
Doomguide2005
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Frostbite - The Ice/Pain Troller - LF build help
Doomguide2005 replied to A3r0h's topic in Controller
@A3r0h I would say high global recharge is one form of mitigation and I find it typically sufficient on most of my Controllers with mid to larger sized teams in normal content at +3 or +4×8. But I'd also say the strongest mitigation comes from layering as many forms of mitigation as possible. If you are looking to solo hard stuff like +4 AVs, run duo's/trio's or solo of +4/×8 endgame TF's then yes you'll want high if not soft-capped defenses, strong resistances as if you can't survive all the dps in the world isn't going to get you through. It's been a long time since I ran an Ice Controller but paired with Pain I can definitely see a strong desire to build substantial defense. Ice itself isn't exactly high damage and Pain would love that high recharge to be most effective as a buff/debuff set (much like Empathy). I haven't been able to look at your build yet (on my phone not computer). I would say I'd ideally want to push the defense that last 3% or give up some to gain recharge. I'd consider dropping to around 33 to 35% so you're about one purple from capping. I also can't see how much of that 42.75% is from your incarnate boost. Like @WimbochismoI generally build without consideration of my incarnate choices where it concerns defense, end usage and recovery, accuracy, etc.. I do far too much exemplar play to not be self sufficient without incarnates abilities. -
Frostbite - The Ice/Pain Troller - LF build help
Doomguide2005 replied to A3r0h's topic in Controller
Solo or team (to feel secure in endgame) and notoriety setting? For me while teaming I'm quite secure using my controls and developing high recharge to get said controls up asap. The larger the team the more comfortable I am with controls, my pet(s) plus inspires as needed for mitigation. Solo I become more concerned with some defense and or resistance but again stunned, held, or otherwise mezzed foes don't fight back. This would be doubly true of a Controller with a strong heal(s) in it's secondary, such as Pain, as any damage that does get through is more readily dealt with. All this also assumes I'm teaming in normal content. On my Earth/Storm/Stone, for example, I barely care about defense and resistance at all. Any i have is almost incidental as between patches/controls used from total cover, Rocky (who taunts), Storm's offensive output (Tornado, Lightning Storm, etc), and stealthiness to enable first strike (Stalagmites -> Thunderclap -> Fissure) as well as scouting the spawn for troublesome foes -> sappers, surgeons, etc., who needs defense. And when I do find a ton of aggro landing on my head well that's what my inspires are for. That said I'll add in what I can that won't strongly interfere with the main goal of gaining global recharge. -
Need to roll as AR/Dev with the changes. The only thing missing will be the friends from Live where we ran as a theme team of all AR/Dev which was unbelievable fun, bringing among other things true meaning to the word minefield.
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Yes if trying to avoid causing aggro procs that cause damage or debuff (or otherwise effect) the foe will notify (i.e. aggro) the foe(s). Recharge enhancements in the power may effect the chance to proc. Global recharge from set bonuses or powers (Hasten, AM etc.) don't effect proc chances.
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'Bring Your Own AM Task Force Session' ***Thur 4th May 6pm EST***
Doomguide2005 replied to Bumguffy's topic in Defender
Wife got a lap top for doing her writing so I'm hoping to be online for some Rad/Fire teaming this Thursday (5/4). It will still be a late arrival post work but I'll be looking to join up once again. -
As Sir Myshkin stated you can place as many of the procs in the build as you wish. The Rule of Five only applies to set bonuses (the names of the bonus specifically). The only other limit which most folks just "know" is each IO of a given set can only be placed once in a any one power (i.e. no placing 3 FF procs in Lightning Storm itself, for example).
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Yes. Sorry if I wasn't clear or appeared to be correcting you. My intent was to clarify the base knock/repel effect values sans any enhancements or other external buff/debuffs of Hurricane.
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Homecoming player count: a year in review
Doomguide2005 replied to macskull's topic in General Discussion
Does it matter it terms of active players? Even if it's all 3 boxers, those total numbers are fairly stable over the course of a year. It would be interesting to know perhaps if it went from all 3 boxers to single player accounts over the year versus i.e. if the proportion of multi-boxing to single players was also stable or not but in terms of HC dying or not not so much I'm thinking. -
@Arnabas There's both in Hurricane. But yes the most obvious effect is a mag +1 Repel which constantly pushes the mobs away. The knockback is +8.308 mag but only a 5% chance to occur. How often it checks not sure. Every 0.25 sec perhaps i.e. the activate period per target of Hurricane.
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Storm Chasing: how are you building so far?
Doomguide2005 replied to ThaOGDreamWeaver's topic in Corruptor
This is my main concern so far. Haven't tried going into the costume creator yet but as is it's very difficult to see even while solo especially compared to something like Freezing Rain (Storm/Storm defender) My Storm/Storm has found Jet Stream useful paired with Gale. Keep knocking them around interspersed with Hail, Direct Strike and Freezing Rain (against a wall/corners) and they've very little chance to respond much less attack. Is Mids updated for it yet? I think I need to do the uninstall and reinstall currently as my version still doesn't even show HC level changes to your power choices yet much less any Storm Blast option yet? -
Not surprising I'd just hadn't gotten around to searching CoD for that tidbit. Makes those big open maps like the 3rd in the ITF look very inviting. What I can't see from the data (if it's indicated) is how it chooses its 16 targets especially on something like that 3rd map of the ITF with an abundance of targets. By distance (closest vs farthest) or some other factor or factors. Or interestingly from our theme team's point of view noting it can 'stack', can multiple users firing off within the same 1.5 seconds teleport foes that typically one user can't budge?
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As @Uun has said not much in the way of options. None include any sets IO's. Currently I plan on slotting a single accuracy once 50. But that's on a theme/superteam setting with potentially 8 AMs and 8 Tactics stacked to make pretty much anything I could slot redundant (the build is has perma AM and Hasten before you potentially add 7 more AMs to the mix). Probably the cooldown will be under 40 seconds. Pretty much the same as Fallout in the build. But yes the idea is to lay your patches down then as the foes die off bring a new bunch into the effected areas to get a little more utility out of all those patches Earth can lay down. Don't even necessarily need to wait if you've got teammates about to hit the targets as they arrive. Edit: Full disclosure i haven't actually used FS yet just seen it in action and talked about it with my fellow RadEm/Fire Defender, who says it seems to require line of sight to teleport the mobs involved. But man is it rewarding to see the mob density around us all getting near instantly held (multiple CC for mag 3+ almost guaranteed00).
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The above answers make far more sense than my first thought ... combine the HO with another HO until you get +3 i.e. a 53 HO.
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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.