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Uun

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Everything posted by Uun

  1. This already exists. Just activate the pet window in options. Works for controller/dominator pets and Dark Servant.
  2. Yes, but only in Incarnate content. Mastermind Supremacy will grant 2 Incarnate Shifts to Minion Pets and 1 Incarnate Shifts to Lieutenant Pets while participating in Incarnate content. This means that Minion pets will be level 48(+2) and Lieutenant Pets will be level 49(+1) before any other Shifts are taken into account. These Shifts will stack with any granted by Incarnate Abilities. During Incarnate Trials and within Dark Astoria, Supremacy grants +2 Incarnate Shifts to Minion Henchmen and +1 Incarnate Shift to Lieutenant Henchmen which can be stacked with other Incarnate Abilities which grant Incarnate Shifts.
  3. Uun

    Storm/ Something

    While true for Tornado, the defender version of Lightning Storm does 11% more damage and drains more endurance.
  4. The other factor that may tip it is the scrapper ATOs. One set has a global bonus increasing the chance to crit, the other has a proc that adds 50% to the chance to crit for 3.25 seconds.
  5. Fixed Cast Damage DPA Blaze 1.19 132.63 111.64 Bitter Ice Blast 1.32 142.64 108.06 Telekinetic Blast 1.19 122.62 103.22 Screech 1.72 142.64 83.12 Blazing Arrow 1.98 161.72 81.68 Water Jet 1.58 122.62 77.41 Executioner's Shot 1.85 132.63 71.77 Lancer Shot 2.11 132.63 62.80 Power Burst 2.24 132.63 59.10 Cosmic Burst 2.24 132.63 59.10 Entomb 2.24 132.63 59.10 Shout 2.24 122.62 54.64
  6. I've got a Cold/Beam defender and it works well in hard mode content. Similar damage type, -def and proc options, but fully ranged. Obviously Rad has more AoE than Beam. I think Cold/Rad should do fine.
  7. Threw together a quick comparison of Water Jet (using the base cast time) vs. comparable attacks (excludes DoT for Blaze and Blazing Arrow). Not the best, but clearly not the worst. Cast Damage DPA Blaze 1.19 132.63 111.64 Bitter Ice Blast 1.32 142.64 108.06 Telekinetic Blast 1.19 122.62 103.22 Screech 1.72 142.64 83.12 Water Jet 1.58 122.62 77.41 Executioner's Shot 1.85 132.63 71.77 Lancer Shot 2.11 132.63 62.80 Blazing Arrow 1.98 122.62 61.93 Power Burst 2.24 132.63 59.10 Cosmic Burst 2.24 132.63 59.10 Entomb 2.24 132.63 59.10 Shout 2.24 122.62 54.64
  8. Fire/Fire has a ton of AoE damage. Minions just melt away while you focus on the boss. You can cap resists to S/L/F/E/N (you just have to look out for cold, toxic and psi) and you've got a 900+ hp heal every 20 seconds. The recent tweaks to Fire Armor also added some nice +hp and +regen.
  9. I've got an Ice/Kin that's quite good (and I already had a Fire/Time corruptor). The holds and slows make it a bit safer and the rains play well with Scourge. FS + Blizzard is a giant zone of death.
  10. I would recommend Earth/Nature. I've played just about all the control sets and for me Earth is the control king. Nature offers a mix of debuffs and ally buffs and is always welcomed on teams.
  11. Uun

    Master Debuffer?

    You only need one attack to ignite OSA, and assuming it's slotted for accuracy, it will have a 95% chance to ignite it (yes OSA is subject to the 5% chance to miss). There are multiple sets in which every attack can ignite OSA (Beam, Electric, Energy, Fire, Radiation, Sonic), but that doesn't increase your chance, it just gives you a backup in case the first attack misses.
  12. Uun

    Master Debuffer?

    You can also take one of the epic sets with energy or fire damage.
  13. The proc in Scourging Blast is a PBAoE +health/+end. The proc in Malice of the Corruptor is a damage proc. They're each triggered by the power they're slotted in. The other thing to keep in mind for the Scourging Blast set is that the recharge set bonus only requires 3 slots, so it's possible to split it up into 2 powers and double up the bonus.
  14. I hit 50 about a month ago on my Fire/Fire tank project and I've got everything T3ed. The only non-50 I'm playing at the moment is a Thugs/Electric mastermind for our Monday night leveling team. I think we're all about lvl 31 now.
  15. And how about adding the contacts for Faultline, Striga and Croatoa, not to mention just the old school legacy contacts for whatever level range you're in.
  16. All the ally buffs in Nature (except Rebirth) affect the caster as well.
  17. This was done for Stone Melee in I27P3 and in 2019 for Earth Assault. It has the same animation time as Total Focus.
  18. Time Crawl is useful for the -regen and for triggering the Delayed effect. It doesn't need more than an acc IO in the base slot (plus a rech if you've got slots to spare). Temporal Selection (ST ally buff) is skippable. Distortion Field is optional. It's proc-able if you want more AoE damage, otherwise it's just an AoE slow (the chance to hold almost never happens). Skip one of the T1 blasts. Frost Breath is proc-able. Otherwise it's very low DPA. Skip Bitter Freeze Ray. Really long cast time and you've got Time Stop if you want a 2nd hold. Take an Epic pool with Power Boost (Soul Mastery) or Power Build Up (Power Mastery). Using either before casting Farsight will allow you to soft cap defense.
  19. RoP has 60 second duration and 180 second unenhanceable recharge for 33% uptime. IW has 90 second duration and 360 second recharge. Slotting the power alone can bring the recharge down to 180 seconds. Global recharge can bring it down to 120 seconds. That's 75% uptime and vastly superior to RoP. If the power's recharge were to be decreased, the duration would have to be decreased to match and/or the recharge would have to be made unenhanceable. IMO, the biggest shortfall of IW is that you can't use it while mezzed, it has to be used proactively. I would much rather this be changed.
  20. Obviously you're talking about Envenom and Weaken (the other AoEs in Poison have fairly large radii). First, you can absolutely hit more than one foe with an 8-foot radius AoE. Secondly, these powers have durations of 30 seconds and base recharges of 12 and 16 seconds respectively. With recharge slotted it's quite easy to use these powers every 6-8 seconds and cover an entire spawn. Thirdly, the -regen in Envenom stacks with itself and with recharge it's possible to maintain 4+ stacks. If the radii of these powers were to be increased, the recharge would have to be increased significantly as well. The functionality of these powers would have to be completely rebalanced.
  21. I've got a Cold/Beam defender and agree that Snow Storm and Frostwork are skippable. (I do have Frostwork in my build, but it's the lvl 49 power and has only the base slot. The only time I use it is to buff the tank in HM content.) Infrigidate works well as a proc bomb, and also accepts the Achilles' Heel -res proc.
  22. See this thread
  23. I wasn't suggesting that Triage Beacon wouldn't trigger the Panacea proc. But do you keep Triage Beacon out 100% of the time? It's a stationary pseudo-pet, so I only spawn it for protracted fights. And you need to stay in range of Triage Beacon (40 feet) in order to continue receiving the heal/endurance from the proc. Slotting the proc in an auto power like Health results in your receiving the benefit continuously.
  24. Not providing a full critique, but a couple of notes: Panacea +hp/end needs to be in an active power. Putting it in Triage Beacon is a poor choice. Better to put it in Health. Damage procs don't work in Seeker Drones. Damage procs don't work in Trip Mine (Force Feedback: +recharge works).
  25. I was on that MSR yesterday. While I didn't have a slideshow, Foes weren't rendering unless I was right on top of them.
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