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Uun

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Everything posted by Uun

  1. In Martial Assault (Dominator), the descriptive text for Dragon's Tail carried over the text from the Martial Arts version, "This low spinning kick deals slightly more damage than Thunder Kick, but has a chance to hit all enemies in melee range. " As Thunder Kick was buffed for Dominators, this statement is untrue. The Dominator version of Dragon's Tail does less damage than the Dominator version of Thunder Kick.
  2. That text is a carryover from the Martial Arts (scrapper/stalker/brute/tank) version of the powers, in which Dragon's Tail (1.18 scale) does do more damage than Thunder Kick (0.84 scale). For Martial Assault, Thunder Kick was increased to 1.48 scale and Dragon's Tail was reduced to 0.899 scale. The text for Dominators should be corrected. Damage per cast cycle is the wrong metric to compare powers, as it's dividing the total damage by the recharge. In terms of raw damage, the Dominator version of Thunder Kick does about 1.65x the damage of Dragon's Tail, but Dragon's Tail is a PBAoE and can hit up to 10 foes whereas Thunder Kick is single target.
  3. TA works well on a corruptor, especially paired with Fire. If you want to do TA as a defender I would pick a blast set that allows you to slot procs. I wouldn't bother slotting Entangling Arrow. It's more useful for the -res than the immobilize. Stick an acc IO in the base slot and call it a day. Unless you PVP, Flash Arrow is autohit. Slotting for accuracy isn't required. Glue Arrow is autohit. Slotting for accuracy isn't required. Slot 1 slow IO or the Impeded Swiftness proc. Acid Arrow does minimal damage. Slot Accurate Defense Debuff if you want the set bonuses, otherwise slot damage procs. Oil Slick Arrow is autohit. Unless you want the set bonuses, slotting for accuracy isn't required. If you're looking to soft cap ranged defense, you're going to want Tough and Weave. Recommend dropping Super Speed, Hover and/or Combat Jumping. Afterburner is no longer a power choice. It's included with Fly and has been replaced with Evasive Maneuvers. Update to the new version of Mids.
  4. Although there a few powers that overlap, these were always completely separate sets. Blasters now get a version of Oil Slick Arrow (which they didn't have before). The Blaster version has half the radius, but also half the recharge. The damage is quite good and worth slotting as an attack. Electrified Net Arrow: Standard T1 immobilize. Also brings down fliers. Slot for damage or procs or just leave the base slot. Glue Arrow: Skippable, but also accepts several procs and is autohit. Ice Arrow: Skippable unless you have another hold to stack with. Accepts several procs. Upshot: Provides +recharge in addition to +tohit and +dmg. Slot like any buildup power. Flash Arrow: Very useful, since it's autohit and doesn't aggro. Doesn't require more than a -tohit IO in the base slot. Eagle Eye: Slot 1-2 heal IOs. If you want to slot any of the healing set uniques, you can put them here but I think they're better placed in Health. Gymnastics: Slot a LOTG +rech in the base slot or any of the other defense set uniques. ESD Arrow: Skippable IMO. Both the stun and hold (robots only) are pretty short duration and the damage to robots can't be enhanced. Might be interesting to slot for endurance drain.
  5. Uun

    AOE scrapper?

    Not sure how you managed that. Soul Drain doesn't accept end mod sets.
  6. Notwithstanding the attractiveness of Soul Drain, if you go Power Mastery you get Power Build Up, which buffs Farsight and allows you to softcap defenses.
  7. Unless you really need the set bonuses, don't recommend slotting Gravitational Anchor in Tenebrous Tentacles. The base immobilize duration is plenty long. I recommend slotting damage procs and possibly a range IO. Procs in Freezing Rain (or any rain power) are not recommended. Go with 2 recharge IOs or the defense debuff set of your choice. Not sure why you're skipping Hurricane. It's certainly situational, but it's one of the strongest tohit debuffs in the game and can be used to pin foes in corners. 5 slots in Combat Jumping is 4 too many. The defense it provides is very low and not really worth enhancing. You don't need the Stealth IO in Super Speed. Steamy Mist + Super Speed already makes you invisible to everything but snipers and drones. Switch Adjusted Targeting to Gaussian's in Tactics and include the Build Up proc.
  8. I 3-slot Lifegiving Spores for endmod/endred.
  9. Unai Kemen is a lvl 45-50 contact. He should be referred to you, but if not you may be able to just walk up to him. You can't not get him. Any missions he gives you will be at your level at the time. If you want lvl 50 missions, you need to be lvl 50 when you get them. You can pick up Unai as a contact at any time after lvl 45, just don't take any missions until lvl 50.
  10. Storm Kick is 100% chance of knockdown and Dragoon's Tail is 75% chance of knockdown. Even if you don't want to blap, that's a lot of mitigation.
  11. They can still be purchased from the Merit Vendor, albeit for 100 merits each.
  12. I just took Dark/Dark to 50 and am really happy with the new Touch of Fear. I highly recommend proccing it out, however, only use Melee AoE or Taunt procs (the damage and taunt are AoE, but the fear and -tohit are single target). I think I have the Obliteration, Eradication, Scirocco's Dervish and Perfect Zinger procs plus one acc IO. At some point I may swap in an Armageddon.
  13. I'd be happy if they just made the same changes to Black Hole that they made to Dimension Shift.
  14. Nature has Entangling Aura and Radiation has Choking Cloud, both a 15-foot radius AoE toggle with an 80% chance for a mag 1 hold and 50% chance for a mag 2 hold (both auto-hit). If you enhance the hold duration, you can lock down everything in the radius pretty easily as long as you hit bosses with your ST hold. Radiation also has EM Pulse, a 60-foot radius PBAoE mag 3 hold with a 50% chance for an additional mag 1 hold (albeit on a 5 minute recharge).
  15. You may want to refer to the extensive guides that @Redlynne wrote for SR/MA
  16. This seems accurate. One thing to add, is that if the original target dies before the shade pets expire (60 sec), they will attack a new target. Not sure how that target is selected or if Haunted is applied to them.
  17. Assault on a brute is 10.5% +dmg, barely noticeable alongside Fury (which typically provides about 200% +dmg). I would definitely skip. Build Up is 80% +dmg, with the Gaussian's proc adding another 80%. If you slot no recharge and just the proc, its virtually guaranteed to go off every time you use Build Up. Not essential, but worth taking if you've got a spare power pick that you don't want to spend slots on. I frequently take it at lvl 49. Hasten will make Build Up available more frequently without impacting the chance of the Gaussian's proc going off. Whether you need it for your attack chain or other powers depends on your primary/secondary and power selections.
  18. Major props to @Oklahoman for his frequent and incredibly well organized Incarnate Trial badge runs (as well as his MSR runs).
  19. I don't worry about capping defense with Dark Miasma. Between Darkest Night and Fearsome Stare I've got 50% -tohit, plus another 65% from Fluffy's Chill of the Night and Darkest Night.
  20. Going from memory, I think I have 4x Cloud Senses and 2x Touch of the Nictus. Fluffy spams Twilight Grasp quite a bit and enhancing the heal is noticeable.
  21. Uun

    Stone melee/?

    Another vote for Electric. In addition to its +end powers, its also immune to -end and -recovery.
  22. I've had a very good experience with Steel Series. Currently have the Sensei 310. Had several Logitech mice die a quick death and won't go near them anymore.
  23. Earth/Earth dominator and Archery/Trick Arrow corruptor
  24. I posted about this in the Bugs section and apparently only actual stealth powers cause reaction time to suppress, not stealth IOs.
  25. Uun

    WM/WP help

    This is the current build on my WM/WP brute. Obviously the ATOs, resist cap and epic pools are different, but it should give you some ideas.
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