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Everything posted by Uun
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My daughter (24) has had the AMD version of the Asus Zenbook for several years and is happy with it. She doesn't play CoH but she does game on it.
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You skipped the Gladiator's Armor 3% def unique, Reactive Defenses scaling resist unique and Unbreakable Guard +HP unique. In Jawbreaker and Shatter, swap the dmg/rech piece for dmg/rech/acc. Consider 2x recharge in Active Defense. The DDR stacks. Against All Odds should be taken at lvl 16, not lvl 47. It's one of the core Shield powers. In True Grit, swap Aegis for Unbreakable Guard. In Grant Cover, slot LOTG +rech or Reactive Defenses +resist. The defense doesn't benefit you, only your teammates. In Crowd Control, swap Kinetic Crash for Force Feedback. In Tough, swap Impervium Armor for Unbreakable Guard. Superior Conditioning is over-slotted. It doesn't need more than 1-2 endmod IOs. Laser Beam Eyes requires accuracy. Weave and Maneuvers are over-slotted. Drop the endmod/acc and endmod/rech from Stamina and add chance for +end. Add slots to Health for Panacea +health/+end and Miracle +recovery.
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When I roll new characters, I seed them with 10 million inf. Between that and crafting/converting/selling drops, I'm generally good to lvl 50. This allows me to buy SOs through lvl 22 and IOs thereafter (I start slotting sets after lvl 27).
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All of these are powers that are frequently skipped or used as mules. Most people are fine with that, as it allows them to devote power picks/slots elsewhere. A half-strength heal splash isn't a bad compromise, although the recharge would need to be doubled. Converting Elixir or Antidote into AoEs are likely non-starters. Most rez powers are single target, as are all the mezz protection powers (Clear Mind, Increase Density, Enforced Morale, Antidote, Clarity, Thaw). (For Increase Density, the S/E resist is AoE.)
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Swap the psi/status resist piece in Deflection for more dmg resist. Active Defense should get 2x recharge IOs. The DDR stacks. Since you've taken Energy Mastery, I would take Focused Accuracy over Tactics. The resistance to tohit debuffs is very useful. Redeploy the slots in Grant Cover. The defense doesn't affect you, just your teammates. OWTS is putting you 200 points over the HP cap. Redeploy the heal slots or swap to end mod. Why are you skipping Shield Charge? Victory Rush or Assault could easily be dropped. Take Combat Jumping instead of Hover. Much more useful on a melee character. No travel power? The Crystal Titan has 3 attacks: Prism Blast: 60 degree cone with 310 ft radius. 525 energy (1.5 acc)/525 unique damage (autohit). Foot Stomp: 30 foot radius PBAOE. 1155 smashing (1.5 acc)/875 unique damage (autohit) Salt Crystals: 30 foot radius PBAOE. 525 lethal damage (1.0 acc). 20% -def (autohit) Only the unique damage is autohit and can only be resisted (partially) by Ambrosia inspirations. The standard damage requires a tohit check and can be resisted and blocked by defense. Note that Prism Blast and Foot Stomp have higher than normal accuracy. Suggest loading up on large orange inspirations. Crystal Titan also has 40% En/Ne/Tx and 20% Le/Fi/Co/Psi resist. Not sure from the above if you're trying to solo him, but you may need Envenomed Blades and/or a pet that does smashing damage. https://cod.uberguy.net/html/entity.html?entity=devouringearth_eden_trial_giant_crystal_titan https://cod.uberguy.net/html/power.html?power=inspirations.special.ambrosia&at=scrapper
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I try not to take both the Leadership pool and the Fighting pool on any character. In addition to the various endurance discount set bonuses outlined above, Hybrid Support provides an always on 10% end discount.
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Anguishing Cry (Pain) has the same SFX as Taunt (at least it does for Huge characters). Can this be changed to something that makes more sense?
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Could Cross Punch be a smidge wider for Tankers?
Uun replied to CraterLabs's topic in Suggestions & Feedback
I assume you mean Breath of Fire in Fire Melee, which has a 30 degree arc (but a 15 ft radius and can hit up to 10 targets). Fire Breath is a ranged cone in Fire Blast. The narrowest melee cone attacks are Head Splitter and Golden Dragonfly, which both have 20 degree arcs but are balanced as ST attacks. Cross Punch has a 50 degree arc, which is the same as Jacob's Ladder and wider than Shatter or Sands of Mu (both 45 degrees). -
They really should add a small amount of energy damage to Entangling Arrow, much like they did with Tactical Arrow/Electrified Net Arrow for blasters.
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The chance for fire damage and chance for energy damage procs won't light the slick, but Preemptive or Reactive Radial Interface will light it.
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Elec. Melee/Shield - Which AT Would You Choose?
Uun replied to Renatos1023's topic in General Discussion
Neither Lightning Rod or Shield Charge crit under any circumstance on either stalkers or scrappers. -
I raised this question several months ago, although I wasn't advocating for a second attack. That said, I think it's unlikely that Tri-Cannon will be buffed as it's already one of the top control pets.
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Useless to you the way you play Poison. I've got an Illusion/Poison controller and a Poison/Sonic defender. I find both to be incredibly useful. Poison Trap works well as both an AoE control and a proc bomb. If you're comfortable living in melee range (which you should be to play Poison effectively), Venomous Gas, stacked with Envenom and Weaken, neuters your foes and floors their resistance.
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It's the same scalar (3.56 * Melee_Damage) that the tank and brute Super Strength versions use, as well as the blaster and sentinel epic versions.
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None of the enhancements Detonator accepts do anything except recharge and end reduction. It inherits the slotting of the henchman targeted for its acc/dmg enhancement values (the in-game detailed info is incorrect). That said, if you target a fully-slotted lieutenant or boss henchman, it does a crapton of damage (think blaster nuke). I haven't tested KB>KD, but I'm guessing that would have to be slotted in the targeted henchman as well.
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This is in addition to the base confusion protection all factions get, so in total Nemesis minions have -3, lieutenants have -4 and bosses have -5. Seeds of Confusion is mag 3 base and mag 6 with Domination up. You will need Domination if you want to confuse Nemesis.
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Could Cross Punch be a smidge wider for Tankers?
Uun replied to CraterLabs's topic in Suggestions & Feedback
The bonus to arc/radius previously granted by Gauntlet was eliminated in i28p2. -
The problem you run into, which also affects the existing personal attacks, is that the MM damage scalar is 0.55. MMs have access to melee attacks in their Epic pools (Knockout Blow on a MM does 109 pts of damage). I don't think I've ever seen somebody take or use them.
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Or just put the entire TF in IP.