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Doomguide2005

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Everything posted by Doomguide2005

  1. It's got to be slightly more complex than just changing the mag to 0.67 because as far as I know the Purple Patch effects it, which is separate from resistance to an effect. If it just put the mag effect to 0.67 you should get kb against lower level mobs, especially mobs several levels lower. I assume (since I can't get in game) that's not the case anyway as no one has mentioned it doing so. If it creates a pseudo pet that gives the foes 10,000% and protection ala Practiced Brawler. No idea how to test that ... about the only kb I've ever seen effect my /SR scrapper are Rikti bombs which don't knock her down per se but send her skittering backwards but remaining upright.
  2. I just try and focus, especially as someone who generally levels by playing through story arcs and such, to focus on MOAR XP, as I put them down a second time.
  3. Snipers? Hide (Hidden status) alone makes you imperceptible to pretty much everything. A sniper would have to benefit from a +perception power/ability (i.e. Tactics) to see you or your Hidden status be suppressed etc. for you to be seen. For example, you attack a nearby (less than 150 ft away) mob or click a glowie. Drones, Watchers, and KoA just simply ignore stealth. Their perception range is standard for their various ranks (45, 50, 55, 66 etc.).
  4. That's all but moot anyway. The mob would only see you at 1ft.
  5. A great deal of good advice but I wouldn't bother slotting endred in CJ and probably not in Hover. 0.065 end/sec is the end cost on running CJ. I'd be entirely rethinking a build if endurance was that tight. To put some perspective on that Hurricane, a relatively expensive toggle, uses 10 times as much (0.65 end/sec). Furthermore to emphasize my point about attacks, Power Burst, a single target attack, uses even more at about 1.0 end/sec (10 second recharge, 10.4 end used). That slot should be either used elsewhere or for something else like maybe a Kismet +6% (missing costs endurance line of thinking). I would also not slot it for defense unless it literally put me at or beyond the softcap and I could truly afford the slot (you're talking about hitting ED limits for an extra ~1.25 defense).
  6. Well I suspect mostly it would take even longer to do as you'd need to pull them apart frequently. The bonus to their defense is from stacking from nearby allies. More allies more bonuses as I understand it. Let them clump up on you is what can turn it into a whiff fest. But my personal hands on experience owing to life is currently non-existent. Edit: Damn how'd i get Ninja'd by an hour old post 😳 Knew I was a slow typist but sheesh.
  7. Corruptors are a stronger choice on large(r) team. Fortitude and HO, HA and AP are all slightly weaker on a Corruptor but the Corruptor has Scourge and a higher damage cap. On a small(er) team the higher values on Fort and the Heals plus Vigilance gives Defenders a relative buff. I imagine the player though makes the biggest difference rather than which AT is the base.
  8. Yes all of those and more. Slot for endred, at least an SOs worth in attacks. They are your biggest source of loss. Slot more endred in your bigger sinners (spammed AoE immobilize, Hurricane etc.). Which is why, yes pacing can help Slot for 95% accuracy. Missing is endurance lost for no gain. Get the passive accolades, slot the recovery/end special IOs. Use base empowerments for +recovery or an amplifier. Yes to recovery set bonuses. Make sure you've got the slots to slot those recovery specials. I'd hate to think on how often I forget to actually place them. Too busy placing them in my other powers.
  9. *Sigh* There are plenty of reasons to not like or want Dark Pit on a support build but accuracy shouldn't really be one of them is all I'm saying. It's accuracy is consistent with numerous other AoE stuns across ATs. A few have better accuracy. And that reduced accuracy is readily and easily overcome if desired by minimal amounts of slotted accuracy, global accuracy or to hit buffs (or some combination of the three. About the amount needed to equal a level shift). So maybe it's the final straw in the cumulative nuisance of higher end cost, low mag, shorter duration, but accuracy alone by its self would find a great many other powers on the turd pile with it.
  10. Pain might be a better solo option. Those debuffs are very sweet. But Pains mitigation potential is significantly weaker than an Empaths especially when you start putting multiple copies of both teamed just as Empathy doesn't have the raw damage potential of Pain. The biggest difference is outside of cycling Rebirth is there's pretty much no way for Pain to match Empathy's regeneration (2000%) with IOs whereas just about every other weakness on both can be largely made irrelevant with IOs. Though stacked Soothing Aura might come effectively close when you assume it's in addition to Painbringer's buff.
  11. Matches my experience as well and with IOs its easy to reach levels of defense that make a single Fortitude cap your defenses making duos that much more effective. Add in PB/PBU, epics and incarnates and now pairs can hit incarnate cap defenses all while still having great recharge needing for cycling Auras and Nukes.
  12. Both Acid Mortar and PGT do require to hit checks/hitting the foes. "Auto-hit" in CoD is a bit of a misnomer when it comes to pets (Note, for example, Caltrops CoD entry. It's "auto-hit" under the pet description as well). Yes the character can "auto-hit" the ground when placing the trap (the pet). The pet generated is not "auto-hit" vs its targeted foes. That said only the initial attack by the poison gas requires a to hit roll (the Hold). The rest is, in fact, auto-hitting (regen and recharge debuffs). All of AM's foes require a to hit roll. Of course, that first hit makes the remaining attacks against defense and resistance debuffed foes. These effects do not stack from the same pet/mortar (i believe they do reset the debuff duration to 20 sec). At least that's my recollection and understanding. I believe you should see the to hit rolls (or if I'm mistaken, not see ... probably) in the combat tab for pets. I like to use Range/Slow IOs 2 or 3 of them depending on the build in Caltrops. I find it much easier to use from under cover or around corners with the increase in range.
  13. *shrug* none of which has much to do with its accuracy rep which was my main point. For a Defender AoE stun there's very little to compare Dark Pit with more directly. There's Thunderclap and if there's another it isn't leaping to mind and it's in the primary, not secondary. TC does as you point out, cost a bit less end, has a slightly larger AoE and the duration is slightly longer. It is also a PBAoE and requires the user to be in melee to use effectively. Dark Pit is in the blast secondary and has a 70ft range. Is Dark Pit anyone's stand out, signature power no. Does it deserve to be vilified for its poor accuracy equally no and if a Defender (or AT in general) has another stun to stack with it it's hardly a poor choice to include especially based on its accuracy and it will take a significant quantity of minions out of the picture. And that's quite useful for any Defender who wants get into melee to use their powers.
  14. The next Empath on the team list is the target of Adrenaline Boost. No exceptions, this was necessary on SO builds to make Hasten essentially perma, ~170% of the needed 175% global boost. The next two Empaths down the team list receive Fortitude. More is optional but those first two should always be covered (on teams of 3 or more this means everyone is at or extremely close to the softcap of 45%. Note 2 targets may be maintained at Fortitude's base recharge. The Auras were fired in waves designed to have a minimum 2 sets of Auras active at all times on a team of 8 post 32nd. Merryl's post (RO Network forum) has links to Tek's more detailed post of buff orders and timing of the waves dependent on level and team size. And yes full teams of Empaths are extremely strong. You could literally 4 slot your attacks with with 2+5 boosted damage IOs and 2+5 boosted recharge (no accuracy, no endred needed and decimate +4 foes non-stop with essentially no risk of defeat. I've never seen a team of 6+ high end IO builds but any Hardmode foes would definitely need every dirty trick/auto-hit power to hope of slowing them down much.
  15. Never had a Empathy/Dual Pistol character. I don't even recall creating one in Mids which would make it an unusual case for me. Probably the game shut down before I got around to it as I had pretty much every pairing possible in Mids as of i23 and the majority being leveled in game, many of those at 50. Or maybe I'm just forgetting. But as @Lineasuggests I'd find a solid DP defender build and add it onto the Empathy primary. Would make a very solid foundation. I don't recall ever 6 slotting Recovery Aura. The only reason to do it would be for the set bonuses. And I have seen folks doing it in recent builds. But for +recovery most builds are made very endurance sustainable by the base unenhanced recovery value provided. There's probably a few proc Monster builds out there that might still run dry but +200% on most characters is plenty. I typically slot it 1×rchg, and 2× endmod/rchg and I'd probably trim it back to 2 +5 boosted endmod/rchg as I rework builds. Adrenaline Boost is routinely 5 slotted in current builds (5×Panacea) dropping the prior 6th option when nukes became crashless. My attacks would be 6 slotted before other things typically, most of the heal powers see 5 including RegenAura (Panacea or Doctored Wounds) while one power will get 6 slots to hold Preventative Medicine. I rarely took Resurrect (ditto on AP) but that was prior to Hardmode being a thing. Fortitude most commonly sees 3 slots (2 Membranes and 1 LotG 7.5 rchg) but I've used other schemes up to and including 6 slots. Edit: pretty much where you see me mention Panacea you can sub in Doctored Wounds as a less expensive version and @Voltak's build uses Doctored Wounds preferentially for, if I understood him correctly, the set bonuses. Edit 2: Going to be a lot redo in Mids and potential respecs over the changes in when the primary and secondary powers can be chosen.
  16. Knives and Earth Thorn Casters is how I learned to love Quickness.
  17. LOL, pretty sure Tankmages would be jealous.
  18. There was a teaming project/villain group RO had going for a bit. About the only group requirement was you had to have caltrops. The vast majority joining the insanity were Ninja/Traps Masterminds. Absolutely crazy amounts of caltrops were dropped particularly after the Jounin joined the fun. Made the Ninjas quite durable as most foes were running about slowly trying to get out of the enormous coverage of caltrops generated.
  19. Defenders Assault is 18.75% (which, of course, makes the math worse for Vengeance). Controllers sit at 15%. Then again most of my Defenders try to carry both out of habit i suppose.
  20. I don't know, that looks an awful lot like an upcoming buff (quiet doubters) to Assault Rifle ... or was that /Mercs
  21. AKA The Bard AT 🙄 Tier 4 Practice/Master Brawler Tier 5 Seeds of Confusion Tier 6 Stalagmites Tier 7 Phantom Army Tier 8 Soul Drain Tier 9 Nuke of Choice After that who the hell needs a secondary.
  22. Which if I'm reading right means Steamy Mist plus Super Speed equals all of Steamy Mist benefits (incl 35ft stealth) plus the -1 (-100%) threat level of Super Speed.
  23. Probably ... or more likely rapidly will be. And that's where the rub is. If your ranged defense is high the foes alpha is mostly neutered. If it isn't capped/high then the stun of Dark Pit gets more useful to reduce incoming damage from minions from their return alpha prior to getting to hit debuffed. Now Dark certainly can build to neuter a good bit of foe return fire with Darkest Night or Feasome Stare especially if Power Boosted while having much less defense than most sets but against +3 or +4 that initial to hit debuff still needs about 32 to 35% defense to cap after that purple patch applies to Dark's debuff (beware rapid napkin math at play) against a +4 mob (and less if PB is applied).
  24. Bit late to respond, but for posterity. Not sure where it got its terrible accuracy rep, but its had one for quite a while (well back on Live). I don't recall it being changed any time recently. It has the same base accuracy as most AoE stun powers such as Stalagmites, Flashfire, and Thunderclap, namely 0.8, readily overcome with either slotting accuracy, global accuracy and/or to hit buffs (roughly 1 even lvl SOs worth). There are AoE stuns with better accuracy but they're generally 1) higher level and 2) do other things. For example, Wormhole. Its stun duration is lower (11.92 vs 14.9), but sheesh it's still a base 11.92 seconds hardly a "short" duration considering the expected lifespan of a stunned mob. Edit: Accounting for the Purple Patch that's about 1.5 seconds less vs a +4 than the mag 3 Controller stuns mentioned above.
  25. I've taken it once for the mez protection aspect on an Empathy defender. For that purpose it was definitely not worth the power picks. Too much downtime, ended being nearly as reliant on inspires while solo. But like most of my support characters they're built for teaming and usually higher recharge and mez not really an issue while teamed. As to its use as a resistance buff for rough encounters well the computer went belly up before I really started working on incorporating it in builds (in game or Mids) to get a solid handle on that aspect of RoP but definitely foresee more use there even in a team setting. So yes, it looks potentially highly useful for some builds, much less so for others. On a Dominator most likely while solo I'd want permaDom in part specifically for mez making RoP useful as a resistance buff depending on build needs.
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