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Uun

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Everything posted by Uun

  1. What if they kept the current heal strength for the first target but reduced it for additional targets? For example (using tank numbers), 562 non-stacking plus 281 stacking. This would still get you pretty close to the tank hp cap unenhanced with 10 targets. I'm not sure how you equate the changes to Burn with Fire Armor being gutted. Every other change made to the set in p5 was a buff. I'm very happy with how the set currently plays. Fiery Aura Rise of the Phoenix (now Phoenix Rising) Renamed Phoenix Rising. This power can now be used when alive. The effects of this power (damage, healing, endurance) will be stronger the closer the user is to death. The player power can't be used if the player has more than 75% health. The power will only make the player invulnerable and grant XP protection if the power is used after death. Damage increased when used while dead, relative to Live. Burn This power should no longer summon multiple burn patches. This power should now hit 5 enemies instead of 4. Procs should no longer trigger multiple times per target when using this power. Burn Flames should now inherit the power Accuracy enhancements. Burn Flames now inherit AT classes, caps, and modifiers. While under the effect of Fiery Embrace, Burn will spawn a second burn patch for 4.5 seconds Consume Power now grants a small Max HP buff even if no targets are available or hit. Power no longer needs a target to grant End Drain protection. (+End still requires targets) Power is now auto-hit. Damage still requires a to-hit check. This power now takes Healing sets and enhancements. Temperature Protection This power now grants Mag 1 Knock protection in PvE. (This is strong enough to prevent most knockdowns and some weak knockback). This power now grants unenhanceable +regeneration. Healing Flames Cast Time lowered from 1.5 seconds to 0.73 seconds.
  2. I would suggest trying out Entangling Aura to see if you like it. It requires playing in melee range, which isn't for everyone. I took Char for my ST hold, but there are alternatives in several of the epics. They're all pretty similar.
  3. It's both. Rikti Drones and Nemesis buffed with Vengeance have ranged and melee defense, but no AoE defense. Any attack flagged as Area (which includes some but not all melee cones) should get through.
  4. In addition to the above, here are a few more suggestions. I've also attached the build for my Nature/Seismic defender. Keep in mind, using any Seismic power reduces the recharge of all other Seismic powers by 1s. I don't think Mid's reflects this. Slot more resist in Wild Growth. Entangling Aura doesn't need accuracy or recharge. I frankenslot with 2-3 end/hold IOs. You need to move Kick before Tough. It's worthwhile taking a ST hold from one of the Epic pools so you can stack with Entangling Aura to hold bosses. Uungnome - Defender (Nature Affinity).mbd
  5. The spreadsheet linked in Galaxy Brain's post is probably the best source. The original spreadsheet was made by Culex back in 2008. https://web.archive.org/web/20070309030440/http://www.culex.us/ig/CHres.xls (If the link tries to open in Google Docs and gives you a bunch of html, click the Open Original button. Save the file and open in Excel, or upload to Google Drive and open with Google Sheets.)
  6. The Crystal Titan has 2 attacks. Prism Blast is cone attack with a 310 ft range that does a mix of energy and unique damage. Foot Stomp is a 30 ft radius PBAoE that does a mix of smashing and unique damage. The unique damage is autohit, while the energy and smashing components require a tohit check. The Titan has a 100% tohit buff, so those attacks don't miss often and purples aren't going to protect you. Ambrosia provides 75% resistance to the unique damage (65% in Master of Eden mode). You want oranges or resist armor to protect you from the En/Sm damage. It's slower but safer to clear the pool room and save the 4 heroes before attacking the Titan. https://cod.uberguy.net/html/entity.html?entity=devouringearth_eden_trial_giant_crystal_titan https://cod.uberguy.net/html/power.html?power=inspirations.special.ambrosia
  7. You are correct that the Melee Damage sets are lacking in AoE defense bonuses (Blistering Cold/Superior Blistering Cold has a half-strength AoE defense bonus in connection with its F/C defense bonus). Several sets do have melee, ranged and S/L defense bonuses. I'm not sure this is a big issue, since AoE defense bonuses are readily available in Melee AoE sets. In addition to the bonus in Multi-Strike, there are bonuses in Eradication and Scirocco's Dervish. I'm not aware of any melee AT that uses Melee Damage sets that doesn't also use Melee AoE sets. https://homecoming.wiki/wiki/Category:Sets_that_improve_Area_Effect_Defense That said, the Melee Damage and Ranged Damage sets could use a rework. Each has two lvl 10-25 sets, two lvl 15-30 sets, two lvl 20-35 sets, two lvl 25-40 sets and two lvl 30-50 sets. The lvl 10-25 and lvl 15-30 sets should simply be lvl 10-30 sets, and the lvl 20-35 and lvl 25-40 sets should simply be lvl 20-40 sets. Some of those sets could be combined, as there is little need for 4 sets at each of those level ranges.
  8. Back Alley Brawler is SS/Inv, so you're not going to be able to create him as a scrapper. https://cod.uberguy.net/html/entity.html?entity=freedomphalanx_back_alley_brawler_high
  9. Here's the current build for my BS/Shield scrapper. Obviously the ATOs and Epics are different, but it may give you some slotting ideas. Uunicycle - Scrapper (Broad Sword).mbd
  10. For me, a big part of it is the sound. Mace has a really satisfying crunch, as does Broadsword. I just don't find the Katana sfx satisfying.
  11. This is much improved. In Wild Growth, switch the Steadfast kb protection for Unbreakable Guard +hp. You don't need 11 points of kb protection. In Soul Drain, switch the Gaussian's set for a Melee AoE Damage set like Obliteration. Soul Drain does decent damage.
  12. Mine is Elec/Bio/Dark. I took Smite, Engulfing Darkness and Darkest Night from the epic. I generally open with Thunderous Blast and follow up with Ball Lightning and Short Circuit, which leaves everything dead or without endurance.
  13. Don't skip Sniper Blast. Highest DPA in the set. Don't skip Wild Bastion. One of Nature's signature powers and worth 6-slotting. I would drop Lifegiving Spores for it. Split Superior Scourging Blast with 3 pieces in 2 powers to double up on the recharge bonus. The slotting in Power Burst is just silly. Thunderstrike or Devastation would be much better. Slotting of Wild Growth is off. You want to max the resistance and recharge, not the end reduction. Worth 6-slotting. In Weave, drop the end/rech piece. While the set bonuses are nice, the slotting of Entangling Aura isn't efficient. The power doesn't require accuracy or recharge. Just slot 2 or 3 end/hold IOs. You want to maximize the recharge of Overgrowth. The %BU proc is wasted here. I usually slot 2x 50+5 recharge IOs. Don't skip Soul Drain. You already skipped Aim and you'll want to use this before Nova. Not sure why you're taking Power Boost. The only powers it benefits are Regrowth and Wild Bastion. Maneuvers doesn't need more than 3 slots. Frankly, you don't really need it at all.
  14. I've got a DP/Ninja blaster. Hail of Bullets (the T9) isn't really a nuke, plus this combo has neither BU or Aim. Instead, Shinobi gives your attacks a chance to do critical damage.
  15. Gale, Freezing Rain, Hurricane, Tornado and Lightning Storm already do KB/KD. Another KD power is unnecessary. The way to make Thunder Clap not suck is to make the stun mag 3 instead of mag 2. They could give it the blaster treatment and give the additional 1 mag a shorter duration.
  16. I've got an Elec/Bio. It's insanely good. I run in Offensive Adaptation 99% of the time. If I shift it's to Defensive. I keep Ablative on auto, so only 1 button to worry about other than the T9.
  17. Uun

    Heal or No Heal?

    I recently did Thugs/Elec. Elec is unique in that all its buffs are chains, and the more you use them the more targets they can hit. In addition to a heal, it also has an absorb buff and a dmg/tohit buff, both on fairly short (30s & 60s) durations. Keeping your henchman buffed and healed can be a full time job.
  18. While just about any AT/primary/secondary can solo EBs, not everything can solo an AV. I'm sure somebody will pop up to say they've done it, but FF defender is generally not in the AV soloing department. FF lacks the -res and -regen debuffs and +dmg buffs generally required to solo AVs (you can purchase Envenomed Daggers from the START vendor for -regen). Cold, Dark, Poison, Radiation, Traps or Trick Arrow are better suited to the task.
  19. Just checked in Pocket D on a lvl 50. Inspiration Drops is the first category under ALL. You have to disable inspiration drops by size or type. There's no option to disable all.
  20. You want @Bopper's proc calculator spreadsheet.
  21. Originally it required Deathless (1,200,000 debt repaid). In I16 it was changed to Unbroken Spirit (200,000 debt repaid). I usually hit that sometime in my 30s without any effort. I have a much harder time with the Ironman badge (1,000,000 damage taken) required for the Born in Battle accolade, particularly on high defense builds.
  22. Try Dominator Earth Assault. It duplicates almost the entire Stone Melee set, swapping Stone Spears for Stone Fist, Mud Pots for Taunt and Fissure for Fault. Fissure has ranged AoE damage that matches the KD/stun.
  23. Hit 30 with Uunaware (Psi/Ninja sentinel). DFB, Posi 1, Posi 2, Synapse, DIB, Penny Yin, plus the Ubelman the Unknown and Freakalympics arcs. Pretty good for the most part, but fighting Council or 5th Column makes me want to pull my hair out because of all the robots. Same goes for Banished Pantheon and the zombies. The stuff that resists psi damage resists it A LOT.
  24. I agree on the 2x recharge IOs, but you don't get much from +5ing them. Takes maybe 2s off the recharge.
  25. Your build chases defense bonuses instead of working to cap your resists. Your energy and toxic resists are quite low and nothing is capped. Dark Armor is a resist set, and other than Cloak of Darkness, has no native defense. More importantly, it has no defense debuff resistance (DDR), which means your defense can be stripped away in a flash. Armageddon is a poor choice in Death Shroud. Since it's a damage aura, it doesn't benefit from recharge but needs end reduction. The most efficient slotting is Scirocco's Dervish or Avalanche acc/dmg, acc/dmg/end, dmg/end. In Dark Regeneration, switch from Touch of the Nictus to Theft of Essence. You'll need the %end proc. In Cloak of Darkness, replace Gift of the Ancients with Shield Wall for the 4.5% E/N resist bonus. Cloud Senses is a poor choice in Cloak of Fear. The power requires a ton of accuracy and end reduction if you intend to run it and the -tohit isn't worth enhancing. Personally I don't find the power worth the slot investment. You would get just as much mitigation with Oppressive Gloom slotted with 1 acc IO. Drop the slots in Boxing. Drop Maneuvers and move the slots to your attacks. Maiming Slash or Vicious Slash should be 6-slotted with Superior Might of the Tanker. It's a very good ATO and the %resist proc is essential. If you split Superior Gauntleted Fist into two 3-piece groups, you can double the 6% E/N resist bonus. Slot a Performance Shifter %end in Physical Perfection. 4 pts of KB protection doesn't cut it on a tank. You need at least 8 pts. Add a Kismet +acc somewhere.
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