
Doomguide2005
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Invulnerable: Debuff Defense resistance
Doomguide2005 replied to Paragon Vanguard's topic in Suggestions & Feedback
As I stated while you were posting your resistance to resistance debuffs is your damage resistance. To have greater resistance to debuffs without effecting your damage resistance would require coding a separate buff beyond your damage resistance. Unless i misundetand you. -
Invulnerable: Debuff Defense resistance
Doomguide2005 replied to Paragon Vanguard's topic in Suggestions & Feedback
I've not played Invulnerability so take that for what it's worth but being missed (i.e. defense) is like having 100% resistance in terms of damage taken (against all types at that) and further it's total protection against any debuff or mez or anything that requires hitting you first. Further your resistance to damage resistance debuffs is your resistance to that damage type so it's sort of like asking to increase your resistances to all damage types ... which right now you can push to 100% which although beyond the resist damage cap does still add to your resistance to debuffs to that type. -
Whatever happened to Fire/Rad trollers???
Doomguide2005 replied to The_Warpact's topic in Controller
Don't know if it's still out there floating in the internet but right about the beginnings of i9 they held a competition called Time Force II. The winning team was comprised of 6 Fire/Rads, 1 Fire/FF (with the 8th spot being occupied by an observer/judge). The objective, i believe, was to see how fast a team could complete the then spanking brand new STF. Among other things, on what I presume were primarily SO only builds given the time, they destroyed the 4 Patron AVs in 3 minutes, 17sec. Very definition of "superteam" to my mind. PS: yes the video is still out there but my linking skills on my phone are pretty much not there. -
Well I would probably fall mostly into #1 but it'll have to wait until I can actually get in game. But I definitely like pushing my characters and particularly joining teams doing so and doing so with themed teams.
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For realsies this time, the REAL debuff King, dark/dark corruptor
Doomguide2005 replied to Nayland1971's topic in Corruptor
... until you can stack it with something. In this case that's a mag 4 stun when stacked with HT, for example. Now the bosses are stunned as well. That said it's not a must have either. Much better stacked with another rapidly recharging stun (such as Thunderclap or Stalagmites) than the not every spawn of HT. Blackstar - the 5 and 6 slot bonuses are nothing to write home about. Get your full debuff and damage by using 2 +5 boosted damage IOs. Be sure global accuracy and to hit are sufficient to land the attack. Twilight Grasp - unlike Dark Pit i would definitely not skip or skimp. This power is a debuff workhorse and an AoE heal. Debuffs damage, regen and to hit. All of which self stack. Both Siphon Insight and Clouded Sense best bonus is at 4 slots. Like Blackstar you could drop the last 2 slots in favor of a pair of boosted damage IOs. You would miss the 6 slot defense bonus but 1) this is a team build someone else is around to eat the alpha. 2) you are dropping loads of To Hit debuffs to 'cap' defenses in any case. Tactics - the Rectified Recticle is worth essentially nothing. Tactics while active will obliterate any PvE concerns wrt the Blind condition or foe stealth. Fearsome Stare - If/when necessary this is a prime choice for your alpha/opener. Don't skip or skimp and enhance the To Hit not the Fear attribute of the power. And I agree overall with pretty much everything @Uunposted above as well. -
What is the set you would definitely play on Corruptor?
Doomguide2005 replied to Lyrium's topic in Corruptor
And this is exactly why the 'overkill' might be better when doing the content @Uunwas speaking of, i.e. Relentless TFs, 801.x and other high end difficulty content. It's also harder to see, but very satisfying when foes are obliterated by 'overkill' damage. -
PA has a strong taunt (mag 4). You're either getting hit by AoE aimed at PA, foes To Hit is getting buffed or you likely need to let PA get them well engaged (aggro'd) before trying Trip Mine I'd guess. Stealth Or SI?
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I can't use Mids (dead computer) but I'd note that Frostwork is not the best spot to place the special IOs from the Heal Sets, the Numina's, Miracle and Panacea. The first two only proc in a click when cast and then provide the bonus for 120 sec thereafter. So they'll work provided you can use Frostwork at least every 120 sec. Panacea is similar except it either procs or not each time Frostwork is cast. This is the major reason you'll usually see them placed in Health. The auto powers check every 10 sec refreshing the proc 120's and potentially triggering the Panacea each time. Toggles work similar to auto powers while active. Similar issue with the Kismet 6% in Ice Shield, it's a proc 120 so it'll work for 120 sec after Ice Shield is activated. I'd think about placement in Maneuvers (or Hover) Neither Heat Loss or Snow Storm do damage so the damage aspect is wasted by slotting Ice Mistral's Torment. Be certain the set bonuses are worth it and can't be had in other ways. 6.25% recharge via blast sets shouldn't be difficult to achieve (Positron or Decimation sets). Ageless Radial Epiphany for? Just tell me it's for either DDR or Recharge ... shouldn't remotely need for endurance recovery. Heat Loss should have you swimming in Endurance and with gobs of recharge perma or near perma +recovery. End worries should be a long solved before Incarnates by HL.
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Any *old old* game things you kinda miss?
Doomguide2005 replied to Gulbasaur's topic in General Discussion
I've had that feeling twice now 😁 Just waiting now to experience it a third ... computer's been dead and unreplaced now for about 2y6m. *Soon* -
Earth/Storm at 16th is quite solid. Steath (Steamy Mist + stealth IO), an AoE stun in Stalagmites, plus several other CC options. Freezing Rain at 16th. Ditto (and maybe even more potent) is Plant/Storm with Seeds. Then there's SR/Claws Tanker, only Lucky is missing for defenses so very solid M/R/A values and strong DDR already in place. Spin available on Claws for AoE offense. Electric/Fire Blaster should be quite fun with lots of kill power. Just shy of getting their sustain but can't have it all. Teamed Empaths are in a good spot/level range for demands on their abilities especially with other leveling characters. Just shy of Recovery Aura at 18th but Fortitude can be well slotted by 15th and be backed by Panacea set and Hasten for recharge.
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Newest creation - Nature/Sonic Defender vs extreme 801 AE challenges
Doomguide2005 replied to Voltak's topic in Defender
How well would the Lockdown proc behave if slotted? Too random to hold bosses reliably? Four Basilisk and 2 Lockdown one being the proc? Depends how much Mez/Hold protection the foes possess I'd guess as to value running (and/or +10% recharge opportunity). -
I'm unable to use Mids, dead computer, but a few thoughts: Try out Power Transfer in Dark Consumption. Boosts endmod and damage and the proc is a heal. I'm uncomfortable seeing so many 5-slotted defense powers. The builder (and Claws/SR player) in me screams that's inefficient slotting. I assume that's for the S/L resists which is a worthy goal in general but I'd probably chase Energy/Neg Energy resists with Shield Wall over S/L. Or both given the number of defense slottable powers and the Rule of Five. I'd start with a base of 3 slots --> def, def/endred, def/endred/rech for toggles and def, def/+rech, def/end in passives. Then need 2 more spots for def/+rech LotG specials (likely Maneuvers, CJ, or Weave, though you've also got Elude and the toggles). I don't know about you but I exemp frequently having CJ so late would drive me nuts. Of course if this is intended for only endgame play it doesn't matter. How much Health? And what's the net end recovery?
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Having teamed with my Corruptor with 6 Masterminds yes I can I can imagine. There were 43 of us (6 MM's with 6 pets each plus me). All I can say is thank god I was a ranged character and for tab targeting.
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Even though it's pinned in the Defender's forums I'd recommend checking out the @The Philotic Knight's post and thread focused on Force Fields.
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Dark also has Tar Pit for -resist and Twilight Grasp a heal that also debuffs regen and damage. And then there's Fluffy who also puts out TG (among other things). Twilight's Grasp is only a 50% regen debuff but it stacks from both you and Fluffy and can help keep that gap in HT's regen debuff from being as painful. In short Dark is probably safer and slower but it will get it done do to stealth, to hit debuffs and damage debuffs in addition to the aforementioned regen and resistance debuffs. Frankly once you get to Incarnates and Lore pets I'm going to say basically anything can solo almost anything. The differences will be in speed and safety (and in the ease of getting there).
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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.
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Players that are sitters every single time
Doomguide2005 replied to Diantane's topic in General Discussion
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. -
The one I was loving before my unwelcome hiatus was an Electric/Fire. Absolutely silly quantity of PBAoE attacks between the set pair.
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Players that are sitters every single time
Doomguide2005 replied to Diantane's topic in General Discussion
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. -
Empathy 2.0: A Suggested Revamp of an Old Classic
Doomguide2005 replied to EmptyStar's topic in Suggestions & Feedback
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. -
I'd love a better look but with no computer I can't download or otherwise use Mids or the file provided.
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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.
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All zones changed to LEVEL 50 - thoughts?
Doomguide2005 replied to Troo's topic in General Discussion
*wink, wink*, "Say no more" Wait what's this about Doom posting ... I deny everything! -
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.