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Everything posted by Uun
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The oil slick can be lit with the Magic or Technology origin powers (Apprentice Charm or Taser Dart). If you don't have either of these, you can get them from the P2W vendor. I recommend setting up a bind that automatically targets the oil slick and executes the power (/bind numpad0 "targetcustomnext oil slick$$powexec_name apprentice charm"). Electrified Net Arrow will also work.
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One thing to keep in mind for OSA is that you can't slot accuracy. Although you can slot ranged AoE sets that buff accuracy, those pieces don't do anything. Unless you want the set bonuses, you're better off slotting damage, recharge and procs.
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For the most part this is true, however, there are certain foes that ignore stealth and invisibility (Rikti drones, Rularuu eyballs, Knives of Artemis). There are also foes that have higher perception (snipers). Invisibility does provide more stealth (55 feet) than Stealth (35 feet), but you need to be aware of which foes can see through it. https://hcwiki.cityofheroes.dev/wiki/Stealth_and_Perception
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You only need the accolade badge to unlock LRT. The additional zones are unlocked by a single exploration badge in the zone.
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I don't think this has been suggested, but this is a long thread and I may have missed it. There's no easy way to see what zones you've unlocked for LRT without activating LRT (which then goes on cooldown for 10 minutes). Since exploration badges unlock zones for LRT, would it be possible for the exploration badge list in the badges tab to have headings added listing the zone or to append the zone name to the badge title? Alternatively, is there some way to list the zones unlocked without activating LRT?
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From the Wiki https://hcwiki.cityofheroes.dev/wiki/Damage#Damage_Scale: While the melee archetypes are assigned ranged damage scales, these scales are never used. Ranged attacks on melee archetypes use the melee damage scale.
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This is the same for all control sets. I was trying to highlight where Mind differs.
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This is really only an issue for controllers, as dominators don't rely on the primary for damage. Prior to pets, Mind does more damage than Ice, Earth, Dark or Electric. It has 3 ST attacks (compared to 2 for most sets) and 1 AoE fear that does much more damage than the AoE immobilize most sets get. The problem is that Mind's primary means of setting up AoE containment is a sleep on a 45 second recharge (compared to 8 seconds for the AoE immobilizes). This makes dealing damage cumbersome for controllers. Having fear grant containment would help with this. After pets, Mind is at a disadvantage. While Mass Confusion was intended to replace the pet in Mind, there are now 2 other sets with AoE confuses (on shorter recharges) that also get pets. My recommendations: add a damage component to Telekinesis and change the mechanics of the power (reduce endurance cost, increase radius, increase maximum number of foes) have fear grant containment reduce recharge of Mass Confusion to 120 or 180 seconds
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Damage modifiers: Melee Ranged Blaster 1.00 1.125 Corruptor 0.75 0.75 Dominator 1.05 0.95
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EA brutes get 21.63% defense debuff resistance in Kinetic Shield, Power Shield and Entropic Aura (64.89% total), plus 43.25% in Overload. When you convert these to tanker modifiers, you get 3x27.04% (81.11% total) plus 54.06% in Overload. Not quite SR levels, but a heck of lot higher than 51%.
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Right now, Mind Control works a lot better on dominators than it does on controllers. You don't have to worry about setting up containment, you can focus on controlling with your primary and dealing damage with your secondary, and with Domination up, you don't have to worry about building magnitude to mezz bosses. IMO, Terrify is the money piece of the set, not Total Domination. It's a giant cone, it's available for every fight and it does decent damage. On a dominator with a cone attack in their secondary, it sets up a terrific 1-2 punch. For controllers, containment should be changed to include fear. This would give the set a non-sleep means of establishing AoE containment. I agree that some reduction of the recharge of the AoE holds is warranted. Not sure I agree that Total Domination should do damage. Other than Volcanic Gasses, none of the AoE holds currently do damage. I think there should be some secondary effect that gets applied to foes that aren't held. Some sets have this but many don't. I agree that some reduction of the recharge of Mass Confusion is warranted. I don't think that it's a worse version of Seeds of Confusion, simply by virtue of the fact that it doesn't draw aggro. With Domination up this is a really nasty power. The power that really needs to be fixed is Telekinesis. The endurance cost is silly, the radius is small and the 5-foe limit is low.
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This is what I'm currently playing. There are a lot of other ways to go, including procs in Ground Zero, frankenslotting, etc.
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Prior to I3, Invulnerability's Unyielding Stance (its mez protection) made you immobile and was mutually exclusive with Temporary Invulnerability (S/L armor).
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That's the way I have it and it works for me.
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I don't bother with group travel for the pets, particularly those that fly. They generally reappear next to you every time you enter a mission or an elevator. If I need them to be somewhere specific, I'll just resummon.
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The Technology (or Magic) origin power can ignite the oil slick.
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When HC launched, I remade my MA/Inv main from live (dating from 2004). Still kicks ass.
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Scrappers, and to a lesser extent stalkers and sentinels, have much higher max HP than the unarmored classes. Even at the same level of resistance, they can take more damage. While I don't have an objection to increasing the resistance cap for scrappers, stalkers and sentinels to 80%, I'm not sure it's needed or that it would have much practical impact. That said, it's difficult to approach the resistance cap on an unarmored class and generally not worth it - the resources are better devoted to soft capping defense.
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It seemed like the easiest to drop to get Singularity in there. Even with a lot of recharge, GDF is only up every 63-77 seconds (depending on whether Hasten is up), and you've already got AoE control with Wormhole up every 24-29 seconds. Alternatively, you could drop Contaminated Strike - you've got two other ST melee attacks.
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Drop Gravity Distortion Field for Singularity. Best control pet out there. Drop Assault or Tactics for Dimension Shift. Doesn't need more than the base slot. Don't bother slotting Crushing Field for damage. It's a good place to put the other ATO set, or slot with procs.
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If you respec after hitting 50, you can 6-slot your level 49 power. I would consider Ice Storm, since /Energy has no ranged AoE. Also recommend Frozen Armor. If you've got Power Push, I would drop that.
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[v3.0.1] Gravity/Time/Primal ... Wibbly-Wobbly Timey Wimey
Uun replied to Redlynne's topic in Controller
I do this all the time with my Grav/Storm. It works well, but DS only lasts 20 seconds so you want to hit them with CF during this time so they don't run off. You need to summon the lightning storm, etc. from within the bubble.- 78 replies
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I checked in game and those descriptions are still there, however, they definitely changed something so that you can use immobilizes on KD patches. I just tested it with my earth/earth dom. I can use stone prison and stone cages on top of earthquake and they still flop like fishes. Not sure if they could do the same thing with Umbral Torrent/TT.
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Adding -8.3 kb to Tenebrous Tentacles creates a whole new set of problems. A while back the devs eliminated -kb from AoE immobilizes (your reference to controller immobilizes is incorrect). With your suggested change, what happens if someone uses TT on somebody's Ice Slick or Earthquake (which are both less than mag 1)? You've now neutered their AoE control. While I'm all for fixing the arc sizes and ranges, slotting a KB>KD isn't that much trouble if you don't want the KB. I can't support your suggestion.
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- dark blast
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