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FupDup

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Everything posted by FupDup

  1. Battle Maiden got recruited by Malta after the events of Dark Astoria...I'm really interested in seeing what Malta would look like after that kind of partnership.
  2. Here is something I just cobbled together in Mids. This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Beam Invuln Sentinel: Level 50 Technology Sentinel Primary Power Set: Beam Rifle Secondary Power Set: Invulnerability Power Pool: Fighting Power Pool: Flight Power Pool: Leaping Power Pool: Leadership Hero Profile: Level 1: Single Shot (A) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb (5) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime (5) Superior Sentinel's Ward - Accuracy/Damage (7) Superior Sentinel's Ward - Damage/RechargeTime (7) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime (9) Superior Sentinel's Ward - Accuracy/Damage/Endurance Level 1: Resist Physical Damage (A) Unbreakable Guard - +Max HP (11) Unbreakable Guard - Resistance (15) Unbreakable Guard - Resistance/Endurance Level 2: Cutting Beam (A) Positron's Blast - Chance of Damage(Energy) (19) Positron's Blast - Accuracy/Damage/Endurance (19) Positron's Blast - Accuracy/Damage (23) Positron's Blast - Damage/Endurance (48) Positron's Blast - Damage/Recharge (48) Positron's Blast - Damage/Range Level 4: Temp Invulnerability (A) Unbreakable Guard - Resistance (40) Unbreakable Guard - Endurance/RechargeTime (45) Unbreakable Guard - Resistance/Endurance/RechargeTime (46) Unbreakable Guard - Resistance/Endurance Level 6: Disintegrate (A) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge (43) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime (43) Superior Winter's Bite - Damage/RechargeTime (43) Superior Winter's Bite - Accuracy/Damage/Endurance (45) Superior Winter's Bite - Accuracy/Damage/Recharge Level 8: Durability (A) Numina's Convalesence - +Regeneration/+Recovery (9) Numina's Convalesence - Heal (46) Performance Shifter - Chance for +End (46) Performance Shifter - EndMod Level 10: Aim (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge Level 12: Dull Pain (A) Preventive Medicine - Chance for +Absorb (13) Preventive Medicine - Heal/RechargeTime (13) Preventive Medicine - Heal/RechargeTime/Endurance (15) Preventive Medicine - Endurance/RechargeTime (50) Preventive Medicine - Heal/Endurance Level 14: Lancer Shot (A) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity (23) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime (34) Superior Opportunity Strikes - Accuracy/Damage (34) Superior Opportunity Strikes - Damage/RechargeTime (37) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime (37) Superior Opportunity Strikes - Accuracy/Damage/Endurance Level 16: Unyielding (A) Unbreakable Guard - Resistance (17) Unbreakable Guard - Resistance/Endurance (17) Unbreakable Guard - Resistance/Endurance/RechargeTime (45) Unbreakable Guard - Endurance/RechargeTime Level 18: Refractor Beam (A) Annihilation - Accuracy/Damage/Endurance/RechargeTime (37) Annihilation - Accuracy/Damage (39) Annihilation - Damage/RechargeTime (39) Annihilation - Accuracy/Damage/RechargeTime (39) Annihilation - Accuracy/Damage/Endurance Level 20: Environmental Resistance (A) Unbreakable Guard - Resistance (21) Unbreakable Guard - Resistance/Endurance (21) Unbreakable Guard - RechargeTime/Resistance (48) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 22: Piercing Beam (A) Annihilation - Accuracy/Damage/Endurance/RechargeTime (40) Annihilation - Accuracy/Damage (40) Annihilation - Damage/RechargeTime (42) Annihilation - Accuracy/Damage/RechargeTime (42) Annihilation - Accuracy/Damage/Endurance (42) Annihilation - Chance for Res Debuff Level 24: Invincible (A) Shield Wall - +Res (Teleportation), +5% Res (All) (25) Shield Wall - Defense/Endurance (25) Shield Wall - Defense/Endurance/Recharge (27) Shield Wall - Defense Level 26: Overcharge (A) Ragnarok - Chance for Knockdown (27) Ragnarok - Damage/Endurance (31) Ragnarok - Damage/Recharge (31) Ragnarok - Damage/Recharge/Accuracy (31) Ragnarok - Recharge/Accuracy (34) Ragnarok - Damage Level 28: Tough Hide (A) Reactive Defenses - Scaling Resist Damage (29) Reactive Defenses - Defense (29) Reactive Defenses - Defense/Endurance Level 30: Boxing (A) Empty Level 32: Tough Hamidon Origin:Ribosome Exposure Level 35: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (36) Red Fortune - Defense (36) Red Fortune - Defense/Endurance (36) Red Fortune - Endurance Level 38: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 41: Fly (A) Winter's Gift - Slow Resistance (20%) Level 44: Evasive Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 47: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 49: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (50) Luck of the Gambler - Defense (50) Luck of the Gambler - Defense/Endurance Level 1: Brawl (A) Empty Level 1: Opportunity Level 1: Sprint Note that I generally have a different building philosophy from other people...namely that I try to pack in as many set bonuses as I can rather than damage procs. The defenses are a little lower than I'd like because I was trying to reduce endurance issues (using Annihilation instead of Artillery or w/e). The Agility incarnate power for the alpha slot helps with both issues but I don't know if you're at that point yet. There are a few points in there that are up for debate. >You could reduce the Toxic/Psi resist bonuses a bit to make room for other things >Maybe get rid of the Annihilation -res proc for another slot at the cost of a little DPS >Could swap Piercing Beam for Charged Shot if you want a faster animation, but it doesn't have a -res debuff on it (probably don't want or need both Piercing AND Charged Shot) >If you don't want to fly, you can yoink out the flight powers for a different pool >Cutting Beam could potentially get a set like Artillery for more defense or Annihilation for better endurance management The meat and potatoes are there though.
  3. FupDup

    Epics?

    Link Minds is available in Psionic Mastery as a tier 3 power. It grants defense to everything, some Psi resistance, and to-hit for 90 seconds, with a default 300 second recharge. It's one of the few Sentinel epics that is attractive but you have to pay the price of two prerequisite powers to get it, as well as the recharge necessary to make it permanent or almost perma. Otherwise, Fire Mastery has a crappy PBAOE heal that you can just use on yourself. Or you take Darkest Night from either Dark or Soul (Soul has it at T2, Dark is T3), which massively debuffs enemy damage and to-hit so it indirectly helps you and your allies live longer, but it costs a crapload of endurance to run. Otherwise that's about it.
  4. Preventative Meds work in any power that accepts healing enhancements, which includes Instant Regen. The proc is global so it doesn't matter if you slot it in a clicky, auto, or toggle. As for whether it's the "best" choice for Instant Regen, that's a bit more nuanced. Numina's Coalescence is another strong contender for something to slot in there. There are some other choices but Numina and Preventative are probably the two best options in most cases because of their set bonuses. So, pick whichever you want. The main attractions in PM are the endurance discount at 5 slots and recharge boost at 6 slots. The main attractions of NC are the S/L resists at 5 slots and R/E/N defenses at 6 slots. The other bonuses you pick up between 2-4 slots are also quite good but less impactful.
  5. Storm/Elec Sentinel. I was planning on an Elec/Elec Sent for a really long time as an evil primal counterpart to my first ever Sent (Elec/Energy, praetorian/hero), and I was making final preparations to roll it as my next toon...then I see that Storm Blast is gonna be a thing. The timing is too perfect.
  6. Okay so I just tested the new Beanbag on an AR/Traps Corruptor at level 50, fully slotted with IO's and a janky but workable build. I found some Circle of Thorns bosses lurking around PI and bullied them relentlessly by permastunlocking them with BB and shooting them in the face. For the last Death Mage I killed him using only beanbag and kick to make it as slow and agonizing as possible for him. I'm pretty sure I violated several Geneva conventions in the process, but war crimes don't matter if you win. So BB does, against all odds, kind of do its job now...if you enhance the crap out of it. I have mine slotted with 2 Hami's (acc/mezz) and 2 Desyncs (rech/end) since it can't accept stun IO sets yet. Also note that this experiment only involved very sparse level 50 mobs roaming the streets. Against a full +4x8 mob I would be needing to use a lot of AoE attacks thus the stunlocking thing would probably be less reliable. And it probably won't work well at low levels where survival is important, since you won't have the slots or enhancement magnitude of a level 50 toon. I'd still rather have Aim tho, or some other damage boosting ability in its place.
  7. Okay probably not: Or at least it would need to be toned down heavily.
  8. For FX I imagine it would be like patron armors, but showing the Vanguard logo instead of the patron's logo. Or maybe the sigil effect can be reused for this? I've never even used the unlockable sigil effect so I can't say if it would suit this purpose or not...
  9. Honestly I think that the idea of "fewer but stronger pets" could just be a different MM primary instead of a whole new AT.
  10. Universal mezz is definitely a type of IO set we need, and I think it's something on the devs' radar already. Or maybe that was universal debuff? I don't remember.
  11. In regards to Suppressive, IMO I think that every ammo type should give a different mezz type. Not just different mag or duration. So maybe something like this: Standard: Mega knockback (basically Nemesis Staff on steroids) Cyro: Sleep Incendiary: Stun Chemical: Hold (puking animation) This would fit with the intent of choosing the right ammo type for the right enemy/situation.
  12. I just tried the new Ignite on my Brainstorm Sentinel - because Sents apparently are included in this change - and it's alright. It's more user-friendly than the old Ignite since doesn't need to be placed on the ground, and can give you a little extra AoE damage sometimes when you weren't expecting it. It's a creative way to appease both the Ignite and Incinerator fans and does a fine job at that purpose. On the other hand, the burn patch still has the obnoxious mag 50 afraid effect that the live Ignite has, which often causes everybody to scatter like someone farted in a crowded elevator. Fortunately the primary target will always take the DoT even if he runs like a little coward, but it's still annoying and unnecessary. Runners are a problem even without afraid patches in the equation. If we absolutely need the afraid effect can the magnitude at least be lower? Like seriously even Controllers and Dominators don't get mag 50s. Admittedly, I tested mine without having any mezz procs in the power...since it takes Ranged AOE sets now I think the Ragnarok and/or Frozen Blast procs would probably help in this regard. It's not unplayable or unusable by any means, just annoying sometimes and not really here for any reason than "just because." I'll test beanbag on a Corruptor or something later (since Sents still got Aim :P). PS: Sentinel Slug still has the old 1.67 cast time instead of the new 1.4 that everyone else gets. If we can get the Ignite change I don't see why we can't get a better Slug too.
  13. Did you click the bubble on the bottom right corner of the chat box, where you normally go to set difficulty settings? The freebies should be in there.
  14. IMO Longbow's lore boss shouldn't have been the Cataphract since those aren't iconic to the faction but the HVAS is very iconic to Vanguard.
  15. That's a buff for early to mid game but a nerf for a fully built character (fully built will get it to 30 seconds or less depending on how much global recharge they've got). So that's probably not gonna fly. Can there be a halfway sort of thing where only a certain portion of the recharge accepts enhancement? I know there are some other powers that are half-enhanceable like that but I don't remember if they did it with recharge or some other attribute. Whatever happens, a fully built character should be able to get it to around 30 seconds or shorter. Any compromise that nerfs a full build isn't worth having. And also, how about my idea of letting people control it like a MM pet?
  16. To clarify Sai's position to those he's arguing with, what he's saying is that the powers devs have created a maximum "power budget" of sorts with Storm Blast, and they believe (whether correctly or incorrectly) that a faster recharge would put the set over-budget, therefore warranting nerfs elsewhere to "compensate" to keep the budget balanced. Sai doesn't believe that faster recharge would warrant a counter-nerf but the people in charge do, and so we have to work within the strange boundaries that we've been given and try to find the lesser evil.
  17. Besides the recharge debate, could we be given control of Storm Cell's movement like a Mastermind pet? That might also help with keeping it where/when you want it to go.
  18. Beanbag isn't even unique. There are lots of stuns in blast sets. BB just happens to be the worst of them.
  19. Those powers really just need a cone angle increase to at least 45 degrees, then they'll be fine. I wouldn't personally get mad at replacing them with other AOE's but other people might, as we've seen with Beanbag and Ignite.
  20. It's less about Aim specifically and more about wanting a power that is generally useful (Beanbag is only chosen by around 20% of Assault Rifle users per one of the devs). Preferably one that contributes to damage directly or indirectly, but even a utility power would be fine as long as it's stronger than the bag of beans (which is a pretty low bar to clear).
  21. The announced beta changes to Assault Rifle (beanbag and ignite replacements) have generated some controversy between people who feel emotionally attached to those powers and other people who want more raw performance out of the set. The devs have specifically said that they won't do something like Sentinel Super Reflexes where you have mutually exclusive options, so I believe a "new" powerset could help appease those of us that just want a stronger blast set while keeping the dakka dakka gun guy theme. I hereby propose Submachine Gun, which basically takes the powers from SOA Huntsmen and makes a full set out of it. Some grenade attacks are included because I'm not creative enough to make 9 different bullet powers: T1: Single Shot T2: Burst T3: Heavy Burst T4: Frag Grenade T5: Aim (or equivalent*) T6: Headshot (Sniper Rifle reskin with KB replaced with Stun since getting shot in the head will mess you up) T7: Incendiary Grenade (or other AoE ability*) T8: Focused Burst (single-target) T9: Full Auto I didn't give them Venom Grenade because that might be too stronk and it would detract from SOA uniqueness a bit. *As for Aim, this might be a place where we could try something a little different to make the set not a complete reskin. My ideas are either a sort of "ranged follow up" called Double Tap, or a Target Designator laser that acts like a mini-surveillance (resist and defense debuff). Or just having vanilla Aim works too. *I'm also torn on what to do as the T7 AoE attack. My main ideas are either an AoE burn patch (Incendiary Grenade) or a Ricochet Round (chain attack). Alternatively, if we think the set has enough attacks already, we could throw in a utility power like Glue Grenade instead to help it stand out more. I understand that it's not the most unique or original set by any stretch, but it would help solve this debate in a similar way that Willpower was introduced to replace Regen.
  22. That was actually considered early on but they ran into issues balancing it on AoE powers or something like that. So now we've got Memebag back.
  23. The enhancement applies directly to your powers like Alpha Barrier and Tough. It's not a global set bonus so that's why it's not named in the combat attributes. So basically, compare your resist values with it equipped and then un-equip it. You should see them all go down.
  24. Here's another kinda wonky idea: Target Designator: You point a laser beam at the selected target for a few seconds and it debuffs their defense and resistance (basically surveillance). Accomplishes a similar thing as Aim while being very unique among blast sets. It also applies a mag 3 stun to the target because laser beams are very bright.
  25. How about some alternatives: Teargas Grenade (hold) Flashbang Grenade (area stun) Glue Grenade (area slow, -fly, -jump, would have high synergy with Ignite if that ever came back) Liquid Nitrogen Round (hold, borrowed from Malta Gunslingers) Add the stun to Slug or Incinerator instead
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