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Uun

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Everything posted by Uun

  1. This request only concerns the PBAoE 5% chance of knockdown while Seismic Shockwaves are active. Request that the knockdown be suppressed if your stealth radius is greater than 36 feet. Just having Stealth active wouldn't be sufficient - it couldn't already be suppressed by combat, etc. There is already a similar suppression of PBAoE effects from blaster sustain powers (i.e., Mud Bath and Reaction Time) while stealthed. There is also already a suppression of the knockdown if the target is asleep. As it currently operates, you have to use Seismic Force to terminate the shockwaves or wait for them to expire if you want to be stealthy.
  2. Death Shroud is a damage aura. Armageddon provides a ton of recharge (which it doesn't need) but not much end reduction (which it does). In fact, you skipped the end reduction piece. Switch Avalanche to Death Shroud and Armageddon to Atom Smasher. Dark Regeneration has a tohit check and requires accuracy. It also has a massive endurance cost and requires end reduction. Best option is the Theft of Essence set (including the %end proc). Cloak of Fear has a huge accuracy penalty and even with 6 slots only fears minions. The tohit debuff isn't worth enhancing since you have no other sources of -tohit. Drop CoF and take Oppressive Gloom instead. OG doesn't need more than 1 acc in the base slot. Irradiated Ground was changed a year or two ago so that %dmg procs no longer have an inflated chance of firing. This should be slotted like a damage aura. Scirocco's Dervish acc/dmg, acc/dmg/end, dmg/end is the most efficient if you're already using Avalanche in Death Shroud. Focused Accuracy is a toggle and should be slotted for end red (and tohit). The %BU proc is a poor choice here and should be moved to Fusion. It's fine if you want your character to fly. Otherwise, replace with Combat Jumping/Super Jump or whatever travel power you prefer. If you split the Superior Scrapper's Strike set you can double the 5% S/L defense bonus. Not really useful for you since you're not chasing typed defense and Dark Armor is a resist set. You're better off with the 6% S/L resist bonus for 6 pieces. Check your options in Mid's on the Effects and Maths tab and select the "Attacked" box under Suppression. The defense from Evasive Maneuvers suppresses in combat. Personally, I wouldn't bother building for defense with Dark Armor. Dark Armor has no DDR (defense debuff resistance). All your defense can be stripped away quickly by foes that debuff defense. I wouldn't run Maneuvers or Evasive and would just use them as mules.
  3. Take Maiming Slash instead of Savage Strike. It has higher DPA. Not sure why you're skipping the %dmg procs on Mako's Bite, Touch of Death and Bombardment. DNA Siphon requires accuracy (you need to turn off Blood Thirst to correctly see your accuracy). Slot Touch of the Nictus instead of Preventive Medicine. I wouldn't devote so many slots to Evolving Armor. The buff is pretty small. It's a good place to slot the Gladiator's Armor +def unique (which you skipped). Genetic Contamination is a damage aura. Obliteration provides a ton of recharge (which it doesn't need) but not much end reduction (which it does). Switch to a set with more end reduction. You could also redeploy 2-3 slots elsewhere - I typically slot acc/dmg, acc/dmg/end, dmg/end. %end proc is poorly placed in Parasitic Aura. It needs to be in an active power. Move it to Stamina or Inexhaustible. Consider slotting Parasitic Aura with a Heal set to enhance the +absorb and +regen (Mid's doesn't show these buffs unless you move the Targets slider). In Blood Thirst, swap the tohit for tohit/rech Not sure why you're deferring Inexhaustible to lvl 49, but it's fine if all you do is farm and never exemp. Consider adding Heal enhancements for the hit point buff. Savage Leap is a good power, but maybe not for farming (the damage increases the farther you leap). It does have a pretty big AoE. You skipped the Shield Wall +res unique. If you're willing to lose some of the set bonuses, you could definitely redeploy 1-2 slots each from Maneuvers, Weave, Environmental Modification and Hardened Carapace.
  4. If you want to receive them as drops, you need to turn them on at the START vendor.
  5. Also, note that neither Total Focus or Energy Transfer crit for double damage. Their crits are both for about 28%.
  6. This is what I'm currently running. It's fun for the "smash" (dominator values for the melee attacks rival scrappers) and can control the heck out of a battlefield. It's a bit on the squishy side so can be challenging to solo if you bite off too much. Uunderground - Dominator (Earth Control).mbd
  7. As stated in your other thread, Fiery Orb isn't very good. Also keep in mind that Ranged AoE and Slow procs have a higher chance to fire in Creepers than Immobilize or Knockback procs. Creepers has 4 attacks; 3 of them do damage, 3 of them slow, 2 of them knock and only 1 of them immobilizes. Consider swapping out the Trap of the Hunter pieces.
  8. I don't like them. They cover multiple attributes but the values are too weak. Using 2 regular inspirations provides superior results. They can't be combined or sold to vendors. I had them turned on for a while but now have them turned off.
  9. It's a long list (this isn't exhaustive): Almost all the blaster sustain powers Bio Armor: Inexhaustible, DNA Siphon, Parasitic Aura Energy Aura: Overload Fire Armor: Consume, Phoenix Rising Ice Armor/Ice Mastery: Hibernate Rad Armor: Gamma Boost, Radiation Therapy Shield: One With The Shield Stone Armor: Geode Dark Affinity: Soul Absorption Marine: Power of the Depths Nature: Lifegiving Spores, Rebirth Pain: Painbringer Thermal: Power of the Phoenix Time: Chrono Shift Mental Manipulation: Drain Psyche
  10. It can't end soon enough for me. The lag it generates is unbearable and slows the entire zone to a crawl.
  11. Fiery Orb isn't a traditional proc. It summons a pseudo pet with a 20s duration (if not defeated sooner) that has a 15 ft radius damage aura and a chance for a mag 2 stun. I've never tried it in Creepers. I have it slotted in Seeds on my Plant, Stone Cages on my Earth and skipped it on other 3 doms.
  12. You need a minimum of 123% (223% including the 100% base), but you'd want a little extra to provide a cushion. With Hasten you need about 90% to keep it perma comfortably.
  13. Duration is 90s. Recharge is 200s, which can be reduced via Hasten and global recharge buffs (but can't be slotted with recharge enhancements). With sufficient recharge it can be put on auto and refreshed before the bar empties (aka "permadom"). As stated above, perma-Hasten isn't required and there are permadom builds that skip Hasten entirely. The villain alignment power (Frenzy) grants 100% Domination without needing to fill the bar.
  14. I understand what damage auras and procs are. Apparently you don't. A damage aura is a toggle power that inflicts a single pulse of damage (not a DoT) every time it activates, typically every 2s. Each pulse of damage is subject to a tohit check for each foe in range. A proc is a random chance for an event (damage, debuff, etc.) to occur when an another power (not necessarily damaging) activates. The chance roll occurs only if the primary power has a successful hit. It's not at all clear what you're suggesting. You asked for Gamma Boost and Integration to proc damage. These are powers that only affect the player and have no effects on foes. Your suggestion would require these powers to effect foes. Would there be a tohit check or would the powers be autohit? Would there be a 100% chance of damage on a successful hit? If not, what would be the chance of the proc occurring? Would the proc effect foes in a radius around the player or would it be triggered by other attacks?
  15. Other than the longer mezz duration and increased magnitude, which is listed individually in each power that benefits from it, CoD breaks up the other effects of Domination into 6 entries. The meaningful ones are listed in the first entry. I think the other 5 relate to tracking and filling the Domination bar. Note, Domination hasn't provided a damage bonus since i15 (2009). https://cod.uberguy.net/html/power.html?power=inherent.inherent.domination&at=dominator - mezz protection, +100% endurance, +15% tohit for 15s https://cod.uberguy.net/html/power.html?power=inherent.inherent.domination_boost&at=dominator https://cod.uberguy.net/html/power.html?power=inherent.inherent.domination_dampen&at=dominator https://cod.uberguy.net/html/power.html?power=inherent.inherent.domination_meter&at=dominator https://cod.uberguy.net/html/power.html?power=inherent.inherent.domination_mode&at=dominator https://cod.uberguy.net/html/power.html?power=inherent.inherent.domination_rage&at=dominator
  16. Mission owner was in PI and the kills there didn't count. I don't think she was in RWZ for those kills.
  17. I stand corrected. Just confirmed vs. the RWZ training dummies (which unlike the pylons have levels).
  18. Resistance debuffs are resisted by the target's resistance to the damage type. Their effectiveness is NOT reduced by the Purple Patch. Assuming a 30% resistance debuff and the target doesn't have resistance to the damage type, the resulting damage against a +4 foe would be 100 x 1.30 x 0.48 = 62.4 (as compared to 48 damage without the debuff). Is a 100% damage buff more effective than a 30% resistance debuff? Yes, but that has nothing to do with the Purple Patch.
  19. Purple Patch applies to damage as well as debuffs. So yes, Kin does lose effectiveness. https://homecoming.wiki/wiki/Purple_Patch
  20. Tina Macintyre has a defeat 50 Crey mission (See what you can learn about Crey's efforts). Mission states that Crey can be found in the Rikti War Zone or on Peregrine Island. Defeats of Crey by team members in RWZ and PI did not count toward the mission requirement. Ended up having to autocomplete the mission. https://homecoming.wiki/wiki/Tina_Macintyre#See_what_you_can_learn_about_Crey's_efforts
  21. I know your dislike for the Keyes Trial, but if you want to lend your talents to something more frustrating than Triple Threat, try Loves a Challenge or Avoids the Green Stuff. Also, folks manage to fail Bunker Buster on a regular basis.
  22. I don't recall if it's always been that way, but it certainly dates back to the live servers. It applies to most of the red and blue side TF/SF
  23. Almost all the SF (except Aeon, ITF and Mortimer Kal) are "signature" strike forces, meaning they always spawn at max level plus the notoriety of the leader. Max level for Ice Mistral is 40, so this was working as intended.
  24. I like Sara Moore and Faathim, but in all my years playing CoH (going back to 2004), I've done Dr. Q once. I don't intend to change that. I've done Justin Augustine a few times, but it's got to be the worst TF in the game.
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