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Doomguide2005

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Everything posted by Doomguide2005

  1. I don't believe they are particularly resistant to Repel (and yes Repel not kb is Hurricane's main effect plus the strong To Hit debuff and range debuff). My Earth/Storm, on Live anyway, shoved them around regularly in repeatables. And as I recall a recent video of @Voltakshows his build using Hurricane's Repel to push and debuff Cimerorans.
  2. I guess. It's a spike of end use vs endurance use over time. That is it'll cost you more over time to use Fearsome Stare every time it's up over the course of a mission than HT but each single use of HT costs more than a single use of Fearsome Stare.
  3. Well your attack is broken into 2 overall steps. First you figure out the net value of all your defense/defense debuffs and to hit/to hit debuffs involved. These values are all additions and subtractions. That's applied to your base hit and the resulting value is "clamped" between 5% and 95%. Next big step is where accuracy is dealt with. All the accuracy mods are multiplied by the net result of that first big step. Again this value is clamped between 5% and 95% and that gives you your final hit chance HitChance=Clamp(Accuracy mods×Clamp(BaseHitChance+ToHitMods-DefenseMods) where the defense and to hit mods are the net of the buff and debuff values. So the answer to how much is needed is complicated but Tactics is a good place to start on a Defender. It offers around +18% To Hit on a Defender when enhanced. The Kismet special IO offers +6% To Hit (it calls it accuracy, it is in fact a to hit buff). Those are the readily available full time To Hit buffs. At 63% hit chance you need about 150% accuracy. Then there are a few other powers offering To Hit buffs --> Amplify, Soul Drain, Combat Teleport, Power Build Up, etc.. Global accuracy on the other hand is almost always a product of set bonuses rather than powers. Gaussian's Synchronized Fire Control set has a proc which when triggered offers a large boost to To Hit and Damage. Often the proc goes into the Aim or Build Up type power (Amplify in Sonic) allowing the user a degree of control when it triggers (as it checks when the power is clicked) as compared to a toggle which checks every 10 secs and may fire while you're moving between mobs or after you've nuked essentially wasting the trigger.
  4. Nah not 7 other teammates, just 2 or 3 support away from god-like. 7 would overkill. 😜
  5. Actually in terms of endurance it's not all that heavy over time. Mostly because it has a relatively long recharge. It costs twice what Dark Pit costs per cast but has 3 times the recharge. Similar story with Fearsome Stare (40 sec recharge, 8.528 endurance per cast vs 180 sec, 26 endurance). It'll just drop your end by a big chunk on a less frequent basis so it can catch you if your endurance tends to go low before one uses whatever means the build has to refill. It also debuffs on top of the mez
  6. Short answer about accuracy and global accuracy. Global accuracy, like what you get as set bonuses, acts like accuracy enhancements in every power that accepts accuracy. Powers typically have a base 1.0 accuracy (some have more, some less). In the case of Benumb its base accuracy is 1.0. The HCwiki article "Attack Mechanics" goes into details how it all works. In Mids this is all done for you but it defaults to assuming you're attacking an even level foe and therefore your Base To Hit value is 75% (vs 39% vs +4's). You can change this in Mids to account for fighting higher level foes. It's been a while so memories of what the tab in Mids is called is getting a bit foggy. Something like Math and Exemplar Effects iirc. Hopefully someone else pops in with current information about both how to post and where you can change your base hit chance. In general it'll take a lot of global accuracy if you're base hit is set for vs +4's and have no to hit powers active (Tactics, Amplify, Kismet IO, etc.) when you use Benumb. Defense debuffs like Infrigidate and Sleet also help but the Purple Patch roughly halves their effectiveness vs +4's.
  7. Definitely would seem to hamper things. But if I'm a Tanker (or Brute) your Taunt should bring them to you i.e. aggro them. That should bring them within the 10 to 24ft distance at which point they will see you (assuming typical perception values). Never ran a DA Tanker but it just seems like range attacks (Taunt and epics in particular) should bring them to you and within perception range. So certainly makes it easier to aggro what you wish and if you want to tank or off-tank make taking your taunt power more important to take while leveling. Once aggro'd the foe remains aware of the "exact location" of the foe it is aggro'd on. This is a paraphrase from the hcwiki article on Stealth and Perception. The lawyer thinking in me (or maybe the pedantic) will point out that knowing the exact location isn't the same as being able to target them.
  8. Yes, it's an offensive power that just happens to bring allies back to life. At least that's how my DMs always looked at it.
  9. Some random thoughts My computer died so using Mids is problematic. If I can't see it in your post I can't really comment directly. Once you get the recharge down on Heat Loss any endurance issues should be history. No need for your Incarnate to solve endurance issues. The +recovery buff portion lasts 90 sec so as long as your endurance doesn’t bottom out before you can recast it you should be good to go. It is possible to make this perma but requires a relatively high global recharge. Sleet - first and foremost you want to enhance the recharge. Set bonuses would need to be really useful for me to go beyond 3 slots. Can't tell if you have Screech (dead computer and all) but I wouldn't skip. Only Dreadful Wail has a longer lasting resistance debuff nevermind the CC mez. Screech+Dreadful Wail is also mag 6 stun. Glacial and Ice Shield take both Defense and Resistance set IOs. This means they'll take all those yummy special IOs. You don't have to try and squeeze them all in Steamy Mist woops, Arctic Fog or other spots they traditionally go into it. Benumb - if you're pushing HL towards perma, you're also pushing Benumb towards perma status. Make sure it has sufficient accuracy and to hit to push the final hit to 95%+. This is a place where with enough global accuracy you can 2 slot 50+5 recharge IOs. Infrigidate is often used as a proc attack these days.
  10. Makes sense. Haven't run DA on a Brute (at least any time recently) and would consider 4 on a Scrapper sufficient, as you say, in 95% of cases. I would be concerned if trying to be the tank/off-tank you'd draw enough aggro to be problematic. And, of course, being defense capped (plus the other mitigation DA has) makes a huge difference in the need overall as those larger kb/kd attacks have to hit first. Edit: Knockback protection is also available as a base empowerment buff giving you 10pts protection. Which if you keep the salvage etc. handy should certainly be more than sufficient to cover that other 5%. PS: Yes i think base empowerment buffs are often forgotten about or overlooked.
  11. @Snarky is talking about a Survival Amplifier (I believe) available from the p2w vendors. You can also craft a base empowerment buff for Increased Recovery. AFAIK those benefits stack. In addition to endurance usage Dark Armor has a knock hole. The easiest fix is any of the -kb protection IOs. I'd slot at least one to start and plan to add probably 2 more as you level (a total of 12 pts of Protection). And a big welcome home!!
  12. I prefer teams but size is the least important element of the team. I am more likely to be familiar with and know the other player on smaller teams such as a duo and far more likely to be a full team of 8 on a PuG or part PuG doing a TF. I find I'm most likely to solo on a new character leveling up till the late teens early 20's or if I've got a particular goal in mind (either to solo X content or with X character, badging, crafting, and the like).
  13. My inflicted hiatus has me going "huh?" What happened to SJ my first travel power ever?
  14. I recall doing that for a planned build for my Electric/Fire blaster back on Live prior to the addition of Blaster sustains as he obliterated his blue bar if he went even remotely full speed for more than a mob or two. Don't think I've ever, before or since, broken a Purple set into 3 pairs just to get that +recovery bonus 3 times. Fortunately the sustains have made that a memory not a reality.
  15. I tend to agree with Troo overall but design should be careful with overdoing unresistable and autohit effects as a substitute for 'challenge' as well.
  16. Going down in level should be easy to do solo if that's desired. Just talk to the appropriate level Ouroboros contact to get set to within the appropriate level range. Bit of a work around perhaps but should do the trick since we're talking street sweeping. As I recall that's how I spent some time farming by street sweeping Tsoo for Alchemical Silver in Talos at one point on Live. The drawback of course, to this work around would be you're 'forming a Ouro TF' and could not invite or join a team without dropping the TF. Better if you could use a contact in an appropriate zone to set your level (as long as it was always below your level)
  17. --> My Earth/Storm/Stone lives there. Steamy Mist+Super Speed+stealth IO means she (or a teammate) almost invariably chooses at what distance and when the melee starts. Usually that means I say hello with Stalagmites, Thunder Clap followed by Seismic Smash, Freezing Rain, Fissure etc., etc. while Rocky parties with everyone. --> Electric/Fire blaster ... given the number of potential PBAoEs (~7) anything outside of melee range would hardly make sense except while closing with next set of targets. --> Empathy/Rad/Dark originally created pre IO for Green Machine. IOs mostly mean she can continue to charge large mobs with minimal concern even while solo. Very few things are harder to kill than a GM Empath teamed with other GM Empaths. Its just much easier to get there solo or on a PuG because of IOs and Incarnates. --> Fire/Kinetics. Another that generally thrived in melee long before IOs. Just gotten vastly easier to do so safely because of IOs. --> RadEm/ or /RadEm teamed with FFoF you're looking to die in the right spot. Hello Vengeance+Fallout+Mutation. Yes, I dare you to kill me! --> anything Traps if toe bombing and poison gas are your thing. Nevermind all the other tools and the other set, pools and epic. Lunch is about over but yes with IOs, Incarnates and all the rest anything can survive and thrive at melee distances.
  18. I'd be looking to use Tactics, Kismet, Combat Teleport, Focused Accuracy, PBU, etc. to help with end game difficulties vs higher level foes. Especially with Power Boost and PBU you can generate some ridiculous total To Hit buffs on a Defender.
  19. Yep, I usually go ahead and set it to 39 which is the base against +4's without a level shift but you can set it to whatever you want. And in the case of my Claws/SR main i made sure the final hit chance vs +4's was 95%+ for Follow Up ... and if it hit that was enough to readily push everything over 95% (a couple attacks were in the low 90's until FU landed. I set to 39 as then I could hit pretty much everything even if exemped for low level content where level shifts don't apply.
  20. I use Hasten frequently. My Empaths and Controllers love it, they love high levels of global recharge for their long recharge powers. That said they'd survive without it, probably quite well. It's just a very powerful tool for very cheap. My Claws/SR, Main of mains, primary build lacks Hasten and no travel power. My AR/Dev blaster lacked Stamina but had Hasten. My Empaths have it but to a certain extent that's a Legacy or pre-IO requirement of the SG (Green Machine). You needed Hasten to make the mechanics of the team work. Or rather you needed a certain level of recharge that Hasten provided. But that was pre-IO, with IOs getting that level of global recharge is relatively easy so not really needed for that purpose anymore. Used to be you needed 3 Empaths to really hit peak performance, now you barely need two to generate similar levels of buffs and that's mostly because Empaths can't really buff themselves in particular with the t9 Adrenaline Boost as well as Fortitude and Clear Mind.
  21. If it is just a link or block I can't use or look at a build on this phone so I like a format where I can read the actual slotting and enhancement choices although I'm pretty sure you had nothing to do with my computer dying. You didn't right 😜. I'd move towards something like Carnifax's build. But just as important in the long term is understanding why the builder makes the choices they did. Much like @Erhnamdid above with respect to why not use Agility. And welcome to (or back to) the game @pookiekinz!!
  22. I love me some Earth/Storm with Stone usually but I'd agree with Voltak about speed. For an Earth Controller it's fast but against other primaries paired with Storm not as fast generally. An Earth Controller is however loads of control tools and probably second to none when it comes to tools for handling adds (ambushes, pulling a wee bit much, etc.). Due to the TAoE of many of its tools it can also employ them from the complete safety of total cover. Hehe, never tried it but you could probably drop patches down the hatches from above. Say hello EQ, VG, QS, FR, and Nado, truly death from above. And Rocky is one tough mofo. Now any Controller can take Stone but both you and Rocky hammering a boss with Seismic Smash while a Tornado is doing its thing is some pretty impressive SMASH.
  23. Its weird and convoluted to follow. But against things like Linea's 801 arcs or the hardmode ASF I'll take anything I can get and let the number cruncher's figure out the amounts ... biggest take away for the rest of us is its those absolute values not the % losses and gains that ultimately matter. Bring on the Dark Miasma/Sonic Assault defender
  24. Obviously some confusion here. Voltak is correct in that as far as I can tell: Archvillains possess no special resistance to damage resistance debuffs. They would however resist resistance debuffs just like any target normally does. Which means, since AVs often have damage resistance they should be resisting getting resistance debuffed by some amount. In turn this should reduce alter how effective damage debuffs are but also in relation to what their damage resistance to the type is. Practically speaking it means the damage debuffs will have the greatest effect against the foe doing damage with types he is least resistant to. Yes? The other thing is the very subjective question of whether this is effective means of mitigation. If you're taking 200 damage and it gets debuffed by 10% you're taking 180. If you're getting hit by 2000 or 20000 by an archvillain that becomes 1800 or 18000. The value of the debuff isn't so much its relative amount but the absolute amount its mitigating. My scrapper can take a lot of 180 damage blows ... 1800 not so much (nevermind 18000). Edit: And holy #%&% keeping things straight about how damage resistance effects how damage resistance debuffs effect the resistance to damage debuff resistance ... I'd be pleasantly surprised if any of us can follow each other 😜
  25. The most straightforward method would be to fight foes of the desired level. Defeated foes drop recipes equal to their level. The HCwiki has an article entitled "Recipe Drop Pools" for further details.
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