The Character Copy service for Beta is currently unavailable
×

Doomguide2005
Members-
Posts
3652 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Doomguide2005
-
space and time manipulation +stealth
Doomguide2005 replied to Shred Monkey's topic in General Discussion
As I recall it's a proc 120. So when you Teleport the stealth activates and remains active for 120 sec thereafter. Teleporting again will refresh the 120 sec duration. -
How to make a build - maths and Mids?
Doomguide2005 replied to Mashugana's topic in General Discussion
This and usually when I build for defense I'm also thinking about (probably in part because my main was /SR) but I'm also going to consider DDR aka defense debuff resistance. By going above the soft cap of 45% I can help avoid getting into cascade defense failure. At 45% your chance to be hit is bottomed out ~ 1 in 20 until the first defense debuff. I'll shoot for more defense as a cushion against that first debuff to keep the next hit still at ~ 1 in 20 and therefore roughly the chance to initiate cascade failure is ~ 1 in 400. This not only makes it less likely for 2 blows to start things going south but makes it even less likely for the 3rd hit to occur before the first debuff has worn off slowing the process further, in turn giving you time to pop an inspire or just plain withdraw around the corner etc.. How much of a defense buffer you need will depend on how much DDR you have and how readily you can spare the slots and/or power choices to get to that buffer. My /SR will be only barely over 45, whereas a character with no or minimal DDR I might try for 50 or 52 to buffer against debuffs and be more likely to preemptively use inspires to ensure the overcap is sufficient. -
Help! How to make a targeting keybind?
Doomguide2005 replied to mrultimate's topic in General Discussion
Not sure I remember exactly how anymore but I often turned my binds into macros at least on my main(s). I'd then move the 'macro' icons around based on the mission rather than having to edit the bind each time. I could also know at a glance which specials I had written for instead of trying to remember which keys did what on a given character. Granted that lead to a couple trays worth of macro icons. -
Missed that, but got a taste when my all Earth/x SG with several Stormies (kitted out with the 'new' Explosive Strike proc). Multiple Gales sending Skulls and Hellions flying.
-
What the @Snarkyone said. Get Mids, use Mids, learn Mids. It is by far the best way to learn about builds and creating them. Check out the Guides section for guides involving your set(s). The Archetype and specific AT forums are the best place to, ideally, post your own builds for critique and feedback. That's where you'll generally find folks most interested in discussing those ATs and builds.
-
Exemplar mechanics for a project toon
Doomguide2005 replied to NihilXAOS's topic in General Discussion
I'll double down on what @Snarkysays about your inspires and tray. A full tray of 20 inspires, especially the higher tier ones, is a huge edge when doing low exemplar work vs an at level character. I've dropped low enough helping a friend to see purple mobs while street sweeping in AP and being able to chug inspires was a big factor in taking them on. The reason I mentioned doing multiple builds was to be able to slot lower level IO sets that normally wouldn't be used later on while keeping some useful if smaller value set bonuses. It would be admittedly sort of an experiment. But when was the last time you saw a full set of Karma, Regenerative Tissue, or Kismet slotted? They have very useful types of set bonuses they're just superceded by the higher value set bonuses in better enhancement valued IO sets. But those bonuses would follow you down as low as 7th (in the ones above for example) unlike the higher value IOs like Red Fortune or LotG which would drop off below 22nd. Then, rather than lose them all to be replaced, the alt build would retain them in case you wanted to again exemp low. But again it be an experiment to see just how much difference having 5×3% accuracy or 5×1.5% recovery bonuses would actually make. Especially given all the Purple and ATO sets already in everything. It would also allow different power choice progressions based on what would or would not be grayed out. -
10,000%???! Okay maybe I am getting old or some serious Mandela effect is occurring. Or there's a typo but I am almost positive it was NOT 5 figures back in the day. Edit: On the other hand when did "real numbers" become a thing? i5 for Croatoa was the earliest Geas could have existed was real numbers a thing then? *Wanders off to check when things became a thing thread*
-
Exemplar mechanics for a project toon
Doomguide2005 replied to NihilXAOS's topic in General Discussion
@Snarky, @Psyonico and @Ironblade did an excellent job of summing up the important points of exemplar effects on IOs in their posts above. I'd be very tempted to use 1 build to exemp through levels up to 20 or 25 and another to cover from that point up to 50 and the 3rd for 50+ Incarnate content for a special project of this nature. -
Probably not, no mention of any other Sorcerer providing a buff so probably it's self only as normal Tactics has a 40ft rad. iirc more than enough to buff everyone else in the mob. Unless of course there was only 1 per mob.
-
Meanwhile my Earth/Storm will Stalagmite, Thunder Clap and Fissure you into stunned submission.
-
No Recall will make it a bit trickier to get the corpse in the right place. But if they're crazy enough to self destruct for the giggles of getting blown up just make sure they know to destruct in the middle of the mob, next to the Big Bad etc..
-
Yes an Empath with Adrenaline Boost could (and potentially still can) over come the crash because you can slot Endmod into AB. AB has the same base recovery of 800% as Geas and peak Ageless). But neither Ageless or Geas can be further enhanced of course. Empaths in Green Machine were expected to slot a Endmod in AB for the express purpose of overcoming the Nuke crash of their buff partner (that crash also being a -1000% recovery debuff). As well GMs or other Empaths could have used RA which while not enough +recovery by itself would add further to AB.
-
Truth, one of the last times I died on my main on Live was, in part, responsible for why the next build aimed at really pushing the +max health and +regen. Got double whacked by the BBEG and brought from full health of 1700 some to dead by roughly 1800 damage. And still wondering why Geas worked so well back in the day for my scrapper to counter Elude's crash. Only thing I can think is Geas does last well past the recovery debuff and the blue inspire plus old,old, all toggles dropped, no massive recharge, etc., pre IO build was simply enough to last through the 200% debuff till Geas wasn't battling the whole debuff. Either way Magus +def real sweet addition.
-
Definitely mag 1 And not mag 10, but give you a 👍 for effort.
-
No idea ... but the first thought would obviously be substantial resistance to your Nuke.
-
I did indeed mean down. And yes it's a matter of magnitude which like a lot of things the final value comes after a bunch of other factors including protection and resistance of the target are taken into account which themselves are effected by things like the purple patch. And especially since the advent of IOs those can vary substantially.
-
And where kb vs kd is concerned the player has to learn and know which happens because of, among other things, the purple patch. The purple patch means in this case that if you use a knock power it won't always have the same result, it will vary by level difference. And I don't mean just level 50's playing Hellion golf in Perez Park. It can be within the level spread of the notoriety settings. If, for example, my Claws Scrapper uses Shockwave vs +1 foes knockback results but if, as she's prone to do, she goes up against +4 foes Shockwave just does knockdown because of the purple patch. I think technically there's a tiny tiny amount of kb as the magnitude drops from 1.454 to ~ 0.69 (and yes @arcaneholocaustthe 'magic' number is ~0.67). The power description would need to include this fine print to be completely accurate. Granted I don't think this makes @UltraAlt point any less valid ... getting the sometimes confusing and too flavorful descriptions could use some work. But that's a QoL issue well done the list, I'd think, for the HC team.
-
@Coyotedancerdo recall if it was before or after a server maintenance? Or just 5 or 10 min later?
-
And Repel is it's own totally separate thing from any knock effect. Hurricane is listed as Repel 1 Offhand only know of a couple other powers that have Repel in them, Force Field - Force Bubble and Mind Control - Telekinesis (also in Psy Mastery).
-
Okay I realize there's been lots of talk about "herding" using Hurricane but this was not an example of herding or "herdicane". He didn't gather the mob, or push or pull them from someplace else or anything else herding-like. He simply moved in along one side of the mob located in the hall using Hurricane's repel to shove them over against one wall of the hall then moved in an arc around the mob keeping them there as his teammates unloaded at range (all defender team, but not all Stormie iirc). It was a very well applied use of Hurricane's crowd control ability nothing I'd particularly call herding in the common game usage of the word. And yes it would be my opinion that removing the repel would be a mistake in both function and concept. It's also my opinion that it's a game and if it makes it more fun for an individual to do so then give it a go with the understanding that it significantly reduces the utility of the power.
-
They sure could, I watched them do it and yes they'd be repelled along the wall. And they kept moving back and forth in an arc around their location. And it's not like they all run, mostly they keep trying to reach you, moving back into your debuffs and repel. As for the IO well I think it's an undesirable change in how Hurricane works but okay if someone wants to neuter their ability to use Hurricane's soft control ...
-
I've also seen a member of RO and Perfect Storms whose identity escapes my old memories (either Colonel Kernel or Here Be Dragons) but what they did has not. I watched them keep a mob trapped along a section of wall. Not a corner but wall. That was player skill. I know it's beyond my Stormy skills despite several taken to 50. Without the Repel that would not have been possible. The kd is far too random to make that happen without serious amounts of luck.