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Doomguide2005
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Everything posted by Doomguide2005
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Nobody has mentioned you can download and set up your own server and tweak it to your hearts content. I''very never done it so no idea what if any limits to changing things exist or how coding/computer savvy you need to be. But you'd literally be the only one there. Check for posts by NOPE tagged appropriately. If I'm not mistaken it's how some of the other public servers were created.
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I do my best as well to keep them in view especially if things seem to be heading south. But a number of my powers both offensively and buff/debuff are PBAoE's meaning some are invariably behind me out of LoS (Auras, Irradiate, Short Circuit, Nukes) even assuming I'm not otherwise blinded by the gfx. And being at the edge sometimes can mean I'm out of range of the murder ball and even the additional second or two it takes my 60+ yr old brain/reflexes to respond/move can quite literally mean life or death when on one of my Empaths.
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Very similar. Usually I'm also prioritizing recharge over defense or resistance at least on a "team" vs solo build. That said I tend to tweak builds towards more defense than I typically would have on Live for any given build. And for Hard Mode or Incarnate content it's even more likely that I give a little recharge potential for a bit more defense. Immobilize powers are a must have for me. Really dislike trying to follow Rommy and other track stars all over the map
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This was more or less what I came to understand. Extreme damage on a Controller vs Defender vs Scrapper vs Blaster all meant different damage amounts done. The only value was in the relative damage within a given set (nevermind AT). In otherwords 80% flavor text, 20% misleading bull to a new player.
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I'm guessing if this is the case it's for the same reason I used Confront long ago. Pre-IO, when TOs and DOs were a thing and I was Science Origin. A bunch of Vahz puking all over you was and is still a lot of Toxic pain only now it's getting multiple 4☆ foes down on the team rather than Vahz 😳
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As a frequent player of support and Empathy in particular I'd be totally on board with any and all additional cues especially on the team/league windows. Visual cues like the floating zzZZZzzz's coming off or cowering postures for fear are great ... if I could see them. But all too often they're lost in the glare of gfx on my screen so some cue (beyond watching for icons) in the team window would be great. And my focus is very heavily devoted to watching the team window. PS: Even just outlining or something to make the mez icon more obvious would help.
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Empathy Absorb Pain - I'd be okay with tweaking to include an Absorb. I'd probably still skip it though as long as the self debuffs existed outside of maybe Hard Mode my playstyle plus usually a couple of powers (including HA) all but require me to be in melee range. It's just too lethal, I need to be upright to heal and buff the next ally. And it's too rare in the overwhelming majority cases to need a heal of that size. All I'll typically do is leave them with larger green bar but green either way when keeping an ally standing after a heavy hit or three. And that is sufficient to allow me to stack on more heals or the character to use inspires etc.. Clear Mind - Never really had an issue with getting a team covered by Clear Mind specifically when needed which is rare these days outside of very low levels when even some melee armors can lack coverage. Though the sheer quantity of single target buffs that a team might benefit from can keep one very busy using only Empathy without using the other paired set, pool or epic powers. I wouldn't complain but really see no need to buff CM. The Auras - really don't see the need to change or buff either of them. Changing just the recharge times is a recipe for perma Auras which is just a wee bit overpowered applied across a team 24-7. Chronoshift is strong but it is nowhere near as strong as the Auras combined for providing end recovery and health regen to a team. Adrenaline Boost - is quite arguably one of the strongest single target buffs out there. And it is already possible to make it perma on one ally even without an especially high recharge build. This was at the core of how Green Machine was/is so potent on SOs alone. Really can't justify this change.
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Whats a good combo to solo with ??
Doomguide2005 replied to smnolimits43's topic in General Discussion
Just reached 50 with my Empathy/Rad/Dark and she ran a lot solo interspersed with TF (Through Yin wrt to TFC). No mez protection outside of breakfree. And mostly at lower end difficulty with slightly upped team size once i picked up Cosmic Burst. The only time mez really started to get annoying wasn't until 40ish or so when Malta and DE foes got annoying mostly because of the duration meant getting trapped in perma mezzed state. At lower levels it was mostly 'sigh' and wait out any mez that did happen as usually it was generally short(er) duration with breakfree used when health started to become overwhelmed. The only significant qualifiers is she was gaining full sets (rather than SOs, generic IOs and a few specials such as Miracle for end support) for her powers asap which meant higher recharge and more than a couple "useless" mez resistance bonuses along the way compared to how most of mine level to 50. -
A Genericked Name: a sililoquy by Ridiculous Girl
Doomguide2005 replied to Ridiculous Girl's topic in General Discussion
There's always Wandering Hysteria 😜 -
Warning nostalgia ahead: First time I saw this combo it was a "wtf just happened" moment. To one side of my screen the WS entered the mob and in what seemed like an instant the mob went 'poof' (Quasar - post Mire I presume) as their end bar basically bottomed out only to completely fill again (Eclipse). I had seen this sort of nuke post nuke thing happen as an Empath in Green Machine but it took having at least a near full team, mostly to get the damage buff needed as this was pre-IO. This was a small team with minimal buffs and not a Kin in sight. The speed at which all happened still boggles me today in the age of Incarnates.
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I haven't opened up the build in Mids but I'd say that looks like a very solid build by @Warlawk
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It's the snipers. Base perception 149 ft or pretty much only Superior Invisibility and Hide will keep you from being seen in most circumstances. Once they attack and hit the "HitByFoe" kicks in (CoD2.0) and bye bye Stealth for 10 seconds (resetting each time you're hit).
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Thoroughly agree. It's a perfect example of how synergy between powers elevates a solid utility power to a potent combo. Running with RadEm or Nature it can pull everything into a tight clump for Chocking Cloud or Entangling Aura to be rapidly controlled for AoEs such as Nukes, Fireballs etc. while minimizing foe retaliation. Edit: imagine the already devastating Fire/Rad teams using it for instance to continuously be pulling in mobs. Not only catching them into Hot Feet and CC but helping to keep, indirectly, the "oh look shiney' behavior of all those Imps to a minimum.
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6 slot health and stamina? Pros/Cons
Doomguide2005 replied to shortguy on indom's topic in General Discussion
Only one of my characters has ever 6-slotted Health and she's also the one who 4-slotted Stamina. The rest have rarely gone to 3 on either so far. In the case of my scrapper who 6-slotted both Health and Physical Perfection she's an SR whose only heal is Rebirth. She can sit at the scrapper max health over 50% of the time with regen rate pushing 33% before factoring in her Hybrid buffs. It is seldom i see anything other than a Tanker with more health base. -
I also don't tend to use or otherwise find FA all that useful but then I don't often run resistance based builds where to hit debuffs can really stack up. I did grab CP and Physical Perfection on my main, a scrapper. She rarely finds herself needing it but on occasion after fighting through hordes of end drainers will pop CP and her end bar will steadily recover even while continuing to battle trough the horde. My feelings are solve any end issues you have without consideration for Epics or Incarnates. For the most part those issues outside of very specific builds should be history . If I need a To Hit buff I'll usually grab Tactics and it runs 24-7 on the above scrapper. If I do run into such issues such as multiple Master Illusionis with their Fluffies out with Dark Ring Mistresses handing about I'll use either a Big yellow or two or just back away and let the buffs fall off, pull the mob apart etc..
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Glad to help. One reason I went with Electric Mastery is it is one of a few epic pools with both an Immobilize and Hold. The Immobilize for AVs while the Hold can be nicely proc'd into a strong attack to use. In enlarging and looking longer at your screen shot I noticed you had a single Miracle IO in Frostworks. I'm assuming it's a Miracle +recovery unique if not please ignore the next bit. If it's the unique I would replace it with a +5 boosted Heal IO unless you are willing to only have the Miracle unique work for 2 minutes (120 seconds) after you cast Frostworks as that proc IO is one of what is called a proc 120. It'll work for 120 seconds after it has been cast. In toggles the toggles typically renew themselves every 10 seconds essentially renewing the boost to recovery. Same with auto powers which is why folks to often stick it in Health. You can use it in a click like Frostwork but unless you recast Frostwork every 120 seconds or less on an ally the buff to you will expire. Frankly once the build matures and Heat Loss is cycling you can probably just unslot the Miracle and use it another character but while leveling before HL is available it would be useful as long as you have teammates or pets to buff on a 2 minute or less schedule. In fact a specialized build I had on an Emp/Sonic used the Numina's unique (also a proc 120) this way in Healing Aura in order to get the boost to regen and recovery as well as the set bonus for range defense as HA requires no ally or foe to use. PS: It's also fairly different from the one I used on Live where I had Power Mastery. Aim, Tactics and PBU all had 5 Adjusted Targeting slotted in them. When I hit PBU with the other two active it did rather insane things to his To Hit buff (push it to the +175% hard cap)
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I'm guessing I can't get the data chunk to open because my Mids is older than the above. So lets try uploading one version I have in Mids for my Cold/Ice/Elec Grey Grissom ColdIceElec Hasten (v2.00 i27.6) - Defender (Cold Domination - Ice Blast).mbd Off to see if that opens from my end. EDIT: See if that works for your version and let me know. Be careful with what's enabled or not when looking at values.
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I'll have to try and get a look at this later as currently on my phone on a break at work. Defensive mitigation on an Ice/Cold or Cold/Ice in general when running with larger teams in particular doesn't need to be capped or even that high. Several of your powers cause the foes to try and run out of the area rather than attack. Mix that with all the slow and recharge debuffs well they just don't attack nearly as much while running slowly out of the AoEs. Then add in the hold(s) in Ice and some of the most annoying or dangerous foes may not be moving at all. One of my favorite sets though typically I run the mirror Cold/Ice. Back later
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I do not believe any changes to knock have changed how Repel works so the answer is no. Most of the effect causing scatter is based on the Repel effect. The knock has a very small chance to occur (5% per pulse) making it very random, unpredictable and even if knocked down the foes would be repelled away by the Repel effect. So no that's not a place for that IO (or anything similar).
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New player - help setting up a Claws/** scrapper.
Doomguide2005 replied to Boadwinter's topic in Scrapper
Ageless should be useless on an endgame build for SR when it concerns DDR. You should be sitting at 95% the cap maybe slightly under when Ageless is also an option (45th+). Far more dangerous are foes with To Hit buffs and or higher accuracy. Incarnate base hit and up lvl AVs, doubly true if said AV has access to further To Hit buffs ... such as my discovering Bobcat was generating a ~60% hit chance vs my Claws/SR on one run where she decided i needed to be put down hard despite soft capped defenses and capped DDR and did so 3 times within minutes. Looking at things I realized that unlike a typical team this one had no Tanker or Brute (or anyone else likely to get her attention via Taunt/Threat mechanics), was not size 8 and also somehow managed to have no defense buffs either. Well that made her To Hit somewhere around 17% then add in accuracy mods, probably landing her version of Follow Up prior to Eviscerate and the rest was my face planting history. Note to self when those circumstances pop up use inspires to get to the incarnate cap. She'd still have a decent chance to smack me but at least it should be under 50% instead of over. -
My current favored Empath on HC and first GM character on Live currently uses Fly, Evasive Maneuvers and Air Superiority. She also used AS way back when Invincible was the hardest setting to solo Cimeroran repeatables. The knock is a very important part of how she could take down 2 bosses. Cosmic Burst while closing on boss 1 switch to boss 2 with Air Superiority while Oppressive Gloom stuns boss 1. Cosmic Burst boss 2 while they're down/getting up. AS on boss 1. Keep up that general pattern stacking the stun CB with the KU of AS to keep both busy (or the most dangerous two targets) interspersed with Irradiate to chew up staggering (OG) minions. The 2 Auras plus Eye of Magus made her very tough when first engaging or when they managed to attack back. Couldn't handle large mobs back then solo but defense was only via Eye and inspires as this was pre-IO. Uses many of the same strategy to survive these days. Late Edit: I've also taken to loading up on Stun Grenades and Plasmatic Taser from f2p. Especially the first is very sweet for taking all the minions out asap and let's me get into the mob for Oppressive Gloom to keep them stunned while I use Soul Drain, Irradiate and Atomic Blast on the spawn.