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Uun

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Everything posted by Uun

  1. Depends what you’re fighting. I’ve got lvl 50 Invul, WP, Rad, Elec, and SR. Against psi damage, WP wins. I feel like it’s also better against mobs with -perception (like Arachnos). All around, I think Elec and SR are tougher than both.
  2. This Hero build was built using Mids Reborn 3.0.5.9 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Uunflappable: Level 50 Mutation Brute Primary Power Set: War Mace Secondary Power Set: Willpower Power Pool: Flight Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Earth Mastery Hero Profile: Level 1: Pulverize -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(7) Level 1: High Pain Tolerance -- StdPrt-ResDam/Def+(A), Heal-I(7), Heal-I(9), GldArm-3defTpProc(43) Level 2: Jawbreaker -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/Rchg(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Rchg/HoldProc(13) Level 4: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(15), UnbGrd-Max HP%(17), UnbGrd-EndRdx/Rchg(45), UnbGrd-Rchg/ResDam(45) Level 6: Fast Healing -- Heal-I(A), Heal-I(17) Level 8: Clobber -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(19), SprUnrFur-Acc/Dmg/Rchg(19), SprUnrFur-Dmg/EndRdx/Rchg(21), SprUnrFur-Acc/Dmg/EndRdx/Rchg(21), SprUnrFur-Rchg/+Regen/+End(40) Level 10: Indomitable Will -- Rct-ResDam%(A), Rct-Def/EndRdx(23), ShlWal-ResDam/Re TP(43), Rct-Def(50), Rct-Def/Rchg(50) Level 12: Fly -- WntGif-ResSlow(A) Level 14: Boxing -- Acc-I(A) Level 16: Rise to the Challenge -- Prv-Heal(A), Prv-Heal/EndRdx(23), Prv-EndRdx/Rchg(25), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(27), Prv-Absorb%(27) Level 18: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(29), Ags-ResDam(29), Ags-Psi/Status(45) Level 20: Whirling Mace -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(31), SprBrtFur-Acc/Dmg/Rchg(31), SprBrtFur-Dmg/EndRdx/Rchg(31), SprBrtFur-Acc/Dmg/EndRdx/Rchg(33), SprBrtFur-Rech/Fury%(40) Level 22: Quick Recovery -- EndMod-I(A), EndMod-I(48) Level 24: Weave -- GifoftheA-Def/EndRdx(A), GifoftheA-Def(33), GifoftheA-Run+(33), GifoftheA-Def/EndRdx/Rchg(46), GifoftheA-EndRdx/Rchg(46), GifoftheA-Def/Rchg(48) Level 26: Shatter -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(34), ScrDrv-Dmg/Rchg(34), ScrDrv-Acc/Rchg(34), ScrDrv-Acc/Dmg/EndRdx(36), ScrDrv-Dam%(36) Level 28: Heightened Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(36), LucoftheG-Def/Rchg+(37), LucoftheG-EndRdx/Rchg(46), LucoftheG-Def/EndRdx/Rchg(48), LucoftheG-Def/Rchg(50) Level 30: Taunt -- PrfZng-Dam%(A) Level 32: Crowd Control -- Obl-Dmg(A), Obl-Acc/Rchg(37), Obl-Dmg/Rchg(37), Obl-Acc/Dmg/Rchg(39), Obl-Acc/Dmg/EndRdx/Rchg(39), Obl-%Dam(39) Level 35: Resurgence -- RechRdx-I(A) Level 38: Strength of Will -- ResDam-I(A), ResDam-I(40) Level 41: Stone Prison -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(42), Dcm-Dmg/Rchg(42), Dcm-Acc/Dmg/Rchg(42), Dcm-Build%(43) Level 44: Quick Sand -- RechRdx-I(A) Level 47: Build Up -- GssSynFr--Build%(A) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 1: Fury Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Heal-I(A) Level 2: Stamina -- EndMod-I(A) Level 4: Ninja Run Level 50: Musculature Core Paragon Level 50: Mighty Radial Final Judgement Level 50: Degenerative Total Core Conversion Level 50: Knives of Vengeance Core Superior Ally Level 50: Rebirth Core Epiphany Level 50: Assault Radial Embodiment Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 12: Afterburner ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1489;685;1370;HEX;| |78DA6594CB4F135114C6EFD0A9A5B4853E80F214846279B550A26B13045C4013161| |A57860C64A0D5A66DDA22A02BFF03158D1A5DF85CB071E17FE35B77A2021A7CC647| |3D33DF97B689934C7EE77EF79EC79C7BEF24D7A7BC8F4F5C3AA634CFF18C512C2E4| |C16564B667D72B56494D2B9AC92C77B6A35BB9C31F279633163BA4468B6D72C24CD| |8C69C64F1B8585A4B16486214E99CB66B628723A93C9E7D6CC82F2CCE77299F84C2| |6BD922AF9605B663ABBE2B54773A6919741D01E9C9498F95C01C983D3F9F4527CDA| |28945292A258320B1B6D927EC47A35C5A7EC54CB8284AEEA56C814A8A7C9B3E0817| |3E053CBCDF62F3B54588C6E998B60AE9E1C9E70D81CD5B854F2689775ACB902365C| |253741EF35F23AF84CBC1CC8E3747C41BCC6AFE40FD0FF9379BE91DFC1E7E2E584A| |FE6644D7E322EBA8B715D5EE40AFAC846B0B989F483D100F842BCDCF0D5DDFBC8D5| |BA070ECF82895DF233E8913DF7A007CAD3094D13CD47CDD781BA5E0A9A34CDAEABE| |91D636F836DEFC90F60C74772077448BC00F72430AED95A57823C028E1E05ADE910| |BF3F7417FE07EF91F7C90760EF4330FA087C255E2DEC6B4B2FEA1E2375A921CCB86| |15D8CA8F8D7936E30E6220F80634ED02AB59DE7A4FD3CE21D5A23D7C90DB0FF0279| |117C2DE864DE4E3FBEB1BF198CB480B12038160213018EADE3CB7DE82ED6D9DA846| |83DACA5E717B4C86FF20F78F82F592615FAF346BCFA18AF6F04F5BD150C40D30646| |A145C94D711BC49C3E7843D9BD18BA49DE226F83C377C06D2FEEB09563843962527| |39C5A7C0B35B5CA7E8CA32F6A9C7D98D12B77B7DCA557FE01D6B05C5673FF29F37A| |E5FE2ACD56761A4461542D86ECBBB5DA20B4BD5A8D37EF53ADC653E3F62BAB77764| |5B321659F04CB4E0D55EDC970D5DE8F54ED27D67AFA6EF555EDF986EA9A3335B651| |632FD6D8AAB57243CBFF005961E1E5| |-------------------------------------------------------------------|
  3. Fluffy has an autohit 10-foot aura that provides a -30% tohit debuff, and he casts Darkest Night (a 25-foot AoE toggle), which does -15% tohit and -30% damage. Other than that, he'll cycle through an AoE heal, ST hold and cone immobilize. Fluffy only has two powers that do damage, and both are pretty weak. If you want damage, you'll need to slot procs (Cloud Senses is a good one). https://cod.uberguy.net/html/entity.html?entity=pets_v_darkservant
  4. I've got one. It's a lot of fun and very sturdy. I didn't go for soft-capped defense and don't really miss it. I do have capped S/L resists. I'll post the build when I get home.
  5. https://hcwiki.cityofheroes.dev/wiki/Exemplar_Effects_on_Enhancements
  6. Water/Martial is a lot of fun. Lots of slows and knockdowns, plus it has a heal. The slow from Whirlpool stacks with the slow from Reaction Time, plus Whirlpool triggers Avoid. Burst of Speed into a group, drop Whirlpool, hit them with Water Burst and Dragon's Tail while they all run around in slow motion. Storm Kick has 100% knockdown and a 6 second recharge, allowing you to juggle bosses while you pummel them with Eagle's Claw. Slot a Gaussian's BU proc in Tidal Forces and hit it before using Geyser. Tidal Forces gives you +3 Tidal Power, which makes Geyser do 25% bonus damage. Water Burst will clean up anything it doesn't kill.
  7. Definitely concept. I haven't tried them all, but as of now I've got 15 different ones. Other than BP, the ones that impressed me enough to repeat are Carnies, Knives and Talons. Polar Lights and Robotic Drones are good for AoE and are also quite small. Only Radial has the hurricane.
  8. You could easily drop slots from Dimension Shift. It really doesn't need more than the base slot. It's autohit and has a fixed duration, so accuracy and mezz duration are wasted. Those slots would be better used in Darkest Night and Fissure. Also recommend you try out Enflame on test. I really wasn't that impressed with it. Not sure how much global accuracy you have, but Twilight Grasp has a tohit check. You might want to switch to an Accurate Healing set.
  9. Yes, Psionic Mastery was one of the original Epic Power Pools added in I3.
  10. Easily? It's a 90 second duration with a 360 second recharge. On top of 95% from enhancements, you need 205% global recharge (including Hasten) to make it perma.
  11. Title pretty much says it. The epic power Indomitable Will (available to controllers and dominators) provides mezz protection but can't be activated while you're mezzed. The power is on a 5 minute recharge, so there's a lot of incentive not to waste it if you don't need it. The pool power Rune of Protection (3 minute recharge) and the Incarnate Destiny Clarion powers (2 minute recharge) also provide mezz protection and can be activated while mezzed.
  12. Since you're already deep in the Sorcery Pool, I would take Rune of Protection over Indomitable Will. RoP will give you more uptime, and more importantly, can be activated while you're mezzed (which IW cannot). If you do that, I would drop Psi Mastery entirely. Fire Ball or Ice Storm are better sources of AoE damage than Psi Tornado. Ice Mastery also gives you access to a defense-based armor. Another option, if you're willing to go melee, would be Stone Mastery. Seismic Smash hits like a freight train, Fissure does decent damage and provides additional mitigation and Rock Armor is defense based.
  13. The only event I'm aware of that you can queue for without a team and actually get picked up is SBB. I've never been able to get the "willing to join in progress" option to work. Always end up needing to be invited by the league leader. It would also be helpful to mark or color code the TF/SF/trials that you can actually enter from LFG vs. those that just teleport you to the contact.
  14. Normally, a power does x amount of damage multiplied by the ranged damage or melee damage multiplier for the AT. A mastermind has a ranged damage scale of 0.55 vs. 0.95 for a dominator. So all else being equal, a dominator will do 72% more damage than a mastermind using the same power. That said, dominator secondaries aren't a good comparison. Many of the powers taken from other sets had their damage and recharge adjusted when they were ported over. On a mastermind, Call Hawk is 0.3256 damage scale (for each tic) and costs 9.62 endurance with a 6 second recharge. The dominator version is 0.52 damage scale and 10.97 endurance but has a 14 second recharge. A better comparison is Slug. It does 50 damage on a mastermind, 102 damage on a blaster, 59 damage on a defender, etc. All versions are coded as 1.64 damage scale * the ranged damage multiplier for the AT and recharge in 8 seconds. All versions except mastermind cost 8.53 endurance, while the mastermind version costs 10.66. As previously stated, this is by design and ALL mastermind powers use 25% more endurance than the versions other ATs get. There are two ways this could potentially be changed - either remove the endurance penalty or increase the mastermind damage multiplier from 0.55.
  15. March 31, 2020 The following powers now ignore outside buffs (they all provide enhanceable resistance and should've always ignored buffs) Controller > Darkness Affinity > Fade Controller > Poison > Elixir of Life Defender > Poison > Elixir of Life Corruptor > Poison > Elixir of Life Mastermind > Poison > Elixir of Life Sentinel > Bio Armor > Genomic Evolution
  16. It's balanced as a ST ranged power (it takes ranged damage sets) with the splash damage as a bonus. The base damage and recharge is the same as Bitter Ice Blast and Blaze (also T9s), but it only does 16 points of AoE damage over 5 seconds. It should at least do KD.
  17. I would make Seismic Smash the T9 and Tremor the T7. Replace Salt Crystals with Fault, Stalagmites or Earthquake as the T8. Not in favor of Mud Pots as the sustain power, as I don't think a damage aura should fill this role. Perhaps a takeoff on Earth's Embrace or Rooted?
  18. This is by design, although I no longer remember the rationale. All MM attacks and secondary powers use 25% more endurance than the same powers when used by other ATs.
  19. I have Might of the Tanker in Innocuous Strikes and Gauntleted Fist in Guarded Spin. I feel like a get more value from the recharge enhancement in a cone than I would in a ST attack.
  20. The wiki says its supposed to award 10 merits. You sure you didn't get them? Would just show up in chat upon completion of the final mission.
  21. Wormhole is amazing, but does require a bit of practice. It doesn't aggro, so using it around corners is optimal. Place the exit point in a corner or against a wall so you can pulverize them with Tornado and Lightning Storm. If you don't have corners, you want to use it as close to max range (80 feet) as you can, then put the exit point outside the spawns aggro range. That way any mobs it misses won't attack you. Known issue, it won't TP lvl 54 bosses. On teams, you can use it to drop a spawn on top of another spawn. I find Crushing Field useful for preventing mobs stunned by Wormhole from wandering off. It also sets up containment. I also take Crush, since it will root a boss or AV and set up containment in one shot. Dimension Shift is situational, but it can do some interesting things since it was changed in I22 to allow you to fight the phased enemies. For example, you can drop Freezing Rain, Tornado and Lightning Storm inside the phased area and create a little popcorn popper of doom. You can stand inside of Singularity. Particularly useful when you're being attacked by melee mobs. Hurricane is also situational, but it's also one of the strongest tohit debuffs in the game (as well as a range debuff). Takes a bit of practice to learn how to debuff mobs by just kissing them with the outside age of the AoE. Works really well on indoor maps where you can back them into walls/corners.
  22. Uun

    Earth/ what?

    @Chirikiti has soloed almost everything in the game with a Mind/Psi. YMMV.
  23. The toxic damage attacks originally didn't check against toxic defense because it didn't exist. What was the point of adding toxic defense to the game if they weren't going to update the toxic damage attacks to check against it?
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