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Everything posted by Uun
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A few thoughts Flash Arrow, Poison Gas Arrow, Disruption Arrow and Oil Slick Arrow are auto-hit in PVE, so the accuracy slotted in those powers is wasted. You may want to tweak the slotting. Other than the set bonus, Scourging Blast is wasted in Acid Arrow. The damage is minimal. I would move this to one of your attacks and slot Shield Breaker. No Inferno?
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This is what I use to ignite the oil slick if I'm not relying on the AoE. /bind numpad0 "targetcustomnext oil slick$$powexec_name electrified net arrow"
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Oil Slick can be ignited with fire or energy damage. The Apprentice Charm (Magic) and Taser Dart (Technology) origin powers will ignite it. If you don't have one of those origins, you can switch your origin power at the P2W vendor. You can set up a macro to automatically target the oil slick and fire the origin power. (I'm at work and don't have it handy.)
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Just because you can make an OP character, doesn't mean you have to. I don't PL my characters. I level them up playing the game, mostly doing TFs and trials at natural level. Although I have billions of inf, I don't bankroll new characters so that they can purchase all the best IO sets as soon as they can be slotted. I seed new characters with 10 million and everything after that they earn with drops, merits and converter roulette. I don't try to build every character with soft-capped defense. I don't care if they can solo +4/x8. I build characters to so that they're valuable to a team, not to be unhittable. So what if they're defeated occasionally. I've got several brutes and tanks that are virtually indestructible, but I get bored soloing them and prefer if they have a role to play on a team. I do occasionally run the 801 AE missions, which are definitely challenging.
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I don't remember who did the math, but the conclusion was that Assault Radial (vs. Assault Core) should be used on any AT with a damage scale less than 1.0 (Brute is 0.75). As far as Melee Core, take a look at the in-game power details or CoD. I believe the front-loaded buff is replaced by the per-enemy buff. It's a really good power, not only for the resistance but for the regen buff. I haven't really tried Melee Radial, but I don't think you'd need that with Shield. https://cod.uberguy.net/html/power.html?power=incarnate.hybrid.melee_genome_4&at=brute
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Not quite true. While Tin Mage and Apex are task forces and do give reward merits, they also have an incarnate salvage roll at the end.
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I had a 50 Ice/TA on Victory (Ice Coffee), I'm guessing 2006 or so.
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For AVs and other hard targets, refresh Entangling Arrow (20% -res) every 30s, Ice Arrow (-20% damage debuff and -67% unresistable secondary effect debuff) every 60s and Acid Arrow (-40% debuff resistance) every 45s.
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I ran this combo to 50 recently and was really underwhelmed. Neither set has a build-up/aim type power, which makes the T9 (Hail of Bullets) feel really anemic. Dual Pistols gets the swap ammo mechanic instead and Ninja Training has a 20% chance to critical. I feel like both sets need to be buffed. This is my current build, which falls into the low-moderate cost range. I never bothered buying ATOs or opening up incarnates because I decided to mothball the character.
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The reason is that you get very little benefit for any enhancement after the 3rd. See link below for the details. https://hcwiki.cityofheroes.dev/wiki/Enhancement_Diversification
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Combat Attributes lists the level shift currently in effect (regardless of what you've unlocked).
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The numbers the OP posted match the in-game damage per cast cycle figures at lvl 20.
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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.
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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.
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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.
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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.
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Not sure how you managed that. Soul Drain doesn't accept end mod sets.
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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.
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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.
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I 3-slot Lifegiving Spores for endmod/endred.
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How to make sure Unai Kemen's missions are lvl50?
Uun replied to flibdibbler's topic in General Discussion
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. -
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.
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They can still be purchased from the Merit Vendor, albeit for 100 merits each.
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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.
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Give Black Hole Anti-Repel instead of Phasing
Uun replied to sbloyd's topic in Suggestions & Feedback
I'd be happy if they just made the same changes to Black Hole that they made to Dimension Shift.