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Doomguide2005
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My personal thoughts as a NoOb on some classes/powersets
Doomguide2005 replied to Rinwen's topic in General Discussion
The difference between Controllers and Dominators is basically their AT modifier and their secondary power sets as they, to the best of my knowledge, have the same primary sets. -
My personal thoughts as a NoOb on some classes/powersets
Doomguide2005 replied to Rinwen's topic in General Discussion
And the 3rd when you unlock your Alpha at 50 iirc. -
Any Updates on the "no streaming" rule?
Doomguide2005 replied to jackalcoh's topic in General Discussion
Must have been another thread on topic but as I mentioned there if you are using the same character name as on Live you are right there are probably in violation as that character and name belong to NCSoft per the Terms we agreed to logging in on Live. Just ask Jim Butcher (published author) who named his character after HIS own copyrighted character from the Dresden Files and had to argue with NCSoft that it was his to avoid becoming "generic123456". -
This. Real numbers, Mids', combat attributes all came along well after issue 0. When I started in i3 I had no clue what my defense actually was. If I got into trouble, I hit Elude, my defense got "higher". How high I had no real clue. And those descriptive terms were well known to be a bit ... colorful, varying from one attack to the next just how much damage 'moderate' or 'superior' might do from one set to another. Now HC could go back and edit it all for consistency but do you really want the team spending their limited time on that vs a 'huge' number of other requests like new powers, missions, content and all the rest?
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This game is very forgiving of 'sub-optimal' builds. If speed, build vs concept, minmax performance, were required to succeed we wouldn't have man builds, pool boy, petless Master Minds, pure Healers ad infinitum in this game. One of its glorious strengths is its utter flexibility to choice and style. Go for it and have fun.
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Perhaps a Fire/Psi Dominator. Lots of PBAoE psi damage that Cimerorans have the same hole that many PCs do as well (though they do have the positional AoE defense that will offer some protection). Could be several others depending on build and difficulty setting. Or even a strong debuff synergy between several teammates. But just about everything is weak or conversely strong against something. Which is why multiple synergistic support sets together get so powerful ... they cover or exploit different strengths and weaknesses. There is no one AT or set that reigns supreme against everything.
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Classics -> Fire/Kinetics, Plant/Storm, Fire/Storm i.e. largely anything Storm or Kinetics. Largely any group of 4+ "support characters". 6+ and it starts to get really going. Always wanted to take a stab at 6×Fire/Sonic, 1×Fire/Kin, and 1×Fire/Cold ... should totally wreck anything. 24 Imps running crazy at the damage cap, resistance debuff cap with substantial, likely capped resistance and defense shields. Nevermind the 8 Controllers. Several newer sets I want to try once I have a functional computer.
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"I Need Healing" - A Beginner's Guide to Defenders
Doomguide2005 replied to Overclock's topic in Defender
Bit of an afterthought while rereading this thread but there was a bug (that I vaguely recall) on Live for a bit where AVs regen? was effected. Straight up damage even from a full team often wasn't enough. But add even the tiny amount present in either Transfusion or Twilights Grasp would be enough to allow them to be defeated. 7.5% off the relative huge regen value AV health allows is significant albeit much smaller than that of LR or PT. Way late EDIT: That regen debuff stacks as well. Ditto on Dark Miasma's Twilight Grasp. It does a self stacking regeneration debuff. Either will slow any hit point recovery an AV is experiencing. -
Clearly it's the owls that don't give a hoot. Oh yes, yes I did go there.
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Well many might say the Synergy between Kinetics and Energy Blast without KB to KD IOs is a bit lacking. Weakest pairing though ... .
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Or 'Big' as in Mercury vs Jupiter vs the Sun vs Beetlegeuse vs Known Universe.
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Any Updates on the "no streaming" rule?
Doomguide2005 replied to jackalcoh's topic in General Discussion
And right now I suspect if nothing else whatever talks are occurring are at minimum helping shield NCSoft from 'but it's not fair' because they can comeback with 'we are in negotiations over the issue with tiny company' aka Homecoming, it's not unchallenged, Your Honor. -
Any Updates on the "no streaming" rule?
Doomguide2005 replied to jackalcoh's topic in General Discussion
Yes it works as well as as the holders wish ... to an extent. My mom worked for years as a legal secretary for patent and trademarks attorneys and one thing she mentioned once might apply here. Really huge company owns something. Really tiny company develops similarly product or names a their own similar product a similar name as huge companies product. Huge company could ignore this, it's barely a blip on their radar, tiny company couldn't remotely stop them in court battle or directly hurt them financially. But huge company does nothing, ignores it. Now another huge company comes along and also "copies" product or name. This can cause considerable financial trouble. To court we go where rival company now says to judge but they did nothing when tiny company did the same thing, that's not fair! Basically it weakens their court case if they don't curb stomp the heck out anyone or anything that might infringe on their name or product. Or put another way in that light if you've got a tiger by the cajones don't give it any reason to turn and bite. -
Interesting but fairly easy to test if you're up for some pain. Open combat attributes to monitor your toxic resists and go let some Vahz puke on you. Either you'll see the resistance kick in or you'll think this was some really stupid advice 😜 Also there's a tool tip slider bar when looking at your powers. It defaults I think to your current level but you can move the slider to anything up to 50 (or back down to level 1). But that's going off memories from before my computer died a few months back. Edit: For what it's worth I'm pretty sure those scaling resistances do not apply to psi and toxic. Those types if I'm not mistaken weren't even named way back at launch. The resistances basically pair off with the positionals. Melee with S/L, Ranged with Pos/Neg, etc. You'll see it when looking at set bonuses with the matching types being half value and vice versa. Psi and Toxic aren't matched up that way.
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No but one hit could do a fairly significant debuff making it a lot easier for the second to land, like drop it 10% or more if you have no ddr. Edit: And a normal +4 boss will also have about an 18% chance (i.e.just under a 1 in 5 chance) to land that first hit vs +40% defense (1.3×1.4×10) which in turn puts the second hit just shy of 50/50 with a ~10% defdebuff from the first attack or overall slightly worse than 1 in 10 to get double tapped like that with a 40% defense. Fighting through ×8 mobs that's going to happen and Cimerorans bosses are BS wielders (pun intended).
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GMs already spawn on a sliding scale so there's no need to make them weak (or strong) based on zone. At least that's how it worked last I knew assuming it hasn't been changed.
- 17 replies
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- giant monsters
- striga isle
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Only two things, by themselves, make one undetectable to everything in the PvE game that doesn't straight up ignore stealth. Hide (150ft) and Superior Invisibility (200ft). The list grows much longer if all you want to remain undetected by is minions, lts, bosses and AVs.
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Sweet, glad it was fun (free) for all. The ITF is not what I'd call Herdicane friendly. Lots of relatively open maps or caves where you can push things into the geometry. If you combine that with multiple folks running Hurricane but likely not coordinating very well you get lots of debuffed but probably scattered mobs. Sounds like you had trouble immobilizing Rommy which is pretty much a necessity. I know Tornado has a fear component. Rommy's already prone to running all over Tornado probably just makes it worse. And I can't recall for certain but LS description makes it sound like it causes fear as well. I've seen Tornado make Lord Recluse in the then STF rabbit all over the place. As for defense issues first they are Cimmies, they throw defense debuffs around like there's no tomorrow. Second those large open outdoor maps I think folks naturally tend to spread out and before you know it you may not be stacking it as much as you'd like or think you are. Other wise yes 3 defenders plus 5 controllers stacking Steamy Mist is +33.75% defense (all) before you even add in enhancements or the rest of the builds defenses. Assuming a bunch of level 50+ I'd be real surprised to find defenses sub 45%.
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😛 All Stormie is almost a guarantee for chaos, bodies everywhere. When I did an all Storm ITF it was with Perfect Storms from the RO Network post IO but pre Incarnate and no KB to KD IOs. So many Tornados and Lightning Storms running amok.
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I'll give you ambushes could throw a nasty wrinkle on things especially on high(er) team size settings. But even then there's usually cues in chat etc.. the player should catch. Ultimately even if it is increasing the difficult it does fall back to the player, no one else there. Guess you say that makes it relevant to the player. But that's more special case(s) than a "by and large" situation. That's odd somehow didn't quote your whole post. Ah were both busy editting/typing 😄
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Active Build 2 and 3 have no powers available
Doomguide2005 replied to Garble's topic in [Open Beta] Bug Report Archive
Have you already trained up to 50 on the primary build? Sorry in advance if that's a dumb question been awhile since I've been able to get online (outside of this phone) and haven't been on test since Live. The extra builds afaik don't normally unlock until you are actually a trained lvl 10+ and 50+. Might not start showing up until you've leveled your primary build to 10 is what I'm wondering. -
I'd say for solo it's more like irrelevant than an increase or decrease. There's no body to share the aggro with except your pets. And in any case it's pretty much 100% under the character/players control. You've got no one but yourself (or maybe your pets) to blame if you aggro too much.
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No, increasing the aggro limit will in general decrease the risk to a team. Aggro is what happens when your Threat rating vs a foe is greater than everyone else's. Right now a Tank is designed to generate more Threat than everyone else. Hence the Tank is most likely to get the attention and attacks of the first 17 foes to notice the team (assuming 'normal' team and tank activity). Foes beyond those 17 check their Threat values vs the team and will Aggro on the player that tops that list and so on and so on until you get either 17 foes on each team member or no one else is generating Threat to a given foe. All that leads to if the Tank's Aggro limit is increased that Tank will grab the attention/attacks of more of the foes making it increasingly safer or less likely any foes remain to Aggro on any other team member ... who are then free to door sit, use the restroom, or blow to smithereens those aggro'd on the Tank with maybe a wee little chance (i.e. risk) of moving up those foes Threat list enough to turn their attention to their new target of hatred (change who've they've Aggro'd on). Edit: The above is a fairly simplified explanation. Threat and Aggro while more exposed now than on Live (since we now can see the code) are still relatively poorly understood when compared to something like the Attack Mechanics.