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Uun

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Everything posted by Uun

  1. Uun

    Grav/Dark !!!

    - Highly recommend taking Crush. Gives you another means of setting up containment and can immobilize bosses and AVs in one shot. - 3 recharge in Tar Patch. You want this up as much as possible. - Slot Darkest Night for -tohit (Dampened Spirits or Dark Watcher's Despair) - Unless you really want the Razzle Dazzle set bonus, 6 slots in Howling Twilight is a huge waste. Slot 1-2 recharge and call it a day. - Not sure I'm on board with slotting procs in Dark Servant. Fluffy is excellent at debuffing and healing and I've always slotted for acc, -tohit and heal (some combination of Accurate Healing and Accurate To Hit Debuff).
  2. War Wolves are immune to immobilize and slow. I'm sure there are a few others I'm not thinking of.
  3. There's not much else you can put in it. There's a Pacing of the Turtle -rech proc (20% chance of -20%), but you've already got -50% from Chilling Embrace, so I doubt you'd notice it. You could stick a slow IO in it if you want to floor mobs movement speed, but you've probably got that covered with Quicksand.
  4. With no slotting, your base chance to hit a +0 foe is 75%. Assuming 40% +acc, your chance to hit is 105% (0.75 x 1.40), which is capped at 95%. Your base chance to hit a +3 foe is 48%. With the same 40% +acc, your chance to hit is only 67.2%. With a +4 foe your base chance drops to 39% and the enhanced value is only 54.6%. This is why you need more acc or tohit buffs. https://paragonwiki.com/wiki/Attack_Mechanics
  5. Use Crushing Field to stop mobs from running out of Freezing Rain (it doesn't negate the knockdown). Crushing Field can also be used with Wormhole to stop the stunned mobs from wandering off. Hurricane is awesome, but takes some practice to use with a team otherwise you'll piss off all your melee teammates. Huge tohit debuff. Great for blocking doorways or herding mobs into corners or dead end hallways. Tougher to use on open maps. Many ways to use Wormhole without Hurricane, but the best way to use them together is to Wormhole a mob against a wall and use Hurricane to pin them there.
  6. I would spend fewer slots on defense and more slots on making your primary and secondary powers work. You've got no accuracy slotted in Transfusion or Wormhole and very little slotted in Transference. Your set bonus +acc isn't going to be enough if you're fighting +3s and +4s. I would definitely commit some slots to Wormhole for acc, stun and recharge and I would probably add some slots to Transference as well.
  7. Uun

    lv 35 epic pick

    I like power mastery for power build up, force of nature and temp invul on my rad/dark.
  8. It's not working. I submitted this as a bug.
  9. No thank you. Very happy with Hurricane the way it is. Back on live the devs tinkered with the repel quite a bit around 2006-08 and IIRC ended up reverting all the changes after pissing everyone off (other than making it no longer irresistible).
  10. Note, the heal in kinetics (Transfusion) centers on the target, not the caster. You need a live enemy within range of the allies you want to heal.
  11. Arctic air is auto hit. The afraid effect has a 50% chance to occur and the confuse has a 30% chance to occur.
  12. Hey now, my friend wrote the Sharknado movies (well, the first four)!
  13. In I22 Impact! was introduced - "Enemies attacked with Lift or Propel will have bonus damage applied if the enemy has been recently held by Gravity Distortion (regardless of who cast Gravity Distortion)." One of the powers Singularity cycles is Gravity Distortion. An enemy recently held by Gravity Distortion cast by Singularity does not have bonus damage applied when the player attacks with Lift or Propel. Also, enemies held by Gravity Distortion Field do not have bonus damage applied when attacked with Lift of Propel. Not sure if this is a bug or by design.
  14. I would think so, but it's possible they missed GDF when they made the change. I use GDF so rarely, I've never paid attention. Does it work if Singularity applies GD and you Lift or Propel? (I assume Singularity gets no Impact bonus from its Lift.)
  15. From the I22 patch notes: Impact! introduced: Enemies attacked with Lift or Propel will have bonus damage applied if the enemy has been recently held by Gravity Distortion (regardless of who cast Gravity Distortion).
  16. I rolled one a week or two ago but only up to 22 so far (I previously had a 50 plant controller on live). Lot's of fun so far. Domination + Seeds of Confusion is just sick, particularly if you're facing multiple bosses. That last battle in the Posi 1 TF against the shadows took about 30 seconds. Keep in mind that Roots does double the damage of the AoE immobilize in any other control set and that both Entangle and Roots have -fly. I originally was going to stay ranged with martial, but I'm now finding I like the melee attacks, particularly the cone and the PBAoE. I will likely take everything and then respec out of whatever I'm not using after playing it a while.
  17. Uun

    Hold em Down!

    It doesn't work like that any more. You can enter the bubble and fight the enemies while they're phased. Also, it's now a toggle.
  18. Not a fan of the psi blast sfx.
  19. Way back in the depths of time before the proliferation of freebie ranged attacks (origin powers, veteran powers), confront could be the only ranged power available to a scrapper and was useful for pulling. Pretty sure I tried it in my build at some point back around 2005-2006. Agree it's pretty useless now.
  20. Storm Kick is a very good attack and worth more than one slot. Has far better DPS than Eagles Claw, which takes forever to animate and IMHO is skippable. Dull Pain should be maxed for heal and recharge, so 4-6 slots. Recharge is wasted in Integration (it's a toggle), so you could move that entire set to Dull Pain and lose some of the slots in Integration. I assume you're doing it for the set bonus, but Resilience doesn't need 6 slots. Can easily be 1-3 slots as the only thing enhanceable is the damage resistance. You're using a ton of slots on defensive pool powers that don't yield much defense (Hover, Maneuvers). Again, I assume it's for the set bonuses. Unless you're married to Afterburner, I would swap Hover for Combat Jumping, which is much more useful for a melee character and has the same defense. Not a fan of melee while hovering.
  21. I went with Blaze Mastery for Melt Armor and Fire Ball, although you have to waste a pick on Ring of Fire or Char.
  22. My main was MA/Inv and I also had Claws/Regen and Spines/Dark. I have re-rolled the MA/Inv on Homecoming, but only up to 38. BTW, MA was buffed considerably in I18.
  23. Yes, Blasters do 50% more base damage (https://paragonwiki.com/wiki/Damage#Damage_Scale), although Corruptors can boost their damage with buffs/debuffs. Also, /plant isn't a Corruptor secondary - they get /nature, which has only one overlapping power. Most of the blaster /plant powers come from the controller plant primary or the spines primary.
  24. Prior to Homecoming, I'd been playing SWTOR for quite a few years. Over there you have the choice of playing Republic side or Imperial side. Contrary to the idea that most people are drawn to hero-type characters, population is much greater Imp-side. Not sure if it's the story lines or the the available ATs, but that game is much more active on the "villain" side, (although the end-game content is largely the same for both).
  25. Dimension Shift was changed shortly before shutdown. It's now a toggle and you can enter the phased area and interact with the enemies. Still situational, but much improved. Here's the new power description: Location-targeted AoE toggle. This power folds space in an area, immobilizing and phasing all targets within the sphere. Enemies who enter the area become immobilized and phased for the duration of the effect. Allies who enter the sphere's area of effect will enter the phase as well, allowing them to combat phased enemies. Detoggling this power ends the effect, bringing the phased creatures back into the physical world. Maintaining this dimensional distortion is taxing on the user, and cannot be done for more than 20 seconds. Singularity rotates Crush, Lift and Gravity Distortion and constantly runs Repel. (Because its intangible, you can stand inside its repel field.) Can't be healed but has 90% resist to psi and toxic and 50% resists to everything else as well as status protection.
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