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Uun

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Everything posted by Uun

  1. I've got a Cold/Beam. In addition to the debuffs in Cold, Beam has -res, -regen and -def, although it takes a while to remember which attacks do what. Definitely great vs. AVs and in incarnate trials.
  2. 50% chance of a 3 second mag 2 hold. I don't think that's goin' to get 'er done. https://cod.uberguy.net/html/power.html?power=prestige.prestige_attacks.brawl_taser
  3. I've played both, although not together. For Earth, skip the sleep and probably the ST immobilize. Everything else is worth taking. Quicksand and Earthquake don't require more than a recharge or two. For Martial, the 3 melee attacks are all OK, although none of them is a heavy hitter. Take as few or many as you have room for. Trick Shot is your only ranged AoE and worth taking. Explosive Shuriken is effectively a ST attack - the splash damage is miniscule. The snipe is very good. Envenomed Blades is interesting, but would be better if it had a secondary effect beside the toxic DoT. I'm on the fence about Caltrops. I've tried slotting for damage and slotting procs, but neither has really impressed me. I think it's probably skippable. I don't think combining with Stone Cages would be useful - you don't need the slow if everything is immobilized, and you could just slot the procs in Stone Cages. Dropping a slow on top of Earthquake is sometimes useful, but I think Quicksand is better.
  4. I'm leveling an Ice/Kin/Mace for team play, currently at lvl 43. I'm bouncing around a couple of different ideas for my last 3 powers and looking for feedback. Combat Teleport/Teleport Target/Fold Space. Both Combat Teleport and Fold Space seem like they would work well with Fulcrum Shift, but curious how they work in practice. Has anybody actually done this? Is it worth 3 power picks? Web Envelope/Focused Accuracy/Summon Disruptor. Largely went Mace for the defense shield. Are the other powers any good? Other than keeping stuff in Ice Storm, is there a need for an AoE immobilize? Is the pet any good? Don't really need another ST hold. Maneuvers/Tactics/Combat Teleport. The fallback safe picks.
  5. Apparently these were not the mission bosses, just bosses that spawned with the Arachnoid mobs. Dropped the notoriety to x1 and they didn't spawn.
  6. Doing Black Scorpion's arc to unlock patron powers at lvl 35. On the Defeat All Crey mission, set to +1 x4, the Super Arachnoid bosses at the back of the map spawned at lvl 40. Everything else on the map spawned at lvl 36. I see on CoD that there are 2 versions of the Super Arachnoid, one that spawns at lvl 40-54 and one that spawns at lvl 30-39. Presumably the lower one should spawn if the mission is lvl 35.
  7. Blasters can use the T1 & T2 attacks from their primary and the T1 attack from their secondary while mezzed. Pretty sure this has been brought to your attention in other threads.
  8. All the control sets have an AoE hold. With the exception of earth and dark (which summon a pseudo-pet) they're all exactly the same in duration, magnitude, recharge and accuracy.
  9. WELL BE GONE TO THE AMERICANS! Go. Hunt. Kill Skuls. Go. Hunt.
  10. Haven't had this issue with my Dark/Dark tank, and I don't slot taunt in any attacks. Holds aggro like glue. Death Shroud is your taunt aura (15 sec mag 4), so they shouldn't be running from that.
  11. I though Ouro just had the story arcs and badge missions. That's why you can't grab the one-off missions with Anti-Matter and Siege.
  12. Not only Radiation Infection and Enervating Field, but all foe-targeted debuff toggles (Snow Storm, Spore Cloud)
  13. More of an FYI, but Flash Arrow is autohit in PVE. This allows you to slot Dark Watcher's Despair or Dampened Spirits if you want to max out the tohit debuff. I find this useful since half the debuff ignores resistance (AVs normally resist tohit debuffs). If you're going to devote that many slots to Tactics, recommend adding 1 more and slotting the Gaussian set for the build-up proc and the 6-piece defense bonus. Oil Slick Arrow is autohit and doesn't require accuracy. The controller/corruptor version of EMP Arrow is currently bugged and only has the ally buff (no enemy debuff or hold).
  14. I forget the name, but there's a blue side contact for vigilantes. There are also contacts specific to epic ATs.
  15. I admit that I haven't done any controlled testing, just observation from playing. I have the power slotted with the procs from Eradication, Obliteration, Scirocco's Dervish and Perfect Zinger, all of which are AoE. (I intentionally didn't slot any fear or -tohit procs as they would only hit one target.) I feel like every time I use the power, I'm seeing 2-3 of the 4 procs go off.
  16. I've got an SR/Staff and it's pretty much unkillable. Defense debuff resistance is through the roof. About the only things you have to be careful with foes with giant tohit buffs (DE Quartz, stacked Nemesis Vengeance, Rularuu eyeballs). You'll have to deal with the redraw every 3 minutes or so when Practiced Brawler refreshes, but no other clicks in SR. Form of the Soul is handy for the endurance discount while leveling or when fighting things with autohit end drain.
  17. Touch of Fear is funky. The fear and -tohit are single target and the damage is AoE. Not sure if it's working as intended, but it seems like the proc chance for the AoE is calculated as if it were a single target attack. On my tank it goes off way more often than the 34.7% indicated in the table.
  18. I skipped CoF and OG and took the Minimal FX option for Cloak of Darkness (and several other armors).
  19. They buffed the heck out of Trick Arrow less than a year ago. I really don't think the set needs to be made more usable. I rarely use Glue Arrow, but I think the 60 sec recharge is fine. While 3 minutes is kind of long for Oil Slick, keep in mind it has a 25-foot radius. The version blasters got has a 90 sec recharge but the radius was cut to 15 feet. I'd rather have the larger radius and live with the recharge as is. It's pretty easy to get it down to under 70 seconds. Recharge on EMP Arrow is a larger discussion, as it needs to be balanced with EM Pulse, as well as all the controller AoE holds. I frequently skip these, and don't have EMP Arrow in my build (also because the corrupter version is currently bugged).
  20. Uun

    Fury bar question

    I largely ignore the fury bar and keep damage buffs as a tracked combat attribute. Fury seems to stabilize at about 175% +dmg (once you back out other damage buffs).
  21. Wet Ice doesn't protect against repel. Singy's new power is Gravitational Pull, which uses repel with a negative magnitude.
  22. Another vote for Dark/Dark (although I took Pyre for the epic). I've done Rad/Rad on a scrapper and that also works well.
  23. Consider Diamagnetic Core for the Interface slot. Adds another 5% -tohit to every attack.
  24. Could be the way the league was set up. I believe that on a league, XP is allocated between teams based on percent of damage done, then shared across your team. If another team in the league did the majority of the damage, they would get most of the XP. It gets worse if league leader doesn't consolidate players into teams of 8. If you were on a team of 1 or 2, you would get very little XP. (You still get credit for the defeat for badges.)
  25. Using the tier 4 for illustration. Lower tiers have smaller buffs. Hybrid Support Core provides a 6% buff to you and your leaguemates, 12% buff to pets and has a 50 foot radius. https://cod.uberguy.net/html/power.html?power=incarnate.hybrid.support_genome_8 Hybrid Support Radial provides an 8% buff to you, your leaguemates and pets and has an 80 foot radius. https://cod.uberguy.net/html/power.html?power=incarnate.hybrid.support_genome_9
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