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Uun

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Everything posted by Uun

  1. A. Yes B. No, Distortion Field is an AoE slow with a 45 second duration and a 2% chance to hold every second. C. D. Yes E. Dimension Shift is an AoE phase shift. Foes inside the phased area can't effect you or your team unless you enter the phased area (in which case you can fight them). Pretty situational, but doesn't require more than an endred in the base slot. F. They've changed this to limit how far away the exit point can be. In the old days there was no limit and if you pointed the exit point straight up (in an outdoor map) the falling damage could kill stuff. You could also TP foes to the other end of the map. G. I think so but haven't tested this. H. It stacks. I. When containment was first created, only controllers primary powers did double damage if the target was held, immobilized, slept or stunned. Over time they added secondaries, pool powers, APPs, etc. Controller pets don't benefit from containment, nor do incarnate powers. J. See above.
  2. I've played them both but not together. Combo should work well if you're looking to stay at range. Water is a fun set and the Tidal Power mechanic is pretty straight forward. Good AoE but ST is kinda meh. Self heal is a plus. If you slot Tidal Forces with a Gaussian's BU proc, Geyser will take out most of a spawn, and Water Burst or Steam Spray will usually clean up any leftovers. TA is a solid utility set that provides some very good self buffs (+acc, +rech, +def, +perception, kb protection, -tohit resistance). Don't skip Electrified Net Arrow as the T1 - you'll need it to ignite Oil Slick (Steam Spray will also work). Whirlpool should also synergize well with Oil Slick.
  3. The complaint was about the ST damage. The only damage proc options available for the ST attacks are Apocalypse (lvl 50 + unique) and Gladiator's Javelin.
  4. For my Illusion/Poison I went Stone Mastery for Fissure and Seismic Smash. Poison Trap helps in setting up AoE containment. For my Illusion/Time I went Primal Forces for Power Boost but skipped Energy Torrent since there's no way of setting up AoE containment aside from Flash. For my Gravity/Storm I went Ice Mastery for Ice Storm, but that was more thematic.
  5. KB>KD works fine with Singularity's Repel power, which knocks back anything within a 9 foot radius. It doesn't do anything to its Gravitational Pull (which uses the repel status effect), which sucks any foes between 45 feet and 7 feet towards it.
  6. No, only Lift and Propel benefit from Impact. IW can't actually be used while you're mezzed, it has to be used proactively. Suggest you look at Rune of Protection in the Sorcery pool.
  7. The 18 seconds Mids is showing you on the Info tab is the duration of the slow effect. The base hold duration is 9.536 sec, so 18.59 seconds on the Effects tab reflects ED max enhancement. That said, while BFR doesn't have great DPA it's still the most damaging power in the set and should be slotted for damage. You don't need hold duration if they're dead. https://cod.uberguy.net/html/power.html?power=corruptor_ranged.ice_blast.bitter_freeze_ray&at=corruptor
  8. If you're building /Time, Power Boost (for Farsight) is a must and your only EPP option to get it is Primal Forces. It offers Energy Torrent for additional AoE damage (and has a lower end cost than Psi Tornado).
  9. No, but some of the ATOs affect the behavior of the inherents.
  10. Uun

    Ice/Elec Build

    When you use Energizing Circuit, you need to be standing close to the target to get the most endurance back. As the power chains, the buff becomes weaker. Shock requires accuracy Slot Bitter Freeze Ray for damage, not hold Maneuvers requires end reduction unless you're using it as a mule Tactics requires end reduction (BU proc requires power to be active) Tough requires end reduction unless you're using it as a mule
  11. Lift has better DPA (even with Impact), but Propel is fun and has better DPA than Crush (which doesn't benefit from Impact). Slot kb>kd in Propel.
  12. I run DFB to pick up the acc temp power and slot the P2W prestige enhancements. I slot SOs until lvl 22 then switch to common IOs. I start with 1 acc and 1 dmg in the attacks and then start slotting armors and other toggles. I don't slot IO sets until lvl 27 (when the better sets open up). I prioritize which powers get slotted based on what feels like it needs help. I generally don't slot the ATOs until after lvl 40.
  13. 8 of the 13 armor sets get end drain resistance, although Invul and Energy only get 25% (Consume is 50%). Willpower's Quick Recovery does nothing against end drain - my WP brute gets drained and toggle dropped every time he fights Arachnos or Malta.
  14. WP didn't lose anything. It always had psi resist in Mind Over Body and psi defense in Indomitable Will.
  15. I put Defender's Bastion in Lancer Shot and split Vigilant Assault between Disintegrate and Charged Shot (to double up on the 10% recharge bonus). Both of these can go in Increase Density
  16. You need to turn it off to escort hostages.
  17. Single Shot/Charged Shot: Charged Shot has higher DPA than Single Shot. Charged does additional damage when the target is affected by Disintegrate while Single does -regen. Both have a chance to KD. Pick one (I take Charged). Cutting Beam: 50 foot cone with 30 degree arc. Low damage but it's the only AoE aside from the nuke. Also does -def. Procable. Disintegrate: Setup power, tagging foes and causing other powers to inflict additional damage or secondary effects. It also does -regen. Lancer Shot: High damage plus mag 3 stun. I like it, but if you don't want 3 high damage ST attacks, this is probably the one to skip. Penetrating Ray: Snipe with chance to KD. Piercing Beam: High damage 80 foot cone with 5 degree arc and 3 target max. Also does -res. Treat this like a ST attack. Procable. Overcharge: Ranged nuke with -def and mag 3 stun. Procable.
  18. That and lack of end drain resistance (which Ageless also fills).
  19. Touch of Fear works really well as a proc bomb. I slot with 1 acc and 4 procs (don't slot fear or -tohit procs, they'll only hit the primary target). Don't slot Gauntleted Fist in Dark Consumption. Slot it in an attack that you use more often to take advantage of the +absorb proc. Consider splitting the set 3/3 between 2 powers. You'll give up the 6% S/L res bonus but you'll double up on the 6% E/N res bonus. Dark Consumption can be 3-slotted with an endmod set. Why are you skipping Midnight Grasp? It's the highest DPA attack in the set. Drop Acrobatics. It serves no purpose. Practice Brawler gives you all the kb and mezz protection you need. Replace 2 slots in Siphon Life with heals. You don't need the 5 and 6 piece typed defense bonuses. Replace 2 slots in Gloom with procs. You don't need the 5 and 6 piece typed defense bonuses.
  20. Uun

    About Fiery Aura

    Unslotted it heals 18 points every 2 seconds. It's flagged not to show the floating green numbers so you'll need to check your combat log (and make sure healing received is turned on). https://cod.uberguy.net/html/power.html?power=sentinel_defense.fiery_aura.cauterizing_blaze&at=sentinel
  21. If you stay at range with Kinetics, you're not going to be able to heal yourself with Transfusion or recover endurance with Transference, both of which are centered on the target. You'll also miss the majority of the Fulcrum Shift damage buff (there is a small caster buff, but the majority of the buff is centered on the target). Kinetics is best when played up close.
  22. I'm baffled as to why you have so many sets with all the pieces +5'ed. The primary reason to +5 enhancements is to hit ED max with 2 or 3 pieces. With 4, 5 or 6 pieces you're almost certainly at ED max before +5'ing. There's also no reason whatsoever to +5 a proc or global.
  23. Willpower gets no DDR from Indomitable Will in PVE (it's PVP only). Willpower's only source of DDR in PVE is Heightened Senses, and it's so small as to be almost meaningless (21.625% for tanks, 17.3% for scrappers, brutes and stalkers, and 13.84% for sentinels). For good measure, it's set to ignore enhancements.
  24. Here's me not slotting it for endmod. Ignoring the Alpha slot, it provides 69% endmod, 69% heal, 79% recharge and 26% damage. (With the Alpha it provides 100% endmod.)
  25. From Pittsburgh?
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