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Uun

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Everything posted by Uun

  1. Fair point, but then Ice Slick should be buffed in some other way to make it comparable. Earthquake has -tohit and unresistable -def. Ice Slick has -speed and the damage added in the last patch (it does not have -recharge).
  2. Other than the melee/armor sets discussed above, there are a few APP sets that could be proliferated from Scrapper/Stalker to Brute/Tank and vice versa.
  3. The biggest argument in favor of adding -tohit to Ice Slick is that Earthquake has it.
  4. Poison definitely has a learning curve. I've taken it to 50 twice on HC (controller and defender) and it can be a complete beast. You need to embrace living in melee range and overlapping the debuffs. My Poison/Sonic defender is quite tanky. I'm on board with a modest radius increase for Weaken and Envenom to 10-12 feet. Anything bigger than than that and the recharge would have to be nerfed. Venomous Gas is fine at 15 feet. I don't support making Alkaloid an AoE or adding +res(all) to it. If you're healing stuff, you're playing Poison wrong. I skipped Alkaloid entirely on my defender. Not mentioned above, but the other change the set needs is a wider arc for Neurotoxic Breath.
  5. I don't have Mid's handy to see if it has errors, but the only thing in Howling Twilight with a 90 second duration is the debt protection. The -regen, -recharge and -speed have a 30-second duration and the stun and afraid have a 15-second duration. https://cod.uberguy.net/html/power.html?power=controller_buff.darkness_affinity.howling_twilight&at=controller
  6. In Mid's, unclick Scourge (bottom half of the screen under Inherent Powers).
  7. Best: Earth Control Worst: Kinetic (Nascar) Melee
  8. I have many builds without Tough/Weave or soft-capped defense. I use some of them for hard-mode/801 content. They do just fine.
  9. Keep in mind that the level powers are available was changed in the last patch. Primary Sets (non-Epic ATs) Tier 8 powers moved from level 26 to level 22 Tier 9 powers moved from level 32 to level 26 Secondary Sets (non-Epic ATs) Tier 2 powers moved from level 2 to level 1 (character creation) Tier 7 powers moved from level 28 to level 24 Tier 8 powers moved from level 35 to level 28 Tier 9 powers moved from level 38 to level 30
  10. It's a very potent debuff against hard targets. I don't bother using it against minions or lieutenants. Not sure it's a must take, but it's a power that doesn't need more than an accuracy IO in the base slot to be effective (add a 2nd slot w/ a recharge IO if you want to use it more). I would skip Lifegiving Spores before skipping Corrosive Enzymes.
  11. Nature is a very good set and is quite potent on either. Corruptor values for most of the Nature powers are 75% of defender values. You can see the specifics on CoD below. https://cod.uberguy.net/html/powerset.html?pset=defender_buff.nature_affinity&at=defender https://cod.uberguy.net/html/powerset.html?pset=corruptor_buff.nature_affinity&at=corruptor If you're going to solo, I would go defender due to the added survivability.
  12. That would be too much control on a blast set. Perhaps if they develop a water control set.
  13. I like being able to join teams/TFs on both sides, so usually vigilante or rogue. I will run tips (rather than radios/papers) if I have time to kill, but I'm not impressed with the content or the "moral" choices. If I'm hero or vigilante, I'll switch to villain or rogue If I want one of the patron pools for my epic. I'll also switch sides to pick up some of the accolades.
  14. Fissure, the dominator/controller version of this power, has a 1.0 acc modifier.
  15. "Get a team" is not a valid argument for content designed to be soloed. I was fighting an EB (in MJ's arc), not an AV. I've soloed that mission dozens of times before. I was able to defeat him, so perhaps that's the argument against my suggestion. But a team should not be required to complete any story arc.
  16. All for this. There are a few others in that arc and the DA arcs that should also scale to AVs on teams of appropriate size.
  17. I have no issue with SD (and many other sets) having a weakness to end drain. For the most part it's a non-issue, since it can be counteracted with defense. There are, however, foes with auto-hit end drain. There should be a way to address this other than serially popping endurance inspirations. Inspirations are not power creep. Inspirations are supposed to compensate for weaknesses, particularly when soloing. Accuracy inspirations didn't originally have +perception. It was added to them in I4 to allow players without +perception powers to fight foes with -perception powers (i.e., Arachnos). Resist Damage inspirations were added to the game in I5 (and teleport protection was added to them in I7) to allow players to fight foes with auto-hit damage. Resist Effect inspirations didn't originally have resistance to taunt, placate and repel, but were added later (I can't find the date in the patch notes) in response to the addition of foes using these powers. I think adding partial resistance to end drain to inspirations falls into the same camp.
  18. What about Rain of Fire (very good w/ scourge) and Fire Breath?
  19. Stone Mastery - Fissure, Rock Armor and Seismic Smash
  20. Slot Rune of Protection with the +def uniques Devote more slots to Blazing Bolt and slot a snipe set. Pull the slots from Arcane Bolt, which isn't needed on a blaster. Melt Armor requires accuracy. Slot an accurate defense debuff set. Tactics already has +perception. The +perception proc is overkill. Slot +tohit/endred.
  21. Was recently fighting Neuron on my BS/Shield scrapper. Notwithstanding my soft capped defense, I was forced to chew through a bunch of blue inspirations because he has an autohit endurance drain power (Power Sink?) and Shield has no end drain resistance. I know there's an empowerment buff you can craft that provides 20% end drain resistance for 90 minutes, but it occurred to me that one of the inspirations should provide it. Perhaps it could be added to the endurance inspirations, whereby each would provides 60 seconds of end drain resistance in line with the percent of endurance it recovers. For example, Catch a Breath would provide 25% resistance, Take a Breather would provide 33% and Second Wind would provide 50%. Alternatively it could be added to the resist effects or resist damage inspirations.
  22. I assume you're slotting Absolute Amazement solely for the set bonuses. The 25% chance of mag 2 stun isn't worth enhancing. I have mine slotted with 4x Cloud Senses. This is true, although I've never tested whether slotting set pieces with accuracy works in a power that doesn't accept accuracy enhancements (i.e., Caltrops and Poison Trap). I run Tactics on my build in any case.
  23. Depends what you're looking to do. Fire has more area control than Illusion. Fire has Fire Cages, Smoke, Flashfire, Cinders and Bonfire. Illusion just has Flash and Spectral Terror. Imps are squishy even with heals and buffs, but so is Phantasm. Phantom Army can't be damaged, but you need a lot of recharge to make it perma. Imps hold up fine in normal +4 content. For hard mode content I wouldn't bother summoning them.
  24. Caltrops - as many procs as I have slots to spare (5 in my current build) Triage Beacon - 6-slot Preventative Medicine. I don't recommend slotting Numina's or Miracle since those need to be in an active power. Acid Mortar - 3-4 slot with a defense debuff or accurate defense debuff set. Currently 4x Undermined Defenses (which gets you ED capped recharge) Poison Trap - mix of hold set and procs. Currently 4x Basilisk's Gaze + 2 procs, but I've gone as high as 5 procs. Seeker Drones - procs don't work in this Trip Mine - procs don't work in this except Force Feedback +recharge
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