
Doomguide2005
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The single target immob on trollers - Is it worth anything late game
Doomguide2005 replied to rksr9997's topic in Controller
Pretty much agree with all the above. I'd take the single target immobilize for early game if at all. Usually I'll just use the AoE for AVs while teaming. If I planned to take AVs solo I'd lean more towards the single target being included. -
Do IOs unbalance the game? (Spoiler: by themselves, they do not)
Doomguide2005 replied to FFFF's topic in General Discussion
One of the primary ways my main got tricked out on Live (pre i21, since life, then computer issues knocked me out by then) is something no one has mentioned yet. I got her Glad proc, Shield Walls and other 'pricey' IOs for Hero Merits by running tip missions. It would actually take longer on HC than on Live where you completed 11tips (10 then the alignment) you ended up with 1 hero merit. Here you get 40 merits (instead of the 50 required for a hero merit) if I'm recalling everything correctly (both then and now). But it was definitely a way my minor league marketeer self made a buck to start acquiring pricey stuff on Live as well. Using hero merits i could solo and pretty much get anything I wanted. I purchased many LotG specials, at first using them then selling them on the market for fun and profit. -
Not sure when you think this sort of game was ever required but it was long gone by late issue 3 and I doubt it ever was required. By early issue 4 of my 6 or so characters one was a Defender - Empathy/Dark Blast (Dark Lightning) and another was Cometfall, an Earth/Empathy - Controller. Neither fit the description of 'Healer' though both were capable enough using the healing powers neither relied on them. Right out the door she used and slotted her blasts and he definitely learned the power and utility of his CC powers. Within a short time I joined the Repeat Offenders SG and among their SGs was one of the original RO SGs an all Defender Empathy group ... nothing and I mean nothing slowed them down, most foes were basically speed bumps. Ever use a Nuke back then and have all your toggles drop with all your end vanish. More than once I let loose with Atomic Blast looked down at my power trays to see what needed toggling back on only to see an endurance bar at 3/4 full climbing rapidly with all my toggles still running (Tactics and Assault required plus other optional powers). This was long before IOs and before even CoV existed. If anything was required it was well, nothing, after about the 4th Empath, was needed or required. Helped perhaps, but needed not a chance. You could have dropped a dozen mobs on a team of 8 and a few seconds later and all you did was increase the xp rate. Ever try to kill something at or above the defense soft cap that was also at the regeneration hard cap along with healing of HA/HO plus silly amounts of recharge and mez protection? I'll be moving along now.
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Option to remove enhancement visual effects
Doomguide2005 replied to Klaleara's topic in Suggestions & Feedback
Another thought beyond options are usually a good thing ... I'm on my Emp/Rad running with a team in the Hollows (so lowbies) and I was exemped. Well the Tanker was still lower than much of the party. The animation was my first clue he didn't yet have his PB yet (or gaps in the click protection existed after a few levels). Now obviously the foes don't, far as I know, use procs but various animations are a visual clue for your teammates that a buff or debuff is effecting a potential target which can effect a decision to use or not use one of yours. Not as important solo but clearly a lack of visual indicator can lead to a delay or lack of a buff being used. -
Probably most of the time ... until Hardmode vs some foes or when a Paragon Protector hits MoG or Elude or Cimerorans start stacking defenses or, or. Personally when it comes to hitting stuff I'd like to smack stuff with overkill. Ya know so I can still hit the PP in MoG while debuffed by a swarm of CoT Spectrals kind of overkill. But as Nemu points out adding a few extra procs in the build might be good too while keeping the damage up.
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Oh I so feel that! They hadn't a prayer. The real question was could I score no escapes 😁
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Another large factor in the Sonic Assault (or any strong resistance debuffs) set is procs and resistance debuffs are the only was to further increase damage output past the damage caps of the ATs
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Probably one of my favorite set pairings and probably top 3 if not favorite Controller pairing. Give 'em hell.
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I'm in the the need for the Holy Trinity never existed in this game. I give you Green Machine as but one example. A full team of SO only builds of Empaths could have existed from near as I know from day one even if Green Machine didn't itself exist for a number of issues. And they could and did devastate any foes in their path. The RO Network's all Defender (and Controller) SG teams existed in part as examples of non-trinity teams many issues before IOs even were a thing. They all pretty much could curb stomp any foes they faced.
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There's also going not too far back large difference in how readily (especially pre IO now thinking on it) our foes can strip defense from characters. Only SR possessed a significant ability to not get debuffed (i.e. DDR) by the multitude of commonly encountered defense debuffs available to our foes. Cascade defense failure is thing even now. But resistance always resists further lower by it's original value. A Tanker sitting at 90% resists to start will be 90% resistant to every incoming resistance debuff to matter how many or how often those debuffs come. Making a cascade failure of resistance essentially impossible. Resistance debuffing foes were until recently also far less common (and probably still are).
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I'll let others comment on the power questions as my experience with both Gravity and Time is virtually non existent. Overpower is a 20% chance to add 1 mag to a power. Essentially giving you a chance to one shot chance to hold a boss for example (going from a typical 3 to 4 magnitude).
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Just going to point out "just 5%" could be a large difference in overall mitigation because of the way defense works. Going from 45% to 40% will, for example, double incoming damage. Running on a small team at +0 vs similarly small mobs it's probably not nearly so impactful as vs +4/×8's would be admittedly even though incoming damage would be doubled.
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Gale- useful pretty much as you describe. Particularly in the early game as Storm Summoning is in general a late bloomer though recent changes to when you get your powers makes this less true. Its soft control early before Storm gets its later offensive powers can be very useful. O2 Boost- I like it and would rarely skip it even at for a higher level character. Especially useful vs Endurance Drainers it self stacks. It also helps boost the targets Perception (cause everyone loves being Blinded right). Again self stacking. On top of the other benefits. All of which are self stacking. Still I wouldn't call it mandatory by any means just more useful than often thought to be. Snow Storm- Another useful but not mandatory power. Greater utility in the early game and somewhat dependent on what it's paired with particularly outside of the Corruptor AT. Ice/Storm for example has a ton of slow and recharge debuff built in leaving only the minus Fly. Steamy Mist- Among the powers I would never skip. I am almost always looking to 6 slot and get into the DR for its buffs. Whether I use special IO's depends a fair bit on what other choices I might be making that effect options for placement of those IOs. Freezing Rain- Another I would never recommend skipping. I rarely use procs there as they would likely fire poorly at best. It's an AoE and I am going to push the recharge with my slotting almost always to minimize the cooldown on the power. I might if I have slots to spare (an exceedingly rare thing) drop and Achilles resist debuff in there. Hurricane- So far I usually taking it but use it very situationally. It's a much a mule and used infrequently as I'm not particularly skilled with it. I'm also usually on a Controller with my Stormies so have lots of other options. More comments in my other post. Thunderclap- much more skippable on a Corruptor. Again I'm usually on a Controller often an Earth/Storm and I'll stack TC with Stalagmites topping it off with Fissure. Throw in containment and the whole mob is often immobilize and stunned. But keep in mind your primary. Dark Blast has the often maligned Dark Pit. That's a pair of mag 2 stuns at your disposal which when stacked is a stunned Boss. On teams that's probably slow and not worth it, but solo or a duo (small teams) could be strong overall mitigation. The big Guns- never skips without really good reasons in my book. And on a Corruptor with no AoE -kb yes to slotting a kb to kd proc and any AT will benefit from the FF proc. One cautionary note on Tornado. You'll find an Immobilize of almost any sort useful when fighting AVs while using Tornado. I've seen it turn Recluse in the old Statesman's TF turn into healthy competition for Romulus running all over the map. It's a mag 10 afraid that does self stack. Edit: @ExeErdnaYeah I would totally agree. Teams in general dispatch even +4 foes quite rapidly in the endgame. Even a skilled user is going to have trouble even remotely clumping all the foes up before they are long dead. Basically especially for higher level teams it power is overall greatly diminished by the combo of kill speed and defense of high level teams in particularly.
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I think Hurricane suffers and opinions are so mixed for two reasons. First as pointed out above it does have steep learning curve to use without messing with melee combat or causing foe scatter. But I've also seen skilled users keep a whole spawn debuffed and whiffing clumped along a wall (not in a corner or deadend) without disrupting melee. Which brings us to the second issue. In a world of high defense if not capped the value of that applied debuff loses a whole lot of its impact especially in light of the above (required skill). Back in the day when for even many melee sets reaching high defense was unusual a skilled use of Hurricane was a game changer. Now that debuff is all too often utter overkill on teams given the downside. Something it shares with powers like Empathy's Recovery Aura replaced by special IOs and set bonuses.
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Best way to help lower-level players in-game?
Doomguide2005 replied to biostem's topic in General Discussion
And so was born the Pecking_Flea mutant chicken superhero! -
What Other Hobbies Interest You Besides Gaming?
Doomguide2005 replied to Abraxus's topic in Off-Topic
While I try not to engage in thread necromancy (because it seems to draw such negative feedback) I must admit I'm totally clueless why it's an online social no no. Makes no sense to me at all to start a new thread/post on the same exact subject especially when the thread (in this case) itself so clearly marks the guilty post as "3 years later". At what point does it stray from merely a slow or late response into 'foul necromancy' territory. A week, a month, 6 months, other? Either the topic interests you or you skip the thread regardless I'd think. -
I never built a character with trying to max range out as an overall build strategy but my Emp/Dark back in the day (pre-IOs) would sit up on the ledge of the War Wall in Crey's Folly and snipe Freaks with Moonbeam that occasionally I'd only know she hit by seeing the "you have defeated" pop up in her chat window along with the xp as they ran in panic from the first shot right out of sight.
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Still does indeed. It's (He's) one major reason my characters almost always take an immobilize if possible. AVs have no special protection as a whole against immobilize (or Sleep). And those maps in Cimerora in particular have lots of running room which not only cuts into the teams dps but risks dragging all sorts of adds into the scrum.
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So many memories Participating in my first ever closed beta, freeing Lady Jane and watching her tear off to aggro seemingly everything before dying predictably. Finding myself lost, with nothing but deeply purple DE in sight, on the far side of the woods in Eden and having a now former teammate get an sgmate come and recall friend me safely to the gate. Sheesh Mito's/Hami have some perception and range (while grabbing exploration badges) Watching a level 50 Stormie herd what seemed like the entirety of the Hollows while I plastered myself against the War Wall hoping none of the horde noticed me. Falling out of my chair the first time a Council foe went all Wolfie on me in IP. Going toe to toe with two Fake Nemesis bosses in PI. They were lvl 47 I was lvl 42 on my BS/Regen. The next time online my IH was no longer a toggle. First time I ran my lowbie Emp/Rad as part of Green Machine (i5?). Crushing everything very purple despite all red or empty slots. While duoing with my friend on his Blaster the both of us laughing insanely when a Goblin landed on his head first time we played in Croatoa. The first time my friends and I having just leveled up all used Full Auto after surrounding a mob on a large outdoor map. Nostalgia. Such a potent feeling.
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If you're running Tactics there's your Confuse protection
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Unusual but I believe you could mule a Preventative Medicine proc in here. I know my support types are often looking for alternatives to adding yet another slot to Health. Not sure about the Power Transfer proc as I'm on my phone atm
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The Disagreeable Dr Quarterfield and The Mortifyingly Cruel TF
Doomguide2005 replied to Tobogon's topic in General Discussion
Numina still spawns ambushes for most (all?) of open zone hunt portions. Citadel and Moonfire both spawn ambushes with their delivery missions. And of course there's Babbage during Synapse. Probably others I've forgotten as it's literally been years since I saw them last. In part that's do to many of the same things that make Dr. Q so much faster these days. Teams simple leave the ambushes in the dust to most likely despawn. Edit: I miss the older sometimes nasty ambushes that occured through out the game. The first time I ever saw Malta was while my newbie self was leveling up in KR as several were in pursuit zipping across the map some distance off. -
This. It's the activate period you need to look at for this. By comparison look at a toggle power like Enervating Field. It's period is 0.5 sec vs a 0.75 duration of the debuff. The toggles in both cases have activation periods shorter than their effect. The 0.25 sec difference in EV is effectively both keeping the debuff in place while preventing the toggle from ever "dropping" due to internet reasons I suspect. CC has a relatively long duration precisely so it can self stack per caster and if enhanced allow it to hopefully work vs +4's where the purple patch will seriously reduce duration of the holds even before considering the foe mez resistances.