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Uun

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Everything posted by Uun

  1. In addition to what @aethereal said, Superior Scrappers Strike global increases critical chance by 3% for minions and underlings and 6% for higher ranked foes. I'm not sure if I'm reading the Critical Strikes events correctly, but there's a 0.5s delay before the 3.25s window starts. The 0.5s doesn't reduce the window to 2.75s.
  2. BTW, I use Poison Trap as cover to lay Trip Mines. They can't interrupt you if they're all choking.
  3. Traps/Seeker Drones currently accepts Pet Damage sets. Request that they also accept Recharge Intensive Pet sets. Among other things, this would provide masterminds an additional place to slot the resist/defense uniques. On defenders, corruptors and controllers, Traps/Seeker Drones accepts ATO sets but not Ranged AoE sets. (This makes no sense for controllers.) On masterminds they accept Ranged AoE sets but not ATO sets. Defenders, corruptors and controllers should be able to slot Ranged AoE sets. I don't care one way or the other if masterminds can slot ATO sets.
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  4. Traps/Poison Trap has no speed or movement debuff that can be enhanced and shouldn't accept slow enhancements. (It has an unenhanceable recharge debuff.)
  5. You can't slot accuracy directly, but you can slot hold sets that include accuracy. It doesn't show up in the enhancement screen, but it does show up in the Detailed Info screen. I haven't done any field testing to see if it's actually working.
  6. The thing to know about Poison Gas is that the -regen refreshes every 1s while the foe remains in the AoE (which has a 30s duration) and then lasts for 10s after they leave the AoE. The debuffs are autohit, however, any procs you slot have a tohit check, so accuracy is useful. I find slotting for hold duration is also useful. The power has an initial 6s hold and then has a 2% chance of a 6s hold every 1s. My current slotting is 5x Unbreakable Constraint (including the damage proc) plus the Ghost Widow damage proc. I happen to like Caltrops, and took it as well as Web Grenade. I would take Caltrops over Triage Beacon. I slot 5x Ice Mistral's Torment, which enhances damage and slow and gives you some nice set bonuses. Alternatively, a slow IO in the base slot also works well.
  7. Uun

    Ice / TA Blaster

    Glue Arrow does 2 things - it has -speed/-recharge/-fly which is autohit and a tiny amount of damage which has a tohit check. The damage isn't worth enhancing, but it allows you to slot Ranged AoE %dmg procs. If you're going to slot procs, I would go for damage, not knockdown, and I would devote slots to that. Otherwise I would just slot a slow or recharge in the base slot. Slot Electrified Net Arrow with a Ranged Damage set, not Immobilize. Slot Freeze Ray with a Ranged Damage set, not Hold. It's one of the highest DPA attacks in the set. If you're going to take Ice Storm, devote slots to it and slot for damage. It's a poor choice for procs. Eagle Eye doesn't need more than 1-2 slots. I would redeploy those slots to Ice Storm and/or Oil Slick Arrow. Slot Bitter Freeze Ray with a Ranged Damage set or skip it entirely. It doesn't have great DPA and you already have 2 holds. Slotting Gymnastics for run speed isn't worth it. It can be a mule for one of the +def uniques. If you're going to take ESD Arrow, it needs accuracy (it has an accuracy penalty). Slotting the +2 mag proc is a waste, since the hold is only applied to machines. Add slots to Oil Slick Arrow and slot for damage. If you intend to run Maneuvers or Scorpion Shield, they need end reduction. You don't need ANY of the knockback protection procs. Gymnastics provides mag 9 kb protection. That gives you 4 slots to place elsewhere. You can pick up a few slots from Health and Stamina. Blaster sustain powers (in this case Eagle Eye) negate the need for a lot of the +recovery uniques.
  8. Easier to do with certain power sets. For example, Time and Radiation Emission have powers that boost your recharge (Chrono Shift and Accelerate Metabolism), reducing the amount of global recharge bonuses you need.
  9. Copied my lvl 34 Storm/Storm corruptor to beta. I haven't tested any of the previous iterations of Storm Blast in Page 7, so RC3 is the first I'm trying. The new version of Storm Cell is a marked improvement to the version on live. I would like a better visual indication of the effect radius - I find it pretty hard to see. I'm not sold on the changes to Chain Lightning. Foes now have to be really close to the target to receive chain damage and the damage feels pretty lackluster. I think the radius should be returned to 15ft (at least). The power I would use as a model is Martial Assault/Trick Shot. That chains really well. I wouldn't object to the Chain Lightning target cap being reduced if it meant we could get some real damage on targets it hits.
  10. Both Kinetics and Time are heavily back ended on their signature powers. When you exemplar, you have access to powers taken up to 5 levels above your combat level. For Posi 1, you would be combat level 15 (if you're running it at max level) and would have access to powers taken up to level 20. For Kinetics, you would lose access to Transference, Fulcrum Shift and Inertial Reduction. For Time, you would lose access to Farsight, Slowed Response and Chrono Shift. The powers remaining are OK, but not great. I would look at secondaries that get key powers earlier, such as Dark, Nature, Radiation or Traps. Those can be really effective at low levels.
  11. Aside from the difference in the buff strength, the duration of the Radial buffs are 75% of the Core buffs (Core is 10s/30s/60s/120s, Radial is 7.5s/22.5s/45s/90s).
  12. If you're not going to slot it and you're not using it as a mule, just skip Alkaloid. Take Irradiate instead of Electron Haze. Cyto is wasted in Assault. Just slot an end reduction. Slot a 5th piece of Apocalypse in Proton Volley for the recharge bonus. Tactics needs end reduction. This is where the Cyto should be slotted. Slotting Poison Trap for damage doesn't do much, but %dmg procs work very well. Slotting for hold duration and recharge is also useful. I mix a hold set with 2-3 procs. Replace the scaling resist piece in Scorpion Shield with def/end. Add a 3rd slot to Venomous Gas for more tohit debuff or slot 2x Enzyme. If you're running Tactics, skip Focused Accuracy. Replace the def/rech piece in Weave with def/end, replace the end/rech piece with the scaling resist.
  13. Don't know where you're seeing this. It is auto-hit, but on my Mind dom it only accepts end reduction, recharge and range enhancements.
  14. I feel like Broadsword is fine as is and don't think it's lagging Katana. I would much rather see time spent on Kinetic Melee.
  15. Last year it was end of March. Needs to have Storm Blast added. I would suggest adding Arsenal Control/Assault as well.
  16. Focus on accuracy and damage. Henchman can't be slotted for recharge and end reduction only impacts you when you resummon. I would slot 2x acc in the T1 and T2 because of the level shifts.
  17. That's odd, I can use it on my thugs.
  18. Per CoD, Rest doesn't take recharge (which makes sense, since the recharge time is 0s) or sets. https://cod.uberguy.net/html/power.html?power=inherent.inherent.rest
  19. I would support removing damage and accuracy from accepted enhancements. I believe only recharge, end reduction and range do anything (not sure about knockback). I suspect that far more people slot the power to enhance it (not realizing the enhancements do nothing) than are slotting it for the set bonuses. At the very least, it needs a comment in the description that the power looks to the henchman's slotting for damage and accuracy.
  20. Not ideal, but if you've got the pet window open, you can right click on the pet name and select release.
  21. Would need to be controlled in some way. Not all the control pets are as sturdy as Stoney. Pretty sure nobody wants their Imps, Gremlins or Fly Trap rushing in to take the alpha.
  22. Nonsense. TP into the middle of a pack --> Fulcrum Shift --> Blizzard --> no more pack
  23. Uun

    Detonator changes

    Not sure, but the T1 has a -2 level shift. Any buff from BU is probably wiped out by the level shift. I did confirm that Detonator isn't affected by Assault.
  24. Uun

    Detonator changes

    Damage slotted in Detonator is ignored. Damage slotted in the henchman is what matters. I'm showing 259 dmg from FFG, 367 from Mortar, 477 from a Wolf, 552 from a Lion and 614 from Dire Wolf. That's against a lvl 50 Possessed Scientist with Alpha unslotted.
  25. Uun

    Detonator changes

    The damage done by detonating a FFG or Acid Mortar is substantially less than detonating a henchman.
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