Jump to content
The Beta Account Center is temporarily unavailable ×

Uun

Members
  • Posts

    4219
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by Uun

  1. Menu/Support. Select "Harassment and Conduct". I copy and paste the offensive chat into the description box.
  2. With the right skills it can be very powerful. There's a player on Torch that's soloed just about every TF in the game on Mind/Psi and has vet level 6,000+. I've got one that's OK, but I've never been quite happy with it and prefer my other doms.
  3. Twilight Grasp requires accuracy. Slot an Accurate Healing set. Shadow Fall is best slotted with a combination of defense and resist sets. You're missing the two +def uniques, which can go in Shadow Fall or Fade. These would increase your defense by 6%. Phantasm would be better with Expedient Reinforcement because of the recharge and ranged defense bonuses. Dark Servant requires accuracy. Slot an Accurate To-Hit Debuff set. The procs in Poisonous Ray and Disruptor Blast require accuracy. Scorpion Shield should be slotted for more defense. You're not at the soft cap. Unbreakable Constraint, Gladiator's Net or Basilisk's Gaze would be better than Superior Overpowering Presence in Flash because of the recharge bonuses. Group Fly requires end reduction. Focused Accuracy requires end reduction. There's no way you'll be able to run it in combat without it.
  4. Uun

    Melee Corruptor

    I fire off Power Boost, Chrono Shift and Farsight all at the same time every 90 seconds (or whenever Chrono Shift recharges).
  5. Uun

    Melee Corruptor

    I would recommend /Time. It offers a PBAoE -tohit aura, a significant defense buff in Farsight and a heal. You could pick up Rune of Protection for mezz protection.
  6. Practiced Brawler doesn't provide DDR in PVE. Are you thinking of Active Defense in Shield?
  7. Caltrops
  8. Super Strength is kinda not available on Scrappers (or Stalkers).
  9. Melt Armor is very good, although it's tough to get the recharge much below 90 seconds (vs. 40 second duration). I would keep it if you're also taking Fire Ball, but not sure it's worth 2 power picks on its own. The question is, are you using Melt Armor to soften up an entire spawn, or are you using it primarily on tough bosses. If the latter, see above about Weaken Resolve. It's a ST -def/-res that can be used every 15 seconds (vs. 15 second duration).
  10. Power Sink (Electric Armor) drains 40% vs. 33% for Energy Drain.
  11. If you're taking Elude as a panic button, Shadow Meld has no crash and can easily be up every 40 seconds. If you're already taking Moonbeam, there are no additional picks required.
  12. Definitely no need for Elude. You could drop that and Melt Armor and take Weaken Resolve/Mighty Leap/Unleash Potential, or you could take Moonbeam and Shadow Meld.
  13. I played the original version of Energy Aura (released in I6) on a brute and currently play it on a Stalker. When released, it was a hot mess and widely considered to be a terrible set. In I13, Energy Drain was buffed to add a heal (3% of your hit points per foe in range). In I21, the entire set was revamped. Damage resistance was increased for S/L/E/N. The heal was removed from Energy Drain and replaced with a defense buff (0.75% for the 1st foe and 0.375% for each additional). Conserve Power was replaced with Energize (25% heal, 100% +regen, 60% endurance discount). The taunt aura was added. Not entirely wrong. Excluding Energy Drain, Energy Aura provides defense of 16.5% S/L, 18.75% F/C, 20.625% E and 14.25% N. At full saturation, Energy Drain adds 4.5% to all of these. In comparison, Shield provides 15.0% M/R/A, plus 6.75% additional with fully saturated Phalanx Fighting, and Super Reflexes provides 19.5% M/R/A. Neither Shield or SR have a self heal.
  14. None of my blasters have Scorpion Shield and only one has a defense armor. Ice/Time/Cold w/ RoP Water/Martial/Munitions w/ Fighting Dark/TA/Electrical w/ RoP DP/Ninja/Flame w/ Fighting
  15. 100% in favor of this for both the Devices and Traps versions of Time Bomb. Pretty sure this has been suggested before, as the Mastermind version of Traps already has Detonator instead of Time Bomb. Also, can we get rid of the 9 second interruptible cast time on the Traps version?
  16. Alkaloid: ST ally heal. Skippable. Envenom: 8-foot radius AoE -res, -def, -regen, -heal. Primary target receives stronger debuff. Essential. Weaken: 8-foot radius AoE -dmg, -tohit, -special. Primary target receives stronger debuff. Essential. Neurotoxic Breath: Cone slow. Works well with %dmg procs. Optional. Elixir of Life: ST ally rez. Skippable. Can be used as a mule for any of the %def uniques. Also the most humorous rez in the game (target will vomit after 90 seconds). Antidote: ST ally mez protection. Skippable. Can be used as a mule for any of the %def uniques. Paralytic Poison: ST hold. Can be slotted with %dmg procs. Optional. Poison Trap: Pulsing AoE hold. Works well with %dmg procs. Essential. Venomous Gas: PBAoE -res, -def, -dmg, -tohit aura. Essential.
  17. Tanks get Combustion instead of Cremate, not Breath of Fire.
  18. Mine is similar, but I've got the Hide proc in AS and the BU proc in ET (and I've got Zapp instead of Moonbeam).
  19. Toggle powers only have an opportunity to proc about every 10 seconds. If you really want to get into the weeds, this is the best source. There's also a link in Bopper's signature to a spreadsheet that does the math for you.
  20. One thing I've noticed is that the all-monkey spawns (usually with 1 Headman Gunman) appear to be level dependent. I run into them at lower levels but never encounter them at level 50.
  21. Normally that's true, but this version of Enervating Field ignores damage resistance and you get exposed to the full debuff. I've had it rip through a tank like paper. There's an NPC version of Tar Patch that does the same thing, but I forget which faction has it.
  22. Armageddon's recharge is wasted on Death Shroud. It should be moved to an AoE attack that can take advantage of it. Also, procs in toggles don't work well. The most efficient slotting for Death Shroud is Scirocco's Dervish or Superior Avalanche acc/dmg, acc/dmg/end, dmg/end. Dark Regeneration should get 3-4 pieces of an accurate healing set (Theft of Essence proc is a good option). Damage is minimal and not worth enhancing, although %dmg procs work well. Cloak of Fear has a -33% accuracy penalty and costs 0.52 end/sec. If you're going to run it, you need massive amounts of accuracy and end reduction. The fear only affects minions, so if you're going to enhance anything else go for -tohit. Again, procs in toggles don't work well. I recommend franken slotting Siphon Life with a mix of melee damage and accurate healing sets. Dark Consumption needs more accuracy and recharge. Touch of Fear is a really good candidate for %dmg procs. Only use procs from melee AoE and taunt sets, as those from fear and -tohit sets will only hit the main target.
  23. All the Crey tanks regardless of level have those resists. The lvl 46+ ones just come in more variants. Dr. Q caps at lvl 45, so you could avoid the higher level variants if you ran it at less than max level or lowered your difficulty for the Crey missions. The reason only tanks spawn is because most of the non-armored Crey cap at lvl 40 or 45. For years people complained that the Crey were too easy. The buffed faction finally provides a challenge. My only complaint is that the Radiation Defender Paragon Protector Elites have Enervating Field with unresistable -resist debuff.
  24. Seismic Blast is quite good and is available on blasters, corruptors, defenders and sentinels. You could do a Seismic Blast /Earth Manipulation blaster (secondary is largely melee) or a Seismic Blast/Stone Armor sentinel. If you don't mind straying from the earth theme a bit, Nature/Seismic defender is all kinds of fun.
×
×
  • Create New...