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Uun

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Everything posted by Uun

  1. It's tough to enhance everything you want to on a /Shield build. Something has to give. I think what you've sacrificed is +HP. You're not showing the accolades in your build (which provide +20% HP), but you also skip the Unbreakable Guard +7.5% HP piece and didn't enhance the +HP in True Grit or OWTS. It's very easy to hit the scrapper HP cap with OWTS active. Deflection isn't just a defense shield, it also provides S/L resist. Add some resist enhancements. In True Grit, convert 2-3 slots to healing. This enhances the HP buff. In addition to mez protection, Active Defense also provides defense debuff resistance (DDR). Since the DDR stacks, add a 2nd recharge IO. The base defense in Phalanx Fighting can't be enhanced (only the defense from nearby allies). Drop the LOTG def piece. In Tough,. replace the Gladiator's Armor set with Unbreakable Guard res, res/end and +HP. I wouldn't bother with the psi resist IO. +5 the recharge IOs in Hasten.
  2. While technically true, this is also poorly explained. When you attack a foe with SI on, the foe (and some or all of its group) aggros on you. They will attack you regardless of your stealth status. You will, however, continue to be undetectable to another group nearby. Sorry to dash your plans, but SI's stealth does break if you click on a mission object.
  3. This is what I'm currently running on my Storm/Storm/Dark. You'll need more than 11 million inf, but it's a pretty inexpensive build. Uunclear - Corruptor (Storm Blast - Storm Summoning).mbd
  4. Looking at sets that get good stuff early, my recommendation would be Dark/Nature, Ice/Nature or Electric/Nature. All of these give you ST hold, ST immobilize and AoE immobilize early. Dark gives you Fearsome Stare (cone fear) at lvl 8 and Heart of Darkness (PBAoE stun) at lvl 12. Ice gives you Cold Snap (cone slow/fear) at lvl 8 and Ice Slick (location knockdown) at lvl 12. (Defer Arctic Air until later. ) Electric gives you Jolting Chain (chain knockdown) at lvl 6, Conductive Aura (PBAoE end drain) at lvl 8 and Static Field (location sleep) at lvl 12. (Static Field reapplies after being broken by damage.) Nature gives you Regrowth (cone heal) at lvl 1, Wild Growth (PBAoE +res/+regen) at lvl 4 and Spore Cloud (targeted AoE -dmg/tohit) at lvl 10.
  5. At lvl 50 the EBs are challenging but definitely manageable solo. At lvl 25 (natural, not exemped) they're much harder, primarily because your build isn't completely slotted. About the only change I would support would be increasing the level at which they start spawning from 25 to 35.
  6. THIS There's a metric crap ton of content you can run that isn't Council. I solo a fair amount and never run Council missions unless they're part of another faction's arc. (I find Council boring. I didn't run Council missions before the change either.)
  7. I don't currently have a /Kin controller. I had Grav/Kin and Plant/Kin back on live and recall both Singularity and Fly Trap being buffed by Fulcrum Shift. I just spot checked on some of my current characters, and Singularity, Fly Trap and all Thugs henchmen are buffed by Assault, Maneuvers and Tactics. Thugs henchmen are also buffed by Empowering Circuit (+dmg/+tohit). Umbra Beast on my Dark dominator is buffed by Incarnate Alpha, Interface, Destiny and Hybrid Support. Not sure why Fulcrum Shift would be treated differently.
  8. It depends on whether the power that creates the entity has the "boosts are copied to entity" flag. For controller pets and mastermind henchmen, I believe this is always the case. For pseudo pets, it varies. Most are all flagged to inherit buffs (I'm struggling to remember which aren't). Even so, they won't be effected by defense buffs since they're untargetable. Also, both pets and pseudo pets are all flagged to ignore recharge buffs (you can't buff the recharge of the pet's powers).
  9. It's not unique to CoT. In the 2nd mission of Praetor Duncan's arc, you fight Talons in Oranbega. The spawns are also very close together. That said, I don't think it needs to be changed. I enjoy the challenge.
  10. I happen to have a copy of the Issue 6 Prima guide saved on my hard drive. The current cast times are significantly shorter than those from 2005, so at least the BS animations have gotten a once over.
  11. While it doesn't trigger Contaminated damage, Proton Sweep has a 21% chance of granting Contaminated status.
  12. I'm not suggesting Parry and Clobber are comparable. If you don't need the +def, Parry is skippable. Head Splitter has a 10 ft radius vs. 8 ft for Shatter. Both have the same 5 target cap. Head Splitter does more damage. Crowd Control is obviously superior to Slice, but it's a T9 vs. a T2. Slice does very respectable damage for a T2. I was simply comparing the two cones against one another. I play both sets and I'm not knocking War Mace. Your points about War Mace having wider cones are valid, but your complaint in the OP was specifically about the animation times.
  13. I think Broadsword is fine. I was just playing mine yesterday and found it quite enjoyable. The animations may "feel" slow, but it gives you the sense that you're wielding something heavy. You compare it to War Mace, but there's virtually no difference in the animation times. Other than Parry vs. Clobber, the damage is pretty similar too. Cast Arcanatime Broadsword War Mace Slash 1.584 Bash 1.584 Hack 1.584 Pulverize 1.716 Parry 1.584 Clobber 1.452 Disembowel 1.98 Jawbreaker 1.98 Head Splitter 2.508 Shatter 2.508 Slice 2.244 Crowd Control 2.244 Whirling Sword 2.904 Whirling Mace 2.904
  14. Personally, I feel like the additional 7% is meaningful, but you could drop the chance of recharge slow proc.
  15. Radios are NOT tough end game content. If you're looking for more challenging stuff to solo, there's a bunch of Incarnate story arc content (Dark Astoria, Belladonna Vetrano, Number Six, Sister Valeria), the RWZ story arcs, Provost Marchand's/Mister G's story arcs, and most of the lvl 45-50 red side story arcs.
  16. There's no reason to use emp merits to craft T1 or T2 salvage. Threads drop from running all content, plus you get a bunch every time you level. Realistically, you shouldn't need more than 8 emp merits to craft a T3 component or 46 to craft a T4. You can also run the DA story arcs or the Incarnate TFs/Trials, which grant a salvage table reward upon completion.
  17. Powers like Life Drain, Siphon Life and similar powers are in attack sets, not support sets. Slot them with a mix of damage and heal enhancements so that you maintain your dps and get the heal as a bonus. If you want to heal your allies, play a support set.
  18. Swap Titanium Coating for Unbreakable Guard or Aegis. Otherwise, drop at least 1 piece from Mind Over Body and Tough. You're not getting much from the 5 piece bonus. If you have the budget, slot the full Critical Strikes set, not just the proc. Otherwise swap Crushing Impact for Mako's Bite or Touch of Death. In Moonbeam, swap Extreme Measures for 5x Sting of the Manticore.
  19. You have a base tohit chance of 48% against +3 opponents. For powers with 1.0 accuracy (like Fearsome Stare), I generally slot at least 40% in accuracy enhancements (on top of set bonuses). Cloud Senses is a lvl 30 set (which provides lower enhancement values) and you only have accuracy enhanced by 21.75%. If you swapped the Glimpse of the Abyss %dmg proc for Cloud Senses acc/rech, you would get up to 43.5%. Also recommend that you slot the Kismet +acc proc in one of your defense powers.
  20. I don't disagree with anything above, but do have a few more thoughts. Fearsome Stare needs more accuracy. I generally don't slot %dmg procs in it and focus on the debuff (which doesn't work if it doesn't hit). I may be in the minority, but I don't bother taking Tough/Weave with Dark Miasma. I run with about 20% defense and just lean into the -tohit from Fearsome Stare, Darkest Night and Dark Servant. If you team, consider taking Leadership instead. You can slot the Steadfast Protection and Gladiator's Armor +def uniques in Shadow Fall or Frozen Armor. I haven't tried Ice Elemental, but I would consider swapping it for Fire Breath. I know it gets a lot of hate because of the long animation time, but I like stacking it with RoF and Fire Ball, particularly if you've used RoF on top of Tar Patch (stacked slows).
  21. I have a pretty high tolerance for people running non-meta builds and power sets. Most of the standard content in the game can be completed by any combination of players. That said, I had an experience recently that did tick me off. I joined a Kahn TF and we decided to proceed with just 4 players. It was a casual kill most/kill to objectives run set to +1. I wasn't the leader and I didn't examine the other players builds before starting other than noting what ATs we had. It wasn't until the final mission and we were facing Reichsman that I noticed that this one corruptor was dying A LOT. At first I thought he might have been a new player and told him to stay out of melee range. Then someone else noticed that this corruptor had just one power from his primary and maybe two from his secondary. Cleary not optimal. If I had noticed before we started, I wouldn't have agreed to run with 4. Even so, we had managed to get Reichsman down to about 20% health. We were running low on inspirations, but I thought we could probably finish him off. But then another player (not the leader) got into a fight about the corruptor running a troll build and both of them quit the team (I forget who quit first). The corruptor bears some blame for running a troll build, the leader bears some blame for not checking before we started, and the third player bears some blame for getting into fight about it in the middle of and AV fight.
  22. Willpower is largely set and forget. The T9 is the only click power and has a 5 min recharge. You want foes close to you to maximize the +regen from Rise to the Challenge. Slotting is pretty straight forward (see below). Most take Tough and Weave for additional protection. Be aware that Willpower has no protection against -end and very limited resistance to -regen. It's not worth trying to soft cap defense since Willpower has very limited resistance to defense debuffs. High Pain Tolerance: Steadfast Protection and Gladiator's Armor +def uniques plus 2x heal IOs Mind Over Body: 4-6 slot resist set Fast Healing: 1-2 heal IOs (or set) Indomitable Will: 3-4 slot defense set Rise to the Challenge: 6 slot heal set Quick Recovery: 1-2 end mod IOs (or set) Heightened Senses: 4-6 slot defense set Strength of Will: 1-2 resist IOs (or set)
  23. The +absorb proc works fine in Spirit Ward.
  24. Apologies for the late response, I missed your post. Largely agree with @Wimbochismo's comments. In addition to what they said: I don't think you need more accuracy in Infrigidate. I'm not a big fan of the +tohit proc, so you could drop that if you wanted to slot a recharge IO. Don't skip Sleet, it's one of the signature powers of the set. Doesn't need more than 2x recharge IOs.
  25. Don't skip Umbral Torrent. It's a very good cone attack and provides a ton of mitigation. It does require a KB>KD IO. You could move the Overwhelming Force set here and slot Blackstar with Obliteration. Consume is more valuable as a buff (+end, +hp) than an attack. I slot it with a combination of end mod and healing pieces. You have no knockback protection until Blackstar is 6 slotted (lvl 34 at the earliest). Skip Netherworld Tentacles and take Smite instead. Take Temperature Protection much earlier. It provides +regen and slow resistance.
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