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Uun

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Everything posted by Uun

  1. Total Domination does no damage and shouldn't accept any damage sets. This appears to have been fixed on beta, where it only accepts Hold sets and ATOs.
  2. I assume you mean Psi/Mental. Foes that resist psi damage resist it a LOT (i.e., robots) and there are only 2 powers in either set that aren't !00% psi.
  3. Pretty sure all blaster cones have a target cap of 10. Most of them also have a 40 ft radius, so even with significant range buffs it's tough to get them much beyond 60 ft. There are a few with a 50 ft radius, but the only cone I'm aware of with a lot more range is Dark Blast/Umbral Torrent, which has an 80 ft radius. While it does require KB>KD, it's quite easy to buff it well beyond 100 ft. (Use with care, as it will often hit adjoining spawns.) Dark Blast has a second cone, Tenebrous Tentacles, with a standard 40 ft radius. If you want a third cone, Static Discharge is available in both Electricity Mastery and Mu Mastery. If your goal is max range, you're going to want to go /Energy for Boost Range (which can easily be made perma).
  4. Prior to the Gauntlet radius changes, Tanker Combustion had a 15 ft radius. Not sure why they didn't leave it alone and flag it to ignore radius buffs instead of reducing it to 10 ft, but the current change just reverts that change.
  5. Respecced again (3rd time for this character on this beta). Added Fly Trap back, moved slots from Spirit Tree to Fly Trap. Fly Trap definitely sturdier now. No longer being defeated every spawn. Not really noticing a difference in its AI. Not seeing a delay in Carrion Creepers spawning, but they do seem to be capped at 5 vines. I'm OK with their current performance. Spirit Tree is much sturdier now and works well as an opener (before using Seeds).
  6. Just discovered a few things: The radius increase and resulting damage reduction applies to damage auras in tank primaries. The target cap increase does not. The radius increase applies to Burn. The damage reduction and target cap increase do not. The radius increase applies to non-damaging PBAoEs (i.e., Evolving Armor, Oppressive Gloom, Power Sink, Energy Absorption, Invincibility, Beta Decay, Against All Odds, Rise to the Challenge). The target cap increase does not. Other than Against All Odds (due to change in self-damage buff), there don't seem to be any change in other stats.
  7. Psi Melee isn't as heavily resisted as Psi Blast, as none of its attacks are 100% psi damage. All its attacks except Mass Levitate are 75% psi and 25% smashing or lethal. Mass Levitate is 100% smashing.
  8. Thank you for your response and for rolling back the radius increases on the cones. I still believe that a blanket 50% radius increase to all melee spheres smaller than 15 feet is a mistake. A 50% radius increase is far more useful to an 8 foot sphere than it is to a 10 foot sphere, yet both are being subjected to the same 21-23% reduction in per target damage. I think it makes more sense to apply a smaller radius increase to the larger spheres, or to cap the increased radius at 12 feet instead of 15 feet. The reduction in damage above the standard target cap was very clear. What wasn't clear was that the radius increases included a separate reduction in base damage when under the standard target cap. This needs to be spelled out in the patch notes, preferably on a power by power basis.
  9. If you're going to team, I wouldn't drop Speed Boost. Dropping 2 Unbreakable from Tough only costs you F/C and T/P resist. If you want to squeeze in ID, I'd be more inclined to drop Evasive Maneuvers, but yes, you would need another slot. You could easily take it from Transference.
  10. I wouldn't bother with Focused Accuracy since you already have Tactics. I would focus on slotting the ATOs first, but a lot of the other sets are pretty cheap. Siphon Power should get acc instead of rech. You skipped both +def uniques (Steadfast Protection and Gladiator's Armor). Those would have to go in Tough unless you were to add Increase Density.
  11. Because the radius increase results in a decrease in base damage to targets under the default target cap, with the penalty for those over the default target cap applied to an already reduced value. Take Eye of the Storm for example. Before the radius increase, it had a 10 ft radius and did 65 damage per target (650 aggregate if you hit 10 targets). It now has a 15 ft radius and does 50 damage per target for the first 10 targets and 16.7 damage per target for targets 11-16 (500 aggregate if you hit 10 targets and 600 aggregate if you hit 16 targets). You're doing less aggregate damage to 16 targets than you were previously doing to 10.
  12. Updated the table for the Build 5 changes. Made things worse for the 10/16 target AoEs and only marginally better for the 5/10 target cones. Tanks would be better off not having the expanded radius/range AT ALL and keeping their previous base damage levels. If that was done, I wouldn't care if target caps were rolled back as well.
  13. All procs in toggles only have a chance to trigger every 10 seconds. In theory Gaussian's has a higher chance to fire if there are a lot of targets in range, but I wasn't impressed with the results when I tried it. My current slotting for Shifting Tides is 2 dmg/end D-Syncs plus a dmg/end IO (I was being cheap and didn't want to spring for the 3rd D-Sync). This maxes out the damage and the end reduction. I'm already running Tactics so didn't care about enhancing the tohit buff. Note, damage enhancements don't affect the +dmg buff, just the cold damage.
  14. They're referring to the Team Teleport power in the Teleportation power pool. This is different than the Team Transporter power purchased from the START vendor.
  15. There's a display error for Average Damage (and by extension Damage per Activation Time and Damage per Cast Cycle) for any Staff Fighting power that's a DoT, whereby the bonus damage when using Fiery Embrace is being included. For example, Tanker Guarded Spin shows Average Damage of 106.5, but when you look at the details it shows 6 ticks of 12.24 (73.44) plus 6 ticks of 5.51 (33.06) when using Fiery Embrace. This appears to be happening on all ATs. A second display error is occurring for Eye of the Storm and Sky Splitter. These powers have bonus damage when used with 3 levels of Perfection, with the damage type determined by the Form you are using. Not only is Average Damage including the 3-level bonus damage, it's including all 3 types of bonus damage (which are mutually exclusive).
  16. There's a display bug in the Staff powers that includes the extra damage from Fiery Embrace in the displayed total damage. This occurs on both Live and Brainstorm. You can see this if you compare the damage figure at the top of the screen to the damage details at the bottom. For example, Guarded Spin (live) shows 106.5, but when you look at the details it shows 6 ticks of 12.24 (73.44) plus 6 ticks of 5.51 (33.06) when using Fiery Embrace. (Note, the details for all the Fire attacks incorrectly label everything with Fiery Embrace, but the totals at the top appear to be correct.)
  17. Current iteration of Seeds feels OK. Recharges fast enough that it can be reapplied if it wears off or get adds. Pulled the %dmg procs from Carrion Creepers and 5-slotted Bombardment (sans proc). Not really noticing a difference in damage from the prior beta builds (which had 3 %dmg procs) and CC is now perma with the additional recharge. Spore Burst is working as described, but it doesn't really have enough duration with just 1 acc/mez HO. Doesn't play well with Carrion Creepers. Spirit Tree is holding aggro better. Slotting it for healing isn't worthwhile as the +regen buff isn't strong enough. Will try slotting for threat. Vines is useful for deploying around corners and other locations where you can't get line of sight with Seeds. Would like to see its chance for Domination increased to 50%. Don't have Fly Trap in this build so haven't tested the changes yet. Looking at the stats, it lists resistance to sonic, radiation and electrical damage in addition to energy resistance. Do those stack? Not sure whether to drop Spore Burst or Spirit Tree in favor of Fly Trap.
  18. Scorpion Shield is better than Frozen Armor but I prefer Ice Storm over Disruptor Blast for additional AoE damage.
  19. Uun

    Earth/nature

    Slot Spore Cloud with Enzymes instead of Lysosomes. It doesn't require accuracy and needs end reduction (it's a toggle). Consider dropping something (Earth's Embrace?) for Entangling Aura. It's really good on controllers and doesn't need more than 2-3 slots. FYI, Rebirth can also be used as a heal on living allies.
  20. I slot both with Ranged AoE Damage sets. Universal Damage and ATO sets also work, but I'm not a big fan of the Overwhelming Force set. The only secondary effects that can be enhanced are knockback and end drain (Storm Cell only), but there's not much point in doing it. The important thing to remember is that procs don't work in either one, so don't bother slotting them.
  21. Provost Marchand and Mr. G each have 3 arcs that are progressively more difficult. While you get Marchand as a contact at lvl 30 (Mr. G is introduced via the Inside Information tip mission), I tend to wait until lvl 50 to do them. I find that a character in their 30s doesn't yet have the tools to handle the difficulty, particularly the 3rd arcs.
  22. Not sure I understand why cones/AoEs increased from 5 to 10 are penalized 44% per additional foe compounded but those increased from 10 to 16 are only penalized 25% per additional foe compounded. I think the penalty should be at the same rate for both types (and should be more like 15-20% compounded).
  23. I wasn't looking at procs/enhancements. This is just base damage.
  24. There are two things going on. First is the transfer of the Gauntlet radius/range/target cap buffs to the powers themselves. Second is the damage penalty applied to over cap targets. Before you even get to the target cap penalty, damage is being reduced significantly due to the increased radius/range. The over cap penalty is then applied to this already reduced base value. Restating what others have said, I consider this penalty to be overly harsh. Using Staff Fighting as an example (assuming target saturation): Note that for Guarded Spin and Eye of the Storm, the aggregate damage applied to the base + over cap targets on beta is less than the aggregate damage applied to just the base targets on live (for Innocuous Strikes it's slightly more). It would be more efficient to revert the radius/range/target caps to those used by other ATs and attack fewer targets at a time. Assuming there's been no change to Gauntlet's AoE taunt, there should be no appreciable change in aggro control.
  25. I posted a number of side by side tests in the focused feedback thread for the tank changes, primarily to isolate the impact of the reduction to overcap damage. When notoriety was reduced from x8 to x4, there was no material difference in clear time between live and beta.
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