Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Doomguide2005
Members-
Posts
3697 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Doomguide2005
-
Give all Mobs/NPC's /stuck command
Doomguide2005 replied to Darkneblade's topic in Suggestions & Feedback
I've no idea but ...how does the mob know its stuck? You and I know when we're stuck, sentience and all but a mob not so much. And /target_stuck sounds a bit like Teleport Foe but much more effective. And faces the same issue i.e. knowing between a stuck or not stuck mob (or seems like anunresistable and hence abusable Teleport Foe) -
It is indeed an altoholics paradise and welcome back to the game. Now get busy.
-
Regarding Nemu's point about budget and your reply. Something I'll do in that situation is put the bare bones in my primary build that I can currently afford, enough to be reasonably playable. Meanwhile as the cash and expensive sets are added place them into my second build --> what will become the final build (or at least the current idea/Mids' version of the final build). Being unable to look at or use Mids' I have to ask what set bonuses are to be had with new Endmod set used in Recovery Aura? 6 slots used is about 3 slots lost to get those set bonuses ... worth it?
-
@kiramon's build looks solid. But I would be considering 2 things. First keeping Hasten earlier in the build unless you plan on either almost never going exemplar or plan to use a second build for doing so. Hasten's recharge is very important to keeping the cool down time on your Auras low. And to do that it, obviously, needs to be available to do so. Second I'd want to keep the +defense of Fortitude up against ED ... or about +22% defense or so. All those builds with 'holes' or built to caps for S/L will love it as they often manage enough defense for the boost to cap or nearly so other types or positions. That's also less damage taken, less healing time spent and more blasting time for you.
-
I generally don't take either Resurrect or Absorb Pain. Absorb Pain is very niche. If you need it in addition to your buffs and HO+HA to keep some one upright ... . If you must for some reason I'd go with 1 maybe 2 Heal enhancements boosted to +5. Resurrect -> so many ways to Rez these days from combining inspires to P2W powers, to self-rez powers it just easily skipped. If you do take it I'd put an Endred in it. It cost 26 endurance to cast and even on a high recharge build it doesn't recharge fast enough to really be used if multiple allies are down, teams/folks are usually not going to wait that long. Reserve for use for that important ally who needs to be right back in play to help prevent more death or maybe the Dark with Howling Twilight who can rez the whole team etc.. Healing Aura and Heal Other --> I would use 6 slotted Preventative Medicine in one and either 5 slotted Doctored Wounds (low cost) or Panacea (high cost) in the other. Clear Mind --> I recommend taking this (close to 8th or not long after) There's been some discussion that its utility in Incarnate play that it has become skippable. Perhaps, I'm not yet convinced. It needs no additional slotting and is definitely a do not skip at anything less than end game/Incarnate level play. Pretty much doesn't matter what enhancement is placed in the base slot. I like a Range but *shrug*. Fortitude --> one of your best buffs. Strongly recommend taking at 12th. I've used anywhere from 3 to 6 slots. 3 Membrane HO's +/- LotG 7.5% recharge global, 3 LotG set including the 7.5%, 5 Red Fortune plus LotG recharge global are common choices. Recovery Aura --> always useful but enhancing the Endmod is less vital in the end game. I like to keep this and Regen Aura close in recharge time so I can fire them off back to back. My usual slotting is 3 with recharge, rech/endmod ×2. Regeneration Aura --> 5 slot either Doctored Wounds or Panacea Adrenaline Boost --> 5 slot either, you guessed it Doctored Wounds or Panacea. Used to add an endmod/recharge but crashless nukes plus the tendency of most high end builds to be self sufficient for end makes that less necessary. And in case it wasn't obvious I generally shoot for recharge then more recharge. My mitigation is keeping those Auras on short cooldowns (especially RegenerationAura), teammates, inspires and epic armor. Building for things like the defense soft cap is for solo or very small teams vs ×8 mobs ... Must sleep for now
-
My understanding is it would check when first cast then once more every 10 seconds of its duration. Beyond that my current knowledge of procs is limited. And then cast summon @Bopper 😁
-
Well first off welcome to the game! Currently I can't use Mids' or get in the game, computer died. But otherwise when I can after work I'll take a look and offer what I can.
-
Hmm can't test or use an analyzer currently but I'd be concerned about Longbow, Arachnos and Resistance mobs (off the top of my head). They definitely use +To Hit powers and I wouldn't assume some of those also don't include +perception as well, effectively countering some amount of Stealth if not a stealth debuff per se. If it works like the hard caps for defense/to hit then the game tracks values over the cap, applies the mods, before the result reaches its final "capped" value. The final net value must be greater than 0 for you to be 'seen'. Nevermind mobs like Rularuu Observers and Drones etc..
-
Yes from what little I know and can reread in the Wiki if your threat level is 0 then you generate 0 threat and are going to be at the bottom of a given foes "threat list". Highest on that list draws their aggro. But, and it's a big but, the mechanics were poorly understood on Live and I believe here on HC that remains true among the player base.
-
44.5x% or 45% for defense softcap?
Doomguide2005 replied to fitzsimmons's topic in General Discussion
And last but yet unmentioned that I could see there's Enhancement Boosters. Unless all your +defense enhancements are all boosted to +5 you might eke out that last 0.5% with boosting stuff. I probably wouldn't lose any sleep on it however ... just mentioned for completeness sake. -
Assault if you can apply -resist (like with Sonic) will net even more damage effectively than the base for everyone in Assault's AoE.
-
No you don't with Illusion but you do have PA and Phantasm both of which draw aggro strongly. Perma PA is what I'd look for first, defense would be next. Once you get Regen Aura you will be very sturdy and I'd also be building up tesistance. Both perma PA and Empathy do well using recharge. That said for solo work check out a thread about an Emp/Fire/Soul solo vs +4/×8 ITF, successfully completed, in the defender forums . The build has very strong defenses (and resistances). It would be harder to do on a controller owing to AT mods but the slotting should provide lots of raw ideas to work from. Most recently I believe the build was posted by Linea in the thread titled "The Modern Empathy Defender"
-
-defense is good for the number of procs it can use. -resist is good because it not only increases your damage but all the damage the debuffed foe is taking. -defense as a means to make things easier to hit is almost worthless in the end game. 1) it is heavily resisted by +4 foes and even more so by AVs in generally (purple patch and AV resistances) and 2) most characters in the endgame build to be able to reliably hit +3/+4 foes. Generally if an endgame foe is hard to hit buffing the teams To Hit is a much more effective choice.
-
I'd second the vote for Kin on a farm build (with the caveat that I don't farm). Cold has some very strong debuffs but Benumb is single target. And its buffs (shields) don't effect the user. No self heal. Rads toggles while nice and now continue to work after the anchor dies are slow to apply each mob. With Kin the buffs, the important ones while solo effect you (FS, Siphon Speed, etc) and you have both a heal and +end powers. Pick your farm and build for those defenses and resistance needed against those mobs. As for the blasts Kin can allow you to go heavy with procs while not loosing the damage that's not proc based (thank you FS). Water though not very familiar to me has the AoE's as well as having -defense to help hit your targets. And no I believe the consensus is Rain powers are generally poor choices for procs. Edit: the line in Mids is probably the baseline ... the starting point. To account for debuffs which could reduce your recharge. The cap is 500% (+400%) which even for a Kin is pretty close to impossible to hit solo. Outside buffs are pretty much a give to do that. Damage cap is also 400% on corruptor iirc. A Kin can manage to cap their own damage
-
Bio Armor's Fear/Confuse Hole: Why no warning?
Doomguide2005 replied to Shocktacular's topic in General Discussion
Interesting. Once I can get back online First Ward/Night Ward are high on my to do list. Got a feeling of deja vu atm as computer death/ life forced me out of game around the time those zones were introduced and hearing seeing lots of good things about the content. Got vague recollections of taking a peek on my main and going whoa wow upon seeing the Seed. -
Returning Player: Kind of Lost and Overwhelmed
Doomguide2005 replied to Satanicus's topic in General Discussion
Compared to early issues more like extremely fast. There's also selections in your Options window for things like turning off xp gain. -
Yes and it's a wonderful problem to have, a "gee I have a bazillion dollars what to spend it on?" problem. So yes especially where it concerns my favorite(s) I'll make use of our multiple builds. There's a whole lot of potential options ... exemplar friendly, solo vs team, damage vs mitigation vs recharge builds, specially built for s specific challenge (thinking about my i19'ish Empath build for RWZ challenge) and on and on.
-
Returning Player: Kind of Lost and Overwhelmed
Doomguide2005 replied to Satanicus's topic in General Discussion
And the Guides section has a pinned thread by Trickshooter listing each Issue (Chapter) starting from the very beginning called The Guide to Issues aka "When did they change/add that?" And the forums as well as the in game chat are full of returning folks who like you had a 7 or more year hiatus and needed a reminder themselves after first arriving. There's also two Wikis now, the original which was frozen at the state of the game at Sunset (but still quite good for many many things) and a new HC Wiki for things "now" on HC Welcome back! -
Bio Armor's Fear/Confuse Hole: Why no warning?
Doomguide2005 replied to Shocktacular's topic in General Discussion
Yep, my /SR scrapper has been terrorized a few times. Note that Taunt, Placate and Repel are also "holes", though I don't recall ever being effected in PvE by any of them. Assault provides resistance to taunt and placate. Tactics as mentioned provides protection against Confuse, but is slightly unclear in the Wiki if it provides protection against Fear as well (part of it seems to say yes, part indicates only resistance to Fear as well as Confuse and perception debuff). My /SR scrapper is usually running Tactics but I can't say with any certainty if it was on when I became Terrorized. Or maybe the mag simply exceeded the protection and resistance at the time ... no idea there. -
[Suggestion]: Sonic Attack - Echo Mechanic
Doomguide2005 replied to Bopper's topic in Suggestions & Feedback
Or tweak the durations of the debuffs -
Longer answer, they don't want to for any of a large number of reasons. Including liking Empathy more. Not thinking the difference is enough to matter, thinking Empathy is superior in some way. Preferring Thermal. Don't want to play a redside villain reformed or otherwise. Don't like what Pain Domination implies. Etc., etc.. And none of the above really addresses my first paragraph. And the second mostly relates to how potent those buffs are. There's nothing in essence 'wrong' with the Empathy set when an 8-man all Empath team can produce those numbers. The problem isn't in Empathy per se but more a side effect of end game conditions in which AoE is king whether in attacks, buffs or debuffs crossed with highly self sufficient high end builds. The more removed from leagues of 50+3, t4'd builds the more Empathy's utility will increase. And if more than a trace of those min/max optimized builds are melee/non-support then while the components might be maxed the league most certainly isn't.
-
5 Things to Encourage Conventional Leveling
Doomguide2005 replied to Kraqule's topic in Suggestions & Feedback
I rarely if ever farm, particularly when playing an AT, set or sets I've never (or rarely) played in 'normal' content. But I do run AE story content, contact/story arcs, TFs, street sweep, etc., for variety as the mood strikes. Even when I do farm/grind it's rarely in a traditional AE farm way. I'll just rerun thru Ouroborous some of the same 'normal' content as there is simply a lot of it in the game blueside. Often ran the old Posi TF in a duo on Live for merits. Personally I'm most strongly motivated by Merit rewards. But even then maxing the return is low on the list. If I speed through a TF it's because I enjoy the challenge of doing so not because it might max my time vs reward metrics. I don't think increasing rewards is going to change in any fundamental way how people play and level unless those rewards create an imbalance (i.e. a new problem/issue) of their own as a result.