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DR_Mechano

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Everything posted by DR_Mechano

  1. Ok so here's the updated Street Justice/Bio armor build see what you guys think. Has around 40-41% def once hide is suppresed once just the rare quality agility is put in (not that hard to get) with barrier that naturally puts her to around 45-46% def once its in its lowest stage. Opted to get a little more recharge as well, it is nowhere close to perma-hasten but trying for that would be too much of a sacrifice on defenses imo.
  2. One of the things I've found to look out for is if you have Hide toggled on, since that massively pushes up defenses. However by toggling it off in mids you're also not getting the full picture. Hide, depending on how you slot it when 'suppressed' seems to give around 3-4% defense (3% with just the LotG def/Global recharge in it)
  3. This is all pure theory work by me, I'm not the best build maker but I'm curious about Street Justice/Bio. We know StJ is the hardest hitting of the stalker primaries and I'm curious if paring it up with Bio would result in ridiculous o'clock levels of damage. Firstly...AoE sleep area instead of the AoE Dot aura...boo! I mean it makes sense since you don't want it to break stealth but still. Secondly here's my 'lets just throw this out there and see what sticks' build, going for broke, no expense spared, just to see what you guys think. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Street Justice Secondary Power Set: Bio Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mace Mastery Villain Profile: Level 1: Heavy Blow -- SprStlGl-Dmg/Rchg(A), SprStlGl-Acc/Dmg/Rchg(3), SprStlGl-Dmg/EndRdx/Rchg(3), Mk'Bit-Acc/Dmg(11), Mk'Bit-Acc/Dmg/EndRdx/Rchg(13) Level 1: Hide -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(13), RedFrt-Def/EndRdx(17) Level 2: Hardened Carapace -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(17), RctArm-EndRdx/Rchg(19), RctArm-ResDam/EndRdx/Rchg(19), GldArm-3defTpProc(21) Level 4: Sweeping Cross -- Obl-Dmg(A), Obl-Acc/Rchg(5), Obl-Dmg/Rchg(5), Obl-Acc/Dmg/Rchg(7), Obl-Acc/Dmg/EndRdx/Rchg(7), Obl-%Dam(9) Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg(A), SprStlGl-Acc/Dmg/EndRdx/Rchg(9), SprStlGl-Rchg/Hide%(11), Mk'Bit-Acc/Dmg(15), Mk'Bit-Acc/Dmg/EndRdx/Rchg(15) Level 8: Boundless Energy -- PrfShf-End%(A), Prv-Absorb%(21), EndMod-I(23), EndMod-I(23) Level 10: Build Up -- GssSynFr--Build%(A) Level 12: Environmental Modification -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(27), Rct-Def(27), RedFrt-Def/EndRdx(29) Level 14: Super Jump -- Empty(A) Level 16: Adaptation Level 18: Spinning Strike -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(29), SprFrzBls-Acc/Dmg/EndRdx(31), SprFrzBls-Acc/Dmg/Rchg(31), SprFrzBls-Dmg/EndRdx/Acc/Rchg(31), SprFrzBls-Rchg/ImmobProc(36) Level 20: Ablative Carapace -- DctWnd-Heal/Rchg(A), NmnCnv-EndRdx/Rchg(36) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-Def(25), Rct-Def/EndRdx(25) Level 24: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(45), KntCmb-Dmg/Rchg(45), KntCmb-Dmg/EndRdx/Rchg(45) Level 26: Shin Breaker -- SprAssMar-Rchg/Rchg Build Up(A), KntCmb-Acc/Dmg(33), KntCmb-Dmg/EndRdx(34), KntCmb-Dmg/Rchg(34), KntCmb-Dmg/EndRdx/Rchg(34), Mk'Bit-Acc/Dmg(40) Level 28: DNA Siphon -- TchoftheN-Acc/EndRdx/Rchg(A), TchoftheN-Acc/Heal(33), TchoftheN-Acc/EndRdx/Heal/HP/Regen(33) Level 30: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(40), RctArm-ResDam/Rchg(43), RctArm-ResDam/EndRdx/Rchg(43), StdPrt-ResDam/Def+(43) Level 32: Crushing Uppercut -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/Rchg(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40) Level 35: Genetic Corruption -- LthRps-Acc/Sleep(A), LthRps-Acc/EndRdx(46), LthRps-Acc/Sleep/Rchg(50) Level 38: Parasitic Aura -- TchoftheN-Acc/Heal(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(39), TchoftheN-Heal(39) Level 41: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(42), Rct-Def/EndRdx(42), Rct-ResDam%(42) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(46), Rct-Def/EndRdx(46) Level 47: Mace Beam -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(48), SprWntBit-Acc/Dmg/EndRdx(48), SprWntBit-Acc/Dmg/Rchg(48), SprWntBit-Dmg/EndRdx/Acc/Rchg(50) Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 1: Assassination Level 1: Brawl -- Empty(A) 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), EndMod-I(36), EndMod-I(37) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 16: Defensive Adaptation Level 16: Efficient Adaptation Level 16: Offensive Adaptation Level 47: Quick Form Level 50: Agility Core Paragon Level 50: Ageless Core Epiphany Level 50: Degenerative Core Flawless Interface Level 50: Assault Radial Embodiment Level 50: Ion Core Final Judgement ------------
  4. I think it also comes to a problem with the way powers were coded basically meant they weren't modular. For example until recently all inherent powers were 'baked in' to the power itself, the Inherent was just a fancy little icon showing you that yes, your powers have a chance to crit/scourge/overpower/taunt etc. The recent Tanker/Brute changes have made it so that, from what I can tell, Gauntlet/punchvoke works like a global enhancement in that it is layered ontop of the powers instead of baked into them (I may be completely wrong about this however). Say what you will about CO BUT there were a few awesome little modifiers they did. Gadgets got an orbital strike which was this big burst of AoE damage. However picking the 'anvil of Dawn' (a clear hammer of dawn reference from Gears of War) instead turned it into a stream of energy (like its reference) that tracked foes and dealt less damage on the initial burst but vastly more damage over time, making it a great single target nuking power.
  5. You know what's funny...just today I broadcast offering to have someone sit with me through a fire farm (just the one person) and it actually took me 5 minutes to even get a tell asking if they could come. Currently in Atlas AE and I count 4 spines/fire brutes (including myself) and one person getting farmed. Yes there was one person asking for a PL but they walked off when it was clear I wasn't paying attention to the game and none of the other spines/fire farmers took him on. Funny thing is fire farmers or farmers in general will farm people up out of the kindness of our heart, we don't ask for inf most of the time (in fact I've seen it exactly 4 times), it's usually to have people banter whilst we're farming. HOWEVER if we're farming for influence, that's mostly done solo since teams eat into our drop rates and influence gain. Plus if they're anything like me, being ASKED for a PL gets your back up. I offer it as a service at times when I feel like it, I'm not here to PL people all the time, especially when I'm in farming so asking me in local gets me a sideways glance. Now a tell may actually be a different story, depending on how they asked.
  6. Hey I completely forgot how to make and craft IOs when I first came back to this game. I've often said that I've forgotten more about City of Heroes than I ever remembered from WoW and considering I was, for a time, in a hardcore raiding guild (5 nights a week, 6 hours each time...yes it was hellish, yes my sleep pattern was awful because I was working, coming home, farming and then raiding, getting 5 hours sleep and then the cycle would repeat itself Monday to Friday with me just crashing out on weekends), that's a lot of stuff I've forgotten about WoW and I've probably forgotten more about city of Heroes.
  7. Yeah this is going to be something that we're going to have to agree to disagree on. I personally feel like such things would be better moved into the Incarnate system if and when that comes around to being expanded by the dev team. The problem is, with something like this, you end up creating have and have nots. Look at WoW for example, what's that, you're iLevel is a few points below what has been deemed required (even though it's massively over the level of what is ACTUALLY required) that, well looks like you're not running this content. It has vastly colored my perception of anything like this. The joy of CoH for me has always been that it doesn't go into all that, especially now with HC and the Incarnate stuff changes. The question I have is why do you need this? Is it to have a sense of superiority over other people who haven't got that? If that's the case then it serves no purpose other than waving your e-peen in peoples faces. I'm all for challenging content but I'm of the opinion that challenging content should be something the player decides, like, for example the Speed Run TF people or the Solo TF people, they're doing challenging content that they've chosen to do because that is their drive, not because it was required to get some legendary enhancement that gives you more res/def. One of the ways I would get behind this was if you were limited to ONE of these and it went into a universal slot. Kind of like Incarnate powers.
  8. Also I'm glad to see that the HC dev team are now moving forward with both the Tanker changes and the MM changes and not keeping it behind the removal of Safe mode. So fingers crossed it should only be another week or so before we see them bought to live.
  9. Sorry but this is basically going the way of WoW, we don't need very hard to obtain 'legendary' items that cost an arm and a leg just for the top builds. Besides res/def is ALREADY well suited by four different IOs that basically do exactly what your suggesting. Steadfast protection +3% global defense, Gladiator's Armor +3% to global defense, Gladiator's Shield wall + 3% resistances to all, Reactive defenses +3% resistances to all at full health, scaling higher with low health. I LIKE the fact that there aren't some stupidly expensive IOs that sell for ridiculous sums of money anymore, it makes building the top end achievable to everyone and isn't exclusionary, the best, baddest high end builds are within everyones reach. Top end builds STILL cost 900 million inf or more depending on how many Purple IOs and Winter IOs are required. My current Elec/Shield stalker requires 3 purple sets AND 2 Winter IO sets, you're looking at around 465 million inf on those five sets not including things like ATOs, LotG, PvP IO uniques etc. So yeah that's basically a /jranger from me. Oh and those suggesting +crit chance. You guys do realize that Crit chance is actually baked into Stalker and Scrapper powers not actually a separate thing. You can't just GIVE another AT the ability to crit without having to also bake it in to their powers as well.
  10. A bug that's still in the game to this day thanks to the ragdoll physics is when you Knockout blow an enemy and their head gets stuck in the ceiling so they dangle there like a punching bag whilst you wail on them. Love that bug since it sort of fits super strengths and the comic book theme.
  11. At this point Troo I'm starting to think YOU'RE the Troll. Ok lets take a look at how Blizzard does it, they're NOTORIOUS on clamping down on things like this. This isn't some rogue server like CoH is, these are servers fully owned and operated by the games company. This was even before they introduced the whole WoW token thing so you can't bring that up as them basically taking a pie of the RMT stuff. As long as no direct money transfer was involved at any step of the transaction (that means buying gold from chinese farm sites even to start the process) and it only involved ingame resources that were gained ingame (like I said, no buying gold for real cash from farmers) then they don't care. The top mythic clearing guilds will, once they've got the content on farm, sell places in their raid for gold (a LOT of gold at that) in order to bring in outsiders and walk them through the content in order to get their character geared or just so they can get the mount that only drops from the final boss of the raid on Mythic. These are guilds which have sponsors who, if they're banned through RMT, will basically lose most of their income through not only by being banned from the game and losing said sponsors BUT also losing the ability to stream on Twitch which is another huge chunk of their income after sponsors (this has actually happened to a few mythic first race guilds). If a company with THAT much of a spotlight on them, especially now after what happened with the whole Blitzchung thing, is fine with people exchanging ingame currency that they earned legitimately for what would be the equivalent of not only power leveling but then having your character fully IO'd AND incarnated with everything tier 4 AND having an exclusive costume piece that only people who beat the hardest iTrial in the game in the hardest possible way, I think exchanging ingame influence for Powerleveling from 1-50 is a rather minor thing. He has a point. IOs don't just magically appear on the market, people have to work to get the inf to craft the recipes, get merits/the inf to buy convertors then spend those convertors making them into something which people want. They then set the price of said IOs because they want to be compensated for their time spent crafting and converting them. The moral of this story is, if you don't like people PLing, don't freaking do it, unless you're doing the HARDEST content in the game, someone being PL'd to 50 has literally no effect on you, they're still goign to smash their way through mobs like everyone else, they're still going to be able to complete taskforces just fine, they're still going to look up builds online so their character isn't gimped (hopefully). So yeah...it doesn't effect you in the slightest really does it? This isn't WoW where DPS and HPS are a major thing with both dungeon and raid bosses having checks for both in the place so that not knowing your class is actually a huge detriment to the group and likely to get them wiped is it?
  12. Went with Targeting drone purely for theme purposes the character is a Homage to 2B from Nier Automata, I know the weapons mastery theme isn't the most efficient pick but, well, the vanity temp pets die to quickly and unfortunately scrappers don't get access to the version with LRM launcher which is what I would have liked. Still your build does look good and has given me some food for thought.
  13. The main thing that kills Kin Melee for me is just the sounds...I absolutely cannot stand the sounds...if it was less race car and more air controlly I think it would have been a lot better in my personal opinion.
  14. This entire post does KIND of smack of elitism the "Everyone should play the way I feel like and if you don't, you're a no good scrub who just likes things this way because their easy!". Tell me something mate, you go ON and ON about challenge but have you actually DONE challenging content or are you the one who just facerolls everything, ignoring said content, then complains on the forums? Have you done challenge runs? Power pools only etc. Have you gotten 'The really hard way' badge on a character? Are you trying to speed solo taskforces and push yourself to the very limit of what you can achieve? No, then you've no right to complain that regular content is too easy. Also, HISTORY LESSON, you know WHY we have an aggro cap now? Because when this game first came out, zone herding was a thing, tankers would tough enough that they could survive a zones worth of mobs an then two blasters would AoE the crap out of said huge mob and bam, everyone gets huge XP gains, only tanks and blasters mattered. As I have been informed prior to IOs there were still builds that could solo AVs. The usual suspects like ill/rad were the obvious ones but a Dark melee scrapper could output enough damage to beat AV health regen. There's a reason why Dark Melee/* (I believe it was DM/SR) combo on scrappers was known as 'the buzzsaw' since its attacks hit hard, hit fast and were probably the least resisted damage type in the game that isn't toxic (that being negative). So yeah the game has ALWAYS been casual focused, it's never been this uber-hardcore thing you're making it out to be. Oh and Healers? Yeah people on LOWBIE teams thanked your for the healing, high end level 50 teams even before IOs saw healing defenders as a waste of space on a team, only useful for their 2 buffs or did you forget that people would take literally any other set over Empathy if they had the choice? Also people still like having debuffers/buffers on their teams for harder content. Nobody is going to turn down a Grav/Time controller for example, everyone is welcome on teams still. I don't know where you're getting this idea that people don't want Tankers and will actively exclude them from teams, not once have I seen this. In fact during a MoSTF attempt the team lead insisted on a tank because "Whilst brutes can be IO'd into defense and resistance to an decent degree, a tank provides a safety net that if something goes horrible wrong or they get unlucky, they're not just going to drop dead in an instance like a Bio brute would."
  15. I understand why things are taking so long. Firstly this is a volunteer team and its one of only two server teams working on the Issue 25 version of the game (and the other one doesn't seem to do much IIRC when it comes to their own independent development). Rebirth/At least I have cake/CoxG are all working on the issue 24 server stuff which means that they have three very dedicated groups which can share info between each other and changes/stuff added to one can be ported over to the other. Secondly the HC team are focusing on the backend stuff, hence why we've got the 64 bit client, that took quite a large chunk of time to create. Unfortunately now we've got to wait until Safe Mode can be disabled before the Mastermind changes can be implemented. It just seems like its one thing after another with the "oh but wait, we've got to do THIS backend thing first before we can really do anything else.." I get that all this backend worked NEEDS to be done but it is getting rather frustrating on how much it is slowing down EVERYTHING. Even simple things which, in my opinion, should be done, like loosening the restrictions on the NPC only costume items that we can use in Titan Icon with the -n prompt that work with no issues (there are a very large number of pieces that work just fine already but for some reason are still restricted behind being NPC only for no good reason).
  16. Tend to go with rare roulette myself. Personal picks are the obvious ones, immob and Fear sets, they're usually dirt cheap and can easily turn a profit. Cost to buy 10 of them anywhere from 10.5k to 50k depending on the day, salvage is usually 2k per, crafting at level 41 121k. So crafting 10 costs me around 1.3 to 1.5 million. Then spend time converting until I get something that I can sell for 2-3million or more.
  17. Ah for some reason thought the STF came in before IOs, huh the more you know! But yeah there were plenty of all one archetype villain teams doing the LRSF IIRC. Still thanks on the corrections!
  18. put in arc 2915. It's a version of the comic-con fire farm on the outer space map which exemps you down to 49. Make sure to have earn XP ON but Earn XP when Exemplared turned to Double Influence.
  19. Also note that the game isn't World of Warcraft there is no holy trinity and never really has been. Even before IOs, before Incarnates, Illusion/Rad was there with its laser focused on crippling a single big target and two of them together could buff each other so that they could duo AVs with ease. The namer Offender (offensive Defender) actually came about because that was, IIRC, the nickname of the group of an all Defender team who did bi-weekly runs of Taskforces, including the, at the time, hardest TF in the game, the Statesman TF. There had been examples of All Blasters, All Scrapper, All Tankers...basically every single AT completing content (BEFORE IOs remember) designed for a balanced group. Bots or Thugs Mastermind with Traps were also premier AV soloers LONG before IOs became a thing and IIRC Masterminds get worst debuffs than Controllers. Oh and those people moaning about a challenge. Perhaps try to do the harder challenges every so often. Has your character got the Master of the Magisterium badge for example? Do they have the Master of the Statesman/Lord Recluse TF? Do you actually try to solo taskforces or do you just sit back and face roll regular content and then moan about how easy it is? Do you do challenge characters (Power pools only, level 1 powers enhanced only etc.) Do you play Powerset combos that aren't FotM? The answer to these question is usually no for many people. Also no, IOs did not make certain AT 'benchwarmers' There is certain content where you'll want a dedicated tank still, namely iTrials and Tankers are probably the most maligned AT (apart from maybe Sentinel), everything else either provides great damage, great debuffs/buffs or great crowd control. Also you'll almost never see anyone turn down any AT for regular normal content, it's only for niche things like speedrunning taskforces that you will see a team drop the Tanker but, as just mentioned, those are incredibly niche.
  20. Just a build for review, see what you guys think. Going for a Nier Automata style build, hence taking weapons mastery and using Targeting Drone. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Scrapper Primary Power Set: Katana Secondary Power Set: Ninjitsu Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Weapon Mastery Villain Profile: Level 1: Sting of the Wasp -- 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 1: Ninja Reflexes -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7), LucoftheG-Def/EndRdx(9), ShlWal-ResDam/Re TP(9) Level 2: Flashing Steel -- Arm-Dmg(A), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(40), Arm-Dmg/EndRdx(40) Level 4: Danger Sense -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(11), LucoftheG-Def/EndRdx(11), Rct-ResDam%(13) Level 6: Build Up -- GssSynFr--Build%(A), RechRdx-I(17) Level 8: Shinobi-Iri -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(19), LucoftheG-Def(19) Level 10: Divine Avalanche -- Hct-Dmg(A), Hct-Dmg/Rchg(42), Hct-Acc/Dmg/Rchg(43), Hct-Acc/Rchg(43), Hct-Dmg/EndRdx(43) Level 12: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(13) Level 14: Super Jump -- Jump-I(A) Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(29), LucoftheG-Def/EndRdx(31) Level 18: The Lotus Drops -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx/Rchg(46), SprAvl-Acc/Dmg/EndRdx(46), SprAvl-Acc/Dmg/Rchg(48) Level 20: Kuji-In Sha -- Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(21), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(23), Prv-Absorb%(25) Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-ResDam/EndRdx/Rchg(27), UnbGrd-Rchg/ResDam(27), GldArm-3defTpProc(29) Level 26: Soaring Dragon -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(39), Mk'Bit-Dmg/Rchg(40), Mk'Bit-Acc/EndRdx/Rchg(50), Mk'Bit-Acc/Dmg/EndRdx/Rchg(50), Mk'Bit-Dam%(50) Level 28: Bo Ryaku -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(33), StdPrt-ResDam/Def+(34) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31) Level 32: Golden Dragonfly -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(34), SprScrStr-Acc/Dmg/Rchg(34), SprScrStr-Dmg/EndRdx/Rchg(36), SprScrStr-Acc/Dmg/EndRdx/Rchg(37), SprScrStr-Rchg/+Crit(37) Level 35: Caltrops -- Ann-ResDeb%(A), PstBls-Dam%(36), SprFrzBls-Rchg/ImmobProc(36) Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 41: Targeting Drone -- EndRdx-I(A), EndRdx-I(42), EndRdx-I(42) Level 44: Exploding Shuriken -- Rgn-Dmg(A), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(46) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48) Level 49: Blinding Powder -- CrcPrs-Conf%(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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(15) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), EndMod-I(15), EndMod-I(17) Level 50: Agility Partial Core Revamp ------------
  21. As others have mentioned, 25-30 million is actually pretty cheap for a 1-50. You're looking at some serious time investment even in pure farming runs, that's at least one well organized Dr Qs worth of time (2hrs 30 minutes is my only record :D) if not more depending on the speed of the farming. Whatever people want to do, as long as its not forced on them, is fine.
  22. Basically the Battalion, as described in after sunset AMAs was pretty much stupidly above even our maxed out Incarnate level with all of the Incarnate powers we had, its why we had to resort to essentially dumping a universe eating entity ontop of them in order to defeat them. The fact we would have wiped them out means other slightly less powerful, but still more than a match for our own current power levels, begin coming out of the wood work since the big dog is no longer around to stomp them down the moment they rear their heads. To paraphrase Positron, we'd all be level 55-60ish when fully Incarnated with the currently planned set of abilities, the Battalion would be basically level 100.
  23. That would actually be fair enough, if they ported the gave Defenders the option to take a modified melee set instead of ranged set that would be cool. Something akin to Martial Combat from Blasters would be ace.
  24. I wouldn't say their 'broken' just..lackluster. They do what they do just fine, it's just that other ATs can do what they do better. A fully IO'd blaster deals more damage and has defenses to match a Sentinel but Sentinels are much cheaper IOwise to reach said toughness. Scrappers deal more damage and have just as much defense (which is fair, they are in melee range after all). Stalkers beat them out at single target and boss assassination but then they beat the other two at that as well. I mean Sentinels have been around for quite some time so you'd have thought someone would have found it by now. They're great solo characters just...meh...on teams, If I had to pick (which I normally don't, I take first come, first served approach) I would take either a scrapper, stalker or blaster over a sentinel.
  25. That's fair enough but still, I imagine a new iteration of melee/(de)buffs would be interesting, especially since the Tsoo with their MA/Kin options have been in the game since launch and people have wanted to be able to use that combo for quite some time. As mentioned Sentinels are currently the least played AT on HC and personally they suffer from a majority of problems, including certain powersets being anemic on them (assault rifle with its reduce AoEs and Cone sizes suffers massively) and certain secondaries also being rather anemic (Invuln is also pretty bleh) and an inherent that requires both the tier 1 and the tier 2 to use properly plus the problem of it often proccing on mobs just as their about to die causing you to waste it. This is personal bias mind you since my first experience with Sentinels was an AR/Invuln which just felt like I was pointless to have on the team with blasters and scrappers doing my job better. Great solo characters, very meh and pointless in teams it felt like.
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