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Everything posted by brasilgringo
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DP/Elec would bring some good PBAOE mitigation in Force of Thunder and Thunderstrike (both doing KD, assuming you slot the KB->KD IOs) to support DP functioning well as an up-close PBAOE type blast set. Each of those powers in Elec also has a better radius than Dragon's Tail. You'd just have to get used to having Electric powers besides guns. What's nice about /MC is you can slot a lot of FF+ recharge procs that help you get your DP PBAOEs back up sooner. Plus it looks cool lol. That said, I really like Elec's mitigation. See recent /elec blaster threads.
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FWIW you can macro Dark's targeted AOE hold to (i) use a target and (ii) I believe that target can be yourself, but in either case it makes using it pretty easy. One nice thing about the Dark AOE hold is I think the to-hit buff lingers in the hold-bubble area for a long time? Honestly the great thing about Dark is using the PBAOE stun as a proc-bomb mini nuke -- under Domination, it still stuns for plenty long and you can just slot for damage procs.
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This is a tweaked version of an older Fire/Fire/Fire build that was here. It soft-caps (basically) Melee def, which is probably more useful that pushing the 75% S/L/F res. See if it gives you some ideas. Also note that a lot of people end-game will skip fire breath and fire blast. | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1464;705;1410;HEX;| |78DA6594D94F135114C6EFD0A9582850A86CA5054AA1500A850AEE1AA322260A09D| |2C4D7A669AF650C4E6B8B461F7DF4D598342A6E89EB8B89FE1DAE6F2AB8BD19D934| |714B14EBE9FD0E95A4934E7E33DF3DE7DEEF9ED3B9E36747EC0F0F9DDF2BB4EA03D| |3B16C361A91E68C61CAE9F248DC90665C8AC2554EB76B6D243A19339332111A3532| |32BA9F9266DA8B4323F2B834B33234194B18B119236546F7654EA632C23E914A4D8| |7C6642C6D98C90AF512494B99A8528FA346728AF293356B510999C94E1969D7C1B4| |110F1527570B8ED37A3273AE891CF9E94EF9055F795DE408DDBA28BB0CEA5798574| |1C72CF8B987A8A91C8BF86611224C39DFC1A69FA0EB17F82840A11CAB5D2C53DA26| |2FC61A96405F0EFA29F2628117ABE589AEB40D4F99CFC08DCF992FC08A97E00279B| |2F23A56F6E4624F6EF6E4664F193F3A5258A7FC15CFF31AB4CF31DF80D5F360FF5B| |F034E5DA38D7761BBEABEF80750F787FF7C1EEBB60EF3D70913C56C2A356B999EBD| |54882C7261AC85015C6CAAAEAE9216C139DABF4EAD145E711C47EA5FC1A8EA98968| |4A732C60AC6E113C43FE6AB99FB5EFA105DE31E7C1DE0FCC8FE063EA9113F30AA74| |F28AD83FCD4B3D7FAA0507E1A981A8D35620DD198A74B584869E6EA3773F55BB9DA| |AD5CFD56EE864EB12DBC5A0BEF748976E6E19D797827DE4F6078123BBD403B6BE3C| |AB7ED4145DB7733B7337780DE9D606017B84CF377706EC72D74D27793790DEC9C05| |FDD7B9E337C04B94DBC515ED1AC27CFE61E616EEF456E6367085727A38A787EBD0C| |775E9E37AF4FD00FB83D85F8E1282EC3198C73C03023103BFF11EFEC35CE5F1BF60| |2DD534C4350D714D7DA40DB236388738B75EFCDAE957E85C6F893258A2844B94A11| |265B844192B5126743E3648D194627314BFF8FC5245F1A4105A3FFE852BFF354D3B| |ACA9D3C77B0CF55A5E1FAF66FBB25EE133E5A893002D7F225038B7ACEAF91FE2020| |20B| |-------------------------------------------------------------------|
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Isn't the main difference on scrappers that the procs won't crit (that is, when LBE crits you won't get double proc damage) vs. when TKB crits you'll basically get double-damage (assuming its been damage slotted)? Maybe I'm wrong and procs do crit. Why not go Soul for Moonbeam and Shadow Meld? That's what I did on my Test server Psi/Rad build (as SM helps on /Rad).
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Some of the slotting in this DP/Martial build could be of interest for /Martial. | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1599;757;1514;HEX;| |78DA65544B6F125114BEC30CAD506881B6505E6DA1D43E7808D5851A4D13AD35A62| |5C1D6AD21633B0112040234B14B17DD6BA39BB63E96BEE2DAB8F307F83B8C31AD26| |AED43478E69EAF300993C077EE797CDFB967EE9DFCA315D7C7DB8F9785E2BE59D55| |BADE20DFA6F1B4DE73D63AB5CAB57EBA55D613E83F40B2356DCD06B25633BB3B2A3| |578B854AAB5DAFB61267B1CD9D46A3DE6C67F27AB35DA1785EAF551A3B55BD5DA9D| |784B350AF57339B0DC3D8764B73B5522AB72BB5924BAED60DBD418B91B3C5B6D16C| |952B8DE0AD46652B732690D7B70CFA33EDDD09EA6A897E418FC0D3B18BF79A10394| |DD8DE003F306A6F81EF1807BED88418D58427D1AD55458120EE10E9BB266A22BDC1| |98DB640C918E021D458047613C6703AA8C4E0D6867F4928E8A5AB5C07C2EE8B8A03| |30C9DC9A44DD6C4F608E734E1A35ABB14EE7422D4C320EC28D90EB6ED8E57AAAC49| |BC649CF924787DCAFA896FEC9FDB63EE31E21C423F43871C5B38029E504E54138BD| |F813F80CB1C8FD37170B3AEE24E9A3A0E310C1C27DE11F43472C0F99E1740F0FAC0| |EB3B661C434F53B41F2F7AF2A66C926F2CC7317F963132A0CA9AC9AFBC9E4CF15AA| |19E46B9568C8678EF2AF9C6D1CB78409179FE25EC31AEC8D95E9804C6807F38AE51| |6D806BD5804942BE89138E4DAC31867E33FA2937887904911B3A1552CF4BB130C76| |C61C422C38ADC5BCEC918A09945D17BF4983963348B29CC620A739BBECE7B9EBE0C| |BC867372157885F11FD5C6A11987E60C3467A01924CD59F0CF3EE73372FE09F0297| |09F71EE19B028E48CFC543BCFFC62DE87F7419A49F025FF721FA914EF257507EB87| |DC4B5AE77791BBC5B5019A5106FBCF843163F265A1918DF1D98A68DDBB6A1EFF4E4| |7C44C0F6E837C16FB52B27D9E5C9FE7628F866E14377BA92F6BDDEA49F3112B68DD| |4F82506496C3D3BDE89D632745C1ABA0E2A7D517E3CD9E587DF39CF7CBEADBE7CB7| |0E0E54FB1C97D68B18FBCBD8F82EE94FD49FB81C52E58ECFB167B8D6E4D0EB5AF4D| |1BFECF71D3764A7B35D0CB292FF4ECFF1131FC06| |-------------------------------------------------------------------|
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Probably Fire/Bio/Fire for AOE with strong single target. I have an Elec/Bio/Psi that traded off some of the AOE of /Fire ancillary for the better single-target of Dominate and Mind Probe. On Sents, Elec primary is nearly tied (*nearly*) with Fire for damage, at least ST. Elec primary is neat on Sents, different than blasters. I don't like the Fire/primary change on Sents of making the Blazing Blast snipe replacement do repel (even the KB-KD IOs don't affect it that much). As others have pointed out, damage isn't really a Sent's sweet spot.
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Well said. Fire/Elec is definitely about mitigation (and thos sweet sweet FF+recharge procs) so you stand in melee and just AOE outside of / with the KDs. Fire/Atomic is about standing in melee to get that sweet sweet recharge from Beta Decay (and maybe -def / -res on enemies if you slotted achilles' heel too) -- faster recharge = faster nuking. In both cases, I think having the tier 1 melee attack (charge brawl, negaton slam) results in a potentially higher dps chain (with blaze/blazing blast) than using flares. May also be the case for /Elec if you frankenslot Shocking Grasp with procs and dmg, due to its fast animation time.
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This thread has pretty good info on /Elec secondary.
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I was able to apply it to Captain Castillo AV in Market Crash TF, straight 0.20x acc debuff. Couldn't get it to stick at all on the Crimson Dynamo. Got it to stick at 0.20x acc debuff on lvl 52 AVs in MLTF (Lord Recluse, etc.). Most died too fast for it to be useful, probably helped on LR. My guess is it will be useful on lower-level TFs with tougher AVs .
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Nice write-up on Psi. I tried a Psi/Rad on test (to use Rad's 2 PBAOEs to offset Psi's lack of AOE) and what held me back is that the Psi animations don't seem to flow together that well. Not that TW does now that it's been "adjusted" either, but it has enough extra zazz/strength left to make you put up with it. I agree with you though about the Cone, and it hardly gets used and is really a set mule (or trade it out for combat teleport or something).
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Hi .. hoping a GM or dev can take a look at the Gamma Ray effect in Blaster Atomic Manipulation secondary. Per this thread: @Coyote had said "In general, it triggers if you hit a target with both a "negative" and a "positive" atomic attack within a few seconds of each other. It results in a small burst of extra damage, a -ToHit and a -Dam debuff on the target. I recall that the damage was noticeable but not excessive, and I never saw what the debuff was since I would have had to be running the Power Analyzer to check on the debuff values. " Some tests were run recently and all we can see is an accuracy debuff applied to the target. Can't see any small burst of extra damage, or any -Dam debuff. Thx.
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Thanks. I saw that but the "from self" confused me ... But all you saw was the accuracy debuff, right? Not thing about the "small burst of extra damage" or the -DMG that were cited in the reply above? I suppose a 20% debuff to base accuracy is decent if it's on a hard target like an AV, not sure how they resist it with purple patch etc. Thanks for checking.
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Nemu, I'll check out the new build, thanks for posting. My one suggestion is to use the Ovewhelming Force KD->KB IO in Thunderstrike in place of the Sudden Acceleration, because it also gives Dmg as an IO and will put Thunderstrike Closer to its full damage % cap. Dropping to <40% S/L defense doesn't worry you vs. the damage you picked up? The minute we move away from the soft-cap, a whole world of slotting opens up, but we've moved away from the soft-cap.
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I've tried using the power analyzer and I can't see the stats well. Does anyone have any clear up-to-date info about what Gamma Ray does? I can't see any mention of extra damage in the combat log nor in the power analyzer, and it's hard to identify (at least for me) the supposed -ToHit and -Dmg debuffs even using the power analyzer. In short, is it worth trying to create the effect?
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Continuing my recent fascination with blasters, here's a fire/atomic blapper build pulled together from some older posts on the board incluing @Nemu as well as the feedback on the fire/elec and elec/ninja posts I've recently done. It manages to soft-cap S/L/R (with a little added margin from +5s if you spend the $$$). It's not too gimped on damage and I tried to work in mitigation where I could, the KD proc in Fireball. One hopes between that and the disorient in Atom Smasher (plus the KD proc) and the fact that Radioactive Cloud should be up a lot with Beta Decay hitting mobs in melee, it's enough. Sadly had to slot Cloud for hold set bonuses instead of a proc bomb. And yes the build has no holds, but at the end of the day, I figure focus on blapping and leave the holds to the other ATs. I tried some versions to softcap Melee (couldn't get there, had to give up a lot of ranged def), and a version with Rune of Protection (assuming beta decay would keep it up a decent amount), but they both sacrificed a lot without too much gain. I think we're locked into Clarion for Destiny for mezz protect (and maybe an alt like Barrier for farming w/o mezz). Assume Musc Core and Degenerative. Anyway, feedback always graciously solicited. PS can anyone explain the positive / negative particle mechanic in Atomic and what it does (and if it's worth striving for when fighting). Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Technology Blaster Primary Power Set: Fire Blast Secondary Power Set: Atomic Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Flares -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(11) Level 1: Electron Shackles -- TraoftheH-Immob/Acc(A) Level 2: Fire Ball -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(7), OvrFrc-Acc/Dmg/End(7), OvrFrc-Dmg/End/Rech(9), OvrFrc-Dam/KB(9) Level 4: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(11) Level 6: Negatron Slam -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(13), Mk'Bit-Acc/Dmg(13), Mk'Bit-Dmg/EndRdx(15), Mk'Bit-Dmg/Rchg(15), Mk'Bit-Acc/EndRdx/Rchg(17) Level 8: Rain of Fire -- Artl-End/Rech/Rng(A), Artl-Dam/End(17), Artl-Acc/Dam(19), Artl-Acc/Rech/Rng(19), Artl-Acc/Dam/Rech(21), Artl-Dam/Rech(21) Level 10: Ionize -- HO:Membr(A) Level 12: Aim -- GssSynFr--Build%(A), RctRtc-ToHit/Rchg(23), RctRtc-Pcptn(23) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(25), WntGif-ResSlow(25) Level 16: Beta Decay -- AchHee-ResDeb%(A) Level 18: Blaze -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(27), SprWntBit-Acc/Dmg/Rchg(27), SprWntBit-Dmg/EndRdx/Acc/Rchg(29), SprWntBit-Rchg/SlowProc(29) Level 20: Metabolic Acceleration -- PreOptmz-EndMod/End/Rech(A), PreOptmz-EndMod/End(31), PreOptmz-EndMod/Acc/Rech(31), PreOptmz-Acc/Rech(31), PreOptmz-EndMod/Rech(33), PreOptmz-EndMod/Acc/End(33) Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/Rchg(34), KntCmb-Dmg/EndRdx/Rchg(34) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(34) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Acc/ActRdx/Rng(36), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Dam%(37) Level 28: Atom Smasher -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx(37), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Acc/Dmg(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Dmg/EndRdx(39) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(40), ShlWal-Def/EndRdx(40), ShlWal-Def(40) Level 32: Inferno -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg(42), SprBlsWrt-Acc/Dmg/Rchg(42), SprBlsWrt-Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(43), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(43), Rct-Def/EndRdx/Rchg(45), Rct-Def(45) Level 38: Radioactive Cloud -- SprEnt-Acc/Hold(A), SprEnt-Acc/Hold/End/Rchg(45), SprEnt-Hold/Rchg(46), SprEnt-End/Rchg(46), SprEnt-Rchg/AbsorbProc(46) Level 41: Positronic Fist -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48), SprBlsCol-Acc/Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/Rchg(50) Level 44: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50) Level 49: Assault -- EndRdx-I(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 -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(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-End%(A) ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1474;687;1374;HEX;| |78DA65945B4F134114C767BAB394162A054440402C770A54AA261ABC60408A11481| |07C271BBAB6AB4DBB29259147BF81F112A372D137EF9F418C3EABD13751E307108D| |3E784153CFEEFF149B7493DDDFCCFF9C997399DD9DBA78B2F2C9F8A5612103A3296| |361616E849E3933EB3F6BCE27D3995426B1249CCB4B7723DBE6668C74C28C476256| |D6847F57C132BB68DB996C2E3263C42D236765D2735346DAB21753EE44F8A733995| |464D636CD78A53B9C340DDB4A2702EE24662592399A55154C7133BB90B4ECC631DB| |9A8F14424C19F3263D9CF1520365D545F70951B8F2BA104A88A8121EC9F4804A73E| |8154A817E1D3CD4BBBD56889BD2F51DA19984A6E486E6FA95BD677E00CB3F323F81| |EDD4220D6BA4F6CEE3EEE3DF000F530C9DF3D32F0857AB3CCF3C07EE48309360D00| |247B9FBCE5A6FB90E9B026B34A617DC59C6D4C1218AEBE3DA7C4304A58931420534| |4FC57DE4B76B99584B5C6152C080844FA0CEE9894F34FCA5698B120D4D9ABBE608E| |D5D25A5BB77D53AD6C56856CD7DABBE87BEEF7EC07C08363F623E068FD23EB588A5| |D7FE81B6E727738BF903DCFB8BF91B9494671DE26975D38436B29D014333CC59502| |3DF7AC491F5CE806A09ED472DE3CEDBCD7937BE44DFDB5F315F33DF801D6FC16394| |77139F4BD35DE4D3B1CABC03762D33D7982BFC2E522E2DC8456BE1FE764F2097EE1| |8F334788ABC5A394EEB1AB4DE5BCC65E66D30BCC25C05B782543AC769E338E1EFB0| |F57F636E82C7A99E4EF8AACEA7C8B3FF3938B0CE7CC67C010ED39A1EEE5BCF7568F| |B2E33AF31AF80D1AB601BD5DEC7E7D0D727DC9CA2CC6AB245D816E17CA341B0866C| |83FC2E0F867006CDAAE8DBCDD32542AAF0E9E6F313E1FFE37089E76089122D510E9| |428074B94C912655A6DFF3D8474155F70FBDF90FFEC27AB64EB00EAF852AC85701E| |9BC55A0FFCBE166B37F0EDFE03C55EE8C2| |-------------------------------------------------------------------|
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A lot has changed with i27. Elec secondary may be tops now due to the toggle changes to Dynamo and the change to Force of Thunder. I see high damage and lots of mitigation (KB->KD) which keeps mobs on their butts. And you get build up.
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Did you get to test Corrosive Vial proc'd out? I read in some other threads here that it is bugged and really has a much smaller radius than the 10' that MIDS says. Curious if you were able to test it and what different procs make sense (e.g. -RES, damage, OF chance for KD, etc.).
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did you take Combat Teleport instead of, or in addition to, Burst of Speed? because BoS is basically Combat Teleport 1.0 with minor changes, from what I understand. I use it on my DP/MC to port into mobs all the time. And you can proc-slot BoS for damage.
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[concept] Elec/Ninja "Sith Warrior" i27 build ideas
brasilgringo replied to brasilgringo's topic in Blaster
Yeh not chasing S/L/R soft-caps frees up your slotting. Since you're proccing a lot of attacks, I'd urge you not to overlook Choking Powder fully proc'd like my build - it hits like a truck. -
+1 for Tropic Thunder reference for bonus points, please name your toon "Lead Farmer" (
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[concept] Elec/Ninja "Sith Warrior" i27 build ideas
brasilgringo replied to brasilgringo's topic in Blaster
I rejiggered the slotting to put the Superior Avalance set into Short Circuit, swapping with Lotus Drops (which becomes even more of a set mule). The reason was to get the mitigation of the KD proc into the large radius Short Circuit. It's working better, with always a few of the mobs on their butts -- and if you fire it off while they are starting to run, it'll still KD'em when the anim finishes. Playing a bit better with the slightly upped mitigation from the KD. 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! Sith Warrior: Level 50 Magic Blaster Primary Power Set: Electrical Blast Secondary Power Set: Ninja Training Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Lightning Bolt -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg/EndRdx(3), Thn-Acc/Dmg(3), Thn-Dmg/Rchg(5), Thn-Dmg/EndRdx(5), Thn-Acc/Dmg/Rchg(7) Level 1: Immobilizing Dart -- TraoftheH-Immob/Acc(A) Level 2: Ball Lightning -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Acc/Dam/Rech(9), Ann-Acc/Dmg/EndRdx(9), Ann-ResDeb%(11) Level 4: Choking Powder -- HO:Nucle(A), GldJvl-Dam%(11), Apc-Dam%(13), UnbCns-Dam%(13), GhsWdwEmb-Dam%(15), NrnSht-Dam%(15) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), BlsoftheZ-ResKB(17), BlsoftheZ-Travel/EndRdx(17), WntGif-ResSlow(19), Ksm-ToHit+(19) Level 8: Sting of the Wasp -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(21), SprBlsCol-Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/Rchg(23) Level 10: Shinobi -- LucoftheG-Def/Rchg+(A) Level 12: Zapp -- StnoftheM-Dam%(A), StnoftheM-Acc/Dmg(25), StnoftheM-Dmg/EndRdx/Rchg(25), StnoftheM-Dmg/EndRdx(27), StnoftheM-Acc/ActRdx/Rng(27), GldJvl-Dam%(29) Level 14: Short Circuit -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(29), SprAvl-Acc/Dmg/EndRdx/Rchg(31), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Rchg/KDProc(31) Level 16: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(33) Level 18: Aim -- GssSynFr--Build%(A), RctRtc-ToHit(33), RctRtc-ToHit/Rchg(33) Level 20: Kuji-In Toh -- EndMod-I(A) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34) Level 24: Boxing -- Acc-I(A) Level 26: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(34) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def(34), ShlWal-Def/EndRdx(36), ShlWal-ResDam/Re TP(36) Level 30: Maneuvers -- RedFrt-EndRdx/Rchg(A), RedFrt-Def/EndRdx(36), RedFrt-Def/Rchg(37), RedFrt-Def(37), RedFrt-Def/EndRdx/Rchg(37), RedFrt-EndRdx(39) Level 32: Thunderous Blast -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(39), SprBlsWrt-Acc/Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg(40), SprBlsWrt-Dmg/Rchg(40) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(42), Rct-Def(42), Rct-ResDam%(42) Level 38: Golden Dragonfly -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(43), Erd-Acc/Dmg/EndRdx/Rchg(43), Mlt-Acc/Dmg/EndRdx(43), FrcFdb-Rechg%(45), FuroftheG-ResDeb%(45) Level 41: The Lotus Drops -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(45), SprDfnBrr-Acc/Dmg/Rchg(46), SprDfnBrr-Acc/Dmg/EndRdx(46), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(46), SprDfnBrr-Rchg/+Status Protect(48) Level 44: Blinding Powder -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(48), CrcPrs-Conf(48), CrcPrs-Conf/Rchg(50), CrcPrs-Acc/Conf/Rchg(50), CrcPrs-Acc/Rchg(50) Level 47: Tactics -- HO:Cyto(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance 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 -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Prv-Absorb%(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Quick Form Level 50: Musculature Radial Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1493;706;1412;HEX;| |78DA6594CF4F135110C7DFFEA2B6B4B4500A145AA02050A09416D49309890A46014| |3C4C48B5A376553D6D4B6596AA2470FDEFD1163949682372FFE2B6AF4A657634C04| |4CF05734A64EF73BC526DD64F7B3EF3B33EFCDCC7BBBCBB7CFB85F9EBD3B2724CFE| |9ACBEB1913A45CFA26169CB7AC64C0BBADCAB66717DF0B26E5966DE729030C02EA9| |8B7A2E63ACC5E7B346BA6899693D8BE0FEBA7DF556A190B78AF10B66EE869EBA64E| |966CECC65847B259FCFC6970CBD4023973D582D18C69AC77E5D3033EB453278EB5E| 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Good info. Maybe something like this? It basically replaces Fire primary with Water and uses Manuevers/Assault to (a) not have your def suppress from Stealth when attacking, and (b) since you have lots of KD (Blast, Geyser, and the KD proc in GZ which likely triggers a lot) and an AOE slow (burst), maybe you can trade off the immob (Fire Cages or Electric Fences) for a higher-target-cap PBAOE in PShockwave. You're giving up the burstyness of FSC but you get a bigger radius and target cap and faster recharge on the epic PBAOE. Plus you get Mind Probe to help make up for the lower ST damage of Water vs. Fire, even though being able to proc Water Jet (and presumably still double-tap it with Tidal Forces) also offests the loss of Blazing Blast. Also you can slot the -RES proc into Geyser which likely helps in AOE damage. Modeled vs. the Fire/Rad/Fire in this post: https://forums.homecomingservers.com/topic/6680-possibly-the-best-aoe-sentinel-powerset-fireradfire-mini-guide-and-video/ Which I tweaked: Not sure if the trade-off of giving up Fire primary's damage is worth it.
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Yeh, this is what I thought yesterday *could* be the benefit of Fire/Rad/Psi on a Sent - -just basically being a PBAOE machine that can also work a bit at range. Sort of a lesser-damage version (hey it's a Sent) of what I was seeing on my Fire/Elec blaster. On that note, I do find Rain of Fire kind of useful if you can make the mobs stick around it in (either through KD or Immobs or maybe the disorient of Psychic SW) -- I ran a synapse last night, and it was really useful for killing Gears that spawned on top of dead mobs. I need to do some forum-fu to see what builds are out there. What makes it maybe work on a Sent, even with lower damage ("gimped scrapper"), is some of the target caps *seem* to be higher on Psychic SW, Ground Zero, and maybe even Rain than just the 10 that the nuke and fire ball get. I was trying to come up with a Scrapper build that could have the good pbaoe & ranged of Fire blast, and I'm having a hard time with it (esp. as I don't really want to play claws or spines again). So I ended up looking here, given Rad Armor seems to have ported over with at least 1 of its PBAOEs and the epic has a good one or two.