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Uun

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Everything posted by Uun

  1. I skipped both CoF and OG on my Dark/Dark tank. It's stupid tough already and really doesn't need additional protection from minions.
  2. You missed quite a few. Invul, Rad, Energy, and Dark also have resistance to end drain/recovery debuffs. So it's not relatively rare - 8 of the 13 armor sets get it. Thematically, it makes a lot more sense for Willpower to have it than Invul. Addiing 25% endurance/recovery resistance to Willpower (the same that Invul has) makes a lot of sense to me and I don't think would require rebalancing the set.
  3. Uun

    Armored TA/

    Unless you PVP, you don't need accuracy in Flash Arrow. It's autohit in PVE. Best to slot with a tohit debuff set. I recommend maxing the -tohit since half of it is unresistable, making it quite effective on AVs. I find that FA can replace (or double) a sizeable chunk of your defense, since fully slotted it provides close to 30% -tohit with a 25-foot radius. It also doesn't aggro, so it's easy to apply as an opener. Oil Slick Arrow is also autohit, so if you don't need the set bonuses, you can drop the accuracy and add a few procs. If you want to pick up some slots, both Poison Gas Arrow and Disruption Arrow work fine with a single recharge IO.
  4. One additional synergy with Water is that you can overlay Distortion Field and Whirlpool, creating a zone where your foes are running in place (stacked slows + avoid).
  5. For the most part I agree with you, but I play on multiple shards and belong to channels that are specific to a shard. I don't need to see them when I'm playing on a different shard.
  6. Uun

    EMP Arrow hold

    Don't get old?
  7. Uun

    EMP Arrow hold

    Thanks very much for explaining that. I followed the nesting stuff but missed that the tag on the first group said "if target.HasTag?" while the tag on the second group said "if !target.HasTag". Those exclamation marks are hard to see.
  8. Uun

    EMP Arrow hold

    I went to DA and tested it on some BP and Talons. I was definitely getting the 8 second hold (15 seconds enhanced), not the 18 second hold (31 seconds enhanced). I assume electronic targets get the longer hold.
  9. Uun

    EMP Arrow hold

    For the time being I'm going with 5 Basilisk's Gaze, which comes close to maxing the recharge and the hold duration and provides a 7.5% global recharge bonus.
  10. You're ignoring a big difference between the two. Mass Confusion doesn't aggro, Seeds of Confusion does.
  11. Uun

    EMP Arrow hold

    Understood. It's more a question of how to slot it, as it only takes Hold and End Mod sets.
  12. Uun

    EMP Arrow hold

    It was my understanding that EMP Arrow was supposed to hold all targets, with electronic targets taking damage. I'm having a hard time following that on CoD. Who gets the 17.88 second hold and who gets the 8,344 second hold? It looks like the "electronic" tag is attached to both. (These are the corruptor numbers, but defenders and controllers show the same thing with different durations and damage amounts.) Unfortunately the in-game information for the power seem to be truncated and not showing all the effects. Before I go field testing this, can someone verify who the hold is effecting?
  13. This is what I'm currently playing. It's essentially my leveling build, as I'm still planning out the respec for the final build.
  14. You're only looking at one of the pseudo pets. There's a second pseudo pet that has a 100% chance of 8 second hold (12 seconds with domination up).
  15. Going from memory, since I'm at work and don't have access to Mid's, I skipped Shadowy Binds in the primary and Midnight Grasp in the secondary, but there are a lot of different ways to slice it depending on how much you want to live in melee. I view the must haves in the primary as Dark Grasp, Fearsome Stare, Heart of Darkness and Shadow Field. Slot Fearsome Stare for tohit debuff, not fear. Normally I'm not a big fan of the AoE hold, but this one works like Volcanic Gasses and has a longer duration with pulsing holds. In the secondary, I view the must haves as Gather Shadows, Engulfing Darkness and Moon Beam, but everything else is good too.
  16. You really want to slot Transfusion. It's a very good heal. I would move all your slots and enhancements from Speed Boost to Transference. There's really no reason to slot Speed Boost, while slotted Transference allows you to sap foes' endurance down to nothing. Not sure if you have enough accuracy from just set bonuses and Tactics not to slot accuracy in many of your powers.
  17. I think Mid's is confusing things a bit, as the 169.2% includes both enhancements slotted in the powers as well as global accuracy set bonuses. Also, unless you've changed it in options, Mid's calculates accuracy vs. +0 foes (against which you have a base 75% chance to hit). More useful is calculating vs. +3 foes (against which you have a base 48% chance to hit). If you strip out the set bonuses, you have accuracy enhancements totaling 82.816% in Mental Blast. Against a +3 foe your hit chance would be 0.48 x (1.0 + 0.82816) = 0.8775. TT Leadership (with no enhancements) adds +10% tohit, making your hit chance (0.48 + 0.10) x (1.0 + 0.82816) = 1.0603 (capped at 0.95). TT Offensive (with no enhancements) adds 10% accuracy, making your hit chance 0.48 x (1.0 + 0.8216 + 0.10) = 0.9255. In short, 10% tohit is better than 10% accuracy. That said, Offensive gives you resistance to tohit debuffs while Leadership gives you resistance to -perception, confuse and fear.
  18. Most controller mezz powers are mag 3 with a chance to add an additional 1 mag. ST immobilizes are mag 4. You can find all the details at the link below, or in game in the power info. https://cod.uberguy.net/html/index.html
  19. I don't think WP needs more DDR. The defense built into the set is pretty minimal (on a tank it's 3% S/L, 13% F/C/E/N, 10% Psi), yet it gets 22% DDR (tank). I'd like to see WP get endurance/recovery debuff resistance. It makes no sense that the set has Quick Recovery but no resistance to end drain and recovery debuffs. Invulnerability has no endurance/recovery powers at all yet it has endurance/recovery debuff resistance. I'd also like to see WP get more -regen resistance.
  20. In addition to the above, look for +hp. In addition to allowing you to take more damage, it also increases your regeneration. Other than using it as a mule for the +def uniques, High Pain Tolerance should be slotted with 2 heal IOs to maximize the +hp. You also want the Unbreakable Guard +hp unique and the +hp accolades. You can pick up more from the random +hp bonuses included in many sets.
  21. I would swap the range IO in Propel for KB>KD. On the flip side, KB>KD is wasted in Freezing Rain, as it doesn't do KB.
  22. I wouldn't bother with the Decimation proc. It's 1 PPM and almost never goes off in a ST blast on a short recharge.
  23. I don't feel that way at all. With domination up you can control most of the mobs (except the EBs) in one shot if you get it off before the bosses can use Shout of Command. Phalanx Fighting doesn't protect against fear or confuse. Also, Earth has a ton of autohit -def.
  24. The PBAoE attack is DoT. The bonus damage for lvl 3 comes as an extra tick at the end. So unless you're counting the ticks, you're not going to notice.
  25. I have 4 doms, but my favorite is Earth/Earth.
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