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Everything posted by Gobbledigook
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Skipping Dull Pain - Heresy? - IGNORE, Mids Problem
Gobbledigook replied to Bill Z Bubba's topic in Tanker
Mines says 2642 MaxHP without DP, 32.66regen.. DP with one heal enhance caps it with 43.69regen. All with accolades. Staff Mastery would have got you the extra resistances if you aren't bothered about dps. -
Staff Mastery might work well with topping them resists up if needed. I am not sure on the damage of staff though compared to other sets.
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Particle Shielding on my new Tank is buggy.
Gobbledigook replied to cfarevival's topic in Bug Reports
I have noticed it does that also. Never understood why. It seems to alternate. You get a big absorb then a small, then a big and so on. The actual bar is less every other casting. -
Do you intend to use an unslotted kick for that force feedback proc? Something weird going on with the recharge numbers in Mids. You have 26.25% global recharge and have hasten on a 105.8 second recharge and i have 58.75% global recharge and Hasten is 122.4 second recharge. All with no FF procs. What am i missing lol? Seems to be when i drop the Hasten power and re add and slot it, it drops the recharge of it to 138.4 seconds without the FF proc.
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Stone/Rad would have some good debuffs and survival. 2 damage auras that debuff would be nice but quite endurance heavy, so best prepare for that. Shield/Rad is good survival also. Shield can buff teammates defence and Rad debuffs enemy defence. Rad also brings a heal for shield. Bio is a very good debuff set. It is quite sturdy but needs a good build and playstyle. Bio/Rad would be a very good debuffer. Run in defensive for harder content and offensive the rest of the time. 2 debuffing damage auras.
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The heal on it is small though. It is max health mostly. Regen is quite good when it is not debuffed though.
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I recently tried my Stone/SS Tanker in 801.5. It did very well, but the lack of a good heal was noticeable at times. I tried my Bio/SS in there and it did quite well, but i had to stay on my toes , it was in Offensive stance though. My Rad/SS Tanker just had it so easy and unless i pulled everything in sight he just wouldn't die, even then i could escape. Yet the Stone/ and Bio/ are better in +4x8 ITF i find, Bio being the best really.
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Maybe Rad/electric for some sort of nuclear/atomic storm? Lightning rod in then Ground zero.
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It's a shame Hurl is not like Hurl boulder in the Dominator Earth assault set, it has a 1.5 second activation in stead of Hurls 2.5 seconds.. Wouldn't need to replace it then.
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Could we please get Sonic Attacks Shout activation time reduced to 1.67 seconds instead of the 2.67seconds it is now. It is awfully Slow. A sniper attack would be nice also. Also reducing Hurls 2.5 activation time to match Dominators earth assaults Hurl boulder 1.5 please. Thanks.
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This might give you some ideas. If you want taunt switch out Kick for it. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Willpower Secondary Power Set: Super Strength Power Pool: Fighting Power Pool: Leaping Power Pool: Flight Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: High Pain Tolerance -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(5), UnbGrd-ResDam/EndRdx/Rchg(31), NmnCnv-Heal/EndRdx(33), NmnCnv-Heal(33) Level 1: Jab -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Rchg/HoldProc(48) Level 2: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-EndRdx/Rchg(50), UnbGrd-Max HP%(50) Level 4: Fast Healing -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(48) Level 6: Indomitable Will -- ShlWal-Def/EndRdx(A), ShlWal-ResDam/Re TP(34), ShlWal-Def(34), ShlWal-Def/Rchg(37), Rct-ResDam%(37) Level 8: Rise to the Challenge -- Prv-Heal(A), Prv-Heal/EndRdx(9), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(43), Prv-EndRdx/Rchg(46) Level 10: Haymaker -- FrcFdb-Rechg%(A), SprGntFis-Acc/Dmg(11), SprGntFis-Acc/Dmg/Rchg(11), SprGntFis-Dmg/EndRdx/Rchg(13), SprGntFis-Acc/Dmg/EndRdx/Rchg(13), SprGntFis-Dmg/Rchg(15) Level 12: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(15) Level 14: Boxing -- Empty(A) Level 16: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx/Rchg(19), GldArm-3defTpProc(45) Level 18: Heightened Senses -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(45), ShlWal-Def/EndRdx/Rchg(45), ShlWal-Def(46), LucoftheG-Def/Rchg+(46) Level 20: Knockout Blow -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(21), SprMghoft-Acc/Dmg/Rchg(21), SprMghoft-Dmg/EndRdx/Rchg(29), SprMghoft-Rchg/Res%(31), SprMghoft-Acc/Dmg/EndRdx/Rchg(31) Level 22: Weave -- ShlWal-Def(A), ShlWal-Def/EndRdx(23), ShlWal-Def/Rchg(23), ShlWal-Def/EndRdx/Rchg(48), LucoftheG-Def/Rchg+(50) Level 24: Cross Punch -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg(25), SprAvl-Dmg/EndRdx(25), SprAvl-Acc/Dmg/EndRdx(27), SprAvl-Acc/Dmg/Rchg(27), SprAvl-Acc/Dmg/EndRdx/Rchg(29) Level 26: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 28: Rage -- GssSynFr--Build%(A) Level 30: Hover -- LucoftheG-Def/Rchg+(A) Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 35: Gloom -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(36), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(36), SprWntBit-Dmg/EndRdx/Acc/Rchg(37) Level 38: Foot Stomp -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(39), Arm-Dam%(39), Arm-Dmg/EndRdx(39), Arm-Acc/Rchg(40), FrcFdb-Rechg%(40) Level 41: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(42), PstBls-Dam%(42), Bmbdmt-+FireDmg(42), CldSns-%Dam(43), JvlVll-Dam%(43) Level 44: Fly -- WntGif-ResSlow(A) Level 47: Kick -- Empty(A) Level 49: Strength of Will -- StdPrt-ResDam/Def+(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 -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(3), Pnc-Heal/+End(3) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19) Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 44: Afterburner Level 50: Agility Core Paragon ------------
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Thoughts on the Sentinel (feedback/theorycrafting ahoy)
Gobbledigook replied to Nerva's topic in Suggestions & Feedback
Most are in their given roles. A corruptor gains more damage in exchange for some support etc. Sometimes some classes/skills are underpowered or overpowered and they get tweaked at some point. I feel the sentinel is not equal in a team though. They are slightly under par which should be addressed. They can solo though. -
Thoughts on the Sentinel (feedback/theorycrafting ahoy)
Gobbledigook replied to Nerva's topic in Suggestions & Feedback
Yes i saw it and all ideas are good. Hopefully the developers will consider all of them. -
Thoughts on the Sentinel (feedback/theorycrafting ahoy)
Gobbledigook replied to Nerva's topic in Suggestions & Feedback
All classes can solo to varying degrees so i don't know what the problem is really lol. Sentinels will be good soloers as they have damage and armour. Are they the best at it? No lol, but they aren't the worst either. -
Thoughts on the Sentinel (feedback/theorycrafting ahoy)
Gobbledigook replied to Nerva's topic in Suggestions & Feedback
I just think some classes are naturally better at it. The classes with armour sets or strong CC usually. Soloing is killing and not being killed. Primarily classes were built for teams and some were given extra help for those times when they could not get a team or just wanted a slower pace on their own, at the request of the players. Defenders/controllers etc got damage buffs. But if they were to be built with soloing a big consideration i think they would have been built quite different. An empath defender can solo though, just not as well as others. Are classes all to be equal in soloing? -
Thoughts on the Sentinel (feedback/theorycrafting ahoy)
Gobbledigook replied to Nerva's topic in Suggestions & Feedback
One thing i have learnt from this thread is how different peoples views are on how the Sentinel should be. I think the developers have a massive job in pleasing everyone lol, if they ever rework the Sentinel. -
Thoughts on the Sentinel (feedback/theorycrafting ahoy)
Gobbledigook replied to Nerva's topic in Suggestions & Feedback
All classes can solo even controllers. Fire/kin controller used to be great soloers/farmers. But they are not made for solo play really. Scrappers are dps in teams but are still great soloers. I am kinda with @Tyrannical . I think classes should be built for teams and if they are great soloers then that is just a bonus. Dps classes quite often make the best soloers. -
Thoughts on the Sentinel (feedback/theorycrafting ahoy)
Gobbledigook replied to Nerva's topic in Suggestions & Feedback
@Nerva and @UltraAlt please stop bickering about Stalkers it is going no where except to get the thread locked. enough has been said about the Stalkers here. This is about Sentinels after all. -
Thoughts on the Sentinel (feedback/theorycrafting ahoy)
Gobbledigook replied to Nerva's topic in Suggestions & Feedback
That is why we have the test servers and feedback. It would not hurt to test a few the ideas out on them. A few small tweaks could really sell the class to more players. Opportunity really needs changing though. -
1-2 slots in each is more than enough. If you have high resists without Meltdown/RoP then you probably won't need them. But i had 90% or close to pretty much all resists with them up and rotating them certainly frees up a build to be a proc heavy build for killing power like mine is. Option for a new or cheaper build though. Yes you can use orange insps. Inspirations FTW lol. I use red.
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Thoughts on the Sentinel (feedback/theorycrafting ahoy)
Gobbledigook replied to Nerva's topic in Suggestions & Feedback
I think the stalker talk has gone as far as needed for this thread guys. -
Meltdown and Rune of Protection work well together if you rotate them.. Forget defence, which will break anyway with no DDR and just get them resists up. I used to do +4x8 solo ITF with my SS/Rad Brute. The knockdown helps though and killing them fast. You have an absorb buffer and you have an AoE heal. Hard to break through if you have the resists, which RoP and Meltdown will help with. My resists were actually better than my Tankers when either of those 2 buffs were up. Just takes a little more clicking than a Tanker.
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Thoughts on the Sentinel (feedback/theorycrafting ahoy)
Gobbledigook replied to Nerva's topic in Suggestions & Feedback
My view as i have said earlier is just increase their damage closer to Blasters/Scrappers, maybe 1.1 damage scale. Make them a damage class. They will still have lower target caps than Blasters and lower damage due to defiance and scrapper crits. Opportunity will give them a damage boost in some way allowing them to equal or excel Scrapper/Blaster dps for a short time. Use the same mechanic but let it affect all attacks could be an easy option. -
Thoughts on the Sentinel (feedback/theorycrafting ahoy)
Gobbledigook replied to Nerva's topic in Suggestions & Feedback
Sounds like a Fortunata to me 😛 -
Thoughts on the Sentinel (feedback/theorycrafting ahoy)
Gobbledigook replied to Nerva's topic in Suggestions & Feedback
I am happy playing my Widow at the moment. They bring some very nice support skills to a team and their damage is decent also without limited targets. Their defences are really good also. The Sentinel brings nothing these guys can't do better. The Sentinel should probably be a Dps class with lower than Scrapper damage but with spikes exceeding scrapper damage when Opportunity is up in my opinion. There is always room for another dps on a team. But we all have different ideas and it is ultimately down to the development team. Another idea is Opportunity could be a % chance to recover or gain the Build up skill.