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Uun

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Everything posted by Uun

  1. Nope, same recharge. Mu version has smaller radius and slightly less endurance drained. https://cod.uberguy.net/html/power.html?power=epic.corruptor_mu_mastery.power_sink&at=defender https://cod.uberguy.net/html/power.html?power=epic.electricity_mastery.power_sink&at=defender
  2. While the resist numbers are quite good, you managed to create a build that has absolutely no defense other than Hover. You don't need soft-capped defense, but it's good to have 20-30%. At the very least, I always slot the 2 +def uniques. You use a ton of slots on Gamma Boost, Health and Stamina. Massive overkill for Rad. You could redeploy these to Proton Therapy and Irradiate. You miss several opportunities for recharge bonuses (6-slot Sentinel's Ward, 6-slot Preventative Medicine). No slots in Ground Zero? I went in a very different direction, but here's my build.
  3. Dark Consumption isn't auto-hit and requires a to-hit check. The version of Consume in defender Flame Mastery isn't auto-hit either (unlike the Fiery Aura version). Your best bet is Power Sink, which is auto-hit, available in both Electricity Mastery (T4) and Mu Mastery (T1).
  4. I recently rolled a Fire tank and have it up to lvl 25. Prior to this, I hadn't played Fire since live. I think your priorities are about right, but I would throw +regen in at the same level as HP. Also, you'll want to add toxic and psi resistance via set bonuses. The only toxic resistance is in Healing Flames, which you may not want to use proactively, and there's no psi resistance at all.
  5. It's not well documented, but there are a lot of contacts that you can just walk up to without using Find Contact (i.e., Tina Macintyre, Maria Jenkins, Stephanie Peebles, Gordon Bower). I would like to see a mechanic where you could walk up to contacts you've outleveled and automatically exemp down to do their content.
  6. You don't need Tough/Weave. What you do need is Scorpion Shield and Power Boost (both in Mace Mastery) rather than Temp Invulnerability. Scorpion Shield stacks with Farsight and Power Boost makes Farsight much stronger. I don't play Robotics, so I'll let others speak to that. Understand that it's a cheap build, but there are pet sets that are a lot better than Unquestioning Loyalty. If you can't afford the ATOs, look at Edict of the Master and Sovereign Right, particularly the pet defense and resistance bonus uniques. They're not particularly expensive. Time's Juncture should be slotted with a tohit debuff set, not a slow set. Slowed Response should be slotted with an accurate defense debuff set (it requires accuracy). You need end reduction in Maneuvers and Tactics if you plan to run them. The -kb IO will work if the power isn't active, but the +bu proc will not.
  7. Agreed, I do both (I actually use IR as a travel power).
  8. Uun

    Dark Dark

    In PVE, the stealth suppresses for 10 seconds only if you click a mission object. In combat, you will be visible to the spawn you're fighting, but not to nearby spawns.
  9. I don't have a build, but I played a Grav/Kin for many years on live. Both sets are late bloomers, so you're not going to get the true feel until you hit lvl 30. Gravity doesn't pick up any true AoE control until Wormhole. Dimension Shift is useful but not an every spawn control and GDF is on a long timer. The tradeoff is that Gravity has very good ST damage and Singularity is the best controller pet in the game. Transfusion is one of the best heals in the game. Siphon Power is fine early on, but becomes redundant once you get Fulcrum Shift, so you might want to respec out of it later. Repel, Increase Density and Inertial Reduction are skippable. I would consider picking up Teleport Target so that you can position Singularity, otherwise it tends to stay at range.
  10. When day jobs were first created in I13, getting to the Shadow Shard was challenging for a low-level character. You had take the yellow-line tram to Steel or Skyway, go the length of the zone to get the green-line tram to Talos, take the ferry to PI, run the length of the island to get to Portal Corp., then go through the portal to Firebase Zulu. Similarly, to get to Grandville you had to take multiple ferries and cross zones to reach them. In I19 they combined the tram and ferry lines. When they created the TUNNEL system in I23, it became trivially easy. You can go through a portal in Atlas Park and exit in Firebase Zulu, or go through a portal in Mercy and exit in Grandville. Which is my long-winded way of saying that tying a Praetorian jet pack day job to having a level 40+ zone is silly. Just create a location they can log off to get the badge.
  11. I slot the Touch of Lady Grey and Shield Breaker procs in X-Ray Beam and Irradiate. I also slot the Achilles' Heel and Scirocco's Dervish procs in Irradiate. The Decimation proc is utter garbage. It's 1 PPM and has almost no chance to go off in an attack. I slot the Gaussian's proc in Aim, which will almost always go off if you don't slot any recharge.
  12. When you fight, are the opposing faction minions and lieutenants below your level? No. They are typically at your level (or higher). At even con, they are still weaker than players. Relative strength is a separate construct than relative level. I would have no issue reducing the damage of MM pet attacks to compensate if the pets were spawned at player level.
  13. Mind Control attacks (Dominate, Mesmerize, etc.) still lack positional flags and only check against psi defense. Psi Blast attacks check against both positional and psi. Holds true for Rikti and other factions with these attacks.
  14. True with respect to the controller version, but the dominator version replaces Group Invisibility with Gleam (25 foot radius AoE stun).
  15. I have Plant/Martial, Dark/Dark and Mind/Psi doms and have Illusion and Fire controllers. Plant/ is really good and a lot of fun. With Domination up, Seeds of Confusion will completely neuter an entire spawn. Because SoC is a cone, I would pair it with a secondary that allows you to stay at range. Fire/ can be played at range, but I prefer playing it in melee, stacking Hot Feet on top of Bonfire. Illusion/ is almost entirely ranged but I haven't played the dom version yet. /Dark is really good. It has 4 ranged attacks including a cone and a self heal, solid melee, and a Power Boost clone. /Martial has 4 ranged attacks and solid melee, but Caltrops doesn't really belong in an assault set and Envenomed Blades is a real dud. /Psi has 5 ranged attacks (but you only need 3-4), more limited melee, and Drain Psyche (+regen/+recovery) instead of a Power Boost clone. I haven't played /Savage, but I would rank /Dark ahead of the other two.
  16. Uun

    Dark Dark

    Here's the current build
  17. Uun

    Dark Dark

    This was posted a year ago. I've made some changes to the slotting since then, but will have to check when I get home. I've tanked 3-star ITF with this. I skip Cloak of Fear and Oppressive Gloom (see no point to fear/stun that only affects minions) but spam the hell out of Touch of Fear, which does double duty as AoE damage (especially w/ procs) and ST debuff. The tank radius/arc buffs really help Dark Melee.
  18. Self-rez powers are admittedly situational, but they have big advantages to inspirations in those situations. The self-rez powers all provide a 15-second untouchable period that allows you to retoggle. This allows them to be used in combat with foes nearby. Inspirations are fine if your team has cleared the foes or they have moved out of aggro range, but even the large rez inspirations (with no stun) leave you completely vulnerable and aren't designed to be used in combat.
  19. I've got 28 incarnates. I've used Banished Pantheon, Carnival, Knives, Storm and Talons multiple times and most of the others at least once. The only ones I haven't tried are Demons, Nemesis, Rikti and Seers, largely because they don't fit the character concept.
  20. Mastermind pets are already level shifted for Incarnate content. "Supremacy grants +2 Incarnate Shifts to Minion Henchmen and +1 Incarnate Shift to Lieutenant Henchmen which can be stacked with other Incarnate Abilities which grant Incarnate Shifts." In other words, for Incarnate content all the MM pets are at the player's level. What needs to be fixed is the summon level for all other content. There is no reason for minion pets to be summoned at -2 and lieutenant pets to be summoned at -1. Everything should be summoned at the player's level. Fire Imps should also be summoned at the player's level, not -1.
  21. I paired DP with Ninja Training (for concept reasons), so no BU but it does crit. I ended up slotting the BU proc in Shinobi, which does help the damage in a random sort of way. It clears spawns pretty well, but it requires stacking 2-3 attacks.
  22. Auto powers are weaker than toggle powers (Iess than half as strong). Agile provides weak ranged defense. Focused Senses provides strong ranged defense. Why would I want weak ranged defense over strong ranged defense as my lvl 1 pick? Your argument about "not having to think about it" seems more like role playing than a constructive change in game mechanics. People have been arguing against this for years and the devs recent changes in Page 5 finally allow Scrappers, Brutes and Sentinels to skip RPD, HPT and Inexhaustible at lvl 1.
  23. You seem to be unaware that SR already has damage resistance to S/L/F/C/E/N in the 3 auto powers. It kicks in when your health drops below 60% and increases as you lose hp, capping at 60% (3 x 20%).
  24. I would add Dark to this list.
  25. There have been multiple threads discussing potential buffs to Poison, this one from 2 weeks ago. Many have recommended converting Alkaloid to an AoE. Most have recommended increasing the splash radius for Weaken and Envenom from 8 feet to somewhere between 10 and 15 feet. (I don't think these powers could be converted to cones while maintaining a stronger debuff on the primary target.) While some have suggested adding an additional effect for Neurotoxic Breath, the more frequent ask is to increase the arc (btw, NB does accept 3 procs).
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