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Everything posted by Uun
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You're misunderstanding the ATOs. The Superior Scrapper's Strike global increases your crit chance by 3% against minions and 6% against higher ranked foes. (Regular Scrapper's Strike is 2% / 4%). No, Golden Dragonfly has the 15% base crit chance. Soaring Dragon is 5% against minions and pets and 10% for higher ranked foes. https://cod.uberguy.net/html/power.html?power=scrapper_melee.katana.head_splitter&at=scrapper
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Kinetics was pretty much covered above, so I'll give you my thoughts on Beam Rifle. It's heavily weighted to ST and pretty much all its attacks have slowish animations. Due to the number of ST attacks in the set, you should skip one of the T1s. Charged Shot has better DPA but Single Shot has 75% -regen if the target is Disintegrating. Other than the T9, the only meaningful AoE is Cutting Beam, which is a short cone with a 30 deg arc. Its base damage is pretty anemic, but it has 12.5% -def as a secondary effect and takes a lot of procs. Disintegrate is a must take and core to the set. It tags foes with Disintegrating, which causes your other attacks to do additional damage, spread Disintegration or have other effects. It also has 150% -regen as a secondary effect. Lancer Shot is a pretty standard T6 attack with a mag 3 stun as a secondary effect. It does good damage but many skip this if they want to drop a ST attack. Penetrating Ray is a typical snipe and your highest DPA attack. Technically Piercing Beam is a cone, but it only has a 5 deg arc and a 3 target cap so treat it as a ST attack. It has 20% -res as a secondary effect plus a large Disintegration bonus, making it a must take. Overcharge is a ranged T9 with 18.75% -def and chance of a mag 3 stun. It takes a lot of procs.
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That helps explain it (and I did take down the Subjugator first), but I continued to have problems after they were defeated. Apparently the Mindstorm also has an auto-hit attack (Frazzle). https://cod.uberguy.net/html/entity.html?entity=awakened_mindstorm
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I was running Mr. G's 2nd arc on my lvl 50 T4 Ice/Stone stalker. I was running at +3/x4 (with a +1 lvl shift) and was cruising through. In the final mission, after you defeat Tub Ci, you face 3 groups of Awakened. I've fought them many times before and know they're tough, but my build has 52% psi defense and all their attacks are psi. The first two groups had no bosses and went down quickly. The third group had 2 bosses and kicked my ass. Several times. I checked their stats on CoD and didn't see any autohit powers or debuffs. I checked the combat log but the tohit stats for the Awakened weren't showing up unless they missed (which wasn't often). I also didn't see any large damage spikes that would account for my going down so quickly. What am I missing?
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The recharge of Strength of Will and One With the Shield can't be enhanced, while all the other T9s can.
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Keep the DDR, eliminate the 45% +def, add ~15% resist Keep those, eliminate the 45% S/L/F/C/E/N def, add ~15% resist Keep that, cut the S/L resist in half, double the F/C/E/N/T resist I think Unstoppable is largely fixed by eliminating the crash, since it can actually use the additional resistance. On the other hand, even without the crash, Power Surge provides virtually nothing that isn't capped already, with the exception of Tx/Ne resist and repel protection. I would eliminate the resistance and add +regen and +hp.
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Not really. Elude, Kuji-In Retsu and Overload provide largely superfluous defense (except Toxic/Psi in the case of Overload). Strength of Will and One With the Shield provide very limited resist buffs and need to be retuned.
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I'm trying to get a handle on Temporal Manipulation...
Uun replied to Story Archer's topic in Blaster
Time Wall has secondary effects when used in combination with other powers. Most of these aren't significant and I ignore them (other than the Time Stop combo). Aging Touch: DoT doubled Time Stop: Mag increased by 1 (for 3.5s) End of Time: Damage increased Future Pain: Mag 3 fear Time Shift: Mag increased by 1 (for 4.7s) Chronos provides a 30% recharge buff and has secondary effects on your self buffs. These are a nice bonus, but be aware that the damage buff is lower than Build Up. Temporal Healing: Absorb increased Time Lord: Increased energy resist, recharge, and slow resist The skippable powers in Temporal are Aging Touch and Time Shift. Aging Touch is fine as a lvl 1 power, but most of your higher tier blasts have superior DPA and you can respec out of it. I currently have Time Shift in my build, but I slot it for ToHit Debuff and use it to mule Siphon Insight. -
You slotted an Enzyme in Weave. Enzyme enhances Defense Debuffs. You need to slot a Cytoskeleton to enhance Defense Buffs. https://homecoming.wiki/wiki/Hamidon_Origin_Enhancements Take Bitter Ice Blast instead of Bitter Freeze Ray. It has much higher DPA. Don't skip Aim. Rectified Reticle is a crappy set to put in Chronos, since it caps at lvl 20. Slot Gaussian's instead (inluding the %BU proc). Move the Increased Perception global to Combat Teleport. Not sure why you're taking the powers in your secondary so late. Reshuffle and take them much earlier.
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I've played a Rad/Dark corruptor since HC launched and played a Dark/Rad defender for many years on live. It's a pretty rare combo but it's a lot of fun and very effective. You can recolor Rad blast to match whatever concept you have.
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In the center of the menu bar, there's a white box with a pull-down for Enemy Relative Level. I keep it set to +3. Then if you hover over the power, the Accuracy field in the Info box will show you the effective accuracy vs. +3 foes (the figure in parenthesis is the base accuracy vs. +3 foes).
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I don't think so. You're better off putting it in Seeds of Confusion or Vines.
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Yes, Mid's says you only have a 76% chance to hit +3s.
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Take Energy Punch instead of Barrage. Split Superior Gauntleted Fist into two sets of 3 to double up on the 6% E/N resist bonus. You really don't need the 5% melee defense or 6% S/L resist bonuses. Practiced Brawler only needs 1 recharge. If you're not taking any fly powers, why enhance Quickness for Flight Speed? Should be Run Speed instead.
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Envenom requires accuracy. Slotting Dehydrate for slow isn't productive. Slot for damage and/or healing. Add the def pieces to Maneuvers and Weave. You could easily drop 2 slots from Tough.
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Hardly. SoW provides 12.5% F/C/E/N/T/P resist to tanks, 9.375% to brutes, scrappers and stalkers and 8.75% to sentinels. A small orange inspiration provides 10% resist. I did take SoW on my WP brute, but I mostly use it when my toggles get dropped by Mu Adept and I need to restore protection quickly. I slot it with 2x Gladiator's Armor (resist & +def). SoW only takes Resist sets. The scaling damage resist enhancement is in a Defense set (Reactive Defenses).
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Sentinel/Bio Armor/Parasitic Leech: power is a cone but short help describes it as a PBAoE. In addition, "Foe -Regeneration" is missing from the short help. (It appears that the short help was cloned from Parasitic Aura.)
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The best T9s are those in the more recent armor sets, Radiation and Bio. They have no (or minimal) crash and provide a host of useful buffs. The tradeoff is a much shorter duration than the OG T9s. Icy Bastion also fits this model, but I wonder if the 30s duration is too short. The crash on SoW is minimal (-50% end) and a non-issue. The issue is that SoW doesn't do much. It primarily provides S/L resist, but if you're taken Tough you're S/L resist should already be capped. The F/C/E/N/T/P resist it provides is meaningless since WP relies primarily on defense for F/C/E/N protection and it has nothing to stack with. Shield/OWTS has much the same issue, but at least it provides +hp as well.
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I've got a lvl 50 /Nin sentinel with only Bo Ryaku for kb protection. Really hasn't been an issue.
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It's not worth it, neither PA or Spooky benefit. I do 6-slot Expedient Reinforcement in Phantasm on both my Illusion controllers, largely for the ranged defense bonus, but the 10% pet resist bonus does nothing to keep Phantasm alive.
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I really wanted to enjoy Synapes WSTs this week
Uun replied to kelika2's topic in General Discussion
Saturday Night Synapse, run weekly at 8pm Eastern on Torchbearer by @Kalikamata. Synapse run in league format, with the Babbage spawns coordinated. Most fun you will ever have running Synapse. A new record was set this week with 31 Babbages spawned.- 57 replies
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I've got a Fire/Nature which I really enjoy. Stacking Hot Feet and Entangling Aura is lovely, but having a means of buffing the Imps is also very useful (they still die a lot). Electric plays more like Plant, in that it relies on confuse, but the confuse is a chain so a bit more fiddly. The Gremlins have the same AI as the Imps and really need to be buffed to stay alive. Of the 3 sets you mention I would lean toward Nature (haven't played Marine yet). I've done Electric/Dark, which works really well.