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PyroBeetle

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Everything posted by PyroBeetle

  1. I don't know about better, it is different. I found Energy to be excellent on a Sent, probably tied with SR for the best secondary set.
  2. I have seen a lot of posts mentioning using Cross Punch for earlier AoE when building a Super Strength Character. I have not seen many primary builds. I believe the framework for this comes from Captain Infinitum, but it should be a viable build. Interesting choices: Tough is not really needed for the resists, and because I took both Kick and Boxing to pump up Cross Punch, it is not needed in the final build to open up Weave. I am going for as natural of a character as possible, while still enjoying a travel power. I took Super Jump, (hello Hulk), but Super Speed would have worked as well without the graphics. I am old so tend to run into walls when speeding through a cave. Sprint and Athletic Run are more than enough for me inside. Without Fly, this means that Infiltration serves to slot my 5th LotG, although one could make a serious case for Maneuvers, but I had no slots for it. Comments are welcome regarding the build. I don't normally post with incarnate choices, but for this one I am planning Agility to flesh out the defense and Ageless Radial Epiphany to pump up the DDR.
  3. This...100% this. Build for recharge, forget the combos.
  4. I had stepped away from the game for a while, but everything that @oldskool says applies, but the primary consideration was the AoE Immobilize. It fills a hole that is inherent to the Sentinel.
  5. If I were to make another change beyond fixing the Harrison Bergeron like target cap handicap, I would also add an inherent taunt to the AoE, both ranged and PBAoE powers. This would allow the Sentinel to also focus as a "ranged tank". Please note that I am also in the Sentinels are awesome camp. I find them playable as is, but hope that they will be balanced out in regards to the other ATs. Personally I think the target cap would accomplish this, and would only look at minor tweaks after that...maybe limit the taunt to the epic PBAoE as an extra incentive to take them, even if you make it a short duration and lesser magnitude than a Tank's. Adjust taunt to put Sentinel and Brute a step behind Tanks in agro management.
  6. I honestly do think that lifting the target cap would go a long way towards fixing the AT. It is not unplayable in any way in its current state, I have a handful of sents that are my favorite tools including one that has become my main. All that being said it is okay that they are lower damage than blasters due to the uptime of the nuke. Fixing the target cap would remove what is otherwise just an additional penalty. As has been pointed out the inherent is a take it or leave it proposition, it has its uses now, however limited they are, but the target cap just seems like an artificial handicap, kinda like Harrison Bergeron.
  7. I use an Electric/Energy/Electric Sentinel for the same reason...it might not be the fastest around but it is one of the most reliable characters I have played. Relaxing is a good word for the playstyle. My alpha combo is available every 25 seconds, and if I havent killed all of the first spawn I will move onto the next, the helpless end drained bosses might follow me into the next group, they die shortly thereafter. I did the wolf world mission from Unai Kamen, notoriously cannot be snared, and routinely had 3 or 4 groups running off at slivers of health only to return and die. Something to remember with Sentinel, the nuke can be a regular AoE in your chain.
  8. That is a very good description.. I tend to not worry about the mechanic beyond the 20% resist ring which is useful on hard targets in a group. The defensive opportunity an be helpful while leveling on an end heavy build, but for the most part whichever of your T1 and T2 attacks has the better DPA is the one you should be taking.
  9. I used ageless for the debuff resistance and the haste, seemed to work well. I also used this on my SR sent. I use barrier on my Energy Sentinel, which also works well.
  10. This is what I do with my Sentinels, I place the Sentinel's Ward set in the nuke, start every fight off with about a 30% Absorb Shield. As far as the runners go, that is why I hit them with Electric Fences after the nuke 🙂
  11. I played this combo for a while with a build quite similar to what you have posted. Runners were a problem because Thunderous Blast drains way more than expected, especially when running the damage alpha. I swear after a while it felt that bosses would start running when they saw me coming. I changed to running Elec/Energy/Elec, though I suppose it would work replacing Psi with Elec as well. Personal taste. I do continue to run Psi on another sent and must say that it does do more damage, both ST and AoE.
  12. I was asked to post this by request. I am not seeking expert advice. As built it is softcaped to S/L/E/N/F/C without running Barrier, with permanent Hasten and Energize, and at least 25% resistance to all. When I have the ability to run Barrier, I remove the Recharge/+effect Winter IO from Charged Bolts and replace it with a damage proc, I remove the Acc/Dam IO from Zapping Bolt and replace it with a Decimation chance to build-up, and I replace all but the Acc/Immob from Chain Fences with procs (Trap of the Hunter, three ranged AoE damage procs and the Annihilation -res proc). Sentinel's Ward is used in the nuke because it will proc multiple times starting every fight with about 30% absorb shield. As they didn't post, I use Musculature Radial Paragon, Barrier Core Epiphany, Assault Core Embodiment, Degenerative Radial Flawless and Ion Radial Final Judgement. Also something to note, while leveling I used the analogous regular versions of the Superiors, I also flopped Power Shield for Super Speed for exemplar purposes, and pre-purples I used Positron's Blast in Ball Lightning, Decimation in Tesla Cage and Obliteration in Lightning Field. It may be handy to flip Chain Fences and Power Drain as well, so that drained enemies stand there helpless instead of running away. Build-up, Thunderous Blast, Chain Fences, Ball Lightning, Chain Fences, Power Drain, Short Circuit, Ball Lightning is how I open most fights, then pick off stragglers with Tesla Cage, Charged Bolts, Zapping Bolt, Charged Bolts. Hero Plan by Mids' Reborn : Hero Designer 3.0.0.0 https://github.com/Reborn-Team/Hero-Designer Click this DataLink to open the build! Short.Circuit: Level 50 Technology Sentinel Primary Power Set: Electrical Blast Secondary Power Set: Energy Aura Power Pool: Speed Power Pool: zc_Leadership Power Pool: Fighting Ancillary Pool: Electricity Mastery Hero Profile: Level 1: Charged Bolts (A) Superior Winter's Bite - Accuracy/Damage (3) Superior Winter's Bite - Damage/RechargeTime (3) Superior Winter's Bite - Accuracy/Damage/Endurance (5) Superior Winter's Bite - Accuracy/Damage/Recharge (5) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime (7) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge Level 1: Kinetic Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (7) Reactive Defenses - Scaling Resist Damage (9) Reactive Defenses - Defense/Endurance (9) Shield Wall - +Res (Teleportation), +5% Res (All) (11) Shield Wall - Defense/Endurance Level 2: Ball Lightning (A) Ragnarok - Chance for Knockdown (11) Ragnarok - Damage/Endurance (13) Ragnarok - Damage/Recharge (13) Ragnarok - Accuracy/Damage/Recharge (15) Ragnarok - Accuracy/Recharge (15) Bombardment - Chance for Fire Damage Level 4: Power Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (19) Red Fortune - Defense (21) Red Fortune - Defense/Endurance (21) Red Fortune - Endurance Level 6: Zapping Bolt (A) Superior Opportunity Strikes - Accuracy/Damage (23) Superior Opportunity Strikes - Damage/RechargeTime (23) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime (25) Superior Opportunity Strikes - Accuracy/Damage/Endurance (25) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime (27) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity Level 8: Aim (A) Recharge Reduction IO (27) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 10: Energize (A) Preventive Medicine - Heal/RechargeTime (29) Numina's Convalesence - Heal/Recharge (29) Doctored Wounds - Heal/Recharge Level 12: Tesla Cage (A) Apocalypse - Chance of Damage(Negative) (31) Apocalypse - Damage/Endurance (31) Apocalypse - Damage/Recharge (31) Apocalypse - Accuracy/Damage/Recharge (33) Apocalypse - Accuracy/Recharge (33) Unbreakable Constraint - Chance for Smashing Damage Level 14: Kinetic Dampening (A) Aegis - Psionic/Status Resistance (33) Aegis - Resistance (34) Steadfast Protection - Resistance/+Def 3% Level 16: Entropy Shield (A) Endurance Reduction IO Level 18: Super Speed (A) Winter's Gift - Slow Resistance (20%) Level 20: Power Armor (A) Gladiator's Armor - TP Protection +3% Def (All) (34) Gladiator's Armor - Resistance (34) Impervium Armor - Psionic Resistance Level 22: Hasten (A) Recharge Reduction IO (36) Recharge Reduction IO Level 24: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (36) Red Fortune - Defense/Endurance (36) Red Fortune - Defense/Endurance/Recharge Level 26: Short Circuit (A) Superior Avalanche - Recharge/Chance for Knockdown (37) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (37) Superior Avalanche - Damage/Endurance (37) Superior Avalanche - Accuracy/Damage/Endurance (39) Superior Avalanche - Accuracy/Damage/Recharge (39) Eradication - Chance for Energy Damage Level 28: Repelling Force (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (39) Luck of the Gambler - Defense Level 30: Tactics (A) Endurance Reduction IO Level 32: Thunderous Blast (A) Superior Sentinel's Ward - Accuracy/Damage (40) Superior Sentinel's Ward - Damage/RechargeTime (40) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime (40) Superior Sentinel's Ward - Accuracy/Damage/Endurance (42) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime (42) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb Level 35: Power Drain (A) Performance Shifter - EndMod/Recharge (42) Preemptive Optimization - EndMod/Recharge (43) Synapse's Shock - EndMod/Recharge Level 38: Chain Fences (A) Enfeebled Operation - Accuracy/Immobilize (43) Enfeebled Operation - Endurance/Immobilize (43) Enfeebled Operation - Accuracy/Endurance (45) Enfeebled Operation - Immobilize/Range (45) Enfeebled Operation - Accuracy/Immobilize/Recharge (45) Enfeebled Operation - Accuracy/Recharge Level 41: Lightning Field (A) Armageddon - Chance for Fire Damage (46) Armageddon - Damage/Endurance (46) Armageddon - Damage/Recharge (46) Armageddon - Accuracy/Damage/Recharge (47) Armageddon - Accuracy/Recharge (47) Fury of the Gladiator - Chance for Res Debuff Level 44: Boxing (A) Accuracy IO Level 47: Tough (A) Impervium Armor - Psionic Resistance (48) Unbreakable Guard - Resistance/Endurance (48) Unbreakable Guard - +Max HP Level 49: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (49) Red Fortune - Defense/Endurance (49) Red Fortune - Defense/Endurance/Recharge Level 1: Brawl (A) Empty Level 1: Opportunity Level 1: Sprint
  13. As has been stated multiple times it really is pointless to compare blasters to sentinels, their roles are different from each other. A ranged only blaster, as has been stated, is going to be quite limited because they ignored a large portion of their secondary, and this is not the purpose of my statement. By dint of having their resistances and or defenses baked into their secondary, a sentinel has a greater range of builds and sets available to them. My Psy/SR is procced to the gills to achieve respectable results, which he does just fine. My Elec sentinel less so, or the procs are differently purposed because he does exactly what I want to do, drain and survive then delete the enemies. He does so efficiently and effectively if not so fast, but it is a universally effective playstyle. Just because people enjoy the sentinel doesn't mean they are threatening the blaster, which is unfortunately the way that blaster fans seem to be taking it. To the original point though, yes sentinels are underused, mostly because if you read the forums and redit etc most of what you will read are from the extreme high end of playtime, and to most of that damage is the one and only thing that is viable.
  14. I love Dominators with a particular affinity for Mind on a dom...however Illusion Control would be unbalanced on a dom, or would have to be changed so much it would be a different set entirely. The problem, as others have stated is Phantom Army. Obviously PA is unbalanced even on a controller, but giving it to a dominator would just be wrong. Gang War or a similar as a replacement would also be unbalanced. I vote to keep Illusion on controllers as their speciality.
  15. I must say that to me it is all build dependent. There are blaster builds which are good, but against anything that debuffs defense or has hard single damage that breaks through defense, I struggle to solo against. I have many a debt badge on my purple IOed to the gills fire/fire blaster. Great fun to play, and capable of amazing damage but lives on the knifes edge. He also has to eat purples with regularity. On the other hand, as multiple posters have said, I have a couple of Sentinel builds that do tolerable clear speeds solo, take the alpha in teams and are survivable enough in all content that I generally can chew reds like I do on a fire farmer. YMMV but for my money, I will take the high end Sentinel, especially in varied/hard content. Plus I have the availability of my opening combo every spawn. Not every other spawn. I may post the two Sentinel builds that I regularly use later in this space, but they are a Psy/SR/Psy and a Elec/Energy/Elec. Now the debate about ranged vs. melee is a separate issue.
  16. This is an error that is also occurring for me. I did try uninstalling and then launching again and this did not work. I also tried manually updating and this did not work. ****definately bizarre, but as said by SteelTouch, updating the Beta Launcher did the trick for me too****
  17. A different take than the one that has been given, I created a more Mace Windu type of Jedi, able to use the whole force, did a DB/Elec scrapper that came out very well. Purple Sabres and lightning.
  18. Thank you for the comment; I replaced the proc monster portions of both Quick Strike and Repulsing Torrent with the relevant purple sets to gain an extra 30% accuracy and 10% global recharge. Seems to help.
  19. Inspired by a post in the Tanker Proc Monster Thread, and a classic disco song by Carl Douglas, I decided to attempt a tank centered around a Proc Monster Kinetic Melee. I thought that the extra recharge in Electric Armor would prove to be helpful in a proc monster build, and I really do not enjoy playing Bio, despite how solid it is. The Build: My experience with tankers was pretty much limited to my namesake, Pyro Beetle, a Fire x3 Tank from I1 through sunset. I have so far found this build fun to play. The lightning field is constant damage and procs the two ATOs consistently. The cone I usually use on my way into combat to delay the alpha with the knockdown, and use a pop and shoot when I use it during a fight. It is less than ideal, but it is doable. A single small purple will softcap the Melee Defense, and the build is at 90% S/L/E and good F/C/Psi. Toxic is of course a hole, but is fairly rare to encounter in large amounts. I am not all that great at theory crafting, and am hoping that posting this build here will excite some comments among the experts here on how to improve the build. Thank you,
  20. I can run the S/L farm on +4/x8 on my Time/DP/Soul Defender, as well as most other content
  21. This is my take on a Staff/EA Stalker One should note that for leveling purposes I used Overwhelming Force in Mercurial Blow, Scirocco's Dervish in Eye of the Storm, Decimation in Serpent's Reach, and Positron's Blast in Exploding Shuriken Final build achieves: soft cap to S/L/E/F/N, perma Hasten, and given a proc of the FF in Eye or SR perma Energize Musculature Alpha, Barrier Destiny
  22. I must say I have been leveling a slightly modified (I adjusted the order of powers to my own taste) version of your V3.0 and it is about the easiest leveling toon I have had up to L26...with Tornado now, crank up the mob size a little and keep the spawns rolling. Thank you Myshkin, great build and makes Energy Blast downright useful
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