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Doomguide2005

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Everything posted by Doomguide2005

  1. Maybe it's the presentation of the OP's "grumpy" post but unless ROTFSTOMP means leaving a whole lot of active, relatively unharmed foes behind (i.e. not stomped??) that's not what comes to mind with @KaizenSoze first post description of things. Expecting the other 7 players to clean up 2 or 3 leftovers from each of 2 intervening mobs, *shrug* not the best tanking (especially for an actual Tanker) but okay it shouldn't be a life and death issue either. But that's not the impression I got left with at all.
  2. There's leaving a few strays and there's leaving lots of strays and rezzers etc. behind you. The first if I can't handle it well it would be great to have more help but yeah that's my issue mostly. The second is being a less than great teammate. Not every character has their build polished and incarnated to handle the mess that can be left behind especially in mission 2 of the ITF if a ambush shows up while dealing with the chaos of over aggroing or not maintaining aggro on stuff can create in those narrow tunnel sections. I personally expect teammates to help each other regardless if it's a Tanker, Brute or whatever they're playing.
  3. I think @Rudra's edit about covered it above. It might make sense for natural, winged flyer there are a gazillion reasons why other sorts of flight that could exist wouldn't be effected at all. In a super powered world I see far more portrayal of flight where there's no reason at all to assume stunning would drop the flyer from the sky (doubly true of dropping them like a lead weight).
  4. Bit late for a reply so marking this for future thoughts. But for a 'very casual' player I will say the build looks quite solid at a quick glance though.
  5. The cap would be +400 (500% total). Acck, arrg brain melt down. YES +300 (400%) total for a recharge time of 1/5th base time
  6. Lol Brawl is faster than Neutrino Bolt except recharges in 2 seconds rather than 1.5
  7. Neutrino Bolt -> Defender version Cast time 1.0 sec, Arcanatime 1.188 sec Root time 1.0 sec Animation time 1.0 sec Animation time before effect 0.567 sec Recharge time 1.5 sec Corruptor values the same per CoD v2.0
  8. Hehe Yup Besides we know you and Houtex have figured out the answer is 1. Just working out if it's Swipe or Brawl
  9. Depends, of course! Depends on AT Depends on set Depends on task at hand Depends on team Depends on level Usually 4 or 5 on a mature higher level build. I've never actually calculated out an ideal chain and/or the recharge needed, however. Sets I play frequently i usually have a fair idea of what is considered 'best' or most optimal for that set but rarely worry overmuch on executing one. I've only really did it much on my Main, a Claws/SR scrapper, and only really focused on doing so while running solo through various AVs many issues ago on Live. The rest of the time it's largely more math than I find worth the effort. Is an attack ready to go when I need one then I've got enough attacks or enough recharge or enough recharge debuff resistance or a good combination of those factors. There's too many variables in most cases especially on teams where a perfect attack sequence opportunity rarely happens. The foes dies, the foes runs or is knocked away, etc., etc.. It's a battle, chaos ensues! I'm on my Earth/Storm and another mob is aggro'd or ambush spawns so an available CC is thrown. I'm on one of my Emp/Sonics blasting away with the 'preferred' chain and suddenly 2 teammates go deep red or my Claws/SR is eyeballs deep in Cimeroran EBs and bosses and my task for at least the moment is to grab and keep their attention off a couple teammates (not worrying overmuch about killing as keeping aggro). The examples are endless and it's what happens when theorycrafting meets reality.
  10. Which time? On Live ~ 2005 Shadow Shard (Storm Palace) On Homecoming ~ 2019 hands down seeing Atlas Park for the first time (again) easily exceeds anything and everything else.
  11. You mean Tactics not Maneuvers, right? Though neither one has to hit debuff resistance of course.
  12. Reminds of the days before you could lock your trays. Try to hit '1' and instead I was suddenly on a tray 8. I spent quite a few years never putting anything in the 1 spot on my trays.
  13. Welcome back! Nope, probably requires less effort (less IOs) than any other AT to cap defenses and become incredibly tough overall.
  14. My first choice would be Cold, but yeah this is a win, win or win sort of choice. I've done both Ice/Dark as a Corruptor and Cold/Ice as a Defender to 50 on Live. I'd started a Storm/Ice defender but never made 50 with them before sundown. My Cold/Ice was my go to for TF when I wanted to bring a debuffer. It was a minimal defense, high recharge build (sufficient to perma the +recovery portion of HL). Most of the mitigation was a combo of Avoid and large amounts of Slow Movement and recharge debuff. The Ice/Dark just turns things into kittens that can't hit you, yeah just 😜
  15. I can't use Mids (dead computer) but looks like you're building for range defense (and S/L resists). Team build or solo or either? Drop 1 slot from Hasten and Benumb and trim the number of Recharge IOs to 2 in each. Then boost the IOs in Hasten and Benumb to +5. Should save you a couple slots with virtually no loss in cool down. I'd probably try to get Hasten in there earlier particularly if you'll exemp often with the build. Ditto for Combat Jumping (a self admitted CJ+Hurdle junkie). Keep in mind that both your Shields and Arctic Fog can take defense and resistance IOs ... which means you've got lots of options for all those yummy special IOs. That's a build advantage in Cold to exploit in my opinion. Someone is bound to come along and point out Infrigidate can take several damage procs, so I'll beat them to it. Consider grabbing Snow Storm, 1 slot wonder. Snow Storm+Rain of Fire+Sleet is mobs crawling around the area trying to avoid the area (and not attacking you) all while getting pounded. Even without high levels of recharge alternate Sleet and RoF plus Snow Storm and foes are ground bound in slo-mo. Heat Loss can also both solve a lot of end issues and be used on top of RoF, Sleet etc. to slow your foes movement and recharge. And like Sleet debuffs resistance. Overall looks like a solid build.
  16. Can't use Mids currently so how much health are we talking about in @Hjarki's build (Brute vs Tanker) and the 1000 greater health in a Tanker version? And does this assume Accolades? Edit: can only wonder how incredibly durable my Scrapper would be sitting at over 3100 heath! (Nevermind pushing 90% resists) Edit2: woops that should be 90% damage resistance
  17. Rereading through this thread having a vision of a team of 8 Elm/Shield stalkers --> they enter in Hide/Hidden of course. Then proceed to Lightning Rod and Shield Charge through the mission. Hide never breaks. Baddies literally never know what hit them. 🤪
  18. Continuing from my previous post 9. You've got two sources of To Hit bonuses. The first is, of course, Follow Up. The catch-22 of this is of course is FU must hit to get the bonus. The second is from using Combat Teleport. Downside is this bonus lasts only 5 sec, upside is it's a very substantial boost especially if further enhanced. 10. As I believe @Without_Pausewas saying FU is a good place to put the Archtype Enhancement Superior Critical Strike in particular the +50% proc in the set. Using the whole set or not depends on build goals you're after. 11. When I build my SR characters and in particular when I built my Main she has no set bonuses yielding defense with the exception of the 2 +3% defense uniques. All her defenses are from powers. This means I can spend my efforts gaining other set bonuses. Broadly speaking this means either +max health and regen OR +global recharge. 12. You really want to focus your efforts on getting those +3% defense uniques. Put another way it's 2 slots for +6% defense to all positions OR 6 powers 6-slotted to get more or less the same boost in defense as generally +defense to a single position is found in 6 slotting a set. 36 IOs or 2 IOs ... (so yes sell your neighbors house if needed 😜) 13. Yes as said above 3 slots in PB is way overkill. One is enough and I would use an Endred boosted to +5 as global recharge should see it come off cooldown before you need it again. I can see using a single recharge if you need it because of exemplar work or while leveling --> maybe even 2 slots under those conditions but 3 is wastefully into ED territory. As noted earlier slots are a precious resource. 14. In general I'd aim for about 46 to 47% on your positional defense. As long as your DDR is in the 95% range you'll rarely get significantly debuffed and be fine in 99.9% of this game. Critters with +To Hit are the real threat.
  19. *Nod* Archery's thing is enhanced accuracy ~1.15 vs 1 not range, though it would have been fun if it had a boost range effect incorporated somewhere or somehow via a slightly more thematic method than via Energy Manipulation's Boost Range. @arcane biggest issue (if you can consider it that way) is finding usage for a perma-Boost Range 'Clarionated' Archer. "Yes I just shot you from orbit, Mr Centurion" opportunities are pretty much limited to outdoor maps. Then again what else you going to do with those extra builds. One with lots of blapper attacks for tight close quarters cave/indoor maps and a second built to be a really extreme long range hover blaster.
  20. 25 ... feet? I've seen and heard about its use a long time ago by certain "super teams" and it makes me wonder if the range got nerfed or the game has just gotten that much faster and aggressively paced. Probably both especially since IOs entered the picture. It's (part of) how a team of SO using squishies (i.e the FRads) could utterly own 4 lvl54 AVs and destroy them in a hair over 3 minutes by ensuring the entire team and as many crazed fire monkeys (hopefully ~21) as possible instantly clumped up on a single AV and did so in pretty much total safety. Early Green Machine stories (rumors?) have floated about of similar stuff in some early zone PvP fun. Outside of such activity I got no idea why anyone would use it much less in today's game environment. Niche use at best.
  21. *raises hand* But I keep ... um Anyone know how to reinflate a flat hamster ?
  22. I'm unable to look at Mids or in game currently but my understanding is the in game numbers include Scourge. And likewise I don't know if or how it calculates for team size Vigilance damage bonus (Defender). AFAIK with some variations by set the only real significant damage difference between a Defender vs Corruptor is going to occur with Kinetics with a saturated Fulcrum Shift owing to the Corruptor's higher damage cap. 500% vs 400% Edit: with Mids you also have to be careful with what's toggled on in the display including powers with procs etc.,
  23. A lot in this thread to digest and really feeling the blinders put on by a dead computer --> so unable to use the internet except via this phone, no access to Mids beyond what I can see posted etc.. Looking @Nayland1971last posted build a few thoughts: Skip using the End/Rchg and use the Def/End/Rchg regardless of set or power. This is doubly true of any of the auto powers. Using an Endred/Rchg in, for example, Agile or Dodge means the only benefit is the set bonus as the power itself uses no end and has no rech to enhance as an auto power. Def, def/end, def/rchg, special IO is likely a better option if 4 slotted. My now slightly outdated Claws/SR build is posted at least in Hopestars' build collection and iirc used 3 slots each -> def, def/end, def/7.5% rchg Slots and slots used are the most valuable resource any builder has when working on a build or so Confucius says 😉 (Confucius is overlooking power choices and pool/epic picks). When you look at another build, in this case BZB's, and want to sub out IOs because of costs ask yourself why and what was the goal(s) of using that set (and the build overall). Then try to pick a 'lesser' set that meets those goal(s). Overall BZB is generally looking first and foremost for recharge. Purple sets generally supply 2 big things in their 4th and 5th set bonuses. Accuracy and Recharge. So I'd lean strongly towards Crushing Impact (melee), Obliteration (PBAoE), Decimation (range) depending on the power in question. The above also means your build and BillZ's are already a bit at odds. I can't "see" his build above (going off memory heaven help me) but I'm almost certain it has Hasten probably perma-Hasten to accomplish things such as triple stacking FU and getting that attack chain he wants. Your build has skipped the Speed pool and therefore Hasten. That doesn't make following and modifying his build a bad idea (anything but I'd hazard) but probably makes it less important to go after the recharge in the sets you're using rather than Purples he used. So what's your build goal(s) and what helps get you there? Is Stealth a concept choice? If not concept related what are you expecting to be able to do with Stealth requiring its use vs using a stealth IO? Be sure to only include the suppressed value of the Stealth defense when looking in Mids. You're also gaining very little from buffing the defense value and would likely gain more benefit from using a special IO here. I'll second moving Combat Jumping to earlier in the build. It's also an excellent place for a number of special IOs including the LotG +7.5% rchg. The mobility it offers especially combined with Hurdle are wonderful.
  24. Perhaps but the same sort of argument has been made about solo'ing +4/×8 mobs in general. And it's really a side issue to what the difference between resistance and defense based mitigation involves and their respective strength and weaknesses. You could solo Vanguard Sword and Eyeball laden missions long before Incarnate To Hit and Dark Astoria Incarnate missions became a thing.
  25. This also points at the one very significant difference and weakness any defense has which Bill Z alluded to earlier when mentioning Eyeballs. To Hit. The game very largely doesn't exploit it. It so unusual we gave it a new name when the Devs did use it. We called it the Incarnate cap. When they did it again it was in conjunction with a slew of opponent buffs as a new Notoriety setting, calling it Advanced Difficulty. Those will destroy defenses/defense based characters unless they receive buffs (etc.) to counter them. All it did to capped resistance based mitigation was make us more broadly aware of how RDR caps at 100% and resistance cascade failure isn't a thing.
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