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Uun

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Everything posted by Uun

  1. I like Invulnerability (and I've mained a MA/Inv scrapper since 2004), but I don't think it qualifies as a "resistance heavy" secondary. Base values are 33.75% S/L, 15% F/C/E/N/T and 11.25% P. Most of the heavy lifting against non S/L damage is done by Invincibility, which is a defense power. Compare the resist values to Dark (22.5% S/L/F/C, 15% E/T, 30% N, 37.5% P) , Fire (22.5% S/L/E/N, 67.5% F, 15% C/T) or Electric (32.25% S/L/F/C, 61.88% E, 22.5% N, 15% T, 26.25% P).
  2. On my Axe/Bio brute I put the Cupid's Crush set in Axe Cyclone and get good results. It has a larger radius and higher target cap than Pendulum.
  3. Defense armors perform better than resist armors on scrappers due to their lower resist cap. I've found Shield, SR, Energy, Ninjitsu and Stone to be very survivable. Shield and Stone also buff your damage. If you're looking for a taunt aura, Shield would be the way to go (Energy also has a taunt aura, but it's weak on scrappers).
  4. I haven't played Fiery Assault, but I've played both Fire and Electric Control and they have very different play styles. With Fire, your go-to control is Flashfire (targeted AoE stun). Hot Feet is good, but requires you to be in melee range. I tend to use Bonfire if Flashfire isn't recharged or I'm dealing with adds. Note, the nerf to Bonfire while using a KB>KD IO is negated if the foes are immobilized, so I always drop Fire Cages on top of it. Electric's go-to control is Synaptic Overload (chain confuse), which was greatly improved in the latest patch. Jolting Chain is used by both you and your pets and keeps most of your foes flopping, as well as working reasonably well with procs. The sleep patch (Static Field) is very useful because it reapplies every 4s. I tend to use it sparingly as it works against the confuse. Conductive Aura isn't wasted at all - every one of Electric's powers has -recovery and it also buffs your regen and recovery.
  5. All blasters have a "sustain" power which provides either health regeneration, absorb or heal over time and endurance recovery (Frigid Protection provides a stacking absorb buff). Personally, I find that the recovery buff provided by the sustain (+50%) is sufficient on its own when combined with Stamina and doesn't need to be slotted further but YMMV. I generally devote 2-3 slots to enhance the heal/absorb aspect, either 2x Heal IOs or 3 Preventive Medicine (including the absorb proc). Frigid Protection also has a 30 ft radius PBAoE that debuffs enemy speed, recharge and damage. This effect suppresses while stealthed, however, suppression requires a stealth radius of at least 36 feet. You can get this from Stealth (the power) but not from stealth IOs. If you want to be undetected without turning this power off every time you do, I recommend taking Stealth.
  6. Earth and Ice are notoriously light on damage outside of the pets.
  7. Objectively false. I've got a Fire/Fire tank that sits at the resist cap for S/L/F/E/N (not including the MotT proc) and can heal 925 hp every 20s. I tanked MoKahn over the weekend and have soloed AVs.
  8. The cone works well on sentinels, but I agree that it makes no sense on scrappers/stalkers.
  9. One of the reasons I took SoW on my WP brute is that it can be cast while mezzed if you've had your toggles dropped. (I have bigger problems with Mu Adepts and Guardians than I do with Sappers, since they're not limited to 1 per spawn. ) To my knowledge, HC has made no changes to Willpower. It plays like it always has, meaning it's very strong until it's not. I think the shifting sentiment may be due to the addition of new armor sets like Psi Armor and recent buffs to other sets.
  10. Neither of the brute ATO procs are particularly good. Superior Unrelenting Fury's gives you a 6.65% end discount and a 20% regen buff for 10s. The enhancement values are good and the 6% S/L/F/C/E/N resist bonus for 6 pieces is quite nice. I did 6-slot Cupid's Crush in Axe Cyclone on my BA/Bio brute and have been happy with the result, but I didn't skip either of the ATO sets. I'd be inclined to slot Cupid's in Shield Charge rather than replacing Unrelenting Fury.
  11. Procs always require a successful tohit roll in order to fire, even in autohit powers.
  12. Looks solid. Grant Cover should be fine near the end. I might drop a slot from Tough (you don't really need the melee defense bonus) and add the Winter's Gift slow resist piece to Super Jump or Combat Jumping.
  13. I was only half serious, but I'm a sucker for defense armors. I don't bother soft capping other armors and skip the Fighting pool most of the time.
  14. If you want fast AS to have 100% crit chance (3 stacks of Assassin's Focus), you'll need to use PC or BS before AS.
  15. I've got an EM/EA stalker and a BS/Shield scrapper. The major difference in Shield between a scrapper and a stalker is that Phalanx Fighting is replaced with Hide (losing 1.875% defense in the process) and Against All Odds loses its taunt aura. I understand your philosophy regarding inspiration use, but you could definitely soft cap your defenses if you took the Fighting pool and a few additional set bonuses (instead of %dmg procs). Don't skip Grant Cover. It provides a big chunk of your DDR, as well as 30% resistance to recharge debuffs. Recommend putting Superior Assassin's Mark in Total Focus instead of Bone Smasher. Because of the Energy Focus mechanic, TF is going to be your opening move 99% of the time. Slot Super Jump with the Winter's Gift 20% slow resist. Consider adding another heal IO and/or the Preventive Medicine absorb proc to True Grit. Active Defense should get 2 recharge IOs (the DDR stacks). Slot Combat Teleport with the Rectified Reticle increased perception global. Consider swapping LOTG for Shield Wall in one of your defense powers for the 4-piece 4.5% E/N resist bonus. Since you're skipping the Fighting Pool, I wouldn't skip OWTS. The crash is minimal and it provides significant resist and hp buffs.
  16. Not sure when you left, but TW was revamped in i27p1 (11/24/2020). I recently leveled Battle Axe/Bio on a brute and found it to be a fun combo. Should be similar on a scrapper. Bio definitely helps with BA's end issues.
  17. AVs resist both defense debuffs and tohit debuffs equally. For standard foes, enhancing the tohit debuff is more valuable. Alternatively, slot Enzyme HOs, which enhance both. https://homecoming.wiki/wiki/Archvillain_Resistance
  18. Uun

    best ST stalker

    Stone gets psi defense in Minerals. I've got an Ice/Stone stalker that's soft capped to S/L/E/N/P and is virtually unkillable. Psi is a layered resist armor, with regen/recovery buffs in Devour Psyche and absorb/hp buffs in Psychokinetic Barrier. Nope. The stuff that can see you through Hide will still see you if you also have Stealth.
  19. Because Distortion Field summons a pseudo pet, it's important to understand what's going on under the hood. The -speed, -jump and -recharge are autohit and have a 100% chance to occur every 1s. The hold is also autohit but only has a 2% chance to occur every 1s (3% if the target is effected by Time Crawl) and really isn't worth enhancing. Optimal slotting is 2x end/rech/slow HOs. I've played around with procs and found that Slow set %dmg procs (Ice Mistral's Torment and Impeded Swiftness) fire very reliably on cast. In theory they should check again every 10s. The Pacing of the Turtle -rech proc should fire at a similar rate. I haven't tested Hold set %dmg procs. I wouldn't slot the Lockdown +2 mag hold proc because of the power's 2% hold chance (the proc would only make a difference if it happened to coincide with the power's hold chance and also hit a boss). Much more reliable to just tag bosses with a ST hold. https://cod.uberguy.net/html/power.html?power=villain_pets.distortionfield_corruptor.distortion_field&at=minion_pets
  20. My daughter (24) has had the AMD version of the Asus Zenbook for several years and is happy with it. She doesn't play CoH but she does game on it.
  21. You skipped the Gladiator's Armor 3% def unique, Reactive Defenses scaling resist unique and Unbreakable Guard +HP unique. In Jawbreaker and Shatter, swap the dmg/rech piece for dmg/rech/acc. Consider 2x recharge in Active Defense. The DDR stacks. Against All Odds should be taken at lvl 16, not lvl 47. It's one of the core Shield powers. In True Grit, swap Aegis for Unbreakable Guard. In Grant Cover, slot LOTG +rech or Reactive Defenses +resist. The defense doesn't benefit you, only your teammates. In Crowd Control, swap Kinetic Crash for Force Feedback. In Tough, swap Impervium Armor for Unbreakable Guard. Superior Conditioning is over-slotted. It doesn't need more than 1-2 endmod IOs. Laser Beam Eyes requires accuracy. Weave and Maneuvers are over-slotted. Drop the endmod/acc and endmod/rech from Stamina and add chance for +end. Add slots to Health for Panacea +health/+end and Miracle +recovery.
  22. When I roll new characters, I seed them with 10 million inf. Between that and crafting/converting/selling drops, I'm generally good to lvl 50. This allows me to buy SOs through lvl 22 and IOs thereafter (I start slotting sets after lvl 27).
  23. All of these are powers that are frequently skipped or used as mules. Most people are fine with that, as it allows them to devote power picks/slots elsewhere. A half-strength heal splash isn't a bad compromise, although the recharge would need to be doubled. Converting Elixir or Antidote into AoEs are likely non-starters. Most rez powers are single target, as are all the mezz protection powers (Clear Mind, Increase Density, Enforced Morale, Antidote, Clarity, Thaw). (For Increase Density, the S/E resist is AoE.)
  24. Swap the psi/status resist piece in Deflection for more dmg resist. Active Defense should get 2x recharge IOs. The DDR stacks. Since you've taken Energy Mastery, I would take Focused Accuracy over Tactics. The resistance to tohit debuffs is very useful. Redeploy the slots in Grant Cover. The defense doesn't affect you, just your teammates. OWTS is putting you 200 points over the HP cap. Redeploy the heal slots or swap to end mod. Why are you skipping Shield Charge? Victory Rush or Assault could easily be dropped. Take Combat Jumping instead of Hover. Much more useful on a melee character. No travel power? The Crystal Titan has 3 attacks: Prism Blast: 60 degree cone with 310 ft radius. 525 energy (1.5 acc)/525 unique damage (autohit). Foot Stomp: 30 foot radius PBAOE. 1155 smashing (1.5 acc)/875 unique damage (autohit) Salt Crystals: 30 foot radius PBAOE. 525 lethal damage (1.0 acc). 20% -def (autohit) Only the unique damage is autohit and can only be resisted (partially) by Ambrosia inspirations. The standard damage requires a tohit check and can be resisted and blocked by defense. Note that Prism Blast and Foot Stomp have higher than normal accuracy. Suggest loading up on large orange inspirations. Crystal Titan also has 40% En/Ne/Tx and 20% Le/Fi/Co/Psi resist. Not sure from the above if you're trying to solo him, but you may need Envenomed Blades and/or a pet that does smashing damage. https://cod.uberguy.net/html/entity.html?entity=devouringearth_eden_trial_giant_crystal_titan https://cod.uberguy.net/html/power.html?power=inspirations.special.ambrosia&at=scrapper
  25. Uun

    Oil Slick Arrow

    I had the other one.
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