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Doomguide2005

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Everything posted by Doomguide2005

  1. I'm sure that a Corruptor could survive but you have to bear in mind that first priority --> buffs sending your defense and resists waaay up backed by absorb and heals.
  2. Long answer^ Short answer you want them both. The difference from most content is for the really hard stuff you want the buffs first. Surviving long enough to lay down the debuffs and let the damage dealing go to town is the priority.
  3. I took a Sonic/Dark/(I forget) to 50 back in the early to mid teen issues as part of a static team of 5. Pretty much agree with Uun though it was very different as a static team in terms of use. I will say Sonic Cage isn't useless as much as very niche. You'll never miss it on teams. And Liquefy really needs a look at especially in terms of recharge. Clarity is a Clear Mind clone that comes crazy late but is subject to the same pros and cons late game in terms of utility as Clear Mind. Edit: PS that static team was dark themed and had silly amounts of to hit debuff going for it. Our DM/Willpower scrapper backed by resistance and defense buffs certainly loved it.
  4. Love them all really, even Synapse and Citadel. But Posi 1+2, the ITF and Katie Hannon lead the pack. I both enjoy them and of course they are often run.
  5. Psssst ... threads a tad old 😎
  6. By late game I'd expect DA to be rarely used by SR and used as a counter to defense debuffs for WP and Nin. I wouldn't expect or plan to use DA to reach the cap on any of them except maybe early on while leveling. I keep hearing SR is rough on endurance. I've personally never found it so at least no more so than other sets lacking a QR type power. When I think of heavy endurance use my mind goes to Dark Armor (pre Touch of the Nictus) long before SR. Even if you do find any set endurance heavy Amps, base empowerments and special IOs can usually deal with that ... and then there's availability of SO's across all levels these days. I'm highly biased, SR is always the best choice 🙄.
  7. I'd say if it can be buffed you want more of it. And I'd definitely add defense and to hit to that list. The ASF adds considerable +To Hit and +Defense to the base values, then adds incarnate base to hit (another +14 effectively) so unless your idea of 'soft cap' involves numbers like 85 or 90% instead of 45% you're already quite a bit squishier. Now prepare to get nailed by multiple Melt Armor debuffs (-25% def and -30% resists before the purple patch). Edit: And that's just the ASF, worse stuff awaits in AE.
  8. Overall I'd say it comes down to the build more than anything. Probably nearly a case of the least but well built is better than the best poorly built. Any defender purely from Leadership buffs is ahead of the game.
  9. I'd say that overall it probably is a fairly significant challenge for most folks and their builds solo. Homecoming is absolutely stocked to the gills with veterans of Live and the forums are likely a quite knowledgeable subset. We get a rather distorted view of how common +4/×8 destroying builds are i think though probably only the Dev team has enough knowing to even make an educated guess about it. Now teams crushing content in general probably does say it's hardly a difficult game but even that is distorted by the populations average experience and knowledge level. The question is, "How much is that experience contributing to the easy factor?".
  10. I'm not sure what they mean either but a few of my Empath builds aren't far from or would require minimal tweaks to get there if there is 1 (base) slot or 5-6 slots in every single power. Still be quite effective too I'd imagine.
  11. A dead computer. My only internet access currently is this phone. Combine Covid-19, a new family member etc., and its been a low priority for dropping the needing cash. Most of that is resolving, I just need to convince the wife now 🙄. So *Soon* hopefully.
  12. I think 'monster debuffer' and 'a debuffing powerhouse' sum it up rather nicely! I'd also note it does one thing no other set can do. Acid Arrow debuffs the foes resistances to debuffs making not only its own debuffs stronger but any other debuffs landing from other sources less resisted as well.
  13. This is when I really miss being able to use Mids. Gets really hard to comment when I can't play around in Mids to see how things change with small changes and/or can't see the totals generated. The good news is the build is very solid as is if I'd need to do that to offer alternate choices. The notes helped explain some unusual choices as well. Like why Strike and Kick are 2-slotted like they are. Guessing some of the procs removed are the resist debuff procs such as could be placed in Slash and Spin.
  14. Mine is Claws/SR as well. She's softcapped (~48/48/46) with the +6% from the uniques, so unless I go for an alternate build with the i-cap etc., I don't need any further defense. More resists (like from Tough, which she has if that wasn't clear), more health/regen yes so her Main build pushes the max-health and regen mitigation part of the equation. Incarnate work finds her teaming typically and usually there's so many other defense buffs I've never sought an i-cap build. I did have a 2nd build on Live as well as Mids' versions with Hasten used, but frankly continuing to lay the smack down after getting double-tapped for 1800+ damage and using neither Aid Self or Rebirth despite having them available is its own reward/adrenaline rush. The only things SR I've seen with more health than her have the Tanker AT going for them. There might be a Brute out there with more but I've yet to team with them despite 3500 hours of in-game time spent on her on Live.
  15. Maybe, it can certainly be an hurdle to be overcome at times. On the flipside there's no voice and physical individual to hurdle like in a TTRPG situation. No seeing the obviously male player running (trying?) the female pixie voice on your suspension of disbelief. It's also probably more difficult when the character isn't a frequent teammate.
  16. How many melee didn't have the the Fighting pool between now and Sunset on Live? No idea honestly. Very few probably with each successive build adding to the numbers with. But I hit 50 on my first SR and it was several respecs in before she had taken Tough/Weave, lacked a travel power and had dropped Elude. The 'culprits' were real numbers, Mids' and the combat attributes monitor. It simply makes SR (and most builds) harder to kill. I rarely use Hasten on SR, favoring survival and mitigation first in the build. Outside the 2 × 3% IOs pretty much no set bonuses are for +def, it's all about the defense in power choices leaving the set bonuses for +max health and +regeneration. She's overdue for a respec and I'll be trying for even greater max health, hoping to push it over 2200 (about another 75+ health).
  17. *wanders back* Yep after hours of thought (aka sleep 😉) CoT are basically diverse debuffers with lots of mez tossed in. At some point along the journey they use just about every debuff there is (except maybe -resist?). And accompanying the debuffs are lots of elemental based and themed damage of basically every type in the game. But yes they really love the To Hit debuffs. I personally would be looking for an element themed character with good typed resists and defense. Wouldn't be the best choice perhaps mechanically but pretty much anything can be made very tough and would fit the bill as a "good guy" Circle character without a lot of unusual and explanatory backstory (though making such up can be a nice chunk of the fun).
  18. That is a tall order indeed. They are a very diverse group especially over the course of 50 levels. *wanders off thinking about it*
  19. Numina's + Rikti Invasion ... oh &%#@$% (or is that still a thing?) Otherwise I'm good with the tour hunts.
  20. If one takes Caltrops i really like to add some range enhancement (Slow/Range). Really helps if you can toss it beyond your toes ... like around a corner when corner pulling to bunch them up.
  21. Can't use Mids but looks solid to me. Fitting a Kismet+6% in Combat Jumping would help especially when running at lower levels with hitting your foes.
  22. Truth, the real aggro puller might be a Mastermind as that cap applies per pet and the character, afaik. Each will have its own list for about 119 foes ... with a lot of work and not including anymore for Lore pets. Edit: whoa! 493. Missed that bit.
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