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Uun

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Everything posted by Uun

  1. If I'm upgrading a character and removing a set from a power, I'll drop the removed enhancements in my base rather than selling them if they're something a future character might need. I generally limit this to uniques and pricier enhancements. I'll also do this if I end up with something useful in the course of converting. For the most part though, all my characters self fund and just buy stuff as needed.
  2. The distinguishing characteristic of the pets you list vs. those you don't (Animate Stone, Jack Frost, Singularity, Tri-Cannon and Reverberant) is that they're squishier. If you don't have a secondary that allows you to buff/heal your pets, they die a lot. Other than that, the change I'd like to see for Gremlins and Imps is to eliminate the -1 level shift.
  3. For 30s at a time with a 60s recharge. For me, the decision between Fly and Mystic Flight has nothing to do with Afterburner vs. Translocation. It has to do with whether I want Rune of Protection on that character.
  4. Not true. Their stats are identical. It's only Afterburner that makes Fly faster. https://cod.uberguy.net/html/power.html?power=pool.flight.fly&at=defender https://cod.uberguy.net/html/power.html?power=pool.sorcery.mystic_flight&at=defender
  5. Please read what I said in its entirety rather than quoting pieces out of context: "While I'm not a fan of Hover or Air Superiority, I think both are fine as is and don't need to be changed or replaced. "
  6. Works fine for me. From the Mid's menu, select Build Sharing/Import Data Chunk and paste into the window.
  7. The Flight Pool was tweaked in i27p2 when Evasive Maneuvers was added and Afterburner was made a sub-power of Fly. While I'm not a fan of Hover or Air Superiority, I think both are fine as is and don't need to be changed or replaced. My suggestion for Group Fly would be to move the prompt to disable it from Null the Gull to the Options Window. It could work like the option requiring a prompt for teleports.
  8. I'm surprised the clones have picked up Marine already. Usually it takes a while for the clones to use the new sets. A couple years back my Rad Melee/Rad Armor scrapper faced a clone that was Rad Blast/Rad Emission.
  9. It was changed pretty recently (i27p3). It's particularly nice if you have one of the stalker primaries with a PBAoE attack, as you get the (50% chance) stealth crit out of Hide.
  10. The immobilize can't do anything if it misses, so accuracy increases your chances of hitting the target. You still need sufficient magnitude for the immobilize to effect the target: mag 2 for minions, mag 3 for lieutenants, mag 4 for bosses and AVs, mag 7 for elite bosses. As stated above, the ST immobilize is mag 4 and the AoE immobilize is mag 3 (without Domination).
  11. I agree that SR is pretty much set and forget. Another option would be Willpower. The only clicks are the T9 (which is kind of "meh") and the rez. Of the two, SR is the better armor.
  12. Immobilize enhancements increase the duration of the immobilize effect, not its magnitude. Base duration (without Domination) for both Ring of Fire and Fire Cages is 22 seconds, so added duration isn't that useful. If you're going to 1-slot the power, you're better off slotting accuracy. This especially applies to Fire Cages, which has a 10% accuracy penalty (Ring of Fire has a 20% accuracy bonus).
  13. Transfusion needs accuracy. I don't see the point in your slotting. Instead of %heal procs, just enhance the power for healing - it's one of the strongest heals in the game. Slotting it for end mod is a waste. Also, the Panacea proc should be in an active power like Health, otherwise it's only going off when you use Transfusion. You'll get much better results if you just slot 6x Touch of the Nictus. Devoting 6 slots to Weaken Resolve seems like a waste. It's a pretty weak debuff. This is a good place to slot an Achilles' Heel -res proc. Also, you've got the Analyze Weakness %tohit proc in Weaken Resolve toggled on, which is inflating your tohit stats by 11%. In Maneuvers, replace the Kismet end/rech with Kismet or LOTG def/end. Siphon Speed needs more accuracy and should be slotted for recharge. 1 acc IO and 1-2 recharge IOs is what you want. Replace the Aegis psi resist in Increase Density with the Gladiator's Armor +def unique. Speed Boost should be slotted with 1 end mod IO. The Celerity +stealth should be slotted in Sprint. (Does it do anything in Speed Boost?) Gravity Distortion should have 6 slots. I would replace Lockdown with Will of the Controller. This power should be taken much sooner than lvl 26 if you ever intend to exemp. Gravity Distortion Field should have 6 slots and needs more accuracy (the power has a 20% acc penalty). In Singularity, replace acc/rech with acc/dmg. Transference needs more accuracy. The Performance Shifter %end proc is pointless. The power will fill you endurance bar completely on its own. The %heal proc isn't really useful either. Fulcrum Shift needs accuracy. Slot 1 acc IO and 2 rech IOs. You won't need Conserve Power with Transference. Drop it for Temp Invulnerability.
  14. No, it was the opposite. Cone enhancements increased the cone's radius, not its arc. Range enhancements now have the same effect. See patch note from I5 (8/31/2005) below. Cone Enhancements removed from the game. Increased Range Enhancements now have the same effect on Cone powers. The difference between Cone enhancement and Range enhancement was confusing. Now one Enhancement works to increase the reach of all powers. There has never been an enhancement that increased the arc of a cone or the radius of an AoE. The only thing that does this is Gauntlet (tanker inherent).
  15. I skipped the T9 on my recent /Nin and went with Unleash Potential and Ageless Radial instead. I wouldn't bother with Acrobatics or the additional -kb IOs. Although Bo Ryaku only provides mag 5 kb protection, it also has kb resistance. I don't recall kb ever being an issue.
  16. While Poison Trap's debuffs are autohit (the initial hold is not), procs require a tohit check even in autohit powers. As a result, you need accuracy slotted if you want the procs to hit. My preferred slotting is 5x Unbreakable Constraint or Gladiator's Net (including the proc) plus an additional proc in the 6th slot. This maxes out the recharge and hold duration, provides some good set bonuses, and allows me to use PT more frequently.
  17. If you want the buff from the Numina proc up all the time, it needs to go in a power you're using at least once every 120s. If you get your global recharge up to the point where Chrono Shift recharges in 120s or less, then leaving the proc there won't hurt you. (Ideally you want Chrono Shift perma, which requires recharge of 90s or less.) In the case of Transfusion, recharge isn't an issue. The question is do you use Transfusion at least once every 120s? I don't on my Kins.
  18. This is how it used to work before it was revamped in 2007. Moment of Glory was originally a power which prevented all regeneration, took away almost all Hit Points, made the character immune to healing, and lasted for 195 seconds. After that, the buff of the power faded, leaving you with little health and no regeneration for a short while. Crey Paragon Protectors and a few other foes still have this version.
  19. This issue has been around for a long time. When it happened to me, dropping the team size to x1 fixed it.
  20. Regen debuffs are very common at higher levels.
  21. Defense and DDR don't scale with your health. You're seeing the scaling resistance at work. It kicks in when your health drops below 60% and increases as your health drops (i.e., 15% resist at 45% health, 30% resist at 30% health, 45% resist at 15% health, 60% resist at 0% health). This stacks with resistance in your build from Tough and set bonuses, so it's possible to hit the 75% resist cap. You'll hit the S/L cap first, but will be closer to 0 health before you hit it for other damage types. This is why SR is so good on tanks. At around 10% health you can hit the 90% resist cap to all damage types (except toxic and psi).
  22. Most of the lvl 40-45 hero contacts (aside from Tina Macintyre) aren't located on PI. Angus McQueen (Rikti), Indigo (Malta), Janet Kellum (Crey), Madeleine Casey (Carnival) and Maxwell Christopher (Nemesis) are all located in Founders Falls. The lvl 45-50 hero contacts are all located on PI. In addition to Maria Jenkins and Crimson, Harvey Maylor has a Carnival of Shadows arc (Upon the Psychic Plane) and Unai Kemen has a wide-ranging arc (To Save a Thousand Worlds) with about a dozen different factions, all on giant outdoor maps.
  23. All mezz enhancements (hold, stun, fear, immobilize, confuse, sleep) currently work this way. Debuff enhancements (-def, -tohit, slow) work the opposite way - they increase the magnitude of the debuff. The duration of the debuff can't be enhanced. Could they create a new enhancement that increases duration? I suppose so, but I'm not sure there's enough demand for it since many debuffs are toggles.
  24. That might be the source of the bug, since Class Name above that shows Boss_grunt.
  25. Normally you don't defeat her. She turns blue and you talk to her. In this mission you can choose to fight her after you talk to her.
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