
Doomguide2005
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Debuff Resistance/Status Protection power pool?
Doomguide2005 replied to Yomo Kimyata's topic in Suggestions & Feedback
They do but it comes a bit later with --> Teamwork > 10th Indomitable Will, their Leadership type toggles and > 22nd Foresight. Edit: So I should have phrased/clarified the Widows/Forts don't get protection and resistances a bit differently. They don't get theirs at lvl 1 and have to choose the powers that provide mez protection and resistances later in the build. -
Debuff Resistance/Status Protection power pool?
Doomguide2005 replied to Yomo Kimyata's topic in Suggestions & Feedback
It is. @HaijinxI believe is confusing the Wolf/Bane/Crab lvl 1 auto power with or as part of their inherent. It does provide low level amounts of status protection and resistances. Exact details vary a bit depending which soldier type you are discussing. PS Edit: Widows/Forts have different lvl 1 powers and lack this status protection and resistances. -
Unable to complete Ernesto Hess story arc
Doomguide2005 replied to Nayland1971's topic in General Discussion
I think the OP realizes that but is stuck between Long Jack and Tobias Hansen. What level are you currently? Does Tobias say anything when you talk to him? -
Accuracy vs toHit. I have questions.
Doomguide2005 replied to KaizenSoze's topic in General Discussion
My personal favorite is my Cold/Ice/Power Defender who can make his To Hit in Combat Attributes turn a pretty light blue. Power Build Up + Aim + Tactics all fully enhanced (5 slotted Adjusted Targeting). But yes the vast majority of the time I don't find FA worth the cost. And on the general topic, Accuracy is why level 54 AVs are still fairly dangerous to a soft capped character. After you figure out your +defense vs their to hit you're at 5%. Great!, right? Well yes but now you figure their Accuracy into it. 4 levels higher that's 1.4 accuracy, AV rank that's 1.5 accuracy --> 1.4 × 1.5 = 2.1. So 5 × 2.1 is 10.5 or they're going to hit you 10.5% of the time not 5% (and that's assuming the powers they're using don't have +accuracy). And they do it a whole lot harder and unless you can be the first to figure out how to debuff accuracy there's not anything you can do about except go ouchie and Heal/Regen up before the next blow successfully lands. -
Debuff Resistance/Status Protection power pool?
Doomguide2005 replied to Yomo Kimyata's topic in Suggestions & Feedback
This^ pretty much sums it up for me. I have run an absolute ton of characters and a major chunk of them have been squishies and many of those with no mez protection outside of CJ and these days Knock protection. I can only really recall it being a major issue (as in getting perma-mezzed to death) once on my Kin/Dark to point of loading my tray (repeatedly) with breakfrees. But this was long before combining, IOs, etc., was an option. It was a mission full of DE tossing spore clouds at me. It's also clearly a tolerance to an occurrence in the game with (much like knockback) has a wide spectrum among the playerbase. -
Debuff Resistance/Status Protection power pool?
Doomguide2005 replied to Yomo Kimyata's topic in Suggestions & Feedback
While I'm sure just about everything falls under consideration for balancing a game (or set or AT or power or ... ) I'm equally sure inspiration usage falls fairly far down the overall list. All characters have access to them, all characters can combine, all characters can yoink them from mail or the AH. All characters which complicates balancing 'stuff' around it complex even if it seems otherwise as any change is going to ripple across all characters (or represents a very core change to the mechanics) -
Accuracy vs toHit. I have questions.
Doomguide2005 replied to KaizenSoze's topic in General Discussion
Few thoughts First notice Death Mages. It has been awhile but don't they debuff To Hit? Second it's 5% plus acc vs 7% on scrappers so I'm thinking which is better depends a bit on what you're fighting as a Scrapper. If it's a significant to hit debuffer the FA might pay for that end with less missing ... maybe. But for something like the ITF the raw To Hit of Tactics is likely a much better investment vs Phalanx Fighting etc. -
Accuracy vs toHit. I have questions.
Doomguide2005 replied to KaizenSoze's topic in General Discussion
In general those mobs are harder to hit owing to your reduced base to hit. Versus a +0 players have a base 75% chance to hit. Versus a +4 that base chance has fallen from 75% to 39%. It's like all the foes just picked up +36 defense to everything. Both Accuracy and To Hit can get you to 95% last hit chance. You need about 2.5 net accuracy to get to 95%. That 250% in primarily set bonuses. Teammates can't help you do that. You need +56 in To Hit to reach 95%. Teammates can help with that. Support ATs running Tactics can get you there easily (about 4 characters running Tactics will do it). 3 Fortitude's can get you there ... two Empaths running Tactics and using Fort will put the whole team there and then some. Edit: It'll get even more important vs Aeon or in 801. Those +4 foes on Relentless have added 30 defense to the mix. That puts you at an effective 9% base to hit. You really want To Hit at that point as the amount of Accuracy you'd need is now over 1000% or 10.0. -
Accuracy vs toHit. I have questions.
Doomguide2005 replied to KaizenSoze's topic in General Discussion
It is almost always better to chase To Hit buffs than Accuracy if trying to improve your final hit chance. On the otherhand it is easier in general to acquire more Accuracy than To Hit. Accuracy is a fairly common set bonus (often with 4 of the set) and rarely found in powers. To Hit is almost never a set bonus and almost always provided by using powers. -
Well warp travel is reality now. But by accident.
Doomguide2005 replied to LegionAlpha's topic in Off-Topic
Well burst my bubble😛 -
Agree with @Two Dollar Bill I would avoid sets with powers that can't be used at range, especially if they are important to the function of the build. Essentially if it's an important PBAoE I would shy away from the set. That said if it's on a longer timer such as a lot of Defender nukes I be more willing to get into close distance to fire it off. Sonic Assault, for example, really only has Dreadful Wail as a PBAoE the remainder are ranged blasts. It's interesting that you are looking at Electric Blast as it would personally not be on my short list owing to Short Circuit which I'd consider an important power but SC has two strikes against it. First it's a PBAoE that is vital if you are going to try and leverage end drain as mitigation. Second it has (did have?) a long cast/animation time, time you'll spend in close quarters to melee. It defeats the purpose of using Hover/range as mitigation if you're spending time in melee with pretty much every spawn owing to using SC. Flip side, of course, is Electric's nuke is a ranged nuke. Of the sets you mentioned I'd lean towards either Dark/Ice or Storm/Ice both of which consist almost entirely of ranged attacks or debuff powers outside of their Stealth auras. The biggest drawback would be Dark's healing occurs around you, but those to hit and damage debuffs can make the amount of healing needing greatly reduced. Storm/Ice can both slow overall movement and outright prevent Flight leaving you in control of the skies when the rare flying threats materialize.
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Discussed it in another thread a while back but my computer died and I've yet to be able to try it out (and don't recall the outcome of the discussion or spent the time searching for it), but I wondered how the Gaussian's proc would work in Fortitude. The idea of buffing an ally then following up with my crashless Nuke buffed by the proc. Nevermind Soul Drain, Fort a friend, Nuke. Edit: Testing eventually confirmed it does proc on the caster of Fortitude (as of May 2022). Update Edit (Sept 22, 2022): looks like, per CoD the buff lasts 10 seconds not 5. Not what I recall but I'm no spring chicken either.
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Tiers for me are largely not relevant when considering Defenders (or Corruptors). I say largely because it can point towards sets which need some love and which don't but even then that really doesn't account for teamed strength and synergy. For the most part Defenders as a whole are not playing to their strength unless they are teamed and tiers/tier ratings, based on this thread, only remotely (indirectly?) account for their multiplicative synergy when they do so or how the set goes about doing their thing.
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Also while no where near the same thing a leveling build is also going to work better in terms of exemplar work because just like leveling it accounts for when the powers become available. Edit: probably one of my more common comments on otherwise solid builds is something along the lines of "you may want to move 'power choice' to earlier in the build if you plan to exemplar frequently". It's a reflection of the fact I do a lot of exemplar with my mains and I want key powers still available when I do so.
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You should see something in your combat logs, debuff icons showing or your power icons might seem to change in an irratic manner depending on the cause. Any idea which mobs?
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I haven't been able to try it on HC but /Rad can take a number of procs and can, as I understand it, boost its damage output substantially as a result.
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Personally my SR characters would be looking at either Maneuvers and Tactics or RoP options. Maneuvers mostly for a smidgen more +defense but that's partly because without it I'm just shy of 45 vs AoE ... and when I'm really pushing limits well it theoretically helps. Most of the time probably wouldn't even notice because of DDR and not because of any true loss of overall defense if you follow. I'm not worried about cascade failure issues but because over time non stop combat the tiny extra damage will slowly add up ... maybe. Tactics is more about countering small amounts of foe +defense that crops up (like in an ITF). RoP because the closer to capping defense and resistance the more durable you are period everything else the same.
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Haven't built a character with Hot Feet in a long, long time but both for the benefit of the powers with procs and for HF I'd build for global accuracy. Then use, likely 2, Microfilament HO's then procs and damage to taste (in 6 slots, no accuracy enhancement). The Microfilaments cover endrdx and give a healthy dose of slow enhancement keeping them crawling around in HF while the procs and damage does its thing.
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Might take a bit more work but I'm guessing some binds set up to target specific foes that are found at your notoriety settings at or above Lt rank would solve your drawback with Victory Rush. That is, for example, Malta Gunslingers aren't found as minions at +2/×8 but generally exist in nearly every spawn at those settings. Also you may be able to exchange the accuracy for a second recharge (can't tell as I can't see/use Mids) in Benumb. And if you can get the recharge down to 120 sec or less range keeping your blue bar in good shape shouldn't be an issue (i.e. you'd have to burn your entire endurance pool in under 30 seconds). And yes with Oppressive Gloom I'd be itching to add Dark Pit to the build. But @SeraphimKensaiis also quite right it's excellent minion mitigation by itself.
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Aye, first time I heard of someone doing a "pacifist" build was pre IO, a fellow RO member doing it with a Mind controller running the old Positron TF solo. Confuse works though strictly speaking I wouldn't consider messing with someone's mind/mental state not harmful (and therefore not truly pacifist). I believe there are missions/content out there that don't require defeating the spawn around the object glowie. That's the ideal content combined with Ouro to run ad nauseum till you hit 50. Confuse is THE power I've seen repeatedly thought of as most appropriate to a pacifist build. Probably because it's the only one where the foe can be defeated without direct damage from the character. Sleep doesn't really do this just postpones or avoids the needed combat.
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Question about Devouring Earth power, sting.
Doomguide2005 replied to KaizenSoze's topic in General Discussion
Yes, iirc. And there is one huge difference between the two Sting powers. The long duration one has a huge unresistable -10,000% Fly. I believe that version only exists in the Eden Trial. The other version is found in the Hive among other places (again iirc). -
Anything with a combo of stealth, confuse and sleep I would think. Maybe Cage/Dimension Shift powers could be useful. That plus a teamsize of 1 so any 'necessary' defeats involve as few as possible. Either that or maybe a dedicated all pacifist team running as each other's missions preferably from among select missions with no or minimal defeats necessary ... then using Ouroborous to repetitively doing those missions all while under double xp boosters.