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Uun

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Everything posted by Uun

  1. Half of Flash Arrow's -tohit is unresistable. Entangling Arrow has -resist. Tar Patch doesn't have -defense.
  2. 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.
  3. 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.
  4. 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.
  5. 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).
  6. 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
  7. Search is your friend
  8. I've got a bin with those as well
  9. I will often slot the Scirocco dmg proc as the 4th piece for the 9% acc bonus.
  10. 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.
  11. 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.
  12. SR's taunt aura is baked into the AoE defense toggle, so you're not running an extra toggle.
  13. 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.
  14. 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.
  15. 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.
  16. https://forums.homecomingservers.com/forum/45-suggestions-amp-feedback/
  17. Irradiated Ground is in Rad Melee, not Rad Armor. It isn't autohit and can miss. As of page 5, IG can only proc every 10 seconds (same as most toggles) and is no longer a proc bomb candidate. I currently slot it like any other damage aura, my preference being Scirocco's Dervish or Avalanche acc/dmg, acc/dmg/end, dmg/end, proc.
  18. I tend to avoid sets that only buff, especially if the buffs are team only and can't be self directed. I like sets with a mix of buffs and debuffs. My favorites are Cold, Kinetics, Nature and Time. The buffs are AoE, have a reasonably long duration and only have to be refreshed every couple of minutes. [Poison is also a favorite but I refuse to call it a buff set. I skip the heal and only use Elixir of Life and Antidote as mules.]
  19. Disagree. I view it as fixing a bug, not buffing the power. The power description specifically states that it increases your movement speed. Why should one type of movement be excluded?
  20. Yes, Hurdle is much faster than Swift. I'm not married to the idea of Quickness providing a Hurdle-level speed increase, however, I feel that Quickness should provide some increase in jumping speed. See below for the speed increases provided by various powers at lvl 50. RunSpeed FlySpeed JumpSpeed Base 21.00 21.00 21.00 Swift 7.35 2.87 Hurdle 26.15 Quickness 7.35 2.87 Ninja Run/Athletic Run 29.40 28.76 Infiltration 32.34 31.64 Super Speed/Speed of Sound 73.50 Fly/Mystic Flight 33.79 Super Jump/Mighty Leap 52.29
  21. I would be fine with that.
  22. Quickness buffs running speed and flying speed. Why not jumping speed? Here's the power description: "Your Quick reflexes allow you to move faster than normal, as well as resist slow effects. This power is always on and permanently increases your attack rate and movement speed." Since the running speed and flying speed buffs in Quickness are equal to those in Swift, presumably it should provide a jumping speed buff equal to that in Hurdle.
  23. Cold's Sleet (and Storm's Freezing Rain) are debuffs, not damage powers. Even if the damage benefited from containment, it would still be inconsequential. BTW, don't encourage the devs to look at Sleet. The controller/corruptor versions have defender values are WAY overpowered.
  24. Ice Storm is ported from the Ice Blast set and benefits from containment. It does 1.5571 dmg per tick (2.3356 with containment) compared to 0.3337 per tick for Sleet (which doesn't benefit from containment). Over the 15 second duration it does 175 dmg with containment (compared to 64 for controller Fireball). It's one of the better options for AoE damage available to controllers.
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