Jump to content

ZorkNemesis

Members
  • Posts

    1316
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by ZorkNemesis

  1. Rad/Dark Brute is a beast. Solid resistances all around, meaty sound effects, great crowd damage. A little heavy on the endurance side but correctable through effective slotting.
  2. Ok, i'm back, here's what I've got concerning Regen. As far as power picks, I skipped Second Wind but took everything else. Up to you if you want to skip it but I valued other powers and find that I don't die often enough anyway to merit needing a self rez, though like I said it can be used to give you a boost in health when you're in a jam (if you use it while alive, it has a +MaxHP that scales up as you lose health, using it at low health gives you more). Slotting Regen, it's pretty much all green. Six slots Preventative Medicine in Reconstruction, Four slots Numina's Convalescence in both Instant Regeneration and Intergration (four slots of Numina's is a bonus to healing effects). Quick Recovery and Dismiss Pain both have one slot, with a Performance Shifter +End and a generic 50+5 Heal respectively. Fast Healing has two slots Numina's with the Regen/Recovery unique slotted (two slots Numina's is another slight Regen bonus). Resilience two slots with the two +Def uniques. Moment of Glory is slotted with two generic 50+5 Recharges as well as a Luck of the Gambler Recharge. Actually pretty easy slotting. If you value Recharge set bonuses, you can shuffle slots into Reconstruction, Instant Regeneration, and Integration and use Doctored Wounds or Panacea sets instead. Doctored Wounds keeps some healing at four slots and adds some minor resistance to S/L/F/C as well as a 5% recharge boost, while Panacea will increase your Recovery, Regen, and Max HP along with a 7.5% Recharge along with some other buffs if you're into PvP. Also consider shuffling slots to put the Impervious Skin +Regen into Resilience and the Power Transfer +HP into Quick Recovery (or Stamina). Moment of Glory can take the Defense uniques, but putting them into a pool defense power instead like Combat Jumping, Hover, or Weave. Consider aiming for defensive bonuses in your primary sets to cover what little Regen has; Thunderstrike is a great set for building Ranged Defense, your ATOs offer Melee and Range defense, if you can fit Winter sets, they generally offer Melee and AoE defense. Take your ATOs anyway for the Range and Recharge set bonuses. Pool choices, Fighting is pretty much mandatory since Regen offers very little damage resistance or defense (Resilience is only about 8% unslotted to all, and Reconstruction adds 14% Toxic for a minute, but that's it outside of MoG). Travel is up to you, I use Mystic Flight on this character (pro-tip, Sentinel's version of Aim comes with a +Range bonus, which works with Mystic Flight/Translocation, Speed of Sound/Jaunt, and Teleport for longer teleports) but that did leave me taking another pool for Hover. Hover Blasting as a Sentinel is a perfectly viable tactic, safer too, but still a bit slow as Sentinel damage is lackluster.
  3. I can take a look at my Regen Sentinel when I get home tonight, but if I recall I took every power except the rez (though the rez can give a huge burst of health in a pinch). A fair number of the powers are good for just one slot: Fast Healing and Dismiss Pain can get by with just an IO Healing if need be, Resiliance can be treated similarly but might be a good place for the Resist uniques. I recall I went full six slot Preventitive Medicine in Reconstruction and did four slots of Numina's in both Intergration and Instant Regeneration. I think I slotted MoG for Recharge and Recovery so it can be up as a panic button if needed. Compared to a Scrapper, Sentinel Regen isn't really that much better. The big advantage is that it's less clicky as Dull Pain and Instant Healing aren't clicks. Instant Healing also provided a modest Absorb over time as a toggle instead of a click that caps your regen. You still need to click for Reconstruction, Second Wind and MoG if you want them, though Reconstruction is pretty lame; even six slotted at 50 the heal is kind of weak (only about a third of my health) and the recharge is real bad, especially if compared to Healing Flames in Fiery Aura which is pretty much the same power at half the recharge. It's still pretty good for what it is though, My Rad/Regen can usually get in and do the work without keeling over too quickly, only having trouble with mobs that hit really hard as Regen's big drawback is not always being able to soak up the alpha strike.
  4. Resistant Super Inspiration, mentions that Robust also protects from foe Teleports.
  5. Can't be too hard to add them to the male build, they already exist with the PPD Undercover Cops. Fitting them to Female and Huge might require some work.
  6. Seems I should've checked before reporting, it looks like this issue was already corrected on the staging server when I reported it, which went to live a few hours after I reported. So this whole thing is a non-issue. Still funny though.
  7. Possibly, but I swapped to another character to try and explore out of bounds (which is possible, there are ways to teleport through the mission barrier) and also saw the monorail driving in the streets on that other character as well.
  8. I keep finding that Intuition is my usual pick for most everything ranged. Intuition Radial is so good for range ATs, Damage and Range bonuses, Hold duration is ok, Slow and ToHit Debuff are common secondary effects. Honestly I'm usually taking it for the Damage and Range buffs, especially since I frequently skip slotting power range. Intuition also paira extremely well with Cryonic Judgement, giving it more power, a longer cone range and a longer hold on the radial tree.
  9. The mission to Stop the Rikti Assault for the new Traditionalist Foil badge has something quite interesting. While running around searching for the last hostage for about 20 minutes I had to stop and do a double take when I saw a monorail tram just driving down the road. It seems that the tram is just in there as a random car. https://imgur.com/a/e9pSwBr Also, given that this mission has the Rikti death green clouds, I don't think it's very fitting to have random cars and pedestrians just going about their business. You'd think maybe they'd think to flee...
  10. Pretty sure i've reported this before, but just in case. Zone/Mission: St. Martial Position: [-303.4 4.9 892.1] Exiting the sewer mission door at this location places you into the ground and prevents you from moving until you jump.
  11. I seem to recall that's always been a thing, even during live days. Kheldian Nova Scatter just doesn't animate on a miss for some reason.
  12. This is not the Architect Entertainment you are looking for. Move along.
  13. Toxic might be heavily resisted on general, bit do you know who doesn't resist it? Malta. Malta has high S/L resistance across the board while the Gunslingers and Titans resist everything else, but their Toxic resistances are a flat 0%. It'a nice to have some damage against those damn Titans when they have 50% Lethal resist and 25% Fire and Cold as well.
  14. You joke, but I love that combo on my Brute. A bit end hungry but hits like a truck and things just melt with all the damage auras and Contaminated splash damage. Some extra advice for OP, also look into temporary powers for Recovery boosting. Recovery Serums from P2W give a large recovery boost for 4 minutes on a 10 minute cooldown (affected by recharge buffs) that mostly negate any endurance issues unless you're fighting Carnies, Freak Stunners, or Malta. A base empowerment station can hook you up with a 90 minute (in-game) recovery increase in exchange for some basic salvage. If you have inf to spare, the Survival Amplifier from P2W (or Super Packs if you're lucky) will also add more recovery as long as they remain active (up to 8 hours in-game). Since you're still level 20, try to get into a Drowning in Blood group as well; completing that trial will let you get another recovery bonus that lasts until level 30 or 7 days in-game, whichever comes first. Also consider logging off in an Arena for a while. The Duelist Dayjob is a +Max End that lasts up to 2 hours (though logging out for a day gives about 10 minutes) and since recovery is percentage based any increases to max end will also increase your recovery in a sense that you get more back per tick. The same applies to end bonuses from sets and accolades. And as for KB protection: If you have a travel power or a power that accepts Universal Travel, drop a Blessing of the Zephyr KB Protection in there to cover 98% of your knockback issues. Ideally try to get more than Mag 10 if you plan to be the tank eventually, but Mag 4 is enough for nearly everything, with only late game things like Fake Nemeses and Diabolique presenting actual issues. Steadfast Protection has a KB protection alongside the Res/Def you'll probably slot, Cloak of Darkness can accept the Karma KB enhancement, and Fury of the Gladiator has Mag 3 protection with 3 slots; you'll probably put the -Res proc in Death Shroud unless you'd prefer to put it in Soul Drain but I personally prefer to drop it into damage auras when I can.
  15. I play on Indom and at such a late hour that nobody is doing anything anyway. I'm not even sure I've seen a shout for Aeon in any capacity when i'm around. I wouldn't mind trying harder content but schedule conflicts typically prevent me from doing anything group focused.
  16. This happened on the old beta server when they were holding an anniversairy party (Pre I8, this was the players' first preview of wings as Cricket was present with a winged outfit). A developer who was there in Pocket D spawned the Hamidon (old Hami, no mitos) which everyone proceeded to try and take out. We got it down to 50% where it proceeded to use "yellow death" (old Hami spawns a yellow mito on top of everyone in the zone at 50%, 25%, and 10% if not controlled). To prevent server crashing, all mobs in the zone were quickly killed and everyone who hit Hami got a Hami-O of the appropriate level. I was on a toon around level 11 or so and I got a level 11 HO from it. I don't know if this ever happened on live servers though.
  17. Playing since 2004, I don't think I've ever seen anyone with Kinetics take Repel and only ever see it when Gravity users pull out the Singularity.
  18. My issues are mostly with lingering sound effects that tend to get annoying after a while. Some of my least favorites: Temporary Invulnerability. Some powers use that same sound effect but do not fade out: Shark Skin and Crystal Armor for instance. Quills gets annoying after a while. Thankfully that'll be toned down in combat soon but even if i'm just idling I often shut it off to do other things out of play. Irradiated Ground as well, but that one's a bit better and doesn't have on-hit sounds. The heartbeat sound made by Rise to the Challenge gets annoying after a while too. Kheldians reusing the same sound effect on every single power. Only takes one attack chain to get old. Peacebringer sounds are worse than Warshade sounds. Whenever a mob is either immune to KB or pinned in a corner by a Singularity. Hearing the KB aura going off non-stop is extremely annoying.
  19. One thing I did on my Demons build is that I used Hell on Earth to mule all of the unique pet auras, which opened up more effective slotting on the rest of the demons. That does cost me the 6 slot bonuses in both ATOs (which are admittedly not that important since they're resistances) but with some frankenslotting I was able to make up for the that and having all six auras greatly improves your pets' survivability. With all six auras, your pets get +10% Defense, an extra 15% against AoE attacks, +35% resistance to all, and a smidge of regen. I primarily use Hell on Earth for it's damage bonus and have +Recharge supplemented through slotting so i'm not terribly worried about the extra benefits of the power.
  20. While not exactly what you're looking for, I find that rolling a Blaster with Martial Combat as a secondary fits a speedster archetype pretty well, with Burst of Speed giving you a fast teleporting attack (zipping from foe to foe delivering hits) and Reaction Time which is said to demonstrate heightened senses (everything moves slower around you as if you are moving faster than them). That said, the rest of the set is mostly just hand-to-hand combat (foot-to-face? The three main melee attacks are kicks) which doesn't necessarily lead to speedy effects, especially with Eagle's Claw's long windup. Still worth checking out if you wanted a more aggressive speedy type rather than the kind that uses their speed to disorient and disrupt.
  21. Energy Blast/Force Field Defender/Corrupter. Energy is all KD/KB and the FF powers that aren't meant for boosting defense are all heavy knockbacks; Force Bolt is Mag 10 out of the gate as one of the strongest KB powers in the game. Force Bolt, Repulsion Bomb, and Repulsion Field all serve to knock enemies on their asses, Force Bubble can KD as well but the power is more a Repel meant to push foes away rather than knock them over. As for Energy, Energy Torrent and Explosive Blast have high knockback chances on groups, Power Push is another long range high mag KB, Nova scatters the crowd if they survive, and every other attack can easily knock over or back foes you hit.
  22. Most powers that want you on the ground can often be activated as long as you're touching the ground even if you're technically flying. I don't know if that's the case with Seismic powers; I think the shockwaves KD aura needs to be grounded to function but attacks I think work as long as you're close enough. If you intended to actually fly around it could be problematic. Since I can't get a straight answer, I suggest installing the beta client and using the beta cheats to auto-level to 50 and check if Seismic powers play nice with Hover/Fly.
  23. Old thread for sure, but the topic remains relevant. What I monitor is generally dependent on the character I'm playing with melee types usually having the most effects to track. If i'm watching things, i'll usually monitor damage bonuses (Brutes primarily), one or two defenses (particurally on sets with dynamic defense powers like Energy Aura or Ice Armor), one or two resistances (similar to defense, but mainly on Bio Armor or Tankers with the ATO) and Regeneration (Regen focused sets like Willpower or...Regeneration). Sometimes I watch others, like Recovery with Conductive Aura or Drain Psyche, or Endurance Discounts with the Brute ATO proc.
  24. I found a hole that got me under and outside of Port Oakes a while back. I started to fly to Mount Diable from there but turned back since I was worried being so far out of bounds would get me flagged for illegal play or something (World of Warcraft did exactly this if you were able to sneak into Mt. Hyjal prior to Cataclysm). I posted the how-to in the Geometry Errors thread in the bug forums if you want to go and reach the demon horns yourself.
  25. Storm Palace is strange. I don't think it awards credit for Firebase Zulu Security Detail either, which is stated by the badge progress description to spend an hour in The Shadow Shard as a whole. I once spent some time there doing some respecing and power tweaks while hoping to get that badge in a darker atmosphere and got nothing to show for it.
×
×
  • Create New...