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Doomguide2005
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Everything posted by Doomguide2005
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?? Excuse me. It's both. The scaling is up to 60% when you're all but dead and my understanding is the scaling resists start kicking in when you're at 60% health. If I'm wrong I apologize for any misinformation on my end. The IO starts scaling from full health.
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And Time Temporal Bomb got a substantial buff but I do need to respec and give it a longer look. I'd agree Phantasm seems to stay at range casting Decoy Phantasm in proximity to target (and it's the Decoy that has Taunt built in). He can be good choice to have out if timing of the recast of Phantom Army is tight. They'll be more likely to aggro on Decoy if there's any lapse rather than the Controller. Did not try procs in PT though they were quite effective on Live.
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Scaling resists run from 0% to 60%, the scaling proc can add 3 to 13% more. Those values will be added to the appropriate damage resist base you have. And that's where the math exceeds my current brain power. Edit: Are you running Ageless for Endurance support, recharge or??
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Can't look at these builds currently as I am on my phone hanging out while the cars AC is being worked on. But later I'll try to have a look especially at the SR side of things.
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As @Uunstated. It's s effect is more notable because of her +max health. It's not unusual for me to see Tankers who don't have Dull Pain clones to only be a 2 or 3 hundred health higher and Brutes with less health which makes their edge in max resistances lessened especially when you add a couple orange inspires to the mix. And your correct with observation that their phalanx fighting can turn it into a whiffing contest. Eventually she'll come out on top as she slowly whittles them down but ill speed up the process by moving which pulls them apart dropping their buffs and or popping yellows.
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GRETA-001 (v1.11 i27) - Scrapper (Claws).mxd This should be very close to what I'm currently running.
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Curious - when are you "done" with a character?
Doomguide2005 replied to Ukase's topic in General Discussion
Done? What is this done you speak of? I've been working on my Claws/SR since i3 numerous paper respecs and now Mids in 2024 she's probably as close as I can get until some change occurs that would effect things. But in general they are rarely truly finished as I keep tweaking things, working on alternative builds, updates occur etc.. -
I'm on my phone right now so can't post mine, but I'll try and drop it in when I can. She's built first for mitigation (lots of +max health and passive regeneration) and can enter a fight if desired at the scrapper health hard cap by using Rebirth) but usually saves it for a heal, often ends up using it on teammates. 2089 health is her non-Rebirth boosted max with about 32 hp/ sec regen iirc.
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Welcome You've only got 4999 character slots to go, have at it.
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Endurance Cost: How would you handle it?
Doomguide2005 replied to Black Tangent's topic in General Discussion
How are your attacks slotted? Typically the greatest loss of endurance is using ones attacks. You mention 6 slotting Endmod in Stamina. That's very likely several extra slots used. This makes me curious about your slotting in general? Could you supply a build? -
Looks like it was just bad timing. It looks like it simply disappeared as I cast the "second" one. I've now used it (with more sleep on board as well) and there are in fact two Beacons showing. Yay! And that is also getting displayed in the combat attributes as well. So yes, with sufficient recharge it will double up the regen bonus.
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My self I almost always take Triage Beacon. I treat it like a circumstantial or niche power and don't use it until it becomes a static fight or I consider it as a mule. I'll use it in a static circumstance. I've also heard/read that some of the heal procs can potentially proc on individual teammates but haven't taken the time to try it out and see what happens. I'll frequently be able to get 2 out. That's not an insignificant boost to regeneration especially for support characters (just shy of 300% per Beacon or about 12.5 hp/sec/Beacon) an amount almost equal to doubling my lvl 50's Ill/traps passive regen. Now could that be buffed without going too far? Well yes, I don't think a small buff would be too much considering its immobile nature. Wow looking at the build again in Mids and apparently it doesn't stack for the same caster ... ugg. It's still decent but that definitely hurts its overall value
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Any value in going over the DEF soft cap a bit?
Doomguide2005 replied to Story Archer's topic in Scrapper
Short answer yes, it is potentially valuable to help in particular with avoiding cascade defense failure. Soft cap means a roughly 5% chance to be hit and debuffed below the cap. If your overage of defense can absorb the debuff without dropping you below the cap then your odds are 1 in 20 times another 1 in 20 or a 1 in 400 chance of initiating a defense cascade. -
Love some frakken slotted Fallout. 3 Damage/Recharge, and a mix of Enzyme and Lysosome HOs to debuff the heck out of anything that lives.
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My Claws/SR scrapper (and main) is sitting at 95+%. Anything less on an endgame SR scrapper probably needs a rework. Note it will be less while leveling or exemped and as such I'd definitely try covering them at lower levels with FF bubbles for that alone. It is as @arcanestated pretty much always a case of the more the merrier as it is the value that helps prevent cascade defense failure. Most SR will dead long before a cascade can occur.
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I have 3 virtually every character carries from START. Stun Grenades, Plasmatic Taser and Envenomed Daggers. Different characters use them in varying amounts and frequency. My Nrg/Temp tends to use the Plasmatic Taser for when she wants kb instead of her kb to kd slotted AoEs. It's yet another stun to stack with my Earth/Storm's several stun attacks (the grenades being the 4th option). Many of my Empaths will lead with stun grenades.
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Why I keep coming back to a 20-year-old game
Doomguide2005 replied to FFFF's topic in General Discussion
All this times a gazillion! -
Assuming CoD is correct the one advantage EF has on RI is 'animation time before effect'. EV is 0.5 vs RI at 1.067. Other than this they appear identical. If a +3 or +4 Boss is taking that alpha strike at you it's closer to a 9% hit chance for eating his attack. Boss accuracy 1.3, relative level at +4 is a 1.4 accuracy mod. Add all his friends in each with a 1.4 accuracy mod and you're almost certain to take some damage. So which is most correct to use first probably depends a great deal what your defense is. If you are at or near the softcap for whatever reason (without RI) I'd use EF first as reducing the damage that beats defense and hits is best. If on the otherhand defenses are relatively lower then using RI first to effectively cap your defenses likely results in less alpha damage taken. EDIT: Using CC I'm not as certain how effective that is at reducing an alpha fire return. Been long enough since I even tried to see so I'm not sure how noticeable the pulse effect is. It pulses the hold(s) every 2 seconds. If you catch the spawn within 1.0 sec of arrival (say teleporting in with cmbt tp) with a hold pulse the minions are likely held at that point and it ought to seriously reduce the amount of attacks in the alpha.
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The whole set? Which spammed power is bothering you?
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my Blasters listening to PUGs at door to 1st mission
Doomguide2005 replied to Snarky's topic in General Discussion
I so want to give this both a lol and thumbs up.