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Everything posted by Uun
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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).
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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.
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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).
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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.
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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
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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
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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.
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Menu/Support. Select "Harassment and Conduct". I copy and paste the offensive chat into the description box.
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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.
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honoroitisfantastic Gloxinia - Illusion / Dark Affinity
Uun replied to honoroit's topic in Controller
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.- 5 replies
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I fire off Power Boost, Chrono Shift and Farsight all at the same time every 90 seconds (or whenever Chrono Shift recharges).
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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.
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Practiced Brawler doesn't provide DDR in PVE. Are you thinking of Active Defense in Shield?
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Super Strength is kinda not available on Scrappers (or Stalkers).
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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).
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Power Sink (Electric Armor) drains 40% vs. 33% for Energy Drain.
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If you're taking Elude as a panic button, Shadow Meld has no crash and can easily be up every 40 seconds. If you're already taking Moonbeam, there are no additional picks required.
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Definitely no need for Elude. You could drop that and Melt Armor and take Weaken Resolve/Mighty Leap/Unleash Potential, or you could take Moonbeam and Shadow Meld.
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I played the original version of Energy Aura (released in I6) on a brute and currently play it on a Stalker. When released, it was a hot mess and widely considered to be a terrible set. In I13, Energy Drain was buffed to add a heal (3% of your hit points per foe in range). In I21, the entire set was revamped. Damage resistance was increased for S/L/E/N. The heal was removed from Energy Drain and replaced with a defense buff (0.75% for the 1st foe and 0.375% for each additional). Conserve Power was replaced with Energize (25% heal, 100% +regen, 60% endurance discount). The taunt aura was added. Not entirely wrong. Excluding Energy Drain, Energy Aura provides defense of 16.5% S/L, 18.75% F/C, 20.625% E and 14.25% N. At full saturation, Energy Drain adds 4.5% to all of these. In comparison, Shield provides 15.0% M/R/A, plus 6.75% additional with fully saturated Phalanx Fighting, and Super Reflexes provides 19.5% M/R/A. Neither Shield or SR have a self heal.
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Can we change Time Bomb to Remote Detonator?
Uun replied to Coffeh's topic in Suggestions & Feedback
100% in favor of this for both the Devices and Traps versions of Time Bomb. Pretty sure this has been suggested before, as the Mastermind version of Traps already has Detonator instead of Time Bomb. Also, can we get rid of the 9 second interruptible cast time on the Traps version? -
Alkaloid: ST ally heal. Skippable. Envenom: 8-foot radius AoE -res, -def, -regen, -heal. Primary target receives stronger debuff. Essential. Weaken: 8-foot radius AoE -dmg, -tohit, -special. Primary target receives stronger debuff. Essential. Neurotoxic Breath: Cone slow. Works well with %dmg procs. Optional. Elixir of Life: ST ally rez. Skippable. Can be used as a mule for any of the %def uniques. Also the most humorous rez in the game (target will vomit after 90 seconds). Antidote: ST ally mez protection. Skippable. Can be used as a mule for any of the %def uniques. Paralytic Poison: ST hold. Can be slotted with %dmg procs. Optional. Poison Trap: Pulsing AoE hold. Works well with %dmg procs. Essential. Venomous Gas: PBAoE -res, -def, -dmg, -tohit aura. Essential.
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Can Stalker/Brute/Scrapper get Combusion instead of Breath of Fire?
Uun replied to kelika2's topic in Suggestions & Feedback
Tanks get Combustion instead of Cremate, not Breath of Fire. -
Mine is similar, but I've got the Hide proc in AS and the BU proc in ET (and I've got Zapp instead of Moonbeam).