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Heatstroke

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Everything posted by Heatstroke

  1. And with that logic in /Time I could have a ton of recharge, Temporal Mending and Chrono Shift which actually adds on even more healing. AM does not add more regen. It adds Recovery. It doesnt boost healing. I have a Rad/Rad Corruptor. Perma Hasten and and Perma AM. Radian Aura Heals for 230 HP rounded up. RA recharges in 2.2 seconds I have a DP/Time Corruptor. Perma Hasten and Perma Chrono Shift. Temporal Mending heals for 407 and adds Slow Resists and -Regen Resistance and recharges in 3.61 seconds. I see a few saying that RA recharges faster so you can spam it more as if it will heal more.. lets test that theory.. Lets take 10 second of time. RA @ 2.2 seconds recharge thats 4.54 possible activatione in ten seconds which is 1044.2 HP TM@ 3.61 recharge is 2.77 possible activations in ten seconds is 1127.39 HP. So it STILL out heals RA in the same time frame. Both being level 1 powers on the SAME AT. and it adds Slow Resists and - Regen.. Now figure in Chrono Shift running as well Chrono Shift on my DP/Time Corruptor adds another 280HP per activation and 11 ticks of 47HP over time. AND buffs recovery and recharge time.. Radiant Aura IMO is lacking.. It needs something else.. maybe a small buff, maybe some regen deff resistance.. Im not suggesting that it gets a Major overhaul.. It just needs something..
  2. I fully understand that transfusion can miss and requires an enemy.. The point is however even with that.. It heals for far more, and had a -regen component attached to is as well. My point isnt " make radiant aura as strong as transfusion " my point is that it is one of the weakest heals and adds nothing else. It needs " something "
  3. I think this are the two choices I am down to. Ive pretty much done every other Secondary accept these two.. Just looking for opinions of people who might have made these..
  4. Some + Regen would be nice.. It needs something..
  5. Im not advocating taking over the job of an empath or pain dominination but looking at my on my Fire/Rad conroller maxed out it heals for 223 points. On My Rad/Rad Corruptor it's 233 points. Thats just pathetically low.. It's almost skippable as a a power because its so low. And all you get is a crappy heal.. Conversely my Grav/Time Controller Temporal mending gets a Heal of 174, 5 ticks of 47hp which ads up to 409 Points and its available at level 1 just like Radiant Aura.. AND it also gives Slow Resists AND defense against Regent Debuff.. Once you stack it with Chrono Shift is you get more healing. Transfusion will heal for about 458 points Maxed out and provides -regen... Radiant Aura needs a buff.. come on Devs.. it needs something...
  6. Here Here... Well Said !!!
  7. I hadnt done one of these in like what 15 years and I one was on Excelsior yesterday.. wasnt able to play long but it sure brought back some memories.. Thank You CoH Tank Community.. and once again I was the only Ice/Spines tanker I saw there...
  8. It wasnt erased. You never saw it.. and you didnt have the temerity to go back and admit that you stated that I made TWO posts.. when I made THREE. You jumped into the end of a conversation which had died.. and decided to throw in your two cents and revive it.. but Ive got plenty of time for the smoke. And my last two comments did not negate my prior comment that range is NOT underrated.. I stated how I have used range to my advantage on my characters.. But sure make me the bad guy For stating 1) its your game, play however you want to play 2) Dont let someone else pigeon hole you into THEIR idea of whats correct 3) and saying there is no WRONG way to play. Im here for the smoke...
  9. Actually I made three posts.. And the first was the encouraging one.. sorry you missed that one.. carry on..
  10. When the advice is given in a less condescending " you're doing it wrong, you should be doing it this way " attitude.. ill respect it..
  11. This has always been the one thing often grinds my gears on CoH. Somebody telling you that the way you are doing it is wrong.. and that you should be doing it this way.. Play however you want to play.. I like my blasters staying at range.. There is no WRONG way to play..
  12. My short answer is YES.. range is underrated.. not everyone is built for it, and I would think most people dont think to take advantage of it. One the original forums there was a guy names SnipeFu who wrote a guide about Snipes and using range to your advantage. After getting the crap stunned out of my by a Tank Boss I took that guide to heart. My first every character Airhammer in his original build had three damage range Hami-Os in every attack. My SG mates used to joke that I would finish the missions from inside our SG base. I would show up to Hami Raids and take out Mitos from outside the Goo.. Currenty because he is more of an IO build now.. he has a level 53 Centriole in almost every attack. PowerBolt has 146 range.. 194 if Boost range is up... The Snipe 275 range. 364 with Power Boost up.. and one if his favorite tactics is to Mix Power Push in with attacks to keep foes at a distance with knockback and continue to pummel them from a distance. He is a master of SnipeFu. Even Energy Torrent which is normally 40ft range is now standard blaster range of 80'.. yes range is VERY underrated IMO
  13. I took all the offensive powers.. but I dont have things like Boxing Tough and Weave, which I am OK with on this build. Sometimes you have to let your teammates shine..
  14. Lets see... My Fire/Rad Sent uses Fire Cages to keep everyone nice and bunched together to keep mobs scattering from Rain of Fire. And uses Fire Sword Circle as part of his PbAoE attack chain with Fireball @ close range, Ground Zero and Inferno.. That works pretty good. My Dark Bio uses Dark Mastery Netherworld Tentacles and Engulfing Darkness in combination with Umbral Torrent and Dark Obliteration as a Nice AoE Spam.. and since the immobilize keeps them in place They are all nice and bunched for Parasitic Leach.. AND Netherworld Grasp gives a very nice attack with 5 damage procs... My Water/Ice uses Ice Mastery Frostbite to keep everyone bunched up for Whirlpool. Now they cant run out of Whirlpool and they take ALL the DoT from it.. And Block of Ice is a nice place for 5 Damage procs ( hmm mayge I should call it Block of Nice ) Elec/Elec uses Electric Mastery Chain Fences to once again.. Immobilize everyone.. and keep them in place for Short Circuit/Power Sink combo to drain them.. Its -End along with Lightning Field from the same pool damaging and ticking -end... to keep their end floored.. which in turn helps trigger the Shocked Mechanic so they take even MORE damage... And lastly Psi/Regen uses Psi Mastery uses Mass Hypnosis to just put everyone to sleep. Hits Psychic Focus, Psychic Shockwave and then Psychic Wail.. and Once again.. Dominate very nice attack with 5 damage procs.. What did Eric Clapton say ?? ITS IN THE WAY THAT YOU USE IT....
  15. The whole point is that they are designed to round out a character. None of these powers should be significantly better than the T9 in your primary or secondary set.
  16. This is my current live build for my Elec/Elec/Elec Sentintel. I always say.. use this to give you some ideas but tailor to YOUR desires. I built my guy around the theme of a super speed character who channels an extra dimensional energy he calls " The Juice " ( speed force essentially ) He can generate and drain electrical energy. He doesnt have high defenses. He can boost the recovery of others. Learn to make your own builds around your ideas and playstyle. There is no ONE WAY to do things. Also you could be copying the build of an absolute lunatic.... author included Elec/Elec Sentinel Build plan made with Mids' Reborn v3.7.4 rev. 9 ────────────────────────────── Primary powerset: Electrical Blast Secondary powerset: Electric Armor Pool powerset (#1): Leaping Pool powerset (#2): Speed Pool powerset (#3): Leadership Pool powerset (#4): Experimentation Epic powerset: Electricity Mastery ────────────────────────────── Powers taken: Level 1: Charged Bolts A: Decimation: Accuracy/Damage 3: Decimation: Damage/Endurance 3: Decimation: Damage/Recharge 5: Decimation: Accuracy/Endurance/Recharge 5: Decimation: Accuracy/Damage/Recharge 7: Gladiator's Javelin: Chance of Damage(Toxic) Level 1: Charged Armor A: Ribosome Exposure 7: Ribosome Exposure 9: Ribosome Exposure Level 2: Lightning Bolt A: Superior Opportunity Strikes: Accuracy/Damage 9: Superior Opportunity Strikes: Accuracy/Damage/Endurance 11: Superior Opportunity Strikes: Accuracy/Damage/RechargeTime 11: Superior Opportunity Strikes: Damage/RechargeTime 13: Superior Opportunity Strikes: Accuracy/Damage/Endurance/RechargeTime 13: Superior Opportunity Strikes: RechargeTime/Chance for Opportunity Level 4: Ball Lightning A: Superior Sentinel's Ward: Accuracy/Damage 15: Superior Sentinel's Ward: Damage/RechargeTime 15: Superior Sentinel's Ward: Accuracy/Damage/RechargeTime 17: Superior Sentinel's Ward: Accuracy/Damage/Endurance 17: Superior Sentinel's Ward: Accuracy/Damage/Endurance/RechargeTime 19: Superior Sentinel's Ward: RechargeTime/Chance for +Absorb Level 6: Combat Jumping A: Luck of the Gambler: Defense/Increased Global Recharge Speed 19: Karma: Knockback Protection Level 8: Super Jump A: Invention: Jumping Level 10: Charged Shield A: Preventive Medicine: Heal 21: Preventive Medicine: Heal/Endurance 21: Preventive Medicine: Endurance/RechargeTime 23: Preventive Medicine: Heal/RechargeTime 23: Preventive Medicine: Heal/RechargeTime/Endurance 25: Preventive Medicine: Chance for +Absorb Level 12: Tesla Cage A: Apocalypse: Damage 25: Apocalypse: Damage/Recharge 27: Apocalypse: Damage/Recharge/Accuracy 27: Apocalypse: Recharge/Accuracy 29: Apocalypse: Damage/Endurance Level 14: Conductive Shield A: Ribosome Exposure 31: Ribosome Exposure 33: Ribosome Exposure Level 16: Energize A: Panacea: Heal/Recharge 33: Panacea: Heal/Endurance/Recharge 33: Panacea: Heal 34: Panacea: Heal/Endurance 34: Panacea: Endurance/Recharge Level 18: Static Shield A: Invention: Endurance Reduction Level 20: Grounded A: Steadfast Protection: Knockback Protection Level 22: Hasten A: Invention: Recharge Reduction 34: Invention: Recharge Reduction Level 24: Super Speed A: Invention: Run Speed Level 26: Short Circuit A: Synapse's Shock: EndMod 36: Synapse's Shock: Damage/Rechage 36: Synapse's Shock: EndMod/Recharge 36: Synapse's Shock: Damage/Recharge/Accuracy 37: Synapse's Shock: Damage/Accuracy/Endurance 37: Nucleolus Exposure Level 28: Zapping Bolt A: Decimation: Accuracy/Damage 37: Decimation: Damage/Endurance 39: Decimation: Damage/Recharge 39: Decimation: Accuracy/Endurance/Recharge 39: Decimation: Accuracy/Damage/Recharge 45: Apocalypse: Chance of Damage(Negative) Level 30: Charge Up A: Gaussian's Synchronized Fire-Control: Chance for Build Up Level 32: Thunderous Blast A: Ragnarok: Damage 40: Ragnarok: Damage/Recharge 40: Ragnarok: Damage/Recharge/Accuracy 40: Ragnarok: Recharge/Accuracy 42: Ragnarok: Damage/Endurance Level 35: Power Sink A: Invention: Recharge Reduction 42: Invention: Recharge Reduction 42: Invention: Endurance Modification 43: Invention: Endurance Modification Level 38: Chain Fences A: Endoplasm Exposure 43: Gravitational Anchor: Immobilize 43: Gravitational Anchor: Immobilize/Recharge 46: Gravitational Anchor: Immobilize/Recharge/Accuracy 46: Gravitational Anchor: Recharge/Accuracy 48: Gravitational Anchor: Immobilize/Endurance Level 41: Voltaic Sentinel A: Nucleolus Exposure 45: Nucleolus Exposure 46: Nucleolus Exposure Level 44: Lightning Field A: Superior Avalanche: Accuracy/Damage 48: Superior Avalanche: Damage/Endurance 48: Superior Avalanche: Accuracy/Damage/Endurance 50: Superior Avalanche: Accuracy/Damage/Recharge 50: Superior Avalanche: Accuracy/Damage/Endurance/Recharge 50: Invention: Endurance Reduction Level 47: Lightning Reflexes A: Invention: Run Speed Level 49: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed ────────────────────────────── Inherents: Level 1: Opportunity Level 1: Brawl (Empty) Level 1: Sprint A: Invention: Run Speed Level 2: Rest (Empty) Level 2: Swift A: Invention: Run Speed Level 2: Hurdle A: Invention: Jumping Level 2: Health A: Numina's Convalesence: +Regeneration/+Recovery 29: Miracle: +Recovery 45: Panacea: +Hit Points/Endurance Level 2: Stamina A: Invention: Endurance Modification 31: Performance Shifter: EndMod 31: Performance Shifter: Chance for +End Level 1: Shocked Level 8: Double Jump Level 24: Speed Phase Level 1: Prestige Power Dash (Empty) Level 1: Prestige Power Slide (Empty) Level 1: Prestige Power Quick (Empty) Level 1: Prestige Power Rush (Empty) Level 1: Prestige Power Surge (Empty) Level 4: Ninja Run ────────────────────────────── Incarnates: Preemptive Radial Flawless Interface Ageless Core Epiphany Musculature Core Paragon Ion Core Final Judgement Storm Elemental Core Superior Ally Assault Radial Embodiment
  17. BAH ZINGA !!!
  18. Please keep shouting this from the rooftops !!!!!
  19. This is my current build on live for my DP/SR Sentinel. He is built as " natural " hero, hence he has no true travel power. Its a pretty solid build IMO. Mister Magnum - Hero Sentinel Build plan made with Mids' Reborn v3.7.4 rev. 9 ────────────────────────────── Primary powerset: Dual Pistols Secondary powerset: Super Reflexes Pool powerset (#1): Leaping Pool powerset (#2): Leadership Pool powerset (#3): Speed Pool powerset (#4): Fighting Epic powerset: Weapon Mastery ────────────────────────────── Powers taken: Level 1: Pistols A: Thunderstrike: Accuracy/Damage 3: Thunderstrike: Damage/Endurance 3: Thunderstrike: Damage/Recharge 5: Thunderstrike: Accuracy/Damage/Recharge 5: Thunderstrike: Accuracy/Damage/Endurance 7: Thunderstrike: Damage/Endurance/Recharge Level 1: Focused Fighting A: Luck of the Gambler: Defense/Endurance 7: Luck of the Gambler: Defense/Endurance/Recharge 9: Luck of the Gambler: Defense 9: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 2: Focused Senses A: Luck of the Gambler: Defense/Endurance 11: Luck of the Gambler: Defense/Endurance/Recharge 11: Luck of the Gambler: Defense 13: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 4: Combat Jumping A: Blessing of the Zephyr: Knockback Reduction (4 points) 17: Reactive Defenses: Scaling Resist Damage Level 6: Dual Wield A: Superior Sentinel's Ward: Accuracy/Damage 19: Superior Sentinel's Ward: Damage/RechargeTime 19: Superior Sentinel's Ward: Accuracy/Damage/RechargeTime 21: Superior Sentinel's Ward: Accuracy/Damage/Endurance 21: Superior Sentinel's Ward: Accuracy/Damage/Endurance/RechargeTime 23: Superior Sentinel's Ward: RechargeTime/Chance for +Absorb Level 8: Empty Clips A: Superior Opportunity Strikes: Accuracy/Damage 23: Superior Opportunity Strikes: Damage/RechargeTime 25: Superior Opportunity Strikes: Accuracy/Damage/RechargeTime 25: Superior Opportunity Strikes: Accuracy/Damage/Endurance 27: Superior Opportunity Strikes: Accuracy/Damage/Endurance/RechargeTime 27: Superior Opportunity Strikes: RechargeTime/Chance for Opportunity Level 10: Assault A: Invention: Endurance Reduction Level 12: Suppressive Fire A: Invention: Accuracy 29: Gladiator's Net: Chance of Damage(Lethal) 29: Ghost Widow's Embrace: Chance of Damage(Psionic) 31: Gladiator's Javelin: Chance of Damage(Toxic) 31: Unbreakable Constraint: Chance for Smashing Damage 31: Apocalypse: Chance of Damage(Negative) Level 14: Master Brawler A: Preventive Medicine: Chance for +Absorb Level 16: Swap Ammo Level 18: Bullet Rain A: Ragnarok: Damage 33: Ragnarok: Damage/Recharge 33: Ragnarok: Damage/Recharge/Accuracy 33: Ragnarok: Recharge/Accuracy 34: Ragnarok: Damage/Endurance 34: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown Level 20: Dodge A: Invention: Defense Buff 34: Invention: Defense Buff Level 22: Executioner's Shot A: Apocalypse: Damage 36: Apocalypse: Damage/Recharge 36: Apocalypse: Damage/Recharge/Accuracy 36: Apocalypse: Recharge/Accuracy 37: Apocalypse: Damage/Endurance 37: Sudden Acceleration: Knockback to Knockdown Level 24: Agile A: Invention: Defense Buff 37: Invention: Defense Buff Level 26: Hasten A: Invention: Recharge Reduction 39: Invention: Recharge Reduction Level 28: Boxing (Empty) Level 30: Enduring A: Kismet: Accuracy +6% 39: Invention: Endurance Modification 39: Performance Shifter: EndMod 43: Performance Shifter: Chance for +End Level 32: Hail of Bullets A: Superior Avalanche: Accuracy/Damage 40: Superior Avalanche: Damage/Endurance 40: Superior Avalanche: Accuracy/Damage/Endurance 40: Superior Avalanche: Accuracy/Damage/Recharge 42: Superior Avalanche: Accuracy/Damage/Endurance/Recharge 42: Superior Avalanche: Recharge/Chance for Knockdown Level 35: Evasion A: Luck of the Gambler: Defense/Endurance 42: Luck of the Gambler: Defense/Endurance/Recharge 43: Luck of the Gambler: Defense 43: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 38: Tactics A: Invention: Endurance Reduction 48: Rectified Reticle: Increased Perception Level 41: Tough A: Steadfast Protection: Knockback Protection 45: Steadfast Protection: Resistance/+Def 3% 45: Gladiator's Armor: TP Protection +3% Def (All) 46: Unbreakable Guard: +Max HP Level 44: Weave A: Luck of the Gambler: Defense/Endurance 46: Luck of the Gambler: Defense 46: Luck of the Gambler: Defense/Increased Global Recharge Speed 47: Luck of the Gambler: Defense/Endurance/Recharge Level 47: Maneuvers A: Luck of the Gambler: Defense/Endurance A: Luck of the Gambler: Defense/Endurance/Recharge A: Luck of the Gambler: Defense 48: Luck of the Gambler: Defense/Endurance/Recharge Level 49: Quickness A: Invention: Run Speed ────────────────────────────── Inherents: Level 1: Opportunity Level 1: Brawl (Empty) Level 1: Sprint A: Invention: Run Speed Level 2: Rest (Empty) Level 2: Swift A: Invention: Run Speed Level 2: Hurdle A: Invention: Jumping Level 2: Health A: Numina's Convalesence: +Regeneration/+Recovery 13: Miracle: +Recovery 15: Panacea: +Hit Points/Endurance 48: Regenerative Tissue: +Regeneration Level 2: Stamina A: Invention: Endurance Modification 15: Performance Shifter: EndMod 17: Performance Shifter: Chance for +End 45: Power Transfer: Chance to Heal Self Level 16: Chemical Ammunition Level 16: Cryo Ammunition Level 16: Incendiary Ammunition Level 1: Prestige Power Dash (Empty) Level 1: Prestige Power Slide (Empty) Level 1: Prestige Power Quick (Empty) Level 1: Prestige Power Rush (Empty) Level 1: Prestige Power Surge (Empty) Level 4: Ninja Run ────────────────────────────── Incarnates: Rebirth Radial EpiphanyAssault Total Core GraftReactive Total Radial ConversionRobotic Drones Total Core Improved AllyMusculature Core ParagonPyronic Total Core Judgement
  20. Ice Armor for Sentinels.. definitely one of the worst.. Other than that.. I would say that Dark requires too many things to make it workable IMO..
  21. This is an extremely poor reason not to implement something that was ALREADY in the works, like Radiation Armor and Sentinels, which were already in the files. Wind Control is already there.k There is ZERO reason not to do it.
  22. Granted. I kind of dont pay attention o that. But the point is that it has a weakness. No Armor set should be able to do everything. Willpower should have some -regen
  23. No set should be designed to able to withstand everything.. I think every set should have a " hole " or weakness that you have to work around solving either through using IOs or incarnates, or find OTHER ways to manage that if possible to shore up that hole.. or GASP teaming with other people !!!! Example.. INV is weak to PSI but you can get some resistance with IOs
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