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Doomguide2005

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Everything posted by Doomguide2005

  1. Where is the scrappers place? Right out front tearing into our foes as only a scrapper can.
  2. Yes Stealth plus a Stealth IO should stack for a total stealth of 35 + 30 = 65ft. With 65ft you'll be unseen to all but Snipers, GM's, turrets and foes that ignore stealth (Rikti drones, certain Rularuu (the Eyeballs) being common examples.) Which means you can position yourself anywhere wrt the mob you wish and initiate combat when you choose. FYI, Those pesky snipers will still see you a long way off having a perception radius of 149ft ... seeing you 149 - 65ft or 84ft away. I often use Super Speed + Stealth IO (65ft stealth) for stealthing missions. Edit: I've only taken the Concealment pool once that I can recall since real numbers/IO's came along and that was for concept.
  3. An excellent point @Krazie Ivan.
  4. This. I'd say in the current game where everyone can hit the soft cap if they wish to this is the strength that is key for SR. Other sets can hit the soft cap with ease like SR, but none hang onto it the way SR does because of their Defense Debuff Resistance. SR will typically be dead long before any foes significantly reduce their defense off the soft cap. As an aside it's why I built my Claws/SR the way I did. Health sitting at 2100+, regen at around 32 hp/sec. She just needs an update for some of the new IO's ... another respec/rebuild.
  5. Power Mastery can do crazy good things to end drain and -recovery. As in -200% recovery from Short Circuit alone as well as boosting -endurance.
  6. Check around for @Bill Z Bubba's build. I think it's posted. Be a solid place to start. Mine is around here as well, but 1) it's a bit older more issue 22-23 and 2) focused more on mitigation (lots of health and regeneration)
  7. Yeah I'd give anything to be able to actually download the build and open it with Mids'. But unfortunately my computer died and my internet consists of this phone. Been keeping an eye on the thread about making Mids' a phone app. If you haven't you can go into Mids' and adjust your base to hit. The tab says something about exemplar and effects iirc. Set your base to hit to 39%. That's the equivalent of fighting +4's. (Base against +0 mobs is 75% by comparison). If your powers accuracy is still over 95% then you should be good outside of mobs that have actual +defense or to hit debuffs. Kismet provides a +To Hit bonus (not accuracy despite what the description says) The Kismet proc is probably the easiest thing to alter. Adding Tactics, more set bonuses for +accuracy being another couple options but that requires more alterations to achieve. Kismet is a defense set. The proc can go into any of your defense powers. Just swap it out where you think best ... I frequently use combat jumping, but I wouldn't want to lose the LotG, but if you have a slot to move ... .
  8. @Bentley BerkeleyI'm thinking the fort is for Fortunata.
  9. Totally agree with Werner ... following his advice is pretty much always the correct thing to do.
  10. 2 quick thoughts. First what's it say your accuracy is in Mids' on the power(s) in question? Second I didn't see a Kismet +6% IO in the build, add one (unless I missed it).
  11. Rereading all the tattoos on poor Mr Ed ... and had a chuckle as a ight bulb clicked on. Incarnate nuke 40 tgt, aggro cap 17 ... 23 foes nuked for free, sort of (the other 23 are merely waiting for the list to shrink)
  12. And get the +endurance accolades. 110 base End makes everything +recovery a little bit better.
  13. If I follow you --> 3.14 - 1.34 leaves you under 2.00 end/sec to use attacks (that aren't toggles as well). That is going to leave you dry pretty quick. I personally shoot for over 2.5 end/sec recovery. Going off lunch break, back later.
  14. Or how about Self Inflicted Golf!?? There's a mission where you find Rikti Bombs, on a large outdoor map with lots of elevated catwalks (a fairly common map). Anyway back on Live my Scrapper and a friend's blaster were doing it and we found one bomb up on some of the highest catwalks on the map. He was next to the bomb and ... we both about died laughing when his blaster with zero KB protection went flying when the bomb blew. And I mean FLEW! He must have sailed halfway across this huge map from the bombs KB with all the altitude he had up on that catwalk.
  15. At one point Repeat Offenders created a redside version of Green Machine -->Greed Machine. 5 of us ended up in the mission trying fight ourselves. Whew was that an ugly, nasty fight though we did succeed after a couple tries.
  16. It varies, positional defenses on my SR's, last hit chance and then it can be many things often depending on AT in conjunction with 1 or 2 chat tabs monitoring combat stuff.
  17. You may be right that's what the test server would be good for (or should be). Still it would take a lot of effort to maintain a large boost continuously over the course of a mission(s). It would take, for instance, filling and using 5 medium (40%) to maintain a +200% recharge increase (that's using the equal of your entire capacity in 4 minutes) ... how easy that would be depends largely on two things. 1) duration of buff, 2) Being able to combine via macros to rapidily create more. The standard and assumption above is a duration of 60 seconds. It seems also assumed the only way to acquire one is via purchase. Both I think likely could be adjusted if desired or necessary. The Kin example ... well the same thing can and does occur if they've got the 'right' teammate (s). Another Kin and Empath and you're looking at at least a 150% recharge buff permanently ... now if you want add a base empowerment and and an Amplifier and you're sitting right at +195%. (Amplifier, having looked it up is +15%) Cost can also be adjusted if it's too low. And recharge is a diminishing returns buff. The last 200% towards the cap amount to seconds trimmed off with many powers. Could that be critical sure but I'm fairly sure that's not the rule. Or you could just make it non-stackable. *shrug*
  18. Well the small recharge is in the game already outside of set bonuses. You can craft a base empowerment offering +20% recharge (lasts 90 min) and several powers also offer a +20% recharge (plus other effects) such as SR's Quickness. Not sure what the p2w Offensive amplifier boost is but I believe it includes recharge as well and I'd bet it's similar in effect. So an inspire is certainly not out of line. +100% is certainly the highest I'd go (equal to the recharge of Empathy's t9 Adrenaline Boost). And +20% looks to be a good minimum. Edit: While not stacking is an option not sure it's a necessary limitation. There is a Hard cap, some abilities and powers aren't effected and duration and carrying capacity both place limits albeit with some work arounds (primarily in game email).
  19. No worries. In trying to not write a novel I wasn't clear why DDR was important to my thinking when reading it over. Part of the concern is for mobs like Council. There's a lot of defdebuff in their attacks. So maybe one procs, hits, and in addition to damage lands its defdebuff. Okay no biggie at that point. But now the rest of the mob is looking at an attack that is 2 or 3 times as likely to hit even without the proc buff and the next attack hits ... more defdebuff and now were staring down the barrel of cascading. And only one mob actually had the proc occur. Obviously the risk of setting off cascade is based on the frequency and value of the proc. But in a no DDR situation there's not much range between trivial occurrence and "oh my" in triggering bad stuff. A 'squishy' running at +1/×4 with no appreciable defense is prepared for it. The same 'squishy' built to cap defense and run at +2/×8 (or higher) isn't necessarily unprepared for getting debuffed but with the proc it introduces another significant risk of it happening and doing so quite rapidly to the mix. Randomness whether it's a table top game or CoX rarely favors the player. Mob deals with it once, players do so again and again. It's one reason some folks shy away from a set like SR it feels 'luck' based and prefer resistance sets and there steadier outcomes.
  20. Of course could just say fine with just a slight random damage increase vs SR and any set with large values of DDR. And aim the proc chance amount/value to vs defense with small to non-existent DDR. But in my thinking that has to include the effects of defdebuffs or you risk setting up cascade failure very frequently because as I stated previously the equation is very sensitive to changes to To Hit particularly at or near the caps and the resulting damage increases.
  21. Yes I am very aware how it works. A to hit proc won't directly effect DDR. But most of the defdebuffs are carried by attacks. So for an SR the effect of the proc is much more likely to result in a single heavily debuff resisted attack. Result is basically just a bit of damage without any serious change in the defense i.e. I would still be basically capped. Same event against a none DDR build and they're looking at not only the damage but a more significant debuff to their defense and potentially initiating cascade failure. So my point was if you start proc'cing often enough to hurt my SR scrapper to the point I would need to change things the result on a none DDR defense is a much greater likelihood of starting cascade failure to the point where probably such builds need to radically change whether that's more defense or higher resists or some other mitigation.
  22. Maybe because my main is/was SR but I see a To Hit proc as having basically 2 outcomes. 1) I occasionally get hit because of the proc. It happens infrequently enough that I ignore it as far as builds or what I take on or when it happens. No significant change to gameplay. In large part that's because of SR 's high levels of DDR. 2) Or it happens often enough to endanger my character therefore changes how I do things. Probable buff my defense a bit in my builds. But if that's happening I suspect it is going to utterly shred defense builds without significant DDR and require they reach higher levels of defense in their builds (or find other solutions). Which is to say just about every other defense build existing and a fairly fundamental shift in game play. Maybe a proc rate/value can found between the two "extremes" for none DDR based defenses but ... . The attack Mechanics are very sensitive to changes in To Hit and it's doubtful this would work without introducing significant, probably drastic, changes to gameplay and builds. Or it has no significant outcome which just renders it pointless largely. So unless that's the intended goal I don't see it working or desirable.
  23. Unfortunately I can't currently use Mids or get in game, computer died so only have phone to look at things. That said it's a little difficult to tell but I've a suspicion your slotted endred is hurting. Neither attacks or toggles appear to have much (sufficient?) endurance reduction slotted. What does Mids say your consumption is while running everything you typically run? And your Net Recovery? Do you forget and leave Sprint running or is it normally on while in combat? Dark Consumption if you wanted to stay with Dark Mastery to recover End. There's a base empowerment boost you can craft for +recovery. Get the accolades that add +endurance to the character. Convince a teammate to die 🤪. The rez boosts your recovery. Add Victory Rush from Leadership to the build (preferably moving your other Leadership to allow Victory Rush early enough to help while exemping)
  24. Short answer, yes both should prevent you from being mezzed by hold, immobilize and stun (aka disorient). Yes afaik they should stack, as well as stack with other mez protection powers. Longer answer, mez also stacks measured in its magnitude (i.e. mag). If magnitude exceeds protection then you're mezzed. Resistance shortens the duration of the mez (iirc). Most attacks due 3 mag or less per attack. AVs with purple triangles showing up have 50 points of protection except notably against Immobilize and sleep ... which is why it's rare to see AVs held while the PToD (Purple Triangles of Death) are up. It takes a lot of stacked holds to get passed 50 protection.
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