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Doomguide2005

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Everything posted by Doomguide2005

  1. To add to this at high recharge you can put Fortitude down on at least 3 or 4 targets (including your Emp partner) without much effort and when those are other Emps you'll rapidly be sitting well over the I-cap for defense which is very useful for hard content like the 801 series (plenty of buffer against to foe hit buffs and defdebuffs). Emps in groups of 4+ are extremely hard to defeat --> defenses at 60+ (each Emp is +22% or slightly more defense to all), hard capped regen (2000%), capped or near capped damage, stoopid amounts of recovery, and massive recharge with strong recharge debuff resistances PS And a lot of that is without IOs.
  2. Nope, not a team oriented pairing at all. My worst was about as unfriendly to solo as yours is to teams. An Ice/Sonic Controller. One of very few that I didn't make it to 50 on (managed low to mid 20's as I recall) and likely never would at least by playing through content anytime within a few issues of when it was created. Couldn't fight its way out of 3 white cons without running out of end (damage being non-existent). I suspect it would be much better these days endurance wise but still much better teamed than solo.
  3. Oof, hey at least you got somewhere to aim all that kb right😜
  4. So as to the no inspirations on hard modes except the resurrect varieties mean the ability to combine inspirations to any other type is disabled? And are pre-existing inspiration buff(s) suppressed upon mission start ? *makes note to note what happens upon level up* I'd say there are some steps in this direction already. Namely base perception values on at least some foes have been increased to 66ft (iirc). Combine that with less distance between mobs (mob density) you have the ability to draw aggro from 'adds' more readily. Both of these conditions should increase the value of "pulling" regardless of whether it's a Tanker or any other AT doing so. Or is that not what you are saying?
  5. And that ability to perma Hold is intimately connected to their PToD (Purple Triangles of Death), a reference to the visual graphics present on AVs, the purple colored triangles circling the AV. When those triangles are moving upward as they circle the AV their protection vs almost all mez is increased by +50 on a base of 3. When those triangles are moving downward they aren't receiving that buff and the typical base of 3 is their only protection vs most mez. Sleep and Immobilize protection never benefits from the PToD. So to perma Hold an AV you'll need to stack serious amounts of mag on the AV to exceed 53 mag (and maintain over their substantial mez resistance that amount of magnitude.) Even for a perma Dom this is no small feat mostly because that resistance seriously shortens duration of your mez making stacking difficult.
  6. Inserts near mandatory comment about new difficulty settings now on the Test server. Seems likely to breath new life into both Empathy and Electric blast (nevermind pairing them). Really makes me want to try out a Emp/Elec team of 4 or more members.
  7. More I'm thinking about it the more I'm curious why it's not perma at 22nd. The only thing I can think of is the recharge enhancement aspect of the individual powers themselves. But I've no ability either in Mids or by going on the Test server to see how badly exemplar is messing with things 🙁 (and it's way more math than I'm going to engage in). Losing perma Hasten, for instance, would probably be impossible to overcome. *wanders off to ponder exemplar effects on enhancements*
  8. 400% Tankers 300% Brutes What? Or more exactly 300% (or 400%) of what and what are you wanting to add 100% to on a Scrapper? Threat is what generates aggro. 'Taunt' and taunt auras are merely one way to add to your Threat value.
  9. Perhaps (unable to use Mids to try various builds, see exactly how much recharge needed) as low as 20th (doh, 22nd not 20th) while exemped. That's the minimum level for the LotG specials and I suspect you'll need them to get the required global recharge to get it all perma as required (Hasten, AM and PA) assuming 5×10% (Purples, ATO's), 70% Hasten, 30% (AM), 37.5% (5×7.5% LotG), and any remaining amount required. As it happens Lingering Rad is also available at 20th. Benumb is at 28th, etc., for any AV work.
  10. Doomguide2005

    DB/SR

    I'm unable to use Mids owing to a dead computer and hence only this phone for internet but here's what I'd be aiming for in an /SR character (which your build might already meet and I just can't see it): About 47% or a tiny bit more over on positional defenses. More is wasted generally as long as ... ... your DDR is near or above its cap of 95% Scaling resistances are also fully enhanced for a given health. Add both the +5% and Scaling resists IO uniques. Generally I avoid using any set bonuses to obtain the soft cap the exceptions being the 2 +3% defense uniques. This allows me to chase other set bonuses including defense if I decide I want to also try and reach the incarnate defense cap. If going after the I-cap I'm going to go after range and AoE first, then melee last. Thinking here is melee foes I can 'remove' from the picture much more readily.
  11. In a way that's similar to how an SG I was in on Live did it. Deletion was up to you, but you were required to leave the SG upon defeat.
  12. And I had a friend who for the longest time had a badge my badge hunter and main did not. He had created his very first character and ran around unsure of what to do killing God knows how many, getting the badge, trying to get into the game before finally calling one of us only slightly less new friends to find our how to exit into AP.
  13. Hard-core mode, defeat equal delete. Folks have gone Incarnate without defeat on Live. Not sure how far they've been able to get on HC
  14. Certainly much easier to be and stay at range if all your foes are immobilized "over there". Then when and where (or if) you want to be in melee it's your choice.
  15. I believe it's showing Sonic Attack at the bottom of whatever comparison is being made. I also think, as @oedipus_texpoints out, it's ignoring the fact the rest of the team league also benefits from those resistance debuffs. Immaterial if running solo (and even then it's ignoring the pet factor), and increasingly not so immaterial as the number of allies climbs in a 32 person (+pets) league vs 1 or more endgame or incarnate AVs. Only a few other sets similarly benefit the rest of the team and Fire isn't one of them.
  16. Agree with AB slotting. Typically my Emps go with either 5 Doctored Wounds or Panacea (budget/spend freely). I like all the global recharge I can get.
  17. The other thing I've used to help counter things like that is Geas of the Kind Ones. It sits at +800% recovery buff but also has a +25% to hit buff and a -10% defdebuff. So be careful if you're reliant on softcap defense, pop lucks or I'd use Eye of the Magus (which is on the same timer with Geas) and offers both +defense and +resistance buffs.
  18. Hmmm not sure. *runs off to check something* Not 100% sure but it looks like yes when I compare FoN entry to Elude entry on CoD. FoN hits you with a -100% recovery debuff along with the crash. That is certainly going to be overcome by Ageless. Elude on the otherhand hits you with a -10,000% recovery debuff which is pretty much the game's way of saying "Nope, Ain't Happening". Edit: Relatively simple way to tell is either get an Empath to use Recovery Aura on you or use a p2w or base empowerment recovery buff on you. Any of those provide enough to overcome a -100% debuff. Unless there's something in CoD I'm misinterpreting, in which case they won't ... and watch your combat attributes while trying it out.
  19. Yeah it would be news to me. On the otherhand on most of my Emps theses days I don't even seek to boost Endmod for recovery. It's a 200% base. You'd really need to work at it to burn through that much recovery Good news Irradiate is a base 37.5 defdebuff. Bad news is by itself you could boost that by a factor of ten and AV Resistance plus Purple Patch will turn that into something like a 25% debuff. Much better return on PB'ing either Fortitude's or Tactics To Hit Buff if you're trying to beat some insane defense value. Edit: As for RegenAura boosting it not a thing far as I know, though it has some room for the boost at least. Same for AB. But there's no much room outside of Scrappers (Stalkers) perhaps. Together assuming both are enhanced you are looking at around 1600% regen. Most support hit the hard cap at 2000%. Brutes and Tankers cap at 2500%, then Scrappers and Stalkers cap at 3000%. Which after you add the rest of their base regen etc. doesn't leave much room for boosting especially for support types
  20. Yep unless you'll never use the build below level 45 you want to achieve perma PA without Incarnates. Further I'd be shooting for 58 seconds or less not 60 as it takes 2 seconds for all 3 decoys to appear (at the 0, 1 and 2 second marks). That said perma PA while ideal is only truly 'needed' if soloing max difficulty content.
  21. Or Giant Space Hamsters on meth
  22. +4 AV's shrug just about all debuffs. 87% AV Resistance plus 48% Purple Patch mods makes all resistable debuffs flinch. Even huge debuffs like Benumb and Lingering Rad are seriously impaired. The "regular" +4 mobs only have the purple patch going for them and the drain and recovery debuffs will smart. But yes it's a very yes/no sort of debuff either it's crippling or it's hardly noticed.
  23. My friend called him "Subway Boy". Player says he's going to make a sandwich to the team. This between the 3rd and 4th missions of an ITF. Teams polite, everyone takes a break, grabs a drink, bathroom etc.. Few minutes later everyone's back ready to go except Subway Boy. After a few minutes the team stops waiting and starts the last mission. They've all but finished Rommy when Subway Boy rejoins. Was he just door sitting getting merits, wtf? Nope apparently he quite literally went out to Subway to get a sub ... 🤦‍♂️
  24. I think in part this stems from the fact the primary, Empathy, is strictly a buffing set. There are no debuffs to stack up secondary effects with the debuff effects in the secondary. The closest thing that way really is the ability to use the FF proc to boost recharge found in primarily Water and Energy. The biggest thing for an Empath is a ready group of Allies to buff as only the two Auras buff themselves.
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