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Everything posted by Uun
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Staff has 2 cones and 1 PBAoE, all of which take advantage of the tanker radius increase. Staff's cones have a base radius of 9 feet and the PBAoE has a base radius of 10 feet (compared to 7 or 8 feet for many older sets), so it takes greater advantage of that mechanic. That said, Staff's damage isn't great and it's not OP by any stretch.
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(Gravity: Crushing Field): Where is the -Knock Back?
Uun replied to Solarverse's topic in Controller
Gravity's immobilizes have never had -kb (it does have -kb in its holds). This used to be a benefit when immobilizes in other control sets couldn't be used on knockdown patches. It still can be used strategically if you have AoE kb powers in your secondary and want to push mobs together. I slot kb>kd in Propel and Wormhole and really don't miss it. -
WP gets S/L (and Psi) resistance from Mind Over Body. Other than a small amount of resist all in High Pain Tolerance, WP has no resistance to other damage types and relies on the defense in Heightened Senses to protect against those damage types. The lower S/L defense is by design.
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The reason to take Focused Accuracy/Coordinated Targeting over Tactics is the resistance to tohit debuffs (which Tactics doesn't have). It's only 48% on Coordinated Targeting, but FA provides 69% for scrappers/brutes/stalkers and 86% for tanks.
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I've got an En/En stalker, Psi/SR scrapper, and BS/Shield scrapper. I also had a DM/En brute on live (before /En got Energize or Energy Drain). I really have no issue staying alive with /En unless I'm facing a lot of psi damage (i.e., IDF). What's up with your hit points? 1,444 is incredibly low for a scrapper (only 8% in +hp).
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In addition to Havoc Punch, I took Paralyzing Jolt from Elec to stack the stun with Cosmic Burst. Could work with Beam if you took Lancer Shot.
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Why so much love for Electric Blast on sentinels? On the blaster and corruptor polls, it barely registers.
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honoroitisfantastic POLL: Mastermind - best of AT 2023
Uun replied to honoroit's topic in Mastermind
I got my Thugs/Elec to 50 recently and was very underwhelmed. -
In "Bring in Nemesis Defector" from Dark Watcher, Captain Sherman fell in battle (and the mission failed) before he was freed. I was still fighting the Fake Nemesis and Warhulk holding him hostage and had not yet been instructed to lead him out. Granted this mission fails 75% of the time, but it's usually while leading him out and the ambush hits. Hostage shouldn't be vulnerable until he is freed.
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Fire/Time/Soul
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Sentinel ATO Chance for Absorb needs to be buffed to some degree
Uun replied to Heatstroke's topic in Suggestions & Feedback
Both the sentinel and tanker ATOs have a +absorb proc. Sentinel's Ward is 2PPM for both the regular and superior versions, with the superior version providing 50% more absorb. Gauntleted Fist is 2PPM for the regular version and 3PPM for the superior version, with the superior version providing 50% more absorb. Sentinel's Ward has a 30 second duration while Gauntleted Fist has a 20 second duration. Sentinel's Ward is tied to the Melee HealSelf modifier and provides a static 120 (regular)/180 (superior) absorb. Gauntleted Fist is tied to the Max HitPoints attribute. While it would provide an equivalent absorb amount using base hit points (adjusting for sentinel values), the absorb increases as your max hit points increase due to accolades, set bonuses, powers, etc. (The Preventative Medicine proc is also tied to Max HitPoints.) My recommendation would be change Sentinel's Ward to match Gauntleted Fist. -
I wouldn't skip Beta Decay. It's a significant +recharge buff on top of that in Metabolic Acceleration.
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Are you deciding whether to play Atomic or Ice based on one power?
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Spectral Terror has 2 powers, Cloak of Fear (a 20-foot radius PBAoE aura with a mag 3 fear and a 15% -tohit) and Terrify (a ST ranged mag 3 fear with an unenhanceable 15% -tohit). The fear from the aura will refresh as long as the foe stays in the radius and the base duration of the ST fear is 25 seconds (note, the ST fear stacks and can fear bosses when it does). As a result, I don't think there's much reason to enhance the fear duration and I slot Cloud Senses to enhance the -tohit on both my Illusion/Time and Illusion/Poison. (I slot the ATO in Blind and forego the proc damage.) I don't need this as often with /Time, but standing under Spectral Terror creates a safety zone if PA has dropped or you're taking aggro from a mob that's ignoring them.
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The majority of my characters take Super Jump/Mighty Leap or Fly/Mystic Flight. I don't add slots to these and will put a -kb or slow resist in the base slot (occasionally a speed/endred). I've got a couple that use Infiltration, but this needs 2-3 slots to be effective and you still need a jet pack to get over many obstacles. I've got one character that uses Teleport, which also gets 2-3 slots. I never take Super Speed/Speed of Sound.
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I'm not in the camp that thinks Oppressive Gloom or Cloak of Fear are necessary for Dark Armor. Both affect minions only. Oppressive Gloom can be effective with just the base slot if you've got a spare power pick, but Cloak of Fear requires significant slotting. It has a 33% accuracy penalty and a very high endurance cost. I can't justify devoting 4-6 slots to a power that does so little. I would devote the slots to getting your resists above 80%. I don't agree with this at all (although I would drop Electrifying Fences for Crowd Control). You'll want Tough to cap S/L resistance, and unless you've capped all your resistances without it, Rune of Protection is a much better panic button than Unrelenting. It's up 60 seconds out of 180, as opposed to 30 seconds out of 200-300 (depending on recharge slotting), plus the healing and rez in Unrelenting is superfluous when you have Dark Regeneration and Soul Transfer. Taunt is vastly superior to Provoke and Intimidate and Invoke Panic are clicks with short durations and long recharges. Why interrupt your attack chain fearing foes when you can be defeating them?
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There haven't been any changes to War Mace or Dark Armor, so it should still work fine. Rune of Protection can no longer be slotted for recharge, so you might want to rethink those slots. I'm surprised you skipped Crowd Control. It's one of the defining powers of War Mace. Personally, I don't bother chasing defense on Dark Armor. The set has no defense debuff resistance and it can be stripped away in a flash. I recommend swapping the defense set bonuses for resistance set bonuses to get closer to the 90% cap.
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In Incarnate content, the foes have higher tohit and the defensive soft cap is 59%.
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I don't think so. After I armed the last bomb the explosion animation played and the map filled with smoke. I wasn't even close on Penelope Mayhem's health - she was well over 20%.
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In the Cracking Faultline mission from Mr. G, I armed all 5 bombs before Penelope Yin and Penelope Mayhem finished their fight and did not receive the Pyromaniac Badge.
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Not Arachnos, Arachnoids. https://homecoming.wiki/wiki/Arachnoids
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Just bringing it up so they can make an informed decision. My EM/EA stalker has 44% neg, 18% toxic and 20% psi defense (as well as 26% ranged and 30% melee defense) plus 28% toxic and 20% psi resist. I find psi is more of an issue than toxic, particularly against factions like the Praetorian IDF. Hydra aren't particularly challenging. They only have 2 attacks and only the ranged attack (Spit) is toxic. If you want a toxic challenge, try Arachnoids. They show up blue-side in Agent Kwahu's arc (Who Will Die Ep. 3) and red-side in Dr Forrester's arc.
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Shield is positional defense (melee/range/aoe), so has no holes unless an attack has no positional vector (largely limited to Mind Control attacks). It has no heal but it does have +hp abilities. EA is typed defense (s/l/f/c/e/n/t/p) and has holes to toxic, psi and to a lesser extent negative attacks. It also has a heal, endurance management abilities and protection against end drain and slows.