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Uun

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Everything posted by Uun

  1. 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
  2. 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.
  3. Just checked in game. The +10% range shows up in Combat Attributes but not in the detailed power info.
  4. 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
  5. Definitely an option. Depends on whether you want more damage or set bonuses.
  6. 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.
  7. 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.
  8. 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.
  9. Must be including the 30% Vigilance damage buff for defenders when solo. Otherwise, corruptors out-damage defenders before scourge.
  10. I have Seismic Smash (Stone Mastery) on my Illusion/Poison, so 3 ST holds (and Seismic Smash is mag 4).
  11. My issue with Indom Will is that you can't click it while you're mezzed.
  12. I like Ice and Stone, but I would definitely go Primal for /TIme. Power Boost + Farsight (or Power Boost + Clarion Radial + Farsight) is just sick.
  13. This is how I have my Grav/Storm slotted: Gale: 1 acc IO O2 Boost: Preventative Medicine +absorb Snow Storm: 1 endred IO Steamy Mist: Steadfast +def, Gladiator +def, Shield Wall +res and def/end Freezing Rain: Shield Breaker acc/rech, -def/end/rech, acc/end/rech (this power really doesn't need acc - if you aren't going for set bonuses, 2 rech IOs is all you need) Hurricane: Dark Watcher's Despair -tohit, -tohit/rech, -tohit/rech/end, -tohit/end Thunder Clap: 6x Stupefy primarily for the set bonuses (I stack this with Wormhole to stun bosses - on its own it's skippable) Tornado: 5x Expedient Reinforcement, Sudden Accel KB>KD Lightning Storm: 6x Apocolypse
  14. Uun

    Radiation or Electric

    I did Stone/Electric recently. Rather than focusing on soft-capping defense, I capped S/L/E resistance (M/R/A defense is in the mid 20s). Unless you're faced with toxic damage, it's ridiculously durable. Endurance management is painful until you get Power Sink.
  15. Very good set, but no melee attacks whatsoever. Agree with the comments above on the non-arrow powers. Other than Upshot, the non-arrow powers don't need more than the base slot. As far as the arrow powers: Electrified Net Arrow: Decent damage for a tier 1 immobilize, plus -fly. Glue Arrow: Kinda meh on a blaster. Skippable, but doesn't need more than base slot. Ice Arrow: Mag 3 hold with minor DOT. Nothing to stack it with if Archery is your primary, so either skip this or Stunning Arrow. Flash Arrow: In addition to the -perception (handy if spawns are close together), I really like this for the -tohit, which is autohit (for critters) and unresistable. ESD Arrow: AOE Mag 3 hold with damage to robots. IMO skippable due to acc penalty and short duration.
  16. I have no problem with this. This game needs more challenges. I do seem to recall however that back on live one of the devs stated that shadow cyst crystals spawning in missions was a bug.
  17. Clarion is definitely handy, but not required. Are you both taking Increase Density? If you don't mind hitting each other with ID, Clarion wouldn't be needed.
  18. No taunt aura, just -recharge debuff.
  19. SWTOR has this. Incredibly useful.
  20. In what content are you not killing stuff fast enough? A full team of incarnates can steamroll through just about anything. This game is too easy, not too hard.
  21. I think that Meltdown and Moment of Glory should be the model for T9s. Overload, OWTS and SOW are somewhat better than Elude, Power Surge and Unstoppable, as the crash only drains your endurance, not your health.
  22. Uun

    Archery/TA build

    Looking for comments and/or constructive criticism on this build. Flash Arrow effectively adds another 8% defense, so I should be soft capped to ranged damage.
  23. This is when you use the Elusive Mind accolade.
  24. If you don't want melee, I would pass on blaster - 5 of /Atomic's 9 powers are melee. It's a very blappery set. If your focus is on doing damage, I would vote corruptor.
  25. I believe that Mother Mayhem (or some version of her) has damaging non-positional psi attacks. Not sure about Malaise. I seem to recall that the Rikti used to have them but not sure if that's still the case.
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