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Doomguide2005

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Everything posted by Doomguide2005

  1. Like Psyonico I have run the mission to defeat Atta several times on HC. So far none have ever sent me into the actual Tunnels of the Trolls just to a door in the Hollows themselves. The mission map itself is always the same layout. Will have to investigate this further as the Hollows is among my favorite zones and a significant number of my heroes run at least through Frostfire.
  2. Yes both have an Afraid (i.e. Fear) effect but if you're on your butt it's hard to run. LS is a reliable but lower mag knock as a result distance is small, more focused. For Tornado the Afraid effect is also significantly larger than the Tornado itself (20ft vs 7ft radius). Thus much greater distance knocked and scattered.. The above is based primarily off CoD v2.0 as well as having played more than a couple Stormies.
  3. Flash Arrow is a huge Perception Debuff (and a none too shabby To Hit debuff 🙄). A typical Boss has a 54ft perception. The distance at which one will be detected is (Perception - Stealth). So a character with no stealth will be seen at 54ft. Flash Arrow is a 450 ft debuff putting the boss at 54 minus 450 ft perception. That's not only Stalker good effectively, it's better than Superior Invisibility good as it drops the boss to a negative 396ft perception. It's important to remember that critters don't follow quite the same rules as players. Once they aggro they remain aware of your exact position until they become "peaceful" (wiki's wording which I would interpret as falling off your aggro list). That's why once you hit the foes with pretty much any other attack they seem capable of directly attacking you (because they do know exactly where you are regardless of perception/stealth). Of course at that point the value of FA's to hit debuff comes into play and while they 'see' you they'll do a lot of whiff, whiff, whiffing.
  4. I'm hoping to meet up sometime this week. Family kept me busy till nearly 11pm eastern so I called it a night. Then I rediscovered the joys of playing on a hot spot early next morning. Normally not bad (I mean the game was meant for an era with dial up), but we were out of this month's minutes so maybe that's what made it painful. Got booted twice while zoning and every load screen took forever and a day. Hopefully better this week. If not minutes reset in about a week
  5. Yeah Fold Space will definitely benefit from insane recharge (i.e. capped or near capped). At the cap (500%) that's every 24 seconds and 40 seconds with 300%. How tough an opponent can be teleported. It appears to be just shy of twice the strength of Teleport Foe in CoD (if I'm interpreting it correctly)
  6. Might want to look at Storm/Dark as well as it has both Dark Pit and Thunderclap. Both are mag 2 stunning bosses as well when used together with the AoE immobilize to keep wandering to a minimum.
  7. Sorry I missed out on yesterday's teaming and Inferno goodness. I should be online tonight at more or less my usual later time. Started playing around with Combat Teleport for the first time on another character. It could act as an early version of team teleport but would require a lot more coordination to get everyone in spawn at the same time.
  8. Well I agree about Ill/Empathy but the reasoning is slightly different (but seems to have the same root cause). I love my Empaths but especially on larger teams it can require a lot of attention. In hectic fights I'll barely notice the battlefield I'm too busy buffing and healing focused on the team window largely. Controllers overall tend to be the reverse for me. I'm far too focused on the foes and battlefield to notice the team window. I had an Earth/Empathy as one of my first characters and while I enjoyed it overall (I mean two of my favorite sets on one of my favorite ATs how could I not). But Illusion is/can be very effective in an almost fire and forget mode especially on a large team. I can switch my focus from Illusion to the Empath side with very little worrying about losing effectiveness as a Controller if things start to go sideways. So if you want to be an Empath first the pairing works well (at least in my head). But if you want to be a Controller, meh, something like Ill/TA is a far more effective pairing for teaming especially larger teams and will debuff the crud out of things for both your allies and un-buffable pets.
  9. Yes, to be clear our defenses with 8 Maneuvers running will put everyone at the soft cap of 45 {assuming the build has even minimal defense from other sources). As a team we will be easily capable of chewing through +4/x8 normal content. Adding in Rad Infection is mostly gravy. In fact Rad Infection becomes largely redundant and mostly useless as we start using IO builds and higher levels are reached. As a team we don't need the defense debuff we've got more than enough To Hit and with capped defenses adding To Hit debuff likewise adds very little, Enervating Field becomes much more useful than RI. The issue I'm alluding to comes with the later stars of Hard Mode content where the soft cap shows just how soft it is as it can reach triple digits. They'll have an Incarnate base to hit, plus a 4 star to hit boost, plus up to 4 sets of their own Tactics running. Takes a lot more than +45 or even +60 to cap defenses against those values.
  10. Looks very solid. I do like the way Fold Space is at 20th level (or available as low as 15th while exemplar) Mostly IO's are for teaming outside the superteam (or if only 2 or 3 of us are on at that time) as honestly most of what's slotted probably only starts to matter when (if) we hit 3 and 4-star hardmode content and then mostly it's going to be the defensive side of the equation. Even 8 Maneuvers plus 8 Rad Infection on top of the defensive numbers (in our two builds) is short of the sorts of numbers we'd need defensively in hard mode. Of course then there's Barrier and if we stay very tight we'll tend to turn everything into statues merely moving close (or Folding them close). I didn't include it but learning as a group to use Team Teleport is one way to very quickly put all our CC on the spawn to lock it down almost immediately. No accidental splits or only 2 or 3 jumping in.
  11. Rule #1 - I would modify that to not so much not use as give the foes a moment and they'll collapse in on your melee focused teammates. You can literally watch as the mobs close in around the melee often firing one range attack then moving to get in melee. But yes pause a moment on any AoE CC, immobilize is simply the hardest on them as it doesn't prevent mobs from attacking at range.
  12. Choking Cloud is in fact a game changing power. All it takes is two of us hitting that spawn at roughly the same moment to pretty much lock the spawn down up to and including any bosses (and at 3+ they're basically held almost immediately). I've a Lockdown proc in mine right now. While it does fire off fairly reliably I don't think it does much for the effectiveness while running with other Rad/Fires as part of the superteam, at least so far. That said it might make more of a difference vs a spawn with multiple EB's such as the 3rd map of the ITF and/or vs higher level spawns (i,e, +4's). It might also be interesting to try it with multiple Rad/Fire who've proc'd out CC. And after seeing @Bumguffyusing Fold Space I'll just say it's crazy good fun and totally has me planning to respec to get it included in my build. Not sure how risky it is for us but the teleported foes are dropped right into multiple Choking Clouds, Rad Infections and Rain of Fire and promptly melted. The following is a work in progress. Thoughts or questions welcome (if I can get it to work ... haven't done this in a decade). Appears to have worked, Yay. | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1749;797;1594;HEX;| |78DA75945B4F135110C7FFED6EA994722DF76B41A0E5D28545905783B40A8241E0D| |5342B5D60232D4D0B0A46FD045E9FF092784D4C7C55D1F8E8BB7E039F8D46411F34| |511253879D3D7AA8E124DDFECECC9C99FF39737627D746FDEFDE4E1C81ABE4E8929| |1CDC647CD7933953033DE9939CB4CCD99A0119E5D3483A7568DCCD96034652D248D| |F8B49188266356C60C86CFE99AAE07AD81616DA8CB4BC14191213EB23A3FAF51A46| |5AC58CBA978346965B304F57F03A68DD48299D076F3C447A8FA0A7C53CBCB4BDA4C| |DA3413A5364E9806456617ADB45FCCD3566AA1C29ECC9A4B667A39B362E7AF8EA6A| |D398D72C7634B46D28C4F523E33B35E4B9242F43BEFA6870B62E4681A5400BD1065| |6866A8470BC387CABDB11EA097E275152A220C07A03194A18FA116FD0C41F42A36A| |CD3DC25A771E10A87B871D56D5772E3265B0A709D2D7E5C6308E206BB3E921A454E| |A3E099E2A879AE386A5E30F8B1C9508D970CCD78C5D046CDF148695C1EF4C0AE542| |0608D0A7AA510C58B61FAF72AF009A814D08C37141D50F189E415429257880116EE| |C310430906192A71D8EDC81B763BF25EAB365CA479912CAF08251EDBD38D27646F5| |2514E3B2896E515635C710AC418EA31A6384D38E11C042D2A95F396A2CA657B5AF1| |1B76DE4B54BA5C3EE0728CB2BA0A4405C4DCCEA2E3028E311CC40E43802A05A4346| |A00F7C4D5B8CFD08B07021E0A78C4D041ABABA4D5A8C27BF684C853237B6A8447A9| |06EA644F1D1D80EDF9424D6990B7D4808DDD174145236E09B8CDD0893B0C21DC15E| |0DCE00B54A7492ED044FBB6AF4A05896A913D2DC253D40DB4C9A5DBA08B931A1360| |7047DB91E45EB48B8AED88326CD30E3AE4D3EC403FDF94CEDD07C3004308830C3A8| |618FC24222C8B08E33BE7EDC20F013F05FC529C8B56C3B2BA31C096CF24A2E7DF97| |20E7E9112D8D889646444B23A2937D782CE0A973EDE9B034290D4DB6B8C0650AE89| |7BF4AFD38C4AFBF8E4D3890536D38A9EEFD2AE51A55C823671B73394CEC639F52E5| |F56477B17DCBB737B188DFDEC7FE35CF4ED8AA383B1E77D937E8DBFF4B37F82CA6C| |8A3CBBB389D6F30F20D67F20D7963875E035DDA57EE0F41B5F567| |-------------------------------------------------------------------|
  13. Just FYI the pets use Jolting Chain as well. So you might very well see quite a bit more flopping as the pets add their use of Chain to the scrum. That said in general Tyger is correct the general consensus is Gremlins are not terribly strong as Controller pets go. Then again that's partly why there's two of them. But if you're having fun that's what truly matters.
  14. 😁 Of course every rule has its exception. *Runs off to find @Linea Empath build with a 6-slotted Brawl*
  15. 1) Not really or 2) its become a Pylon time or 3) a trapdoor test or 4) solo vs "fill in the blank" task force. Dark Astoria and I'm guessing portions of Cimerora now have nastier mobs and we can choose our notoriety settings both of which have eroded why the RWZ originally became an AT challenge/test bed I'm thinking.
  16. Yeah incarnates didn't exist yet, but earl(ier) IO builds were doing it. No pulling and you had to maintain aggro on the whole spawn. No inspires for sure but as long as the temp power didn't rely on charges (but was permanently available like an accolade such as Geas of the Kind Ones) that was kind of a grey area. Much like now the more minimalist you could manage the better the bragging rights on whatever "silly scrapper trick" you could manage. Edit: yeah these days you could pretty much do it with any high end build. Folks can solo +4/×8 with every AT. The challenge originated in the days when it was the only place in the game where you could find +4 mobs to solo without jumping through hoops to get a mission spawning such as the then highest notoriety was Invincible which spawned +2 and +3 mobs if you were solo if memory serves me correctly. (Nevermind get the mob to spawn at that size).
  17. Hope to join you again though I'll likely arrive late again. Had a lot of fun and got to use Fallout several times on Guffy (and others) when he charged in ahead and ate an alpha hard 🤪
  18. Various thoughts: Inspirations both quantity and strength Time spent under level 20 relatively trivial at lvl 21+ can frankkenslot potentially suffering NO reduction in aspect enhancement and still be gaining set bonuses (if any) Significant disparity in slots placed. Sure I could put 2 or 3 SO damage, but then the exemplar has 3 or 4 slots of other enhancements to further boost aspects of the power possibly w/o reduction in % boost depending on IO levels The only time it gets really out of whack is comparing an all SO lvl 50 exemplar with the all SO lowbie I've never found my exemplars to be anywhere near to being outshined by a true low level character
  19. *Gives Veracor a chocolate chip cookie ... very large with 20,000 molten chocolate chips*
  20. I ran a DM/SR Brute to 50 on Live. Siphon Life is really sweet for an SR character and SR is a very strong secondary. You'd likely be very pleased with either Inv or SR.
  21. Keep in mind that while SR is referred to as defense based set it has those scaling resists. SR starts getting hurt and it rapidly becomes closer to a hybrid set. Build for substantial health and passive regen and SR becomes incredibly hard to take down. My Live main was Claws/SR Scapper and was way harder to kill than my DM/SR Brute despite that one having both Siphon Life and higher resists. The difference was around 500 to 600 health and about 12 or 13 hp/sec regen (~19 vs 31).
  22. Lol. Took a brand new level 50 Plant/Cold Controller in there today. They didn't herd up very well but i got several attacking me. My Fly Trap could take them all on and defeat them while I went for 🍩 in Faultline. And yes even my pet was showing a very steady stream of triple digit damage while standing unscathed while they whiffed. I don't think you can lose. PS Edit: memory is a bit hazy but I think my controller was generating the same damage as my scrapper did when she did it months ago.
  23. Rolled up a Rad/Fire for the project called 'The "Quark Enigma"'. Not sure how far (in levels) you all got today so running up to about lvl 8 or so (got to 9 pushing 10). How did it go? Is there an SG for us all? In game while posting this on Excelsior though most of mine are on Everlasting.
  24. I'm on my phone but I'll take a longer look when I get home. Freezing Rain - I read mixed things with slight negative overall for using procs. Might be a ymmv sort of thing. I like to put a Range IO in QS in particular. Can't count the number of times that's let me drop the patch from around the corner vs having to step out and risk return fire. Which with my high recharge minimal defense builds of the past could be painful. Weave - These days I find myself trying for 4 Shield Wall for the neg nrg resist. Probably wouldn't do it unless I could find a spot for the LotG special. More later
  25. This could be a lot of fun but I'd be a late starter (work) then family would probably fairly rough on my availability on Thursdays. Choking Cloud when stacked is very nasty after it first tics fire. Add a Lockdown for extra umph. You're looking at somewhere between 8 and 24 mag holds as CC takes effect without a Lockdown proc. On the other hand not sure most things will live long enough for it to matter after 8 damage capped Fireballs hit. Never mind when it gets to Inferno's. Recommend if one takes Fallout that the team be aware (rez quick and get slapped by sad teammates) and the user have Teleport Target for positioning the corpse. Fallout is one very powerful debuff as well as damage dealer. Multiple Fallout will make an AV wish they were getting hit by Lingering Radiation instead. Together they may as well just kneel and get it over with.😁
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