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Uun

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Everything posted by Uun

  1. I understand now, although I'm not sure it's necessary. The four links currently listed under Announcements are for subtopics, each of which has multiple threads in it. Weekly Strike Targets is a single thread, not a subtopic. It's currently pinned 3rd from the top in Announcements. Suggesting you have to dig around for it is a stretch.
  2. There was a bug floating around a few months ago that would cause your Alpha slot to be ignored intermittently and all of a sudden you would be at a -3 level shift in the middle of Apex. It wasn't challenging - you were completely ineffective and couldn't hit or damage anything.
  3. Should all archetypes be able to solo? Yes Should all archetypes be able to solo at +4/8? No, but anyone who wants to invest the resources to build a character that can do this shouldn't be prevented from doing it. Personally, I find soloing at that level to be a slog and prefer to go through content more quickly when I solo. I find +2/x4 to be pretty comfortable and will drop to x2 or x3 on squishier characters. Is there a difference in performance expectations for content below level 50 versus level 50+? I think incarnate content should be more difficult and characters should be appropriately equipped and level shifted. IMO, this doesn't mean you need soft-capped defense, etc. but I don't think 50+ content should be balanced around SO builds. That said, I'm not sure all the incarnate abilities should be usable on non-incarnate content. Should players be using Invention Origin enhancements by a specific level or range? "Should" is a tough word, but I recommend using them as early as you can afford them, particularly commons. When I make a new character I will seed it with $1 mil to start, but everything after that is earned from selling boosters bought with merits and converting drops and selling on the AH. I will start crafting and equipping common IOs as early as lvl 12, certainly by lvl 22. I usually wait to equip IO sets until lvl 27, unless the sets I want are usable at lower levels. I start with yellow sets - if you craft from recipes, these are quite affordable, and gradually upgrade to rare sets, ATOs, etc. as I accumulate the inf to do it (unslotting, converting and selling the yellow sets). By lvl 50 the inf is rolling in and I can generally afford whatever I want. Do players who can solo +4/8 at level 50 have an outsized impact on teams or other players? Maybe this is as intended? I think the question is whether they have an outsized impact when they're not soloing. I don't think so. Even if they can solo at +4/x8, they're not going to be able to defeat mobs as quickly as a team. A full team of 50s can plow through most non-incarnate content at +4/x8 pretty quickly. They're not going to sit around and watch one guy do it.
  4. Wormhole doesn't require LOS. If you don't want to aggro a second group, stand around a corner and wormhole the first group to you.
  5. As much as I like ITFs, I refuse to run them sidekicked and wait until I hit 50 to run them for this very reason. I just feel so ineffective against +5s. The other option (which is difficult to get people on board with) is to have the leader NOT be a lvl 50 and let the 50s exemp down. The TF level will lock relative to the leader's level at the time it's started. If the leader is 45+, the 50s will still keep their incarnate goodies.
  6. I'm not seeing that in the power info https://cod.uberguy.net/html/power.html?power=epic.ice_mastery.hibernate&at=controller That said, the activation time of the power always feels longer than the data indicates. I can't count the number of times I have died while activating Hibernate. Perhaps it's due to attacks that had been launched prior to activating Hibernate but had not yet hit (i.e., ranged attacks with "travel time"). I'm not aware of any attacks getting through beyond the first second or two (other than DoT).
  7. Uun

    Grav/Storm/Lev?

    I went with Ice Mastery for Ice Storm (plus Frozen Armor and Hibernate).
  8. I can't speak to SS (I have WM/WP) but I don't worry about capping defense due to the high regen from RTTC. I've got 30-35% defense to everything and resists of 90% S/L, 57% psi and 30-35% to everything else. With RTTC saturated, my regen rate is about 100 hp/sec. Need to be careful with a few AVs with big attacks but otherwise he's virtually unkillable.
  9. The hold duration is 4 seconds if the chance to hold hits. Slotting for hold increases the duration, not the chance or frequency. I have it franken slotted with 2x end/hold and 1x end/hold/rchg (it has a 20 second cooldown and it drops any time you get mezzed). Unlike Choking Cloud, Entangling Aura is autohit and doesn't require accuracy. It does use a lot of endurance though. I haven't tried the Lockdown +2 mag proc, but I do have the Hybrid Control Core, which provides a chance of +1 mag and seems to go off pretty often.
  10. You mean like this?
  11. Interesting, I never think to get the Interface Radial. Always assumed the debuffs were better than the DoT. I find that the lore pets with ranged attacks are a bit more durable. The ones that go into melee tend to get killed pretty quickly by AVs with big melee attacks. If you haven't seen it already, take a look at this google sheet with pictures and stats for all the pets and DPS numbers on the second tab: https://docs.google.com/spreadsheets/d/1tmuk9Jf-NxhSE2P1RB6wRtn-qUDvwqpV_10B9QAAinE/edit#gid=0 Its not going to boost your damage as much as Assault, but I'm a fan of Support Radial. Gives you and the entire team/league an 8% boost to damage, defense, healing, accuracy and mezz as well as a 10% endurance discount.
  12. Unrelenting Fury provides resistance to S/L/F/C/E/N as a set bonus.
  13. https://midsreborn.com/
  14. No thanks. In addition to Energize, which provides +regen and an endurance discount, it also has Power Sink, which provides almost limitless endurance. I've got Energize slotted to provide a 50% heal every 52 seconds and Power Sink is up every 29 seconds. My /Electric brute is virtually unkillable.
  15. I slot Hot Feet with Scirocco's Dervish Acc/Dmg, Dmg/End, Acc/Dmg/End and Dmg/Rch. Normally I don't slot recharge in toggles, but Hot Feet has a 20 second cooldown and it drops a lot. In addition to the KB>KD, I like procs in Bonfire. I slot Unbreakable Guard (2.5% endurance discount w/ 2 slots) and Preventative Medicine (3.75% endurance discount with 5 slots) where I can. I find the endurance discount bonuses are much better than the +recovery or +endurance bonuses.
  16. Haven't tried it, but I suspect Ill/Poison could do it as well.
  17. My preference for Irradiated Ground (and most damage auras) is Scirocco's Dervish acc/dmg, acc/dmg/end and dmg/end. You can then add the Scirocco's lethal proc (for 9% acc bonus) and 2 more procs.
  18. Agree. Also, you can't get the Shrouded mission through Ouro until you're lvl 50.
  19. I don't recommend skipping Piercing Beam. Its got 15% -res which stacks with Slowed Response.
  20. The unresistable piece is enhanceable, so your potential tohit debuff is -30% for defenders and -24% for corruptors.
  21. The sets with taunt auras are Bio, Energy, Invul, Radiation, Shield and Willpower, although the duration on Energy and Willpower is shorter.
  22. My vote goes to Archery/Trick Arrow corruptor. The corruptor debuffs are good enough, the damage is much better than on a defender, and you can skip Snap Shot. I also have a /Tactical Arrow blaster, but all it brings to a team (other than damage) is Glue Arrow and Flash Arrow, the blaster versions of which are nothing to write home about.
  23. It depends on how much you depend on +regen (such as WP or Rad). You get more benefit from +regen the more hp you have.
  24. I just checked. Stuns appear in the combat log in dark orange (damage received), followed by the message "You are unable to use any powers!" in orange (general combat). Spore Cloud, Livegiving Spores and Entangling Aura were all detoggled, as messages in orange appear when they're recharged.
  25. My main has been a MA/Inv scrapper since I2. Largely agree with nihili's comments. A couple of additional thoughts: You're going to want 4 ST attacks. Assuming you skip Thunder Kick, 3 will be Storm Kick, Crippling Axe Kick and Cobra Strike. Crane Kick has better DPA, but some people just like the Eagle's Claw animation. My scrapper has both, purely for style reasons. If you take Crane Kick, slot a KB>KD IO or the Overwhelming Force set. Another option is to take Gloom from Soul Mastery if it doesn't mess up your concept.
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