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Uun

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Everything posted by Uun

  1. Toggle powers only have an opportunity to proc about every 10 seconds. If you really want to get into the weeds, this is the best source. There's also a link in Bopper's signature to a spreadsheet that does the math for you.
  2. One thing I've noticed is that the all-monkey spawns (usually with 1 Headman Gunman) appear to be level dependent. I run into them at lower levels but never encounter them at level 50.
  3. Normally that's true, but this version of Enervating Field ignores damage resistance and you get exposed to the full debuff. I've had it rip through a tank like paper. There's an NPC version of Tar Patch that does the same thing, but I forget which faction has it.
  4. Armageddon's recharge is wasted on Death Shroud. It should be moved to an AoE attack that can take advantage of it. Also, procs in toggles don't work well. The most efficient slotting for Death Shroud is Scirocco's Dervish or Superior Avalanche acc/dmg, acc/dmg/end, dmg/end. Dark Regeneration should get 3-4 pieces of an accurate healing set (Theft of Essence proc is a good option). Damage is minimal and not worth enhancing, although %dmg procs work well. Cloak of Fear has a -33% accuracy penalty and costs 0.52 end/sec. If you're going to run it, you need massive amounts of accuracy and end reduction. The fear only affects minions, so if you're going to enhance anything else go for -tohit. Again, procs in toggles don't work well. I recommend franken slotting Siphon Life with a mix of melee damage and accurate healing sets. Dark Consumption needs more accuracy and recharge. Touch of Fear is a really good candidate for %dmg procs. Only use procs from melee AoE and taunt sets, as those from fear and -tohit sets will only hit the main target.
  5. All the Crey tanks regardless of level have those resists. The lvl 46+ ones just come in more variants. Dr. Q caps at lvl 45, so you could avoid the higher level variants if you ran it at less than max level or lowered your difficulty for the Crey missions. The reason only tanks spawn is because most of the non-armored Crey cap at lvl 40 or 45. For years people complained that the Crey were too easy. The buffed faction finally provides a challenge. My only complaint is that the Radiation Defender Paragon Protector Elites have Enervating Field with unresistable -resist debuff.
  6. Seismic Blast is quite good and is available on blasters, corruptors, defenders and sentinels. You could do a Seismic Blast /Earth Manipulation blaster (secondary is largely melee) or a Seismic Blast/Stone Armor sentinel. If you don't mind straying from the earth theme a bit, Nature/Seismic defender is all kinds of fun.
  7. Uun

    My -/Time Thinking

    I see where you're going and don't have any disagreements with your decisions. Thought I'd share how I approached a few things differently. My primary is Fire, so I was less concerned about slotting %damage. Time Crawl: 1x 50+5 Tempered Readiness Acc/Slow. Not looking for %damage here, so 1 slot does the job. Time's Juncture: 4x Dark Watcher's Despair. Could have gone with HOs and fewer slots, but also wanted the 4-piece set bonus (5% +recharge). Distortion Field: 1x Slow IO + 1x Recharge IO. On corruptors I favor enhancing both the -speed and recharge, as corruptor's slow modifier isn't as strong as defenders or controllers. I could have gone for 2x D-Sync Deceleration, but don't think the nominal improvement would be worth the cost. Maybe if their cost comes down. Time Stop: 4x Basilisk's Gaze. Not looking for %damage and the 4-piece set bonus is 7.5% +recharge. Farsight: 6x Reactive Defenses. I always use Power Boost with this, so not really concerned about enhancing the +tohit. The 5- and 6-piece set bonuses are very good (3.75% end discount and 8.75% +recharge). Slowed Response: 3x Analyze Weakness (acc/rech, acc/end/rech, -def/end/rech). I've got the %damage piece on my controller and can confirm that it goes off every time. Next time I respec I'll likely add slots here for procs. Chrono Shift: 2x 50+5 Recharge IOs. I always use Power Boost with this, which boosts the healing significantly. I don't have Hasten on my corruptor, so I don't have this perma (about 19 seconds down time). My controller with Hasten has both perma Hasten and Chrono Shift.
  8. I just had two Silver Mantis as well, and Riptide was an enemy not an ally.
  9. No need to heal if they can't hit you. Once you're fully slotted you'll be at the defense soft cap to all (the AoE toggle comes fairly late though). I'm leveling a Psi/SR scrapper now and did a BS/Shield last year and had no need for a self heal with either.
  10. Uun

    Top-tier Stalkers

    See Croax's Tier List linked above.
  11. I assume you're talking about Sonic Attack, which was revamped in Page 4 (as opposed to Sonic Resonance, Sonic Manipulation or Sonic Assault). Patch Notes are below. While the debuff mechanics were changed to limit stacking, the damage of several of the powers was increased significantly, most notably Screech (now the highest DPA attack in the set) and Siren's Song. You can now respec out of either Shriek or Scream (Page 5 no longer requires defenders to take the T1) once you have Screech and Shout. Scream has nominally higher DPA, but not by much. I would also take Siren's Song and either Howl or Shockwave. I don't see a need to have all 3 cones. As far as defender vs. corruptor, corruptor debuffs are 75% of defender values (9%/6% vs. 12%/8%) while their attacks do 15% more damage (before Scourge). Assuming 2 stacks of the incremental debuff and 1 stack of the short, a corruptor will do about 5% more damage (but the defender's debuffs multiply the team's damage). Sonic Attack Revamp [Focused Feedback: Sonic Attack Revamp] Corruptor's powerset name "Sonic Attacks" has been changed to "Sonic Attack". All Sonic Attacks are now tagged as Energy Attack (they no longer check against an enemy's Smashing defense). Changes to Resistance Debuffs (all Archetypes): All sonic attacks now apply two "Sonic Vibrations" debuffs (Defender values shown below). The various Sonic Vibrations are: Short: -12% resistance for 8 seconds (Does not stack, refreshes debuff) Incremental: -8% resistance for 8 seconds (Stacks up to 4 times) Wide: -8% resistance for 8 seconds (Does not stack, refreshes debuff) Extensive: -8% resistance for 20s (Does not stack, refreshes debuff) Changes to Sonic Attack: Shriek: Applies Short and Incremental Sonic Vibrations Scream: Applies Short and Incremental Sonic Vibrations Cast time reduced to 1.47s (+13.6% DPA) Shout: Applies Short and Incremental Sonic Vibrations Damage set to 1.96 scale (Non-Sentinels only) Cast time reduced to 2.0s (+23.4% DPA, +33.5% DPA for Sentinels) Screech: Applies Short and Incremental Sonic Vibrations Damage set to 2.28 scale (+1140.0% DPA, non-Sentinels only) Cooldown reduced to 12s (non-Sentinels only) Stun duration set to 5.0 scale (non-Sentinels only) Howl: Applies Short and Wide Sonic Vibrations Damage set to 0.6694 scale Cast time reduced to 1.6s (+20.3% DPA) Cooldown reduced to 8s (was 10s) Max Targets set to 6 (Sentinels only) Shockwave: Damage set to 0.8652 Cast time reduced to 1.67s (+75.7% DPA) Cooldown increased to 11s (was 8s) Max Targets set to 6 (Sentinels only) Siren's Song: Damage set to 1.1902 scale Cast time reduced to 1.86s (+256.0% DPA) Cooldown reduced to 16s (was 20s) Max Targets set to 16 (non-Sentinels only) Dreadful Wail: Applies Short and Extensive Sonic Vibrations. Additional Notes: Corruptor's Scream and Howl now matches all other ATs as intended by the design formula. Previously Scream did 1.40 scale and Howl did 1.00 scale. Defender's Shout accuracy reduced to 1.0x (was 1.2x). This matches all other ATs.
  12. Time is a great set, but a few things to keep in mind: Transfusion is a much stronger heal than Temporal Mending. The -speed and -recharge in Siphon Speed are unresistable and stack with themselves. This is big against AVs, which heavily resist debuffs. Time has an AoE -resist and a ST +damage, but it has nothing like Fulcrum Shift, which can keep an entire team at the damage cap. Arguably the best buff in the game.
  13. I've got this as well. I was running The Major's arc and after I hit lvl 41 he wouldn't offer me any more missions. The contact is listed as incactive but the arc still shows as open.
  14. Uun

    Bio/MA Build

    The highest DPA attacks are Storm Kick and Crippling Axe Kick. Crane Kick and Cobra Strike have identical damage and animation times, with DPA slightly below CAK. You can create a complete attack chain of Storm, CAK, Crane and Cobra in pretty much any order. Eagles Claw has a very long animation time and significantly lower DPA. Is it worth taking Eagles Claw instead of Crane or Cobra in order to get a 3-second, 33% damage buff? I you only get one attack buffed, it's pretty much a wash. If you manage to get two attacks buffed, then it's probably worth it.
  15. I took a tri-form warshade to 50 on live (back when you needed to have a 50 to unlock the AT). Fun to play, but very busy. As others have said, it's difficult to slot all 3 forms effectively. I never found human-only to do anything that another AT can't do better. No inclination to build another on HC.
  16. AE 801.x is MUCH harder than standard +4/x8 content.
  17. I've got a Psi/SR courtesy of the slot machine challenge a few months back. Currently at lvl 39 or 40. Psi melee is OK, but I don't find the animations very engaging. The attack chain is gappy early, especially if you skip Mental Strike. I'm still on the fence about Boggle. I use it occasionally, but most of the time it's unnecessary. I put Critical Strikes in Telekinetic Blow and Scrapper's Strike in Mass Levitate, but I like your idea too. Only issue is you'll have to throw ML into your attack chain against AVs. I've never tried Bio, so can't say much about that (obviously SR is very solid).
  18. I haven't done Time on a defender but I like it a lot on a corruptor.
  19. Yesterday I joined a Cathedral of Pain. We had to disband after about 10 minutes. People refused to read chat and were incapable of understanding "take to 10% and hold".
  20. The scrappers with taunt auras (Bio, Energy, Invulnerability, Radiation, Shield and WP) will do a better job of managing aggro, but they still don't have the Gauntlet/Punchvoke tanks and brutes have.
  21. Several of the ranged damage sets can't be slotted until lvl 27 (Thunderstrike and Devastation), so you may want to wait if either of those appeal to you. Decimation can be slotted at lvl 22 and is a good set. I would skip the Chance for BU piece and slot the Sudden Acceleration KB>KD. Slotting the entire Sudden Acceleration set is also an option. At a higher price, Overwhelming Force and Gladiator's Javelin are options, and Winter's Bite is a very pricy option. For the latter two, you'll want to substitute 1 piece for the Sudden Acceleration KB>KD. Wormhole is an AoE foe teleport combined with disorient and knockback. The power targets a 20-foot radius AoE around a foe with a maximum of 16 foes affected. Wormhole’s pickup range is 80 feet. It doesn't require line of sight and can be used around corners. It also doesn't aggro any mobs it misses. Wormhole is a mag 4.1 teleport and will teleport bosses and elite bosses. After the teleport, Wormhole applies a mag 3 stun with an 18 second duration (with a 20% chance for an additional 1 mag) and a mag 15 knockback (you definitely want to slot a Sudden Acceleration KB>KD). Bosses won't be stunned when they exit, but they will be knocked down. I tend to follow Wormhole with Crushing Field so the stunned foes don't wander off. If you're playing on a team that's not familiar with Wormhole, you can put the exit point in the same location as the pickup point, or drop them on the tank.
  22. I think the issue is your build, not the sentinel AT. Sentinels have essentially the same defenses as scrappers and stalkers. You should be able to survive in melee against 3 foes all day long.
  23. It's still working for me.
  24. Electrified Net Arrow (the T1 power in TA) will light it.
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