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Double XP is active on all shards until October 21st
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Everything posted by Uun
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It's a poor copy of Oppressive Gloom. OG has a 12 ft radius and a 10-target cap. Disrupt has an 8 ft radius and 5-target cap. OG also activates twice as often and has a 50% greater duration.
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I'd like to see an option to convert Empyrean Merits directly to common and uncommon components without having to convert them to threads first (the way it works for rare and very rare).
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The major difference between ToT and zone invasions is that ToT foes have levels while zone invasion foes don't. In the case of ToT, while your notoriety settings may not impact the rank (minion/lieutenant/boss) of the foes, they do impact the level of the foes. That said, I don't believe any of the ToT enemies spawn higher than lvl 52.
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Precise Strike has a 20% chance of a mag 2 stun. Sky Splitter has a 100% chance of a mag 3 stun. I skipped Disrupt on my EM/EA stalker and EM's got a chance to stun in just about every power.
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FWIW I went Arsenal on my Seismic/Earth. I took Body Armor, Cryo Freeze Ray and Surveillance. Body Armor is weaker than the toggle armors but it doesn't suppress when you're mezzed and it covers all damage types except psi.
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Unless there's an AV you need them to focus on, Aggressive/Follow should work 99% of the time.
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Not sure how you figure that: Neutrino Bolt: 25.0252 dmg / 1.188s cast Arcanatime = 21.06 DPA X-Ray Beam: 41.7087 dmg / 1.848s cast Arcanatime = 22.57 DPA
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- radiation blast
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What setting are they reverting from, Attack My Target, Stay or Goto? If Attack My Target, it will revert to Follow if your target and nearby hostiles are defeated.
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I've already got /Rad and /Ninjitsu sentinels and wanted to try something new. Haven't done Invul in a while so that might be an option.
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Darkness Manipulation is a blaster secondary. Corrupters get Dark Miasma. @Snarky is currently running every mission from every contact on a Dark/Dark corruptor, but not sure if he's posted his build.
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Not a huge difference, but brute gets my vote. Spines toxic DoT doesn't benefit from critical hits but does benefit from Fury. Regen is slightly better on brutes due to their higher hit points, plus they get a taunt aura (which will keep foes closer to you).
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I'm planning a new sentinel and looking at Assault Rifle for the primary since I haven't played it since live. How do the sentinel versions of Ice Armor, Regen and Psi Armor stack up (also sets I haven't played on HC)?
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Drop the Decimation %BU proc from Cryo Freeze Ray. It's a 1 PPM proc and in a power with an 8s base recharge its chance to fire is 16%. You've also got it toggled on in Mid's, which is inflating all your tohit and damage numbers. Sleep Grenade should be slotted with a Ranged AoE Damage set (including %dmg procs). Enhancing the sleep duration is a waste. Times Juncture requires end reduction. Liquid Nitrogen's damage is minimal and not worth enhancing. Slot a recharge IO and/or a slow IO. Cloaking Device doesn't need more than 1-2 slots. Most of the defense suppresses in combat. If you're going to use Teleport for travel, it needs end reduction. Slot one of the Teleport or Universal Travel end/range pieces. Slot Distortion Field for slow, not hold. The hold only has a 2% chance to occur every 1s. You can also slot the 2 Slow set %dmg procs for a little extra damage (they're OK, not great). Maneuvers doesn't need more than 3 slots. Don't skip Flash Bang. It's your "go to" every spawn control. Tri-Cannon needs more slots for acc and dmg, but it doesn't need the resist aura (it has 80% resistance to everything out of the box). One of the best controller pets. Slowed Response requires accuracy. It's also a good candidate for %dmg procs. The Panacea +HP/+end proc shouldn't be slotted in Chrono Shift. It needs to be in an auto power or toggle. Drop Mace Mastery for Energy Mastery. Pairing Power Boost with Farsight is a must. It more than doubles the defense buff for the entire 120s duration and negates the need for all the extra defense you're including in the build. You could drop the Fighting pool entirely. Power Boost also buffs the heal and recovery in Chrono Shift.
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Pairing Psychic Blast with Mental Manipulation is asking for a world of frustration. Foes that resist psionic damage (i.e., robots) resist it A LOT. Other than Telekinetic Thrust (50% smashing) and Telekinetic Blast (25% smashing), all the powers in both sets are 100% psionic damage. You can offset this a bit with %dmg procs and pool powers, but you'll find yourself avoiding factions rather than feeling like you're beating your head against the wall.
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The ghosts phase and become invisible. If you don't have +perception, you probably can't see them. Your pets are probably attacking a phased ghost.
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I haven't played Pyro yet, but here are a few thoughts on /Cold and other things: Drop the def/rech in Maneuvers and move the slot to Tactics. In Arctic Fog, drop the LOTG def/end/rech and slot Gladiator's Armor res. In Sleet, you can get similar values and pick up some set bonuses if you slot Undermined Defenses. In Heat Loss, you can get similar values and pick up some set bonuses if you slot Preemptive Optimization. Take Infrigidate earlier? Consider adding more slots/%dmg procs.
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I haven't tested this, but in addition to the -def and -spd, Shoal Rush also triggers Frenzy/Rough Waters in Tide Pool. Perhaps the former is an AoE and the latter is a cone (similar to Fault in Stone Melee). I have both Shoal Rush and Soothing Wave on my Arsenal/Marine controller. I 3-slot Shoal Rush with Shield Breaker acc/rech & %dmg and Achille's Heel -res. I haven't parsed the combat logs, but my proc rate is definitely closer to the 26% calculated for a 360 degree arc than the 48% calculated for a 90 degree arc (factoring in the slotted recharge).
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I don't recall when this was changed, but I don't think they rezzed when Marchand's arc was originally added. It's a bug that happens occasionally. I've seen it once or twice.
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I'm not going to spend the time to search and link them all, but this has been suggested many, many times.
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Mid’s is wrong. That of Essence can only be slotted in healing powers with a tohit check (i.e.,Dark Regeneration).
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I typically top out at 4 or 5 stacks.
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I believe it's determined by how long you've been in the zone and how long it's been since you've attacked/been attacked. If you zone in and immediately log, you'll get a 14s or 19s timer, but if you stand there for a few minutes without doing anything you'll get 4s.