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Doomguide2005
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The Resurgence of the Empathy Defender - Thank you, ITF 4 Star
Doomguide2005 replied to Voltak's topic in Defender
Thanks for confirming what I thought was your point namely enough PB Fort to get the other shield buffers an individual boost to cover them since their own buffs don't cover themselves. As to personal defense there i was speaking to my own builds (all pre HM, didn't exist when the computer died). None truly have no defense but for most of them their defense is incidental (in part because almost every power yields a recharge bonus). But that's building for very high global recharge and definitely not Hard Mode. They were team builds intended for general content (and GM standards in terms of power choices etc.). GM SG build requirements that haven't been updated since well before IOs, nevermind set IOs (😳🙄). And the next iterations will undoubtedly add more defense while keeping close to the spirit of GM requirements (just because) but I will use second builds etc. for more specific tasks like solo, small team and HM content etc.. Just curious but how much defense does your Empath have prior to external buffs? -
Only took 18 years to make an Energy/Energy...
Doomguide2005 replied to Generator's topic in Blaster
Drop the Gaussian's proc in either Aim or Build Up. Plus/minus by adding a slot from somewhere else or if you think the difference in recharge is insignificant just replacing the recharge IO. -
Claws then, of course, RAWR
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The Resurgence of the Empathy Defender - Thank you, ITF 4 Star
Doomguide2005 replied to Voltak's topic in Defender
Yes, but are you assuming 4 Forts (while under PB)? Some of my Empaths are capable of 6+. But that's all out on recharge including the Alpha slot. Down side virtually no personal defenses and no procs for increased damage output. Which would make them very dependent on any team buffs in a HM run. -
I'd add one additional thing about O2 Boost which can especially helpful against Clockwork (such as during Synapse) or other end drainers is it provides end mod resistance (both recovery and -end) which stacks with itself.
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Helping deal with Mez is a second reason to grab the Sorcery pool. Rune of Protection acts as a breakfree on top of adding damage resistance. The catch is it's unaffected by recharge and won't provide full time protection. It can be used, however, while you're mezzed (literally acting like a breakfree in that respect). Try to save it for times you're either getting chain mezzed or that boss, eb etc is threatening more immediate doom. Try to let Creepers, Fly Trap, confuse, Range defense, etc. do the work while mezzed saving your inspires and RoP if/when it gets dire. The other option especially if you finding a mission or other content particularly mez-happy or confuse/mez protected is an amplifier, specifically a defense amplifier at the p2w vendor. I believe it lasts 1 hour.
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I'd say give into that altism. Try any combo that strikes your fancy. The one(s) you find heading into 30+ territory ... well now you have your answer. Now comeback and get another range of opinions on how to make those characters better fit your ideas of a "ranged" blaster mechanically and go from there.
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The Resurgence of the Empathy Defender - Thank you, ITF 4 Star
Doomguide2005 replied to Voltak's topic in Defender
Is that 4 power boosted Forts or just Forts overall (or even just the number needed to get defenses up to same values)? -
The Resurgence of the Empathy Defender - Thank you, ITF 4 Star
Doomguide2005 replied to Voltak's topic in Defender
Still an awesome run even at 8 deaths overall. And, of course, I'm totally biased on Empaths. -
Thanks all, can tell it has gotten to be a while since being in game. And agree Seeds is plenty powerful (particularly for what lvl you can grab it) to warrant it.
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Okay that's interesting, CoD lists Seeds as "Always" on the 'Notify Mobs' line. Been long enough that I don't clearly recall if this is true or an incorrect entry. Typically that entry when used means the power will cause aggro on you if, for example, the boss isn't confused. Of course, most bosses, afaik, do not have confuse protection and are confused by the base mag of Seeds making it only matter if/when the duration expires. But you could use other confuses all day, for example, Deceive or Mass Confusion and never have them aggro? PS: World of Confusion same thing but there makes a sense it also causes damage.
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<-- Not a farmer or fire farmer but in general the few times I've been on a fire farm with a friend I'm pretty sure they've easily had 17+ foes within perception distance particularly early on when there's lots of mobs still present on the map. So yeah no change to Taunt just a change in AI behavior by mobs 17 places or further down your threat list. Now they shoot instead of sitting on their thumbs. And CoX while its never required Trinity play for success doesn't preclude its usage either.
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I think we're all on the same page here. They're powers where you place the Reticle on a spot (location not critter), patches rather than say Fireball which is aimed directly at a foe. Off the top of my head the big difference is they create a pseudo pet (and it's inside the shifted area) which Fireball and Stalagmites do not. Just old and not quite accurate terminology one is a Targeted AoE the others are simply AoEs or PBAoEs to this old geezer from times before well gone.
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All this really makes me want to try a Grav/Rad and try out @Sir Myshkin's idea of dropping Dimension Shift on a group then teleporting a corpse inside while staying outside the shifted area and kaboom! Or coordinate with one so I Teleport away after corpse placement while the mob is hit with Dimension Shift and then 💥 Hmmm thinking on it probably doesn't work unless the Fallout user is inside the shifted area. *Wanders off, thoughts meandering* or does it work? Maybe queue up Fallout and Teleport in?? Damn do I need a functional computer.
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👍 We're (I'm) talking about different things. Buffing the pets and the merits of doing so is separate from understanding Hot Feet and how that might play out paired with Cold. Been a long time since I ran a Fire Controller. Last one was a Fire/Sonic, part of a static team with friends of all Fire/Sonics ~issue 16-ish but /Cold should be a very strong with respect to Imp survival, probably as strong if not stronger than Force Fields due to the Avoid and debuffs as well as boosting their damage potential through resistance debuffs. And yes all that would help Rocky just as much and he hits like a truck freight train but to truly compare you'd have to account for Fire damage vs Smashing and 3 Imps vs 1 Rocky damage output all else equal. Been too long for me to know how lopsided that comparison would be personally.
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True the little monkies are fragile and more than a touch of "shiney!" in their attention spans. But 1) Cold can buff them with their shields (and Fog, IOs and/or Maneuvers), in short the can have substantial defense and 2) many of the same things helping the character (Avoid, slows and recharge debuffs) also help keep them upright a tad longer.
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I get it. Most of my response was aimed at the solo comment portion of the post. If you're teamed the vast majority of the time I can see it being difficult to lay down both before it's "foes obliterated" by team. At that point it's a question of the potential for a second build with soloing in mind. Survival on a large team is typically more about the timing on when to jump in and any number of factors involved there.
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Dunno, but all mine tend to become scrappers even my gazillion Empaths. My Earth/Storms are very versatile. Single targets yes, large mob okay, hard target sure. Then again there's the actual scrapper, my Claws/SR. I still recall the day, even moment, when it struck me this character could pretty much do anything the game offered and live. I was leaping off an over pass into yet another mob meant for an entire team that almost certainly had an AV in it (as had several of the previous mobs). I hadn't bothered to tab to find the AV ...
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Hehehe, I remember being concerned about using a hot spot for an internet connection on my then ~4 yr computer. Then an SG mate reminded me the game was created in the era when dial up was still a thing. Ran as smooth if not smoother than my then state of the art 2012 era computer did back in the day Computer died, the game lives on! Have fun and welcome to the game be you hero, villain or neither.
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Picking AT and sets based on concept only
Doomguide2005 replied to Snarky's topic in General Discussion
Is there an opposite to j/rangers no? Hmmm That'd be an emphatic "Yes!" I sometimes have a backstory and concept swirling around in my head and spend time beating my head in the costume creator trying to match it (I generally suck at it and just want get in game anyway). Other times I'm much more into exploring the mechanics of a specific pairing and any concept comes along later. Sometimes much later. Rarely do they make it into the in-game bio in either case. -
And remember unlike Blasters you've got 3 crazed fire monkeys chewing on things too (or will).
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Well my computer died so I can't post an actual Mids build but roughly this is what I be looking at overall: Strangler - acc, endred, then holds Roots - acc, 2×endred, then immobs Seeds - acc, endred, 3×recharge Spirit Tree - optional - endred, 2×recharge, 2 heal Vines - acc, 2 endred, 2×recharge, Carrion Creepers - acc, endred, 3 damage Fly Trap - acc, endred, 3×damage Storm: Gale - acc O2 Boost - optional - endred, 2×heal, 2×recharge Snow Storm - optional - endred (one slot wonder for slow, -fly) Steamy Mist - 2 endred, defense and or resistance to taste (I'd be happy pre IOs with 2 and 2) Freezing Rain - 2×endred, 2×recharge (no acc or other enhancement needed) Hurricane - 2×endred, 2×to hit debuff Thunderclap - I'd skip, no AoE stun in Plant to stack stuns (otherwise my Stormies take) Tornado - 1×endred, 2×recharge, 3×damage (no acc needed, auto hit) Lightning Storm - 1×acc, 2×endred, 3×damage (or 1×recharge and 1×endred) Ultimately the exact enhancement and slotting isn't make or break especially while leveling and learning an AT. But attacks in general cost more end/sec than defensive toggles so accuracy is important to avoid burning that end on a whiff, then endred to reduce that cost. The rest is mostly finding an enhancement balance that works for you. Frankken-slotting can be a very useful. That's using set IOs for their enhancement value and not for their set bonuses. For example, using 2 endred/recharge IOs from any set as a source in 2-slotted Freezing Rain gives you more enhancement than using 1 endred and 1 recharge in those 2 slots. Same in Steamy Mist slotting a mix of defense/endred and resistance/endred will end up giving you more value in the same number of slots. Yes, in the long runs using sets as sets is generally stronger but using frankken-slotting is in general more slot efficient and stronger than using straight up SOs or even Generic IOs for your build. There are also a number of special IOs that can be used to strengthen a build without going whole hog into IO sets and can be had using merits you earn just doing story arcs and task forces. And I'm sure plenty of advice will flow in about how it's fairly easy and straightforward to use the market to generate lots of wealth very quickly and easily. Or send a text to @Yomo Kimyataand afaik he's still giving away funds to newcomers. I doubt we will ever bleed him dry but we can keep trying (as he giggles and counts his pile)
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Yep that's why we need a few FFoF (Faithful Fans of Fallout). Nothing like porting a corpse in there to get blown to smithereens to make everything that survives super squishy.
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👍👍 And if you pull, Darkest Night will debuff them nicely (-damage and -to hit), piss them off royally and let them stack up nicely on the Tar Patch to get ... defeated promptly.