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Alaric2019

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  1. Thanks Doc, I suspected this based on my play testing, but not being a numbers guy was not sure if I was doing something wrong on slotting. Really appreciate the feedback from everyone. Decided on Assault Rifle, kind of a Mandolorian-themed character and it seems OK. Will see how it feels at higher levels. Does anyone have a recommended build for AR/WP that can play both low level task forces and be solid at 50 ? I am going to go Ninja Tools mastery for theme.
  2. Thank you folks for your feedback. Its always great to get other perspectives with reasoning. Although I am still considering both. I am currently giving the AR a test run.
  3. Hello Sentinel Friends, I have been trying to decide on a natural Sentinel project, but even after spending time on these forums cannot decide between Assault Rifle/WP or Archery/Willpower. My needs are simple. I always skip the T1 because the DPA is too low but still need 3 single target attacks, 2 AOE and the Nuke as well as Aim. I like to proc out the AOE power (not the Nuke) and have a build that works well at high level and can exempt down to do random TF. I love some of the lower level content. Please sell me on one of the two primaries. They both seem OK, but I cannot figure out which one would have the smoothest attack chain and the greatest AOE potential.
  4. Hello Folks, I love the Mind Control sound effects but cannot stand the Psionic Blast sounds. The COH Modder change to Psy blast is OK, but can anyone assist with getting the Mind control sounds. I don't know much about extracting the sounds and could not even find them on a list of the powers sounds.
  5. Hello Sentinels I am posting my current build and am looking for ideas for my alternate builds. This build was designed to be as layered defensively as possible with bonus damage thrown in. It works fairly well, but there is a nagging feeling that there is an even better approach. For example: maybe a build that focuses only on Regen and +HP. Or... Go for Recharge plus Defense. Any ideas would be greatly appreciated. I am going to be spending a lot of time working on a second build, but dont want to completely waste influence on a bad regen build. Been there before. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Mutation Sentinel Primary Power Set: Electrical Blast Secondary Power Set: Regeneration Power Pool: Flight Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Electricity Mastery Hero Profile: Level 1: Lightning Bolt -- Thn-Dmg/EndRdx(A), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(13), Thn-Dmg/EndRdx/Rchg(19), Dvs-Hold%(37) Level 1: Fast Healing -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(9), NmnCnv-Heal/Rchg(11), NmnCnv-Heal/EndRdx/Rchg(42), NmnCnv-Regen/Rcvry+(42) Level 2: Ball Lightning -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(3), Ann-Acc/Dmg/Rchg(5), Ann-Acc/Dmg/EndRdx(13), Ann-Acc/Dmg/EndRdx/Rchg(19), Ann-ResDeb%(25) Level 4: Reconstruction -- DctWnd-Heal(A), DctWnd-Heal/EndRdx(9), DctWnd-Heal/Rchg(15), DctWnd-Heal/EndRdx/Rchg(23), DctWnd-EndRdx/Rchg(31) Level 6: Zapping Bolt -- Dvs-Hold%(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(23), Thn-Acc/Dmg/EndRdx(29), Thn-Dmg/EndRdx/Rchg(33) Level 8: Quick Recovery -- EndMod-I(A), EndMod-I(11), EndMod-I(43) Level 10: Fly -- Flight-I(A) Level 12: Tesla Cage -- Dvs-Hold%(A), Thn-Dmg/EndRdx(17), Thn-Dmg/Rchg(17), Thn-Acc/Dmg/Rchg(21), Thn-Acc/Dmg/EndRdx(21), Thn-Dmg/EndRdx/Rchg(40) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(15) Level 16: Instant Regeneration -- Prv-Heal/EndRdx(A), Prv-Heal(27), Prv-Heal/Rchg/EndRdx(29), Prv-Absorb%(43) Level 18: Dismiss Pain -- NmnCnv-Heal(A) Level 20: Integration -- Prv-Heal(A), Prv-Heal/EndRdx(31), Prv-Heal/Rchg/EndRdx(33), Prv-Heal/Rchg(42) Level 22: Hover -- Flight-I(A) Level 24: Maneuvers -- ShlWal-Def(A), ShlWal-Def/EndRdx(25), ShlWal-EndRdx/Rchg(27), ShlWal-Def/EndRdx/Rchg(37), ShlWal-ResDam/Re TP(40), LucoftheG-Def/Rchg+(43) Level 26: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A) Level 28: Resilience -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), ImpArm-ResPsi(33), ImpArm-ResDam(40) Level 30: Kick -- Acc-I(A) Level 32: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Max HP%(34), UnbGrd-ResDam(34) Level 35: Weave -- GifoftheA-Def/Rchg(A), GifoftheA-Def/EndRdx/Rchg(36), GifoftheA-Def(36), GifoftheA-EndRdx/Rchg(36), GifoftheA-Def/EndRdx(37), LucoftheG-Def/Rchg+(39) Level 38: Thunderous Blast -- Rgn-Dmg(A), Rgn-Dmg/Rchg(39), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(46), Rgn-Dmg/EndRdx(46), Rgn-Knock%(48) Level 41: Chain Fences -- Acc-I(A) Level 44: Paralyzing Jolt -- Apc-Dmg(A), Apc-Dmg/Rchg(45), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(45), Apc-Dmg/EndRdx(46), Apc-Dam%(48) Level 47: Rehabilitating Circuit -- DctWnd-Heal/EndRdx(A), DctWnd-Heal(48), DctWnd-Heal/Rchg(50), DctWnd-Heal/EndRdx/Rchg(50), DctWnd-EndRdx/Rchg(50) Level 49: Assault -- EndRdx-I(A) Level 1: Opportunity Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Stamina -- EndMod-I(A) Level 1: Shocked Level 1: Prestige Power Dash -- Run-I(A) Level 1: Prestige Power Slide -- Run-I(A) Level 1: Prestige Power Quick -- Run-I(A) Level 1: Prestige Power Rush -- Run-I(A) Level 1: Prestige Power Surge -- Run-I(A) Level 4: Ninja Run Level 50: Musculature Total Core Revamp Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve Level 10: Afterburner ------------
  6. Sorry Folks, I should have stayed on Topic and just added to my list of things needing improvement. so... #1 Sentinels - need a better group identity #2 Mind Control - make Telekinesis worth taking #3 Kheldians - ability to turn off alien forms if desired
  7. I like the way you think! Although I don't see it as game breaking if all primary attacks had -5 Res and -3.75 Def. By capping these debuffs from all sentinel sources you avoid stepping on the toes of the support sets but still justifying the group benefit of a Sentinel. I just want to contribute to a group without people thinking that a Blaster, Scrapper or Corruptor would be a better choice. Reminds me too much of my EQ1 days playing a Ranger main. Pity invite 😕
  8. The more I play my Sentinels, the more I wish the inherent was more like the passive effect of other ATs. How about just a passive %chance to proc opportunity on any single target power. When procced, the target gets a 20% res debuff for 30 secs and you get a 5% heal. Testing would need to be done for balance on how often the procs occur, but really simple effect.
  9. My sentiments exactly. One the biggest draws to Mind control for me is there are no pets. Because everything becomes my pet. It would be interesting if you could have a pet power called "Charm". Maybe you could turn one target enemy into a permanent pet until you recast or leave the instance.
  10. I keep hoping one day COH2 will be a reality and they go away from ATs altogether. Imagine you pick an Offense : Melee, Range or Assault. Then you choose your defense : Armor, Support or Control. Then go from there. Being a Tank would just mean you sank more of your enhancements into defense than offense. Being a DPS cannon would be the opposite. Balance the game so you can build to whatever extreme you want and anywhere in between. Inherents?? Special IOs or enhancement bonuses. Don't need ATs if you have robust build options. Sorry... wrong thread. What I really came to say. I really wanted to like Kheldians but just can't. They are fine in a group, but someone like myself that loves to solo a lot, I just cannot handle the weaknesses. Plus I spend a lot of time making a costume, why in the world should I be forced into a flying squid form or giant crabkin. My thought. Nix the Quantums and add options to not display the alien forms.
  11. Not sure if this thread was meant to be a poll, but my votes would be; Sentinel AT - needs a better group role, currently its a Ranged scrapper with lower damage. There are tons of suggestions, but I would like to see opportunity be a group-wide buff that lasts ~30 secs when activated The Sentinel could run a stance toggle to determine whether the buff is the offensive version or defensive version. This allows some small benefit solo but can raise the entire teams offense or defense in short bursts during team play. Remove the activation from your T1 and T2 powers and just make it a click like domination. Mind Control - As I have mentioned in another thread, the only thing needed here is to fix Telekinesis and make it a power that is usable. I suggested a location effect that immobilizes and add a -50% recharge de-buff to foes in the patch. Controllers get a reliable containment source and Dominators get a secondary effect that is somewhat defensive.
  12. As a long time fan and player of Mind control on Controllers and Dominators, I feel that the only power that needs a major look is Telekinesis. I know... many have said the same thing. My solution would be to make it a patch immobilize power with a significant -recharge component (This adds a much needed secondary effect to the set) It also solves one of Controllers main issues with inability to set containment and adds an every spawn power. ( I would set the recharge at 45-90 seconds (needs a balance test))
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