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Uun

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Everything posted by Uun

  1. Uun

    Broad Sword

    In theory, the second power doesn't have to finish it's animation, just enough of it for the effect to happen. Disembowel has a cast Arcanatime of 1.98s and an animation time before effect (ATBE) of 0.733s. Hack has a cast Arcanatime of 1.584s and an ATBE of 0.7s. You would need 2.68s if you use Disembowel first but 2.317s if you use Hack first. https://cod.uberguy.net/html/power.html?power=scrapper_melee.broad_sword.disembowel&at=scrapper https://cod.uberguy.net/html/power.html?power=scrapper_melee.broad_sword.hack&at=scrapper The real question is what power is the proc in? For the sake of argument, say it's in Slice, which has a cast Arcanatime of 2.244s and an ATBE of 0.9s. That means that the proc activates after 0.9s, but you have to sit through another 1.344s of Slice's animation before you can activate your next power. That 1.344s reduces the 3.75s window, leaving only 2.406s available. So you could fit Hack>Disembowel into that window but not Disembowel>Hack. (The power that leaves the greatest window is Hack, but then you wouldn't be able to use it again in the 3.75s.)
  2. I wouldn't bother with 6 slots in any attack before lvl 15. 3-4 slots is more than adequate and you'll get more value spreading the other slots around.
  3. Uun

    Broad Sword

    You might fit 2 if you use Hack as one of them, but it gets tricky if you want Head Splitter to be one of them. The answer also depends on what attack the Critical Strikes proc is slotted in and how much of the 3.75s you lose in animation time after the proc activates. There was a fairly detailed discussion about this a few weeks ago.
  4. Why is she holding the Unisphere and why is she giant sized? https://en.wikipedia.org/wiki/Unisphere
  5. Just noticed this. Looks like it's not a bug.
  6. If you're going to run Incarnate content, you want more defense. While the defense soft cap is 45% for regular content, it's 59% for Incarnate content. Several of the winter sets offer 5% typed defense bonuses for 5 and 6 pieces. For example, if you swapped Touch of Death for Superior Blistering Cold in Energy Transfer, you'd pick up S/L/F/C defense. Attaching my build for comparison (note this build predates the change in power availability). [On Kinetic Shield, it looks like you selected the wrong Shield Wall piece. You want defense, not end/rech.] Uunpleasant - Stalker (Energy Melee).mbd
  7. In no particular order: Archery - nothing terribly wrong with it, but it feels pretty blah. Needs some other damage types or secondary effects. Mind Control - fine for dominators, but needs a tweak for controllers. The change to TK didn't resolve the containment issue. Having fear set up containment would go a long way. Sonic Resonance - the change to Liquefy was long overdue, but it needs more help. Kinetic Melee - see above Regeneration - hasn't been nerfed in a while
  8. Not a tank, but here's the build for my WM/WP brute. It's an old build (before they changed the levels powers became available) but it may give you some ideas. Uunflappable - Brute (War Mace).mbd
  9. The stealth IOs have to be slotted in powers that accept travel sets. You can't slot in Shinobi-Iri, but you can slot in Kuji-In Rin. However, since that's your mezz protection, you wouldn't be able to turn it off. Alternatively, you could slot it in one of the prestige sprints.
  10. Fixed Rikti Portals objects found in specific missions from infinitely spawning Rikti enemies. While the portals are no longer spawning infinitely, they are still spawning very large numbers of enemies, including multiple bosses (which the Comm Officer portals don't spawn). Before this bug surfaced, I don't recall the Assault Portals in Serpent Drummer's mission spawning anything anything at all.
  11. From today's patch: Fixed Rikti Portals objects found in specific missions from infinitely spawning Rikti enemies. While the portals are no longer infinitely spawning, they're still spawning very large numbers of Rikti, including bosses, which Rikti portals never used to spawn. Running solo at +1/x3, I was getting 10+ Rikti including 3-4 bosses spawned per portal (in addition to the 1-2 bosses in the group originally). Before this bug, I don't recall the Assault Portals in this mission spawning anything and the Communication Officer portals just spawned minions and lieutenants.
  12. You can change alignment at any time by seeing Null the Gull in Pocket D. The Patron arcs become available at lvl 35, but you can run them up to lvl 50.
  13. Obliteration isn't optimal in Lightning Field. It has a ton of recharge (which you don't need) but not much end reduction. You can get more efficient slotting with Scirocco's Dervish or Avalanche (which allow you to slot acc/dmg, acc/dmg/end, dmg/end). 6-slotting Build Up isn't worth it. Slot the Gaussian's proc here plus 1-2 of the pieces with recharge. Grounded is an auto power and doesn't need end red or recharge. Drop the UG and move the Gladiator's +def here plus the Gladiator's resist piece. You need to run Tough to cap your S/L resists, so needs end red. Slot a res/end piece (and potentially add a resist piece). Weave needs to be running for the Kismet +6% to work, so needs end red. (You could also drop the Kismet if you're running FA.) Gaussian's proc in FA is a bad idea (it will only have a chance to go off every 10s). Also, FA is a costly toggle to run and needs 2-3 pieces with end red. While the additional acc and tohit is nice, you really want it for the tohit debuff resistance.
  14. You can slot Gravity Distortion for damage (or with %dmg procs) if you like, but Gravity has better damage than most control sets. Your main damage sources should be Lift and Propel, both of which do bonus Impact damage if the target has been held with Gravity Distortion. If you decide to take Crush (optional), it should be slotted for damage. Crushing Field does crap damage and mainly needs acc, rech and endred. I usually slot with an Immobilize or ATO set. Wormhole should be slotted with a Stun or ATO set plus a KB>KD. I slot Singularity with Expedient Reinforcement. Radiation is pretty straight forward: Radiant Aura - Healing set Radiation Infection - 3-4 pieces of a To Hit Debuff set (primarily the -tohit and end red pieces) Accelerate Metabolism - End Mod set or 2x recharge IOs Enervating Field - 2x end red IOs Mutation - 1x recharge IO or skip Lingering Radiation - 1-2x acc IOs plus 1-2x recharge IOs. (This power only accepts Slow sets, which are crap for recharge. While you can enhance the -speed, what you really care about is getting this power up as often as possible for the 500% -regen.) Choking Cloud - 2-3x end/hold IOs. (I really like this power on controllers. It takes a few ticks to build up, but should hold all minions or lieutenants in range. Stack with Gravity Distortion to hold bosses. Fallout - skip (unless you really like blowing up your dead teammates) EM Pulse - Hold set (Unless you want 2 AoE holds with long recharges, I would probably take this over Gravity Distortion Field.)
  15. Avoid robots. and carnies. and Vanguard Sword.
  16. Shock and Discharge aren't great but I take both for the -regen and -dmg. Used together you can floor a foe's endurance. Here's how I slotted my Thugs/EA: Shock: 4x Preemptive Optimization Rejuvenating Circuit: 6x Preventative Medicine Discharge: 4x Preemptive Optimization Energizing Circuit: 3x Synapse's Shock Faraday Cage: 4x Unbreakable Guard, Steadfast +def, Gladiator's Armor +def Empowering Circuit: 3x Adjusted Targeting Defibrillate: 1x endred IO Insulating Circuit: 6x Numina's Convalescence Amp Up: 2x 50+5 recharge IOs
  17. There have been all defender teams for years, and yes they're insanely powerful. The Repeat Offenders SG started on live based on this concept and are still going. They're far from the only one.
  18. In order to maximize the chances of procs firing, you don't want to slot recharge in the powers unless base recharge is 30s or more. I wouldn't bother with procs in Ice Bolt, since the 4s base recharge is going to kill your proc chances. (I would probably swap Ice Bolt for Ice Blast.) Also, procs don't work well in the rain powers (Ice Storm and Blizzard). On the other hand, Frost Breath procs pretty well. You might consider swapping stuff around. You want Enzymes, not Cytos in Time's Juncture. Slowed Response and Soul Drain need accuracy. Stealth and Weave need end reduction. Swap the def piece for def/end or add another slot to each.
  19. Time's Juncture causes foes to move more slowly, but not to attack more slowly (it has no -recharge). The -speed is pretty modest (37.5%) and largely unnoticeable unless you stack it with another slow. The real value of Time's Juncture is the 20% -dmg and 12.5% -tohit it provides. Keep in mind that -tohit stacks with defense. I generally don't bother with the -rech procs. They're 20% and 25% each respectively. That's not enough to materially alter a foe's attack chain. Also, slotting procs in toggle powers is generally not ideal, as they only have a chance to go off every 10s. If you really want to do something with -speed and -recharge, the power you want is Distortion Field. Out of the box it provides 91% -speed and 65% -recharge.
  20. I have a BS/Shield scrapper with Fold Space. I was able to include all the Shield powers and the Fighting pool. I don't take Hasten and use TP for travel. Don't see why you couldn't do something similar as a Shield/BA tank. I'll second the recommendation for Dark Armor. I skipped Cloak of Fear and Oppressive Gloom on mine (DA/DM) and had lots of room for pool picks. There are also several sets that don't require taking the T9 (Elec, Invul, SR).
  21. Slowed Response needs accuracy and recharge (or slot 3-4 pieces of an Accurate Defense Debuff set). 6-slotting Maneuvers doesn't have great returns. I would redeploy at least 3 of those slots. All the defense in Evasive Maneuvers suppresses if you attack, buff someone or click an object. Really not worth the slots, especially since Farsight should be capping your defense.
  22. Marauder and Bobcat (non-Incarnate versions)
  23. There are very powers outside of the defense sets that provide DDR. Other than Ageless/Radial, the only ones I'm aware of are Dark Affinity/Fade and Force Field/Damping Bubble.
  24. You should have a tip "Inside Information" that introduces you to him.
  25. I think this is the version you fight in the patron arc (you also fight her in Dark Watcher's arc). Even without Unstoppable up, she's got 57.5% S/L resistance. Unstoppable has a 60s duration and a 120s recharge, so you really have to burn her after it drops so it doesn't have a chance to recharge. https://cod.uberguy.net/html/entity.html?entity=arachnos_silver_mantis_medium_high
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