Doomguide2005
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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.
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The two I found the easiest were my Claws/SR scrapper and Earth/Storm controller(s). Storms missing its big guns but it has Freezing Rain and Steamy Mists. Freezing Rain is, of course, a hell of a debuff while Steamy Mist is an excellent start on stealth. You also have Thunderclap which combined with Stalagmites will take out bosses. And last there's Hurricane. You can return the favor on the Cabal. And Earth Control has loads of control to take your foes out of the fight. Many of which you can use from total cover and that definitely puts a damper on return fire. All those Earth patches and Hurricane make short work of Stop 30 Firbolg and Protect the Henge And the scrapper is well a scrapper. Forget my scrapper ever said the following. Focus is a great tool for ranged attacks for pulling repositioning your foes so you don't get overwhelmed and *cough* face plant.
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/Cold would have slow movement to keep them tight, though not quite as tight as immobilized or held. Plus Avoid in Sleet and Afraid in Hotfeet leaving them to try in slo-mo to run away as they get burnt to a crisp (Sleet, Snow Storm and Heat Loss). Slotting that I've seen used back on Live was Microfilament Exposure HOs to max the slow and endred. Then cap the damage (all in potentially 4 slots) with lvl 53 HOs and +5 boosting these days (and/or Armageddon IOs)
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If I follow you, that's an oooOO!! Basically perma-Dimension Shifting a spawn (25ft radius area) via multiple Gravity Controllers and dropping other pets and location based AoEs into the area and them all going to town in their own "MMA cage". Yes? Edit: Fallout has a 60ft range, anyone volunteer? Edit 2: Black Hole work the same? Sorry virtually no experience with these powers especially in their current forms.
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It's more like they have protection rather than immunity. Normally mobs have pretty much zero protection to Confuses. A number of the HM foes possess Tactics or Tactics like powers which grant AoE protection to Confuse much like PC Tactics. In turn just like any protection it can be overwhelmed by stacking Confuse. At least that's what i have been reading. Just when you're used to 'one-shot' confusing a mob and now you can't ... .
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Consider taking Rain of Fire and Tar Patch. Both, iirc, can be used from behind cover by using your camera to view the target location. Drop Tar Patch first which slows them considerably, aggros them and they'll start running in slo-mo towards you. Now drop RoF on them, a little more slow, damage (DoT) and most importantly 'Avoid'. Now they're ignoring you and trying to flee the area thanks to the Avoid. Step out from cover and light them up and/or close quickly and fire off Soul Drain and/or Inferno or pull out a newspaper while they burn. RoF has 'Avoid' which limits their return fire. Less shots, less chance to get past your defense(s) means less damage. One way to close quickly since you have the Teleport pool is Combat Teleport. Up your stealth rating and pop into their midst. Then depending on if your feeling frisky use RoF first. Again Avoid kicks in and they start fleeing. Slight problem as the slow in RoF is weak so scatter is greater than dropping Tar Patch first (vastly superior slow movement). Other choices like Soul Drain or Inferno first have no Avoid or Slow so use when you're feeling especially frisky or working on your debt badges 😉 Edit: Be sure to toggle off OG before teleporting in stealthy as it'll almost immediately notify the mob of your presence
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Any power which takes Damage Resistance enhancement, such as the shields, cannot be power boosted. Or anything which is marked as "ignores enhancements or other boosts". So most of Benumb, Ice and Glacial Shield, Sleet, Arctic Fog and much of Heat Loss definitely don't. Frostwork does plus most of Infrigidate and Snow Storm also benefit. But yes its effects overall aren't fantastic comparatively for Cold near as I can see. That said my Cold/Ice had PBU and used it in particular against high defense targets (it would send my To Hit through the roof) as it helped ensure he landed hits against such targets ((and provides a not insignificant boost to damage (+80%) as well --> the Build Up portion of PBU 🙂)). Yes Heat Loss should negate any need for Incarnate boost to recovery and the recovery portion lasts 90 seconds so as long as you can't burn your end bar to zero in the cool down portion further recovery buff is unnecessary. Most of the rest of the debuffs (slow, resistance, recharge, etc.) last 30 seconds.
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AoE Holds Revamp for Controllers/Dominators
Doomguide2005 replied to Blackfeather's topic in Suggestions & Feedback
Outside of perhaps tweaking recharge times (there's a reason I usually push global recharge on most controller builds) I'm really not seeing the issues said to be involved. Accuracy of 0.8 is readily overcome (it's less than one SO's worth of accuracy), duration is plenty long enough typically certainly enough to stack mag on a boss. Damage well sure love some but ... do I need it to make the power useful, No. Not seeing the problem.- 33 replies
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