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Doomguide2005
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Everything posted by Doomguide2005
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Yep, though hopefully as you do so Phanty and PA are grabbing the aggro ... leaving you to debuff the daylights out the foe.
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Generally defense is better mitigation than resistance. With resistance you still have to deal with mez since while the damage was reduced any mez coming with it is still there to stun, sleep, hold etc. you. S/L plus Energy are chosen to cap because they're the major portion of the damage type(s) you'll face endgame. That said unless you use Choking Cloud you've no reason to get into melee range, hover plus capped range defense and strong resists could also work as long as you can keep them at range.
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Well I think I'd lean towards the Kin vs Sonic. Both the DP/Martial and his alternate TW/Fire will love a Kin. The Brute has a high damage cap, plenty of room for Kinetics buffs. Flip side is the Bots are ranged, it'll be harder to buff both players and bots with the +damage. The Sonic shields will help both the players and in general the debuffs of Sonic work regardless of positioning of bots and players. The DP and Brute, whichever he's running, will both happily take Disruption Field into melee where it'll help everyone. But yes in the end either would work well.
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An old thought... probably been suggested many times...
Doomguide2005 replied to Ultimo's topic in Defender
Or Adrenaline Boost (+100% recharge) and Fortitude (+31% damage). Not to mention the other aspects both those powers boost. -
What are your friends running?
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Begs the question as to what are your two friends playing? Both a Kin and Sonic Resonance can be potent force multipliers. The Kin will put someone near or at the damage cap. A Sonic/Sonic will seriously debuff resistance. Someone at the damage cap can only see bigger orange numbers if the target is getting resistance debuffed. If you primarily play either with your two friends or solo then taking into account what they're playing would be a good idea for synergy.
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Time to enforce the name holding expiration rules
Doomguide2005 replied to Kazuuk's topic in Suggestions & Feedback
Yes, that was the author I had buried in my foggy old brain. -
Time to enforce the name holding expiration rules
Doomguide2005 replied to Kazuuk's topic in Suggestions & Feedback
Awww, come on Hawtniss Emberdude just does it for me and my Archery/Fire character. -
Time to enforce the name holding expiration rules
Doomguide2005 replied to Kazuuk's topic in Suggestions & Feedback
Me memories are a bit old and foggy but ... Not an attorney and I'm definitely not a patent and trademark attorney but ... If I'm not misremembering if you named your character the same as your character on Live you are potentially in copyright violation. NCSoft actually owns (owned) the rights to any and all characters created in City of Heroes per their EULA. If I'm not mistaken at least one famous published author named one of his characters after his literary character and had some legal issues as a result. -
An old thought... probably been suggested many times...
Doomguide2005 replied to Ultimo's topic in Defender
No idea why but I can guess 🤔, especially if done on a power by power basis. It may be as simple as a reward and encouragement for teaming. It does involve more effort to put together a team than run solo and it is an MMO. It also takes a tiny bit (sometimes more than a tiny bit) more coordination and effort to make said team reap the full benefits than doing so solo would. And this was even more true in the times before IO sets than since. And overpowered is probably somewhat hyperbolic because as I said earlier in the thread just means things get "overpowered" 1 team member earlier. -
Must have needed to refresh the page, didn't see your edit till after my posted response. I'd probably use something other than Rectified Reticle in BU. Good place for the Gaussian's proc. You've already got +perception in Focused Senses and while grabbing +regen bonuses isn't a bad idea I wouldn't start here. Recall Friend (now Teleport Target) you shouldn't need any (further) kb/kid protection. I'd either swap it out or put a Winter's Gift slow resistance in here. Swift can take a Fly Spd. More later.
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DDR=Defense Debuff Resistance. It's part of what makes SR so dang hard to kill. Most other sets when the defense debuffs start flying rapidly find they're defense no longer capped and have to worry about cascading defense failure. SR basically doesn't get debuffed, you'll be dead from getting hit long before you lose any significant amount of your defense. As a result you only really need to get a few percent above the cap 47% maybe 48% for your positions, more is largely wasted unless you're aiming for the Incarnate cap ~59%. Put another way when a 10% debuff hits your defense will drop from 47 to 46.5, someone with no DDR will drop from 47 to 37%. And with each blow they get easier and easier to hit by every one in the mob. I've got to get to work, but I'll be back
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😃 well if I get a functional computer maybe I'll get the answer ... on test, not sure I'm ready for the possible masochism it might involve otherwise.
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It's difficult for me to go into too much detail (can't use Mids, long time since I've used ElecM). But Practiced Brawler I usually slot with a single endred, global recharge takes care of the rest. Stamina could surrender slots for use elsewhere ... looking for AoE +def in the 6th place, chasing the i-cap? I see lots of +recovery set bonuses and 6 slotting for +defense? What are your goals for the build? Are you looking for the I-cap defensively? What's your end consumption vs recovery? Is your DDR at 95%?
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Yeah, early issue solo was painful and early levels more so on a buff centric primary. It has become a significant amount easier on all "squishies" with vet powers, p2w powers, early inherent Fitness and just general knowledge in the player base. My first Empath (also Emp/Dark) languished a bit and eventually made 50 after 2 or 3 of my other Empaths had reached 50.
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What's the best tanker at true level 12 with no set bonuses?
Doomguide2005 replied to DougGraves's topic in Tanker
Not experienced enough with Rad Armor but most of the exotic damage types will also have positional types attached, i.e. ranged, toxic. Not all but most. Mostly at low levels like 12th I'd be most concerned about getting too many in my face at once and that overwhelming me no matter my mitigation. That said SR will have solid melee and ranged defenses by 12 having already accessed both its toggle and auto powers for M/R. -
For quite a while my on again off again badge hunter was jealous of a friends Katana/Regen scrapper. He joined a bit after us probably i4 and couldn't figure out how to get out of the tutorial. Running around in their for a couple hours trying to find the exit ... well he defeated a lot of Contaminated and was the only one of us to have Isolater badge for quite a while. He eventually phoned one of us and learned how to escape the tutorial.
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Love to know after slotting what your end use becomes.
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What Bastille Boy said. On my Empaths I often don't build much if any defense. My focus is first and foremost recharge, then more recharge. My mitigation comes from, in no particular order, team mates, inspires and keeping my Auras, Regeneration Aura especially, on as little downtime as possible combined with epic shields. They're meant to team. My rather outdated (at this point) Emp/Sonic/Elec build from i13 or so was a work in progress to do the Rikti warzone challenge, i.e. solo a mob of lvl 54 Rikti which had at least 3 bosses. She did cap Range defense and basically hover blasted. She could pretty much fight a lvl 54 mob to a draw, mez being the downfall. She could take out a level 53 mob. I'm thinking these days she'd could be built to do it ... and probably without hover. Several IOs, new pools and a crashless Dreadful Wail, yes please. But it would be capping S/L/E and not worrying about melee in all likelihood.
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It's a combination of things I'm thinking and basically what Nightmarer stated in his post. In the case of Enervating Field it doesn't take any sets and only endred, range and recharge enhancements. I've yet to see anyone worry about greater range while recharge would basically make a toggle come back quicker. Endurance reduction is pretty much the only one of the 3 choices that makes much sense. Lingering Radiation is similar though it does take Slow sets. But it's debuff is usually reserved for hard targets (AVs, EBs, GMs) and primarily for its massive regeneration debuff. Basically it does what it needs to do out of the box and the user mostly wants to make sure it hits and recharges fast enough to be permanent on its target. Makes it an easy place to use fewer slots so more slots are available elsewhere. Radiation Infection is probably the one that you see the most variation in. That said unless the builder is chasing a very specific need Enzyme HOs are designer made for this power. Enzymes simultaneously debuff defense, debuff to hit and provide end reduction in the power. Maximum benefit with minimum slots, a builder's dream. And yes especially Radiation Infection would need different slotting while leveling up, then respec to place in the endgame build. Probably only Enervating Field isn't going to change. Endred is the only thing that probably ever makes sense in EF.
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Well while I'm not by any stretch tech savvy this game is old, as in dinosaur prehistoric old. When I first went to download the game via a wonderfully throttled on a hotspot speeds a follow RO network player pointed out it was designed to run on, ahem, dial up. I never noticed any issues loading. While some graphics settings were added over the years it still very light on what computers and monitors can handle these days I'm fairly certain. Even Emmy's ancient laptop is, what, a year in the future from when Live went into the Sunset. So unless the HC team has done some massive overhaul of the games graphics I missed ...
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Depends I've definitely seen late and endgame builds using Sorcery ... in particular Rune of Protection In addition to what's mentioned above it's a spot where the two Resistance +3% uniques can be placed if your build doesn't wish to include Tough/Fighting pool.
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Or if/when you're feeling comfortable with trying some of the special IOs (mentioned above by @EdgeOfDreamspost with links to a couple threads) instead of a second accuracy, drop in a Kismet +6% Accuracy (which is actually a misnomer, it's a To Hit bonus) into the build. And instead of the accuracy put either another Damage IO or an Endurance Reduction in your attacks (all of them, the Kismet will effect you globally). Likewise their are several special Heal and Endurance Modification enhancements that can help with endurance as well as regeneration, healing and an absorb shield ... and off into the deep end you go 😉.
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The individual Archetype forums are also haunted by folks who enjoy making builds. Some of them are even good at going into why they do it that way, especially when asked nicely. And the HCwiki and its predecessor on Live Paragonwiki are also excellent sources of information. And last if you have questions don't hesitate to ask.