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Uun

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Everything posted by Uun

  1. Uun

    Dark/Temp Build

    I've got a dark/ and a /temp, but not on the same character. A few thoughts: Recommend Sting of the Manticore over Executioner's Contract in Moonbeam 6-slotting TT for immobilize isn't that useful. I've got it slotted with 1 acc IO, 1 rng IO and 4 procs. 1 endred in Assault is plenty Drop one Theft of Essence from Life Drain and slot 2 of the ranged damage set of your choice Slotting defense in Invisibility is a waste. You can't attack while you're using it. 6-slotting Time Shift for to-hit debuff isn't that useful - the debuff is really small. Recommend slotting a stun set. Slot Hibernate for recharge, not endmod. Recommend Alpha Musculature and Hybrid Assault over Nerve and Support
  2. Back on live Culex made a spreadsheet that's still floating around. http://web.archive.org/web/20070309030440/http://www.culex.us/ig/CHres.xls
  3. Condolences to his family and friends. May his memory be a blessing to you.
  4. End-game teams steamroll through mobs so quickly (even at +4) that there's no point in mezzing or debuffing them.
  5. Thanks for organizing, it was loads of fun. The only thing we were missing was an immobilize - we were chasing Romulus and Requiem all over the freakin' map.
  6. I was on this - great fun and thanks for organizing. We crushed it (at +4 no less)!
  7. I'm not sure how much I can add to this discussion after 7 pages of comments. I don't disagree that Overpower as presently implemented is pretty underwhelming, especially when compared to Domination. That said, I don't see the value in having a small chance to mezz an AV in one shot. We already have the purple triangles and mezzing an AV when the triangles are down is trivially easy (as is mezzing a boss). A 1% chance to mezz a GM seems pointless - even if it were to happen, you're only going to mezz the GM for 30-40 seconds tops. That's certainly not going to tilt the battle in a meaningful way. I've been playing controllers since before Containment was implemented. While Containment is certainly a better inherent than Vigilance, it pales next to Domination and Fury, and we gave up multiple pets and AoE mezz recharge to get it. I'd like to see controllers tweaked so that they're more relevant in the end game, but I don't think this goes in the right direction.
  8. Slot for hold duration and stack your hold (or take a secondary with a hold). On both my Gravity and Illusion controllers I've got the ST hold enhanced to a 40-45 second duration and under 3 second recharge. Even factoring in the purple patch, it's still around a 30 second duration against a lvl 54. Keeping a boss held is not hard. We already have enhancements and IO sets that do this.
  9. Hold, Stun, Confuse, Immobilize, Sleep and Fear enhancements all increase the duration of the effect. Enhancements are strengthening the power's effects. Archvillains have knockback and repel protection, so that portion of Hurricane is ignored. Archvillains also have innate debuff resistance (87% at lvl 54), and the purple patch makes your debuff only 90% effective (if you're level shifted to 53 fighting a 54 AV). So, you can have Hurricane's tohit debuff enhanced to the max (from -30% base to -71% on my /storm controller) but AV resistance and the purple patch reduces its effectiveness to -8.3% (-71% x 13% x 90%). If enhancements weren't strengthening the power's effects, you'd only have -3.5%. I don't believe AVs resist range debuffs, so that's only impacted by the purple patch and you should be debuffing range by -54% (-60% x 90%).
  10. Started a Dual Pistol/Ninja blaster about a week ago for a themed SG team. Rolled an Archery/TA corruptor about a month ago that's up to lvl 43. I don't have anything planned yet for Page 6.
  11. A few nights ago I was running the first mission of the Apex TF on my 50+3 brute. All incarnate slots are unlocked and slotted with tier 3 abilities. After exiting the sewer, I found that I wasn't able to hit anything. My chance to hit had dropped from 95% to around 45%. I pulled up the combat attributes and found that it was showing a level shift of -3 , as if I had no incarnate abilities at all. I started monitoring this. For the remainder of the mission, level shift jumped from -3 to +1 every few minutes. This problem seemed to go away after I entered the second mission.
  12. Soul Drain is not a pseudo pet and it does crit. http://web.archive.org/web/20140821072903/http://tomax.cohtitan.com/data/powers/power.php?id=Scrapper_Melee.Dark_Melee.Soul_Drain
  13. You've got Blind slotted with 6 procs but no accuracy. Probably OK at lvl 50 once you have Tactics and Farsight, but you'll probably need to slot accuracy while leveling. I don't recommend slotting damage procs in Deceive. Normally Deceive is non-aggroing, but the proc generates aggro. Slowed Response needs accuracy. 2x recharge in Power Boost. You want Clarion Radial, not Core. Radial boosts secondary effects and you can stack it with Power Boost on Farsight.
  14. I thought the duration was 3.25 seconds.
  15. I'm familiar with the bug you're referring to. It was patched on live in I22. Before it was fixed I used to slot Enzymes in Invincibility to get 33% defense enhancements. https://hcwiki.cityofheroes.dev/wiki/Hamidon_Origin_Enhancements#Multiple_Types_Exploit
  16. Quicksand isn't great as a slow, but it has a huge autohit defense debuff - just the thing for Nemesis w/ Vengeance. It also has -fly.
  17. Just checked in game. The +10% range shows up in Combat Attributes but not in the detailed power info.
  18. Earth is a much better set than ice. While several of the powers are comparable, earth has more useful secondary effects (-def vs. -rch). Quicksand > Shiver Stalagmites > Arctic Air (100% mag 3 stun vs. 30% mag 3 confuse) Earthquake > Ice Slick (-def & -tohit vs. -spd) Volcanic Gasses > Glacier Animate Stone > Jack Frost
  19. Definitely an option. Depends on whether you want more damage or set bonuses.
  20. I like this idea, but I don't think it's possible. The objects are randomly selected client side, so everybody on the map sees something different. In other words, you might see a fork lift while your teammate sees a chair.
  21. Thanks. I searched the HC wiki, but for some reason it didn't pick up the August 2019 patch notes, just the I24 patch notes.
  22. My understanding is that if the normal cast time is 4.33 seconds and the interrupt time is 3.0 seconds, the fast snipe time would be 1.33 seconds. Don't know if this is consistent across all sets, but looking at Moonbeam, the fast snipe damage is 172.7 vs. 281.5 for regular snipe. You need +22% tohit for fast snipe. I don't believe tohit adds any damage. Numbers should be in Mid's.
  23. Must be including the 30% Vigilance damage buff for defenders when solo. Otherwise, corruptors out-damage defenders before scourge.
  24. I have Seismic Smash (Stone Mastery) on my Illusion/Poison, so 3 ST holds (and Seismic Smash is mag 4).
  25. My issue with Indom Will is that you can't click it while you're mezzed.
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