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Glacier Peak

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Everything posted by Glacier Peak

  1. Folks have been discussing how a lot of the new story content has been laid on thick with dialog and exposition. Some players express appreciation for it, others say it's annoying or too verbose. Is this something that will continue the trend or take a different route regarding player story telling? Thank you for taking the time to make this thread by the way!
  2. I share that concern, but at the same time I've enjoyed the story depth. I'm constrained, however, by the speed of modern gameplay. Most teams barrel through content because it is just easier to do than when the game was first released. There were natural pauses in gameplay to hit Rest between mobs. There were reasons to wait until everyone had reached the mission door. That sort of thing is hard to plan against in mission development because while the game can still be played that way voluntarily, most teams are not interested in nostalgia trips and want to get through the content as fast as possible.
  3. I'll ignore the personal remarks and offer my curiosity was on what you consider positive developments in the story arcs as a way to begin a discussion. You described in the original post what you don't like, I thought it was rational to ask what you did like.
  4. Short answer is no, but you can play story modes which are player versus non-player. I actually just started back playing this game, so much fun. Definitely recommend playing with friends or you'll be on a steep learning curve.
  5. It was just before dawn.... They came out of nowhere... **mumbles intelligebly*** ... and then they took our gold and gone to the Americas! I was lucky enough to partake in and post on the original thread of Unique Dragon.
  6. I'm noticing a trend... Is there anything you like that HC has done story arc-wise @BurtHutt?
  7. I'm not sure where I can find the quote, but it was explained to me that damage is a positive number and negative damage (healing) is a negative number in terms of values in the system that calculates for this game.
  8. Healing is actually just negative damage.
  9. Great direction! I wanted to make a sand themed character as well. Here is my work in progress... Defender Storm/Storm.
  10. Yeah your classic avatar looks even better!
  11. That's actually an ice block in the background - I took that in the Winter Forest zone through Pocket D. It's lots of layers over like 60 frames, then flattened in to a gif. I think that's all that was done.
  12. I did something similar with my avatar, added some subtle glints of color. Fun stuff.
  13. I've stripped billions of Inf off of my builds that weren't up to my expectation - learning the hard way that playstyle and team communication win out the majority of the time. Basically what I'm saying is, bring more friends than foes and you can play whatever you want.
  14. Sorry for the late reply, but did they mention anything about the kid with the broom being in the next post-sequel movies?? I remember thinking, damn they devoted minutes in the movie to making this scene about freeing the kids, is there a pay off - like one of them becoming a new Jedi, or was it just for the audience wish fulfillment (for the kids)?? Edit: This kid
  15. So he says he's unlocked that new ability related to cloning, wasn't that the purpose of Rey in the Sequel Trilogy, a la Palpatine? 🤔
  16. There's a bit of satisfaction in making any build work in the right circumstances in PvP, however, more often than not, certain builds (not just flavor of the months) tend to be more favored in any given situation. For example, Blasters are esteemed for their damage output at range, Defenders are unmatched for their debuffs which are necessary pre-spike to ensure a clean defeat of the targeted player. Then you have every other Archetype, which can be used in varying success for both of the above, or outright disruption of the opposing team.
  17. Oh and @CR Americas Angel for any additional PvP questions I missed.
  18. That is a solid goal and I think with a little expectation management, you will enjoy the build to some degree also. Knowing a little bit about the Sentinel Archetype and how it is used in PvP (since many things are different compared to PvE) will help ensure you are defeating more players than not! Looking at the build you posted, the first thing I would recommend is exporting it to the Beta server and testing it out there against a friend. I know you said it was a theory-crafted build, but I will go ahead and admit that I've spent many billions of inf on builds I theory-crafted and then PL'd up to 50 and unlocked Patrons and Incarnates, only to find out it did not meet my expectations or I failed to account for certain things. For example, I recently created a Electric Blast / Regeneration Sentinel with the intent to drop a significant amount of ST damage while having the ability to absorb initial damage spikes up front before needing to Phase Shift or Teleport away. Recommend utilizing the linked tool to determine approximate set and attribute values: COH PvP Calculator Travel Powers: Now, on to your build - looking first at your movement selection. Combining Super Speed and Super Jump is the common selection for movement in most general PvP builds. Mainly because of the lateral and vertical movement caps being reachable (if slotted or built through set bonuses) and the access to Combat Jump (for an additional LoTG) and Hasten. My advice is to drop Infiltration and instead pick up Combat Jump and then drop the two Travel Type IO Uniques because diminishing returns (DR) and because slots are more valuable elsewhere. You should also remove the second slot on Hurdle, which is wasted due to diminishing returns. I think your decision to build in Knockback protection is appropriate considering the lack of native protection from your Secondary Power Set. With my aforementioned change, you will be capable of quickly locking on to a target and chaining your attacks while maintaining a relatively fast movement. You will also be able to evade following a damage spike on you, assuming you are in areas which can break line of sight. One point of advice I would offer is that the movement meta has changed a great deal since Live with the advent of teleporting straight up with Speed of Sound's Jaunt or Mystic Flight's Translocation powers being used as an effective escape. Building in this method along with Phase Shift or Hibernate has given many players the ability to mitigate formerly guaranteed damage spikes and live to fight on. Damage Mitigation: Continuing on from the aforementioned escape powers above, your build is primarily relying on the Defensive-based powers from Ninjutsu. Outside of incredibly-focused built Defensive builds (such as Super Reflexes or Energy Aura), most Defensive-based power sets suffer from diminishing returns in PvP to quite a substantial degree. Sentinel's share their Defense diminishing return's curve with all other Ranged Primary/Secondary Archetypes, but they are still weak to the Accuracy and To-Hit ceilings that most players can reach in PvP. So for example, your build's 45% Defense to all in PvE turns to 31% Defense to all in PvP. Having Kuji-In Retsu on hand will greatly improve your damage mitigation, however. That power, coupled with evasion and Phase Shift will greatly increase your ability to prevent being defeated. It should be assumed that even the best damage mitigation strategies rely on player reaction to their environment (i.e., I see on my health bar that an attack is queued on me). This alone is not always enough to mitigate a coordinated damage spike by a team. I recommend slotting Performance Shifter: Chance to Endurance in to Stamina instead of the Level 55 Endurance Recovery IO. There is a calculator on the forums somewhere that @Bopper made which explains optimal slotting of the Fitness powers, including Health. Damage Output: First, I will say that none of the Primary powers in Archery make for "procable" attacks. They have fast animation times and quick recharge, so slotting the set for Damage and Accuracy will contribute to more damage output in the long run. At the same time, knowing what attacks to slot and how to slot them generally comes from playing the set in different environments (don't consider how it performs against NPCs in PvP zones because they use their PvE values and skew testing considerably). Your attack chain should consist of Aim (which I noted you did not take for some reason), followed by your mez-capable Epic Power Pool attack (Netherworld Grasp), then your highest damaging attack, followed by whatever you can use to continue applying damage. All of this taken in to consideration, you must also be aware that Sentinels are not "heavy hitters" when it comes to damage output. You will not likely be defeating anyone who is actively paying attention or knows what they are doing. That is not a jab at you, it is the reality of the Archetype. In closing, I recommend testing out your build ahead of time in a convenient environment like the Beta shard before investing the time and effort in to this build. Here is the link that explains how to do so.
  19. In all honesty, I play with all the sound settings at 3 also, except for the game music which is 0. I only turn on the game music if I'm playing with lowbies. Can't beat the sound of the character creator then loading in to Atlas Park for the first time though!
  20. That is rather obvious seeing that this is a PvP subforum. Perhaps you could share a little bit about the goals of your build or what you intend to use it for in PvP. Something like "I want to disrupt damage spikes in organized Arena matches and pick up games." Or you could say "it is for Zone use with teammates" and you intend to contribute to an overall objective and you want to build to support that. Just saying PvP in PvP zones is not going to get you a good answer.
  21. If they changed the animation, would they need to change the power name?
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