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Uun

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Everything posted by Uun

  1. Time's Juncture causes foes to move more slowly, but not to attack more slowly (it has no -recharge). The -speed is pretty modest (37.5%) and largely unnoticeable unless you stack it with another slow. The real value of Time's Juncture is the 20% -dmg and 12.5% -tohit it provides. Keep in mind that -tohit stacks with defense. I generally don't bother with the -rech procs. They're 20% and 25% each respectively. That's not enough to materially alter a foe's attack chain. Also, slotting procs in toggle powers is generally not ideal, as they only have a chance to go off every 10s. If you really want to do something with -speed and -recharge, the power you want is Distortion Field. Out of the box it provides 91% -speed and 65% -recharge.
  2. I have a BS/Shield scrapper with Fold Space. I was able to include all the Shield powers and the Fighting pool. I don't take Hasten and use TP for travel. Don't see why you couldn't do something similar as a Shield/BA tank. I'll second the recommendation for Dark Armor. I skipped Cloak of Fear and Oppressive Gloom on mine (DA/DM) and had lots of room for pool picks. There are also several sets that don't require taking the T9 (Elec, Invul, SR).
  3. Slowed Response needs accuracy and recharge (or slot 3-4 pieces of an Accurate Defense Debuff set). 6-slotting Maneuvers doesn't have great returns. I would redeploy at least 3 of those slots. All the defense in Evasive Maneuvers suppresses if you attack, buff someone or click an object. Really not worth the slots, especially since Farsight should be capping your defense.
  4. Marauder and Bobcat (non-Incarnate versions)
  5. There are very powers outside of the defense sets that provide DDR. Other than Ageless/Radial, the only ones I'm aware of are Dark Affinity/Fade and Force Field/Damping Bubble.
  6. You should have a tip "Inside Information" that introduces you to him.
  7. I think this is the version you fight in the patron arc (you also fight her in Dark Watcher's arc). Even without Unstoppable up, she's got 57.5% S/L resistance. Unstoppable has a 60s duration and a 120s recharge, so you really have to burn her after it drops so it doesn't have a chance to recharge. https://cod.uberguy.net/html/entity.html?entity=arachnos_silver_mantis_medium_high
  8. Rogue contacts Bobby Curtin (25-29) in Nerva and Sgt. Schorr (30-40) in St. Martial Hard Luck (30-34) in St. Martial Mr. G (30-50) in St. Martial Johnny Sonata (35-39) in St. Martial Ambassador Kuhr'Rekt (40-44) in Grandville Television (45-50) in Grandville
  9. I'm not sure if there are others, but MM/Storm/Tornado accepts MM ATOs, as well as Pet Damage and Recharge Intensive Pet sets. (MM/Traps/Seeker Drones accepts Pet Damage sets but not Recharge Intensive Pet or MM ATOs.)
  10. Train Beasts and Tame Beasts, the two upgrade powers in Beast Mastery, only accept end reduction, recharge and range enhancements. Meanwhile, the pet summon powers can be enhanced for a large number of secondary effects. Many of these secondary effects aren't available in the base summon powers and only result from powers granted by the upgrade powers. While all the pets can be enhanced for healing, Lick Wounds is granted to the Lions in Train Beasts and to the Wolves in Tame Beasts. Will of the Wild is granted to the Dire Wolf in Tame Beasts. Wolves can be enhanced for tohit buff, but only receive Howl with Tame Beasts. Lions can be enhanced for stun, but only receive Ferocious Growl with Tame Beasts. Wolves and Dire Wolf can be enhanced for defense debuff, but only receive Maiming Bite with Train Beasts. Dire Wolf can be enhanced for fear, but only receives Terrible Howl with Tame Beasts. To the extent that a secondary effect derives from a power granted by Train Beasts or Tame Beasts, move the enhancement of that secondary effect to the upgrade power that grants it.
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  11. It's a bug in Mid's. Lion's Roar is unaffected by recharge changes. https://cod.uberguy.net/html/power.html?power=mastermind_pets.lioness_2.lions_roar&at=mastermind
  12. Uun

    Envenomed Blades

    Interesting, I've never heard positive hype about Envenomed Blades, only negative. I'm not in love with it, but I think it's an OK buff. I would much rather have one of the Power Up clones that boost mezz duration. I can see why people like it with Illusion, since PA ignores most buffs. Martial Assault isn't a top tier set, but it works pretty well if you want to be primarily ranged (or mixed melee/ranged).
  13. Degenerative Core (-hp) and Reactive Core (-res) are both very good. They're also very popular. The debuffs can only stack 4x, so it's quite possible to hit the cap if you've got several allies with them. Diamagnetic Radial (-regen) isn't as popular but it's pretty underwhelming. It's only 10% -regen and can only stack 4x, plus -regen is heavily resisted by AVs. The DoT Radial Interface paths are another option. These can stack 8x. Be aware that they don't all do the same damage. Reactive (fire), Spectral (neg) and Preemptive (energy) are 0.125 damage scale while Cognitive (psi) and Degenerative (toxic) are 0.1 damage scale.
  14. Uun

    Envenomed Blades

    Envenomed Blades also provides 12% +tohit and has a 40s duration. On my Plant/Martial I've got it close to perma. Keep in mind, tohit buffs increase the amount of damage Masterful Throw does in fast snipe mode. In comparison, Build Up is 68% +dmg/17% +tohit for 10s.
  15. Uun

    Ninja/Poison

    I don't have a build, but here's how I would slot the powers. I would be inclined to skip the Ninja archery attacks and proc out Neurotoxic Breath and Paralytic Poison instead. Ninjas Genin: Edict of the Master and Call to Arms +def uniques. Slot balance with Edict of the Master and/or add the Sovereign Right and Expedient Reinforcement +res uniques Snap Shot: Skip Aimed Shot: Optional (if you want a ST attack). It does crap damage and only accepts two %dmg procs (one of which is purple). Train Ninjas; Slot w/ 2x def IOs or a Defense set Fistful of Arrows: Optional (if you want a cone attack). Damage is crap but it accepts several %dmg procs (proc chances aren't great). Jounin: 6-slot w/ Command of the Mastermind or Mark of Supremacy Smoke Flash: Optional. Only requires 1x recharge in the base slot. Oni: 6-slot w/ Command of the Mastermind or Mark of Supremacy Kuji-in Zen: Slot w/ 2x heal IOs or a Healing set Poison Alkaloid: 6-slot w/ Healing set Envenom: 6-slot w/ Accurate Defense Debuff set OR 3 pieces of an Accurate Defense Debuff set and devote remaining slots to %dmg procs. Weaken: 6-slot with Cloud Senses (Accurate To-Hit Debuff) Neurotoxic Breath: Optional. This is a narrow cone slow with a 25% chance of a brief hold. MM values for slow aren't great, so needs a couple of slots if you want a noticeable effect. Accepts two %dmg procs, which are almost guaranteed to go off (will do more damage than Fistful of Arrows). Elixir of Life: Most amusing rez in the game but generally skippable. Requires no slots. Can be a mule for the Steadfast Protection/Gladiator's Armor +def unique. Antidote: ST mezz protection with 90s duration. Skippable, unless you plan to spend 1/3 of your time applying it to your henchman. Requires no slots. Can be a mule for the Steadfast Protection/Gladiator's Armor +def unique. Paralytic Poison: Non-damaging ST mag 3 hold. Skippable unless you want to slot it with %dmg procs (will be more damaging than Aimed Shot). Poison Trap: 6-slot with 2-4 pieces of a Hold set and 2-4 %dmg procs. You want to use this every time it's up. Noxious Gas: This power accepts only end reduction, recharge and range enhancements (the -def and -tohit aren't enhanceable). I would slot 2x recharge IOs and 1x end red IO.
  16. Uun

    Envenomed Blades

    Shuriken Throw: 16.6% Masterful Throw: 21.8% (quick) / 13.1% (slow) Dragon's Tail: 18.1%
  17. It's because they would have to create new Kick animations for each weapon set. All pool, epic and non-weapon set primary/secondary powers cause redraw for the same reason. Brawl is the only power for which they created the extra animations.
  18. Ice Storm in dominator Ice Mastery was ported directly from the controller version, including the 50% containment damage. Most of the epic powers that were ported have a qualifier on the containment damage requiring controller archetype, but Ice Storm doesn't (presumably because it's a pet).
  19. Uun

    Sleet

    Perhaps it's because virtually all the damaging powers in corruptor/controller secondaries are pets/pseudo-pets. Controller pets don't do containment damage either. In addition to Force Bolt and Repulsion Bomb, Gale also scourges/does containment damage. Acid Arrow does containment damage but doesn't scourge. Howling Twilight doesn't scourge or do containment damage.
  20. I know there have been many threads about fixing Traps/Trip Mines. Many have them have requested copying Devices/Trip Mine, which had its interrupt period removed in 2019. As it's been almost 5 years, I assume that's not on the table. How about allowing Reduce Interrupt Time enhancements to be slotted?
  21. Uun

    Ninja/Poison

    I know that Ninjas were updated recently, but I ran Ninja/Poison to 50 back on live and it was painful. Replacing Venomous Gas with Noxious Gas as the T9 (and having it be a 20s click with a 300s recharge) really kills the set for MMs.
  22. Thumbs down, indicating "I don't like it" is a perfectly valid response to suggestions on the Suggestions & Feedback forum. What is far more rude is your adding thumbs down reactions to 4 of my posts dating back several weeks in retaliation.
  23. The class stories were definitely designed to be soloed. When I played SWTOR (between CoH sunset and HC) I teamed quite a bit. I belonged to a guild that ran ops regularly and the team finder for flashpoints would generally place you within 5 minutes. That said, maximum team size (outside of ops) was 4, so the dynamics were quite different.
  24. Not sure why your binds are gone. I save all my binds in text files on my computer. Gravity is a new attribute used in the advanced mode LGTF. It seems to have borked the combat attribute tracking and I've had to redo it on all my characters.
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