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Doomguide2005

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Everything posted by Doomguide2005

  1. Can't put it in Mids, but if I had to guess you'll want Ageless for the +recovery. My personal breakpoints when I look at end management are net recovery of --> 1.5 end/sec, then 2.0 end/sec and 2.5 +end/sec. Under 1.5 I've pretty much never seen work without lots blues or resting/slowed pace. 1.5 to 2.0 it's lots of blue on hand and constant monitoring. Once I get over 2.0 it becomes fairly tolerable. I've got to watch it and keep some blues on hand but longer sustained fights don't generally flatline me. 2.5 and up is when I start seeing non-stop attack etc possible and rarely need blue inspires or a break. Now obviously some groups use end drains and -end can be more problematic and various non-perma powers particularly that don't require foes can alter things (powers like Recovery Aura and Conserve Power).
  2. Not so sure about Acid Arrow but recall doing an AE mission full of TA/Ice and Dark/Ice Defenders. OMG couldn't see my own hands even while running Tactics and trying to run away to let the debuffs fall off was near impossible if you weren't very careful given the Ice blasting. This was well before HC on Live. Not sure Winter's Gift was available at the time much less all the other bonuses we can rack up now.
  3. Yeah, brain oofed, I used their resistance value (85%) rather than the purple patch modifier (48%) which is what I should have written. Math Hard, reading is even Harder 🙄
  4. @Voltakif I'm not mistaken what @Frosticusis attempting to convey is the Purple Patch is effecting the resistance to resistance debuffs itself so the -40% becomes a -6% (at 85%) ... I think.
  5. And further I've no particular interest in giving up mobility for its regeneration (or recharge or other aspect) as a potential balance. A fast moving team has no real need, a slow moving one whether because it's fighting maybe a bit over its head or duking it out with a relatively static target (AV, GM, object or EB(s)) it can be double stacked which, with enhancent, can be upwards of +500% or more and a significant buff to the team's (or leagues) regeneration.
  6. No never done that. Mind like a steel ... device. Yeah never forget. What were we talking about again?
  7. I never got around to trying the Energy Manip proc but did have a build (just theoretical in Mids) using Tempest Chance for End Drain. 5-slotted the usual ranged damage set (Decimation) then in the 6th dropped the Tempest proc. Looked pretty nasty on paper (-13 End when it happens) but that was also under the older proc rules not the current ppm method. Did that with any power that took the proc.
  8. Weee, now even i might be able to get my own copy for when 1) I get a working computer 2) and in the horrid case of a second shutdown. 😁😁
  9. I'd start with Radial but work towards having Core as an option as well. Mine on HC is an Elec/Fire PBAoE monster I'd also made late on Live. Both made it to the late 20's before real life interfered. Looking forward to picking up where he left off on HC
  10. A few immediate thoughts: Twilight Grasp requires it to hit foes to heal you (and your allies) and debuff your foes. Preventive Medicine has no accuracy enhancement (though TG base accuracy is 1.2 not 1). So you need to either enhance the the accuracy aspect or provide it via global accuracy (and or large amounts of To Hit). You appear to have enough for a 95% final hit chance provided you don't get debuffed. But if you make any changes you need to keep this in mind. I'd slot both Fearsome Stare and Fluffy for To Hit debuff sets/enhancement. Reason: Fearsome Stare is an excellent way to freeze the spawn in place while debuffing their To Hit for after you hit with your next attack (further debuffing their to hit while doing so). As for Fluffy every attack he uses is effected by To Hit debuff enhancement whereas any Heal/Acc Heal procs can only trigger when he uses Twilight's Grasp I would not slot the Numina's unique or Perf Shifter +end in Soul Absorption. It'll make them less reliably active, harder to activate. Better in auto powers or even toggles. Looks like a Attack roll is required. Again you've got pretty solid modifiers for a final to hit but if you're swapping sets around keep it in mind. With high enough recharge (~300% or 100% in power, +200% global) the power is close to perma and end issues at that point should disappear much like in Cold with Heat Loss if you can consistently hit 6+ foes. Fireball - generally I'll not slot the Damage enhancement of a Purple set. You're way into diminishing returns and better off just 5-slotting the Purple, dropping the single aspect Damage IO in the set. Occasionally 6-slots yields a nice defense bonus but ... . Better use might be 5 purples and the 6th another proc from a different set such as the Annihilation resist debuff. Another fun proc here other than straight up damage is the Overwhelming Force proc. Put a few on their butts (knockdown) That's all I got for now, getting sleepy. Heading to bed before I say something not so bright. Edit: Added further comments to the post.
  11. A few random thoughts: I've never run Water Blast, so there's that caveat Snow Storm and Steamy Mist costs the same end/sec (.52 end/sec). I'm guessing you pretty much run Steamy Mists non-stop and Snow Storm is more on and off (and a bit more elective). But Snow Storm has 2 endred and Steamy Mist has about 1/4 of that amount ... Aqua Bolt - you could do 2 Thunderstrike -> Acc/Dam and either A/D/Endred or A/D/Rchg to gain a +2.0% recovery bonus, potentially boosting to +5. +RunSpd is nice, but consider using 1 GSFC To Hit/Endred and 1 Adj Tar To Hit/Endred. Again boosting as desired. Should net almost the same To Hit while improving end consumption Steamy Mist - I'd hate to not buff both the defense and resistance aspects, particularly on a team build PBAoE power. But to do that you need slots, 3 most likely. 1 potentially out of Snow Storm. The next is possibly out of Freezing Rain. Consider: Freezing Rain - 2×Endred/Rchg, 1 Achilles resist debuff ... and 1 more slot for Steamy. Getting FR up often while not getting eaten alive by end costs is typically more valuable than a slight buff to the defdebuff aspect. Hurricane - the more frequently you run this (and for longer time spans) the more I'd be emphasizing the endred aspect while 4-slotting DWD. The +recovery from 2-slotting Kismet in CJ is nice, but that 2nd slot would be high on my list to repurpose. Either to a different unique/special or moved to another power altogether. Leaning towards either Winter's Gift or KB protection I'd like to see both the Shield Wall +5% resistance and Reactive Defenses scaling resistances in the build. Ugh why Steamy Mist not 10 slotted 🤪 I like the slotting in Charged Armor. +4.0% recovery, +6% defense and -3pts kb protection is a good return on the slots. Still thinking on what I'd do with Steamy Mist beyond trying to find 6 slots for it. Wish I knew more about Water Blast. Guessing slots/powers could be had somewhere there but ...
  12. Tornado is an auto hitting DoT I'd be reluctant to skip even for Hurricane. With high enough recharge 2 are perma and periods of 3 can be had. Thunderclap is a power I'd take if I can combine with a second stun power. I don't find the accuracy an issue but often pair with Earth and use Tactics (i can hear the end usage groans from here 😉) Edit: Most of my Stormies are Controllers and therefore have that second AoE stun to pair with Thunderclap (Stalagmites in Earth) and most of them add Fissure into the mix. What little survives that is probably going enjoy 2× Seismic Smash while standing Immobilized in Freezing Rain. They’re built to be what The Mighty Storm called "Diso-Queens" and is all about getting the whole mob perma stunned until defeated.
  13. Short Circuit Step One: 3 Slot Armageddon putting damage well into the red Step Two: 3 slot an Endmod set, endmod and recharge aspects now in the red. Step Three: very high global recharge build Step Four: Power Boost or Power Build Up. Profit for upwards of -70 end and -200% recovery debuff with a recharge under 10 seconds in SC Now I used that in an old Emp/Elec/Power build but I'd love to update it with 1) new endmod sets 2) Shock mechanic.
  14. Weee, well that's pretty much a Quartz pet boost without the pet yikes. My SR shudders on that fact. Sounds like one needs a few outside buffs ... about 70%+ at minimum.
  15. Take care Illuminara will come for you.
  16. Pretty much all or any sets/ATs or close to it. How fast, how defeat free, under what conditions (no inspires, foes buffed etc.), what notoriety, at what level and what content all make the exact answer vary (a lot potentially) but it's far more common to be yes they can than no they can't especially once you start dealing with incarnate post 50 builds. Edit: @Riverduskyes among other things @Voltak solo'd a Master of Lord Recluse SF with a Dark/Dark/Soul Dominator. He leverages, iirc, Possess (confuse). A lvl 54 Av is well, even level, when you make it your pet vs other Lvl 54
  17. I can't use Mids but there's a way to check how many of a given bonus you have (iirc it will show in red font). If it indicates more than 5 (Rule of 5) of that bonus consider trying to swap around to another set with a differently named and value of that bonus.
  18. @Voltak Any reason you used Doctored Wounds vs Panacea (such as in AP and Regen Aura)? Cost? Effectively diminishing returns on recharge in the build?
  19. LOL, yeah fun times. I managed to pretty much insta-kill a sidekick once. I got stuck on the terrain on a large outdoor map. Used /stuck and it moved almost back to zone in and completely out of range of my sidekick who at that moment was in melee with several Redcaps including a couple bosses. Predictable results followed.
  20. Hey did more than a few of my main's respec/builds longhand on paper. You're making me want to poke at it on paper.
  21. Excellent, look forward to see the build. Hopefully before next year rolls around I'll actually have a computer to work with Mids.
  22. Doomguide2005

    KM/SR

    FYI unless I'm missing it Ninjitsu's perception bonuses are identical to SR (Danger Sense vs Focused Senses). And *cough* workable resistance? Guessing by that you mean enhanceable (in 3 different powers no less) and able to take a couple specific IOs without need to go outside the set with a power choice. That does open options for builds a bit but you are going to have to work at it to gain SR value resistances I'm thinking. Admittedly you do have to get comfortable with the increasingly red colors in your health bar though to really leverage it.
  23. Guessing I'd want to test it first. It's based off pseudopets. It can take a number of procs but at least 2 pertain to knock effects and 1 is a resistance debuff. IIRC the other 3 are damage procs (Fire, Energy, Lethal). Base damage is less than 1.
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