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Everything posted by Uun
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I read that, but there needs to be another multiplier involved to get the test results I did (and that multiplier appears to be different for Ice Storm and Rain of Fire).
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I did some testing of Ice Storm (using an Ice/Kin corruptor) and Rain of Fire (using a Fire/Time corruptor) and I'm a bit perplexed by the results. I ran a lvl 50 mission out of Ouro and disabled enhancements and incarnate powers. I tried it at various levels, with foes (Council) ranging from lvl 51 to 54. I tracked pseudo pet hit rolls in the Pet Combat log. The Ice Storm and Rain of Fire pseudo pets should have 1.0 accuracy. They are classified as minion pets and should have base tohit of 0.75. While my attacks behaved as expected (65% chance tohit against +1s, 56% against +2s, etc.), the rains reported much higher accuracy than expected, and the results were different for each power. Ice Storm reported a 95% chance tohit against +1s and +2s, 88.78% against +3s and 72.14% against +4s. Rain of Fire reported a 95% chance tohit against +1s, 89.08% against +2s and 62.04% against +4s (I neglected to test RoF against +3s). Not sure why they're different, as the stats for both appear to be identical. I wasn't running anything that boosted accuracy or tohit and set bonuses were disabled. Also checked Ice Storm with my blaster and got the same numbers. Ice Storm did not benefit from Tactics at all. Ice Storm benefited from Aim while the buff was active (i.e., 10 seconds). Ice Storm benefited from an Insight inspiration for the full 15 second duration. Rain of Fire benefited from Farsight for the full 15 second duration.
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It would be helpful if you could post a link so the build could be opened in Mid's. It also looks like you're working with an old version. The levels at which powers become available has changed. Take Fire Blast instead of Flares. Twilight Grasp requires accuracy. Slot Touch of the Nictus instead of Numina. The Numina proc should be slotted in Health (it needs to be in an active power). In Darkest Night, switch the rech/end piece for the -tohit piece. I wouldn't bother with the proc in Howling Twilight. Just slot a recharge IO. Add slots to Shadow Fall for damage resistance. Drop the slots in Kick, you're never going to use the power. Slot Fearsome Stare for -tohit, not fear, either Cloud Senses or Siphon Insight.
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Make Cold Domination Shields work with Power Boost
Uun replied to Raikao's topic in Suggestions & Feedback
You're going to shelve your /cold because you can't power boost the shields? Be my guest, but you clearly don't know what makes the set great. BTW, it's been like this for 18 years. -
Crey Radiation Defender Paragon Protector Elite have unresistable Enervating Field. Black Knight Black Wardens, Shepherd Prophets and Vahzilok Decay Murk Eidolons have unresistable Tar Patch. There may be a few more I'm not aware of.
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I'll take a shot at it, but this is what I'm running on my Dark/Dark tank. Uundead - Tanker (Dark Armor).mbd
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Chasing defense on Dark Armor isn't a good idea. The set has no DDR, so that defense can be stripped away in a flash. Meanwhile you left big resistance holes to energy and toxic and you're nowhere near the 90% cap to fire, cold or negative. I would lose some of the defense and focus on beefing up your resists. 4 points of kb protection is nowhere near enough. Touch of Fear should be slotted with accuracy and %dmg procs. As slotted, it's a wasted power pick. Dark Regeneration is a heal. It does virtually no damage. It also has a huge endurance cost which Obliteration does little to mitigate. Slot the Theft of Essence set including the %end proc. Cloak of Darkness requires end reduction if you plan to run it (the Kismet %acc won't work in an inactive power). Cloak of Fear requires end reduction if you plan to run it. It has a huge endurance cost. If you're not willing to devote the slots, I would drop it.
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This is the version of Silver Mantis you would face at lvl 34 (all the other versions have the same attacks). None of her attacks do toxic damage or lack positional vectors. They are all 100% lethal damage. Caltrops is autohit, but you can move out of them. She is tough against Staff because she has 57.5% S/L resistance (25% base + 32.5% Temp Inv) plus Dull Pain and Unstoppable. https://cod.uberguy.net/html/entity.html?entity=arachnos_silver_mantis_medium_high
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I had a Sonic/Sonic defender on live, right after the sets were released in I5. While Sonic Attack was recently updated, Sonic Resonance has largely been untouched since release (other than making application of the ally shields AoE). Other than applying the shields every 4 minutes, firing Liquefy when it's up (5 minute recharge) and applying Sonic Siphon, there's nothing for you to do but use your secondary. It's a fairly boring set to play. If you're looking to buff ally resistance, Thermal is a more versatile set. If you're looking to debuff foe resistance, Poison or Cold are superior. Several of its powers are worthless (Sonic Cage and Sonic Repulsion) and most of the others have few slotting options. Sonic Siphon, Disruption Field and Clarity take no IO sets at all and don't require more than an accuracy or end reduction in the base slot. Sonic Barrier, Haven and Dispersion only take Resist Damage sets. Liquefy takes several sets but is probably best with a To Hit Debuff set.
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honoroitisfantastic most generally useful - dark/dark def, or symphony/dark dom?
Uun replied to honoroit's topic in Archetypes
Absolutely, although you might want to pick a blast set that's more procable. -
honoroitisfantastic most generally useful - dark/dark def, or symphony/dark dom?
Uun replied to honoroit's topic in Archetypes
Garbage unless you have another stun to stack with it (i.e., Oppressive Gloom). Not really needed for Dark/Dark since you have Twilight Grasp, but it's a good self-heal when paired with a primary that doesn't have one. Fearsome Stare and Darkest Night should provide all the -tohit you need (and most of the time you won't need DN). Any additional debuff provided by the blasts is gravy. -
Confirmed. Not sure why Power Boost doesn't increase recovery, since endmod is one of the attributes it buffs.
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My preferred slotting for Chrono Shift is two 50+5 recharge IOs. When used with Power Boost (which you're presumably already using with Farsight), it more or less doubles the heal. I've never found the endurance cost of the power to be an issue, plus it grants 15% endurance, so you get most of the cost back immediately. I also dislike Hami raids. You should be aware that HOs or their equivalent are available as a completion reward for the MLTF, LRSF, Aeon SF, Eden Trial and Abandoned Sewers Trial.
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Unlikely. My SR tank has 122% DDR (capped at 95%). In my experience the issue is tohit buffs that exceed your defense and damage/debuffs that are autohit or unresistable. I'm not disagreeing with your overall position. On those occasions I've tanked HM content, I've done it on my DA tank.
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You lose access to powers obtained more than 5 levels above your combat level. Your combat level would be lower of the maximum level for the task force or the leader's level. For example, the maximum level for Posi 2 is 16, but if the leader was lvl 14 the entire team would be exemplared to that level for the duration of the TF (and you would lose access to powers obtained at lvl 20).
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Nature is a very good set, but I'm not a fan of the defender/corruptor version of Dark Blast. Dark Pit is a complete waste (AoE mag 2 stun). There are 3 cones and none of the ranges/arcs match. Tenebrous Tentacles and Torrent need to be loaded with procs to do damage, otherwise they're just mitigation. Nature works better in melee paired with PBAoEs and AoEs rather than cones. I'd be more inclined to pair it with Water, Ice, Electric or Seismic.
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fixed Fiery Embrace not working for Scrapper Epic/Patron powersets
Uun posted a topic in Bug Reports
Fiery Embrace is coded for all Tanker and Brute Epic/Patron powers. It doesn't appear to be coded for any of the Scrapper Epic/Patron powers. -
It appears that Fiery Embrace works with Tanker and Brute epic sets but not with Scrapper epic sets (Stalkers and Sentinels don't get Fiery Embrace). I'm guessing this is a bug.
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https://homecoming.wiki/wiki/Purple_Triangles
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Definitely Fire Blast. I would only take Flares if you want another power you can use when mezzed. Otherwise, Fire Blast, Blaze and Blazing Bolt provide all the ST damage you need. Even Fire Ball has better DPA than Flares.
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This was done for blasters, but should mostly hold true for defenders (dark and psychic have different powers on blasters).