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Uun

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Everything posted by Uun

  1. I slot SOs (and prestige enhancements) until lvl 22, then common IOs after that. I build by feel through about lvl 30, which is when I start slotting IO sets. At that point I will put together a build in Mid's. Even then, power picks stay fluid and often change as I go. I usually slot cheaper sets while leveling and replace them with more expensive sets once I hit 50. It costs nothing extra to do this if you respec at 50 and sell off the sets you're not keeping (even if you don't respec, all it costs you are the unslotters).
  2. Just checked the stats on my SR/Staff tank. I've got 43% S/L, 35% F/C/E/N and 32% T/P resists before scaling resists or the ATO. In addition to Rebirth Radial, I've also got Melee Core, which adds another 16-25% resistance.
  3. Not my experience. I regularly hit the 5 target max with the damage component* and the 10 target max with the stun/kb component. The thing to remember is that the damage component is a 55 degree, 20 ft radius cone. It's long and narrow and you have to line it up. The stun/kb component is 15 ft radius targeted AoE with a 20 ft range. It requires far less targeting and will hit everything around you. That said, I don't use Fault as a dps attack, I use it to put everything around me on their butts. * Brute damage component has a 5 target max. Tanks have a 10 target max.
  4. Nemesis Gas is typed Area and Toxic so your AoE defense should counter it, however, the SR scaling resists don't include toxic or psi. There are also psi attacks that have no positional vector that will bypass your defense entirely. Working some toxic and psi resist into your build isn't a bad idea.
  5. In PVE, most of the mob resistance and defense are auto powers that can't be interrupted. Most of the status protection is inherent in mob rank. Those that aren't are clicks, not toggles, and can't be interrupted once activated.
  6. You need to have been 50 when the TF started to receive the Ancient Nictus Fragment. I wouldn't worry about running it again just to get the component. Just craft it from shards or craft your Alpha abilities with threads.
  7. I assume the mechanics of Storm Cell's movement are similar to those of Carrion Creepers. (If they aren't, they should be.) Not sure why Carrion Creepers moves more quickly and efficiently, but I would use it as the model for Storm Cell.
  8. I have Siphon Power in my build but I only slot it with 1 acc IO in the base slot. Once you get Fulcrum Shift it's no longer needed for +dmg (unless you exemp below lvl 25) and is only useful for stacking -dmg on AVs.
  9. Drop Snap Shot. Flash Arrow is autohit in PVE and doesn't require accuracy. Slot with a ToHit Debuff set. Slot Glue Arrow for slow, not end reduction. Drop the %BU from Blazing Arrow. It's a 1 PPM proc and will almost never go off in a power with a 5s recharge. Drop the +stealth IO in Combat Teleport. It will only work for 120s after you use the power. It's far more efficient to slot +stealth in Sprint. Poison Gas Arrow is autohit in PVE and doesn't require accuracy. There's no reason to enhance the sleep duration either. Put a Call of the Sandman %heal in the base slot and call it a day. Slot Disruption Arrow with 1-2 recharge IOs. Drop Stunning Shot. You already have Ice Arrow and a second ST mezz doesn't do much for you. Slot EMP Arrow with a Hold or End Mod set. Why on earth didn't you take Rain of Arrows and Oil Slick Arrow when they became available at lvl 26/28? These are signature powers and absolute must takes. For reference, I'm attaching my current Archery/TA build. Uunfair - Corruptor (Archery).mxd
  10. Fault has 0.8 accuracy for the stun/kb AoE and 1.0 accuracy for the damage cone. On a successful hit the kb has a 100% chance to occur, but the stun has a 100% chance of mag 2 and a 50% chance of an additional mag 1, meaning you have a 100% chance to stun a minion but a 50% chance to stun a lieutenant. On my brute I slot it with Absolute Amazement and find it provides solid mitigation.
  11. Positron I / II: 20-30 minutes each. Synapse: 60-90 minutes. Penny Yin: 20-30 minutes for a non-speed run. Moonfire: 30-45 minutes. Citadel: 45-60 minutes. Having 3+ people with Team TP speeds things up considerably. Katie Hannon: 20-30 minutes at +0. Increasing the notoriety will add significant time to the first mission (on higher difficulties the final waves will be +5). Manticore: 45-60 minutes if you stealth to objective on missions 3, 5, 6 and 7. At least double that if you kill to objectives. Numina: 40-50 minutes. Admiral Sutter: 40-50 minutes. Varies depending on familiarity with the missions. Imperious: 15 minutes for a speed run, 45-60 minutes for a +4 kill most. Kahn: 15 minutes for a speed run, 45-60 minutes for a non-speed run (longer if team isn't Incarnates or notoriety is increased). Apex / Tin Mage: About 15 minutes each. Can run a few minutes longer if the team is inexperienced. Apex is essentially a kill all. Tin Mage is typically run as objectives only with most of the mobs in missions 1 and 3 skipped (mission 2 is a kill all).
  12. Talk to Prometheus in Ouroboros. He explains the story behind all the Incarnate Trials.
  13. Uun

    -Res procs

    The -res lasts for 10 seconds. It doesn't stack from the same proc (i.e., Achilles' Heel from the same or different casters won't stack), but it can stack from different procs (i.e., Achilles' Heel can stack with Annihilation). I feel like @Ston has run tests on the effect of -res procs on ST dps, but I'm not aware of any testing on team damage. I will often slot one in an AoE if I have a spare slot. In theory this should improve team damage, but I don't think the magnitude is significant.
  14. Unless you've got a ton of global accuracy/tohit, Infridgidate requires accuracy. Short Circuit is a good place to slot Synapse's Shock or another end mod set. The damage is quite low and you're better off enhancing end mod. In Arctic Fog, swap the Aegis for Gladiator's Armor resist and resist/end and LotG def/end. Among other things, this will give you 3 pts of kb protection. In Tough, swap Reactive Armor for Unbreakable Guard. Slotting Sleet for damage is a waste. Slot two +5 recharge IOs or 3-4 pieces of a Defense Debuff set. Move the extra slots to your shields. In Mind Over Body, swap Reactive Armor for Unbreakable Guard. World of Confusion is hot garbage. Drop it for almost anything else. Tesla Cage? Voltaic Sentinel? Frostwork? Tactics? Assault? Snow Storm should get end/slow. Accuracy and damage do nothing. One thing to note, while Power Boost does buff your end mod, it doesn't affect your shields (which are tagged to ignore external buffs).
  15. Cloak of Fear is hot garbage and should be dropped entirely. It has a huge endurance cost and a 33% accuracy penalty. It requires 6 slots to be remotely effective and even then it only affects minions. In addition to the recommendations above, be on the lookout for IO sets that provide an endurance discount. Unbreakable Guard provides a 2.5% end discount for 2 pieces, which you can slot in each of your shields. Also, make sure you have the Performance Shifter: Chance for +end slotted in Stamina.
  16. Most of the epics follow a similar pattern: 1) ST melee attack; 2) AoE immobilize; 3) ST hold; 4) PBAoE attack; 5) utility power. The patron sets swap the PBAoE attack for the pet. There's a pretty wide variation in the damage/recharge times for the melee attacks. Sting of the Wasp (Weapon) has a 10s recharge while Knockout Blow (Leviathan) has a 40s recharge. I went Dark for Smite and Engulfing Darkness on my Elec/Bio and Psi/Nin. Nothing to write home about, but Smite is a solid melee attack with good DPA and Engulfing Darkness gives you another PBAoE attack (I use it as a follow up to the nuke to take out any stragglers). Darkest Night is also good. I went Elec for Havoc Punch and Paralyzing Jolt on my Rad/Rad (PJ is a stun, not a hold, and stacks with Cosmic Burst to affect bosses).
  17. Mighty Leap and Super Jump are suppressed in combat for 4s. Infiltration isn't suppressed in combat, it's cancelled. Since the power activates every 0.5s, it comes back much more quickly (if you stop attacking).
  18. I've been leveling a Psi/Nin sentinel. While it's very survivable, my issue is that foes that resist psi damage resist it A LOT, and it's difficult to add a significant amount of non-psi damage to the attack chain (I've got Smite, Engulfing Darkness, the piddling amount of smashing damage in TK Blast and prestige/temp powers). I feel like other ATs with Psi Blast have an easier time adding a second type of damage in their secondaries. Sure it's nice to take down Marauder in seconds, but fighting Nightstar took forever, even as an EB, because she has 75% resistance to psi (as does Siege). Malta Titans have 60% psi resist. Carnies and Vanguard Sword have 20% psi defense.
  19. The only categories that have 8+ IO sets are Defense, Healing, Hold, Melee AoE, Melee Damage, Ranged AoE, Ranged Damage and Resist. These all have much broader application (and I would argue that most if not all of these could stand to be pared down). Most categories with more narrow uses have have 2 or 4 sets. There is no reason for Resurrection to have more than that. It certainly doesn't need PVP or Very Rare options.
  20. Are there any Pool powers that accept ATOs?
  21. Combat Jumping already provides movement control and works both while leaping and flying. If you run Combat Jumping and Flight at the same time, you get air control. It might be nice if Combat Jumping got protection against -jump, but I think most if not all of the -jump powers ignore resistance.
  22. This might be possible for Epic/Patron powers but it isn't possible for Pool powers. If a power is available to multiple ATs, you can't restrict allowable enhancements to specific ATs. There is literally 1 power in the game this could be slotted in.
  23. I'm not against IO sets that could be slotted in rez powers, but why on earth would we need 8 of them? I would much rather see broader use IO sets that buff both healing and end mod that could also be slotted in rez powers. I'm a bit baffled why so many of these sets enhance damage. To my knowledge there are only 3 rez powers in the game that do damage: Soul Transfer, Phoenix Rising and Stygian Return (I'm not counting Howling Twilight since the damage is tiny).
  24. 5 Astral Merits can be converted to 1 Empyrean Merit at Luna in Ouro. 50 Empyrean Merits can be converted to 1 Transcendent Merit at any Reward Merit Vendor.
  25. The only powers in Dark Miasma I slot for ToHit Debuff are Darkest Night, Fearsome Stare and Dark Servant. I don't slot any powers in Dark Blast for ToHit Debuff.
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