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Doomguide2005

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  1. 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 ...
  2. 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.
  3. 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 ...
  4. 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.
  5. 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
  6. 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.
  7. This ^ Know your foes weaknesses and powers. Purple Patch can get ugly too vs mez. Drives me nuts on a team of 8 when no one has an immobilize and then complains, for example, when Rommy turns into a track star.
  8. And I rarely take any Sorcery pool powers. I'm a fan of Air Superiority, then Fly, Evasive Maneuvers (with Fly and Air Superiority order based on the rest of the build to that point). I deal with Fly drift as suggested above by tapping the back space until EM was available. I also long ago developed the habit of coming in straight down to minimize the chance of aggro on nearby mobs. Used to be disturbingly common to have much higher level mobs near doors your relative lowbie needed to enter. Hollows and PI in particular loved to teach lessons to you that way. Most have been moved away but habits remain.
  9. Here's another Illusion/Storm build (Fire Mastery) for anyone checking the thread out. No Hurricane or Phantasm in build. Phantasm draws aggro in both good ways and bad (can aggro mobs early if not careful while I'm running SI). No taunt component in Phantasm only in the duplicate he creates. I decided to try without and haven't yet looked back. I have a full set of Cupid's Crush in Phantom Army, add in Deceive with Coercive Persuasion including the Contagious proc and sometimes the whole mob seems to be fighting itself while PA destroys them. Not quite perma-PA without swapping Incarnates (mine is currently Cardiac Core) but close enough even when solo so far including in KW missions for Alexander. Can cap defenses (Range and AoE) with med purple or a couple small purple if things get looking dicey. She is a lot of fun to play. Storm Sidhe IllStormFire (v2.00 i28.1) - Controller (Illusion Control - Storm Summoning).mbd
  10. I'm pretty certain there is no AT or set pairing in this game that can't solo above the default settings. And after seeing some folks in action I'm fairly sure the vast majority of them (ATs not the players 😜) can solo and do an awful lot of the content at +4/×8. The real question(s) become how fast and by what level.
  11. Yes and as I recall there's even a handy example in the article which is based on a RadEm debuff. Against a +4 (lvl 54) AV the answer is it ain't doing much ... by itself Edit: The example is actually in the Article about Archvillains. A lvl 54 AV has an 87% resistance to To Hit Debuffs (per the above article), then there's the Purple Patch which cuts it in about half again. What's left is about a 4% debuff.
  12. Scourge sweetness for Corruptors is a nice reason, or Damage cap if I expect to be at or near it certainly favors Corruptors. But frankly both kick arse when they start to accumulate on a team and it really makes very little difference which. I enjoy both.
  13. No, no ... Sapper Surgeon (Elec/Emp corruptor)
  14. My ears are ringing from all the rim shots
  15. Besides it gives my main Blaster a really fun reason to use Boost Range and nail them from 200+ ft
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