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Psyonico

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Everything posted by Psyonico

  1. Try running a Hess TF... Very robot heavy, meaning lots of Psi resist
  2. I've actually decided on making a new Psi melee toon, thinking Psi/Energy Aura brute... now I just need a concept.
  3. I think the difference between resisting S/L and resisting Psi is that when things resist Psi, they resist it A LOT while when things resist S/L it's by a much smaller portion. I have only played Psi Melee once, a WP/Psi tank that I got up to 50 then kinda shelved. I like the set, and I'd like to play it again, but I have trouble getting good concepts for it.
  4. A High Recharge Cold build is pretty solid against AVs, Benumb is a powerful debuff, but it only lasts 30 seconds (120 second base recharge). Between Sleet and Heat Loss, you can put out a bunch of -res, but again, Heat Loss has a long recharge compared to its uptime, so high global recharge is recommended.
  5. https://hcwiki.cityofheroes.dev/wiki/The_Major There's also The Major who is automatically unlocked at 30 for vigilantes.
  6. My Radiation Emission toons have "Die Somewhere Useful!" bound to a key.
  7. If I'm reading CoD right, the Controller values are 20% unresistable and 20% resistable for the -dam. Nothing to scoff at there. I love TA, my biggest problem is I always want to take everything in the set. On Defenders I used to skip Entangling Arrow, but now with the -resist in it, I don't even recommend that.
  8. If you've got Perma Hasten, no for Disruption Arrow, though if you've got spare slots, there are some decent set bonuses from the endmod sets you might look into As for Acid Arrow, the first slot should be an Accuracy. After that, I personally like to put both -res procs in there, other people like to put damage procs in there.
  9. The changes happened in the Page 1 update, the visual update happened in Page 2. Here are the changes that happened in Page 1 Powerset Revamp: Trick Arrow Trick Arrow has suffered with performance issues for a long time, primarily due to the strength of the debuffs against higher level enemies, but also due to redundancy between powers in the set. We've made a comprehensive suite of improvements, impacting almost every power in the set. Power Changes (Numbers provided are Defender values) Entangling Arrow Immobilize duration reduced from scale 15 to scale 7 No longer has a -Recharge debuff Now applies a 30s -Res debuff PvP only: This effect is removed Flash Arrow Can now be slotted with Range enhancements -ToHit increased from -6.25% to -18.76% Half this debuff is now irresistible Glue Arrow -Recharge debuff increased from -20% to -40% Debuff duration increased from 30s to 60s This power is now location based Ice Arrow Increased the -Recharge debuff from -12.5% to 25% Now applies a 60s -Special and -Damage debuff PvP only: -Heal, -Absorb and -Damage removed, the remaining debuffs only last 10s Poison Gas Arrow -Damage debuff now lasts 60 seconds PvP only: Debuff only lasts for 3s after you leave the cloud -Damage debuff increased from -31.25% to -50% Half this debuff is now irresistible Acid Arrow Debuff radius increased from 8ft to 15ft (damage still has an 8ft radius) -Res debuff moved to Disruption Arrow This power still has a -25% defence debuff Now applies a heal resistance debuff (heals on the target will be less effective) PvP only: Debuff halved Now applies a -special resistance debuff (Endurance, ToHit, Regen, Recovery, Recharge Time, and Endurance Discount debuffs against the target will be stronger) PvP only: Reduced to -20% Debuff duration increased from 20s to 45s PvP only: Duration is still 20s This power has a new icon Disruption Arrow Target cap increased from 10 to 16 Now applies a -MaxEnd debuff and takes Endurance Modification enhancements and sets -Res debuff doubled (moved from Acid Arrow) Only one Disruption Arrow can be maintained at once Recharge decreased from 60s to 30s Duration increased from 30s to 45s Oil Slick Arrow Can now be slotted with Range enhancements EMP Arrow Can now be slotted with Range enhancements No longer applies -recovery to the caster Half of the -regen debuff now lasts 45 seconds (previously the entire -regen debuff dropped off after 15 seconds, now only half of it does) Hold duration for non-robots reduced by roughly 50% This power is now location based This power now spawns an EMP Field at the target location that acts similarly to Electrical Affinity's Faraday Cage and provides: 15% damage resistance to all but Toxic (not enhanceable) Resistance against End Drain and Recovery Debuffs Protection against status effects and knock back
  10. you are correct... meaning there are 4 sets that provide self Mez protection.
  11. Force Field, Sonic Resonance, and Electrical Affinity.
  12. Kin/Elec is a good sapping build. I've attached a couple of builds that @Linea put together, I haven't vetted any of them, but at least they can get you started. Kin ElecB Mace bfjl Def - Harrier Antique Lambda 186d - [i25].mxd Kin ElecB Mace bhjl Def - Hound Old Two e475 - [i25].mxd Kin ElecB Mace bhjl Def - Knight Ruby Lambda 4398 - [i25].mxd Kin ElecB Mace bhjl Def - Knight Ruby Lambda b3f4 - [i25].mxd Kin ElecB Mace bhjl Def - Knight Ruby Lambda ef39 - [i25].mxd Kin ElecB Mu bcfl Def - Harrier Amethyst Tres 0aa7 - [i20].mxd Kin ElecB Mu bfhl Def - Harrier Amethyst Tres 11e7 - [i20].mxd
  13. No. Any +rech in rune of protection is doing nothing.
  14. I'd probably look at TA/Sonic. Sonic provides decent damage and a passable ST Attack chain, but more importantly it provides additional -resistance to take down harder targets. Also, Sonic is Smash/Energy damage, and Oil Slick can be lit by either Fire or Energy damage.
  15. Unslotted it provides 30% resistance, so, not going to let you solo +4x8 without help, but it will help keep you on your feet.
  16. Flash Arrow doesn't notify enemies, so you can cast that before a fight starts. On my TA Trollers I generally cast Flash Arrow before the fight, cast whatever AoE control I have on that toon, then drop debuffs. the debuffs last long enough that in most cases you can get away with just casting one set per fight. Acid Arrow is only really necessary IMO against harder targets So on an Ill/TA it would look like Flash Arrow->PA/Spectral Terror/Flash-> Disruption Arrow->Blind->Spectral Wounds
  17. Join the channel "Everlasting TFs" I think it's called... And form your own teams too!
  18. There are tons of TA builds on the forum, what secondary are you looking at?
  19. 1. Attuned IOs don't show a level, and only Set IOs can be attuned 2. You'll still hit the ED reduction regardless of what type of enhancement you slot.
  20. Darn it! this topic got my to roll a TA/AR Def finally. Yes, even though I said I'd probably go Corrupter I went Defender.
  21. I'm sure that build will work, but here's mine for comparison (currently level 42 and a beast)
  22. I would tend to go Defender, but in the case of TA/AR I think I would go Corruptor because AR's secondary effects won't be impacted by the higher defender values (ie: AR is basically 100% damage). This is a combo I've always wanted to do, ever since AR was proliferated to Defenders, but for some reason I never have run it... hmm, perhaps it's time for another alt.
  23. 2 things... In Before Lock Can I have your stuff?
  24. Maybe I'm doing something wrong, but here's my build, has a bit more F/C/Psi resist than the one above (but slightly less S/L/E/N) and at 38 I don't have too many end issues, not relying on One with the Shield or Recovery Serum. I've also squeezed a bit more defense into the build to act as a buffer for -def debuffs.
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