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Uun

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Everything posted by Uun

  1. In addition to the above, there's an empowerment buff you can craft that provides 20% end drain/recovery resistance for 90 minutes. But seriously, you shouldn't be having this problem if you have Gamma Boost.
  2. Have you run the 801 missions? I'm pretty sure @Linea has deployed them all. FYI, Singularities can be confused for fun and profit.
  3. You're looking at this in terms of a single attack with a 100% probability of an x magnitude status effect. Putting aside the fact that there are many powers that have a less than 100% chance of a status effect, you're ignoring the fact that status effects stack. If I'm fighting Malta on my tank, I will get stunned periodically despite having mag 12.975 stun protection because multiple foes are applying stuns and they will eventually stack to overcome my protection. The same applies to Carnies or Rikti and getting held.
  4. My issue with Triage Beacon is that its duration and its recharge are both too long for a stationary object. There are few situations where a buff with a 90s duration is useful and a 200s recharge is far too long to deploy it regularly. Even 6-slotted with decent global recharge you're looking at about an 83s recharge. Triage Beacon's regen buff is OK but nothing to write home about. Even 6-slotted, it's not going to save you in a tough fight. Spirit Tree used to be identical to Triage Beacon. In the most recent patch its duration was dropped to 60s and its recharge to 120s. On top of this they added a taunt aura, which is far more useful than the regen buff. I don't know if they intend to apply the same changes to Triage Beacon, but even a duration/recharge reduction would be a big improvement.
  5. There are some small/less obtrusive shield models. For example, Vanguard Shield. When not in use it collapses to a frisbee sized disc on your forearm. When deployed it projects an energy disc.
  6. Knocking them out of range isn't useful on a melee AT.
  7. Electrical Affinity has a lot of powers that don't require a lot of slots. About the only ones worth 6-slotting are Rejuvenating Circuit, Faraday Cage and Insulating Circuit. Either Rejuvenating or Insulating should get Panacea, as the proc can also affect your allies, with the other getting Preventive Medicine. I 3-slot Energizing Circuit with Synapse's Shock (for the slow resist) and 3-slot Empowering Circuit with a ToHit Buff set. If you take Defibrillate, all it needs is 1 endred IO. Amp Up gets 2 rech IOs. Shock and Galvanic are your only debuffs (-regen and -dmg), with Shock being ST and Galvanic spamming Discharge, which is an AoE. The end drain is largely incidental. I 4-slot each with an EndMod set, but you could easily 1-slot Shock with an acc IO. With Electrical Blast, all your powers drain endurance but only some of them stop recovery, which is the key to sapping foes. Thunderous Blast, Short Circuit and Tesla Cage all have a 100% chance for -110% recovery. Following up Thunderous Blast with Short Circuit should leave anything still standing without endurance. Short Circuit and Tesla Cage do very little damage, so you'll need to slot %dmg procs, but it's also worth slotting them for endmod if you want to keep foes sapped.
  8. Another seemingly good idea dashed with a cold splash of reality.
  9. I came up with this idea while I was running a CoT arc on my brute. Most of the CoT spectres and mages run Chill of the Night, a PBAoE aura with a massive tohit debuff. It's a real pain if you don't have resistance to tohit debuffs, since the debuff stacks from different casters. Obviously it will drop if you mezz the caster, but what if it had a chance to drop if you knocked the caster off their feet? This power is a toggle with a 10s recharge, so this would give you a window before it was turned on again. This would also apply to other toggle debuffs like Radiation Infection, Darkest Night, Snow Storm, etc. Not sure what the right % chance would be, but I'm thinking 50%?
  10. Dark Control doesn't offer much from a damage standpoint unless you add %dmg procs to Fearsome Stare and Heart of Darkness. Picking up Arcane Bolt and Enflame can help as well. Umbra Beast is pretty squishy and I find Haunt to be skippable. If you're going controller, Soul Mastery is better than Dark Mastery.
  11. Works fine for me. Are you using Build Sharing/Import Data Chunk?
  12. @Bill Z Bubba hasn't been around much lately, but he posted his build a while back.
  13. Anybody got two 10s for a 5?
  14. MA/Inv has been my main going back to 2004. I revamp it every few years but this is what I'm currently running. I freely admit it isn't min/maxed and that I have more attacks than I need. Uun - Scrapper (Martial Arts).mbd
  15. The big changes to Plant Control: Duration of Seeds of Confusion reduced significantly and converted to Adaptive Recharge (recharge increases the more targets you hit). Not as good as it was but still a must take. Spirit Tree now has a taunt aura in addition to a regen aura. Dropping it in the middle of a spawn is a great opener and significantly reduces return fire. Has gone from skippable to a must take. Vines added a pulsing hold with a 60s duration in addition to the initial 15s hold. Also added minor DoT and 20% -dmg. More useful, but still on a 240s recharge. Greatly reduced Carrion Creepers ability to trigger procs. Can now trigger Containment. Not as good as it was but still a must take. Spore Burst upgraded to Deep Sleep. More useful, but doesn't play well with Carrion Creepers. Fly Trap damage resistance increased.
  16. On Excelsior @Oklahoman is the gold standard for leading iTrials with clear instructions. Pretty sure he still won't lead Keyes or Underground though. On Torchbearer there are standing iTrial sessions at 2pm Eastern Saturday (Pocket D) and 8pm Eastern Thursday (Dark Astoria). While most of the participants are experienced, the leaders are always willing to answer questions.
  17. Not sure it can be done, but I support this. I frequently have multiple Destiny and/or Hybrid powers and it would be much easier if the active one would swap tray spots with the inactive one(s).
  18. You've got the Gaussian's BU proc toggled on in Tactics and the Decimation BU proc toggled on in Proton Volley, which is inflating your numbers a lot. Turning those off (keeping Tactics on), you're at 88% for Transfusion and Proton Volley, 81% for Irradiate, 95% for Transference and 73% for Oppressive Gloom and Siphon Speed (all against +3s). Also note that Tactics will go away if you exemp below lvl 27. ToN doesn't have an end proc. I assume you're talking about the Theft of Essence proc. It only affects you. If you're really after status resist, take the Aegis unique as it provides 20% vs. 7.5% for Impervious Skin. Note that both of these just reduce the duration of status effects but don't prevent them. Display bug in Mid's. It's because Fulcrum Shift calls 2 subpowers. The initial call is autohit, but the subpower that debuffs your foes and buffs your allies requires accuracy. https://cod.uberguy.net/html/power.html?power=controller_buff.kinetics.kinetic_transfer&at=controller The proc effects aren't very useful. A 7.5% tohit debuff with a 10s duration doesn't help you without other tohit debuffs to stack with it. An 8s mag 2 immobilize is pointless. On top of this, the Absolute Amazement proc has a 32% chance to fire every 10s and the Razzle Dazzle proc has a 25% chance, but both require a successful hit to fire. Without acc slotted, those chances decrease. Siphon Speed doesn't suppress in combat, Super Speed does. It's really your preference, but I've always taken Siphon Speed as soon as it becomes available..
  19. I had one of these as a defender on live back when both sets were first released (i5). It was top of the heap for resist buffing/debuffing blue side for quite a while (until red side sets got ported over). Used it primarily for team play since Disruption Field could only be cast on an ally.
  20. I've got a Cold/Beam defender I quite enjoy. It shreds hard targets. While I share your dislike of the SFX, there are several mods available. In actual play, I found BR became more interesting once I learned how Disintegration interacted with the other powers in the set. For example, while just about all the powers get bonus damage when used on Disintegrating targets, Lancer Shot and Penetrating Ray (in slow mode) also have a 100% chance of spreading Disintegration when used on Disintegrating targets.
  21. I had a Ninjas/Poison MM on live that was really awful. I know Ninjas was buffed recently, but there's very little synergy between the sets.
  22. There are Minimal FX options for Hardened Carapace, Environmental Modification and Evolving Armor. This gets rid of most of the offending stuff except Ablative Carapace. If you have the City Mod Installer, there's a Bio Armor Effects Remover which addresses that as well.
  23. Zapp plus Ball Lightning
  24. Gloom is ST ranged DoT, Dark Obliteration is targeted AoE, both in tank/brute Soul Mastery.
  25. 4-6 slots is fine in X-Ray Beam. It's basically a filler in your attack chain. Transfusion requires accuracy. You may be OK with Tactics running, but I prefer slotting Touch of the Nictus. Irradiate requires accuracy. Proton Volley requires accuracy. 5-slot Sting of the Manticore for the 7.5% recharge bonus. Drop Aim for Siphon Power. Neither is really needed once you get Fulcrum Shift, but Siphon Power is useful for debuffing AVs. The Impervious Skin +regen bonus won't work in Increase Density. It needs to be in an active power. (The status resistance will work.) Split Superior Scourging Blast between 2 powers to double up on the 10% recharge bonus. Swap the chance for +end piece in Transference for the endmod/acc piece. This will give you more endurance than the proc and drain more from your target. Fulcrum Shift requires accuracy. Most slot 1 acc IO and 1-2 recharge IOs. Slotting Stereocilla is largely pointless, as the slow enhancement does nothing. Oppressive Gloom requires accuracy. The procs slotted aren't useful. Just slot an acc/mezz HO in the base slot. Siphon Speed requires accuracy. It should be taken at lvl 10.
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