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About DreadShinobi

  • Birthday November 28
  1. Poison/Sonic does just fine with a single cone [howl] you cast it while jumping in to the mob, I also use Fire Breath on my Poison/Fire, cones do just fine if you joust with them so you land on them as you finish casting . That said I have played Poison/Fire and Poison/Rad defenders on homecoming, and a plant/poison controller. Rad Blast synergizes great with it's pbaoe playstyle, lots of procs to take advantage of the constant -res. Fire is loads of damage and still does well even with defender mods because of the always-available -res. I try to go for about 30% melee defense and 45% ranged defense on my poison defenders. I also believe a few slots boosting your regen is very valuable on a character that doesn't have a self heal. A poison defender with the aforementioned melee/ranged defense, a resist patron shield and poison debuffs mitigates a ton of incoming damage so your natural regeneration can do what it is supposed to. I have 295% regen on my poison/fire defender and I take alphas just fine and do not feel like I need to munch greens. For the same reason I wouldn't go dark blast, cause I've really not had an issue playing poison/fire or poison/rad without a self heal.
  2. Reduce CD of all single target holds from 32s to 16s, including Char, Electric Shackles, Spirit Shark Jaws, Web Cocoon, Soul Storm. Reduce CD of Soul Mastery Soul Drain from 240s to 120s to match Dark Mastery Soul Drain Reduced animations on School of Sharks, Arctic Breath, and Bile Spray would be really swell. Mace Blast, Disruptor Blast, and Mace Beam Volley would also feel a lot more competitive with similar choices if their animations weren't sitting at 2+ seconds. Have Web Cocoon deal toxic damage over time Give Patron Pets a defense/resist buff that works like a personal destiny>barrier buff upon summoning, something like 30% def and resists for the first 60 seconds, halved for the next 60 seconds, and halved again for the remaining 2 min duration
  3. I'm going to hop on board with Nihilii's post and say that if you aren't taking advantage of procs then of course the epic pools aren't going to look good to you. Because sentinels have pretty low base damage, procs make a big difference in making up for their damage and because of the longer recharge in epic pools, they work very well there. Dominate with 6 damage procs is going to hit harder than any single target attack sentinels have access to, and Mind Probe helps a lot too with filling out an attack chain with multiple high damage per animation attacks. On top of that link minds makes softcapping defense quite a bit easier especially for non-pure defense sets. Shockwave also provides a unique place for pbaoe set bonuses, and more psi damage to hit enemies that are in resistance godmodes. With an epic pool like this it is pretty difficult to say sentinels are being held back by their epic pools. In terms of 'giving the archetype something unique that moves the class forward" you are given a melee attack, a pbaoe, a single target nuke, and a team defense buff, which does plenty to expand the role of the sentinel that chooses psychic mastery. Fire mastery is pretty stacked too with another good melee attack, a relevant AoE immobilize and fire sword circle that can help make up for a more single target oriented primary, a procc'able char, just with a longer cooldown than dominate, and a small heal while not amazing, offers set unique set bonus options and additionally expands the role of the sentinel. Access to the AoE immobilizes across other sets is pretty defining as far as epic pools go, and helps a lot with lategame sentinel identity imo. Outside of fire and psi epic pools, yes, there could be some little buffs here and there but I believe your issue is more that sentinel damage modifier is on the low side and you aren't a fan of relying on procc'd epic pools to fill out their damage.
  4. Poison is a really good choice for speedy content. You can lay down 85% -res in 1.5 seconds due to the toggle nature of venomous gas and then start blasting away. If you look at -res as "dps" or "-res per second" then certain things become very defining about poison, namely how quickly you can take full advantage of the strongest points of the set and then start contributing to your team's damage output as well. Poison/Fire and Poison/Sonic are both strong choices and also play very differently (I also played Poison/Rad but that's more for funzies, poison/fire, and poison/sonic are stronger), the former capitalizing more on it's own force multiplier for it's own damage, and the latter being played more as -RPS (-res per second) for team/league content. If you look at current endgame content >ms lib, rsf, apex/tin mage, hami raids, incarnate trials, poison does exceedingly well in all scenarios, especially due to the machine gun nature of envenom (you will be able to debuff every warwalker with envenom, you cannot debuff every warwalker with freezing rain or sleet for example). Just keep in mind that -res is only as effective as the amount of damage being applied within the duration of the debuff or until the kill threshold has been met. I've also been playing a storm/sonic because you can do some silly things to certain AoE AV fights with Burnout. Final LRSF mission, Final tin mage fight, Ms lib tf patrons, Hami raids (Monsters or Burn phase), and BAF to a lesser extent. Being able to Freezing rain, lightning storm, tornado, and dreadful wail and then do it twice is insanely good for killing multiple AVs at the same time. 2x Dreadful wails is aoe max -60% res (20+20+fury of gladiator), 2x Freezing Rains is 35+35 -res (you can 3 stack with burnout for -105% res), and a potential achilles heel in either FR or Tornado, then add on screech/shriek/howl debuffs. Great in these specific situations where you can unload everything, and things will actually live long enough for it to matter, even if you have 6 fire blasters on your team. Outside of these situations with multiple AVs, I feel the poison performs better, but dropping all your stormie cooldowns 2-3 times sure is fun.
  5. I bind all my toggles to one button using a long string of powexectoggleon (the ` to the left of 1). Then I don't think about them or need to look at them. You can also make a bind to powexectoggleoff your stealth powers such as sprint if housing a stealth IO, super speed, or powers like arctic fog or shadow fall for escorting NPCs. If your endurance is dropping from prolonged combat you can purchase recovery serums from p2w vendor so you can just click that instead of thinking about detoggling.
  6. So I've played my Psi/Shield Scrapper up to about vet level 50 or so, and while this is isn't a Willpower character, I can offer some 'insight' on psi melee. The first being that the aoe can be very lacking. I used to run a build using aid self and have since respecced out of it to include fire ball in my build which has helped immensely with the aoe output to chain with mass levitate and shield charge. Keep in mind as a /willpower scrapper you won't have shield charge either, so you will really feel that lack of aoe. For slotting of your attacks I strongly recommend putting both purple damage procs in Greater Psi Blade, and slotting the +50% crit proc in TK Blow. With enough global recharge you can TK Blow>GPB>TK Blow, maximizing how much you can crit with GPB, if this proc is in GPB, it cant help GPB crit. I run 120% global recharge on this shield defense scrapper, I don't know how obtainable that would be for willpower, but ideally you are running a 2 move attack chain, with the downtime after the second TK blow used for positioning/aoe/psiblades. Boggle is absolutely worth having because coercive persuasion is a great set, although willpower benefits less from the +5% ranged defense. Often times you may not even touch the power, it is a situational utility power that also houses great passive set bonuses. Contagious confusion proc makes a huge difference in the effectiveness of this power for when you do you use it, making it able to take out several LTs. Keep in mind that with the CC proc it will cause the power to aggro meaning you can't as safely double stack it on bosses if you were interested in doing so before jumping in. For the most part the power gets the most use when exempting on lower level content/TFs rather than for lvl 50 TFs, but it isn't something I would want to respec out of. YMMV with willpower. EDIT: also re: late game psi resists, Psionic Melee doesn't hit a wall like other sets can find themselves hitting because the most common psi resist, robots, are typically weak to smashing attacks, which mass levitate is pure smashing damage, TK blow does some smashing damage, and Greater Psi Blade does a lovely mix of Lethal, Smashing, and Negative damage with procs. You can also Boggle problematic enemies and get them to kill each other. Or fireball them. Having Psionic damage is also fantastic for plowing through certain AV godmodes such as marauder and bobcat. Hero Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Scrapper Primary Power Set: Psionic Melee Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Blaze Mastery Hero Profile: Level 1: Psi Blade -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(13), SprScrStr-Acc/Dmg/Rchg(15), SprScrStr-Dmg/EndRdx/Rchg(15), SprScrStr-Acc/Dmg/EndRdx/Rchg(17), SprScrStr-Rchg/+Crit(17) Level 1: Deflection -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7), UnbGrd-Max HP%(45) Level 2: Telekinetic Blow -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(3), SprCrtStr-Acc/Dmg/Rchg(3), SprCrtStr-Dmg/EndRdx/Rchg(5), SprCrtStr-Acc/Dmg/EndRdx/Rchg(5), SprCrtStr-Rchg/+50% Crit(7) Level 4: Battle Agility -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(39), ShlWal-Def(40), ShlWal-Def/EndRdx(43) Level 6: Concentration -- GssSynFr--Build%(A) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23) Level 10: True Grit -- Prv-Absorb%(A), Prv-Heal(25), Prv-Heal/EndRdx(31), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(34), Prv-Heal/Rchg/EndRdx(39) Level 12: Active Defense -- EndRdx-I(A) Level 14: Super Speed -- WntGif-ResSlow(A) Level 16: Against All Odds -- Taunt-I(A) Level 18: Boggle -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(19), CrcPrs-Conf/EndRdx(19), CrcPrs-Acc/Conf/Rchg(21), CrcPrs-Acc/Rchg(21), CrcPrs-Conf%(23) Level 20: Hasten -- RechRdx-I(A) Level 22: Boxing -- Stp-Acc/Rchg(A), Stp-Stun/Rng(37), Stp-Acc/EndRdx(40), Stp-EndRdx/Stun(40), Stp-Acc/Stun/Rchg(45), Stp-KB%(46) Level 24: Tough -- StdPrt-ResDam/Def+(A), ImpSki-Status(39) Level 26: Greater Psi Blade -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(27), Hct-Acc/Rchg(27), Hct-Dmg/EndRdx(29), Hct-Dam%(29), UnbCns-Dam%(31) Level 28: Grant Cover -- LucoftheG-Def/Rchg+(A) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(48) Level 32: Mass Levitate -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-Acc/Dmg/Rchg(34), Obl-%Dam(34) Level 35: Shield Charge -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Dmg(36), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(37), Obl-%Dam(37) Level 38: Char -- BslGaz-Acc/Rchg(A), BslGaz-Acc/Hold(43), BslGaz-Rchg/Hold(48), BslGaz-EndRdx/Rchg/Hold(50) Level 41: Fire Blast -- Apc-Dam%(A), Apc-Dmg(42), Apc-Acc/Rchg(43), Apc-Dmg/EndRdx(46), Apc-Acc/Dmg/Rchg(48) Level 44: Fire Ball -- Rgn-Dmg(A), Empty(45), JvlVll-Dam%(46), PstBls-Dam%(50), Acc-I(50) Level 47: One with the Shield -- GldArm-3defTpProc(A) Level 49: Phalanx Fighting -- Rct-ResDam%(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- HO:Micro(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(9), RgnTss-Regen+(9), NmnCnv-Regen/Rcvry+(11), NmnCnv-Heal/EndRdx(11), NmnCnv-Heal(42) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(13), PrfShf-End%(25) Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 50: Musculature Core Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1510;715;1430;HEX;| |78DA65944B6F125114C7EF30832D145A4ADF0F8A401F14CAC05477269A68ADB12D0| |9A65137563AA5B7ED249342A00B75A3553F810B5F899A685CB871ED67F0B9F1F115| |7C554D5C191F7898FF292561C2E477E73FF7FCCFB967EE257B61C6F7F4C4F611A1B| |41FB3CD4A25BF58289BA5922CBBB3E6BA5510B5AB85EEE15D3D9F95B6947AAE6215| |37AD029EC2F59733724D6E56A4BEB861497B75F751F872C5A2AD2F48B3646DAE7B9| |D87C59294AB7E67386BAD6F6CD18B209E8AE582CC17D7F2672DDB0E1E2F5905FDA8| |6D5E92F9AC59D992E58BFD544D82EEDB6382AFAA5B3C5785303CC2F7026C7FC97C0| |5065E33DF805E3F85294EAC4BF4288EB6AF1B9CFA853977C6780AF92BCB9AA3B94C| |E60AA81598ABE03E09B691BF0A7F5565FFF179F84ECC818959F02EE571238F703F7| |1395A2FB5BC05F14A0BC7F7727D3EF2F6E09DDBB3038FFE8FE0C827E66730F2051C| |FF0AFA29B60DB1A22D221C2D46B9FC9CDF3FC47D23A143F13A5A878179F7A8CE4EE| |E47E739D4195C622E83DDE799795E870946294717E7ED4AC24F21AD87FD7A2E636D| |A357C1896DE615FE26D7C0D47550A5D83EEE4F5F6D10A23586C0FB54E700FB0E8C2| |3FF609C39090E27984970E42418A0750F719D43DC778D728578AF84589B0C8069FE| |260F28679873867FC36BFF1FE65F66158CFC630AF4BA9372463936CA7362EC11638| |F187B8C72EC28C73EA4581C83AA3AF6CEE5AC3FF1164CBF078D0FE0239A1BC75C2D| |6EC067720A4CA4C154064CEBE0638A49724C721ADA54952E918AA202E319BEA6310| |8062942E7DDA44F634E076919EE6AE627B461AD7E7AE957730C6BF533594D34BDCD| |3429469372A04939D8A42C342A876A7F6EAAC869F5932E14679627206A1D766AD9A| |163A070F54A0AABFCBEA7B995391A4C78446B042B6B3D8C7DE83D83BDE13DC57BE6| |34F8ADD12F0EBF1F7B9A4BB9813EFB6E82FDB7C0256F6DB7A326B361BCD230CE358| |CE7BB288CC7FF01C977EF7B| |-------------------------------------------------------------------|
  7. One of the more anxiety provoking badges, when I did this on live, knowing it was a badge you could fail and not be able to try again for, I would just run it with another person so they could keep working the mission objective if I crashed and needed time to get back in.
  8. Been waiting on this one for a long time. I also did like the previous ascending layout of the FP TFs in order.
  9. Correct, the aggro cap is not tied to the character/archetype, it is tied to the enemy groups
  10. Interesting how you define that circumstance, although for me personally I would not be playing my scrapper if he wasn't able to main tank for teams like he does. I consider the taunt attribute in against all odds one of the most defining attributes of shield defense, and while the other things that shield offers are nice: easy softcap defenses, decent baseline resists, +max hp, self damage buff, and dat shield charge, I absolutely wouldn't be playing the set or the character if it didn't hold aggro like it does. I'd also say it's why elec and dark armor and fiery aura sets are so much rarer than they could be because not having a bit of glue on a melee character can range from being awkward, to a pain, to a complete headache.
  11. Envenomed Dagger from p2w vendor is my most used temp power that I get on every character and actively replenish charges for. -1 second cast time, great for filling any holes in an attack chain -160.63 base damage, which is great for it's activation time. -80 ft range, great for picking off runners playing melee characters -250% 10 second regen debuff that stacks, lets you solo basically anything and everything in the game, and is a solid dps boost for teams lacking -regen -6 second base recharge Also particularily good for battle maiden in apex. I also keep a stack of recovery serum, which has a long 3 second activation but lasts for 4 mins, 10 min cooldown is affected by any recharge buffs you may have I like having the power analyzer on hand incase I ever want to track debuffs or the innate resistances of certain enemies. And while I don't really use them anymore, I like having a shivan shard on hand as well.
  12. I just saved my characters costume and switched it back and forth between another characters costume, loading the opposite costume each time. Spending about 3 mil each time, It took about a couple minutes to earn the badge.
  13. Some set specific stuff that I would like to see, most of which is just proliferating the dominator patch and making energy melee good again. Stone Melee: Hurl Boulder animation 2.5s -> 1.5s Tremor animation 3.3s -> 2.5s Super Strength: Remove Jab, make Punch the t1, Haymaker t2, add a new attack for tier 3 make hand clap a knockdown Hurl animation 2.5s -> 1.5s Ice Melee: Ice Patch animation 3.47s -> 2.03s Increase cold damage dealt while standing on the ice patch?? Greater Ice Sword -> increased base damage, increased base recharge, maybe also lower animation time as well. Energy Melee: Total Focus animation 3.3s -> 2.5s Energy Transfer 2.67s -> 1s , reduce stun duration to 2s Stun animation 1.8s -> 2.67s (think kinetic melee burst), make it an 8 ft aoe. I also agree with @siolfir on making sets unique and good within their niche.
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