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Everything posted by Mercurias
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PBs and Warshades are markedly improved these days compared to the majority of their existence on Live. Between the two, I would say that Warshades are the most aggressive and fast-paced in terms of playstyle because they have powerful buff skills that rely on hitting a lot of targets at once. Peacebringers probably deal less overall damage, and have less control, but to counter that their buffs are self-contained.
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I’d always viewed Opportunity as basically a free bonus anyway, rather than a main feature of the Sentinels I’ve played.
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I’m on the bandwagon when it comes to DP/Martial being a whole lot of fun. You might get value out of Temporal Manipulation, because it looks like a solid set, but I really enjoy using Burst of Speed and the Martial attacks for DBZ-style shenanigans. When you can Ki Push a boss, skeet shoot it in mid-air, Burst of Speed to where it lands, and Eagle’s Claw it before it’s gotten up from the ground, then it’s a good Blaster. Either way you go, I hope you have fun!
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I don’t know why, but I never really could get excited about playing Mind Control. I know it’s powerful and popular, but...Eh. I would personally go as a Dark/Psy Dominator between the two. It’s a very melee-centric playstyle with three pets and powerful stuns.
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After reading This thread by Redlynn on Gravity/Time Controllers, I decided to go give it a try. I stayed up until 5am without realizing, because I was having that much fun with it. Since coming back to the game, I’ve leveled both en Elec/Kin and a Fire/Dark controller into the late 30s, early 40s. Both of those are a lot of fun, to be sure, but for some reason Gravity/Time feels like something different from a controller altogether (probably the attacks). Q-Shift May end up being the elusive main character I’ve been trying to decide on since I got back into the game. Levels 1-8 played a lot like a Dominator. You have Lift, you have Gravity Distortion, and you have Time Crawl. I picked up Temporal Mending around level 4 to help with my survival, and then Propel happened. Propel has a long animation, low damage/accuracy for it, and I end up using it constantly anyway because it’s also an AoE knockdown/back now. After getting Crushing Field at level 8, I was officially into this weird, mutant Blast/Control/Support playstyle. Levels 9-18 saw a big jump in general use and control. I picked up Times Juncture for more PBAoE soft control (when I had the endurance for it. Gravity is a thirsty set, and Times Juncture uses a lot of End for a toggle) at level 10. Level 12 was Flight, which I wanted for flying, because flying is cool. My level 14 pick was Hover, because I wanted to float in the air while blasting people with garbage. Level 16 was Distortion Field, a lovely soft control patch. Level 18 was the obligatory AoE Hold, Gravity Distortion Field. I was now all about setting groups up for a big fall with my control powers before slinging them against walls and ceilings with Lift and Propel. Levels 19-26 have so far been about shoring up weaknesses. I got Time Stop at 20 to let me open combat by holding bosses. I picked up Hasten at 24 because I love Hasten. Wormhole was insta-grabbed at 26 for both more AoE control as well as teleporting enemies back to where you can hurt them when they get knocked partially inside of walls. This is seriously a lot of fun, y’all.
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I love my Fire/Dark/Fire controller. I heavily recommend it. The pairing has significant synergy, though high endurance use, and at endgame is a strong solo controller.
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Energy is a good choice for people who want to blast at range. I personally wouldn't bother with the melee attacks, since you'd be too far to effectively use your cones. If you want them, though, they do hit single targets extremely hard. I would suggest Tactical Arrow as your AR secondary. Tactical Arrow is a set based entirely around debuffing enemies from a distance, which will leave them open to taking extra pain from your rifle.
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If I were you, and completely happy with a human-only Peacebringer, I would either try a Tri-Form Warshade, a Corrupter, or a VEAT (Widow or Soldier of Arachnos). Playing a Tri-Form build is a unique and interesting setup, and Warshades benefit from it even more than Peacebringers. Corrupters are one of the most versatile and powerful classes in the game. Some really fun Corrupters I played on Live were: -Fire/Time (heavy damage, all-range, versatile support, very durable) -Dual/Pistols Kinetics (Extremely powerful support with gun kata right out of the movies, and enough mobility to make everyone jealous) -Water or Fire/Radiation (Heavy support, heavy damage, heavy debuffs, and a rez- Can solo GMs). VEATs are very different from blueside Elite ATs. They're more damage-driven than versatile, and they're good at it while offering some unique powers. -Night Widows are basically what would happen if Wolverine and Psylock had a baby. Psychic power, ninja dodging, team buffing, and extremely heavy damage from claws with a sprinkle of stealth. -Fortunatas are essentially Widows who give up extra damage for versatility with control skills. Their blasts are solid, and I'd compare it as a little stronger than a Psychic/Ninja Sentinel overall. -Bane Spiders are acid-club-wielding melee combatants who deal heavy melee damage, similar to Widows but with more control options and smashing damage rather than lethal. They also have stealth capability to help them get the job done. -Crab Spiders are all-range AoE kings with strong resistances, two groups of summonable pets, and bonus HP.
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I would personally say Street Justice or Martial Arts would be the way to go. Street Justice has better animations overall, I feel, but they aren't the acrobatic sorts of antics Spidey does. For those, you'll be happier with Martial Arts.
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Well I took a crack at my own build after a while back in-game. I was able to softcap AoE and Ranged Defenses, but not melee. The endurance drain is pretty heavy on the character, but with Conductive Aura and Transference both working (Transference is up every ten seconds), I think I'm alright there. Mez protection came in the form of Clarion. If anyone can point out how to push it the last little bit into the melee softcap, then I'd appreciate them sharing. Likewise, any other comments or questions would be appreciated. Build Link here Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Mark One: Level 50 Technology Controller Primary Power Set: Electric Control Secondary Power Set: Kinetics Power Pool: Concealment Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mu Mastery Hero Profile: ------------ Level 1: Tesla Cage (A) Thunderstrike - Accuracy/Damage/Endurance (3) Thunderstrike - Accuracy/Damage (3) Thunderstrike - Damage/Endurance (5) Thunderstrike - Damage/Recharge Level 1: Transfusion (A) Touch of the Nictus - Chance for Negative Energy Damage (7) Touch of the Nictus - Accuracy/Endurance/Recharge (46) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge Level 2: Siphon Power (A) Endurance Reduction IO Level 4: Chain Fences (A) Frozen Blast - Damage/Endurance/Accuracy/RechargeTime (9) Frozen Blast - Accuracy/Damage/Recharge (11) Frozen Blast - Accuracy/Damage/Endurance (11) Frozen Blast - Damage/Endurance (13) Frozen Blast - Accuracy/Damage Level 6: Stealth (A) Luck of the Gambler - Recharge Speed (29) Luck of the Gambler - Defense (37) Gift of the Ancients - Defense/Endurance (42) Luck of the Gambler - Defense/Endurance (43) Luck of the Gambler - Defense/Endurance/Recharge Level 8: Conductive Aura (A) Efficacy Adaptor - EndMod/Accuracy/Recharge (9) Efficacy Adaptor - EndMod (15) Efficacy Adaptor - EndMod/Recharge (15) Efficacy Adaptor - Accuracy/Recharge (17) Efficacy Adaptor - EndMod/Endurance Level 10: Siphon Speed (A) Recharge Reduction IO Level 12: Static Field (A) Superior Overpowering Presence - RechargeTime/Energy Font (13) Superior Overpowering Presence - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance/RechargeTime (17) Superior Overpowering Presence - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized (40) Superior Overpowering Presence - Accuracy/Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/Endurance (40) Superior Overpowering Presence - Endurance/RechargeTime (43) Superior Overpowering Presence - Confused/Hold/Immobilized/Sleep/Stunned/Terrorized/RechargeTime Level 14: Hasten (A) Recharge Reduction IO (50) Recharge Reduction IO Level 16: Boxing (A) Damage Increase IO Level 18: Paralyzing Blast (A) Superior Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge (19) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance (19) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge (21) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized (21) Superior Will of the Controller - Endurance/Recharge Level 20: Speed Boost (A) Endurance Reduction IO Level 22: Tough (A) Steadfast Protection - Resistance/+Def 3% (23) Steadfast Protection - Knockback Protection (23) Gladiator's Armor - TP Protection +3% Def (All) Level 24: Weave (A) Luck of the Gambler - Recharge Speed (25) Luck of the Gambler - Defense (25) Luck of the Gambler - Defense/Endurance (27) Luck of the Gambler - Defense/Recharge (27) Kismet - Accuracy +6% Level 26: Synaptic Overload (A) Coercive Persuasion - Contagious Confusion (29) Coercive Persuasion - Confused/Endurance (31) Coercive Persuasion - Confused (33) Coercive Persuasion - Confused/Recharge (33) Coercive Persuasion - Accuracy/Confused/Recharge (33) Coercive Persuasion - Accuracy/Recharge Level 28: Inertial Reduction (A) Recharge Reduction IO Level 30: Maneuvers (A) Luck of the Gambler - Recharge Speed (31) Luck of the Gambler - Defense/Endurance (31) Luck of the Gambler - Defense/Endurance/Recharge (40) Luck of the Gambler - Defense Level 32: Gremlins (A) Expedient Reinforcement - Endurance/Damage/Recharge (34) Expedient Reinforcement - Accuracy/Damage (34) Expedient Reinforcement - Accuracy/Damage/Recharge (34) Expedient Reinforcement - Accuracy/Recharge Level 35: Transference (A) Efficacy Adaptor - EndMod/Accuracy/Recharge (36) Efficacy Adaptor - Accuracy/Recharge (36) Efficacy Adaptor - EndMod/Recharge (36) Efficacy Adaptor - EndMod (37) Efficacy Adaptor - EndMod/Endurance (37) Efficacy Adaptor - EndMod/Accuracy Level 38: Fulcrum Shift (A) Accuracy IO (39) Accuracy IO (39) Recharge Reduction IO (39) Recharge Reduction IO Level 41: Charged Armor (A) Reactive Armor - Resistance/Endurance (42) Reactive Armor - Resistance/Recharge (42) Reactive Armor - Endurance/Recharge (43) Reactive Armor - Resistance Level 44: Ball Lightning (A) Superior Frozen Blast - Recharge/Chance for Immobilize (45) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime (45) Superior Frozen Blast - Accuracy/Damage (45) Superior Frozen Blast - Damage/Endurance (46) Superior Frozen Blast - Accuracy/Damage/Endurance (46) Superior Frozen Blast - Accuracy/Damage/Recharge Level 47: Tactics (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (48) Gaussian's Synchronized Fire-Control - Chance for Build Up (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (50) Gaussian's Synchronized Fire-Control - To Hit Buff (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge Level 49: Increase Density (A) Recharge Reduction IO Level 1: Brawl (A) Damage Increase IO Level 1: Containment 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 1: Sprint (A) Run Speed IO Level 2: Rest (A) Recharge Reduction IO Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Panacea - +Hit Points/Endurance (7) Numina's Convalesence - +Regeneration/+Recovery Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Performance Shifter - Chance for +End (5) Performance Shifter - EndMod Level 50: Agility Radial Paragon Level 50: Ion Core Final Judgement Level 50: Preemptive Radial Flawless Interface Level 50: Clockwork Core Superior Ally Level 50: Clarion Core Epiphany Level 50: Support Core Embodiment ------------ ------------ Set Bonus Totals: 18.5% DamageBuff(Smashing) 18.5% DamageBuff(Lethal) 18.5% DamageBuff(Fire) 18.5% DamageBuff(Cold) 18.5% DamageBuff(Energy) 18.5% DamageBuff(Negative) 18.5% DamageBuff(Toxic) 18.5% DamageBuff(Psionic) 9.12% Defense(Melee) 8.5% Defense(Smashing) 8.5% Defense(Lethal) 15.69% Defense(Fire) 15.69% Defense(Cold) 18.5% Defense(Energy) 18.5% Defense(Negative) 6% Defense(Psionic) 17.88% Defense(Ranged) 17.88% Defense(AoE) 8% Enhancement(Held) 8% Enhancement(Stunned) 8.8% Enhancement(Terrorized) 12% Enhancement(Confused) 58% Enhancement(Accuracy) 16% Enhancement(Sleep) 16% Enhancement(Immobilized) 53.75% Enhancement(RechargeTime) 15% SpeedFlying 125.9 HP (12.38%) HitPoints 15% JumpHeight 15% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 30% MezResist(Held) 30% MezResist(Immobilized) 30% MezResist(Sleep) 30% MezResist(Stunned) 30% MezResist(Terrorized) 30% 23.5% (0.39 End/sec) Recovery 50% (2.12 HP/sec) Regeneration 25% ResEffect(SpeedFlying) 25% ResEffect(RechargeTime) 25% ResEffect(SpeedRunning) 7.5% Resistance(Smashing) 7.5% Resistance(Lethal) 9% Resistance(Fire) 9% Resistance(Cold) 1.5% Resistance(Energy) 1.5% Resistance(Negative) 15% SpeedRunning ------------ Set Bonuses: Thunderstrike (Tesla Cage) 2% (0.03 End/sec) Recovery 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged) 7% Enhancement(Accuracy) Touch of the Nictus (Transfusion) 19.08 HP (1.88%) HitPoints 9% Enhancement(Accuracy) Frozen Blast (Chain Fences) 10% ResEffect(SpeedRunning), 10% ResEffect(RechargeTime), 10% ResEffect(SpeedFlying) 3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 2.5% (0.04 End/sec) Recovery 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold) Luck of the Gambler (Stealth) 10% (0.42 HP/sec) Regeneration 11.45 HP (1.13%) HitPoints 9% Enhancement(Accuracy) 7.5% Enhancement(RechargeTime) Efficacy Adaptor (Conductive Aura) 11.45 HP (1.13%) HitPoints 1.5% (0.03 End/sec) Recovery 10% (0.42 HP/sec) Regeneration 2.5% DamageBuff(All) Superior Overpowering Presence (Static Field) 8% Enhancement(Immobilized), 8% Enhancement(Sleep), 4.4% Enhancement(Terrorized), 4% Enhancement(Confused), 4% Enhancement(Held), 4% Enhancement(Stunned) 30.52 HP (3%) HitPoints 6% Resistance(Smashing,Lethal), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% 4% (0.07 End/sec) Recovery 5% Defense(Energy,Negative), 2.5% Defense(Ranged) Superior Will of the Controller (Paralyzing Blast) 4% DamageBuff(All) 8% Enhancement(Immobilized), 8% Enhancement(Sleep), 4.4% Enhancement(Terrorized), 4% Enhancement(Confused), 4% Enhancement(Held), 4% Enhancement(Stunned) 15% Enhancement(Accuracy) 10% Enhancement(RechargeTime) Steadfast Protection (Tough) 1.5% (0.03 End/sec) Recovery 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic) Knockback (Mag -4), Knockup (Mag -4) Gladiator's Armor (Tough) 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic) Luck of the Gambler (Weave) 10% (0.42 HP/sec) Regeneration 11.45 HP (1.13%) HitPoints 9% Enhancement(Accuracy) 7.5% Enhancement(RechargeTime) Coercive Persuasion (Synaptic Overload) 4% (0.07 End/sec) Recovery 4% Enhancement(Confused) 4% DamageBuff(All) 10% Enhancement(RechargeTime) 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative) Luck of the Gambler (Maneuvers) 10% (0.42 HP/sec) Regeneration 11.45 HP (1.13%) HitPoints 9% Enhancement(Accuracy) 7.5% Enhancement(RechargeTime) Expedient Reinforcement (Gremlins) 1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 3% DamageBuff(All) 6.25% Enhancement(RechargeTime) Efficacy Adaptor (Transference) 11.45 HP (1.13%) HitPoints 1.5% (0.03 End/sec) Recovery 10% (0.42 HP/sec) Regeneration 2.5% DamageBuff(All) 5% Enhancement(RechargeTime) Reactive Armor (Charged Armor) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged) 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee) Superior Frozen Blast (Ball Lightning) 15% ResEffect(SpeedRunning), 15% ResEffect(RechargeTime), 15% ResEffect(SpeedFlying) 6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% 4% (0.07 End/sec) Recovery 5% Defense(AoE), 2.5% Defense(Fire), 2.5% Defense(Cold) 5% Defense(Fire,Cold), 2.5% Defense(AoE) Gaussian's Synchronized Fire-Control (Tactics) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 19.08 HP (1.88%) HitPoints 2.5% (0.04 End/sec) Recovery 2.5% DamageBuff(All) 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold) Performance Shifter (Stamina) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1582;725;1450;HEX;| |78DA7D94CB4F135114C6E776A602854A6B0B9D022DD082602B952A7B1379F880461| 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WM is a lotta fun and I recommend everyone try it once. I had a Strong and Pretty on Live. Another set I recommend people try once is Savage melee. It doesn’t seem to get much love, but it’s a fast-paced set with a lot of really nice attack animations. It has a lot of added DoT, and it has a mechanic called Blood Frenzy which reduced Endurance cost and recharge the more attacks you do in rapid succession.
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So what I’m getting as the gist of this thread so far is: -Sentinels are an AT which allows one to use ranged blasts like a Corrupter, Defender, or Blaster while giving you armor like a Scrapper, Tanker, or Brute. -Sentinels have a mechanic called Opportunity which buffs either their damage by 20% or helps them with their sustain, depending on which power is used to trigger it. -Sentinel blasts sets have been adjusted to offer more options for heavy ST damage, but as a rule their overall damage output is lower than AoE heavy ranged blast ATs like Corrupters and Blasters. -Sentinel Blast AoEs have a lower cap on their maximum targets than other ranged ATs, comparable to melee AoE target caps. -Sentinel Armor power sets are adjusted from other ATs to allow for faster endurance recovery. -Sentinels have smaller HP pools even with their protective secondary power set, which means they aren’t the best tank even with their armor skills. -TL;DR, Sentinels are a ranged class with armor, designed to so more ST damage than AoE, and designed to have fewer Recovery problems. Their damage isn’t as high as a Blaster or some Corrupters/Defenders, but they’re much harder to put down. Possible Sentinel Examples: Iron Man (Energy/Invuln), The Punisher (Dual Pistols or Assault Rifle/Willpower), Deadpool (Dual Pistols/Regen), Samus Aran (Beam Rifle/Willpower or Invuln), Halo’s Master Chief (AR/WP), Sunfire (Fire/Fire), Ice Man (Ice/Ice). I personally have both a Beam Rifle/Willpower and a Psychic/Ninja Sentinel. They’re both a lot of fun to play, and I feel like I contribute plenty on teams.
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Holy heck this is a lot of good info. Thank you!
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I don’t know how on earth they would have done so. I’m not saying a change like that would’ve been unwelcome, but I just don’t know how they could have done it without either completely reworking the order at which you get powers in each primary to let you get pets at level 6-ish or by trying to slap an attack in somewhere.
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Anything/Rad is going to be appreciated on teams. Accelerated Metabolism takes a lot of the sting out off running so many toggles. It’s been one of the strongest AV killing sets for forever, and it pairs well with almost anythIng. if I had to hazard a guess on especially strong pairings for /Radiation, my top three would probably be Bots, Demons, and Thugs. Bots are already tanky and often will manage themselves fairly well while you focus on leveraging your abilities to their fullest, and their force fields will have synergy with your Radiation Infection right from the start. Demons are much more aggressive than bots, which will make Enervating field much more useful and might POSSIBLY allow it to kill AVs up to a point. Thugs/Rad would take your personal high school dropout firing squad and make them a good 50% or so more effective, and while doing so make Gang War a much more viable attack (and reduce the recharge time on Gang War).
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I personally dig Street Justice, just because the animations are pretty dang choice. It pairs well with most secondaries, but SJ/WP would be really nice for a bareknuckle brawler feel.
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It sounds like you’re maybe wanting a Fire/WP/Fire Sentinel. Fire Blast has two AoEs, Fireball and Rain of Fire, and tends to consistently be amongst the meta sets that deal the most damage. Compared to Water Blast, it’s AoE isn’t quiet as good, but it’s single target damage will hit extremely hard. Pairing the sets with more fire for the Ancillary is to give access to Fire Cages, which deals decent damage (you can slot it to proc) and immobilizes so they can’t hit you in melee.
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I ended up making a Savage/Fire Brute. It’s super squishy, but things absolutely melt from all the DoT. It feels a lot like how some kind of demon or hellhound would fight.
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There’s going to be a meta in any MMO, no matter what. That’s really just a fact of life. Many of the IO and Incarnate boosts benefit Controllers and Defenders as much as Brutes or Scrappers. I’d recommend forming an all-troller team to bash through content. Honestly with eight controllers acting in coordination, you’ll probably find the kill speed is perfectly acceptable. Trollers have a whole lot of AoE to throw around, as well as each person bringing along their own pet/s. Sometimes rather than being mad at what is, you just have to take it in hand and make something you enjoy from it.
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I started a DP/Elec Sentinel up recently for concept, and I’m really enjoying it so far. That being said, there are a whole lot of powers to choose from, and I’m trying to determine which ones are essential to a full rotation and survival. I'm also trying to get my head wrapped around the Dual Pistols Ammo mechanic, and whether there are times I should be swapping between types of ammo for more than just, say, looking for -Res instead of a small fire DoT. Does anyone’s know whether this particular pairing offers anything unique or special other than being a person covered in a cool electrical aura while he curves bullets and flips his pistols around like he’s auditioning for an Equilibrium sequel?
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I would personally make a DP/Regen Sentinel with that backstory. Not just someone LIKE on a Wanted poster, but someone FROM that era who, for some reason, can’t ever permanently put down.
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I hope you feel better soon! Rather than using Bonfire to juggle enemies to a corner, you can slot the Overwhelming Force KB proc into it and juggle them anywhere you like. Rather than hurling them all over creation, the proc makes them bounce there nonstop while taking fire damage. It used to me one of my favorite tricks in the MANY tricks my Fire/Dark troller had up his sleeve on Live, and I'm working on rebuilding him here. Probably my favorite trick as a Troller is any sort of Confuse power. Making enemies fight one another for my amusement is one of the best feelings in the game. I enjoy using Synaptic Static and Electric Cages to force mobs to get into punch-drunk brawls with one another while I stand there and suck their endurance out with Conductive Aura. Make them as weak as kittens. I saw some builds for Elec/Time Trollers that stacked Distortion Field on top of Static Field, and that sounds like a really good time. Slow, Sleep, Hold, -Recharge, and -End in a big area. Immobilize things in there and you're ready for a beat-down.
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If you're talking about an Elec/Elec Dominator, I can think of a few things: 1) Your controls will be massive, and leaning into that by building your character for Permadom will help make the most of it in late game. Holding bosses on the first hit is a big advantage. 2) Elec/Elec CAN be played as a ranged character, but with the number of powerful melee attacks in Electrical Assault alongside Conductive Aura, Elec/Elec Dominators really do best when fighting in melee. 3) Don't be afraid to let completely loose in melee just because of your endurance bar. Conductive Aura goes a long way towards keeping your endurance full regardless of the number of Havoc Punches you're throwing. 4) Don't lead with your attacks, and don't lead with an AoE immobilize. Dominators are basically the opposite of Brutes. You want to eliminate all threats and then walk in with your taser gloves to make some hard-hitting arguments (with your fists).
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These are all great tips!
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So after looking at the Savage melee set, I kind of love it. To me it seems like what Claws always should have been for a primal sort of fighter. My main issue is deciding what to pick as a secondary. Willpower is an obvious and somewhat uninteresting choice to me. It’s an absolutely fantastic set that performs extremely well, but I get BORED. Fiery Armor is an old favorite of mine. You’re squishy, but have an abundance of additional damage and a really nice self-heal. Shield, oddly, seems to look really good with Savage as a primary. You get a great AoE skill and positional protection on top of resists and bonus HP. Endurance may be an issue later on, though, and I have no idea how much endurance Savage uses at higher levels. what would you pick?