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Uun

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Everything posted by Uun

  1. Answering your last question first, Power Boost doesn't work on Cold's shields or Benumb. I would go with a different epic. Winter's Gift jump/end in Combat Jumping is a waste. Unless you only intend to solo, slot your shields. Glacial should be take much earlier. 6 slots in Snow Storm is a huge waste. It's a skippable power to begin with and doesn't require more than 1-2 slots. Instead of 6-slotting Arctic Fog with LOTG, convert 3 slots to a resist set. In Tough, swap the res/rech for res/end. Expedient Reinforcement is a better choice in Tri-Cannon. 6 slots in Heat Loss. Slot an End Mod set. Conserve Power is unnecessary with Heat Loss. Other than increasing mezz duration, Power Boost does very little for you. Sleet is a debuff, not a damage power. It should be taken as soon as its available at lvl 28. Slot with 2 recharge IOs or a Defense Debuff set.
  2. Night Fall and Oppressive Gloom are already in Soul Mastery. Putting them in Dark Mastery would make the sets too similar. Possess would be fine if they got rid of the self-debuff and notification of mobs and just cloned the controller/dominator version. There's been very little proliferation of confusion powers outside of control ATs other than Boggle and World of Confusion. A non-aggro ST confuse could be quite useful. Replace Black Hole with Darkest Night. This power has already been proliferated to brutes, tanks, sentinels and dominators. It would be a very good fit for blasters. The issue with Soul Consumption, other than its 10 minute recharge, is that both its buff (+100% max end, +48 max hp, 48 hp heal) and debuff (-100% max end, -48 max hp, -60% regen) effects are largely unnoticeable. While this power has been given to 4 ATs, this is especially true for blasters due to their sustain powers. Soul Transfer would be a very good replacement, and has already been proliferated to corruptors and defenders.
  3. Uun

    ?/Storm

    I recently leveled a Storm/Storm corruptor and found it to be insanely fun. It benefits from Scourge due to all the DoT. While the setup with Storm Cell isn't an issue, the set performs best in longer fights because the debuffs and secondary effects build over time.
  4. Most of the stuff in Marine that Power Boost should buff in a meaningful way relate to health and endurance. Soothing Wave - increases the heal Toroidal Bubble - increases the +end and increases the +recovery for the 60s duration Barrier Reef - increases the +absorb for the 40s duration Power of the Depths - increases the +hp and +regen for the 60s duration Note, I haven't tested these, so speak up if you have and I'm incorrect. I'm a big proponent of using Power Boost with Time/Farsight and Chrono Shift. Power Boost can also be used with Force Field/Deflection Shield and Insulation Shield and will last the full 240s duration.
  5. If you're going to take Crush, slot it (4-5 pieces of a ranged damage set). Otherwise just skip it and take Lift as your T1. In Teleport, swap Time & Space Manipulation for Blessing of the Zephyr. This will give 4 pts of kb protection (you have none in your build). Plus, having the +stealth in Teleport is going to be problematic since there's no way to shut it off (you have to wait for the 120s to expire). Slot a Celerity or Unbounded Leap +stealth in Sprint instead. Not sure what your strategy with Teleport Target is. If you intend to use it on foes, be aware that it only works on minions. In Lift and Propel, swap Ruin for Thunderstrike, Devastation or Decimation. In Propel, swap the +recharge for kb>kd. Maneuvers requires end reduction if you plan to run it. The Kismet +acc needs to be in an active power. That said, I would probably drop the Kismet since you're already running Tactics. The %bu proc in Tactics doesn't have great returns (it has a chance to go off every 10s). I wouldn't bother with %dmg procs in Gravity Distortion Field since you're only going to be using it every 2 minutes at best. Slot a kb>kd IO in Wormhole. Transference wants end mod, not end reduction. I would probably slot an End Mod set. In Singularity, swap the Call to Arms +def for the 6th piece of Expedient Reinforcement or a kb>kd IO. Fold Space requires accuracy. Not sure why you're taking it since you already have Wormhole. Be aware that Fold Space dumps all the foes on top of you, which is going to be an issue since you're squishy. You don't need Conserve Power since you have Transference. I would switch to a different Epic entirely, since Power Boost doesn't do much for you either. Take a look at Earth, Ice or Mace. Increase Density is best used as a mule for the Steadfast Protection and Gladiator's Armor +def uniques (which your build is missing). This is a VERY squishy build. You have no defense to speak of and only resistance to S/L damage. If you're going to stick with a resistance armor, try to add resistance to other damage types from set bonuses. If you switch to a defense armor, focus on building your defenses. Consider dropping Crush, Teleport Target and Fold Space for Boxing, Tough and Weave. You've got another 10 slots to place.
  6. See highlighted text in the power description (it debuffs you, not the target): -30% Heal Dmg, Smashing Dmg, Lethal Dmg, Fire Dmg, Cold Dmg, Energy Dmg, Negative Energy Dmg, Psionic Dmg, Toxic Dmg, Ranged, Melee, Area, Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Psionic, Toxic, Base Defense, Absorb, Endurance, ToHit, RunningSpeed, FlyingSpeed, Confused, Terrorized, Held, Immobilized, Stunned, Sleep Strength (self only) for 30s
  7. Infrigidate requires accuracy. If you're going to stick with 2 slots, switch the Analyze Weakness proc for an acc IO. If you want to add slots, Infrigidate works quite well with %dmg procs. Not sure why you're 1-slotting Hailstones and Jet Stream. Combined with skipping Direct Strike you're really gimping yourself. 6 slots in Snow Storm is a huge waste. It's a skippable power, but if you're going to take it, it doesn't require more than 1-2 slots. Glacial Shield should be slotted for defense, not resist. The Panacea proc shouldn't be slotted in Experimental Injection unless you want it to buff your target. If you want to buff yourself, it needs to go in Health. Drop the defense slotting in Arctic Fog to 3 slots and use the other 3 slots for resistance (i.e., the Gladiator's Armor pieces from Glacial Shield). Although the set bonuses are nice, I would drop Intensify down to 1-2 slots. Sleet isn't worth slotting for damage and procs work poorly in it (because it's a pseudo pet). Slot 2x recharge IOs or 3-4 pieces of a Defense Debuff set. Heal Loss does no damage, so Synapse's Shock isn't a great choice. Switch to one of the End Mod sets with more recharge. Ice Shield should be taken much earlier than lvl 32. Other than the set bonuses, there's not a lot of value in devoting 6 slots to Web Envelope. I'd be inclined to drop it entirely and pick up Direct Strike instead. Slotting Focused Accuracy with the +perception proc is unnecessary. Consider swapping FA for Tactics if you intend to team. Tough and Maneuvers needs end reduction if you intend to run them. If you keep FA, swap Maneuvers for Weave.
  8. Resistance-based armors (Dark, Electric, Fire and Radiation) are better on brutes than on scrappers or stalkers because of the higher resistance cap. They will still perform better on tanks than brutes due to the higher resist values.
  9. Does anybody know what the actual entity name for the Apex TF pylons is? I searched CoD and the only entity with "pylon" in its name listed that has attacks of any kind is the RWZ Rikti Pylon (which has Swarm Missile). There's a task force Rikti Pylon listed, but it has no attacks. EDIT I think the toxic damage may come from the tentacles, not the pylons. Apparently the ranged tentacles and melee tentacles are separate entities, with the ranged tentacles having a toxic damage aura (not autohit). https://cod.uberguy.net/html/entity.html?entity=hydra_alphatf_ranged_tentacle_boss https://cod.uberguy.net/html/entity.html?entity=hydra_alphatf_melee_tentacle_boss
  10. I don't think this issue is unique to exp boosts. There are a number of temp powers that don't show remaining time when you right click the status icon.
  11. Aeon, LGTF and ITF are part of the WST rotation. If you choose to run them in starred mode when they're the WST, you still get the double merits and Notice of the Well. Not sure why the starred version needs to be listed separately.
  12. Holy crap, I knew about the bug but they never fixed it?
  13. Haven't tried it. Might be worth going on test to try it out. Could be quite potent if you slot it with recharge, since the debuff stacks.
  14. Illusion is typically built to achieve perma-PA. You get far more damage out of PA than you do from your personal attacks, even with %dmg procs. Slotting should focus on set bonuses that provide global recharge. Can you also work procs in? Absolutely, but I'm not trading a recharge bonus in Blind for 6 %dmg procs.
  15. Had to be the HC devs. Dark Mastery was just ported to blasters in February and this version of Possess (which also went to masterminds) didn't exist previously.
  16. I'm not sure why they did it, but they tacked on a 30% unresistible debuff to damage, tohit and a laundry list other things that lasts 30s (the controller/dominator version doesn't have this). The confuse only lasts 9.5s. It seems to me that Possess is more valuable as a ST debuff than as a confuse. Is that enough to sell me on the set? No.
  17. Only red side. The 9 exploration badges from the Mayhem missions get you the Invader Badge/Accolade (equivalent to the Task Force Commander Accolade). The 9 exploration badges from the Safeguard missions get you the Stouthearted Badge. There are also 6 badges for successfully completing a specified number of each side mission (bombing, arson, weapons deal, hostage, vault) and defeating 25 named bank heist/jailbreak villains. Obtaining all 6 badges gets you the Force of Justice Badge. The Force of Justice Badge is one of the requirements for the Protector of Paragon City Badge/Sheer Willpower Accolade.
  18. In addition to Battle Axe, Stone Melee and War Mace are quite good for knockdown. The key to using end drain effectively is to maintain -recovery on your targets after you drain them. For Electric Blast, this means Short Circuit (100% for 10s), Tesla Cage (100% for 8s) and Thunderous Blast (100% for 20s). [The Shock mechanic gives your other attacks 40% for 5s and Power Sink has a 30% chance of 100% for 4s.]
  19. An Illusion controller is very much NOT all about procs.
  20. There are badges you can get from the Safeguard missions you get after completing several radio missions.
  21. What kind of controller(s) and defender(s) did you test? Both primary and secondary matter significantly. Do they have -res, -def or -regen? Do they have damage buffs? Praefectus Castorum have defense against S/L/F/C/E/N attacks but none against Psi or Toxic attacks. They also have mezz protection, which impacts a controller's ability to establish containment.
  22. Spectral Wounds, after the heal back, does the same damage as every other controller T1 attack except Lift and Levitate. It gets full containment damage, it just doesn't get it on the damage that heals back. More importantly, the heal-back isn't effected by enhancements. Slotted for ED max damage, while the base and containment damage increase from 80.75 to 154.45, the heal-back stays at 19.57. SW happens to have a short activation time, giving it solid DPA of 102.18 slotted for ED max damage, after heal-back and including Containment. Weaken Resolve, while accepting 3 %dmg procs, has a long activation time. If all 3 procs go off, DPA is only 95.92, still lower than SW. Slotted for ED max damage and including containment, DPA is 61.66 for Project Will and 64.55 for Power Blast.
  23. Flash Arrow is autohit in PVE.
  24. Keep in mind that the bomb phase occurs in the beginning of the event before the Rikti start zoning in.
  25. If I'm upgrading a character and removing a set from a power, I'll drop the removed enhancements in my base rather than selling them if they're something a future character might need. I generally limit this to uniques and pricier enhancements. I'll also do this if I end up with something useful in the course of converting. For the most part though, all my characters self fund and just buy stuff as needed.
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