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Doomguide2005

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Everything posted by Doomguide2005

  1. Also not requiring "the Trinity" is different from "the Trinity" is one option among many for successful teaming in CoX.
  2. Damn you're making me feel young 😜 What was that actors name. Can see his face but ...
  3. The entry (in CoD) is a bit confusing because the target of the power is you (i.e. Self). Note also the entry of "Entities Autohit Foe (Alive)" So you place the toggle on yourself no accuracy needed. The toggle then auto effects and auto hits the foes in the area. Also worth noting that afaik there's no pseudopets involved. Bottom line no accuracy needed for the power to work. Endurance Reduction and Hold Duration are the priorities. It's one of those powers I typically frakkenslot in this case with Endred/Hold IOs ×3 then if a favored frequently played i may get around to boosting +5. There are other potential enhancement choices but as all other build decisions it is based on the builds goals and priorities.
  4. Really doesn't matter. But since I'm often on one of my Empaths nothing makes me happier at that point than seeing at least one other Empath familiar with GM tactics PS And whatever Defender and support is present hopefully is using their mez protection. Nothing will slowdown this Empath like standing around snoozing, held, stunned or otherwise mezzed. No AB, No Forts, no CM, Auras with bigger gaps. Nevermind my offender pew pew boom tendencies not at work.
  5. Don't under rate the potential contribution of Triage Beacon in a static fight such as vs an AV. First its base is 150% not 100%. Second it stacks from the same caster. It's easy to keep 2 out and with enhancement that's in the 500 to 600% range. A subtle but effective boost that'll reduce the need for healing overall. Is it worth taking guess that depends on your build goals and needs
  6. Both have Confuse (in Focused Fighting). Fear can be pretty annoying at least on my scrapper but fortunately is rare.
  7. Beyond a shadow of a doubt the most potent teams I've been on have been predominantly Defenders
  8. As a player of many Empaths this is pretty much how I do it. Tankers get it when they go colorful with any frequency which usually means I'm exemped low (Posi or Synapse) and mitigation isn't quite there yet.
  9. I think a new phrase has entered the forum lexicon, right up there with Gone to the Americas and /jranger
  10. Or had one or both fellow Stormies had and used O2 Boost proactively and or immediately used one on you after you were hit. Edit: proactively in this case as O2 Boost has Stun protection in addition to a heal and other things. Each Boost is over 7 mag protection for a Defender
  11. Nah, its an opportunity for an Empath or other character to pull you back from the brink. And I've seen it happen, probably even done it a time or two. You are just as functional at 1 health as full health.
  12. We, my friends and I on Live, always wanted a "Burlap Sack" power. Knock them out throw them in the sack and leave.
  13. That is basically color text/fluff. About the only thing it really tells you is its relative strength compared to other powers in that set at best. It can be misleading when trying to compare the power to another outside that set. You are better off asking directly about the power itself in these forums or in Help chat in game. Unfortunately the text is overall a poor indicator of whether the power is a solid choice or not. Some day they may get around to editing all the power text but it's undoubtedly a long way from a top priority.
  14. I've found the combo of RoP and Indomitable Will to be an excellent way to have basically mez protection full time from level 30 onward on a Controller. RoP takes the pressure off needing very high recharge on IW to get essentially full coverage. While there are gaps where both are on cooldown it is relatively short period making it easier for defenses plus breakfrees to cover the gap till IW is ready again. PS I don't immediately click RoP but will click it during IW cooldown to break mez if needed
  15. Yeah!!! I mean all those required Colds have to have someone to buff.
  16. What's needed isn't Barrier ... it's the ability to render sufficient mitigation to overcome incoming damage. Which as always is a mix of defense, resistance, regeneration and the ability to maintain it. In fact with foes with auto hit abilities or unresistable powers etc. one or more of these may not be relevant to survival. It boils down to a math equation with a bunch of variables to manipulate. And Knowledge (and its companion situational awareness) Like what you might get reading chat from those who have done it before
  17. Snipped out and quoted for truth. This is the most important factor between success and failure in any task but even more so in star content. Knowledge is key. After that it's far less important to do the "meta". If we the players always listened to the meta there would not have been either all scrapper or all defender teams and task forces or Empaths completing +4/×8 content solo.
  18. Oh I follow you and looking back my eyes were mostly noting the two blueside builds ... and seeing things like 3 acc and 3 damage. Minimal if any endred slotted at all. And neither is an IO build.
  19. My very first level 50 Blaster on Live was Fire/Energy. She'd use her fire blasts while closing to melee, then finish off the boss with energy attacks (Bonesmasher ftw).
  20. Okay I know Blaster sustains are good, but I have a tough time imagining (which is all I can do atm) you need almost zero endred in your attacks. Attacks are the number one source of endurance consumption on any character and not by just a small amount typically. Is it so good he doesn't need any?
  21. Still inclined to say no thanks as I'm fairly certain the trade of current values for new values would leave it vastly weaker. And that's not a trade off I'd want to make.
  22. Yep only when I started (briefly) to look for such powers i couldn't find any. Most/often seems to do both. Often one is 100% chance and the other 30% or both are 100% chance. Anyway I'll probably run around on either my Elec/Fire blaster or my Emp/Elec and burn a few Power Analyzers. So for now off to tilt at some windmills.
  23. Yeah that i get. But how do you know they aren't resisted by the same resistance value. If I put Endmod in SC's attack it buffs both the -end and the -recovery of the power, not just one or the other. Unfortunately I don't think any values show in the combat logs saying SC took so much end and put so much recovery debuff on the target (but I haven't really looked for that specifically either, at least my memories are blank of doing so). What my mechanical nature side of things wants to do is test it somehow. Anyway include it in CA and perhaps we will just see it listed, twice ... with exact same value just like the Tanker values also display i.e. 129.75% twice or if the limit is 95% a light blue value of 95% displayed twice.
  24. Is there a difference? The HCwiki only shows under limits a recovery debuff resistance of 20 to 95% (level scaling). I'm leary this is along the lines of Kismet "Accuracy" ... i.e. loose terminology. The power i presume they're getting it from (Grounded correct?) only calls it Endrance Drain in CoD in the description text and calls it in the stat block "86.5% Resistance (Endurance)(self only) for 10.25 seconds" Do they have another resistance source? None of this is to say if I'm just confused that it if it is two different debuff resistances that it's a bad suggestion to list them both. It should. And yes Fly protection should also get listed. Knowing your "Hover Blaster" regardless of actual AT is taking -fly hits is probably just as important as -defense hits are. Just looking for clarity.
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