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Doomguide2005

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Everything posted by Doomguide2005

  1. Yes 😁 I think it was @Wernertalking about running solo, no inspirations, etc. against Cimerorans with his Kat/DA specifically mention how he'd be watching his defense and when their debuffs started landing he'd start mixing Divine Avalanche into his attack chain to try and keep from rapidly spiraling into cascade failure. And don't overlook the fact it takes defense enhancements like LotG inc rech speed. Conceivably your double stack could by itself come very close to 45% vs melee and lethal with the defense aspect enhanced.
  2. Yep, it's an on tap ability to help counter defdebuffs on sets with little to no DDR. I use/used it like crazy on my BS/Regen when running at low levels.
  3. I'd probably further break that into 'active' regen (i.e. click IH or Dull Pain - which is an active way of boosting both health and passive regen and then passive regen) at least when talking about Regeneration and other sets with lots of regen like Willpower.
  4. Oh no doubt -> 0.30 vs 0.25 before enhancement but it was 0.30 vs 0.00 until they ... /NERF'd Regen by making everyone's life easier sooner than, pant, pant waiting to burn a power choice on Stamina at 20th.
  5. Even at low levels they backhandedly /Nerf'd Regen. They made Fitness an inherent, then rubbed salt in the wound, making them all available at level 2 while Quick Recovery comes in at 4th.
  6. Quite a few of these if run by an AI anywhere near player quality capability would be basically untouchable as end game AV groups. At best a stalemate might happen. To have a chance against some of these groups you'd have to separate and defeat individual targets or forget about winning. On the other hand I see a few groups where stacked Tactics/To Hit buffs are going to shred the other sides defenses. If your defenses aren't enough to make Rularuu Eyeballs miss like crazy you may as well not have defenses. Hope your resistance and regen can handle the incoming dps that can get generated by 8 players in today's endgame.
  7. Well it was more or less back in the day when the biggest nerf happened. So unless your back in the day was entirely when IH was a toggle you should be good to go.
  8. And with the right kinks it'll go around the screen too. 😜
  9. I can understand that ... when the "thing" is new(ish). I recall earning the ability to create a new class of cleric in the RPGA. Only way you could get the ability was successfully completing a mission. I got to use the new character for maybe a half dozen adventures and then they opened it up to everyone. And I felt a bit cheated. But most of the changes talked about in the thread above have been around for many game issues, years of game time. They aren't remotely new changes. For an awful lot of people the current set up is the status quo.
  10. While I realize it's not quite the same you could use the wiki's (both the older Paragon Wiki and the newer HCwiki) to learn how things were unlocked and then just not use them until you "unlocked" them. Check out the thread about "Classic Heroes" for some folks running their characters as close as they can to what it would be be like to level up as if it was issue 0 in 2004.
  11. At +5 they'll hit slightly more often (accuracy goes from 1.4 to 1.5, no change to base to hit) and hit harder yes and those debuffs will be shorter. But ruinous to the safety margin I don't think so. Those health bars barely move against +4's (+4 AVs), I doubt the extra damage is going to be anything like ruinous. It'll probably hurt the teams kill speed the most, not survival.
  12. Oooo, thanks must be an update that I was not familiar with.
  13. Got very little to do with difficulty but a lot to do with the potency of buffs and debuffs in this game. Something like @HyperstrikeFRads or the PuG team in i9 I mentioned above move into whatever mob and the mob just starts dying while virtually nothing happens to the characters. +5 incarnate mobs (of your choice) would barely slow the i26 versions of those teams down. Heck they'd barely threaten the i9 versions because of the crazy values of their cumulative buffs and debuffs.
  14. This It's not particularly hard with any power to get a desired aspect enhanced to ED caps with 3 set IOs. Doubly true if you start boosting to +5. In the case of Arctic Fog, Steamy Mist or Shadowfall that's defense and damage resists. Or with Short Circuit damage and endmod along with endred, recharge etc..
  15. Yep part of why the set of alts I listed above would get tough --> high defense (70+) high resistances stacked on top of at or near hard capped amounts of regeneration (2000+%) across the entire team.
  16. Ouch, ouch, ouch owieeeee!
  17. And in addition to the advice above remember you've got a thousand slots (on just that server alone). Instead of deletion just set a character aside for a bit and create a second (third, fourth, etc.) character. You'll continue to learn and some of that knowledge will shed light on how to make the previous characters better for you and pick them up again when desired. Perhaps setting them aside until an opportunity to team comes along and in the meantime play another more solo capable AT while waiting for that teaming opportunity. PS @Greycat If I remember right you need a 1 or 2 there as in /selectbuild 1 or /selectbuild 2. And if I dont remember right we'll both learn something when someone else illuminates the mystery.
  18. You can tell, in case you or another viewer isn't aware, by the green dot 'lit up' at the end of the power bar in Mids.
  19. Sort of, though I think @Galaxy Brainwas thinking these would be unique, i.e. only 1 per build (They're purple enhancements after all). One Truly Superior Damage Enhancement, one Truly Superior Accuracy Enhancement, etc. I think, in theory, that's 26 Truly Superior Enhancements possible. And yes a 50+5 is worth 53% already. An Armageddon Damage (or other purple set single aspect damage enhancement) boosted +5 is 66.25% FWIW. And begs the question can these be boosted as well (and considered naturally attuned etc.)?
  20. To answer the OP question, no not really it would require large changes in the attack mechanics. And as pointed out above by @macskullthere is a mechanic introduced to help with some of the issues you're having namely Beginner's Luck. Between Beginner's Luck and the Streak Breaker missing "so many times in a row" should be nearly impossible at level 10 and under. You should be unable to miss more than twice without the next hit being forced by streak breaker unless using a power with an accuracy mod less than 1.0.
  21. And it's not always an attacker targetting through the tank. My Empaths will do it sometimes. Target the teammate getting hammered then heal/buff and then blast their target (presumably their greatest threat).
  22. Woops A clear demonstration of having not yet made a Sentinel. I want to, the computer just went and died before my altitis got one going. So serious sarcastic joke fail. Haven't taken Elude on an SR build in really long time.
  23. Oh poo! It's one more toggle I have to toggle back on after my Elude crashes. 🤪 Okay so maybe I should skip Elude and learn to love this Master Brawler power. Go! Make Sentinels, Kill Skullz!
  24. Yep they all can solo but the ones noted in the thread tend to handle it better and or require less adjustment to the build between solo and teaming. Traps is probably among the best solo but plays/runs quite different in teams whereas Empathy tends to flip that around with everything else falling somewhere in between.
  25. And welcome back! Have tissues at the ready in case you get something in your eyes first time you enter the game 😁
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