The Beta Account Center is temporarily unavailable
×
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
4092 -
Joined
-
Last visited
-
Days Won
5
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Uun
-
Dominator APP Pool - Ice Mastery vs. Dark Mastery
Uun replied to SeraphimKensai's topic in Dominator
With my play style, Rise of the Phoenix gets a lot of use. -
I keep Sprint on my 1 key and Athletic Run or Ninja Run on my 2 key and toggle them on and off as needed to get around missions. If I have Combat Jumping, that stays on all the time.
-
You can look at City of Data for the numbers, but the Dual Pistols screens are particularly dense. Each attack has 4 secondary damage type options (lethal, incendiary, chemical and cryo) with separate stats. In addition, each attack has PVE and PVP stats. The primary damage type of each attack is always lethal. That appears at the top of the screen. Then the various secondary damage options are listed (which get added to the primary damage). If you can't tell by the damage type, hover your mouse over the yellow flags to see what each entry represents. Last, the effects that go with each secondary damage type are listed. The damage for all 4 options is the same except that incendiary adds additional DoT instead of a debuff. https://cod.uberguy.net/html/power.html?power=blaster_ranged.dual_pistols.pistols&at=blaster Pistols Lethal: 43.7391 lethal + 18.7685 lethal + 7.0% -def Incendiary: 43.7391 lethal + 18.7685 fire + 7.0694 fire DoT every 1.0s for 2.1s after 0.5s Chemical: 43.7391 lethal + 18.7685 toxic + 5.6% -damage Cryo: 43.7391 lethal + 18.7685 cold + 12.0% -speed/-recharge
-
I would like the looping music in character creator to go away. Every time I create a new character I end up muting my computer.
-
issue 27 Patch Notes for February 20th, 2024 - Issue 27, Page 7
Uun replied to The Curator's topic in Patch Notes Discussion
Epic > Fire Mastery > Melt Armor (Blaster/Brute/Scrapper/Stalker/Tanker) - -res Scale increased from scale 1.5 to scale 3. -Defense scale increased from scale 1 to scale 2 This patch note should be edited to include Dominators -
Dominator APP Pool - Ice Mastery vs. Dark Mastery
Uun replied to SeraphimKensai's topic in Dominator
It looks very strong to me. I haven't respeced any of my doms yet, but I have experience with all the powers (except Soul Consumption). You are correct that Murky Cloud, Tar Patch and Darkest Night are all very good powers. Don't dismiss Umbral Torrent. Even though they nerfed the range and recharge, it does solid damage and with a kb>kd IO provides outstanding soft control. You should also be aware that Melt Armor in Fire Mastery got a significant buff (mention of dominators missed in the patch notes). It now provides the same -res as Sleet and Tar Patch. -
issue 27 Patch Notes for February 20th, 2024 - Issue 27, Page 7
Uun replied to The Curator's topic in Patch Notes Discussion
Cimeroran Traitors Incarnate-level Minotaurs and Cyclopes re-tuned to make them more manageable in non-Advanced Mode content. Running Sister Solaris arc, I'm not noticing any difference. What changed? The last mission in her arc still spawns for a team size of 8 regardless of your notoriety setting. The 4 groups of Minotaurs and Cyclopes aren't any more manageable than they were before the patch. -
My interpretation is that the 0.5s occurs during the animation time after the proc activates. In your example above, you would have 2.475s (not 1.975s) of increased crit chance. Ideally, you want to put the proc in a power with the shortest animation time after effect. I'm very bad about doing this and generally place it based on how it fits into my attack chain.
-
The link below is the enhancement containing the proc. It contains the recharge buff and calls another power that buffs the crit rate if the proc fires. Apply "Grant Power" (self only) every 1.0s for 0.5s (100% chance) Set_Bonus.Set_Bonus.Critical_Strikes_Proc https://cod.uberguy.net/html/power.html?power=boosts.superior_attuned_superior_critical_strikes_f.superior_attuned_superior_critical_strikes_f&at=scrapper The link below is the power called above. It has a cast time of 0.0s, cast arcanatime of 0.132s, animation time of 1.167s, and animation time before effect of 0.5s (I believe this is the 0.5s delay). The power lists the following effect: +50% Global Chance Mod (self only) for 3.25s (this is repeated 3x for the different types of criticals) https://cod.uberguy.net/html/power.html?power=set_bonus.set_bonus.critical_strikes_proc&at=scrapper
-
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.
-
Traps/ Defenders - Looking for feedback/thoughts on powers
Uun replied to Renatos1023's topic in Defender
BTW, I use Poison Trap as cover to lay Trip Mines. They can't interrupt you if they're all choking. -
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.
-
- 2
-
-
-
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.)
-
Traps/ Defenders - Looking for feedback/thoughts on powers
Uun replied to Renatos1023's topic in Defender
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. -
Traps/ Defenders - Looking for feedback/thoughts on powers
Uun replied to Renatos1023's topic in Defender
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. -
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.
-
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.
-
Focused Feedback: Various Power Updates
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
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.
-
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).
-
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.
-
Focused Feedback: Various Power Updates
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
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. -
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.
-
Slot Machine's Random Challenge (the limited edition 2023)
Uun replied to Troo's topic in General Discussion
Last year it was end of March. Needs to have Storm Blast added. I would suggest adding Arsenal Control/Assault as well. -
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.