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Doomguide2005
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SG base maybe? On Live i used to spend a fair bit of time in my SG base. Sometimes I'd toggle out to work in Mids or just go and make lunch. Don't recall (admittedly its been nearly 15 years now) it ever booting me out while in base. Might be a pain to set yourself up initially getting everyone logged into a base but until the servers reboot that might do the trick. (And if you have a lot of characters each server reset would be a project).
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Hmmm, I can't be certain as I can't test it but PB and PBU should work on Frostwork. It's resistance can not be enhanced. The shields can take Resist Damage enhancements and that is what prevents them from being boosted. It's the same, for example, as Deflection Shield from Force Fields which is why you can PB etc. them.
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The build that died in the Khan TF solo'd quite a way through the various AVs of the Maria Jenkins arc before I got bored doing so. Yes +Max Health and passive regeneration is part of the picture on what she can handle, so is her DDR and scaling resistances. Shadowhunter was the worst as I recall. He kept popping a Dull Pain type power (Earth's Embrace?) not only effectively healing himself but making him out regen my damage for a while. Very much 2 steps forward, 1 step back fight. More health you have the more lucky the AV has to get. And that's assuming you don't do anything other than stand there a duke it out. No self heal, no inspires, no Rebrth, no teammate, no retreating around the corner or otherwise kiting or anything that isn't just relying on getting missed. I pretty sure Hardmode, some iTrial or 801 content, etc. could 2-shot her these days but dying was a rare, rare thing on Live before Sunset. As for soloing as a DM/SR, mine was a Brute not a scrapper and I never tried soloing her much especially post 50 and not vs AVs. She teamed with SG mates and friends almost exclusively.
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Right now I've been in computer death hell for about 2, almost 3 years with only this phone for internet. My characters wait for me, including the current version of my Claws/SR, on Everlasting (although, iirc, the remake of my BS/Regen is on Excelsior). And two things to note, first the HC version was very much not fully built out when my computer died. She was about vet lvl 6 as I recall which second means the real tough endgame build I mentioned was my old Live build so I got some work to do after the now (yay) ordered new computer arrives (finally). But ~ 11% final chance is pretty much the best one can get on a lvl 54 +4 AV. The diffence is what happens if/when the foe gets enough blows closely spaced in time. I got whacked all but back to back once by Reichsman taking about 1850 damage in a few seconds. I had ~1750 hp at full health at that time. That's what really motivated me to push the build even higher. Pretty much every power she had gains set bonuses for +max health and +regeneration.
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Agreed compared to SR Regen is much easier to level up into the 30's. I've said as much. Quick Recovery and armor sets with similar or other +recovery/end powers early like Regen have a noticeable advantage while leveling compared to sets that don't. Maybe outlier is a bit strong, but such armors are the minority among the 14 armor sets available. Who ever told you Regen was worse ... can I have some of whatever they were using? And yes it is fairly easy to build for the softcap on an SR. But there's far more to a late game SR build than that alone or there would be quite a few indestructible characters and ATs out there. The difference in toughness between 1500 health, 18 hp/sec and 2100 health 32 hp/sec is a significant gulf and not gained by just any SR softcap build.
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I've leveled and played god only know how many SR characters, but just the one Regen character. SR is a very toggle on and forget set. I think the 'only one' Regen has more to do with finding other ATs and not so much a dislike of Regen. I've played her a great deal across all levels. Again I've never found SR all that more end intensive taking a knee after every fight than most scrapper sets while leveling. Regeneration is the outsider here because of Quick Recovery not the other way around I'm thinking. I'd also say neither is notably easier than the other to build. But maybe that's me and my playstyle. I wouldn't aim for 55% defenses. For me that's either too much or not enough if you're talking solo vs solo incarnate stuff. Hardmode would be whole other thing. I don't care what secondary you are you want buffs for 3 and 4 ☆ Hardmodes.
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The moment a character goes to the "It" list.
Doomguide2005 replied to Luminara's topic in General Discussion
For me it's mostly a slow realization that this is going to be one of my favorites. Most of mine hit 50 eventually, but there's ones at both ends. Ones that slowly fade, never get deleted but end up never being played nor hit 50 and then there's the ones that I continually grab, get 2nd or even 3rd builds, and probably end up with several builds in Mids (and lots of IO loving). Then there's all the rest in between with a smattering of IOs, maybe a build in Mids that maybe they get slowly, actually get converted into. But that moment is rarely 'a moment'. -
@Jawbreaker PS: For what it's worth my first character and main was a Claws/SR. My second scrapper and roughly 4th character was a BS/Regen. For a pair of Scrappers i enjoyed both a great deal but they couldn't be more different as scrappers in playstyle. The /Regen became my go to for running the old Posi through Ouro for merits. Powerful blows and Parry plus Regens recovery in both end and health made for a very tough character at lower levels. The Claws/SR was my endgame character quick, rapid strikes plus the DDR made her very tough at endgame despite all the resistance and defense debuffs flying around but she was harder in many ways to level to 50.
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Council use a fair number of -def attacks but I don't recall any more on HC than on Live. Likewise Arachnos wolf spiders but again don't recall any particular increase.
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If the first one doesn't give the feel you like try several more. Like all ATs there's similarities between scrappers but each also has it's own style. I started on a scrapper and eventually defender then controller as well as a second scrapper. Then I tried blasters. The first several well I don't even recall what they were. Then I tried a Fire/Energy and things just clicked. It was a sweet spot for ranged attacks and getting up close and personal. Next thing I knew she was among my first 50's and topped a growing list of blasters. So while I consider myself a scrapper and controller player primarily just about all my characters tend to be willing and able to get in close and scrap but especially the blasters. My current favorite is an Elec/Fire blaster who lives to get in the middle and let loose. In short try several before you really decide they aren't you. And may you find your own Soulfire Lily.
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Build for defense. I'm looking for ~46 to 47 to each position. Build for that defense via powers except for the 2 defense uniques rather that set bonuses. This leaves set bonuses for working towards other goals whether that's +max health or incarnate cap Reach 95% DDR. This is what truly separates SR from other sets. Get used to fighting in the non-green portion of spectrum. You do not require a self heal power. The more colorful you are the stronger your passive resistances become. After getting enough recharge to run your attacks focus on +max health and +regeneration. Aim for, with accolades, over 2000 health. This is why #3 is true. I've personally never found endurance to be an issue any more than other armor sets that lack a +recovery. But compared to Regeneration end use will be more noticeable.
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And the data and math I'm using is straight from the article covering Stealth and Perception in the HCwiki as well as the CoD2.0 entry for an Ninjitsu and Regen Stalkers (and afaik all other Stalker ATs). Snipers will most certainly see most characters at great distance but the Stalker AT and Illusionists using Superior Invisibility are pretty much invisible to all critters. I've had more than a few characters popped moving through Founders' Falls or Peregrine Island pretty much as noted above (but the combat log would reveal the source if not their location). Edit: Some of the text you quoted would be considered flavor text. Long range is how far? Even running the current version of the Stealth power you'd be seen quite a ways off when compared to most mobs (94 feet vs unnoticed)
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Then there's either a bug or some other detail unaccounted for. My first redside 50 was a Stalker. Something may have been changed in game and isn't reflected in either the wiki or CoD but Snipers as a whole shouldn't be seeing you to the best of my knowledge. Their perception is 149ft. Your Stealth is 150ft. You should be able to stand nose to nose making funny faces at them without them lifting a finger. If that isn't the case I'd love more details like which Sniper and what your combat attributes says your stealth is while Hidden status is being reported.
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Hard Mode. Healing back health is the last resort in mitigation after most mitigation has failed. Empaths excel in that area and Hard Mode is where you'll get the most demand for that sort of mitigation
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Possible, with the stutter portion being the kb/kd effect related to the explosion. SR does not inherently have Repel protection and it's similar to the movement/animation of my foes trying to run into my Stormies Hurricane. But by the same token I've never noticed Tsoo Hurricanes doing anything but debuffing the heck out of me. Edit: And from what I can see none of the 'Nuclear Blast" attacks have Repel just +300 mag knockback though it could be I'm not looking at the correct info.
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Nope something else going on if they saw you unless something was bugged or changed. Sniper perception is 149ft Stalker Hide is 150ft --> 149 - 150 = invisible. Result if Hidden is functioning is they see you at -1 ft. Since that's physically impossible something else is at work.
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Just going to point out his opponents (and mentor) came from all over the world. Stick to a physical bladed weapon not Fire Sword etc. with some sort of crackling aura you could turn on mid/late fight perhaps and make it a 'period piece' or historical themed costume and you're good to go. I don't recall one (as said above its been 20+ years) but wouldn't be the least bit surprised if someone came at him or (Connor or Duncan) them with an Axe in an episode or two.
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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.
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Are Freakshow good annoying or just annoying annoying?
Doomguide2005 replied to DougGraves's topic in General Discussion
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. -
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.).
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That's all but moot anyway. The mob would only see you at 1ft.
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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).
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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.
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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.
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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.