Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Uun

Members
  • Posts

    4087
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by Uun

  1. So far I've only tried it in Tranquilizer. Foes stay mezzed after taking damage. Seems like an improvement. In addition to Earth Control and Earth Mastery, I'd like to see it expanded to Earth Manipulation version of Salt Crystals.
  2. Static Field: not really noticing a difference Jolting Chain: damage increase is very nice and improvement to chaining is quite noticeable Conductive Aura: not really noticing a difference Synaptic Overload: The improvement to chaining is MASSIVE. Didn't see any complete misses and the spread is much faster. With 97% slotted recharge and 42.5% global recharge (excluding Hasten), Synaptic Overload recharges in 37s vs. 25s previously. I think this is fine. Tesla Coil: didn't respec to add this power Gremlins: Most noticeable improvement is the level shift, increasing both damage and durability. Seems like their brawl attack was changed to a 2-handed attack (ala Bonesmasher), but don't know what the change in damage is.
  3. I thought Electric Armor was pretty solid before the changes, and these are all improvements. The +regen from Power Sink was more noticeable than I expected (and that was without changing my slotting). I didn't respec to try out Power Surge. While the changes are an improvement, the power is still largely superfluous. On my brute I've already got capped resists to S/L/F/C/E, 81%to psi and 53% to neg and toxic. So the only reason to take it is for a 30s buff to N/T resists and regen rate? Seems like an inspiration (or Destiny/Barrier or Hybrid/Melee) would cover that.
  4. Either something is way off in the hold duration or the in-game detailed description needs to be fixed. I've got GDF 5-slotted with Gladiator's Net, plus I've got Intuition Radial, so I've effectively got +117.6% hold duration. In the short description (when you hover over the power), it shows a base/enhanced hold duration of 14.9s/32.4s (all good), but the detailed description shows 59.6s/2m9s. Similarly, the 20% chance of mag 1 hold (Overpower) has a duration of 11.17s/24.31s in the short description but 55.87s/2m1s in the detailed description. In addition to the primary hold and Overpower, the detailed description also shows a 5% chance of a mag 3 hold with a duration of 52.15s/1m53s. This 3rd hold component doesn't appear in the short description. Adding damage to GDF is fine, but I don't think it was necessary. The amount of damage it does is trivial, and GDF already accepted 6 %dmg procs before the change.
  5. In raw damage, yes. Havoc Punch has slightly higher DPA.
  6. Vernon is in Grandville, while his first 3 missions are in St. Martial. You have to complete the 3 mission mini-arc before he gives you his phone number, resulting in 3 round trips between Grandville and St. Martial. Could he give out his phone number after completing the first mission?
  7. Found this post, which seems to explain the differences between ATs
  8. Just checked again on my Dark Armor tank. That setting is NOT available to me.
  9. Uun

    Brute or Tanker?

    Dark Armor should be built for resist and can largely ignore defense. Tanks have higher resist values than brutes, making it easier to hit the resist cap (90% for both tanks and brutes). That's not to say you can't do it on a brute, you just need more set bonuses. DA's only weaknesses are to toxic and to a lesser extent energy. DA also has the best heal in the game, which should be up every 15-20s. Can't comment as to why your DA brute and tank are so squishy without seeing your build. My DA tank can go AFK surrounded by a full spawn of 16. While brutes have higher ST damage than tanks, tanks have better AoE damage due to the bonus to target caps and radii they get from Gauntlet.
  10. On a blaster, keep in mind that the T1 and T2 in your primary and the T1 in your secondary can all be used while mezzed. Slot the Defiant Barrage proc in one of these powers.
  11. Go into the costume editor. This allows you to view the settings for each power in isolation against a neutral background. Also, did select an aura with your costume? That could be causing it.
  12. Murky Cloud doesn't fade or pulse. That's why the option isn't available.
  13. Kismet is a proc with a 120s duration and needs to be in an active power (similar to Numina's and Miracle).
  14. Ran an all mastermind Yin a week or two ago and @Oklahoman organized an all mastermind MoDD about a week before that. Both went swimmingly. I've also done all mastermind ITFs several times. I find all-mastermind teams a lot of fun, but it's not for everyone. The experience depends largely on the quality of the players.
  15. The temp powers granted by DFB and DiB are intended to compensate for the lack of enhancements at lower levels. Note that the buffs from the DFB temps are stronger than those from the DiB temps, as you have fewer enhancements under level 22. After level 30, the buffs from the temps are no longer needed as your powers should now be slotted, plus you can also obtain set bonuses.
  16. No Fade or Pulse is available for Dark Embrace, Obsidian Shield and Cloak of Darkness, as well as a global option. When you apply No Fade as the global, it applies Color Tintable to those powers which don't have No Fade as an option. Minimal FX is available for Death Shroud, Murky Cloud, Obsidian Shield and Cloak of Darkness, as well as a global option. When you apply Minimal FX as the global, it applies Color Tintable to Dark Embrace, Dark Regeneration and Soul Transfer and Soul Noir to Cloak of Fear and Oppressive Gloom. Minimal FX has fewer effects than No Fade or Pulse. In the case of Murky Cloud, the standard effect is a cloud sparkling with stars. Minimal FX eliminates the stars and tones down the cloud (but doesn't eliminate it).
  17. Math notwithstanding, you should be aware that Longbow Wardens that have an unresistible version of Enervating Field. If you're faced with a Warden with Radiation powers, kill them immediately.
  18. Your slotting of Dark Servant is fine. If you find 2 more slots, add Touch of the Nictus heal and acc/heal. Swap the Vigilant Assault absorb proc and the acc/dmg/end/rech piece between Inferno and Fire Blast. The proc is largely wasted in the nuke. Drop the dmg/end/rech from Maneuvers and add a def piece to Shadow Fall. See how you feel after playing a while, but I don't think you'll need the Entropic Chaos %heal procs.
  19. Please re-read my first post at the top of the thread in which I recommend but the proc in Maiming Slash or Savage Strike. While Maiming Slash is certainly superior, not having information on the OP's build, I assumed they didn't take both T1 powers and only one of the two would be available.
  20. I was suggesting not to put the proc in Vicious Slash. Putting the proc in Maiming Slash and following it with Vicious Slash (and another attack) is fine.
  21. Your call. Be aware that you would be cutting the proc window to 2.6s and likely would be unable to buff more than one attack. Another option you might want to experiment with is slotting it in Savage Leap. I'm not sure if the proc fires when you take off or when you land. Could be interesting if it buffed the AoE attack at landing. Has anyone tried this?
  22. Uun

    DDR % on Ice Armor

    That's all there is, 17.3% each in Frozen Armor, Wet Ice and Glacial Armor (51.9% total). Stone gets the same values outside of Granite. Aside from a higher 77.9% base value, the reason SR gets so much more is that its DDR is affected by enhancements while Ice's and Stone's aren't. (Shield has 56.2% base with the DDR in Battle Agility affected by enhancements and that in Active Defense stackable.) The "solution" I use is to build for defense in excess of the soft cap. If I've got 50% defense and get hit with a 10% debuff, ~5% will be resisted and the other ~5% will get through, but I'll still be left with 45% defense.
  23. The Critical Strikes proc doesn't apply to the power it's slotted in, it increases your critical hit chance by 50% for 3.25s following execution of the attack (after a 0.5s animation). To make best use of that window, you want to slot the proc in a power with a short animation time after effect so that you can squeeze 2 attacks into the 3.25s. For Savage Melee that's going to be Maiming Slash or Savage Strike.
  24. If you exit Ouro to Cap au Diable, it drops you right in front of the University. Can't say the same for any of the hero zone exits. There are also invention stations in RWZ and Pocket D. I think the only villain zone that doesn't connect to one (or both) of those is Nerva, plus you can use base teleport, long range teleport or LFG teleport to access.
×
×
  • Create New...