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Doomguide2005

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Everything posted by Doomguide2005

  1. 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.
  2. As you come off the train station there's usually some under the overpass nearest the AH
  3. 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?
  4. 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.
  5. 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.
  6. 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.
  7. I'd probably do the same ... and end up with 4 builds 😜
  8. 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
  9. 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.
  10. 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
  11. ? 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.
  12. So Elec/Fire/TBD blaster ... lives and errm ... in melee?
  13. 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
  14. 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 😜
  15. Nah, it was a Space Hamster I'm sure of it
  16. 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%.
  17. Lolololol yeah been there too, but this time it's dead computer only a phone for internet situation.
  18. I While powers that yield +end are nice, the real boost is from +recovery which Heat Loss also does and is also on a per target hit basis. Slotting can vary significantly but I would be looking to ed cap the recharge at minimum to get that cooldown minimized. It can and should be up far more often than 1 in 5 mobs. It can and should solve any endurance issues a build might have with room to spare. And yes the -resistance is significant as far as I can recall. Edit2: It does require a to hit roll so if you slot just recharge make sure your accuracy and to hit are sufficient to hit reliably. Or oh crud now I'm not sure, drat these old memories...
  19. Thanks kiramon. Is that enhanced or base value, i.e. By enhancing the defenses in SR it also boosts SR's DDR. And while 40ish DDR is not bad +3/+4 Cims are going to whittle your defense down fairly quickly. I wouldn't necessarily call it "cascade" but ... . And yes I was looking at the older wiki ... figured it was likely still accurate with respect to powers providing DDR.
  20. Hmmm, and I'll have to check but thought I saw at least 2 powers providing DDR. Yeah I'm seeing Frozen, Glacial and Wet, at least in the Wiki. The Wiki entry is a little odd listing all the Ice for Tankers and Stalkers (and making mention of Brutes having once had it).
  21. Build goals, beyond tasting the dirt less often? Team, solo or both? Budget? Any must haves? Or must nots?
  22. Okay, but what's the "(tgt)" indicating? Really sucks to neither be able to get in game or look at Mids' when things like this pop up And oh wow, at least per the Wiki you are correct Repel does KB. It's what I get for relying on 9 odd year old memories since I used/had that particular power.
  23. @FrosticusThank you for the correction and information on the Repel effect in Hurricane. Despite all my /Storm levels I don't use Hurricane often. Thinking I confused it with the Kinetics power Repel whose cost (last I knew) does cost more per foe effected. It does leave me wondering what the OPs repel: 1 (tgt) in Mids' is about though?
  24. Unfamiliar with Ice. How much DDR can it get? When you get mobs of +3 or greater Cimerorans pounding away you need a lot of DDR to avoid a defense failure.
  25. To add to @Hjarkipost I believe the notation on Repel is endurance cost. More targets effected more endurance the power costs to use/maintain. Unless you have other powers whose primary effect is a stun, I'd probably skip it. I don't believe your primary does. I tend to like stacking Thunder Clap with things like Stalagmites or Flashfire (Controller stun powers). Tornado is not truly a stun power ... it's a damage power first and foremost Hurricane will get in the way of using Short Circuit, a PBAoE. Short Circuit is a potent end drain and recovery debuff. So yes ideally you need to decide melee or range (or both) is where you'll be doing things.
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