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Everything posted by Uun
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A defense debuff proc wouldn't be very useful. Everybody already has their accuracy and tohit buffed to the gills. I think the proc should be another status effect. Look at the procs on the other purple mezz sets: Absolute Amazement: Chance for To Hit Debuff Coercive Persuasion: Contagious Confusion Fortunata Hypnosis: Chance for Placate Gravitational Anchor: Chance for Hold Unbreakable Constraint: Chance for Smashing Damage I would suggest a stun or immobilize proc, or alternatively, a range debuff proc. Most fear powers are used by controllers, dominators, defenders and corruptors. I don't think melee defense would be that valuable to them. What about 5% S/L and 2.5% melee?
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There are certainly more fear powers than confuse powers, so I can't really argue against a purple fear set if there's a purple confuse set. That said, because the base duration of most fear powers is so long, you're usually better off slotting a set that enhances the power's secondary effect. In most cases this means slotting an accurate tohit debuff set.
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Is Volcanic Gasses a reliable AoE hold and does Domination boost it?
Uun replied to ninja surprise's topic in Dominator
Volcanic Gasses is a pulsing hold with a long duration where not everything gets held at the same time. It spawns a 15-second duration pseudo-pet (Volcanic Geyser) every 10 seconds. Each pseudo-pet generates a 7.45-second, mag 3 hold with a 10-foot radius and 5-target max every 6 seconds. In addition, Volcanic Gasses also spawns a 60-second duration pseudo-pet (Volcanic Ground) that generates a 75% chance of fire damage and 100% chance of fear every 2 seconds. https://cod.uberguy.net/html/power.html?power=dominator_control.earth_control.volcanic_gasses&at=dominator -
@Story Archer, I think @Without_Pause has it covered. I skipped Temporal Selection on my Ill/Time but took it on my Fire/Time corruptor. My philosophy with Chrono Shift is to slot it with two 50+5 recharge IOs, then use Power Boost before casting to buff the heal. (I refresh Farsight and Chrono Shift at the same time.) I've attached my build, which has perma PA, Hasten and Chrono Shift. At some point I'll swap the Malaise's Illusions in Deceive for Coercive Persuasion, but I haven't gotten around to it. Uuntouchable - Controller (Illusion Control).mbd
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I have a tank with minimum height (and huge physique) but I don't have any giant support characters. In fact, I think I only have one very tall character. I find they obstruct my vision and find them troublesome to play.
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ToF has two components - a fear/tohit debuff that only affects the primary target and damage that is AoE. Procs in Fear, Tohit Debuff and Accurate Tohit Debuff sets will only hit the primary target, while procs in Melee AoE Damage sets will hit any foes in the AoE. (If you have it on a tank or brute, Threat sets will also work.)
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The new power is called Gravitational Pull. It has an outer radius of 45 feet and an inner radius of 7 feet. (If you keep Singularity beyond 45 feet, the power won't take effect.) The Repel power (which isn't new) is a 9-foot radius KB aura around Singularity. Normally foes are knocked away, but if you slot a KB>KD IO they will be stuck flopping in the overlap between the two powers. If you want to experience it from the other side, fight high-level Family (lvl 30+) on a set without repel protection. The Prima Consigliere bosses spawn Singularities. They're pretty common red-side in St. Martial and also show up in a number of story arcs.
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It's been 4 years and Feral Charge still hasn't been addressed. Still incorrectly coded as a melee attack and takes Melee Damage sets (although it's coded as an Area attack for defense purposes). The Savage Melee version (Savage Leap) is correctly coded as a PBAoE attack and takes Melee AoE Damage sets.
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I just hit 50 with mine (Ice/Savage/Ice). It is a lot of fun. Takes a quantum leap once you get perma-dom.
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On my Dark/TA I went with Electrical Mastery in order to pick up Static Discharge for a 3rd cone attack. Charged Armor is also a decent S/L/E resist armor. [You can also get Static Discharge in Mu Mastery, however, the Mu version has a 32s recharge vs. 12s for the Electrical version.] Another epic set I like is Flame Mastery, which gives you Bonfire, Fire Shield, Melt Armor and Rise of the Phoenix.
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Not going to track down all the previous threads, but this has been suggested many, many times. Between Martial Assault, Weapon Mastery and a few other sets you pretty much have an entire blast set.
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On blast sets it's now a toggle, but it has to be resummoned when you zone.
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The problem with Rad or any other set with toggle debuffs is that you would need to switch to the defender to target the enemy in order to apply RI/EF. About the only powers you could run on auto are AM (or the heal) and Choking Cloud. Time could be interesting. You could have Temporal Selection or Farsight on auto and they could also run Time's Juncture (but that also pulls a lot of aggro). Empathy is probably the simplest way to go.
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For another take, this is my build. Capped (or close to) resistance to S/L/F/E/N w/o the ATO, higher hit points, but much lower defense. Uunferno - Tanker (Fiery Aura).mbd
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Explosive Arrow has the same damage as most other blaster targeted AoEs and it animates very quickly. It also deals non-lethal damage, which Archery needs. I happen to like the kb for mitigation and don't bother with kb>kd IO. Even without procs, Choking Powder has better DPA than Aimed Shot. I wouldn't skip it. Smoke Flash is a PBAoE placate, which can be useful if you're in over your head, however it also debuffs resistance (10.5% for 15s). I use it more for the debuff than the crowd control.
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I just let them die quickly, fail the mission, and move on to the next one.
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If you go radial, the Judgements have interesting secondary effects: Cryonic: -50% speed/recharge for 30s / 25% chance for 12s mag 4 hold Ion: -100% recovery for 10s / -35% endurance / 25% chance for 12s mag 4 hold Mighty: mag 20 knockup Pyronic: 25% chance for 12s mag 4 stun Void: -50% damage for 30s Vorpal: +30% defense (all) for 10s
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I have no problem with Glue Arrow. I was just saying that if you're looking to skip one of the T1 options, Glue Arrow isn't obviously superior to Electrified Net Arrow. Glue Arrow does 2.78 points of damage every 1 second for 30 seconds, the same as Caltrops. (The slow is autohit but the damage is not.) The power is a 1-slot wonder as a slow, but I feel like most blasters have more efficient options for AoE damage. If you have the slots to spare and want to slot for damage, your best bet is slotting it with %dmg procs (and acc).
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6-slotting anything with one type of enhancement died with the introduction of Enhancement Diversification in Issue 6 (2005). You get diminishing returns after the 2nd slot and almost no value for any slots after the 3rd. https://homecoming.wiki/wiki/Enhancement_Diversification