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Doomguide2005

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Everything posted by Doomguide2005

  1. Yep needs work. Count me as another vet who tried to use the waypoints and got utterly lost by those markers. We're good now but sheesh was it frustrating trying to get un-lost the first time or two till the key required corridors got mentally mapped so I could basically ignore the not so helpful waypoints.
  2. I think any revision needs to stay away from any debuffs on foes. Further to stay in theme no foes should be required to obtain any buffs/heal/absorb used by an Empath. No mixed buff/debuffs like Heat Loss or Fulcrum Shift either. I do not think this necessarily has to mean constantly losing comparisons with NA. Still mulling over the suggestions. I do find several of them interesting, at least conceptually. For me the primary ones needing a looking at are Resurrection and Clear Mind though I do think the later is under-rated and under used even in the endgame. The merging of the Auras is interesting but not sure if I would want to reduce the recharge at the cost of strength particularly with respect to RegenAura portion. On the otherhand the difference in buffing for 1200+ vs 1600+ on a single-target is probably hard to note in anything short of the hardest content.
  3. Indeed! No way any sensible developer would allow AB (as is) to self and target buff at the same time. Unless one likes the idea of +200% recharge buffs (Empath A buffs Empath B, Empath B buffs Empath A). Even without getting buffed by AB most of my Empaths are already in excess of 175% global recharge (endgame build without Incarnates). Would be fairly simple to approach the recharge hard cap full-time and easy to do so periodically using Geas of the Kind Ones.
  4. I wouldn't touch 5 pets at -5 in exchange for 1 pet like Rocky at -0. Rocky hits and hits like a truck with Seismic Smash. Rocky at -5 will miss more often than not and have about as much impact as a wet sponge. And that is basic math.
  5. Huh? Clearly you're playing a different game than I am.
  6. As a player of many Defenders I feel your pain and frustration. And when I go to use a buff or even a heal and find the teammate in question is not with the main body but several walls and rooms away they tend to fall off my mental target list. I'll 'chase' you a short way at a fork in the halls as even decent teams can sometimes get split but that's about the limit of me chasing anyone. After that triage gets applied and I stick with the main group. "Advice" is noted for potential value or ignored as appropriate.
  7. Same, did it to my Emp/Sonic maybe a half dozen times in a FF league. Wasn't hover blasting per say as I was at or close to ground level running Fly and Evasive Maneuvers so it was more an unusual joy ride
  8. So ... Your tank was momentarily Nullified? PS: That ones for @Scarlet Shocker
  9. Not sure how well it would work on Willpower as you probably tend to get a lot more attention but my support types will often shoot to get defenses about one typical debuff amount above whatever cap or value they are trying to maintain. Basically it's the always on version of Parry, Shadow Meld or Barrier being described above. Your cascade risk goes from 1 in 20 to 1 in 400 (0.05 × 0.05) which will still happen but if nothing else gives you more breathing room to see it happening and do something to counter the imminent cascade failure.
  10. I haven't played Fire Melee except as a Brute back on Live probably pre-Incarnate and I'm still learning where and how to determine the ideal spots to place (or use) the ATOs. So where would the recommended placement be?
  11. A few immediate thoughts (and a question or two): A net recovery of 1.7 end/sec would be less than I would want to be endurance wise. Even with accolades you are barely over 2 end/sec. I'd prefer over 2.5 end/sec. My Claws/SR is if anything too much sitting at 2.43 end/sec with 2 Performance Shifter +end as well. And Conserve Power access for countering heavy end issues. Too many primary attacks. Focus should be a bread-and-butter attack and is under slotted as such. Is this for level 50+ play or do you plan on frequent exemplar work? I would take Quickness earlier, but this won't matter as much if this is a play at 50+ build. Not the end of the world but it always makes me sad a bit when I see Tough only slotted to hold the uniques basically. On the other hand, not running it and grabbing the accolades makes your end situation much improved. I'd try to push your defenses in one of two ways. Either over 59% (the incarnate cap) or have them all around 47 or 48%. Again, not a deal breaker but 54% is somewhat in no man's land. Unless you plan on solo work in DA or Cimerora incarnate content frequently I'd be fine with just above the soft cap relying on teammates or inspires in incarnate content (or Barrier). I'd love to see one or more of the -resist uniques make their way into your attacks. I see a lot of full sets used which makes me nervous. It's a likely sign some bonus or bonuses are being chased inefficiently. If you miss with Follow Up while exemped below Focused Accuracy access you end up under 95% 'accuracy' on some of your attacks including Follow Up. Depending on personal preferences this may or may not be an issue. Here's my Claws/SR/Body scrapper. She's high on survival and mitigation. She can spend a lot of time at the scrapper hit point cap when running end game content (lvl 45+). GRETA-001 (v1.11 i27) - Scrapper (Claws).mxd
  12. @tidge I giggle because they have done this twice in a general sense. First time well we call it the Incarnate cap. Second time is a stepwise approach we call either Hardmode or Advanced Mode which involves other things getting buffed as well.
  13. Well dang the internet ate my earlier response. 3 Empaths is Green Machine territory. You will be a near unstoppable force on SOs alone. Defense will be soft capped by lvl 13 onward. You will laugh at mez. All mez no Sleep or Fear holes etc.. Adrenaline Boost comes online at 26th as a Defender. Between Hasten (+70%), slotting (~+100%) and Adrenaline Boost (+100%) you're all but perma-Hasten (275%). Day job or empowerment buffs and you're there (or almost any single set bonus for recharge like 1 LotG 7.5 increased recharge). PS: the recharge hard cap is +400% cutting recharge to 1/5th. So no the Auras are never perma. But they safely overlap so you should always be under the effects of at least one of each and often two. No more endurance worries. AB is perma but only 1. Standard GM buffing is you use AB on the next Empath on the team list (and Fortitude on the next two). Between AB and Regen Aura you'll be pushing the regeneration hard cap of 2000% ... the one shot rule, massive regen and your HA/HO damage will just vanish and you'll be nearly impossible to kill when you add in the rest of the buffs. Your To Hit buffs will mean you'll rarely miss even with no accuracy enhancement (~+90% for 3 GMs). And again for emphasis all on SOs. Sets and special IOs would just make for gravy and make things a bit less build strict. The only thing about a small team of all Empaths in no inherent regen debuff. It's coming from either pet(s), Envenomed Daggers or both. Without AVs can become a hopeless draw. They can't kill you and you'll have trouble putting them down especially in a reasonable time frame. But 3 buffed Shivans etc. is a whole other thing. Incarnates are again more high octane gravy (Lore pets and judgement nukes).
  14. Heh, how about Immobolize, that's the anti track star mez (runs off to see if CoD has been updated for Arsenal). Wow no Immobilize ... that's a large negative in my book. Not enough to not try it out but ... And any Holds you do land are going to wear off with alarming speed. But yes the right team with the right powers could beat a +5 Mary reliably and without needing forever to do it (the more reliably and quickly the more 'hand picked' the team would need to become.
  15. True but I hate to think about the duration of any control vs a +5 AV when you're level 34. Hey at least Taunt would be auto hit.
  16. Yes with an Inferno and a pair of Fireballs going off each mob the mobs are going to vanish fast and generally while held with 3 overlapping Chocking Clouds locking them down. As for full Lockdown set a better range defense might be an investment in Fold Space. Bring anything at a distance in to join the other statues 😜. Don't overlook Rain of Fire either. I'll second the idea of maxing out both Hold and Endurance Reduction in CC though stacked AM should eliminate most endurance issues (you're also rapid firing your attacks). There's a thread in the Defender forums about a group running all RadEm/Fire with some posted builds that should be food for thought. Edit: Defender thread by @Bumguffyend of February 2023
  17. It's darkest before dawn 😉
  18. Were you deliberately trying for ~56% melee defense. For me that's either a little shy of where I'd want to be for the Incarnate cap or quite a bit more than needed for the soft cap. Assuming your DDR is sitting at 95%+ that's over kill. You would need to be hit by over -100% defdebuff before even coming close to getting knocked under the soft cap. I'll have to look closer when I have access to my desktop for using Mids. Even the AoE is a bit higher than needed but getting a mere point or two less when everything else looks solid is very nit picky. Generally I'm shooting for 47, 48% defense. Even 48 is a bit of over kill. Your defense with that sort of DDR well you should last a very long time vs a horde of +4 Cimerorans while reading a paper. As long as you're mobile and attacking they have no hope of dropping you.
  19. You have me curious to peek but I'm currently on my phone and can't open Mids.
  20. Per CoD it does take the Time and Space Manipulation set (which contains a stealth IO) I usually slot in either Sprint or CJ. Which I use depends a lot on how endurance usage is on the character since I'll run either pretty much non-stop unless I have an escort mission where I'll toggle it off (which is fine since hostages tend to have a move speed one step up from walk 😉)
  21. And I'll add a Kismet +6% as early on as can (~lvl 10 or so) frequently starting with 3 damage SO in my early attacks then add endred and acc as those start to suffer. May run a single DFB and grab acc or recovery depending on current needs. Particularly combined with Kismet i can wait a bit for actual Acc SOs.
  22. I don't know. Have you seen the way some of them twitch and twirl after you arrest them. All too frequently while plastered into some force field barrier around the area
  23. Kind of the point I was driving at. 7 is possible yes but I'm happy to keep 4 or so covered along with the rest of my buffs as appropriate. Usually perma AB is no problem as that's how GM's are expected to work when teamed (Fort the next 2 Emps and AB on the next in the team list). Granted the 'extra' ~100% recharge will come from global bonuses these days while not on a GM team (discounting Hasten typically as it's also a requirement of the build) but with set IOs never mind Incarnates that's really not an issue.
  24. No not permanently. Well maybe you could do it for one cycle or so by using Burnout. But at the recharge cap the cool down is 60 sec. It would need to be about 45 seconds to keep perma on two targets. 7 Forts is doable but holy exhaustion. At the recharge cap Fort is ready in about 12 seconds and you need to cast it every 17 seconds to complete a cycle of 7 in Forts duration of 120 sec. Doesn't leave much time for anything else ... like CM, your Auras or AB to also be targeted and cast. Pretty sure this will require a very unusual amount of stay together discipline from your teammates to have the proverbial snowball's chance). All times are on the back of a napkin and lack all sorts of details like animation times, arcanatime etc., i.e. more math than my old brain can handle anymore.
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