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Uun

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Everything posted by Uun

  1. Uun

    DP/Temp Skippable?

    Aging Touch (the T1 melee attack) is skippable. End of Time (PBAoE) and Future Pain are good attacks. Time Shift (AoE stun, slow, -tohit) is skippable.
  2. Before they added the sustain powers to the blaster secondaries in I25, it used to be Chilling Embrace (toggle PBAoE -dmg, -speed, -rech). They cobbled the sustain onto it, adding +absorb and +recovery (and cutting the endurance cost to 0) and increasing the radius to 30 feet. https://cod.uberguy.net/html/power.html?power=blaster_support.ice_manipulation.chilling_embrace&at=blaster
  3. Not sure how you came up with that. With my current slotting I get 10.55 hp/sec from Wild Growth (reported in game in Combat Attributes). I'm still at ED max for resist, so I don't feel like I'm trading anything.
  4. Spinning Kick is a non-targeted cone. It will hit anything in a 90 degree arc in front of you (9 ft radius) regardless of what you have targeted. It takes a bit of practice. Dragon's Tail is a PBAoE. In contrast to the scrapper/brute/tank version, which has an 8 ft radius, the dominator version has a 15 ft radius. If you have to pick one, take Dragon's Tail.
  5. I run a Nature/Seismic that's quite tanky without softcapped defense or the Fighting pool. A couple of comments. I recommend slotting Wild Growth with both resist and heal enhancements (I slot the uniques elsewhere). The +regen is substantial and worth enhancing. Don't skip Spore Cloud. In addition to 18.75% -tohit (which replaces a significant amount of defense), it's got 28% -dmg and 150% -regen. In addition to Seismic's inherent -CD, the power Seismic Force has a more significant -CD (i.e., 25 seconds on Meteor). Entangling Aura will reliably hold lieutenants. It's an 80% chance of a 4 sec mag 1 hold and 50% chance of a 4 sec mag 2 hold every 2 seconds. With hold duration slotted, you'll build up to mag 3 after 2-3 pulses. I take a ST hold to stack with it so that I can lock down bosses. Uungnome - Defender (Nature Affinity).mbd
  6. Quicksand is 25% -def. I find it very handy for things like Rikti drones or venged Nemesis.
  7. It depends on the TF. I prefer speed runs of MLTF, LRSF, Mortimer Kal, Dr. Kahn and Barracuda. Apex and Tin Mage are short regardless and I don't feel there's much you can skip in a speed run. I don't like speed runs of ITF and prefer +4 kill most. I'm on the fence with Aeon, LGTF and Market Crash. Manticore falls into the speed when possible category, as there are too many maps where you have to slog through 4 floors of Crey just to get the named boss.
  8. If they chase after you, they're leaving likely leaving the AoE. They need to stay in the gas cloud for the sleep to reapply. Unless you have slots to burn, I wouldn't bother slotting for sleep duration. The %heal proc is much better than the %placate proc. The placate is mag 2 (minion only) and only lasts 8 seconds.
  9. When you join a team or a TF that causes your combat level to decrease (i.e., you're exemped), your pets will be dismissed. This is because pets don't exemp and it prevents people from having a stable of pets at a higher level than they are. If the team leader is a higher level and you're sidekicked up, your pets will not be dismissed. Not sure why they would be dismissed when you level in that situation. First off, PGA is a -30% damage debuff (15% resistable and 15% unresistable). The -dmg is autohit in PVE. The sleep is mag 2 (only affects minions) and has a base duration of 1.5 seconds and pulses every 2.5 seconds. I just tested it and the sleep does reapply if the foes stay in the poison gas cloud. I slot PGA with the Call of the Sandman %heal proc in the base slot (which is almost guaranteed to go off).
  10. My Nature philosophy runs focuses on regen, absorb and resistance. Despite ignoring the defense soft cap meta, I find this to be incredibly tanky. I generally alternate Wild Growth and Wild Bastion as team buffs and fire Overgrowth whenever it's up. With enough recharge, Wild Growth can be made perma but Wild Bastion and Overgrowth are tougher. Corrosive Enzymes: Doesn't take any sets. I slot with 1 acc IO + 1 rech IO Regrowth: Cone heal (including self). 6x Preventative Medicine. Wild Growth: PBAoE +resist, +regen. 3-4x Aegis or Unbreakable Guard, Steadfast %def, 2x healing set of your choice. Maximize +resist and +rech, and get as much +heal as you can. Spore Cloud: AOE toggle -tohit, -dmg, -regen. 3-4x Dark Watcher's Despair. Lifegiving Spores: Location AoE +heal, +end. Skip or take at lvl 49. I've tried slotting for +end and +heal and haven't been impressed with either. Wild Bastion: PBAoE +absorb, +heal. 6x Numina. Rebirth: Ally rez or ST HoT. 1x rech. Entangling Aura: 15 ft radius hold aura (Choking Cloud clone). 80% mag 1 hold + 50% mag 2 hold. After 2-3 pulses, all minions and lts will be held. Frankenslot with 3x end/hold. Take an epic hold to hold bosses. Overgrowth: PBAoE +dmg, +tohit, end discount. 2x 50+5 rech IOs.
  11. I just ran this arc for the first time. I got to the Boomtown map on the final mission and couldn't figure out what I was looking for at the 4 locations. Thankfully I found this guide and learned I was hunting for named Archons (who were not all that close to the map markers).
  12. It's definitely tight and I do need to turn off Infiltration in combat. May need to juggle slots to add a Performance Shifter in Stamina.
  13. Not sure what you're trying to do here, but this is a hot mess. You skip Proton Therapy and Particle Shielding, two of the key powers in Rad Armor. You skip Atomic Blast, put no slots in Irradiate, Cosmic Burst or Electron Haze and slot 3 non-damaging procs in Proton Stream. You burn 6 slots each on Stealth, Hover, Evasive Maneuvers and Health. I attached the build for my Rad/Rad sentinel. (This was done before the Page 5 changes to when powers become available.) Uunbrella - Sentinel (Radiation Blast).mxd
  14. 2x lvl 50 recharge IOs in Hasten is enough. The 3rd does almost nothing. I wouldn't bother slotting Ice Slick for damage and %procs generally don't perform well in pseudo-pets. I typically slot 1 recharge IO. Slot Spot Prey with the Gaussian %BU proc. I generally skip Flash Freeze, but if you're going to take it I wouldn't devote more than 1 slot (the %heal proc). Sleep is autohit in PVE. Slot Jack Frost with 4x Expedient Reinforcement (6x if you want the ranged defense). Add the 6th slot to Cold Snap if you want the ranged defense bonus. I would also take Cold Snap much earlier than 32. It's a very good power. Slot Sleet with 2x recharge IOs. Don't bother with %procs, accuracy or damage. Don't skip Unkindness. It's your best AoE attack and it accepts the Achilles' Heel proc. Don't skip Call Hawk. It's the highest DPA attack in the set. No travel power until lvl 49? This is the build I'm currently leveling. Uunnatural - Dominator (Ice Control - Savage Assault).mbd
  15. I've taken Dark, Earth, Martial and Psi to 50 and have a Savage at 34. Dark has a lot of utility with power boost and a self-heal. Wish it had a better ranged AoE than Nightfall. Earth Assault is essentially Stone Melee (Fissure > Fault) and hits like a freight train. So much fun. Martial doesn't really have enough melee attacks and has a better flow at range. I cycle the 4 Shuriken attacks. The only ranged AoE is Trick Shot and Explosive Shuriken is really a ST attack. (I'd like to see more chain damage attacks added to the game.) The toxic DoT from Envenomed Blades is garbage and is only useful for the +tohit. Caltrops is on theme but is weak for a T7 and doesn't add anything to the set. Psi is a very solid set and works well at range or in melee. I'd like to see the duration (and recharge) of Drain Psyche increased. It feels like I'm constantly having to refresh it. I like the ranged attacks on Savage but I find the melee attacks underwhelming. Feral Charge is fun, but it doesn't do enough damage for a T9.
  16. Menu/Support. Select "Harassment and Conduct". I copy and paste the offensive chat into the description box.
  17. With the right skills it can be very powerful. There's a player on Torch that's soloed just about every TF in the game on Mind/Psi and has vet level 6,000+. I've got one that's OK, but I've never been quite happy with it and prefer my other doms.
  18. Twilight Grasp requires accuracy. Slot an Accurate Healing set. Shadow Fall is best slotted with a combination of defense and resist sets. You're missing the two +def uniques, which can go in Shadow Fall or Fade. These would increase your defense by 6%. Phantasm would be better with Expedient Reinforcement because of the recharge and ranged defense bonuses. Dark Servant requires accuracy. Slot an Accurate To-Hit Debuff set. The procs in Poisonous Ray and Disruptor Blast require accuracy. Scorpion Shield should be slotted for more defense. You're not at the soft cap. Unbreakable Constraint, Gladiator's Net or Basilisk's Gaze would be better than Superior Overpowering Presence in Flash because of the recharge bonuses. Group Fly requires end reduction. Focused Accuracy requires end reduction. There's no way you'll be able to run it in combat without it.
  19. Uun

    Melee Corruptor

    I fire off Power Boost, Chrono Shift and Farsight all at the same time every 90 seconds (or whenever Chrono Shift recharges).
  20. Uun

    Melee Corruptor

    I would recommend /Time. It offers a PBAoE -tohit aura, a significant defense buff in Farsight and a heal. You could pick up Rune of Protection for mezz protection.
  21. Practiced Brawler doesn't provide DDR in PVE. Are you thinking of Active Defense in Shield?
  22. Caltrops
  23. Super Strength is kinda not available on Scrappers (or Stalkers).
  24. Melt Armor is very good, although it's tough to get the recharge much below 90 seconds (vs. 40 second duration). I would keep it if you're also taking Fire Ball, but not sure it's worth 2 power picks on its own. The question is, are you using Melt Armor to soften up an entire spawn, or are you using it primarily on tough bosses. If the latter, see above about Weaken Resolve. It's a ST -def/-res that can be used every 15 seconds (vs. 15 second duration).
  25. Power Sink (Electric Armor) drains 40% vs. 33% for Energy Drain.
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