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Uun

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Everything posted by Uun

  1. I agree that it fits the concept, but Regen already has Quick Recovery so doesn't really need more endurance.
  2. I've got a Beast/Traps and find it quite enjoyable. I've run it through all the Incarnate Trials but I haven't done any HM content with it. It's a very different play style, since there isn't much you can do to heal or buff the henchmen. FFG definitely helps the henchmen, but sometimes it's tricky to keep them under it. I don't use Fortify Pack often, but it is handy when things go sideways. I primarily use Seekers to pull and rely upon Poison Trap as my main debuff. As long as you're not getting interrupted by AoE damage (depends on the faction), you can usually lay Trip Mines right in the middle of combat. Uunsafari - Mastermind (Beast Mastery).mbd
  3. The sheer number of buffs you're applying. Also, it's unclear if some of these are replacing existing powers or being added to them. Resistance to regen debuffs makes a lot of sense and has been suggested many times. Slow resistance also makes sense, although I'm not clear why it's tied to MoG recharging. Protection against fear, confuse and -perception doesn't really fit the regen concept. Every armor needs to have a weakness. Reconstruction and Instant Healing triggering fear no sense. Why would your foes be terrorized because you're healing? Victory Rush buff fits the concept but isn't really needed. I would much rather see the set get resistance to end drain and -recovery. I don't understand whether I ain't done yet is a new power or it's being added to an existing power. Seems like it serves the same function as MoG.
  4. This was built before the changes to power levels, so many of the powers could be taken sooner if built today. Uunpleasant - Stalker (Energy Melee).mbd
  5. Not a temp power, but Surveillance also does it. https://cod.uberguy.net/html/power.html?power=epic.munitions_mastery.surveillance&at=blaster
  6. I applaud your enthusiasm, but this would be absurdly OP.
  7. If you take Soul Mastery instead of Dark Mastery you can still get Soul Drain. Although it only has a 10 ft radius, it has a 10 target max, so caps out at +120% dmg/+30% tohit. Since Blackstar is a PBAoE nuke, I would be inclined to go for Soul Drain. I think Spirit Drain is more useful with ranged nukes.
  8. If you don't want to take Dark Consumption or Oppressive Gloom, Soul Mastery is another option for the Epic. You can take Dark Embrace at 35, then Power Boost and Soul Drain.
  9. If you're relying on procs for -res, then DP isn't the cause. There are any number of sets that can be similarly slotted with -res procs (Beam, Rad, Seismic, Water). On top of it, you're pairing it with Time, which is nowhere near the best for -res (nor is it particularly good for -regen).
  10. Ninjitsu trades DDR for a click heal and click +end. I skip Blinding Powder and it doesn't get Caltrops.
  11. In addition to the typical melee sets (scrapper, brute, tank and stalker), you can also get most of the Stone Melee powers in dominator Earth Assault (Stone Spears replaces Stone Fist, Fissure replaces Fault and Mud Pots replaces Taunt/Confront/Placate).
  12. The reduced accuracy is only on the stun/knockdown AoE. The damage cone has normal accuracy.
  13. Earth isn't a great choice for a solo controller. It can be done, but it's one of the lowest damage primaries. I would suggest Fire, Gravity or Plant. Also, while Cold is a great set, it wouldn't be my first choice for soloing. You can buff your pet, but you can't use any of the buffs on yourself. Dark, Nature or Time would all be better.
  14. Devastation or Thunderstrike. Decimation if I need the recharge bonus.
  15. Just to be clear, the aggro cap and target limits were implemented by the original devs in 2005 (I5).
  16. Two fully slotted-toons doesn't make me an expert. 20 years and hundreds of levels of playing Storm makes me an expert. I'm not a handicap on teams because I use KB strategically. I have NEVER received a complaint (I used to receive compliments for my Energy blaster play on live). As I said previously, I slot kb>kd in Tornado. Lightning Storm is mag 1 kb radially from the center of the storm, making it useful for area denial. If you place it directly over the spawn, it knocks them straight down. Hurricane is situational and used for herding or defusing ambushes. I don't take Gale.
  17. I disagree with your premise. There's nothing wrong with Storm Summoning as it exists today. I currently have a Gravity/Storm controller and a Storm/Storm corruptor, both T4. (I also had a lvl 50 Storm/Rad defender on live before IOs existed.) The only power I slot kb>kd in is Tornado. I am in no way handicapped, nor do I hold back on teams. Storm does NOT need to be "fixed".
  18. FWIW, I put Ablative on auto. I've got enough recharge that it's perma and it's one less thing I need to click.
  19. Using Bonfire on an immobilized targe keeps the chance at 100%, while using it on a non-immobilized target w/ kb>kd reduces the chance to 20%. Bonfire Sudden Acceleration
  20. I'd be inclined to drop Snow Storm for Rune of Protection. I dropped Snow Storm on my Cold/Beam and don't miss it. If you're going to take Tenebrous Tentacles, slot it with %dmg procs and move Defenders Bastion elsewhere. Its damage is really low. Move Vigilant Assault from Sleet to Life Drain. You'll get more mileage out of the +absorb proc as the AoE will center on you, not the pseudo pet. Slot Sleet with 2 recharge IOs or Undermined Defenses rech, rech/end, def/rech/end. Does the Panacea proc in Spirit Ward buff you or the target?
  21. You should be aware that immobilize improves the knockdown rate in Bonfire when you have KB>KD slotted.
  22. You're over the cap on the 4.0% and 2.5% end recovery bonuses. You can't have more than 5 of each. Rather than focusing on end recovery, slot end reduction in the powers that use the most endurance (Tornado, Lightning Storm). Swap the positions of the Numina +regen/recovery and the Preventative Medicine +absorb. Numina needs to be slotted in an active power, PM does not. Energy Font is crappy to begin with, but its chances of firing in Dark Grasp are really low (21% with the recharge you have slotted). The chance for procs to fire in Living Shadows is really low, and slotting for recharge makes it worse. You're at about 15% for the 3.5 PPM proc and 20% for the 5 PPM. Slotting for tohit debuff also doesn't yield great results since the base value is so low. I would drop slots from this power to deploy elsewhere. Fearsome Stare should be slotted for tohit debuff, not fear. Slot Siphon Insight or Cloud Senses. Steamy Mist should be 6 slotted. Drop the Steadfast res/end and -kb pieces and slot Unbreakable Guard or Gladiator's Armor res and res/end. Add Shield Wall def and def/end. Enflame needs more accuracy and end reduction. Add another slot to Heart of Darkness for the recharge bonus. Haunt is overslotted for damage. 5-slot with Expedient Reinforcement plus the Call to Arms def bonus. In Shadow Field, swap the %dmg proc for hold duration. 6-slot Umbra Beast with Expedient Reinforcement, not Call to Arms. Call to Arms caps at lvl 30. Slot Tornado w/ Expedient Reinforcement (skip the acc/rech and resist bonus), not Call to Arms. Lightning Storm should be slotted with a ranged damage set, not an endmod set. It needs more than 3 slots and it needs end reduction. Freezing Rain should be slotted with 2 recharge IOs. You should take it as soon as it becomes available at lvl 16. Drop the endmod/acc from Stamina and add the Miracle +end to Health. Drop something for Rune of Protection. If you're already 3 deep in Sorcery, it's too good to skip. I would consider dropping the Fighting pool entirely and picking up Maneuvers or Combat Jumping to carry the pieces currently in Weave. The pieces in Tough can move to Fire Shield. I wouldn't bother with the psi resist pieces.
  23. Proton Sweep feels worse than it is because its damage is DoT over 3s after a 0.5s delay. It actually has higher DPA than many of the T3/T4 cones. It does have the benefit of being mostly toxic damage. It's definitely on the narrow end of the melee cone spectrum (75 deg / 7 ft), but Cross Punch is even narrower (50 deg / 7 ft). I think it could be quite good if it were made just a bit wider and/or longer.
  24. When you slot kb>kd in Bonfire, the power's chance of knockdown is reduced from 120% every 1s to 20% every 1s (unless the target is immobilized, in which case the chance is 100% every 1s).
  25. Uun

    Blasters and Mez

    Temporal has stun protection Ninja has fear protection
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