
Doomguide2005
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I love Earth Control. It's possibly my favorite set among what's probably my favorite AT. The high amounts of control makes it excellent for teams. If you want damage pair it with Storm Summoning or even Trick Arrow if you want a different secondary. Storm is strong for damage as is but using some procs in Fossilize, Ice Arrow (from TA) and perhaps Fire Mastery can add significant amounts to damage to the overall build.
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Never played or even built in Mids a Poison character. Did run a couple Rad blast characters on Live but none yet on HC. Two things though jump out. First endurance recovery vs endurance consumption is seriously insufficient. I suspect you'll have lots of endurance issues. Second, which will worsen the above issue, is damage output on your blasts is low. As in only 3 powers actually get effected by Diminishing Returns one of which is your Nuke. Solo work with this character would be a nightmare. You need to slot Irradiate and Cosmic Burst for damage first and foremost then any secondary effects. Below is where I'd start with your non-Poison powers. Potential slotting and enhancements included. Hopefully my attempt to place the Mids build works. I haven't done this often yet on HC and still figuring out formatting. This Villain build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build!
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While the PToD are up it is very unlikely you'll hold an AV. Their protection is at +50 over the usual base 3 (6?) mag protection with the triangles (land about 8 more mag 3 holds before the first wears off). When the triangles are down an AV is as readily held as a boss. EB's are usually at mag 6. Most Controllers should be able with some effort to hold an EB. Rocky does have a mag 3 hold in Seismic Smash which hits very hard in addition to the hold. The hold triggers roughly 2/3rds of the time. Edit: rereading the thread and I realize I made a rather large and obvious math error. 8 mag 3 holds is only 24. That won't come anywhere near the 53 mag you need to get to and maintain to hold an AV through their PToD. Even accounting for the 20% chance of +1 mag from Containment/Overpower, incarnate powers and accolade you'll still need to stack more to actually hold through the PToD. And that's before accounting for the AV's mez resistance shortening all your hold durations.
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'Bring Your Own AM Task Force Session' ***Thur 4th May 6pm EST***
Doomguide2005 replied to Bumguffy's topic in Defender
Going off memory because I can't see my own build while using my phone the Celerity is a proc 120. So as long as AM is clicked once every 120 seconds or less it should work. It's also fairly trivial once the Teleport powers are available. It's a choice/slotting that could readily get moved around or changed if desired. Main utility would be for Stealthing mission objectives --> turn off CC, click AM and off we go. The knockback protection doesn't care whether the power is on or available only the level of the IO matters. And the 3rd one is an experiment honestly (iirc which one it is). Not sure how it'll work, placed looking for anything that might heal in the early levels while exemped since RA was taken rather late. I went with the frakkenslotted Endmod/Endred IO's to max both aspects. I've noted in my current live build that paying the endurance cost of AM can make my endurance pool drop pretty low especially on a small team without a lot of AM stacked for whatever reasons. Hence the Endred getting included. 15.2 isn't a huge amount but without the boost from at least a couple AM's present in an otherwise end heavy build ... self detoggling (or simply having to forego attacks) can be painful. Edit: looking at the build on the computer and rereading the post I realized I was saying EndMod/Endred in AM but they are Endmod/Rchg. The endurance crunch is a thing though ... . Just have to get enough from the team's AM to keep the blue bar healthy enough to handle things. -
Singularity is a very strong pet. I think the main advantage PA/Phantasm and Animate Stone have over Singularity is they both taunt while Singy does not.
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This thread makes me want to create an Earth/Rad. Earth is probably my favorite control primary and Earth/Rad is a pairing I had on Live. My thoughts: First time my RadEm/Fire (Defender) dropped a proc'd out Char (from Fire Mastery) it made me a believer (and he's still leveling only 4 slotted as of now). You can always use a slot or two for enhancing the hold aspect. In fact using both Unbreakable Constraint Hold and the proc would give you a nice recovery buff. The plan for him is, however, 6 procs at 50. My preference is taking and using QS. I like to use a Range IO in the base slot. I can't tell you how often that gives me the range to still be around the corner, out of sight when I place QS under a mobs feet rather than exposed by being just visible to return fire. A solid object beats any amount of defense every time. In general placing your patches from behind cover is an excellent survival strategy. Keyboards or even manually it's fairly straightforward to also use those powers like a PBAoE by dropping them at your feet and stack the effects of something like VG with CC. I'm also enamored with using Fold Space to pull everything into your "killzone" where they'll suddenly find themselves standing on your targeted patches while also effected by your CC. This also effectively extends the utility of your patches as once the team destroys the first spawn and now the patch is not effecting anything you can grab another bunch of foes to place atop the already existing patch. I used to drag Rocky into mobs (or even just summon him) and still will while solo. But generally teams move too fast to make it either necessary or possible. This same speed is also a point in favor of procs in your Fossilize. I find things die too fast for the duration to truly matter until you get to EB ranks and above where spamming (or stacking) the hold becomes necessary anyway. After all the base duration is 22 (and change) seconds. Even used vs +4's and considering the purple patch things likely won't outlive the base duration typically. That's all I got for the moment.
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'Bring Your Own AM Task Force Session' ***Thur 4th May 6pm EST***
Doomguide2005 replied to Bumguffy's topic in Defender
The Quark Enigma current thinking on build. Will have Fold Space. Radiant Aura delayed to high lvl. Combat Teleport for Gaussian's proc. Switched from Fire Mastery to Psychic Mastery with Dominate proc'd out (instead of Char). Lots of KB protection. Emphasis on Recharge, Global Accuracy. Mitigation will come from primarily a combo of Choking Cloud (stacked with teammates to pretty much lock everything down very quickly). Anything attempting to stay at range will get ported in by Fold Space (Snipers, Long Bow Eagles, Cimeroran Surgeons etc.). Inferno recharges at essentially the same time as Fold Space (about 40 seconds). https://www.midsreborn.com/builds/download.php?uc=1718&c=788&a=1576&f=HEX&dc=78DA7594CB4F13411CC7BFBB5D2CE50D2DE50DCBFBBDB4F840A22646A989060C02F1669AB52CB0114AD3828251FF032F7AF06E3C683818E5A547EF7AF279F06CD4207A32F1843FF637A343099B6CF73333BFF9CEF737BFE98C2C0D15BC793D7C1A5AD1D9593B93890F39534E72D249FBC713AE934C38A0A77B62C6312F2DDAE96B662CE94ECFD9E6983D199B3BE7A69DD1CCB2D971BDDF8A444CB77FC03ADAE9A778538AC4CF2C4E4D5914ECDA0BEE7C321E9B73331982EA7F01637672DA99B476A5E267C8C002F246E7E767ADF194E34C167B38ECD81499997153655E7BC2997552F3E9054FB24086A4DCE4742896721316594ACCB889F808A939E9E54A32D44CEF924E3F1AE4B3E30306E8EBF74197502FA10BAF283A68E04B68EF247A7B6862D4C0320568CA488E86BBD4150D90DC7D8643D8323CC8C56FC39B14424017F099E12B2DE053657C78CE0B185895B0C650807586126C30546293A189B63D4791D172D00D6142402985F8D5FCFD28D7BCC9B9083114A14413BA41866F642FA0DA0BA09F8DE7E1B08423BA70758C218C01867ABCE4BC6F513B5FB5978F679AE7AA002B0C41B257A88614E2216F63111E33DCA44FB15A8C6234726EB769A454B5598A8FD45567A00C9F247C6008E31D431F6C4DC01C67DB461E82FFCBBDA305F1883389E209433B8594AB1ECA51C325F085810A75A402D5ECEE3B6D6215147755588537A71A6B123620B66C93A1192F18DAA1E778B04532356A9235E86153B5E8956031342222A18FA1451EDC306550A76E749D3C075DF250DEA14F837A541AB0C2A99878CAD0887586160CF27FE62DC937A9F69A10CD5ABA4DEE78BBDCF11E9CD705C438669BB26C55655A715C17B307259C10C5C0495D383F2565B6B9B8EF49AD4395E9F08A1330D089309BE8441F2FD989A84F543922E10FC30D52EB56648C6E983CD28B5A097512EA19FAD0C050465B6DA947C2920736442311E548504314A1D680FAECDE383BF460F880FE8BC6DE1B6A67D450DB14A871E08FBC7D5799D7FF33AB9F32BE40CD76838A7D591367B15114E7008D5FFB35C48D67E29E2E341E308C526C54357C25BBC3CEEEB89ADDF117CE01E16A -
In addition to what @Uun has stated I'll be that guy and point out the obvious. It sets up containment for the character relatively quickly with no action required other than getting into proximity i.e it's a win for action economy.
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Nah you got to get to Monkey Island and get the badge there. Portal Corp is too dang easy 🙄
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'Bring Your Own AM Task Force Session' ***Thur 4th May 6pm EST***
Doomguide2005 replied to Bumguffy's topic in Defender
Thursdays for the foreseeable future looks to be pretty iffy for me. That said i should be online well before 6pm eastern on both Wednesdays and Saturdays. Being a semi-retired CoH gaming nut has me online a large portion of both those days currently. Happy to meet up with any RadEm/Fire at those times. -
Don't skip AM (Accelerate Metabolism). It's possibly the least skippable power in Radiation Emission. I'd also be very reluctant to skip Enervating Field. There are 4 powers in RadEm I would not skip -> AM, RI, EF and LR Do you intend to use IOs, is the number of slots in a power intended to leave room for IOs? Specifically Radiant Aura, the 4th Heal enhancement is returning very little do to ED/Diminishing Returns. The slot is better used elsewhere unless it's intended as a holder/room to place IOs. If not the swap it out for either an Endurance Reduction or Recharge Reduction. The second slot in Boxing is better employed somewhere else. Ball Lightning, Maneuvers are a couple places in need of slots that jump out at me. Lingering Radiation needs to hit the target to work. I'd slot Accuracy first. Do you only team or do you solo or want to be able to solo? What notoriety setting do you tend to fight? Hover is not an endurance hungry power. I'd stop at one slot unless planning on using IOs. It also makes Choking Cloud harder to employ. While you don't have to be on the ground for CC you will tend to effect less area at ground level which is where your foes are typically. Thunderous Blast is a nuke. I'd slot for damage over endurance modification. Similar I'd like to see Short Circuit inflict damage but at least the endmod slotting sets up the Shocked mechanic for your other blasts. And like CC, SC wants you to be on or very near the ground to maximize the area at ground level effected (and hence number of foes). Ball Lightning needs similar slotting as Charged Bolts and Lightning Bolt. As an AoE I'd prioritize it over either of other two for who gets the slots.
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Water Blast/Cold Dom build help. Bit of end issue.
Doomguide2005 replied to StrawberryWitch's topic in Corruptor
The Numina's special is better off in an auto or even a toggle primarily because it is a proc 120 meaning it provides its buff for 120 seconds after it was last used in a click power. Even though I've never played Water Blast I would imagine it's safe to say it'll get used at least once every two minutes while actively running content therefore from that standpoint is a fine if unusual placement. Likewise afaik there's no mechanical difference between placing it in Dehydrate vs Health other than you have to use the click power to trigger the proc whereas it's always functional in an auto (or toggle once running) without the player doing anything. Is there something I'm missing? Edit: And, of course, the special does nothing to enhance the Heal aspect of Dehydrate which is probably the biggest issue with the placement. But from that standpoint might be saving a slot if the player is happy with the healing provided vs placing a slot for it in Health. -
Yeah now I do want to do something crazy like a enemies buffed 4☆
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Hmmm I would be game for an all Empathy ITF. But would 5-star be a 4-star run with foes buffed on top of the usual 4-star buffs? Not sure what you mean by "5h1t" show though. I would love to find out how fast Rommy gets crushed.
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What would be the best support character for a Blaster?
Doomguide2005 replied to smnolimits43's topic in Defender
I've been enjoying my Plant/Cold a great deal lately. No mez protection to offer but ... -
What would be the best support character for a Blaster?
Doomguide2005 replied to smnolimits43's topic in Defender
You said elsewhere you have more than a couple Empaths ... Fort + Auras (Regen in particular) and AB and you'll be very hard to kill through 1600+% regeneration (800+% being perma) plus without too much difficulty capped defense and resistance-based epic armor. -
'Bring Your Own AM Task Force Session' ***Thur 4th May 6pm EST***
Doomguide2005 replied to Bumguffy's topic in Defender
I'll have to wish you luck. There's pretty much no way I can get home and online in time. And my wife has just become obsessed with writing a novel she's had floating in her head and so there's "competition" for computer time ... and you can probably guess who wins there after I've had the two previous days free while she's at work. I prefer a bed over the dog kennel in any case. For an Epic I went for Fire Mastery for the moment (overall more Fire!) but choices, choices. I liked the idea of Char with procs as we should be at or near the damage cap (+43% per Rad/Fire on top of the powers enhancement) making procs and resistance debuffs the only way to further up damage output. I also wanted a resist based epic shield as outside of Hardmode or Incarnate content we're already sitting essentially at the softcap with little effort and have Radiant Aura for healing making damage resistance the next significant mitigation tool. And then there's options with pets and ... . -
Water Blast/Cold Dom build help. Bit of end issue.
Doomguide2005 replied to StrawberryWitch's topic in Corruptor
Adam's advice is solid enough to help. Currently I'm also on my mobile phone but: Higher recharge for Heat Loss. Ideally close to 90 sec cooldown. The +recovery portion of HL is a 90 sec duration. You may be fairly close I can't tell but guessing you've got a fairly high global buff but HL itself could use more. In the extreme you could literally just drop two 50+5 recharge IOs in there and improve things enough to make life much easier. The number of mobs you get the buff off is as important if not more so than the endmod derived from a given mob. Make enhancing the Endred aspect of powers a higher priority. Arctic Fog, Tactics, Maneuvers, Sleet, Shark Skin, Infrigidate all totally lack any endurance reduction slotted within the powers. And those are either always on toggles or frequently used powers. You don't necessarily need to drop endred in all of them but start with Sleet perhaps. With high global recharge Sleet burns a LOT of endurance (as in ~1.00 end/sec or worse -> roughly 18.2 end every 20 seconds). Attacks/click debuffs will burn your end harder in general than toggles especially on high recharge builds. Sleet, for instance, is likely as costly if not moreso than running both Arctic Fog and Tactics without endurance reduction slotted as you push it's use towards once every 15 seconds or better. Infrigidate could be even worse if used as part of your attack chain more than once every 10 seconds. It's 10.2 end gone every time you use Infrigidate. Both the Survival amplifier and the base empowerment buff for Increased Recovery can also help. Both can be very helpful if running exemplar particularly pre-Heat Loss -
Depends on all sorts of things among which are: Level range being discussed What character (AT/sets) I'm on Expected Foes Expected Notoriety +/- Hardmode settings Team size Familiarity with the AT/Sets of the character I'm playing My Claws/SR scrapper and my Emp/Fire defender have very different support needs for instance even if everything is otherwise similar.
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Sure does 🙄
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Hazard zones con even level to +x
Doomguide2005 replied to fitzsimmons's topic in Suggestions & Feedback
Unfortunately it's not even remotely as easy as just making Minions of Igneous as lvl 50 and Malta or Storm Elementals as level 7. Powers and abilities need to be adjusted (scale) for more than a few foe types, i.e. a lot of work to do a quality job of it. That’s what @Rudrais talking about in their first replies, I believe. You can already self exemp even for street sweeping via Ouro if desired as well and still possess a notable edge over the local foes. -
Hazard zones con even level to +x
Doomguide2005 replied to fitzsimmons's topic in Suggestions & Feedback
Only if/when mobs in a Hazard Zone qualify as, you know, hazardous to the character do to size, rank, level difference, powers and abilities. On the otherhand returning to the Hollows where you once got curb stomped by Ogres in the Gulch and sending them flying with your Claws-Shockwave is its own reward, a feeling of gaining power over time within the game for the character. -
Choking Cloud and Entangling Aura Endurance/Mag
Doomguide2005 replied to Spectre7878's topic in Archetypes
I'll bet, part of why Fire/Rad Controllers became a thing. -
Choking Cloud and Entangling Aura Endurance/Mag
Doomguide2005 replied to Spectre7878's topic in Archetypes
Yeah it's rather random. But the proc portion lasts 8 seconds which is essentially as long as the rest of holds fully enhanced. I've got it slotted currently in my Rad/Fire Defender (who's running with other Rad/Fire as a super team/theme group - see Defender forums) I'm not sold but I'm also not thinking it's a total waster either. Call it undecided. Now combined with Fold Space and 1 or more others running CC (or Entangling Aura) or atop a patch like Volcanic Gasses or Vines its a very nasty 1, 2 punch as everything in a 20ft radius rapidly turns into statues to get pounded. -
120 seconds definitely sounds like a high recharge build ... but that's how I tend to build them for team play, recharge, more recharge and a side of recharge. I typically take everything except Resurrect and Absorb Pain. I've not done enough HM but definitely reconsidering taking one or both as well as forsaking some recharge for better defenses for such content. A dead Empath buffs, heals or blasts no one (which is a big strike against AP). Fortitude would almost certainly get 3 slots (2 Membranes, 1 LotG 7.5) because slots are precious, very precious. Just an interesting side note Gaussian's BU proc works in Fort and potentially fires more frequently than in Tidal Forces or Soul Drain with its 60 sec base recharge. Fortitude buffs teammate you get the procs buff. Definitely running Tactics and Maneuvers especially for HM. I'd almost certainly also have Assault and Vengeance just because at their hearts most of my Empaths are based on Green Machine requirements. Assault also has Taunt resistance and Vengeance well holds a LotG 7.5 and hopefully doesn't see much actual use but ... For HM going to grab either Power Boost or PBU. Personal preference of making my Auras have close to the same cool down. That way when one is ready both are. Position and cast. No trying to watch 2 different timers. Tend to 3 slot Recovery Aura. Usually 1 recharge, 2 Endmod/recharge and I'd boost them if planning on HM. RegenAura these days gets 5 of either Doctored Wounds or Panacea. Endmod no longer needed. Never ran and haven't really played in Mids with Water Blast. But any Corruptor build with Water Blast built for recharge should work well. (Makes note to add a Water Blast Empath to my roster).