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Doomguide2005

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Posts posted by Doomguide2005

  1. I'll agree with pretty much everyone else and say nothing fits that bill in every possible scenario in every possible content in the game.  I also know that a well built SR Scrapper is incredibly sturdy, has click perma mez protection, can solo all sorts of stuff including AVs and can take on Malta and their bloody sappers and watch them miss their sap attacks repeatedly.  Hell I had to get a Regen scrapper to those levels back in the SO days to fully comprehend why everyone kept talking about them as so dangerous because my Claws/SR rarely got hit by them.  When the rare hit occurred she'd just pop a blue and keep going.

    • Like 1
  2. Stalkers and Scrappers regeneration hard cap is 3000%

    Brutes and Tankers are at 2500%

    Everyone else sits at 2000%

     

    Each Regeneration Aura is about 800%.  AB is about another 800% on its target.

     

    So yes 2 Empaths will pretty much hard cap them selves.  The reason on a GM team you use the AB on the next Empath in the team order is not for the regen or recovery boost however.  It's for that massive recharge boost.  It helps ensure the minimum cool down on the Auras.  Those Auras boost everyone's regeneration and recovery rates with the greatest overlap time possible for all those effected (which is up to 255 targets in a league setting) ensuring the greatest coverage by those buffs. 

     

    So yes they could, if AB also effected them, no longer need to target themselves but could drop it on a non-Empath and achieve the otherwise same result of blanketing the team with Auras on top of further buffing another ally

  3. 5 hours ago, RadiantPhoenix said:

    You were talking about Empath A uses AB on Empath B and Empath B uses AB on Empath A (thus, +200% global recharge), and I said it seemed like a foolish thing to do.

    Regarding regen: if you can't force *more* enemies to attack you than attack your allies, then +2000% regen on each of two non-tanks doesn't seem anywhere near as good as +1000% regen on each of five non-tanks, of +1000% regen on a tank and +1000% regen on each of four non-tanks.

    I see what you are saying but if you have more than one Empath each with a 'free' +100% recharge you don't have a case of 2000% on the Empaths ... you have 2 hard capped Empaths and the rest of team at near 2000% most of the time as both Empaths will have cool downs on Regen Aura at or near their minimum of 10 secs.  Probably in the 20 to 30 sec area where only one Empaths Aura is running.  You add in their HO, HA, AP and Forts etc. and that's about as indestructible as it gets.  Basically the self buff takes 1 Empath less to achieve silly amounts of mitigation.  And in the case of a GM type use can put their nukes in the sub 35 sec and approach the 29 sec mark.

  4. 8 hours ago, RadiantPhoenix said:

    This seems like it would be less effective than having each Empath buff someone else.

    Not sure what you mean here.  They are buffing someone else.  And then getting the buff themselves as a result.

    8 hours ago, RadiantPhoenix said:
    • The Recovery bonus already hardcaps people, so stacking it adds nothing.

    This is by far the least concerning effect of the OP's idea.  

    8 hours ago, RadiantPhoenix said:
    • In order to take full advantage of a massive Regeneration bonus, you need some way to force enemies to attack you, and no Empath actually has that.

    Ummm.  That statement makes no sense.  By that standard most builds have no way to "force" enemies to attack them.  I mean if a lack of any sort of taunt mechanic meant you couldn't get aggro Blasters among many other ATs would love it.  Nevermind a thing called AoE damage.

    8 hours ago, RadiantPhoenix said:
    • Having Global Recharge at the Recharge hardcap (+400%) doesn't seem like it adds much over having about +300% global recharge, and then slotting +100% recharge in your long-cooldown powers, and spreading the AB out lets you get five people into the second state, rather than getting two into the first.

    Not sure what you are driving at here.  Nothing about the OP changes how AB already works except it now also buffs the caster when used.  

     

  5. Well generally this is about the level where endurance can become a problem for any character and Dark Armor in particular can be a very end heavy set.  If @Werneris still around or you can find one of his Kat/DA builds on these forums you could hardly do better than to use them as a template.  Otherwise, this SR scrapper player will leave more specific comments for the DA aficionados on these boards.

     

    But I will say keep your attacks to the quicker activating ones (to avoid getting locked in animation) and use Divine Avalanche frequently to help if it seems to be getting a bit too hot.  It can stack a +defense to Melee and Lethal to help you get through spots.  If not in trouble feel free to drop the big hammers, of course.  Mids Reborn is a build program a lot of us use and can be an excellent resource to look at ideas without committing to them or trying them first on the test servers.

     

    And welcome back!!

    • Like 1
  6. One of the saddest things about the last computer death and relocation was losing the enormous Mids' library I had including a certain DM/Inv scrapper.  This old brain still recalls you keeping Recluse and his 4 patrons busy while the rest of the Lethal Ladies shredded them.

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  7. The real base question is: "How much recharge is needed to achieve perma-PA?"  

    Followed by "How early while accounting for exemplar scaling can you achieve that value?"

    Your obvious earliest level is 13th while exemplared, 18th otherwise if you can achieve the nessary recharge.  Set bonuses themselves don't scale they simply work or don't at any given level but the lower you exemplar the more likely the actual recharge in PA, Hasten, AM etc. are likely to get effected.  Also as you get below 25th (and below 22nd ouch) set bonuses for larger amounts of recharge start to get very scarce outside Purple and PvP IOs.  At that point while it may still be achievable it probably also starts to become very counter to "good" endgame build, i.e. 2 slots in Hasten even boosted is probably well shy (I'm 'guessing') of approaching get into ED diminishing returns but I haven't looked or thought about it in a long time 

    • Like 1
  8. 17 minutes ago, cranebump said:

    That really is the smartest way to do it, but I've never been on a team that clears steps before 4th hostage. Been on plenty that clear steps before triggering on the top step, 

     

    Speaking of Pos1: We had a player take a hard right to the back area when we got inside city hall. Is Rollister hanging out there with Azuria prior to triggering the Dops? I always assumed we had to clear those initial interior mobs (specifically the one with Tarses [and the 2nd one to avoid double aggro]). 

         Yeah, I am pretty sure you need to clear the one directly ahead (though every team I've been on has cleared both  ... so It's been forever since I really paid attention to the objectives).  Just about every team I've ever been on goes left after that spawn first.  Until the other day when the lead went straight to Tarsus and miracles the team was tight and followed right with them into the spawn straight ahead.  Cleared it without aggro on the left spawn and the went on to the clones and success.

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  9. 10 hours ago, Clave Dark 5 said:

    This is gonna sound funny, but I have (had?) no idea what clicking those does, other than "it needs to be done to complete the mission."  Seriously, every time that I've run that, not one leader has ever said "wait to click!"  I think I've only ever seen one run go kind of south too though, and we did still complete it.

     

    Also in my defense, the wiki page doesn't really say anything about that other than

    • 4 computers to activate at the same time to stop Clamor's device!
    • ...
    • There are no simultaneous objectives on Homecoming. They can always be completed sequentially, allowing for solo play; the mission text may not yet reflect this.

    Same.  After a gazillion runs I don't think I've ever seen anyone say anything in chat.  But I've certainly noticed how sometimes there are a whole lot more Freaks running about.

    • Like 2
  10. 4 hours ago, Uun said:

    I run Entangling Aura (Choking Cloud clone) on my Nature/Seismic defender and Fire/Nature controller. I tried the Lockdown proc and found it didn't fire that often and ended up dropping it. My slotting is 3x end/hold IOs, which will generally hold all minions and lieutenants after 2-3 pulses. On the defender I took Char to stack magnitude to hold bosses. 

    I do similarly and I use the Lockdown proc although it is a mixed bag of results.  Thing is as long as you are paying the end it's (CC) essentially a 'free' Hold attack against everything around you as you port in.  Pop in, drop Char or other Hold on the boss, and go to town.  I've also found Air Superiority to be very good at keeping a boss ineffective as it's a very reliable knock effect and can keep the boss bouncing and it can take a proc Hold as well (Blistering Cold set)

  11. On 4/16/2024 at 8:18 AM, Cognadistor74 said:

     

    Buff, DeBuff, DPS, of course, as I would in any other MMO.... I prefer MMOs that are designed with a more active "Healer" role... I enjoy "filling the green bars" and pulling other's arse out of the fire in a tough fight, but here combat is different and much more complex than in other MMOs. I am learning by playing the game that I can focus on filling the role as a "healer" AND focus on the Buff/Debuff/Support role as well, filling what would be in other MMOs two roles in one. This makes this MMO different than others, and here Buff/debuff/support is actually designed quite well, a refreshing change from other MMOs did not put as much design work into the "Support" aspect of the roles. I understand now what everyone above was trying to explain.

     

    So I am relearning just what "Support" means and how it's different here, and for me I had to play to get the jest of it. Playing Support is enjoyable to me and fits my temperament. I appreciate that this MMO was saved and is still going. Thanks for Homecoming project.

     

    My concerns are answered, thanks for the dialog.

    I have a bunch of Empaths, currently 4 of my 11 characters at level 50 are Empaths with several more on their way up).  All of them very capable of healing especially their "team builds".  You want to mostly pass out the heals and fill green bars exemplar or cap you level (turn off your xp gain) and help lower-level teams.  You'll generally find a lot more to do at those levels.  Or play on smaller teams tackling larger groups of foes.  

    PS:  Mine also tend to blow up stuff between passing the buffs and heals.     

  12. NO thank you, the change would not be remotely helpful or desirable for my Earth/Storm.  The build is designed to stun its foes ... Stalagmites -> Thunderclap (not much isn't stunned at this point) -> Fissure.  Now if you want to buff it to also due kd/kb or other kind of debuff go for it.  More than likely the knock will get neutralized shortly though as Stone Cages gets dropped to keep them from wandering all over

  13.      Hmmm, well most of my nuke users are Defenders ... and my /Rad Blast thinks a taunt would be hilarious as most of his taunted survivors stand there held for the duration.  Of course, the damage and debuff plus the fact I've stunned the surviving bosses beforehand typically means I really don't need a taunt, they're already pretty pissed with me.

         I guess the running would be stopped by a taunt but we are talking about a blast set.  No need to chase you have plenty of ranged attacks for runners.

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  14. 2 hours ago, BZRKR said:

    (My recent fold space experience is with an Earth controller that drops Volcanic Gasses/Earthquake/Quicksand and then Folds Space enemies onto the patches.)

     

    Nothing that Fold Space does slows or stops enemies.

    You will want to Mez or Debuff a group before bringing them in close, and if you miss any enemies before you fold space, they will arrive ready to attack you.

     

    Another quirk of the power is that for reasons I do not yet understand, it sometimes teleports your victims into a neat line extending away from you, and potentially outside the range of your Auras and Patches.

     

    If you replace "then get into them" with "Fold Space" then your process should work fine. Just be mindful that depending on the distance traveled and your move speed "get into them" might be faster than the Fold Space Cast time + Animation. Oh, and Fold Space can miss, so some enemies might not get dumped into your Auras and Patches, and instead just shoot you from a safe distance.

    +++

    Ack! I just saw that this post is a year old. I wonder how it worked out?

    Just to note @Snarkywould have been using the old version Soul Drain back then.  Dark Mastery now has Spirit Drain which is a ranged power and does a lot less Negative Energy damage than the PBAoE Soul Drain from Soul Mastery.  

  15. 14 minutes ago, wjrasmussen said:

    I recall it always being 5 at retail and I was here at release.  Then again, I am old and perhaps forgetting.  XP Debt was a ton worse in retail in my mind though.

    I feel you but yes it was 10 bars.  And blasters were true glass cannons.  No sets meant getting knocked about.  No sets meant your defense really was kill them first.  I had friends who spent multiple levels at the debt cap on their blasters.  Soft cap was something only SR scrappers could hope to achieve and for most of us it was a concept.  The amount needed was at best known by a few.  For most of us the value was 'lots'.  No exchanging 3 inspires for another ... running out of breakfrees got painful.  Getting thru the 30's took forever in part because of debt.  Debt these days is almost hard to get by comparison and vanishes before you're aware you have some.

  16. Quick and dirty rebuild.  There's definitely room for further improvement such as suggestion to move AB earlier.  Folks would probably suggest splitting the  

    Superior Scourging Blast to grab the 3-set bonus twice.  But it should be a solid move in the direction I'd take it and give you a solid base to build on from here.  Any comments from Psy Blast users I'm sure would be welcomed as well.

     

     

    Lady Death PsyEmpSoul Vanima81 (v2.00 i27.7) Forum Original.mbd

  17. Healing Aura and Heal Other - typically I 6-slot my Preventative Medicine in one and either a Doctored Wounds or Panacea get 5-slotted in the other.  I'll want those slots to reach the global recharge set bonuses.  Global recharge is what I'll be after first and foremost on a build unless it will commonly be used for solo work or maybe small team.  But for running with larger teams my mitigation will come primarily from inspires, epic resist shield, my Auras especially Regen Aura and whatever buffs the team is providing.  I'll often mix in START powers specifically Envenomed Daggers, Plasmatic Taser and Stun Grenades.  

    Absorb Pain - Still not sure how I feel about this power.  Very potent ranged heal with plenty of those who strongly believe it is an excellent power.  I'd lean towards either 5-slot Preventative Medicine or Doctored Wounds OR just 2 slot it with 50+5 Heal IOs.  Both Stealth and SuperSpeed can help shed or avoid aggro if you find yourself using it in the midst of a heated encounter.

    Resurrect - I'd slot the base slot with an Endred IO.  Even at high levels of global recharge the team isn't likely to wait while your Rez recharges multiple times.  Further unlike your Defender mirror you don't have Vigilance helping reduce the cost if it all goes pear-shaped and Rez is costly to use.  Murphy will somehow dictate your RA will be on cool down and your endurance running low when you need it most.

    Clear Mind - probably really doesn't matter what IO you use in the base slot but the one I'd be least likely to use though is recharge.  Base recharge is 4 seconds already before you consider your global recharge effect.  I like to use Range to get that one guy who always seems to be waaaay over there when it comes time to buff them.

    Fortitude - one of your best buffs as well as one of the best in the game.  There's about a gazillion ways to slot it up using anywhere (typically) from 3 to 6 slots.  That said it would be unusual to 6 slot Gaussian's in here.  I'd probably only do that for a small team/solo build and only for actually reaching the soft cap or beyond.  My most common slotting is 2 Membrane HOs, a LotG global recharge and lately I've started dropping in the Gaussian's proc which will fire and buff you afaik when you cast Fortitude.  Hit an ally with Fort then targeting thru them then pound their target with one of your heavy attacks.

    Recovery Aura and Regeneration Aura - slot Recovery to taste noting it's pretty much potent enough right out of the box to solve all but the most end hungry builds endurance issues.  Typically I use a minimal slotting plan here to save slots for elsewhere in the build -> A single recharge plus 2 endmod/recharge IOs (and you can get by on just 2 recharge IOs).  But I've seen folks using as much as 6 slots to gain set bonuses.  Regen Aura I'd be more prone to 5 slot again with either Panacea or Doctored Wounds. You can save slots here as well if desired as the greatest benefit of the buff is the boost to recharge on the user which can't be enhanced.  That said I want a good reason not to enhance the regen of the aura before trimming slots here.

    Adrenaline Boost - a t9 truly worthy of the name and one of the reasons you want at least enough recharge to make it perma.  I've never tried to use a Performance Shifter +end in the power (or in Recovery Aura for that matter) but that is one of the advantages of a high global recharge your Auras have a cool down under 40 secs and its hard (not impossible) to burn thru your blue bar in that time, so I've never had more than one slotted in Stamina.

     

         Some specific thoughts about things in the build.  It appears you are shooting more for S/L resists than recharge.  Personally, unless you are routinely on teams of 3 or less, I'd aim for more recharge.  I'd be shooting for perma-Hasten or within a few seconds of such (again if you intend to team on larger teams).  Numina's for this reason is not what I'd place in Healing Aura.  Further unless you use HA at least every 120 seconds the Numina's proc will experience down times.  You can probably skip it altogether as between your Auras, HA and inspires etc. are unlikely to need its boost.  I'd free up 4 slots by only using the base slot in Health and Stamina (Miracle +recovery and Perf Shift +end).  Likewise, only 1 slot in Fly (the unique).  Add LotG global recharge until you have 5 of them slotted.  Use the added slots to extend slotting in powers to the 5th slot for +recharge set bonuses.  More slots can be potentially had from Recovery Aura, Regen Aura and Adrenaline Boost if desired.  I'd probably only single slot Stealth and Sprint.  Likewise, I find Fly and Evasive Maneuvers sufficient to move about when needed so I'd likely swap Hover for Air Superiority (and 5 slot ideally with Hecatomb).  AS is very quick firing and excellent way to get a flier out of your face or knock a boss or other foe on their hind end rendering them harmless as needed.  Psi Lance 5 slot for +recharge.  Psy Wail slot with Oblits or purple (damage and +recharge).  Adrenaline Boost needs to be taken at or very soon after 30th.  Do not put off to 47th.  You missed out of Power Boost.  If you are going Soul don't miss PB, Fortitude got addressed above.  If I get the time, I'll make some of these changes and post the build.  Must get sleep now. 

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