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Doomguide2005

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Everything posted by Doomguide2005

  1. My biggest gripe isn't that the system is complicated or totally different from the previous 50 levels but that i can't see the whole thing at once. Instead I'm left scrolling up and down trying to remember I need some enchanted sand, arcane doodads, living relics ... scroll and flip between create and convert tabs which until I've done it a bunch of times making what I'm trying to do and learn very "hidden" until I've done it a bunch of times. Basically the presentation makes it more difficult to learn.
  2. Well typically we head for the big Disruptor bot. Or rather my 6yr old likes to drag dad there. He loves to grab the big "friend". Probably level 2 enhancements but those are totally optional. Fortunately he has basically no understanding of being defeated or having to hospital 🤪, so for him it's just like RWZ or any other zone that's way over his head.
  3. Feel like I could mess around with this more but really would need to know what the heck I'm doing with the TW side of the equation to do so effectively. The build while a level 50 build with sets doesn't go all out. It's somewhere between a leveling build and a full out level 50+ Incarnate build. Because of this there are some slots you could move around or change up slots and power choices. Normally, for example, post 50 I'd have a single slot in Practiced Brawler and my Claws/SR has no true travel power relying on jet packs and athletic run+sprint to get a around. There's also a number of toggles you could or may even need to, toggle on and or off to handle end consumption depending on team composition external buffs etc. Maneuvers, as an example, is about 90% mule and steppingstone to gain Tactics which itself is something you could toggle off if not needing it to hit your foes consistently. Things I'd look at further is getting those resists higher as that is a Brute strength especially compared to scrappers and support classes. But you shouldn't get hit all that often as positions are soft capped and despite my efforts you've got silly amounts of overkill in Melee unless you are fighting foes with incarnate level to hit numbers or hard mode foes (in which case you are incarnate capped for melee). You've also, of course, got those scaling resists. But both the resist IO specials are just begging to get included. You've got extra melee defense, so I'd be looking at swapping out a def/endred/rech for a straight up +5% resist and try to find a spot of the scaling resist IO as well. In short while I think the build is solid enough for most content there are certainly all sorts of minor changes one could make to improve the build, I'm quite certain. TWSR (v1.00 i27.7) - Brute (Titan Weapons - Super Reflexes).mbd
  4. I'll see if I can't get at least the SR side put up by tomorrow
  5. For what it's worth I'm seeing much more rational numbers on the first posted build {and the others as well at a quick glance). I personally would turn off Evasive Maneuvers it offers a large bonus but gets suppressed essentially by almost anything you might do outside of flight itself. Looks to be shy in the DDR department (I'm not familiar enough with Sents to know if that's expected in an SR but I'm thinking no). Link Minds won't come into effect until 42nd level which also means a bit shy on both R and AoE defenses until then (pretty much close to doubling the incoming damage until then). Will come back to look at it more in depth later. PS: Just managed to get the latest Mids version working yesterday on my computer as far as I can tell so far so good no weird numbers noted anywhere.
  6. Depends on if I'm familiar with either or both sets. If I am then I tend to start sinking influence into sets and specials early with emphasis on endurance management. If a one or both sets are wholly unfamiliar, I'm far less likely to sink influence into sets earlier on outside of various specials (where, if need be, they can more easily be extracted by unslotters). More likely to stick with SO's longer unless I find I am really enjoying the pairing. Builds in Mids these days tend to be for my level 50+ characters though as I relearn Mids and what bonuses go with which sets that's slowly shifting towards planning ahead of time. I've also got far more outside of game commitments and as much as I love playing around in Mids playing the game no matter how unplanned is always going to trump working in Mids.
  7. @Elen O'Shea The real issue here is endurance usage/net recovery. As in standing still not attacking you are losing end at a not insignificant rate. First pass at the build. Elen O'Shea SymSonicMace (v1.00 i27.7).mbd Endurance will still be an issue, various empowerment buffs, recovery serum, and amplifiers are going to help ... and teaming. Or keep inspires on hand for the 2 minutes or so downtime of Unleashed Potential.
  8. Haven't done Ill/DAff but like Zork I'd focus heavily on recharge as getting PA out with minimal cooldown is definitely a priority goal. Mine is Ill/Traps. I went with Psionic Mastery so as to use Rune of Protection and then for later game Indomitable Will. Between those two later game Mez should be pretty unlikely. IW is in play when exemping by lvl 30 onward. IW is also heavily benefitting from the high recharge as it is essentially perma with only about 2 seconds cooldown. Rune covers earlier and helps plus the cooldown gap which will grow a bit when running exemplar and later boosts resistances. Pretty much what Zork said. None are really vital but especially the +endurance boosts are quite helpful on almost any character especially high recharge build 4,5,6. Again like Zork I'll defer but the tough part for me would be Darkness Affinity. Lots of powers I'd want mixed with a lack of familiarity with the set, There's Fade which, outside of new Force Fields, is one of the only ways to gain DDR outside of Incarnate Ageless. Then you add in Howling Twilight, another pet, Twilight Grasp, Tar Patch and the rest of the extensive tool kit that is Dark. Speaking of pets you'll have enough to rival a Master Mind.
  9. Doomguide2005

    SR/RAD

    @Groovy_Ghoul Finally got Mids to work and can see your slotting. I like the resists very solid across the board. Damage is a whole lot better. You could slot up Radiation Siphon for both damage and heal. Not as crazy about the endurance usage/net recovery, but its manageable enough as long as one keeps an eye on the blue bar. And could try tweaking the recharge aspect of Rad Siphon and drop the Theft of Essence in there. Mids has me wondering how you end up with 100% running spd and recharge resistance!? I see 90% for Run Spd less (70%) for Recharge I believe?? Still that's plenty good (at least on a scrapper not as sure about a Tankers needs) Doubly so with Combat Teleport to move if needed.
  10. This ^ And you can replace 'Shards' with 'Threads'. It is very confusing. I've had to relearn everything I knew from Live (and I am probably still rediscovering things). Partly that's because there are multiple routes to doing it, which isn't indicated anywhere. Took me a while, for example, to realize my first character (not rich, not a farmer, no sugar daddy etc.) could instead of trying to accumulate 100,000,000 inf plus salvage for the t4 she wanted (or the t3's she already made) she could use Empyreal merits to purchase the Living Relic (or whatever very rare salvage I needed) by using the Empyreals she had plenty of by then. And you're already ahead of me there. You've read the Guide which would have saved me some of my hard-earned influence. PS: While Dark Astoria can be used by soloists it is not a requirement and teams doing those mission arcs, including repeatable content, are or can be formed as well.
  11. I could probably come up with an /SR build. Problem is I know pretty much zero about TW and there are solid /SR builds on the forums. But I'll poke at it in Mids see what comes up.
  12. Doomguide2005

    SR/RAD

    cant touch - Tanker (Super Reflexes - Radiation Melee) (1).mbd Hopefully this first pass is readable.
  13. Doomguide2005

    SR/RAD

    Still no luck. Just doesn't want to load at all. Really seems likely it's because I haven't and currently wont download the latest Mids, which makes me very sad. Also keeps me from seeing what you've done with RadMelee which I'm essentially clueless about.
  14. I'd figured as much. The confusing part is it seemed to also be generating "missed" lines. And when I did [Flame Thrower] in game nothing popped up unlike the other two.
  15. Late to comment but no it's unlikely due to defense values being too low. 47% defense should be sufficient as long as: your DDR is 95% (you'd need a defdebuff greater than 40% to even drop below the soft cap) they have some sort of +To Hit so you aren't, in fact, capped something they do is detoggling and your defenses are affected or it's a non-positional attack(s) getting in. That is, you are likely going to take that amount of damage even if your defenses were 50, 55, 65 or higher yet. Even if it was say a defdebuff of -100% (-5% effective) leaving you under at 42% that's not even going to double incoming damage (without even taking into account scaling resistances against the second+ blows). You should survive long enough to do something and check your combat logs to see what happened. Especially if it's recurring. And yes Council were buffed but fairly sure my scrapper has taken them on and I don't recall them being that buffed. But I'll give it a try solo and see what happens. EDIT: and Rularuu don't just get a large to hit bonus it's massive at +100%. That's going to move your softcap to 145%. That's a use an enhanced Elude (~70% iirc) plus pop lucks shift in defense. EDIT 2: So far, my Claws/SR/Body scrapper has no real issues but can see some things that are causing the most issues I have to pay attention to. First up is Starless Step. Not familiar with the Warshade power but appears to be a clone much like Combat Teleport. It's a self To Hit buff of +10% for 5 sec according to an Analyzer. So here higher defenses would help but not sure it happens often enough to make an overall build change. Next is the mesmerist's use Mesmerize (duh). This is a non-positional Psi attack, a 3.5 mag Sleep doing Psi damage. Last is a bit of a mystery, Flame Thrower. I've yet to see or note an attack roll. Nothing says auto hit or otherwise do I see an attack roll percentage. But it also hits me a number of times for DoT. Speaking of which overall there are seemingly a lot of DoT attacks incoming which I think could mislead one watching the floating numbers (and not their health as closely) that they aren't taking all that much damage but ....
  16. Doomguide2005

    SR/RAD

    @Groovy_GhoulCan't try right now only have my phone but I should be able to try later on the desk top
  17. This in my experience is also true of the two top contenders for worst armor sets, Regen and WP. Something only AT powers can provide. You can't really build for it with sets or pool powers or inspires and that's passive regen. With buffs Regen and WP with their set powers high regeneration become extremely hard to defeat.
  18. Interesting, thanks for the update.
  19. Doomguide2005

    SR/RAD

    @Groovy_Ghoulperhaps it's because after my Mids problems with the latest update I rolled it back to previous version, but your build shows no enhancements slotted. It shows powers and the slots, but they are empty of all enhancements.
  20. Lol I'm getting old. I keep clicking thinking it's about the AT 😁
  21. Maybe I've been lucky but while there's been plenty of silly chatter I've never noted the ugliness you've mentioned.
  22. Dark Consumption? The power in Dark Melee or do you mean a different power. I don't believe I've ever seen an obvious indicator but afaik Dark Consumption does not take To Hit sets.
  23. Doomguide2005

    SR/RAD

    Very late for me so I'll definitely revisit. Very familiar with SR almost no experience with Rad Melee. You appear to have an excessive amount of defense above the Incarnate defense cap. With 95% DDR even as a tank I can't imagine being much above 62% or so is really going to help much against the majority of normal content. I definitely see several things I question but because of my lack of familiarity with Rad I'm not sure if its Mids or what you have toggled on in Mids that's creating the oddness or exactly what. It's going to take some time to look this over, but you've got the DDR and M,R,A up to 59+ so that's a solid start. You're solving some serious endurance issues with Ageless. Is this by choice? Only playing at 50+? Or would you prefer being able to exemplar without chugging blues like a dying man? Anyway, sleep is definitely calling before my brain makes me say something really stupid.
  24. A little late to the party but for slotting in Hot Feet but consider using Microfilament Exposure HO's (endred and movement). 2 lvl 53 HOs and you are into yellow for endred and markedly slowing movement of foes in the PBAoE (just hitting DR aspect). That'll leave you with up to 4 slots to add damage, procs or whatever the build might need more of. @ForestNinja Combat Jumping for Life! Try the difference between pulling while leaping up and around a corner (so you fire mid-leap and land around the corner) with and without CJ and you'll never go back. The mobility and control added to movement in conjunction with Hurdle is wonderful.
  25. Where endurance consumption is concerned toggles are almost never the root cause of the issue. As some examples take an Illusion Controller's Superior Invisibility. It costs 0.36 end/sec to run with zero endurance reduction. Spectral Wounds with 5 slots using Superior Winters Bite costs 1.89 end/sec. Arcane Bolt 6 slotted including 33.13 endred slotted comes to 1.52 end/sec. Or a Cold/Ice Defender using Freeze Ray with a full 6 of Superior Vigilant Assault slotted. That's 75.57% endred slotted ... consumption is 1.06 end/sec for the power. That's very similar in cost to running Hot Feet without any endred in the power and almost twice that of running Hurricane without endred. If you are having endurance consumption or net recovery issues the first place to check when looking to add endurance reduction slots is your attack chain/attacks not at your toggles. Even pricey toggles are frequently burning less end/sec than your attacks PS Don't take this to mean ignore endred slotting in your toggles or anywhere else but that your biggest base losses are in your attacks. Make sure they are looked at first.
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