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Uun

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Everything posted by Uun

  1. It's not just the description. It's definitely supposed to have it. https://cod.uberguy.net/html/power.html?power=boosts.superior_attuned_winters_bite_f.superior_attuned_winters_bite_f
  2. Staff is one of the worst scrapper primaries in terms of damage, so not much you can do about that. Don't skip Serpent's Reach. It's one of the highest DPA attacks in the set. Recommend that you only use Eye of the Storm and Sky Splitter with 3 levels of Perfection. Instead of Energy Mastery, take one of the epics with a snipe (Ice, Mu or Soul). In Eye of the Storm, drop the Forced Feedback rech/end for the Eradication dmg. Practiced Brawler only needs 1 rech IO. Innocuous Strikes is a poor place to slot the Critical Strikes proc. It's got 1.7s of animation time after effect, which eats into the 3.25s duration of the buff. Best places to slot it are are Precise Strike or Serpent's Reach. In Tough, you want the Steadfast res/def unique, not the res/end. Skip Elude. Your defense should already be soft capped without it, so all it provides is movement and recovery buffs. Unless you actually intend to use it, I wouldn't bother slotting Spirit Ward. Drop the Power Transfer dmg/end from Stamina. It's not doing much for you.
  3. It's not the proc, it's the training dummy. The dummies have 85% resistance to -speed and -recharge. https://cod.uberguy.net/html/entity.html?entity=vanguard_pylontest_trainingdummy
  4. Gravity controllers get Wormhole and Dimension Shift. A Gravity/Dark controller could get Black Hole as well. (The difference between Dimension Shift and Black Hole is that Dimension Shift allows you to enter the bubble and combat the phased foes.)
  5. Electric Control does a good job of draining endurance but has limited -recovery tools. It's the flip side of Electric Affinity, which has good -recovery but not much end drain. If you put the two together, you have an effective sapper.
  6. Not immune, but AVs heavily resist both end drain and recovery debuffs. https://homecoming.wiki/wiki/Archvillain_Resistance
  7. Temp Invul will serve you much better than Force of Nature. TI is a toggle that's always on. Slotted it provides about 32% S/L resistance. Force of Nature will provide 54% S/L/F/C/E/N/T resistance for 2 minutes, but it has an endurance crash at the end and you can't get the recharge under about 4 minutes.
  8. Without repeating what's already been said, LotG +recharge, Steadfast +def, Gladiator's Armor +def, Unbreakable Guard +hp, Reactive Defenses scaling res, Shield Wall +res, Preventive Medicine +absorb (plus others) are globals, not procs. They don't need to be in an active power and will always be on. Numina's +reg/+rec, Miracle +rec, Kismet +acc, Panacea +health/+end, (plus others) are procs. While they don't have a PPM and are guaranteed to fire, they do have a 120s duration. They need to be in a toggle or an auto power.
  9. I don't do star content often and it's usually 1* or 2*. That said, I tanked a 3* ITF on my Dark/Dark tank and it performed well. There's a lot of negative damage (which Dark Armor should be capped to), plus it has the best heal in the game.
  10. Don't rely on Mid's for accurate information. You need to go to CoD. Power Sink has a 30% chance of -100% recovery. Short Circuit and Thunderous Blast have a 100% chance of -100% recovery. Ball Lightning has a 100% chance of -40% recovery while Shocking is active. Numbers are the same for both sentinels and blasters. https://cod.uberguy.net/html/power.html?power=sentinel_defense.electric_armor.power_sink&at=sentinel https://cod.uberguy.net/html/power.html?power=sentinel_ranged.electrical_blast.short_circuit&at=sentinel https://cod.uberguy.net/html/power.html?power=sentinel_ranged.electrical_blast.thunderous_blast&at=sentinel https://cod.uberguy.net/html/power.html?power=sentinel_ranged.electrical_blast.ball_lightning&at=sentinel
  11. I would support this if it's just a costume/skin option (similar to Phantom Army).
  12. So yesterday I ran the OG Maria Jenkins arc, A Hero's Hero, for the first time (I think) since it was revamped in 2010 and became A Hero's Epic. (I ran the OG Tina Macintyre arc, The Praetorian War, a few years ago.) Although it has the same number of missions as the current arc, it takes longer. The maps are gigantic and 4 of the missions are defeat alls. There are several hostage/glowie hunts. You don't get help from Serpent Drummer, Penelope Yin, Ms. Liberty or Manticore. Even stealthing to objectives when possible, it took me a bit over 3 hours running it casually on a blaster at +2/x3 with AVs turned off (T3 Alpha, Judgement and Interface but no Destiny, Lore or Hybrid). Good news is it awards 60 merits (vs. 35 for the current version). It was refreshing to see the original versions of the AVs before the Praetorian revamp. Siege and Shadowhunter are included in the OG arc. It was also refreshing not to face IDF and Resistance in so many of the missions. Instead, each AV has its own faction. While Battle Maiden's Warriors, Infernal's Demons and Black Swan's Shadows weren't changed in the revamp, you get to see Chimera's Ninjas, Bobcat's Followers (Alley Cat/Lynx/Ocelot), Diabolique's Spirits, Dominatrix Followers (Servant/Trainer/Lady), Malaise's Lunatics, Marauder's Fighters, Mother Mayhem's Lunatics, Neuron's Robots, Nightstar's Androids and Siege's Androids. These factions have mostly vanished from the game except for a few of Maria Jenkins non-arc missions that weren't updated. No question they're not as challenging as the IDF/Resistance, but they're also not as repetitive. I highly recommend giving this a try if you've never done it (or haven't done it in 15 years) or are looking for a change of pace.
  13. Didn't you see the Hero/Villain Zone Announcements every 10-15 minutes in game about the mapserver gaining sentience? Also, this is the 4th year in a row this event has repeated on April 1.
  14. Even though the %opportunity proc is crappy, I wouldn't skip the Opportunity Strikes ATO. The set bonuses are quite good. Unlike other ATs, the sentinel version of Tesla Cage does high damage. I wouldn't bother proccing it out and would slot it like a normal attack. Consider slotting Synapse's Shock in Short Circuit. Enhancing the end drain as well as the damage is quite useful. You want Musculature Radial (not Core) to boost the end mod.
  15. Maybe at low levels before you can make it perma. Once you get permadom, t's on all the time and there's no need to save it.
  16. Uun

    Elec/?

    About a year or two ago I built an Electric/Dark controller that's a lot of fun. It's light on damage, but not annoyingly so. Basically unkillable. Probably the safest character I've played short of a tank. The Gremlins are pretty squishy and Dark does a good job of buffing and healing them.
  17. All +recharge buffs and -recharge debuffs in the game are flagged to ignore enhancements and other boosts.
  18. I've got a lvl 50 Storm/Storm corruptor. I've never parsed the logs (and I'm not sure all the damage shows up in the logs), but I find that if you use it in a confined location it will wipe out all the minions and lieutenants in a room over the course of its duration, so similar to most corruptor nukes. It also throws out some pretty hefty debuffs, so nobody is shooting back while it's going. I generally use it on top of Storm Cell along with Intensify (w/ Gaussian's proc) and/or Spirit Drain. Excluding the 4 lightning subpowers which have different chances to occur and target caps, the primary damage subpowers of Cat 5 are: Category Five - 0.3337 cold every 0.2s (30s duration). 16 targets max. 30 ft radius. Eye Wall (Nukenado Pulse) - 3.3366 smashing every 0.5s (25s duration). 16 targets max. 30 ft radius. By comparison, this is what Blizzard does: Blizzard - 1.8629 cold every 0.2s (15s duration). 16 targets max, 30 ft radius.
  19. Storm Cell is a pseudo pet, which means procs check on cast and every 10s thereafter. Given its radius, the chance to proc is about 13%. Chain Lightning has max targets of 10 (although I've never seen it hit more than 3 or 4), giving it a chance to proc of 13% with no recharge slotted. With the amount of recharge you have slotted, the proc chance would be floored at 9.5%.
  20. In Hardened Carapace, you're focusing too much on end reduction and not enough on resist. Switch the res/rech/end piece for resist. Add heal enhancement(s) to Inexhaustible for the +hp. Not sure the Annihilation proc will fire reliably in Storm Cell. Slot the Gaussian's %bu proc in Intensify The Panacea proc should go in Health or Inexhaustible, not Ablative Carapace. It needs to be in an active power. Frostbite feels like a weak choice for your epic. You don't really need an AoE immobilize and the %dmg procs have a really low chance to fire with the amount of recharge you have slotted. Most people select a melee attack. I wouldn't skip Athletic. It provides defense debuff resistance.
  21. Exactly. Other powers without "rain" in the name that benefit include Whirlpool, Ice Storm, Blizzard, Storm Cell and Category Five.
  22. I do a fair amount of converter roulette, generally with enhancements crafted from recipe drops. Unless I'm trying to get a specific piece for my own use, I almost never convert within set. Unless I happen to get one of the few uncommon sets that are worth something (i.e., Red Fortune), I'll convert from uncommon to rare. This requires converting within category (2 converters). Your chances of getting a rare depend on how many sets there are within a category at the level of the enhancement. There is only one uncommon travel set in each category (Running, Jumping, Flying, etc.) so you're guaranteed to get a rare. Same goes for sets like Defense Debuff, Hold and Stun where there's only one uncommon in each level range (although the level ranges do overlap at 20-30). It becomes trickier with larger categories like Melee Damage, Ranged Damage, Melee AoE and Ranged AoE, which have multiple uncommons in each level range and your chances of getting a rare converting within category are lower. Rather than rolling the dice on a larger category, I'll usually convert within rarity (1 converter) until I get a set that guarantees me a rare when I convert within category. (There are several categories that tend to be more valuable. If I get an uncommon Defense or Resist Damage, I'll convert within category.) Once I've converted from uncommon to rare, or if I started with a rare, I'll convert within rarity until I get something that I think will sell at a good price (generally at least 2,000,000 inf). I look not only at the recent sale price, but at the number of bids vs. the number of sellers. If there are more sellers than buyers I'll convert again. I typically list at 500,000 or 1,000,000 inf below the price I'm targeting. I'll let listings sit for at least a week or two before I'll pull them. I don't spend a lot of time doing this, maybe 5-10 minutes at the end of each play session.
  23. Overstayed its welcome. Should have lasted a week at most. Became a farm substitute with tons of players following the event from zone to zone to power level. It became near impossible to target unless you were doing it through a pet or henchman. Many zones were ground to a standstill (especially PI and Talos), even away from the center of combat.
  24. My namesake and first CoH character was a Martial Arts/Invulnerability scrapper created in 2004 and recreated on HC in 2019. Not meta by any stretch, but still fun. The other scrapper I enjoy a lot is Broadsword/Shield. Also not meta, but there's a rhythm to playing it and it's super sturdy (tanked Lord Recluse with it the other day).
  25. Uun

    Fire/Cold

    Looks solid. The only nit is you want the 2nd slot in Glacial Shield to be defense, not resist. Resistance is only cold while defense is ranged/AoE/energy/negative.
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