Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
3908 -
Joined
-
Last visited
-
Days Won
5
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Uun
-
I think you're right. That seems pretty OP, especially for non-Incarnate content. They may want to take a look at this mission if they're going to have 3 spawn alongside an EB.
-
Would you rather pop UNSTOPPABLE or go to the hosp?
Uun replied to Azari's topic in General Discussion
Short Answer: I would use Unstoppable if I was confident it would allow me to defeat my foe(s) inside of 3 minutes. Long Answer: I skip most of the armor set T9s with a crash. The crash isn't the issue though. Most of the armors can be built sufficiently sturdy such that the T9 doesn't provide a meaningful improvement in survivability. I find powers like Hybrid/Melee and Unleash Potential are far more useful. (I do have Untoppable on my scrapper, but it's a mule for the Gladiator's Armor +def.)- 50 replies
-
- 10
-
-
-
Running Provost Marchand's mission where you fight Nosferatu in Croatoa. Mission set to +3/x4. I'm on a lvl 50 Plant/Martial permadom w/ T4 incarnates (so +1 lvl shift). In the final battle, Nosferatu (EB) is accompanied by 3 vampire bosses. Hit them with Seeds, bosses are confused. Bosses transform into Dark Warwolfs. They are no longer confused, so I hit them with Seeds again. They have the purple dots around their heads, but they're still attacking me. After rezzing, had to hover out of melee range and stack Strangler on each of them (1 application wasn't sufficient). With Domination up, Seeds is a mag 6 confuse and Strangler is a mag 6 hold. According to CoD, Dark Warwolfs have mag 5.19 mezz protection (confuse, fear, hold, stun, sleep). Unless I'm missing something, 1 application of a mag 6 hold or confuse should have affected them. https://cod.uberguy.net/html/entity.html?entity=council_boss_nyctwolf_lycan
-
Is Infiltration (Stealth Pool) & Celerity +Stealth IO enough?
Uun replied to Story Archer's topic in General Discussion
Infiltration plus a +stealth IO allows you to stand next to mobs undetected (except for those that ignore stealth). -
What AT is best for tanking multiple groups? 'cause "Tank" ain't it.
Uun replied to kryori's topic in General Discussion
The aggro cap was set at 17 in Issue 6 (2005). It hasn't been changed by HC. -
The one I remember, which was fixed several years earlier, allowed defense debuff enhancements (which are Schedule A) to work in defense powers (which are Schedule B). For example, you could slot Cytoskeletons in Invincibility.
-
If only. The find contact button is really bad about offering you regular mission contacts. I've never seen it offer more than one. It usually offers a ton of First Ward and Night Ward contacts plus a few specialized contacts like Montague Castanella and Provost Marchand. A contact should never stop offering you missions when their arc is open. Do you have an open blue book showing next to the contact name? He should also introduce you to a level 20-24 contact when you hit lvl 20 (he may have done this before he stopped talking to you).
-
They only do more damage vs. players. In PVE, the PVP set %dmg procs do the same damage as other non-VR procs.
-
I don't know, I haven't played Elec Melee since live. Suggest you copy your character to the test server and try it.
-
On characters that don't have +recovery powers, Stamina will be 2-slotted with a Perfomance Shifter end mod and the +end proc and Health will be 1-slotted with either the Panacea proc, Miracle proc or Preventative Medicine +absorb. Blasters, masterminds and others with +recovery powers only have 1 slot in Stamina (with either an end mod IO or the +end proc). I occasionally slot +recovery/+regen procs elsewhere in the build, but I can't recall a character that has more than the base slot in Health. I tend to rely on judicious slotting of end reduction in attacks and end discount set bonuses.
-
It depends. Procs slotted in Electric Control/Jolting Chain will only hit the initial target.
-
Fold Space has no ToHit attribute, so the +ToHit in the enhancement would do nothing. What you want is an HO/DSync with Acc & Rech.
-
I don't have a Fire or Rad blaster, but I tested with Dark, DP, Ice and Water, as well as Tactical Arrow and Temporal. I only got one buff per attack on all AoEs and cones. This was in PI and RWZ, not AE. Perhaps someone else with a Fire or Rad blaster could test?
-
If you're getting that from a single application of Fire Ball, then that's a bug.
-
Not specific to "Shocked", but I've noticed that when blast sets or melee sets are buffed or revamped, the changes aren't ported to the corresponding dominator powers. There's a long list of powers where dominators still have the "old version".
-
-
Absolutely incorrect. The damage buff from Defiance uses exactly the same formula for all blaster powers and has nothing to do with the number of mobs hit. The buff varies based on activation time and size of the AoE. [MagExpr]% Damage (All) Strength (self only) for [DurExpr] Duration Expression: power.base>activatetime + 7.5 Magnitude Expression: 0.066 * power.base>activatetime / power.base>areafactor https://homecoming.wiki/wiki/Defiance
-
Looking for feedback on budget energy/energy/energy stalker build
Uun replied to ShadowSword's topic in Stalker
You seem to be violating your own premise, with 6 Hetacombs in Total Focus and 4 Armageddons in Power Crash. It would be cheaper and provide better set bonuses to 6-slot both stalker ATO sets. Slotting Hide for defense isn't very productive. All but 1.875% suppresses in combat. I would drop the Reactive Defense except the scaling resist and move the Shield Wall +res here. Slotting Kick is a waste. Replace the %end proc in Energy Drain with an end mod IO. It will provide the same amount of endurance 100% of the time. The Numina +regen/recovery piece is wasted in Energize. It needs to be slotted in an active power. Energize is severely underslotted. It's a very good heal plus a 30s regen buff. 6-slot with Preventative Medicine. Drop a slot from Tough. Energy Torrent doesn't require a kb>kd IO. The Epic version doesn't do kb. 6-slotting Tactics is doing very little for you. The set bonuses aren't that great and it doesn't need more than 2-3 slots. Consider replacing Tactics with Focused Accuracy. It provides you with resistance to -tohit. -
Blaster Electricity Manipulation is entirely different from corruptor/defender/controller/mastermind Electrical Affinity. The former is a melee damage set, the latter a buff set. They have no powers in common.
-
Don't know if you're running Tactics or have a bunch of accuracy set bonuses, but Twilight Grasp requires accuracy. It does have a 20% accuracy bonus, but it requires a bit more to hit against +3s and +4s. I typically 4-6 slot an Accurate Healing set rather than a Healing set (like Panacea). Theft of Essence isn't a bad set, but it caps at lvl 30 so the enhancement values are lower.
-
We have Repel the power and "repel" the status effect. Adding to the confusion, Repel (the power) doesn't actually use repel (the status effect) but is a knockback aura. I realize we've been living with this for 20 years, but is there any reason not to rename Repel (the power)? I suggest Repulse. Stalker Energy Aura used to have a power named Repulse that did the same thing as Repel, but it was replaced with Disrupt in Issue 21.
-
There are two powers at work. Gravitational Pull uses the repel status effect (in reverse) and has an inner radius of 7 ft, so inside of that distance does nothing. Singularity also has the power Repel, which is a 9 ft radius knockback aura (and doesn't use the repel status effect). If you have knockback protection, Repel (the power) won't affect you although you will hear a repeating sfx.
-
Actually, all versions of Singularity are the same (including the player version). It was added to Singularity in I27P2 (3 years ago). Gravitational Pull is an auto-hit PBAoE with a 45 ft radius that pulls you toward the Singularity. The easiest way to avoid it is to stay at least 45 ft away.
-
In Page 6, blasters, corruptors and defenders had their version of Scramble Thoughts changed to Scramble Minds (which is a chain) and had the cast time reduced. Sentinels kept their higher damage version of Scramble Thoughts but didn't get the cast time reduction. Fortunatas got the cast time reduction for their version in Page 7
-
I just renamed the topic for clarity. I'm primarily concerned about the Sentinel version of the set. It got the sped up cast times for Psychic Scream and Psionic Tornado in the recent balance pass, but Psionic Strike and Sentinel Scramble Thoughts weren't touched. Fortunata Scramble Thoughts did get the shorter animation. I'm not asking for Sentinel Scramble Thoughts to be changed to Scramble Minds, just for it to get the cast time reduction the other sets got.