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Uun

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Everything posted by Uun

  1. I like to get the Coldhearted/Coldblooded badge for the Demonic accolade. I had a couple of characters that needed another 50 or so Hellfrosts, so as a change of pace to street hunting, I decided to run Cadao Kestrel's Envoy of Shadows story arc. I set it to +1/x4 so it would be relatively speedy but Hellfrosts would also spawn. If you're not aware, you have to face the Envoy of Shadow 3x in the arc (I had AVs turned off). First time through was on my Ice/Savage dominator. Even on a fully tricked out lvl 50 with permadom, the Envoy kicked my ass several times. Among the issues is that he's got an autohit damage aura plus his Greater Fire Sword hits for more than my hit points (even with all the accolades). Staying out of melee range is a must, which is tricky in caves or Oranbega maps, and eliminated melee attacks from my attack chain. Keeping him mezzed is difficult even with Domination due to the PTOD and Jack Frost died immediately every time I summoned him. I popped purples and oranges and eventually got it done, but I died multiple times during the first two encounters (none in the 3rd encounter, which is on an outdoor map). Then I ran the arc on my Elec/Bio sentinel. It was like night and day. I crushed the Envoy easily in all 3 encounters, never using inspirations or even needing my heal, and finished the arc in about 2 hours.
  2. It's fixed on the beta server Dark Mastery > Possess: Fixed a bug where the debuff applied to the caster instead of the target.
  3. I haven't played /Sonic, but I would advise against pairing Psi with Illusion. Foes that resist psi damage (i.e., robots) resist it a LOT. Having a second damage type will make your life much easier.
  4. This is extremely unlikely to happen. When you build a character, you know at the outset whether the nuke is ranged or PBAoE. If you want a ranged nuke, pick a set that has one. There are 8 of them.
  5. Deep Sleep uses a different mechanic than Static Field and Sleep Grenade. (These simply reapply sleep every 4s and and are specifically not being converted to Deep Sleep.) With Deep Sleep, damage doesn't awaken foes, it shortens the sleep duration. I've tried the Mind and Plant variants and found them to be quite useful. That said, I'll note that Spore Burst doesn't play well with Carrion Creepers.
  6. This is the analysis I did. I don't actually have either snipe in my build but I included them for reference. I'm certainly willing to look at this a different way and I'll take a look for your post.
  7. You're misunderstanding how the Critical Strikes proc works. It doesn't effect the power it's slotted in. It increases your chance for a critical hit by 50% for 3.25s after that power's execution. As a result, you want to slot the proc in the power you use before your heavy hitter, generally one with a short animation time after effect (this animation time cuts into the 3.25s window). For Martial Arts, your best choices are Storm Kick and Crippling Axe Kick. Even with Eagles Claw's higher (15%) critical chance, an attack chain with any combination of Storm Kick, Cobra Strike, Crane Kick and/or Crippling Axe Kick will result in higher DPS than an attack chain including Eagles Claw. That said, I take it anyway because I like the animation (and my main has been a Martial Arts scrapper since 2004).
  8. Fold Space will teleport bosses up to +2 (net of level shifts). Nerfing Fold Space gets a hard no from me.
  9. Lieutenants have mag -2 teleport protection. Teleport Target is mag 2.1, so it will only work on a +0 or lower lieutenant. Against higher level foes the Purple Patch kicks in (your powers are 90% effective against +1s, 80% effective against +2s, 65% effective against +3s and 48% effective against +4s). In order for Teleport Target to work against +3 lieutenants, the magnitude needs to be increased to at least 3.1 (which would also make it effective against +0 bosses). I suspect that the reluctance to making this power stronger is due to it being available at lvl 1.
  10. Power Crash gets a 5 target bonus (10 total) when used with Energy Focus on non-tank ATs. Tanks get a 6 target bonus (11 total) when used with Energy Focus, plus 5 more at 1/3 damage.
  11. Fearsome Stare should be slotted for -tohit (i.e., Cloud Senses), not fear. The base fear duration is plenty long and the debuff is substantial. Suggest you try out Haunt and see if it fits your play style. I tried to like the Shades but found them ineffective ended up dropping. You probably have enough global acc to drop the acc/hold/end piece in Poison Trap. An alternative would be to drop both Superior Entomb pieces and add an Unbreakable Constraint acc/hold/rech. I use both kinds of procs and haven't really noticed a difference (I have 2 Poisons). It doesn't get a lot of love, but consider Neurotoxic Breath and slotting the 2 Slow %dmg procs. It works really well and probably outdamages Psi Tornado. It also has a really hefty -rech debuff.
  12. Unless I make space in a visible tray, they tend to end up in hidden trays and I forget I have them. Even then, many of them are underwhelming. Bow & Arrow? Iron Blade? Holy Shotgun Shells? Why bother. The only ones I use regularly are Amy's Ward, Wedding Band, Warwolf Whistle and the Hammers of Justice summons.
  13. I like the current version of Dimension Shift. Not only can you turn it off when you want, you can enter the phased area and fight the foes inside the bubble. My Gravity controller is /Storm, and it's great fun to drop Lightning Storm and Tornado inside the bubble and watch the popcorn pop.
  14. Same bug affecting Vines is affecting the RC1 version of Gravity Distortion Field. Hold duration is 2-3s. Combat log (GDF shows up in Pet Combat), is showing a significant number of misses with a 26.93% chance to hit, which shouldn't be possible. Mission is against lvl 52-53 Rikti (I'm 50+1). GDF is 5-slotted with lvl 50 Gladiator's Net (all except proc) for 71.4% acc enhancement, an additional 37% in global acc bonuses, plus Tactics for 11.99% in tohit bonuses. EDIT: Just checked again on another spawn and got 6.61% chance to hit on 14 targets on the initial activation.
  15. Your issue is that you're looking for SOs. I just checked Wentworth's, and there are hundreds of Interrupt Reduction IOs available from lvl 10-50. Most of them appear to trade for 5 inf. Since the introduction of the fast snipe mechanic, having your snipe interrupted in combat happens far less often. While interrupt reduction is included in all the Snipe sets, I don't think people bother slotting separate interrupt reduction enhancements any more. The one power I'd like to slot them in doesn't actually accept them (Traps/Trip Mine).
  16. The Decimation %bu proc won't affect your pets. I find it to be a pretty crappy proc (only 1 PPM) and generally don't bother with it. Caltrops does the "run away" kind of fear, which doesn't trigger containment. It's the terrorize fear that will trigger containment. Poison Trap has a lot of moving parts, including two different hold components. There's a 100% chance of a 5.96s mag 3 hold when the trap is triggered, followed by a 2% chance of a 5.96s mag 3 hold every 1s. Slotting Poison Trap for hold duration is quite useful. If you can find a 6th slot, add a 2nd %dmg proc. Also, note that Flash gets the new Adaptive Recharge in the new patch, so should be available more.
  17. It was a Borea mission set to +2/x8, so 52 and 53. I was 50+1. Strangler, Roots, Spore Burst and Seeds were all working fine. The previous (location-based) iteration of Vines had been working fine. The bug showed up with the new version of Vines introduced in RC1.
  18. Version of Vines in RC1 is bugged. Initial hold duration is about 3 seconds. Not seeing Domination at all. Power is 6-slotted w/ Superior Dominating Grasp.
  19. Despite the patch note to the contrary, this was NOT fixed in today's patch.
  20. Did another Dark/Dark run on Beta with Alpha switched to Musculature: 11:16
  21. Beta Live Fire/Fire tank 10:07 11:15 Dark/Dark tank 14:56 11:30 SR/Staff tank 14:20 13:14 Rezzing bosses are a bit of wild card, hence the increase in the Fire/Fire time. Dark/Dark clearly benefits from the larger radius and target cap on Shadow Maul.
  22. Uun

    Plant/Fire Build

    With the new patch, procs have a substantially lower chance to fire in Carrion Creepers. I switched mine (on the beta server) to a Targeted AoE set. Consider taking Spirit Tree, which now has a taunt aura and works well as an opener dropped in the middle of a spawn. Doesn't need more than the base slot.
  23. When the new patch hits, fear will trigger containment, allowing Spectral Terror to provide instant AoE containment. Slot Spectral Terror with Cloud Senses instead of the ATO. You want to enhance the -tohit, not the fear. All the debuffs in Poison Trap are autohit (the initial hold is not). Caltrops are also autohit. Slot Acid Mortar with 2x recharge IOs or 3-slot with a Defense Debuff or Accurate Defense Debuff set. You can have more than one out at the same time.
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