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Doomguide2005
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Everything posted by Doomguide2005
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On a Dark or other to hit debuff set I can see that. Flip side is if your build produces large amounts of -resistance Assault will yield relatively greater return (vs sets without -resistance). And if it's a Dark/Sonic get them both 😁
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Yes strictly speaking the math says Leadership should be the power(s) getting squeezed in not the other way around on support AT's. But folks make plenty of choices that aren't strictly based on the math. Still just once get on a team running 8 of each leadership power with no enhancements slotted and run hard content. Then ask this question again. You'll know the answer without doubt.
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Did they change the way the "kismet proc" works, i.e. kismet +6% accuracy? Unless they have Vengeance is NOT a good place for it. Kismet is ( or was?) a "proc 120" meaning the proc functioned when the power was activated and for 120 seconds thereafter. So unless you could target a corpse every 120 seconds or less it wouldn't be beneficial in Vengeance. But yes Leadership is quite beneficial for Controllers as stated "Full "Stop" PS: Part of the reason static teams like Fire/Rads are so effective is 8 Assaults stacked (+120% damage) on top of their other buffs and debuffs (like AM another +160% damage iirc).
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My vicarious self wants to see TF Saint Patty in action 😁
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Same. Iirc Fake Nemesis are an example of this. Their staff attack I want to say is about mag 10 though memories are rusty enough I could be totally off. At one point I had mag 16 protection on one of my empaths owing to the crazy amounts of trip mines and their kb used by the Malta AV whose name I don't recall in the Tin Mage? I-trial. They've sjnce toned him down but I can recall be bounced all over the place when it first went live
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Haven't yet used Victory Rush but just about all my defenders take Vengeance and drop the LotG +recharge in it.
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Make sure your auto powers (Agile, Dodge, Lucky) are fully enhanced. Not only do they effect your respective positional defense bonuses but also, and perhaps more importantly, your ddr (defdebuff resistance). Also not sure if they've changed things but Kismet only functions if the power it is in is available and active. Important if you wish to benefit while exemped down below the level of Lucky. And again unless it got tweaked while I was not looking Focused Accuracy is a serious end hog. I'd consider trying to fit Tactics in instead. It'll do most of the same things for less end and also buff your teammates similarly.
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And the music, even the log in screen music never mind stepping into Atlas Park with a new character or moving across the neighborhood's of Steel or ...
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There was a thread on live about an AV soloist that wasn't RadEm or Cold or the usual sets ... and it was a Storm/Sonic. Don't quite recall the name, but it was something along the lines of "Wildcard" (either the forum name or the character). Inspired me to make a Storm/Sonic defender and while I never did the solo AV thing I can attest to the absurdly destructive power of the build.
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Do Katana and Super Reflexes work well together?
Doomguide2005 replied to TheGentlemanGhostronaut's topic in Scrapper
Disclaimer I haven't done any I-trials since live so maybe I'd see some issues that I didn't see then but: My SR scrapper would still be standing after taking a 2000 damage hit, health would in fact still be triple digit. Rebirth is a thing and her regen without Rebrth is over 30/sec. Inspires are also a thing as is combining to get useful ones. Maybe SR isn't top dog but it is plenty capable of surviving and dishing it out in I-trials quite respectably. -
Being forced to live vicariously as the computer up and died on me. So hoping I can get one *soon* .
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On live I went /SR. Lots of fun but needed a bit of work yet, still slightly squishy at Sunset.
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While I agree with what your saying math-wise it may come down to choice of pool powers between Leadership or Fighting. I'm going to guess you'd need roughly 3 other players (maybe 4 if they aren't defenders) rather than one to make up for being unable to slot the uniques and I think that is the underlying assumption made by Veelectric Boogaloo. And my experience tends to indicate that while finding one more is reasonably likely three is much, much less so (unfortunately).
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My Claws/SR took Maneuvers. I tend to turn it on for a couple reasons. First when teaming and second if I see the graphics indicating my foes are using to hit buffs. (Longbow, Resistance etc.) Rarely if I think defdebuffs are piling up I might turn it on. Seldom have I seen more than -3% or so defense lost usually smaller
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Ah pooh, as a not healer Empath offender Welcome back hero! 😊 to the game we all love. Won't mention how many bits of sometimes odd stuff 7 years made me forget and relearn. Heck ... still relearning 🤪
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I don't think I have gotten a Dark Armor character over 20th ... but I've known and played alongside enough of them to know the idea of DA is bad is a whole pile of horse hooey. And DM I can say from personal experience is extremely not bad.
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Wanting to tank Hami with a Regen Brute - need build
Doomguide2005 replied to Childzplay's topic in Brute
Dead computer is going to drive me crazy but iirc you can use Mids' to search for sets with specific set bonuses. -
From what I recall it does effect the to hit debuff of dark blast's blasts. I've slotted enough range enhancements in the two cones to have a range out around 70 iirc. Boost Range would make them pretty insane on top of the enhancements (yeah Centrioles)
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Pretty much all my characters are looking to fit Assault and Tactics in the build and Frosticus pretty much nailed the why. Up level foes, particularly +3 and up, get much easier to chew up when leadership is present. If the team starts seeing stacked Assault and Tactics it can get vastly easier as in going from slog fest to hot knife thru butter easier. With defenders it'll just take less stacking to achieve the same result. There's a reason pretty much all the RO Networks defender SG's (and many of the other AT's as well) included a build requirement involving Leadership especially those created pre IO's.
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Not crazy about purple caves myself but I'd agree with Chris above and familiarity. But no matter how familiar I might be teaming with one or more masterminds on a melee character in those caves is still mighty aggravating at times. As for having to search for the last mob having them show up on map is a huge QoL addition. Now if they could figure some way to let you know which floor as well some of pita involved with searching multi-floor offices and labs would go bye bye too. And while not the best (or worst) the arachnos caves with the hanging cocoons everywhere have to get a nod for sheer creepiness and emotional impact the first time I entered one for a mission. I think one of few times I had a stronger reaction wasn't from the map but when a council foe went all wolfie on me the first time. I nearly fell over backwards in my chair.
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Why Hold? (vs Immobilize). The PToD don't provide protection vs Immobilize (or Sleep) and if sapping works a drained and immobilized AV is going to be essentially as vulnerable to our sapper as a Held one to being defeated.
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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)?