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Everything posted by Uun
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Drop Mental Blast for TK Blast. Much better DPA and does smashing damage. Slot kb>kd if that's a concern. Switch Extreme Measures for Sting of the Manticore in Psionic Lance. Drain Psyche requires accuracy. Slot Touch of the Nictus instead of Numina's. More slots in Psi Tornado. Drop World of Confusion. It's hot garbage. It only affects minions and has a 1.5s duration vs a 4s cycle time. If you do keep it, it needs accuracy. Switch Rectified Reticle for Adjusted Targeting in in Concentration and Tactics. Rectified Reticle caps at lvl 20. You don't the +perception piece if you're running Tactics (switch to tohit/end). Switch Obliteration for Superior Blaster's Wrath in Psychic Shockwave. Take TK Thrust. One of the highest DPA attacks available plus it does smashing damage. Slot kb>kd if that's a concern. Bonfire requires accuracy (the epic version isn't autohit). Drop the slots in Kick. You're leaning heavily into melee and S/L defense, which is an odd mix. You want to focus on positional or typed, not mix them. Stop chasing S/L defense (i.e. 4x Kinetic Combat in Kick) and go for more ranged defense (add the 6th Mako's Bite in Mind Probe and 6th Defiant Barrage in Dominate Will). Too many slots in Tough. Drop the 4x Aegis for Gladiator's Armor res and res/end. Drop Weave to 3 slots.
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Mind/Martial - Leveraging Envenomed Blades for procs
Uun replied to Onlyasandwich's topic in Dominator
I've done Mind/ and /Martial but not together. Trick Shot chains pretty well but I haven't tried procs in it. According to the PPM calculator, the chance would be 17% for a 3.5 PPM proc. Dom Psi Mastery has one of the better versions of Psi Nado, as all the damage is up front. That said, Spinning Kick isn't very finicky as it doesn't require a target - it just hits whoever is in front of you. Between the two, I would go with Spinning Kick simply because it has a 10s recharge vs 40s for Psi Nado. World of Confusion is hot garbage. It has a 1.5s duration but pulses every 4s, so no amount of slotting will make the effect perma. Using it with just 1 slot seems pointless. I do have 1-slotted Caltrops in my /Martial build, primarily for soft control. If you drop WoC and Psi Nado, I would switch to Ice epic. Don't think of Exploding Shuriken as an AoE. The splash damage is minimal. It is disappointing as a T9, but the ST damage is decent for a ranged attack. The advantage Mesmerize has over Levitate is that the sleep is autohit and AV resistance doesn't include sleep protection. I don't currently have Levitate in my build but haven't respeced since the change to TK. -
I have both Rebirth Radial and Melee Core on my SR/Staff.
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Consider splitting Superior Gauntleted Fist into 2 groups of 3 to double up on the 6% E/N resist bonus. The 6th pieces of Hecatomb and Armageddon aren't doing much for you. Either drop to 5 slots each in Clobber and Shatter, or replace the 6th piece with a %dmg proc. Practiced Brawler only needs 1 recharge. In Crowd Control, change your slotting to 5x Scirocco's Dervish plus the Obliteration proc. You'll pick up AoE def and E/N resist. In Tough, swap Gladiator's Armor (except the +def unique) for Unbreakable Guard, including the +7.5% HP piece. You'll pick up E/N resist and end discount. Dominate needs accuracy. The -kb IO in Super Speed is pointless. You get all the kb protection you need in Practiced Brawler. Rebirth is a better choice. SR has capped DDR and doesn't need more from Ageless.
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Placate was changed in i27p3, becoming a 15 ft radius targeted AoE that hits up to 5 targets. It's also autohit. It's pretty useful and doesn't require any slots.
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There can be no buffs to Arsenal/Trip Mine until Traps/Trip Mine is addressed. Arsenal has a cast time of 2.1s vs 5.1s for Traps (with a 4s interrupt period) Arsenal has 0.75 mag kb vs 2.1 mag for Traps Arsenal has a 15 ft radius vs 12 ft for Traps Arsenal has 1.0 acc vs 1.2 acc for Traps, so I'll give you that one
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I'm sure you have a concept in mind, but I would highly recommend pairing a different secondary with Psychic Blast. There are quite a few factions and types of foes that heavily resist psi damage (Carnival, Vanguard, Malta/Council robots, etc.), and it can be very frustrating to fight them without another damage type.
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This is still happening. Was on a Rogue and Father Time offered me Crimson or Percy Winkley as contacts.
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Building a new character with SO's and other tips
Uun replied to Diantane's topic in General Discussion
Your attacks use a lot more endurance than your toggles. Rather than slotting a 2nd end reduction in each toggle, slot 1 end reduction in each attack. -
From a similar thread a few weeks ago.
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It has extra recovery, but it has no resistance to end drain. I've played WP extensively for years and can't count the number of times I've been toggle dropped by Arachnos Mu. It has also very little DDR or resistance to -regen. SR is light years better than WP as an armor set. Battle Agility, Deflection, Against All Odds, Grant Cover
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Suggestion: Ability to Decline Contact Introductions
Uun replied to Waljoricar's topic in Suggestions & Feedback
Because of the way contacts refer you to higher level contacts, declining contacts would cause breaks in those referral chains. You would be better served by accepting the contact introduction and simply not running their content if you don't find it entertaining. With the exception of zone specific contacts (Hollows, Faultline, Striga, Croatoa, etc.), most blue side contacts are organized by origin. The story arcs offered are based on the connection of the faction to that origin. For example, CoT story arcs are offered by Magic contacts, Freakshow story arcs are offered by Technology contacts, Devouring Earth story arcs are offered by Science contacts, Council story arcs are offered by Mutation contacts and Crey story arcs are offered by Natural contacts. At lower levels there are multiple contacts for each origin, but each offers the same missions and you will only be introduced to one for each origin. If you don't have all 5 at a given level range, they will introduce you to one of the others in your level range. Once you outlevel them, they will introduce you to the next contact of their origin. There are also some newer contacts in Steel Canyon and Talos that aren't introduced that you can just walk up to (Graham Easton, Laura Lockhart, Agent Watkins, Keith Nance, Roy Cooling). -
SR's 3 toggles total 0.78 end/s. Bio, Ice and Energy have 3 toggles (excluding the damage auras and stealth) that total 0.78 end/s. Shield and Willpower have 4 toggles that total 0.78 end/s. Radiation has 4 toggles that total 0.94 end/s. Stone has 5 toggles (excluding the damage aura) that total 1.04 end/s. About the only sets that have lower toggle costs are Invulnerability and Electric at 0.73 end/s. Built properly, you should have no issues with SR's end cost. You are correct that SR has no resistance to end drain or -recovery, however, unless those debuffs are autohit, they're likely to miss. Neither Willpower or Regen have -end or -recovery resistance either and without defense are much more likely to be sapped and toggle dropped.
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This already exists. Super Reflexes has scaling damage resistance in the 3 auto powers that kicks in below 60% health and increases as your health declines (at 45% health you have 15% resistance, at 30% health you have 30% resistance, at 15% health you have 45% resistance). Super Reflexes is currently one of the best performing sets in the game. It doesn't need any changes, with the possible exception of changing Elude so that there's a reason to take it.
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When you add a character to your Friends list, it's a unilateral action. The character being added isn't notified and has no consent. The action only applies to a single character and the list can only be accessed by a single character. The Global Friends list has different mechanics. Because it applies to all the requestee's characters and all your characters, it requires the requestee's consent. If you're suggesting that players be able to add other players to their Global Friends list without the requestee's consent, then that would be a hard no.
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Beasts from the north! Making the best of Beast/ with /Cold
Uun replied to Onlyasandwich's topic in Mastermind
Sleet shouldn't be a mule, it's one of Cold's best debuffs. 22.5% -res, 18% -def, 32% -rech. Use it every spawn.- 21 replies
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- beast mastery
- cold domination
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Beasts from the north! Making the best of Beast/ with /Cold
Uun replied to Onlyasandwich's topic in Mastermind
You'll have to see how it plays in practice, but I avoid using Fortify Pack unless things go sideways. It kills all your stacks of Pack Mentality. Slotting Ragnarok in Sleet isn't productive. The damage is minimal and not worth enhancing. Slot 2 recharge IOs or 3-4 pieces of a defense debuff set. I don't bother with Hoarfrost on low hit point ATs. I would drop it and add a slot to Hibernate. Perhaps add a travel power. If you plan to actually run Maneuvers, you'll want to add some endred. I'm not overly impressed with Frostwork. You could push it back and take something else earlier.- 21 replies
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- beast mastery
- cold domination
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The Liquefy power summons 2 pseudo pets. The first creates a 25 ft radius AoE with a 30s duration that debuffs defense, tohit and recharge, inhibits fly and jump, and has a 3% chance of knockdown every 0.2s. These effects are all autohit. The second does minor S/E dmg and applies a 5.5s mag 2 hold. These effects are not autohit and require accuracy. It appears that the hold only occurs once (and only effects minions). https://cod.uberguy.net/html/power.html?power=controller_buff.sonic_debuff.liquefy&at=controller
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Both Umbra Beast and the Shades can be buffed and healed. The recharge of their attacks can't be buffed, but the recharge of the summons can be, The Shades last 60s or until defeated. Umbra Beast lasts until defeated or dismissed.
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I've recreated 3 combinations from Live on HC (MA/Inv scrapper, Dark/Rad defender, TA/Arch defender), although I flipped the defenders to corruptors. Other than that, while I have repeated power sets (Rad Armor, SR, Rad Blast, Ice Blast, Illusion, Nature, Poison, Storm Summoning, Time) I have yet to repeat a combination on HC.
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Some stalker primaries have more AoE than others. It depends largely on what power was dropped for Assassin's Strike. In the case of Dark Melee, they dropped Dark Consumption for Assassin's Eclipse and Soul Drain for Build Up. While these are both long recharge powers, it leaves you with Shadow Maul and Touch of Fear as your only AoE (ToF benefits greatly from %dmg procs). Not as bad as Martial Arts, which has no AoE whatsoever, but not as good as Ice Melee, which keeps both Frost and Frozen Aura, or Fire Melee, which keeps both Breath of Fire and Fire Sword Circle.
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Power Crash has a 9s recharge. Ball Lightning has a 32s recharge. Between the two I would rather have Power Crash.