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Doomguide2005

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Everything posted by Doomguide2005

  1. I think @Carnifaxhas a parser that has a link posted to it somewhere.
  2. So I was amazed to find out and definitely a sweet thing to discover (or rediscover??). Edit: I noted that the Brickernaut self destruct blast in addition to causing unsurvivable amounts of damage is also extremely accurate (i.e. Accuracy = 10) unless they've tweaked that further it pretty much means even if you floor the inner def/to hit clamped portion they'll still have a final hit of 95+%. Or "Get out now or die" amounts.
  3. Very interesting indeed. Going to have to read through the thread @Bopperposted above a bit more slowly but wow, yeah should be real hard to drop your resistance below 90 on several critical types/positions especially if you can pop an orange or two when needed to totally shake off the debuffs.
  4. If so this correct it would be great and news to me. Edit: easily, I think, tested grab a buffer or two on a pure resist build (minimum defense) and let a few foes shoot at you. Should be fairly apparent quickly I'd think
  5. Well that's correct other than the value which since it is your damage resistance will be afaik limited to the cap on damage resistance. Some debuff resistances do cap at 100%. Heal and movement/recharge both can hit 100%.
  6. Lol, yeah anyone of those getting through unresisted and 🥞
  7. With fast reflexes in order to heal between tics of damage ... maybe. Even with 90% off that's still 4000 = (3000+500+500) damage which is over the hit point cap for Tankers (and Brutes). And you'll need to survive that first 3000 damage which means having somewhere in the neighborhood of +1200 in max health bonuses (Dull Pain, set bonuses, etc.) and or lots of absorb and or be at full health for the one shot rule to save you so the incoming heal can save you. Doable yes, but also a ton of maybe involved. Pretty much @Shred Monkeynailed it. Situational awareness, movement and teammates. Namely a Tanker with a reasonable, normal build using his wits and buffed by teammates should have no issues the vast majority of the time (provided said teammates are also not asleep).
  8. Well your damage resistance caps at 90% (both Brutes and Tankers). So no getting to 100%. (Or rather the extra 10 is lost for being over the hard cap). But your Damage Resistance is what resists Damage Resistance Debuffs like that of Melt Armor. At 90% Energy Damage Resistance their Melt Armor should be far less effective --> they're doing base 22.5%? which is effected by the Purple Patch (and assuming it's the same as a Corruptor at base). You should see only a few percent debuff. But (always that but) if you're getting hit by several on top of other resist debuff powers it's going to start getting painful fairly quickly especially as I think those debuffs effectively also start reducing your resistance to the debuff. A cascade resistance failure so to speak. Fortunately at Malicious inspires, iirc, are still available and much like with watching your defense you can watch your resistance values and use orange as far as I know to counter the losses.
  9. And to maybe put some understanding behind the context. It's an auto power, i.e. always 'on' It has a recharge time of 10 seconds It has a duration of 10.25 seconds. The effect replaces any prior existing effect of that power So basically it automatically recasts itself every 10 seconds but that 0.25 second overlap does not stack with itself, costing no endurance or time to do so by the user who therefore receives continuous benefit. At least that's my current understanding.
  10. Truth! Had a moment where I thought I'd hit the expiration date. Fortunately the ink was merely blurry.
  11. Maybe. Keep in mind that tiny bit of regen is in addition to your base regen. You'll gain hit points even without Health.
  12. All I know is when I ended up on a 7 player team where I was the lone corruptor with 6 MM teammates at ~lvl40 there were 42 allies plus me. Tab target was definitely my friend that day.
  13. I'd definitely be looking at Trick Arrow. Large array of debuffs and in particular for Flash Arrow and Acid Arrow. The first because half the To Hit debuff is unresistable and the second for its ability to debuff the foes resistance to being debuffed. And I'd be looking at Darkness Affinity for Fade. I mean who wouldn't want to add DDR to their defense. But dang that's not a Corruptor set ☹.
  14. Watching vicariously from the sidelines my question would be what sort of additional powers were you seeing from the higher rank foes? And Malicious at what notoriety as if I'm understanding the Beta notes correctly you could be doing Malicious at pretty much any +n/×n setting (as normal per any TF). Minimum notoriety settings start applying at Vicious (+2/×8, then increase as you go to Ruthless +3/×8, then Relentless at +4/×8). It's those last 3 challenge settings, in particular, where it really ramps up the challenge and really puts pressure on to have teammates for success near as I can tell.
  15. I've never run Empathy on a MM. Haven't really run MM at all outside of shortly after CoV came out. Probably a project to try out again at some point here on HC. By 6 slotting Doctored Wounds and LotG are you chasing after mez resistance or Psi and Toxic resistance (or both)? Seems like those slots would be better spent elsewhere even moreso than a solo defender or controller. You've got pets to help you out if/when you get mezzed. And RegenAura I would think make the extra damage resists fairly inconsequential for most content at most difficulties. I usually find slots to be the hardest thing to come up with in a build.
  16. Yes and often it doesn't take much to counter most of the foe -rech and -spd. The SR scrapper I mentioned above had more than enough just from Quickness where the Regen would often have died if it wasn't for the presence of toggle IH at the time while she tried to sloooowly move out of Quicksand patches the SR barely noticed. On the otherhand there were definitely a few times where the SR would see the baddies stack enough to make dots out of powers and make running away not an option. And hence experience the marvelous equivalent my support characters would experience when the mez made fighting back or running problematic. Fun way to get your butt kicked 😜. It's a bit like kb protection some is usually enough but every now and then some foes have enough to make 'lots' very desirable.
  17. 👍 I sort of stopped at 3 a piece but yes Frostwork is another tool for Cold. Several of the streams I've watched I could see the Cold doing just that as a reactive Heal after a big hit landed. Looking at it, it really boils down to what helps vs AVs and the like at the higher end difficulties. FF really lacks for any tools to help vs an AV other than its defense buffs. Perhaps boot a Brickernaut into orbit so they explode over there or maybe Detention Field would shut it down but ...
  18. Because (warning tangent): Benumb Sleet Heat Loss And other buffs/debuffs vs AoE mez protection bubble AoE kd + (unreliable mag 2 stun) Detention Field (single target) Did I miss anything?
  19. Back in the days before IOs, ~i4, my first 2 scrappers (out of my first 5 characters) were an /SR and /Regeneration. Vahz and Earth Thorn casters in particular made it abundantly clear the advantage of having recharge debuff resistance and movement debuff resistance.
  20. Seems likely to be the case, just wondered as nothing indicates the - resist (special) is unresistable ... other than the question of what would resist it. So for Relentless Aeon dreaming 2 to 3 TA (Acid Arrow), 2 Dark Affinity (Fade - now everyone has DDR) ... Go!
  21. They are talking about the Resistances the AV (or any target for that matter) has to your debuffs. Normally if a lvl 50 Rad defender uses Lingering Radiation on a lvl 50 AV the AV resists that debuff of 500% by 85% leaving it at a 75% debuff. If however they are hit by Acid Arrow first it's resisted by 45% leaving the debuff at 275% on the AVs regeneration. My question at that point is if the Acid Arrow's resist debuff is itself resisted.
  22. A Dark/Dark has two overall strengths. The first is a extreme amount of To Hit Debuffs as nearly every power in both sets provides To Hit Debuffs. Secondly is that tool kit I mentioned. Those tools cover just about everything except endurance use (ally or foe). They have stealth, damage debuffs, resistance debuffs, regen debuffs, AoE Fear and AoE team-wide fear protection, Team Psi resistance, a Hold, Foe intangibilty, movement suppression (-speed, -fly), Aoe Stun, AoE resurrection, AoE immobilize, AoE knockback and a pet who uses many of the same attacks. All of which adds up to a pairing which is often said to be very Controller like. Now add in IO sets and you've got the foundation of a very tough solo defender or teammate which can use large numbers of procs to increase damage output if desired. So yes maybe endurance challenged (but not with the rep of, for example, Storm). But squishy no generally anything but squishy.
  23. Welcome home. As others have mentioned you have 1000 character slots per shard. On top of that each character has the option of multiple builds and respecs are easy to come by. The extra builds can allow you to have one build which focuses on solo play and another build which can focus on team play. And while your power sets (primary and secondary) remain the same you can change your pool and mastery (epic) power choices completely between builds. In short options are nearly endless so create the character you want the rest will fall into place as long as you're having fun.
  24. So Incarnates? 😈 And 60 hours! Holy, err unholy labor. And I thought getting my first Green Machine to 50 in about 270 (I think) hours was fast back in the day.
  25. Well they are quite potent and if bed weren't calling I'd say more ... and I'll be back, but looking over your list I note one potentially significant difference between Dark/Dark and the ones you listed above that might result in the appearance of "endurance hogs". A Dark/Dark has no way too boost endurance recovery or otherwise add endurance via powers. The Empaths have RA, the Rads have AM, and the Kin Transference. Dark Miasma has many tools but +recovery or +endurance is not among them via its powers.
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