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Uun

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Everything posted by Uun

  1. Alpha: Musculature Radial (dmg, immob, -def, end mod, run speed, -tohit) or Intuition Radial (hold, -def, range, dmg, -tohit, slow) Judgement: personal preference Interface: personal preference, although Preemptive Radial and Reactive Radial will light your oil slick Lore: personal preference Destiny: Clarion for mezz protection, otherwise Barrier for shields or Ageless Radial for debuff resistance Hybrid: Support Radial
  2. Not true. Unlike other confuse powers, Seeds of Confusion draws aggro and will drop your invisibility.
  3. EA is a defense armor with supplemental resistance and healing. Unlike SR, it's based on typed rather than positional defense. It's fairly easy to hit the defense soft cap for S/L/F/C/E. There's a mild weakness to Ne attacks, but there's no defense to Toxic or Psi outside of Energy Cloak, Energy Drain and Overload (the T9). Energize is a decent heal that also provides an endurance discount. Energy Drain can refill your endurance bar from zero and also provides additional defense based on how many foes are near you. While Overload does provide additional S/L/F/C/E/N defense (which you shouldn't need), it's primarily useful for the Tx/Psi defense and a very large hp boost. It does have an endurance crash, but you should be able to use Energy Drain to refill. EA is a very good set, but it's certainly not overpowered. The reason EA won't be ported to tanks in it's current form is that tank defense modifiers are 33% higher than brutes and the set would be too strong (in particular, the defense buff from Energy Drain). In general, resist-based armors are better on brutes because they can take advantage of the higher resist cap, while defense-based armors perform the same on brutes as they do on scrappers. Electric Armor is a very good resist-based set. You can hit or get close to the resist cap for S/L/F/C/E/P. There's a moderate weakness to Ne damage and no Toxic protection outside of Power Surge (the T9). It has the same heal EA gets, as well as a very similar endurance recovery power (without the defense buff). It is completely immune to end drain and recovery debuffs. Willpower is a hybrid resist/defense/regeneration/+hp set. It's largely set and forget (it has no clicks outside the T9). It's very sturdy until it's not - it has significant weakness to debuffs, in particular -regen and end drain.
  4. I take RoP quite a lot, almost exclusively on squishies. On controllers and defenders I'll take Arcane Bolt and Mystic Flight. On blasters I'll take Spirit Ward, but it's just muling a +absorb proc and rarely sees any use. I recently took Unleash Potential on my Psi/SR scrapper, but slotted it with a Preventative Medicine set. I had no need for more defense (and skipped Elude), but the +regen and +recovery are useful. Mighty Leap is a no-brainer, and I'll 2-slot Weaken Resolve with an acc IO and a -res proc. BTW, you omitted Wall of Force from the list of powers in Force of Will.
  5. Nature Affinity/Lifegiving Spores: Turned into a real pseudopet, inheriting AT modifiers. It did, but the change just scales the heal by AT and doesn't materially change the power's functionality. On a defender, it heals 33 hp and provides 1% endurance every 4s in a fixed-location 15 ft radius AoE. The heal is barely noticeable and it costs as much endurance to run as it provides. By comparison, Regrowth heals 200 hp in a 45 ft radius/90 degree arc non-targeted cone and has a 10s recharge. You get much more bang for your buck with Regrowth.
  6. I don't have a count, but I use Musculature Radial or Intuition Radial on any build with debuffs, depending on whether the end mod (Musculature) or hold, slow and range (Intuition) is more valuable. I've got a handful that use Agility or Cardiac, and I recently used Nerve on an Elec/Dark controller for acc, hold, confuse and defense.
  7. Damage? Debuffs? Competence? The last one I remember failing was a PUG Lambda (I think with 8). Despite pacifying Marauder, everyone kept dying and we weren't putting a dent in his health. I dropped before the failure was official.
  8. Not true. The stats on their powers aren't that impressive, they just don't do anything else. There are any number of player powers that drain more endurance (particularly if enhanced). https://cod.uberguy.net/html/entity.html?entity=malta_sapper
  9. See below. Second version (which I believe is from LRSF) has the Liberty Belt. https://cod.uberguy.net/html/entity.html?entity=vindicators_ms_liberty https://cod.uberguy.net/html/entity.html?entity=vindicators_ms_liberty_special
  10. Lifegiving Spores is a crappy power. Drop it and move the slots and Panacea set to Regrowth. Replace it with Corrosive Enzymes (which doesn't require more than 1 acc in the base slot). Drop Pistols or Dual Wield and replace with Bullet Rain or Executioner's Shot. Split Superior Vigilant Assault into two groups of 3 pieces to double up on the 10% recharge bonus. Entangling Aura only requires hold and end reduction enhancements. Frankenslot with 2-3x end/hold IOs. Procs don't work well in this power. +5 the rech IOs in Hasten and Overgrowth. If you're going to rely on procs for damage, drop Agility Alpha. It acts like a recharge enhancement in all your powers and hurts your proc rate.
  11. In addition to the Interface powers, the Destiny powers are also flagged to ignore external strength boosts (so Power Boost won't affect Barrier or Rebirth). All powers that debuff resistance or damage are flagged to ignore enhancements and other boosts.
  12. You can absolutely do this now to non-AVs. My Elec blast sentinel easily drains foes to zero and keeps them there. They are unable to attack and just run around not knowing what to do. I can also do it, although not as quickly, with my Elec controller. The catch is end drain alone isn't enough. You also need powers with -recovery. In addition to the end drain changes to AVs and GMs @Zect referred to above, standard AV Resistance includes strong resistance to end drain and recovery debuffs.
  13. Similar here. They can be operated manually by fire fighters if there are handicapped people that need to be removed from the building.
  14. Why would you pull using a ST hold?
  15. I'm confused about what you're requesting. Are you asking for a premade macro to be added to the Teleport Target power, or are you asking for the Teleport Target power to be added to the Teleport power? I have no issue with the former, but am against the latter.
  16. Saturday Night Synapse is a weekly event on Torchbearer that runs Synapse as a league and coordinates the exit from the second to last mission to spawn all the Babbages at once. It's not unusual to have 20 or more.
  17. In the same vein, Volcanic Gasses should benefit from Domination.
  18. Uun

    Build Up in Pets

    The enhancement you're referring to is Soulbound Allegience: Chance for Build Up. The effect applies to the pet it's slotted in. It's part of a purple Pet Damage set that can only be slotted at lvl 50. The effect of the Gaussian: Chance for Build Up applies to the caster. It has to be slotted in a power that accepts To Hit Buff sets. If it's slotted in a henchman, it will apply to the henchmen but not to the MM. If it's slotted in the MM's secondary or a pool power, it will apply to the MM but not the henchmen.
  19. You didn't get a response in 6 hours and you interpret that as nobody cares? Wow. I for one only check the forums once or twice a day, so this is the first time I'm seeing your post. I don't know what your original request was before you edited the post, but there's another Dark/Dark thread two up from this one.
  20. Stealth and Combat Jumping vary by AT (1.88% is scrapper/stalker/brute), however, Infiltration goes down to 0% in combat.
  21. Split up Superior Gauntleted Fist into two sets of 3 pieces to double up the 6% E/N resist bonus. Swap LOTG for Shield Wall in Invincibility, Weave and Maneuvers. You get 4.5% E/N resist each with 4 pieces. Add 6th slot to Temp Invul for 5.25% F/C resist. These tweaks should take you to 74% F/C and 72% E/N resist. I like having both Guarded Spin and Innocuous Strikes for the added AoE damage. I can cycle those two indefinitely and insert Eye of the Storm when the bonus is up. Staff's ST damage is pretty anemic.
  22. I don't know what you've tried, but I quite enjoy my sentinels. I wouldn't turn down more range or higher target caps, but I find them very effective as is.
  23. Levantera is the first of four story arc contacts in RWZ. After you complete her arc, she will introduce you to the next contact. @Ukase explained this already.
  24. There's some history you should be aware of. When Energy Aura was introduced in Issue 6 as a brute and stalker secondary, Energy Drain was virtually identical to Power Sink and had no defense component. The original version of Energy Aura was TERRIBLE. Attempts were made over the years to improve performance. The first attempt was in Issue 13, when a heal was added to Energy Drain (the set didn't have Energize yet). In Issue 21, the entire set was revamped. Conserve Power was replaced with Energize, the heal was removed from Energy Drain and replaced with the scaling defense buff, damage resistance was increased across the board, a taunt aura was added for brutes and Repulse was replaced with Disrupt for stalkers. Now you understand how we got where we are. That said, powers aren't balanced against similar powers in other sets. Electric Armor performs quite well and Power Sink doesn't need a buff.
  25. When Shadow Maul was buffed recently, its animation time was reduced to 2.37s. Flurry's animation was copied from the original Shadow Maul, yet the update wasn't ported over and its animation time still sits at 3.07s. This seems like really low-hanging fruit.
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