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Doomguide2005
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What is the base Endurance of a lvl 50+ AV? The number I'm thinking I remember is fairly huge. Big enough that one tic of recovery would likely let it fire off almost any power it had available. Haven't been able to find it yet on the Wiki.
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Sort of. The problem isn't that end drain isn't powerful. Ask anyone nailed by a Malta Sapper. It's more that both players and mobs don't suffer any negative effects at all until below a threshold that is always at a value below a full bar. Usually well less than a full bar. Having 50 end rather than 100 end is pretty much the same in terms of dps (and running toggles etc) as having 100 end especially if your recovery hasn't also been effected. Until your(or the mobs) end drops below an amount necessary to use your most end expensive attack(s) there's no detriment. Same with health. My scrapper suffers no debuff or other ill effect for being at 10% health vs 100%. His attacks hit just as hard at either value. And that's the real issue for -end as an effective attack, particularly if not paired with -recovery. The effect is only magnified by an AV's greater base endurance and debuff resistances.
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Not sure if I missed it or what but I would strongly encourage moving Reconstruction to much earlier in the build. Level 44 is much too late for it to be making an appearance in the build.
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I had an Emp/Elec defender build with the ability to generate a power boosted Short Circuit yielding a -200% or so recovery debuff and owing to high global recharge could fire off multiple times within 10 seconds (I want to say about every 7 seconds). The Short Circuit did not sacrifice damage either. I'll be interested to see how that secondary build would match up paired with Shock Therapy. What would Benumb do to a +4 AV's recovery debuff resistance do? (Thinking Cold/Elec of course)?
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I also used caltrops on my AR/Dev. A Ragnarok KD can be fun. While leveling I often used a range (nice being able to throw beyond your shoelaces) and/or slow enhancement. Impeded Swiftness-chance for Smashing is another fun one.
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Well I can't currently post or open build files but what are you looking for? Is it what from Rad blast to take or suggestions for sets or ? Look for the Auroxis thread titled "Empathy/Sonic/Soul - The endgame friendly Empath" currently further down this page. If you haven't yet read through the thread I'd recommend it. While it is paired with /Sonic the sets used for Empathy would be a solid place to start. In particular to see what new IO's and sets see use on the Empathy side in the build.
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What Sailboat said! Freezing Rain is a must have (or at least as close as anything this very flexible and forgiving game has as a 'must'😁)
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Time Force II competition 7 FRads (the 8th team spot was a judge) took down all 4 patrons in 2:17 seconds. Still remember watching that the first time ... crazy damage output.
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Nod, All my Storms have Hurricane and have slotted it for use. And I will turn it on to block a choke point or pin an already clumped mob into a corner. But it takes a whole other level of skill to herd a ×8 mob up against a wall while keeping them bunched together.
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I think the other older knock would be the secondary effect of the blasts, i.e.- def which wasn't all that useful. Players built to reliably hit stuff and procs didn't work the same either (though turning the tier 1 blast into a little proc cannon of death existed). PS: Somewhat heretical I know but most of my Storms rarely used/use Hurricane but rather stunned mobs by stacking stuns. Hurricane is a potent tool but I've got too much altitis to get the time in to get the skill needed to use it as it should be used. Stunning mobs works much better for me in general.
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While Oedipus_tex slams with some merit on Liquefy, Liquefy should take a ton of procs (if I'm not mistaken you'd have more choices than slots even if 6-slotted). You could end up with a very potent albeit long downtime nuke whose damage is further boosted by all the -resist the set can muster.
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Good or bad I know one thing for sure close to the end of Live I had an Elec/Fire aoe blaster who was a ton of fun. He could unleash 7 different AoE's, but endurance was a major obstacle. (Lots of panting and blue pills). Recreated him here, he's just as much fun and the new Sustain has put an end to constant need to rest between mobs solo. Anxious to see how the next 25 levels go.
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As long as we're talking about stealth last time I checked there is an sg base empowerment that gives 25ft of stealth and it stacked with the other forms.
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My computer had the nerve to die (making looking at and making builds impossible currently) but the general consensus is /Regen benefits most strongly from recharge to keep the various clicks downtime as low as possible
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Well while most of my builds could readily handle 3 I think Earth can handle up to 4. Stalagmites+Stone Cages(+/- Quicksand) potentially well proc'd. Volcanic Gasses, Earthquake and Salt Crystal's. Mine usually don't have Salt Crystals, but it's a perfectly good aoe sleep that does debuff. So if it's control you want you'll have no shortage of powers to exert it
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Took me while to find a blaster I liked well enough to see to 50. Fire/Energy was it. Closing on the mob with Fire, ending the charge in the bosses face with Energy's melee attacks. One of my last blasters was a blapper with a ton of aoe - Elec/Fire. The new sustain power has made it very doable whereas on live the build was and promised to be an endurance nightmare until well IO'd
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Well that would be one potential issue ... but having stood on top of towers in Cimerora(alone) run AE mission designed to chew up defense, etc. etc.. I can't imagine a tanker version being less survivable than my Claws/SR scrapper built to her standards. Then again maybe that is the issue. She had a ton of time devoted to tweeking her build. Few of my builds got that attention and the others we're not quite as durable overalll.
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I have absolutely got to get my computer up and running and try an SR tank because having run multiple SR Scrappers and Brutes ... well something is whack with a thread that puts SR in contention for worst tanker set. Maybe it's a case of everything being overpowered as all and SR is simply the 10 on a rating scale of 1 to 10 and all the other sets are 11's!!! but ... There's a reason everyone and their mothers strives for capped defenses. And yet somehow this is labeled the worst set???
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I've run several Earth/'x' to 50. Damage isn't its greatest asset. Killing stuff solo is generally quite safe but also quite slow, especially pre-pet. It's biggest assest is probably just how much it can control at once. From what I've read, but have minimal experience with, procs should help. Probably a lot given what Earth can take in its powers.
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Well what forum isn't complete without a few Ressurections occurring.
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No worries more than a couple things my memories were inadequate about even after playing since I3 ... some of the oddest things at times🤪
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There's a base empowerment as well.
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Close, but the KD is in Shockwave, not Howl. Howl gets the -resist, Shockwave gets the KB/KD far as I know. Bopper beat me too it
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Generally I wouldn't chase +regen on a /Regen I'd be after +recharge to get your click heals and click regen back asap. I know the old Live forums had thread(s?) about juggling Archmage(accolade power), MoG, and Shadow Meld plus uniques, Maneuvers, Weave and sets as base to maintain high if not capped defenses 24-7(or close to). PS: Computer up and died so can't see your build currently.
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My Claws/SR had/has both Aid Another and Aid Self ... they make great mules for +health, +regen set bonuses 🤪 My computer has gone and died on me so I can't see the build. Ensure your ddr is 95%+. If it is then aim for about 46 or 47% positional defense or if wanted the I-cap for around 60 to 61% defense. (That would give you a couple percent to buffer against defdebuff). Generally from what I've seen you rarely would need the i-cap vs the soft cap. There's so many buffs flying plus inspires you'll be there and likely well beyond. Unless you plan on trying to solo Incarnate league content then maybe. I generally shoot for a net end recovery of 2.5 end/sec or better. I wouldn't go in heavily for recharge (Quickness and +LotG recharge plus incidental bonuses should be plenty) but rather +health and +regen. Between health, S/L resists, +regen you'll be very sturdy. I.e. there's a big difference between 1700 health and 18 hp/sec and 2100 and 30hp/sec when it comes to survival. Don't drop Divine Avalanche too readily. 1) unless you plan on Never running lower level content/TF's. 2) Unless memory serves me incorrectly DA will take a LotG +recharge ( defense IO's in general). That is not to say not to keep it maxed for damage. 3) if for some reason you are NOT at the I-cap (perhaps as a design intent plus somehow not picking up Barrier, shields from teammates, etc..) you're still a quick DA from cap at least vs melee and lethal. Okay enough wall of text, hope it helps.