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Everything posted by brasilgringo
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Scrapper Melee Primary Testing: "Standard" environment
brasilgringo replied to Galaxy Brain's topic in Scrapper
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 ... -
Scrapper Melee Primary Testing: "Standard" environment
brasilgringo replied to Galaxy Brain's topic in Scrapper
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? -
I agree 100%
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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.
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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.
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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.
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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 ------------
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What it lacks in damage, it makes up for in chaos? (build feedback)
brasilgringo replied to monkeygodbob's topic in Defender
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.). -
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.
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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).
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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.
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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.
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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.
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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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I think a big part of the point in using Energy Blast was to slot all the major attacks for +rchrg with the FF Proc (Sniper Blast, Power Burst, Explosive Blast) that, along with FF +rchrg in Gale, means you get a continuous amount of +rchrg that really helps your storm powers come up very fast (Tornado, Freezing Rain, Lightining Storm) as well as recharging your Nuke quickly and even Unleash Potential. I know I basically am in that cycle constantly of putting out the pets ('nado, Storm), freezing rain, gale for KB->KD fun, and blasting with the big hitters above and Nova. It's just a blur due to all the +rchrg. Maybe the other sets are OK with that to, just EB gives a lot of options. Besides that, Energy Blast is just one of those pew-pew fun sets that looks fun to play but is otherwise hard to justify (for some of the reasons you mention) ... But I'm not really the right guy to respond, as far as what OP was thinking.
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Incoming Trick Arrow buffs - This is not a drill!
brasilgringo replied to Vanden's topic in Defender
Redraw is handled with no-redraw option, or is it painful swapping from pistols to arrows/bow and back? -
Demon/Dark (or Demons/Dark) - once more unto the boards!
brasilgringo replied to brasilgringo's topic in Mastermind
There's a / command that I learned last night but forgot to write down, it was something like /petcomall stay agressive and it seemed to root the pets in place. -
It's not exactly what you wanted, but here's the end-game DP/MC build I scrounged off the boards at one point and may end up making (my guy's 49 and not set-IO'd out yet). You don't have to use the melee attacks, but their slotting helps hit the soft-caps to S/L def. Suppressive Fire is taken as a proc-attack, which is why I put it late. Mids (and Board comments) suggest it will do surprisingly high damage when proc'd out.
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FWIW, my Savage/Invuln stalker is pretty darn sturdy and has very very good AOE and ST. Shield/Savage might be sturdier, but Inv on Stalker is a set that got modified and is pretty great. The extra PBAOE damage from Rending Flurry with 5 stacks (which can be accomplished quickly by Savage Leap + AS) gives it that extra PBAOE punch to go wtih Savage Leap and Ball Lightning. Just throwing it out there as an option. Savage Leap is so addicting. I only really use slow AS when exemp'd down on TFs. If you're opening from stealth, BU+Hemmorage is instant and insanely damaging.
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If you're running /dark you don't have to worry as much about getting your base S/L and other defense stats to the softcap, since you will be debuff to-hit on mobs. Also I'd consider Musculature and not Agility, since Musc's damage bonus also applies to your pets.
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FWIW, this is my current tweak of the build after talking to @Sir Myshkin himself. Leaving it here in case it's useful for anyone. I put it on a toon called (the) Weatherman, who says things like "The forecast calls for ... PAIN!" and "I predict cloudy with a chance of .... Powers!" .... very chaotic times. Good for BAFs. 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! Mad King Special: Level 50 Magic Defender Primary Power Set: Storm Summoning Secondary Power Set: Energy Blast Power Pool: Fighting Power Pool: Force of Will Power Pool: Leadership Power Pool: Speed Ancillary Pool: Power Mastery Hero Profile: Level 1: Gale -- PstBls-Dam%(A), JvlVll-Dam%(3), SuddAcc--KB/+KD(3), FrcFdb-Rechg%(43) Level 1: Power Bolt -- SprDfnBst-Rchg/Heal%(A), EntChs-Heal%(42), SprWntBit-Acc/Dmg(50), SprWntBit-Acc/Dmg/EndRdx(50) Level 2: Power Blast -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(5), SprVglAss-Rchg/+Absorb(5), FrcFdb-Rechg%(7) Level 4: Kick -- Empty(A) Level 6: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(7), LucoftheG-Def/EndRdx/Rchg(9), UnbGrd-ResDam(9), UnbGrd-Max HP%(11), UnbGrd-ResDam/EndRdx(11) Level 8: Freezing Rain -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(13), SprVglAss-Acc/Dmg/EndRdx/Rchg(13), Ann-ResDeb%(42) Level 10: Weaken Resolve -- AchHee-ResDeb%(A) Level 12: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def(15), ShlWal-Def/EndRdx(15), ShlWal-Def/EndRdx/Rchg(17), ShlWal-ResDam/Re TP(17) Level 14: Power Burst -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Acc/Dmg/EndRdx(19), ExpStr-Dam%(21), GldJvl-Dam%(34), SuddAcc--KB/+KD(37), FrcFdb-Rechg%(40) Level 16: Tough -- StdPrt-ResDam/Def+(A), HO:Ribo(19) Level 18: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(23), StnoftheM-Dmg/ActRdx/Rchg(23), StnoftheM-Dmg/EndRdx/Rchg(25), StnoftheM-Dam%(31), FrcFdb-Rechg%(31) Level 20: Weave -- Rct-Def(A), Rct-Def/EndRdx(21), Rct-EndRdx/Rchg(40), Rct-Def/EndRdx/Rchg(42), Rct-Def/Rchg(43), Rct-ResDam%(45) Level 22: Mighty Leap -- BlsoftheZ-ResKB(A) Level 24: Unleash Potential -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(25), RedFrt-Def/Rchg(48) Level 26: Tornado -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(27), ExpRnf-EndRdx/Dmg/Rchg(27), ExpRnf-Dmg/EndRdx(29), AchHee-ResDeb%(29), SuddAcc--KB/+KD(31) Level 28: Victory Rush -- EffAdp-EndMod/EndRdx(A) Level 30: Tactics -- HO:Cyto(A), GssSynFr--Build%(48) Level 32: Lightning Storm -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(33), Dcm-Dmg/Rchg(33), Dcm-Acc/EndRdx/Rchg(33), Dcm-Build%(34), FrcFdb-Rechg%(34) Level 35: Explosive Blast -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(36), PstBls-Dam%(36), ExpStr-Dam%(36), OvrFrc-Dam/KB(37), FrcFdb-Rechg%(37) Level 38: Nova -- Arm-Dmg/EndRdx(A), Arm-Dmg(39), ScrDrv-Dam%(39), Obl-%Dam(39), Arm-Dam%(40) Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(43) Level 44: Temp Invulnerability -- GldArm-ResDam(A), GldArm-Res/Rech/End(45), GldArm-End/Res(45), GldArm-3defTpProc(46) Level 47: Hasten -- RechRdx-I(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) 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 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(46), Mrc-Rcvry+(46), Prv-Absorb%(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(48) Level 50: Ageless Core Epiphany Level 50: Degenerative Radial Flawless Interface Level 50: Pyronic Core Final Judgement Level 50: Melee Core Embodiment Level 50: Musculature Core Paragon Level 1: Quick Form ------------
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Ah yes, that's it @underfyre ... credit where it's due! (From this thread: My main tweaks to it, I think, were to put back Athletic Regulation instead of Fly, since people said you can cap move speed with Ninja Run and also that AR gives you fly-speed Hover. I also think i may have snuck in the scaling resist IO from Reactive Defenses. I did mess around with 5-slotting a different pet set intstead of Soulbound, for example Call To Arms (in the version below), which with 5 slots still gives Recovery, HP, 6.25% recharge time and 3.75% S/L resistance (to bump the build close to 55% S/L resistance). I took some of your adivce and got rid of Kismet and pulled slots from health etc. to 4-slot boxing for S/L % def, which now stands overall at ~30%. MIDS says the overall % Regen dropped from 500% to 460%, but given what was picked up in S/L % def and Res, maybe that's OK. What do you think? I had figured the Kismet was necessary due to the low accuracy slotting in some of the proc'd attacks like Dominate (which shows ~98% acc vs. +4s on my MIDS) and Tesla Cage (77.7% vs. +4s) and even Ball Lightining. Somehow I kept a slot for Kismet in CJ, I think I gave up a def IO to do it but the impact on overall def from CJ was like 0.5%. Anyway, you're revised build is below. Thanks again for the feedback. On the juice-vs-squeeze question, how does the damage feel to you -- competitive with Corrputor if not (Fire) blaster? I guess that's the reall question behind this post - the build looks *reasonably* surivivable and I'm just wondering if playing it is going to feel good or a slog, from a dps-contribution point of view and "big orange numbers" (with TB up a lot). 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 Magic Sentinel Primary Power Set: Electrical Blast Secondary Power Set: Bio Armor Power Pool: Speed Power Pool: Leaping Power Pool: Flight Power Pool: Fighting Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Charged Bolts -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(3), SprOppStr-Acc/Dmg/Rchg(3), SprOppStr-Acc/Dmg/EndRdx(5), SprOppStr-Acc/Dmg/EndRdx/Rchg(5) Level 1: Hardened Carapace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(9) Level 2: Inexhaustible -- PwrTrns-EndMod(A), PwrTrns-+Heal(9) Level 4: Environmental Adaptation -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(11), ShlWal-Def/EndRdx/Rchg(11), ShlWal-Def(13), ShlWal-ResDam/Re TP(13), Rct-ResDam%(50) Level 6: Ball Lightning -- Ann-Acc/Dmg(A), Ann-Acc/Dmg/Rchg(15), Ann-ResDeb%(15), PstBls-Dam%(17), JvlVll-Dam%(17), Bmbdmt-+FireDmg(19) Level 8: Zapping Bolt -- Apc-Acc/Rchg(A), Apc-Dmg(19), Apc-Acc/Dmg/Rchg(21), Apc-Dmg/EndRdx(21), Apc-Dam%(23), GldJvl-Dam%(23) Level 10: Adaptation Level 12: Aim -- GssSynFr--Build%(A) Level 14: Tesla Cage -- GldJvl-Acc/Dmg(A), GldJvl-Dam%(25), NrnSht-Dam%(25), GhsWdwEmb-Dam%(27), GldNet-Dam%(27), SprOppStr-Rchg/+Opportunity(29) Level 16: Ablative Carapace -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(29), Pnc-Heal/Rchg(31), Pnc-Heal/EndRedux/Rchg(31), Pnc-Heal(31) Level 18: Voltaic Sentinel -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(33), CaltoArm-Dmg/EndRdx(33), CaltoArm-Acc/Dmg/Rchg(33), CaltoArm-EndRdx/Dmg/Rchg(34) Level 20: Rebuild DNA -- Prv-Heal(A), Prv-Heal/EndRdx(34), Prv-EndRdx/Rchg(34), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(36), Prv-Absorb%(36) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(37) Level 26: Hover -- LucoftheG-Def/Rchg+(A) Level 28: Athletic Regulation -- Flight-I(A) Level 30: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/Rchg(37), KntCmb-Dmg/EndRdx(39), KntCmb-Dmg/EndRdx/Rchg(39) Level 32: Thunderous Blast -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(39), SprSntWar-Acc/Dmg/Rchg(40), SprSntWar-Acc/Dmg/EndRdx(40), SprSntWar-Acc/Dmg/EndRdx/Rchg(40), SprSntWar-Rchg/+Absorb(42) Level 35: Genomic Evolution -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42), UnbGrd-Max HP%(43) Level 38: Mind Probe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(45) Level 41: Dominate -- UnbCns-Acc/Rchg(A), UnbCns-Dam%(46), NrnSht-Dam%(46), GhsWdwEmb-Dam%(46), GldJvl-Dam%(48), Dcm-Build%(48) Level 44: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(48) Level 47: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(50), LucoftheG-Def/Rchg+(50) Level 49: Parasitic Leech -- NmnCnv-Heal/Rchg(A) Level 1: Brawl -- Empty(A) Level 1: Opportunity 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 -- Flight-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation Level 50: Musculature Core Paragon ------------
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Toying with the idea of a sent, and elec -- given everyone says elec is relatively close to fire in damage, and bio makes MOAR DAMGAGE. Picked up a build from a post here (sorry! forget who) and modified it a little. Looks like bio is mainly about staying in offensive opportunity for the +dmg while having middle-ground def and resists offset by the heal and absorb - so chasing recharge and damage, instead of soft-caps for def or res caps? Curous how people feel about the damage overall? Is it Corruptor level but not blaster/stalker/scrapper level? I have a Fire/Time corr and he plays well, just not off the damage charts. Is the juice worth the squeeze? 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 Magic Sentinel Primary Power Set: Electrical Blast Secondary Power Set: Bio Armor Power Pool: Speed Power Pool: Leaping Power Pool: Flight Power Pool: Fighting Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Charged Bolts -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(3), SprOppStr-Acc/Dmg/Rchg(3), SprOppStr-Acc/Dmg/EndRdx(5), SprOppStr-Acc/Dmg/EndRdx/Rchg(5) Level 1: Hardened Carapace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(9) Level 2: Inexhaustible -- PwrTrns-EndMod(A), PwrTrns-+Heal(9) Level 4: Environmental Adaptation -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(11), ShlWal-Def/EndRdx/Rchg(13), ShlWal-Def(13), ShlWal-ResDam/Re TP(15), Ksm-ToHit+(15) Level 6: Ball Lightning -- Ann-Acc/Dmg(A), Ann-Acc/Dmg/Rchg(17), Ann-ResDeb%(17), PstBls-Dam%(19), JvlVll-Dam%(19), Bmbdmt-+FireDmg(21) Level 8: Zapping Bolt -- Apc-Acc/Rchg(A), Apc-Dmg(21), Apc-Acc/Dmg/Rchg(23), Apc-Dmg/EndRdx(23), Apc-Dam%(25), GldJvl-Dam%(25) Level 10: Adaptation Level 12: Aim -- RechRdx-I(A), GssSynFr--Build%(27) Level 14: Tesla Cage -- GldJvl-Acc/Dmg(A), GldJvl-Dam%(27), NrnSht-Dam%(29), GhsWdwEmb-Dam%(29), GldNet-Dam%(31), SprOppStr-Rchg/+Opportunity(31) Level 16: Ablative Carapace -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(31), Pnc-Heal/Rchg(33), Pnc-Heal/EndRedux/Rchg(33), Pnc-Heal(33) Level 18: Voltaic Sentinel -- SlbAll-Dmg/EndRdx(A), SlbAll-Acc/Dmg/Rchg(34), SlbAll-Acc/Rchg(34), SlbAll-Build%(34), SlbAll-Dmg(36) Level 20: Rebuild DNA -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(37), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(37) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 26: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39) Level 28: Athletic Regulation -- Flight-I(A) Level 30: Boxing -- Empty(A) Level 32: Thunderous Blast -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(39), SprSntWar-Acc/Dmg/Rchg(40), SprSntWar-Acc/Dmg/EndRdx(40), SprSntWar-Acc/Dmg/EndRdx/Rchg(40), SprSntWar-Rchg/+Absorb(42) Level 35: Genomic Evolution -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42), UnbGrd-Max HP%(43) Level 38: Mind Probe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(46) Level 41: Dominate -- UnbCns-Acc/Rchg(A), UnbCns-Dam%(43), NrnSht-Dam%(46), GhsWdwEmb-Dam%(48), GldJvl-Dam%(48), Dcm-Build%(48) Level 44: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(46) Level 47: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(50), LucoftheG-Def/Rchg+(50), Rct-ResDam%(50) Level 49: Parasitic Leech -- NmnCnv-Heal/Rchg(A) Level 1: Brawl -- Empty(A) Level 1: Opportunity 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 -- Flight-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), RgnTss-Regen+(11) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation Level 50: Musculature Core Paragon ------------
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My Savage/Invlun stalker is a ton of fun and doesn't at all feel weak against bosses/AVs, and still holds his own for AOE. Proc-slotting is helpful at least in Savage Charge. That said, from what's being said on test, it sounds like EM is being buffed to be an absurdly hard-hitting single-target set, so if you're focus is really just bosses/AVs, maybe wait to see what changes make it to live for EM.