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Uun

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Everything posted by Uun

  1. The new power is called Gravitational Pull. It has an outer radius of 45 feet and an inner radius of 7 feet. (If you keep Singularity beyond 45 feet, the power won't take effect.) The Repel power (which isn't new) is a 9-foot radius KB aura around Singularity. Normally foes are knocked away, but if you slot a KB>KD IO they will be stuck flopping in the overlap between the two powers. If you want to experience it from the other side, fight high-level Family (lvl 30+) on a set without repel protection. The Prima Consigliere bosses spawn Singularities. They're pretty common red-side in St. Martial and also show up in a number of story arcs.
  2. It's your imagination. Burn has standard 1.0 accuracy.
  3. It's been 4 years and Feral Charge still hasn't been addressed. Still incorrectly coded as a melee attack and takes Melee Damage sets (although it's coded as an Area attack for defense purposes). The Savage Melee version (Savage Leap) is correctly coded as a PBAoE attack and takes Melee AoE Damage sets.
  4. I just hit 50 with mine (Ice/Savage/Ice). It is a lot of fun. Takes a quantum leap once you get perma-dom.
  5. On my Dark/TA I went with Electrical Mastery in order to pick up Static Discharge for a 3rd cone attack. Charged Armor is also a decent S/L/E resist armor. [You can also get Static Discharge in Mu Mastery, however, the Mu version has a 32s recharge vs. 12s for the Electrical version.] Another epic set I like is Flame Mastery, which gives you Bonfire, Fire Shield, Melt Armor and Rise of the Phoenix.
  6. Not going to track down all the previous threads, but this has been suggested many, many times. Between Martial Assault, Weapon Mastery and a few other sets you pretty much have an entire blast set.
  7. On blast sets it's now a toggle, but it has to be resummoned when you zone.
  8. The problem with Rad or any other set with toggle debuffs is that you would need to switch to the defender to target the enemy in order to apply RI/EF. About the only powers you could run on auto are AM (or the heal) and Choking Cloud. Time could be interesting. You could have Temporal Selection or Farsight on auto and they could also run Time's Juncture (but that also pulls a lot of aggro). Empathy is probably the simplest way to go.
  9. For another take, this is my build. Capped (or close to) resistance to S/L/F/E/N w/o the ATO, higher hit points, but much lower defense. Uunferno - Tanker (Fiery Aura).mbd
  10. Explosive Arrow has the same damage as most other blaster targeted AoEs and it animates very quickly. It also deals non-lethal damage, which Archery needs. I happen to like the kb for mitigation and don't bother with kb>kd IO. Even without procs, Choking Powder has better DPA than Aimed Shot. I wouldn't skip it. Smoke Flash is a PBAoE placate, which can be useful if you're in over your head, however it also debuffs resistance (10.5% for 15s). I use it more for the debuff than the crowd control.
  11. I just let them die quickly, fail the mission, and move on to the next one.
  12. If you go radial, the Judgements have interesting secondary effects: Cryonic: -50% speed/recharge for 30s / 25% chance for 12s mag 4 hold Ion: -100% recovery for 10s / -35% endurance / 25% chance for 12s mag 4 hold Mighty: mag 20 knockup Pyronic: 25% chance for 12s mag 4 stun Void: -50% damage for 30s Vorpal: +30% defense (all) for 10s
  13. Valid. I was thinking in terms of the higher damage cap and Scourge, which allow corruptors to take better advantage of the damage buff.
  14. Plant/Kin is a lot of fun (I had one on live), but Plant is better on dominators and Kinetics is better on corruptors.
  15. Uun

    Tactical Arrow

    I have no problem with Glue Arrow. I was just saying that if you're looking to skip one of the T1 options, Glue Arrow isn't obviously superior to Electrified Net Arrow. Glue Arrow does 2.78 points of damage every 1 second for 30 seconds, the same as Caltrops. (The slow is autohit but the damage is not.) The power is a 1-slot wonder as a slow, but I feel like most blasters have more efficient options for AoE damage. If you have the slots to spare and want to slot for damage, your best bet is slotting it with %dmg procs (and acc).
  16. 6-slotting anything with one type of enhancement died with the introduction of Enhancement Diversification in Issue 6 (2005). You get diminishing returns after the 2nd slot and almost no value for any slots after the 3rd. https://homecoming.wiki/wiki/Enhancement_Diversification
  17. Uun

    Tactical Arrow

    It ignites Oil Slick. Other than that it's a pretty standard T1 immobilize. If you've got a primary that does fire or energy damage, you can skip it, but Glue Arrow is nothing to write home about.
  18. Unbreakable Constraint proc has the same damage as the Apocalypse proc. I'm sure you can find another place to slot Apocalypse on a blaster.
  19. I couldn't care less if it had no secondary effect. It's one of the highest DPA melee attacks available to a blaster (behind only Eagle's Claw, Golden Dragonfly and Seismic Smash). Which of the other ST holds have -regen and -heal. None? And it still accepts 4 damage procs, so I call BS on the damage.
  20. Suggestion forum is over thataway ⬆️
  21. That's fine. You don't even have to run Maneuvers to get the the LoTG global recharge buff.
  22. The proc grants a power for 0.5 seconds. That power provides a 50% buff to the chance to critical for 3.25 seconds. Mid's is just picking up the first part. https://cod.uberguy.net/html/power.html?power=boosts.superior_attuned_superior_critical_strikes_f.superior_attuned_superior_critical_strikes_f&at=scrapper https://cod.uberguy.net/html/power.html?power=set_bonus.set_bonus.critical_strikes_proc&at=scrapper
  23. On my build the only power I skipped was Scorch, but BU is definitely skippable and I could see skipping Phoenix Rising and Fiery Embrace. None of these require more than 1-2 slots, so you're not picking up slots. I would skip Breath of Fire before skipping Incinerate. It's the 2nd best DPA in the set. Running 3 Leadership toggles adds a lot of end cost and I don't think you get much benefit from it.
  24. I pop SoW when I get end drained and toggle dropped (WP has no resistance to end drain). Happens pretty often against Arachnos Mu Guardians/Adepts.
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