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Uun

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Everything posted by Uun

  1. I used to take Spirit Ward when it was a click. As a toggle it's just a waste of endurance. Even though it stacks with itself, the absorb granted isn't enough to keep an ally or pet alive. As stated, it's fine to use as a mule for the Preventative Medicine proc.
  2. I like this for the simple reason that I skipped the T1 on my Rad/Rad and therefore never receive the Offensive mode bonus. It currently works like this. What about having a separate button ala Domination? This would allow you to use a T1/T2 attack when the meter is full without triggering Vulnerability. I frequently face foes with just a sliver of health but don't want to use the T2 blast on them as that would waste Vulnerability.
  3. You can create them on the test server at whatever level you want and kit them out for free.
  4. Nobody has mentioned it, but IMO the combo for ST damage vs. AVs is Beam/Cold. On top of the -500% regen in Benumb, you can stack another -225% from Disintegrate and Single Shot. And Piercing Beam stacks another -15% resist on top of the -30% in Sleet and -24% in Heat Loss. I have this combo on a defender and it's just sick.
  5. It's end efficient in the sense that you'll use fewer attacks to take down a spawn, especially if you can get 6+ foes in it. One of the set ups I like for damage auras is 3-slotting with Scirocco's Dervish: Acc/Dmg, Acc/Dmg/End and Dmg/End. Obviously you can add more slots if you can spare them or want the set bonus, but this skips the recharge pieces that you don't need.
  6. Mud Pots does slightly less damage than Death Shroud, Lightning Field and Icicles (0.18 scale vs. 0.20), but this is because it also has immobilize and -speed, while the others are straight damage. Damage auras as very endurance efficient, particularly when facing large numbers of minions, and actually do a sizeable amount of damage once you're built up Fury. Procs in auras are generally not recommended, as they only have a chance to fire every 10 seconds.
  7. He was lvl 54. Between Weaken and Venomous Gas, I had 45% -damage and 35% -tohit, plus another 23% -tohit from Spectral Terror. His debuff resistance should have been negated by Weaken. He got lucky. Also, Chimera/Praetor Sinclair doesn't have a heal. Are you thinking of a different AV?
  8. I unintentionally tried soloing Chimera yesterday on my Illusion/Poison. Was running Belladonna Vetrano's arc and forgot that I had changed my notoriety to solo AVs. Got him down to about half health, then ran into a 20s gap in PA and he killed my Lore pets and took me out with Head Splitter (despite popping a large purple).
  9. Wormhole a spawn, drop Dimension Shift on them, then spawn Freezing Rain, Tornado and Lightning Storm inside the Dimension Shift bubble. It's a regular popcorn popper.
  10. Thanks. I haven't played Traps since live (and wasn't soloing AVs on my Traps/AR defender).
  11. FYI, you can slot Celerity:Stealth directly in Infiltration, giving you a 66 foot stealth radius without running two toggles. I find that the 55 foot stealth radius from Concealment/Stealth is sufficient for full invisibility except around Ritki Drones and snipers.
  12. I think you're misinterpreting. The most efficient (of what's been posted) is */Rad due to the -500% regen debuff in Lingering Radiation (90 sec rech). Look at how well the IO'ed Earth/Rad did. Other secondaries that offer -500% regen are Dark/Howling Twilight (180 sec rech), Cold/Benumb (120 sec rech) and Thermal/Heat Exhaustion (120 sec rech) w/ 40 sec duration. Traps/Poison Trap has -1000%, but it only has a 10 sec duration. Of these, you stand the best chance of making the debuff perma on Rad and Thermal, however, Thermal's -resist debuff is on a long recharge, 6 of the 9 powers are ally only and it has no -tohit. Cold is a great set, but it also lacks any -tohit. Rad has the best toolkit for this once you get the endurance under control.
  13. My Kin runs Tactics, so I went with Agility for my Alpha. Buffs endmod, recharge and defense.
  14. Don't know that they challenge Energy, but Seismic and Water also have quite a bit of KB and KD if you want a different theme.
  15. Singy gets a lot of benefit from the Expedient Reinforcement +resist enhancement, as it takes its resistance from 50% to 60% against S/L/F/C/E/N. You could also try not slotting the KB>KD on Singy.
  16. https://hcwiki.cityofheroes.dev/wiki//jranger
  17. A minimal fx option already exists for the Stone Armor primary/secondary. It just needs to be ported to Stone Mastery for controllers.
  18. Interesting. It's got to be the difference in -regen between Lingering Radiation (-500%) and Envenom (-50% stackable). Poison can stack far more -resist than Rad.
  19. Works quite well with Gravity due to the synergy with Wormhole. These are two different status effects. Trembling in place is caused by "terrorize", which is generated by powers like Fearsome Stare, Spectral Terror and Terrify. Running away is caused by "afraid", which is generated by powers like Tornado, Lightning Storm and Hot Feet, or "avoid", which is generated by powers like Freezing Rain, ignited Oil Slick and Whirlpool.
  20. One thing to be aware of is that WP has no resistance to endurance drain or recovery debuffs. You'll want to shift to Form of the Soul when fighting things like Carnies or Arachnos (Mu). The endurance discount is pretty sizeable.
  21. I can't comment on Savage, but both armor sets are very good but play differently. EA is a defense set with a heal. It has some damage resistance but not the scaling damage resistance SR gets. Pretty easy to soft cap defense to all damage types except psi. EA's taunt aura is on Entropic Aura. Rad is a resistance set with +absorb, +regen and a targeted PBAoE heal (ala Dark Regeneration). I find it to be a bit more "clicky" than EA and requires you to be proactive in using Particle Shielding. It's one of the few sets with a useful T9. It has a sizeable hole to cold damage which you'll want to be aware of and has no innate defense.
  22. Mids is showing incorrect damage values for Dark Melee for Tanks, Scrappers and Stalkers. Brute values are correct.
  23. Vigor Core enhances heal (45%), accuracy (33%) and end reduction (33%). Cardiac Core enhances end reduction (45%), range (33%) and damage resistance (33%). I find this page is very handy for comparing the abilities at a glance: https://hcwiki.cityofheroes.dev/wiki/Alpha_Slot_Abilities
  24. It's got to be one of the debuff resistances. +42.5% Resistance (Ranged, Melee, Area, Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Psionic, Toxic, Base Defense, Endurance, ToHit, RunningSpeed, FlyingSpeed, PerceptionRadius, Regeneration, Recovery, Accuracy, RechargeTime) (all affected targets) for 30s https://cod.uberguy.net/html/power.html?power=incarnate.destiny.ageless_radial_epiphany&at=controller
  25. Did one more with my Grav/Storm. With no -regen, this took 16:00. Popped Elusive Mind before I went in, but once I positioned myself with Hurricane, he barely hit me. Used 2 blues and 2 greens and hit Hibernate twice.
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