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Uun

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Everything posted by Uun

  1. Uunthinkable has been through a few DFBs, Posi 1 & 2, a Faultline team and a Yin TF and is now sitting at lvl 23 (no xp boosters). Psi Melee really doesn't have a complete attack chain until you get Greater Psi Blade at lvl 22 (I skipped Mental Strike). Boggle (confuse) is a novel ability in a melee set but not convinced that it's useful. SR is a bit squishy at this level since it still hasn't gotten any AoE defense or its full complement of DDR (also don't have Tough, Weave or any set bonuses yet).
  2. Silly me, I thought you were posting because you wanted advise on you build, not to wave your e-peen around.
  3. Choking Cloud/Entangling Aura mesh very well with Hybrid Control Core (which provides a 75% chance of damage to controlled enemies plus a 75% chance of +1 mag to controls). I have a Fire/Nature controller that runs Entangling Aura along with Hot Feet. Stuff just melts.
  4. I tried it out a while back. It seemed to have a chance to fire every 10 seconds, but it would tend to hit minions, so not really useful. I prefer slotting it in ST holds.
  5. Touch of Fear is a funky power. The fear and -tohit are ST. Only the damage is AoE.
  6. Both powers have 80% chance of a mag 1 hold plus 50% chance of a mag 2 hold. These don't stack with themselves but they stack with each other. The powers pulse every 2 seconds but the hold duration is at least double that (Choking Cloud varies by AT, Entangling Aura is 4 seconds for all). After 2 or 3 pulses, you've generally built up to mag 3 on everything, which will hold minions and lieutenants. You need to stack a ST hold if you want to hold bosses. Both powers are 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. You can +5 them when you hit 50 if you want to max out.
  7. I don't have a Plant/Nature (although I have played both separately), I was just making suggestions.
  8. Uun

    Best MA AT

    I'm throwing up the numbers to show just how slight "slightly better" is. Ignored in your assessment is that Eagles Claw has a 15% chance to crit out of hide vs. 7% for everything else except Storm Kick. When you add the weighted crit damage, DPA for Eagles Claw improves considerably and is actually superior to the powers you reference. Cast Damage DPA Crit Dmg+Crit DPA Assassin's Blow 1.19 153.48 129.20 0% 153.48 129.20 Storm Kick 1.06 73.41 69.51 12% 82.21 77.85 Crippling Axe Kick 1.85 117.89 63.80 7% 126.15 68.26 Eagles Claw 2.77 162.38 58.58 15% 186.74 67.37 Zapp 1.58 97.32 61.44 7% 104.13 65.74 Moonbeam 1.58 97.32 61.44 7% 104.13 65.74 Crane Kick 1.85 109.00 58.98 7% 116.63 63.11 Cobra Strike 1.85 109.00 58.98 7% 116.63 63.11 Thunder Kick 1.06 46.71 44.24 7% 49.98 47.33
  9. Uun

    Best MA AT

    This doesn't support your statement
  10. While Distortion Field accepts hold enhancements, slotting a full set of Overpowering Presence is a waste of slots. The power is primarily a slow and the hold only has a 2% chance to occur. Plus the power is auto-hit and doesn't require accuracy. Unless you're slotting damage procs, Distortion Field doesn't require more than 1-2 slots (I slot 1 slow IO and 1 recharge IO). Slot Gravity Distortion Field with Unbreakable Constraint or move Will of the Controller to Gravity Distortion Field and slot Wormhole with Absolute Amazement. You want KB>KD in Wormhole and Propel. Slot the Expedient Reinforcement +res unique. Not sure why you've got Tough, but I would slot it with the two +def uniques and use as a mule. Vigor is a poor choice for your Alpha. Intuition Radial would serve you better. Support Radial is a better choice than Support Core. Singularity is the only pet that would benefit from the doubled values while you and your team would receive a smaller buff.
  11. I'm not a fan of Cloak of Fear due to its accuracy penalty and endurance cost. If you're going to keep it, I think you want more end reduction (which probably requires a 4th slot if you want to maintain the accuracy). Touch of Fear is an unusual power, in that the -tohit and fear only affect the primary target while the damage is AoE. I wouldn't bother slotting for fear. It works much better slotted with Melee AoE damage procs or a Melee AoE set.
  12. Are you asking whether there's a difference if you select Crowd Control>Controller or Support>Controller? No, exactly the same. The Playstyle panel is purely informational.
  13. Uun

    Master Debuffer?

    It doesn't. It debuffs the secondary effects of the target's powers. -50.287% Heal Dmg, Absorb, Endurance, RunningSpeed, FlyingSpeed, Confused, Terrorized, Held, Immobilized, Stunned, Sleep Strength (all affected targets) for 60s -50.287% Ranged, Melee, Area, Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Psionic, Toxic, Base Defense, ToHit Strength (all affected targets) for 60s The -res is in Entangling Arrow and Disruption Arrow.
  14. Uun

    Best MA AT

    MA/EA scrapper should be very strong. Energy Aura can hit the defense soft caps for everything but psi and toxic and doesn't need the defense buff from Storm Kick. Brutes have an advantage with resist armors due to their higher caps but are largely the same as scrappers with defense armors. MA is primarily ST damage and a MA/WP tank is going to be lacking in AoE.
  15. I have Fiery Aura/ and /Dark Melee tanks. The recent buffs to FA (+regen and +hp) were very nice and I don't consider it squishy at all. You can cap resists to all but cold, toxic and psi and have a 900+ hp heal every 20 seconds. The Gauntlet radius buffs really help Shadow Maul and Touch of Fear (highly recommend slotting ToF with procs).
  16. I would report this as a bug. Tobias Hansen is a lvl 25-29 contact. As long as you're in that range when you complete Long Jack's arc, he should introduce you.
  17. The original Defiance wasn't tied to the target's health. It buffed damage the lower the blaster's hp got. It was actually pretty short lived - it was introduced in August 2005 and replaced in December 2007. From the patch notes: "Makes the Blaster into a more comic-booky Archetype to play. As they begin to lose a battle, their power increases dramatically, giving them the edge they need to defeat powerful foes." Scourge doesn't really fit that concept.
  18. I'll second Poison and I'll add Time to the list. Chrono Shift really helps in achieving perma PA.
  19. Defenders are damage scale 0.65, corruptors are 0.75. Out of the box, corrupters do 15% more damage. Vigilance provides no damage boost on teams larger than 3, while the extra damage from Scourge increases on teams (Scourge doesn't care who damaged the foe, just that they're under 50% health). While defender buffs/debuffs are stronger (usually 25%), in many cases the corruptor buffs/debuffs are strong enough. On a team where you're stacking buffs/debuffs from multiple sources, Is there a practical difference between 15% and 18.75% -tohit or 30% and 37.5% -dmg from one player?
  20. In no particular order: Penny Yin, Sutter, ITF, Tin Mage, Apex, Mort Kal, LRSF, Market Crash.
  21. They do not. Also, Acid Mortar only has a chance to proc every 10 seconds. Slotting Seeker Drones for stun isn't productive. Each drone has a 25% chance of a mag 2 stun. You're better off slotting for -tohit.
  22. Just tested in Founders Falls, Croatoa and Steel Canyon. No countdown in any of them. Must just be Kallisti.
  23. The elimination of Challenge (it was replaced with Pacify) was part of I24 and was done by Paragon Studios, not the HC team.
  24. There's no countdown inside universities.
  25. Scrapper - Psi Melee/Super Reflexes Corruptor - Sonic/Empathy Controller - Illusion/Storm I've already got 2 Illusion controllers and I can't stand Empathy, so it looks like it'll be the Psi/SR scrapper. Now I have to work on a concept.
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