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Uun

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Everything posted by Uun

  1. Sentinel T9s have shorter recharge than the blaster versions (90s vs. 145s), which explains the larger difference in damage. Many of the sentinel T9s (including Blackstar) have 2 radii, with higher damage inside a 10 ft radius and lower damage between 10 ft and 20 ft.
  2. The arc/radius buffs that tanks get via Gauntlet make a huge difference, particularly to Shadow Maul and Touch of Fear.
  3. Not disagreeing that this happens, but it's not the only power in the game that has this problem. Among the others: Martial Assault/Trick Shot, Electric Control/Synaptic Overload and Electric Control/Jolting Chain. The latter two use pseudo pets and it still happens.
  4. Invulnerability is a hybrid resist/defense set. While it has high levels of S/L resistance, its resistance to other damage types is moderate at best and it relies on defense from Invincibility and Tough Hide. It originally had no DDR, with 50% added to the set in Issue 13. It currently has higher DDR than Ice or Stone, both of which are defense sets. Bio*, Dark, Electric, Fire, Radiation and Regen have no DDR and building these sets for soft-capped defense is a waste. Willpower has a nominal amount (17.3%) that doesn't do much. *I'm surprised that most versions of Bio don't have any DDR (the sentinel version does), since it relies on defense for its F/C/E/N protection.
  5. Neutrino Bolt can absolutely be spammed endlessly (unenhanced it has a 1.5s recharge), but it's very low damage. Proton Volley and Cosmic Burst have roughly double the DPA and 3x the defense debuff, plus Cosmic Burst has a mag 3 stun. I don't recommend skipping them.
  6. You lose the +def of Parry (which you don't need with Shield) and gain more AoE and a less resisted damage type. Tank Fiery Melee is all about the AoE - it has 2 PBAoEs plus a cone, and with tanks' radius and target cap buffs, stuff just melts. If you skip Scorch, it's lacking in ST damage until Incinerate and Greater Fire Sword come along.
  7. 100% uptime is impossible as the 3 minute recharge can't be changed. The recharge of RoP can't be enhanced and is unaffected by global recharge. You do you, but I'm not sure how you envision occupying your time. Rad Em has 3 debuffs - 2 of them are toggles and the other has a 90s recharge. Presumably you would be blasting? Neutrino Bolt, Irradiate and Neutron Bomb is hardly an attack chain. All of Rad Blast's powers debuff defense and the debuffs stack. There's really no reason to enhance the debuff as it just becomes overkill. The attraction of blast sets that debuff defense is that they accept a large number of procs. Always rely on City of Data over Mid's. The most efficient slotting for Choking Cloud is 3 end/hold enhancements (from 3 different Hold sets). You keep all your slots when exemplared but your enhancements become less effective. https://homecoming.wiki/wiki/Exemplar_Effects_on_Enhancements
  8. It seems to me that using Enflame on Singularity would be suboptimal. Enflame has an 8 ft radius, while Singularity's Repel has a 9 ft radius (although if you have Singularity slotted with kb>kd proc, the kb chance is reduced to 20%). Would it work better to put Enflame on Dark Servant or one of the bosses?
  9. The amount of defense Stealth provides varies by AT. On a defender or tank it provides 2.5% that doesn't suppress plus 10.0% that suppresses. On a blaster or sentinel it provides 1.75% that doesn't suppress plus 7.0% that suppresses. The other ATs fall in between. The unsuppressed defense is exactly the same as that provided by Combat Jumping or Hover. The portion that suppresses is 80% of the total.
  10. This issue was raised on the Bug forum at the time Page 6 was released. The change to sentinels wasn't listed in the patch notes but was apparently intentional.
  11. Chain Fences is a mag 3 immobilize. Electric Fence is the mag 4 immobilize.
  12. I split Vigilant Assault into two groups of 3 pieces in order to double up on the recharge bonus. I put one of the groups of 3 (but not the proc) into Storm Cell. I put the full Defender's Bastion set into Chain Lightning.
  13. Other than needing to dismiss your pets at certain points in order to get particular badges, controllers do fine on Incarnate Trials. Incarnate Trials aren't that hard if you know what you're doing and controls are effective during most of them (other than the AV fights). I'm not a big player of hard-modes, so I have limited experience running controllers through that content. There's a lot more mezz resistance/protection, so controllers will be leaning more on their secondaries (unless they're Illusion).
  14. I haven't tried it on a stalker or tank, but I quite enjoyed it on a scrapper.
  15. I'll run whatever size, but I feel like 4-6 is the sweet spot. There's no challenge in running an 8-person team through most x8 content, but 4-6 people running at x8 feels pretty good.
  16. You need a magnitude 2 hold to affect a minion, a mag 3 hold to affect a lieutenant and a mag 4 hold to affect a boss. Every 2 seconds, Choking Cloud/Entangling Aura provides a 50% chance of a mag 2 hold and an 80% chance of a mag 1 hold. After 2-3 pulses, these should stack to mag 3 on everything in the AoE. Char is a mag 3 ST hold available in the Fire Mastery Epic (there are other ST holds available in Elec, Leviathan, Mace, Mu, Psi and Soul Mastery). When Char is used on a boss within Choking Cloud's AoE, the magnitude will stack to mag 6 and the boss will be held.
  17. My point exactly. Nerve Core Alpha is the same as slotting an acc IO in every power. You wouldn't get the same experience if you weren't running Nerve.
  18. I run Entangling Aura (Choking Cloud clone) on my Nature/Seismic defender and Fire/Nature controller. I tried the Lockdown proc and found it didn't fire that often and ended up dropping it. My slotting is 3x end/hold IOs, which will generally hold all minions and lieutenants after 2-3 pulses. On the defender I took Char to stack magnitude to hold bosses.
  19. Here's my Illusion/Poison. I don't generally run hard modes, but I can solo AVs with this. I usually run with Intuition Alpha, which is a few seconds short of perma-PA. I swap to Spiritual Alpha for perma-PA at the expense of damage and debuff values. This build dates from before the changes to power availability levels, so would be a bit different if done today. Uunseen - Controller (Illusion Control).mbd
  20. I'm not saying not to slot the AH proc, but the attacks have to hit for the proc to fire. Your base chance to hit against +3s is 48% (39% against +4s) and accuracy is required. Fully slotted Tactics isn't enough. A 1-slotted Fly Trap is just a waste of a power pick.
  21. On my most recent /SR scrapper I put 6 slots in one toggle (for the complete Reactive Defense set), 3-4 slots each in the other toggles and 3 slots each in the passives (one of which was a Kismet +acc).
  22. In case you overlooked it, the new Dark Mastery epics get Murky Cloud (F/C/E/N), not Dark Embrace (S/L/N/T) that defenders/corruptors get in their Dark Mastery. If you want Dark Embrace, go with Soul Mastery.
  23. It's the only way to be sure.
  24. Illusion/Dark should be able to handle it. I would start with +2/x3 and increase if that's too easy.
  25. Poison is most effective when played in melee range. Its signature power is a PBAOE debuff toggle with a 15 ft radius. If you're not comfortable with that, you should consider another secondary. You're relying on %dmg procs in Strangler, Carrion Creepers, Paralytic Poison, Poison Trap, Fissure and Seismic Smash. All of these require accuracy to hit, but you've slotted none or very little in those powers. You do have Tactics, but you've only slotted it with the Gaussian's %bu proc. (You have the proc toggled on in Mid's, so it's greatly inflating your accuracy numbers. You also have Vengeance toggled on which is doing the same.) Tactics requires end reduction if you intend to run it and should also be slotted for +tohit if you're relying on it for procs to hit. Alkaloid is skippable. Envenom requires accuracy or an Accurate Defense Debuff set. Weaken is absolutely unskippable. Slot with an Accurate ToHit Debuff set. You have no knockback protection. Slot a Blessing of the Zephyr -kb in Hover or Fly. Spirit Tree is skippable. Tough is unslotted and you didn't take Weave, making Kick and Tough completely pointless. At the very least you could use Tough to mule the Steadfast Protection and Gladiator's Armor +def uniques (both of which you skipped), but I recommend adding Weave for additional defense. Fly Trap needs 4-6 slots (typically Expedient Reinforcement) or should be dropped. Venomous Gas requires end reduction and should also be slotted for -tohit, either 3-4x Dark Watcher's Despair or 2x Enzymes. 5 pieces of Red Fortune each in Maneuvers and Rock Armor for two 5% recharge bonuses isn't worth the slots (which you need elsewhere).
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