful to exclude damage auras from the totals (or create a second column excluding them). More than half the armor sets don't have damage auras, and taunt auras that don't do damage have much lower endurance costs. All the damage auras have a uniform endurance cost of 0.52 end/s, while Against All Odds, Rise to the Challenge, Beta Decay and Invincibility all cost 0.208 end/s. (The taunt auras for Energy Aura, Super Reflexes and Regeneration are folded into armors and have no other effects.)
  7. I wasn't saying anything other than that the reduction in knockdown rate doesn't occur if the targets are immobilized. I wasn't trying to justify the change, I was simply stating a fact. I said nothing for or against the radius reduction. On the other hand, you've been ranting about the Bonfire changes since they went through almost a year ago. You keep reposting the same complaints ad nauseum with no support other than your dislike of the changes.
  8. The Surgeon's Healing Aura will heal you when they're confused, but they won't use Heal Other on you when confused.
  9. This is true for tankers and brutes, but scrappers only get the 1.25s duration. Similar setup with Energy Aura and Entropic Aura. Brutes redirect to a 13.6s mag mag 4 aura but scrappers only get 2.25s mag 3.
  10. Same reasoning as why the mobs spawned by Rikti portals don't grant xp/inf.
  11. BTW, this change occurred over 3 years ago (11/2021).
  12. It's not a bug, it's by design. And there are quite a few immobilizes available to blasters and masterminds.
  13. Taking a defense shield with /Dark is valid, but I went with Mu Mastery on my Elec/Dark controller. My defenses are already high (plus I've got Darkest Night). Between Shadow Fall, Fade and Charged Armor I'm close to the resist cap for S/L/E and in the 40-50% range for N/P. Definitely one of the safest controllers I've played. I also took Ball Lightning from Mu for some additional AoE damage.
  14. Most toggles suppress rather than turn off, so the only time you have to turn them on again is after you're defeated or if you have your endurance drained. There are a few that drop if you're mezzed and have 20s recharges (Hot Feet, Choking Cloud, Entangling Aura) so slotting recharge in them might be useful.
  15. Correct, but the chance for knockdown isn't reduced if the target(s) are immobilized.
  16. I don't see anything significant in the patch notes since then other than some tweaks to Thunder Strike.
  17. Spinning Strike has a 16s recharge. The Council power is Cryonic Rounds. It has 15% -recharge. Assuming you don't have any recharge slotted, your recharge would be increased to 18.8s using this formula: RechargeTime = BaseRechargeTime / ( 100% + Buffs - Debuffs ). In order for Spinning Strike to have a 54s recharge, you would have to have been hit with a 70% -recharge. It's more likely that there's a glitch with the Recharge Timer display.
  18. Not if the targets are immobilized.
  19. Mind Control is much better on dominators than controllers. Other than the stronger controls you get with Domination up, you don't have to worry about setting up and maintaining Containment in order to do damage.
  20. And this is your first post on page one of the thread:
  21. The story changes every time you tell it. First it was one enemy hitting you once. Now it's a group. Even so, if they conned grey, they wouldn't be able to hit you, let alone debuff you.
  22. Movement is -90%. Recharge is -75%.
  23. I call BS. The -recharge floor is -75%, which would increase recharge time to 4x normal. There aren't many ice powers that have that much -recharge in one application. You still haven't revealed what you were fighting despite multiple requests. And no, there has not been a change.
  24. Not sure if this is a bug or WAI. I ran Posi I on my Arsenal/Marine controller. The Simulacrum for my character had Tri-Cannon and Barrier Reef, which are lvl 26 and 28 powers (and not available to me at lvl 15).
  25. I've run through this recently on about 15 characters (for the Demonic accolade) and haven't had any issue. That said, you don't have to talk to him. You get the badge when you complete the 2nd mission. You can quit the TF after that without talking to him.
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