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Uun

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Everything posted by Uun

  1. Storm Cell is a pseudo pet, which means procs check on cast and every 10s thereafter. Given its radius, the chance to proc is about 13%. Chain Lightning has max targets of 10 (although I've never seen it hit more than 3 or 4), giving it a chance to proc of 13% with no recharge slotted. With the amount of recharge you have slotted, the proc chance would be floored at 9.5%.
  2. In Hardened Carapace, you're focusing too much on end reduction and not enough on resist. Switch the res/rech/end piece for resist. Add heal enhancement(s) to Inexhaustible for the +hp. Not sure the Annihilation proc will fire reliably in Storm Cell. Slot the Gaussian's %bu proc in Intensify The Panacea proc should go in Health or Inexhaustible, not Ablative Carapace. It needs to be in an active power. Frostbite feels like a weak choice for your epic. You don't really need an AoE immobilize and the %dmg procs have a really low chance to fire with the amount of recharge you have slotted. Most people select a melee attack. I wouldn't skip Athletic. It provides defense debuff resistance.
  3. Exactly. Other powers without "rain" in the name that benefit include Whirlpool, Ice Storm, Blizzard, Storm Cell and Category Five.
  4. I do a fair amount of converter roulette, generally with enhancements crafted from recipe drops. Unless I'm trying to get a specific piece for my own use, I almost never convert within set. Unless I happen to get one of the few uncommon sets that are worth something (i.e., Red Fortune), I'll convert from uncommon to rare. This requires converting within category (2 converters). Your chances of getting a rare depend on how many sets there are within a category at the level of the enhancement. There is only one uncommon travel set in each category (Running, Jumping, Flying, etc.) so you're guaranteed to get a rare. Same goes for sets like Defense Debuff, Hold and Stun where there's only one uncommon in each level range (although the level ranges do overlap at 20-30). It becomes trickier with larger categories like Melee Damage, Ranged Damage, Melee AoE and Ranged AoE, which have multiple uncommons in each level range and your chances of getting a rare converting within category are lower. Rather than rolling the dice on a larger category, I'll usually convert within rarity (1 converter) until I get a set that guarantees me a rare when I convert within category. (There are several categories that tend to be more valuable. If I get an uncommon Defense or Resist Damage, I'll convert within category.) Once I've converted from uncommon to rare, or if I started with a rare, I'll convert within rarity until I get something that I think will sell at a good price (generally at least 2,000,000 inf). I look not only at the recent sale price, but at the number of bids vs. the number of sellers. If there are more sellers than buyers I'll convert again. I typically list at 500,000 or 1,000,000 inf below the price I'm targeting. I'll let listings sit for at least a week or two before I'll pull them. I don't spend a lot of time doing this, maybe 5-10 minutes at the end of each play session.
  5. Overstayed its welcome. Should have lasted a week at most. Became a farm substitute with tons of players following the event from zone to zone to power level. It became near impossible to target unless you were doing it through a pet or henchman. Many zones were ground to a standstill (especially PI and Talos), even away from the center of combat.
  6. My namesake and first CoH character was a Martial Arts/Invulnerability scrapper created in 2004 and recreated on HC in 2019. Not meta by any stretch, but still fun. The other scrapper I enjoy a lot is Broadsword/Shield. Also not meta, but there's a rhythm to playing it and it's super sturdy (tanked Lord Recluse with it the other day).
  7. Uun

    Fire/Cold

    Looks solid. The only nit is you want the 2nd slot in Glacial Shield to be defense, not resist. Resistance is only cold while defense is ranged/AoE/energy/negative.
  8. This is what I'm running on my Archery/TA corruptor. You should be able to flip this to defender easily. Uunfair - Corruptor (Archery).mbd
  9. Uun

    Fire/Cold

    Infrigidate is a good place to slot %dmg procs. RoF is a poor place to slot the Scourging Blast +end/+health proc. You want it in a power you use more frequently. I assume you're going for the set bonuses, but I prefer splitting Arctic Fog between defense and resist sets. The F/C/E resists are worth enhancing. Add a recharge to Benumb. Heat Loss requires accuracy. The %end proc is superfluous, as the power will be fill your blue bar if you're within 15 ft of the target. Again I assume you're going for the set bonuses, but 6-slotting Frostwork isn't productive. It's a very situational power and doesn't need more than 1-2 slots. Drop Assault for Glacial Shield (unless you only intend to solo).
  10. I don't keep any crafting salvage in my base. I do almost all my crafting in the RWZ Vanguard base. You can access the AH, there are crafting benches, merit vendors and regular vendors.
  11. I went Ice Mastery on my Grav/Storm and haven't had any endurance issues. I also went with Support Radial for my Hybrid, which gives you a passive 10% endurance discount.
  12. Toggle powers will check on cast and every 10s thereafter. In Radiation Infection, a 3.5 PPM proc would have a 21% chance to fire against each target in the AoE, so not a great return on investment. Enervating Field doesn't accept any IO sets or procs of any kind.
  13. Freezing Rain is primarily a debuff. The damage is minimal and not really worth enhancing. If you're just slotting Ragnarok for the set bonuses, that's fine, but generally 2x recharge IOs or 3-4 pieces of a Defense Debuff set is all you need. The %knockdown proc isn't required as FR already does knockdown. I'm not sure about the Achilles' Heel proc, but Freezing Rain is a pseudo pet and isn't a good choice for procs in general.
  14. Either will work fine, but there are a couple of differences between the brute and scrapper versions of both Stone Melee and Stone Armor that you should be aware of: Brute version of Seismic Smash has a mag 4 hold. Scrapper version has a mag 3 hold which adds an additional mag 3 when it crits. Also, scrapper Seismic Smash doesn't crit for double damage, only 28%. Brutes have a taunt aura in Mud Pots, scrappers don't. Brutes have Granite as their T9, scrappers have Geode (similar to Hibernate). Granite isn't considered essential any more, but just putting it out there in case Granite is a must for you.
  15. I have it on several characters, but I choose based on theme. I find it effective, and if you go radial, the secondary effects are pretty nice (50% -recharge/-speed for 30s plus 25% chance for mag 4 hold).
  16. What you're experiencing is that there's a 1s delay after Ion's animation completes (at which point the mobs are notified) before the first damage strike. None of the other Judgement powers have this. https://cod.uberguy.net/html/power.html?power=incarnate.judgement.ion_core_final_judgement&at=blaster Debatable. All the Judgement powers do the same amount of damage. All the other Judgements have faster animations than Ion. Ion has a target cap of 40, as does Vorpal Radial, while the others have a target cap of 32. (How often do you face more than 32 foes?) Ion has a 40 foot radius, as does Pyronic, while Mighty and Void have a 50 foot radius and Cryonic and Vorpal have a 120 foot radius. (Cryonic is a 45 degree cone while Vorpal is a 120 degree cone).
  17. Agreed. This is MUCH easier to get red side than blue side (Archmage).
  18. It's particularly problematic when it hits PI (or other zones where a lot of mission doors are located). The cars on the street literally move in stop motion.
  19. In addition to the above, it's important to realize that Regen has virtually no protection against debuffs. I recommend including as much slow resist as you can since recharge debuffs will kill you if you can't use your heals. Also, while it has +recovery, Regen has no protection against end drain. Foes like Malta and Arachnos will drain you and drop your toggles. Be aware of which foes have -regen. There's not much you can do once you've been hit, but it can help to pop purples proactively.
  20. I agree 100%. That said, there is a way to kluge this situations which is sometimes effective. I was faced with this the other day when somebody dropped the lead of a MS league on me and I had to fix several of the teams. If you select the team leader in question, there's a command in the league leader context menu "Move to Team #". After the leader is moved out of the team, another player will be promoted to the lead. If this doesn't work, you can also move the other players to a new team leaving the problematic leader alone on the team.
  21. That's correct, but that's not where I was going. The proc has a 2 minute duration. If you slot it in a click power, you need to activate the power every 2 minutes to keep the buff active. Perhaps you use Frostwork differently than I do, but for me it's a situational power. I apply it to the tank when facing a particularly tough AV (usually in HMs). It's not a buff I regularly apply to multiple team members every 2 minutes. This is also why I suggested that it didn't require 6 slots. If you're using it as a mule for the set bonus, that's fine.
  22. Circle of Thorns were revamped last year, particularly at high levels. This was one of the new additions.
  23. Indeed. Sonic Blast was revamped in 2022. Not everyone is happy with how the debuffs were changed, but the changes to the attacks were a huge improvement. https://homecoming.wiki/wiki/Issue_27_Page_4#Powers
  24. You don't need both Shriek and Scream. Pick one. Don't skip Screech. It's the highest damage power in the set. Siren's Song is a high damage cone and worth taking. Split the Scouring Blast set into 2 groups of 3 to double up on the 10% recharge bonus. Slotting Shriek with %dmg procs isn't productive. It has a 3s base recharge, giving them a very low chance of firing. Frostwork isn't worth 6 slots. The +regen/+recovery proc won't work here and needs to be in an active power. Arctic Fog should be split between a defense set and a resist set. The F/C/E resists are worth enhancing and the set bonuses from Red Fortune aren't great. Sleet is a debuff and not worth slotting for damage. Slot 2x recharge IOs or 3-4 pieces of a Defense Debuff set. Maneuvers needs end reduction. 16 pts of knockback protection is WAY more than you need. Stamina is overslotted (and 2 of the enhancements don't do anything). Slot Performance Shifter end mod and %end.
  25. Not sure what you're seeing. I just confirmed that the power is working properly. Unslotted, Devastating Blow does 193 pts of damage (excluding bonus damage against Contaminated foes), which puts it in the upper half of the range for ST T8/T9 attacks. Top of the range is Energy Transfer with 285, but that's a unique power in that it does damage to you as well. Total Focus, Seismic Smash and Concentrated Strike do 223 but have a longer recharge. Freezing Touch only does 182, so Ice Melee doesn't do more damage. At the bottom of the range, Shatter, Golden Dragonfly and Eagles Claw do 143 but have a shorter recharge.
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