Doomguide2005
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Everything posted by Doomguide2005
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Caltrops doesn't need much. Slotting for damage here is a lot like doing so for AM. It'll make a small number a slightly larger small number. Its main use for me has been a stay away power, area denial. If it's running away it is not shooting at you as well. I also like to slot some range into it so I can use them at a range beyond 'just off my toes' distance. But that's all said as a Defender or Corruptor player of Traps not as a Controller. You have lots of other options that you don't have as those two ATs to keep mobs off you ... and with Fissure and Seismic Smash available less reason for it. Therefore I'd be looking to slot slow movement primarily. Targets running slowly away from you make for juicy targets for Fissure and Seismic Smash. And moving slowly in caltrops will by itself equal more damage as it keeps them in the field longer taking damage. Usually this meant I'd frankkenslot Range/Slow IOs in caltrops and that's probably still how I'd do it even though range is less useful ... options always are useful and you could still drop them at your feet. Well you do have Triage Beacon and I agree with @plainguyI like to be able to stack Beacons and the procs you're using there don't have their chance to proc altered by recharge in the power. They fire off on casting then every 10 secs thereafter 100% of the time. So yes I'd personally be willing to trade away Earth's Embrace for caltrops. On the otherhand I think this next thing exemplifies one big difference between a Traps Controller and a Defender or Corruptor. Namely the utility for having and using Seekers. I would not skip it in a Defender or Corruptor but you have all sorts of options to squash return fire from a mobs and doubly so with Plant as typically this means using Seeds on them as an opener so while I'd normally go on about its benefits of keeping and using them those benefits barely exist for a Plant Controller. If you can fit it in great, if not then it's not a big problem.
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CoX in Six Words - using only six words, describe CoX
Doomguide2005 replied to DougGraves's topic in General Discussion
Only fun games become old games 😁 -
Is it a Banshee or is it Memorex (or the mating call of a distressed Humpback). You tell me.
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Some random thoughts You can put a BotZ kb prot in Combat Teleport or Winter's Gift resist recharge or speed debuffs. Better while leveling, but will work in Earth's Embrace even with power grayed out. I wouldn't bother enhancing the damage in Acid Mortar. Enhancing trivial DoT is still trivial. Procs, at least on Live, were a far better way to get damage from AM. I'm definitely no proc expert but enhancing recharge in Poison Trap may reduce the chance of triggering the procs in it. In similar vein Numina's and Miracle are normally put in auto powers (or toggle that's always left on). You may only get the buff on casting the power. Normally those IOs only work upon casting a click power. That'll work as long as you recast TB every 120 sec or less. I'd offer more but I have a dead computer so no ability to use Mids at the moment, only internet is this phone.
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Which Scrapper armor hole is the easiest to fill?
Doomguide2005 replied to BurningDezire's topic in Scrapper
You are correct, neither Psi or Toxic damage is helped out by SR's scaling resists. Mentioned that a bit further along in the same post. So yes a non-positional Psi or Toxic attack can get very painful, very quickly. Fortunately they are also very rare especially big hard hitting attacks of that nature. Ditto for anything causing Terrorize. I try to carry at least 1 breakfree type inspire just in case I run into a rude surprise. And this is a good place to note that SR has native Confuse protection, I've never been confused ... or it was so rare I don't recall it at all. I do know I've been Terrorized. You also can't be readily "Blinded". -
Which Scrapper armor hole is the easiest to fill?
Doomguide2005 replied to BurningDezire's topic in Scrapper
Search GRETA-001. She's on Hopestar's Build archives for Scrappers. -
Which Scrapper armor hole is the easiest to fill?
Doomguide2005 replied to BurningDezire's topic in Scrapper
It can be indeed. Bill Z can stack up to 3 Follow Up each boosting his damage and the last build I saw was pushing energy/neg energy resists up there for doing DA repeatables. Mine focused heavily into packing on +max health and regen which pushes her passive regen up around 32hp/sec backed by Rebirth she's very sturdy. -
Which Scrapper armor hole is the easiest to fill?
Doomguide2005 replied to BurningDezire's topic in Scrapper
And by 'more' DDR it means you can have enough to basically ignore defense debuffers, cascade failure won't happen and even a few percent over the cap puts you in very good shape to never see anything under the cap. The holes on SR are vs non-positional Psi and Toxic attacks which are both quite rare among Psi and Toxic users. The thing that'll turn you to paste are likely foes with substantial To Hit buffs not defense debuffers. Foes such as Rularuu Eyeballs and DE after a Quartz eminator has been dropped have what amount to auto-hit amounts of a To Hit buff (+100%) but technically it's not auto-hit. There are a few others (Vanguard has some that manage upwards of +30%). Combine any of these guys with the ability to do Psi or Toxic and you're in a world of pain as your scaling resists also do not cover these damage types. I know Bill Z's recent build is here on the forums as is a Live version of mine (both Claws/SR scrappers) I'm hoping that once I can get back in game to update her build and see if I can hit the scrapper Hit point limit of 2409.5 her old live build sits at just over 2100 so probably can't quite get there but the build doesn't include the Unbreakable Guard +max health IO either so ... . -
Clarion Radial "secondary Effects boost"
Doomguide2005 replied to Papaschtroumpf's topic in General Discussion
It's worth noting nothing prevents a character from having access to both Clarion options (Core and Radial) and using the one that's most desirable for the current content. Doesn't even require a second build though using an alt build incorporating, for instance, Rune of Protection or Indomitable Will in it to help cover the gap is yet another thing to consider. -
Well a slow/long cast time, total animation time yes but the time before your stun actually occurs is 0.733 seconds into the animation. So in practice it does its job fairly rapidly or at least I've never found it problematic across 5 lvl 50 Earth/** controllers including several that rely on stacked stuns (Stalagmites, Thunderclap, Fissure) for primary mitigation. I only noted Seeds of Confusion as faster to effect as well as being available earlier (0.633 seconds and at 8th). Heart of Darkness was slower by a tenth and several were noticeably slower at over 1.00 second to effect (Flashfire, Ice Slick) Edit: As for being on the ground it makes sense to me anyway. You're an Earth Controller, the animation has you stomping on the ground ... and to me projecting that effect through the ground to your targets. But you can probably explain the power by almost any manner it's not like reality is at play here.
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Truth, keeping in mind that all tests have their strengths and weaknesses. Knowing those limitations is important to evaluating the information the test provides. You can, for example, calculate your attack chain figuring out how long it takes to execute and the base damage it will inflict over that time period. And that will also give you a value for how much damage you'll do over time while giving me a roaring headache which is why you'll never likely to see me do it, more math than I want to do in a game. None of which tells you anything about the effect of your foes mitigation (resistance, defense, recharge debuffs on you, etc., etc.) nor does it account for things like Soul Drain or similar when fully saturated or the effects of foes that run away. But it will probably give you a better idea about your burst damage, for example (which is basically damage over a much shorter time period than a minute). Most combat encounters, even while solo, don't take minutes unless it's something like a Pylon, AV or GM. And this is why the Trapdoor test was developed in an attempt to more closely imitate moving through a mission. And your typical mission more closely resembles a series of tests of your burst damage capabilities than taking on a pylon does.
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Nope, no helping you there. Give into it! I mean how else you going to fill up a 1000 slots ... seriously just no, can't help you. I see (quick math) at least 16 Stormies in your future 😋
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The Magnificence of Dark/Radiation Defenders, learn it, play it, love it
Doomguide2005 replied to Voltak's topic in Defender
Owing to my computer issues haven't run RadEm since Live, but that's my understanding it lasts past the anchors death. Edit: Both toggle debuffs, I believe. -
Suggestion for two builds that dual boxes well together?
Doomguide2005 replied to KaizenSoze's topic in General Discussion
<--- I don't really farm at least in any typical way. But I'd say keep an open mind about either Pain or Thermal depending on your Tank, Brute or Scrappers strengths or weaknesses and how passive the support is or needs to be. Both have strong debuffs (and buffs) to offer. -
And PS: those graphics move upwards or downwards depending on if they are a buff or debuff effect on you or your foes.
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Suggest me a Defender for end game content
Doomguide2005 replied to BurningDezire's topic in Defender
Yes indeed. In many ways he is a mini You. He uses two strong to hit debuffs. 1) you know why folks hate CoT --> Chill of the Night, he uses this, 2) Darkest Night between these two it's a -45% To Hit debuff and a side of Darkest Night's damage debuff of 30%. Now adding an AoE immobilize Tenebrous Tentacles (with more To Hit debuff of course). Next is he uses Twilight's Grasp same set of debuffs including that regen debuff. And last Petrifying Gaze, same mag 3 hold you have. Only the hold doesn't carry the to hit debuff which is why a very common recommendation is to slot Fluffy with a To Hit debuff set because pretty much everything he does this will enhance (and potentially trigger procs). So yes kind of shorted Fluffy in that first post ... I'm going to blame sleep deprivation. -
Suggest me a Defender for end game content
Doomguide2005 replied to BurningDezire's topic in Defender
To add to Voltak's post Should do quite well (regardless of secondary even) - Twilight's Grasp not only heals, but debuffs to hit, regen and damage. It stacks those debuffs as well. - Tar Patch debuffs resistance and slows/debuffs movement - Darkest Night a strong damage and to hit debuff toggle - Howling Twilight more to hit, slow, recharge debuffs ... and massive regen debuff. Admittedly you can't stack the regen debuff but it can be up more than down. And then there's the AoE stun and ally rez. - Shadow Fall PBAoE stealth, defense and resists. - Fearsome Stare cone Terrify mag 3 with a 20% chance of +1 mag Terrify. Strong to hit debuff. It's also a non-positional attack. Say hello SR foes. Something that can blow right by your defenses and hit you with Terrorize that you've no mez protection against either. - Petrifying Gaze a single target hold, pretty useless solo against AVs or anything with PToD - Black Hole often maligned power but you've seen the video. Probably not much use against your AV but if he likes adds ... - Fluffy Even considering AV resistances that's a lot of to hit debuffs plus regen, resistance and damage debuffs before looking at a secondary and epics. -
Wormhole, Fold Space antics ... down, up, down up down. Zombie a Yo yo!
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Paragon Dance Party deserves an update.
Doomguide2005 replied to Azari's topic in Suggestions & Feedback
Well it is isolated, but then so is Pocket D in many ways ... a sort of build it they will come thing. Put some of the things mentioned in this thread in there and maybe that feeling of isolated would go away. Used it (PDP) for transit on more than a few occasions, to dodge a few too many tsoo showing up for an ambush at the tailor among other things. -
Get the +end accolades and note that it may be cheaper to grab the sg base empowerment increase recovery buff. It lasts 90 min (not the 60 min stated). There's also the Survival Amplifier which buffs recovery as well as regen and hit points iirc and lasts 1 hour.
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Is Elec/Elec better as a Defender or Corruptor (and why)?
Doomguide2005 replied to 00Troy00's topic in Defender
The one you enjoy?! More seriously afaik they should really be very similar. End drain is Electric's thing and to my knowledge it isn't effected by AT mods that might normally favor defenders but then there aren't any rains or anything especially outstanding scourge-wise to favor corruptors either. -
My very first character was a late i3 Claws/SR scrapper. Hardly missed a day outside of computer issues playing at least sometime on some alt. So that first choice certainly worked out well for me.
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Welcome Home!
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Paragon Dance Party deserves an update.
Doomguide2005 replied to Azari's topic in Suggestions & Feedback
But isn't that a perfect imitation of life? I've never been in a club where screaming to make yourself heard wasn't necessary. 😛 -
All Controllers, exempted down @Lvl 44, Master ITF, no inspirations
Doomguide2005 replied to Voltak's topic in Controller
Yeah, getting old didn't notice EV was obviously in mission, thinking they were outside the mission and not physically inside with the team. But I did follow you were all at lvl 44. Just wondering if other than EV if anyone else was 45 to 49 and exemped down from there?