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Everything posted by Uun
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Stalagmites (T8) requires you to be on the ground. It doesn't accept healing or end mod enhancements. It's an unusual power, in that it does very little damage without Seismic Shockwaves (41 pts) but a lot of damage when they're in effect (161 pts). I slot it with a Ranged Damage or ATO set, but only use it when the yellow circle is on.
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Going from memory, but I think you can get this information from the Super Group Registrar in Atlas/Port Oakes.
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Bio is a hybrid set. It relies on resistance against S/L/T, defense against F/C/E/N/P, then tops it off with +absorb and +regen. Unless you've added it from pool powers or set bonuses, it has no S/L defense at all. Against Cimerorans you want capped S/L resists. Brutes/tanks are better than scrappers/stalkers in this regard due to their higher resist cap. Interestingly, the sentinel version of Bio has some defense debuff resistance (in Athletic Regulation).
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Not sure what you're referring to. Grounded is in Electric Armor. Neither Electricity Manipulation or Seismic Blast get it. Dynamo is your sustain power - it buffs your recovery and regeneration. Slot healing and/or end mod first. If you want to devote more slots, go for accuracy and damage. Procs in toggles are almost always a bad choice, as they only have a chance to fire every 10s.
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Make Tin Mage last Mission Entrance more logical
Uun replied to DrRocket's topic in Suggestions & Feedback
The mission text indicates that you get on a helicopter to take you to Portal Corp. The portal then takes you to Praetoria. Since the Vanguard base now has its own Portal Corp portal, there is no reason to get on the helicopter. The mission entrance should be from the portal in the Vanguard base. -
You've got this flipped. Mass Confusion has the accuracy penalty, not Synaptic Overload.
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I haven't tried Marine yet, but I can offer a few comments on Electric: Electric has 7 ally buff powers and 2 foe debuff powers (3 if you include Defibrillate). One of the debuffs is a pet and the other is single target, but they both do the same thing (-regen, -dmg and -end). This is overwhelmingly a buff set. The durations and recharges on the AoE buffs are fairly short. Empowering Circuit (+dmg, +tohit) has a 60s duration and 15s recharge. Insulating Circuit (+absorb) has a 30s duration and 20s recharge. Energizing Circuit provides a big endurance boost (plus a 5s recharge buff) and has a 35s recharge. Rejuvenating Circuit (heal) has an 8s recharge. You're going to be really busy if you want to keep the team buffed. Most of the buff powers are chains. The chains initially hit a maximum of 4 targets, but the maximum increases by 3 for each stack of Static you have. Static is granted each time you use a buff power and has a 30s duration unless consumed (the only power that consumes Static is Defibrillate). If you've got a team of 8, you want to keep your Static up so your buffs can hit your entire team. [Electric has a disadvantage in league play since its buffs don't have the 255 target max enjoyed by other sets.]
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I tend to avoid +4/x8 because I find it too much of a slog but you should be able to do it with any primary. The issue is what clear speed you find tolerable. This relates more to secondary, although selecting a primary with a damage aura will help. I've got a Fire/Fire that positively melts stuff. Bio might be a good choice, since it has both a damage aura and a damage buff in offensive mode. Invul is very sturdy, but it doesn't increase your damage. Dark is sturdy and has a damage aura, but can be challenging to manage endurance.
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Also Positron I and Justin Augustine.
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If you're fighting Cimerorans, you're going to need tohit buffs and/or defense debuffs (or you need to tackle smaller groups). All Cimerorans (except surgeons) have two defense powers, Roman Armor and Phalanx Fighting. Roman Armor provides 8% (minions) or 15% (lieutenants/bosses) S/L/F/C/E/N defense. Phalanx Fighting provides 2% (minions) or 3% (lieutenants/bosses) S/L/F/C/E/N defense in an 8 ft radius AoE (16 target max) that stacks. Assuming a spawn of 10 with 1 boss, 2 lieutenants and 7 minions, you're looking at 31% defense on the minions and 38% defense on the lieutenants and bosses. Your defenses should already be over the soft cap with Shield, making Parry redundant. I would drop Parry and Slash for Slice and Hack.
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Dominator - Fiery Assault - Enhancement Slotting
Uun replied to Monty Haull's topic in Suggestions & Feedback
Fire Control has 5 powers that can accept ATOs. To my knowledge, all the powers in the dominator secondaries that can accept ATOs already do. In order for a power to accept ATOs, it needs to have a mezz (hold, immobilize, stun, sleep, confuse, fear). -
You may have already hit ED max for defense but want to reduce the recharge of the power (i.e., Farsight or Overload), or you want the 6-piece set bonus.
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I agree with @Psyonico, however, the issue you run into with Ice/Poison is that Arctic Air and Venomous Gas work at cross purposes. The -tohit and -dmg reduce the effectiveness of the confuse. I probably wouldn't run both at the same time. If I was going to skip one, it would be Arctic Air (which is much better on doms).
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You only need 3 pieces of LotG to hit ED max (def, def/end, def/%rech). Take any more than that and it's just for the set bonuses.
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Vortex Cor Leonis Archon intended to have knockback that ignores resistance?
Uun replied to Uun's topic in Bug Reports
Vortex Cor Leonis Adjutants have the same issue. https://cod.uberguy.net/html/entity.html?entity=council_vortex_cor_leonis_lieutenant_high -
Many of the revamped Council mobs have attacks with a 5% chance to do high mag KB. While most of them aren't flagged to ignore resistance, it appears that the high KB attacks of the Vortex Cor Leonis Archon (both high and low versions) are flagged to ignore resistance (and also have a 10% chance to occur instead of 5%). This is highly unusual for an unnamed mission boss, as KB that ignores resistance is usually reserved for AVs/EBs. Unclear if this is a bug or if this one boss was intentionally singled out. https://cod.uberguy.net/html/entity.html?entity=council_vortex_cor_leonis_boss_high https://cod.uberguy.net/html/entity.html?entity=council_vortex_cor_leonis_boss_low
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You're not showing the combat log, so can't confirm which foe(s) knocked you. The Mk I Zenith Warcry has 3 attacks, none of which has unresistible KB. None of the Vampyrs have attacks with high KB. That leaves the soldier with the grenade launcher. Assuming he was a boss, both his Missile Launcher attacks are flagged to ignore resistance. Not sure if this is by design or a bug, but this seems to be the only Council entity (along with the lvl 30-40 version) to have this flag. Not sure who might be able to confirm the dev's intention here. https://cod.uberguy.net/html/entity.html?entity=council_vortex_cor_leonis_boss_high https://cod.uberguy.net/html/entity.html?entity=council_vortex_cor_leonis_boss_low
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With the advent of -KB IOs and set bonuses, Acrobatics has largely become an afterthought. Acrobatics currently provides mag -9 KB protection (partially enhanceable), mag 2 hold protection and 48% hold resistance. This power would be more useful and desirable if it also provided KB resistance. While most armor sets (other than Fire, Dark and Electric) provide a combination of mag -10 KB protection and 10000% KB resistance, to my knowledge the only source of KB resistance outside the armor sets is Rune of Protection. I believe that adding KB resistance to Acrobatics would give people a reason to take this power instead of (or in addition to) -KB IOs. Acrobatics would remain a T4 power and would still require 2 picks from the Leaping pool.
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Just to be clear, the change of Instant Healing from a toggle to a click occurred in 2005. The current version has a 90s duration and a 650s recharge and cannot be made perma. The changes to Moment of Glory occurred in 2008. Moment of Glory was originally a power which prevented all regeneration, took away almost all Hit Points, made the character immune to healing, and lasted for 195 seconds. After that, the buff of the power faded, leaving you with little health and no regeneration for a short while. The current version, introduced shortly after Issue 11, lasts 15s, has a 240s recharge and has no Hit Point penalty or crash. In the current environment, Regeneration is widely considered to be the worst performing armor set. It can be viable if you stay aware of its limitations. It's a very reactive and clicky set. Survival depends on timely application of Reconstruction, Dull Pain, Instant Healing and Moment of Glory. It's susceptible to burst damage, but can survive sustained damage up to a point. It has limited resistance to -regen and no resistance to defense debuffs or end drain. I would consider Revive and Moment of Glory optional. While Willpower is also reliant on regeneration, it plays very differently from Regeneration. Willpower is largely set and forget and has no clicks other than Strength of Will (and the rez). Notably, it has no heals. It has the same vulnerabilities to debuffs and end drain.