Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Uun

Members
  • Posts

    3908
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by Uun

  1. Monument of Iron is one of the 7-day temp powers you get for completing the Cathedral of Pain trial. It provides mag 1 hold/sleep/stun/immobilize protection and 50% hold/sleep/stun/immobilize resistance. It's nowhere near as useful as the other temp powers. Perhaps it could be tweaked so it's on a par? Perhaps increase the magnitude to 2 or 3? Anger Monument: +25% S/L dmg, +20% F/C/E/N/T/P dmg Heart of a Storm Elemental: +5% HP, +40% regen The Perfect Eye: +15% acc, +50% perception The True Furnace: +10 max end, +33% end drain resistance
  2. I like that Lifegiving Spores has a 4s recharge and can be redeployed easily. I would endorse this change for Spirit Tree and Triage Beacon. That said, I find that Lifegiving Spore's healing effects are too weak to make much difference and only worth deploying in prolonged fights. I have it on my Fire/Nature controller but skipped it on my Nature/Seismic defender. Also, they really should fix the graphics of all 3 powers to properly show the extent of the AoE. You would never know it from the graphics, but Spirit Tree and Triage Beacon both have 40 ft radii while Lifegiving Spores has a 15 ft radius.
  3. Except that Triage Beacon, which is in a buff set, has the same stats and recharge.
  4. Uun

    Most damage

    I may be in the minority, but I use Energy Punch or Bone Smasher on foes with low health.
  5. What control set are you referring to as "psionic"? Mind? Illusion? With either of these, the issue you run into is that there's no reliable way to set up AoE containment. Controllers do double damage to foes that are "contained" (held, stunned, immobilized or slept). This becomes less of an issue for Illusion after it gets Phantom Army. Accuracy of all the control sets is pretty much the same, so you shouldn't be missing more with one set than another (assuming similar slotting and acc/tohit buffs). I would encourage you to consider a different secondary than Empathy. It's largely unchanged since the game was launched and underperforms most of the other buff sets. Nature, Pain, Electric and Thermal are all superior options.
  6. I don't have it on my Plant/Martial dominator, but I do have Triage Beacon on my Beast/Traps mastermind. I still only pull it out for longer fights.
  7. Uun

    My First Tank

    I don't have a tank build but I'm currently leveling a Battle Axe/Bio brute. Bio has a lot of moving parts. It's a hybrid set that relies on layered mitigation - resistance for S/L/T and defense for F/C/E/N/P, topped with an absorb shield, targeted heal, hp and regen buffs and foe damage debuffs. It's got one of the better T9s in the game, with a short recharge and no crash. On top of that the set allows you to choose between 3 different adaptations (Offensive, Defensive and Efficient). None of the powers are skippable, but many of them don't require more than 3 slots. Battle Axe is pretty straight forward. It's got 2 AoEs and every power does knockdown or knockup. You can skip one of the T1 powers and potentially Build Up and/or Cleave (targeted AoE with 40 ft range and 3 ft radius). I don't recommend it, but you could also skip Taunt.
  8. You don't mention it above, but Power Boost should also increase the duration of Howling Twilight's stun, Fearsome Stare's fear and Tenebrous Tentacles' immobilize. It should also be buffing the slow in Tar Patch. The reason Power Boost doesn't affect Shadow Fall's defense is that Shadow Fall is flagged to ignore external strength buffs. I also wanted to add a comment on the duration of Power Boost's effects. PB has a duration of 15s. Toggle powers and pseudo pets will be boosted until the 15s duration expires, but click powers don't have this limitation. For example, the increased tohit debuff in Fearsome Stare will last for the full 20s duration and the fear duration will be increased from 22s to 44s. This is why Power Boost is so loved with sets like Force Field - the increased defense buff lasts for the full 4 minute duration of the shields. Note, any defense shield that also has a resist component (i.e., Cold) cannot be power boosted.
  9. Every power in Battle Axe (except Swoop) has mag 0.67 knockback. Knockback with a value of less than 1.0 is knockdown. If you're fighting below your level or fighting foes weak to knockback (i.e., Clockwork), it's possible for the knockdown to be converted to knockback. No you didn't. I have it 6-slotted with Touch of the Nictus.
  10. Brute/tank damage auras also require a tohit check for the damage component. The taunt component is autohit, as it is for all taunt auras, whether damaging or not and regardless of AT. It's the taunt aura that draws foes in and keeps them close to you, not the damage aura. Scrapper taunt auras work exactly the same way as brute/tank taunt auras, with the only difference that they're mag 3 instead of mag 4. I've played Invulnerability on a scrapper since 2004 and have no issue standing in the middle of hoards of enemies. (I also do this on Rad and Shield armor scrappers.) Nobody is trying to one-up you. You made blanket statements about how ATs are designed and what their roles are. Just because you say it doesn't make it so. You keep on conflating damage auras with aggro control when they have nothing to do with it. Taunt auras control aggro, whether they're on a scrapper, brute or tank.
  11. There's no reason to take both Chop and Beheader. Pick one. All the Battle Axe powers do knockdown, not knockback, and don't require kb>kd IOs. Inexhaustible is an auto power and doesn't require recharge or end reduction. Two +5 heal IOs give you all you need. Ablative Carapace wants more recharge to make it perma. The +hp/+end unique needs to be slotted in a toggle or auto power. One option would be to put the Preventative Medicine set in Ablative and the Panacea set in Inexhaustible. Recommend adding a 5th piece to Panacea for the recharge bonus. DNA Siphon has a tohit check and requires accuracy. The %end proc isn't really needed, but I recommend adding slots for acc and recharge. Add 1-2 slots to Parasitic Aura. Genetic Contamination is a damage aura and doesn't need 6 slots. Recommend dropping to 3-4 slots and moving the ATO to a power that would benefit from the recharge.
  12. Quills is in a scrapper primary, not an armor set. NONE of the scrapper taunt auras require a tohit check. They are all autohit.
  13. Energy Aura - Entropic Aura debuffs foe recharge. Energy Drain has no taunt. Invulnerability - Invincibility also buffs tohit. Radiation - Taunt aura is in Beta Decay, which debuffs foe defense and tohit. Radiation Therapy has no taunt. Shield - Against All Odds debuffs foe damage. Willpower - RTTC debuffs foe tohit. Although not in the damage auras, Dark Armor has scaling heal in Dark Regeneration, Ice Armor has scaling +end/+def in Energy Absorption, Electric has scaling +end in Power Sink and Fire has scaling +end in Consume. Against All Odds debuffs foe damage.
  14. Another thing on the ambush - the Longbow bosses shouldn't be able to use untouchable powers on you, or inspirations should break you out of it. Sat there "Only Affecting Self" for 30s while they pounded Ghost Widow into mulch.
  15. Damage auras aren't a distinguishing factor. Only 6 of the 11 tank primaries and 13 brute secondaries have damage auras. ALL of the tank primaries and brute secondaries have taunt auras.
  16. All versions of Rain of Arrows summon a pseudo pet with a 1s duration that does the damage. They summon a separate pseudo pet with a 3s duration that provides the visual.
  17. Of those 6 sets, only Bio has a damage aura (although it's a different power). Those sets don't have damage auras on brutes or tanks either. You're correct that the other 5 sets with damage auras don't have taunt auras on scrappers. My point is that there are options for taunt auras on scrappers.
  18. I've got a Fire/Fire that I play pretty often.
  19. Actually, it's exactly that. For most powers, your base chance for a critical hit is 5% for minions and 10% for higher ranked foes. The Scrapper's Strike global increases the chances by an additional 3% for minions and 6% for higher ranked foes to 8% and 16% respectively. The Critical Strikes proc increases the chance for a critical hit by an additional 50% for 3.25s (to 58% and 66% respectively if you've got the global). https://cod.uberguy.net/html/power.html?power=set_bonus.set_bonus.critical_strikes_proc&at=scrapper
  20. I'll try to remember next time I get that map, but you get kicked from the map once the mission fails.
  21. Uun

    Status Resistance

    The only thing some armors have 10000% resistance to is knockback.
  22. Test it out, but I think the first one. You definitely want the Critical Strikes proc in Follow Up. Personally, I would change the FFB proc in Focus to a %dmg proc.
  23. The only heal I've got on my BS/Shield is Rebirth Destiny and I don't use it much. I don't have any of the +regen uniques slotted, although I am at the HP cap when OWTS is active.
  24. Both the Gaussian's and Decimation procs are 1 PPM. In addition to the PPM value, proc chances are dependent on the base recharge of the power they're slotted in. It gets more complicated for cones and AoEs. Slotted in Follow Up (which has a base recharge of 12s) the chance to fire is 21.4%. Slotted in Focus (which has a base recharge of 6.4s) the chance to fire is 12.6%. These assume no recharge slotted in the powers - your chances decrease if you slot recharge. In order to get good value from these procs, they need to be slotted in powers with longer recharges. For example, the Gaussian proc has a 100% chance to fire in Build Up (which has a base recharge of 90s). See below for a link to @macskull's PPM calculator spreadsheet. You'll need to save a copy if you want to make changes. https://docs.google.com/spreadsheets/d/1vd4ZZd1jfhOzdZZkGxC9O0NN5G0T1EdWPu_XRrV6s0U
  25. This is the 2nd mission in Sister Airlia's 1st arc. Ghost Widow is held hostage by Longbow in the last room and an ambush spawns after you free her. At x4 the ambush includes 1 EB, 2 bosses and a crap ton of Longbow. The mission fails if Ghost Widow is defeated. It's a fun mission and I enjoy the challenge. I've run it successfully a bunch of times on many different ATs. I always pull the captors away and defeat them before freeing GW. I also clear the map before freeing her. The mission can occur on several different office maps. On most of them the ambush spawns at the entry to the room, so the foes are only coming from one direction. One map is problematic. The last room is the large square 2-level room with a hole in the floor. GW is held hostage on the lower level. After she's freed, the ambush spawns on the upper level and drops down on you through the hole in the floor, as well as the 2 staircases on the back and side walls, so you're being attacked from 3 directions. There's no delay between freeing her and the ambush spawn. Every time I've run the mission on this map, GW is dead within 10 seconds. My suggestion is to move the ambush spawn point (on this map only) from the upper level to the room entry on the lower level.
×
×
  • Create New...