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Uun

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Everything posted by Uun

  1. You can remove the repel from my herdicane when you pry it from my cold dead hands
  2. I find +range quite valuable if you have cones.
  3. Mine is Rad/Rad, but I find it to be really sturdy in most circumstances. Plays kind of like /WP with a heal. You need to be careful against mobs that do cold damage (i.e., Banished Pantheon in Dark Astoria) or if you plan to take an alpha strike at +4x8.
  4. Entangling Aura is autohit, Choking Cloud is not, although hold duration for Choking Cloud is longer (7.5 seconds vs. 4 seconds).
  5. Fair enough. I haven't played a blaster secondary with a sustain that doubles as a damage aura. For the sets where the sustain can only be slotted with healing or endmod, I think there are better places to put the slots.
  6. My current /rad build has moderate defense (20%ish) but focuses on resistance and regen. I played around with slotting Gamma Boost but found it wasn't worth it. Stick an endmod IO or performance shifter proc in it and call it a day. Radiation Therapy not only provides +regen, it also provides a decent heal per foe in range. You can easily get the recharge under 30 seconds. I haven't tried using it as a proc bomb. Beta Decay debuffs foe defense and tohit and buffs your recharge. It's autohit, so it really doesn't need more than 1 slot (I recommend an Enzyme HO), unless you want to add an Achilles Heel proc. While the +regen from Particle Shielding is nice, the absorb shield is key. You want that perma, particularly against damage types you're weak against. You want to use it proactively, not after you've already taken damage. There are different philosophies for slotting Ground Zero (procs vs dmg). I currently have it 6-slotted with Obliteration.
  7. In addition, Cardiac and Intuition Alpha provide a 20% range bonus.
  8. I do a variation on this with all my toons. I seed new toons with 1,000,000 inf, then everything after that is earned in game or on the AH from converting drops or merits.
  9. I never devote more than 1 or 2 slots to the sustain power.
  10. I would try to get another 2 slots of damage resistance in Temp Invul to max it out. Swap one of the sets from Unyielding or Resist Energies? I assume you're just using Tough as a mule and not planning on running it.
  11. Never mind, I changed the update path from update.xml to update_manifest.xml and it worked.
  12. I did a fresh install of 3.0, but get no updates available when I search for updates. How do I force the update to 3.0.1.9?
  13. What you're suggesting is converting Scrappers into Stalkers, which have powers that are guaranteed to crit. You can already get pretty close on Scrappers with the Critical Strikes proc, which provides a 50% chance to crit for a few seconds. I don't feel like any changes to Scrapper criticals is warranted.
  14. Not disputing that, but when I referred to "full fury" I didn't mean 100%, just whatever you get when the bar appears full. The 175-200% +dmg is what I see in combat attributes during typical play.
  15. At full fury, brutes will outdamage scrappers. Scrapper base damage scale is 1.125. Assuming 95% +dmg from enhancements, scrappers will be at 2.19 before criticals. Criticals have a 5% to 15% chance to occur depending on the rank of the foe and the power being used. Assuming an average chance of 7.5%, scrappers should average 2.36. Brute base damage scale is 0.75. Full fury provides about 175-200% +dmg, which is added to the 95% from enhancements, bringing brutes to 2.78-2.96. Some primaries offer more AoE, others are more ST focused, but all generate fury much the same. There are 22 to choose from. Play what you enjoy.
  16. It's not always the same type. I think it might be whatever was at the top of the stack, but I haven't checked it. It just happened again 5 minutes ago - I was posting 7 or 8 enhancements for sale and of course the one that bugged was the Gravitational Anchor I was posting at 15,000,000. I could do that, but I find it really handy to keep large enhancements in the Stored tab.
  17. On most characters I store 5-10 large inspirations in the Auction House. When posting items for sale, the item I'm selling will be at the bottom of the Stored Item list. I'll enter the listing price, click the post button, get the confirmation dialog for the AH fee (this only seems to happen selling pricey items), click OK, then discover that the item I wanted to list is still in my inventory and I'd just listed a large inspiration for $15,000,000 and paid a $1,500,000 fee. This has happened to me so often that I'm on the lookout for it. No matter how careful I am that I'm clicking on the correct item, it seems to happen about 1 of every 10 transactions over the confirmation limit.
  18. It also meshes really well with Hybrid/Control Core
  19. Fire/Time/Power corruptor
  20. It's really good, but you have to get into melee, which may not suit Mind. It's autohit, so no acc required. I have mine frankenslotted with 2x end/hold, 1x end/hold/rech (because it has a long cooldown if it drops), and 1x dmg proc. Makes it easy to hold bosses - once they're in the aura, just hit them with Dominate.
  21. You don't need AoE holds on the healing mitos. Everyone should be attacking the same target. Dom should be spamming the ST hold and everyone else attacking. If you need more holds, you can go to the P2W vendor and get the Taser Dart origin power (which is a ST hold).
  22. If you want your scrapper to have a taunt aura (as I do), play /Invul, /Rad or /Shield (the aura on /WP has a really short duration). I don't really feel like scrappers need changes to distinguish them from brutes, although I would like to see the scrapper resistance cap increased to 80% to distinguish them from everyone else.
  23. I really like corruptors. More damage (even after debuff strength is factored in), you can skip the T1 blast, scourge. I've got a Fire/Time that's just sick, a Rad/Dark and an Archery/TA.
  24. Uun

    Claws/Elec Brute

    I haven't played Claws since live, but I've done /Elec recently. Really sturdy once you get IO sets. Instead of soft capping defense, I capped resistance to S/L/En and have defense of about 25% to all. The big hole is toxic resistance, which you can partially plug with IOs. KB protection doesn't work when you're off the ground, so you might want to pick up an IO. Basically immune to endurance drain, and once you get Power Sink, all your endurance issues go away. The T9 should absolutely be skipped.
  25. Explosive Shuriken is grossly underpowered considering it's really a single target attack (only the DoT is AoE), it has a 12 second recharge and it's a T9.
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