-
Posts
1519 -
Joined
-
Last visited
-
Days Won
4
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by twozerofoxtrot
-
Yes, put the Chance for Hide proc from Guile into your AS attack. This gives it a high chance to proc, and will make your next attack a crit (because you're hidden). You can put Chance for Build Up Recharge from the Mark set anywhere, since it's a global effect that gives all your primary attacks a chance to instantly recharge build up. I usually slot the set in my T1 attacks. You can do what you like but this is just going to confuse people who otherwise want to help answer your questions. AOE is part of the modern English lexicon as meaning Area of Effect.
-
What are little known weaknesses for enemy groups?
twozerofoxtrot replied to KaizenSoze's topic in General Discussion
AVs have no sleep resist. Sleep no longer has a hit check. If you throw Elec Control's sleep patch (Static Field) under the Patron AVs during MLTF you can effectively CC the ones you're not actively fighting. All (true) robots are weak to Energy but Strong to Psi Clockwork have negative KB resist or something, so anything short of a boss will go flying even with KD effects. -
Unless you're pvping that Acc in Taunt is unnecessary. It's autohit in pve. You'd be better served with a Taunt Duration IO or a Range IO.
-
Lvl 23 Ice/Ice Blaster daring to keep it rolling
twozerofoxtrot replied to Redzone08's topic in Sentinel
The only place you put End Redux is Wet Ice and thats a big part if the problem. I can't elaborate as this is a quick shoot and scoot post. But if you're gassing in fights then aim for more consistent damage rather than spike damage. -
I've run a staff stalker before and can agree with all. I more or less ignored the combo system but still really enjoyed it. Getting the cone at low levels was great too. Not much of a stalker player but can see why you love the character so much. Staff is at home on Stalkers.
-
Vidiotmaps, for sure. Sound replacers to make glowies louder (I can't be assed to turn down my jams just to find the bookshelf in the sewers.). Also sound muters to kill Hasten activation Recharge notification sounds. The former I usually keep on autocast and the latter keeps me sane as quite a few characters have buff powers crossbound to movement keys. I don't really consider Mids or Badger to be mods but I use both extensively. Big thanks to all the people out there who have helped make the game more enjoyable with these third party additions!
-
No, the T4 as I stated, which provides more values across the board than the T3 version you linked. That's why. It's a good guess and makes sense to me. The only caveat here is thar all Taunt Auras across ATs seem to be Mag 3, and all Targetable Taunt Clicks seem to be Mag 4, and they all overwrite rather than stack on themselves. So how the game determines who has a higher Mag for priority is still lost on me. Agreed but as per above I'm still not sure what's bringing one character's taunt to the top of the list versus others unless it's taunt duration. I've no way to prove this but loads of anecdotal evidence to confirm this guess, IE: how responsive the same NPC is to slotted Taunt vs. Unslotted Taunt in a threat-competitive environment. Would love to see what the Devs actually think about it and how this is supposed to work.
-
Good question, and a little hard to answer (for me) cause they're written differently on CoD. Here is Hybrid Melee Radial T4: and here is Invinciblity from Invul: If "13.6 points" means a Mag 13.6 taunt then it's bonkers stronger, but with a lot less time on target. I've always thought (somewhat axiomatically) that taunt duration was what really affected NPC attention, hence why Taunt enhancements have shown in the UI they are extending the time of the taunt. But I'm unsure here. It's not obvious to me from CoD what is going on. Edit: unless my understanding is correct and "points" equates to seconds, and they're effectively the same thing.
-
Keep it cool, it's just a simple question.
twozerofoxtrot replied to twozerofoxtrot's topic in Scrapper
Why is this advice so good I was thinking of this exact combo after posting in the axe/stone thread 😅 -
I've somehow convinced myself to roll an Ice Melee Scrapper. Scrapperminded people, where is my spot for CS proc? Freezing Touch seems like the Proc Cannon. I dont want to sully it with recharge. GIS seems like a good candidate but still worried the proc rate will be kind of low. Honestly thinking about slotting the whole set into Frost and letting the law of averages do the work for me, but this breaks down when I want to pump single hard targets. Give up and go with GIS?
-
There's a lot going on so that's fair. Beside what Strider mentioned, Stone also has a relatively quick cooldown self heal+maxHP with Earth's Embrace; it's basically Dull Pain with half values and half CD, which is handy both proactive and reactively. Also Mud Pots, which has low mag Immob and a decent slow, on top of the DoT effect. This means that between Ace Cyclone and Mud Pots, you're actually really well positioned to cluster mobs and either prevent or gimp runners. Minions at the least won't be going anywhere. You get pretty ridiculous End Drain resists. Mu, Sappers, Clockwork are all going to learn to fear you. You also get Perception and Confusion protection so Crey and Arachnos (among others) a feel less frustrating to fight. SL Def is startlingly easy to cap, or even overcap. If you're of the "all gas no brakes" mindset you can get to this point and stop building defense altogether. Team buffs (and use of Earth's Embrace + Geode) will take you the rest of the way. Geode is the ultimate OS button. Totally skippable as well, but I like to mule Synapses Shock Runspeed in here (Prev Med also an option, though I slot that in EE). I'm probably missing more, but I'm a fan of all the stuff stone brings to the table.
-
Post your best costume designs here!
twozerofoxtrot replied to ChanelNo2's topic in Art & Multimedia
Holy wows, this is the business! -
I don't have any Fire/Fire characters except a dom, and she's Triple Fire. She's a deviation from the norm I think because I skipped hotfeet and basically play her like a hover blaster. Really fun, my second favorite dom. No time like the present! I've got a Stone/Fire Tanker project I'm slowly working on that might be the strongest mid-level tanker I've played. Combustion and FSC are total madness.
-
They do, and the crazy thing is I have two that I just tried so hard to struggle through mid-levels with them but lost patience with both and ended up farming them to 50. Now I play them even less! The only troller I actually enjoy playing is a Dark/Kin that I specifically only roll out for low level redside rp teams, and I'm terrified if I level her the character will lose the basic charm and I'll abandon her too. 😅
-
That has to be Fire with Consume active.
-
Tankers are unkillable agro magnets by default so the only thing it's good for is HM content or individual challenges. That 2.37 seconds could be spent on popping an exp piñata. Sorry to be the raincloud. But noone answered the question in the OP.
-
Can someone point me to or give me a "Bio Armor For Dummies Walkthrough"
twozerofoxtrot replied to string5's topic in Brute
I had people explain this to me but what really helped was just leveling several Bio characters to get an idea of how things came together. Obviously this led to some bruised feelings and faceplants at first but I still recommend doing it. Bio isn't a learn by textbook set. First trick: you can build for anything but it's not obvious what's best. Recharge and MaxHp are the most important. Any build that slots a lot of weird sets to softcap everything should be a red flag. You should be able to softcap FCEN in Def mode easily, and have 90 SL res in any mode. You aren't really meant to cover all bases completely. If you can get Melee Def into the high 30s that's a plus. This is basically all you really need stat wise to survive. Second Trick: Absorbs and Regen. Keep Ablative Carapace up as often as possible. I six-slot this with Prev Medicine. Use DNA Siphon aggressively. Adding acc/damage and a few procs to this power is great if you can afford the slots. Parasitic Aura is another good source of both Absorb and Regen, but as you gain confidence with the Bio playstyle you might elect to drop it. I think it works best on a dedicated tank but superfluous on a more damage oriented character. Third Trick: Switch Adaptations. At high level play with your build complete you'll probably be in Offensive Adaptation most of the time, so keep that clicked active in Mids when building, but frequently check through them to see how your stats fluctuate. Adaptations are the best part of Bio, and depending on what your team needs you can adjust to that on the fly. The changes to your offensive and defensive performance are significant and if you're having End troubles in a TF or just in the early leveling phase, Efficient Adaptation is a lifesaver. How this all comes together: You have a mishmash of protective stats and a ton of HP and Regen. What protection you do have will make your absorbs more effective. It's not really there to protect your green bar as much as your grey bar, unlike other sets. The absorbs in turn give you time and space for your beefy regen to work. Ideally you just slap Ablative Carapace on cooldown and Parasitic Aura after a big dive, and your HP will never dip below 90%. -
Nice. Lack of options. Schadenfreude. Habit. Lately, it might be 30/70. Technically I'm 'in game' as I post this right now. I see Everlasting folks that post here quite frequently. There used to be more, I miss their presence in-game even if I'm not around myself as much as I used to be. I never understood the whole "I never see people who post here in game" line. That must be an Excel problem. I see all sorts of people from the forums in-game, from Hard Mode content runners to people with their niche D&D inspired characters. Sometimes you just need to keep your eyes open to who's-who in the zoo. Yes. Insofar as having as many updoots as posts makes me feel like I'm generating entertaining or interesting responses for people, yes. But my ego isn't tied to it. I used to be in the Discord, but honestly it's hard for me to put a Discord scroll down. I can't afford to be so distracted. The Forums are less interactive, so they accommodate my flaws better. Thank you for doing these. They're fun. Even more so when we have interesting topics like this one that allow us to poke fun at ourselves.
-
I'm a little confused by the topic and what it's asking. Are we basically trying draw equivalence between Res and Def based sets? I think there are some nuances that keep them from being directly compared. Res protects against -Res. Def doesn't protect against -Def. Def inherently provides a layer of defense against status effects, Res based sets usually have you eating everything and relying on your status protection toggles, but Mags can stack up on you. And so on. As for the question in the OP, this is one reason why Absorbs are so powerful. You can't get Res above a 90% cap but if you can rock 5k(ish) effective HP, then that 90% goes a longer way. Absorbs are affected by Res.