Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
3881 -
Joined
-
Last visited
-
Days Won
5
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Uun
-
Definitely concept. I haven't tried them all, but as of now I've got 15 different ones. Other than BP, the ones that impressed me enough to repeat are Carnies, Knives and Talons. Polar Lights and Robotic Drones are good for AoE and are also quite small. Only Radial has the hurricane.
-
You could easily drop slots from Dimension Shift. It really doesn't need more than the base slot. It's autohit and has a fixed duration, so accuracy and mezz duration are wasted. Those slots would be better used in Darkest Night and Fissure. Also recommend you try out Enflame on test. I really wasn't that impressed with it. Not sure how much global accuracy you have, but Twilight Grasp has a tohit check. You might want to switch to an Accurate Healing set.
- 39 replies
-
Allow Indomitable Will (Psionic Mastery) to be activated while mezzed
Uun replied to Uun's topic in Suggestions & Feedback
Yes, Psionic Mastery was one of the original Epic Power Pools added in I3. -
Allow Indomitable Will (Psionic Mastery) to be activated while mezzed
Uun replied to Uun's topic in Suggestions & Feedback
Easily? It's a 90 second duration with a 360 second recharge. On top of 95% from enhancements, you need 205% global recharge (including Hasten) to make it perma. -
Title pretty much says it. The epic power Indomitable Will (available to controllers and dominators) provides mezz protection but can't be activated while you're mezzed. The power is on a 5 minute recharge, so there's a lot of incentive not to waste it if you don't need it. The pool power Rune of Protection (3 minute recharge) and the Incarnate Destiny Clarion powers (2 minute recharge) also provide mezz protection and can be activated while mezzed.
-
Since you're already deep in the Sorcery Pool, I would take Rune of Protection over Indomitable Will. RoP will give you more uptime, and more importantly, can be activated while you're mezzed (which IW cannot). If you do that, I would drop Psi Mastery entirely. Fire Ball or Ice Storm are better sources of AoE damage than Psi Tornado. Ice Mastery also gives you access to a defense-based armor. Another option, if you're willing to go melee, would be Stone Mastery. Seismic Smash hits like a freight train, Fissure does decent damage and provides additional mitigation and Rock Armor is defense based.
- 39 replies
-
- 1
-
-
LFG Avg Wait column change to Number Running
Uun replied to Oklahoman's topic in Suggestions & Feedback
The only event I'm aware of that you can queue for without a team and actually get picked up is SBB. I've never been able to get the "willing to join in progress" option to work. Always end up needing to be invited by the league leader. It would also be helpful to mark or color code the TF/SF/trials that you can actually enter from LFG vs. those that just teleport you to the contact. -
Normally, a power does x amount of damage multiplied by the ranged damage or melee damage multiplier for the AT. A mastermind has a ranged damage scale of 0.55 vs. 0.95 for a dominator. So all else being equal, a dominator will do 72% more damage than a mastermind using the same power. That said, dominator secondaries aren't a good comparison. Many of the powers taken from other sets had their damage and recharge adjusted when they were ported over. On a mastermind, Call Hawk is 0.3256 damage scale (for each tic) and costs 9.62 endurance with a 6 second recharge. The dominator version is 0.52 damage scale and 10.97 endurance but has a 14 second recharge. A better comparison is Slug. It does 50 damage on a mastermind, 102 damage on a blaster, 59 damage on a defender, etc. All versions are coded as 1.64 damage scale * the ranged damage multiplier for the AT and recharge in 8 seconds. All versions except mastermind cost 8.53 endurance, while the mastermind version costs 10.66. As previously stated, this is by design and ALL mastermind powers use 25% more endurance than the versions other ATs get. There are two ways this could potentially be changed - either remove the endurance penalty or increase the mastermind damage multiplier from 0.55.
-
March 31, 2020 The following powers now ignore outside buffs (they all provide enhanceable resistance and should've always ignored buffs) Controller > Darkness Affinity > Fade Controller > Poison > Elixir of Life Defender > Poison > Elixir of Life Corruptor > Poison > Elixir of Life Mastermind > Poison > Elixir of Life Sentinel > Bio Armor > Genomic Evolution
- 39 replies
-
Fair enough
- 8 replies
-
- blaster secondaries
- blaster
-
(and 1 more)
Tagged with:
-
It's balanced as a ST ranged power (it takes ranged damage sets) with the splash damage as a bonus. The base damage and recharge is the same as Bitter Ice Blast and Blaze (also T9s), but it only does 16 points of AoE damage over 5 seconds. It should at least do KD.
-
I would make Seismic Smash the T9 and Tremor the T7. Replace Salt Crystals with Fault, Stalagmites or Earthquake as the T8. Not in favor of Mud Pots as the sustain power, as I don't think a damage aura should fill this role. Perhaps a takeoff on Earth's Embrace or Rooted?
- 8 replies
-
- blaster secondaries
- blaster
-
(and 1 more)
Tagged with:
-
The wiki says its supposed to award 10 merits. You sure you didn't get them? Would just show up in chat upon completion of the final mission.
-
Wormhole is amazing, but does require a bit of practice. It doesn't aggro, so using it around corners is optimal. Place the exit point in a corner or against a wall so you can pulverize them with Tornado and Lightning Storm. If you don't have corners, you want to use it as close to max range (80 feet) as you can, then put the exit point outside the spawns aggro range. That way any mobs it misses won't attack you. Known issue, it won't TP lvl 54 bosses. On teams, you can use it to drop a spawn on top of another spawn. I find Crushing Field useful for preventing mobs stunned by Wormhole from wandering off. It also sets up containment. I also take Crush, since it will root a boss or AV and set up containment in one shot. Dimension Shift is situational, but it can do some interesting things since it was changed in I22 to allow you to fight the phased enemies. For example, you can drop Freezing Rain, Tornado and Lightning Storm inside the phased area and create a little popcorn popper of doom. You can stand inside of Singularity. Particularly useful when you're being attacked by melee mobs. Hurricane is also situational, but it's also one of the strongest tohit debuffs in the game (as well as a range debuff). Takes a bit of practice to learn how to debuff mobs by just kissing them with the outside age of the AoE. Works really well on indoor maps where you can back them into walls/corners.
-
@Chirikiti has soloed almost everything in the game with a Mind/Psi. YMMV.
-
The toxic damage attacks originally didn't check against toxic defense because it didn't exist. What was the point of adding toxic defense to the game if they weren't going to update the toxic damage attacks to check against it?
-
Dr. Todd is suicidal and attacks anything in sight. It's very easy to fail that mission if you have to fight through all the ambushes back to the door. There are a number of other hostage missions with similar designs where the hostage has a death wish (C'Kelkah in Bodyguard badge mission, Lady Grey in Gassian's arc, General Aarons in Serpent Drummer's arc). You really need to jump through hoops to keep the hostage out of combat or you're going to fail.
-
I have a Cold/Beam defender. The shields are slotted to provide about 25% +def to everything but psi and toxic. I've had league-mates on a MoDD run thank me for the buff.
-
We didn't use to have toxic defense. Now we do. Weave is supposed to be +Defense (All). It isn't providing toxic defense. Other Defense (All) powers , such as Combat Jumping, are.
-
/Earth Assault is very melee focused - 6 of the 9 powers are melee or close range. The two mallets and Seismic Smash hit hard. With Earth/Earth you can open with power boosted Earthquake or Stalagmites and then go to town.
-
Not sure why the Incarnate Trial versions of the AVs don't have the purple triangle cycle that normal mission/TF AVs do (50 seconds up/25 seconds down). In most contexts there is an opportunity for AVs to be controlled. If you doubt what controllers can do in the end game, try running an all-controller, kill-all ITF at +4. It's great fun and stuff just melts.
-
Yes, but just the -speed. https://cod.uberguy.net/html/power.html?power=blaster_support.energy_manipulation.power_boost&at=blaster -Recharge is flagged to ignore enhancements and boosts.