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Everything posted by Uun
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Bold portion is not correct. TT doesn't behave like controller immobilizes and has no KB resistance. You need to slot KB>KD in your Storm powers.
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You are mistaken. While you can now run multiple stealth powers at the same time, they do not stack. From the patch notes: Player Stealth Toggles, with the exception of temporary powers, are no longer exclusive. Players can now use multiple stealth toggle powers at the same time, however the stealth radius, defense, and threat level of these powers will not stack. Instead, the strongest effect from these powers will be used (much like how travel power stacking currently works).
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Don't recall ever seeing any of these, but here's what the wiki says is supposed to happen: https://homecoming.wiki/wiki/Magisterium_Trial#Phase_2
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Sorry, brain fart. I was thinking of Nightfall. Torrent is skippable.
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I've done a Nature/Seismic defender and am quite happy with it. I like the Seismic Pressure and Seismic Shockwave mechanics, but agree that Stalagmite is a bit wonky. Almost everything in the set procs well.
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Along with the rest of Page 5, this change was posted to the Beta server several weeks before it went live. The feedback thread goes on for 4 pages and has several dev responses. Whether or not you agree with the change, it's disingenuous to suggest that the devs snuck this in.
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Hurricane is good but situational. There's a learning curve to its proper use. Thunder Clap IS rubbish, unless you plan to take Dark Pit (also rubbish) to stack with it. Why would you skip the self heal? Although Torrent is narrow, I wouldn't recommend skipping it, since you're leaving yourself with TT as your only AoE.
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Big difference between weakest and least popular. SR may not be popular, but it certainly isn't the weakest. I would put it ahead of Ice, Fire and WP.
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I've got a Stone/Elec brute. Extremely sturdy and hits like a freight train. With the p5 changes, an Elec tank would pick up Energize at lvl 12 and Power Sink at lvl 22, which should put an end to any endurance issues.
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Electric Armor is also very good on a brute. You can cap resists (or get pretty close) to everything other than toxic and negative, plus its got a good heal, end recovery tools and a damage aura. Completely immune to endurance drain.
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10-15% resistance isn't going to do much for you, particularly in melee. You want to stack defense on top of the -tohit the set already provides. On my defender I run 40% S/L/E (without Tough/Weave), with Rune of Protection available if things go sideways.
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Powers that do the same thing in different sets in the same AT are also balanced against each other. In the control sets, the holds, immobilizes and stuns have basically the same control, damage and recharge stats across all the primaries (with a few exceptions for unique powers like Wormhole, Volcanic Gasses and Shadow Field). I don't think it's unreasonable to expect all the knockdown patches to provide similar levels of functionality (even with different secondary effects). Even with the recent buffs to Ice Control, it still lags most of the other control sets.
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Fair point, but then Ice Slick should be buffed in some other way to make it comparable. Earthquake has -tohit and unresistable -def. Ice Slick has -speed and the damage added in the last patch (it does not have -recharge).
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Other than the melee/armor sets discussed above, there are a few APP sets that could be proliferated from Scrapper/Stalker to Brute/Tank and vice versa.
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The biggest argument in favor of adding -tohit to Ice Slick is that Earthquake has it.
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Poison definitely has a learning curve. I've taken it to 50 twice on HC (controller and defender) and it can be a complete beast. You need to embrace living in melee range and overlapping the debuffs. My Poison/Sonic defender is quite tanky. I'm on board with a modest radius increase for Weaken and Envenom to 10-12 feet. Anything bigger than than that and the recharge would have to be nerfed. Venomous Gas is fine at 15 feet. I don't support making Alkaloid an AoE or adding +res(all) to it. If you're healing stuff, you're playing Poison wrong. I skipped Alkaloid entirely on my defender. Not mentioned above, but the other change the set needs is a wider arc for Neurotoxic Breath.
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I don't have Mid's handy to see if it has errors, but the only thing in Howling Twilight with a 90 second duration is the debt protection. The -regen, -recharge and -speed have a 30-second duration and the stun and afraid have a 15-second duration. https://cod.uberguy.net/html/power.html?power=controller_buff.darkness_affinity.howling_twilight&at=controller
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In Mid's, unclick Scourge (bottom half of the screen under Inherent Powers).
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Best: Earth Control Worst: Kinetic (Nascar) Melee
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I have many builds without Tough/Weave or soft-capped defense. I use some of them for hard-mode/801 content. They do just fine.
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Keep in mind that the level powers are available was changed in the last patch. Primary Sets (non-Epic ATs) Tier 8 powers moved from level 26 to level 22 Tier 9 powers moved from level 32 to level 26 Secondary Sets (non-Epic ATs) Tier 2 powers moved from level 2 to level 1 (character creation) Tier 7 powers moved from level 28 to level 24 Tier 8 powers moved from level 35 to level 28 Tier 9 powers moved from level 38 to level 30
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It's a very potent debuff against hard targets. I don't bother using it against minions or lieutenants. Not sure it's a must take, but it's a power that doesn't need more than an accuracy IO in the base slot to be effective (add a 2nd slot w/ a recharge IO if you want to use it more). I would skip Lifegiving Spores before skipping Corrosive Enzymes.
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Nature is a very good set and is quite potent on either. Corruptor values for most of the Nature powers are 75% of defender values. You can see the specifics on CoD below. https://cod.uberguy.net/html/powerset.html?pset=defender_buff.nature_affinity&at=defender https://cod.uberguy.net/html/powerset.html?pset=corruptor_buff.nature_affinity&at=corruptor If you're going to solo, I would go defender due to the added survivability.