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Uun

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Everything posted by Uun

  1. What's wrong with the elevators?
  2. I agree that a primary/secondary version of a power should be better than an epic version. Part of what you're seeing is differences in AT modifiers. All versions of Web Cocoon have a hold duration of 10 * Ranged_Immobilize. You see differences in hold duration because ATs have different values for Ranged_Immobilize. For comparison, controller ST holds have a duration of 12 * Ranged_Immobilize and defender ST holds (in their primaries) have a duration of 8 * Ranged_Immobilize. So the epic version of Web Cocoon (and other epic holds) is also superior to the holds defenders get in their primaries. Clearly there's an imbalance here. My recommendation would be to increase defender/corruptor ST holds to 10 * Ranged_Immobilize and reduce epic holds to 8 * Ranged_Immobilize. In this context, the 10 * Ranged_Immobilize duration for SOAs would make a lot more sense. The second piece of the imbalance is that the epic versions have DoT while the SoA version does not. I think it would be appropriate to add a DoT (or additional secondary effect) to the SoA version to make it superior to the epic version.
  3. Apologies, tanker HP cap is 3,534. Somehow CoD got set to lvl 38.
  4. I use OWTS when things go sideways but don't consider it essential. It does a couple of things and you need to consider how useful they are in the context of your build vs. other power picks. 30% S/L and 15% F/C/E/N/T resist: Shield is primarily a defense set, but having solid resists as a backup is desirable. If your S/L resists are capped without OWTS, then this probably isn't helping you, although there are cases where some more exotic damage resistance could be useful. If you're not capped, then you may want to slot OWTS for resistance. +375 max HP: If you've got the +HP accolades and set bonuses on top of True Grit, chances are you're already pretty close to the HP cap (3,534) and there's no point in slotting for healing (which enhances the HP buff). +30% recovery: This is universally useful. In my case, since #1 and #2 don't need to be enhanced I slot OWTS for end mod (3-slotting w/ Synapse's Shock provides 10% slow resist and some movement speed buffs). Mezz/Repel/KB Protection: You already have this from Active Defense. There may be some edge cases where this can be useful if you need 100 mag KB protection, but not needed 99% of the time. Can't be enhanced in any case.
  5. 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.
  6. Going from memory, but I think you can get this information from the Super Group Registrar in Atlas/Port Oakes.
  7. 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).
  8. 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.
  9. 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.
  10. You've got this flipped. Mass Confusion has the accuracy penalty, not Synaptic Overload.
  11. Only scrappers have the Fiery Embrace tag. Brutes, tanks and stalkers do not. This has been posted in the Bug Reports section several times, but hasn't been fixed (or explained) to date.
  12. 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.]
  13. 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.
  14. Also Positron I and Justin Augustine.
  15. Those are you only. They don’t buff your pets.
  16. Not sure what you're referring to. If you're asking about Hybrid Support, the buffs go to both you and your pets. If you take Core, values are doubled for pets.
  17. 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.
  18. 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).
  19. 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.
  20. Uun

    Ice/Poison

    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).
  21. 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.
  22. Good catch. I bet that's what's next to the robot. If a lieutenant has irresistible KB, it's got to be a bug.
  23. Vortex Cor Leonis Adjutants have the same issue. https://cod.uberguy.net/html/entity.html?entity=council_vortex_cor_leonis_lieutenant_high
  24. That was the only Council I found with the ignore resistance flag. There may be more but there’s not an efficient to search for them.
  25. Correct, although the radius is pretty big (50 ft for most and 80 ft for T4 Radial).
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