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Everything posted by Uun
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The final mission of the Market Crash Trial is not trivially easy. It requires knowledge of the AV, the ambushes and the battle mechanics. I've seen many PUGs crash and burn on this mission, particularly if the leader is cocky and tries to run it at +4.
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I have been on all blaster ITFs (regular +4 KM, not hard mode). Tons of fun and absolute steamroll.
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I don't care about the AT. I don't care about the build (anybody can copy a build). I care about who is behind the controls.
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I found a build in game even stranger than my own
Uun replied to DougGraves's topic in General Discussion
I've occasionally run into "pool boy" builds. They take the bare minimum required from their primary/secondary (3 powers?) and fill the rest of their picks with pool powers. I've even teamed with one at lvl 50. Doesn't really matter for speed runs or easy content, but I wouldn't want one on the team for a MO run or anything hard mode. -
There are several others. They go off more often but they're still pretty bad. Unspeakable Terror: 3 PPM, 8s mag 1 Debilitative Action: 3 PPM, 8s mag 2 Pounding Slugfest: 2.5 PPM, 8s mag 2 Executioner's Contract: 3.5 PPM, 8s mag 2
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While there is a Mid's subforum under the Tools, Utilities & Downloads section, it's not very active. Strongly recommend posting on the Mid's Discord. Note, you need to register on the Discord to get all the folders to appear.
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Depends on whether you intend to solo or team. 5 of the 9 powers are only usable on allies, including the AoE -res power. If you're solo, the only debuffs you have are Sonic Siphon (ST -res) and Liquefy (AoE -tohit/-def/hold/kb). If you're looking for -res debuffs, Poison is much more potent.
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Can you explain the effects of multiple Achilles' Heel debuff procs?
Uun replied to DoctorDitko's topic in General Discussion
On my Rad/Rad sentinel I have it slotted in Irradiate. It has a 20 second recharge and I have no recharge reduction slotted, maximizing the chance to proc (I also have 3 dmg procs slotted in that power). -
I recently ran Janet Kellum's Countess Crey arc for the first time since HC buffed the Crey a few issues back. The Eliminators now have -perception. The Crisis Units now have confuse. The Juggernauts now have taunt. And the Rad/Rad Paragon Protector Elites are no joke (unresistable Enervating Field and Lingering Radiation).
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Alpha: If you don't have endurance or survivability holes to plug, the go to is usually Musculature (primarily gives you more damage). Judgement: I usually pick based on character theme, but as a tank I would probably avoid the cones. There are some interesting secondary effects if you go radial. Interface: The best two are Degenerative (-hp) and Reactive (-res) core, but they can only stack 4 times and may be wasted on a league or large team if other folks have them. Another option is the radial DoTs (Reactive, Spectral and Preemptive do somewhat more damage than the others). Lore: Pick what fits your character theme. This google sheet has pictures, power data and dps comparisons. Incarante Lore Pets List Destiny: If you don't need the extra defense or healing, go Ageless radial for the debuff resistance. Hybrid: If you don't need more defense/resistance, Assault will give you more damage (I think tanks are supposed to go radial). Or you could go Support for the team/league buff.
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I think you've largely captured it, but I think you're underestimating value of mezzing bosses in one shot. It's not just your ST mezzes. Your AoE mezzes (with long CDs) can mezz bosses. So barring a miss or hitting target limits, you can incapacitate an entire spawn in one go. You also want to avoid situations where you need Domination up to fight a boss but you've defeated all the nearby mobs and there's nothing for you to use as fuel. Domination builds faster the more teammates you have, so the bar fills faster on large teams. Solo, it can take a minute or two. I'm not sure if the meter builds faster using ST vs. AoE or primary vs. secondary.
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Fire. When the question is "what does the most damage?", the answer is always Fire.
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Sonic Barrier needs 1 more resist to hit ED max. Swap your slotting between Shriek and Shout. Shriek has a 3 second recharge and the recharge in the Winter's Bite set is wasted. In Howl, swap the dmg/rech for dmg/range. Add a 6th slot with a proc. Only 2 endred in Disruption Field (+5 them). Consider a kb>kd in Shockwave Your slotting of Sonic Repulsion is counter productive. Accuracy, damage and recharge do nothing, while what you need most is endred (and you have a tiny amount). Slot 2 endred (+5 them) and the kb>kd and drop the other 3 slots. Tactics needs endred. The power needs to be active for the proc to go off. I prefer putting the BU proc in Amplify so you can use it with Dreadful Wail. World of Confusion is a toggle. It needs endred, not recharge. I'd drop this entirely as it only affects minions and has a tiny duration. Don't skip Sonic Siphon. It's 30% -res with a 30 sec duration. All it needs is 1 acc and maybe a recharge.
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Lets talk - The negative part of the Double XP Buff.
Uun replied to Zewks's topic in Suggestions & Feedback
Rather than bringing back training enhancements, either eliminate the origin aspect of DOs and SOs, or make them tradeable at no cost for a similar enhancement of a different origin. The Drops would be far more likely to be useful. As it stands now, the vendor or market price to sell enhancements is a fraction of the cost to purchase them. -
You can, but you can only cast Sonic Repulsion on an ally and they might not be happy about it. It's an expensive toggle to begin with, plus you lose 1 point of endurance for every foe it hits. To be honest, I don't think I've ever seen this power used by anyone on live or HC.
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Sonic Attack was buffed. Damage was increased significantly for Screech and Siren's Song. Take Screech, Shout and either Shriek or Scream for ST attacks, 2 of the 3 cones plus Aim and Dreadful Wail. Sonic Resonance was not buffed and is generally considered an underperforming set. Sonic Cage and Sonic Repulsion are almost completely useless and should be skipped. Clarify is optional. Sonic Dispersion requires an ally to cast it on. Liquefy is an interesting T9 but the recharge is way too long. The best that can be said about the set is that most of the powers don't require a lot of slots, which frees you up for pool/epic picks.
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Burning sensations -- What's your favorite Fire/Fire combo?
Uun replied to ninja surprise's topic in General Discussion
If you take Temperature Protection (which now has slow resistance, +regen and mag 1 kb protection) you'll cap fire resistance without enhancements. It's a good mule of the +def uniques. Capping S/L resists requires some planning and there are a few ways to get there (if you take Tough you probably won't need the 6 piece ATO bonus). Consume now has a +hp mechanic, so it's useful to keep it up even if you don't need the endurance. I haven't settled on a final build yet and I'm still feeling out which holes need plugging more (slow, kb, psi, toxic, cold). They shortened the animation on Combustion, so it's clearly better than it was. I cycle Burn, Combustion and FSC and the minions just melt away. I also took Breath of Fire to deal with Rikti drones, venged Nemesis and others with high M/R defense. I played a Fire tank on live but this is my first on HC. I'm sure others with more experience can add more. -
Burning sensations -- What's your favorite Fire/Fire combo?
Uun replied to ninja surprise's topic in General Discussion
Leveling a Fire/Fire tank now (currently 44) following the Page 5 buffs to both sets. The AoE damage is just staggering. -
Yes, stalkers as well. They share epic sets with scrappers. There's also a snipe in Mu Mastery.
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Build Up is +100% dmg and Aim is +62.5% dmg. If you use them both together, it doesn't matter which one gets the Gaussian's proc. If you alternate them, I would put the proc in Aim giving you +162.5%/+100%. Otherwise you're alternating between +200% and +62.5%. The 4-slot bonus for Adjusted Targeting is pretty good, so you could put that in whichever one doesn't get the proc. You could also slot the Rectified Reticle Increased Perception unique. It's a global bonus and doesn't require the power to be active.
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Brute > Scrapper since brutes have a 90% resist cap while scrappers have a 75% cap. The appeal of Electric Armor is the ability to cap resists at 90% to most damage types. Getting to 90% on a brute isn't hard, although it's somewhat easier on a tank. In terms of damage, brutes will be better for ST damage while tanks will be better for AoE (due to larger radii/target caps). I've got a Stone/Elec brute, which is a lot of fun.
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Resistance resists resistible resistance debuffs
Uun replied to Yomo Kimyata's topic in General Discussion
In the link you posted at the top of the thread: Resistance to resistance debuffs follow the formula NewResistance = OriginalResistance + DebuffAmount - [(DebuffAmount × OriginalResistance) / 100%] Plugging your question into the formula, the answer is A (100%): 100% + -30% - [(-30% x 100%) / 100%] = 100% + -30% - [-30%] = 100% If you started with 90% resistance: 90% + -30% - [(-30% x 90%) / 100%] = 90% + -30% - [-27%] = 87%