
Doomguide2005
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Everything posted by Doomguide2005
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I'd say close to impossible. It would likely entail, at utter minimum, a script to do the monitoring, to even come close. Best is to never get there. Slot endred in attacks (your single largest loss by far 99% of the time), use those procs Snarky talks about and a number of temps are available if needed. Plus things I'm sure others could add or go into detail about.
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More or less what I was eluding to. Basically on each server tic things happen and you gain or lose end. What higher rates of recovery mean is more 'server tics' in a given time you need to fully recover. At least afaik it's something along those lines. And of course these days we 'cheat' a bit I think when things like Panacea and Perf Shifter the whole chunk of end comes back at once each time the proc fires.
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Yeah! Give me Fly and Evasive Maneuvers my fliers are happy, particularly my main Empath who can move very quickly and precisely about the battlefield.
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I'd add that at least most of your attacks need endred enhancement but for something going bump in the night the Snarky one has some ancient insights that are worth following as well.
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Don't understand how to play most controllers
Doomguide2005 replied to Diantane's topic in Controller
Going to have to pay closer attention on my Fire/Sonic Controller she'll often drop Cages on top of Hot Feet and Bonfire usually while standing in the center of it all with Disruption Field on either her Imps or a teammate she's standing next to. Never noticed but then she produces crazy amounts of numbers floating up and has always done this. -
@ThraxenLooks pretty solid though I've only done Sonic Attack as a Defender or Controller. The only two things that jumped out at me were the 3 slotted 50+5 Hasten. That only nets you about 2 secs for that 3rd slot. Feel like that slot is likely better off somewhere else. Maybe Force of Nature trimming about 60 seconds off? And chasing the LotG +def in the 5th slot of Hover also seems to be of minimal value and might be better used elsewhere. But those are both more nitpicky than anything seriously off. No 6th bonus of any sort, Net recovery looks good without any help or reliance of Incarnates, ranged def {roughly 32% vs 33% change if the 2nd LotG dropped) combined with Hover for let's not get hit as often, easily capped with a small luck.
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@lemminghas the most right of it as I recall seeing a much better and more detailed answer in the old Retail/Live forums. It has to do with server tics both when you pay end costs and when you get end back and the dance between them. It's how Green Machine Empaths back in the day of actual crashing Nukes could nuke and not lose any toggles or only a few. They would often sit at (and well beyond) the recovery caps owing to both Adrenaline Boost and often multiple Recovery Auras all being active when the Nuke was fired. I have literally had my own GM fire their Nuke look down and in that space of a what seemed like a few seconds or so a solid quarter or more of my end bar has already refilled and hits max in only a few seconds more. Meanwhile I'd be turning the one Leadership toggle that dropped, if any of them did, back on. PS: The better your recovery rate the more likely what you see happen will happen basically.
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And to add to the above it can also be seen in the wiki as modified by level difference. A same level AV is 1.0 and something like the patron AVs always appear at +4 and would be an additional 1.4 (or for a total accuracy mod of 2.1 in the case of a +4 AV)
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While Riverdusk is totally correct keep in mind that as an 'Oh snap' power even at high levels while you may not stun more than any minions, all those bosses and Lts (and maybe EBs especially on an ITF) have also been hit by the massive regen debuff and just got easier to defeat by the presumable struggling survivors.
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Heh, it's called Shout of Command and this means a great deal of the time an AoE mez does just about nothing mez wise to the majority of Cimerorans. Not sure if they can use it, like several player powers (such as Practiced Brawler now work) and can be used while mezzed or not? Regardless the same basic issue is patience, let them clump up first! Then let loose with the AoEs. Or go look for trouble elsewhere, it's a big big map.
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Can Clarion Core replace your standard status protection?
Doomguide2005 replied to Story Archer's topic in Scrapper
I agree but you're also not going to find the nuggets outside the box if you don't go looking outside the box. -
Sweet success?
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The ITF can indeed be a death fest if you're a lowbie sk'd to a 50. +5's (assuming it was the usual +4×8 run) are not pleasant to deal with especially if the aggro holders are already aggro'ing what they can. A macro to target cysts can be handy to avoid the whole exploding issue by making it easier to spot them in the craziness. But I'm guessing you already know this it's mostly for newer players who may read this.
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COMPROMISE on the now OP endgame factions
Doomguide2005 replied to WhiteNightingale's topic in Suggestions & Feedback
Have you figured out why they are that much tougher for you? They are noticeably stronger but not enough to take on a Tanker who could handle Incarnate content and absurd AE AVs (and presumably the content those AVs are in) well shouldn't be getting owned by the new council at a mere +2. -
My Emp/Rad/Dark often plays at melee range Irradiate+Oppressive Gloom plus Cosmic Burst+Air Superiority and, of course, Atomic Blast (and Stun Grenades from p2w) make her dangerous in melee even with well less than capped defenses. Everything is either Held or Stunned fairly quickly. She has Fly, Evasive Maneuvers and Hover. I'm seriously considering dropping Hover as I almost never run it, it's far more mule than anything. Evasive Maneuvers gives me plenty of movement speed and control with Fly.
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Knock resistance i believe involves distance actually knocked.
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This about 1 gazillion quadrillion times over. Just think about how many of us have inherent, no IOs involved, knock protection under level 15 nevermind something under lvl 10? Domination first strike is nasty too
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And this stacking is exactly how my Earth/Storm/Earth deals with foes. Stalagmites+Thunderclap +Fissure+/- Stun Grenades dropping patches in between (EQ and FR in particular). And just to note you technically only need to exceed mag 3 to mez a boss. Some Sleeps, for example, are mag 3.5 and will one shot a boss (or an AV through PToD for that matter)
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Do you pay attention to what your team is doing?
Doomguide2005 replied to Forager's topic in General Discussion
Maps open and like just about everyone it depends a bit on which character I'm playing. But even my scrapper is keeping eyes on everyone behind her often via a combo of minimap 'triangles' (position and color) and the team window. My empaths are typically glued to the team window and sort of work backwards to how my scrapper watches things. -
Obviously, I disagree to some extent. But I'm also talking primarily about when things are NOT going well. Support used their bigger Defense and Resistance inspire to survive outside. Barrier isn't available now (or isn't available at all) and all the other things that don't go well on a PuG especially. If you've got multiple first timers who are only vaguely aware of what the "Pylons" even are to focus down. Except in very specific instances, it's always better to stay close or tight as a Team. Recently I had a rather rough TinPex or the team did anyway. Two first timers, minimal, if any, directions in team chat. Partway to sewer entrance I realize I'm still running a minor test set up ... had Clarion t4 but no PB, plus food in the oven about to "ding". So, I chat going afk for a moment. Return less than 30 seconds later team had entered sewers and apparently disintegrated. Three have turned red/yellow, the other 4 are dead iirc. Maybe I should have jumped the Pylon and tried to solo the whole bit but well that is a lot of Toxic damage. Maybe the way I said I would and did handle it wasn't the best, but it very definitely worked in a reasonable time span. And I was running Rebirth not Barrier though I could have my choice.
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Need to be flexible (situationally aware). PuG gels, pylons flattened quick, then stay as a group. If though folks see red or dead, then I'm more likely on my melee (typically my Claws/SR) I'm going to pull the mobs away from the Pylon. Basically, I'm going to be able to handle either all the spawns (Rikti, Hydra, whatever) or the Pylon. If I try to handle both with the PuG busy face planting PuG style, I'm more likely to join them. If I can chew up the mobile mobs (heh) and return to the Pylon, Rebirth, etc., in hand, then even if the PuG is still pulling itself together, I can probably drop the Pylon. I also think there's a tendency, myself included, to try and save Lore (if you have it now) for later. But there's no shame in using a Lore, Shivan, Vanguard Heavy or whatever if the battle is going heavily pear-shaped you need to get there first! Kitchen sink upside the head if needed.
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This, with the bonus I find some mobs the level difference turns things into KD rather than KB without needed to use an IO "tax".
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Remember first off. it's Incarnate content. Your softcap just jumped by 14 points, it's now roughly 59% though I haven't double checked (that they're using Incarnate To Hit) in a while to be sure. Usually, I move past the Pylon. If I need to move away from the fight, I generally have more cover here where I can heal and or regroup. Pulling the mobs this way also leaves the Pylon less protected for those who come behind. They will have an easier time spiking the Pylon. SR has very minimal resistance to Toxic damage. My main is sitting at under 10. Barrier helps but it tapers off fast (especially if you just started you Incarnate journey). Bobcat can be very painful stemming from primarily two things. First, she's an Incarnate AV who gets an offensive boost when Her companion dies. Second, she's Claws and uses Eviscerate. This relatively unliked power in Claws by many Players has an increased chance to crit. Under the right, if rare, circumstances can do enough damage to drop a Tanker at their Hit Point cap. Fortunately, those rare circumstances include prior to recasting powers after death ... and unfortunately, she will potentially make a beeline for you should you rez in LoS too close even if teammates are in between. How do I know, being the only melee on our team and having her just massacre me and briefly noting the 3000+ damage she inflicted on me (combat logs said 3600 or so iirc) after making said beeline to my rez location. Even in less rare conditions a Lvl 54 Incarnate AV getting a x3 crit will be quite painful. Use Orange or as I realized a bit belatedly both Purple and Orange, make sure you defense, and resistances are capped if you are at all likely to draw aggro. And if not make sure you not standing in any cone (Shockwave or Eviscerate) she might use.
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As far as hit points go on Brute vs Scrapper it really comes down to how much effort you place in acquiring +max health. My scrapper a Claws/SR sits at just under 2100 health and can with Rebirth be at the hp hard cap for prolonged periods of time with a passive regen over 30hp/sec