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Everything posted by Uun
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Yes, it does require line of sight. See the Activation Details flags in the upper left. I have it on my BS/Shield scrapper. https://cod.uberguy.net/html/power.html?power=pool.teleportation.long_range_teleport&at=controller
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Not a lot of options. It only takes accuracy, recharge and end reduction enhancements (no sets). Typical slotting is 1-2 acc and 1-2 rech, depending on your global acc and rech bonuses.
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Enhancement set category disappears from a power ?
Uun replied to MrZork's topic in General Discussion
This goes back to the live servers. You used to be able to slot any HO that enhanced one of the enhancement types the power accepted. Take Invincibility - it accepts tohit buff, defense buff and end reduction. Today you would slot a Cytoskeleton, which enhances tohit (20%), defense (20%) and end reduction (33%). The exploit which was stopped was that you could slot an Enzyme, which enhances tohit debuff (20%), defense debuff (33%) and end reduction (33%). The game didn't distinguish between defense buff and defense debuff, and because defense debuff is Schedule A (defense buff is Schedule B), you got a higher enhancement value. -
Enhancement set category disappears from a power ?
Uun replied to MrZork's topic in General Discussion
Beta Decay also accepts tohit debuff sets. The base -tohit value isn't very high, but probably more worthwhile than slotting for -def. If you're going to slot an HO, what you want is an Enzyme (-tohit/-def/endred). -
Mag 3 will stun a lieutenant.
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I save Stalagmites for when it's enhanced (orange ring). The enhanced version hits hard. City of Data has the numbers. Rock Shards and Upthrust take a ton of procs. I have each slotted with acc/dmg, acc/dmg/end, and 4 procs (my Seismic is a defender).
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Slot Machine's Random Challenge (the limited edition 2023)
Uun replied to Troo's topic in General Discussion
Hit 30 yesterday. Not sold yet. With 3 ST attacks, a cone and a PBAoE, I don't have enough recharge slotted yet to avoid gaps in the attack chain. Haven't got Weave or all the set bonuses yet, so only at about 32% defense. I'll try taking it to 40 to see if I like it better when it's more fully slotted. -
Earth has the most AoE control of any of the control sets. In addition to the standard AoE hold and immobilize, it's got an AoE stun, knockdown patch, slow and sleep. In return for all that control you lose damage. It's not a set I would pick if I intended to solo, but it's great on teams.
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Replace Neutrino Bolt with X-Ray Beam Don't skip Proton Volley Antidote doesn't need more than the base slot and typically serves as a mule. Slotting damage resistance is a waste as it only provides cold and toxic resistance. Slot Cosmic Burst for damage, not stun. Don't skip Poison Trap. One of the best powers in the set. 6-slotting Corrosive Vial with Frozen Blast is a waste. The power does 4 points of damage. I would drop the power entirely, as you don't need it. Slot Venomous Gas for -tohit, not -def (or slot 2 Enzymes).
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While Kinetics is the only set that allows -dmg powers to stack with themselves, 100% requires 2 applications of each power or 3 applications of Siphon Power + 1 application of Fulcrum Shift. It will be 15-20 seconds before you hit 100% and you have to keep refreshing as the duration of each is only 30 seconds. In contrast, PGA and Ice Arrow both have 60 second durations, so you can spend your time applying other debuffs. I would rather have 70% (of which 45% is unresistable) that I only have to refresh every 60 seconds, than 100% that I have to refresh every 10 seconds to maintain.
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Apologies, I misread the OP. I thought it was about Martial Combat, not Martial Assault.
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Ice Arrow adds more unresistable -dmg on top of PGA, making Trick Arrow the king of -dmg. Other contenders are Nature (Spore Cloud + Corrosive Enzymes) and Poison (Weaken + Venomous Gas).
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I was on that team and the leader was @Voltor.
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The problem is that the blaster version of Storm Kick has a 100% chance of KD. The KD makes no sense if the animation is a gut punch.
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Aim slotted with a Gaussian's +BU proc is very useful, if for nothing else than using before your nuke. It's more important with secondaries like Martial and Ninja that don't have Build Up.
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One use of Quicksand that nobody has really touched on. Got a bunch of Nemesis buffed by Vengeance? Rikti Drones? Force Field Generators? Quicksand has 25% -def and it's autohit.
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You don't really need both Infiltration and Stealth. Slot a stealth IO in Infiltration and you're invisible to everything except snipers, eyeballs and drones. Alternatively, take Stealth and use Athletic Run for mobility.
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Officially Unofficial Weekly Discussion #25: Animations
Uun replied to SeraphimKensai's topic in General Discussion
Which attacks are those? -
Officially Unofficial Weekly Discussion #25: Animations
Uun replied to SeraphimKensai's topic in General Discussion
Least favorite by a mile is Devastating Blow. Not only is it stupidly long, but you just stand there frozen like you're trying to take a dump. -
Not sure what you were looking at, but the defense debuff in Unyielding was removed in 2008.
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Time Manipulation/Ice Blast Defender Build- Feedback please
Uun replied to Sirens Sin's topic in Defender
I'm at work and don't have access to Mid's. I was just eye-balling it. -
Invulnerability is a very solid set. It's layered protection that provides both resistance and defense. The stalker and sentinel version is a little different than other ATs - Invincible provides a fixed amount of defense (other ATs get Invincibility, which provides a base amount of defense and an additional amount per mob in range). Endurance usage is comparable to other armors. You only run 3 toggles, TI, Unyielding and Invincible. RPD, Environmental and Tough Hide are auto powers that use no endurance. Slotting of Stamina will depend on what other +end IOs you slot. Dull Pain is more than a heal, it increases your hit points by 40% (half of which is enhancable) for 2 minutes. Slotting recharge in the power alone, you can get 65% up time. With sufficient global recharge, it can be made perma.
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Time Manipulation/Ice Blast Defender Build- Feedback please
Uun replied to Sirens Sin's topic in Defender
Farsight is a click, not a toggle. It has a 2 minute duration and a 4 minute recharge, so you want to slot it for recharge. I would add a few slots so you can max out the defense and have it perma. If you're going to slot HOs, you want Membranes, not Cytoskeletons. Slowed Response requires accuracy. I would also add some recharge so you have it up more often. Shouldn't affect your proc chance since the base recharge is 90 seconds. -
Another vote for Stone Melee. I've done it on a brute and a dominator (Earth Assault). Hits like a freight train and very crunchy. War Mace also has a very satisfying crunch and Crowd Control never gets old. I've been playing Martial Arts since I2 and it never gets old for me. Not the best numerically, but it has a great feel to it and good sfx. The blaster version is also good (and it has the best version of Eagles Claw). The dominator version isn't really a melee set, but I do wish they would proliferate Spinning Kick.
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I don't dispute that an Earth controller may not need the additional control, but you're underestimating the effectiveness of Choking Cloud. It has an 80% chance of a mag 1 hold plus a 50% chance of a mag 2 hold. These don't stack with themselves but they stack with each other. The power pulses every 2 seconds but the hold duration is at least double that (7.45 seconds for controllers). After 2 or 3 pulses, you've generally built up to mag 3 on everything. CC is auto-hit, so you don't need to slot for accuracy. I typically slot with 3 end/hold IOs (from 3 different sets) and have no endurance issues.