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
4091 -
Joined
-
Last visited
-
Days Won
5
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Uun
-
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.
-
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.
-
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.
-
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).
-
Somehow make Astral Merits less of a pain in the *ss
Uun replied to Azari's topic in Suggestions & Feedback
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. -
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.
-
You can check your combat log for foe tohit chance or buy the Power Analyzer temp power from the START vendor (50,000 inf for 20 charges). Neither is particularly convenient to use in combat. If you build properly, you should be confident that your powers are getting the job done. While most of your powers have -tohit, Dark Miasma has two that have a lot. Darkest Night is a toggle with a 25 ft radius AoE and is autohit. Fearsome Stare is a cone with a 70 ft radius and 45 deg arc but requires accuracy. Both have 18.75% -tohit base and 29.25% fully enhanced (Fearsome Stare should be slotted with an Accurate ToHit Debuff set, not a Fear set). Since these powers stack, you'll be at 58.5% if you use both. Once you get Dark Servant you'll have even more -tohit, since it also gets Darkest Night (15% base) plus Chill of the Night (10 ft radius autohit aura with 30% -tohit base).
-
I discussed Electric and the resist armors back on page 1 of this thread. The resist armors clearly aren't as effective on scrappers as they are on brutes or tanks, but I'm not sure that makes them gimped. I don't currently have a /Dark, /Elec or /Fire scrapper (I do have a /Rad scrapper), but I still feel like Willpower and Regen are worse.
-
It depends on your primary and whether your henchman are built for resist or defense. Sets that are resist based should be paired with a secondary that buffs resistance. Sets that are defense based should be paired with a secondary that buff defenses. Robots are largely defense based. Demons, Mercs, Necro and Thugs are largely resist based. Beasts and Ninja have a mix of both.
-
I've got Ragnarok: Acc/Dmg/Rech, Bombardment: Acc/Dmg/Rech and the Bombardment, Positron's Blast and Javelin Volley procs.
-
I use both, primarily for the set bonuses. If you need S/L defense, Superior Brute's Fury's 5% bonus for 3 pieces can be doubled. The +Fury and +regen/-end discount procs are kinda "meh", although they do have high proc rates.
-
Remove NoPhase Entirely, or from Hibernate
Uun replied to AbathurPendris's topic in Suggestions & Feedback
I've got Hibernate on several dominators, controllers and blasters. Global recharge alone (excluding Hasten) plus a heal/recharge IO in the base slot will generally take recharge under 120s. With Hasten, you're well inside of 90s. -
Every 2 seconds there’s a 50% chance of a 6s mag 2 hold and an 80% chance of a 6s mag 1 hold. These don’t self-stack, but they do stack with each other, so after a few pulses you should build up to mag 3 on everything in the AoE. Other than the % chance, the holds are auto-hit.
-
I also recommend taking both. The one thing to keep in mind with Fault is that the stun/kb is a circle, while the damage is a cone.
-
Looks very solid. The one change I would recommend would be to slot Fearsome Stare with an Accurate ToHit Debuff set instead of the ATO. It's much more useful to enhance the -tohit than the fear duration. You can get the debuff to crazy levels if you use Gather Shadows first.
-
Electric blast on sentinels is outstanding. No snipe, but its replacement is very good. Unlike other versions, the sentinel version of Tesla Cage does high damage. Thunderous Blast has a 90s recharge.
-
You don't need to slot a Celerity/Unbounded Leap +stealth IO in Sprint. You can slot it directly in Infiltration. You now have complete invisibility (slightly superior to Stealth) with one power. There's no need to take Stealth if you're taking Infiltration. It's also quite viable as a travel power with one additional slot. I have at least 3 characters with no other travel power.
-
There is a pinned thread in the Bugs forum exclusively devoted to correcting typos. The issue with this power was added several years ago but only the short text was corrected. I updated the thread to ask that the long text be corrected as well.
-
Abandoned Sewer Trial has a similar issue.
- 1 reply
-
- 1
-
-
Damage was corrected to "superior" in the short text, but the in-game long text still says minimal and should be corrected.
-
Mental Manipulation was revamped in i27p1. TK Thrust was moved from T3 to T9 and the damage scale was increased from 0.8 to 2.92 (along with an increase in recharge).
-
In addition to only affecting minions, Cloak of Fear has a massive (33%) accuracy penalty and a high endurance cost. You need to invest 6 slots before the power does what it's supposed to do, which isn't particularly useful. Definite skip. Oppressive Gloom also only affects minions, but it doesn't require more than an acc IO in the base slot to be effective. Take it if you have a power pick to burn (and have another stun to stack with it), but very skippable. Death Shroud is your standard damage/taunt aura. Very efficient damage source if you surround yourself with a lot of foes and aids in building/maintaining Fury. Must take.