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Everything posted by Uun
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I've been using Spirit Tree as my opener, then using Seeds after the foes gather around it. Seeds has the same magnitude and target cap as before but a shorter duration so it may need to be refreshed if a fight goes on longer. The Adaptive Recharge allows it to be used effectively on small numbers of foes and have it come back quickly. Carrion Creepers now procs less frequently, caused me to change to more traditional slotting. Now that I slot more recharge, it allows me to have it up all the time. The addition of the deep sleep mechanic to Spore Burst is useful, but I find that sleep still doesn't play well with Carrion Creepers. I use Spore Burst primarily to deal with adds or when a second spawn aggros. The new pulsing mechanic added to Vines (after the initial hold) makes it a useful tool for area control/denial. It's situational, but previously it wasn't in my build at all.
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New Null the Gull Setting: Minimal Fx Buffs
Uun replied to RadiantPhoenix's topic in Suggestions & Feedback
I don't think anyone disagrees, but there's a technical reason why the stuff Null does can't be implemented on the Options menu. -
You are correct, Mace has a longer animation time than the others. Quick snipe Arcanatime is 1.584s for all except Mace, which is 2.244s. Slow snipe Arcanatime is 4.488s for Moonbeam, Zapp and Frozen Spear, 5.148s for Mace and 3.168s for Psionic Lance.
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I occasionally use slow AS solo if there's a troublesome boss I want to erase from the equation. I don't know what the attack chain looks like in Street Justice, but generally it's BU > AS > [strongest attack]. You might need a 4th attack depending on the boss's relative level and resists. I don't bother using slow AS on things like Malta Sappers or Tsoo Sorcerers. A regular attack or snipe used from Hide is usually sufficient to take them out. In normal combat and on teams I'm using quick AS 95% of the time.
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All the epic snipes use the same damage formula in Quick Snipe mode. In Normal Snipe (slow) mode they're all the same except Moonbeam (Soul Mastery). For some reason Moonbeam does scale 4.5 damage vs. scale 3.56 for Mace Beam, Zapp, Frozen Spear and Psionic Lance.
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This is dated information. It was changed again in i28p2. None of the powers stack with themselves but they all stack with each other. Sonic Attack Simplified the -res stacking. The following powers now apply a scale -1.5 resistance debuff for various durations: Shriek - 8s Scream - 8s Howl - 8s Shout - 10s Screech - 15s Dreadful Wail - 20s
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Is there a specific vendor for creating short characters ??
Uun replied to smnolimits41's topic in General Discussion
Yes. It's between the merit vendor and the Icon employee. -
Time Lord provides a 20% recharge buff (and 60% recharge/speed debuff resistance) all the time. While the Accelerated buff is active it provides an additional 10% recharge buff (and an additional 30% recharge/speed debuff resistance). https://cod.uberguy.net/html/power.html?power=blaster_support.time_manipulation.time_lord&at=blaster
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[Lore Question] Is Batallion the Nictus Fleet?
Uun replied to ThatGuyCDude's topic in General Discussion
Battalion is an alien force, but I don't think its origin has been revealed. https://homecoming.wiki/wiki/The_Coming_Storm -
Is there a specific vendor for creating short characters ??
Uun replied to smnolimits41's topic in General Discussion
There's also one in the Vanguard base in RWZ. -
It doesn't solve the issue for all content, but the MM henchmen level shifts are removed in Incarnate content. They also share any Incarnate level shifts you have.
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There's a pretty large variance in duration for these kind of powers. Dispersion Bubble has a 15s duration, Sonic Dispersion, Barrier Reef and FFG are 2.25s, Faraday Cage is 5s. Steamy Mist, Arctic Fog and Shadow Fall have no lingering buff at all (0.75s duration). Dispersion Bubble's duration was increased to 15s in i27p5. I see no reason for the others not to get the same treatment.
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The previous mechanic took a really long time for the confuse to jump. You would cast it and then have to wait 10-15s for it to make the 3 or 4 jumps to spread through the spawn. The jumps were also very unreliable. If it missed the initial target or failed after 1 jump, the power was wasted and you would have to wait 60s for it to recharge. With the new mechanic it jumps very quickly (and more reliably) and spreads through the spawn in 3-4s. If it misses the initial target, adaptive recharge now has the power back up in 6s.
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The eggs hatched before I got within range to attack them.
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In the last mission of Operative Grillo's Snake Fest arc the objective is to defeat Stheno and minions. In the final room are a several large patches of snake eggs. Are the eggs supposed to spawn nothing but bosses? I ran the mission solo at +3/x6 and got 50+ bosses (15-20 per patch).
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It's substantially faster since the most recent patch.
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The 5 mez items definitely belong in a control set (the powers you describe are very similar to those in Mind Control). The 5 buff/debuff items belong in a support set. You also have too many powers. I'm not sure that the game can accommodate a set that's 50% control/50% support, especially since controllers get support sets as their secondary. I suggest picking one or the other and fleshing out that side of the set.
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The blast set? They simplified the -res. There's just one type now and it's -11.25% (for corruptors) on all the powers, with varying durations. Powers don't stack with themselves, but they stack with each other. It's pretty easy to get up to 3 stacks.
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Radiation Infection should be slotted with a ToHit Debuff set, not a Defense Debuff set. No point in slotting recharge in Enervating Field. It decreases the recharge of the toggle by less than 0.5s. Other than the set bonuses, there's no reason to 6-slot Lingering Radiation, especially because Slow sets provide so little recharge enhancement. I would go with 1 acc IO and 2 rech IOs. You're more interested in the -regen than the slow anyway. Note that the defense provided by Infiltration and Evasive Maneuvers suppresses completely in combat.
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This doesn't work. Just about every melee power is flagged to disallow range buffs. There is a very short list of melee cones that are exceptions (Breath of Fire, Frost, Shockwave, Throw Spines, Repulsing Torrent).
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I never farm and often take Combat Jumping and/or Hasten at 47 or 49. I get to the high 40s and I've already taken everything I want from the primary/secondary/epic pools. I have leftover power picks but not necessarily slots to spare and I'm looking for 1-2 slot powers that plug those holes. Combat Jumping is always useful and can mule a LOTG. I also take it on fliers for additional movement control. I frequently skip Hasten entirely, so I don't feel like I'm missing anything by tacking it on at the end. I find that I take pool powers later in the build since the changes to the levels at which primary/secondary powers can be taken. There used to be gaps at 22, 24 and 30 that no longer exist.
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Rather than posting screen shots, attach the Mid's file to your post so we can open it. Your defense levels are too low. You've only got 30.6% melee and 26.2% ranged. Ideally, you want to be at (or over) 45%. You're skipping both the Steadfast Protection and Gladiator's Armor 3% uniques (which need to be slotted in a resist power). Fury of the Gladiator in Axe Cyclone and Armageddon in Shield Charge provide no defense bonuses. They could be replaced with Obliteration, which provides 3.75% melee defense. Aegis could be replaced with Unbreakable Guard. Avalanche could be replaced with Superior Avalanche. Mako's Bite could be slotted in a melee attack for 3.75% ranged defense. Not sure why you dropped Swoop. It has the highest DPA in the set. Deflection provides both melee defense and S/L resistance. You need to enhance both. It's better to 3-slot a defense set and 3-slot a resist set. True Grit provides both F/C/E/N/T resistance and +HP. You need to enhance both. Instead of 3-slotting Hasten, slot 2 IOs boosted to +5. I also think your math is off. There's no way going from 2 to 3 slots would decrease your down time by 11s. Don't skip Phalanx Fighting. While the self-defense buff can't be enhanced, it's still 3.75% to all. Don't skip Grant Cover. While the defense buff only applies to allies, the defense debuff resistance and recharge resistance applies to you. I wouldn't bother with the Medicine pool. You would be better served with powers like Maneuvers and/or Combat Jumping that increase your defense.
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In case you're not aware, the buff applied by the Critical Strikes proc doesn't apply to the power it's slotted in. The 50% buff lasts for 3.25s starting 0.5s after the power it's slotted in activates.
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A lvl 50 Hamidon Origin (HO) or D-Sync* enhancement provides a full SO's value for each attribute. Schedule A attributes (acc, dmg, end, rech, mezz, movement, -def) get 33.3% and Schedule B attributes (def, res, tohit, -tohit, range) get 20.%. A lvl 50 2-attibute IO will provide 26.5% for each Schedule A attribute and 15.9% for each schedule B attribute. A lvl 50 3-attribute IO will provide 21.2% for each Schedule A attribute and 12.7% for each Schedule B attribute. If you're only going to slot 1-2 enhancements in a power, HOs/DSyncs are much more efficient. If you're going to slot 3 or more enhancement, you can probably hit the values you need using IOs (and get set bonuses too). There are also combinations you can get with HOs/DSyncs that aren't available with IOs (i.e., def/tohit/end, acc/-def/-tohit, dmg/mez). *DSyncs are functionally the same as HOs but are obtained by running the Dr. Aeon SF.
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Dear Devs: New Enhancement Set Idea and Request
Uun replied to Dogooder's topic in Suggestions & Feedback
I suggest you look at the enhancements in the other travel sets and what they do. Beyond speed and endurance cost, there’s not much to enhance.