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Uun

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Everything posted by Uun

  1. That panel and a few others that use those size descriptors desperately need a revamp. Don't see why the words couldn't be replaced with the numbers they describe, and aggregated rather than listing them all separately.
  2. In order to double-stack AD for its full duration you need to reduce the 200s recharge to 60s. With 1 recharge IO in AD and Hasten, you would need an additional 121% in global recharge (110% if you +5 the IO). Not disagreeing with you, just wanted to put the facts out there.
  3. Fire/Time/Soul solos very well. You can soft-cap your defenses, debuff your foes and throw out lots of damage.
  4. The Night Widow's Smoke Grenade isn't autohit, however, it's an untyped area attack so you need AoE defense to protect against it. Not sure why it doesn't show up in the combat log. https://cod.uberguy.net/html/power.html?power=v_arachnos.night_widow.smoke_grenade&at=lt_grunt I'm not clear why the Tarantula Queen's version of Scramble Thoughts is autohit. The version Fortunata Mistresses get isn't, nor is the version CoT Madness Mages get. Might be worth filing a bug report. [Tarantula Mistresses have an autohit attack called Mental Scramble, which is a nondamaging defense/tohit/perception debuff.]
  5. PB doesn't provide DDR - all you get by stacking it is more mezz protection. Active Defense provides a significant portion of Shield's DDR (and Shield doesn't cap DDR the way SR does). With 1 stack of AD, Shield has 52.7% DDR. With 2 stacks it has 70.0%.
  6. The DDR stacks.
  7. Deflection: 3 pieces of a defense set plus 3 pieces of a resist set Battle Agility: 3 (or more) pieces of a defense set True Grit: 2 +def uniques plus 3 pieces of a healing set (or 2x heal IOs) Active Defense: 2x recharge IOs Against All Odds: 1x endred IO Phalanx Fighting: +res unique(s), Kismet +acc, LOTG +rech (note, the defense value can't be enhanced) Grant Cover: LOTG +rech (note, this power doesn't provide defense to you but it does provide DDR) Shield Charge: 6x PBAoE set of your choice One with the Shield: 2x heal IOs plus 1-2 resist IOs (If you're running Tough, the added S/L resist is mostly wasted)
  8. I thought so too, but what is this? Did they just leave the power and give it a 0% chance to proc? https://cod.uberguy.net/html/power.html?power=inherent.inherent.scrutiny&at=sentinel https://cod.uberguy.net/html/power.html?power=temporary_powers.temporary_powers.opportunity_proc&at=sentinel
  9. I don't know if there are any others, but half the damage debuff in Trick Arrow/Poison Gas Arrow is unresistable.
  10. How do you slot this? I slotted for endmod on my Fire/Nature controller and wasn't impressed. I skipped this entirely on my Nature/Seismic defender.
  11. Note, the status protection is single target. Only the smashing and energy resistance is AoE.
  12. Very well done. Just wanted to point out two small nits: The defense values of Ice and Glacial are the same (15% unslotted). If you're getting higher values for Glacial, it's your slotting. Ice also provides melee defense and Glacial also provides ranged and AoE defense. Between the two you get defense to all positional vectors.
  13. Confirmed. This bug fully affects the T1 and T2 henchmen, while the T3 henchman only loses part of the Upgrade costume. Note, the Upgrade Equipment buff still appears in the power tray for all henchmen.
  14. I took Unleash Potential on my Psi/SR scrapper (slotted w/ Preventative Medicine). The defense buff is superfluous, but the +regen/+recovery is pretty good.
  15. I don't believe so.
  16. This is my Nature/Seismic defender, but slotting would be the same on a corruptor. Uungnome - Defender (Nature Affinity).mbd
  17. Willpower is primarily a regen/+hp set. It has damage resistance to S/L/P and defense to F/C/E/N/P. Bio relies on damage resistance to S/L/T and defense to F/C/E/N/P supplemented by absorb and regen. The defense based secondaries are Super Reflexes, Energy Aura and Shield. Super Reflexes is positional defense, so works against anything except a few psi attacks that don't have positional vectors. You can easily hit incarnate soft caps to all vectors without the T9. Has damage resistance that kicks in when your health drops below 60% and increases the lower it gets. Has capped defense debuff resistance. No heal or end management tools. Energy Aura is typed defense. Can hit incarnate soft cap to S/L/F/C/E/N but its only protection to psi and toxic is in the T9. Has some always on damage resistance. Defense debuff resistance is OK but can't be capped without the T9. Has a very good heal and end management tools. Both SR and EA are very solid.
  18. When the Dr. Kahn TF was first added, Invincible Reichsman in the 2nd mission wasn't originally coded as untouchable. Rather than exiting the mission, we decided to fight him. That was an epic fight, and hugely satisfying when we defeated him. GM fights should feel like that.
  19. A defense debuff proc wouldn't be very useful. Everybody already has their accuracy and tohit buffed to the gills. I think the proc should be another status effect. Look at the procs on the other purple mezz sets: Absolute Amazement: Chance for To Hit Debuff Coercive Persuasion: Contagious Confusion Fortunata Hypnosis: Chance for Placate Gravitational Anchor: Chance for Hold Unbreakable Constraint: Chance for Smashing Damage I would suggest a stun or immobilize proc, or alternatively, a range debuff proc. Most fear powers are used by controllers, dominators, defenders and corruptors. I don't think melee defense would be that valuable to them. What about 5% S/L and 2.5% melee?
  20. Other than Hami and possibly Lusca, most of them aren't particularly challenging. Just burn them down with DPS. If it weren't for the quick merits, I think people would ignore them. I'd like to see them pick up some abilities that would require you to use strategy in fighting them.
  21. There are certainly more fear powers than confuse powers, so I can't really argue against a purple fear set if there's a purple confuse set. That said, because the base duration of most fear powers is so long, you're usually better off slotting a set that enhances the power's secondary effect. In most cases this means slotting an accurate tohit debuff set.
  22. Volcanic Gasses is a pulsing hold with a long duration where not everything gets held at the same time. It spawns a 15-second duration pseudo-pet (Volcanic Geyser) every 10 seconds. Each pseudo-pet generates a 7.45-second, mag 3 hold with a 10-foot radius and 5-target max every 6 seconds. In addition, Volcanic Gasses also spawns a 60-second duration pseudo-pet (Volcanic Ground) that generates a 75% chance of fire damage and 100% chance of fear every 2 seconds. https://cod.uberguy.net/html/power.html?power=dominator_control.earth_control.volcanic_gasses&at=dominator
  23. @Story Archer, I think @Without_Pause has it covered. I skipped Temporal Selection on my Ill/Time but took it on my Fire/Time corruptor. My philosophy with Chrono Shift is to slot it with two 50+5 recharge IOs, then use Power Boost before casting to buff the heal. (I refresh Farsight and Chrono Shift at the same time.) I've attached my build, which has perma PA, Hasten and Chrono Shift. At some point I'll swap the Malaise's Illusions in Deceive for Coercive Persuasion, but I haven't gotten around to it. Uuntouchable - Controller (Illusion Control).mbd
  24. I have a tank with minimum height (and huge physique) but I don't have any giant support characters. In fact, I think I only have one very tall character. I find they obstruct my vision and find them troublesome to play.
  25. ToF has two components - a fear/tohit debuff that only affects the primary target and damage that is AoE. Procs in Fear, Tohit Debuff and Accurate Tohit Debuff sets will only hit the primary target, while procs in Melee AoE Damage sets will hit any foes in the AoE. (If you have it on a tank or brute, Threat sets will also work.)
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