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Everything posted by Uun
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I haven't run my EA or either of my Times through 801, but Cold and Dark Miasma have really shined in those.
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Nature smokes EA - it has superior buffs and superior debuffs. Time is also better.
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Meh. I consider a B- or B set at best. It is out-performed by quite a few sets.
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Most AoE buffs fall into 2 categories: Buffs that increase a stat (damage, recharge, defense, resistance, recovery, regeneration) for a period of time. These are generally designed with a recharge longer than the buff durations. For example, Nature/Wild Growth has a 90s duration and a 225s recharge, Kinetics/Fulcrum Shift has a 30s duration and a 60s recharge, Time/Farsight has a 120s duration and a 240s recharge. This creates a mentality to slot enough recharge for the buff to be perma and to refresh the buff whenever it recharges. Electrical Affinity has two powers that fall into this category but have recharges shorter than the buff duration. Empowering Circuit has a 15s recharge and a 60s duration. Insulating Circuit has a 20s recharge and a 30s duration. Neither of these powers stack, so there's no benefit to refreshing the buffs on allies that are already buffed. Buffs that replenish health or endurance but don't affect regeneration or recovery. Most heals fall into this category. Kinetics/Transference works this way (but is also a ST debuff). Generally the recharges are fairly short, but there is no need to use the power every time it recharged. The powers are intended to be reactive. Rejuvenating Circuit clearly falls into this category. Energizing Circuit does as well if you ignore the 5s recharge buff. It replenishes ally endurance and has no ongoing buff. While this power has a 35s recharge, it is intended be used reactively, i.e., when your allies are low on endurance. It doesn't need to be used every time it recharges. The issue with EA is that all the buffs are chains and then number of targets a chain can hit is determined by how many stacks of Static you have. Each stack of Static increases the number of targets a chain can hit by 3. You can't buff an entire team without stacks of Static and the only way to build stacks is to apply buffs. This creates an unnecessary requirement to reapply buffs every time they're recharged, making the set very clicky. Other than increasing the number of targets your chains can hit, Static doesn't actually do anything. It doesn't make your buffs stronger, last longer or recharge faster. The chain mechanic puts EA at a significant disadvantage to other buff sets, which can hit 255 targets with their AoE buffs. My suggestion would be to eliminate the Static mechanic entirely and increase the maximum targets for all the chains to 255.
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fixed internally Rikti portal spawning large number of bosses
Uun replied to Uun's topic in Bug Reports
Reset the mission and the same thing happened. Got up to 6 bosses before the Communications Officer was defeated. -
Defend Portal Corporation mission from Serpent Drummer. Running solo set to +1 x3. Entered the mission to an active Rikti portal spawned by a Communications Officer (aside from the Assault Portal mission objective). Normally this mission has 1-2 bosses per spawn, but the portals spawned by the Communications Officers only spawn minions and lieutenants. As seen in the screenshot below, the portal spawned 15-20 Chief Soldier and Chief Mesmerist bosses.
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Damage debuffs are excluded from the 85% AV resistance, however, much like damage resistance resists resistance debuffs, it also resists damage debuffs. Say you're fighting an AV with 50% S/L resistance and they have a smashing attack that does 1000 dmg. If you hit them with a resistable 50% damage debuff, the damage of that attack would be reduced to 750 (1000 * (1 - 0.50*0.50) since the debuff is resisted by the AV's S/L resistance. If you hit them with PGA, the damage of that attack would be reduced to 625 (1000 * (1 - 0.25 - 0.25*0.50) since only half the debuff is resisted by the AV's S/L resistance . [There are some AVs that have unresistable damage resistance. Frankly, I don't know what happens then.]
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I wouldn't skip Poison Gas Arrow. It's an autohit 50% damage debuff (half of which is unresistable) with a 25 foot radius. It doesn't require more than the base slot.
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My Ill/Poison has Earth Mastery. Since Poison is best played in melee range, Fissure and Seismic Smash get a lot of use.
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Rain of Fire: needs accuracy. Burn: needs accuracy. Hot Feet: needs accuracy for the damage. The slow is autohit. I like slotting with Ice Mistral's Torment. Bonfire: this was changed in p7. The blaster/mastermind version now requires accuracy for both the damage and the KB/KD. The KB/KD is still autohit on the controller version. Melt Armor: needs accuracy. I usually 3-slot with Shield Breaker or Analyze Weakness. You can add procs if you're so inclined. Cauterizing Aura: the damage suppresses if you are concealed. From the i27p1 patch notes: "If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth)"
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Dark Affinity is very good, but maybe you don't want to play a controller? Dark Miasma may not have Fade and Soul Absorption, but it does have Fearsome Stare (nobody cares about Petrifying Gaze) and is a very solid set on a defender or corruptor.
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Dark - Dark - because sometimes you just KNOW somebody has a bad build
Uun replied to Fritter Chicken's topic in Corruptor
Soul Mastery/Soul Drain was actually buffed and is significantly better than Dark Mastery/Spirit Drain. -
Not true for incarnate content. All MM henchman are level shifted to the MM's level, including any incarnate shifts.
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I've got a T4 incarnate Poison/Sonic. It absolutely shreds hard targets, although I don't solo AVs with it (I have an Illusion/Poison for that). I took Howl and Siren's Song, although I don't hop out of melee range to use them. Siren's Song can be handy soloing as the sleep is autohit.
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The reason you feel squishy is that you skipped Evasion (the AoE defense toggle). This is a must take. On the other hand, Elude is skippable since you should be able to hit the soft caps without it. Other comments: Skip Mercurial Blow. You don't need both T1 attacks. Don't slot more than 3 of any enhancement type in a power. The 4th defense IO in Focused Fighting and the 4th damage IO in Eye of the Storm is wasted. Practiced Brawler doesn't need end reduction and doesn't need more than 2 recharge IOs. Slot Guarded Spin for damage, not defense. Once your build is fully slotted, the defense buff it provides will be redundant. Move 1 defense IO from Dodge to Lucky. Focused Accuracy, Tough and Weave need end reduction. You've got another 7 slots to place. Once you slot IO sets instead of common IOs, set bonuses will allow you to soft cap your defenses to all positional vectors. In particular, the Steadfast Protection +def unique and the Gladiator's Armor +def unique (both slotted in Tough) will provide 3% def (all) each. I've attached the build for my SR/Staff tank. Not 100% comparable since tanks get higher values and the ATOs are different, but should give you some ideas. Uunstable - Tanker (Super Reflexes).mbd
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Other than the -tohit aura (which is always on), Fluffy has 4 powers it can use. Darkest Night is a toggle, so once that's placed on a target it will cycle through its other 3 powers - Twilight Grasp (AoE heal), Petrifying Gaze (ST hold) and Tenebrous Tentacles (cone immobilize). The heal has a shorter recharge than the other two, so in theory should be used more frequently. After 4-slotting Cloud Senses, I prefer to devote the other 2 slots to healing rather than mezz. My current slotting is: Cloud Senses: ToHit Debuff, Acc/ToHit Debuff, ToHit Debuff/End/Rech, Chance of NE damage Touch of the Nictus: Heal, Acc/Heal This gives me 48% acc, 48% tohit debuff and 69% heal. Note, slotting recharge only affects how quickly you can summon a new Dark Servant. Fluffy's powers ignore recharge enhancements/buffs.
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Had this the other day on a Triple Threat badge run (where you have to defeat Chimera, Shadow Hunter and Nega-Pendragon within 5 seconds of each other). League was split into 3 teams, each on an AV. @Oklahoman was giving very clear instructions to take each down to 2% and hold. I was giving similar instructions to my team on Shadow Hunter (I was tanking him), when somebody from a different team deliberately griefed the attempt and defeated Shadow Hunter before the kill order. It's not an easy badge to begin with, but that's uncalled for.
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Don't skip Short Circuit. While the damage isn't great, it's a potent tool for draining endurance and stopping endurance recovery. Combined with your other attacks, you can literally incapacitate an entire spawn (including bosses). I have it 6-slotted with Synapse's Shock.
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I have an Ice/Savage and it's definitely an endurance hog. In addition to the suggestions above, there's a short list of IO sets that offer Endurance Discount as a set bonus. It can be tough to fit these on a dominator if you're also chasing recharge for perma-dom. Resist Damage/Unbreakable Guard - 2.5% discount w/ 2 pieces Ranged AoE/Annihilation - 3.0% discount w/ 5 pieces Teleport/Warp - 3.0% discount w/ 3 pieces Healing/Preventative Medicine - 3.75% discount w/ 5 pieces Defense/Reactive Defense - 3.75% discount w/ 5 pieces
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#1: People who refuse to read team chat (or who read it and ignore it)
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The mission door for the finale of Dream Doctor's story arc (The World's Final Gambit) always has the same location. When you complete that mission, Dream Doctor offers you his Personal Story, which always has a mission door on the other side of Dark Astoria. Then he offers you "Investigate Praetor Duncan's SOS", which always has the same mission door as the story arc finale. Could we eliminate the needless back and forth travel and just have the Personal Story mission door at the same location as the story arc finale?
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Compared to most melee cones 50 degree arc is very narrow, but Jacob's Ladder does more damage and has higher DPA than either your T1 or T2 attacks. It's worth taking and using even if you only hit one target. Consider any additional targets hit a bonus.
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Sonic Dispersion definitely works on you. Are you confusing it with Disruption Field (ally anchored -res AoE)?
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Slot Wild Growth to max resist first, then slot for healing. I typically slot 3-4 pieces of a resist set and 2-3 pieces of a healing set. While the set bonuses are nice, Quicksand doesn't need more than a recharge or slow in the base slot. Earthquake is fine with 2x recharge IOs. YMMV, but I'm not impressed with Lifegiving Spores. Skippable in my book. Spirit Ward is completely unnecessary, especially if you're not going for Rune of Protection (which would give you some mezz protection). Drop Salt Crystals. Take Animate Stone. Very sturdy and will take aggro off you (all its attacks taunt). Take Entangling Aura. Very effective and doesn't need more than 2-3 end/hold IOs.
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Depends on level and AT, but generally +1x3 through the 30s and +2x4 after that. With incarnates increases to +3 with a +1 shift or +4 with a +3 shift. Most of my builds are capable of x8, but I find it too much of a slog.