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Everything posted by Uun
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Fire Blast has the best DPA of the three (Arcane Bolt is the worst). On my blasters with Sorcery, I typically take Spirit Ward and stick the Preventative Medicine %absorb proc in the base slot (it doesn't need to be in an active power).
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My goto is LOTG def, def/end, def/%rech. You're not getting slots back. The idea is you 3-slot Scourging Blast in Fire Blast and slot some other set in the other 3 slots (you could cut this to 2 slots). Then you would replace 3 slots in another attack (say Rain of Fire) with the other 3 pieces of Scourging Blast.
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Since Fire Armor has no psi resists, I added 3 Impervium/Aegis psi resist IOs and picked up some more from incidental set bonuses and Shield Wall for a total of 34%. My Dark tank is capped to psi through normal slotting and my SR tank has 32% from incidental set bonuses.
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Split Superior Scourging Blast 3x into 2 powers to double up on the 10% recharge bonus. Howling Twilight is autohit and doesn't require accuracy. A recharge IO is fine. 5x Red Fortune in Maneuvers isn't getting you much. I would cut it to 3 slots or switch to LOTG or Reactive Defenses. Swap the tohit/recharge in Tactics for tohit/endred. Dark Consumption requires accuracy. Shadow Fall should be taken much earlier than 49 and would benefit from more slots. At the least it requires endred, but you also want to enhance the damage resistance and defense. Your best option is a mix of defense and resist sets. You could skip Kismet since you're running Tactics. I would pull slots from Maneuvers, Weave and Aim.
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Officially Unofficial Weekly Discussion #39: The Council at War
Uun replied to SeraphimKensai's topic in General Discussion
Mender Lazarus TF (The 5th Column Overthrow) in Ouro is pretty good. -
Not sure why DDR didn't get the same treatment. Stalkers get 55.36% while scrappers get 62.28%. Scrappers get a 0.003 multiplier that's applied to 3 powers: [MagExpr]% Damage Resistance (Smashing, Lethal, Fire, Cold, Energy, Negative Energy) (self only) for 0.75s Magnitude Expression: 0.003 * minmax(60 - source>kHitPoints%, 0, 100) Stalkers get a 0.004 multiplier that's applied to 2 powers: [MagExpr]% Damage Resistance (Smashing, Lethal, Fire, Cold, Energy, Negative Energy) (self only) for 0.75s Magnitude Expression: 0.004 * minmax(60 - source>kHitPoints%, 0, 100)
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All but 1.875% of the defense in Hide suppresses in combat. You need Evasion to provide AoE defense in combat. You also need it to get your full complement of DDR. The stalker version of Evasion combines the AoE defense values of Evasion and Lucky that other ATs get. Scrappers get 13.875% AoE defense from Evasion and 5.625% AoE defense from Lucky. Stalkers get 21.375% AoE defense from Evasion. Stalkers do lose the 6.92% DDR in Lucky (for some reason those values weren't combined).
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Questions about Metabolic Acceleration & Defiant Barrage +Status
Uun replied to Chance Jackson's topic in Blaster
The toggle is set to ignore hold, sleep and stun. All blaster primary T1 and T2 attacks and secondary T1 attacks can be used when mezzed. Defiant Barrage has nothing to do with that. The Defiant Barrage status protection can stack 3x, however, since the proc only lasts 10 seconds, this is unlikely to occur. -
Officially Unofficial Weekly Discussion #39: The Council at War
Uun replied to SeraphimKensai's topic in General Discussion
They show up in Provost Marchand's 2nd and 3rd arcs. -
I've got Bonfire on my Fire controller and the epic version on a blaster and a mastermind, all with Sudden Acceleration KB>KD. Just tested the controller and blaster and working as usual. Seems like you've got a bug.
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I've got Armageddon and SGF split 3x each between Guarded Spin and Eye of the Storm. That allows me to double up on both the 6% E/N resist and 6% F/C resist. There's no reason to buff the defense of Guarded Spin if your primary is SR. I've got Sky Splitter slotted with Hecatomb, which has stats identical to Armageddon, and Precise Strike slotted with Mako's Bite (Hecatomb's recharge is wasted there). Have you ever played SR? Rularuu eyeballs have a 100% tohit buff. Nemesis Vengeance provides a 30% tohit buff for each lieutenant defeated and stacks (unlike the player version). DE Quartz provide a 100% tohit buff in a 50 foot radius AOE. Any of these are capable of completely negating your defense.
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Why focus on ST tanking? It's more efficient to use the cones if you've got multiple foes in range. I put the SMoT set in Innocuous Strikes and the SGF proc in Guarded Spin. I can chain the 2 cones indefinitely and work in the ST attacks as needed (or when I hit level 3). Unless you're tanking Recluse in MLTF with the towers up, you really don't need the extra resistance against single foes. It's needed against larger numbers of foes with tohit buffs (Rularuu, Nemesis, DE, etc.).
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This is a terrible idea. Sky Splitter does 30% more damage if you use it with 3 levels of Perfection. It's best to make it the 4th attack in your chain so that you're always using it with 3 levels of perfection (Mids doesn't show the level 3 bonus damage). The SMoT proc provides 6.7% resistance for 10 seconds and can stack 3x. You want to slot it in a power you're using at least every 5 seconds if you want to maintain 2 stacks.
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If you're using Infiltration as a travel power, you can get full invisibility by slotting a Celerity or Unbounded Leap +stealth IO in Infiltration.
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For a corruptor, it provides (unslotted) 3.75% defense to all, 15% resistance to E/N/Psi, and fear protection in a 40-foot radius.
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Steamy Mist, Arctic Fog and Shadow Fall are valuable powers, primarily for the defense and resists, not the stealth. I always take them and usually 6-slot them. Skipping them is just foolish.
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If you're looking for something stronger but more situational, there's Unleash Potential (Force of Will) or Rune of Protection (Sorcery).
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No reason to wait until 50. I start slotting IO sets at lvl 30 (many of the better sets aren't available below lvl 30). If you buy attuned sets, their effectiveness will increase as you level. Also, you can start with uncommon sets (which are less expensive) and upgrade to rare sets when you have more money. There's a very handy piece of salvage called an Enhancement Unslotter (available on the AH or from the merit vendor), which allows you to remove enhancements without respeccing. You can then sell the removed enhancements. https://homecoming.wiki/wiki/Enhancement_Sets Most of the powers in your primary are going to take Ranged Damage or Ranged AoE Damage sets. Without getting into more esoteric things like Blaster AT sets and Winter sets, a good starting point is Thunderstrike, Devastation or Decimation for Ranged Damage and Positron's Blast, Bombardment, Artillery or Annihilation for Range AoE Damage. Most of the powers in your secondary will take Melee Damage sets. Crushing Impact, Touch of Death and Mako's Bite are good starting points. https://homecoming.wiki/wiki/Enhancement_Converter_Salvage https://homecoming.wiki/wiki/Hero_Accolade_Badges There are 4 accolades that boost your hit points or endurance, Atlas Medallion, Task Force Commander, Freedom Phalanx Reserve and Portal Jockey. Atlas can easily be obtained by lvl 30 and TF Commander by lvl 35 (the minimum level for the Numina TF). Freedom Phalanx requires Unveiler (defeating 100 Fake Nemesis), which don't show up until lvl 40. Portal Jockey requires Dimensional Warder (defeating 13 Praetorian AVs), which show up in Tina McIntyre (40-45) and Maria Jenkins (45-50) arcs. There are alternatives for obtaining each of these red side.
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When Seismic Shockwaves are active, Rock Shards range, arc and damage are increased and it does 100% knockdown (check CoD - the info in Mids is wrong). I slot Rock Shards and Upthrust with acc/dmg, acc/dmg/end and 4 procs and get very good AoE damage from both. I also take Entomb and with my slotting get damage similar to Tombstone (in quick form). I use Entomb when Seismic Shockwaves aren't active and Stalagmites is in low damage mode. Shatter's DPA is superior to Encase's. Now that we're not forced to take Encase, I dropped it and took Shatter instead.
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Ah, so its proccing when you cast it, not when the lightning strikes.
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I'm really confused about how Frigid Protection works...
Uun replied to Story Archer's topic in Blaster
They don't stack. There are 2 display options - one which hides the absorb numbers floating over your head and one which shows them. That's why the effects are listed twice. Absorb acts as a HP buffer. Damage depletes the absorb buffer before it reduces your HP. The toggle ticks every 2 seconds (Activate Period on the left panel). The absorb component stacks with itself and lasts 12 seconds. That means you can have 6 stacks of 18.1 absorb (108.6 total) at any one time. Enhancements can increase the buffer to about 212, or 17.5% of base HP. The recovery buff and speed/recharge/damage debuffs don't stack, so they're just going to refresh every 2 seconds. You are correct that recovery buff is twice Stamina. The 5 second duration of the debuffs would apply if the foe left the AoE. That's how the devs coded all the sustain powers (although some of them are clicks, not toggles). I think the debuffs are intended to suppress if you're mezzed. The debuffs also suppress if you're stealthed but not in combat, which wouldn't work with an auto power. -
Slot 6x Gauntleted Fist for the 6% S/L and E/N resistance bonuses, or 3x twice to double up on the E/N bonus. The Miracle +recovery and Regenerative Tissue +regen in Spirit Ward won't work unless the power is active, and Spirit Ward needs to be cast on an ally. One of the towers gives him a massive tohit buff, so he basically ignores your defense. Also, a lot of his attacks do toxic damage.
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Does the Performance Shifter proc in Lightning Storm actually return end to you?