Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
4087 -
Joined
-
Last visited
-
Days Won
5
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Uun
-
An even earlier iteration I forgot about. It became a targeted AoE foe hold about a month after launch.
-
There were several iterations. Prior to 2024, TK was a hold, not an immobilize. It had a smaller radius and a target cap of 5. The repel had no distance limit and would keep pushing the targets away unless you aimed for a wall or other obstruction. There was also no time limit on the toggle, but it had a very high endurance cost. I can't find a power description prior to the 2005 changes, but I seem to recall that it had a much larger target cap and possibly a larger radius.
-
I miss the original Telekinesis pre 2005ish nerf.
-
I've got it slotted with 2x heal IOs plus 2x LOTG (def & +rech) Not optimal for set bonuses, but pretty efficient otherwise. Yes, and the -HP stacks. Plus, if your target is affected by Shifting Tides, Brine's recharge is reduced by 15s per stack. I reserve stacking Brine for AVs and other hard targets. I've got Intuition Radial on mine, but it's a controller. Keep in mind that the alphas that boost healing don't boost absorb and vice versa.
-
I tend to skip it on Dark Armor but quite like it on defenders and corruptors.
-
You know how some IO sets only have one unique enhancement?
Uun replied to kelika2's topic in Suggestions & Feedback
The entire Overwhelming Force set is unique, as is the entire Avalanche set and all other Universal Damage, Winter, ATO and Purple sets. -
ROP is unaffected by global recharge or recharge buffs.
-
From the July 8 patch notes: Thermal Radiation > Power of the Phoenix: Fixed a bug where the Defender version of this power was only usable on foes. However, per the thread below, the power still isn't working.
-
Between Flash Arrow and Fearsome Stare (slotted for -tohit), nothing should be hitting you. TA gives you a lot of slotting flexibility, since several of the powers don't require more than the base slot (Entangling, Glue, Poison Gas, Disruption). In selecting an epic, I would probably focus on adding damage. If you stick with Soul Mastery, Dark Obliteration is pretty good. Don't know if it fits thematically, but Fire Mastery is another option.
-
Ran a Silver Mantis SF yesterday with 2 Traps MMs on the team (I was one of them). Despite not having a full tool kit at lvl 25, we crushed everything in our way primarily using just Acid Mortar, Poison Trap and Caltrops (and obviously FFG).
-
I've got 6 lvl 50 controllers on HC and had 4 more on live. They solo just fine. My most recent controller projects were Electric/Dark and Arsenal/Marine and both are fantastic solo (I typically run at x4 or x6 depending on the faction) and I leveled the Electric before the recent buffs. Gravity, Illusion and Plant all solo very easily, although I'll grant you that Earth and Ice are pretty slow without help from their secondaries and epics.
-
Assuming this is for general play and not farming support, there are major issues in this build. Your best ST attacks (Proton Volley and Cosmic Burst) only have 1 slot each. You skipped Poison Trap, one of the best powers in Poison, and Irradiate, one of the best powers in Rad Blast. You devote a ton of slots to unnecessary set bonuses. Weaken should get 4-6 Cloud Senses. Slotting Infiltration for defense (other than the +rech global) is pointless. 100% of the defense suppresses in combat. There's no reason for Elixir of Life to ever have more than the base slot (typically as a mule for one of the res uniques). Proton Volley should get 5-6 Sting of the Manticore. The Impervious Skin regeneration buff won't work in Antidote. It has a 120s duration and needs to be in an active power. Only the 7.5% status resistance is a global. Tough is overslotted , but you don't need both Fighting and Leadership. Recommend dropping the Fighting pool entirely. If you intend to run Tactics, it needs endred. You would be better served slotting the Gaussian's %bu proc in Aim and using it with Atomic Blast. Drop the 3rd recharge in Phase Shift and +5 the other two, but not really clear what you need this for. Venomous Gas should be slotted with 3x Dark Watcher's Despair or 2-3 Enzymes. Fire Shield is overslotted. Unless you plan on dying a lot, the slots in Rise of the Phoenix could be put to better use elsewhere. Cosmic Burst should get 5-6 slots. Far too many slots in Health.
-
It only involved 2 powers (Cloak of Fear and Soul Transfer) and adding an alternative for a 3rd (Obscure Sustenance). None of the armors at issue were touched.
-
I had an Ice/TA controller back on live. Even with OSA, it was painfully slow to defeat anything. If I was to build an Ice controller today, I'd be inclined to pair it with Marine or Storm which provide a good amount of additional damage. Alternatively, try Ice on a dominator.
-
Your numbers are wrong and you're mixing defender/corruptor values. These are the defender values. I added similar powers from several other sets. While I don't dispute that Tar Patch has a long cast time (which should be looked at), its recharge is consistent with most other AoE debuff powers. While it may not be useful in many circumstances, Tar Patch also has a longer duration. Unlike most of the others, Tar Patch stacks with itself.
-
Seriously? It has a 200s recharge. With slotting you can easily get it to half that. That said, Triage Beacon used to be identical to Spirit Tree. Spirit Tree was buffed in the last patch and had its recharge reduced to 120s. Don't hold your breath. Detonator was revamped last year. Also, masterminds were originally a villain AT.
-
Yes. Could be if you're summoning it in combat. If you summon out of combat it's usually not an issue.
-
The major endurance cost for controller pets is the summon (26 end). I generally slot controllers pets with 4-6 Expedient Reinforcement, which offers a decent amount of endred (affects both the summon and the pet's attacks). I usually slot Dark Servant with 4 Cloud Senses plus 2 Touch of the Nictus. You shouldn't have any endurance issues with a /Dark controller if you use Soul Absorption every time it's up. It provides a massive recovery/regen buff that lasts 45s and increases per target hit (alive or dead).
-
I've done 54x8 KM ITFs with all blasters, defenders, controllers, corruptors, masterminds and scrappers. We steamrolled all of them.
-
I've got a Beast/Traps MM and find Traps to be quite powerful. I'll grant you that Triage Beacon and Trip Mine aren't particularly useful on fast moving teams and don't use them often in that setting. Force Field Generator follows you around and provides mezz protection as well as defense. I've got Acid Mortar and Poison Trap recharging in about 35s each (without Hasten) and frequently have more than one out. They can easily be deployed for every fight. (Dropping Poison Trap usually gives you a window to toe bomb a Trip Mine.) I don't slot Seeker Drones for recharge but they're still up pretty often and they accept the Pet set resist/defense uniques. Detonator was revamped at the same time Time Bomb was replaced with Temporal Bomb. It now allows you to target a henchman and blow them up immediately. The damage is dependent on the slotting and rank of the henchman targeted (T3 > T2 > T1 due to level shifts), and approximates blaster nuke levels. Note, slotting the Detonator power for damage or accuracy does NOTHING and all it requires is recharge.
-
Director 11 has the power Tactical Retreat which gives him 10000% Afraid as well as mag 30 immobilize protection. Not sure what triggers it, but once he starts running there's no stopping him. https://cod.uberguy.net/html/entity.html?entity=malta_tactical_ops_alphastrike_av https://cod.uberguy.net/html/power.html?power=incarnate_alphastrike.malta_ops_av.tactical_retreat&at=boss_praetorianarchvillain I don't see anything on Battle Maiden that would grant her taunt protection or resistance. https://cod.uberguy.net/html/entity.html?entity=battlemaidenalpha_battlemaiden
-
Coming back after years, will my Dark/Inv build still work?
Uun replied to Screaming Mimi's topic in Scrapper
I'm not sure I'd be concerned about not having perma Soul Drain. To get there you would need to find more global recharge. In some cases this would require moving slots around. Dropping Winter sets for sets with recharge bonuses will cost you defense bonuses. Not suggesting you do everything listed below, just showing you the options. I played around with it a bit and while I cut a few seconds off Soul Drain, I still wasn't able to get it perma. You're way over the cap for S/L resist, so the 4-piece bonus in Aegis is doing nothing for you. You could drop a slot from each. You don't need to actually run Tough either, so that will save some endurance. Drop a slot from all of the Reactive Armor sets. 6-slot Preventive Medicine in Dull Pain (8.75% recharge bonus). 6-slot Reactive Defenses in Invincibility (8.75% recharge bonus). This will require finding somewhere else to put the LOTG (i.e., replace Confront with Vengeance). 5-slot Armageddon in Dark Consumption (10% recharge bonus). 5-slot Midnight Grasp with Hecatomb (10% recharge bonus). Not sure why you're taking Ring of Fire if you're not taking anything else in Fire Mastery. Drop it for one of the epic snipes (Ice, Mu, Psi or Soul) and 5-slot Sting of the Manticore (7.5% recharge bonus). Slot Shadow Maul and/or Soul Drain with Obliteration (5% recharge bonus). Swap one of the resist sets for Unbreakable Guard. You skipped the +7.5% HP unique. -
Side Note: Galvanic Sentinel has 1 power, Discharge. Instead of getting GS, masterminds simply get the Discharge power (I assume this is because MMs don't need a pet to target for chain buffs). Their version has a much longer recharge, has a higher endurance cost and drains a lot more endurance (the -regen, -recovery and -damage are essentially the same). I think the Discharge power is far superior to the GS pet because you can direct when and where the debuff is used.
-
Idea: make taunting and damaging auras not affect non-aggroed enemies
Uun replied to temnix's topic in Suggestions & Feedback
This mechanic already exists for blaster sustain powers that include debuff/damage auras. Dynamo, Mud Bath, Cauterizing Aura, Frigid Protection and Reaction Time all suppress while stealthed. (A stealth IO alone is insufficient. Stealth radius needs to be at least 36 feet). That said, I'm against extending this mechanic to melee taunt/damage/debuff auras. Self awareness is part of playing the game. If you want to be sneaky, you need to learn to turn off your auras. And it doesn't just apply to armor sets. I can't count the number of times I've been attacked because I forgot to turn off Hot Feet or Venomous Gas or Time's Juncture. -
Grants 1 stack every 5s (if you're standing inside it).