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ryokoryu

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Posts posted by ryokoryu

  1. Armies of 1 is looking for a bunker style base design which would include the med bay, the portal room, the armory (work benches and salvage storage and insp storage) a chow hall and a situation room.  Chow hall would have NPC vendors and barracks would have a trainer sit room would have utility NPCs

  2. So one of my first 50's upon discovering Homecoming (after a failed el/rad troller and a successful AR/Dev blaster) was my first sentinel.  A time traveling spy named Agent Mira.  It was a very successful and fit together well.  My 3 attempts at finding SGs that did content together only to find myself in SGs that PL farmed alts all day and called it content drove me off for a while I came back and created Eldritch Shock whom was an El/En witch who was intended to make heavy use of the arcane pool by weaving the ST attack and the toggle in.  The fact is the fantasy of the character ran afoul of the slot-hungry nature of /En and the slot hungry nature of El/ .  I got her to 50 had stacked up 6 notice of the wells and there was just no way to make it work without giving up the identity of the character.  I quit for over a year and re-made her recently as an SR but alas it isn't the same even though the performance is already better due to the energy conserving part.  I hope to get the ST attack in the build and pop it off whenever it procs the boost but the concept is not going to be as fun as the /En would have been.  I like the pool but concept is more important to me than just having the build work for a main and with BR already been there and done that I need a good primary to work a concept around that isn't so slot hungry as El/

  3. On 1/8/2024 at 1:54 PM, Exqzr984 said:

    Hi all,

     

    Being new(ish) to the game, I can offer only a limited experience.

     

    But, for me.  Sentinels are just perfect.  I thought I was going to be a Brute Player and one day decided to take my love for SR on my brute and try it on a Water Sentinel.  I cant look back.

     

    I dont overly concern myself with Minx Max concepts but rather playstyle and just pure joy.  And for that, Sentinel delivers.   A few have suggested already the ability to plug a front line hole  or swing back to provide cover for the squishies, while putting up some control and consistant damage is what makes them special.  They can go anywhere, be anything, do anything and I love it.

     

    That all said, the OP has a point.  Not that his concept should replace Sentinels no no.  Rather, wny not just create another AT - if the Devs could ever get to it.

     

    The DESTROYER AT.  Assault plus Armour.  I like it.  Would definitely play it.  This would be Spiderman imo.  Asaault plus SR.

     

    Still, Sentinels would be my 10/10.

     

     

    I would rather see a control/armor set, or rather armor/control but it would take a lot of reworking to get right.  I would also like to see an armor set more devoted to absorb shields than we have.  Bio kinda does this a little but I like the idea of a sloughing ablative layers off, or maybe theme it as a force field set.  I already have a dystopian gunslinger concept and a robot murderdroid based off of a smart fridge gaining sentience and deciding to murder everyone.  Ice blast of course, maybe make both characters come from the same distant future?

  4. On 12/3/2023 at 1:03 PM, Sancerre said:

    look i dont really care to make this a topic about min-maxing parties or having the bost possible solo character or something along those lines.  i already noted sentinels are quite good at solo play and function perfectly fine in parties.  obfuscating is trying to glow up sentinels to be better than they literally perform.

     

    is your platform that sentinel is somehow more beneficial than either blaster or scrapper on a team?

    what does a sentinel offer the team other than self-contained damage (reasonably a margin lower than scrapper and blaster) and a (very) small debuff for AV killing?

    they offer less aoe (via the 10 target cap) than blasters.

    they offer substantially less single target DPS than scrappers (not even stalkers win here ironically)

    what is this party buff/utility that you think is so valuable?

     

    go ahead and make your case.

     

    maybe you just like arguing for the sake of arguing -- i dont know what your game is.  if you are looking to point out that it is a ranged scrapper for semantics sake, that is all well and good but IOs and incarnates have broken the ceiling of what is 'necessary' to be self-contained.  to me, a sentinel is a more defensive blaster -- despite whatever the initial intentions were.  apparently my opinion is invalid to you though, thanks for that.

    I think part of your issue is your opinion is about a matter of fact and therefor yes.  Opinions are wrong when they are not about something that is a matter of opinion.  Matters of fact are about facts and the fact is the design is ranged scrapper.  Your statement therefor is correct, your opinion is wrong because it isn't a matter of opinion and your belief in the matter of fact goes against the facts.  Choosing to lie to yourself does not change the truth and people will beat you over the head with the truth when you go spouting "opinions" in matters of fact.  Definitions matter and the roles of scrappers are different than the roles of blasters and when you make a ranged scrapper and someone decides it's an armored blaster the words must be invoked for their meanings.

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  5. On 10/4/2023 at 8:35 AM, Warlawk said:

    Disclaimer, I am a casual player and far from an expert on controllers.

    I recently rebuilt my ill/rad troller to try out some new things. I primarily use this character to solo Adamastor for easy merits and sometimes take it for a spin through incarnate content when I feel the need. Previously I had used /Mace epic pool for the poison ray to get extra -res and switched it up to Levi for Water Spout to get some extra AoE when doing regular content. This doesn't seem to have increased my speed soloing Adamastor at all (takes roughly 2:20 to solo) and has improved clearing in regular content.

     

    Teleport target and teleport are just kind of there because I wanted to take them, they could be switched out for whatever you want as flex power picks.

     

    Hero Controller
    Build plan made with Mids' Reborn v3.6.6 rev. 3
    ──────────────────────────────

    • Primary powerset: Illusion Control
    • Secondary powerset: Radiation Emission
    • Pool powerset (#1): Flight
    • Pool powerset (#2): Speed
    • Pool powerset (#3): Teleportation
    • Pool powerset (#4): Fighting
    • Epic powerset: Leviathan Mastery

     

    ──────────────────────────────

    Powers taken:

    Level 1: Blind

    • A: Thunderstrike: Accuracy/Damage/Endurance
    • 11: Apocalypse: Chance of Damage(Negative)
    • 11: Gladiator's Javelin: Chance of Damage(Toxic)
    • 13: Neuronic Shutdown: Chance of Damage(Psionic)
    • 13: Unbreakable Constraint: Chance for Smashing Damage
    • 15: Gladiator's Net: Chance of Damage(Lethal)

     

    Level 1: Radiant Aura

    • A: Preventive Medicine: Heal
    • 5: Preventive Medicine: Heal/Endurance
    • 7: Preventive Medicine: Endurance/RechargeTime
    • 7: Preventive Medicine: Heal/RechargeTime
    • 9: Preventive Medicine: Heal/RechargeTime/Endurance
    • 9: Preventive Medicine: Chance for +Absorb

     

    Level 2: Radiation Infection

    • A: Dark Watcher's Despair: To Hit Debuff
    • 34: Dark Watcher's Despair: To Hit Debuff/Recharge/Endurance
    • 48: Dark Watcher's Despair: Recharge/Endurance
    • 48: Dark Watcher's Despair: To Hit Debuff/Endurance

     

    Level 4: Accelerate Metabolism

    • A: Synapse's Shock: EndMod/Increased Run Speed
    • 15: Synapse's Shock: Damage/Rechage
    • 17: Synapse's Shock: EndMod/Recharge
    • 17: Synapse's Shock: Damage/Recharge/Accuracy
    • 40: Synapse's Shock: Damage/Accuracy/Endurance

     

    Level 6: Flash

    • A: Superior Will of the Controller: Accuracy/Control Duration
    • 42: Superior Will of the Controller: Control Duration/Recharge
    • 42: Superior Will of the Controller: Endurance/Recharge
    • 43: Superior Will of the Controller: Accuracy/Control Duration/Endurance
    • 43: Superior Will of the Controller: Accuracy/Control Duration/Endurance/Recharge

     

    Level 8: Superior Invisibility

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

     

    Level 10: Enervating Field

    • A: Invention: Endurance Reduction

     

    Level 12: Hover

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 50: Shield Wall: +Res (Teleportation), +5% Res (All)
    • 50: Reactive Defenses: Scaling Resist Damage

     

    Level 14: Fly

    • A: Winter's Gift: Slow Resistance (20%)

     

    Level 16: Evasive Maneuvers

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

     

    Level 18: Phantom Army

    • A: Soulbound Allegiance: Damage/Recharge/Accuracy
    • 19: Call to Arms: Accuracy/Damage/Recharge
    • 19: Expedient Reinforcement: Accuracy/Recharge
    • 21: Expedient Reinforcement: Endurance/Damage/Recharge
    • 21: Expedient Reinforcement: Accuracy/Damage/Recharge
    • 23: Soulbound Allegiance: Chance for Build Up

     

    Level 20: Lingering Radiation

    • A: Ice Mistral's Torment: Endurance/Slow
    • 23: Ice Mistral's Torment: Damage/Recharge
    • 25: Ice Mistral's Torment: Chance for Cold Damage
    • 25: Ice Mistral's Torment: Accuracy/Damage/Endurance
    • 27: Ice Mistral's Torment: Accuracy/Damage/Endurance/Recharge

     

    Level 22: Spectral Terror

    • A: Cloud Senses: Accuracy/ToHitDebuff
    • 33: Cloud Senses: Accuracy/Recharge
    • 33: Cloud Senses: Accuracy/Endurance/Recharge
    • 33: Cloud Senses: Chance for Negative Energy Damage

     

    Level 24: Choking Cloud

    • A: Basilisk's Gaze: Accuracy/Hold
    • 39: Basilisk's Gaze: Accuracy/Recharge
    • 39: Basilisk's Gaze: Accuracy/Endurance/Recharge/Hold
    • 39: Basilisk's Gaze: Endurance/Recharge/Hold

     

    Level 26: Phantasm

    • A: Call to Arms: Accuracy/Recharge
    • 27: Call to Arms: Accuracy/Damage
    • 29: Call to Arms: Accuracy/Damage/Recharge
    • 31: Call to Arms: Endurance/Damage/Recharge
    • 31: Expedient Reinforcement: Accuracy/Damage/Recharge
    • 31: Expedient Reinforcement: Endurance/Damage/Recharge

     

    Level 28: Hasten

    • A: Invention: Recharge Reduction
    • 29: Invention: Recharge Reduction

     

    Level 30: Group Invisibility

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

     

    Level 32: EM Pulse

    • A: Unbreakable Constraint: Hold
    • 34: Unbreakable Constraint: Hold/Recharge
    • 34: Unbreakable Constraint: Hold/Recharge/Accuracy
    • 37: Unbreakable Constraint: Recharge/Accuracy
    • 40: Unbreakable Constraint: Hold/Endurance

     

    Level 35: Water Spout

    • A: Ragnarok: Damage
    • 36: Ragnarok: Chance for Knockdown
    • 36: Ragnarok: Damage/Recharge/Accuracy
    • 36: Ragnarok: Recharge/Accuracy
    • 37: Ragnarok: Damage/Endurance
    • 37: Bombardment: Accuracy/Recharge/Endurance

     

    Level 38: Hibernate

    • A: Panacea: Heal/Endurance
    • 40: Panacea: Endurance/Recharge
    • 43: Panacea: Heal/Recharge
    • 46: Panacea: Heal/Endurance/Recharge
    • 48: Panacea: Heal

     

    Level 41: Shark Skin

    • A: Unbreakable Guard: Resistance
    • 42: Unbreakable Guard: Resistance/Endurance
    • 50: Unbreakable Guard: +Max HP

     

    Level 44: Summon Coralax

    • A: Call to Arms: Accuracy/Recharge
    • 45: Call to Arms: Accuracy/Damage/Recharge
    • 45: Call to Arms: Accuracy/Damage
    • 45: Expedient Reinforcement: Accuracy/Recharge
    • 46: Expedient Reinforcement: Accuracy/Damage/Recharge
    • 46: Expedient Reinforcement: Endurance/Damage/Recharge

     

    Level 47: Teleport Target

    • A: Blessing of the Zephyr: Knockback Reduction (4 points)

     

    Level 49: Teleport

    • A: Jaunt: Endurance/Range

     


    ──────────────────────────────

    Inherents:

    Level 1: Containment


    Level 1: Brawl

    • (Empty)

     

    Level 1: Sprint

    • (Empty)

     

    Level 2: Rest

    • (Empty)

     

    Level 1: Swift

    • (Empty)

     

    Level 1: Hurdle

    • (Empty)

     

    Level 1: Health

    • A: Panacea: +Hit Points/Endurance
    • 3: Miracle: +Recovery
    • 3: Numina's Convalesence: +Regeneration/+Recovery

     

    Level 1: Stamina

    • A: Performance Shifter: EndMod
    • 5: Performance Shifter: Chance for +End

     

    Level 14: Afterburner

     

     

     

    Controller (Illusion Control - Radiation Emission).mbd 42.53 kB · 6 downloads

    ok so I literally got zero alerts with your reply so sorry for the late thank you.

  6. I was going through the blaster secondaries and they changed out the ones that had a snipe in the secondary so my reply here is outdates.  there used to be a couple snipes there so you used to be able to get primary, secondary, and epic snipes.  Procced out right you could make stalkers cry at how slow;y their boss deleting happened

     

  7. On 9/26/2023 at 8:40 AM, tidge said:

    My opinion: "Hover Blasting", as a purely defensive strategy, is generally not worth pursuing... it is from an earlier era of the game. It is pretty easy to get +6% Defenses early and with P2W and DFB boosts nobody should really need to plan to 'hover blast' (as a defensive trick).

     

    There are times I will have a blaster 'hovering' to get a better view of the battlefield, and there are times when facing certain AVs that it will be smarter for some ATs to stay out of the range of their melee attacks, but generally most maps don't really favor this tactic.

     

    I do prefer Flying (via Flight, Mystic Flight or Temps) as a travel power, and I will often simply just use the higher-speed flying power (usually taken before level 10) to zip around maps. I usually only take Hover if (a) I have taken the Flying pool (b) sometime in the 40's as a mule.

     

    It is rare that I take Combat Jumping, but I won't deny I think it is a pretty good power choice in terms of both utility and slotting potential. I also like jumping around the zones... but I feel like the Leaping pool is somewhat vanilla compared to other power pools which include travel powers.

    this is context dependent, I find hovering just outside melee aoe range on my squishies that have to be in the middle of the action actually works better.  (things like my aoe healers)  Soloing things likewise Hover Blasting can allow you to solo more efficiently which may be important if your doing downlevel TFs.  Note that this isn't always the case, it depends on what your fighting but I find that having everything run into each other right below you trying to find their way to melee range makes a lot of them bunch up just a little bit tighter for those AOEs but if you have cones you want the maneuvering that CJ affords you.  most of the time if you jump straight up you will get maximum cone coverage at the peak of your jump and then you can move once you hit the power button, or just before which takes a little practice to develop the finesse to the maneuver.  Likewise if your using ice and slowing things down CJ is also invaluable and for so many stone/rock based sets you have to be on the ground.  Finally something I don't see mentioned here is if you take hover and fly you also get Evasive which if you need another LOTG mule and can't afford to grab another pool you have it right there.  it's happened a few times where I have 4 pools and need a mule.  Neither is the end all be all but you will learn which style you prefer with practice so build one in one build slot and the other in the second build slot and play with them both.

  8. Ok so back a few years ago when I found Homecoming I made Guileful Djinn, an ill/poison troller whom I found immediately out of blue because of the extreme cost of trying to control and debuff so I remade him as an ill/rad and was only recently back after having not played since live I went on with it and it was my third 50.  I had 2 goals with him, perma PA and perma AM and I figured the second of those would help the former and assumed I would be controlling packs of stuff with PA helping keep what wasn't controlled with my team beating things down.  Like many who play this game I have crippling alt-a-holism and my first 2 50's took up a lot of my time as well.  I hadn't touched Djinn since he was 50 and had another 50 and a lot of 30's when I left the game in frustration.  I wanted an SG that did things, things like I-trials and TFs and I joined 1 that said they did that but then the leader just PLed alts all day every day and when I asked about doing those things he told me they did he bit my head off telling me how great the SG was and that I needed to join his PL teams with my alts instead.  I left for a few years and I have been back for a few months now and having done a lot more alts and grasping some semblance of understanding I realised that my idea of illusions and the reality of the power set are not the same.  I am BAD at building other than basic crafted IOs and that isn't good.  Back in live I got to 50, basic IOed and had no idea the power of sets, I thought of sets as nice to have extras but not essential.  So as I am looking and reading about illusion I realize that it isn't the role I had in mind when I made it and its 50 now and I have no idea what to do with ill/rad except that I know I still want perma PA and AM and I am told they are amazing single target av soloers.  So I guess I would like to go there.  My build is all over I have no sets yet except a full set of superior WOTC in choking cloud and I know I want hover/fly/Evasive.  I am also a fan of not 3-sloting performance shifter but rather relying on the PS/PT procs there and the Panacea/miracle combo in health as I tend to get more end out of that combo that I have seen trying both on several builds on several toons.

  9. 13 hours ago, TheOtherTed said:

    Approximately 77.325% true.  However, my attempts to launch a Pistols character in the past have always felt unsatisfying, in spite of the animations.  Maybe I'll dig around for some guide to the set that isn't filled to the brim with Mids-type builds.

     

    That said, if I go Pistols (and I kind of want to, at this point), what secondary Blaster set (besides Devices) would synergize well with it and still stay in the "highly trained human in street clothes" thing?  Doesn't necessarily have to be a strictly "natural" set.  On Live, for example, I ran an natural Archery / EM character and justified the energy pom-poms as contact gauntlets powered by a Rikti battery.  In other words, one item of conveniently explanatory and not-too-far-out-there super-tech isn't out of the question.

     

    However, I draw the line at the "not magical because its aliens / mutants / cosmic energy" sort of thing.

     

    Also, thanks to everyone who has posted so far.  I can feel this taking shape and, hopefully, I'll burp something out pretty soon.

    Martial is great and you can always go ninja also.  The dart immobilise gives a little bit of gadget feel to it without being full blown supertech like devices.  This would fit with many akimbo themed anime/manga archetypes.  Ninja also has that built in defense in its stealth to slot as an LOTG mule.  Bonus if you stick stealth in sprint and actually get to sneak places if you want but it is a nice little damage boost out of stealth.  Channel the inner Doaks and there are enough skins for the sword powers to make it not look like a ninja blade or Katana and even look like a survival knife if you want it to.  

  10. 5 hours ago, Without_Pause said:

    You can edit your post title. Since you responded to me, I got a notification, but since the thread was deleted, I don't know what was said. I forgot mention, I don't see the need for the Power Transfer IO.

    can't edit the topic

     

  11. ok so I was reading late last night and decided to ask for help with a build I am having a hard time with as there just doesn't seem to be enough slots to go around with what I am trying to do.  I mistyped the topic as fire/en/el witch because I was reading a fire/regen build discussion elsewhere.  So I hid that post and am re-posting this.  I wish to get this build set up to be effective slotting out Arcane bolt also but I don't seem to have enough slots to go around.  The arcane pool and AB is critical to her theme.  I am looking to generally do incarnate content with this build so ITF, Tinpex, Ms Liberty, Etc.  I plan on putting another red fortune in Repelling Force in order to get that cooldown.  I plan on putting Positrons Blast in ball lightning.  this is what I have in game now.

    Eldritch Shock Sentinel (Electrical Blast - Energy Aura).mbd

  12. 12 hours ago, PLVRIZR said:

    Love lore-driven choices.  Ignore those that will say "this and that are better because...."   Roll with it.  I have an Elec/Elec who is amazing.  Also a FIre/FIre who just melts everything.  Look forward to seeing your final build with Fire/Elec.

     

    Rock on!

    Thank you m8

    themes make games like this fun

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