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Uun

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Everything posted by Uun

  1. In the original incarnation of Poison, Weaken and Envenom were single target. At some point they added the 8-foot AoE, but made the debuffs affecting the secondary foes 1/2 the strength of those affecting the primary target. If the AoE was widened but still 1/2 strength, how would this diminish the focus on single-target strength? I'm in favor of widening the cone of Neurotoxic Breath and adding an additional effect, but I don't think -regen or -def are the right ones. I think the slow should stay. Envenom already has -regen and -def. I would support increasing the -regen in Envenom and eliminate allowing it to stack.
  2. I had to delete the power using Alt-Click and then reselect it. Just clicking on the power name created a second one.
  3. The defender version of Meteor is showing blaster ATOs.
  4. I would devote more slots to Wild Growth. Not only more resistance, but enhancing the regen buff is also worthwhile. Entangling Aura is autohit and doesn't require accuracy. It does suck endurance like a Hoover. I frankenslot with 3x end/hold. Consider an epic with a ST hold (you could switch from Dark to Soul). Combined with Entangling Aura, it makes locking down bosses easy.
  5. Contaminated Strike has pretty good DPA. I would slot this. Proton Sweep is awful. Drop this for Radioactive Smash. Practice Brawler needs recharge, not end reduction. If you don't need the set bonuses, you can pick up a few slots on the auto powers (Dodge, Agile and Lucky). They have no endurance cost. All they really need is 2 defense IOs. Don't skip Devastating Blow. Yes, it has a stupid animation. It's still your highest damage and DPA attack.
  6. I like the idea of making the two upgrades auto powers. Once you train those powers at lvl 6 and 32, they automatically get applied every time you summon your pets. I wouldn't care if they kept the same endurance cost (it could be added to the summon powers if auto powers can't have an endurance cost). It just seems illogical that you have to take an affirmative action to upgrade your pets every time you summon them.
  7. All in favor of this. That said, is there some reason why the power doesn't accept Interrupt Reduction enhancements?
  8. I just leveled an Ice/Kin corruptor. It's a really good combination. Scourge + rains is a lovely thing.
  9. Huh? Electric, Invulnerability, Regeneration and Stone have KB protection (Electric loses it when not near the ground). Fire has status protection to stun, sleep and hold (and immobilize in Burn) and Invulnerability and Stone have status protection to stun, sleep, hold and immobilize.
  10. Objectively? Looking at the t4 core powers, all do 345 base damage, with 4 having a 20% chance for 129 additional damage and 2 having an 80% chance for 17 DoT every 2 seconds. That leaves the size of the AoE and the max targets hit. Cryonic can hit more targets than 4 other judgements and has the longest range (along with Vorpal). I've got Cryonic on several characters and find it works well if you stay at range. Range Radius Arc Sq Ft Max Tgt Cryonic 120 45 5,654 32 Ion 80 40 Mighty 50 360 7,854 24 Pyronic 80 40 360 5,027 24 Void 50 360 7,854 24 Vorpal 120 120 15,079 30
  11. Most control sets have 2 or 3 AoE controls in addition to the AoE hold and AoE immobilize. Earth is the AoE king, with a stun, knockdown patch, slow and sleep. Mind gets an AoE sleep, fear, confuse and whatever TK is. The sleep takes the place of the immobilize most other sets get (and doesn't have the same recharge) and the confuse takes the place of the pet. That leaves you with Terrify and TK. I happen to like fear as an AoE control, but the Illusion and Dark versions are far superior (I agree that fear should establish containment). TK is just a steaming pile of useless, and a 10-foot radius and 5-target max hardly qualify it as an AoE control.
  12. Buff/Debuff: Force Field and Sonic Resonance underperform significantly. Poison performs well vs. ST but underperforms in AoE. Traps needs tweaks to 2 or 3 powers. Control: Mind and Ice are the weakest performers as controllers, less so as dominators. Blast: Sonic is strong vs. ST but needs a more functional AoE. Archery needs more secondary effects.
  13. It does not.
  14. It was destroyed by Shivan meteors in Issue 21, which also introduced the First Ward and the Underground Trial.
  15. In addition to Unrelenting, the Nature power Rebirth can also be used as either a rez or a heal over time. I like the idea of giving the rez powers some additional utility. I would give Resurgence and Revive similar treatment. I think Soul Transfer would have to lose the mag 30 stun if you're not dead when you use it.
  16. You don't say if you were running this at +0 or something higher, but MoKhan (which disables incarnate powers) with a team of 5 was an iffy proposition from the start. With no debuffers, I think you were doomed from the start. I've run non-master Khan with a team of 8 at +0 with no 50s (he scales down) and the fight with Reichsman can easily run 20-30 minutes if you don't have enough dps and/or debuffers. Yes it is boring. Yes he is a big sack of hit points. You should know that going in and form your team accordingly. Too many AVs in the game require no strategy whatsoever. There should be more that require something other than tank and spank.
  17. Back on live there was an exploit where you could slot Enzyme HOs (-def/-tohit/endred) in Invincibility (+def/+tohit) and the defense would be enhanced on Schedule A instead of Schedule B. When they fixed that, I believe they made it so +tohit/+def powers wouldn't be affected by -tohit/-def enhancements, and vice versa. I'm not aware of any powers that are enhanceable for both.
  18. No powers that provide stealth are stackable. They only stack with Super Speed or stealth procs. Also, Infiltration doesn't require other selections from the Concealment pool.
  19. <--April Fool's was a day or two over thataway
  20. Siphon Insight is fine if you want the set bonuses, but Flash Arrow is autohit in PVE and doesn't require accuracy. The -dmg in Poison Gas Arrow is autohit. Accuracy is only needed for the sleep, which isn't worth bothering with. Recommend a recharge IO or a chance to heal self. Drop Bitter Freeze Ray for Ice Arrow. BFR has terrible DPA, while Ice Arrow is a huge debuff in addition to being a hold. Can take a crap ton of procs too. Slotting for Oil Slick is fine if you want the set bonuses, but it doesn't require accuracy. With the chance for BU slotted, I would keep Aim. Soul Drain is a great power, but requires you to go into melee to use it. All your other powers are ranged.
  21. Infiltration or the stealth proc alone doesn't give you complete invisibility. Combined you're invisible to all mobs except snipers and Rikti drones. If you don't mind losing the defense in combat, it can completely replace Stealth. Infiltration also gives you great mobility with very limited suppression and can serve as a travel power.
  22. BTW, you can slot the stealth proc directly in Infiltration and eliminate having to run Sprint as well.
  23. PGA is an odd case. The -dmg component is autohit. The sleep component, which is created by a pseudo-pet is not.
  24. No amount of slotting will confuse an AV (or a boss) with Arctic Air alone. Each tick has a 30% chance of a mag 3 confuse, and slotting increases the duration, not the magnitude. Since the ticks don't stack, you'll never confuse anything higher than a lieutenant.
  25. Living Shadows works well as a proc bomb. It takes at least 6 damage procs, plus the Annihilation -res proc. I slot Dark Servant with a combination of Cloud Senses (including the proc) and Touch of the Nictus. Fluffy spams Twilight Grasp quite a bit.
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