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Everything posted by Uun
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Crimson Prototype has unresistable KB.
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Expand mez resistance set bonuses to include KB?
Uun replied to Uun's topic in Suggestions & Feedback
You are correct regarding Evasive Maneuvers. Also Rune of Protection has it, but only for 60 seconds (w/ 180s recharge). -
Expand mez resistance set bonuses to include KB?
Uun replied to Uun's topic in Suggestions & Feedback
Yes, and mag -12 to -15 (depending on AT) in Grounded but only when near the ground. Since you can cap your resists to everything except toxic without it, I don't think I've ever seen anyone with Electric Armor actually take Power Surge. -
KB protection is binary - if your protection exceeds the magnitude of the KB, you aren't knocked back. KB resistance reduces the strength of the KB but doesn't protect you against it. Most armor sets with KB protection also include 10000% KB resistance. As a result, even if you only have mag 10 KB protection, the KB resistance will stop a mag 20 KB from knocking you down. There are multiple IOs and set bonuses that provide KB protection, however, there are none that provide KB resistance. There are multiple IOs and set bonuses that provide mez resistance (reducing the duration of status effects). Usually these are 5-10% each and on a complete build you might get to 75% or so, What if the list of status effects these work on was expanded to include KB? (If my math is correct, 75% resistance would reduce a mag 20 KB to mag 12.5.) I'm thinking primarily of Fire, Dark and Electric Armor users who have no access to KB resistance. They can slot 12 or 14 mag of KB IOs and set bonuses and still get bounced by Crimson Prototype or Lord Recluse.
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I may be missing it, but it looks like you only have 4 mag of kb protection. Not going to cut it on a tank. You'll be knocked all over the place. I agree with Snarky that you don't want to chase defense with Dark Armor. I built mine for high resists and skipped CoF and OG. (Note, this was built before the changes to power level availability.) Uundead - Tanker (Dark Armor).mbd
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Neither Entangling Aura or Arctic Air have a tohit check and are unaffected by tohit buffs. They're autohit with an x% chance of their effect(s) occurring every 2 seconds. Enhancing hold or confuse duration will reduce the chance of the effect dropping. (World of Confusion does have a tohit check.) You shouldn't run Arctic Air and Entangling Aura together. The hold will negate the confuse.
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Sefu Tendaji ally shields should be positional as well as typed defense
Uun replied to Uun's topic in Bug Reports
You've stated your opinion. Now you're just being pedantic. -
Sefu Tendaji ally shields should be positional as well as typed defense
Uun replied to Uun's topic in Bug Reports
You're missing the point. The buff will stack with the typed defense on Bio, Energy, Ice, Invulnerability, Stone and Willpower. I doubt that they need Sefu's help either, but it's a bug if the buff benefits some players but not others. -
Sefu Tendaji ally shields should be positional as well as typed defense
Uun replied to Uun's topic in Bug Reports
This is an NPC ally that follows you and buffs you. Having his powers work the way they do makes the buffs worthless to players with positional defense (SR, Shield, Ninjitsu). It's only 3 missions so obviously not a big deal, but back on live the same fix was applied to the Force Field and Cold Domination shields as well all pool powers that buff defense. -
There are a number of missions in the RWZ arcs in which you rescue Sefu Tendaji and he fights as your ally. He runs Dispersion Bubble and buffs you with Protective Shield. Both of these powers provide S/L/F/C/E/N typed defense but no M/R/A positional defense. As a result, these buffs don't stack with any positional defense you may have. Pretty much every ally defense buff and pool defense power in the game has been modified to provide both typed and positional defense in order to avoid this issue. Sefu's shields should get the same treatment.
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When you exemp you have access to powers taken 5 levels above your combat level. That will give you access to PA down to level 13, which would cover Posi 1 and Karsis. About the only content it wouldn't be available for would be the lvl 5-9 contacts in Atlas, Kings Row and the Hollows.
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Why bother playing Dark at all? Skip Shadowy Binds and Haunt. Glue Arrow is also skippable on a controller.
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I have an homage to the character Geoffrey Holder played in the 1970s advertising campaign for 7-Up named Uuncola.
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Make Sentinel of Mot a little more difficult to fight.
Uun replied to captainstar's topic in Suggestions & Feedback
In the Dark Astoria arcs, many of the signature foes spawn only as EBs regardless of your settings or team size. Sentinel of Mot is one of these. I believe the only place you can fight him as an AV is in the Dilemma Diabolique trial. -
Mr. G's missions will spawn in whatever zone you're in when you call him. This doesn't work with his blue side counterpart, Provost Marchand (whose missions spawn in Brickstown).
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You want hard? Try this:
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Depends what AT you're playing and what TA is combined with. It's less useful on controllers that have an AoE immobilize. I find it (and other slow patches) useful on corruptors/defenders in combination with rain powers. Lay down the patch between you and the spawn, draw them into it, then drop Rain of Fire/Ice Storm/Rain of Arrows on top of them and finish them off with your other AoEs. This also works with Time/Distortion Field. Ah, so you had the other one.
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Flash Arrow is one of the best tohit debuffs in the game. Fully enhanced on a controller it provides 23.4%, half of which is unresistable. The -perception is also unresistable. The "recent" changes to Glue Arrow occurred 3 years ago. They increased the -recharge and power duration and changed it from targeted to location based. The last change before that was in I7 (2006) when the -fly was added and the recharge was reduced. There have been no changes to the jump height debuff since the set was introduced.
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They're not autohit. They have the same chance to hit/miss as any other attack. They just disregard positional defense. Typed defense works fine against them.
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Psychic Blast, Mind Control and Illusion attacks do not debuff defense. There are some Mind Control and Illusion attacks that are coded as typed only without positional vectors and ignore ranged/melee/AoE defense.
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That's a bug. The proc and the power it grants are both flagged to replace existing effect. https://cod.uberguy.net/html/power.html?power=boosts.crafted_soulbound_allegiance_f.crafted_soulbound_allegiance_f
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Power Transfer +Heal / Perf Shifter +END x4? (Rad Armor)
Uun replied to Story Archer's topic in Brute
Rad Armor's 69.2% resistance to end drain and recovery debuffs is huge when facing Sappers, Mu Guardians/Adepts, Supper Stunners, Carnies, etc. Because of this they're largely a minor annoyance. In contrast, they're a major problem for my Willpower brute. While WP has tons of +recovery, it has no protection to end drain. Getting end drained and toggle dropped is a regular occurrence. -
The base duration of most fear powers is very long to begin with. Enhancing that duration by 97% has virtually no value. I would cut the fear enhancement and increase the range and accuracy enhancement.
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It's worth noting that Farsight can be buffed by Power Boost and Power Build Up. Using PB/PBU before casting Farsight will increase the defense and tohit buffs by 98% (defender #s) for the full 2 minute duration of Farsight. What this means in practical terms is that the fully enhanced 19.5% defense buff is increased to 31.8%.
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Power Transfer +Heal / Perf Shifter +END x4? (Rad Armor)
Uun replied to Story Archer's topic in Brute
The procs will work in all of those. That said, unless you're also taking Focused Accuracy, Energy Mastery is largely wasted with Rad Armor.