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Everything posted by Uun
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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.
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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.]
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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?
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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
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I would be fine with that.
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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.
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looking at a run with ice cold troller,,,i got questions
Uun replied to Snarky's topic in Controller
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. -
looking at a run with ice cold troller,,,i got questions
Uun replied to Snarky's topic in Controller
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. -
looking at a run with ice cold troller,,,i got questions
Uun replied to Snarky's topic in Controller
Sleet isn't autohit, however, its got a massive defense debuff. You only need one tick to hit for the -res to kick in. The damage is minimal and not worth slotting for. Most efficient slotting is 2 recharge IOs, although I usually 3 or 4 slot a defense debuff set. Heat Loss has ally buff and enemy debuff components. The buff is autohit but the debuff requires accuracy. Ice Storm isn't the same as Sleet and does require accuracy. It has no defense debuff and you want the damage to hit. -
Dark Control > Ice Control. Ice was buffed in one of the recent patches but Dark still has a more useful set of controls. Aside from the standard holds and immobilizes, Dark has a cone fear, PBAoE stun, ST confuse and whatever you want to call Haunt. Ice has a PBAoE confuse/slow aura, cone fear/slow, knockdown patch and AoE sleep. As far as ally buffs, do you skip PBAoE buffs that also affect you? That would knock out several of Dark Affinity's best powers (Twilight Grasp, Shadow Fall, Fade and Soul Absorption).
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It's an anomaly of the AH interface. Even though the names are listed, if you click the "For Sale" filter, there is no inventory below lvl 35. The same is true of Hami-Os.
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I played Grav/Kin on live from I3 to the end and wrote a guide around I5/I6 (largely out of date now). It's a fun combination but not as popular as it once was. Wormhole + Fulcrum Shift can be abused constantly. Singularity is a great pet (but can't be healed). Siphon Power is optional and doesn't need more than 1-2 slots. Dimension Shift is situational but doesn't require more than the base slot. Repel, Increase Density and Interial Reduction are skippable (or can be used as mules). Gives you a lot of room to add Leadership, etc.
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I've currently got Fire, Gravity and Illusion controllers and Dark, Earth, Mind and Plant dominators (and played Ice on live). In terms of all-around battlefield control, I think Earth has the widest array of tools, but Fire and Dark come close. Plant (especially on dominators) is just an "I win" button because of how overpowered Seeds of Confusion is. Illusion is very powerful, but plays very differently than other control sets. I won't play Mind on a controller. It underperforms other sets because of its limited ability to set up AoE containment. Fear and confuse really need to set up containment.
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[SUGGESTION] Make Jumping Speed Affect Speed of Vertical Movement
Uun replied to Kalthea's topic in Suggestions & Feedback
Super Jump increases your jumping speed and your jump height. Slotting Jump enhancements improves both. -
Brainstorm Ideas can currently be converted to common salvage at 1:1, uncommon salvage at 5:1 and rare salvage at 20:1. With rare salvage typically trading at about 500,000 inf, this indicates that each Brainstorm Ideas is worth about 25,000 inf - hardly useless or undesirable. That said, since base salvage was eliminated, I believe the only means of earning Brainstorm Ideas is via the Day Trader/Marketeer day job or via Super Packs. Since the WW teleporter is no longer needed, I don't bother with the day job and just convert any Brainstorm Ideas I receive to rare salvage. This is why there are Enhancement Converters. Convert low demand enhancements to more valuable ones. Profit.
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I've run plenty of HM content and it doesn't take more than 90 minutes if people know what they're doing (usually less). I've run it on controllers, dominators, defenders, etc. (in addition to tanks, blasters and corruptors). I've run every TF/SF/Trial in the game with just about every AT (I don't have any HEATs or VEATs) and never felt like I didn't have a role or purpose.
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I don't think this is true at all. While brutes solo very well due to their mix of damage and survivability, they don't really serve a vital team role. Tanks are superior for aggro management (and AoE damage) and several ATs are superior for DPS. I rarely see a team leader recruiting for a brute. Brutes are largely fine as is and certainly don't warrant nerfing their resistance cap or fury.
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New difficulty setting: Beefier enemies with larger teams
Uun replied to Vanden's topic in Suggestions & Feedback
The signature TFs/SFs have a minimum level. If the leader is -2 below that level and sets their notoriety to +4, you get +6/+7 foes. For example, Manticore has a minimum level of 35. If the leader is lvl 33, at +4 you would get lvl 39/40 foes. -
Did you slot multiple Achilles' Heel procs if more than one power accepted them? Trying to understand how many -res procs were in #1 vs. #2.
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Power Sink without a doubt. Recharge is 60 sec (vs. 180), it's autohit, and the endurance refill is per foe hit. With 2-3 foes in range you can go from 0 to 100 in one shot.
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Ever build just for maximizing incarnate effects?
Uun replied to Snarky's topic in General Discussion
I recently switched from Musculature Core to Intuition Radial on my Fire/Time/Soul corruptor to get the additional -tohit, slow and range. -
Global comment: Back on live, the T1 and T2 powers in the blaster primaries were normalized to all have the same damage scale and recharge (1.0 dmg/4.0 sec rech and 1.64 dmg/8.0 sec rech). These changes were not proliferated to defenders or corruptors (but were proliferated to sentinels). As a result, there are a number of sets where the T1 and T2 powers have different damage scales and recharges on defenders and corruptors. In Rad Blast these powers are 0.6 dmg/1.5 sec rech and 1.0 dmg/4.0 sec rech. In Archery they are 0.68 dmg/2.0 sec rech and 1.0 dmg/4.0 sec rech. I haven't checked exhaustively, but this situation also exists to varying degrees in Fire, Psy and Sonic. For the sake of consistency, I'd like to see the blaster/sentinel damage scales and recharges proliferated to defenders and corruptors. Archery: I've played this on blasters, corruptors and defenders. It's OK but it feels unexciting to me. I'd like to see more of the attacks get a secondary effect aside from higher accuracy. Currently the only attacks that do are Explosive Arrow (KB) and Blazing Arrow (DoT). Assault Rifle: Played this on live on a Traps/AR defender. Don't really remember it. Beam Rifle: Have only played this on a Cold/Beam defender. I quite like the set but it could use another AoE. Dark Blast: There are too many versions of this set. Blasters, defenders/corruptors and sentinels all have different powers. I'd like to see it standardized across all ATs, preferably with the blaster or sentinel version. I won't play the defender/corrupter version - too many garbage powers. Dual Pistols: Have only played on a blaster. It's fun, but the performance isn't outstanding. Electric: Haven't played. Energy: Played an En/En blaster on live from I3 to sunset, but haven't rolled one on HC. Decent middle of the road set. Embrace the KB. Fire: Great set. Ice: Probably my favorite. I've played this on an Ice/Temp blaster and an Ice/Kin corruptor. Psychic: Haven't really played this as a blast set, but I do have a Psi Assault dom. Psi is the least resisted damage type until it's the most resisted. Fighting a room full of robots is painful. I'm also not a fan of the SFX. Radiation: I've played this on defenders, corruptors and sentinels. I find it to be a fun utilitarian set, but the animation on Electron Haze and the projectile travel time on Neutron Bomb need some love. Lots of proc opportunities. Seismic: Have only played this on a Nature/Seismic defender, but I really like the set. The Seismic Pressure mechanic isn't too gimmicky and it offers lots of proc opportunities. Sonic: Have played this on a blaster and two defenders. Recent buffs improved the set greatly, but you really have to love cones. Storm: Haven't played. Water: Great set and a lot of fun. I find the Tidal Power mechanic works well.
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This was a global change to the AoE holds, stuns and sleeps of all control sets, not just Mind. This was also when they eliminated stacking of pets and created Containment. As there was no Containment prior to I5, the pre-nerf TK couldn't have been used to set it up. Even pre-nerf, TK was not a widely used power in PVE. I agree that the controller version of Mind Control needs a reliable way to set up AoE containment, however, the dominator version is largely fine.
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The changes to Telekinesis hardly qualify as a brutal nerf to Mind Control. I played Mind Control before and after the change and TK was never a set defining power. Plant Control was released as a dominator primary in I6 and not proliferated to controllers until I12 (3 years later). Other than requiring the purchase of City of Villains, it was never pay to play.