_Uun_

Renowned
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  1. As some of you already know, I have cancelled my account and January 6 will be my last day in game. After 5 years and 18 level 50s, I find that I am no longer enjoying the game and have decided to move on. I want to thank all the current and past members and co-leaders of the Phantoms of War, as well as many others who have made Protector such a great place.
  2. If the devs are going to fix taunt auras, top of my list would be the duration on RTTC. Every other taunt aura has a ~17 sec duration. RTTC is 1.25 sec. Wet tissue paper can peel aggro off of WP.
  3. In my experience, +dmg is more effective on Reichsman than -res. His resists are so high, the -res is largely neutered. Have taken him down much faster w/ a kin than a sonic. In a red-side run in which we were having difficulty, we had everyone fill their tray with large reds, popping 3-4 at a time. The extra damage tipped the scales and he went down fairly quickly.
  4. Quote:
    Originally Posted by Fleeting Whisper View Post
    Benumb does not affect magnitude protection. It affects percentage resistance. Applying Benumb would effectively make the holds last longer, not make you require fewer holds.
    Not my experience. Using Weaken on my MM (essentially the same as Benumb) I am able to hold a boss with one application of a mag 3 hold.
  5. I went with Power on mine. Power Boost is not only nice with Seeds, but also with Transfusion and Transference (PB'ed Transference will drain the crap out of anything short of an AV). I also happen to like Power Blast and Energy Torrent (you can hit more with the cone than a 15 ft AoE).

    I have done Psi and Ice on other controllers. Both are good, but didn't fit my concept here. Have never done Stone due to the ugly.
  6. Basically the same. The defender version of Sleet has the wrong (corruptor) values, but they should be the same.
  7. You need to team with a character in the level range who can get the mission. Safeguard/mayhem missions are not available through flashback.
  8. I've played a /TA controller to 50 and a TA/ defender to 39. While I generally agree with many of the suggestions presented, my short list would be:
    - Increase -rech in Entangling Arrow to 0.5 scale (matching Web Grenade)
    - Increase -tohit in Flash Arrow to 0.75 scale
    - Increase radius of Acid Arrow to 15 feet. Reduce max targets to 10. Increase recharge to 30 seconds.
    - Add -regen or -tohit (or some other effect) to PGA or Glue.
  9. I don't have Repulsion Field on my Sonic/Sonic, but I do run Disruption, Dispersion, Assault and Tactics with no significant endurance issues. Rather than focusing on the endurance cost of the toggles, slot endred in your attacks. The attacks use far more endurance than do the toggles. Frankly, I find endurance usage on my Storm defender to be higher (with only one Leadership toggle) than on my Sonic.
  10. Time Bomb is not a tier 9 for blasters. Could be worse - could be Frozen Aura (the blaster version).
  11. Quote:
    Originally Posted by JohnX View Post
    Due to the slower animations, DPS is on the lower end. I’m thinking MA should have an increased chance of doing a crits. If memory serves, crit chances are currently something like 5% minion else 10%. I think these could be doubled for MA to 10% and 20%.
    MA's animations were tweaked a few issues back. They are not slow by any measure, with the possible exception of Eagles Claw. Storm Kick is one of the highest DPA attack available to a scrapper. In terms of ST damage, MA trails Fire and is roughly even with Katana and Dark Melee. Also, Storm Kick and Eagles Claw both have higher chances to crit (10%/15% for SK and 15% for EC).


    Quote:
    Paired with SR (And I imagine a few other sets as well.) Endurance is quite a problem. Less so as you get things slotted up and 3 slots in stamina, but even at level 32, I get tired pretty fast. I’m thinking that MA needs a bit of an end discount.
    Virtually every attack in the game is balanced around a set end/dmg ratio (5.2 end per 1.0 damage scale for ST attacks). The only exceptions are sets like Fire and Spines which have "bonus" damage, and Claws which has a discount by design. MA uses no more endurance than Katana or Broadsword or Dark Melee. The answer is to slot 1 endred or its equivalent in each attack. Your attacks burn more endurance than your toggles.
  12. I can phase them with sonic cage, which I have slotted with endoplasms.
  13. You are challenging my channel monitoring ability and taxing my screen real estate With PV, I am now trying to follow 5 globals plus team chat.
  14. I started another thread about this a week or two ago. The Praetorian AVs are spawning at +4 if mission is set to +2. Thought it had to do with minimum spawn levels for the AVs, but heard last night about a lvl 50 mission spawning a lvl 54 AV.
  15. Quote:
    Originally Posted by Vitality View Post
    What would I make it now to be equal to the old Invincible difficulty?
    +2/x0
  16. http://coh.redtomax.com/data/powers/...id=Pets.Quartz

    You need to toggle the Archetype to "Unspecified" for it to display properly
  17. If you solo or play on smaller teams (up to 4 or 5), I would vote /regen. If you play on 8-man teams, go /invul.
  18. Still experimenting, but generally +1 or +2 and x4 or x6. I like a brisk pace that's challenging without feeling like a slog. Depends a bit on the faction. I tend to dial it back against Arachnos.
  19. As said, fire>gravity if you're looking for damage, although gravity has respectable single target damage. On the other hand, singularity>imps for tanking and controlling and is one of the better pets in the game. Gravity is a functional middle of the road set, although many believe it underperforms and could use tweaking. That aside, grav/kin is a fun combo to play, assuming you actually want to play the game and not just farm x8 maps.
  20. With stamina, I find the end cost to be a non-issue. My Sonic/Sonic can TP with dispersion, epic armor and two leadership toggles running. Also have TP on a non-stamina TA defender. Takes a bit more endred, but manageable. Keep in mind that slotting for range will also help your end usage, since you'll reach your destination more quickly.
  21. Quote:
    Originally Posted by Stormfront_NA View Post
    I don't like when mobs are given powers that totally nurfs an AT all together, for example in Cimerora when the Romans roar, the area affect each other and become immune to all Status Effects and Debuffs. Somehow I think the developers chose to arbitrarely pick on the support ATs by denying them their main survivability powers, its so wrong...

    Stormy
    1. What does this have to do with caps?

    2. Shout of Command is status protection only. Cimerorans have no debuff protection or resistance.
  22. Assuming you have ~95% recharge slotted in Dull Pain, you need 105% from global recharge bonuses or Hasten to perma Dull Pain.
  23. _Uun_

    6+ avs

    Quote:
    Originally Posted by Arcanaville View Post
    Achilles Heel "ignores" the purple patch because the Achilles Heel -Res debuff is *not* an effect that the player imposes on the target. The way the debuff works if you trigger the debuff your attack actually Grants a passive power to the target that applies the debuff.

    Since the target is affecting itself with a power you gave it, the debuff always affects the target for full strength: never more, and never less. It is always an even-con effect by definition.


    Edit: that's probably also why it uses the Melee_Ones table: if it didn't every target you hit with it would have a different strength effect because the effect would use the target's table, not yours
    Gracias
  24. _Uun_

    6+ avs

    Quote:
    So was doing some praetorians tonight and team leader bumped difficulty to +2.
    We ended up with a 5-6+ bobcat that was impossible to kill.
    I had started another thread about this issue. Whose mission was this, Tina or Maria? What level was the mission holder? What level was Bobcat?

    Quote:
    The weird part was thast my mortar was showing -20% resistance and the rads enervating field was -3.32%

    I got an achilles heel in mortar so i was wondering if its set as unresistable(the proc)?
    Achilles Heel is not unresistable. I'm guessing that because the proc reads off the Melee_Ones table instead of the Ranged_Res_Dmg table it is exempt from the purple patch.

    Achilles Heel
    RES(All Types) -0.20000 Melee_Ones% for 10.25s [Ignores Enhancements & Buffs]
    Effect does not stack from same caster

    Enervating Field
    RES(All Types) -3.00000 Ranged_Res_Dmg% for 0.75s PvE only [Ignores Enhancements & Buffs]
    Effect does not stack from same caster

    Acid Mortar
    RES(All Types) -2.00000 Ranged_Res_Dmg% for 20s [Ignores Enhancements & Buffs]
    Effect does not stack from same caster
  25. Should be both, although its only a 10% chance so not worth slotting for. Keep in mind that only Charged Brawl and Havoc Punch can return endurance to you. The other powers only drain the target.