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Doomguide2005

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Everything posted by Doomguide2005

  1. Unless the Wiki entry is wrong that's what it was called. It's listed under Historical portion of the Damage article. And changed in the patch I noted above.
  2. If you go Blaster try Elec/Fire well it misses out on Power Boost but it's also Fire, the AoE output of the pairing is insane fun if not a completely min-max set up. Then of course the slight issue of Clockwork being renowned fire users ...
  3. No idea if you saw my post in the thread looking for advice about Symphony/DarkAff but I wondered if, given the odd way the pet works, if it wasn't a good place to skip the idea of set bonuses (or at least sacrifice some of them) and use several HO, SHO or DSO for Acc/Mez and or Dam/Mez. Checked several previous threads about Symphony all seem to use the Recharge Intensive Pet set IOs but didn't get the impression it wasn't essentially a default choice similar to yours.
  4. Not a "recent" change on Live either as I recall, but long long time back. Edit: changed during an i11 patch Feb 12 2008 per HCwiki
  5. If it is the old now negative energy done by Voids etc why is it now showing up as resisted by a new pet of a brand new power set? Someone, oops, copy and pasted old data in the code into the pet while creating their pet data or something new we've got a hint at or something else this very much non-programmar hasn't a clue about?
  6. So I'm looking at the CoD entry for the Symphony Control pet and note it has listed under its resistances "Quantum" damage. Is that something new in the Hard Mode ITF or elsewhere? And who or what player side of things has Quantum resistance? And bonus question for the audience: What's the value on a +3 D-Synch such as Acc/Mez or Dam/Mez
  7. Come on couldn't you at least make it work against those damn Carnie Pets.
  8. I've no experience with Symphony Control and while I've done plenty of Dark Miasma no hands on specifically with Dark Affinity. With that caveat out of the way. Wonder if what we want for Reverberant since the ATEs aren't apparently slottable are the HOs, SHOs or DSOs for Acc/Mez and Dam/Mez. Ideally lvl 53 versions of DSOs and combined with Pet and Recharge Intensive Pet IOs in some combo. So yes you want both pets. I know Fluffy (Dark Servant) is definitely worth it (and agree with Wimbochismo's slotting suggestion). And I have a tough time imagining Symphony's pet isn't worth it given it's intended for a Controller but there's the whole I've never played one and don't know what the consensus is among the player base or if there is one even.
  9. There's always the option for a steady diet of base empowerment increased recovery buffs and survival amplifiers.
  10. As long as they're not a cook.
  11. Some interesting thoughts. Probably needs a taunt effect to get foes to relocate (i.e. investigate). Target limit? 1? Perhaps too much if target limit higher for a t1. Like the concept. Again probably too much damage to literally double the damage even on one target as that's notably better than Spectral Wounds. But lots of wiggle room for how much damage, how low long before it fades, etc.. But again I like the concept. Not sure how I feel about this one. Mostly with respect to the power level vs tier. Then I look at O2 Boost. Interesting twist on a sleep. If woken by allies will they fall back to sleep assuming you continue Gazing (perhaps after a few seconds like similar to a fear effect)? Or like Static Field. The name makes me think -resist or -defense but not -regen, but that's just me it evokes +regen if anything. Just ask @Snarky
  12. Nihilii pretty much quite colorfully summed it up for me. Dealing with the batshit crazy is, when in the right mood on the right character, part of the fun. It's really helpful in those cases if everyone is having fun and remembering that is the whole point of a game whether it's RotF stomping or RotF laughable wipes.
  13. Putting aside any arguments about whether you should use Theft in Dark Regen or not I'll just point out it's not a unique. It could go in both Siphon Life and Dark Regen. Regenerative Tissue is a proc 120. AFAIK it only effects you the caster. It will fire every time you cast a click power and buff you for 120 sec thereafter. In an auto it will apply its buff every 10 sec. In a toggle it will buff upon casting the toggle and for every 10 sec for however long the toggle is on and for 120 sec after the toggle is shut off. I don't know what happens if the toggle is suppressed but at minimum it should pick up where it left off when the toggle is no longer suppressed. In all cases it does not stack with itself (replaces existing effect). Edit: To make Theft of Essence (the proc) profitable for endurance you need to hit 4+ targets with Dark Regen (costs 33.8 End) and the proc trigger on at least 4 of those targets. Or have an Endurance Pool equal or greater than ~113 (it returns 10% end) ... at least as far as I know. Of course endred in the power will reduce the amount you need back. Edit 2: Anyone ever load it with procs?
  14. Arrg. Brain was obviously malfunctioning at the time (I was even mentally using the same numbers you did and ...) Of course that's part of it. Gaining another 5% defense is generally easier than another 10% resistance at least in set bonuses (even as @aethereal pointed out the gain is 1.5 vs 1.25 per rarity/bonus name) There's no cap that I know of ... though obviously anything over 100% is meaningless. No you won't regain health with over 100 😜. At best you just have a bigger cushion before you drop under the cap.
  15. @CarnifaxEver try Electric/TA Controller? I do think Electric controllers are very strong drainers but it can take a moment (hence why it's part of the whole rather than the end all). And yes PBU has a long, long cool down. Perhaps that's why the scariest numbers I've seen with SC we're on my Emp/Elec/Power Defender. Most of my Empaths build for a ton a recharge which as you've mentioned means high recharge/short cool down on Short Circuit which in turn makes for strong sapping. Short Circuit on a sub 7 sec cool down backed by PBU (about every third mob) is frighteningly effective. Hadn't finished the build on HC just started and all that was prior to the changes to Electric Blast on HC including reduced animation time. Never tried what the Gaussian's proc added to PBU might do for the damage either.
  16. That's correct probably too much influence of SR on my brain. It was more an afterthought to my main point (and certainly not as straightforward as 3 vs 6 or 6 vs 6). Well that's true of both resistance and defense AT sets. Neither starts off at zero. So yes build on what you got doubly so if it's vs a common sort of attack (build vs S/L before you build vs Cold or Psi generally etc.). And again one of my main points was I want both resist and defense (plus). I want what doesn't miss to get resisted and do as little additional harm (debuffs) as possible. Yes though I wouldn't say it stands against as much as elaborates on why builds that lack either (non-armor) start by chasing defense then as possible add in resists.
  17. At one point a long time ago (2009) per Castle from the HCwiki copied over from Paragonwiki: Threat = Damage*Debuff mod*AT mod*Range mod*(Taunt duration remaining*1000). Most threat goes highest on aggro list. Highest on the foes aggro list gets the attention of the foe There's as many question marks as facts left by the article nevermind the years since Castle's remarks.
  18. Windowed mode? I tended to have lots of tabs of various builds open at once
  19. Nothing gets me going like trying to suppress the chaos of a PuG going off the rails.
  20. There's also one very large and significant difference between building for defense vs resistance. Its notably easier to build to the defense caps compared to resistance caps in part because those caps are lower (while set bonuses don't increase similarly) and more pool powers buff defense (and do so 24-7). Then add in positional vs typed. 3 vs 6 values to reach. Cascade defense failure is non specific. There's no hard and fast value for it the way there is for the defense or resistance caps. Its equivalent doesn't happen for resistance values either. If you drop from 45 to 40 defense you're now taking twice the hits for (barring resistance) for twice the damage. If you go from 75 resistance to 70 you simply take 5% more damage. For defense you've also become twice as easy to hit again and get further debuffed. Its the speed with which the cycle occurs that ends up being called cascade failure. You know it when it happens but exactly how fast that it must occur to get called cascade will vary from player to player. Cascade failure is also why personally I'll build a buffer over the cap on characters without significant DDR so they can take a debuffing hit without dropping below the cap. An Empath, for example, with 53 defense vs 48 taking a hit that debuffs defense by 7.5% is more resistant to cascade failure as two sufficiently close hits vs the cap must occur. And each incremental buff to defense multiplies those odds -> 1 in 20, 1 in 400, 1 in 8000 etc. against cascade failure occurring. Ultimately I want both (with DDR) and I want to add in passive regeneration/heal/absorb. In part this is why EA, Invulnerability and Shield are among the top sets they combine resistance and defense. Even SR is far more of a hybrid than folks tend to think of it due to its scaling resists, but can be rated lower by folks as it lacks a heal/absorb but often these sets get paired with Dark Melee (for Siphon Life and to hit debuffs)
  21. Yes is my understanding. Which is a good thing since it is unaffected by recharge
  22. My only internet is this phone so I can't open and see your build but both Uun and Zect's posts look to be very solid advice. What are you hoping to be able to do with your character? Large PuG team, small teams, solo, solo vs +4/×8 and or AVs?
  23. Mine is more about how it finally ended with the push over the edge from 49 to 50. Finished the mission at level 49. Stepped out of the mission door into Grandville and the lovely color and sounds greeting me as the mission complete bonus was triggered and I hit 50!
  24. Had the same general thought. I started to think about gauntlet plus spammed Parry especially pre IO (i.e. on an SO build) would make a Tanker stupidly tough ... but DA and Parry had to get ported to Tankers and IOs, Incarnates etc. already make them stupidly tough and then some (and then there's Staff and TW's powers) so yeah.
  25. Interesting, I wonder if it was a different issue on my computer as I know I didn't have to do anything involving changing settings to alter the sizing.
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