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Everything posted by Uun
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The tohit debuff and fear are single target. Cloud Senses and Glimpse of the Abyss will only work on the primary target, not the AoE targets.
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On a tank, I find that the damage from the procs is superior to slotting the power for damage. The recharge is short enough that you can spam the hell out of it. If a foe gets feared and debuffed, that's just a bonus. Also serves as an AoE taunt, but scrappers don't get that.
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I'm leveling a DA/DM tank and have Touch of Fear slotted with 1 acc IO and 3 procs. It works really well and I may add more if I can spare the slots. The thing to remember is not to use fear set or tohit debuff set procs - those effects are single target and only have a chance to hit the targeted foe. Melee AoE set procs can hit any foe in the damage AoE.
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Please Change the Zone Cap in Rikti War Zone
Uun replied to Zeraphia's topic in Suggestions & Feedback
Not sure if this is doable in CoH, but in other games there's a button/pulldown on the zone map for "change instance". This would allow folks to change from RWZ1 to RWZ2 instantly. -
Your MA slotting is fine, but you've made some odd choices with WP, particularly how late you're taking the powers. You're going for a lot of +regen set bonuses and uniques, but they're really not needed with WP. I would target resistance and defense bonuses. High Pain Tolerance doesn't need to be 6-slotted. I slot with 2 heal IOs plus the Steadfast Protection and Gladiator's Armor 3% defense uniques (which you've skipped). Instead of Titanium Coating, I would slot Mind Over Body with Unbreakable Guard. If you don't 6-slot, don't skip the 7.5% +hp unique. Fast Healing doesn't need more than 2 heal IOs Indomitable Will is your mezz protection. Take at lvl 10. Why are you deferring to 35? Rise to the Challenge is probably the most important power in WP, yet you've deferred it to 38. Move this up to 16. I recommend 6-slotting with Preventative Medicine instead of Numina's. Take Quick Recovery at 20, not 41. Take Heightened Senses at 28, not 44. Don't skip Strength of Will. It's one of the best T9s and doesn't need more than 1-2 slots. Superior Conditioning and Physical Perfection are unneeded with WP. I would take a different epic pool, probably something with AoE damage (which MA lacks). Combat Jumping is fine as a mule, but I wouldn't bother slotting it for defense. Assault isn't worth it on a Brute. You won't notice 10.5% +dmg. Unless you're going to slot the Gaussian's BU proc, I would skip Tactics. If you drop Tactics, I would slot it in Focus Chi. You've got LOTG slotted all over the place, but none of them are the +7.5% global recharge.
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It's a mag 3 immobilize, so it will only affect minions and lieutenants with a single application (although it will slow bosses). The other thing to keep in mind is that Time Wall applies the "Delayed" effect, which makes your other Time powers do bonus damage or add additional mag.
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I pulled my vet lvl 36 Rad/Dark corruptor out after a long hiatus. Ran through a DA arc and a TinPex. What a beast!
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Buying ATOs with reward merits is not in your best interest. ATOs cost 100 merits each but sell on the AH for about 8,000,000 inf (80,000/merit). Enhancement Boosters cost 5 merits each but sell for about 1,100,000 inf on the AH (220,000/merit). Use your merits to buy Enhancement Boosters and sell them on the AH. Then use the inf to buy ATOs. (This also works with Enhancement Converters and Enhancement Unslotters.)
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Spinning Kick (from Martial Assault) is Storm Kick as a non-targeted cone.
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You can soft cap defense to all without using Elude. It is completely superfluous. Hardly. Other than MoG (which lasts 15 seconds), the only resistance or defense Regen has is 9.375% res (all) in Resilience. SR is orders of magnitude better. SR has defense debuff resistance and scaling damage resistance.
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This is the build I'm currently running. Not final by any stretch, but may give you some ideas.
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Disagree. Other than Elude being a complete waste, SR is fine as is. I could see reordering the powers for scrappers and stalkers so you don't have to wait until 35 to get Evasion. Don't really see +acc as necessary - it's pretty easy to get from set bonuses or the Kismet IO. Not sure what armor sets have +dmg other than Bio. End drain is only an issue if it's autohit, which is pretty rare.
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For ST, I like a 4-attack chain of Storm Kick, Cobra Strike, Crane Kick and Crippling Axe Kick. I recommend a KB>KD in Crane.
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In addition to those, log out next to a base portal to get charges for the Monitor Duty Teleporter (base teleport). Once you get the Monitor Duty and Patroller badges (Rapid Response Member accolade), you'll also get charges for the Rapid Response Portal (summonable base portal).
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You're 6-slotting a lot of powers that really don't need to be, presumably for the set bonuses. You would be better served putting those slots in your attacks. Time Lord doesn't need more than the base slot. Since it only provides 7% energy resistance, enhancing for damage resistance doesn't get you much. Not sure why you're slotting Temporal Healing with Synapse's Shock. It's a toggle that provides an endmod and absorption buff to you. Accuracy, damage and recharge are completely wasted. Your best bet is a healing set. Maneuvers only provides 2.275% defense to blasters. 6-slotting it only increases that to 3.55%. Not worth the slots. Gravitational Anchor is nice, but not sure what you're going for with Electrifying Fences. AoE immobilize with -kb isn't really useful for Water. If you've already got the -kb IO, I would skip Acrobatics. Time Shift has a 20% accuracy penalty. Power needs to hit for the procs to go off, although I don't really see the point in slotting those. Slot a stun set or skip the power. Agree on not skipping Geyser and Steam Spray.
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It's a good power, but it works well out of the box and doesn't require a lot of slots. The only enhanceable aspect of the power that affects survivability is the tohit debuff. It has a 1 second duration, so it only affects mobs that stay within the power's radius. It doesn't protect you against ranged attacks. The debuff is 5.625% base, 6.75% with 1 SO, 7.7875% with 2 and 8.775% at ED max, so if you want to devote the slots to it, you pick up about 1% additional debuff for each additional slot. I don' think any of the tohit debuff IO sets give you exciting bonuses at the 3-slot level, so I don't see a lot of value in going that route.
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If you want a set that buffs defense, /Cold is a better choice. It doesn't have the mezz protection of Dispersion Bubble, but it has some really good debuffs that are much more useful in the end game.
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I slot it with 1 Enzyme HO and 1 Achilles' Heel proc.
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Illusion/Poison here. Since you can't buff Phantom Army, debuffs synergize quite well. Can solo AVs if that's your thing.
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is there any way to get steamy mist without having storm summoning
Uun replied to yeflynne's topic in General Discussion
If you just want the look, wou might be able to do something with one of the path auras. -
Moving the function to another power is not maintaining its core function. Acid Arrow picked up +res to healing and -res to debuffs. Hardly. Duration was reduced from 3 minutes to 15 seconds. It's an entirely different power.
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Gravity Control: Fold Space was replaced with Singularity Energy Aura: Conserve Power was replaced with Energize and Repulse was replaced with Disrupt Regeneration: Moment of Glory Trick Arrow: Acid Arrow
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No, but it is subject to the damage cap. Same for inspirations, set bonuses, build-up, assault, external buffs, etc. Only enhancements and alpha slot are subject to ED limits, although alpha slot partially ignores them depending on the tier slotted.
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A lot of it is dumb luck. I got really hard way on one character when we weren't even going for it. We were going for hard way and nobody bothered to kill any of the lights. Not sure about anyone else, but I wasn't using ultimates.
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Build Up is missing from Martial Combat, not Dark Blast. Martial Combat gets Reach for the Limit, which is a proc that grants 37.5% +dmg and 15% +tohit for 15 seconds. (In contrast, Build Up is 100% + dmg and 20% +tohit on a 90 second recharge.) It's a little hard to track, since the damage buff gets mixed in with Defiance, but it goes off pretty often. It's more of an overall damage buff than a burst damage buff you can apply before using your nuke.