Jump to content

Doomguide2005

Members
  • Posts

    3689
  • Joined

  • Last visited

Everything posted by Doomguide2005

  1. Welcome!! Be you Hero, Villain or something in between.
  2. First one that came to mind (and immediately did so). On the otherhand ~5 AR/Dev Blasters found it a whole lot of fun to pull the whole dang room down into a trip mine and caltrop riddled entrance hall so there's that.
  3. What? Neither Link Minds or Mind Link are anywhere near as potent in base value to the To Hit and Defense offered by Fortitude. And then there's the +Damage offered as well. I'll take Fortitude over this any and all days of the week. You could used Power Boost and still not reach those values (15% and 18.75% unenhanced) delivered by Fort. Fort may also be Power Boosted.
  4. Maybe I'm completely off but isn't your endurance drain debuff resistance the 95% shown in the combat attributes (and capped at the limit) and applies to both -recovery and -endurance debuffs. Those values is what something like Short Circuit is effecting.
  5. And I tend to have 1) Conserve Power which is almost as redundant as Elude and 2) p2w Recovery Serum for emergencies (lucky sapper, etc). And if really necessary use them both. I haven't met a pack of Mu yet that'll eat through that. But I also took Elude (as a mule) and in over a year of play I've used it 3 times. Once by accident I hit the power (oops, pop CP and use serum, the second time i honestly don't recall why and the third was because the team was in a very heated close battle on a Tinpex and Bobcat had critted on me with her Eviscerate, enough to kill a Tanker, something like 3900 damage. But she and the team were both nearly wiped. So rather than go through retoggling 5+ toggles I popped Elude for a quick return to battle. Elude plus auto defenses was enough to survive the next few moments.
  6. Haven't read the majority of the thread, mostly just the first page. Aggro is not Threat, Threat is not Aggro Tankers create the most Threat the easiest of all ATs. Everyone has a Threat list. It updates 'continuously' and has, afaik, has no limit to the number of foes on the list. The game checks the Threat value at any given moment for each character vs a foe. That foe will Aggro to the character with the highest Threat value until the limit of 17 per character is reached. See the second bullet point. This is why any Tanker trying to keep aggro is difficult at best to pull foes off of even by a crazed Fire/Fire Blaster. But that crazed Fire Blaster also has a 25ft rad. on their Inferno followed by Fireball etc. and that'll open the door to 'stealing' some of the Tankers foes as damage, distance and time all play a roll in the Threat/Aggro lists of each character. HC changed at least some the above so foes over the 17 Aggro'd will use range attacks as I understand it against Threats rather than standing there picking their nose acting all oblivious. There are threads in the forums covering those changes As foes die and those Threat lists are updated, foes will Aggro to characters If my scrapper running a KM ITF at 50+ is trying to get the attention of a bunch of Cimerorans to keep as many as possible off teammates she'll jump in first (range/distance to), fire off Void (damage and debuff to 40 targets). But then or when a Tanker comes along ... well I'm likely losing 17 of them that'll probably almost immediately get replaced by some of the rest of that initial 40. And that's assuming teammate(s) haven't come to scrape them up already.
  7. Yeah that last bit @Duckbutlermentions can make quite a difference. Try doing a Dr. Q with no or insufficient p2w Teleport powers or no Fly or Teleport pool powers is a whole different animal run by folks familiar with and having those powers. And almost all the TFC have at least a couple points where minutes or longer can get trimmed even by Pugs with Team Transport with Citadel being the poster child for bouncing between zones (at least in my experience).
  8. I got a thought or two. Something in life comes up. I get and would say sending a message is the polite and correct thing to do. But you had better not start accusing anyone of leaching next if they are just staying logged in to the league/tf/etc.. to avoid your large penalty for leaving because the stove caught fire, the child is puking all over suddenly or the neighbor/law enforcement coming knocking at the door. PS I can't even log into the game atm for reasons of I have no clue. Just keeps saying I can't connect to the server ... so add that sort of thing to the list of "shit happens" that folks can't control. PS2 And just like that everything is back to normal and I can get in game.
  9. I got one of those! One of the first characters recreated by memory from the Live Retail servers.
  10. I'll agree with pretty much everyone else and say nothing fits that bill in every possible scenario in every possible content in the game. I also know that a well built SR Scrapper is incredibly sturdy, has click perma mez protection, can solo all sorts of stuff including AVs and can take on Malta and their bloody sappers and watch them miss their sap attacks repeatedly. Hell I had to get a Regen scrapper to those levels back in the SO days to fully comprehend why everyone kept talking about them as so dangerous because my Claws/SR rarely got hit by them. When the rare hit occurred she'd just pop a blue and keep going.
  11. Stalkers and Scrappers regeneration hard cap is 3000% Brutes and Tankers are at 2500% Everyone else sits at 2000% Each Regeneration Aura is about 800%. AB is about another 800% on its target. So yes 2 Empaths will pretty much hard cap them selves. The reason on a GM team you use the AB on the next Empath in the team order is not for the regen or recovery boost however. It's for that massive recharge boost. It helps ensure the minimum cool down on the Auras. Those Auras boost everyone's regeneration and recovery rates with the greatest overlap time possible for all those effected (which is up to 255 targets in a league setting) ensuring the greatest coverage by those buffs. So yes they could, if AB also effected them, no longer need to target themselves but could drop it on a non-Empath and achieve the otherwise same result of blanketing the team with Auras on top of further buffing another ally
  12. I see what you are saying but if you have more than one Empath each with a 'free' +100% recharge you don't have a case of 2000% on the Empaths ... you have 2 hard capped Empaths and the rest of team at near 2000% most of the time as both Empaths will have cool downs on Regen Aura at or near their minimum of 10 secs. Probably in the 20 to 30 sec area where only one Empaths Aura is running. You add in their HO, HA, AP and Forts etc. and that's about as indestructible as it gets. Basically the self buff takes 1 Empath less to achieve silly amounts of mitigation. And in the case of a GM type use can put their nukes in the sub 35 sec and approach the 29 sec mark.
  13. Not sure what you mean here. They are buffing someone else. And then getting the buff themselves as a result. This is by far the least concerning effect of the OP's idea. Ummm. That statement makes no sense. By that standard most builds have no way to "force" enemies to attack them. I mean if a lack of any sort of taunt mechanic meant you couldn't get aggro Blasters among many other ATs would love it. Nevermind a thing called AoE damage. Not sure what you are driving at here. Nothing about the OP changes how AB already works except it now also buffs the caster when used.
  14. Well generally this is about the level where endurance can become a problem for any character and Dark Armor in particular can be a very end heavy set. If @Werneris still around or you can find one of his Kat/DA builds on these forums you could hardly do better than to use them as a template. Otherwise, this SR scrapper player will leave more specific comments for the DA aficionados on these boards. But I will say keep your attacks to the quicker activating ones (to avoid getting locked in animation) and use Divine Avalanche frequently to help if it seems to be getting a bit too hot. It can stack a +defense to Melee and Lethal to help you get through spots. If not in trouble feel free to drop the big hammers, of course. Mids Reborn is a build program a lot of us use and can be an excellent resource to look at ideas without committing to them or trying them first on the test servers. And welcome back!!
  15. One of the saddest things about the last computer death and relocation was losing the enormous Mids' library I had including a certain DM/Inv scrapper. This old brain still recalls you keeping Recluse and his 4 patrons busy while the rest of the Lethal Ladies shredded them.
  16. Bill is always giving me ideas and something to shoot for, thanks. This is roughly Greta's current build. GRETA-001 (v1.11 i27) - Scrapper (Claws).mbd
  17. I'll thumbs up this without even being able to open it on my phone at the moment
  18. The real base question is: "How much recharge is needed to achieve perma-PA?" Followed by "How early while accounting for exemplar scaling can you achieve that value?" Your obvious earliest level is 13th while exemplared, 18th otherwise if you can achieve the nessary recharge. Set bonuses themselves don't scale they simply work or don't at any given level but the lower you exemplar the more likely the actual recharge in PA, Hasten, AM etc. are likely to get effected. Also as you get below 25th (and below 22nd ouch) set bonuses for larger amounts of recharge start to get very scarce outside Purple and PvP IOs. At that point while it may still be achievable it probably also starts to become very counter to "good" endgame build, i.e. 2 slots in Hasten even boosted is probably well shy (I'm 'guessing') of approaching get into ED diminishing returns but I haven't looked or thought about it in a long time
  19. Yeah, I am pretty sure you need to clear the one directly ahead (though every team I've been on has cleared both ... so It's been forever since I really paid attention to the objectives). Just about every team I've ever been on goes left after that spawn first. Until the other day when the lead went straight to Tarsus and miracles the team was tight and followed right with them into the spawn straight ahead. Cleared it without aggro on the left spawn and the went on to the clones and success.
  20. Same. After a gazillion runs I don't think I've ever seen anyone say anything in chat. But I've certainly noticed how sometimes there are a whole lot more Freaks running about.
  21. I do similarly and I use the Lockdown proc although it is a mixed bag of results. Thing is as long as you are paying the end it's (CC) essentially a 'free' Hold attack against everything around you as you port in. Pop in, drop Char or other Hold on the boss, and go to town. I've also found Air Superiority to be very good at keeping a boss ineffective as it's a very reliable knock effect and can keep the boss bouncing and it can take a proc Hold as well (Blistering Cold set)
  22. I believe @Voltakhas some in AE. I have not tried any of them however.
  23. I have a bunch of Empaths, currently 4 of my 11 characters at level 50 are Empaths with several more on their way up). All of them very capable of healing especially their "team builds". You want to mostly pass out the heals and fill green bars exemplar or cap you level (turn off your xp gain) and help lower-level teams. You'll generally find a lot more to do at those levels. Or play on smaller teams tackling larger groups of foes. PS: Mine also tend to blow up stuff between passing the buffs and heals.
  24. NO thank you, the change would not be remotely helpful or desirable for my Earth/Storm. The build is designed to stun its foes ... Stalagmites -> Thunderclap (not much isn't stunned at this point) -> Fissure. Now if you want to buff it to also due kd/kb or other kind of debuff go for it. More than likely the knock will get neutralized shortly though as Stone Cages gets dropped to keep them from wandering all over
  25. And most of all welcome back!!
×
×
  • Create New...