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Everything posted by Uun
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Most powers in corruptor secondaries don't scourge, with a few exceptions - Repulsion Bolt, Force Bomb, Fallout and Gale.
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Gravity Control has Wormhole and its pet has Gravitational Pull. There's also the pool power Fold Space. I have nothing against adding more powers with reverse repel, but it needs to be consistent with the set's theme. There's nothing about Fire, Ice or Earth control that would suggest that kind of ability and I think adding it to AoE immobilizes across the board would be inappropriate.
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Is there a general 'how to build Scrappers' tutorial or guide somewhere?
Uun replied to ThaddyKane's topic in Scrapper
This is correct. It can be slotted in any power. Critical Strikes: Recharge/Chance for +Critical Hit% is a proc (2 PPM for the regular version and 4 PPM for the superior version). The proc increases your chance for a critical hit by 50% for 3.25s and has an animation time of 0.5s before effect. While you want to slot this in a power you use before your heavy hitter, you also want to slot it in a power that has a short animation time after effect (because this animation time eats into the 3.75s window). You can determine this by subtracting the animation time before effect from the total animation time. For example, on my MA scrapper I have it slotted in CAK, which has an animation time of 1.6s and animation time before effect of 1.033s (0.567s animation after effect). -
I don't keep track of the time on DFBs so I was guesstimating (pretty sure they don't provide a time at completion). Would 10-15 minutes be more accurate?
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Level 8 via DFB requires 2-3 runs, but each run only takes 5-10 minutes. Plus there are 4 different buffs. Posi 1 and 2 can each be completed in 20-30 minutes. So that totals 50-90 minutes. No way is it 2-3 hours unless your teams are incompetent.
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DFB to lvl 8 --> Posi 1 --> Posi 2. If you're not at lvl 19 when you're done, run DiB.
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If you copy your character to the beta server, you can try out both versions for free.
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I've got Support on my Ill/Poison and can confirm that it doesn't buff Phantom Army, although it does buff Phantasm. Support is a league-wide buff however, so always good on teams. I've got Control Core on my Ill/Time. The status resistance and +1 mag work on you. Since Phantom Army doesn't mezz, they won't proc Waylay damage but Spectral Terror will. If you go Control Radial, Phantom Army should proc fear and immobilize with their attacks, but I don't think that's particularly useful. I haven't tested Assault Radial w/ Phantom Army. Update: Both Assault Core and Assault Radial work with Phantom Army, however: Assault must be activated before summoning Phantom Army. If you activate Assault after summoning Phantom Army, it does nothing. Assault Radial doesn't double the heal-back damage when calculating Double Hit damage. (Note, Double Hit damage is energy, not psi.) The damage buff from Assault Core is more variable and depends on how many stacks are active at the moment. With the maximum of 5 stacks, Core seems to add more damage than Radial.
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The proc in controllers Overpowering Presence ATO is Chance for Energy Font. Dominators get a similar proc (Chance for Fiery Orb) in their Dominating Grasp ATO. Other than the damage type, these entities are identical. The procs are 1 PPM in the regular ATO and 2 PPM in the superior version. The entity self destructs after 20s if not defeated sooner. It has a 15 ft radius aura that ticks every 4s for 11 pts of energy/fire damage and has a 30% chance for a 3s mag 2 stun. Other than the proc rate, there is no difference between the regular and superior versions, which do the same damage. These entities are at or near the top of the list for most useless ATO procs. They're made of tissue paper and rarely last for 20s. The damage is trivially small. If the entity manages to stay alive for its full duration, it does 55 pts of damage. A typical %dmg proc does 71 pts of damage for a regular version and 107 pts of damage for a superior version. If slotted in an AoE power, a typical %dmg proc has a chance to fire against every foe hit, but only one font/orb can be summoned per attack. They also have a much lower proc rate than typical ATO %dmg procs (4 PPM for regular / 5 PPM for superior). Suggestions: Increase the proc rate Increase the damage (especially for the superior version) Allow more than one font/orb to be summoned per attack Replace them entirely with %dmg procs
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Because it provides a +dmg buff, you generally want to slot the Superior Ascendency of the Dominator proc in your opener and/or a power you use often. Stalagmites is a good place to slot the full set. Superior Dominating Grasp is OK but not nearly as useful. It provides good enhancement values but its set bonuses aren't great and Fiery Orb is "meh". I skip it on many dominators. You could slot it in Volcanic Gasses, but Gladiator's Net or Basilisk's Gaze would be as good or better at lower cost. You could also slot it in Stone Cages, but Gravitational Anchor is better.
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While I agree that Psi Melee isn't a top tier set, I don't understand the hate for Psi Blade Sweep. Although it's a somewhat narrow cone, it has higher damage than either of the T1 attacks (and close to their DPA). I think swapping it for Assassin's Psi Blade on the stalker version was a mistake. Several of the best stalker primaries kept both the cones and the PBAoE. In the case of Ice Melee they swapped Greater Ice Sword for Assassin's Ice Sword and in the case of Street Justice they swapped Rib Cracker for Assassin's Strike. I think it would have been better to swap TK Blow or Greater Psi Blade for Assassin's Psi Blade instead of Psi Blade Sweep.
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The -def is autohit. Very useful for annoying foes like Rikti drones, venged Nemesis, etc.
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Is there a general 'how to build Scrappers' tutorial or guide somewhere?
Uun replied to ThaddyKane's topic in Scrapper
Bio is a hybrid set. It relies on resistance for S/L/T, defense for F/C/E/N/P, then adds +regen and +absorb on top of it all. Focus on adding typed (rather than positional) defense and S/L resist. The absorb shield is very important and should be used proactively (I put it on auto). The only power in Stone Melee that does knockback (and requires kb>kd) is Hurl Boulder. Everything else does knockdown. -
Stone is very solid. I'm currently doing it on a stalker, which gets Hide instead of Mud Pots. The stalker version of Psi Melee loses Psi Blade Sweep for Assassin's Psi Blade (giving you 5 ST attacks and only 1 AoE), so I'd be inclined to go scrapper with Psi.
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I've got a Psi/SR scrapper that's fun and largely indestructible. Very easy to cap defense and you're immune to defense debuffs. Other than putting Practiced Brawler on auto, there are no clicks. Shield is also a very good set. Not as easy to cap defenses but adds +dmg and +hp. Similar to SR, you put Active Defense on auto and there are no other clicks outside of the T9. Provides an additional AoE attack in Shield Charge. I've only played Bio on a sentinel, but it's definitely more clicky.
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You're not going to get larger radii in a vacuum. Both Envenom and Weaken currently have 8 ft radii and 30s durations, with Envenom having a 12s recharge and Weaken a 16s recharge. Since the debuffs don't stack (except -regen), the intent was to use the powers against multiple targets to blanket the field of battle. If the radii are increased to 15-20 ft, the recharge would need to be increased significantly (probably to 60s or more) and the duration or strength would need to be reduced. I'm not necessarily against this, but it's a point of discussion. As far as Venomous Gas, 15 ft radius for a debuff toggle seems pretty typical. Radiation Infection, Enervating Field, Spore Cloud and Disruption Field are all 15 ft while Darkest Night, Hurricane, Snow Storm and Time's Juncture are all 25 ft (I couldn't find any that are 20 ft). Again, not necessarily against increasing the radius, but need to consider whether the strength of the power would be reduced to compensate. I'm in favor of increasing the -regen in Poison, whether by changing Envenom or adding it to Poison Trap.
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Irradiated Ground: My preferred slotting for this (and other damage auras) is Scirocco's Dervish acc/dmg, acc/dmg/end, dmg/end, %dmg. This provides maximal benefit from the fewest slots. Most other Melee AoE sets force you to slot recharge, which you don't need. As far as slotting multiple dmg procs, this power was changed 2 years back so that it can only proc every 10s. It's no longer a good candidate for proc bombing. Beta Decay: I've tried slotting this several ways (including the Achilles' Heel proc) and I've settled on 2 Enzymes (-def/-tohit/end). While I agree that the -tohit is just gravy (especially on an armor set with no defense), enhancing the -def has good returns because the power is autohit. Just stand next to a Rikti Drone and it melts away. Beta Decay also has some additional effects that are quite useful. It buffs your recharge (10% base plus 2.5% for each foe in range) and it's a taunt aura.
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I won't run the ITF sidekicked. Typically I'll wait until lvl 50 to run it, but it can also be run at a lower level. ITF is one of the TFs that scales to the leader's level. If you can find a team that agrees to it (I've only done this with friends), you can run it at lvl 35 or 40. Because nobody has level shifts or incarnate powers you might need to dial it down to +2 or +3.
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If you can do it, yes. Both the -regen and slow stack and it's a powerful tool against AVs. Maybe just go with 1 acc and 1 rech. In any case, the acc/slow piece you have slotted doesn't provide enough accuracy so at a minimum it should be replaced with an acc IO.
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Stone Armor is a hybrid set. It relies on defense for S/L/E/N/P and resistance for F/C/T. It uses typed not positional defense, so don't worry about capping M/R/A defense.
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No need to enhance the defense debuff in Radiation Infection. Superior Invisibility needs end reduction. I would take Spectral Wounds over Arcane Bolt. Even with fewer proc options and the heal back, the DPA is much higher. In Phantom Army switch the recharge IO for Soulbound Allegience: Chance for Build Up Slot Lingering Radiation with 1 acc IO and 2 recharge IOs. The slow is just a side benefit. You want this power up for the 500% -regen. Slot Spectral Terror with Cloud Senses or Siphon Insight. You want to enhance the -tohit, not the fear. Choking Cloud should be slotted with 2 or 3 end/hold IOs. It doesn't require accuracy or recharge. Slot Phantasm with Expedient Reinforcement. It gets killed a lot. Don't bother slotting Group Invisibility for defense. Half the defense suppresses in combat and the remainder is really small. Slot Frozen Armor for defense, not resistance. Recharge IOs in Hasten should be boosted to +5. Hasten should also be taken much sooner if you intend to exemp.
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Thugs mastermind visual effects for upgrades not applying when zoning.
Uun replied to jarethgk's topic in Bug Reports
Longstanding bug. Has been reported many times. -
The other big debuff which many overlook is Ice Arrow. It's similar to Benumb (without the -regen) and it's unresistible. While the hold only has a 12s duration, the debuff has a 60s duration.
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I've never bothered slotting procs in it. I just slot it with a hold set. Volcanic Gasses summons 6 Volcanic Geysers, one every 10 seconds. Each Geyser (except the last one) has a 15s duration. The Geysers deploy Thermal Vents, a 10 ft radius, 7.45s hold with a 6s recharge. While the Vents do stack, they're targeted, not location based. Increasing the hold duration improves both your chances of stacking and area saturation.