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Uun

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Everything posted by Uun

  1. I don't think this is true at all. While brutes solo very well due to their mix of damage and survivability, they don't really serve a vital team role. Tanks are superior for aggro management (and AoE damage) and several ATs are superior for DPS. I rarely see a team leader recruiting for a brute. Brutes are largely fine as is and certainly don't warrant nerfing their resistance cap or fury.
  2. The signature TFs/SFs have a minimum level. If the leader is -2 below that level and sets their notoriety to +4, you get +6/+7 foes. For example, Manticore has a minimum level of 35. If the leader is lvl 33, at +4 you would get lvl 39/40 foes.
  3. Did you slot multiple Achilles' Heel procs if more than one power accepted them? Trying to understand how many -res procs were in #1 vs. #2.
  4. Power Sink without a doubt. Recharge is 60 sec (vs. 180), it's autohit, and the endurance refill is per foe hit. With 2-3 foes in range you can go from 0 to 100 in one shot.
  5. I recently switched from Musculature Core to Intuition Radial on my Fire/Time/Soul corruptor to get the additional -tohit, slow and range.
  6. Global comment: Back on live, the T1 and T2 powers in the blaster primaries were normalized to all have the same damage scale and recharge (1.0 dmg/4.0 sec rech and 1.64 dmg/8.0 sec rech). These changes were not proliferated to defenders or corruptors (but were proliferated to sentinels). As a result, there are a number of sets where the T1 and T2 powers have different damage scales and recharges on defenders and corruptors. In Rad Blast these powers are 0.6 dmg/1.5 sec rech and 1.0 dmg/4.0 sec rech. In Archery they are 0.68 dmg/2.0 sec rech and 1.0 dmg/4.0 sec rech. I haven't checked exhaustively, but this situation also exists to varying degrees in Fire, Psy and Sonic. For the sake of consistency, I'd like to see the blaster/sentinel damage scales and recharges proliferated to defenders and corruptors. Archery: I've played this on blasters, corruptors and defenders. It's OK but it feels unexciting to me. I'd like to see more of the attacks get a secondary effect aside from higher accuracy. Currently the only attacks that do are Explosive Arrow (KB) and Blazing Arrow (DoT). Assault Rifle: Played this on live on a Traps/AR defender. Don't really remember it. Beam Rifle: Have only played this on a Cold/Beam defender. I quite like the set but it could use another AoE. Dark Blast: There are too many versions of this set. Blasters, defenders/corruptors and sentinels all have different powers. I'd like to see it standardized across all ATs, preferably with the blaster or sentinel version. I won't play the defender/corrupter version - too many garbage powers. Dual Pistols: Have only played on a blaster. It's fun, but the performance isn't outstanding. Electric: Haven't played. Energy: Played an En/En blaster on live from I3 to sunset, but haven't rolled one on HC. Decent middle of the road set. Embrace the KB. Fire: Great set. Ice: Probably my favorite. I've played this on an Ice/Temp blaster and an Ice/Kin corruptor. Psychic: Haven't really played this as a blast set, but I do have a Psi Assault dom. Psi is the least resisted damage type until it's the most resisted. Fighting a room full of robots is painful. I'm also not a fan of the SFX. Radiation: I've played this on defenders, corruptors and sentinels. I find it to be a fun utilitarian set, but the animation on Electron Haze and the projectile travel time on Neutron Bomb need some love. Lots of proc opportunities. Seismic: Have only played this on a Nature/Seismic defender, but I really like the set. The Seismic Pressure mechanic isn't too gimmicky and it offers lots of proc opportunities. Sonic: Have played this on a blaster and two defenders. Recent buffs improved the set greatly, but you really have to love cones. Storm: Haven't played. Water: Great set and a lot of fun. I find the Tidal Power mechanic works well.
  7. Uun

    Cold/DP

    You're a Cold defender. Except for the first 10 seconds, your shields are better than Barrier. Take Clarion.
  8. This was a global change to the AoE holds, stuns and sleeps of all control sets, not just Mind. This was also when they eliminated stacking of pets and created Containment. As there was no Containment prior to I5, the pre-nerf TK couldn't have been used to set it up. Even pre-nerf, TK was not a widely used power in PVE. I agree that the controller version of Mind Control needs a reliable way to set up AoE containment, however, the dominator version is largely fine.
  9. The changes to Telekinesis hardly qualify as a brutal nerf to Mind Control. I played Mind Control before and after the change and TK was never a set defining power. Plant Control was released as a dominator primary in I6 and not proliferated to controllers until I12 (3 years later). Other than requiring the purchase of City of Villains, it was never pay to play.
  10. From the Page 5 patch notes: Tactical Upgrade This power now grants henchmen passive Ranged and AoE defenses. Now accepts Defense sets and enhancements, will boost henchmen defenses. By slotting this power with defense enhancements, players will be able to improve the henchmen's passive defenses. https://cod.uberguy.net/html/power.html?power=mastermind_pets.soldier_3.tactical_upgrade&at=mastermind
  11. Between the two, I would go with Radiation. Beam is more of a ranged set and Kinetics works best in melee range.
  12. Although done for blasters, the thread below might be of interest. The big complaints about Rad are the animation times and the travel time on the projectiles. In particular, Electron Haze has a long animation and Neutron Bomb has a lengthy travel time (after the animation is complete) before the orange numbers show up on screen. The latter is largely cosmetic, as the damage is baked when you fire the attack, but can be amusing if your target is running away. I pair it with Dark Miasma, but it's a fairly utilitarian set and should pair pretty well with anything. It can also be recolored to match any concept.
  13. Please explain. Not sure what you're referring to.
  14. Best run yet on an Illusion/Time controller with perma PA, Farsight and Chrono Shift. Set to +4/x4 with bosses and a +3 level shift. I confused lieutenants when fighting the Talons to speed things up, but Phantom Army did the heavy lifting. I pulled out Spooky against the monsters and the elders for added safety while resummoning PA. I pulled out lores during the fight against Rommie but didn't really need to.
  15. Uun

    Cold/DP

    Looks a lot better. As you play it, you may decide you need another slot in Stamina. When looking at your defense in Mids, make sure you turn off Hail of Bullets - the 15% defense only lasts 5 seconds.
  16. Uun

    Cold/DP

    Infrigidate requires accuracy. Use an Accurate Tohit Debuff set. Add the Achilles' Heel proc alone. Why are you taking the shields at lvl 41 and 47? These are core powers and should be taken early. 5 slots in Snow Storm is 4 too many. It doesn't need more than 1 endred. The accuracy and damage is completely wasted. I know you're chasing recharge set bonuses, but the 6 slots in Frostwork could be put to better use. The power is largely skippable. I would take this much later if at all. 3 more slots in Arctic Fog for damage resistance. You don't need the Kismet 6% if you're running Tactics. Benumb requires accuracy. Tactics needs endred. At a minimum add the Gaussian's tohit/end piece. Slot a set with more recharge and better bonuses in Sleet. Add the Achilles' Heel proc alone. More damage in Piercing Rounds. Replace the Power Transfer %heal in Stamina with Performance Shifter endmod and %end.
  17. Feel free to recruit who you want to your teams. You don't get to tell everyone else how to have fun.
  18. Another vote for Fire/Time/Soul. I also really enjoy Ice/Kin/Mace.
  19. I do have Eagle’s Claw in my build, but mainly because I like the animation. I throw it in for color or if I need a heavy hitter. It’s not bad, but it will lower your DPS.
  20. If you're going for maximum DPA (and not taking a snipe), the 4 best attacks are Storm Kick, Crippling Axe Kick, Crane Kick and Cobra Strike. You can chain these in any order pretty easily. With sufficient recharge you could drop to 3 attacks if you had something else you wanted to take. Since you're skipping Eagle's Claw, there's not really a heavy hitter you're using as a finisher. CAK is the highest damage of the 4 but not by much. I put the Critical Strikes set in Cobra Strike (since I slot a KB>KD in Crane Kick).
  21. Wild Growth: I slot Aegis (res/rch, res/end/rch, res), Steadfast res/+def, Miracle (heal, heal/rech), but Unbreakable Guard and healing set of your choice would work as well. Lifegiving Spores: I am underwhelmed by this power. I have tried various combinations of +end and heal and none have really made a noticeable difference. I haven't tried the Panacea proc, but it should buff everyone in range if it works the same way it does in Triage Beacon. Wild Bastion: I 6-slot Numina's (I have Preventative Medicine in Regrowth), but swap them if you like. Overgrowth: yes, two 50+5 recharge IOs
  22. Is he gold? I didn't see that mentioned. Night Ward is a co-op zone and can be entered by any faction.
  23. @Zect has very good advise. Another option is to slot Chrono Shift with two 50+5 recharge IOs, then use Power Boost on Chrono Shift as well. (I typically recycle Chrono Shift and Farsight at the same time.)
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