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Uun

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Everything posted by Uun

  1. 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).
  2. I haven't done Time on a defender but I like it a lot on a corruptor.
  3. 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".
  4. 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.
  5. 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.
  6. 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.
  7. It's still working for me.
  8. Electrified Net Arrow (the T1 power in TA) will light it.
  9. Half of Flash Arrow's -tohit is unresistable. Entangling Arrow has -resist. Tar Patch doesn't have -defense.
  10. I've got a vet lvl 30 Poison/Sonic defender (and a vet lvl 74 Illusion/Poison controller). It solos quite well. You need to embrace playing in melee and make sure all your foes join you there. The -tohit in Venomous Gas stacked with that in Weaken and a defense armor make you virtually untouchable. Plus you're rocking huge amounts of -dmg and have Poison Trap. The risk to you is foes that stay at range outside of the debuff, particularly those that mezz.
  11. Tactical Arrow is a fine blaster secondary, but it's quite different from Trick Arrow. Tactical's version of Flash Arrow has a minimal tohit debuff while Trick version's is massive. Tactical also has no -resist. For soloing, I think Trick Arrow offers quite a bit more safety. Either defender or corruptor should work fine, although I prefer the higher corruptor damage.
  12. I play a lot of debuffers. My favorites are Poison, Dark Miasma and Trick Arrow for pure debuff sets and Nature, Time and Kinetics for hybrid sets. For the most part debuff sets are in a good place, but a few powers could use a look. Black Hole needs to get the Dimension Shift treatment. Time Bomb needs to be completely reworked.
  13. Uun

    Melee Dom

    Martial Assault isn't a great choice if you want to focus on melee. It's only got 3 melee attacks (1 ST, 1 cone, 1 PBAoE). In contrast, Earth Assault has 6 melee attacks (3 ST, 2 PBAoE, 1 TAoE).
  14. Not true. The power pulses every 2 seconds. Each pulse has an 80% chance of a 6 second mag 1 hold and a 50% chance of a 6 second mag 2 hold. These stack with each other, building up to mag 3 after a few pulses (which will hold lieutenants). If you slot for hold duration, you'll stack more easily (you also need to slot for end reduction). https://cod.uberguy.net/html/power.html?power=defender_buff.radiation_emission.choking_cloud&at=defender
  15. Search is your friend
  16. I've got a bin with those as well
  17. I will often slot the Scirocco dmg proc as the 4th piece for the 9% acc bonus.
  18. I usually do it at lvl 30. That seems to be the level medium and large inspirations start dropping. I also have a storage bin in my base filled with large inspirations. Then if I die and rez to the base I can restock.
  19. Not sure why you think the auras aren't a good source of damage. Most of them do 10-11 points of damage per tick. Surrounded by 10 foes and slotted for damage, that's close to 200 points of damage every 2 seconds. Most efficient slotting (at a reasonable cost) is 3-slotting Scirocco's Dervish with acc/dmg, acc/dmg/end, dmg/end. This gets you 47.7% acc, 74.2% dmg and 47.7% end reduction, plus 10% regen and 2.25% E/N resist bonuses.
  20. SR's taunt aura is baked into the AoE defense toggle, so you're not running an extra toggle.
  21. You've got Spectral Terror and Spinning Kick placed before they're available. Untoggle the 3 powers with Force Feedback procs. Takes you down to 92.5%. Envenomed Blades is garbage. While the tohit buff is nice, the toxic damage proc is barely noticeable.
  22. Uun

    Ur-Corruptor

    I've got a Rad/Dark corruptor (and played a Dark/Rad defender on live). There aren't many of us. I'll second the recommendation for Ice/Kin. The other combo I really like is Fire/Time/Soul.
  23. I'm not complaining to complain, and it has nothing to do with improving Super Jump. It's about combat mobility, and it would be nice to have it without toggling on Ninja Run. The power description says "movement speed", not "run speed". All the set bonuses that improve "movement speed" include jump speed and jump height in the attributes improved.
  24. https://forums.homecomingservers.com/forum/45-suggestions-amp-feedback/
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