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Everything posted by Uun
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I was hoping this was a badge relating to Dean MacArthur.
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DFB and DiB are instanced and don't have contacts. Although they are often run from Atlas/Mercy, both red and blue versions can be started in any zone. Atlas does however have the contact for the Abandoned Sewers Trial.
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Which Missions Do You Auto-complete? Or... "I'm too old for this..."
Uun replied to tidge's topic in General Discussion
I've done this arc dozens of times and was never aware of the Dimensional Investigator badge. -
The only hero zones that don't have a TF or trial are Kings Row and Faultline (not including Hollows, Perez Park, Boomtown and Crey's Folly, which are all hazard zones). The only villain zones that don't have SFs are Mercy and Port Oakes.
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Electric was introduced in i18 and Dark was introduced in i22. Neither qualifies as "older". I notice you don't mention Singularity, which hasn't changed much since launch other than the addition of Gravitational Pull. It only has 3 attacks. While I agree that some pets need buffs, most don't need more attacks. Umbra Beast has 5 attacks. Jack Frost and Fly Trap have 4. Animate Stone has 3. Phantasm only has 2, but its AI is configured to stay ranged so adding melee attacks is inappropriate. Removing the Decoy gets a hard no from me. Gremlins only have 2 attacks but seem fine. While Fire Imps only have 1 attack, there are 3 of them and their damage isn't lacking. As far as Fire Imps and Gremlins, the most useful buff would be removing the -1 level shift so that they're not so squishy (damage can adjusted to stay the same).
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I may be misremembering, but I thought it was to honor a SG member that passed away.
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Confused about the use and effectiveness of Enhancement Boosters...
Uun replied to Story Archer's topic in General Discussion
In addition to the above, I often boost two-attribute set IOs in powers I am 1 slotting that a HO doesn't exist for (i.e., acc/slow). A boosted two-attribute lvl 50 IO comes very close to HO values. -
I’ve got 1 lvl 50 acc IO in Teleport Other, maxed out Tactics and a ton of acc bonuses. As I said before, this is a magnitude issue, not an accuracy issue. When you’re trying to teleport a +1 lieutenant, the purple patch reduces the magnitude below what’s required.
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Just tested this pretty extensively using paper missions vs. CoT. Unable to teleport any lieutenants that conned higher than yellow (+1 with Alpha slotted / +0 with Alpha unslotted). Note, the teleport isn't missing. The target fades out but doesn't move to the exit location.
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RNG hates me then. I've had Teleport Target on my Beast/Traps MM for almost 3 years and I've never managed to teleport a lieutenant.
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You're technically correct, but it's a magnitude and Purple Patch issue, not an accuracy issue. Teleport Target is mag 2.1 and lieutenants have mag -2.0 teleport protection. So you can teleport an even con lieutenant, but it won't work if they're +1 or higher. https://cod.uberguy.net/html/power.html?power=redirects.pool_teleportation.teleport_foe
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I was playing my Dark/Dark/Fire yesterday (fully T4, vet lvl 61) when I noticed I had 4 Notices and 27 shards. Normally I convert these to threads, but I guess I wasn't paying attention and let a bunch accumulate. Would there be any value in crafting a 2nd Alpha? Currently have Musculature Radial.
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Teleport Target only works on minions.
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Proton Sweep is a cone (and a narrow/short one at that). Unless you're regularly able to hit multiple foes with it, you would be better served using Radioactive Smash, which has better DPA. Proton Sweep isn't a great choice for procs due to its short recharge. Even with no recharge slotted, each proc only has a 45% chance to fire. You don't seem to understand how the Critical Strikes proc works. It increases your critical hit chance by 50% for 3.25s after you use the power it's slotted in. The increased chance applies to the next attack you use, which in your case would appear to be Proton Sweep. Why aren't you slotting Kinetic Shield? It's your primary S/L defense. Irradiated Ground should be slotted with a set with more end red and less recharge (i.e., Scirocco's Dervish). The recharge is wasted on a toggle. Energy Cloak needs end red. Energy Drain is primarily an endurance management power and should be slotted with an End Mod set. The defense is largely incidental. Even with 6 foes in range, it only provides 3.0% defense (about 4.8% as slotted). Move the entire Reactive Defenses set to Kinetic Shield. Overload is overslotted. If your build is properly slotted, you won't need it against most foes. It's only useful for Psi, Tx, and to a lesser extend Ne damage, plus for additional DDR. Hibernate and Summon Guardian are largely wasted picks. You would be better off with Tough and Weave.
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Can't speak to Assault, but on Dark Control I dropped Living Shadows and Haunt. I tried them on earlier builds and didn't find them worth the power pick or slots. I also skip Shadowy Binds. Shadow Field is much better than the typical AoE hold. In addition to the initial hold, it creates a location AoE with a 45s duration that has a substantial tohit debuff as well as a pulsing hold (5% chance every 0.5s). I can use it pretty frequently as I've got the recharge below 70s.
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Primal Mr. G's arc: what does he do, exactly?
Uun replied to MechaCrash's topic in General Discussion
Even with Provost Marchand (Mr. G's blue side counterpart), while the New Praetorians fight alongside you during the first arc, they do almost nothing to help you after that. You break them out of prison at the end of the second arc and they participate in the final fights, and Marauder briefly fights alongside you in the third arc. Also, if you run Dean MacArthur's arc before you run Mr. G's, Dean will have your back throughout. -
How much recharge do i need for perma Phantom Army ??
Uun replied to smnolimits43's topic in Controller
Perma PA is useful if you intend on soloing anything. They keep the aggro off you. -
Not going to restate what's been said above, so just a few added points: Interface: This is largely a choice between debuffs or added damage. Degenerative Core and Reactive Core are widely considered to be the best debuffs. The -regen from Diamagnetic is pretty weak (10% per stack) and is heavily resisted by AVs. The thing to keep in mind is that the debuffs can only stack 4x. This doesn't matter if you're solo, but can come into play on teams if others have the same Interface. If you go the added damage route (which can stack 8x), there are three that do more damage than the others: Reactive Radial (Fi), Preemptive Radial (En) and Spectral Radial (Ne). Destiny: One of Ninjitsu's weaknesses is low DDR. Ageless Radial provides significant debuff resistance. Since you already have a self heal, I would go this route instead of Rebirth. Hybrid: Monitor your damage buffs using the Combat Monitor. Unless you're teaming with Kins or other buffers and frequently hitting the damage cap, Assault Core will provide a bigger damage buff than Radial. Load your character on the test server and try the different options against one of the pylons at the RWZ base.
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How much recharge do i need for perma Phantom Army ??
Uun replied to smnolimits43's topic in Controller
My Illusion/Poison is at 169% (ignoring the base 100%) with Hasten up and is 6s short of perma PA when using Intuition Radial. When I switch to Spiritual Core, that gap closes to less than 1s. There's also a base empowerment buff that provides 20% +rech for 90 minutes that you can use to close the gap. You should expect similar performance with /FF. It's easy for Illusion/Time to get perma PA, since Chrono Shift adds 50% +rech. Mine sits at 218% (ignoring the base 100%) and has perma PA, Chrono Shift and Hasten. Performance with /Rad would be close to this, since AM provides 30% +rech. You would need about 105% global recharge (excluding the base 100%, Hasten and AM) for perma PA, which should also give you perma Hasten and AM. Also, you may want to read this: https://homecoming.wiki/wiki/Recharge -
Perhaps her defenses could be buffed. All she's got is 30% lethal/10% smashing resist, Parry (20% melee defense) and a self rez (followed by MoG). https://cod.uberguy.net/html/entity.html?entity=romans_good_sister_valeria
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None of which can be slotted in Wet Ice. It doesn't accept any IO sets.
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You can slot them, but the defense enhancement won't work. This exploit was fixed way back on live. Also, the defense debuff resistance (DDR) in Wet Ice is flagged to ignore enhancements, so even if you could slot defense, the DDR wouldn't increase. Outside of Super Reflexes, the only power in the game which allows DDR to be enhanced is Shield/Battle Agility. (Shield/Active Defense can be stacked but not enhanced.)
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Its time to turn Bitter Freeze Ray into a snipe
Uun replied to kelika2's topic in Suggestions & Feedback
I took Bitter Freeze Ray on my Ice/Temp blaster and skipped it on my Ice/Kin corruptor. I don't think Ice needs a snipe, but the animation on BFR is quite long and I wouldn't complain if it were shortened. -
You don't need shards or threads to unlock Alpha. It unlocks the first time you level after 50, or sooner if you run Mender Ramiel's arc. Unlocking it early has limited benefits unless you transfer Empyrean merits from another character. As far as constructing Alpha abilities, I only use shards to construct the T3 (and the second T3 for the T4), getting the Notice of the Well from the WST (or the Flames of Prometheus badge). I have constructed multiple T4 Alphas on several characters.