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Doomguide2005

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Everything posted by Doomguide2005

  1. +11 to everything just said by Frosticus. The key take away is team play, stacking Leadership is extremely potent for the team. For example 8 Maneuvers enhanced and everyone with no other effort is now at or exceeding the defense softcap. Similar benefits to Tactics and Assault (8 of each is like everyone with Build Up and then some running 24-7). And defenders get the largest buffs from the pool. But it does require everyone to take it for the team to reap the benefit. A couple members is nice, 8 doing so is going to shred most content.
  2. Haven't played Pain since Live (and well before Sunset at that) but iirc it's pretty much a clone of Clear Mind ... you won't benefit. Consider the Sorcery pool, specifically Rune of Protection. I'm unable to get in game or verify at this time but I believe you can use it while mezzed to free yourself from what it protects against.
  3. I believe your opening post led with a comment something along the lines of 'a danger room to test out my builds'. Which is exactly the point of the 801.0 to 801.3 series mentioned and why they were recommended above. Granted they don't have the scenarios you mentioned later in the post but they are a presently available option until your dream team foes might be available.
  4. And if support classes are suffering ... that's a different issue. Nothing, I repeat, nothing in this game is tougher to crack than a grouping of support characters supporting each other. And I personally think that's part of the issue the tendency to build to solo not team even on support classes.
  5. @MsSmartNot exactly, i don't really think the idea of a global to hit buff is needed. The nasty groups, the tough content is there if wanted. The Battalion is or would have been a very specific enemy faction the Live devs were apparently planning, "The Coming Storm". My vote is essentially no buff bring on the storyline, the future ... which was intended it seems to challenge incarnates and the material developed for them.
  6. The problem there that jumps out at me is both the Incarnate cap and the 'soft' cap are in fact soft caps. There are Defense Hard caps that already exist and vary by AT. None I believe can currently be reached solo ... maybe an SR Tank could get there or close with Elude + set bonuses + Incarnate powers etc. But for Tanks the Hard cap is 225% iirc and that is still way beyond the I-cap or "soft-cap" My answer would be bring on the Battalion. Make them smart foes (AI wise) that bring buffs and debuffs to the battle where the players need to team and can't just zerg after doing so
  7. Sounds like an enhancement to reduce the interrupt time on powers than can be interrupted. Powers like Recall Friend, Aid Self or many of the Sniper powers can be interrupted during their interrupt period. These enhancements shorten that period. Aid Self, for example, becomes easier to use in combat successfully with a shorter interrupt period.
  8. No it was Pinnacle 🙂 Probably mid issue 3 or so, Khelds were a brand new thing. I have a vague recollection of them explaining what AT they were.
  9. The first Khelds I saw were a pair, I think, husband wife duo. They joined our team when we were down to 3 of us after the other 5 quit off. We'd been doing well in the Hollows, then ran into Pumicites and repeatedly kept getting aggro of the entire mob with predictable team wipes. I have rarely seen then or since some one manage to repeatedly and reliably pull single pumicites till we cleared the mission as the one playing the Peacebringer. I can also remember dropping my much exempted Emp/Dark when a bug was causing the Cysts to spawn much higher level mobs than was supposed to occur. These had popped up at level 24 iirc vs our Frostfire team.
  10. As you come off the train station there's usually some under the overpass nearest the AH
  11. Random comments: Liquefy can use HOs which iirc can ed cap its debuffs and endred. Won't help that recharge much but the debuffs will hit hard. Or those same debuff sets can turn it and that long recharge into some major damage (again iirc it can take 6+ procs, all damage or dmg and resistance debuff) on top of the base debuffs. No Force Feedback recharge procs. Not sure what would be recommended but the Nrg blast can slot them all over the place?
  12. While running with SOs I'd stick to 3 slots in your HA/HO, all Heal. Until or if you have pets a dedicated solo build should skip HO. I'd seriously consider not taking Absorb Pain and again if you do use 3 Heals (and definitely drop in a solo build) 1 Endred in Resurrect (skip solo). Fortitude - I'd skip buffing To Hit and grab Tactics from Leadership (and Assault). Until blasts are well slotted I'd skip any other enhancements, you need those slots in your blasts Get Hasten, 3 recharge asap. Best help on cool down of Auras in an SO build. Auras (both) 3 recharge, add 3 Heal to RegenAura when you can. Adrenaline Boost, can skip if dedicated solo, otherwise 3 recharge then when able and Heal to taste. For your Blasts I'd want at least 4 slots --> 1 Accuracy, 3 Damage, a second Accuracy if no Tactics (5 slots), Endred optional ... Recovery Aura should more than handle the load. Just use caution and blue inspires when down. I liked to use the accolade powers of Archmage and Geas of the Kind Ones when solo. Very handy when running SOs and find your Auras are down and you're still in combat for whatever reason (ambushes, or over extended etc.) Power Mastery --> There are 3 powers here to chase. First is Power Build Up, PBU will do crazy good stuff to your buffs and heals in an SO build. Temporary Invulnerability is solid S/L resistance and Force of Nature offers strong resistances coupled with some +Recovery. It does have a crash so take care there. I haven't much experience with the Sorcery pool owing to life keeping me out of game but it's worth looking at for its powers including Rune of Protection. Once IOs get into the mix a lot of this advice will leave the mix for IO pastures.
  13. What budget are you looking at? Do you intend to use IO's? IO sets? Are you waiting until level 50+ to work on sets or is this to be an SO only build? Is the goal to solo well or just to be able to when teaming isn't an option? What kills you when you die fast? Often especially as you move into the late 30s and into 40+ the mez goes from bad to worse and you burn through breakfrees faster than you get them (even if making them by conversion). I'd definitely be shifting some slots away from the Primary and into the Secondary. And very much so if you intend or find yourself solo frequently and/or aren't going to use set IO's. If you don't want to respec I'd strongly consider using your second build to build a more solo-friendly build.
  14. Discussing Gale in the thread brings back memories of an all Earth/-- SG on Justice. There were a lot of Earth/Storm in the SG and early on we were street sweeping in Perez Park. We all had the then quite new Explosive Strike proc. So many skulls and hellions making like tumbleweeds that evening and getting obliterated by the proc at random.
  15. I'd probably do the same ... and end up with 4 builds 😜
  16. Part of the issue is the strength of the heal ... in the just under 5 seconds I could fire off Aid Self my scrapper will have naturally regenerated about half of what I can expect to get off Aid Self iirc ... my regen on my SR is about 32/sec the likelyhood I'd get hit again before I've regenerated the damage before I'd recovery it is using Aid Self is tiny
  17. Oh my the list of alts I'll need to make is just getting longer and longer once I have a computer again. I tend to agree with Greycat, particularly if you are going to being teaming mostly or exemping frequently. Defender means earlier on the Auras, Fortitude and Adrenaline Boost. On the other hand if you can load up on damage potential (procs) with the blast set (and get scourge leveraged) that might work well too on a corruptor. PS: There is a build by @Lineathat solo'ed the ITF at +4/×8 on the defender forums.
  18. The +recovery is 90 sec, while the debuffs last 30 sec (as noted by Riverdusk up thread). This jives with what my fading memories recall. IIRC, my recharge for HL on my Cold/Ice/Power was in the 100 second range if I didn't use Geas of the Kind Ones for its recharge buff. He was all about the recharge, defenses were minimal in the build. And yes Perma is possible though probably only with outside buffs i.e. around 400% recharge
  19. ? Did it (Empathy) get ported to corruptor and doesn't yet show on the HC Wiki? In any case if you can make them both and see which you like. The one you like is likely to be the one that is better for you. Edit: I did make a redside version of Empathy/AR for an all Emp SG back on Live.
  20. So Elec/Fire/TBD blaster ... lives and errm ... in melee?
  21. True it's a late bloomer but as a primary these days you're into your 20's very quickly. Freezing Rain is level 8 and will be upping the teams (and your) damage from there forward. That late blooming on a defender isn't as 'problematic' as it is on a controller without a blast set especially solo where you can really need those level 35 and 38 to pump out damage
  22. Another vote no. I have both Aid Self and Aid Another on my Claws/SR. I've almost never used them in combat and rarely out of combat. They are set mules giving her +hit points and +regen set bonuses ... so in a sense they are constantly healing her 😜
  23. Nah, it was a Space Hamster I'm sure of it
  24. Yeah, CoD listing it as accuracy 1.0 is pretty typical of a pseudo pet. Probable auto hits the mob but I'm not sure ... my Cold/Ice had Tactics, PBU and Aim not to mention the acc in the Endmod set and global accuracy I used. I'd have been pretty much unable to tell without carefully watching the combat logs for that specifically. He was capable of hitting the To Hit hard cap, something up around +200%.
  25. Lolololol yeah been there too, but this time it's dead computer only a phone for internet situation.
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