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brasilgringo

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  1. Thanks for the detailed response, GB. Could finally be time for me to make that TW/Bio that's been gnawing at my alt-itis for a while ...
  2. So the upshot is Titan Weapons weren't nerfed as much as expected and remain a top-tier set, though perhaps more closely tied with other top-tier sets and actually behind Claws? I had trouble understanding exactly what they changed about TW -- did they get rid of the fast-cast momentum mechanic entirely or just lower the damage and reduce some of the AOEs?
  3. This. At least SWTOR makes datacrons account-wide ... making LRT account-wide would go a long way towards easing the pain of this change. Honestly one thing that made new COH so much more fun for me was using the basepasscode teleport to get around easily. Feels like pendulum really swung too far back on this one, folks.
  4. How would you describe the Sent then, if not a gimped / more survivable blaster? A ranged, gimped scrapper? I do have a hard time figuring out what the AT is supposed to be. The damage feels lower than my fire/time corr, but the Sent is way safer to play. The -res mechanic is pretty iffy the way it has been implemented.
  5. I've found Steam Spray surprisingly useful on exemp'd TFs or anything lower level. I don't use it much on iTrials or steamrolling PI +54 teams, but I'm glad I kept it as I do use it a ton on lower-level TFs. This is my live Water/Plant build (Water The Plant). Soft-capped E/N and Ranged., fwiw. Probably have to figure out how the new issue changes mean I need to adjust slotting.
  6. Posted this recently on another thread here -- this is my current live DP/MC blaster. Soft-capped to S/L def. (Credit where due - I grabbed this from some older board post, can't remember whose ...but for posterity here it is resurrected). Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Technology Blaster Primary Power Set: Dual Pistols Secondary Power Set: Martial Combat Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Pistols -- SprWntBit-Acc/Dmg/Rchg(A), SprWntBit-Acc/Dmg(3), SprWntBit-Dmg/EndRdx/Acc/Rchg(3), SprWntBit-Dmg/Rchg(5), SprWntBit-Acc/Dmg/EndRdx(5), AchHee-ResDeb%(7) Level 1: Ki Push -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(46), KntCmb-Dmg/Rchg(46), KntCmb-Dmg/EndRdx/Rchg(50) Level 2: Dual Wield -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/EndRdx(9), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(11), SprDfnBrr-Rchg/+Status Protect(11) Level 4: Storm Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(13), KntCmb-Dmg/Rchg(13), KntCmb-Dmg/EndRdx/Rchg(15), Hct-Dam%(31), FrcFdb-Rechg%(34) Level 6: Reach for the Limit Level 8: Swap Ammo Level 10: Bullet Rain -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(37), PstBls-Dam%(36), Bmbdmt-Dam(37), Ann-ResDeb%(37), FrcFdb-Rechg%(40) Level 12: Burst of Speed -- SprBlsWrt-Dmg/Rchg(A), SprBlsWrt-Acc/Dmg/Rchg(42), Erd-%Dam(42), Erd-Dmg(43), Erd-Dmg/Rchg(43), FuroftheG-ResDeb%(43) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Dragon's Tail -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Acc/Dmg/EndRdx(17), Erd-%Dam(17), Erd-Dmg(19), Erd-Acc/Dmg/EndRdx/Rchg(19), FrcFdb-Rechg%(21) Level 18: Executioner's Shot -- Apc-Dmg(A), Apc-Dam%(21), Apc-Dmg/EndRdx(23), ShlBrk-%Dam(29), TchofLadG-%Dam(31), GldJvl-Dam%(31) Level 20: Boxing -- Acc-I(A) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23), RctArm-ResDam(42), RctArm-ResDam/EndRdx(48), RctArm-ResDam/EndRdx/Rchg(48), UnbGrd-Max HP%(48) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(25), ShlWal-ResDam/Re TP(25), Rct-ResDam%(27) Level 26: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(27) Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(29), RedFrt-Def/EndRdx(50) Level 30: Inner Will -- Prv-Absorb%(A) Level 32: Hail of Bullets -- Erd-%Dam(A), Arm-Dam%(33), Arm-Dmg(33), Arm-Dmg/EndRdx(33), Arm-Acc/Dmg/Rchg(34), Arm-Dmg/Rchg(34) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def(36), RedFrt-Def/EndRdx(36) Level 38: Eagles Claw -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(39), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), TchofDth-Dam%(40) Level 41: Reaction Time -- ThfofEss-+End%(A) Level 44: Suppressive Fire -- UnbCns-Acc/Rchg(A), GldJvl-Dam%(45), UnbCns-Dam%(45), GhsWdwEmb-Dam%(45), NrnSht-Dam%(46), GldNet-Dam%(50) Level 47: Super Speed -- BlsoftheZ-ResKB(A) Level 49: Super Jump -- WntGif-ResSlow(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Clr-Stlth(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A) Level 8: Chemical Ammunition Level 8: Cryo Ammunition Level 8: Incendiary Ammunition Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 50: Musculature Core Paragon Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment Level 50: Degenerative Core Flawless Interface Level 50: Mighty Radial Final Judgement ------------
  7. Pretty awesome tip, thanks. Did not know this. I wonder if jumping when casting is high enough to make this work (I don't have hover on my toon). Other fun tip I learned from @Sir Myshkin -- the Decimation chance-for-build-up proc in Lightning Storm almost always triggers when you cast LS, meaning you get 5 secs of Build-Up to power your next attacks (that can include your nuke, your hard-hitter STs, etc.).
  8. Water is great due to all the control it provies (KD, slows, etc.) and AOE. There's a really good analysis of blaster primaries in the blaster forum. Fire wins for damage. Ice is great for ST but not as useful for AOE.
  9. So I've been testing this out a bit after hitting 50 and IO'ing out per the build above (not cheap). I don't have Incarnate powers slotted yet. My initial sense is that the set (elec blast) is *very* fluid on Sentinels ... the ST attacks and even Ball Lightining all activate very quickly, and are easily chained, and Ball Lightining seems to have a *very* fast recharge (MIDS shows it at 5.7 seconds in my build, but it feels faster in-game, could just be perception). This is a big plus for me as I don't like slow animations .... I have a DP/MC blaster I've been testing out, and the delay on Dual Wield and Executioner's Shot is offputtting (esp. vs my Fire/Time corr where the fire blasts also animate very quickly). That said -- and honestly this may be due to running with +4 mobs to test, w/o incarnate shift -- the damage does seem a bit lower than hoped. Especially on the Nuke, but I think (from what I've read) Sentinel nukes have lower base damage in exchange for their higher recharge. I'm starting to look at Thunderous Blast more as another big/strong AOE that's up every fight (sometimes twice) vs a kill-most button that can happen with, say, Inferno on my Fire/time corr. I guess that's fine (the tradeoff between dmg and recharge), I just need to get used to it. That said, on the defense side, I was definitely one of the only folks left standing (erm, hovering) several times during my PI mish runs in teams (at +4) .. the regen / def / absorb and other tools are pretty nice. Anyone have a good keybind for Ablative Carpace? I read someone had bound it to their W key so each time they moved forward, and the power was avail, it would trigger. That could be useful. Is Parasitic Leech really a cone? It says PBAOE in Mids but when I've been using it, the animation seems to suggest its a cone (the dark beams that come back to you from mobs hit).
  10. Might be Tankers after the EM changes due to higher target caps on the AOEs (in both primary and secondary). Worth watching the boards post the new issue.
  11. Savage Leap from range gives +3 like you said and then AS gives +2 so you hit 5. You just have to make sure you're far enough away to get the full +3 from SL.
  12. Savage leap from far away (and maybe in Hide) gives 3 stacks and fast AS gives 2, so you can instantly get 5 stacks to power your Rending Flurry then followed by Ball Lightning. Boom. You lose the guaranteed Ball crit but you get the big expanded 5-stack powered RF.
  13. FWIW on my Savage/Invuln stalk the 2 ranged attacks (Ball Lightining and the Mu snipe, which is fast and awesome and high damage) don't leave me fretting that much about runners ... plus I can generally Savage Leap to them for instant death where the 2 ranged attacks don't work (or if more than 2 runners). Also with Ragnarok KD slotted in Ball Lightining and Superior Avelanche KD slotted in Rending Flurry a lot of them are on their ass before they can react (after the Savage Leap+AS -> rending flurry -> ball lightning opener).
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