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Uun

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Everything posted by Uun

  1. I don't have a count, but I use Musculature Radial or Intuition Radial on any build with debuffs, depending on whether the end mod (Musculature) or hold, slow and range (Intuition) is more valuable. I've got a handful that use Agility or Cardiac, and I recently used Nerve on an Elec/Dark controller for acc, hold, confuse and defense.
  2. Damage? Debuffs? Competence? The last one I remember failing was a PUG Lambda (I think with 8). Despite pacifying Marauder, everyone kept dying and we weren't putting a dent in his health. I dropped before the failure was official.
  3. Not true. The stats on their powers aren't that impressive, they just don't do anything else. There are any number of player powers that drain more endurance (particularly if enhanced). https://cod.uberguy.net/html/entity.html?entity=malta_sapper
  4. See below. Second version (which I believe is from LRSF) has the Liberty Belt. https://cod.uberguy.net/html/entity.html?entity=vindicators_ms_liberty https://cod.uberguy.net/html/entity.html?entity=vindicators_ms_liberty_special
  5. Lifegiving Spores is a crappy power. Drop it and move the slots and Panacea set to Regrowth. Replace it with Corrosive Enzymes (which doesn't require more than 1 acc in the base slot). Drop Pistols or Dual Wield and replace with Bullet Rain or Executioner's Shot. Split Superior Vigilant Assault into two groups of 3 pieces to double up on the 10% recharge bonus. Entangling Aura only requires hold and end reduction enhancements. Frankenslot with 2-3x end/hold IOs. Procs don't work well in this power. +5 the rech IOs in Hasten and Overgrowth. If you're going to rely on procs for damage, drop Agility Alpha. It acts like a recharge enhancement in all your powers and hurts your proc rate.
  6. In addition to the Interface powers, the Destiny powers are also flagged to ignore external strength boosts (so Power Boost won't affect Barrier or Rebirth). All powers that debuff resistance or damage are flagged to ignore enhancements and other boosts.
  7. You can absolutely do this now to non-AVs. My Elec blast sentinel easily drains foes to zero and keeps them there. They are unable to attack and just run around not knowing what to do. I can also do it, although not as quickly, with my Elec controller. The catch is end drain alone isn't enough. You also need powers with -recovery. In addition to the end drain changes to AVs and GMs @Zect referred to above, standard AV Resistance includes strong resistance to end drain and recovery debuffs.
  8. Similar here. They can be operated manually by fire fighters if there are handicapped people that need to be removed from the building.
  9. Why would you pull using a ST hold?
  10. I'm confused about what you're requesting. Are you asking for a premade macro to be added to the Teleport Target power, or are you asking for the Teleport Target power to be added to the Teleport power? I have no issue with the former, but am against the latter.
  11. Saturday Night Synapse is a weekly event on Torchbearer that runs Synapse as a league and coordinates the exit from the second to last mission to spawn all the Babbages at once. It's not unusual to have 20 or more.
  12. In the same vein, Volcanic Gasses should benefit from Domination.
  13. Uun

    Build Up in Pets

    The enhancement you're referring to is Soulbound Allegience: Chance for Build Up. The effect applies to the pet it's slotted in. It's part of a purple Pet Damage set that can only be slotted at lvl 50. The effect of the Gaussian: Chance for Build Up applies to the caster. It has to be slotted in a power that accepts To Hit Buff sets. If it's slotted in a henchman, it will apply to the henchmen but not to the MM. If it's slotted in the MM's secondary or a pool power, it will apply to the MM but not the henchmen.
  14. You didn't get a response in 6 hours and you interpret that as nobody cares? Wow. I for one only check the forums once or twice a day, so this is the first time I'm seeing your post. I don't know what your original request was before you edited the post, but there's another Dark/Dark thread two up from this one.
  15. Stealth and Combat Jumping vary by AT (1.88% is scrapper/stalker/brute), however, Infiltration goes down to 0% in combat.
  16. Split up Superior Gauntleted Fist into two sets of 3 pieces to double up the 6% E/N resist bonus. Swap LOTG for Shield Wall in Invincibility, Weave and Maneuvers. You get 4.5% E/N resist each with 4 pieces. Add 6th slot to Temp Invul for 5.25% F/C resist. These tweaks should take you to 74% F/C and 72% E/N resist. I like having both Guarded Spin and Innocuous Strikes for the added AoE damage. I can cycle those two indefinitely and insert Eye of the Storm when the bonus is up. Staff's ST damage is pretty anemic.
  17. Levantera is the first of four story arc contacts in RWZ. After you complete her arc, she will introduce you to the next contact. @Ukase explained this already.
  18. There's some history you should be aware of. When Energy Aura was introduced in Issue 6 as a brute and stalker secondary, Energy Drain was virtually identical to Power Sink and had no defense component. The original version of Energy Aura was TERRIBLE. Attempts were made over the years to improve performance. The first attempt was in Issue 13, when a heal was added to Energy Drain (the set didn't have Energize yet). In Issue 21, the entire set was revamped. Conserve Power was replaced with Energize, the heal was removed from Energy Drain and replaced with the scaling defense buff, damage resistance was increased across the board, a taunt aura was added for brutes and Repulse was replaced with Disrupt for stalkers. Now you understand how we got where we are. That said, powers aren't balanced against similar powers in other sets. Electric Armor performs quite well and Power Sink doesn't need a buff.
  19. When Shadow Maul was buffed recently, its animation time was reduced to 2.37s. Flurry's animation was copied from the original Shadow Maul, yet the update wasn't ported over and its animation time still sits at 3.07s. This seems like really low-hanging fruit.
  20. I don't know what you're talking about. It's definitely a real arc and the missions don't repeat. Piecemeal Issue 27 Finale 'A Second Chance At A First Impression' - Issue 27 Finale: Personal Story, Piecemeal A strange, archaic and outdated device in the Rikti War Zone has been asking for you by name. If you are ready, you will step into the shoes of Paragon City's newest and most notorious villain as she comes face-to-face with a situation that (for once) she cannot handle. The amount of humble pie she consumes as a result has yet to be accurately calculated. A new take on the Personal Story, you and your teammates will be forced to assume to the identity of Piecemeal as you navigate a reconstructed simulation of her experience trying to circumvent the protocols in the Paragon City teleport grid - an event that sends her from one place to another uncontrollably before placing you in the heart of a burgeoning apocalypse. Carefully reconstructed from her 360-degree sensor tech and optical recordings by her M.C. of Information, Bile, you will engage in a bit of banter before witnessing the horror hands-on in this Abomination Simulation. Enjoy some of the canonical reasons for notorious changes, and a heaping bathtub full of foreshadowing! This Personal Story can be played together with a full team of 8 players! CONTACT: Pay Phone Accessing this story arc requires having completing Doc Buzzsaw's newest arc. LOCATION: Rikti War Zone, /thumbtack 3230.6 0.1 -513.9 ALIGNMENT / LEVEL: Any - Level 50 OUROBOROS / ARC: Hero of the City / Made - 27.95
  21. Hardened Carapace is your S/L resist armor. While it's a fine place to slot the uniques, it also needs to be slotted for resist and end red. Slot Inexhaustible with 1-2 heal IOs. Not only do they increase the +regen, they also increase the +hp buff. Add a def piece to Environmental Adaptation and change the def/rech piece to def/end. Reduce Aim to 2-3 slots. While the 6-piece bonus is good, you need the slots elsewhere. I'm inclined to 6-slot Atomic Blast with a Melee AoE set like Obliteration so it can be used more often. Add slots to Parasitic Leech. It's a very good T9 and provides a massive buff. Slotting Evasive Maneuvers for defense is a waste. All the defense suppresses in combat. Redeploy the slots elsewhere. If you intend to run Tactics, it needs end red. Take the slots out of Brawl. There are several good melee attacks available in the Epic pools. Drop Assault and take one.
  22. The only new contact I'm aware of is Pay Phone. https://homecoming.wiki/wiki/Pay_Phone
  23. I'm not aware of any toggle in the game that stops using endurance while it's suppressed. That said, not all of Stealth's defense suppresses in combat. If it's still providing defense, it should continue to use endurance. Infiltration should be treated the same way that other travel powers are. Infiltration, Super Speed, Fly, Super Jump, etc. all suppress their movement buffs while in combat (and all have the exact same endurance cost). If you want the convenience of not having to toggle the power on and off, you have to pay the endurance tax.
  24. 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.
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