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Doomguide2005

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Everything posted by Doomguide2005

  1. And to add what @Grouchybeastsaid the baddies are also slowly acquiring more health. Put a few more misses in there plus maybe needing an extra hit to drop them will add up. Dark powers also tend to include damage debuff effects though, offhand, I'm not sure if Skulls do anything of that nature with their attacks.
  2. Yes, but at least your Mom can still open the door to let you know lunch is ready. It's crazy how many people sit so close the door can't be opened.
  3. The one I was loving before my unwelcome hiatus was an Electric/Fire. Absolutely silly quantity of PBAoE attacks between the set pair.
  4. And why does it matter? I personally don't care how or how fast someone gets to 50 (or whatever lvl they may prefer). Doubly so on a freely provided volunteer run version of the game. Now I do care if I enjoy (or can at least easily tolerate) their presence on the same team as I'm on and bonus if I actually enjoy my time around them.
  5. I don't know about locking but maybe a big pop-up saying "ya know this thread is 'x' time old, start new with link? And the OP hasn't been back to the forums since they posted.
  6. I'd love a better look but with no computer I can't download or otherwise use Mids or the file provided.
  7. In agreement with the thoughts in the thread. Illusion is rather special compared to other Traps pairings particularly once or when perma PA is achieved. Typically I'd take both Triage Beacon and Seekers. Being able to stack 2 Beacons in a relatively stationary fight vs an AV, well +600% regen boost is very helpful to staying upright personally and helping pets/allies do so as well. PA pretty much takes and holds aggro and is invulnerable negating most of this advantage. Allows a bit more freedom in power choices. Much the same applies to Seekers. Between Superior Invisibility and PA Seekers is much less useful as an alpha breaker and debuffer. I'd decide to include them or not based more on frequency of running in exemplar and team vs solo (particularly if below the point at which perma-PA is met). Triage Beacon is more about solo vs teaming in addition to the general speed the teams run through stuff. If it's a zerg fest it's going to be hard to use effectively. If the team is more patient and or fond of things like Fold Space, Wormhole or just good old fashion herding or pulling to a 'place' it's value climbs rapidly beyond merely as a mule for recharge from a Heal set.
  8. *wink, wink*, "Say no more" Wait what's this about Doom posting ... I deny everything!
  9. I'd be looking at Sonic, DP, Rad. Sonic for the -resist. Whether you're inclined to view the changes as a nerf or not -resist is still a solid way to up your damage after FS has you at the cap DP as mentioned it likes melee distances just fine and offers more damage debuff potential as well Rad again it likes melee distance with irradiate and its nuke. And it takes procs a plenty and procs, like -resist, are a way to do even more damage while at the cap.
  10. To add to @Without_Pausesaid about slotting in Mutation and then using Fallout I would at that point recommend the whole package namely also taking Teleport Target to position the target corpse for best exploding plus/minus having Vengeance for further buffs. And just FYI no access to Mids for me so I can't see what you have taken.
  11. Now why would I try to solo Posi 2. Hmm solo anything. Guess it depends on how literally you take that. There are damn few (any?) High end IO builds that can literally solo anything. I certainly wouldn't beat my head too hard trying on the journey up then set it aside to do later while exemplared. Endurance, endurance, endurance. Could I have solo'd that Ice/Sonic to Jack. But doing single pulls on everything then having to rest between each pull ... . Now that Controller had been teaming but the sg group sort of fell apart so the build would have done better with a respec but when I say couldn't fight free of a wet paper bag before bottoming the blue bar that wasn't particularly hyperbolic.
  12. Does have to get built for it. Which the OP rules pretty much are guaranteed to inhibit. While I've never outright leveled 1 to 50 on an Empath I've spent a lot of time (What do you mean of course!?) soloing them including an AR/Emp Corruptor who solo'd the vast majority of the journey post 30th. I think slow describes it better than not good, though I'll grant there's a lot of eye of the beholder in that equation. None of my Empaths were as hard to solo as that Ice/Sonic Controller.
  13. 🙄 well I suppose one could go with a chain of pool attacks but that's dang near cheating 😜 but it would work.
  14. You might be right once Jack's in play. But you've got pretty much zero offense in Sonic Resonance. Force Fields at least has some damage dealing. Sonic's -resist ups the rather anemic damage of Ice which pre Jack on SOs is well anemic.
  15. No 3rd choice 😕 Both are close to useless outside of muling a set bonus to a solo Ill/Cold. The only potential target is your Phantasm, Lore pets (post 50) or with some other way to gain a pet and target them.
  16. Ice/Sonic Controller. Fighting my way out of a wet paper bag was an endurance nightmare ... even after picking up Stamina. Bad news when temp powers improve your damage output. I'd love to try investing into IO Sets to see if it could be redeemed. Obviously tried this quite early relative to IOs being around. It's one of the few set pairs I never reached 50 on despite starting long before Sunset (and likely never would have). Rad/Pain would be a piece of cake by comparison. Or maybe things would get a whole lot better once Jack appeared.
  17. Tornado and LS both have Afraid per CoD2.0. Can remember doing a then STF and we ended up with Recluse doing his level best to imitate Rommy. The SG consensus after some discussion and digging around was the Stormies Tornado and LS were to blame for his unusual behavior. LS in particular has a 5 sec mag 50 Afraid component. Tornado is a 'mere' mag 10.
  18. Well while I wouldn't base decisions off what a full GM team might do if created i know I'd have the potential extremes floating in the back of my mind if I was a power designer/developer for any game I was involved in. The idea, the goal i would hope ultimately is the most fun for the most players. And definitely aiming to do that over the long haul, not burn bright and burn out quick.
  19. Something in between. I've been on SO and earlier set IO teams and they are really tough. But haven't really seen a team of 4+ GM's with Incarnates involved. So while I've run my own with incarnates teamed on PuGs can't recall anything 3 or 4+ GM offender builds involved in the post 50 content (at least since the early teens issue-wise). I can only theorize on it based on the math involved which especially mitigation-wise gets rather extreme. As in 2000+% regeneration (beyond hard cap), ~110+% defense without even trying to individually build for defense (~4 Fortitude per GM), essentially limitless endurance from stacked RAs), To Hit and Damage hard capped, resistance a bit weak overall ... just Epics maybe Tough but this assumes no Barrier employed and of course Defender caps at 75%. Mez, lololol, mezzing an AV would be easier. Now add in your choice of Incarnates. Yeah I'm pretty sure indestructible isn't overstating the potential mitigation involved. Edit: 40+ content for a team of GMs has always been more a question of offense rather than mitigation. And now we have crashless nukes, incarnate nukes, Lore pets, etc..
  20. Few random thoughts. Almost every Rez-type power heals back an amount of health and endurance, several do 100%/100% (making an accompanying Heal nearly pointless) Then on top of that they carry buffs and debuffs. Several do that across multiple dead allies. Howling Twilight 100%/100% AoE, debuffs/mez, Defibrillate 100%/100%, single ally, debuffs/mez, Bastion large HoT/large End over time but single target effects alive or dead target. And so on. There's not a single Rez power that can be reasonably said to be inferior to Resurrect and quite a few with with significant benefits over Resurrect. I'd angle towards buffing the ally instead. First thing I'm going to generally do is buff them with Fortitude and possibly CM (depending on AT and exactly how the rez occured, which almost certainly wasn't my Empath using Resurrect) I like the idea of giving HO a range and/or strength boost over similar powers. Adding a Heal/Regeneration debuff resistance effect somewhere. Make it harder to debuff the regen buffs. Recovery Aura?? That in addition to the Endurance Recovery boost? If not hard no thank you. If you're looking to beef up endgame value (because "everyone" is recovery stable) then add an Endurance Drain resistance effect or endurance debuff resistance (resist -end attack effects) Regeneration Aura -> not sold on why add DDR effect especially to this power. Clearly beneficial, perhaps too much. Last thing we need is power creep along the lines of City of everyone with capped DDR particularly well before Incarnates/Endgame. Fortitude and Valor -> @Spaghetti Bettyyes that's exactly why a full Green Machine team is so hard to kill. Readily double stacked Fortitude plus Instant Healing levels of regeneration ... on SO builds. Can only imagine how indestructible a full team of high end Incarnate builds might get.
  21. This^ Unless you're speaking of something besides Ice and Glacial Shield I ran a Cold/Ice/Power Defender for many issues on Pinnacle. I could hard cap my own To Hit (PBU+Aim+Tactics) watching it turn blue ("Hi Mako, eat a Benumb. Don't care if you popped Elude"). Never once noticed anything boosted about the Shields while doing so. Doesn't surprise me Force Field could do similar things to defense buffs that happened to my to hit when I hit Power Build Up, a sort of mirroring situation. Edit
  22. Maybe not the best choice but I'm an SR player at heart. But yes you'll need Elude, Shadow Meld and Demonic/Eye of Magus and the Kitchen Sink to survive some of that stuff ... and/or several support AT friends.
  23. I know when I rebuild my RWZ challenge Emp/Sonic it is very likely to be a Sonic/Emp/Soul (and way deadlier than the i13 Defender version from Live). Sheesh nukes that don't crash, Incarnates and now the changes to Sonic Assault since her day, yes please.
  24. Obviously between the newness of the changes and a dead computer I've had no chance to try it out but I half wonder if it will truly result in less damage for a team as while the max -resist is lower I've a feeling it might be easier to maintain the debuff over time as the duration of the debuffs has increased and the time spent in cast/animation has been reduced. The peaks and valleys have been smoothed out especially if paired with a busier set, for example, an Emp/Sonic. Any thoughts from Beta on that?
  25. Excellent, thanks for the update to my knowledge. Certainly helps with survival overall but especially to debuff foes without risk of immediate return fire
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