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Doomguide2005
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Haven't been able to run my Elec/Fire (too low level yet and dead computer) but the first thing I'd try is to use Slow/Slow sets in addition to Damage to get both into the red and slow their movement to a crawl. Second it's not far off from epic/mastery powers. Both Web Envelope and Bonfire could certainly be used to keep them from running. And possibly other options I'm not thinking of right off. No experience with Water Blast but I hear it has KB powers. Any AoE with the ability to slot for KB to KD (like Bonfire) would work too.
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This, a thousand times, adding to what both Luminara and Shred Monkey have said. No AT is needed at endgame (or through the entirety of the game for that matter) and the only thing I don't want on my team is a "jerk".
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@Galaxy Braina couple small points concerning Storm, afaik there is no KB or KD in Storm's Thunderclap it's purely a Stun (mag 2) effect. And while there is a KB component to Hurricane CoD list it at a 5% chance (I assume that is per target per pulse of the power.) Most of the effect is in the powers Repel portion.
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I think that's exactly what Vanden is saying essentially. Primary powers are generally stronger than Secondaries which in turn are stronger than pools and epic/mastery powers. Since the buffs etc. are the same the way the power is weaker as an epic is its recharge.
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Just to be clear unless the City of Data entry is incorrect, either originally or by being outdated, the KB in Hurricane has only a 5% chance to occur (per pulse? per target). As for removing the Repel not so sure it's that simple. Yes I'm sure you could just remove the Repel function. But then you destroy the ability of Hurricane as a means of crowd control as well as debuffing. You could no longer pin mobs helplessly against the terrain or as @Greycatmentions round them up after they're immobilized. Scatter might actually worsen as debuffed mobs try to flee the debuff area. So probably not a good idea. Edit: And Hurricane is one of the few powers in the game where player skill is/can be very important to successful use while employing the power.
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It's been too long since I've run a Mind controller to comment much while having no access to Mids to play around. As to the Empathy side Heal Aura and Heal Other --> generally I'll 5 slot with either Doctored Wounds or Panacea. Or 6 slot Preventative Medicine. If HA gets Preventative Medicine then HO will get either Doctored Wounds or Panacea. If looking to free up slots I'd first reduce HO to a pair of +5 boosted Heal IOs. Full confession here I tend to build my Empaths who plan to team for recharge, then more recharge. My mitigation comes from, in no particular order or importance, minimizing the cool down of my Auras, epic shields, teammates and inspirations. Absorb Pain --> I'd recommend skipping. If your HA, HO, RegenAura and Fortitude can't keep them upright using AP probably won't either and will make you more likely to join them as your HA can no longer effect you either. Resurrect --> with so many ways to Rez I find this a very easy to skip power. If I do take it I'd drop an endred in the base slot. Even with high recharge rates it won't come back fast enough for it to be truly useful to rez multiple teammates. Use it when someone critical drops or on the teammate with Howling Twilight. But why slot endred? Because you 1) don't have Vigilance making it cheaper, 2) it's 26 end to cast and 3) it will probably happen when you're low on end, your Auras are down or other Murphy's law moments. Clear Mind --> some debate how useful in the endgame with everyone's defense capped and throwing out Clarion etc.. Bit still very useful outside of Incarnate play. I'm still of a mind to have it even at high levels and Incarnate play. Just need a base slot, really doesn't matter what you enhance it with. Fortitude --> do not skip. Slot anywhere from 3 to 6 slots. Lots of options from 3 Membrane HOs to 6 Red Fortune. Recovery Aura --> my most common slotting is 3 slots with 2× endmod/recharge plus 1× recharge. The only thing I tend to try and end up with is similar cool down with Regeneration Aura so I can fire them essentially together to avoid having to keep track of each individually. Regeneration Aura--> usually 5 slots either Doctored Wounds or Panacea. Adrenaline Boost--> usually 5 slots, either Doctored Wounds or Panacea. Usually take Hasten, Leadership (Assault, Tactics and Vengeance).
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Yeah, it's been quite a while since Live when I leveled my Electric/RadEm controller but that pulsing is why I wondered if you could basically keep the Freedom Phalanx essentially perma-slept while draining them dry. Even if one of the draining attacks woke them up, they'd be right back to sleep with the next pulse.
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Trying something for Endurance woes...
Doomguide2005 replied to Ultimo's topic in General Discussion
Look down this section to the one titled "Stamina or Health for Endurance" Lots of helpful info either in that thread or linked there. As others have said get the +endurance Accolades asap. All those +% recovery boosts work off your max endurance. I'd stop after adding 2 SO's on your toggles EDs diminishing returns will hit the 3rd SO fairly hard. Likewise it's a bit of a balancing act between more than 1 SO endred in attacks to help attack more often without losing too much endurance and using damage SOs to do more damage so you don't have to attack (and use that end) as often. Unsure how effective the +end return is on the blasts that include it (it's a 30% chance on the blasts that can near as can tell). Totally unknown how the Performance Shifter proc works there, if for example does the end return have to trigger for the Shifter proc to perhaps trigger. That's more @Bopper's wheel house. It's also commonly mentioned in threads about buffing Electric Blast (increase the chance and/or amount returned). -
Sometimes, dependent on power sets, blapping is essentially a necessity. Electric/Fire would quite literally have to ignore it's secondary except it's mandatory t1 which is also the only ranged attack in the secondary. The rest are either melee or PBAoEs. Add to that the primary has a fairly set defining attack in Short Circuit which is yet another PBAoE. Energy Manipulation in many ways is similar. The secondary attacks (5 in number) are all melee, the remainder are self buffs (ironically one is Boost Range).
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QFT, while not a blapper, my Emp/Rad/Dark GM Empath solo'd Cimeroran boss pairs (doing repeatables) on 'Invincible' using Air Superiority and Cosmic Burst. Get one bouncing endlessly with AS while perma-stunning the 2nd with CB.
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I always pair Combat Jumping with Hurdle made much easier since Fitness became inherent. Combined Hurdle gave me the distance to leap backwards while CJ gave me the control to do so while moving around a corner while using an attack to pull foes when needed, landing around the corner out of los and return fire/retaliation. With the pairing I could reach the entrance to the Terra Volta trial without a travel power (and do approaching from either side). So yes CJ offers substantial control while airborne and jumping.
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@5099y_74c05 If you're talking about /Elec as in Electric Blast then yes it has significant -recovery (-100% base) in Short Circuit and at least per Mids is effected by Power Boost/PBU. I was seeing -200% recovery and -70 end in Mids with PB iirc. Based on Red Tomax there are no indications it can't be stacked and while I couldn't do it with PB I could double stack SC. Ball Lightning and other blasts also have strong -recovery (-100% again). The big issue is solo they are relatively short duration effects (the -recovery) and outside of SC the -recovery portions aren't auto but percent chance to occur events. I was pondering the AV question owing to the pulsing of the sleep effect which ignores their PToD or as Greycat put it staying asleep isn't always what you need. In this case just as a mitigation (on top of defense/resistance) while you slowly sapped their endurance. Especially with level shifts and Incarnates involved. I'm almost certain a 'superteam' of sappers would drain them and fairly quickly even thru their AV resistances.
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Remove Lockdown: +2 Mag Hold's Electric Cage vfx
Doomguide2005 replied to AxerJ's topic in Suggestions & Feedback
And another 'only as some sort of option' choice. I want my visual cues ... even if some get a bit much (multiple Earth controllers in my collection) Some of this stems from playing on Live for an extended period where I had sound looping issues so I got very used to playing volume off and relying on visual cues. Others as I understand it play while listening to music and I wouldn't be surprised if at least some watch for such cues as well. -
Ooooooo, wonder if you could Sleep then drain (and keep them drained) a group of AV's, for instance the Freedom Phalanx
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Rularuu Watcher-class Hit Chances Extremely High
Doomguide2005 replied to Kartanian's topic in General Discussion
They also ignore stealth and perhaps more importantly if you aren't SR or otherwise have high levels of DDR and do get buffed to the "Sentry" cap have attacks that debuff defense. Yay!? for cascade failure when your defense is at +150 😳 -
Fortitude --> +18% To Hit (not to mention the +defense and +damage ... well okay mentioning those too). With no recharge enhancement or buffs that's 2 folks covered at any given moment. 🙂
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Getting the right enhancements is primarily two things, especially at first. First is knowledge, knowing what sets give what bonuses. Then second deciding what the goal(s) of your build are going to be. Largely that's a matter of practice, making and looking at builds in Mids. For example, above I'm selecting sets primarily for their ability to grant recharge bonuses as my main goal is recharge at least sufficient for perma-Hasten. Doctored Wounds and Panacea both grant recharge for 5 slots while Preventive Medicine requires 6. Things like Miracle and Numina's provide other bonuses. Likewise I'd look at Decimation (+recharge) vs Thunderstrike (+defense) in my ranged attacks or Purple sets which provide +recharge (as well as significant +accuracy) Most sets are listed in the HCwiki as well as being searchable by bonus in Mids and is a good way to learn what does what.
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Yeah what I figured. I know Cosmic Burst plus Air Superiority was a big part of how my Emp/Rad managed to survive running 'Invincible' missions of Cimmeroran repeatables anytime she got a couple bosses. Stun one and get (and keep) the other bouncing before he could get his protection active, then take them out.
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Unfortunately I can't currently use Mids, no internet connection other than this phone. With that disclaimer out of the way I generally do not take either Absorb Pain or Resurrect on my Empaths. AP is very niche and generally if spamming HO+HA plus RegenAura and Fortitude don't stop the bleed, prep Vengeance 😜. Resurrect isn't bad but there are so many temp powers, awaken inspires, self rezzes that it's generally redundant, an easy place to save a power choice. And if multiple folks are down the team isn't going to wait for Resurrect to recharge (even at high recharge). If you do take it drop an endred in the base slot and save it for someone critical. Healing Aura and Heal Other -> 6 slot one with Preventative Medicine and the other 5 slot with Doctored Wounds (low cost) or Panacea (high cost) Clear Mind -> take at 8th or close to. No additional slots needed. Enhance to taste, really doesn't matter with what. Fortitude -> one of your best buffs. Take it asap. Slotting choices vary from 3 to 6 slots. Minimum of 3 Membranes, often adding 1 more slot with a LotG +7.5% recharge global. Prior to lvl 50 prioritize defense then to hit (particularly if not running Tactics which I'd recommend you do) Recovery Aura -> 3 slots, 1 recharge, 2 endmod/rech. I generally try to keep the recharge of this and RegenAura similar. That way I use one then fire the other, avoids having to track them separately. Regeneration Aura -> 5 slot either Doctored Wounds or Panacea (low cost/high cost) Adrenaline Boost -> 5 slot either Doctored Wounds or Panacea. With crashless Nukes I no longer 6 slot adding an endmod/recharge. That's the Empath side, I see @Psylenz0511has covered most of the blasts. Might be an oversight on their part but I wouldn't skip Cosmic Burst. Generally I'm looking for Purple/ATO sets where possible as my Empathy team builds focus on recharge then more recharge and yet more recharge. My mitigation is teammates, inspires, epic shields and my Auras on minimal cool downs. Defense is for solo or very small team builds (vs x8 settings) Pools -> Hasten (like I said all about the recharge) and Leadership typically at least Assault, Tactics and Vengeance. After that I'm fond of Combat Jump and Super Speed but it's whatever you prefer. PS: The whole "dealing damage" thing I'll point out even if you never attack (which almost everyone would say is not a good idea) that's a ton a lost global recharge if they are not slotted and enhanced which will very directly effect your ability to minimize the cool down times on those potent buffs -> Fortitude, the Auras and Adrenaline Boost. Slot and use those attacks when not buffing.
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This. It's rarely the same from build to build and dependent on need, available slots. The needs of my Empath who has RA and my Claws/SR scrapper looking for set bonuses as well as +recovery and +endurance make their choices turn out very differently.
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Without actually crunching numbers and strictly considering endurance: Stamina 3 slotted: 2 endmod IOs boosted to +5, Performance Shifter +endurance proc. Health: Miracle proc And grab the Accolades for +max endurance. Edit: out of your 2 options mentioned probably the second. (And grab the Accolades)
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scrappers Scrapper Passive rework?
Doomguide2005 replied to hiimaura's topic in Suggestions & Feedback
Choice should not be confused with difficulty. A controlled vs random critical seems to verge on being an oxymoron (or perhaps misnamed). Assassin's Strike or a 'true' Sniper attack are delivered on an unaware target at vital areas of a foe by an attacker who chooses when, where, and how to deliver the blow. A scrapper slashing, clawing, punching his way through a horde of foes isn't taking the time to line up an exacting shot (but every now and then ... ). The random flow of the fight make the crits also random. At least that's my mental image. YMMV and all that. That and non-random crits may make for choices, even interesting ones, in general removing randomness or increasing predictability reduce the challenge overall. Might be more appropriate to increase the crit chances as the character levels if something of this nature were desired. A more experienced, capable combatant is going to have a better 'feel' for the flow of a fight and how to influence things to generate better outcomes (i.e. more crits, faster defeats). -
Unless it's different in PvP none of Kinetics powers do -recovery (Transfusion does a small amount -endurance. Transference does a modest amount of -endurance). Short Circuit however does considerable -recovery as well as a lesser amount of -end. A strong sapper build will do both quickly removing endurance then shutting down the ability to recover that endurance. Power Boosted SC fully enhanced gets rather ugly at PvE-side anyway. On a defender it's showing as around -70 endurance and -200% recovery in one of my Mids builds.
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There is a real difference between -1000% and -1250% (-1000% is far easier to overcome). But you do have to work at it to deal with those numbers, builds would need adjusting (Heat Loss, Speed Boost, AM, etc.), certain ATs and sets would suddenly be much more valued especially in the endgame (hello Empathy). Geas of the Kind Ones would become much more valuable --> it has iirc a +1000% recovery boost, it's how my Claws/SR scrapper dealt with Elude's crash back in the day. And, of course, my Green Machine Empaths would love it ... they made a laughing stock out of the crash (crash, what crash?).
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One thing I don't see mentioned is Traps (and Force Fields) both have a self included mez protection in the set.