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Gobbledigook

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Everything posted by Gobbledigook

  1. Do you mean something like Axe Cyclone, it sucks enemies into the tornado? That would help to keep mobs in the damage zone and be very cool. Maybe have it do the vacuum effect every 5 seconds while active, so mobs trying to escape get sucked back in.
  2. Either a small damage or survival buff would help the Brute. It should be one or the other and not both. Some other Brute gimmick could work also to give them a better niche. Tanker +AoE was a little OTT and that is clearing trash fast, but Scrappers will clear a hard target MUCH faster. But Brutes are far from weak, a little extra tweak for them would be good.
  3. AR is much better now. I would have preferred Aim over BB but that could have made the set OP i think lol and not every blast set has Aim.. It plays nicely though.
  4. I do not think increasing it to .8 or possibly .825 is a step too far. Tankers have been buffed and Scrappers are a top dps. Giving the Brute a little more damage would not knock Scrappers off their pedestal but it would give them a little better place between Scrapper/Tanker and Tankers are in a very good spot at moment.
  5. How does Fulcrum shift react with Category 5? I have not tried that combo.
  6. Is Mental blast for Sentinel's getting the Blaster or defender/Corruptor treatment? it is only slightly more damage than the corruptors version. A DPA of 36.63 is very low for a Sentinel and is not worth taking at all.
  7. Could i ask if the Sentinel version of Full Auto is doing the correct damage? It seems low compared to other AT's version ( and even other Sentinel T9's) considering theirs recharges much faster. It shows 2 different sets of damage but it only does the first set mostly.
  8. I don't know why my post was deleted. I was only trying to help with a problem some had with AR not being able to slot a Gaussians. It was only a minor solution at best anyway. Oh well.
  9. Can you do it with full auto for comparison as that is in beta also?
  10. Blaster with 95% damage enhancement: Cat 5 DoT = 130.14 dam of all hits connect (over 30s, 16 targets) Cat 5 Eye = 487.98 dam (over 25s, 10 targets) Cat 5 lightning = 121.99 dam (per hit, 5 targets. Per CoD, a single target can be hit every 5s so x6 at max) Blizzard = 406.65 dam (over 15s, 16 targets, 170s recharge) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Blaster Full auto = 375.8 average damage (over 2.5s, 10 targets, 60s recharge) Full auto can be used nearly 3x more than Blizzard and Category 5. FA 375.8x10 targets= 3758 damage with roughly x3 casts of Blizzard/Cat 5 = 11274 damage. Blizzard 406.65x16 targets= 6506 damage Cat 5 roughly 8k damage all targets, no procs. Is this fairly close? rough attempt @Galaxy Brain
  11. I would like to have seen 1-2 mini Tornado pets. Something similar to Voltaic Sentinel that follows you around that does what Storm Cell does with some lightning/wind attacks. If Storm cell is required for the extra debuffs with attacks then it should be on a lower cooldown with a faster activation.
  12. Storm/Storm looks very cool. Full auto lol.
  13. I think setting Full auto on blasters/defenders/corruptors to 2+ minutes recharge with 16 targets would be better. Let the sentinels have the niche of fast recharging yet weaker T9's. The Blasters get a really big nuke then to clear a group and let the Sentinel's whittle the group down with smaller nukes as they have the armor. It's weird that they get a faster recharging T9 than Sentinel's and they still do more damage. Maybe doing this then Sentinel's can get a proper Full Auto that is in line with it's other T9's damage. Do the same with Rain of arrows when possible. I guess we need keep those 3.30sec Trapdoor times though.
  14. You have been spending too much time with @Snarky
  15. The new Ignite is good but probably too good . It does good damage with a mag 50 fear, that ticks on the main target even when they run. It also damages and fears nearby mobs that can be chained to constantly lock down mobs.. Throw in KBs and stun (beanbag) and you can lockdown a target very easily. Probably overpowered now with Ignite but i like Ignite lol. Should the mag 50 fear not be lowered? Beanbag is very mediocre at best and will probably be skipped. Luckily sentinels still get Aim 🙂 Full auto on Sentinels is still underperforming compared to other Sentinel T9's. FA 13.83 x11=152.13 damage, yet other Sentinel T9's hit for around 200 damage. Why is that?
  16. Problem with that is AR does not need more AoE, it is very good already. What it needs is a big single target attack.
  17. Of those 2 i would pick DarkA over ElectricA. Dark covers a lot of resists but is weak to energy which is fairly common. The heal is very good until the incoming damage is too much for it as it needs mobs which would need to be a lot. Electric has good resists but with some big holes and the heal is no where near as good as Darks or RadA. ElecA could do with a little something to make it better. But i would choose RadA over both the others. Good resists to most except cold which isn't so common. Very good healing/absorb. +recovery. +damage/nukes. RadA...this is the way!
  18. "Aim" is so fitting For Assault rifle also with Sniper rifle. Beangag 'yuk' is hmmm......not so fitting.
  19. Yes that is why i thought that the new Aim could be a resist bypass/penetration power for a duration instead, to help penetrate one of the most common resist types. This would not be a debuff but a bypass for the user only. Armor Piercing rounds basically.
  20. Personally i would turn Beanbag into a high damage single target attack with a stun and rename it (AP round/ HEAT?). Remove incinerator from Blasters etc. Let Sentinels have incinerator and give the others something else to be different. Even turning ignite into a high single target damage dot that causes fear could work. Drop ignite and replace with some Build up power or armour piercing effect for a duration. Call it "Tracer Rounds" or "Enhanced Ballistics" or something. that causes all shots to penetrate resists by X% for X duration and increases accuracy. Increase Full auto damage for Sentinels to match other Sentinel T9 damage which is roughly about a 30% increase. Give it a better secondary effect rather than a small chance at extra damage or increase that chance significantly. Lower the activation time on Slug for Sentinels from 1.67 to 1.4 seconds like Blasters/defender/corruptors. This will help keep the Sentinel from being a near exact copy of the others.
  21. It does get a small chance at extra damage but that is quite low indeed. It could do with something more . Most Sentinel T9s do close to 200 damage base but Full auto seems to be only 152 damage, so it is not even in line with other Sentinel T9s. As they are all on the same recharge then Full auto needs a good 30% buff to its damage to bring it even with other Sentinel T9s. Example..... Sentinel Psychic Wail does 194.59 damage with 90 second recharge. It also debuffs recharge all the time. Sentinel Full auto does 152.13 (13.83x11) damage with 90 second recharge. It has a very small chance (10%?) of a little extra damage (5.72x11) that is pretty bad on a 90 second recharge. They both hit the same amount of targets. Full auto for Sentinels should be doing closer to 18x11 damage and needs a buff. The extra 30 second recharge would compensate for hitting the same amount of targets as a Blaster/Defender/corruptor. Hits the same amount but less recharge.
  22. No it wasn't and yes it was FA ONLY. I never said that either and that is a counter to Nothing. I merely stated the figures for the developers to make of them as they will. FA is not balanced with other Sentinel T9s and the Blaster/Defender/corruptor versions are much better, especially now if they are getting the arc increase and have better range,, cooldown and even damage. I was just pointing this out and and not going to get into a big debate over it.
  23. Why are we discussing what sentinels do? It was about Full auto. There are big differences but i am not getting into that here. Full auto is in beta Scrappers are not.
  24. Turn on form of the Body. Not 95% defence but could get silly. This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Super Reflexes Secondary Power Set: Staff Fighting Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Focused Fighting -- ShlWal-Def/EndRdx(A), ShlWal-Def(3), ShlWal-Def/Rchg(3), ShlWal-Def/EndRdx/Rchg(5), Rct-ResDam%(5), LucoftheG-Def/Rchg+(7) Level 1: Mercurial Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(7), Mk'Bit-Dmg/Rchg(9), Mk'Bit-Acc/EndRdx/Rchg(9), Mk'Bit-Dam%(27), Mk'Bit-Acc/Dmg/EndRdx/Rchg(50) Level 2: Precise Strike -- Hct-Dmg(A), Hct-Dmg/Rchg(15), Hct-Acc/Dmg/Rchg(15), Hct-Acc/Rchg(17), Hct-Dam%(17), Hct-Dmg/EndRdx(19) Level 4: Guarded Spin -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx/Rchg(19), SprAvl-Dmg/EndRdx(21), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/Rchg(23), SprAvl-Rchg/KDProc(23) Level 6: Practiced Brawler -- RechRdx-I(A) Level 8: Focused Senses -- ShlWal-Def/EndRdx(A), ShlWal-Def(25), ShlWal-Def/Rchg(25), ShlWal-Def/EndRdx/Rchg(27) Level 10: Dodge -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(13) Level 12: Evasion -- ShlWal-Def/EndRdx(A), ShlWal-Def(29), ShlWal-Def/Rchg(29), ShlWal-Def/EndRdx/Rchg(31) Level 14: Agile -- LucoftheG-Def/Rchg+(A) Level 16: Eye of the Storm -- Arm-Dmg(A), Arm-Dam%(31), Arm-Dmg/Rchg(31), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(33) Level 18: Lucky -- LucoftheG-Def/Rchg+(A) Level 20: Staff Mastery Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34), UnbGrd-Max HP%(34), StdPrt-ResDam/Def+(36), GldArm-3defTpProc(36) Level 26: Weave -- ShlWal-Def/EndRdx(A), ShlWal-ResDam/Re TP(36), ShlWal-Def/Rchg(37), ShlWal-Def(37) Level 28: Quickness -- Run-I(A) Level 30: Serpent's Reach -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(37), SprMghoft-Dmg/EndRdx/Rchg(39), SprMghoft-Acc/Dmg/Rchg(39), SprMghoft-Rchg/Res%(39), SprMghoft-Acc/Dmg/EndRdx/Rchg(40) Level 32: Hasten -- RechRdx-I(A), RechRdx-I(40) Level 35: Innocuous Strikes -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(40), SprGntFis-Acc/Dmg/Rchg(42), SprGntFis-Dmg/EndRdx/Rchg(42), SprGntFis-Rchg/+Absorb(42), SprGntFis-Acc/Dmg/EndRdx/Rchg(50) Level 38: Sky Splitter -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Acc/Dmg(43), SprBlsCol-Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(45) Level 41: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 44: Focused Accuracy -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(45), GssSynFr--ToHit/EndRdx(46), GssSynFr--ToHit/Rchg/EndRdx(46), GssSynFr--Rchg/EndRdx(46), GssSynFr--Build%(48) Level 47: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(48), ShlWal-Def/EndRdx/Rchg(48), ShlWal-Def(50) Level 49: Super Jump -- WntGif-ResSlow(A) Level 1: Gauntlet Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(11) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 49: Double Jump Level 50: Agility Core Paragon Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 20: Form of the Body Level 20: Form of the Mind Level 20: Form of the Soul ------------
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