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Uun

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Everything posted by Uun

  1. Stone Mastery - Fissure, Rock Armor and Seismic Smash
  2. Slot Rune of Protection with the +def uniques Devote more slots to Blazing Bolt and slot a snipe set. Pull the slots from Arcane Bolt, which isn't needed on a blaster. Melt Armor requires accuracy. Slot an accurate defense debuff set. Tactics already has +perception. The +perception proc is overkill. Slot +tohit/endred.
  3. Was recently fighting Neuron on my BS/Shield scrapper. Notwithstanding my soft capped defense, I was forced to chew through a bunch of blue inspirations because he has an autohit endurance drain power (Power Sink?) and Shield has no end drain resistance. I know there's an empowerment buff you can craft that provides 20% end drain resistance for 90 minutes, but it occurred to me that one of the inspirations should provide it. Perhaps it could be added to the endurance inspirations, whereby each would provides 60 seconds of end drain resistance in line with the percent of endurance it recovers. For example, Catch a Breath would provide 25% resistance, Take a Breather would provide 33% and Second Wind would provide 50%. Alternatively it could be added to the resist effects or resist damage inspirations.
  4. I assume you're slotting Absolute Amazement solely for the set bonuses. The 25% chance of mag 2 stun isn't worth enhancing. I have mine slotted with 4x Cloud Senses. This is true, although I've never tested whether slotting set pieces with accuracy works in a power that doesn't accept accuracy enhancements (i.e., Caltrops and Poison Trap). I run Tactics on my build in any case.
  5. Depends what you're looking to do. Fire has more area control than Illusion. Fire has Fire Cages, Smoke, Flashfire, Cinders and Bonfire. Illusion just has Flash and Spectral Terror. Imps are squishy even with heals and buffs, but so is Phantasm. Phantom Army can't be damaged, but you need a lot of recharge to make it perma. Imps hold up fine in normal +4 content. For hard mode content I wouldn't bother summoning them.
  6. Caltrops - as many procs as I have slots to spare (5 in my current build) Triage Beacon - 6-slot Preventative Medicine. I don't recommend slotting Numina's or Miracle since those need to be in an active power. Acid Mortar - 3-4 slot with a defense debuff or accurate defense debuff set. Currently 4x Undermined Defenses (which gets you ED capped recharge) Poison Trap - mix of hold set and procs. Currently 4x Basilisk's Gaze + 2 procs, but I've gone as high as 5 procs. Seeker Drones - procs don't work in this Trip Mine - procs don't work in this except Force Feedback +recharge
  7. The 70 feet (and 84 feet) is meaningless. The power is a PBAoE, so the range is 0. You need to look at the effect radius, which is 15 feet. https://cod.uberguy.net/html/power.html?power=corruptor_buff.poison.venomous_gas&at=corruptor
  8. I run Entangling Aura and use Fire Cages, Flashfire and Char a lot. It won't proc more than once per foe (if they are affected by more than one control), but it does seem to proc quite often judging by all the "Waylay!" combat text spam.
  9. I run this on my Fire/Nature controller. I believe it checks for controlled enemies every 10 seconds. Enemies qualify as "controlled" if under the effect of: confuse, fear, hold, immobilize, sleep or stun. Ice Storm has no control effect and will not cause Waylay to proc. Avoid is not fear.
  10. On teams and leagues it's largely a non-issue. Solo, it depends on your primary/secondary and on the faction you're fighting. I've got four lvl 50 blasters fully equipped with T4 incarnates. Water/Martial has a ranged T9, solid melee and a ton of knockdown. Ice/Temporal has a ranged T9, multiple holds and lots of -rech. Dark/TA has knockdown and multiple holds but no melee powers other than the nuke. DP/Ninja has more limited mitigation and no BU/Aim, so requires more strategy.
  11. Are you referring to movement or recharge of their powers? All the minions have Super Leap as an auto power which provides +jumpheight, +jumpspeed and +runspeed.
  12. They drop from Greater Devoured bosses on the bridges in the pool room (before you get to the Mold Wall). Clear the bridges and you will have plenty.
  13. Either there's something wrong with your build or your technique. My Poison/Sonic defender solos easily and shreds bosses and EBs. I run Venomous Gas, Stealth, Scorpion Shield and all 3 Leadership toggles and have no endurance issues.
  14. Power Boost does not work on the Cold shields.
  15. You can also add a cone with Elec or Mu Mastery (Static Dischage)
  16. I find it's pretty situational. It's useful for HM content, but not really needed otherwise if people have well constructed builds. In my current build I take it at lvl 49 and leave it with just the base slot. I think I have it slotted with a 50+5 heal/rech.
  17. Uun

    Trap/TA/Poison?

    I don't disagree on Triage Beacon, but there's no set in the game where defenders get shorter cooldowns or increased radii. The difference is always buff/debuff/damage values.
  18. 60 feet is the range at which you can summon the pet. The pet has 2 powers: Cloak of Fear: 20 foot PBAoE aura that does mag 3 fear and 15% -tohit (enhanceable) Terrify: ST mag 3 fear and 15% -tohit (unenhanceable) with a 50 foot range They apparently changed Spectral Terror to accept accurate tohit debuff sets in the last patch. Wasn't listed in the patch notes.
  19. There has always been a ton of -def. Any Council minion armed with an Assault Rifle or Submachine Gun does -def. Same goes for Family and Marcone "Gunners", Skulls, Hellions and Outcasts armed with Submachine Guns, etc.
  20. This has existed for Ouro content and TFs since Page 3: Options for 'No Incarnate Powers' and 'Only Alpha Slot' were added to the powers options for any arc in the SL9 (Level 45-50) categories. Completing a Flashback arc using these two new options rewards two new Ouroboros category badges. Selecting the "Master of" challenge for a given TF will set the team size to 8, maximum defeats to 0, disable temporary powers, and disable Incarnate powers. When successfully completed, the challenge will award the "Master of" badge and a Rare Incarnate Component.
  21. Teleport doesn't have a secondary ability.
  22. Read the page you linked. Invader is equivalent to Task Force Commander, not Freedom Phalanx Reserve Member. My point is, since Invader is earned by obtaining the exploration badges from Mayhem Missions, logically heroes should earn an equivalent accolade by obtaining the exploration badges from Safeguard Missions. This doesn't work, since heroes can already earn the equivalent accolade (Task Force Commander) by obtaining the 6 task force completion badges. Therefore, if you create a new accolade from obtaining the exploration badges from Safeguard Missions, you also have to create a new equivalent accolade which can be earned by villains.
  23. Heal/Absorb/Damage Hold/Damage (and Stun/Damage) Tohit Debuff/Fear
  24. I have Body Armor on one of my blasters and slotted it with the 2 +def uniques. It has the benefit of not dropping when mezzed. I could see increasing the S/L resistance value to 10.5% (half of Temp Invulnerability and equal to Tough). Surveillance is very good as is. Slotted for recharge it can easily be made perma. Also doesn't aggro.
  25. I understand that Stouthearted is the flipside to Invader (+5% hp), but heroes already have Task Force Commander. There would need to be a red-side counterpart. Regardless, I don't think that an accolade that can be obtained solely by clicking exploration badges should grant +def.
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