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Doomguide2005

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Everything posted by Doomguide2005

  1. In general since procs aren't effected by AT mods Defenders benefit the most from procs. But procs are something I was just starting to look at when my computer died so I'm definitely no expert on them currently.
  2. No Dorothy you cannot click your heels together once. If you want to go to Kansas it has to be 3 distinct clicks.
  3. Not so much that it doesn't do anything as it is a very limited number of foes that do both more than 4 and still less than 8. Now if for some reason you're regularly fighting those foes because you enjoy some content where you encounter them more often it might be worth it or you're a melee oriented AT or build might go that way but often in those cases those are the builds that will go to 12. And if your build doesn't build to the soft cap or above you'll tend to get hit more often increasing the need for protection. And last, plain and simply, your tolerance for getting knocked around. If it drives you bonkers well more protection might be worth it. See HCwiki article "Knockback/Enemies with knockback powers" lists the various foes and the magnitudes of those attacks. Keep in mind the Purple Patch applies.
  4. Nah, that's just the power of IO's + the sheer variety of Defenders available in the game. There are a LOT of very solo capable Defender sets out there any more.
  5. Powerball? Or Snarky's favorites?
  6. On a Stalker with Hide I'd agree but on some sets and powers it's almost incidental-->Steamy Mist + SS + stealth IO or while niche can be useful, for instance, getting close enough to use Flash Arrow to Blind foes to the presence of the whole team.
  7. Yes, the Drone will detect you at 35ft. Note there are powers out there that debuff perception (Flash Arrow and Smoke, for example) and will 'Blind' them reducing their perception to 0ft. Careful using any procs in those powers as they can end up 'notifying' the mob, causing them the aggro on you. Aggro (your Threat) decays with time. If you have aggro and mobs are after you evading them while not getting hit and they will eventually give up (assuming they aren't ambushers targeting you). Not the speediest or current meta but 'hit and run' does work.
  8. Or are you referring to how some costume pieces that you used to earn (Cimeroran?) are now available at start and for nostalgia reasons want to 'earn' them again? Disclaimer: I'm not anywhere near as capable in the creator as many so ...
  9. Not to mention those inspirations are bigger and multi-functional compared to Kora Fruit. I'd still do it thou for the nostalgia and the scenery. And for other readers: -> Secret sub base in AP = Fort Trident on map. You can (or could at least) spend hero merits here at B.O.T.L.E.R. as I recall and start/talk to the TFC contacts as well (haven't poked my head in there in a while). -> Grandville torture room = secret dev office. Originally it was intact but with one of Live updates it was trashed and inhabited by Arachnoids.
  10. My Empaths need a lot more reason to actually bother with Rez when ... ... basically what @Yoru-hime said.
  11. Maybe. But then why can so many of Ice Controls use Slow enhancement? Why Sleet or Freezing Rain? Not saying you're wrong just not seeing a consistent pattern or line of thinking down that road. Not that it has to be consistent...
  12. Pretty much every power except Volcanic Gases and Animate Stone does -defense even the sleep, Salt Crystals. Only Earthquake takes defense debuff enhancements and sets. Quicksand's debuff is -25, Earthquake is -10% (and enhanceable) the rest sit at -20%. None of the pet's attacks do defense debuff. Can only guess why most can't be enhanced and why EQ can be etc..
  13. It scales, maxing out at +30% with 0 teammates and losing 10% for each teammate to a minimum buff of +0%.
  14. Tsk, tsk. Come on you know running water and vampires don't mix, that's why Ice works and Water doesn't.
  15. Most of my oddities aren't so much power choices but slotting and IO/set choices. My Cold/Ice/Power on Live had 3 sets of 5-slotted Adjusted Targetting (5% recharge). Then again he could hard cap his own To Hit as a result. I had an Emp/Sonic/Elec that had 20 points of KB protection slotted (Karma and BotZ) after getting bounced every which way by Director 10 before his trip mining got nerfed. Planned build using a whole bunch of Tempest -end procs on an Emp/Electric Blast sapper build. Just to name a couple.
  16. For me it's the difference between using the market and 'playing' the market. And that can still have a lot of gray area in between. For most of my characters I run them as independent of each other particularly if it's an AT pairing I've never run before. As a rule only set pairs I've run to 50 before get any help from established characters so if I were to do this sort of thing as a "challenge" I'd be more likely to run something along lines of Ukase's drop challenge because otherwise it's a minimal increase in the overall difficulty.
  17. Old enough to change the channels to watch Star Trek with this huge old boxy device...kathunk, kathunk! Ooo can actually see the Red Shirt is red!
  18. It's 10 pages! Grumble, grumble, about old eyes and wanders off ... probably to forget what I was looking for when I spot ... Shiny!! *wanders back in rubbing eyes* Appears @Healix won with at least 7 ten year olds worth orbits about the sun
  19. So who claimed the prizes? @Yomo Kimyata
  20. Somewhere buried in these forums is a thread about the same subject. Vaguely recall we had at least one player topping 80. I know there's more than a few make my 61 years look like a youngin' 🙂.
  21. Absolutely fun should always come first. It's a friggin game. I know it probably isn't coming off that way but I 100%+ agree with you on the fun factor.
  22. Yes the activation is ugly but outside of Thunderous Blast it's also the only way to 100% apply a recovery debuff to more than a single target and also the only attack to do so for more than (iirc) 4 seconds assuming the attack actually applies -recovery in those cases. You are going to have a lot of difficulty using end drain as mitigation against up-level, up-rank foes without it or you'll need to team with other sapper builds. And without leveraging the sapping what's left --> damage which something like Fire Blast is going to do much faster to a given set of targets. Of course that's just the start of the problem for Electric Blast as you need to do your sapping fast enough so your targets are actually mitigated before the ultimate debuff is applied (death/defeat). And against those targets (the ones that live long enough) that -recovery is even more important to keep them from gaining end back and smacking you or an ally. Edit: Good to know the Sentinel nuke recharges faster. And if you want a Cyclops to not hit Unstoppable etc. draining them and keeping them there will going along way towards that goal.
  23. Energy Blast with KB to KD and Force Feedback procs. Do crazy things recoloring the blasts Hasten plus lots of focus on recharge set bonuses is typically where I get my recharge
  24. Going to be hard(er) to leverage the -recovery aspect of Electrical Blast if you stay at range. Short Circuit is pretty vital to successfully use -end/-recovery. The other blasts outside of the ranged nuke only deliver a %chance at -recovery and to use sapping as an effective mitigation tool you need to both zero out their endurance and their ability to recover endurance. And yes with respect to the sapping there's no difference in the amount drained or -recovery between ATs that I can see outside of the changes to Sentinels order and new powers. But I've yet to create a Sentinel. And if unable to leverage sapping you're left with just damage and staring at comparisons to Fire Blast, a losing proposition.
  25. Added to @Linea's comments to keep them all in one "spot"
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