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Uun

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Everything posted by Uun

  1. Gravity/Storm is tough to solo AVs, as there's no -regen. Stock up on Envenomed Daggers.
  2. This page isn't complete, but it covers a lot. https://cod.uberguy.net/html/help.html?page=power-page
  3. I don't recommend skipping Touch of Fear. It procs really well and does a ton of AoE damage.
  4. Don't slot damage procs in Flash Arrow. The power doesn't aggro and the proc defeats that. Also, Flash Arrow doesn't require accuracy. I wouldn't bother slotting PGA for sleep duration. The base duration is very short and only affects minions. It's a good place to slot the Call of the Sandman +heal proc. Acid Arrow requires accuracy. It also accepts a boat load of procs. Oil Slick Arrow doesn't require accuracy. You can slot more damage and/or procs. Slot Screech. It's one of the best powers in the set. Drop Shriek and take Siren's Song. Highest damage AoE in the set.
  5. Uun

    Dark Dark lowbie

    Indeed. Dark Miasma picks up 3 of its key powers very early.
  6. This is the critical damage if you use the attack while hidden (this is the stalker version).
  7. Even without taking Destiny Ageless or Alpha Cardiac, Incarnates can help a lot with endurance management. Musculature Radial boosts end mod. Hybrid Support provides an always-on endurance discount. Not sure what your strategy is with all the purples, but you missed several opportunities for the 5-slot 10% recharge bonus (Crushing Field, Wormhole, Water Spout). Increasing your global recharge could reduce your reliance on Hasten (which has an endurance crash). Recommend slotting KB>KD in Propel, Wormhole and Tornado. Slotting Freezing Rain for damage is a waste. Slot 2x recharge or a defense debuff set. You have no recharge slotted in Wormhole. You want this up as often as possible. Singularity doesn't really need the defense bonuses, but it does need accuracy and damage. I would 5 or 6 slot Expedient Reinforcement. Chance for +end does nothing in Lightning Storm.
  8. Poison can actually solo quite well once you get Venomous Gas. Requires you to be comfortable living in melee range. Very good at taking down hard targets.
  9. Shields, heals, buffs, debuffs and end drain are all stronger on a defender. Corruptor will do more damage.
  10. Critical Strikes proc lasts 3.25 seconds (not 5 seconds).
  11. Completing Bobby Curtin's arc awards the Diamond in the Rough badge. I don't think there are any other requirements.
  12. There are two Rogue story arc contacts you should check out. The first is lvl 25-29 and the second is lvl 30-40. https://homecoming.wiki/wiki/Bobby_Curtin https://homecoming.wiki/wiki/Sgt._Schorr
  13. From a team standpoint, Cold brings shields to the table while Dark Miasma brings heals and tohit debuffs (the shields are why I play Cold as a defender). The big difference between Howling Twilight and Benumb is that in addition to -regen, Benumb also has 50% -damage and 56% -special. The latter is a very powerful debuff that only Cold, Poison and Trick Arrow have. https://cod.uberguy.net/html/power.html?power=corruptor_buff.cold_domination.benumb&at=corruptor I have a Rad/Dark corruptor and a Cold/Beam defender, and played a Dark/Rad defender and a Dark/Cold corruptor on live. Other than Fearsome Stare, all of Dark Miasma's effects are AoEs. I prefer pairing Dark Miasma with a blast set that also has AoEs. While thematically consistent, Dark Blasts cones work against you if you're trying to stay inside of the debuff AoEs.
  14. As stated above, you can slot Gaussian's in Tactics, not Assault. I've done this on some builds (and 6-slotting Gaussian's gives 2.5% defense to M/R/A), but I don't have Tactics on my Rad blast sentinel. I like slotting the BU proc in Aim on blast sets with T9 nukes, as the combined 130% damage buff is usually enough for the nuke to take out everything except bosses.
  15. I have 4 lvl 50 blasters and 4 lvl 50 corruptors. I play both, depending on my mood and what the team needs. Corruptors are generally safer due to their buffs/debuffs. Blasters generally have faster kill speed, although a /Kinetics corruptor can really shred. All corruptor teams will decimate almost anything.
  16. PSA: Please do not take Lore pets with Hurricane. Not only will they aggro everything in sight, but nobody on your team will be able to see anything.
  17. Combat Teleport is a fantastic power. I have it on several characters that have no other teleport powers. Not only is it great for melee characters, but also for Kinetics. Also, Combat Teleport is decidedly NOT the same as Translocate or Jaunt.
  18. Can't speak to TW, but on /Rad, Gamma Boost and Beta Decay work well with just the base slot. The 3 armors want at least 3 slots each (more if you want the set bonuses). Radiation Therapy and Particle Shielding should get 6 slots each. I'd be inclined to go Fighting pool over Leadership. If you're already 2 deep into Sorcery, take Rune of Protection as well. I wouldn't bother with Conserve Power and Physical Perfection. Rad gives you all the endurance tools you'll need.
  19. In addition to Dark, I would recommend Nature. Strong combination of buffs (which also work on you) and debuffs. I recently did Nature/Seismic, but /Ice and /Water would also work well. Sonic Attack did not get nerfed. While the stacking of the debuffs got toned down, several powers got major damage buffs. Just be aware that all the AoE (other than the T9) is cones.
  20. Here's my current build, but there are a lot of different ways to go with this. Don't worry about soft capping defense - with all the tohit debuffs, it's not an issue. This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Uundertaker: Level 50 Magic Corruptor Primary Power Set: Radiation Blast Secondary Power Set: Dark Miasma Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Dark Mastery Hero Profile: Level 1: X-Ray Beam -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(5), Dcm-Acc/EndRdx/Rchg(15), Dcm-Acc/Dmg/Rchg(31), TchofLadG-%Dam(36) Level 1: Twilight Grasp -- TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(7), TchoftheN-Acc/Heal(11), TchoftheN-Acc/EndRdx/Heal/HP/Regen(23), TchoftheN-Acc/EndRdx/Rchg(36), TchoftheN-%Dam(37) Level 2: Irradiate -- Erd-Dmg(A), Erd-Acc/Rchg(3), Erd-Dmg/Rchg(5), Erd-Acc/Dmg/Rchg(15), Erd-Acc/Dmg/EndRdx/Rchg(31), Erd-%Dam(36) Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(7) Level 6: Darkest Night -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(11), DarWtcDsp-ToHitdeb/Rchg/EndRdx(23), DarWtcDsp-ToHitDeb/EndRdx(43), DarWtcDsp-Slow%(50) Level 8: Electron Haze -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(9), SprScrBls-Acc/Dmg/Rchg(9), SprScrBls-Dmg/EndRdx/Rchg(17), SprScrBls-Acc/Dmg/EndRdx/Rchg(31), SprScrBls-Rchg/+End(37) Level 10: Super Jump -- BlsoftheZ-ResKB(A) Level 12: Proton Volley -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(13), StnoftheM-Acc/ActRdx/Rng(13), StnoftheM-Dmg/ActRdx/Rchg(17), StnoftheM-Dmg/EndRdx/Rchg(34), StnoftheM-Dam%(37) Level 14: Aim -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(25) Level 16: Shadow Fall -- StdPrt-ResDam/EndRdx(A), StdPrt-ResDam/Def+(29), GldArm-3defTpProc(43), ShlWal-ResDam/Re TP(45) Level 18: Cosmic Burst -- Apc-Dmg(A), Apc-Dmg/Rchg(19), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(21), Apc-Dmg/EndRdx(34), Apc-Dam%(42) Level 20: Fearsome Stare -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(21), SphIns-Acc/Rchg(25), SphIns-ToHitDeb/EndRdx/Rchg(45), SphIns-Acc/EndRdx/Rchg(46) Level 22: Howling Twilight -- RechRdx-I(A) Level 24: Assault -- EndRdx-I(A) Level 26: Neutron Bomb -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(27), SprMlcoft-Acc/Dmg/Rchg(27), SprMlcoft-Dmg/EndRdx/Rchg(29), SprMlcoft-Acc/Dmg/EndRdx/Rchg(34), SprMlcoft-Rchg/Dmg%(42) Level 28: Petrifying Gaze -- Lck-Acc/Hold(A), Lck-Acc/Rchg(46), Lck-Rchg/Hold(46), Lck-Acc/EndRdx/Rchg/Hold(48) Level 30: Maneuvers -- Rct-Def/EndRdx(A) Level 32: Atomic Blast -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(40), SprAvl-Rchg/KDProc(43) Level 35: Dark Consumption -- EffAdp-EndMod/Acc/Rchg(A), EffAdp-EndMod/Acc(42) Level 38: Dark Servant -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(39), CldSns-%Dam(39), CldSns-ToHitDeb/EndRdx/Rchg(39), TchoftheN-Heal(40), TchoftheN-Acc/Heal(40) Level 41: Dark Embrace -- Ags-ResDam/EndRdx(A), Ags-ResDam(45), Ags-ResDam/EndRdx/Rchg(50) Level 44: Soul Drain -- Obl-Acc/Dmg/Rchg(A), Obl-Acc/Dmg/EndRdx/Rchg(48), Obl-Dmg/Rchg(48), Obl-Dmg(50) Level 47: Soul Transfer -- RechRdx-I(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Scourge Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Prv-Absorb%(A) Level 2: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 10: Double Jump Level 4: Ninja Run Level 50: Musculature Radial Paragon Level 50: Ion Core Final Judgement Level 50: Banished Pantheon Core Superior Ally Level 50: Support Radial Embodiment Level 50: Degenerative Core Flawless Interface Level 50: Ageless Radial Epiphany Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1844;812;1624;HEX;| |78DA6594CB4F135114C6BFE94C05CA1B0AE50DF2A640A1EAC6370124314042882E0| |D19A1C004A44D2989EED43FC0B803DFBA30D1C4E7468D2EC55794F85CBAD3184501| |376A8CD17A3AE75EB81D9A4CE737E7DCFB9DEF3EFB0F77672CBCE8EB8096DD35694| |E4F0F7585A3D199482C1C75F79B63D630E897BE7F666A24148D9913A1680A7D57AD| 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  21. The opposite is true for others. I often switch to red side to pick up these accolades. Task Force Commander requires you to complete 7 task forces. Invader requires you to collect 9 exploration badges from Mayhem missions. Both grant +5% HP. Freedom Phalanx Reserve requires you to defeat 100 each of 3 specific mobs (one of which doesn't spawn below lvl 40) and collect 8 exploration/history badges. High Pain Threshold requires you to complete a lvl 30-34 badge mission, defeat 200 each of 2 factions, pay off 200,000 debt and collect 3 exploration/history badges. Both grant +10% HP. Portal Jockey requires you to defeat 14 specific Praetorian AVs, collect 2 in-mission exploration badges and 1 history badge. Born in Battle requires you to complete a lvl 30-34 badge mission, defeat Ghost of Scrapyard, take 1,000,000 damage (this is time consuming, but not difficult), defeat 100 of 1 faction and collect 3 exploration/history badges. Both grant +5% HP and +5% endurance.
  22. Lots of people skip the ST immobilize, but skipping both the ST immobilize and ST hold is just gimping yourself. The ST hold is one of the primary tools of any controller (assuming you actually want to control foes) and controllers' inherent power is Containment, which causes all its powers to do double damage to targets that are immobilized, held, slept or stunned. By skipping both, the AoE immobilize is your only means of setting up containment that's not on a long recharge. Also, on Gravity, Lift and Propel are designed to do extra damage when the target is held by Gravity Distortion.
  23. CoD lists it as a TAoE with a 70-foot range and 25-foot radius. https://cod.uberguy.net/html/power.html?power=dominator_control.illusion_control.gleam&at=dominator
  24. The problem with Ouro is that it forces you into TF mode. You can't add people to your team. You can't pause an Ouro arc and go do something else and then come back to it. Between shutdown and the launch of Homecoming, I played SWTOR. In that game, they changed it so that you could go back to the planets you outleveled and play the missions from the planet contacts at the level for that planet. That's the mechanic I'm looking for.
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