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Everything posted by Uun
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Fixing Gravity Control's Lift and Propel Problem
Uun replied to oedipus_tex's topic in Suggestions & Feedback
I feel like this was changed at some point. Back on live I was able to send mobs clear across the map. -
If you look at the Data View window in Mids, you can see that the ticks in Geyser are mutually exclusive depending on what combo level you're at. In other words, you get 11 ticks of either 8.53, 8.96, 9.53 or 10.66. That said, I believe Blizzard is actually the most damaging nuke with 417 base damage.
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Fixing Gravity Control's Lift and Propel Problem
Uun replied to oedipus_tex's topic in Suggestions & Feedback
You can pretty much do this with Wormhole - just point the exit target straight up. -
Fixing Gravity Control's Lift and Propel Problem
Uun replied to oedipus_tex's topic in Suggestions & Feedback
As of March 2020, Gravity was the second least popular primary for doms, but the third most popular primary for controllers. -
I've been leveling a Fire/Nature. Sucks a lot of endurance, but Hot Feet + Entangling Aura is a lovely thing. Add in Bonfire and Imps and you can kill a lot of stuff just standing there. Char + Entangling Aura makes it easy to hold bosses.
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Looks pretty good. The thing to keep in mind with perma PA is that it's not like domination - having a few seconds of down time doesn't really matter. Concealment pool doesn't stack with Superior Invisibility, so no reason to take that. If you want another LOTG mule, take Group Invisibility. Here's the build I'm currently running: Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Uunseen: Level 50 Magic Controller Primary Power Set: Illusion Control Secondary Power Set: Poison Power Pool: Force of Will Power Pool: Speed Power Pool: Teleportation Ancillary Pool: Stone Mastery Hero Profile: Level 1: Spectral Wounds -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(5), Dcm-Acc/EndRdx/Rchg(11), Dcm-Acc/Dmg/Rchg(15) Level 1: Alkaloid -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(34), Prv-Heal/Rchg/EndRdx(36), Prv-Absorb%(36) Level 2: Blind -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SprWiloft-EndRdx/Rchg(5), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(11), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), SprWiloft-Rchg/Dmg%(37) Level 4: Deceive -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(9), CrcPrs-Acc/Conf/Rchg(17), CrcPrs-Acc/Rchg(40), CrcPrs-Conf/EndRdx(42), CrcPrs-Conf%(42) Level 6: Envenom -- AnlWkn-DefDeb(A), AnlWkn-Acc/DefDeb(7), AnlWkn-Acc/Rchg(13), AnlWkn-DefDeb/EndRdx/Rchg(21), AnlWkn-Acc/Rchg/EndRdx(25), AnlWkn-%ToHit(25) Level 8: Weaken -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(9), CldSns-Acc/Rchg(13), CldSns-ToHitDeb/EndRdx/Rchg(31), CldSns-Acc/EndRdx/Rchg(40), CldSns-%Dam(42) Level 10: Mighty Leap -- BlsoftheZ-ResKB(A) Level 12: Neurotoxic Breath -- Acc-I(A), RechRdx-I(21) Level 14: Superior Invisibility -- EndRdx-I(A) Level 16: Elixir of Life -- RechRdx-I(A) Level 18: Phantom Army -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(19), CaltoArm-Dmg/EndRdx(19), CaltoArm-Acc/Dmg/Rchg(31), CaltoArm-EndRdx/Dmg/Rchg(31), CaltoArm-+Def(Pets)(50) Level 20: Antidote -- StdPrt-ResDam/Def+(A) Level 22: Flash -- SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(23), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(23), SprOvrPrs-EndRdx/Rchg(37), SprOvrPrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(46), SprOvrPrs-Rchg/Energy Font(46) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(46) Level 26: Spectral Terror -- GlmoftheA-Acc/Rchg(A), GlmoftheA-EndRdx/Fear(27), GlmoftheA-Acc/EndRdx(27), GlmoftheA-Fear/Rng(29), GlmoftheA-Dam%(39) Level 28: Paralytic Poison -- Lck-Acc/Hold(A), Lck-Acc/Rchg(29) Level 30: Group Invisibility -- LucoftheG-Def/Rchg+(A) Level 32: Phantasm -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(33), BldMnd-Acc/EndRdx(33), BldMnd-Acc/Dmg/EndRdx(33), BldMnd-Acc(34), BldMnd-Dmg(34) Level 35: Poison Trap -- Obl-Acc/Rchg(A), Obl-%Dam(36), Erd-%Dam(37), ScrDrv-Dam%(39), UnbCns-Dam%(39), Arm-Dam%(40) Level 38: Venomous Gas -- HO:Enzym(A) Level 41: Fissure -- Bmbdmt-Acc/Rech/End(A), Bmbdmt-Dam/Rech(43), Bmbdmt-Acc/Dam/Rech(43), Bmbdmt-Acc/Dam/Rech/End(43), Bmbdmt-+FireDmg(45) Level 44: Rock Armor -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(45), LucoftheG-Def/Rchg+(45) Level 47: Seismic Smash -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(48), Mk'Bit-Dmg/Rchg(48), Mk'Bit-Acc/EndRdx/Rchg(48), Mk'Bit-Acc/Dmg/EndRdx/Rchg(50), Mk'Bit-Dam%(50) Level 49: Recall Friend -- Range-I(A) Level 1: Brawl -- Empty(A) Level 1: Containment Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Heal-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) Level 50: Intuition Radial Paragon Level 50: Ion Core Final Judgement Level 50: Reactive Core Flawless Interface Level 50: Knives of Vengeance Core Superior Ally Level 50: Rebirth Radial Epiphany Level 50: Support Core Embodiment Level 0: Portal Jockey Level 0: Freedom Phalanx Reserve Level 0: The Atlas Medallion Level 0: Task Force Commander ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1581;719;1438;HEX;| |78DA6594D94F135114C6EF94299552A0400B9445A014285BA1D1C42763222E2191A| |4091A5FC45A710AA3930E698744E3937F84B269DCC125F1C53FC177D7071F04C41D| |594D8C2626C67A66BE039DA49336BF936FCEF2DDDB7B3B78F190E7C9D12B0784E4E| |DD712994CBC5F4F19695DD394B4733031AA8E087A5C272652194549B9286EC9256C| |E74606346D22A3EAA96DA1CA96737022998CC47435A3A744454CA7EC237A7A4489E| |BC9F84955D3DC963434AE28E7F0F6B8A229E37ADA4818D4B018059A3A3A66541C1E| |57472243869E52E283898CA1A42FD5909F5EFADE94043F59594C12DA65E19802E56| |9D03D0396CE82577D3B354EB1522044541685DF41EF2AD8BC06B6AC3337C05B344F| |E25A690E9A631E941F80EE8760E92330F418BC4D85055C5B70CA6169BB8641EF69B| |03D0E769C6126C06BE4D9C9B5CEE7D00A5F809E97A0EF1558F39AF9069CA45A17D7| |BA3E91D640733F839E2FE0EEAF60FB37B0630534C24214A156142DA0DF14F52B862| |615D70ACCEE02EFD21A4B38BFA419DA34E597B156C679F729AF9C3D952F6256C512| |F33D7B5A667E00A31FC119EA57C9FD2AAB254BBB43F0733F7F8D6CCDA8AA63D683A| |15AB027C06C0083B439D5BC9E6AF6D7C39CA3BE013E5F817792A5D52E3017C1FA25| |B06D199C257F75DCAFEE17F6ACFE3778CFB4CBDE1BFCC89F2734B2F7C655CC6D5A6| |3AE3337C0E64DE616789D6605B936F817335A049FBB4DEC57DB65E4B60DF019DB0F| |DEA0DA56095E5AF711683BCCE31EE6F586FF617F3AB34CF3049A94C06E07685E8D2| |EF471747925EB8E75FB987EF08F478808FB8C24E1A7779439C654C1E879E605B095| |7E9F3EDEB3BE4E68E64FCA77983EF4980BDD56B29D796FFBF294689EB2274FD99BA| |71CCB5362F2CE3F82902CA5C8BB73CFB31B6E7ACB7B2CF5C0FB965D0B41DBB46B61| |683FEC5A1334990E6A145A36E0CBC56F2B73F1CF502E7E6AEAECE55930170FBBAD1| |55871CC169FB5C5095BFC1F53131251| |-------------------------------------------------------------------|
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If you want Apprentice Charm or Taser Dart, you can change your origin power at the P2W vendor.
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As stated above, you can ignite with Electrified Net Arrow, Apprentice Charm or Taser Dart.
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Now have Uunflammable, a Fire/Nature controller and Uunflappable, a War Mace/Willpower brute (who of course has a bird head and wings).
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The Graveyard Shift- EBs near-impossible to solo
Uun replied to Lithobraker's topic in Suggestions & Feedback
I ran the arc at natural level on a lvl 27/28 WM/WP brute. I've got common IOs in all my powers, as well as Tough and Weave, but obviously nothing is fully slotted yet. Had been running the arc at +1/x2, which was tough but doable (not much toxic resist in WP). For Pathogen, I loaded up with a full tray of medium/large purple and blue inspirations and couldn't take him down before I burned through those despite knocking him down repeatedly. A brute with a full fury bar should be able to pulverize a +2 EB in under 2 minutes, but he has some power that enables him to regen from almost zero back to full health. Ended up going up the elevator, exiting the mission, reloading and trying again. After the 3rd attempt I auto-completed the mission. Cortex was less difficult, but requires some strategy. I had picked up a level, he spawned at +1, and I no longer had the Vazhilok wasting disease. After I died on the first try, I realized that the clones and ambushes spawn upstairs. If you go through the door at the top of the stairs toward the elevators, Cortex won't follow and you can clear the ambushes and clones without dealing with him at the same time (the clones were inconsequential for WP). Still needed a couple of purples for Cortex. -
Valid request, although that's not what the bars are intended to show. They show your level of familiarity with a contact. Originally, you had to do several missions with a contact before unlocking the "call" button (which now unlocks immediately on TFs). You also had to earn progress toward unlocking enhancements sold by the contact. Before stores sold all 26 enhancement types, you had to buy less common types from mission contacts of your origin.
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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).