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Uun

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Everything posted by Uun

  1. FWIW, on Storm, the defender version of Freezing Rain (which Sleet was cloned from) has 35% -res vs 30% for the corruptor and controller versions (doesn't follow the 0.75 relationship) but the same 30% -def. The defender version of Sleet should get the higher -res that Freezing Rain gets.
  2. I think this change makes sense. I've never understood why somebody that can create force/ice/fire/sonic shields wouldn't be able to shield themselves. I can't speak to masterminds, but it's certainly not going to make defenders, corruptors or controllers OP (not that controllers really need it). If you're fighting an 8-person team and one of the 8 doesn't have a shield, who are you going to shoot?
  3. Surprised nobody has mentioned the classic dark/dark/dark defender (or corruptor if you're so inclined).
  4. Devs have already said that energy aura will not be ported to tanks without significant changes (i.e., it's not sub-optimal, it's too good).
  5. Now that Shadow Maul has been reworked, I think this may now be the worst melee cone in the game. I could live with the "meh" damage if it actually could hit the 5 foes it's supposed to. I'm hard pressed to hit more than 2. Increase radius from 7 feet to 9 feet. Increase arc from 74 degrees to 90 degrees. This would match the 2 cones in Staff Fighting, which easily hit 5.
  6. Typically I'll open with Fusion, Ground Zero (triggering the Critical Strikes proc) and Atom Smasher. If anything is left standing, I'll throw in Fire Ball. For single target, I'll alternate Contaminated Strike and Radioactive Smash. I might throw in Proton Sweep as a filler or Radiation Siphon if I need to top up my health. I don't use Devastating Blow unless I'm certain the foe will still be alive when the animation ends (bosses and AVs), or if I'm planning to one-shot something. Proton Sweep has been in and out of my build several times. I primarily use it when I exemp down for lower level TFs where Atom Smasher and Ground Zero aren't available and I have no other AoE. The stats say it's wider than Shadow Maul but it really doesn't feel it. I have a hard time hitting more than 2 mobs with it. The range really needs to be extended from 7 to 9 feet. The cones on Staff Fighting are 9 feet and easily hit 5+.
  7. The new one I discovered was the Animated Swords in the Apex TF.
  8. For example, enhancement boosters cost 5 merits each. They can be sold on the AH for 1,300,000 to 1,500,000 inf each or 260,000 to 300,000 inf per merit. After the 10% fee, that's 234,000 to 270,000 inf per merit. There's also a pretty solid market for enhancement unslotters and enhancement converters at similar prices per merit.
  9. Don't buy ATOs with merits. At 100 merits each, that's 25,000,000 inf per ATO at the current exchange rate of about 250,000 inf per merit. Convert the merits to inf and buy the ATOs on the AH for around 8,000,000 inf each.
  10. Particle shielding is a 50% recovery buff, vs 25% for stamina (base). Gamma Boost also provides a recovery buff which decreases as your health goes down (and the regen buff increases). At 100% health, it's around a 36% buff. I have 1 endmod IO in Stamina, 1 in Gamma Boost and none in Particle Shielding (which is slotted for heal/absorb and recharge) and have no endurance issues, although all my attacks also have end reduction slotted. My current build is below. Be aware that I intentionally did not go for defense in this build (focusing on regen and resistance), which works well until you face unresistable damage. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Uunderdog: Level 50 Science Scrapper Primary Power Set: Radiation Melee Secondary Power Set: Radiation Armor Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Blaze Mastery Hero Profile: Level 1: Contaminated Strike -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(7), Mk'Bit-Acc/EndRdx/Rchg(11), Mk'Bit-Acc/Dmg/EndRdx/Rchg(34), Mk'Bit-Dam%(43) Level 1: Alpha Barrier -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(9), Ags-ResDam(42) Level 2: Radioactive Smash -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(3), TchofDth-Dmg/Rchg(5), TchofDth-Acc/Dmg/EndRdx(11), TchofDth-Dmg/EndRdx/Rchg(15), TchofDth-Dam%(43) Level 4: Proton Sweep -- Obl-Dmg(A), Obl-Acc/Rchg(5), Obl-Dmg/Rchg(7), Obl-Acc/Dmg/Rchg(15), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(46) Level 6: Gamma Boost -- EndMod-I(A), Heal-I(9), Heal-I(40) Level 8: Super Jump -- Jump-I(A) Level 10: Fallout Shelter -- Ags-ResDam(A), Ags-ResDam/EndRdx(13), Ags-Psi/Status(48) Level 12: Proton Armor -- Ags-ResDam(A), Ags-ResDam/EndRdx(13), Ags-ResDam/Rchg(42) Level 14: Radiation Siphon -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(21), OvrFrc-Dmg/End/Rech(21), TchoftheN-Heal(25), TchoftheN-Heal/HP/Regen/Rchg(37), TchoftheN-Acc/Heal(46) Level 16: Radiation Therapy -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(46) Level 18: Irradiated Ground -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(19), ScrDrv-Acc/Dmg/EndRdx(19), ScrDrv-Dam%(25), AchHee-ResDeb%(31) Level 20: Beta Decay -- DmpSpr-ToHitDeb(A), DmpSpr-ToHitDeb/EndRdx(23), AchHee-ResDeb%(23) Level 22: Boxing -- Acc-I(A) Level 24: Fusion -- AdjTrg-ToHit/Rchg(A), AdjTrg-Rchg(43) Level 26: Devastating Blow -- Hct-Dmg(A), Hct-Dmg/Rchg(27), Hct-Acc/Dmg/Rchg(27), Hct-Acc/Rchg(31), Hct-Dmg/EndRdx(37), Hct-Dam%(40) Level 28: Particle Shielding -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(29), NmnCnv-Heal/Rchg(29), NmnCnv-Heal/EndRdx/Rchg(45), NmnCnv-Heal(45) Level 30: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-Max HP%(42) Level 32: Atom Smasher -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(33), SprScrStr-Acc/Dmg/Rchg(33), SprScrStr-Dmg/EndRdx/Rchg(33), SprScrStr-Acc/Dmg/EndRdx/Rchg(34), SprScrStr-Rchg/+Crit(39) Level 35: Ground Zero -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(36), SprCrtStr-Acc/Dmg/Rchg(36), SprCrtStr-Dmg/EndRdx/Rchg(36), SprCrtStr-Acc/Dmg/EndRdx/Rchg(37), SprCrtStr-Rchg/+50% Crit(45) Level 38: Meltdown -- RechRdx-I(A), RechRdx-I(39) Level 41: Char -- Acc-I(A) Level 44: Melt Armor -- AnlWkn-Acc/Rchg(A), AnlWkn-Acc/Rchg/EndRdx(48), AnlWkn-DefDeb/EndRdx/Rchg(48) Level 47: Fire Ball -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(50), PstBls-Dmg/Rchg(50), PstBls-Acc/Dmg/EndRdx(50) Level 49: Combat Jumping -- Jump-I(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Heal-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) Level 50: Musculature Core Paragon Level 50: Reactive Total Core Conversion Level 50: Polar Lights Core Superior Ally Level 50: Ageless Total Radial Invocation Level 50: Melee Core Embodiment Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 50: Void Core Final Judgement ------------
  11. I had a Traps/AR back on live.
  12. I would add Ill/Poison to the list.
  13. I do this too, although I would probably do Posi at +0 if most of the team was at level and not exemplared. The non-incarnate lvl 50 TFs (ITF, LGTF, MLTF) are tricky to run at +4 if many people on the team are under lvl 50, but a breeze if everyone is level-shifted incarnate.
  14. Yup. I had a DM/EA brute with the Mk I version of EA. No Energize, no defense buff or heal from Energy Drain, no taunt aura (and until I9, no IOs).
  15. In addition to Unstoppable and Temp Invul, Marauder has an additional 50% resistance to smashing all the time. https://paragonwiki.com/wiki/Praetorians_(Enemy_Group)#Marauder So even before he pops Unstoppable, you're facing 80% smashing resistance. If you really want to take him down in a hurry, get the Carnival Lore pet (Dark Ring Mistress). She really shreds him.
  16. Excluding Overload, Energy Aura has 51.9% defense debuff resistance from its 3 main toggles. Clamor's big defense debuff is Radiation Infection, which is a toggle. You can shut it off by moving out of range. The others (Irradiate, Electron Haze, Neutron Bomb) all have a tohit check.
  17. The size of the graphics is a real problem for short characters. If you have a minimum height character and someone on the team uses earth control near you, you can't see the mobs.
  18. Uun

    Poison Guide

    I have a lvl 48 Illusion/Poison/Stone. It's pretty darn survivable in melee range. With 5 procs in Poison Trap, everything but the bosses dies almost immediately.
  19. I know it's been talked about. I see nothing in the patch notes or the beta patch notes. Proof?
  20. Alternatively, you can take Power Build Up instead of Soul Drain. PBU makes it easier to softcap defense with Farsight, and also buffs many of your other buffs and debuffs.
  21. Reducing Umbral Torrent by 20 feet and increasing TT by 10-20 feet isn't balance neutral? If TT is going to stay at a 40-foot radius, its damage should be buffed. Frost Breath, Fire Breath, Electron Haze, Flamethrower and Steam Spray all do substantially more damage at a 40 foot radius.
  22. I took another look at this. I think the metric you want to compare is not the area within the cone, but the chord length (straight line) or arc length (curved line) at the end of the cone. This tells you how wide an area the cone will hit at maximum range. This is what we currently have: Radius Arc Chord Length Arc Length Torrent/Umbral Torrent 80 30 41.41 41.89 Tenebrous Tentacles 40 40 27.36 27.93 Night Fall 60 20 20.84 20.94 With respect to Torrent and Umbral Torrent, if you reduce the radius from 80 to 60 feet without increasing the arc, you're nerfing the power by reducing the width from 41 to 31 feet. To maintain roughly the same width at a 60 foot radius, you need to increase the arc to 40 degrees. Here's what you end up with at various combinations of radius/arc: Radius Arc Chord Length Arc Length 40 50 33.81 34.91 40 60 40.00 41.89 50 40 34.20 34.91 50 45 38.27 39.27 50 50 42.26 43.63 60 30 31.06 31.42 60 35 36.09 36.65 60 40 41.04 41.89 My recommendations would be: Torrent/Umbral Torrent: Leave alone OR reduce radius to 60 feet and increase arc to 40 degrees Tenebrous Tentacles: Increase radius to 50 feet and increase arc to 45 or 50 degrees OR increase radius to 60 feet and leave arc at 40 degrees Night Fall: Maintain radius at 60 feet, increase arc to 40 degrees
  23. I don't really disagree with any of your points, however, I've really been enjoying abusing the hell out of Umbral Torrent. I've got a bunch of +range slotted (so 80 is enhanced to 103 feet) plus a KB>KD. Point it at a group and they all flop. Not sure I could hit so many if I had to fire it from closer in.
  24. The problem with Sonic isn't the IO sets it accepts (although you can slot Force Feedback into Shockwave). Its got 3 short cones, 2 of which do crap damage. Its got a virtually no-damage stun (compare Screech to Cosmic Burst or Abyssal Gaze). Its got no snipe.
  25. What would they do? Resistance debuffs are universally set to ignore enhancements. Other blast sets don't have secondary effects at all (Archery, Fire), or have secondary effects that can't be enhanced (-recharge in Psychic and Ice), yet nobody considers them underperforming (well, maybe Archery). Fire outperforms every other blast set and needs no help.
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