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Everything posted by Uun
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Knockback Protection Toggle: To make enemies resistant to KB.
Uun replied to Steampunkette's topic in Suggestions & Feedback
There are a lot of powers in the game that apply knockback/knockup resistance to foes. This includes most of the ST and AoE immobilizes, including those in blaster secondaries, and quite a few of the ST holds. -
I wasn't aware of this, but 16.89% every 5.6s works out to essentially the same proc rate as 30.7% every 10s.
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I believe it's each mob individually. It needs to have a successful hit roll before the proc chance is applied. @Carnifax has tested this pretty extensively.
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It has a 30% chance to fire every 10s (same as any other 3.5 PPM proc).
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Damage from Acid Mortar is minimal so I wouldn't waste an Apocalypse set on it. Typically I 3 or 4-slot a Defense Debuff or Accurate Defense Debuff set (just the pieces with recharge).
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Your controllers and blasters don't stay in melee? 😁 I've got a Fire/Nature controller that stacks Hot Feet with Entangling Aura. Endurance management is challenging, but it's pretty darn effective.
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I use both Arctic Air and Cold Snap on my Ice/Savage dom (they work a lot better with Domination).
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Storm Cell requires accuracy and benefits from damage enhancement, however procs don't work in it. I've got it slotted with 3 pieces of the ATO plus 2 piece of Annihilation. Of the 3 I would say Gust, but then I would drop Hailstones. You don't need both. Snow Storm is moderately useful at low levels but becomes superfluous later. I would probably add Jet Stream, which is a decent cone (and doesn't repel if you use it with Storm Cell). I only slot kb>kd in Tornado. The kb from Storm Cell and Cat 5 is mag 2 and Lightning Storm is mag 1. Hailstones doesn't require kb>kd (it does kd). In Steamy Mist, replace the endred IO with Shield Wall def/end or Gladiator's Armor res/end. Not sure what you should drop for it, but I wouldn't skip Cloudburst. Attaching my Storm/Storm corruptor build. Uunclear - Corruptor (Storm Blast - Storm Summoning).mbd
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Slot Caltrops with an end/rech/slow IO. The %immob proc is pointless if you're using Crushing Field. %dmg procs don't work particularly well in Acid Mortar (about a 30% chance to fire every 10s). Suggest you try it out on the test server. Force Field Generator should get more slots. %dmg procs DO work in Poison Trap. Consider replacing some of the set pieces with procs. If you intend to run Weave and/or Maneuvers, they will need end reduction (Kismet needs to be in an active power). Mid's damage display for Seeker Drones is incorrect. Each seeker (2 are summoned) does 13.915 damage, so even fully enhanced you're only looking at 54 pts of total damage. %dmg procs don't work AT ALL in Trip Mine. The %rech proc will work. You have no travel power.
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There were some changes to Electric Armor in the most recent patch, most notably that a 17.5% per target regen buff was added to Power Sink. If you can get 10 targets in range, it turns into a pretty substantial buff (Power Sink is autohit and the regen buff can be enhanced) and it's easy to perma. I'm still playing with slotting and the mix between endmod and healing, but I definitely find myself using it even if I don't need endurance.
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In addition to the above, there's an empowerment buff you can craft that provides 20% end drain/recovery resistance for 90 minutes. But seriously, you shouldn't be having this problem if you have Gamma Boost.
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What would be the most annoying thing to find in an AE mission?
Uun replied to PartyKake's topic in General Discussion
Have you run the 801 missions? I'm pretty sure @Linea has deployed them all. FYI, Singularities can be confused for fun and profit. -
The magnitude of status attacks should be somewhat randomized
Uun replied to temnix's topic in Suggestions & Feedback
You're looking at this in terms of a single attack with a 100% probability of an x magnitude status effect. Putting aside the fact that there are many powers that have a less than 100% chance of a status effect, you're ignoring the fact that status effects stack. If I'm fighting Malta on my tank, I will get stunned periodically despite having mag 12.975 stun protection because multiple foes are applying stuns and they will eventually stack to overcome my protection. The same applies to Carnies or Rikti and getting held. -
My issue with Triage Beacon is that its duration and its recharge are both too long for a stationary object. There are few situations where a buff with a 90s duration is useful and a 200s recharge is far too long to deploy it regularly. Even 6-slotted with decent global recharge you're looking at about an 83s recharge. Triage Beacon's regen buff is OK but nothing to write home about. Even 6-slotted, it's not going to save you in a tough fight. Spirit Tree used to be identical to Triage Beacon. In the most recent patch its duration was dropped to 60s and its recharge to 120s. On top of this they added a taunt aura, which is far more useful than the regen buff. I don't know if they intend to apply the same changes to Triage Beacon, but even a duration/recharge reduction would be a big improvement.
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Shieldless “shield defense” (your thoughts?)
Uun replied to Sakura Tenshi's topic in Suggestions & Feedback
There are some small/less obtrusive shield models. For example, Vanguard Shield. When not in use it collapses to a frisbee sized disc on your forearm. When deployed it projects an energy disc. -
Knocking them out of range isn't useful on a melee AT.
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Electrical Affinity has a lot of powers that don't require a lot of slots. About the only ones worth 6-slotting are Rejuvenating Circuit, Faraday Cage and Insulating Circuit. Either Rejuvenating or Insulating should get Panacea, as the proc can also affect your allies, with the other getting Preventive Medicine. I 3-slot Energizing Circuit with Synapse's Shock (for the slow resist) and 3-slot Empowering Circuit with a ToHit Buff set. If you take Defibrillate, all it needs is 1 endred IO. Amp Up gets 2 rech IOs. Shock and Galvanic are your only debuffs (-regen and -dmg), with Shock being ST and Galvanic spamming Discharge, which is an AoE. The end drain is largely incidental. I 4-slot each with an EndMod set, but you could easily 1-slot Shock with an acc IO. With Electrical Blast, all your powers drain endurance but only some of them stop recovery, which is the key to sapping foes. Thunderous Blast, Short Circuit and Tesla Cage all have a 100% chance for -110% recovery. Following up Thunderous Blast with Short Circuit should leave anything still standing without endurance. Short Circuit and Tesla Cage do very little damage, so you'll need to slot %dmg procs, but it's also worth slotting them for endmod if you want to keep foes sapped.
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Another seemingly good idea dashed with a cold splash of reality.
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I came up with this idea while I was running a CoT arc on my brute. Most of the CoT spectres and mages run Chill of the Night, a PBAoE aura with a massive tohit debuff. It's a real pain if you don't have resistance to tohit debuffs, since the debuff stacks from different casters. Obviously it will drop if you mezz the caster, but what if it had a chance to drop if you knocked the caster off their feet? This power is a toggle with a 10s recharge, so this would give you a window before it was turned on again. This would also apply to other toggle debuffs like Radiation Infection, Darkest Night, Snow Storm, etc. Not sure what the right % chance would be, but I'm thinking 50%?
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Dark Control doesn't offer much from a damage standpoint unless you add %dmg procs to Fearsome Stare and Heart of Darkness. Picking up Arcane Bolt and Enflame can help as well. Umbra Beast is pretty squishy and I find Haunt to be skippable. If you're going controller, Soul Mastery is better than Dark Mastery.
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Works fine for me. Are you using Build Sharing/Import Data Chunk?
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@Bill Z Bubba hasn't been around much lately, but he posted his build a while back.
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Anybody got two 10s for a 5?
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MA/Inv has been my main going back to 2004. I revamp it every few years but this is what I'm currently running. I freely admit it isn't min/maxed and that I have more attacks than I need. Uun - Scrapper (Martial Arts).mbd