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Everything posted by Uun
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You're only looking at one of the pseudo pets. There's a second pseudo pet that has a 100% chance of 8 second hold (12 seconds with domination up).
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Going from memory, since I'm at work and don't have access to Mid's, I skipped Shadowy Binds in the primary and Midnight Grasp in the secondary, but there are a lot of different ways to slice it depending on how much you want to live in melee. I view the must haves in the primary as Dark Grasp, Fearsome Stare, Heart of Darkness and Shadow Field. Slot Fearsome Stare for tohit debuff, not fear. Normally I'm not a big fan of the AoE hold, but this one works like Volcanic Gasses and has a longer duration with pulsing holds. In the secondary, I view the must haves as Gather Shadows, Engulfing Darkness and Moon Beam, but everything else is good too.
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You really want to slot Transfusion. It's a very good heal. I would move all your slots and enhancements from Speed Boost to Transference. There's really no reason to slot Speed Boost, while slotted Transference allows you to sap foes' endurance down to nothing. Not sure if you have enough accuracy from just set bonuses and Tactics not to slot accuracy in many of your powers.
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I think Mid's is confusing things a bit, as the 169.2% includes both enhancements slotted in the powers as well as global accuracy set bonuses. Also, unless you've changed it in options, Mid's calculates accuracy vs. +0 foes (against which you have a base 75% chance to hit). More useful is calculating vs. +3 foes (against which you have a base 48% chance to hit). If you strip out the set bonuses, you have accuracy enhancements totaling 82.816% in Mental Blast. Against a +3 foe your hit chance would be 0.48 x (1.0 + 0.82816) = 0.8775. TT Leadership (with no enhancements) adds +10% tohit, making your hit chance (0.48 + 0.10) x (1.0 + 0.82816) = 1.0603 (capped at 0.95). TT Offensive (with no enhancements) adds 10% accuracy, making your hit chance 0.48 x (1.0 + 0.8216 + 0.10) = 0.9255. In short, 10% tohit is better than 10% accuracy. That said, Offensive gives you resistance to tohit debuffs while Leadership gives you resistance to -perception, confuse and fear.
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Most controller mezz powers are mag 3 with a chance to add an additional 1 mag. ST immobilizes are mag 4. You can find all the details at the link below, or in game in the power info. https://cod.uberguy.net/html/index.html
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I don't think WP needs more DDR. The defense built into the set is pretty minimal (on a tank it's 3% S/L, 13% F/C/E/N, 10% Psi), yet it gets 22% DDR (tank). I'd like to see WP get endurance/recovery debuff resistance. It makes no sense that the set has Quick Recovery but no resistance to end drain and recovery debuffs. Invulnerability has no endurance/recovery powers at all yet it has endurance/recovery debuff resistance. I'd also like to see WP get more -regen resistance.
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In addition to the above, look for +hp. In addition to allowing you to take more damage, it also increases your regeneration. Other than using it as a mule for the +def uniques, High Pain Tolerance should be slotted with 2 heal IOs to maximize the +hp. You also want the Unbreakable Guard +hp unique and the +hp accolades. You can pick up more from the random +hp bonuses included in many sets.
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I would swap the range IO in Propel for KB>KD. On the flip side, KB>KD is wasted in Freezing Rain, as it doesn't do KB.
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I wouldn't bother with the Decimation proc. It's 1 PPM and almost never goes off in a ST blast on a short recharge.
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ITF is great, and possibly one of the best designs in MMO history
Uun replied to oedipus_tex's topic in General Discussion
I don't feel that way at all. With domination up you can control most of the mobs (except the EBs) in one shot if you get it off before the bosses can use Shout of Command. Phalanx Fighting doesn't protect against fear or confuse. Also, Earth has a ton of autohit -def. -
The PBAoE attack is DoT. The bonus damage for lvl 3 comes as an extra tick at the end. So unless you're counting the ticks, you're not going to notice.
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I have 4 doms, but my favorite is Earth/Earth.
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Here's my current build
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I'd like to see an increase in the arc of Neurotoxic Breath. 30 degrees is pretty darn narrow for a power that does nothing but -rch/-spd. In comparison, Shiver has a 135 degree arc.
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Question about Devouring Earth power, sting.
Uun replied to KaizenSoze's topic in General Discussion
The first is the one you encountered, but there doesn't appear to be a difference between the two. https://cod.uberguy.net/html/entity.html?entity=devouringearth_eden_trial_swarm https://cod.uberguy.net/html/entity.html?entity=devouringearth_hive_swarm -
I was stubborn. I took mine to 50.
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I don't know if it should, but I wish it would. I can't count the number of times I've been killed because I forgot to turn it off.
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Double post
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I like the systems on Water Blast, Seismic Blast, Energy Melee, Staff Fighting, Gravity, Time/Temporal and Oil Slick Arrow. Beam Rifle needs a tweak to make it easier to keep track of which targets have the Disintegration effect, but I think the bonuses are good. I don't like the system on Radiation Melee. It's hard to see who is Contaminated, the extra damage is very small and it's stupid that your heal doesn't work if the target isn't Contaminated. I don't really consider Eagle's Claw to be a combo and largely ignore whether or not I hit someone within the 3 second window. I haven't played Savage, Psi Melee, Street Justice, Dual Blades or Titan Weapons.
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I solo AVs with my Illusion/Poison. I could suggest tweaks to a few powers, but the set is basically fine.
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I have both Mind and Plant doms and would have no issue with increasing Seeds' recharge from 60 to 120 seconds. That said, I would still like to see Mass Confusion's recharge reduced from 240 to 180 seconds. As I've said before (not sure if it's in this thread) I think the containment solution is as simple as allowing fear to trigger containment.
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I've run Magi on all my blasters. I don't believe you can sit outside the crackle and stay in range of Tyrant. Maybe Psychic Blast? It's got extra range.
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I agree, but it's tier 6. Not sure that adding damage is the right fix though. Does anybody remember what they changed on Telekinesis back on live? I think this was around Issue 4 or 5 but I can't find any record in the patch notes. I know they reduced the maximum targets to 5, but they also changed the mechanics. After the change I dropped the power on my Mind controller.
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This is the build on my Arch/TA corruptor. For the most part should work the same on a defender.
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This is my Arch/TA corruptor. For the most part should work the same on a defender.