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Everything posted by Uun
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Focused Feedback: Tanker - Archetype Inherent Changes
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Power Crash gets a 5 target bonus (10 total) when used with Energy Focus on non-tank ATs. Tanks get a 6 target bonus (11 total) when used with Energy Focus, plus 5 more at 1/3 damage. -
Dark / poison / psi controller build - feedback requested
Uun replied to EnjoyTheJourney's topic in Controller
Fearsome Stare should be slotted for -tohit (i.e., Cloud Senses), not fear. The base fear duration is plenty long and the debuff is substantial. Suggest you try out Haunt and see if it fits your play style. I tried to like the Shades but found them ineffective ended up dropping. You probably have enough global acc to drop the acc/hold/end piece in Poison Trap. An alternative would be to drop both Superior Entomb pieces and add an Unbreakable Constraint acc/hold/rech. I use both kinds of procs and haven't really noticed a difference (I have 2 Poisons). It doesn't get a lot of love, but consider Neurotoxic Breath and slotting the 2 Slow %dmg procs. It works really well and probably outdamages Psi Tornado. It also has a really hefty -rech debuff. -
Unless I make space in a visible tray, they tend to end up in hidden trays and I forget I have them. Even then, many of them are underwhelming. Bow & Arrow? Iron Blade? Holy Shotgun Shells? Why bother. The only ones I use regularly are Amy's Ward, Wedding Band, Warwolf Whistle and the Hammers of Justice summons.
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I like the current version of Dimension Shift. Not only can you turn it off when you want, you can enter the phased area and fight the foes inside the bubble. My Gravity controller is /Storm, and it's great fun to drop Lightning Storm and Tornado inside the bubble and watch the popcorn pop.
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Focused Feedback: Powerset - Gravity Control
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Same bug affecting Vines is affecting the RC1 version of Gravity Distortion Field. Hold duration is 2-3s. Combat log (GDF shows up in Pet Combat), is showing a significant number of misses with a 26.93% chance to hit, which shouldn't be possible. Mission is against lvl 52-53 Rikti (I'm 50+1). GDF is 5-slotted with lvl 50 Gladiator's Net (all except proc) for 71.4% acc enhancement, an additional 37% in global acc bonuses, plus Tactics for 11.99% in tohit bonuses. EDIT: Just checked again on another spawn and got 6.61% chance to hit on 14 targets on the initial activation. -
Increase Drop Rate for Interrupt Reduction Enhancements?
Uun replied to CraterLabs's topic in Suggestions & Feedback
Your issue is that you're looking for SOs. I just checked Wentworth's, and there are hundreds of Interrupt Reduction IOs available from lvl 10-50. Most of them appear to trade for 5 inf. Since the introduction of the fast snipe mechanic, having your snipe interrupted in combat happens far less often. While interrupt reduction is included in all the Snipe sets, I don't think people bother slotting separate interrupt reduction enhancements any more. The one power I'd like to slot them in doesn't actually accept them (Traps/Trip Mine). -
The Decimation %bu proc won't affect your pets. I find it to be a pretty crappy proc (only 1 PPM) and generally don't bother with it. Caltrops does the "run away" kind of fear, which doesn't trigger containment. It's the terrorize fear that will trigger containment. Poison Trap has a lot of moving parts, including two different hold components. There's a 100% chance of a 5.96s mag 3 hold when the trap is triggered, followed by a 2% chance of a 5.96s mag 3 hold every 1s. Slotting Poison Trap for hold duration is quite useful. If you can find a 6th slot, add a 2nd %dmg proc. Also, note that Flash gets the new Adaptive Recharge in the new patch, so should be available more.
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It was a Borea mission set to +2/x8, so 52 and 53. I was 50+1. Strangler, Roots, Spore Burst and Seeds were all working fine. The previous (location-based) iteration of Vines had been working fine. The bug showed up with the new version of Vines introduced in RC1.
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Nope, just Rikti.
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Version of Vines in RC1 is bugged. Initial hold duration is about 3 seconds. Not seeing Domination at all. Power is 6-slotted w/ Superior Dominating Grasp.
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Focused Feedback: Tanker - Archetype Inherent Changes
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Despite the patch note to the contrary, this was NOT fixed in today's patch. -
Focused Feedback: Tanker - Archetype Inherent Changes
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Did another Dark/Dark run on Beta with Alpha switched to Musculature: 11:16 -
Focused Feedback: Tanker - Archetype Inherent Changes
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Beta Live Fire/Fire tank 10:07 11:15 Dark/Dark tank 14:56 11:30 SR/Staff tank 14:20 13:14 Rezzing bosses are a bit of wild card, hence the increase in the Fire/Fire time. Dark/Dark clearly benefits from the larger radius and target cap on Shadow Maul. -
With the new patch, procs have a substantially lower chance to fire in Carrion Creepers. I switched mine (on the beta server) to a Targeted AoE set. Consider taking Spirit Tree, which now has a taunt aura and works well as an opener dropped in the middle of a spawn. Doesn't need more than the base slot.
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When the new patch hits, fear will trigger containment, allowing Spectral Terror to provide instant AoE containment. Slot Spectral Terror with Cloud Senses instead of the ATO. You want to enhance the -tohit, not the fear. All the debuffs in Poison Trap are autohit (the initial hold is not). Caltrops are also autohit. Slot Acid Mortar with 2x recharge IOs or 3-slot with a Defense Debuff or Accurate Defense Debuff set. You can have more than one out at the same time.
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Focused Feedback: Powerset - Gravity Control
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
In addition to GDF, several other AoE holds were converted to location AoEs with Page 2: Electric/Tesla Coil and Plant/Vines. If I'm counting correctly, that means that 6 of the 12 control primaries are now location based. -
Focused Feedback: Tanker - Archetype Inherent Changes
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Agreed, although I'll note that the Dark/Dark has Cardiac Alpha (not Musculature). -
Focused Feedback: Powerset - Electric Control
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Not just Gremlins, all controller pets. Similar to MM henchmen, if the enemy is mezzed or otherwise not attacking you or them, the pets won't attack if they're set to Defensive. They need to be set to Aggressive or Attack My Target. -
Focused Feedback: Tanker - Archetype Inherent Changes
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Trapdoor: +2/x8, defeat all, Alpha & Interface active but no other Incarnate powers used, no Inspirations. As you can tell by my pitiful times, none of these builds have a meaningful number of procs slotted. Stone/Elec brute: 9:50 Fire/Fire tank: 10:07 BS/Shield scrapper: 11:10 Psi/SR scrapper: 12:13 SR/Staff tank: 14:20 Dark/Dark tank: 14:56 -
Focused Feedback: Tanker - Archetype Inherent Changes
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Is there a relatively short mission that always spawns on the same map? I was trying to do comparison runs using one of Borea's missions, but there's a pretty big disparity in map sizes that really skews the results. -
Focused Feedback: Tanker - Archetype Inherent Changes
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Staff/Innocuous Strikes has the incorrect arc. It's currently 135 degrees and should be 90 degrees. The arc change was applied when p2 was released to beta and wasn't reverted with Build 6, This power never received a radius change. -
Focused Feedback: Tanker - Archetype Inherent Changes
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Posted about this a few days ago. The radius increase also affects a wide range of non-damaging PBAoEs. -
Focused Feedback: Powerset - Electric Control
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Just did another test run. The jumps on Synaptic Overload seem fine, plus with Adaptive Recharge you can reapply immediately if it dies after the initial hit. Jolting Chain jumps still seems wonky. Sometimes it works and sometimes it doesn't. It's hard to tell as there's no visual chain after the initial hit and you can only tell by the targets flopping.