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PyroBeetle

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Everything posted by PyroBeetle

  1. I ran into this problem on the Army of Me fight villain side...I am sorry for your team wipe, but it is pretty funny when you think about it, getting a taste of your own medicine.
  2. I run around with it on all the time, no stealth proc...only things that see me are those that would see my stalkers.
  3. I have never gotten the slick to ignite with its own proc, always with a follow up proc. I ran a series of Tactical Arrow Blasters for the experience with their version of oil slick, and never once got this to occur.
  4. I cannot recommend the Sorcery Pool more strongly...Arcane Bolt is a great power that benefits from containment, and has an internal mechanic that can both provide an instant recharge and extra damage.
  5. I did not include EMP in my build, but yes Flashbang certainly ignites it as will any if the fire or energy procs. Because of the way I target my oil slick and enflame, that normally does the lighting for me. I too have a quiver, bow and a rifle all hanging off my back, though the rifle (I use the M4 with the 203 hanging off the bottom) kinda hides behind the quiver, for which I use the new off to the side one.
  6. I have found this to be quite a strong and powerful concept, even with the limit built in defenses. The amount of -to hit that Flash Arrow and Smoke Grenade allow from stacking is universally effective. Oil Slick Arrow and Enflame provide a solid base for AoE. Mace was taken to continue stacking debuffs in both the AoE and Single Target chains. This build also features Fold Space for ease of play. Self Target Sleep Grenade, Disruption Arrow and Smoke Grenade. Flash Arrow mob from a distance, then fold space into your control cloud. Follow up with Flash Bang and Disruptor Blast, lock down remaining bosses with Ice Arrow and Cryo Freeze ray to start ST chain, including Poison Ray and Arcane Bolt. Data Chunk Below Hope this inspires other ideas. Good Luck.
  7. Adding the Sorcery pool is also a way to increase damage, with Enflame for a small AoE patch and Arcane Bolt for a ST filler
  8. SS is arguably the best attack set for anybody that has it for specific reason: Rage. It allows you to proc out your attacks all the way and never worry about missing even if you have no inherent accuracy slotted. It's synergies work the same with the Cross Punch from the fighting pool, which is better than any ST attack you have other than KO blow. Kick and Punch are also netter than any other ST attack in the set so you can build that way. However, as good as the set is, as much as a procced, capped build will just allow you to shrug off the rage crash, I still don't like playing the set. Double stack rage is great, but just not fun for me.
  9. My savage tank is Dark, so was a bit sturdier leveling up than a Bio tank...my thought in the blood stacks is they are nice to have, but I dont build an attack chain around them. I use Shred when it would fit, if I burn my stacks I burn my stacks. Hemorrhage is absolutely skippable on a tank. As far as viability goes, my Dark/Savage never had a problem putting out enough damage to complete its tasks in a reasonable time frame. I don't compare myself to timers though as I am just a long time duffer.
  10. I do not see the need for this...I recently completed another every arc run through Praetoria, soloed all content to include the events, using only SO enhancements purchased by the vendors...while the content may be "overtuned" it was not so challenging that it couldn't be done, easily, using only SOs...point in fact I only came close to dying one time, and a couple of inspirations fixed that.
  11. To be clear, I was not responding to the bug fix either, I am more worried about the increase in the lockout and the reduction in damage for the lightning procs. Without the changes, which made the set perform much better than the bottom tier set that it was without comparing to Inferno still, you will end up with Storm in the same place it was before...shelved for a vast majority of people. There has to be a tradeoff in effectiveness for the set-up time required to play the set, and the way that it is currently constituted, the value for the set-up time is not there. The changes that you rolled back helped to fix this.
  12. I copied my Storm Sent onto Brainstorm, basically the set as it is in Build 3, reverted from Build 2, makes it so the intended buffs are just non-existent. The set will remain mediocre and I will have to reshelve my Storm Sentinel again, after looking forward to taking him off the shelf. I understand it might have been a bug, but the one second cooldown on the lightning made it feel powerful, which is a decent tradeoff for the 5 to 6 second setup.
  13. I play a variation of Darkir's Scappy Dom, an Ice/Savage which is an absolute beast in melee. It's not hard to play either, especially now when Domination affects Arctic Air.
  14. I have to say I am very disappointed by the decision to ditch the pseudopet. While the change might make the set more usable for setting up containment, in practice, this is rarely done...the pseudopet made the power usable in a wider variety of situations
  15. In practice I have seen this effect to be 5s, not 15s, and I have not found it to be worth altering the cycle of sysmic forces then Meteor, Upthrust, and Rock Shards...I have also found in practice the best place to use the Sesmic mechanic is with Rock Shards for AoE chain or with Stalagmite for ST chain
  16. Between the FF proc going off almost every time and the Seismic forces, it is up every fight. I haven't tuned it but it feels faster than ever other sentinel I have that has a native +recharge (Psy/SR, Beam/Elec, Storm/SR, Elec//EA) and quite a bit faster than those that don't. As far as it goes, I get about 1 in 10 for the Decimation proc, but seeing as I wanted the set there anyhow, I will live with the minimal effect.
  17. One of the things that I have never understood about City of Heroes is oftentimes how little thematic consistency there is with powersets. Oftentimes, there is little synergy between a thematic pairing. Thankfully, I have not found that to be the case with this character. The problem that I have had with most Sentinels, and I have leveled a bunch of them and played through many a vet level, is that I eventually get tired of the ST damage problems that most of the sets have. Seismic does not have this problem. Once you get over the fact that Meteor is going to land after a delay, and you accept the fact that you are not going to get the first hit in on every group, but when your Meteor lands it will take care of whatever is left, which does not mean that you are not contributing in groups, but it does mean that you may not be the superstar soloing TF when there is an entire team there too...well you get the point. Meteor is a fine T9, even if you have to pay the KB tax for it. There are ways to fit that into the build. The set in its entirety looks good and feels visceral. Aim, Meteor, Upthrust, Rock Shards, and then whichever ST power you put your Decimation Chance for BU in, for me this is Gravestone, Rock Shards, Upthrust and a spawn is pretty much dead, mopping up bosses the same as any other AT or powerset, which thankfully Seismic has an excellent ST chain. Gravestone, Entomb, Havoc Punch, Gravestone, Entomb, Stalagmite is an excellent way to game the system to ensure that you are getting your big hit with Stalagmite. If going ranged I just cycle through Gravestone, Entomb and Shatter and pop Stalagmite whenever seismic forces procs. There are drawbacks, especially with flying enemies, and the fact that sometimes Meteor strikes through platforms to the ground below, but these are able to be lived with. However, I have not had to use excessive proc games to get an acceptable damage output, which is somewhat of a relief, allowing me to fill in the gaps to make my Secondary fairly impervious. Stone I have found to be an excellent all-around armor secondary for Sentinels, if a little bit endurance hungry. The build as put together can run a bit hot, and I always make sure to carry around Recovery Serum from the P2W vendor. The end suck is not so extreme that you cannot interpose a Serum before you get in trouble. The combination of a solid regen, soft capped defense and solid resistances makes this one tough cookie, especially if you remember in teams that you are not the tank. At +4, I can take a bit of that nonsense, but remember, you brought a tank to the TF for a reason. For those users that have Mids, the last spoiler is the data chunk. For those that do not, I have included the following images. Hopefully this helps some of the new users looking for a decent Sentinel build.
  18. I have a Storm/SR which I will break out again after the changes...it does okay in teams, and is entirely focused on getting Cat 5 out as often as possible...interestingly, the issue I have with it is not the AoE damage, it is the ST damage feelsnlike I am tickling MoBs
  19. As somebody who played from Beta to Sunset, and was in the first wave of Homecoming folks in 2919, this is beyond huge...thank you for all the continued hard work and look forward to seeing everything you continue to come up with. I hope that I can continue to get tin before donations are closed...maybe this will help.
  20. This is something that I used to do with load files, but am at work and not at home...you can do it and bind it all to a key, and the load the next bind all in one press, but it is not flexible and if something breaks the rotation you need a second key bound to reset your rotation at step one. IMHO there are better ways to do it, but the again this is why I bought a mouse with a 12 button thumb pad to allow me flexibility. I do something like this with my AR/TA blaster just to give you an idea... /bind e "powexec_location target flash arrow" /bind r "powexec_location target glue arrow" /bind t "powexec_location target oil slick arrow" Then I have my AoE attacks on my 6 to 8 keys in the sequence I fire them off in rotation. 6 M30 Grenade 7 Full Auto 8 Flamethrower 6 M30 Grenade Works seamlessly, but that is with the thumb pad like I said, and it gives me flexibility if things die before other powers recharge etc. The 9 key is Vorpal Judgement, which Inuse reactively if my Full Auto arrow a second group, because it is fast and enough to take out the non debuffed mobs that might stream around my glue and oil slick. For you this might look something like this /bind 1 "powexec_location target Meteor" /bind 3 "powexec_location target Burst of Speed" 1 Meteor 2 Dragons Tail 3 BoS Etc and just run down the keyboard/thumbpad, I would actually bind the combat teleport backwards 50 to the e key CT back max to r and CT to target to q
  21. I differ in building my blasters, primarily in the fact that I don't go overboard to try and get to the ranged softcap. I find much more flexibility and overall effectiveness if I get myself to 32.5 or so, within range of a purple, and then maximize the build for damage...procs, recharge, etc. My reasoning is simple: Dead enemies do no damage, and nobody is better at creating dead enemies than a Blaster. YMMV of course, but I generally put 2 50+5 End Mod in the sustain.
  22. To me, on the concept of the AR/TA, which is a heavily modified version of the old Rambo build, it just didn't fit thematically, which was the nail in the coffin for the power choice...no matter how I tried, I could only get it available every other group, and when the alpha strike I already have is sufficient 99% of the time, I couldn't justify the variation from theme. It is a good power, but not available often enough. And yes, like the French, it takes some getting used to "advancing to the rear". I prefer the terminology fighting a retrograde action, sounds more positive, or defense in depth, or any of the myriad terms I picked up in the service to avoid saying retreat!
  23. I can comment on a few things about this build, as I have been playing an AR/TA build recently. Regarding the use of travel pool powers, this is the same route I went with mine. Regarding your macro to target oil slick and light with Electrifying Net Arrow. I have found that my explosive blast, which does a touch of fire damage as well as smashing, similar to your AoE Arrow, is normally more than sufficient to light my oil slick, as well as being a +recharge proc driver. Functionally this has led to me starting a group solo with Flash Arrow, Glue Arrow then Oil Slick Arrow, then Explosive Blast, Full Auto and finally Flamethrower, which if nothing else did earlier, will light my slick. I do have a similar macro to target the slick in an emergency, but do not have to use it...maybe 1 time in 100. Regarding Bonfire, I have this on the precursors to the build that I settled on, Ice Blast/TA, and Fire Blast/TA. I did enjoy the bouncing, but have not found it to be necessary nor really adding particularly to my survival. YMMV of course, but to me it was a crutch and I have left it behind. Just my $.02, and worth about the same. I hope you are having fun!
  24. I think that it is the target caps on a Sentinel that is really going to be the major drawback. It's not the damage scalar, it is the fact that those juicy dark cones will only be hitting a fraction of the enemies at a time that a Blaster would. I ran across this issue with my Sonic Sentinel, which worked great, except for the fact that I just wasn't affecting as many enemies as I would on a Blaster. My experience seems particularly relevant a different cone based set. My main right now is a AR/TA Blaster with 32.5% ranged defense, reaching soft cap with single purple. I don't normally need to pop the purple as Flash Arrow is that good, but against some enemies it is useful, and I have a macro to combine most insp into purples and a bind to eat them for this purpose. I rarely die in team content and am damn effective. Natural character so I don't hover either.
  25. While I do not follow the old Rambo build exactly, I do play AR/TA and have found it to be very very effective. Mine is named Veteran's Vengeance.
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