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Uun

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Everything posted by Uun

  1. Sentinels have quite a few PBAoE attacks. Almost half the T9s are PBAoE, plus you have Irradiate, Short Circuit, Ground Zero, Engulfing Darkness and Psychic Shockwave.
  2. They added a 2nd option for mezz protection. You can take the Practiced Brawler like other ATs or you can take Master Brawler, which moves the mezz protection to Focused Fighting and Focused Senses and adds an absorb shield. They also replaced Lucky with Enduring, Enduring retains Lucky's DDR and scaling resist (the AoE defense was moved to Evasion) and adds +recovery and psi defense.
  3. Here's the tweaked version I've got after hitting lvl 50 (without doing a respec). I moved some of the slots around to add more procs to Whitecap, Sleep Grenade and Dark Obliteration. I want to play this a bit more and get Alpha slotted before doing a respec. Uunderwater - Controller (Arsenal Control - Marine Affinity).mbd
  4. That's what I do, but then I have to reapply it every 4 min. I've tried putting it on Tri-Cannon, but it tends to stay at range and is often too far away. Does slotting accuracy in Shifting Tides (as part of a Ranged AoE set) do anything? It doesn't accept accuracy enhancements, so would dmg/end HOs be the way to go?
  5. Does it make a difference if the Shifting Tides toggle is placed on a pet (i.e., Barrier Reef or Tri-Cannon), an ally or on the targeted foe, or does the foe just have to be in the AoE?
  6. Appreciate the insights. I'm going to try running the parser on team play. I've primarily been trying to dissect performance of powers during solo play. With respect to Shifting Tides, I'm confused as to how the damage works. The CoD page lists 15.2928 cold damage after 0.5s (plus 25% chance for an additional 15.2928 with Rising Tide). The power has a 0.1s activate period. Does the damage repeat every 0.1s after 0.5s or does it only apply once? The damage is flagged to apply to all affected targets, but is also flagged to apply only to the main target. I would assume that it should hit all foes in the 25 ft radius, but I'm not seeing orange numbers to support this. Does it matter whether Shifting Tides is placed on an ally or a foe? (I've found I can more reliably get the Brine recharge buff when it's placed on a foe, but I reserve this for AV/EBs.) https://cod.uberguy.net/html/power.html?power=controller_buff.marine_affinity.shifting_tides&at=controller
  7. Like all the blaster sustains, Reaction Time gives you 50% +recovery. Combined with Stamina, I've never felt a need to enhance the recovery further. Where Reaction Time is different is instead of +regen or heal over time, it gives you 9 absorb every 1s. The absorb has a duration of 12s and stacks, so unenhanced it will get up to 108 absorb with 12 stacks. I slot it with 2 heal IOs, which gets the absorb close to 200 with 12 stacks. I've never bothered with deactivating it for the recharge/speed boost. Keep in mind that the slow aura suppresses if you're running an actual stealth power, but not if you're using a stealth IO. Inner Will heals you for 15% of your HP, but only half of that is enhanceable. Where it's much more valuable is that it frees you from any mezz affecting you and gives you mezz resistance and protection for 30s. I don't enhance the heal and just slot it with 2 recharge IOs. Suppressive Fire was changed about a year ago. Mid's doesn't show the new values. It's very much worth taking. You could pull slots from Ki Push (which doesn't need more than 1 acc in the base slot). Recharge reduced from 20s to 8s for non-standard ammo. Incendiary: Scale 2 duration Mag 3 hold (stacks). Damage increased to 1.64 scale. Cryo: Scale 4 duration Mag 4 hold (replace). Damage increased to 1.64 scale. Chemical: Scale 8 duration Mag 3 hold (stacks). Damage increased to 0.87 scale. Standard: No change from Live. Still 20s cooldown. Throw Sand has a 20% accuracy penalty and is going to be pretty useless with 1 slot. I would skip it.
  8. I generally put the Scourging Blast proc in a ST attack I use a lot, something like a T4 or T7 blast. I usually split the set into 2 groups of 3 to double up on the recharge bonus.
  9. S/L defense protects against many ranged attacks. Almost all firearms are lethal damage, and many factions primarily use guns. There are also arrows, shuriken, knives and spears. There are fewer ranged smashing attacks, but there are quite a few factions that throw boulders and stones. It's not just controllers. It's also blasters, defenders, corruptors, masterminds and dominators.
  10. I'm nearing lvl 50 on my Arsenal/Marine and I'm looking to nail down the final build. Most of this is currently in place (currently lvl 47) and all I have yet to place are the final 6 slots (Cryo Freeze Ray, Flash Bang, Maneuvers, Soul Drain and Tactics) and Vengeance. I've played around with the slotting quite a bit on the way up, so here are my observations. This is definitely a combination that's slot hungry. Interested in people's thoughts and suggestions. Shoal Rush: I'm aware that many skip this, but the extra buff/debuff from Tide Pool Frenzy is nice and the -def is useful against things like Rikti Drones and venged Nemesis. Not sure that I'm getting much mileage out of the procs (PPM spreadsheet says they should have a 30% chance to fire). Sleep Grenade: This is a patch so you don't want to slot procs. Damage is quite good for a controller AoE, especially with containment. Liquid Nitrogen: Had this slotted with 2 recharge IOs leveling up and switched to 2 end/rech/slow HOs when I hit 47. The slow and the knockdown is somewhat redundant with Tide Pool, but it's useful if I need to control 2 areas. Whitecap: I've got this slotted with 2 acc/rech and 2 %dmg procs. The base recharge is 30s, so the recharge enhancements shouldn't hurt the proc chances that much. This power also applies a 30s -res (higher within 8 ft radius). Soothing Wave: This doesn't really need 6 slots but I'm just going for the set bonuses. Brine: Applies 22.5% -res (non-stacking) and -235 hp (enhanceable and stackable), both for 60s. Each stack of Shifting Tides cuts the recharge by 15s. This really shreds hard targets. Shifting Tides: I've tried several different slottings for this. First off, this toggle requires a lot of endurance. I tried a Ranged AoE set but the damage isn't worth enhancing. I tried the %bu proc but it didn't fire much. The slotting I've got works OK but I'm open to alternatives. Uunderwater - Controller (Arsenal Control - Marine Affinity).mbd
  11. I've got 3 lvl 50 sentinels, Rad/Rad, Elec/Bio and Psi/Nin. The other two are fine, but Elec/Bio is far and away the best. The sentinel version of Elec blast is the best version out there. The snipe replacement is a solid attack and the sentinel version of Tesla Cage does good damage. Thunderous Blast can be used every 30s. The sentinel version of Bio was tweaked a little (it loses the damage aura and the heal doesn't require a target) and is quite sturdy, but you can really lean into end drain as a defensive tool.
  12. Most of the newer TFs/trials are pretty short. Penelope Yin, Mortimer Kal, Apex, Tin Mage and Market Crash can all be completed in 20-30 minutes (or less). Also MLTF and LRSF if you skip to objectives.
  13. Power Build Up isn't the same as Build Up. It's a combination of Build Up and Power Boost. In addition to buffing damage and tohit, it also buffs the secondary effects of your powers (defense, tohit, heals, tohit debuffs, defense debuffs, travel speed) and the duration of your mezzes. https://cod.uberguy.net/html/power.html?power=epic.power_mastery.power_build_up&at=corruptor Damage cap for corruptors is 500%. This includes a base of 100% and any damage enhancements you have slotted in your powers. So if you have 95% ED max in damage enhancements slotted, you can only add another 305% from Fulcrum Shift.
  14. I stated multiple times that I don’t want the power changed. Please don’t assume I have other motives.
  15. Uun

    EM/Rad

    Base accuracy of 1.2. Only the heal is autohit. https://cod.uberguy.net/html/power.html?power=stalker_defense.radiation_armor.ground_zero&at=stalker
  16. Uun

    EM/Rad

    Move Boxing and Tough to lvl 30 and 32 and Combat Teleport and Combat Jumping to 41 and 44. Drop Physical Protection entirely - Rad Armor doesn't need it. You'd be better off taking Meltdown. It's one of the better T9s and the crash is minimal. No it wouldn't. Even against 1 target, Power Crash has higher DPA than Barrage. It's a pretty wide cone and with Energy Focus active your target cap increases from 5 to 10. Not sure why it doesn't show up in Mid's, but Ground Zero needs accuracy. You might be OK with global acc plus FA, but I'd replace one of the procs with an acc IO or an acc/dmg HO.
  17. As I said at the top, I'm not looking for changes. Tri-Cannon works really well and allowing it to hit multiple targets would doubtless come with a reduction in damage. It's currently one of the best controller pets and I don't want to mess with it. This was more of a thought exercise - if I've got 3 gatling guns (mounted to a hovering turret) each firing multiple rounds per second, what are the chances that nothing aside from the target is going to be hit?
  18. I suspect we'll get the Mapserver event again.
  19. I wasn't thinking spray, but a narrow cone similar to Piercing Rounds. So if you're in the line of fire, you'll be hit.
  20. This is more of a conceptual question than a suggestion that either of these need to be buffed. The descriptions state that "It has an extremely fast fire rate and is equipped with a customized tracking system. Once locked on, it will continue to unload a volley of lead into the target until it is destroyed." Since these are machine guns, wouldn't you expect anybody standing in the vicinity of the target would also be hit? Or is the tracking system so accurate that it only hits one target at a time?
  21. The endurance cost for SR's 3 toggles (0.78 end/s) is no higher than most other sets. If you're having endurance issues (other than against end draining foes), it's your build, not the set.
  22. Don't skip Freezing Rain. It's a core power due to its massive -res debuff. It doesn't need more than 2 recharge IOs or 3 pieces of a Defense Debuff set. There's no reason to take both Charged Bolts and Lightning Bolt. Pick one. Panacea +hp/end shouldn't be slotted in O2 Boost. It needs to be in an active power. Preventive Medicine +absorb doesn't, so consider swapping Panacea to Health and Preventive to O2 Boost. Add 2 resist IOs to Steamy Mist. The F/C/E resist is substantial and worth enhancing. 5 slots in Hover isn't worth it. Redeploy those slots elsewhere. Short Circuit is an end drain power (the damage is minimal). Slot an End Mod set. Hurricane should be slotted with a ToHit Debuff set (including end red). Be aware that KB>KD doesn't work on the power's repel component. Slot Snow Storm with 1 end red and call it a day. It's a skippable power and you won't use it much at higher levels. Slot Tornado with 4-5 Expedient Reinforcement (excluding the resist bonus, which does nothing for you) plus a KB>KD. Tesla Cage is a hold and end drain (the damage is minimal). Slot for one of those. Lightning Storm needs 5-6 slots (and not Salvo, which caps at lvl 25). The Edict of the Master defense bonus in Voltaic Sentinel does nothing for you (you have not pets that can take advantage of it). VS is a toggle and needs end reduction. Drop the 2nd slot in Kick. Soul Transfer doesn't require acc (it's autohit). Spirit Drain requires acc. You skipped the Steadfast Protection and Gladiator's Armor +def uniques.
  23. The biggest issue with your build is the selection of Fire Mastery for your epic. Taking Power Boost with Time (for boosted Farsight) is pretty much a must, which leaves you with Soul Mastery or Energy Mastery (Power Build Up) as options. Farsight should have at least 3-4 slots to ED cap the defense and have enough recharge to make it perma. Pull slots from Temporal Selection or Time Stop. Consider whether you want KB>KD in Meteor. The animation is fun, but it does send foes flying. Consider taking Distortion Field. The slow provides good area control (and stacks with Time's Juncture) and it also has a hefty recharge debuff. It doesn't need more than the base slot. Not sure what to drop to fit it in.
  24. An 8 foot radius damage aura slotted with a 3.5 PPM proc will have a 30.7% chance to fire every 10s. A 2.5 PPM proc (Overwhelming Force) will have a 21.9% chance to fire every 10s. Outside of set bonuses, the most efficient slotting for damage auras is Scirocco's Dervish, Avalanche or Superior Avalanche acc/dmg, acc/dmg/end, dmg/end.
  25. Looks pretty solid. I would take 2 slots from Battle Agility and move 1 each to True Grit and Combat Jumping. In True Grit slot Preventive Medicine: Heal (for more HP) and in Combat Jumping slot Shield Wall: Def/Rch (for 4.5% E/N resist bonus).
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