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Everything posted by Uun
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Now I really feel old.
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The DoT damage increases with each stack of Tidal Power.
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I've got a Rad/Dark/Dark and a Fire/Time/Soul. If you can hit more than 5 targets, Soul Drain provides a stronger buff with double the duration (but double the recharge). I find that I use Soul Drain primarily with Inferno. Because Spirit Drain is ranged and recharges more quickly, I find I use it more frequently. Power Boost is a fantastic power. The best uses with Dark Miasma are to buff Twilight Grasp's heal and Fearsome Stare's -tohit. Dark Consumption is a good utility power if you have endurance issues, but it has a 6 min recharge. I rarely use it (and skipped it for Oppressive Gloom on my Storm/Storm/Dark).
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Bosses in MSR are lvl 54. Fold Space won't work on them regardless of your incarnates (even with a +1 level shift).
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Dark Mastery no longer has Soul Drain. It was changed to Spirit Drain (a Ranged AoE buff with a 5 target cap) in i27p7.
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Same for Melt Armor and Tar Patch.
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Good point. My Axe is /Bio and I still find myself shifting to Efficient pretty often.
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Looks pretty solid. You've got another 2 slots to place. Split the Superior Scourging Blast set between 2 powers to double up on the 10% recharge bonus. Add the Shield Wall 5% +res and Reactive Defense scaling resist pieces to Shadow Fall and/or Weave. Consider Sting of the Manticore instead of Experienced Marksman in Blazing Bolt.
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Not sure what you mean by unplayable, but you're doing something wrong. You should be able to have a very playable build without any of those. Invul only has 3 toggles and 4 of its powers are autos that use no endurance.
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Snow Storm can be useful at low levels, but it quickly becomes overshadowed as you gain more powers. I keep it primarily to ground fliers, but it's 1-slotted. O2 Boost has its uses (as described above), but it doesn't need more 2-3 slots. I usually 1-slot it with the Preventive Medicine %absorb proc.
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There were no changes to tanker ST damage. Other than change to the buff modifier discussed above, the only other change was a reduction in the -res modifier. This is pretty niche and I believe only affects Bio.
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There's a lot of confusion about this. A change to the tank damage scalar was never contemplated (and obviously never went into effect). What they changed was the tank Melee_Buff_Dmg modifier, which was decreased from 1.0x to 0.875x. This effects damage buff powers like Build Up, Rage and Soul Drain (but not Assault).
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After p2 I dropped the procs from CC and currently have it slotted with 5x Bombardment. Someone posted that Slow procs still work, but I haven't tested it yet.
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I reported it as a bug.
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Before p2, Synaptic Overload mob notification was set to "Never". It's now set to "HitOnly" (in game it still says Enemies will not notice this attack). Because bosses can be hit but not confused, the power now causes aggro. If this change was intentional, it wasn't mentioned in the patch notes.
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It looks like mob notification was changed from "Never" to "HitOnly". Since bosses won't be confused with one application unless you have Domination up, they will now be aggroed if they are hit. Not sure if this change was intentional, but it certainly wasn't mentioned in the patch notes.
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I use it for positioning and moving between targets. I have enough acc/tohit in my builds already that the buff from CT is superfluous. I use keybinds to TP me to targets (and away from targets - I have one that sends me backward 100 ft).
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Only Love Can Hurt Like This - Ashling Corlett - Level 41-49
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What are you fighting? Unless you're fighting a faction that drains endurance (Clockwork, Outcasts, Arachnos), you really shouldn't be having those kind of endurance issues with that slotting.
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The Holy Trinity ISN'T, because of defender and other debuff/buff abilities
Uun replied to Psylenz0511's topic in Defender
Correct. Although it's likely overkill, I usually +5 them. -
Congratulations on entering the elite corps of Storm/Rad defenders. I haven't remade it on HC, but played one on live from i3 to sunset. I'm not sure what you're trying to do with Gale. The damage isn't worth enhancing, but you've only slotted 1 %dmg proc. In any case, it needs more accuracy (turn off Aim in Mid's). O2 Boost isn't a great power and not worth the 6 slot investment. The +reg/+rec unique needs to be in an active power and will only work for 120s after using O2. There's no reason to take both Gale and O2 Boost, so just pick one. Steamy Mist should have 6 slots. Both the defense and the resistance are worth enhancing. Freezing Rain isn't worth slotting for damage and procs have a low chance to fire. Slot 2 recharge IOs or 3 pieces of a Defense Debuff set. Hurricane should be slotted with a Tohit Debuff set (which will also cover end reduction). It doesn't require more than 3-4 slots. Note, the kb>kd doesn't affect the repel. Sting of the Manticore is a better choice in Proton Volley. Slot the Gaussian's %bu proc in Aim In Cosmic Burst, swap the dmg/rech for the %dmg proc Don't skip Irradiate. It's a massive defense debuff with a huge radius and accepts a lot of %dmg procs.
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I'm using it on my Plant dominator. Dropping it in the middle of the spawn before casting Seeds seems to eliminate return fire. Spirit Tree is now pretty sturdy and has a 60s duration. I don't use it for the regen buff and haven't found the need to add any slots. Note that the taunt aura has a 5 target cap.
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Combat Teleport is also a good place to slot the Rectified Reticle: Increased Perception global. Unlike the Warp: Range/Increased Perception IO, the Rectified Reticle IO is always on.
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Does Spring Attack need to be slotted for Accuracy?
Uun replied to Story Archer's topic in General Discussion
Mid's seems to have issues displaying 2-part attacks (the 1st part is the teleport, the 2nd part is the damage). It has the same problem with Savage Leap (although oddly not Burst of Speed, Lightning Rod or Shield Charge). Per the link above the radius is 15 ft, but note that there is additional damage to targets within a 5 ft radius.