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Doomguide2005
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Everything posted by Doomguide2005
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Agreed it could use end support ... but it's the masochistic combo I've picked then added pain on top not just Fire. Hot Feet is 1.04 end/sec. Disruption Field and Dispersion Bubble each cost 0.52 end/sec. Then I've added both Maneuvers and Tactics to the mix so far. It's a lot of toggle endurance to sustain. Good thing is I can use the rest at my leisure and stuff just dies in the vicinity. Going to be lots of IO choices involving +recovery, +endurance and endurance discounts.
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+1 to the above Heat Loss delivers what you would expect from a t9. And it isn't just +endurance it's also a +recovery buff. Hit 4 foes and you've just buffed yourself (and teammates) the equivalent of an unhanced Recovery Aura for +recovery and will compete quite handily with being effected by Transference. Even the most end heavy build is going to have trouble exhausting its endurance bar in the 10 sec of downtime in @Voltak's build.
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Yeah three things I'm noting so far as issues. This all while leveling and primarily on SOs only. First is the pairing makes end use (2.08 end/sec on 3 main toggles) on a Stormy look pretty modest by comparison. Will see how that improves with IO sets and specials. Second is it's a bit like any resist based mitigation everything hits and this is no Tanker with lots of health and end issues means running yet another relatively expensive (0.52 end/sec) toggle for mez protection (or get hit and mezzed, included above as one of the three toggles). So far this adds up to a very squishy support character. On the otherhand I do have solo 24-7 mez protection if desired. 3rd and last the Imps well they are no Rocky (or Jack or pretty much any other pet). Haven't reached them yet (next level I'm thinking) but solo not sure how well they'll stand up to punishment and therefore be able to support Disruption Field successfully. Hopefully between IOs and teaming rather than solo things will smooth out somewhat and end usage will get tolerable. I'm definitely in the don't like to rely on Ageless or Cardiac to solve endurance issues camp (I exemp far too much) but will see.
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Had to chuckle when you said you LOATHE Sonic Resonance because as it happens I've started to level a Fire/Sonic. Granted it's part of a themed SG teaming project where you must have a damage aura and it was similarly a pairing I ran briefly on Live and was also part of a themed static group with friends where we were all Fire/Sonic. The idea of multiple Disruption Fields and Siphons debuffing the heck out of the foes while Hot Feet and a swarm of Imps burned everything was the general idea. And the Resistance shields seemed a little more useful when everyone is soft capped to defense. Thought about Grav/Traps. Wormhole into a field of traps. Add Fold Space for more to yoink into death. Probably works best solo though.
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I think whether they expect it depends as much on the player as whatever ATs are involved. I wouldn't pretend to "tank" in terms of aggro control but I've got Empaths and other support who will happily take the alpha. More of a player play style and attitude than the AT involved.
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I'll take a look tonight and tomorrow see what I come up with in Mids. My main on Live and here is Claws/SR since I started in issue 3. Any particular requirements or desires othe than budget constraints? Travel power or no for example.
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A whole new level to Sun Burn. Never leave home coffin without your spf 10,000 and a suitably fashionable trench coat
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Two very random questions (KB/KD and Regen vs. Res)
Doomguide2005 replied to Story Archer's topic in General Discussion
And not just build but what you typically do while running that character -
What happens to Snarky when he gets too much sun. An even more beautiful complexion.
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Wonder if the same/similar codes as used by a Symphony controller for Reverberant might be useful here for answering at least some of @Rudraquestions?
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Heck Everlasting may very well get more Redside folks just because it's the "roleplay" server. Folks are there because they want to roleplay being a little less noble than a hero but as mentioned above we and the server in general have many folks who do it casually if at all. Also see Null the Gull in Pocket D. If not familiar with Null he's a literally seagull bird npc sitting a top a truck (REDSIDE of the D) who can do all sorts of interesting things including altering your alignment basically at will. Become a Rogue and be able to move between Red and Blue with Red being the primary side while some restrictions occur if you are Blueside. Gives you options anyway. Consider joining the Repeat Offenders Network we are a relatively active SG and we run both blue and red side content. Currently in fact there's a group of us running an all VEATS team through the VEAT arcs on REDSIDE (Thursdays, currently in our upper teens for level). We would be happy to have another RO member to join the fray with us and most of us while predominantly Blueside do run on Redside with fair regularity and often you can find folks who will jump over to help or join you. @Doomguide in game, currently running a VEAT on the above mentioned grouping. You can catch one of us RO folks online daily at all sorts of hours. I'll drop back in and make sure I've exact channel name (custom channel) correct to reach someone that way after the servers comeback up. You should also be able to find a thread in the Supergroup forums to find us.
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I've run where defeat = delete as well as defeat = remove from a themed (of defeat is 'death') SG. I enjoyed the challenge but those characters were created with that in mind. Attachment to the character was there but quite different from the attachment to my normal mains. For them no way no how would I run any of them through any 'actual removal'. I can't think of a reward that would be both reasonable and high enough to loose some of them again permanently as a risk outside of another Sunset. Recently my 5 yr old got a hold of the controls while I was afk for a couple minutes helping the wife. Got back and the top spot on my character list was 'open' and my absolutely most main character was gone. Well long story short he somehow moved her to another server and renamed her but the gut punch of several minutes while I found her, moved her back and renamed her to her original name was ... yeah not a chance there's a conceivable reward for that risk voluntarily. Edit: Hell if there was a way to lock at least a few characters so that it could not be deleted without maybe direct GM action I'd due that in a heartbeat.
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Fortitude 60 second recharge and 120 sec duration. It's 2 teammates out of the box. While I generally start with melee types and blasters in particular I'm also going to be eyeballing who I'm having to heal most frequently, who's always going into the red and they may become a favored target. Sometimes that's the Tanker (particularly at sub 30 levels if the Tanker is still leveling). Sometimes it's an aggressive support player or the one guy who's not exemplared and all IO'd out. Two interesting notes. The first I've been told is true but haven't looked carefully at my logs to check, but the Gaussian's proc will fire when used to buff someone and that buff does go to the Empath. Handy if the next is one of your stronger attacks (nuke anyone). Second is if you use Power Boost or PBU before casting Fortitude the buff will last the entire duration of Fortitude not that of PB or PBU. And last even if you never plan on using your Blast attacks for God sake take several and slot for more IO set bonuses for recharge. Probably near half my global recharge comes from those attacks which are extremely valuable at making all those Heals and buffs come back faster for you to work your magic.
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I'm at work currently. Will have a longer look when home. Thanks for your efforts. Hopefully can get stickied and others comments added in over time.
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Very much. 1 to hold her attention and 7 support stacking buffs and debuffs on all.
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Blackfire Archer (Fire/Trick Arrow) a chronology
Doomguide2005 replied to Argentae's topic in Controller
Something is up then. Of course when I went back to look at the wiki article I noticed the Limits article makes no mention of creature minimum only player. And same for the article on Steath and Perception. So maybe there is more to it than the implied Perception minus Stealth = zero then they are utterly blinded I was left with from reading the articles a while back. But it doesn't jive with light testing i did back on Live with my characters but none of them were Flash Arrow or Smoke using just stealth of varying degrees because I distinctly remember being able to stand literally toe toe undetected. I'll have to run around a bit with my Ill /TA and a Power Analyzer to check it out some more. -
Blackfire Archer (Fire/Trick Arrow) a chronology
Doomguide2005 replied to Argentae's topic in Controller
A couple thoughts about Smoke and Flash Arrow. Either should safely reduce the targets perception to zero even if both the debuff is heavily resisted and applying the Purple Patch vs almost any mob (I'm not certain how or even if this is done). It's -450ft and worst case would probably be Snipers assuming they have resistance to the debuff as their base perception is 149ft. Biggest issue vs most Snipers will be getting into range for actually applying the debuff without being seen as you would need to trim off enough perception with your own stealth to reduce that perception to less than your Smoke or Flash Arrow's range (minimum of 69 ft of stealth. Secondly keep in mind a portion of Flash Arrow's To Hit debuff is unresistable (-7.5% + enhancement) -
Very true. Stalagmites animates and effects the spawn very quickly which takes all the non-boss types out of the picture and makes moving in and following up with Thunderclap (Earth/Storm) much safer. And that usually takes out essentially everyone while Rocky and I pummel any bosses with a pair of Seismic Smash attacks plus the rest of /Storms damage goes to work.
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Indeed! Probably one of the first foes to encourage me to learn custom target keybinds and macros to spot through the chaos of gfx on screen. And add -kb IOs or capability to a build (please, please let stand long enough to do something).
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Biggest issue is the Purple Patch to defeat any +7 mob much less a +7 AV. Just scratching the surface you'll want stacked Tactics plus other To Hit buffs to ensure consistently landing blows (base to hit 20% then pile on hers and allies to hit debuffs at 1.77× effectiveness) while any of your debuffs get greatly reduced ( 0.08% effective prior to AV resistances etc). That 0.08 mod also effects your damage output which after everything else has to outpace her regeneration. You'll also need to counter intense endurance drain from all the Electric Blast effects while keeping folks upright (both alive and literally upright against all the knockback). Winnable I think yes but you're looking at a long long battle with ideally a fairly hand-picked team.
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No those are their current level. The non-Superior versions of the ATOs are the Gargatuan value. When catalyzed they become the Superior versions and carry the Ultimate value.
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I believe Trap's Triage Beacon does similar things. And as an example of the rule to always take into account the sets and play style of the build and player you can turn Thunder Clap into a useful power. First paired with Dark Blast you have a second mag 2 stun. That's enough to stun a boss. Second there's a temp power called Stun Grenade you can buy thru p2w up to 200 charges as I recall which is mag 3 and any Defender or even AT can use. Duration is relatively short but more than enough to help break up an alpha by your foe.
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And I've discovered a love for the temp power "Stun Grenade". Even my Claws/SR has taken to using this while exemplared down to lower levels such as Posi 1 and 2. While my Emp/Rad/Dark still uses them at lvl 50+3. For the scrapper exemplared low it's not so much about her survival/surviving the alpha but not being a Tanker or Brute her ability to hold aggro is much slimmer when the rest of the team opens fire. But as she moves in Focus on a boss (kd and plenty aggro), Spin (just before the debuffs and damage start coming in from the team) followed up or even proceeded by hitting them all with a Stun Grenade. She may not have taunted but she does cause a lot of staggering which both helps her make the alphas even more survivable but limits the mob from firing at pretty much every team mate. The Empath just continues that sort of behavior to help herself while destroying a mob even at high levels. Surprising how few lvl 50+ mobs actually have protection against such if you get the first hit in. But all you have to do is look at the effectiveness of AoE stun attacks to realize the effectiveness overall of stuns to take out the trash.
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See the HCwiki article entitled "Enhancement Set Bonuses". Goes into detail. Same article containing information about the Rule of Five. There are 7 colors linked to 7 different descriptors from Tiny to Ultimate. Gargantuan is the 6th while Ultimate is the largest, i.e. 7th. Each is paired to a multiplier of a base value (which is the 1st descriptor, Tiny) for a given aspect (Accuracy, Recharge, etc.) of an enhancement.
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Two major things (at least) are at play here I think. First there are a lot more players with characters at or near the soft caps. Second there are and always have been a lot of defdebuffs among various foe groups. The overall increase in characters with higher if not capped defenses has led to a greater expectation of "I will hardly be hit". Before players more less expected to get hit and rarely noticed cascade failure if when it occurred. Blasters were 'glass' cannons. Now those glass cannons are soloing up lvl large mobs with the not unreasonable expectation of not being hit. But that has also led to cascade failure being much more noticeable and remembered when it occurs owing to the prevalence of defdebuff attacks that really been there all along. This not to say Devs haven't spiced things up a bit or auto hit attacks aren't a thing but it does make me wondered how many of the auto hits are masquerading as cascade failure induced by previous attacks. Certainly would explain at least some of why my SR main rarely notices "auto hit" attacks in any significant frequency.