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Doomguide2005

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  1. I am no proc wizard but how AoEs are figured makes it relatively ineffective. First the radius plays a role in the math, large radius poorer chance. Sleet is large area. Secondly they proc on cast, then check every 10 seconds afterwards. With most teams the mob is long dead by the time those later checks occur. And Sleets real value is in the debuffs it provides.
  2. *cough, cough* You just maybe, ok were the Dark/Inv i saw tank Recluse
  3. Yep thought I hated purple caves and the layer cake room. Nope I'll take them over Council caves anytime.
  4. There's a Delete button?
  5. Okay now I have to hop redside and find this Clock Tower and its Lunatic. And dutifully report back on the 'I was today years old' thread.
  6. And unless you have each character fund itself all of this pretty much becomes moot once you have a 50. Their earning potential is vastly greater than a pre-35's needs. A single ITF can be 10,000,000+ Also if you do a respec before you start slotting sets you can keep and store all those generic IOs and potentially never have to buy them again.
  7. Personally with a fun team and TT, MT powers ill take Synapse any day over IP, Talos, IP, Talos, etc. while dealing with Council Caves.
  8. For what it is worth, short of reading this thread I have pretty much zero knowledge of the story lines in the coming issue and I was aware the previous PPD in KW were viewed as corrupt and replaced by Blackwing. It says as much in the HC KW content already in place in KW right now. Edit: As for why heroes don't attack Rogues in Paragon that seems a pretty straightforward you can't go blasting folks for crimes they might commit aka this is not Minority Report (though maybe vigilantes could). Crimes they are alleged to have committed in the Rogue Isles are well outside Paragon City and its jurisdiction. Heroes don't break laws because it would be convenient to do so (collateral damage not withstanding).
  9. I think well played and well built anything talked about in this thread would fit the bill. But it also points strongly towards the driver behind it all. I've seen Werner pull off all sorts of stupid scrapper tricks with his Katana/Dark, I've watched a Dark/Invulnerability tank Recluse, Seen what Bill Z can due on his scrappers, and I've watched Linea running Angel Hornet. Part of the reason, probably even a big part of why they are so damn tough, is the player running that particular scrapper. The familiarity and almost 6th sense of when to use power x because the stuff is about to hit the rotary oscillator developed from hours running that scrapper. @BrandXmentions Incarnate powers and probably ideally you take them out of the equation. At least for me if said scrapper can't exemp down to run Manticore or Numina or other pre 45 content then it doesn't really fit the requirements if can't still handle the deep end. That said the thing that boosted my own Claws/SR was the Hybrid choice. Barrier and or Rebirth yes very nice but Melee Hybrid takes an SR who is at the hit point cap, with DDR and the rest of the package and adds in a passive regen at Regen IH levels for her. Now that is flippin' hard to kill especially with the Destinies to back it up when active Hybrid isn't up. Funny enough given the right foes Clarion is also great for her. Terrorize, not so much anymore. I imagine it would do similar for the holes almost any scrapper might to that sort of thing.
  10. Yep you haven't really done it "all" playing just one character. Running an Empath solo and teamed are very different leveling experiences. Then switching to a Dark/Dark defender is different as well and very different from running a blaster etc., etc. There's Hardmode versions of some of the TFs, leveled on SOs only, solo'd AVs ...
  11. Yeah aware of that now not so much many issues ago. But this was pre inherent fitness on top of the fact it was leveling yet and just barely beyond 20th. I'd have been super excited by hypothetical 200 damage. But 3 white con foes (that lovely number tossed about by Jack) was more than I could handle without hitting bottom on end before they hit the ground and it would have been more like 20 damage boosted to 23, Yay. It was horrific struggle and I've no doubt things would be vastly different for many reasons these days between procs, inherent fitness, START vendor etc.
  12. This ^ My various Earth Controllers are great at mezzing/controlling multiple mobs if need be,, but there's a reason I proc the single target Hold and paired it with Storm on my main Controller. I have yet to recreate my Retail Ice/Sonic thinking Sonic's resist debuffs would help with damage. Turns out multiplying a tiny value is still a tiny value. Couldn't fight its way out of a proverbial wet bag without bottoming out endurance. Granted a whole lot has changed since then but ...
  13. Pretty well covered by all the above. For an endurance heavy build (say my Fire/Sonic Controller) I'll basically build it like I do any other build wanting something specific out of it be it defenses, recharge or in this case blue bar. A majority of the powers taken will support that goal via their chosen sets. Defenses get 4 slots of Gift of the Ancients (adding both recovery and max end), Resist powers got Impervium Armor (again +recovery and +max end), attacks tend to get Decimation (+max end), or Purples with +4% recovery and so on. I'll be sure to get Accolades that add +max end. I'll work at getting Geas of the Kind Ones (a huge boost to +recovery) and if needed this character (my Fire/Sonic) can simply sit there letting the Imps, Hot feet, Bonfire, Liquefy do the heavy lifting. She has a max Endurance of 120.8 and runs 3 very expensive toggles (Disruption Field, Hot Feet, and Dispersion Bubble (base cost 2.08 end/sec reduced to 1.28 end sec with slotting) plus 3 Leadership toggles. And still nets a relatively scary 1.4 end/sec with Cardiac Core Paragon bringing that up to a hair over 2.00 end/sec. She has START recover buff and fairly regularly grabs the base empowerment. And then has available Conserve Power (180 sec recharge, 90 sec up time) which all brings her up to around 2.79 end/sec prior to temp and START powers. Still working on improving her but that's where the current Live build stands.
  14. Another take, except on a Fire/RadEm Corruptor, mostly for ideas as obviously it's not a Rad/RadEm. This particular build is a close mirror of the Defender version which would run with a group of RadEm/Fire. Radiant Aura - I would normally take, skipping was mostly due to the superteam orientation. Build had minimal requirements, usually someone had it. Radiation Infection - You could easily pull a slot out of this. Accelerate Metabolism - I'd probably use a set here for more recharge (Efficacy Adaptor typically). Again, since this build would be operating with multiple AM's going it would stay perma even exemped (and the procs still working). Enervating Field - I'd probably work this in earlier in the next iteration, but the Achilles in Radiation Infection helps to offset the late taking. Again, frankly on a team of 8 stuff dies fast anyway. Mutation - Didn't take it. Don't tend to take rez other powers in general. And that's with the ideal situation here for dying while on a superteam where they would all know about the joy of Vengeance, Fallout Mutation and not immediately trigger the numerous options to self rez. Fallout with max debuffs and max damage is a thing of beauty vs a hard target. It's also nearly impossible to do outside of a static team. Lingering Radiation - Another I'd always take but recharge and ensuring it will hit are what you want to worry about. Choking Cloud - Another I'd be very hard pressed to skip. Getting mag 3 is nearly guaranteed after a few tics. Don't have it in this build but the Lockdown proc does fire reasonably well and if you've the slot to spare is not a bad option to consider. Things held aren't attacking you and with an epic Hold pretty much nothing isn't in trouble in short order. Typical slotting for me would be 3 Hold/Endred IO's (i.e. not looking for set bonus here but endurance management). Acc is a byproduct of the IO's and not needed for anything to work. Fallout - your special Nuke requiring a dead ally (voluntary or otherwise). Usually when I've taken it, I'll frakkenslot it for 3x Dmg/Rech IOs and then two HOs for the debuff aspects. If it doesn't defeat them, it will leave the target heavily debuffed. EM Pulse - meh, but admittedly lack experience with it since changes to the power. YMMV and all that. The Enigmatic Quark (v2.00 i27.6) - Corruptor (Fire Blast - Radiation Emission).mbd
  15. Pretty much describes my Fire/Sonic except no Chocking Cloud but running Disruption Field and dropping the much improved Liquefy under everything (and it's up roughly every other spawn). If end becomes an issue I can just stand there while things die. Virtually nothing even tries to shoot courtesy of all the Afraid and KD occurring.
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