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Doomguide2005

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Everything posted by Doomguide2005

  1. 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*
  2. @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.
  3. 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.
  4. Meanwhile my Earth/Storm will Stalagmite, Thunder Clap and Fissure you into stunned submission.
  5. 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..
  6. 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.
  7. 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.
  8. Definitely mag 1 And not mag 10, but give you a 👍 for effort.
  9. No idea ... but the first thought would obviously be substantial resistance to your Nuke.
  10. 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.
  11. 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.
  12. @Coyotedancerdo recall if it was before or after a server maintenance? Or just 5 or 10 min later?
  13. 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).
  14. 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.
  15. 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 ...
  16. 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.
  17. Yes it would as would the increase in AoE radius etc. But 1)ultimately I'm talking about the difference between a Brute and and a Warshade (and one both in Dwarf and out). 2) The Brute will generate more threat overtime (Fury etc.) than a Dwarf but the Warshade is the next one down the list, particular in Dwarf form, in terms of gaining threat. Successfully taking the initial aggro from the Brute isn't a wild chance depending on how each is using their powers and might very well explain some of the issues the OP is seeing.
  18. Threat generation by a Warshade, especially one in Dwarf form, will tend to generate a lot of aggro. The base values (in Dwarf) equal or exceeds a scrapper and are as a result only slightly less than a tank or brute who by the way are identical. The tank comes out ahead mostly by virtue of their inherent all else equal. So if the Warshade is aggressively attacking, especially before the Brute gets into melee, the Brute is probably playing catch up in terms of threat generation. Big lobster shape-changing alien dude is scary! Basically even out of Dwarf a Warshade generates a lot of threat and is a long way from being as threatening (as in more threat than) as your typically squishy. And in Dwarf they are almost as capable of threat generation as a Brute ... it's almost like a Brute duo in terms of what the actual Brute is up against in terms of how the mob sees a Dwarf.
  19. A bit of a tangent. A few random thoughts about adding inherent mez protection to 'squishies'. Meant to cover all/most mez vs a few common types? Are you thinking just sleep, stun and hold or 'everything'? I'd be more open to (testing) an inherent that scaled with team size. And even more so only kicked in when solo (and/or perhaps kicked in when they are the only one with positive health, i.e.not defeated) I think starting at 10th might be a bit early. I'd want to avoid anything that made it competitive with receiving buffs from teammates particularly buffs from primary power sets. Most defender primaries get their mez protection power between 8th and 12th so 12th is about as early as I think might be test worthy. Even this is going to compete with Corruptors and others with the buffs in the secondary (albeit presumably lower protection values and/or mez types covered by the inherent). Perhaps resistance rather than protection. Or solo gets protection and thereafter scales up with team size with resistance.
  20. Okay so the perceived problem isn't one of stealth capability then but of a set that was originally not a Tanker set getting ported to tanks and not 'adjusting' the power to take threat generation into account while a tank goes about engaging mobs as usual. And not one of screwing up their ability to get to the objective in a stealthy manner by drawing aggro in route to that objective. And yes @Greycat I'll second what your saying in your previous post above
  21. What? If you have an Aura and you want to stealth then turn off the Aura. Not sure why you'd want to be stealthy while engaged in the classic role of a tank which is to grab and hold aggro. If the team is stealthing to an objective you don't need to grab and hold aggro you need to actively avoid it.
  22. I'm fairly certain I recall it being listed in Mids as +1000% recovery. And while all I've got is this phone for internet I know I used it on my SR for just that reason. Usually I'd jump start it by popping a blue (again being pre invention my net was not what it would be these days with Miracle etc.). But after that Geas would handle my recovery until after the debuff were off. And since this was pre invention, (pre real numbers even) it always dropped me to 0 end (no Perf Shifter etc. to generate +end getting around the debuff). Should be able to verify easy enough between combat attributes and Mids in any case that I'm not having a serious senior moment. Edit: missed your Mids comment. Maybe because of the blue and fairly normal end slotting it slowed the loss enough to get by on the blue I'd popped until the debuff went away. I assume your specific build has high consumption maybe it wouldn't be enough by itself.
  23. Try adding in Geas of the Kind Ones and Eye of Magus accolades into the mitigation plan/rotation. Those two were my go to if still in mid-combat on my Claws/SR back in the pre-invention days. The +recovery of Geas is enough to offset the debuff of Eludes crash. Eye is a nice boost to defense and resistance. Between your passives, the 3% defense uniques and Eye your defense should be quite solid (you'd be at/near soft capped except for the defense debuff in Geas) while re-toggling mid combat.
  24. 😄 well my Emps have and always could solo ... and I don't think they died all that much even on "Invincible". But, yeah speed through the mission or solo vs AVs definitely wasn't a thing either. I don't think crutch is quite the right word either at least with Empathy the set screams team me.
  25. Vastly different, perhaps. Balanced I strongly doubt it. Edit: And to be clear 45% (or 59% or even 100%) is a soft cap. The hard caps do vary by AT and are much much higher.
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