Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Doomguide2005
Members-
Posts
3718 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Doomguide2005
-
Welcome to the Game!
-
Why do I keep seeing Aeon SF included or mentioned as taking away Incarnates. In general it does no such thing as far as I know. Is it a particular setting while doing it? Other?
-
^This My computer died and owing to a variety of real life issues such as Covid-19 haven't been able to log in game in 18 months or so. In that time period I've missed 2 major updates (i26 and i27) as well as several other patches. Frankly I'm amazed an all volunteer staff has managed what they have and the quality overall the community sees in their work. I'm confident it'll be there (and more) even if it takes another several months for me to get back into the game.
-
Most of the top several options I've run on at least one of my Empaths (between here and Live). The first one -> 2×Membrane HOs and LotG def/increased global recharge is by far my most common. It maximizes the defense and nearly both the To Hit and recharge (which is also boosted by the global boost of the LotG) in 3 slots. In doing so there's no set bonuses involved. These are all intended as late or endgame options on a mature build. While leveling I think enhancing either the defense or recharge works. Keep in mind out of the box with no recharge enhancement or global boost Fortitude can already stack twice. With the global recharge I usually have in the build (perma-Hasten) you are looking at 5 teammates easily before any recharge in Fortitude (roughly ~70%+37.5%+50%+30%), now add in an Alpha such as Spritual. But certainly while leveling I'm not going to say no to recharge first. GM builds, which mine always start as, tend to go defense first as the assumption is we're teamed so everyone is getting 2+ Fortitude, hitting the softcap as a result at least on our primary build. But I can recall frankkenslotting a series of def/recharge IOs into one build at least back on Live so there's that as well. As for buffing the To Hit aspect it has generally not been a worry for me but my builds invariably are running Tactics. If the build is not then I'd be much more likely to be thinking about boosting the To Hit so I included it as one of the many possible enhancement schemes. Without an actual build to work off I wasn't attempting to recommend a particular slotting but offering a slew of options I've seen on builds or used myself. And now we have the new Advanced Difficulty Options with the Relentless challenge option where your team will be facing foes whose defense has been buffed by 30%. Tactics alone even fully enhanced is not enough to offset this buff. Fortitude covers that gap and, of course, no need to worry about getting out of the area of effect of Tactics as the buff from Fortitude will go around the corner or through a doorway with whoever might be about to take an alpha strike.
-
Similar in Mids as I recall. It'll list as a set bonus or not.
-
Now that ASF went live, what do you think of it?
Doomguide2005 replied to Albion's topic in General Discussion
There's a huge difference between Villainous/Malicious and Ruthless/Relentless and if I read @The_Warpactimplication correctly they were doing it at Relentless. Relentless is going to make it very hard to self buff yourself to counter the buffs the bosses, lts and minions have to their base (nevermind the AVs). Your defense soft cap is 75% while your base to hit is effectively 9% vs +4's OR 18% vs +3's (-1 level shift) as they get +30 to both their defense and to hit. Those are going to be difficult to reach when temp powers and inspires are off the table. It also doesn't account for any powers they may use to buff up beyond those baseline buffs (which I have no idea if they do or don't). Edit: And that's ignoring the AVs. The AVs are using the 'Praetorian' base to hit so your soft cap is now sitting at 89%. I'm thinking if you want those kind of numbers you are really going to have to work at it even with Tanker mods helping. -
Good place for a bind to target dead ally
-
Now that ASF went live, what do you think of it?
Doomguide2005 replied to Albion's topic in General Discussion
As @Hewsaid what difficulty/challenge settings? And how much of those potential debuffs were actually being applied and to whom? On Relentless vs an AV?, Boss?, Minion? Or Malicious at +0? -
Well stacking Leadership is certainly the most direct way to counter several of the buffs the foes get on the new Hard challenge settings. And then Vengeance is just sitting there looking at you going "You know you want to"
-
Yep SR's scaling resistances don't kick in till you're at 60% health or lower. Edit: And you get a portion of that scaling from each passive defense so if you have not taken one of them you'll be shy a portion of the total possible. At least that's how it functions on a Scrapper. And yes the scaling is slightly different on Stalker ... looking at CoD2.0
-
Oh I don't know about that. My Emp/Dark was fond of sitting on up on ledge of the War Wall in Crey's Folly and sniping Freakshow with Moonbeam. First shot they'd start running about, second shot they'd often run literally out of sight. The only way I'd know I'd hit them is see it pop up in my logs.
-
Lady Jane may I present your escort for the night, Sir Leroy Jenkins.
-
Okay, then extend the level range of all the contacts? I mean I agree the Hollows is one of my favorite zones with an enormous number of great memories, but won't you need to alter or add content to not run out?
-
And holy bejeesus how did you @Haijinx miss Moar KB/get rid of KB topic 😜 And "please don't touch that dial", the aggro dial. Just NO thank you very much. You want a bigger mosh pit --> 8 characters ×17 aggro cap ought to a fine job of dragging a huge chunk of a map together. You don't need to be a Tanker to grab the attention of a mob. Radiation Infection in one direction, Darkest Night in another, etc.. The biggest "herd" I probably ever saw wasn't a Tanker, it was a Stormie dragging what had to be half the Hollows map of Trolls, Ogres, CoT, Hellions and Skulls (and god knows what else) towards the AP gate. Me just praying none of them noticed my poor level 6 Scrapper trying to embed herself in the warwall as the parade went by. You want more difficult content check out the Relentless challenge setting on Beta.
-
So you want content added to the Hollows?
-
@Shadeknighthappen to know what seem to Immobilize Occult on a couple of occasions while CJ appeared to be active (meaning about mag 9+ on you at the time)? At least once in your video it happened while a Bricker was about to explode, can't move if pinned in place). I also noted you getting Taunted a few times. It's both good to see that sort of thing at that difficulty and concerning since afaik there's no protection (only resistance) against Taunt.
-
Some random thoughts. The Numina's special is a proc 120 meaning you'll need to use your Radiant Aura at least once in every 120 seconds to maintain the buff to recovery and regen. Enzyme Exposure HOs work well in Radiation Infection. I'd love to find 1 or 2 more slots for RI. And add more Enzyme Exposure HO's especially since the dead anchor continues to debuff. Even against +4's that's still a very potent debuff (~15% to hit debuff and ~30% defdebuff) I'd think about moving 2 slots off Hover. Enhancing the base defense of Hover is likely not worth it. You'll get more out of 2 more Enzyme Exposures against a +4 AV in RI than those slots for defense enhancements in Hover. Consider 6 slotting Gladiator's Armor (+2.5% range def) and swapping the Steadfast +3% for the Aegis Resist/Recharge in Charged Armor. Back later Internet is being flakey ...
-
Unfortunately the 'I can only access the internet via phone' isn't a temporary issue. Computer died and as far as I know Mids doesn't yet work on a phone. Back later PS: Apparently your issues with AM is a known issue in Mids. One of my fellow RO players has a thread on our forums of known issues/bugs with Mids. This is one of them.
-
And yes both Hasten and AM's global recharge buffs effect their own recharge ... takes about 175% global recharge (+100% recharge in power) to make Hasten perma. Unfortunately don't recall off the top of my head how much is needed to perma AM. Edit and each other's recharge if that wasn't clear in my post
-
Is there a dot on the bar for AM? The global effects of a power (such a AM's global recharge buff) won't show unless those are enabled properly, at least in the versions of Mids I'm familiar with prior to my internet being only via phone. Same for Hasten, should be a button on the bar
-
Many, many ways: 2 Membrane HO's, 1 LotG def/increased global recharge -> minimum slots maximum buff of recharge, defense and to hit 3 Membrane HOs -> variant of above, no global recharge boost 6 Red Fortune -> range def and global recharge 5 Red Fortune, 1 def/increased global recharge -> maximizes global recharge 1 LotG def, 1 LotG def/recharge, 1 LotG def/increased global recharge -> +regen, +max health boosts Above plus LotG def/end -> adds +accuracy to the above 5 Adusted Targeting -> +accuracy, +recharge, max to hit buffs 5 Adjusted Targeting, 1LotG def/increased global recharge (See above) 6 Gaussian's -> +positional defenses, max to hit buffs 3 LotG (including increased global rchg) plus 3 Gaussian's -> defense and to hit buffs 2 50+5 defense IO's. Maximizes defense, minimum slots. With perma-Hasten, perma-AB level global recharge can keep Fortitude on 5 teammates minimum. I've done many of these on my various Empaths at some point depending on the overall build demands. Probably owing to demand for slots in the overall build #1 on the list is the most common enhancement usage these days. #3 in solo builds, #4 when looking to get another LotG def/increased global recharge in the build. #2 would be more likely these days in an "old school" build. Edit: In a GM (Green Machine) build they emphasize enhancing the defense because once you buff the next two on the team you are at the defense soft cap and already running under the effects of multiple Tactics (and 2 Fortitudes) or in otherwords your To Hit is already In the overkill realm and then some.
-
A Cold/Dark was 1 of 4 defenders on a 5-man static team my friends and I put together on Live (Dark themed). Had to be one of the most potent 5 character teams we put together or I've otherwise been part of along about i13 or so. And I ran a Cold/Ice/Power that was a lot of fun and no slouch either in terms of debuffs (or his ability to hit a light blue color with his To Hit in combat attributes).
-
We should all keep in mind when speaking of endurance usage vs recovery that, at least for a post 50 endgame build, Recovery Aura is probably making end issues non-existent while running and hopefully its downtime is under 40 sec perhaps well under. Unless consumption can burn through the end bar in less time the build should be solid from that perspective especially while fully enhanced with a endmod set.