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Doomguide2005

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Everything posted by Doomguide2005

  1. And a heck of a good way to help retain new and returning players to the game
  2. The Superior Blaster's Wrath sets are uniques. You can only slot one of each IO in the set in the build. I'd drop Acrobatics unless you want it for something specific beyond Knock* protection. IO's can provide KB/KD protection if that's why you took Acrobatics. Once Acrobatics is gone I'd assume Jump Kick is also unneeded as I'm going to guess you had it to unlock Acrobatics since the character plays out of melee mostly. If you plan to primarily team I'd recommend grabbing the KB to KD IO in your AoE's. It's a touchy subject but many folks don't really care for KB and the scatter it can cause. Total Focus is theatrically grand. It's also slow as molasses the last time I checked. You could end up hammering a lot of corpses. Bonesmasher is much quicker and hits quite hard as well. Consider swapping. Stun does minimal damage. Use a Stun set instead ... Absolute Amazement perhaps and keep them mezzed longer. There's a number of uniques and other IO's that get common use in a lot of builds that could be added as well. Miracle unique, Numina's unique, LotG global recharge, Kismet +6% Accuracy (a inaccuracy it's actually +To Hit), and a bunch more. But I need sleep, but I'll be back.
  3. Ideally I would download/install the latest version of Mids' Reborn. The build planner can help you see totals for various things, let you know which IO's are unique, when you're exceeding the rule of 5 and other things as well as let you look at other builds to see how they did what. But kudos to you for jumping in the deep end and creating the build and format above. Definitely qualifies for trying to do it yourself a common complaint leveled when folks just ask for a build without that effort. Unfortunately my computer died and this phone is my sole access to the internet. Hopefully my post will get you some responses
  4. I was about level 5 or 6 in KR, early I4 at Blue Steel when I saw someone being chased by several military geared foes ... Hmm, oh wow! level 52 Malta Gunslinger! Years later deja vu as one of numerous alts watched a Defender battling in a desperate retreat from a horde of Malta, again from Blue Steel. To be honest I miss the lack of high level mobs engaged in some ambush across low level zones. And occasionally logging off and back on with a high level to help clean up a neglected ambush.
  5. Runs off to reserve the name for some sort of Mind controller/dominator ...
  6. Oh my +4/×8. Brutal yup, cheaty yup. Wouldn't have it any other way, yup. Welcome to /SR's and every other defense builds world of hurt. Resistances of the right sort (or enhanced Elude and a diet kora fruit a must) ... or both which is how my "Main, Main" on live, a Claws/SR did it when she first encountered those Eyeballs waay back in issue 5? or so 🤪
  7. And reading through the thread again ... Yes I believe the stuns in Fissure are cumulative. Can't confirm right now but iirc they have independent % chances to occur and if they both occur they will stack. And they wear off separately ... unsure if their durations are different or not. It's been a while (like 8+ years 😁) since I had my head wrapped around the mechanics of how mag wears off over time etc..
  8. And to be even more thorough almost everyone is trying to make an impact. Stuff just dies fast and actually knowing who did what is nearly impossible. And doubly so knowing if your debuff or support power is what made the difference in whether another teammate does their thing successful ... flash, boom, bang all dead, next!!
  9. Sounds like a ton of fun. Had a character join a team redside on live and found it consisted of 6 MM/Bots, late 30's. I could barely see anything but a mass of robots in front of me. Thank god for tab targetting (and for not being melee)!!
  10. I've done all Stormies including an ITF (Perfect Storms), all scrapper Tin Mage on test server, all Empathy/-- (Green Machine), all Earth/--, several all defender/controller including a MoSTF, all Kin (Pinball Wizards), all VEAT, all caltrops (7 MM/Ninja and 1 Stalker/Nin usually), all AR/Dev, all Traps (corruptor), all Fire/Sonic, all 'something Dark', all RadEm (Faithful Fans of Fallout). All were a ton of fun and several were very potent.
  11. Yes to all that ... including the team deep in the Hollows breaking up post mission and my previously sidekicked now lvl 6 again scrapper Hovering slowly back to the AP door. Or placing a 'vet' on follow who said he get us to the mission. Followed him over a boulder into the Gulch. Died from some Ogres Hurled Rock before I even hit the bottom. Or the utter joy of zipping along the winter events frozen Red River to get to those distant doors.
  12. A lot of theme teams are godlike especially when composed of 8 identical support sets.
  13. I've never gotten a tank past 30. I see absolutely no convincing reason to increase the aggro cap. It would not make things more challenging, but likely make them less so. An 8-man team ... 8 × 17 is what? I'm going out on a limb but guessing 8-man teams commonly aggro more than 17. Those 'extra' are merely spread out among the non-Tankers and generally everything is dying rapidly If I pull it or aggro stuff I don't expect to be saved though I will appreciate the effort. That includes my lower level not so incarnated (at all) squishies. Sort of like knockback, if I do it's mine ... my 'inner scrapper self' squishy has claimed it even if I didn't mean to. I'm more hoping my oops doesn't get anyone else smacked. If those mobs milling about waiting their turn to get decimated bug you see solution above ... pop purple, orange and red and get busy.
  14. As others have said. It mostly comes down to being able to handle the AV(s) in the TF, if you can take them down then the rest is usually doable
  15. Clearly someone did not hit the link ... and clearly someone did 🤪
  16. And for some sets, /SR I'm looking at you, getting defense 'halved' vs defense debuffed vs a foe to hit buffed are all very different things. So what more precisely is the desired goal? And then there's Elusivity which currently is a PvP thing.
  17. 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)
  18. It is indeed an altoholics paradise and welcome back to the game. Now get busy.
  19. Or even give them a rude surprise. Being a primarily PvE player doesn't mean clueless about PvP even if I never engage in it. And yeah it's just a game, take your lump(s), leave the zone and come back another time ... or another server if need be. It is a PvP zone.
  20. 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?
  21. @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.
  22. 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
  23. 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 😁
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