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Uun

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Everything posted by Uun

  1. It's not a bug, it's by design. And there are quite a few immobilizes available to blasters and masterminds.
  2. Taking a defense shield with /Dark is valid, but I went with Mu Mastery on my Elec/Dark controller. My defenses are already high (plus I've got Darkest Night). Between Shadow Fall, Fade and Charged Armor I'm close to the resist cap for S/L/E and in the 40-50% range for N/P. Definitely one of the safest controllers I've played. I also took Ball Lightning from Mu for some additional AoE damage.
  3. Most toggles suppress rather than turn off, so the only time you have to turn them on again is after you're defeated or if you have your endurance drained. There are a few that drop if you're mezzed and have 20s recharges (Hot Feet, Choking Cloud, Entangling Aura) so slotting recharge in them might be useful.
  4. Correct, but the chance for knockdown isn't reduced if the target(s) are immobilized.
  5. I don't see anything significant in the patch notes since then other than some tweaks to Thunder Strike.
  6. Spinning Strike has a 16s recharge. The Council power is Cryonic Rounds. It has 15% -recharge. Assuming you don't have any recharge slotted, your recharge would be increased to 18.8s using this formula: RechargeTime = BaseRechargeTime / ( 100% + Buffs - Debuffs ). In order for Spinning Strike to have a 54s recharge, you would have to have been hit with a 70% -recharge. It's more likely that there's a glitch with the Recharge Timer display.
  7. Not if the targets are immobilized.
  8. Mind Control is much better on dominators than controllers. Other than the stronger controls you get with Domination up, you don't have to worry about setting up and maintaining Containment in order to do damage.
  9. And this is your first post on page one of the thread:
  10. The story changes every time you tell it. First it was one enemy hitting you once. Now it's a group. Even so, if they conned grey, they wouldn't be able to hit you, let alone debuff you.
  11. Movement is -90%. Recharge is -75%.
  12. I call BS. The -recharge floor is -75%, which would increase recharge time to 4x normal. There aren't many ice powers that have that much -recharge in one application. You still haven't revealed what you were fighting despite multiple requests. And no, there has not been a change.
  13. Not sure if this is a bug or WAI. I ran Posi I on my Arsenal/Marine controller. The Simulacrum for my character had Tri-Cannon and Barrier Reef, which are lvl 26 and 28 powers (and not available to me at lvl 15).
  14. I've run through this recently on about 15 characters (for the Demonic accolade) and haven't had any issue. That said, you don't have to talk to him. You get the badge when you complete the 2nd mission. You can quit the TF after that without talking to him.
  15. You're misunderstanding the ATOs. The Superior Scrapper's Strike global increases your crit chance by 3% against minions and 6% against higher ranked foes. (Regular Scrapper's Strike is 2% / 4%). No, Golden Dragonfly has the 15% base crit chance. Soaring Dragon is 5% against minions and pets and 10% for higher ranked foes. https://cod.uberguy.net/html/power.html?power=scrapper_melee.katana.head_splitter&at=scrapper
  16. Uun

    Kin Beam

    Kinetics was pretty much covered above, so I'll give you my thoughts on Beam Rifle. It's heavily weighted to ST and pretty much all its attacks have slowish animations. Due to the number of ST attacks in the set, you should skip one of the T1s. Charged Shot has better DPA but Single Shot has 75% -regen if the target is Disintegrating. Other than the T9, the only meaningful AoE is Cutting Beam, which is a short cone with a 30 deg arc. Its base damage is pretty anemic, but it has 12.5% -def as a secondary effect and takes a lot of procs. Disintegrate is a must take and core to the set. It tags foes with Disintegrating, which causes your other attacks to do additional damage, spread Disintegration or have other effects. It also has 150% -regen as a secondary effect. Lancer Shot is a pretty standard T6 attack with a mag 3 stun as a secondary effect. It does good damage but many skip this if they want to drop a ST attack. Penetrating Ray is a typical snipe and your highest DPA attack. Technically Piercing Beam is a cone, but it only has a 5 deg arc and a 3 target cap so treat it as a ST attack. It has 20% -res as a secondary effect plus a large Disintegration bonus, making it a must take. Overcharge is a ranged T9 with 18.75% -def and chance of a mag 3 stun. It takes a lot of procs.
  17. That helps explain it (and I did take down the Subjugator first), but I continued to have problems after they were defeated. Apparently the Mindstorm also has an auto-hit attack (Frazzle). https://cod.uberguy.net/html/entity.html?entity=awakened_mindstorm
  18. I was running Mr. G's 2nd arc on my lvl 50 T4 Ice/Stone stalker. I was running at +3/x4 (with a +1 lvl shift) and was cruising through. In the final mission, after you defeat Tub Ci, you face 3 groups of Awakened. I've fought them many times before and know they're tough, but my build has 52% psi defense and all their attacks are psi. The first two groups had no bosses and went down quickly. The third group had 2 bosses and kicked my ass. Several times. I checked their stats on CoD and didn't see any autohit powers or debuffs. I checked the combat log but the tohit stats for the Awakened weren't showing up unless they missed (which wasn't often). I also didn't see any large damage spikes that would account for my going down so quickly. What am I missing?
  19. The recharge of Strength of Will and One With the Shield can't be enhanced, while all the other T9s can.
  20. Keep the DDR, eliminate the 45% +def, add ~15% resist Keep those, eliminate the 45% S/L/F/C/E/N def, add ~15% resist Keep that, cut the S/L resist in half, double the F/C/E/N/T resist I think Unstoppable is largely fixed by eliminating the crash, since it can actually use the additional resistance. On the other hand, even without the crash, Power Surge provides virtually nothing that isn't capped already, with the exception of Tx/Ne resist and repel protection. I would eliminate the resistance and add +regen and +hp.
  21. Not really. Elude, Kuji-In Retsu and Overload provide largely superfluous defense (except Toxic/Psi in the case of Overload). Strength of Will and One With the Shield provide very limited resist buffs and need to be retuned.
  22. Time Wall has secondary effects when used in combination with other powers. Most of these aren't significant and I ignore them (other than the Time Stop combo). Aging Touch: DoT doubled Time Stop: Mag increased by 1 (for 3.5s) End of Time: Damage increased Future Pain: Mag 3 fear Time Shift: Mag increased by 1 (for 4.7s) Chronos provides a 30% recharge buff and has secondary effects on your self buffs. These are a nice bonus, but be aware that the damage buff is lower than Build Up. Temporal Healing: Absorb increased Time Lord: Increased energy resist, recharge, and slow resist The skippable powers in Temporal are Aging Touch and Time Shift. Aging Touch is fine as a lvl 1 power, but most of your higher tier blasts have superior DPA and you can respec out of it. I currently have Time Shift in my build, but I slot it for ToHit Debuff and use it to mule Siphon Insight.
  23. You slotted an Enzyme in Weave. Enzyme enhances Defense Debuffs. You need to slot a Cytoskeleton to enhance Defense Buffs. https://homecoming.wiki/wiki/Hamidon_Origin_Enhancements Take Bitter Ice Blast instead of Bitter Freeze Ray. It has much higher DPA. Don't skip Aim. Rectified Reticle is a crappy set to put in Chronos, since it caps at lvl 20. Slot Gaussian's instead (inluding the %BU proc). Move the Increased Perception global to Combat Teleport. Not sure why you're taking the powers in your secondary so late. Reshuffle and take them much earlier.
  24. I've played a Rad/Dark corruptor since HC launched and played a Dark/Rad defender for many years on live. It's a pretty rare combo but it's a lot of fun and very effective. You can recolor Rad blast to match whatever concept you have.
  25. The Panacea +heal/+end proc will affect targets of the power it's slotted in.
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