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Heatstroke

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  1. Just tried on the test server after the update.. The reduced recharge makes a huge difference. However the End Cost is murderous.
  2. So doing some more testing and I agree that Cat 5 needs so more "oomph" up front. The concept of a storm building and raging is nice. But in the reality of playing it doesnt work as well. Reverse the concept.. Storm hits like a truck and then dies down.. which is still in the realm of " reality " I tried some more characters for comparison. Ice/Cold Corrptor drops Sleet-- Good size Debuff Ice Storm Blizzard Not only does the mobs melt, but the area of effect, stacked slows and knockdown keeps the mob pretty much in the area until everything is dead or darn near dead. And Ice Storm and Sleet will come back up almost at the same time Blizzard power duration ends. Ice/Storm Defender does the same thing with Freezing Rain, Ice Storm and Blizzard and can throw in a Tornado and Lighting Storm for good measure. The Storm Blast/Storm Corruptor takes more time to defeat the same sized mobs. Many mobs scatter so they dont get the full effect of Cat 5, The slows arent enough to keep mobs from running away, Sometimes Storm Cell chases a foes leaving the area where I placed it.. Why doesnt Storm Blast have a power like Chained Fences that could be a cone with an AoE immobilize? That would help do damage AND help keep some foes locked down in an area.
  3. it has but keep bringing up anything you see or feel. That is the point of testing. The more eyes and comments on the issue the better.
  4. a few more tests.. 1) MUCH improved Storm Cell graphics.. YES much better.. THANK YOU one thing I hope the devs keep in mind.. many of us started playing CoH almost 20 years ago.. you know what that means.. my EYES are 20 years old.. it helps when I can see what is happening.. I still wish Storm cell worked more like Carrion Creeper, but im getting the hang of casting it.. moving to the next mob.. Two things I would like to see.. the slow effect has to increase.. its TOO easy for mobs to run away with my storm cell. Also its " follow " speed is too slow. That should be increased. 2) Chain Lightning changes.. YES thank you much better 3) Cloudburst animation.. much better.. 4) The Snipe attack seems to be more blue in tint now.. I remember it being more yellow before. 5) Some one else stated that Storm lightning attacks maybe should be coded to be a default yellowish white tint instead of the blue we see with most " non Mu based " eletrical attacks and I agree that it would help make the set look different and stand out 6) Hail and Gust still need more.. depth. Hail is too " see through " crystal style and really should be more like getting pelted with ice.. not diamonds. Gust needs more depth.. similar to the way Gale has depth for its power.
  5. Did some more testing again still using just base powers no enhancements. testing only the Storm Blast powers on a Storm/Storm Corruptor. Storm Cell issues 1) I just cant tell where it is. I can see the rain a bit, but I just cant tell the radius it affects clearly and that is a major problem for me with the application. 2) I dont like the fact that it moves with the mob. I had several instances were it moved away from the area I was in because one of the mobs moved away. And again since the movement speed debuff is so small.. they just run away with it. Also it seems like it moves with me like Carrion Creepers does to.. This is confusing IMO.. This needs to be a fixed area of effect IMO. Do one or the other.. Work like Carrion Creepers or stay in place like Faraday Cage. Liquefy.. not both 3) It takes damage enhancements but the power itself does no damage? Chain Lighting issue The animation is just awful. I would have preferred one of the buffs from electrical affinity as an attack. Also it just doesn't have a good flow in the set IMO. I would have preferred a strait cone attack that had something like a chance to immobilize which would actually HELP Storm Call and Cat 5 from scattering mobs. This would also go a ways into fixing what feels like a lack of AoE In the set. Category 5.. Area is of effect is defined batter that Storm Cell but need more " something " to make the splash on the ground effects more visible and have more depth.. maybe a tint in color to more blue.. or a " thicker " effect.
  6. Did a little bit of testing this evening made a Storm/Storm Corruptor at level 50. No enchancements other than slotting Stamina and Hasten to three level 50's and putting -KB in the powersets where I would normally put them in Storm and the Storm Blast powers that indicated KB or Repel A couple of things of note 1) Graphics Gust needs some.. I dont know if this is the correct word.. " depth". Compared to a similar power in Gale where you can easily get a feel and SEE what is happening.. Gust left me wanting. Hail Stones. Also needs more... Ooomph graphically. Both these powers felt like they were too " transparent" to me. STORM CELL.. My main issue... Where the heck is it ?? How big is the area.. Its not very clearly defined. like a Faraday Cage is clearly obvious where the area is.. Ice Patch.. can clearly see where the area is.. this.. not so much and that is a major issue to me. Also it feels like it needs more slow and IMO there should be some -fly attached to it. I had mobs very easily run out of what I perceived to be the Storm Cell area. Direct Strike.. BRAVO !!!!!!!!!!!!!!!!!!!!!!!!!!!! APPLAUSE !!!!!!!!!!!!!! YES !!!!!!!!!!!!!!!! AWESOME !!!!!! on the other hand.. Chain Lightning.. what ?? I really didnt like this animation at all. I would have preferred like hitting thr ground and lighting dropping down on foes.. like a Thor smashing his hammer on the ground and then lighting starts dropping in an area on all foes.. (come to think of this.. why isnt THAT an attack) Cloudburst maybe its just me.. but I didnt like the swirly from Aqua Bolt.. and the cloud seems to be too HIGH above the target.. Category Five.. its all right.. hate the name though.. I agree with others.. From what I tested briefly tonight the powers themselves seem ok.. two issies Category five. It feels kinda backwards.. Its a Nuke.. I feel like its damage should be upfront and then get smaller as it lasts.. Like a ThunderStorm.. BOOOM hits heavy... Rain.. Wind Lightning.. then peters out.. Also because there seems to be quite a bit of scattering and there is no way within the set itself to lock down foes it seems as if a lot of the AoE potential is wasted... That could just be feel however.. And Im going by feel and look right now.. no hard numbers... It looks and feels ok.. it needs some tweaks..
  7. Great... already have Ice/Storm Controller, Fire Storm Controller, Water Storm Corruptor, Ice/Storm Defender.. Well Time for ANOTHER Stormie LOL
  8. I tried this on a Sentinel. Didnt like it. The cast time on Focused Power Bolt annoyed the heck out of me. I would have rather have just had a Snipe
  9. Here is my current live Build. Hope it gives you some ideas. This Villain build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn FrostBite: Level 50 Mutation Stalker Primary Power Set: Ice Melee Secondary Power Set: Ice Armor Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Body Mastery Villain Profile: ------------ Level 1: Ice Sword (A) Superior Blistering Cold - Accuracy/Damage (21) Superior Blistering Cold - Damage/Endurance (23) Superior Blistering Cold - Accuracy/Damage/Endurance (23) Superior Blistering Cold - Accuracy/Damage/Recharge (27) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (33) Ice Mistral's Torment - Chance for Cold Damage Level 1: Hide (A) Kismet - Accuracy +6% (19) Luck of the Gambler - Defense/Increased Global Recharge Speed (45) Shield Wall - +Res (Teleportation), +5% Res (All) Level 2: Frost (A) Ragnarok - Damage (40) Ragnarok - Damage/Recharge (42) Ragnarok - Damage/Recharge/Accuracy (42) Ragnarok - Recharge/Accuracy (42) Ragnarok - Damage/Endurance (47) Accuracy IO Level 4: Hasten (A) Recharge Reduction IO (7) Recharge Reduction IO Level 6: Assassin's Ice Sword (A) Superior Stalker's Guile - Accuracy/Damage (7) Superior Stalker's Guile - Damage/Recharge (9) Superior Stalker's Guile - Accuracy/Damage/Recharge (9) Superior Stalker's Guile - Damage/Endurance/Recharge (13) Superior Stalker's Guile - Accuracy/Damage/Endurance/Recharge (19) Superior Stalker's Guile - Recharge/Chance to Hide Level 8: Placate (A) Recharge Reduction IO Level 10: Frozen Armor (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 12: Build Up (A) Recharge Reduction IO (48) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 14: Hoarfrost (A) Panacea - Heal/Endurance (15) Panacea - Endurance/Recharge (15) Panacea - Heal/Recharge (17) Panacea - Heal/Endurance/Recharge (17) Panacea - Heal Level 16: Wet Ice (A) Endurance Reduction IO Level 18: Ice Patch (A) Recharge Reduction IO Level 20: Permafrost (A) Gladiator's Armor - TP Protection +3% Def (All) (21) Steadfast Protection - Resistance/+Def 3% Level 22: Kick (A) Empty Level 24: Tough (A) Unbreakable Guard - Resistance (25) Unbreakable Guard - Resistance/Endurance (25) Unbreakable Guard - Resistance/Endurance/RechargeTime (27) Unbreakable Guard - +Max HP Level 26: Freezing Touch (A) Superior Assassin's Mark - Accuracy/Damage (43) Superior Assassin's Mark - Damage/RechargeTime (43) Superior Assassin's Mark - Accuracy/Damage/RechargeTime (45) Superior Assassin's Mark - Damage/Endurance/RechargeTime (45) Superior Assassin's Mark - Accuracy/Damage/Endurance/RechargeTime (46) Superior Assassin's Mark - RechargeTime/Rchg Build Up Level 28: Glacial Armor (A) Luck of the Gambler - Defense/Endurance (29) Luck of the Gambler - Defense/Endurance/Recharge (29) Luck of the Gambler - Defense (33) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 30: Weave (A) Luck of the Gambler - Defense/Endurance (31) Luck of the Gambler - Defense/Endurance/Recharge (31) Luck of the Gambler - Defense (31) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 32: Frozen Aura (A) Superior Avalanche - Accuracy/Damage (33) Superior Avalanche - Damage/Endurance (34) Superior Avalanche - Accuracy/Damage/Endurance (34) Superior Avalanche - Accuracy/Damage/Recharge (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (36) Superior Avalanche - Recharge/Chance for Knockdown Level 35: Energy Absorption (A) Reactive Defenses - Defense (36) Reactive Defenses - Defense/Endurance (36) Reactive Defenses - Endurance/RechargeTime (37) Reactive Defenses - Defense/RechargeTime (37) Reactive Defenses - Defense/Endurance/RechargeTime (37) Reactive Defenses - Scaling Resist Damage Level 38: Icy Bastion (A) Preventive Medicine - Heal (39) Preventive Medicine - Heal/Endurance (39) Preventive Medicine - Endurance/RechargeTime (39) Preventive Medicine - Heal/RechargeTime (40) Preventive Medicine - Heal/RechargeTime/Endurance (40) Preventive Medicine - Chance for +Absorb Level 41: Superior Conditioning (A) Performance Shifter - Chance for +End (43) Power Transfer - Chance to Heal Self Level 44: Physical Perfection (A) Endurance Modification IO (46) Performance Shifter - EndMod (47) Performance Shifter - Chance for +End Level 47: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 49: Super Jump (A) Jumping IO Level 1: Assassination Level 1: Brawl (A) Empty Level 1: Sprint (A) Empty Level 2: Rest (A) Empty Level 2: Swift (A) Run Speed IO Level 2: Hurdle (A) Jumping IO Level 2: Health (A) Numina's Convalesence - +Regeneration/+Recovery (3) Numina's Convalesence - Heal (3) Miracle - +Recovery (46) Miracle - Heal (48) Panacea - +Hit Points/Endurance (48) Regenerative Tissue - +Regeneration Level 2: Stamina (A) Endurance Modification IO (5) Performance Shifter - EndMod (5) Performance Shifter - Chance for +End (49) Power Transfer - Chance to Heal Self Level 49: Double Jump Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 4: Ninja Run Level 50: Musculature Core Paragon Level 50: Cryonic Total Core Judgement Level 50: Degenerative Total Core Conversion Level 50: Rebirth Radial Epiphany Level 50: Assault Total Core Graft Level 50: Banished Pantheon Total Core Improved Ally ------------ ------------ Set Bonus Totals: 8% DamageBuff(Smashing) 8% DamageBuff(Lethal) 8% DamageBuff(Fire) 8% DamageBuff(Cold) 8% DamageBuff(Energy) 8% DamageBuff(Negative) 8% DamageBuff(Toxic) 8% DamageBuff(Psionic) 20.06% Defense(Smashing) 20.06% Defense(Lethal) 13.5% Defense(Fire) 13.5% Defense(Cold) 6% Defense(Energy) 6% Defense(Negative) 6% Defense(Toxic) 6% Defense(Psionic) 19.13% Defense(Melee) 6% Defense(Ranged) 13.5% Defense(AoE) +72% Enhancement(Accuracy) 10% Enhancement(Max EnduranceDiscount) +92.5% Enhancement(RechargeTime) 15% SpeedFlying GrantPower Preventive Medicine (10% chance when PreventiveMedicine) 194.3 HP (16.14%) HitPoints 15% JumpHeight 15% SpeedJumping 60% MezResist(Confused) 60% MezResist(Held) 60% MezResist(Immobilized) 60% MezResist(Sleep) 60% MezResist(Stunned) 60% MezResist(Terrorized) 200% MezResist(Teleport) (20% chance) 21% (0.35 End/sec) Recovery 52% (2.61 HP/sec) Regeneration 30% ResEffect(SpeedFlying) 30% ResEffect(RechargeTime) 30% ResEffect(SpeedRunning) 17.75% Resistance(Smashing) 32% Resistance(Fire) 32% Resistance(Cold) 10.25% Resistance(Energy) 10.25% Resistance(Negative) 8% Resistance(Toxic) 8% Resistance(Psionic) 17.75% Resistance(Lethal) 15% SpeedRunning ------------ Set Bonuses: Superior Blistering Cold (Ice Sword) 15% ResEffect(SpeedRunning), 15% ResEffect(RechargeTime), 15% ResEffect(SpeedFlying) 4% (0.07 End/sec) Recovery 6% Resistance(Fire,Cold), 10% Status Resistance 5% Defense(Smashing,Lethal), 2.5% Defense(Melee) Luck of the Gambler (Hide) +7.5% Enhancement(RechargeTime) Shield Wall (Hide) 5% Resistance(All), 100% MezResist(Teleport) (20% chance) Ragnarok (Frost) 4% (0.07 End/sec) Recovery 6% Resistance(Fire,Cold), 10% Status Resistance +15% Enhancement(Accuracy) +10% Enhancement(RechargeTime) Superior Stalker's Guile (Assassin's Ice Sword) +15% Enhancement(Accuracy) 5% Defense(Smashing,Lethal), 2.5% Defense(Melee) 4% DamageBuff(All) +10% Enhancement(RechargeTime) 6% Resistance(Smashing,Lethal), 10% Status Resistance Luck of the Gambler (Frozen Armor) 10% (0.5 HP/sec) Regeneration 13.55 HP (1.13%) HitPoints +9% Enhancement(Accuracy) +7.5% Enhancement(RechargeTime) Panacea (Hoarfrost) 2.5% (0.04 End/sec) Recovery 2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance 10% (0.5 HP/sec) Regeneration 1000% MezResist(Repel) (10% chance) Gladiator's Armor (Permafrost) 3% Defense(All), 100% MezResist(Teleport) (20% chance) Steadfast Protection (Permafrost) 3% Defense(All) Unbreakable Guard (Tough) 2.5% Enhancement(EnduranceDiscount) 2.25% Resistance(Energy,Negative), 3.75% Status Resistance 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing) 90.36 HP (7.5%) HitPoints Superior Assassin's Mark (Freezing Touch) 4% (0.07 End/sec) Recovery +15% Enhancement(Accuracy) 5% Defense(AoE), 2.5% Defense(Fire), 2.5% Defense(Cold) 4% DamageBuff(All) +10% Enhancement(RechargeTime) Luck of the Gambler (Glacial Armor) 10% (0.5 HP/sec) Regeneration 13.55 HP (1.13%) HitPoints +9% Enhancement(Accuracy) +7.5% Enhancement(RechargeTime) Luck of the Gambler (Weave) 10% (0.5 HP/sec) Regeneration 13.55 HP (1.13%) HitPoints +9% Enhancement(Accuracy) +7.5% Enhancement(RechargeTime) Superior Avalanche (Frozen Aura) 15% ResEffect(SpeedRunning), 15% ResEffect(RechargeTime), 15% ResEffect(SpeedFlying) 6% Resistance(Fire,Cold), 10% Status Resistance 4% (0.07 End/sec) Recovery 5% Defense(Melee), 2.5% Defense(Lethal), 2.5% Defense(Smashing) 5% Defense(Fire,Cold), 2.5% Defense(AoE) Reactive Defenses (Energy Absorption) 1.5% Resistance(Smashing,Lethal), 2.5% Status Resistance 22.59 HP (1.88%) HitPoints 3% Resistance(Fire,Cold), 5% Status Resistance 3.75% Enhancement(EnduranceDiscount) +8.75% Enhancement(RechargeTime) 3% Resistance(All) Preventive Medicine (Icy Bastion) 2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance 22.59 HP (1.88%) HitPoints 3% Resistance(Fire,Cold), 5% Status Resistance 3.75% Enhancement(EnduranceDiscount) +8.75% Enhancement(RechargeTime) GrantPower Preventive Medicine (10% chance when PreventiveMedicine), GrantPower Preventive Medicine Performance Shifter (Physical Perfection) 7.5% Movement Speed Luck of the Gambler (Combat Jumping) +7.5% Enhancement(RechargeTime) Numina's Convalesence (Health) 12% (0.6 HP/sec) Regeneration Miracle (Health) 2.5% (0.04 End/sec) Recovery Performance Shifter (Stamina) 7.5% Movement Speed
  10. Its not so much " cruise control " as its less.. " oh crap im stunned", " oh crap im out of break frees". " oh crap im about to die" One of my favorite Sents to roll out on tough things is my Dark/Bio Incarnate Build Single Target... got five of those. check.. AoE.. with Judgement I have six of those.. check.. Ok.. Two Heals.. an Absorb Power.. and End Recovery power and a T4 barrier... ok this debt badge is gonna take a while to get.. Oh yeah every attack has a ToHit Debuff..
  11. HI. My name is Heatstroke and I think I've been playing CoH about a month after it first launched way back in 2004. One thing I have seen consistently is people that struggle with endurance issues and they often ask for help or advice. Here are some of the things that I have learned over time building characters of pretty much every AT. These are just my suggestions and I am sure there are others that are just as valid. I just decided to do something to help the CoH Homecoming community as it as helped me tremendously over the years. 1) First thing we have to acknowledge and understand is that that end management is DESIGNED to be a limiting factor in the game. You have to account for it. It can't be ignored. It can't be bargained with. It can't be reasoned with, and it absolutely will not stop working to drain off all your ability to utilize your powers. One of the ways to do that is to understand several things. Toggles.. Oh those toggles.. so many times you hear the phrase. " My toggles are killing my end" Well its very possible that your toggles are not your main problem. You just THINK they are. YES they drain your endurance. Here is what happens.. Your toggles are on.. And you see that little line circling around and around and around all the time.. And you know the power is on.. And your look at it and say.. That thing is KILLING my end bar.. And it is a PART of the problem. Your ATTACKS drain more end than anything. And I have seen so many builds that don't account for end management in their attacks chain or sequence. And here is what happens to most people. When you start out.. Your measly attacks don't drain much end.. But as you level and you get more powerful attacks, and you get more AoE attacks.. Your end bar starts dying fast… and you think the culprit is that toggle being on.. But let's examine that.. Let's look at a basic fire/fire tank. No enhancements. Just bare. A standard defense toggle drains about .26 end per second. Offensive toggles on average are .52 per second. So let's take a Fire tank running two defense toggles and Blazing Aura. An offensive toggle. The end use is 1.04 per second. Let's take the weakest attack in Fire Melee- Scorch. Scorch drains 4.37 per cast. It can be cast in 1s and has a 3 second recharge. So let's look at which is draining more end over span of three attacks. That would be 9 seconds (Scorch 1s activation, 3 Second recharge) Scorch- 13.11 end drain over 9 seconds ( three possible activations ) Fire Shield, Plasma Shield and Blazing Aura- 9.36 end drain over 9 seconds. (1.04 per second) So we can see that the ATTACK drains more end than the toggle. But visually you don't see it.. You SEE the toggle swirling ALL the time.. Now as you get MORE powerful attacks.. The end drain increases to balance the more powerful attacks. AoE attacks drain more end than any of your attacks and you tend to get these AS you level depending on build. So you need to account for some end reduction in your ATTACKS. Now I do believe what toggles do is hinder end recovery to a degree because they are always on and ticking they can affect how quickly you recover lost endurance. But in general they don't DRAIN as much as your attacks do. There are some builds that run a massive amount of toggles. Dark Armor is the one the most toggle heavy builds I've ever had running TEN toggles and I still found ways to manage the endurance. There are certain toggles that are very end hungry. Choking Cloud in Radiation Emission is .65/s. Focused Accuracy is .78/s, and there are probably a few others that are Super End heavy toggles. These guys can really hurt you end bar. 2) Understand that more Recharge will KILL your end bar.. As we stated in point number one.. Attacks drain end MUCH faster than toggles.. You took hasten? You added recharge bonuses in all those IO sets? Well now you are attacking more and MORE OFTEN.. So now you drain END more often.. You have to understand the relation between more recharge and quicker end drain. Did you know that when Hasten shuts off.. It drains 15 end when it shuts down? 3) Speaking of shutdowns.. And I'm not talking about the crashes that drain ALL your end.. Most of us are aware of those. Many powers drain end when they crash OR they hinder end recovery for a small amount of time. Hasten drains end when it crashes. Rage in Super Strength Drains End when it crashes you need to know if these are in Your build.. And you have to account for that. 4) Big Powers Drain Big End. There are a lot of these. Powers that summon can be a huge culprit. I play a lot of Stormies. These powers can drain a TON of end when activated. Lightning Storm is 31.2 end when Activated. That is almost 1/3 of your entire end bar. Tornado is 20. You activated both.. That's half your end gone. Pet Summons for controllers can be 16-20 ish end when summoned. Aoe Patch Powers also can drain decent end when used. Oh you threw down Freezing Rain AND Ice Storm.. say good bye to 1/3 of your end bar. Big AoE attacks and Nukes drain more end ( as they should ). This is why slotting End REDUX in attacks with SO's or IO's becomes so important. Also a quick word on Procs. When you fill out an attack with a bunch of procs ( and I have done this for some powers ) understand you are probably getting ZERO end reduction from that power. That can be a serious detriment to you end bar. Which brings me to my next point 5) Understand the spirit in what I am saying next. Learn to build your OWN characters. It's good to look at someone else's build for ideas. I do that all the time. And in doing that I have learned that some of the people that make these builds are LUNATICS. I've seen builds (particularly end game centric builds) that consistently sacrifice endurance management to build in defense or ridiculous amounts of recharge and make up for the lack of endurance by taking a T4 Ageless incarnate. IMO this is bad design. Its end game centric and doesnt help you as you level or if you exemp down. Also learn to BUILD your own characters. Mids Reborn is a great tool for this. You might not understand what you are doing at first but over time you will learn to see and comprehend the numbers that affect your playstyle. And it's not about " being a min/max player" . I've heard that often when Mids is mentioned. " Oh im not a min/max player, I just play for fun". Well you DO want to be effective and have fun no matter HOW you play.. sucking wind isn't fun. Learn to use the IO sets to BUILD end reduction into your powers. I cant stress this enough.. End Reduction through IO sets makes a big difference.. Using the Lightning Storm example from earlier.. with IO's that power went from costing 31.2 end per summon.. to 16. I can now summon TWO clouds for the price of one.. There are some IO sets that give Increase End Recovery across the board and some that Reduce your end usage across the board. 6) Slot Stamina. Seriously. I see too many builds with just the default slot. What I find to be most effective is three slots in Stamina. Use a combination of two IO's for endurance modification and one slot for the Performance Shifter + Endurance Proc. Also consider using boosters to push the standard IO’s to +5. This makes it almost as effective as three slotting Stamina. You can use more slots, but I only recommend that if you are going for specific bonuses from an IO set. The Proc will add about 10 points of end every time it fires. And it fires often. 7) Use Health to boost your Stamina recovery. There are three enhancements you can slot into health to boost Stamina recovery. Numina’s +Regen/Recovery, Miracle + Recovery and Panacea + HP/Endurance. The Panacea Proc will also add about 10pts of endurance when it procs. These items can be expensive to buy depending on the market, especially the Panacea. However there are ways around that. You can use Reward Merits to buy them. You can use converters to convert OTHER Miracle and Numina enhancements into the one you desire (although this is random and can take several rolls) 😎 Look for procs that can be slotted into powers that can help your end management. An excellent one in targeted heals ( heals that need accuracy ) is the Theft of Essence Proc. 9) Tanks, Brutes, Scrappers and Stalkers can utilize the Epic Pools of Energy Mastery or Body Mastery as places to slot extra Performance + End proc's into powers like Superior, Conditioning and Physical Perfection. Physical Perfection in particular can be helpful because you can slot extra Stamina IO’s, The Performance Shifter + End Proc AND a health IO like the Panacea Proc as well. The Performance Shifter + End Proc is not unique. You can slot it more than once. A quick note on the health and stamina proc's, They work BEST in auto powers. They fire more often in heath stamina that in a click power or a toggle. 10) Depending on your build you still might need some help especially in the end game to manage your stamina issues. The incarnate powers of Cardiac. Vigor and Agility can help with that. This might sound very basic, but understand the difference between end REDUCTION and end MODIFICATION. Reduction reduces the amount of endurance that you USE. Modification affects the amount of endurance you RECOVER (either natively through things like Stamina or through End Drain powers). Cardiac will reduce the end cost of EVERY power you have, This can be huge for end management. There are builds even with all the end management, I still need Cardiac. I often put it in high recharge, High Aoe Builds because again they will drain endurance very quickly. Agility can also help some because it boosts End Modification. It will boost powers like Stamina and Physical Perfection. It will also boost the end recovery of any end drain powers you might have in your build. But Agility can be a catch 22 because it ALSO increases recharge… I have a few builds that I use Agility in as well. Vigor is one that I really didn't look at for a long time because its primary ability is Healing. But recently build a Regen/Psi sentinel I saw on on the higher tiers (T3 and T4) it has options for end reduction as well. It also increases accuracy at the higher tiers.. that's a bonus.. higher accuracy so my power hit better AND they cost less end? thats a win win.. not for every character... but definitely can be useful. I hope this helped in giving you a better understanding of how end management works in the game. The struggle is real.. But it can be overcome !!!!
  12. yeah I dont do all that 4 star stuff dont have the time patience or energy.. and I do just fine on regular ITF's
  13. Im surprised there is no love for Willpower.. But that being said.. I think my Inv/Nrg tank that has perma dull pain, capped S/L resists, and 35% defense is as sturdy as it gets.
  14. The AT simply might not be suitable for your specific play style and that's ok. My desire is to encourage people to play what they like, and what they find fun rather than NOT play something because the " community " appreciate it. The AT has advantages. Those might not fit your specific needs. And thats cool. Play what you like. Ive never tried soloing a GM or AV.. on ANY of the 50 plus characters I have across every AT in the game ( i have at least one every AT at 50 fully IO'd, Incarnate build as that was one of my goals originally ), as that is not a play style I find interesting. I like getting on teams with people and running missions and TFs.
  15. This statement is really a microcosm of the AT itself.. because it cant do this.. or it cant to that.. Its not good.. There are MANY AT's that have trouble melting an AV or a GM solo. If thats the playstyle you are after then it makes sense to build what suits your playstyle. But the dismissal of something as good or valuable, because it cant do something else.. seems weird to me.. None of my defenders can heal.. in fact the two defenders I play cant heal at all. Neither can my corruptors.. yet they have value because of the other things that they do.
  16. Yeah, I'm not standing there with a torch..
  17. I started playing this game when I was 30 ish.. now im 50 ish.. I do enjoy the relaxed playstyle quite a bit !!
  18. Like any other AT, how functional you are is dependent on power choices and your build. For Example off the top of my head. My Fire/Rad Sentinel Single target attacks- Flares, Fire Blast, Blaze, Blazing Bolt. AoE attacks- FireBall, Fire Sword Circle, FireCages/Rain Of Fire Combo (I always use them together), Inferno, Ground Zero ( heavily Proc'd). Pyronic from Incarnate SO I can do a little bit of everything, Im not limited in my ability at all. And because I have more than One AoE, I can cycle them and always have something ready to use.
  19. /rant To My Sentinel People... I'm tired of being in game and seeing people in chat talking bad about the Sentinel. Its time for us to " show them who you are". The Sentinel as an AT is one of the most well rounded in the game and this is seriously underrated by many in the community. An example my Fire/Rad Sent was on a team lastnight with mostly blasters and scrappers fighting Level 54Carnies and Arachnos. And while the blasters were being stunned and held into oblivion and dying.. My Sentinel just kept trucking along. A fully IOd and Incarnate Sentinel is something to behold IMO. Sentinels can fill many roles. Damage dealer. not as much as the blaster... however the Sentinel never has to worry about being stunned, mezzed, or held so It can pump out damage consistently. And while the Sentinel Nuke doesnt do as much damage or hit as many targets, because of its reduced recharge it can easily be up at least every other mob. The new Inherent is a solid debuff- Vulnerability Vulnerability is Auto-Hit and ignores level differences. Vulnerability debuffs the following: Damage Resistance Defense Mez Resistance Stealth Resistance to Endurance, Endurance Discount, Recovery, Regeneration, ToHit, and Recharge So we can help fill that Defender/Corruptor Debuff role a bit.. Many Sentinel builds can also take very good advantage of procs. Especially those sets that have holds. Great place for procs. I have found often that my Sentinels are the Glue that holds a team together. Its Time.. SHOW THEM WHO YOU ARE.. /rantoff
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