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Uun

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Everything posted by Uun

  1. It's too bad they don't make this available to players https://cod.uberguy.net/html/power.html?power=carnival.carnival_ring_mistress_inherent.mask_of_vitiation&at=boss_grunt
  2. I like Static Discharge, which has a 12 second recharge on the Electrical Mastery version (vs. 32 seconds on Mu Mastery version with virtually the same damage). Works well on a Dark blaster that already has 2 cones. I've also gotten some good mileage from Surge of Power as an "oh crap" power - the blaster version has no health crash, just an endurance crash.
  3. Here's my current Dark/Dark build. This was a recent project that was part of a SG leveling team. I haven't slotted any purples or winters yet, but it's stupid tough as is. I don't have capped defense to anything, but really haven't missed it. Strongly recommend you take a look at Touch of Fear, which is now an AoE attack (the fear and tohit debuff are still single target) on an 8 second recharge. I tried this and really didn't feel like it was offsetting the end cost. I moved the Theft of Essence proc to Siphon Life, which I use as part of my attack chain, and hit Dark Consumption after using Dark Regeneration if needed.
  4. BTW, the resistance armor in Electrical Mastery (Charged Armor) is identical to the one in Mu Mastery (although it's tier 2 in Electrical).
  5. You can also use the Entity Search function on City of Data https://cod.uberguy.net/html/entity.html https://cod.uberguy.net/html/entity.html?entity=rularuu_sentry_lt
  6. My staffer has a huge physique set to minimum height. That animation is absolutely hilarious.
  7. Don't slot damage procs in Flash Arrow. One of the beauties of the power is that it doesn't aggro. The proc will defeat that.
  8. It all stacks. Brute damage cap is +700%. Enhancements are about 95% and full Fury is about 200%. That gives you another 400% to play with. Build Up is 80% and the proc is another 80%. Without buffs from Kinetics, you're unlikely to get close to the cap. Procs in damage auras are generally not a good idea for any AT. They only have a chance to go off every 10 seconds.
  9. Recommend Stone epic for Fissure and Seismic Smash (and fugly defense armor). Gives you some added damage and control.
  10. Uun

    Swamp Thing?

    My big issue with rad melee is the WAIT. FOR. IT. animation on Devastating Blow. Also, Proton Sweep just sucks.
  11. I've been getting good results slotting Tenebrous Tentacles with 1 acc, 1 range and 4 procs. If you take Electrical Mastery, you can get Static Discharge as a third cone. It recharges quickly enough that you can chain the three without gaps.
  12. Don't the Shorts selections (under Bottoms w/ Skin) already do this?
  13. Interesting. I wonder if it could work using the same mechanic as Haunt. In addition to summoning the Shades, it grants a temp power to the target (Haunted) which issues a 60 second mag 10 taunt. In the case of Haunted, it only taunts Shades, but perhaps it could taunt those whose status is confused. If that were the case, the confuse could remain AoE.
  14. In addition to Clarion, the other Incarnate power that offers confuse protection is Hybrid Melee (especially Core).
  15. You are correct. I should have said suppress. https://hcwiki.cityofheroes.dev/wiki/Toggle_Suppression
  16. Super Reflexes, Stone, Shield and Willpower have confuse protection.
  17. I've got a Fire/Nature - it's one of my favorite controllers. Drop Bonfire or Flashfire, then run in with Entangling Aura and Hot Feet. Drop Fire Cages to stop anyone from running off and hit any bosses with Char. I don't recommend skipping Regrowth. Not only is it a good heal, but your Imps get into trouble and will need it. Entangling Aura is an autohit toggle. It doesn't need accuracy, but it has a substantial endurance cost and requires a lot of end red. Smoke really doesn't need more than the base slot. I would move those slots to Wild Bastion. Here's my current build:
  18. Should also mention that you can get a lot of mitigation out of Bonfire (provided you slot the KB>KD IO). It also accepts quite a few procs. I've also got a build with Munitions Mastery. The armor is crap (8.75% S/L resist), but it can take the two +def uniques and doesn't drop if you're mezzed since it's an auto power. It also has Surveillance, which provides 14% -res/-def on a 45 second recharge. I find it more useful than Melt Armor for hard targets since it's pretty easy to make perma.
  19. You're confusing the Force Mastery epic pool with the Force of Will power pool.
  20. Not as bad as Time Bomb, but Explosive Shuriken is decidedly anti-climactic.
  21. The last problem anybody playing endgame content has is being weak. There has been so much power creep in this game that people can already solo task forces set at +4/x8. I see no reason to make set bonuses easier to obtain.
  22. Thumbs down on the end game set bonuses. No need to make it easier to be OP.
  23. On my Rad/Rad I do slot Irradiated Ground with accuracy and do not slot Radiation Therapy with accuracy. Irradiated Ground is in Radiation Melee. You've got Beta Decay in Radiation Armor, which is an autohit taunt/debuff aura. Pretty sure it interrupts summoning.
  24. Dual Pistols/Ninja Training Blaster - not hard or outright bad, just decidedly "meh". I took it to 50, but didn't pursue incarnates. I took this to 50 on live, and did it on HC as a corruptor. Not sure that I'd want to solo the defender, but it's a strong team character.
  25. I forgot to list Dark. I've got a 50 Dark tank that's indestructible (although it annoys me that I've got to plug the KB hole). My /Inv is a scrapper, so probably not fair comparing to a brute due to the higher resist cap.
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