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FupDup

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Everything posted by FupDup

  1. In Roy Cooling's last mission, once you get to the top of the base, he briefly turns neutral so he can make a dramatic "re-entrance." What I encountered was that the "friendly" version of him still stuck around to fight against himself and the Malta titan that appears afterward.
  2. It would probably just give better stats to recharge/end/endmod, maybe have some kind of self-benefiting proc with it. Basically accuracy is a wasted stat in powers like Ninjutsu's self recovery power and that's why the OP wants a new set without that stat in it. The bonuses would probably be different as well for variety's sake but that's not the main draw. Using a crappy level 20 max set (Energy Manipulator) is really not valid outside of very early levels, and that set only has 3 total pieces (one of which is a stun proc, so really only 2 pieces for the powers the OP is talking about).
  3. In addition to Ston's idea to solve the problem at the root source (mob fleeing behavior), I also think that there should be a generic taunt aura added to the Presence Pool as a tier 2 ability (need 1 prereq to pick it up). This would allow any AT to try being an off-tank.
  4. Sentinel base ranged damage is barely lower than Blasters (Blasters pull out ahead with Defiance). Pull up the values in City of Data for the same power between both AT's and generally it's gonna be pretty close (main exception being nukes because Sent nukes recharge faster but do less damage generally). Their melee damage modifier is actually a little bit higher than Blasters. Sentinels' "lack of damage" is severely overexaggerated, if not outright fake news ever since they got revamped. In the case of this particular build, 6-slotting Kinetic Crash will definitely eat into your damage output quite a bit, but that's not a Sentinel problem at that point.
  5. Temporal Warriors are a special type of character that is only allowed to play in PvP zones. It's probably not what you're looking for.
  6. Controllers are kinda sorta like that already because I classify crowd control as a form of psuedo-support in itself.
  7. Armored melee support. And by melee I don't mean "assault" like Rebirth's Guardian. I mean actual real big-boy melee stuff like Battle Axe and War Mace, so that we could create Paladin-style character concepts like Uther (Warcraft) or Brigitte (Overwatch). I'd also try to do it as three sets (primary, secondary, AND tertiary) instead of two like Rebirth (Assault/Composition), because armored melee supports are iconic for using stuff like shields and maces in other games but we don't really have a "shield support" set. So since most primaries/secondaries come with 9 powers, for a total of 18, this would give our paladin-wannabe 6 powers per set (same total of 18). Some sets would be easier to translate into this than others (i.e. Empathy could combine the regen and recovery auras into one). Maybe their armors could combine S/L and E/N/F/C stuff together instead of splitting them up like most do currently. Since most people skip either the T1 or T2 in an attack set, dropping the weaker of the two would be an easy way to work towards that quota. The epic pools would let them pick up some of the powers that got cut from their condensed primary/secondary/tertiary sets and like 1 or 2 ranged attacks.
  8. I always sell my white salvage for 101 and yellows for 1001 to be a good samaritan...and because they usually sell for the "full" price anyways so I get to save some money on the auction house fees. 😊
  9. A lot of items probably would have to be re-created as "new" costume pieces, closely referencing the model and textures of the existing models to make it faster and easier than starting entirely from scratch.
  10. Depending on the armor set and what kind of content they're going up against, pushing over 45% can be useful as either a buffer against defense debuffs or for getting closer to the incarnate softcap of 58.75%. If we're on a set like Invuln there's no reason to go over 45% (and can even get away with lower), but for something more defense-focused it could have value if you're doing harder content than PI council farms and are doing it solo (no teammates to draw aggro or buff you).
  11. Oopsie doodles. I'm going crazy because there was a Sentinel discussion about Archery recently and I was autopilot so I thought this thread was that one. 😖
  12. The OP is asking for a full ranged blast set, because as you said the Dominator version is quite lackluster if you only take the ranged attacks.
  13. I could maybe see up to 4 slots of Shifter in Stamina for the 2.5% recovery bonus, but even then I'd rather 3-slot Stamina up to the ED cap and then 2-slot Panacea in health for the same set bonus and a little extra regen.
  14. To quote someone else from that recent poll thread: I'd also add that it has very high synergy with the very strong Energy Aura secondary that also gets some benefits compared to what other ATs get, or Elec Armor that is kinda neat too but not quite as much. And I guess there's Ice Armor too but that one is generally not well regarded...
  15. He just spams that in response to literally any thread suggesting power balance changes. He's trying to parody people who say that buffing bad things would cause power creep, except he's going waaay too far with it.
  16. Besides higher regen per second, more HP also means a greater buffer to eat burst damage with.
  17. That is unlikely because there are several people who deeply, deeply, adore the current "super clicky" design of Regen and consider that its single most important identity/theme. Considering how it only took like 2 or 3 people to make the devs keep Beanbag in Assault Rifle, any kind of redesign that made Regen on other ATs act like the Sent variant would never have a chance in hell of making it in. We're just gonna have to work within the current design as best we can with stat buffs and adding some more goodies to existing powers (like some debuff resistances). A part of me also likes Sents getting so many unique changes to powersets that no one else is ever allowed to touch, which is why I almost like how Sents are the only AT that gets Aim in Assault Rifle. They're the official "fuck the cottage rule" AT and I love to see it.
  18. To be fair, Assault Rifle is actually good now. Assault Rifle. Freaking Assault Rifle of all things. If AR can be buffed, Regen does have a tiny sliver of hope, maybe. But it might take a while around here...
  19. In terms of raw power, Assault Rifle stomps Archery into dust after the AR revamp. Especially in terms of AOE, Assault Rifle is almost unmatched (while also being equal/better at ST than Archery too). Archery, meanwhile, only has average AOE by Sentinel standards (on other ATs it gets higher regards because of a fast recharging nuke, but all Sent nukes have normalized damage/recharge so it loses that benefit). Another benefit is that AR has several sources of fire damage, while Archery is almost entirely limited to lethal. And Arch has very limited proc options, while AR has more because it has more secondary effects (KB on 3 powers, -def on Burst, stun on the T2 blast). TL;DR: Assault Rifle wins this comparison without contest, assuming the goal is performance (but in terms of theme/concept they're very different).
  20. I generally don't, but that's because I'm more of a "concept" person than building toons top-down with a specific meta role in mind. Also, not all sets of a particular damage type are created equally. For example, Archery, DP, and Broadsword are kinda mediocre lethal sets but Battle Axe and Claws are very stronk.
  21. Enemies will always have a minimum of 5% chance to hit you no matter how high you push your defenses. The only purpose of going over the softcap is to build a buffer against debuffs (or hit the incarnate cap). Another point I forgot to mention is that the AT probably affects this comparison too. As a WP tanker, you're going to have very high HP, resists, and regen so that you probably don't have much reason to go over the cap. On a class with lower HP/resists it might be more useful.
  22. There are two situations to consider: A. Incarnate content has a much higher softcap at 58.75%. B. Going over either softcap (normal or incarnate) can give you a little extra wiggle room against defense debuffs. Most people say "lol no never do it." My stupid opinion is that if you can go a little over without making overly large sacrifices, it's fine to do so. Especially if your armor set doesn't have high resists or other "layers" to fall back on besides raw defense (resist sets probably should never consider the incarnate cap and don't usually even need to hit the normal one either). It also depends on how much you plan to solo vs. teaming (if teaming it doesn't matter much because other people can carry you, but it can help solo, especially if doing the aforementioned incarnate stuff solo or fighting groups with lots of debuffs).
  23. Assault Rifle gives off "commando" type vibes, like Rambo, Terminator, Duke Nukem, or Serious Sam. A big macho dude (or dudette) who's got an entire arsenal in their pocket. DP is more edgy assassin sneaky stuff like the Matrix, John Wick, Deadpool, Bayonetta, or Reaper from Overwatch. For gameplay, AR has a lot of cones which could mean a lot of repositioning to line them up after using melee attacks. DP only has one cone so it has much better synergy with melee-intensive playstyles. And if you did DP/Nin that's basically Deadpool.
  24. My experience is the opposite: Back in the early live days, I struggled to get invested into the game because I could play for many hours a day every day for weeks and not really have much to show for it. It was like pissing in the wind. I mostly only played on free trials for a little bit because it was just an endless Sisyphus simulator. I can only push that boulder up the hill so many times without it moving anywhere before I say "fuck this" and find something else to do. And this was before all that incarnate jazz (like before VEATs got introduced and a short while after). In the HC era, I've invested more time into my first toon than all of my live ones combined (not that there were many) precisely because I can actually make real progress playing casually (solo, not using boosters or such, no farming). My time actually gets respected and rewarded now. As a result, I've made way more alts here than I did on live (only made a handful back then because it was too much of a slog). If people are getting T4 incarnates in a "couple of hours," that only happens with major boosting/power leveling. And that's kind of their own fault for choosing to use those things. That doesn't happen in "normal" play.
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