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Everything posted by Uun
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So far I've been unceremoniously crushed on my Dark/Dark and SR/Staff tanks.
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This was fixed in the player version last year but still exists in the NPC version used vs. players. The NPCs that use this power seem to be limited to Shepherd Prophets, Decaying Murk Eidolons, Desdemona and the Mission Maker. Seems to be insta-death to anyone but @Werner.
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The defender version of Sleet (Cold Domination) has the same values as the corruptor, controller, mastermind and dominator epic versions. The version in the defender primary should be stronger. Not sure if the defender version is summoning the wrong pet, or if the defender pet has the wrong values. I believe a similar issue was fixed in Tar Patch by having one pet that inherits the creator's modifiers. This was previously reported 18 months ago.
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Including fury, brutes will outdamage scrappers. Scrapper base damage scale is 1.125. Assuming 95% +dmg from enhancements, scrappers will be at 2.19 before criticals. Criticals have a 5% to 15% chance to occur depending on the rank of the foe and the power being used. Assuming an average chance of 7.5%, scrappers should average 2.36. This ignores the ATOs, which increase the chance of criticals. Brute base damage scale is 0.75. Fury provides about 175% +dmg*, which is added to the 95% from enhancements, bringing brutes to 2.78. * based on observation of combat attributes during game play Electric Armor on a brute can cap resistance (90%) to smashing, lethal and energy damage and have ~65% resistance to fire, cold and psi.
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Slot Fearsome Stare to enhance the -tohit, not the fear. Cloud Senses is a good choice. Move the Ascendency of the Dominator set to Heart of Darkness - the damage is minimal and the Avalanche set is kind of wasted there. Another option to consider is Diamagnetic Core for Interface. This adds another 5% -tohit to all your powers.
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Other things to include for endurance management (aside from the +end accolades): Reactive Defenses - 3.75% endurance discount for 5 pieces Unbreakable Guard - 2.5% endurance discount for 2 pieces Gift of the Ancients - 2% endurance recovery for 2 pieces, 1.8% +end for 4 pieces Superior Gauntleted Fist - 3.6% +end for 2 pieces I really like the endurance discount bonuses, but they're only available in 4 sets and 2 of them are tricky fits for SR (Annihilation and Preventative Medicine).
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I've got a SR/Staff tank. The extra 2 feet of range on the ST attacks isn't really noticeable in normal gameplay, but holy cow, the cones hit everything in sight. Plus the tank versions have a 10 (vs 5) target max on the cones and a 16 (vs 10) target max on the PBAoE.
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Could steal the animations from Toxic Dart, Immobilizing Dart or Corrosive Vial.
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Ice Mastery has Sleet, which is an awesome AoE debuff, and Ice Storm, which gives you some additional AoE damage. The S/L defense armor has the drawbacks Voltak mentions. That said, I went with Fire Mastery for my Dark/Dark. Rain of Fire is on a 60 sec recharge and can be used every spawn. S/L/F resist armor is pretty good. Rise of the Phoenix fits my play style.
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This has been raised before and Freezing Rain is in need of a consistency pass similar to what was recently done with Tar Patch. In addition to the -resist not following the normal 75% ratio between primary/secondary, it has the same -30% defense for all ATs.
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Acrobatics offers mag 2 hold protection. How useful is that?
Uun replied to EnjoyTheJourney's topic in General Discussion
In addition to the mag 2 hold protection, Acrobatics also has 48% resistance to holds. So any holds that get through (which is most of them), will last half as long. That said, Acrobatics isn't worth taking for the hold protection. Back in the days before KB protection IOs, Acrobatics was a must take for anyone playing Fire or Dark armor (which have no KB protection), and was often taken by non-armor ATs. -
Agree that Cutting Beam is lackluster, but it's the only AoE Beam's got aside from the T9 and the 5 deg cone. It can take an Achilles' Heel proc, which is a plus.
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I've been very happy with my SR/Staff. I haven't run Keyes or MoM with him yet, but the only TF I've had trouble with so far is Recluse in the MLTF (due to the tohit buff the [___] tower provides).
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I find Spooky pretty useful for damage mitigation. It's got a 20-foot radius PBAoE aura plus a ranged ST attack, both of which have a mag 3 fear and 15% -tohit. If you drop him on top of a spawn, nothing much is going to be hitting you or your team.
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I wouldn't worry about being a few seconds short. Perma PA isn't like perma-dom where it drops and you have to refill your domination bar. It just means you have a few seconds down time before you can resummon. BTW, neither Flash Arrow or Oil Slick Arrow require accuracy in PVE.
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Knockback enhancements increase the magnitude of the knockback protection, however, -7.0 mag is flagged to ignore enhancements and only -2.0 mag is enhanceable. Each lvl 50 KB IO would only improve knockback protection by about -1.5, so really not worth slotting. The -2.0 mag hold protection isn't enhanceable. Most people just slot an endred IO and call it a day.
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Darkness Manipulation is mostly a blapper set. It's got 3 melee attacks, a PBAoE damage aura, the damage buff (tied to a PBAoE attack) and an end recovery power (tied to a PBAoE attack). The sustain power is kind of wonky, since it's a click with a 120 second duration coupled to a ranged fear. Other than that it's got a ranged immobilize and a ranged AoE stun. While thematically similar to Dark Blast, a secondary that keeps you in melee may not be the best match for a primary with 2 cones.
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Move notifications to the side of the screen
Uun replied to Wavicle's topic in Suggestions & Feedback
Perhaps if notifications had their own chat channel aside from the Rewards and System channels. You could then create a tab with just that channel, so you could go back and read them later. -
Just an anecdote - was running Lamda yesterday on my Dark/Dark. On a couple of occasions I didn't back up sufficiently to get out of the range of Nova Fist. Not only didn't I die, but one click of Dark Regeneration later I was back at full health.
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One of the things I like about Quicksand is that it has an autohit -25% defense debuff. Fighting Sky Raiders with force field generators or Nemesis popping Vengeance? No problem. It also doesn't generate fear the way Caltrops does.
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One note about Indomitable Will - you have to use it preemptively. You can't click it while mezzed. If this is concern, you might want to consider Rune of Protection. Seconded.
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I hope you plan to team. You've taken no attacks whatsoever. I think you're overly concerned about defense. Infrigidate needs accuracy. It's also a good place to slot a Shield Breaker set or slot it with procs. I would devote 2-3 slots to each shield. You can max out the defense buff with two 50+5 IOs or three LOTG. Snow Storm is skippable. If you're going to take it, it doesn't need more than one endred IO. Quicksand doesn't need more than one recharge IO. Hasten only needs two 50+5 IOs. Frostwork is skippable. If you're going to take it, I wouldn't devote more than the base slot. Earthquake doesn't need a KB>KD (it's KD already). Replace it with an Achilles' Heel -res. Benumb needs accuracy. Sleet doesn't need more than two recharge IOs. If you're going to slot a set, I would go with defense debuff or accurate defense debuff. Heat Loss needs accuracy. It doesn't need more than two 50+5 IOs (four is well over the ED cap), but I would consider slotting an endmod set. Preemptive Optimization works well and is cheap. Tough, Weave and Maneuvers all need endred if you plan to run them. No travel power until lvl 49?
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I've been playing Martial Arts since I3. There have been quite a few fixes over the years and it's much better than it used to be. In its current state, it's really good for ST damage but is lacking in AoE. I think converting one of the powers into a cone (Storm Kick?) is about all it needs. Mind Control right now is much better for dominators than controllers. It would benefit from allowing fear and confuse to set up containment. Telekinesis needs a rework. I don't think I've had it in a build since they changed it back on live. (I know it used to affect more than 5 targets and would hold bosses, but I can't find a description that predates the changes.) Mass Confusion needs its recharge reduced, but not to Seeds level. There have also been some good suggestions about changing it so the mobs in the AoE all gang up on the target. Aside from the damage boost solo and on small teams, the defender inherent should provide a more useful benefit on teams. As currently configured, it provides no benefit if the defender is doing their job - you get an endurance discount if your teammates are dying. This reminds me of how the blaster inherent originally worked - you did more damage the lower your hit points.
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Archery, Energy and Psychic all have high damage (~133 dmg) ST attacks in addition to snipes. Dual Pistols gets a high damage ST attack plus a high damage narrow cone. People generally skip the low damage mezz in all these sets unless they slot them as proc bombs. AR doesn't get a high damage ST attack in addition to its snipe but gets 4 cones/AoEs. Electric doesn't get a high damage ST attack in addition to its snipe but gets Short Circuit and Voltaic Sentinel (and is widely considered to underperform as a blaster primary). Sonic gets a high damage ST attack but no snipe and 3 low/moderate damage cones (and is also considered to underperform). Again, people generally skip the low damage mezz in all these sets unless they slot them as proc bombs. Dark doesn't have a high damage ST attack in addition to its snipe, but gets two 88-102 damage ST attacks with secondary effects (hold and heal), both of which do less damage than the T2 attack. The mezz doesn't fall into the skippable low damage category (although I suppose it could be slotted as a proc bomb).
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Suggested Stone Mastery Set for Dominators
Uun replied to Ravenbane's topic in Suggestions & Feedback
I like it. A few other ideas: Basalt Bomb (from the Igneous) https://cod.uberguy.net/html/power.html?power=igneous.magmites_lt_boss.basalt_bomb&at=dominator Not sure if it's possible to modify the eminators to buff allies instead of DE, but other Dominator epic sets have team buffs. Obviously these would need to be toned down. Cairn (from Devouring Earth) https://cod.uberguy.net/html/entity.html?entity=devouringearth_cairn Quartz (from Devouring Earth) https://cod.uberguy.net/html/entity.html?entity=devouringearth_quartz