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Uun

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Everything posted by Uun

  1. 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.
  2. Longstanding bug. Has been reported many times.
  3. 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.
  4. 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.
  5. Toxic defense was only added to the game about 2 years ago. There are a number of powers/sets that still need to have it added. That said, Farsight does have defense to all 3 positional vectors (melee, ranged, AoE), so unless there's a toxic typed attack without a positional vector, you'll be defended against it. Theoretically, you could have a defense stacking issue if you had toxic defense from another source that didn't provide positional defense, but I'm not sure what that source might be.
  6. There's sort of a slot machine type of thing at the reward merit vendor. You can trade in 5 merits for a random rare recipe, 5 merits for random rare salvage or 1 merit for a random large inspiration. The concept is OK but the cost to reward ratio is way out of whack (as are all the recipe and enhancement prices at the merit vendor). Maybe if they lowered it from 5 merits to 2 merits for rare recipes and salvage and changed it to 1 merit for a super inspiration.
  7. The +end the corruptor proc provides is pretty small: 5% for the standard version and 7.5% for the superior version. It's barely noticeable. I was playing a defender the other day and the heal proc was firing almost every time I used the power it was slotted in despite having the ATO 6-slotted. Getting a 107 hp heal every 5-10s seemed pretty valuable to me. I don't get that kind of performance from the corruptor proc. I would be happy to have the magnitude adjusted if the frequency were increased. The other defender ATO provides +absorb and also has a 4 PPM/5 PPM proc rate.
  8. The Defender's Bastion ATO has a proc that provides +health. It's 4 PPM for the standard version and 5 PPM for the superior version. The Scourging Blast ATO has a similar proc that provides +health and +end. It's 2 PPM for the standard version and 3 PPM for the superior version. (While the corruptor proc boosts two attributes instead of one, its heal is 75% of the defender heal.) It seems like corruptors are getting shafted on the proc rate.
  9. Gladiator's Armor +def and Steadfast Protection +def are globals and don't have to be slotted in an active power. You can confirm this by pulling up your Combat Attributes and looking at the Defense tab. With respect to Rommy, I would chalk it up to luck. 3% defense one way or the other shouldn't move the needle.
  10. Only the Paragon Protectors with Energy Melee/Blast have MoG (and it only lasts 45s). Those with Claws have Unstoppable (45s) and those with Spines have Elude (60s). Paragon Protector Elites have a T9 nuke instead of an armor.
  11. Malta are in the PI Safeguard mission.
  12. Slotting recharge in a toggle reduces the recharge time before you can turn it on again (if you happen to turn it off or if you get end drained and your toggles drop). There is no way to increase the frequency of pulses in most toggle powers. (The exceptions are regeneration and endurance recovery powers, but these are increased via heal and end mod enhancements.) The chance for procs to go off is inversely related to the recharge of a power. The shorter the recharge, the lower the proc's chance to go off. Procs in toggle powers have a chance to fire once every 10s regardless of the frequency of pulses.
  13. Global. You can get it up to 5x. Maneuvers is a toggle. Sometimes people use it as a mule for globals but don't run the power. Shield Wall +res and the +rech from LOTG don't require Maneuvers to be running, however, it needs to be turned on for Kismet +acc to work. If you are going to run Maneuvers, you need to slot end reduction. I understand that you're going for the set bonus, but the actual enhancements you slotted are acc/dmg, dmg/end and rech/%immob. You're enhancing damage by 66% (which you don't need) but only enhancing recharge by 23% (which you do need). If you switch the acc/dmg and dmg/end pieces for add/dmg/rech and acc/dmg/end/rech, you increase recharge to 72%. Slotting recharge in a toggle is pointless. Slotting def/end takes you to ED max (red), but at least provides something useful.
  14. There are two routes you can take for increasing damage on a corruptor - buffing your damage or debuffing your foes' resistance. In terms of buffing damage, /Kin is the winner hands down. One application of Fulcrum Shift hitting 10 targets gives you +240% damage. Added to base damage (100%) and enhancements (95%), this puts you at 435% (vs. 500% damage cap). You should be able to scrape up another 65% in damage buffs to hit the cap. Debuffing resistance is trickier to quantify. Some sets are better at debuffing a single target, but aren't as good at AoE. Tops for ST is Poison, which provides -48.75% res. A close second at -45% is Trick Arrow and Sonic. You can get to -45% AoE with Cold when Heat Loss is up (6 min recharge), but it's -22.5% when it's down. Otherwise, tops for AoE are Trick Arrow and Storm at -30%. Trick Arrow and Storm also give you some additional damage tools with Oil Slick Arrow, Lightning Storm and Tornado.
  15. Twilight Grasp requires accuracy. Slot 5x Ragnarok in Fire Ball for the 10% recharge bonus. 5-slotting Tar Patch with Impeded Swiftness is a poor choice because the Slow sets have poor recharge values. Tar Patch is most valuable as a -res debuff and you want it up as frequently as possible. Optimal slotting is 2 recharge IOs. 6-slot Rain of Fire with Superior Malice of the Corruptor. Slotting Howling Twilight for damage is pointless. It literally does 10 points of damage. Other than the rez, the most valuable effect is the -regen (which can't be enhanced). Slot 1-2 recharge IOs. Shadow Fall requires end reduction. Maneuvers requires end reduction (Kismet +acc needs to be in an active power). Fearsome Stare requires accuracy. Slot it for -tohit, not fear. I don't know what you're trying to do with Blaze. Replace Salvo with 3x Superior Scourging Blast for the 10% recharge bonus. Regenerative Tissue +regen won't work in Spirit Ward. It needs to be in an active power. In Inferno, either slot 6x Superior Avalanche or replace the procs with 3x Superior Scourging Blast. In Weave, replace the end/rech with def/end. Tactics requires end reduction. The recharge of Rune of Protection can't be enhanced. For Alpha, you want Musculature Radial, not Core.
  16. Defender damage cap is 400%. Defender Fulcrum Shift with 10 targets provides 300% and base damage provides the other 100%. Any damage enhancements you have slotted are wasted. Corruptor damage cap is 500%. Corruptor Fulcrum Shift with 10 targets provides 240%, base damage provides 100%, enhancements provide 95%. You're at 435%, i.e., MORE than a defender. If you have another 65% in damage buffs you can hit the (higher) cap.
  17. I don't see anything that would account for that. https://cod.uberguy.net/html/entity.html?entity=event_zombie_eliteboss
  18. Arisen Mummy has no resistance to -end or -recovery. Other than Unstoppable it has no +end or +recovery powers. The issue you're running into is that while an Electric/Electric tank can drain a foe to 0 endurance, its tools to keep endurance floored are more limited. Power Sink (in Electric Armor) and most of the attacks in Electric Melee only have a 30% chance of -100% recovery and only for 4s. The only power with guaranteed -recovery is Thunder Strike and still for only 4s. I was more successful in keeping endurance floored with my Electric controller because its -recovery powers have a higher probability and a longer duration.
  19. This is a very strange build. You're skipping all the AoE attacks aside from Inferno, and you're skipping Blazing Bolt, which is one of the best attacks in the set. Taking both T1 attacks isn't productive and kills your DPS. Fire Ball has higher DPA than both Flares and Fire Blast. Not clear what you're trying to achieve by intentionally gimping your primary. Slotting the Decimation %BU proc in Flares is pointless. It's a 1 PPM proc and will almost never go off in a power with a 1s recharge. Slot Tar Patch with 2x recharge IOs. 5-slotting LOTG in Maneuvers and Weave isn't worth it for the additional accuracy and S/L resistance. Drop each to 3 slots and redeploy those slots elsewhere. Shadow Fall should be slotted with a mix of defense and resist. Drop LOTG to 3 slots and slot 3 slots of Unbreakable Guard. Drop the end/rech piece from Tough. Drop Dark Embrace to 4 slots and switch to Unbreakable Guard (including the +HP piece). Power Boost does very little for Dark Miasma. About the only thing it buffs for more than it's 15s duration is Fearsome Stare. Slot Dark Servant with 4-6 Cloud Senses. I would also move this to lvl 30. Add slots to Soul Drain (particularly recharge). Since you're skipping Aim, you want to use Soul Drain before you use Inferno. As far as Incarnates, your best bet for Alpha is Musculature Radial or Intuition Radial (Musculature will help your endurance).
  20. Same exercise with my lvl 50 Storm/Storm corruptor with similar results. While I got the Ancient Vampire, Hollow Reaper and Crone Matriarch multiple times, I never got the Arisen Mummy or Spectral Werewolf. I have no mezz or end drain in this build, but I was still able to keep them flopping like a fish with Tornado and Lightning Storm. No buffs or inspirations. The only debuffs were Freezing Rain, Storm Cell and Snow Storm to ground the fliers (Hurricane not needed).
  21. I took my lvl 50 Electric/Dark controller over to Kallisti and did some solo ToTing. Electric/Dark is clearly not a high damage combo. I unslotted my Alpha because I wanted to eliminate the level shift and you apparently can't get ToT foes over lvl 50 if you're not on a team, regardless of your notoriety settings. I encountered all the EBs multiple times. They were all trivially easy and went down quickly (I didn't time it, but 30-40 seconds). All the EBs can all be held, knocked down and end drained. My health never budged, nor did the Gremlins. Other than refreshing Fade when it recharged, I wasn't using any buffs or inspirations. The only debuffs I used were Tar Patch and Darkest Night.
  22. I've got a Poison/Sonic that's very effective and a lot of fun. Sonic does have a lot of cones (which isn't optimal with Poison), but holy cow can it debuff resistance. I get to -85% res with one stack of Poison and Sonic debuffs. Another option would be a Fire/Kin or Ice/Kin corruptor. Most teams are happy to get Fulcrum Shift (and Speed Boost). Corruptors can leverage Kinetics a bit more than defenders due to their higher damage cap.
  23. I tend to play to the lowest common denominator. If my shortest attack range is 40 ft, I'll fight at that distance or closer. All my sentinels have at least 2 PBAoE attacks, so I drop into melee range quite a bit and drop back for the cones. Note, both the sentinel ATOs have +10% range as a set bonus.
  24. The +resist proc has a 10s duration and can stack. It also has a very high 6 PPM proc rate. You want to slot it in a power that you're using a lot (maybe not Storm Kick, but any one of Cobra, Crane or CAK). How much you need this will depend on your primary and how close you are to the resist cap. The absorb proc has a longer duration (20s) and a lower proc rate (3 PPM). I don't recall if it stacks, but I don't worry about it.
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