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Doomguide2005
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Everything posted by Doomguide2005
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I guess for me earlier isn't really the issue as much as that, albeit rare, double tap that takes you out ... before you really can react to the first blow even if the second does have benefit of the scaled resists usually delivered by an AV. As good as the resists can get when the first blow is 1800 of your 1900 health 75% isn't going to stop the smaller base 600 damage 2nd blow. But that's just part of being SR not sure how much I really want to do about that. But it is one of the reasons I built my scrappers health to top out over 2100. It really helps to survive that sort of ugly double hit.
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What would be the best way to keep players retention?
Doomguide2005 replied to spartan52's topic in Suggestions & Feedback
I think @Bill Z Bubba, @Darmian in particular really hit it on the head for why I kept thinking about CoX for the 7 long years 'tween times and what keeps me here now. I enjoy the challenge of the building a potent character but I also, especially for some of them, enjoy their story imagined through the game, the beauty of it all ... they said it so much better and captured it better than I am. -
And I'd be fine with no change as well, but would be okay with a swap of Lucky and Evasion. I see no need for any +recovery or +regen/+absorb mechanism. I say this as someone who built my Claws/SR for survival (vs all out recharge/attack). I'm fine with killing steadily if a bit slower than Bill Z's pace. At 2100+ health and regen around 32/sec she's damn tough (and currently missing several newer IOs, notably the Scaling Resist and +Max Health).
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What would be the best way to keep players retention?
Doomguide2005 replied to spartan52's topic in Suggestions & Feedback
This a thousand times. I've zero interest in gaining buffs to my solo protection and dps in exchange for weaker buffs and debuffs. And not weakening support sets in the exchange is a dangerous path to follow. Support sets are just that ATs designed to support other characters in their efforts and who also happen in many cases to be very capable solo. But this is tangential to the subject of the thread so enough said. -
From the HCwiki, ported from Paragon Wiki: -300% So yes you're going to need several Sonics on the team Never got to see one of the last theme groups my friends and I put together mature ... a bunch of Fire/Sonics, "Hot Feet and Hula Hoops", running together. Invite 1 Fire/Kin or Kin/Fire 😎
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Interesting choice ... 'digesting' And word play is fun!
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Make it two more 😋
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So much darkness. Help me pick which one to embrace.
Doomguide2005 replied to Sakai's topic in General Discussion
Nastiest group my friends and I put together (on Live) was the "Twilight Brotherhood". Your character had to have at least one 'Dark' power. We ended up with a DM/Willpower scrapper backed by 4 Defenders --> a Cold/Dark, a Dark/Dark, Dark/Archery, and a Sonic/Dark. We were crushing Faultline arcs vs Arachnos at +4/×8 by our early to mid 20's. We were are own worst enemy ... too damn potent and got bored. Don't think, as a group anyway, we got beyond the late 20's. -
Regarding notoriety...pre issue 16 near as I can tell you could set it for 1 of 5 difficulties. Starting at Heroic, then Tenacious, Rugged, and Unyielding, finally ending at Invincible. Was that from issue 0 on or did it start in the very early issues thereafter? Edit: and team size dictated the spawn size. And invincible was pretty much +2/×1 (and variance in frequency of Lts, Bosses, etc. in a mob).
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Looks like the HCwiki needs updating. It doesn't include VEAT limits, but your defense in combat attributes will turn light blue when you hit the hard cap. The HEAT cap, both Warshades and Peacebringers, is +200.38% from level 21 and up (same as Scrappers and Stalkers). So next time you get up there pop a purple or three and see what you see. Brutes and Tanks max sits at +225.05%. Everyone else is +175.00%. For what it's worth I had a character that could cap his To Hit, a Cold/Ice/Power defender (PBU+Tactics+Aim all fully slotted for To Hit, 5 slotted Adjusted Targeting). Nailing Mako (or Paragon Protector) despite him using his Elude power makes up a bit for all the times DE and Eyeballs made my Claws/SR life difficult 😋. Everyone has a hard cap of +200.35%. Interestingly critters actually have a higher cap sitting at +211.10% at level 55.
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Not quite the actual upper limit to defense varies by AT. The Attack Mechanics "clamp" everyone's Final To Hit chance between 5% and 95%. The Hard Cap on defense for a Tanker is 225% somewhat less on other AT's. And I think even that number is in effect a "clamp" and will offset any To Hit bonus applied beyond that but never yield a higher value (but I can't currently confirm this last bit) There are some foes where, for example, the Incarnate cap wouldn't suffice. Rularuu Eyeballs being a noteworthy example as they have a built in +100 to hit that makes child's play of even an /SR scrapper running Elude on top of their usual defense. HCwiki articles on 'Limits' and the 'Attack Mechanics' can offer even more details. The answer to the OP's question is basically yes it will increase your defense but because of the clamping in the Attack Mechanics equation it won't change the likelyhood of being hit but will help offset any defdebuffs that occur if a lucky hit gets through. And that is one reason to go over the 'soft' cap in particular if you don't have significant DDR (defense debuff resistance). Insurance against cascade defense failure occurring basically.
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And note that Superior Invisibility is utterly massive overkill in PvE (200ft). The only things that will see you ignore stealth. You take Perception and subtract Stealth. Anything coming up at 0 or less won't see you even if you jump up and down waving in their face. Positive numbers indicate the distance at which they'll see you (react/aggro) up to the limits of their perception. Snipers at 149 ft have the greatest Perception ... which is still 51 feet shy of 200.
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Hmm, well that would mean English has decimated Latin (probably in some deep dark German forest) 'cuz as we all know possession is 9 tenths of the law.
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Now that just ain't right 🤪
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Welcome home!
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Humbug ... just bind "you all owe me purple and blue skittles" for when that happens
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I believe the term is 'living' vs 'dead' ... and not in a 9/10 sort of way 😜
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Centimated? Sounds creepy and like lots of legs are involved ...
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Additionally keep in mind quite a few attacks have multiple types. For example Fireball is both Fire and Smash. Many of Energy Blasts attacks are both Energy and Smash. And the game will use whichever defense is best i.e. if a foe uses DM's Smite or Fireball you're already covered if your Smashing defense is capped. Your Negative or Fire defenses won't matter (unless even higher and even then capped is well capped). Know thy enemy and their powers especially if you fight them commonly.
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Yes, even just moving the little shift arrow a bit further away from the power locations would help. Right now I try and either leave the power slot open or not put anything I might need urgently in the slot.
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An old thought... probably been suggested many times...
Doomguide2005 replied to Ultimo's topic in Defender
Yeah Fortitude alone would make me leery of select buffs. Putting an Empath with IO's into the upper 30's ish defense to all (Fort ~22 + 2*3% IOs + Maneuvers + Weave) when both RAs already do effect them is asking for trouble. We already have Empaths doing solo runs of the ITF at +4/*8 -
To add to what others have said: 1. I wouldn't worry about it. On a Tank I'd probably note it so others would know what to expect. On a Brute, for me personally, I almost expect the opposite ... it's more noteworthy to find out the Brute has Taunt and intends to tank than not. Seems like most grab it as much to help their 'scrapper' side deal with runners or the annoying foe that wants to fly away and stay at range than to truly tank. As others said if there is no Tank on the team, you'll tend to get the aggro anyway. 2. Hasten for me is not a mandatory thing but build dependent. I'd personally probably lean towards yes for Dark Armor but I also probably wouldn't worry about having it until the build was maturing maybe even respec into it later after becoming comfortable with how the build worked for me and my playstyle. 3&4. Everyone seems to do it a little different. I tend to look at my net recovery in Mids with all my toggles 'on' that I normally expect to run. Toggles are a baseline use, that usage is always there unless someplace very safe and quiet (AH, University, in my SG base etc.). So my concern is going to be do I net enough endurance to cover my clicks/attacks that I'll use in combat. If you're really into number crunching you can calculate that number, but most folks get headaches trying to do that. For me I will aim for 2.5 end/sec net recovery (mouse over recovery in Mids to pop this up) as a starting point. The vast majority of the time that's enough to go non-stop. Over 3.0 and you'll probably only see your end bar 'twitch'. From 2.0 to 2.5 I expect to need to watch my use, maybe use an occasional blue or just not immediately charge to next spawn but in general not hugely problematic. From 1.5 to 2.0 I expect to have issues, manageable but potentially problematic and need to alter play style/pace (use Rest, need blues, etc.). Under 1.5 is an issue, risk of running out mid-fight is practically a sure thing. Need to alter build or expectations. 5. IOs for sure and totally agree with @Ironblade assessment though I'd probably change need 8 from "on a tank" to "when tanking/solo" unless you've a high tolerance for getting knocked about (and if you got the aggro they'll chase you just as happily as if you meant to move 'over there'). And I'd definitely skip Acrobatics...unless things got changed from when last I looked it's another toggle (more end use to deal with) and not a particularly cheap toggle to boot. As an aside high (capped) defense will also make getting knocked happen less just by itself. Can't knock/mez what you can't hit and all that. 6. Reads others advice as I've no clue and currently can't use Mids to experiment.
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As in Empathy paired with ???? Edit: And you may want to post a request in the forum dealing with your Archetype... Defender, Corruptor, Controller, Master Mind etc.. And welcome to the game! What server is your character based on? Any mission will earn you xp and help you level. Try to find a team to join. It will give you ally's to support and receive your heals and buffs. And don't neglect your offensive/attack powers you'll need them especially when running solo.
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And I'm guessing the enhancements were a keeper this go around 😋
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An old thought... probably been suggested many times...
Doomguide2005 replied to Ultimo's topic in Defender
This a thousand times over. When the word "superteam" comes up I'm thinking stacked buffs and debuffs i.e. support sets. I think Pinball Wizards or Green Machine. I think of the FRads or the barely IO'd early issue 9? team of 7 defenders and 1 controller of the RO network which chewed up a Master STF tackling and destroying all 4 Patrons at once with barely a pause of the team for "but this is Master attempt" moment. Both these teams existed well before Incarnates and essentially before the player base really knew much about sets in general. I for one don't want to see the relatively unique strength of CoX's buffs (and debuffs) weakened so they can be self buffs. Now maybe something along the like Vigilance where the self buff is scaled to team size perhaps, but then again 3 Empaths is pretty much at or beyond the above numbers on SO's nevermind IO sets so ...