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Doomguide2005

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Everything posted by Doomguide2005

  1. Oh ... jeez it's getting too long since I played around in Mids. Please clarify and correct as necessary. Green --> a power you have selected Yellow --> a power you're eligible to select Grayed out (purple?) --> powers you can't currently select as the prerequisite security level is above yours atm or you don't have the prerequisite powers.
  2. I suspect it means he'll need a Respec at 30 or 31 as Mutation and Fallout are, at best, mule powers on a solo Rad/Elec and he took all his primary by 30th. And he'll be needing to slot enhance and use those weak defender blasts or die lots ... and lots.
  3. Not really sure hadn't gotten around to checking it out in AE yet when my computer died. Probably a thread or two created in the Mission Architect forum. Certainly there were on Live. The ones I did on Live haven't been recreated at least since I was able to get online.
  4. Usually skip the tutorial (red or blue) and enter the game. From there the first fork will occur. Have I played this pairing before and plan on a 'normal' build then likely grab a bunch of p2w stuff which might include xp buffs, might not but it will include pretty much everything else. If a new set, especially if a new pairing I'll skip pretty much all the p2w stuff. Maybe I'll grab a vet attack and/or origin power. From there head for a contact, likely taking on any foes (i.e. street sweep enroute) along the way and do the contacts content/arc. Not too concerned if I outlevel I'll pick it up later in Oroborous if I like the arc. Hadn't had a chance yet to build up a list of AE mission content yet on HC, but on Live I had several I'd run as part of leveling as a change of scenery from Dev/game content. Along this line I'd also vary which zones I'd use blueside. Hollows for one then KR on another and continue as levels rose. That said I favor The Hollows, Faultline, Talos, Bricks over their counterparts. Though I'd say King's Row is pretty split with Hollows. Rarely fund one character from another pretty much tend to keep them as separate financially. This is much less true if it's my bazillionth time playing an AT pairing and much more strictly true if it's the first time running the pairing. With shades of grey in between ... I've done a lot of Empathy, SR, Earth, Storm and Cold so ...
  5. @Psylenz0511 @Aurora_Girl Yes at least in CoD, it tells me you're both essentially correct. Afterburner is accessible when you have Fly. It also doesn't indicate you can slot any enhancements ... I suspect Aurora_Girl was noting where the OP mentioned using it to slot a LotG which apparently no longer works. I'm wondering if the OP worked on this post (offline) prior to changes and just overlooked it or as Aurora_Girl guessed perhaps meant Evasive Maneuvers. Okay, lol, the OP wrote this over 2 years ago. Afterburner would still have been its own separate power so that answers that 🤪. As for a lack of Hasten I'd love to be able to play in Mids and see how much Hasten would actually do for his cool down times but I can't currently. Given he'll almost always initiate the combat were mostly talking sheer speed through content and not effectiveness in terms of survival and mitigation. As to his non-capped defenses it really kind of depends on what (and how) he typically fights (+0 vs +4's) and other factors like inspire usage. Against +0's the combo he describes will floor his foes and barring major terrain issues he has the tools to be positioned where he needs to be to debuff them as desired. +4's he's good for about ~-22% to hit debuff and the minions will end up at around 40% final hit (squints at napkin hoping I didn't overlook anything) which could get painful. Pop a purple or two and that will rapidly look far less painful. Or get buffed by any of several teammates powers.
  6. Yeah I keep seeing the Sudden Accel kb to kd in builds. Repel the primary effect in Hurricane is not a knock effect. The chance to cause kb in Hurricane is listed by CoD as 5%. What I don't know and owing to lack of functional computer can't test is how the proc actually triggers in Hurricane as I don't know how that 5% chance triggers/works. Does it check per pulse or per 10 seconds or some combo of the two. I assume each time it is checking it is doing so for each foe in Hurricane's AoE.
  7. I find it more than slightly ironic. In many ways we've come full circle("half circle?") Green Machine, the FRads, and other such "Super Teams" in the time before IOs could boast numbers on their individual members that IOs are either unable or needed in order to reach those values on a character today and as a whole were equally "overpowered" compared to the content. Now instead of 7 other teammates we've got IOs and Incarnate Abilities to reach those same extremes of power on the individual, teammates optional.
  8. There's definitely a lot of truth here. Remove all set bonuses, allow generic IOs and all Incarnate Abilities and I'm thinking you'll see a notable drop off in "overpowered". Now reverse that and use all IOs including sets but no incarnate abilities. Definitely a drop in power but thinking still pretty overpowering. Soft capped Blasters, soft capped resist based melee sets, etc., are substantially involved in the power creep. Then take it up another notch by using both to get where we are now. We get here because sets and incarnate abilities plug holes in otherwise powerful set builds who might have limiting issues but instead have none (or much less pronounced ones). Typically sets make for very independent builds, independent of major limiting factors such as endurance (recovery), recharge, accuracy (final hit chances). Incarnate abilities tend to either add direct power regardless of AT (Judgement) or eliminate one or more of the limiting factors making it even easier for sets to further overcome other limits to a build (Destinies). As a result you get builds that have otherwise several limiting factors. For example, heavily proc'd builds often overcome multiple strongly limiting issues such as accuracy and endurance. Sets solve one issue, while incarnates resolve another. And for power creep/level of power there's a great deal of synergy between the two.
  9. Well my Cold/Ice/Power Defender did it by building first and foremost for recharge. Then again the build was created under the older proc mechanics not the current and the first iterations were pre-incarnate. He may not of had much defense but did have Benumb perma and iirc Heat Loss was about 10 seconds or so shy. He could also hit the To Hit ceiling by himself so hitting through MoG or Elude was doable.
  10. ... what happens if you use it on all but one captor, thin the herd first?
  11. Can I order in and have it delivered? Hmmm, no too much like AE. And clearly @skoryythat's exactly what the doctor ordered for my Sonic/Sonic
  12. Nah, the bi#$&%ing will be because it wasn't declared. Just like currently the complaint is they joined expecting a kill most/all and found it was a speed run (or vice versa). Hard/not hard will be just one more box for the Star to check off in the lfg message (and for folks to look for). I hope.
  13. Sure, I'm just going to completely avoid owning anything remotely resembling a purse. I mean even if hit by a vehicle you never get hurt, just pushed around. The 'bad guys' are always fighting each other and unless you've got a purse pretty much ignore you. Cars if you own one appear to be immune to being stolen or broken into. Those guys can go for hours trying to get into a car and nary a scratch. Which is good as the bus drivers must all be on strike ... for a couple decades (so that career path seems like a bad idea. And nanny or teachers.). There's only like 4 buildings that ever catch fire and worse case I've never seen it spread beyond them to nearby structures. Like never. Never. Ever. Own A Purse. And you're going to be endlessly entertained by crazy bat%#&@ stuff and never need those mediports I hear about. Worst case is some hero coming by asking weird stuff about how many hours have I been in game? How the hell should I know! Signed, Karen
  14. Yes I was referring to SR's scaling resists or for that matter anyone with the proc. And I agree mostly the end discount is not all that, but in can be. I was on an Empath, 4 down fighting Woodsman, 2 injured up and fighting. Very spread out at that point. I was flying (not Hover, too slow at that point), blasting and trying to keep those two up who seemed to be a bazillion miles apart. Recovery Aura has dropped ... were screwed except that end discount definitely kept me going full tilt. We recovered the others rejoined and finished him.
  15. Leadership is almost a given on any build I create. Fighting is not though it's damn common. Stacked Leadership, especially Tactics, makes for very unhappy foes. Very.
  16. I think that was mostly me getting that thought in peoples head. So for that disinformation my apologies. Probably reading another thread involving WP.
  17. I'm pretty sure it can miss and assuming CoD 2.0 is correct it has an Acc of 1.3 and no entry for "Entities Autohit" AoEs check hit chance individually from the target nearest the center and moving outward (or for cones from their origin and moving out). Your final hit chance would have to be under 20% (and unlucky to boot if anywhere near its target cap) for Void to miss all the targets without Streakbreaker forcing a hit (or you have somehow ended up nuking a very small number of targets). This is all in the HCwiki under the Attack Mechanics article.
  18. How's the final hit chance in Benumb. Good enough to swap the Acc to a second Recharge? Truly sucks when I can't look at or use Mids and threads like this come up. And *shrug* the difference between 43.91 and 45 is pretty damn tiny. Either one will require close monitoring of your defense against cascade defense failure which is the bigger threat. Yes statistically you've gone from about 9% of a +4 boss hitting you to 11.10% which 'dramatically' put is a ~25% increase. But unless it carries a defdebuff the next hit is still unlikely. And with no ddr if it was a Cimeroran or Bright Nova etc., you will be wanting to pop purple either way. If Spritual isn't in the works how about Nerve? If that doesn't push you over 45% I'd be surprised and then you can swap that Acc for a second +5 boosted Recharge IO in Benumb. And if your building for AV and hard targets you do not want to skip Screech. Not for its mez but for the 12 seconds of -resist it carries.
  19. Not only victorious but no less effective, perhaps even more effective at least in some sense ... And by that I'm thinking of 2 things. SR is pretty much guaranteed to have its resistances capped Any defender on a heavily banged up team is seeing a substantial end discount Other??
  20. @Olly @DreadShinobi If I had to guess ... Hot Feet is going to both help take out the Tower, kill the Repairmen while the who or whatever is doing the tanking receives Transfusion as needed in this case DreadShinobi's own Kin. PS: Most (all?) of the all support teams I've been on haven't so much tanked him as essentially ignored him until it was his turn. The ones where there was a Scrapper or other AT doing the tanking but all healing needed a foe to target that's how it was done. The healing used a Tower not currently being brought down as the target. A Kinetic works well as there's less risk Recluse will catch them with an AoE aimed at tank.
  21. That last bit about Cosmic Burst and OG is part of how my Emp/Rad/Dark managed to solo Cimeroran repeatedables on Invincible way back when. Between CB, OG and Air Superiority she could handle 2 bosses plus all their spawn quite well. Rebuilding her with IOs and procs on HC is definitely on my (scarily long) want to do list (closer to the top than bottom). She was my first Green Machine and a good bit of the reason for my fondness of Empaths.
  22. Mine was a Sonic/Dark, part of an all Dark SG my friends and ran around i13 or so. 4 Defenders --> my Sonic/Dark, a Cold/Dark, a Dark/Dark and a Dark/Archery and one scrapper a DM/WP. So powerful we were our own worst enemy ... bored ourselves to death (we were crushing +4/×8 Arachnos in Faultline in our early 20's). I eventually ran mine to 50 playing on teams outside of our group.
  23. Indeed, knowledge, more IO's to choose from and Incarnates all contribute. That team from i9 was mostly SO with a sprinkling of HOs thrown in. I know mine had basically none at that time and fairly certain mine wasn't the only character built that way.
  24. Couple things to note. Sleet, Rain of Fire those powers have Avoid in them ... which makes them try to run out of the AoE. Then if they've survived they'll turn and attack. It's also worth pointing out debuffs increase your threat rating. Darkest Night as Bill Z noted has neither Avoid nor Afraid and as a debuff is strong (and presumably increases threat more then a smaller value debuff). It's doing nothing but make whatever your fighting more likely to continue to attack. Generally if present in a debuff (like Tornado's) the mag of Avoid or Afraid way, way outstrips the mag of everything else as in the Afraid is on the order of 500 mag. That's a lot of threat to generate to overcome the Afraid.
  25. Yeah that i9 MoSTF team was potent mix. I doubt, in fact I know just don't have the screen shots, but that team capped pretty much everything you could buff (or pushed it so high who cares). Defense triple digits (4 GM Empaths, 1 Cold). Resistance Sonic/Sonic, damage 8×Assault, 1 Kin, to hit, 8×Tactics, more endurance than usable, regen multiple RAs, 1 Kin ... and Fortitude, AB and Heat Loss on top ... then the debuffs. And the funniest thing is the STF was new enough that that mix of characters and powers actually discussed pulling the final 4 to separate them. We didn't and I think I recall 1 character flashing red for an instant as we chewed them up.
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