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Everything posted by Uun
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If you're not aware, the set was buffed back in November. Acid Arrow no longer does what it used to. Powerset Revamp: Trick Arrow Trick Arrow has suffered with performance issues for a long time, primarily due to the strength of the debuffs against higher level enemies, but also due to redundancy between powers in the set. We've made a comprehensive suite of improvements, impacting almost every power in the set. Power Changes (Numbers provided are Defender values) Entangling Arrow Immobilize duration reduced from scale 15 to scale 7 No longer has a -Recharge debuff Now applies a 30s -Res debuff PvP only: This effect is removed Flash Arrow Can now be slotted with Range enhancements -ToHit increased from -6.25% to -18.76% Half this debuff is now irresistible Glue Arrow -Recharge debuff increased from -20% to -40% Debuff duration increased from 30s to 60s This power is now location based Ice Arrow Increased the -Recharge debuff from -12.5% to 25% Now applies a 60s -Special and -Damage debuff PvP only: -Heal, -Absorb and -Damage removed, the remaining debuffs only last 10s Poison Gas Arrow -Damage debuff now lasts 60 seconds PvP only: Debuff only lasts for 3s after you leave the cloud -Damage debuff increased from -31.25% to -50% Half this debuff is now irresistible Acid Arrow Debuff radius increased from 8ft to 15ft (damage still has an 8ft radius) -Res debuff moved to Disruption Arrow This power still has a -25% defence debuff Now applies a heal resistance debuff (heals on the target will be less effective) PvP only: Debuff halved Now applies a -special resistance debuff (Endurance, ToHit, Regen, Recovery, Recharge Time, and Endurance Discount debuffs against the target will be stronger) PvP only: Reduced to -20% Debuff duration increased from 20s to 45s PvP only: Duration is still 20s This power has a new icon Disruption Arrow Target cap increased from 10 to 16 Now applies a -MaxEnd debuff and takes Endurance Modification enhancements and sets -Res debuff doubled (moved from Acid Arrow) Only one Disruption Arrow can be maintained at once Recharge decreased from 60s to 30s Duration increased from 30s to 45s Oil Slick Arrow Can now be slotted with Range enhancements EMP Arrow Can now be slotted with Range enhancements No longer applies -recovery to the caster Half of the -regen debuff now lasts 45 seconds (previously the entire -regen debuff dropped off after 15 seconds, now only half of it does) Hold duration for non-robots reduced by roughly 50% This power is now location based This power now spawns an EMP Field at the target location that acts similarly to Electrical Affinity's Faraday Cage and provides: 15% damage resistance to all but Toxic (not enhanceable) Resistance against End Drain and Recovery Debuffs Protection against status effects and knock back
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Air Burst IO set bonus (2)- knockback enhancement
Uun replied to star_fury_lives's topic in General Discussion
No reason to ever craft this set. This is an uncommon (yellow) set, yet two of the four pieces require rare (orange) salvage to craft. -
Resolved: Move LGTF Minimum Level Requirement Back Up to 45+
Uun replied to Apparition's topic in Suggestions & Feedback
Your are correct, but that's not what I was suggesting. I meant that we could have quit the TF, reformed the team and restarted the TF with a 50 as leader. -
I second that. I just hit 50 with mine and it's loads of fun. Lots of synergy between Whirlpool and Reaction Time (double AoE slow), knockdowns with Storm Kick and Dragon's Tail and Eagle's Claw hits like a freight train.
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Resolved: Move LGTF Minimum Level Requirement Back Up to 45+
Uun replied to Apparition's topic in Suggestions & Feedback
I'm not a new player. I've been around since I3 and run LGTF dozens of times and I wasn't aware that Hami and the Mitos were locked at lvl 50 until yesterday when I ran the TF with a lvl 42 leader. Part of the problem is that the entire TF doesn't spawn at max level - the first three missions all scale to the leader's level, so you've already invested a lot of time before you get to Hami. If we started the TF and the first mission spawned 50s, we would have quit and reformed. We had a lvl 50 on the team and could easily have passed the star had we known before starting. The signature TFs all spawn at max level plus notoriety. While you can run Manticore at lvl 30, you're going to be fighting lvl 35s regardless of the leader's level. As an alternative to restoring the minimum level to 45 (which I'm fine with), have the entire TF spawn at a minimum of lvl 50. -
Would have been nice to know this before we started, as we had a lvl 50 on the team and could easily have passed the star. I've run this TF dozens of times, but I wasn't aware that Hami and the Mitochondria didn't scale to the TF level as the other foes do. This might have been OK when the minimum level for the TF was 45, but now that it's 35 there really needs to be a fix or at least a warning. You can't have the foes in the first 3 missions scale to the leader's level and then have the objective in the 4th mission locked at level 50. I'm not aware of another TF or trial in the game that behaves this way. If the entire TF spawned at lvl 50, then you could quit and reform before investing too much time.
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That's a bug. If you can start the TF at lvl 35, and the TF level locks at the leader's level, you can't have foes that don't scale. Otherwise, they need to require the leader to be at least lvl 45.
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Running LGTF at lvl 42. Hami/Electrolytes spawned at lvl 50.
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Scirocco's Dervish Acc/Dmg, Acc/Dmg/End, Dmg/End, Dmg/Rch
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I just dinged 50 on my Water/MA. Personally, I really like Eagles Claw. The blaster version hits like a freight train. This is the build I'm currently playing. Doesn't have the defense your build does, but most stuff dies quick enough that it doesn't matter.
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Use the LFG window. In the Trials tab, find Terra Volta #1 and select it. If you're not on a team, click "lock the event for your group", then click "Queue". When you get the pop-up, click the green button. You will be teleported to Jane. Works the same way if you're on a team, but everyone needs to be the same zone and only the leader can queue.
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This is the current build on my Ice/Temp/Ice. I don't find Snow Storm worth slotting on any AT. Stick an endred in it and call it a day. I'm not overly impressed with Time Shift, but I slot it for stun. I don't think there's value in slotting an immoblize for slow. I haven't respeced since they increased the damage, but if was going to slot Time Wall it would be for damage.
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Banished Pantheon in DA
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How do you run... Mender Ramiel's Honoree mission?
Uun replied to Greycat's topic in General Discussion
Soloed this last night on a blaster (+1/x3). Pulled each EB off the bridge into the next room, popped one medium purple per EB and defeated each before it ran out. Had a lot more difficulty with the Vanguard Boss in the final mission. -
How do you run... Mender Ramiel's Honoree mission?
Uun replied to Greycat's topic in General Discussion
This -
Admiral Sutter TF (Primal and Praetorian Colonel Duray). I was on that trip to the dentist the other day.
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As said above, the Soul Noir theme does away with the floating skulls and tentacles. I colored mine with a purple-black primary and dark green secondary. I did this on my Rad/Dark corruptor using the Dark Radiation theme with an olive green primary and cobalt blue secondary. It creates a black with tinges of green.
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I enjoy doing +4 TFs with a good team. The one where stuff hits the fan quickly if the team isn't good is the AV battle in Market Crash. While I've successfully completed this at +4, I've also been on several teams that disbanded after too many wipes. I really need to learn to drop before the TF starts if the team composition doesn't cut it.
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I've got /TA, /Martial and /Temporal blasters. While several of /TA's powers got adjusted downward, the set still plays quite well. I think the addition of Oil Slick Arrow is a big plus, especially since the blaster version is on a 90 second recharge. /Martial and /Temporal each have 3 melee powers (2 ST & 1 PBAoE) that you can take or skip depending on your preference. I wouldn't recommend Dual Pistols. I recently played it to 50 and was disappointed. Needs a snipe instead of the 5 degree cone with the stupid animation and a better nuke. Beam Rifle is quite good, but I'm not sure the feel is "meaty". Assault Rifle might be what you want if you're keen on a weapon set.
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In 2004 I was still using DSL.
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I was under the impression that there weren't any mobs in Kallisti, or any missions other than the Market Crash trial.
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All the Judgement powers are flagged to ignore external boosts. Soul Drain doesn't increase its damage.
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Both have Afraid and Slow, with the differences in strength due to AT modifiers. I don't think this is new, as remember it from the Ice controller I had on live. Not sure why doms can enhance for fear, as the "run away" mechanic isn't normally affected by fear enhancements. Seems like it might be a bug. https://cod.uberguy.net/html/power.html?power=controller_control.ice_control.artic_air&at=controller https://cod.uberguy.net/html/power.html?power=dominator_control.ice_control.arctic_air&at=dominator
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Most likely. Knockback enhancements in a power that does knockdown will convert it to knockback.