Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Gobbledigook

Members
  • Posts

    1297
  • Joined

  • Last visited

Everything posted by Gobbledigook

  1. Radiation melee could work well with Stone armor. It would give an extra damage aura that can proc debuffs/damage and has a heal in the set also.
  2. Shield is good. Mace is good. Cant go wrong with those two. Dark Armour is endurance heavy.
  3. Dark would probably, with its to hit debuff and an extra heal. The +to hit of invuln would benefit Dual pistols also. But i imagine anything with it would be good.
  4. Shock and claw, Cosmic Razor, Buzz the Butcher for a few lol
  5. You can Tank fine without taunt. Sometimes it can be handy though. But if you know what you are doing you will use it less and less. If you can fit it get it, if not then make do. Try it with taunt and see how much you are actually using it after a while. I have played a lot of Tankers and those i didn't take taunt on i never really missed it much. The more damage buffs added to the tanker would presumably put the tanker even closer to Brute damage due to higher base damage, though the Brute will always have 200% more cap. You would need a kinetics on your team.
  6. Get a team next time, will be much faster 😛
  7. Stalker with Placate "These are not the droids you are looking for!" 🙂 Katana/SR.
  8. I have built characters with high resists and others with high regeneration. but the sturdiest i have built so far in doing most content is a shield defence tanker. The defences can't be stripped as he is at 90%+ DDR and has ITF levels of defence with some decent resists with a few procs. He lacks healing but never really needs it, even when rage crashes, they just can't hit him and those that do are subject to some decent resists. Some mobs will be his weakness but they are not many. Invuln would be very good also if not better. Having no DDR and having Defences stripped is a big mitigation loss. 90% resists is nice but you will still take a fair amount of damage if swarmed and are open to more debuffs due to no defence. High regeneration is great if the mitigation is good too. Strip that mitigation and the healing will usually fail slowly. Plus they are also more open to debuffs. Saying that though Bio is very good, i just find SD with its DDR superior in survival.
  9. I would think invuln would work well with Staffs as invuln brings +to hit that staff lacks. Would be very durable. SR would be good also with the extra mitigation from staff.
  10. My opinions are that Opportunity is utter garbage as it is. It should not be locked to any powers just like Tankers version used to be. AoE nerf is way too much. Damage is a little on the low side still and needs a little bump. Procs help but it is still quite low for a class with little to no utility. A scrapper/Stalker is way ahead in damage. Some activation times need looking at as some are unnecessarily long. But that is all ATs i would say. The class has no useful purpose in the game whatsoever. They are fun but are not useful at all. Any other class would bring far more to the table. Once the fun factor has worn off you are left with a very mediocre AT that is surpassed in damage by a lot of other ATs even a tanker probably with its increased targets and the Sentinels reduced targets. No amazing buffs/debuffs though some T9s bring some debuffs. Survival isn't the best as you need to pump everything into damage to make them close to being viable. What they are good for is flying over the head of mobs that can't reach them and pew pewing them slowly whilst being very safe lol. They need an overhaul.
  11. I have around 30-40% resists on my SR sentinel when my health drops it caps out quite easily at 75%. Feels a bit weird running at low health but my resists are capped and i have high defence and an absorb that is nice at lower health. In a team though a support class will usually throw me a heal fast lol. Big spike damage can floor you sometimes though as sentinels dont have the highest health. A Tanker in SR i can imagine would be very durable. High defence and decent resists due to the ATO proc and a decent IO build. They have the high health to take the spike damage and the lower they get the more resists they will get. 90% is probably achievable. A Tanker with an IO build could have 50%ish S/L resists and 30%ish to the others. Throw in 3 procs of the ATO and that is another 20%ish. Add 5% from barrier or Cimemora and that is some decent resists that just gets better when you lose health on an AT with high health and very high defence and DDR. You could even go Staff Mastery and add even more resists and defence lol. So yea SR on a Tanker looks like it could be very good.
  12. Defence debuffs, slows and endurance drains to a lesser extent to name a few. But the set is sturdy and you can build some slow resist in.
  13. Isn't PvE real combat then? 😛 Just pick a Psi/energy blaster. job done.
  14. I stopped reading after the first sentence. Reads like a child having a tantrum lol. People are definitely going stir crazy stuck inside.
  15. Double stacked Active defences in shield mastery.
  16. Blasters nukes are higher damage than Sentinels version but Sentinels nuke has a lower cooldown and can get around the low 20 second region. Try BlackStar for example in the Dark blast set and debuff a mobs To-Hit with near 100% up time lol. Some nice debuffage there 🙂
  17. I don't think you can go wrong with either tbh. Both are great. More dps option with Bio or strong survival of invuln. Killing things fast is its own mitigation as Bubba says. It also depends on what mobs you are fighting and what effects they throw at you. Invuln is less clicky and you may like that more. Maybe pick them on a theme/costume because both are very viable.
  18. Personally i would go a claws/invulnerability scrapper. Brutes get a higher damage cap but that is only good if you can reach the 90% anyway. Not all sets do. Invulnerability will have high S/L mitigation on a brute which is nice but then a scrapper has more damage and if its dead it isn't a threat. A brute will not cap the other resists, making the 90% useless anyway. Defence/mitigation values on a Scrapper and Brute are the same. Brutes have a higher health cap which is also nice, especially with Dull pain running. Bio vs Invuln? well Bio is very good and you have the option of going more offensive. I would say it is harder to build though and the clickies can slow dps if you need them a lot. Invulnerability may allow you to build more offensively with Procs. Bio will get it's defences stripped easily whilst invulnerability won't so much due to it having DDR. Bio has some nice heals, but if you aren't hit who needs heals. Both are very good. Invulnerability having the edge on survival. More survival= Brute and Invuln. More damage= Scrapper and Bio. Your choice.
  19. I don't know why they don't just up the damage scale a little and turn Opportunity into a percent chance of adding a mitigation debuff to all powers for a short 3-5 second duration similar to scrappers criticals. Even reducing the secondary values slightly to increase the primary attacks to give them more dps but slightly less survival. Range and dps is survival anyway. Or go nuts and turn them into a Ranged Tank lol.
  20. It depends what mobs/content you are facing. A lot of your toughness comes from your clickies. If they are constantly on cooldown due to lack of recharge or stacked slows you can go down quite easily.
  21. How about some cosmetic options to allow weapon user types to have their weapons appear on their backs when not in use? Or at least add some cosmetic options to backpacks for sword sheaths on the back or scabbards to belts. Cross swords, spears etc strapped to backs/sides would look cool.
  22. Some more ideas. How about... Offensive/defensive opportunity becoming Toggles. Offensive toggled on gives all of your attacks a chance to debuf mitigation/defence but reduces defence/mitigations of the Sentinel slightly similar to Bio armours Offensive toggle. Defensive toggled on gives all of your attacks a chance to proc a PBaoE heal but lowers dps by 15%. Gives a passive regen/recovery boost or defence or something. None toggled on would give no buff or debuf at all. Or something similar to above. Having lower AoE targets and lower range should warrant the sentinel having higher dps than it currently does though. I would go as high as 1.1 even.
  23. I found the Cosmic corsair Belt seems bugged. The Decorated 1 and 2 option are not showing colours on the front side.
  24. Personally i would up the Sentinel Damage to 1.1 or very close to Blasters/scrappers. Scrappers have Crits and Blasters have damage buffs. A sentinel would be decent single target then but would have reduced AoE and range as it is now. The AoE and range debuff is enough to warrant higher damage. Or Make them like a Ranged Brute. start them low on damage and let it ramp up to blaster damage at the peak. Or Put them on Stalker damage and let their Crit chance go up as they fight similar to Brutes Fury. 1-25% or something. Remove the Opportunity mechanic. Let the defenders/corruptors etc do the debuffing.
×
×
  • Create New...