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Gobbledigook

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Everything posted by Gobbledigook

  1. 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: Martial Arts Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Power Pool: Experimentation Ancillary Pool: Soul Mastery Hero Profile: Level 1: Focused Fighting -- Rct-Def(A), Rct-Def/EndRdx(3), Rct-EndRdx/Rchg(3), Rct-Def/Rchg(40), Rct-Def/EndRdx/Rchg(48), Rct-ResDam%(50) Level 1: Storm Kick -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(7), TchofDth-Dmg/Rchg(9), TchofDth-Acc/Dmg/EndRdx(11), TchofDth-Dmg/EndRdx/Rchg(11), TchofDth-Dam%(13) Level 2: Focused Senses -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(5), RedFrt-EndRdx/Rchg(5), RedFrt-Def(15), RedFrt-EndRdx(19), RedFrt-Def/EndRdx/Rchg(48) Level 4: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7) Level 6: Boxing -- Empty(A) Level 8: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(9) Level 10: Warrior's Provocation -- PrfZng-Dam%(A) Level 12: Evasion -- Rct-Def(A), Rct-Def/EndRdx(13), Rct-Def/EndRdx/Rchg(43) Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(15), HO:Ribo(46) Level 16: Weave -- ShlWal-Def(A), ShlWal-Def/EndRdx(17), ShlWal-Def/EndRdx/Rchg(17), ShlWal-ResDam/Re TP(48) Level 18: Lucky -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19) Level 20: Crane Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(21), Mk'Bit-Dmg/Rchg(21), Mk'Bit-Acc/EndRdx/Rchg(23), Mk'Bit-Acc/Dmg/EndRdx/Rchg(23), Mk'Bit-Dam%(36) Level 22: Quickness -- Run-I(A) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(25), Rct-Def/EndRdx(25) Level 26: Dragon's Tail -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/Rchg(27), SprAvl-Acc/Dmg/EndRdx/Rchg(29), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Rchg/KDProc(36) Level 28: Crippling Axe Kick -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/Rchg(31), SprGntFis-Dmg/EndRdx/Rchg(31), SprGntFis-Acc/Dmg/EndRdx/Rchg(31), SprGntFis-Rchg/+Absorb(33), AchHee-ResDeb%(33) Level 30: Eagles Claw -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(33), Mk'Bit-Dmg/Rchg(34), Mk'Bit-Acc/EndRdx/Rchg(34), Mk'Bit-Acc/Dmg/EndRdx/Rchg(34), Mk'Bit-Dam%(36) Level 32: Practiced Brawler -- EndRdx-I(A) Level 35: Gloom -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(37), SprWntBit-Acc/Dmg/EndRdx(37), SprWntBit-Acc/Dmg/Rchg(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), SprWntBit-Rchg/SlowProc(39) Level 38: Darkest Night -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(40) Level 41: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/Rchg(42), SprFrzBls-Dmg/EndRdx/Acc/Rchg(43), SprFrzBls-Rchg/ImmobProc(43) Level 44: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(45), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--Rchg/EndRdx(45), GssSynFr--ToHit/EndRdx(46), GssSynFr--Build%(46) Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 49: Speed of Sound -- WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(50) 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 -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(37), Mrc-Rcvry+(50) Level 1: Stamina -- PwrTrns-+Heal(A), PwrTrns-EndMod(40) Level 50: Agility Radial Paragon ------------ SD can do this also but it is easier to do with SR.
  2. We are not comparing blaster damage to Sentinel damage. Just discussing Full auto only. If you look at the Corruptor version of FA also, it does a little less damage than the Sentinels but recharges a full 30 seconds faster and can scourge for even more damage. Even the Corruptor version will out pace the Sentinels. Corruptors bring buffs/debuffs of all sorts on top.
  3. Scrappers do not struggle with damage in any way. They have AoE. The AoE of a Scrapper may be less targets but it is also shorter cooldowns and rotated much more frequently than the Blaster t9 FA nuke we are discussing. I am sure a SD/ElecM Scrapper can put out some pretty good AoE damage but that is irrelevant. This is concerning Full Auto only though and probably RoA when it's time is due.
  4. Yes. But the Blasters version also hits a lot harder as well as recharging faster. One is ok but both is a bit too much. Over say 10 uses of FA the Blaster will out damage the Sentinel by a very large margin.
  5. Actually in game it does not. 2 ticks normally and a 10% chance for that extra tick.
  6. Not really. Most blaster sets have over 2 minutes on their nukes. Sentinel nukes generally recharge much faster but hit for lower damage and less targets. I certainly think the Blaster Full auto range should be lowered to 60' max. Also it may be worth increasing the recharge, damage and number of targets to similar figures of other blaster nukes. The blaster seems to be stealing all the Sentinel uniqueness and doing it much better with AR.
  7. Full Auto. Sentinel version is 152.13 damage + 10% chance 62.92 damage. 90 seconds recharge. 40' cone 90 degree arc. Blaster version is 189.53 damage + 10% chance 62.56 damage. 60 seconds recharge. 80'cone 90 degree arc. More damage and 30 seconds faster recharge. Blaster damage scale 1.125 Sentinel damage scale 1.1 Maybe this needs looking at.
  8. Where are you getting the figures from? Full auto went from a 1 minute recharge to a 1 minute 30 seconds recharge. The damage is still lower than a Blasters, so that is a nerf. Rain of Arrows is a location nuke like Blizzard but it also went from a 1 minute 5 seconds power to 1 minute 30 seconds and it does not do anywhere near the damage you are listing. It is more like 120 damage. Full auto for Sentinels shows 2 sets of damage listed. It is applying the first set of damage (13.83x11) only, which is significantly lower than the Blasters. The second set (5.72x11) is a small chance to apply i think, probably 10% also. The blasters full auto shows 1 set of damage (17.23x11) which is higher than the Sentinels and has a 10% chance of hitting for extra damage(62.56). Blasters recharges a full 30 seconds faster and has double the range (also buffed by the Snipe) of the Sentinels version with the same cone on test server. Sentinel version is 152.13 damage + 10% chance 62.92 damage. 90 seconds recharge. 40' cone 90 degree arc. Blaster version is 189.53 damage + 10% chance 62.56 damage. 60 seconds recharge. 80'cone 90 degree arc. That which made the Sentinel unique they have just given to the Blaster and the Blaster gets a better version altogether.
  9. I am liking the new AR revamp. But Full auto between a Blaster and a Sentinel or even Corruptor is a little uneven. The Blasters version does about 25% more damage than the sentinel version and recharges in 1 minute compared to 1minute 30 second. With the increased recharge for Sentinels i thought they would be much closer damage considering the increased damage scale for Sentinels. I know they hit the same amount of targets but they they have an extra 30 seconds downtime. Anyone else notice this?
  10. If it means all weapons sets get a mostly No redraw then this is a good step forward. A weapon draw before combat is fitting i think. "Time for business". You can easily click a weapon power to draw you weapon in advance also.
  11. That was the advice i was given when i was young anyway 🙂
  12. Incinerator for Corruptors does not seem to accept Ranged damage sets. At least it didn't for the one i created. @Booper i don't know if you already knew about this?
  13. Yes, Blasters has 80' range cone compared to 40' and is further enhanced with the snipe also. Now is a good time to address this lol. The sentinels full auto is not much better damage than a Corruptors with 50% more downtime than the corruptors.
  14. What i find odd also is that Full auto for Blasters recharges in 1 minute compared to a Sentinels 1 minute 30 seconds. The Blasters is hitting the same mob for 61.62 x11 with no self buffs at all whilst the Sentinels hits for 36.56x11 with no buffs. That does not seem fair at all. The damage was not quite as high for the Blaster as shown above. It had a buff i did not notice. But the damage is higher by a fair bit than the Sentinels with less downtime and more range. Even with Offensive adaptation switched on the Sentinel still did quite a bit less damage than the Blasters Full auto.
  15. HIT Behemoth Overlord! Your Full Auto power had a 95.00% chance to hit, you rolled a 48.66. You hit Behemoth Overlord with your Full Auto for 52.84 points of Lethal damage over time. You hit Behemoth Overlord with your Offensive Adaptation for 21.84 points of Toxic damage. You hit Behemoth Overlord with your Full Auto for 52.84 points of Lethal damage over time. You hit Behemoth Overlord with your Full Auto for 52.84 points of Lethal damage over time. You hit Behemoth Overlord with your Full Auto for 52.84 points of Lethal damage over time. You hit Behemoth Overlord with your Full Auto for 52.84 points of Lethal damage over time. You hit Behemoth Overlord with your Full Auto for 52.84 points of Lethal damage over time. You hit Behemoth Overlord with your Full Auto for 52.84 points of Lethal damage over time. You hit Behemoth Overlord with your Full Auto for 52.84 points of Lethal damage over time. You hit Behemoth Overlord with your Full Auto for 52.84 points of Lethal damage over time. You hit Behemoth Overlord with your Full Auto for 52.84 points of Lethal damage over time. You hit Behemoth Overlord with your Full Auto for 52.84 points of Lethal damage over time. The extra damage coming from Offensive Adaptation dot seems very low indeed. Same with Flamethrower. Seems to apply on the first dot only. Is this correct?
  16. Why not turn ignite into a single target or even 3 target narrow cone dot (similar to piercing rounds) which causes fear? They run around trying to put the flames out. Btw i do like the new AR changes.
  17. The Blaster 102.6 damage version of Mental Blast has much better damage than the Sentinel 61.17 damage or Defender 47.71 damage versions which does not seem right. Activation time could be lowered for all versions a little also, similar to other newer sets/reworks. Blaster version of Fire Blast 84.72 damage, Defender Fire Blast 48.95 damage , Sentinel Fire Blast 92.63 damage.
  18. Don't forget to update the Epic powers for AT's also. I think this may have been over looked in the past. Otherwise Scrappers for example will still be using a much slower Fire Blast (not very Epic at all!).
  19. Speed some of the Staff Fighting animations up a little and it could be worth playing now 🙂
  20. A Shield/BA or Ice melee could offer some control. Ice has the ice patch and slow. Battle Axe can help keep mobs in a ball with Axe Cyclone. Add in some control/debuffs from the epic pool like quick sand, darkest night etc, Drop a Quick sand and Fold space mobs in. Drop ice patch or use AC to keep them there for example. Throw in Stalagmites and fossilize to if you want.
  21. I did find having +defence rather than +resists made the pets tougher. Better to not get hit at all rather than trying to soak up the damage that the pets just don't have the health for. If i were to make another MM it would be Mercs/Cold or Bots/cold. Good defense and debuffs for extra damage, i just wish it had speed boost also. Increasing the run speed so they keep up or shorten the distance before they teleport to you would make life easier also. That was one of the most annoyiing things for me, waiting for the pets to arrive.
  22. They are decent times yes. I did find Mercs seemed to do better single target dps than Bots. But as i said i wasn't really disputing single target damage so much but rather the AoE. Although i didn't find the single target spectacular either, (especially when they are flailing on the ground), but then i have not procced them out like i said. This game is far more than taking down a Pylon though. You may say they are a Jack of all trades but they take a ton of maintenance are slow and when they get knocked on their ass they sometimes never get back up unless you dismiss them and re summon. They can achieve a decent number on a stationary target but they are very clunky to use. I run ahead with sprint only and turn around and pets are no where in sight. They have AoE but it just seems very poor indeed. I do use the pet binds. But as i said the Trapdoor test gives really bad results from what i see. Why is that? A Jack of all Trades should be able to pull a decent figure there surely. How do the pets, especially melee, survive in a 4* for example?
  23. Those pylon times are probably with Debuffs from the likes of /Cold or from extra damage with /Storm etc. This is also stationary target. The secondary is making the difference i believe on a single large stationary target. With those debuffs/extra damage any AT could probably run a decent time against this target and i am sure they have. Spreading the pets out to individual targets would be really low dps on each target. Even a Defender would AoE that mob down well before the MM pets finish the job. That is if the MM pets can survive the encounter as they are not as robust as a playing AT. They can tank a little but so can a Blaster nowadays. A large AoE could end that though. How are the pets in the harder content? I am sure the pets can do respectable single target damage built well, so can a lot of AT's, but the AoE is not good at all from what i have seen. I have not seen MM's dominating the Trapdoor test. One posted that it took over 20 minutes to clear with a MM when others are doing it 4minutes or less, including Controllers.
  24. I wasn't trying to be funny or overly negative with the MM AT i was just trying to give my honest opinion of my experience with them getting to 50+1. I was hoping i would have had a better experience though as i did quite fancy playing a pet class, maybe a Crab may work. They just aren't for me at the moment and my personal view is they still need some work to improve them. Changing the levels of the pets, increasing run speed so they can keep up better, increasing pet recovery a little, increasing AoE damage a little would in my opinion make them so much better.
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