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Doomguide2005

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Everything posted by Doomguide2005

  1. Are you sure it is doing so? It seems unlikely that is intended to do so (work for allies that is). Considering the number of players with this in their level 50+ characters it should be silly obvious in Leagues (and if your character is teaming with Incarnates you should be getting several buffing you pretty much all the time even on characters without the IO) They are what are called proc 120's. They work best in auto powers but will work in toggles, running as long as the power is active (why an auto power is ideal, it's always on) and for 120 seconds after the power is toggled off. They will also work in click powers but since the power is 'immediately' off they only work for 120 seconds after you click. You just need to click the power every 120 seconds to maintain the buff. Basically correct. It's a bit of an oddball. Its chance to proc is based on your current health. Over 75% it doesn't, between 31% and 75% it has a 10% chance to proc and below 31% that chance is 100%. It can proc no more than once every 90 seconds (all per the HCwiki entry) I've no experience personally with it but just looking at it yes no particularly strong desired debuffs. Only Shock carries -regen or -resist (-75% regen). It has a solid -damage and I personally think damage debuffs are underrated. But mostly it debilitate via end drain and recovery debuff and while getting drained and then having your recovery totally shut off is quite potent it's very all or nothing against endgame foes, AVs in particular. If you can't drain and then keep them there it's much less effective. And unlike resistance or regen debuffs it is a subtle debuff you can't see big orange numbers or chunks of health disappearing and staying gone. A foe with no end, no recovery is very safe to fight but you still need to make the health bar disappear to actually win.
  2. You can also have more than one out at a time, each doing it's own proc thing.
  3. Usually involved something in the process going a bit sideways, oopsy. Mostly I miss one thing that only very rarely happens, especially without very deliberately trying. The combined sense of awesome, wow, wtf, wonderment of encountering some content for the first time. Many of those things are mentioned on various posts above in one way or another. Seeing a travel power in use for the first time. "Is that fly?", as I watched the newly leveled team leader use Super Jump to sail away over the Gultch. Or the utter surprise while watching an Archon suddenly become a huge ... Werewolf?? in front of my scrapper. Nearly fell out of my chair trying to physically get the hell away from it! Duoing with a friend in Croatoa and him almost dying because we were both laughing so freaking hard about this Goblin dancing on his head (him on a Blaster, me on an Empath). And on and on but steadily becoming rarer owing in part to the vastly increased base of player knowledge including forums and in part because well it has been a long time since this was a first MMO being run by newb and not a veteran of many years of CoX. Takes a lot more to get that feeling I had the first time I saw the Storm Palace.
  4. While Tactics doesn't have Fear (i.e. Terrorize) protection it does provide Fear resistance. Doesn't help unless teamed but Vengeance does carry Terrorize protection. Team with some of the Faithful Fans of Fallout SG 😃 @Shadowsleuth Are you asking about the +3% defense uniques? Those don't give direct protection from Terrorize but as long as the defense applies to the attack causing the mez they would offer a chance to avoid the attack and therefore avoid the mez. In that sense Luck inspirations would also help avoid becoming hit by Terrorizing attacks. And if you use Amplifiers the Defense Amplifier offers Terrorize Protection.
  5. Yep, but just about everything in this game has something that pretty much ignores any given trick/status. Warwolves don't turn into track and field stars they start that way 😜 I'm forgetting do Warwolves have any special resists or protection to knock effects. Hard to run anywhere sitting on your tush if that works and don't recall any Warwolf AVs ...
  6. Casts summon @Bopper. My experience is on Live prior to present proc function where folks were learning it was good place for procs. Good news is, I think, is it's a pet and not pseudopet. It's also single target and the pet fires the grenade which is an AoE. Not sure how that effects things.
  7. They should be seriously run spd debuffed, as well as max run spd cap debuffed. And several of those powers take Slow and/or Slow set enhancements, use them. But I find it very useful on any character to have an Immobilize to keep AVs etc. in place as far too many turn into track and field stars when debuffed or find themselves in patches with Afraid.
  8. It was the first slogfest task force I did on Live, maybe i4, on Fire/Axe tanker. Several hours into it the team stopped for the night and the 8 of us agreed to resume the next night. As you might have guessed already only 3 of us returned the next night. And several hours later, woohoo, we actually succeeded! If it wasn't for TF Commander and altitis it might have been quite awhile till it got done again. The irony of the later duo doing it daily for merits in under an hour ...
  9. 😁 Special K ... as in Ketamine, so not cereal so much.
  10. And welcome to Homecoming!
  11. Well never did it "classic mode" but an sg mate and I ran it virtually everyday for quite a while for merits on couple of our lvl 50 'Lethal Ladies' back on Live. But until I've got a new computer ...
  12. I've been known to talk to myself 😜 ... But don't think I've ever actually said it out loud, even back on Live in Teamspeak. But in my head Supra-dyne or maybe Su-per-a-dyne. Super D, Special D, or Dyne.
  13. First it's not bragging (anyone can do it), it's been fact for a long time. Second the set unlike many resistance sets has no self heal or +health power, no way outside passive regeneration to recover the health lost to the hits they will take. No Energize, no Dull Pain. So to say it isn't balanced has a long way to go to make its case yet.
  14. And then some! Just go ahead and make an SR scrapper take double damage from all attacks. That's essentially what this suggestion is requesting --> Do you know how many set bonuses are involved soft capping an SR scrapper or better yet Tanker? Zero, let me repeat that, zero. I can soft cap an SR scrapper with SO's, no IOs needed. And that's without touching Elude. Would it make the game harder ... lol no, not really. And yeah it would definitely make any outside ally defense buffs utterly worthless outside of maybe allowing a static team SR skip multiple powers for ... extra pool picks? The idea of hard capping at a way, way, way lower value just screams problematic.
  15. Yep and at one point just for the giggles I stacked Super Speed (35), Steamy Mist (35), stealth IO (30), and the SG Empowerment buff (25) for 125ft stealth on my Earth/Storm. Any two of those will make you stealthy enough to match (or exceed) the 54ft you need for most purposes.
  16. My Cold/Ice/Power defender used the usual Decimation and Positron's in his blast, Purples where possible, LotG +7.5% recharge in the shields and had 3 sets,iirc, of Adjusted Targeting on Aim, PBU and Tactics. He was only a little shy of keeping the +end/recovery buff portion of Heat Loss perma ... endless endurance. And PBU did scary things to his To Hit buff...like hit Mako while his Elude was running or Paragon Protectors doing the same or under MoG
  17. Honestly no idea haven't direct experience with Ninjitsu since Live on my Stalker. And reading up a bit more (HCwiki) the power only exists in the Sentinel and Scrapper versions of Ninjitsu. It doesn't indicate when it was ported to Scrappers but I'm guessing the same time Sentinels got it which was i25. So looks like Stalkers missed the memo and need the IOs.
  18. They get it late compared to SR, but they do get KB protection at level 28. Dark Armor now, they don't get any KB protection. And, of course, IO protection is easy to acquire for any AT or set.
  19. Yes and it appears half is resistable and half is not. And while that will be fairly meaningless vs the mob overall on many fast moving teams that is a strong debuff against hard targets like an EB, AV or GM. And useful for a defender set with no self healing in its primary teamed or solo. PS those values are 25% and 25% on a defender
  20. A Storm/Sonic was one of the first defender builds I recall on Live posting about their AV soloing. And now we have Emp/Fire/Soul builds soloing the ITF at +4/×8. So pick a pairing out of a hat or one that looks interesting to you, it can most likely solo 😉 . I do agree the debuffers probably solo easier, particularly early on. Never played Nature Affinity, Poison or Electrical Affinity as primaries or Beam Rifle or Water Blast as secondaries. Cold/Ice, Traps/Fire, Dark Miasma/Rad, Storm/Sonic, Sonic/Dark and Kin/Psy were my non-Empath level 50 defenders that were active at Sunset
  21. While I agree with the post overall and even the above portion, the Green Machine offender in me cringes at the words "True Healer" 😜. 3 powers are actually straight up healing, 2 involve strong buffs to regeneration rate, one carries an asterisk beside its 'health effects' (Resurrect) and the remaining 3 powers do nothing directly to the green bar. So yes Empaths can have the strongest direct effect on your health among the ATs which leads folks to call them healers. That leaves, however, 18 more power selections and then Incarnate choices to be had for the character. That's a lot of other choices to make which is why it's very possible to have a highly offensive character while sacrificing none of their healing power. And why my Empaths can heal and buff you like mad while nuking and blasting the daylights out of our foes and get slightly ruffled by being called healers ... they are so much more than those 6 powers. Sorry /rant
  22. And you can now add Trick Arrow to that list with EMP Arrow
  23. Now I know I've been out of action too long (dang computer) ... Entangling Arrow and Ice Arrow are both mezzes. Illusion has trouble setting up containment as I recall. Shouldn't this help setting up containment? Flash Arrow isn't just a really sweet To Hit debuff, it's also a massive perception debuff. You're practically guaranteed to make any foe unable to see the team including pesky foes that ignore stealth or have exceptionally large perception radius (i.e.) snipers. You're Illusion you have Superior Invisibility-->you'll be able to get in range to blind them and then once alerted they'll be shooting back with that nasty To Hit debuff present.
  24. And unless CoD v2.0 is incorrect (or I'm misunderstanding it) OSA also carries its own strong run spd debuff (-90%) as well as run spd cap debuff (-350%). Even with the purple patch they should have a tough time exiting the area. Edit: I mean it is an oil slick, can you imagine trying to move quickly on that.
  25. Now this I agree with, they are solid reasons to think the power needs some love. In particular adding some slotting choices and extending the effect to include -to hit
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