
Doomguide2005
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Everything posted by Doomguide2005
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@Ultimo The procs they're talking about, I assume, are a pair in Pet Damage sets and a pair in Recharge Intensive Pets. Two provide a defense bonus to your pets and two provide a damage resistance bonus to your pets. Call to Arms -> Defense bonus aura Edict of the Master -> Defense bonus aura Expedient Reinforcement -> Damage resistance bonus aura Sovereign Right -> Damage resistance bonus aura And yes if you're seeing 95% chance to hit in your combat logs you're good to go. They're just concerned that without further To Hit and/or Accuracy you're one good (nasty) debuff (from, for example, a bunch of CoT spectrals) away from dropping seriously below 95% and becoming a pet whiff-fest. Edit: IO's like the Kismet +6% proc are an easy way to give your MM a To Hit buff to counter a debuff ... but won't, I believe, help your pets. Tactics, while adding to your endurance consumption, are a very good way to boost your pets (and other teammates or companions) To Hit and offset any debuffs they might get.
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@macskullYes I did expect something along those lines. More a thought exercise on just what might be achieve after all you have 6 more stacking on that plus secondary blasts. Downside 5% is very rough and is it really needs to be sustainable mob to mob. Mitigation no problem, hitting no problem, it's the debuff and damage dealt where it gets difficult.
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Hmmm, Hypothetical Defender/Support superteam of 7 plus 1 very lucky very buffed Brute at the damage cap with resistance debuff capped foe(s), what would that look like?
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space and time manipulation +stealth
Doomguide2005 replied to Shred Monkey's topic in General Discussion
Good to know. Makes me wonder how it would work with the Gaussian's BU proc ... Teleport, BU procs and stealthed so mob is oblivious and nuke. -
Ooooo yes! RWZ, the guard the conference where you have to stave off a massive Nemesis ambush and rescue Lady Grey. Now imagine a team of 5 AR/Dev blasters. Let's just say 60+ tripmines was a mildly successful counter-ambush.
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Claws/Super Reflexes low cost IO build advice
Doomguide2005 replied to Rustbeltcomics's topic in Scrapper
@Bill Z Bubba's build I suspect (since I can't look at Mids 😜) would be a supremely strong example of a high recharge, maximized carnage build. Mine floating around here somewhere (Hopestar's build collection at minimum) is more an example of maximizing mitigation (max health and regen). It's also a bit dated being an i21? build, missing some of the newer IOs (and a whole mess of attuned IOs). Either will handle anything the game can throw at them. With regards to recovery I usually aim for a net recovery of 2.5 or greater, but everyone seems to do it slightly differently and the value in Mids iirc won't account for things like Perf Shifter +endurance. I add 0.2 to my net to account for a Perf Shifter (of which I had 2, Health and Phys Perf). If almost always teamed and/or not running at +3/×8 or +4/×8 solo you probably do not need as much (2.0 net will probably do fine. As for 50% defense just keep in mind a couple things. On SR the difference between ~47% and ~50% is minimal unless your DDR isn't up to what it should be (yours is solid at 93%) assuming a non-incarnate mob with no To Hit buffs. Mobs from +0 to +5 are not effected any differently as far as what defense you need to minimize your chance to be hit by them. They get an accuracy bonus based on the relative lvl difference which is figured in after defense. Realistically the only thing 50% def does that 47% doesn't do is off set any to hit buffs the mob is getting and get you closer to the Incarnate cap (59%). IME so many defense buffs (Barrier, Maneuvers, various teammate shields, inspires) are available and flying around that I didn't see the need when it comes to I-trials. But small teams specifically, Dark Astoria missions, you may find getting to the I-cap more 'needed'. If you haven't yet, getting the +end and +max health Accolades are an excellent way to improve any builds survival and endurance mitigation. -
For a while I had 16pts on my main Emp/Sonic/Elec because of Director 10. He was rather nuts zipping around all invisible dropping tripmines every where. First time against him my poor Emp was getting chain knocked all over the place (except if you retreated almost out the door). Thankfully afaik he got tweaked a bit shortly thereafter. I think one of the more common KB well above 4 are Fake Nemesis bosses. The 'break free' line of inspires also contains increasing amounts of KB protection and there's a craft able base empowerment buff that offers protection as well as one of the p2w amplifiers for when you know you're likely going to need more.
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"The Game is not Balanced around IO's"..... should it be?
Doomguide2005 replied to Galaxy Brain's topic in General Discussion
Yep, SO's are pong and early desktops, IO sets are smart phones, Incarnates are solid state computing and AI systems. Available to all but ... -
"The Game is not Balanced around IO's"..... should it be?
Doomguide2005 replied to Galaxy Brain's topic in General Discussion
Tangent And well the systems such as Windows, phones, the internet are developing far, far faster than those old folks are dying off. I'm (and I'm not the only one here), I'm old enough to have seen and used a rotary phone ... and there were still places where you literally went through an operator to connect your call. A desk top was still in the future, cell phones then smart phones decades in the future, internet ditto. And working in a pharmacy I see it as a problem as the folks, many in the most dire groups are the most "hampered" by having to use the internet and cell phones to get what they need right now --> access to vaccines/vaccinations for Covid-19. /tangent -
And be really thankful nasty high level mob ambushes seem rare these days. I remember exiting a Hollows mission full of CoT one day while exemped down with friend who didn't make it online often. As we did this pack of CoT came running by. My friend in his SS/Granite tanker promptly attacked. I hit my target nearest key. I barely started to warn him in team speak before "splat" went his level 14ish tank vs the lvl 30 CoT ambush cruising after someone else. Nevermind the level 52 Malta I conned way back when my first character in King's Row, then lvl 6, noted the cool looking dudes in tac armor chasing someone "Oooh my"
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Help! How to make a targeting keybind?
Doomguide2005 replied to mrultimate's topic in General Discussion
🙂 you use quite a few more binds than I do. I have a fair number of keybinds that don't vary from character to character mostly remapped movement and very basic targeting. The ones on Live with macros were probably a dozen or so out of over a hundred characters. And to perhaps clarify all of those were targeting macros. And my 'main of mains' was probably the only one with 'lots' (dozen or more), Quartz, sapper, etc.. And it was definitely a learning curve. Keybinds I used towards endgame were more complex and more varied than the ones used in i7? or so and even those weren't as complex as some I see nowadays. A lot of what I see listed above would have been neither macros or keybinds for me ... unless you count tapping the number keys for the tray to activate the power. Instead of 'h' for healing stuff they'd all be in the same spot in the tray so I'd be tapping the number 3 rather than h. That said I suspect using some of those binds (above) would be very useful on some of my characters. -
Want to Retry my Ice/Sonic controller solo. Ran him pre-inherent Fitness and while fun on teams he couldn't fight his way out of the low 20's solo without gasping for air trying to kill anything. My Empaths had/have it easier, faster and safer running solo. I've done an all AR/Dev team (anywhere from 3 to 6 of us) with friends to 50 (pre-Incanate but well after IO sets existed). Was crazy with the quantity of tripmines we could lay down (30 or 40 easily ... 80+ was doable with all 6 running). We would pull entire multi-level rooms into literal mine fields via Sniper attack and Time Bomb. AR/Traps would be very interesting solo (or teamed together). Did I miss it (dead computers ... ) HCwiki doesn't list Traps as a blaster proliferation? Be happy to do it as a Defender or Corruptor in any case. See 3+ Fire/Sonics running as a theme team. Bonus if 1 of the remaining 5 was a Fire/Kin 😈 Dark/Cold controller SR/Claws tank Ill/Traps controller Nature/× possibly Fire or Ice or ? Okay got to stop there or this could go on for hours ... .
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Claws/Super Reflexes low cost IO build advice
Doomguide2005 replied to Rustbeltcomics's topic in Scrapper
No you don't need Body Mastery especially if not too concerned with solo performance vs +4/×8. Pick what's fun (and thematically fits if that's important to you). I would: 1) get to soft cap ... 45 to 47 on your positions should be plenty. 2) get your DDR (Defense Debuff Resistance) to ~90 to 95%. It's probably your greatest advantage/strength right up there with ease of soft capping your defense. PS: I've no internet ability beyond this phone, no Mids. Sucks but also means I can't see which of these goals the build meets already or post a build for consideration. 2a) given the above bit the slotting in Agile, Lucky and Evasion concern me with whether you're reaching 90%+ DDR and or what your AoE defense is. 3) try and reach the soft cap with as few set bonuses as possible. This leaves the build free to seek other set bonuses (while restricting power choices, particularly pool). In general I see two main build goals. High recharge and maximizing survival through +max health and +regen. 4) make sure you can land Follow Up, you don't get the buff if it doesn't hit. There's neither accuracy or damage enhancement in the Adjusted Targeting set (set bonuses yes but not the enhancements). I'd be choosing a different set to place in Follow Up. 5) In Mids find where you can edit for your base to hit value. It defaults to 75% which is vs +0 foes. Set the value for whatever value corresponds to what you typically fight when solo. Then when looking at an attack in your build in Mids if it says 95% or greater that's what you want to see. It can be thrown off by some factors such as including the buff from Follow Up (which is okay if you're aware of what's included in the underlying math). Edit: brain turning to mush so I'll leave it here for now. -
Indeed I often use similar slotting, especially when trying to get the most buff for least slots Membranes rock. The downside is lack of set bonuses and when also running Tactics (which my Emps universally run) starts to buff the To Hit even without PB into 'overkill' territory for most teams. Other slottings I've commonly used: -> 6 Red Fortune (solo build for ranged defense) -> 5 Red Fortune for 5% recharge for builds with lots of Panacea (vs Doctored Wounds). Often add LotG defense/increased recharge speed in the 6th slot. -> 4 Luck of the Gambler including the global 7.5%. Looking at the 9% accuracy at 4 slots. Sometimes adding 2 from Gaussian's (though never used the BU proc) Edit: and props to @SlaveDawg2for their slotting 2 Membranes and the LotG def/inc rech spd. Without Mids or ability to get in game I'm thinking this is probably the best slotting yet. Gets well into DR for defense enhancement while saving a slot over 3 Membranes plus LotG I'd guess while still adding plenty of To Hit buff as well.
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Help! How to make a targeting keybind?
Doomguide2005 replied to mrultimate's topic in General Discussion
Well I can't speak for other macro users but for me I used them instead of binds (or more accurately in addition to) because: 1) danged if I remember it was 9+ years ago 😜 haven't got back to that point on HC. 2) as, I think @siolfir was suggesting, when you have 100+ characters across 5+ servers and were learning as you went remembering which key was bound to what was more challenging than looking for the macro icon. At first I don't know if I knew, for example, i could even save my binds to a file to load onto another character. 3) only really did this on my main characters where what keys might already be in use (and therefore not readily bound) varied quite a bit. Relatively easy to move the macro icon around vs change the key around (and remember what you've done). 4) just as a usage note I'd often use the first spot for the most used macro in the '1' slot. You know that one where if you were mouse clicking your powers you'd occasionally shift the tray and suddenly find yourself on tray 8 instead of tray 1 ... woopsie. Normally I'd tap on the macro since I'd be clicking on the power elsewhere on the tray(s). Mostly it was as much what I became used to as anything and even what might be less efficient would in effect be more efficient as that's how my own personal spaghetti code got written and I was familiar with its use. -
Overall looks good. I tend to skip Resurrect. So many ways to not need. But go with an Endred in the base slot. Even with massive recharge it'll never really be a multiple rez power (or folks are dying waaay too often). And Murphy says they'll die when your blue bar is running low, 26 end even with Vigilance might be steep to pay. I like Assault. Between that and Fort it's a +50% damage boost. I try to keep Auras on similar cool downs. One less thing to watch - just hit one then the other. Likewise I'd try to keep the range on Nighfall and Tenebrous Tentacles similar for less moving around.
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space and time manipulation +stealth
Doomguide2005 replied to Shred Monkey's topic in General Discussion
Assuming the HCwiki is correct it only takes Teleport and Universal Travel sets, but not To Hit buff sets. So yes it can slot the stealth proc. -
How often do two Ghost ships appear in Talos?
Doomguide2005 replied to Rejolt's topic in General Discussion
Oh great a bunch of ghostly drunken pirates .... yaaaaar! -
This plus they're probable hitting you with -resist and -regen. So they hit even harder after the first hit. Essentially their soft cap is 75 instead of 45 factoring in their to hit buff(s). Edit: Incarnate plus purple inspire, +30% worth of purple Inspires, Eye of Magus, hit that t9 +defense power (such as Elude) or a teammate with +defense shields etc.. Edit2: 😜 and pray you don't run into an Incarnate version ... fortunately non-existent right?!
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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.