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Uun

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Everything posted by Uun

  1. You could get them from the first safeguard/mayhem mission. Jingle jets were available during the holiday event. There's a temp power you can craft. Don't know when any of those were introduced, but fairly certain there was a period of time when there were no temp jetpacks.
  2. Shadow Shard TFs before jetpack vendors (2008), mission transporter (2011) and team transport (2012) were added. If you didn't have Fly, you had to use the gravity geysers (and invariably you would miss a jump and have to start again from the zone entry point. It was essential to have a teammate with Fly and Recall Friend.
  3. Minimal fX option for controller Stone Mastery/Rock Armor.
  4. I'm in favor of this. What if you were to have Possessed Scientists appear in missions? They're already scaled lvl 40-54.
  5. The Page 5 changes to Fire Armor were a big improvement. They added enhanceable 15% +hp to Consume and unenhanceable 100% +regen to Temperature Protection. The +hp isn't Dull Pain level but still pretty significant and can easily be made perma. Fire Armor still has a number of holes (knockback, -recharge, C/Tx/Psi damage) and you have to decide how much you want to patch each and how much defense and/or global recharge you're willing to give up to do it. I tend to tweak the balance as I go, but it feels pretty good right now. I just hit 50 with this character a week or two ago and haven't run any HM content yet. It does hold up well in standard +4 content.
  6. Here's my current build. It caps E/N resist with 1 stack of MotT. The empty slot in FSC is the Achille's Heel proc.
  7. Healing Flames provides 20% toxic resistance. Slotting for resist gives you 11.2% additional toxic resist at ED max. Assuming an attack does 200 points of toxic damage (and I could only find one Super Arachnoid attack that does that much), the added resistance would mitigate 22 hit points of damage. Slotting for heal at ED max would heal you for 445 additional hit points (913 total hit points) every 20 seconds. If you can do it, slotting for both is great, but I would prioritize the heal.
  8. Commenting on the OP's build: Slot Healing Flames with a heal set, not a damage resistance set. The power only provides toxic resistance, but you want to maximize the healing. Although it's a good mule, I wouldn't bother slotting Temperature Protection for damage resistance. You're already capped to fire damage so it only improves cold resistance. Consume now provides a hit point buff, so it's worth enhancing for heal as well. Phoenix Rising is a bad place to put Miracle: +recovery. It needs to be in an active power. I'll post my build when I get home.
  9. If you look on CoD under Activation Details there's a flag "Strengths Disallowed - Radius"
  10. Dragon's Tail is 75% chance of mag 0.67 knockback. Any knockback with a magnitude less than 1.0 is knockdown unless you're fighting foes weak to knockback (i.e. Clockwork) or well below your level. https://cod.uberguy.net/html/power.html?power=scrapper_melee.martial_arts.dragons_tail&at=scrapper It can be slotted in any damage resistance power. It's part of the Reactive Defenses set. It provides 3% damage resistance at full health and increases to 13% as your health drops. You can purchase it on the Auction House for 3-5 million inf and it can be slotted in any defense power. https://homecoming.wiki/wiki/Reactive_Defenses:_Scaling_Damage_Resistance For damage resistance and defense toggles, you can generally hit ED max and get adequate end reduction with 3 slots (res, res/end, res/end/rech or def, def/end, def/end/rech). For auto powers, you can get away with 2 slots if you slot 50+5 resistance or defense IOs. That said, you'll want to 6-slot several of the toggles for the set bonuses. If you're taking Tough in addition to Resist Physical Damage, Temporary Invulnerability and Unyielding, you'll be over the 75% cap for S/L resistance and you don't need to fully slot all of them for damage resistance. I use RPD as a mule for 1 or more of the uniques.
  11. I haven't recreated him on HC, but one of my mains on live (dating back to I3) was a Storm/Rad defender. I can count on one hand the number of others I've seen and have fingers left over.
  12. Stalkers don't have taunt auras.
  13. Flash Arrow - you should note that it's autohit in PVE. While I also like slotting Siphon Insight for the set bonuses, ToHit Debuff sets also work well since accuracy isn't required. Also, defenders, corruptors and controllers can all get Power Boost (not just masterminds). Poison Gas Arrow - suggest slotting Call of the Sandman: Chance of Heal Self Oil Slick Arrow - if you don't need the 6-piece set bonus, this can be frankenslotted. Since accuracy isn't required, I slot 3x dmg/rch plus 3 procs.
  14. Plenty of options for non-buffing MMs - Poison, Storm, Traps, Trick Arrow.
  15. Putting this out there for those interested. Not crazy expensive, perma PA, Chrono Shift, Farsight and Hasten. Power Boost + Farsight soft caps defenses. This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Uuntouchable: Level 49 Magic Controller Primary Power Set: Illusion Control Secondary Power Set: Time Manipulation Power Pool: Sorcery Power Pool: Speed Power Pool: Leaping Ancillary Pool: Primal Forces Mastery Hero Profile: Level 1: Blind -- WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), WiloftheC-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), WiloftheC-EndRdx/Rchg(3), WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5), WiloftheC-Rchg/Dam%(7) Level 1: Time Crawl -- TmpRdn-Acc/Slow(A) Level 2: Spectral Wounds -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(9), Dcm-Dmg/Rchg(9), Dcm-Acc/EndRdx/Rchg(11), Dcm-Acc/Dmg/Rchg(11) Level 4: Temporal Mending -- Prv-Heal(A), Prv-Heal/EndRdx(13), Prv-EndRdx/Rchg(13), Prv-Heal/Rchg(15), Prv-Heal/Rchg/EndRdx(15), Prv-Absorb%(17) Level 6: Time's Juncture -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/EndRdx(17), DarWtcDsp-ToHitdeb/Rchg/EndRdx(19), DarWtcDsp-ToHitDeb/Rchg(19) Level 8: Deceive -- MlsIll-Acc/Rchg(A), MlsIll-EndRdx/Conf(21), MlsIll-Acc/EndRdx(21), MlsIll-Conf/Rng(23), MlsIll-Acc/Conf/Rchg(23) Level 10: Superior Invisibility -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(25), LucoftheG-Def(25) Level 12: Mystic Flight -- BlsoftheZ-ResKB(A) Level 14: Arcane Bolt -- Thn-Acc/Dmg/Rchg(A), Thn-Acc/Dmg/EndRdx(27), Thn-Dmg/EndRdx(27), Thn-Dmg/Rchg(29) Level 16: Distortion Field -- IceMisTrmt-+ColdDmg(A), ImpSwf-Dam%(29) Level 18: Phantom Army -- ExpRnf-Acc/Rchg(A), ExpRnf-Dmg/EndRdx(31), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), SlbAll-Acc/Dmg/Rchg(33), SlbAll-Build%(48) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 22: Spectral Terror -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(36), CldSns-Acc/Rchg(36), CldSns-ToHitDeb/EndRdx/Rchg(36), CldSns-Acc/EndRdx/Rchg(43), CldSns-%Dam(43) Level 24: Farsight -- Rct-Def(A), Rct-Def/EndRdx(37), Rct-EndRdx/Rchg(37), Rct-Def/Rchg(37), Rct-Def/EndRdx/Rchg(39), Rct-ResDam%(39) Level 26: Time Stop -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(34), BslGaz-Rchg/Hold(34), BslGaz-EndRdx/Rchg/Hold(34) Level 28: Slowed Response -- ShlBrk-DefDeb(A), ShlBrk-DefDeb/EndRdx/Rchg(31), ShlBrk-Acc/EndRdx/Rchg(31), ShlBrk-Acc/DefDeb(42), ShlBrk-Acc/Rchg(43), ShlBrk-%Dam(45) Level 30: Phantasm -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(40), ExpRnf-Dmg/EndRdx(40), ExpRnf-Acc/Dmg/Rchg(40), ExpRnf-EndRdx/Dmg/Rchg(42), ExpRnf-+Res(Pets)(42) Level 32: Rune of Protection -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(45) Level 35: Chrono Shift -- RechRdx-I(A), RechRdx-I(45) Level 38: Conserve Power -- RechRdx-I(A) Level 41: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(46), UnbGrd-Max HP%(46) Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(46) Level 47: Flash -- GldNet-Acc/Hold(A), GldNet-Acc/Rchg(47), GldNet-Rchg/Hold(47), GldNet-Acc/EndRdx/Rchg/Hold(47), GldNet-EndRdx/Rchg/Hold(48) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(49) Level 1: Containment Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- NmnCnv-Regen/Rcvry+(A) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(7) Level 22: Arcane Power ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1653;712;1424;HEX;| |78DA7594594F144110C7FFB3330B82CB7DDFB0C80D2BF80910D0C4041212AF37D76| |11D70926167B347A25F0313F1483805BF811ABF802FE093C78B6F5E78702E98F8B4| |D64E6DC516E22433FDEBAAEA3ABAAB67E2CE586073637C185AE9A8632612E151379| |A8CBB8E63C5FD13E68C1D013D81ABA968D24D456E9B538E954F82F6BF56B22074C9| |715209DB8D8AA04DB119494D4F87AED8B35678C28CDAB1946326C912814997165E7| |6E3112B7EB7902731CBBAC5F271CB8CD9D199726F72316B1476A7C3D76DC7A9BF10| |B323A1C9B83D6B3A614F9320C7892479A9A5EC5AE95DD2E8937DF9C9F8811B3A306| |4C087B0C04D0603A6C014431E220C0B95FFBAA1F7294D870AB04883A6680C0DF334| |7619388507020F190AF148E031C322F9D5A1A4A7638B2306F04DE03B43317E08FC6| |428C536C312B9F12B49E87E3CF3E54C5E3294E385C07386655A90AF669E8F03CDD3| |54222D70C8508D23815F0CAB341428AB7D0528654D2DAA042A19EE7500A7952A69F| |2817398234D919A781196E069EAB12CB0C0D088458615AAB64471A795A0D89F3359| |27674D06D6682853F7B50CBB1CB119FB0CAD3810480B0C339CC52843909ABC42494| |FAB401FBC63EF14C806AC521BAC0A1F7D5E0EEDF824F059E00B432FBE0A6C313CA1| |9A6A543735D8E1B33D835D813D817D864E1C08A41956C94D9DBA9F7578C301DAF05| |6E09DC07B86355AD4A0C66E80A67B9A6618027E861EF8F45CE63A433FF218B217A2| |4975D3247BDE853D817D81DCE6F7C8E6F7E090E13EB5448B7ABA2DDEC67891CE719| |5EB9470503D96A09C46BFC0065976A82DD7C11A039BA4E9561BB71B87EC76004702| |BF195ED3D0A706EA132F03022BA40E29818C1086797108E7054604C6746930866A6| |AB04135C0A05C9E4134B00915AE3E994CE3318127CC6430FE1FF9A4A1FEBA48AEB1| |7CBBF0C43F6D806BDA39A9E966CDEE49CD35CE77EF988670CE97FB89CE33BCEAA5A| |BA256F2071FE3E4F9| |-------------------------------------------------------------------|
  16. Turn off the jet pack and 2 runs while you're fighting. Slot end reduction in Shadow Fall and Darkest Night. Are the end mods you're slotting in Stamina SOs?
  17. Build is not complete - you still have 5 slots to place and quite a few empty slots. I'm guessing this is a budget or leveling build, as you're slotting mostly yellow sets. You get OK enhancement values but the set bonuses they provide don't do a whole lot for you. You would do better with orange sets, which aren't that much more expensive. In particular, Harmonized Healing, Serendipity and Multi-Strike are pretty crappy sets. If you can afford it, slot the 2 ATO sets. Slot the Gladiator's Armor +def unique. Slot kb>kd in Crane Kick. Not sure why you're slotting Reactive Defenses def/end/rchg in Tough Hide. This is an auto power that uses no endurance. Switch to straight defense or the scaling resistance unique. No need for kb>kd in Dragon's Tail. Power doesn't do kb. No need for 2 slots in Swift or Kick
  18. Uun

    DP Corr

    Temporal (blaster) and Time (corruptor) are VERY different sets. Only one power (Time Stop) overlaps. The toggle in Temporal is Temporal Healing, the blaster sustain power. Time's toggle is Time's Juncture, a PBAoE -tohit/-dmg/-speed. Farsight is a PBAoE +def/+tohit with a 2 minute duration. With sufficient recharge it can be made perma, and when used with Power Boost can soft cap your defenses. Chrono Shift is a PBAoE +rech/+end/+recov/+heal (Power Boost buffs the +recov/+heal).
  19. Uun

    DP Corr

    As @Psyonico states, the in-game numbers include Scourge. See links below. The pages are a bit busy since they include options for the different ammos, but just compare the lethal base damage vs. critters. https://cod.uberguy.net/html/power.html?power=blaster_ranged.dual_pistols.dual_wield&at=blaster Blaster: 57.8068+24.7744=82.5812 https://cod.uberguy.net/html/power.html?power=corruptor_ranged.dual_pistols.dual_wield&at=corruptor Corruptor: 38.5379+16.5162=55.0541
  20. Uun

    DP Corr

    This is demonstrably false. Blasters have a 1.125 ranged damage modifier. Corruptors have a 0.75 ranged damage modifier. Ignoring Defiance, Scourge and buffs/debuffs, blasters do 50% more damage using the same attack.
  21. I haven't run any of the Valentine's content in years. It no longer interests me.
  22. In general, procs in toggles only have a chance to go off every 10 seconds.
  23. I've been around since I3. To my knowledge the only change to the Eden Trial is that HC increased the level cap to 50. On live the trial capped at lvl 41.
  24. Important things to be aware of with respect to Cloak of Fear: CoF has a HUGE accuracy penalty. Most powers have 1.0 accuracy. CoF has 0.67 accuracy. The base chance to hit is 75% against a +0 mob and 56% against a +2 mob. Ignoring tohit buffs and set bonuses, with standard 1.0 accuracy, 1 SO worth of acc will cap your chance to hit a +0 mob and 2 SOs worth will come close against +2s. CoF needs 3 SOs worth of acc to cap against +0s and against +2s only gets to 73%. CoF only terrorizes minions (although it will stack with other fear powers). CoF has an endurance cost of 0.52/sec. I find the mitigation provided by CoF to be minimal relative to the slot investment required and endurance cost.
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