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Everything posted by Uun
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The interesting thing is that your toggles won't drop when you're held or stunned. So while you can't attack, generally you're perfectly safe just standing there for a few seconds. I haven't tried this against +5s, but I often do this when Malta stun my Fire tank.
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The ambush usually has 2-3 Longbow Warden bosses and the Ballista elite boss. I believe the power sets of the Wardens and the Ballista are randomized, so whether one of them has Detention Field is a crap shoot. I've done the mission dozens of times and whether I succeed or fail is largely a function of whether one of them hits me with Detention Field.
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page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
I was primarily testing the changes to Beasts and Thugs (and will post my comments about those in the appropriate threads), but will offer more generic feedback on the MM changes. First run was on my Thugs/Elec doing Sister Airlia's first 2 missions set to +4/x6. These missions don't seem to have been adjusted for the increase in mob levels and everything was lvl 54 (no lvl 55s) and I and my henchmen had a +1 shift. Henchmen seemed sturdier, although I still had to resummon the T1s and T2s numerous times, particularly against the Longbow. No issues in the first mission against the Cimerorans. Second mission against the Longbow went fine until I freed Ghost Widow and the ambush spawned. Got hit with Detention Field and sat there "Only Affecting Self" while GW was pummeled into mush and the mission failed. (This issue isn't unique to MMs and happens quite frequently with this mission. There should be a way to exclude Longbow Wardens with phase shift powers from being included in the ambush.) Second run was on my Beast/Traps doing a Council paper mission set to +4/x6 (with a +1 shift). Ran into lvl 55 mobs almost immediately, and they proved to be too much for my henchmen. I reset the mission to +3 and it ran much more smoothly. In contrast to the Thugs, the Beasts seemed less sturdy than they do on live and I feel like I was resummoning much more often. -
Dimension Shift is already a toggle with a maximum duration of 20s. There already are Longbow Gravity Wardens, but they don't have Dimension Shift. The Illusion Wardens do have Detention Field. I seem to always run into them in the mission where you have to rescue Ghost Widow, and I sit there looking at "Only Affecting Self" while the Longbow pound her into mush.
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Black Hole was changed in the most recent patch. Only foes immune to the pull are made intangible. Dark Miasma Black Hole This power now applies a trawl (reverse repel) effect. Targets that are immune to the trawl effect will be phased. This seems massively OP.
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Hold resistance doesn't prevent you from being held, it just reduces the duration. If foes are holding you through your status protection, it's because they're stacking holds that exceed your hold protection (Mag 12.975 excluding T9s, RoP, Support/Melee, etc.). Assuming each hold is mag 3, that means 5 holds have been stacked on you. A similar thing happens to me with stuns when fighting Malta.
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You seem to be unaware of how Dimension Shift actually works. Note highlighted portion of the power description below: Location-targeted AoE toggle. This power folds space in an area, immobilizing and phasing all targets within the sphere. Enemies who enter the area become immobilized and phased for the duration of the effect. Allies who enter the sphere's area of effect will enter the phase as well, allowing them to combat phased enemies. Detoggling this power ends the effect, bringing the phased creatures back into the physical world. Maintaining this dimensional distortion is taxing on the user, and cannot be done for more than 20 seconds.
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page 3 [FOCUSED FEEDBACK] Thugs Adjustments
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
The highlighted information is incorrect. Per the screenshots below, Tactics is granted by Equip Thugs and Assault is granted by Upgrade Equipment (unchanged from live). -
page 3 [FOCUSED FEEDBACK] Beast Mastery Adjustments
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Patch notes are incorrect. Tame Beasts doesn't accept Resistance enhancements/sets, it accepts Healing enhancements/sets. There doesn't appear to be a way to enhance Dire Wolf Will of the Wild for resistance. -
I think this is current but I haven't checked (file is dated 9 months ago). No purples or HOs slotted yet. Uundercover - Stalker (Ice Melee - Stone Armor).mbd
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The DDR from Active Defense stacks. Stick another recharge in it.
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/Marine, /Nature or /Time corruptor.
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I've got an Ice/Stone stalker that I really enjoy and is virtually unkillable. (Ice is better on stalkers than scrappers.)
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TLDR Every response doesn't need to be 4 paragraphs.
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Electric, Dark and Fire, and to a lesser extent Radiation and Psionic (due to their absorb shields and +regen). Bio is a hybrid set and only has resistance to S/L/T, relying on defense against F/C/E/N/P. I consider Invul to be a hybrid set as well.
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They weren't cancelled, they were in development when the game was shut down and the HC devs haven't seen fit to release them. Both have been released on one or more of the competing servers. They are not the same and neither of them provides defense. https://cod.uberguy.net/html/powerset.html?pset=pool.gadgetry https://cod.uberguy.net/html/powerset.html?pset=pool.utility_belt
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I can't find the patch note so maybe I'm misremembering or confusing it with another power, but I think Spirit Ward was originally a click and changed to a toggle at some point.
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Unfortunately, things like this require new animations and the dev team is severely limited in its ability to do this.
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That seems like a problem with your build or your play style. Properly built, Fiery Aura works perfectly well for general content. I've had my Fire/Fire tank on HC for 3 years (as well as a Fire/Mace tank back on live) and never farm. As I posted 2 pages back, I tanked a Master of Kahn run with it just last weekend. Pretty sure I never used my heal once against Reichsman.
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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).
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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.