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Uun

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Everything posted by Uun

  1. Flash Arrow is one of the best tohit debuffs in the game. Fully enhanced on a controller it provides 23.4%, half of which is unresistable. The -perception is also unresistable. The "recent" changes to Glue Arrow occurred 3 years ago. They increased the -recharge and power duration and changed it from targeted to location based. The last change before that was in I7 (2006) when the -fly was added and the recharge was reduced. There have been no changes to the jump height debuff since the set was introduced.
  2. They're not autohit. They have the same chance to hit/miss as any other attack. They just disregard positional defense. Typed defense works fine against them.
  3. Psychic Blast, Mind Control and Illusion attacks do not debuff defense. There are some Mind Control and Illusion attacks that are coded as typed only without positional vectors and ignore ranged/melee/AoE defense.
  4. That's a bug. The proc and the power it grants are both flagged to replace existing effect. https://cod.uberguy.net/html/power.html?power=boosts.crafted_soulbound_allegiance_f.crafted_soulbound_allegiance_f
  5. Rad Armor's 69.2% resistance to end drain and recovery debuffs is huge when facing Sappers, Mu Guardians/Adepts, Supper Stunners, Carnies, etc. Because of this they're largely a minor annoyance. In contrast, they're a major problem for my Willpower brute. While WP has tons of +recovery, it has no protection to end drain. Getting end drained and toggle dropped is a regular occurrence.
  6. The base duration of most fear powers is very long to begin with. Enhancing that duration by 97% has virtually no value. I would cut the fear enhancement and increase the range and accuracy enhancement.
  7. It's worth noting that Farsight can be buffed by Power Boost and Power Build Up. Using PB/PBU before casting Farsight will increase the defense and tohit buffs by 98% (defender #s) for the full 2 minute duration of Farsight. What this means in practical terms is that the fully enhanced 19.5% defense buff is increased to 31.8%.
  8. The procs will work in all of those. That said, unless you're also taking Focused Accuracy, Energy Mastery is largely wasted with Rad Armor.
  9. That panel and a few others that use those size descriptors desperately need a revamp. Don't see why the words couldn't be replaced with the numbers they describe, and aggregated rather than listing them all separately.
  10. In order to double-stack AD for its full duration you need to reduce the 200s recharge to 60s. With 1 recharge IO in AD and Hasten, you would need an additional 121% in global recharge (110% if you +5 the IO). Not disagreeing with you, just wanted to put the facts out there.
  11. Fire/Time/Soul solos very well. You can soft-cap your defenses, debuff your foes and throw out lots of damage.
  12. The Night Widow's Smoke Grenade isn't autohit, however, it's an untyped area attack so you need AoE defense to protect against it. Not sure why it doesn't show up in the combat log. https://cod.uberguy.net/html/power.html?power=v_arachnos.night_widow.smoke_grenade&at=lt_grunt I'm not clear why the Tarantula Queen's version of Scramble Thoughts is autohit. The version Fortunata Mistresses get isn't, nor is the version CoT Madness Mages get. Might be worth filing a bug report. [Tarantula Mistresses have an autohit attack called Mental Scramble, which is a nondamaging defense/tohit/perception debuff.]
  13. PB doesn't provide DDR - all you get by stacking it is more mezz protection. Active Defense provides a significant portion of Shield's DDR (and Shield doesn't cap DDR the way SR does). With 1 stack of AD, Shield has 52.7% DDR. With 2 stacks it has 70.0%.
  14. The DDR stacks.
  15. Deflection: 3 pieces of a defense set plus 3 pieces of a resist set Battle Agility: 3 (or more) pieces of a defense set True Grit: 2 +def uniques plus 3 pieces of a healing set (or 2x heal IOs) Active Defense: 2x recharge IOs Against All Odds: 1x endred IO Phalanx Fighting: +res unique(s), Kismet +acc, LOTG +rech (note, the defense value can't be enhanced) Grant Cover: LOTG +rech (note, this power doesn't provide defense to you but it does provide DDR) Shield Charge: 6x PBAoE set of your choice One with the Shield: 2x heal IOs plus 1-2 resist IOs (If you're running Tough, the added S/L resist is mostly wasted)
  16. I thought so too, but what is this? Did they just leave the power and give it a 0% chance to proc? https://cod.uberguy.net/html/power.html?power=inherent.inherent.scrutiny&at=sentinel https://cod.uberguy.net/html/power.html?power=temporary_powers.temporary_powers.opportunity_proc&at=sentinel
  17. I don't know if there are any others, but half the damage debuff in Trick Arrow/Poison Gas Arrow is unresistable.
  18. How do you slot this? I slotted for endmod on my Fire/Nature controller and wasn't impressed. I skipped this entirely on my Nature/Seismic defender.
  19. Note, the status protection is single target. Only the smashing and energy resistance is AoE.
  20. Very well done. Just wanted to point out two small nits: The defense values of Ice and Glacial are the same (15% unslotted). If you're getting higher values for Glacial, it's your slotting. Ice also provides melee defense and Glacial also provides ranged and AoE defense. Between the two you get defense to all positional vectors.
  21. Confirmed. This bug fully affects the T1 and T2 henchmen, while the T3 henchman only loses part of the Upgrade costume. Note, the Upgrade Equipment buff still appears in the power tray for all henchmen.
  22. I took Unleash Potential on my Psi/SR scrapper (slotted w/ Preventative Medicine). The defense buff is superfluous, but the +regen/+recovery is pretty good.
  23. I don't believe so.
  24. This is my Nature/Seismic defender, but slotting would be the same on a corruptor. Uungnome - Defender (Nature Affinity).mbd
  25. Willpower is primarily a regen/+hp set. It has damage resistance to S/L/P and defense to F/C/E/N/P. Bio relies on damage resistance to S/L/T and defense to F/C/E/N/P supplemented by absorb and regen. The defense based secondaries are Super Reflexes, Energy Aura and Shield. Super Reflexes is positional defense, so works against anything except a few psi attacks that don't have positional vectors. You can easily hit incarnate soft caps to all vectors without the T9. Has damage resistance that kicks in when your health drops below 60% and increases the lower it gets. Has capped defense debuff resistance. No heal or end management tools. Energy Aura is typed defense. Can hit incarnate soft cap to S/L/F/C/E/N but its only protection to psi and toxic is in the T9. Has some always on damage resistance. Defense debuff resistance is OK but can't be capped without the T9. Has a very good heal and end management tools. Both SR and EA are very solid.
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