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Doomguide2005

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Everything posted by Doomguide2005

  1. They are global procs so slot them in any power that accepts them and they should effect all your pets and yes since they are all from different sets so whether they're all in one power or spread over 4 will make no difference unless or until you start slotting any of the rest of a given set.
  2. Well I was speaking of Short Circuit on an Empathy/Electric blast/Soul defender but yeah not happening. Double stack the SC under Power Boost is only a little better than half that before any foe resistance. That value is roughly the inverse of unenhanced Adrenaline Boost.
  3. And this is seriously weird. And totally unbelievable. My Emp/Elec using Power Boost on SC etc. couldn't achieve those numbers on a baddie.
  4. Just to throw a comment out there concerning Smoke. One reason to keep and use it is not the To Hit debuff but the Perception debuff. Hate Rikti Drones messing with yours and your teammates stealth because the ignore stealth. Well guess what they don't ignore the Perception debuff and unless things have changed since I used it on Live it should allow you and your teammates to waltz right past them unobserved. They'll barely see beyond their toes. Just don't put any procs in it ... they proc and suddenly you have aggro (or at least on Live that's what happened)
  5. CoH did that to me too. But that was with Hover across the Storm Palace before two buffs (that I recall) to Hover's base flight speed. My scrapper really, really wanted to see the 'death star' up close 😁.
  6. The sets those are part of are Pet Damage and Recharge Intensive Pets and are Invention Origin Enhancements (i.e. IO set enhancements). As for putting them in your powers I unfortunately haven't run a Mastermind in a long long time. The HCwiki does say the Pet Damage ones should be able to slot into your Bots but doesn't mention the Recharge Intensive Pets. The Pet Damage ones are Edict of the Master and Sovereign Right sets (and the other two are from the Recharge Intensive Pets sets). I would think the other two could be slotted and the Wiki is in error (out of date) but given I've no functional computer atm I can't verify in game. So no they aren't "Damage Enhancements" per se. But the sets as a whole will enhance damage as well as accuracy and endurance reduction in the case of the Pet Damage sets and damage, accuracy, endurance reduction and recharge in the case of Recharge Intensive Pets sets.
  7. 1. A very vague and non-specific question requiring a lot of assumptions be made by anyone answering it. In an equally vague way the expectation I'd have is yes all power sets/ATs should be able to solo. At what level? Under what 'conditions'? It's kind of silly (or, at least, a far less useful question) if the assumption, for instance, is can they do so at level 50. Is the point (or underlying assumption) of the question "can the character (sets and/or AT) successfully reach level 50 (and perhaps beyond) starting from character creation by only running solo content of their choosing at a minimum notoriety setting?" To that I'd say yes. Some of those sets and/or ATs are going to have to 'cherry pick' their content far more, be far slower and much less 'safe' but yes I expect that should be possible. And even this response is making assumptions. 2. As above. No, or at least I have to start making a lot of assumptions to make that a yes. I'd be surprised if the answer was yes for significantly more than half the sets/ATs on SO only builds and in anything remotely resembling in a timely and typical manner (i.e.without lots of atypical tactics such as entering every mission with Shivans and Warburg nukes and 'abusing' the heck out of e-mailing inspires etc.). Using IO sets on high end builds the other hand, yes or at least those that can't would be the rare exceptions. 3. ? 4. Should they be. No, my expectation is many/most will be using some or at least planning to do so at some point. But given there are folks who wait till they're 50 before going to endgame IO builds and others who don't even play at 50 or ×× level or higher my expectation would not be 'all'. Too much variety in playstyles and preferences for this to be my expectation. Nor would I want it to be for just that reason. I vastly prefer to keep that variety intact as for me that's one of the clear strengths and beauties of this game. 5. They sure can but again assumptions. Is the rest of the team ~lvl 20 sidekicks or are they other Incarnates. Is the 50+ exemplaring down to run a Posi 1 and 2 or something 45+ while teaming with non-incarnates, etc., etc.? As for is this intended. Probably and equally likely, as with a lot of things, it's under review. Or if not intended it's a hell of an oversight by someone(s) along the development route. Pretty clearly some of what might be considered issues by some should have been quite obvious in any play testing.
  8. Way too many heroes have spent time there? Now they're known as Vigilantes ... 😜
  9. Well in a sense your Sonic blasts are team oriented powers. All that -resistance applies to any attacks hitting the target while the debuff is present including all your teammates attacks. Second once your Kin buffs folks to the damage cap that -resistance will further boost your/their damage. It's pretty much the only way to do even more damage to the target once the damage cap is reached.
  10. Oh god yes. Three of us couldn't dent him. Wasn't till the 4th friend joined us with his Ice/Rad that we could take him down. Been too long but as I recall we were just damage characters and really needed that debuff. Pretty sure he was just an EB as well. I'll take a pack of Rularuu any day on my Claws/SR comparatively ... though no envenomed daggers existed when we took him on.
  11. Wait, what!!! I didn't know Regen had a knockback power. When did that happen. Oh nevermind obviously it doesn't or the Devs wouldn't need to look into it would they.
  12. Does it last 120 seconds after toggling off or because of the way Mystic Flight has a translocation power built in does it work differently?
  13. Yes, of course. But that goes right back to "is this setting okay for everyone?" If not then reduce it to +3 (or lower), join a different team or form one yourself (regardless if the 'not okay' is the star or the sidekick). That's where communication and compromise come into play. Would I have trouble changing it *shrug* ultimately no, not really I just think the alpha shift wonkiness is more problematic and the rest really comes down to just being courteous and sociable towards your fellow gamers and potential teammates. Edit: or swap characters or invite/look for a buffer/debuffer or, or, or
  14. Very much. My Cold/Ice was my go to on Live for AV support on a team. He had perma Benumb, Heat Loss on minimal downtime and if needed could hit Mako and Paragon Protectors after they hit MoG or Elude --> Power Build Up + Tactics + Aim and blow right past those defenses (iirc his To Hit would turn blue in combat attributes)
  15. This Lingering Radiation, Benumb, Howling Twilight, Poison Trap just to name a few of the classic, potent regen debuff powers combined with resistance debuffs also in the sets (Tar Patch, Enervating Field, Sleet, Acid Mortar, Envenom etc.) And why if you ask you'll have Radiation Emission, Cold Domination, Dark Miasma, Traps and Poison come back at you as AV/GM specialists and often combined with either Sonic (resistance debuffing) or Fire (moar damage). And prior to sets and Incarnate powers why something like Ill/Rad gained such early notoriety as AV and GM destroyers. Illusion with PA and Phantasm allowed the not remotely soft capped, no mez protection builds to survive the attacks of their target as PA would keep their attention off the character while LR and other Rad debuffs allowed their Regeneration to be overcome.
  16. I'm mixed on the suggestion. I do think there's an element of courtesy missing as mentioned. Everyone should be okay with running at whatever notoriety is set. If anything it's more important here as it's a task force not a single council mission in PI. Expectations are likely different. But courtesy and communication is a two way street as well. And not just about the notoriety setting but is it a speed run, defeat all or most, tf settings like foes buffed or players debuffed. And the leader shouldn't be expected to take all the responsibility for communication. Team members also need to speak up about their expectations (and tolerances). There's also something a bit wonky with the "gap" between a 50+1 and the effective level of sidekick if it is a 2 level difference in effectiveness.
  17. This thread is a perfect example of one of the things that makes this game is so fantastic. Reading through the posts I see the the sheer variety of playstyles and preferences it supports and keeps satisfied. I find it nothing short of utterly amazing. For me I generally expect to take the character all the way to a fully incarnated, high end build with all the bells and whistles when created ... expect to. I can count on one hand and, at least on HC, have 5 fingers remaining. On Live at any given moment with respect to any given issue I'd have had 4 left. Okay probably not till i5 with that 'one' started in late i3 getting to 50 with accolades (~750+ game hours and real time months later). Likely her HC recreation will be the only one to ever get there again. About the only thing I've never done is purely power level from 1 to 50 or level-lock a character. Though big chunks of levels did fly by with that 'one' this time around watching mobs die on a certain AE moon or their buddies in the 'Atta'? cave map. And 'never' is probably the only thing I'd rule out with anything in this game. I prefer to min-max and push boundaries both solo and team-wise but I'm also perfectly happy to not do so and sometimes make less than ideal choices because defying 'common knowledge' is itself pushing a boundary and sometimes it is just because of concept or theme. Hence solo on an Empath set to Invincible (or doing a RWZ style challenge ~i13 with another Emp) or running a blaster to 50 without stamina pre inherent Fitness. In short, of the 3 choices above, I'd probably have to say "none of the above". It starts at level 1 (not 50) and doesn't really ever end even at 50+3 (that "one" exempted to as low as lvl 3 on Live). I've yet to find this mythological end the post speaks of.
  18. @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.
  19. @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.
  20. 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?
  21. 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.
  22. 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.
  23. @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.
  24. 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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