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Everything posted by Uun
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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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In the mission "Find David Hazen's Missing Journal" in Dream Doctor's arc, if you are red side you have the option of fighting Madame Bellerose (after getting the Incarnate Rival badge). Although her rank is listed as "Incarnate", when you defeat her you get the same xp as if you defeated a minion. Presumably you should get at least boss level xp.
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I prefer Electric Armor on brutes and tanks due to their 90% resist cap. On scrappers and stalkers you're limited by the 75% resist cap. You could add some defense from set bonuses and pool powers, but there's no base to build on. You could also add the +regen uniques, but you only have Health and Energize to build on. I'm not sure what powers you're talking about slotting for endurance recovery. Unless you're also taking Electric Melee, the only power you can slot for it is Power Sink.
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Maneuvers needs end reduction if you plan to run it. I skip Tactics with Time. Power Boosted Farsight provides more than enough +tohit. Life Drain should be slotted with a combination of Accurate Healing and Ranged Damage. With 3 of each you can max both healing and damage. Red Fortune isn't a great choice in Farsight. I would go for Reactive Defenses or Shield Wall. Slowed Response is underslotted. It requires accuracy and recharge. Numina +regen/+recovery should be in an active power. Slotting it in Chrono Shift is a waste. You're missing the Gladiator's Armor +def unique and the Shield Wall +res unique. Consider picking up Distortion Field for additional soft control. It stacks with Time's Juncture and doesn't require more than a slow IO in the base slot.
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Not sure why you're picking energy damage to fight Rikti. All the lieutenants and bosses have 30% resistance to S/L/E (as well as psi for the Mentalists/Mesmerists). You'd be better served with Fire Melee, or to a lesser extent, Ice or Dark.
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Friends don't let friends use Unstoppable. Only useful as a mule, or just skip it. Unleash Potential is a better panic button and has a shorter recharge. I'm not going to single one out as the toughest, but many Brute secondaries can be built plenty tough. Properly built, SR and Shield are virtually unkillable. On the resist side I like Electric due to its heal, endurance management and debuff resistance. Its only real hole is Tx, and to a lesser extent, Ne. Another primary to consider for soft control is Stone Melee. It has 4 powers that do KD (plus one that does KB) as well as a mag 4 hold. It's a bit light on AoE damage but ST hits like a freight train.
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Here's the build for my Psi/SR. Nothing crazy expensive but performs very well. Uunthinkable - Scrapper (Psionic Melee).mbd
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Regeneration Suggestion for Instant Healing: Toggle Self Heal
Uun replied to Solarias's topic in Suggestions & Feedback
There's nothing game breaking about toggles. Regeneration does in fact have a toggle, Integration. It also has 3 auto powers. If your idea isn't to turn Instant Healing back into a permanent regeneration toggle, you need to provide details as to how you propose the power be changed. Currently, regeneration is all Instant Healing does. Super-high levels of regeneration aren't particularly useful on their own. While fine for mitigating steady streams of continuous damage, they fail against spikes of burst damage. You need resistance, defense or absorb shields to mitigate spike damage. This is why hybrid armors like Radiation and Willpower are better performers. Rather than changing Instant Healing back to a toggle, I would rather see it replaced with something like Particle Shielding or Ablative Carapace. -
Regeneration Suggestion for Instant Healing: Toggle Self Heal
Uun replied to Solarias's topic in Suggestions & Feedback
This is the patch note from Issue 5 (8/31/2005) when Instant Healing was changed from a toggle to a click: Changed Regeneration/Instant Healing from a Toggle Power to a Click power. Gave it a new animation so it activates faster. The power was simply too strong as a toggle that could be kept on all the time. Rather than further increase the end cost or decrease the healing ability of the power, we made it a click power to be used when really needed. As a click with a long recharge, its Endurance cost can remain low, and its Regeneration boost can stay high. You offer no reasoning as to why this rationale is no longer correct. Over the past 19 years, this discussion has taken place numerous times and the horse is not only dead, it's buried and decomposed. I don't dispute that Regeneration is the worst performing armor set and needs a revamp, but your suggestion has zero chance of being implemented. -
Replace one of the Thunderstrike sets with Apocalypse. Swap Red Fortune in Maneuvers for LOTG Drop the resist bonus piece from Phantom Army and move the Soulbound %BU from Phantasm Slot Phantasm with 4x Expedient Reinforcement plus the KB>KD Why are you skipping Spectral Wounds? Much better DPA than Project Will or Power Blast. Recharges in Hasten should be +5.
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I tried to add those but couldn't figure out how to add lines to the table without redoing the whole thing. The fact that Invul has more DDR than Ice, Stone and Ninjitsu is criminal.
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I did a lot of testing of Detonator when the change was implemented. If "kill" is part of your play style, you really should try it. The current version puts out more damage than a blaster nuke. There's no delay or set up and it's insta-BOOM. The in-game information and the information in Mid's, however, is inaccurate and very misleading. While Detonator accepts damage and accuracy enhancements (and Ranged AoE sets), these do NOTHING. The only enhancements that do anything are recharge, end reduction and range. Damage is determined by the slotting of the henchman targeted. This isn't new and is how the power always worked. Damage is also affected by the relative level of the henchman targeted. While the in-game info (and Mid's) shows damage increasing if you slot damage enhancements in Detonator, this information is false. Captain Powerhouse stated "I considered removing those accepted enhancements, but that would mean anyone using it for set bonuses would likely lose the set bonuses until they respeced and placed them somewhere else." See page 2 of the thread linked below.
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Do you really need a panic button every 30s? Geode doesn't need more than 1-2 recharge IOs and can be up every 60-90s. Plus it resets your hidden status.
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The reason SR is so far ahead of every other set in this regard is that all its DDR can be enhanced. Assuming you've taken and slotted all the shields (including the passives), this takes a base DDR value of 62% to over 95%. The only other power in an armor set that allows DDR to be enhanced is Shield/Battle Agility (Shield/Active Defense can't be enhanced but it can be stacked). Every other amor set power providing DDR is flagged to ignore enhancements. SR 62% base / 97% enhanced Shield 45% base / 53% enhanced / 70% enhanced & stacked EA 52% Ice 42% Stone 42% Ninjitsu 35%
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The easy fix for Trip Mine would be to allow it to accept Interrupt Time enhancements (or replace it with the Devices version). I agree that Triage Beacon is lackluster, but I'm not sure what to do with it. Nature/Lifegiving Spores is a HoT and +end with a 4s recharge and I still find it skippable. That said, making Triage more like Lifegiving Spores would still be an improvement. The other power that could use some love is Seeker Drones. It does too many things and none of them particularly well. My recommendation would be to increase the tohit debuff and eliminate the damage. The damage is too small to be useful and deceives people into slotting %dmg procs that do nothing.
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Very timely. Currently leveling one and quite enjoying it, but only 35 at the moment. Still futzing with the slotting. I've got a road map but need to see how it performs. Currently planning on Ice Mastery (largely for theme).
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I just finished leveling a Ninjitsu sentinel. It runs at 48-49% defense (51-53% with Agility Alpha) and I'm pretty happy having the cushion.
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Also keep in mind that often it's not the car, it's the driver. Some veteran players post videos of their exploits soloing +4/x8 TFs with all manner of self-imposed constraints. I applaud them. Don't expect to be able to do the same simply because you copy their builds.
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I assume it's Toroidal Bubble, as most of the other buffs are toggle or location based. It has a pretty big AoE and I've been caught by it a few times in the RWZ base and Ouro. I don't see why it would be "the most hated spamming power in the game". It doesn't affect your movement speed the way Speed Boost does and the graphics aren't obtrusive the way Cold and Thermal's shields are.
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Psi damage. Which mobs are immune, which vulnerable
Uun replied to Snarky's topic in General Discussion
I do too, but I recently leveled a Psi/Ninja sentinel and it was a challenge to do that. There are two powers in the primary that have non-psi damage, and I added Smite and Engulfing Darkness from Dark Mastery, but it still doesn't feel like enough against psi resistant foes. -
Psi damage. Which mobs are immune, which vulnerable
Uun replied to Snarky's topic in General Discussion
For some reason, the 5th Column robots have 60% resists while the Council robots have 30% resists. Malta Titans have 60% resists. Carnies have 20% psi resistance plus 16% or 20% psi defense (depending on rank). Vanguard Sword have 20% psi defense. There are a handful of AVs (i.e., Siege, Nightstar) that have 75% psi resists. Factions that are weak to psi damage include Clockwork (but not Psychic Clockwork) and CoT. There are also quite a few that have heavy resists to everything except psi (i.e., Minotaurs and Cyclops). -
What's wrong with the elevators?
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I agree that a primary/secondary version of a power should be better than an epic version. Part of what you're seeing is differences in AT modifiers. All versions of Web Cocoon have a hold duration of 10 * Ranged_Immobilize. You see differences in hold duration because ATs have different values for Ranged_Immobilize. For comparison, controller ST holds have a duration of 12 * Ranged_Immobilize and defender ST holds (in their primaries) have a duration of 8 * Ranged_Immobilize. So the epic version of Web Cocoon (and other epic holds) is also superior to the holds defenders get in their primaries. Clearly there's an imbalance here. My recommendation would be to increase defender/corruptor ST holds to 10 * Ranged_Immobilize and reduce epic holds to 8 * Ranged_Immobilize. In this context, the 10 * Ranged_Immobilize duration for SOAs would make a lot more sense. The second piece of the imbalance is that the epic versions have DoT while the SoA version does not. I think it would be appropriate to add a DoT (or additional secondary effect) to the SoA version to make it superior to the epic version.