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Uun

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Everything posted by Uun

  1. Prior to I5, you could summon multiples of the pets. When they did away with that, eliminating the resummoning every 4 minutes was the bone they threw to players for what was a huge nerf. There was a lot of argument at the time about why Dark Servant and Voltaic Sentinel didn't get the same treatment. I seem to recall the reasoning was that controller pets were somehow unique and required special treatment. For many years Voltaic Sentinel had a duration and recharge of 60s. Recently Voltaic Sentinel was changed to a toggle with a 10s recharge. The entity persists until you zone or are defeated. I'm not suggesting that Dark Servant get the same treatment as Voltaic Sentinel, but I think the 19-year old rationale for treating it differently than the controller/dominator pets has long lost any relevance.
  2. I'm not taking a position as to which set is superior. They each have their strengths and weaknesses. I will note that the SR and Nin T9s are identical but there's no need to take it or use it with SR.
  3. One of the big differences between SR and Nin is defense debuff resistance (DDR). SR can cap this, Nin can't. SR laughs at defense debuffs.
  4. I assume you're talking about John Houston's arc. It's not a villain arc, it's specifically for rogues. There's a morality choice and the arc can have two outcomes, one with a hero alignment and one with a rogue alignment. Piecemeal's new arc can be played by any alignment. Only the prerequisite Doc Buzzsaw arc is a villain arc.
  5. These two hallways are what need to be labeled. I walked past them a bunch of times and they don't register as passages. Just needs yellow paint on the floor similar to that identifying the infirmary. Once you get to the lounge, everything is marked pretty well. Alternatively, if doors were added at the ends of the two hallways next to the infirmary, the mission waypoint would direct you to click on the door.
  6. I don't think you can do this now (not easily anyway). Sonic Cage and Detention Field have a 30s duration and 60s recharge. Black Hole has a 30s duration and a 120s recharge.
  7. I had a portal mission in the new section of the Vanguard base. I could find no signage indicating how to get to this section, and the yellow distance marker just showed I was a few hundred feet away but offered no indication of how to get there. I had to use my mission teleporter to get to the portal, then backtrack out to see where the access point was. There should be wayfinding signage identifying the corridors next to the infirmary as the access to the portals (once you enter the area, there is lots of signage). I would also suggest a building map for the base once you enter (rather than the zone map).
  8. Gravity/Dimension Shift is a cancellable toggle with a 20s duration and 60s recharge.
  9. Uun

    Sentinel Basics?

    Sentinels don't get any melee attacks in their primary or secondary and only get access to them in the epic pools (lvl 35+). That said, there are quite a few PBAoE attacks and you're likely to be using ranged attacks in close quarters. Don't think of a sentinel as an armored blaster, think of it as a ranged scrapper.
  10. I currently have 4 scrappers: MA/Inv - remake of my main from live (created in 2004), so I've been playing this combo for a long time. It's a lot of fun, but not top tier performance. Rad/Rad - very good AoE, but somewhat lacking in ST. Fun, but probably my least favorite. BS/Shield - lots of fun, looks great, good ST and AoE, indestructible in most circumstances. Currently my favorite. Psi/SR - result of last year's slot machine challenge. Psi's animations are kind of blah, but the damage is good as long as you're not fighting robots. SR can be built stupidly strong.
  11. I don't have the time to sort out the differences between all these variants, but here are a few comments: Twilight Grasp requires accuracy and the one piece of Touch of the Nictus slotted doesn't provide enough. Replace Panacea with the full TotN set. Slotting Ice Mistral's in Tar Patch is a waste of slots for a few set bonuses. All Tar Patch needs is 2x recharge IOs. Cloud Senses can't be slotted in Darkest Night - it doesn't accept Accurate ToHit Debuff sets (Mid's is wrong). Slot the other 3 pieces of Superior Scourging Blast in Tenebrous Tentacles to double up on the recharge bonus. Unless you're slotting procs, Howling Twilight doesn't require more than 1-2 recharge IOs. It's autohit and the damage is minimal. Slot Dark Servant with Cloud Senses, not Basilisk's Gaze. Fluffy has 5 powers and only one of them is a hold (the other 4 all debuff tohit). Don't skip Fearsome Stare. It's one of Dark Miasma's defining powers, providing a huge tohit debuff in addition to the fear. Slot with Cloud Senses or Siphon Insight.
  12. This was implemented in Issue 20.5 (2011). Group Area Buffs To make buffing easier for Teams and Leagues, these buff powers now affect all the eligible characters within a 30-foot-radius around the targeted character. (Previously, you had to target and buff each individual character to use these powers.) Cold Domination (Defenders, Controllers, Corruptors): Ice Shield and Glacial Shield Force Field (Defenders, Controllers, Masterminds): Deflection Shield and Insulation Shield Kinetics (Defenders, Controllers, Corruptors): Increase Density and Speed Boost Sonic Resonance (Defenders, Controllers, Corruptors): Sonic Barrier and Sonic Haven Thermal Radiation (Controllers, Corruptors, Masterminds): Fire Shield and Plasma Shield
  13. I vendor enhancements and common recipes. Uncommon and rare recipes get crafted and converted into a) something selling for at least 1.5-2.0 million inf and b) something with more offers than sellers. I generally list stuff for about 25% below the going rate (but above the floor if there appears to be one). Excess common salvage gets listed on the AH for 249 inf and excess uncommon salvage gets listed for 999 inf.
  14. While Vigilantes can join red side teams, they can't access red side contacts (except SF contacts).
  15. Gravity Control/Dimension Shift is an AoE phase shift/intangible. It does exactly what you're looking for and should be the model for the other phase shift/intangible powers. It used to work just like Black Hole and Detention Field. In I22 it was changed to a toggle with a 20s duration and a 60s recharge. Moreover, you can enter the AoE and fight the phased foes. There's no reason Black Hole or Detention couldn't work the same way. Obviously the combat part would be unnecessary for the ST phase shift powers like Sonic Cage, but they could also be made into timed toggles.
  16. This is still happening. Apply Synaptic Overload to a spawn, boss gets purple dots, proceeds to attack you (i.e., isn't confused). Needs to be fixed so that only confused foes get the purple dots.
  17. So it looks like Bonfire with KB>KD went from 40% chance every 2s to 20% chance every 1s (both primary and epic versions).
  18. I've been leveling an Elec/Dark and enjoying it. Currently lvl 42. Here's the build as it currently stands with slots through about lvl 46. Curious how others slot Conductive Aura and Static Field and whether there's any reason to devote more slots to them. I will probably swap out the Malaise's Illusions in Synaptic Overload for Superior Will of the Controller when I hit 50. I'm at a bit of a loss as to the last 3 power picks. I've got enough slots remaining to 6-slot one more power, but not two. Here's what I'm considering, but I'm open to other suggestions. Combat Jumping - slot w/ a LOTG and maybe a Kismet. Hasten - Primarily to get Fade and Soul Absorption perma (or close to it.) Enflame - Elec is lacking in damage and I figured I could put this on Fluffy or one of the Gremlins. I've seen mixed information as to whether procs work with this. Paralyzing Blast - I have mixed feelings about the AoE holds and often skip them on my controllers and dominators. Uunfathomable - Controller (Electric Control - Darkness Affinity).mbd
  19. I'll take your word for it, but I couldn't find a mention of the change in the current or previous patch notes.
  20. BTW, it appears that they attached this tag to other powers not mentioned in the patch notes, including Force Field/Repulsion Field, Kinetics/Repel, Storm/Tornado, Storm Blast/Jet Stream and Singularity/Repel. https://cod.uberguy.net/html/tags.html?tag=reduceifkd&q=bears
  21. There are very few powers you can slot the ATOs in that have a recharge longer than 15s. While there are a handful of PBAoEs with 20s recharges, generally these are specialty powers with 90-120s recharges (i.e., Soul Drain, Shield Charge, Ground Zero). You'll end up with an almost 100% proc chance at the expense of diminished up time. Other than those 90-120s cases, if you 6-slot the entire set, the increased recharge will reduce your proc chances. That said, if you're using the power 10+ times a minute, you'll have more opportunities to proc.
  22. If you look at the Bonfire stats, there's a yellow tag next to the 120% chance to KB labeled "ReduceifKD". That links to the 3 KB>KD enhancements. In the enhancement stats, there's a corresponding tag next to an effect listed as "-100% Power Chance Mod". I don't know if that means the 120% is reduced to 20%, or the math works some other way. https://cod.uberguy.net/html/power.html?power=pets.bonfire.bonfire&at=minion_pets https://cod.uberguy.net/html/power.html?power=boosts.attuned_sudden_acceleration_f.attuned_sudden_acceleration_f&at=controller
  23. Not a huge amount of synergy, but PB does buff several powers in Dark: Twilight Grasp: will increase the heal Fearsome Stare: will increase the fear duration and the strength of the tohit debuff for the full 20s duration Petrifying Gaze: will increase the hold duration It will also buff toggles like Darkest Night and Shadow Fall, but only for the 15s duration of PB. Don't worry about slots - PB doesn't need more than 1-2 recharge IOs.
  24. It's fairly easy to soft cap defenses on a SR scrapper. Mine has ~55% M/R/A defense without slotting anything exotic. About 15% of that is set bonuses (including the 2 uniques) and the rest is just slotting the powers. Also, it's far easier for SR to cap its defense debuff resistance (DDR) compared to other defense sets like Shield or EA. The 3 SR auto powers (Agile, Dodge and Lucky) each provide up to 20% damage resistance to all but psi as your health drops below 60%. It scales, so 5% at 45% health, 10% at 30% health, 15% at 15% health, etc. What this means in practical terms is that my S/L resistance goes from 41% at full health to 71% at 30% health (F/C/E/N goes from 16% to 46%).
  25. I've got a DP/Ninja blaster (no Aim or BU) so I slotted the proc in Shinobi. I assume it checks every 10s, but since this is the same power that gives your attacks a 20% chance to crit, the random damage spikes are in theme.
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