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Doomguide2005

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Everything posted by Doomguide2005

  1. Thank you all for your responses. Got a lot to read up on about procs.
  2. Liquefy -- Takes a potentially absurd number of procs. But I'm no proc wizard other than knowing both recharge in the power and the fact it is an AoE play roles in the chance of a proc firing. The otherwise overly long recharge works in its favor, the AoE size works against it as I understand it. Does it have the potential to become a proc nuke is the question with a high global recharge and appropriate proc slotting?
  3. And Focused Senses, Coak of Darkness, and Glacial Armor (as well as Danger Sense which is not a tanker power as far as I know)
  4. I aim for 2.5 With over 3.0 I know it will be very unusual to have any issues. 2 to 2.5 is doable, clocks and minor sapping, long fights etc. will likely cause issues (needing blue inspires, slowing pace between spawns, recovery temps etc.) Under 2 and I will have issues and will usually have me looking for permanent solutions (changes to build, expecting to use Rest between spawns or a power set with powers that provide lots of +end or +recovery (Heat Loss, Recovery Aura, Transference etc.)
  5. That and ya know maybe his pets are at the groomers or mortician getting some work done. Just cause your DP keeps one under his pillow at all times ... just saying 😜 Sometimes emergency saving the world plans just can't wait.
  6. The other consideration while building for defense gets into defense debuff resistance. While this won't change the initial to hit chance it can definitely effect what someone building for defense considers sufficient for improving survival in combat. For example, my /SR scrappers would be fine sitting at or near 45 ... their DDR means a blow won't effectively change their defense. My defenders however usually like more defense as a cushion against defdebuffs and will go well over 45 if I can (maybe 50 or 52). Helps prevent cascade defense failure as it will take back to back hits against the soft cap for the debuffs to truly increase the next foes chance to hit. And/or keep a close eye in combat attributes and use other measures to keep cascade failure and sudden death at bay.
  7. And if you're looking to catch a bit of that bygone era find other Emps, other defenders,with similar outlooks. They are out there, Green Machine (of the Repeat Offenders Network) and Everlasting Defenders can both be found on the Everlasting server. Similar groups and players can be found across all the servers I'm sure.
  8. Sorry but owing to dead computer I can't open the file to look at in Mids'. But basically you will want to focus on defense and recharge. Picking up and using Shadow Meld from Soul Mastery is common as well as soft capping for S/L. If your doing that your heading in the right direction
  9. Sorry if I wasn't clear. In know way would I expect it to be in a defensive rotation. But for those moments when you find yourself there, it's definitely a good "oh crap, where'd that mob come from" or other such moments power. Another tool in the entire tool kit, kitchen sink's included.
  10. Third option outside of Incarnate power(s) is to get the Eye of Magus power aka Archmage badge accolade and use it anytime the other two aren't covering you and things are hitting the rotary oscillator. Covers all but Psi and if you are into badging the Psi hole can be covered by Elusive Mind.
  11. Cold for debuffs, Sleet, Benumb in particular. Heat Loss for complete endurance happiness (and further debuff) Storm has Freezing Rain (debuff) and offense in Lightning Storm and Tornado Both are very potent sets with Cold offering a bit more in a team setting. But both can be very solid in either setting.
  12. @gunaroDid you mean for those LotG recharge to be the def/increased global recharge? I would assume yes. I can't look in Mids' but it wouldn't surprise me to learn moving the second endred in Assault to Stamina for a Perf Shifter +end proc and boosting the remaining endred in Assault resulted in a net end increase for the build.
  13. Rommy is a major and annoying runner. Be able to immobilize him. Envenom dagger won't hurt but Traps shouldn't need it for regen debuff.
  14. Your suggestion I think doesn't account for the fact PvP is not only disliked by a significant portion of the player base, but a major reason for many to actively avoid those zones. Basically your suggestion might lead to the exact opposite a decrease in traffic.
  15. My first thought is as Greycat an open mission even if badly outleveled (by say being lvl 50). But no way to hop in game to take a peek. Or as cranebump an open/new contact. Waypoint show up when you zone in?
  16. Not sure I'd call it a big mistake but I agree with the overall sentiment. That said it goes with the sidekick/exemplar to any level mindset but maybe we relax the 35 limit to allow someone within 'X' levels (5 perhaps) of 35 to sk up to join a team. That way if you happen to be the friend in a group of friends who gets a little less game time and is 33 while the rest are 35ish you could still join them when they hit Cimerora, the RWZ or 'pick your hazard zone'. Can't enter solo but once sidekicked you could enter.
  17. Kismet's +6 is almost as good as a level shift if that helps put it in perspective. Base To Hit vs +4 = 39%, vs +3 = 48% and +2 = 56%. So instead of 39 you're looking at effectively 45% (instead of 48), instead of 48% you're looking at 54% etc.. Tactics is generally more than a level shift regardless of AT using it ... and 2 level shifts worth on a support set, particularly a defender. And of course applies that buff to more than just the user but any ally within 40ft. And it's why my scrapper with a level shift + Kismet + Tactics chews up +4 mobs with relative ease (and that isn't even counting potential stacks of Follow Up for more to hit).
  18. As far as I know Repeat Offenders' Faithful Fans of Fallout SG is up and running on Everlasting.
  19. Recharge cap is 500%. Subject to diminishing returns. But few players are afaik anywhere near the cap even on the vast majority of high end builds Damage cap is AT dependent either 400%, 500% or you're a Brute. No one does this in a vacuum, a few can do it with enough foes supplied. I can say with a far degree of certainty these two buffs will definitely benefit the vast majority of high end builds.
  20. Traps or Storm would probably be my top picks solo. Traps is undoubtably the safest of the two coming with both the defense and mez protection early on. Storm packs quite a punch offensively while traps also does it requires a more up close and personal approach to deliver (but FFG makes that doable). Storm can also burn the blue strongly where traps can be played quite ... patiently if desired or needed (but not required). I'd also look at Poison, Time, and Nature Affinity ... largely because my experience with them is near zero.
  21. Part of my issue here is basically if done enough to 'work' what happens is the goal posts are just moved. Instead of 45% being the cap is folks when ever possible will now build as if the cap is 50 (with a hypothetical +5% to hit buff proc). Anything less than treating it as a new cap and situations like @Claws and Effectdescribes can and will happen.
  22. I'd definitely be willing to skip Superior Invisibility. A stealth IO + Steamy Mist will make you unseen by everything but GMs, Turrets, and snipers (and foes that ignore stealth). And if you really wished you could stack Super Speed on top of the others and only the snipers would see you. As an aside Superior Invisibility is more stealthy than a Stalkers Hide (200ft vs 150ft) And then there's those mobs that "cheat" basically ignoring stealth ... though I can't verify atm I believe their perception can be debuffed with such things as Smoke as I recall from live
  23. I think either can do quite well. Empaths are a team oriented buffing set. They are also quite capable of adding directly to a team's offense. Solo is quite doable if slower than many AT's. None of my Emps have ever sat around and just healed. That would generally be poorly playing even a "healer" and no one in their right mind would ever call my Empaths anything other than offenders many of whom on Live have been solo'ing since the word "invincible" could be applied to their mission difficulty.
  24. Combine this with extremely high DDR (as in even huge defdebuffs won't budge your def substantially) and sliding scale resistances of SR that mean, especially on a tank, that you will be at the resistance caps with lots of health left. See Sir Myshkins' post above ... And most/much of it doesn't even require IO's to do (helps though 😃).
  25. Unless things have changed (and I cannot check ingame or in Mids currently): Damage cap is 400% The base damage of a power is100%. So you can add 300% prior to hitting the cap. About 100% more is added by enhancements slotted in the power. These count as part of of the buffs towards the cap. So how much on average do you get in buffs from FS and SP. Every % over 200 or so is how much less you need to slot in damage enhancement in powers (specifically looking at Hot Feet, but it appliesfor all powers potentially). For example, if you can reliably hit 260% damage buff you only need 40% damage enhancement in Hot Feet to hit the damage cap. Procs, containment, criticals, scourge can all boost actual damage as can resistance debuffs.
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