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Uun

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Everything posted by Uun

  1. Touch of Fear is funky. The fear and -tohit are single target and the damage is AoE. Not sure if it's working as intended, but it seems like the proc chance for the AoE is calculated as if it were a single target attack. On my tank it goes off way more often than the 34.7% indicated in the table.
  2. I skipped CoF and OG and took the Minimal FX option for Cloak of Darkness (and several other armors).
  3. They buffed the heck out of Trick Arrow less than a year ago. I really don't think the set needs to be made more usable. I rarely use Glue Arrow, but I think the 60 sec recharge is fine. While 3 minutes is kind of long for Oil Slick, keep in mind it has a 25-foot radius. The version blasters got has a 90 sec recharge but the radius was cut to 15 feet. I'd rather have the larger radius and live with the recharge as is. It's pretty easy to get it down to under 70 seconds. Recharge on EMP Arrow is a larger discussion, as it needs to be balanced with EM Pulse, as well as all the controller AoE holds. I frequently skip these, and don't have EMP Arrow in my build (also because the corrupter version is currently bugged).
  4. Uun

    Fury bar question

    I largely ignore the fury bar and keep damage buffs as a tracked combat attribute. Fury seems to stabilize at about 175% +dmg (once you back out other damage buffs).
  5. Wet Ice doesn't protect against repel. Singy's new power is Gravitational Pull, which uses repel with a negative magnitude.
  6. Another vote for Dark/Dark (although I took Pyre for the epic). I've done Rad/Rad on a scrapper and that also works well.
  7. Consider Diamagnetic Core for the Interface slot. Adds another 5% -tohit to every attack.
  8. Could be the way the league was set up. I believe that on a league, XP is allocated between teams based on percent of damage done, then shared across your team. If another team in the league did the majority of the damage, they would get most of the XP. It gets worse if league leader doesn't consolidate players into teams of 8. If you were on a team of 1 or 2, you would get very little XP. (You still get credit for the defeat for badges.)
  9. Using the tier 4 for illustration. Lower tiers have smaller buffs. Hybrid Support Core provides a 6% buff to you and your leaguemates, 12% buff to pets and has a 50 foot radius. https://cod.uberguy.net/html/power.html?power=incarnate.hybrid.support_genome_8 Hybrid Support Radial provides an 8% buff to you, your leaguemates and pets and has an 80 foot radius. https://cod.uberguy.net/html/power.html?power=incarnate.hybrid.support_genome_9
  10. Don't skip Entangling Arrow - it has 20% -res. Glue Arrow is autohit, so slotting accuracy is unnecessary. Don't skip Ice Arrow. While the hold is unexciting, it has a very potent -special. Acid Arrow's damage is tiny, so Overwhelming Force is wasted here. Best to slot it with procs or an Accurate Defense Debuff set. Disruption Arrow really doesn't need more than a recharge IO in the base slot. Accuracy is unnecessary. I've never tried slotting for endmod. Slot Oil Slick Arrow for damage.
  11. Uun

    DP/Ninja

    I ran DP/Nin to 50 on a weekly leveling team and wasn't impressed. Not bad per se, just "meh". Really didn't like the lack of Aim or Build Up, which makes Hail of Bullets kinda lackluster. Didn't bother pursuing incarnates and currently mothballed.
  12. Footnote to the primaries list - Stone Melee isn't available to scrappers.
  13. Here's mine. I loaded Touch of Fear with procs and find it really effective. I skipped CoF and OG entirely. About the only thing I've run up against that gives me trouble is stacked tohit debuffs (i.e., 3x Death Mages).
  14. Play Trick Arrow. No anchors. What does this even mean? You're not taking powers from your secondary? You're not slotting powers from your secondary? Even if you take all the powers from your primary, there are 7 power picks before lvl 30 that have to come from your secondary or a pool. Radiation Emission doesn't require a lot of slots and several of the powers don't need more than the base slot.
  15. Suggest you put a KB>KD in Crane Kick, unless you like chasing after folks. I would take Power Sink as soon as it's available at 26. You don't want to slot the Performance Shifter proc in it. Unenhanced, Power Sink gives you 25 endurance per foe hit. A lvl 50 endmod IO will give an additional 10.6 endurance (42.4%) per foe hit, whereas the proc (if it goes off) will just give you 10 endurance one time. The endmod IO will also increase the endurance drained from your foes. It's worth adding 1 or 2 slots if you can spare them.
  16. 50% resistance to S/L/F/C/E/N, 90% resistance to P/T. I slot with Expedient Reinforcement (all 6 pieces), which includes the 10% resist bonus for pets. https://cod.uberguy.net/html/entity.html?entity=pets_singularity
  17. Prior to HC, I spent a number of years playing SWTOR. Their Operations (8-16 players) have three modes, Story, Veteran (formerly Hard) and Master (formerly Nightmare). Their Flashpoints (4 players) also have thee modes, Story, Veteran (formerly Tactical) and Master (formerly Hard). It's quite common for players to run content at all three levels. Running Master level operations or flashpoints not only requires better gear, but also requires specific knowledge of the encounters and a much greater time commitment. It is by no means the default.
  18. TA on blaster is Tactical Arrow, not Trick Arrow. Some overlapping powers, but debuffs are greatly reduced or eliminated. No melee attacks.
  19. Fine with me I don't run radio missions. Ever.
  20. Double post
  21. This is already the case with respect to TinPex and regular content. Only the Alpha slot level shift applies. I would support disabling the Lore and Destiny level shifts in DA story arcs. While the DA story arcs are incarnate content, they don't contain the level-shifted foes that the Incarnate trials do. I enjoy the DA arcs and want access to the Destiny powers while running them (I suppose I could unslot Lore, but it's a bother), but would like to face foes that are higher than +1 to me.
  22. I would be fine with more damage at the same recharge. I'm not insisting something must be done, it just seemed like somebody fudged a calculation.
  23. A brute should have no trouble maintaining at least 150% +dmg from fury. At that level, a brute will outdamage a tank by about 40% in ST damage, even with the lower base. AoE is trickier, since tanks got the range and target buff. A scrapper needs to crit 18% of the time to match that. I'm largely OK with how they compare damage wise. I view playing brutes as easy mode for when you just want to punch stuff.
  24. I know there's a formula to balance recharge and endurance vs. damage. Something seems amiss in the blaster version of Abyssal Gaze. See comparison below to similar blaster powers (high damage w/ mezz), as well as the sentinel version of the same power. Whether or not the blaster version of AG should do more damage, the 20 second recharge seems way off relative to the damage it does.
  25. It doesn't feel as hard-hitting as many other sets due to all the DoT. It also trades some damage for more control and utility. Tenebrous Tentacles is pretty awful damage unless you load it with procs. Abyssal Gaze needs more damage and a shorter recharge to make it comparable to Cosmic Burst, Freeze Ray and Lancer Shot (all high damage attacks with a mezz).
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