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Doomguide2005

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Everything posted by Doomguide2005

  1. Wow, those friends had better hope they are in game not real world friends or they might be getting an earful next time we meet up in the real world. Closest I've come in game to that rough a day was when a bit of lag caused me to hit the destructible door once too often in the i-trial with Antimatter in it and blew the badge for the team/league we were shooting for.
  2. Okay is there something wrong with me that I find this typo ("week") amusing in relation to the topic.
  3. There got that for you 😋
  4. Heh, I usually brought my Cold/Ice/Power. Didn't help the damage side much but PBU+Aim+Tactics did silly good things to his To Hit (as in turn it blue in his attributes). Followed by Benumb, Freezing Rain etc., and I least got the satisfaction of hitting the buggers and doing some damage. Occasionally it would even drop them, Huzzah!
  5. I have played on some very potent superteams. That said the single most potent team I've played on was a 5 character group my friends and I put together we called the Twilight Brotherhood. They all had to have at least one power set that was Dark. They were crushing anything and everything by the early to mid 20's at +4/×8. 1 DM/Willpower scrapper 1 Dark Miasma/Archery defender 1 Dark Miasma/Dark Blast defender 1 Cold Dom/Dark Blast defender 1 Sonic Res/Dark Blast defender We bored ourselves to death. One of the last things crushed was the Agent G mission arc in Faultline ended in Arbiter Sands inside Arachnos base getting ready to flee via submarine (iirc). Edit: it's one of two teams our group had that I really would have loved seeing at 50 fully IO'd and Incarnated. Outside of suggesting grabbing Cold to the one friend it wasn't planned, just a really effective grouping.
  6. Lol but I suspect the vast majority of teams would never notice ... I mean it would go from 'whiff, whiff, whiff ...' to 'whiff', whiff, whiff ...'. The only thing changing would be the pretty graphics on the Crey. (Not even sure 'streakbreaker' would notice 🤪)
  7. +8's ... LOL it doesn't even list a base to hit vs +8's in the Attack Mechanics entry in the wiki's. It stops at +7's where your base to hit starts at 8%. Now I've been on teams that would shred that and have a 95% final hit chance. 8 stacked Defender Tactics and 2+ Fortitude per character will do that. The problem is the 200+ hits it'll take to drop a minion 😜
  8. @ArctiqueNot a "base builder" but I did spend some time editing and creating some inherited or smaller, friends-only SG bases. And I have to ask, base drift?
  9. Well owing to a dead computer I haven't seen the later versions. @Lineahas added quite a few since I did see 800.3 (800.4 wasn't around yet). Can't speak to the variety of damage but the mob types in the earlier versions were certainly a mix of foes. Meanest?
  10. You want to try your Brute see how tough it is I'd suggest the 800.0 series in AE. See how fast you can clear the map. Or as it ramps up through 800.1, 800.2, 800.3 etc., how long you last. If you can get up to 800.5 and above and survive consistently that will be impressive.
  11. Me too, and I don't even know your phone. 😜
  12. Definitely. My thought was more to the lack low points or high points in their survival/mitigation the chart points to. They (SR and Shield) are both safely outdone by multiple armors for survival and likewise don't suffer as much in their valleys. When I open the random door as Bio I have to ascertain quickly what and who I'm facing as it might make a huge difference in what I do next. With Shield and SR it matters not much (DE, Rularuu, Vanguard Sword, etc., being the Achilles which aren't tested above). I knew, for example, my scrapper was getting to be a tough MF when I realized many issues back (IO sets yes, Incarnates not yet) I was just jumping into the mobs without looking for the AV that might be in there (Mender Silos TF). Didn't matter if an AV was there, didn't matter if my SG mates were there, none of it mattered. I was certain I would survive, definitely survive long enough to get away if needed.
  13. Well unless they are Carnies or um Carnies. But the chart doesn't cover two rather important things (and other things no doubt covered thoroughly in the Tanker section). 1) those, iirc, are SO only builds, no IOs or sets and, as you mentioned earlier, 2) don't take into account the non-armor set in the pairing and its contribution to survival. Both of those factors heavily influence mitigation and survival of the character. That doesn't even touch the player knowledge, skill and familiarity with the set and character which would greatly change things as well.
  14. This (which GB would be the first to admit). That said I find those tall columns of white (SR and Shield) interesting and telling. It points towards a toughness independent of mob type which tends to point towards an independence from incoming damage type. And that goes to what toughness (a subjective thing) means for me --> Ability to enter combat with anything at anytime. The ability to walk into a random mission where the foe could be anything in CoX and survive. I don't find it surprising those are defense sets and more importantly defense sets with large amounts DDR.
  15. Okay we gots DFB babies, AE babies and now I learn we had Sewer babies. They related to TMNT per chance? 🤪
  16. Okay been over year since I've gotten in game and been able to run the TF or use Mids. Last ran it on Live. So is this hyperbole and the advice to use orange inspires correct? Or not?
  17. If I follow you it isn't so much that choices are sometimes a bad thing is that the pie (number of players) is relatively constant and each choice creates another slice in the pie making the slice 'you' want smaller until we're at 4000 slices for 4000 players. In my profession they might refer to it as "the solution to pollution is dilution" (the wound is contaminated so flush it, then flush it more and more).
  18. Why do I suspect the truest answer is "Yes"
  19. You mean it's not the way an Energy blaster apologizes after using Explosive Blast to blow the mobs every which way? As in Exlosive Blast, oops sorry, Fold Space. There nice and neat ... time for Nova!
  20. Pretty much this. Though for me it tends to be alternate builds in Mids rather than costumes. If I get to the point of working on additional costumes that character has gotten very special indeed.
  21. O.o No but that got my attention. @arkieboy72472Used to sit up on the ledge of the War Wall in Crey's Folly on my Empathy/Dark. She had Moonbeam and would target a Freakshow waaay out there, then fire off her Moonbeam. She'd fire, they take off running and disappear from view outside my rendering ability ... and then I'd know they weren't coming back as I'd see the hit register in my combat log. That was years before IOs and Moonbeam had the longest base range for a snipe.
  22. To the first question yes if you want to really crank the damage up you want to both hit the damage cap and floor the targets resistance. Damage cap varies by AT while resistance debuff caps out at -300%. A Kin/Sonic can cap the teams damage and readily manage 80% resistance debuff on a single target (such as an AV, GM or EB) prior to any resistance to the debuff being applied. No personal experience with the Experimentation pool but at least on a Kin/Sonic defender in the end game it seems not terribly useful. Level 50 characters are generally built by then to hit things reliably making the defense debuff unnecessary. Slotting procs for damage might be a consideration solo but on a team oriented build your number one consideration after damage capping everyone should be on a steady output of your blasts to maintain as high a level of resistance debuff as possible. Procs will up your damage, that resistance debuff will up everyones damage. The argument for chasing defense is fairly straightforward ... dead or mezzed defenders don't buff/debuff or damage anything. That said on teams, especially large teams it's doable if you avoid being the first into the scrum and let others get aggro first. That of course makes it harder to get good saturation of your Fulcrum Shift. It takes practice, inspires and cooperative patient teammates and it is possible to build defense without the Fighting pool and can be very helpful to get enough stealth to be unseen prior to attacking.
  23. Can't use Mids' currently but I'd be looking at Power Transfer to get damage, endmod, and accuracy plus either a Heal or Accurate Heal set for healing and maybe more accuracy. As for Consume while I can't say for certain I'd keep it in my Electric/Fire build (no Mids, no internet outside of this phone for me right now) it's a much larger AoE, can take Endmod sets, offers End drain resistance (-end) among other things. So no I probably wouldn't be taking it for +endurance or +recovery but maybe for set bonuses and other factors. I wouldn't automatically rule it out just because the sustain has recovery well covered.
  24. What @Greycat and @SuperPlyx have said. Fairly sure I've used one far longer than 5 minutes while doing circuits around the Storm Palace. @Frosty15
  25. Hmmm, I follow you. Memories are both old and not quite as reliable these days but your mention of Fake Nemesis matches those memories. Namely getting a bolt to the face and not being knocked at all, just taking the damage from it. And the game must be reducing it to some tiny number then subtracting 10 (for PB) for a 0.00 or less value as otherwise it would be a small but greater than 0.00 value and result in kd (unless the game is doing some rounding math of some sort)
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