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r0y

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Everything posted by r0y

  1. I love EA, and Claws is fun (I have a claws/sr scrapper), but I'd rather have a claws/EA... I'd lean towards the OP wrt Energy Drain. Don't bother slotting Defense sets in there (unless you need 1 LotG or something); I usually 6-slot Performance Shifter (if I have the slots), or just pure End Mod sets for however many slots I give it. The defense is not fantastic (think it maxes out at 7% which is great, but that's hitting 10 dudes); I'd rather get a FULL END BAR hitting 1-2 dudes. YMMV, ofc. I definitely would not run Focused Accuracy (except in rare, temporary cases); so I'd just have 2 slots for the +dam bonus of Adjusted Targeting... Eviscerate LOOKS good on paper, but it is a DPS loss due to activation. I usually skip it and use the slots elsewhere. You literally will be picking 2 powers to spam in addition to followup (so 3 total): folloup, shockwave, spin for AoE; followup, strike, focus for ST. I'd love to get SLASH in there (5 damage+1 -RES proc), and if you're dead-set on keeping Eviscerate, lose it and take SLASH for the more realistic DPS gain (e.g. mobs will not always be stacked just right for eviscerate; therefore, it's a single-target attack with benefits...). Avoid body mastery, it's misleading. Maybe on a WP build to stack regen, etc.; however, for scrappers there's basically two epics, Soul Mastery is the premiere one, IMHO. Moonbeam will be one of your hardest-hitting attacks, esp. with a Apoc Proc (hehe) and Shadow Meld is an OK alpha absorber / utility power with just the default slot (LotG mule). Don't try to make Shadow Meld into a perma, it's not great (long activation, low duration); but before jumping into a mob? Sure! I usually don't use it (don't need to) unless there's a lot of PSI or some damage type that is getting through... or I've been def-debuffed too much. So I whipped up this build: TL;DR version: +29% damage (w/ assault) about 3s off perma hasten (so perma, basically); Energize up every 34s or so (almost perma). S/L/F/C/E/N/P >> defense: 44/44/51/51/48/38/18 >> resists 49/49/26/26/40/29/28 (toxic)/32 (psi) Meh, I dunno. Servers were down for maintenance, so I did this.
  2. I would build for +RECHARGE over +DAMAGE every day. Having more attacks (faster) is always better than having the same attacks slower but slightly more damage. Then, when in big teams and often at the damage cap, you'll be knocking out more attacks and thus doing more damage. Not to mention that +Recharge benefits other non-damaging powers that have long recharges (should you have any); double-stacked Practiced Brawler is not bad... If you take Elude (don't), etc. SR already has a built-in +20% via Quickness, so it is made for it. Guess it depends on the Melee set that is paired with it. I used to love SR on live, but it is so squishy in the incarnate stuff. You really need a LAYERED defense set, because even though I often have well beyond the soft-cap for incarnate positional defenses, when I get hit, it hurts and often kills me. I found WP, Bio, Dark, and EA much more survivable (no EA on tanks, unfortunately). Oh, EA = Energy Aura, because LoL Electric Armor.
  3. What I often do, when posting a build that I want contained in the spoiler thing (because who wants long-ass posts): Start a new Thread or Reply to a post; Type in what I want to say; Copy/Paste from Mids to the forum; Submit the post; Edit the newly-posted message; Highlight the build spam wall-of-text and apply Spoiler; Save the edit. Cumbersome, yes, but it's the only way I've gotten it to work as I intended it to.
  4. I think you hit the nail on the head: find the combo that works. I love EA on brutes and stalkers (loving my StJ/EA stalker at the moment), and would have loved it on my sentinel had it not been archery. To me it feels like EA doesn't get as much praise. It's one of the coolest sets in the game! It has LAYERS and a heal/end discount power (also +def/mob on stalker). Truly amazing set. Yeah, there's a Psi Hole, but that can somewhat be filled. KB is fun on teams that tolerate and enjoy it, as well as solo. I rarely find those teams, most hate it. I get it. I do the KB-KD change across all my ATs, and when I am teamed with KB, I simply move a mob ahead of them. Also, with "proper sets" EA gets some impressive numbers. Sentinels have REALLY GOOD secondaries, unique and decent. It's the primary/damage scale that seems to be an issue (and why Bio Armor is so popular). I mean, bio+assault = near "normal" ranged damage (unenhanced blaster damage, maybe?), and I'd rather have fewer defenses and more damage. I think the RANGE limit is a good direction, but the CAP limit nor the damage scale is not a good direction. Maybe limit the damage of AoEs, put the caps back to normal, shorten the range even more (from 60' to 40') and bring up the damage scale for ST attacks. That way, they'd be closer to a ranged tank and not so close to a blaster/corrupter. I don't know.
  5. WP is just fine on a sentinel, it's better if always at range of course and Energy Blast tends to keep things away, so I can see how it may pair well with Willpower. However, if one is strictly range, then that changes a lot of things and opens up a lot of armor sets (SR, Regen, etc.) especially since capping ranged defense is somewhat easy on a ranged damage toon, thus making most armor sets just fine on a sentinel. Maybe I am just spoiled as my WP/TW tank is rocking around 3,000 hp which is massive for regen, as the high-end (10 mob) regen is 1171% or 141 hp/s - as well as having high defense and resists, it's just god-mode. I've stood alone in the monster wall (no outside buffs, etc) and went AFK as a test. No problems at all. That's tanking giant monsters at (and maybe slightly beyond?) herd cap. Willpower is amazing when it works! Debuffs kill it. Period. Get hit with a -regen and you're kind of done. On my DP/WP sentinel (often was in melee, who I since deleted), I had about 1800 hp, and regen was around 767% or 57.5 hp/s - which is not bad, very solid. Best numbers for a sentinel I believe (I'd never play regen, but it might come close but it's still regen, lol). For comparison: my BR/Bio sentinel (who I love playing, and is ranged only) which has 1688 hp and regens 511% or 36 hp/s. Also decent, especially for ranged only. WP is a nice set, as it allows one to focus on their primary and pool powers, but can be over-whelmed due to lack of regen scaling and high health pool (which is so mandatory for regen-based stuff). I do love willpower on tanks and brutes, just not as much on sentinels, as it lacks the awesome regeneration numbers coupled with high health pool that the melee ATs get.
  6. I agree. I think that Sentinels get a lot of unique power combo tweaks. Mostly in Armor (secondary) and Epic/Patron pools. Psionic Master is understandably the go-to epic because Mind Probe / Dominate feel like they didn't get "normalized" as other Sentinel epic melee/holds did. Adding a strong and fast melee attack to Sentinels not only fills a hole, but opens up nice slotting and set bonus options; Dominate is just OP for it's accuracy, activation, recharge, duration... damage... everything. It's a ranged single-target nuke that holds when fully proc'd out with 5-6 damage procs! Amazing. Fire Mastery is nice due to the AoE Immobilize, which is a great set for Enfeebled Operations, as well as a helpful utility to keep things in place. Fire Sword Circle is nice for an additional PBAoE and meshes well with Fire/Rad or any other combo that is in melee a lot. Other epics have a nice variety, but clearly are not as impressive as fire and psi.
  7. r0y

    Titan Weapon

    It is a great idea, but just be warned: if there's a long cast animation/activation, it can really screw up your flow (e.g. just hit build-up, gonna run in an nuke... doh! a 3s Destiny animation kills a lot of my buildup time!). That's why Hasten is a good one for w. Doesn't interrupt movement / flow. S is a good key for the "hairy" powers that tend to interrupt or stop movement. YMMV. Also, notice it is powexec_auto not powexec_name or powexec_toggleon/off. This "cheats" the auto-power system by making each one "auto" in that it will fire as soon as it's up! So if you're moving forward the most, Hasten will have the green auto-fire circle... until you move left/right/back. It's a nice system, and easy to get used to. Glad you liked it!
  8. Everyone knows you take a /Plant blaster for the green mitos! 😉
  9. I am new to Sentinels, in general, but I'm seeing this type of reply or suggestion often: skip the Tier 1 blast power. What am I missing? That is your OFFENSIVE opportunity, is it not? I mean, one has to take EITHER the T1 or T2 (defensive opportunity) at the very least. Why not take the ghetto-buildup power over the ghetto heal power? I'm not seeing the logic behind this at all. Is the +damage from Offensive Opportunity not worth it? Is the whole mechanic behind Sentinels inconsequential? I'm confused.
  10. r0y

    Titan Weapon

    If you're having issues with too many clickies, and they are on long enough recharge times (e.g. Hasten, Kuji-In Rin, Seishinteki Kyoyo) then bind them to your movement keys, with the most important one bound to W, next is A/D, and finally (rarest needed) is S. /bind w "+forward$$powexecauto Kuji-In Rin" /bind a "+left$$powexecauto Hasten" /bind d "+right$$powexecauto Hasten" /bind s "+backward$$powexecauto Seishinteki Kyoyo" I leave the A/D on the same power (Hasten) because that elevates the chance to fire off up near Kuji-In Rin, so you should have hasten and the mez firing off whenever they're up and you're moving around. The backwards (s key) is trickier, as many people don't do it that much, but you'll be surprised how quickly you can train yourself to to a little "backstep" to fire something off. I often have my Destiny slot on the backward key (e.g. Ageless, Barrier, etc), since it's a fixed 2-minute recharge, and I don't have builds that depend on an incarnate firing off (bad build design, IMO), so if it's less than perma because I didn't move back, oh well. I would NOT recommend binding your heal, Kuji-In Sha, as you'll want that on your power tray to use when needed. I also recommend a floating tray (e.g. tray 4 through 9) to hold whatever auto/bind powers you do, just so you can see visual confirmation of timer countdowns, etc. Play with that and let me know what you think.
  11. Right up front: I do not like Sentinels, they are too low damage, low armor to fill either niche, and there is no needed niche for them in team play. I might be persuaded to believe they're ok for solo play, but I rarely play solo. That said. I made several Sentinels and two of them survived. I might even say I really enjoy playing them. Even in teams... The first Sentinel I made was Dual Pistols (DP) / Willpower (WP): Walt Longmire (yes, that Walt Longmire!): DELETED I love WP on all ATs except Sentinel. WP's greatest asset is no clicking, and that came through on the Sentinel version. The main difference between other sets' WP and Sentinels is: Rise to the Challenge becomes Up to the Challenge, and it's a fair and solid implementation. My biggest regret is that WP isn't very strong for other ATs without a lot of help and a lot of mobs to boost regen, take that away, and one really sees the set as sub-par survival, as there's no "Oh, sh¡t" power to click. Yes, I skipped the self rez and Strength of Will (the only two click-powers in the set, both pretty unimpressive). With one's regen being fixed, that can be good; however, when things heat up, one wants MORE regen. You won't get that in the Sentinel Version. This is pretty limiting, especially paired with DP and it's PBAoE nuke, Hail of Bullets. In a purely ranged build, it would be fine. WP is not terrible, but it just cannot handle it when things go south (e.g. taunter drops, over-herds, etc). Dual Pistols, like most every primary for Sentinels is pretty low-damage. Thus, a purely ranged build would do even less damage, as most Sentinels play around their nuke(s) which are often PBAoE. So there's usually some in-and-out of the mobs. DP is a very fun set on all AT's, Sentinel included, but the damage is far too weak - a problem with Sentinels. My next Sentinel was Archery (lol) / Energy Aura (EA): Standing Bear (cool Navajo toon): DELETED I kind of knew that Archery would be lack-luster, and it was. It is lackluster on every AT, it's only saving grace is a short-recharge "nuke" (used in the most generous way). The Sentinel version extended the recharge. So... yeah. Archery is crap, 100%, start to finish. Most everything seems to have lethal resists, and Sentinel damage is low anyway, thus, crapfest. Still, this was for concept and to have fun. I almost did. The set was so bad, it distracted me from the "as close to RP as I've ever gotten" aspect. Energy Aura is a very decent, under-rated set on Brutes, and is excellent on Stalkers (I have both). On Sentinels, it is very good, and can be easily soft-capped to typed defense (except Psi and Negative, which are hard to do); however, it's layered defenses (good thing) so there's a really solid resist backup, and a small self-heal (and end-discount) power that really rounds it out. The Sentinel set has only the first three shields in common with its brethren, the set is pretty unique to Sentinels - though they don't get the +Stealth (Energy Cloak) which is goofy on Brutes, and seems a good idea on Sentinels... go figure. EA for Sentinels has to be one of, if not *the* most survivable armor set. I would go so far as to say, I prefer the Sentinel's version over the Brute's (easily) and barring the cloak issue, it's even better than the Stalkers! Mainly due to the reduced recharge of Energize (90s for Sentinels, 120s for Brutes/Stalkers). I really like EA on Sentinel. Next up, I made a Beam Weapon (BW) / Bio Armor (Bio): YoY (little space-insect-like concept): KEPT and LOVED! Beam Weapon is not super-exciting for me, with respect to AoE, but because of the disintegrate mechanic, it is very enjoyable to play and the AoE-ness™ of it is not bad. On blasters/corrupters, I skip the cone (Cutting Beam), as it's a very under-performing dps loss for what it should do. I also skip the not-really-a-cone Piercing Beam, as the 2.33s activation is a dps-killer. So on blasters/corrupters, I basically have disintegration spread and the nuke for AoE. Sentinels also get Refractor Beam, which is an excellent AoE for this set (fits thematically and is unique to blast sets). So my BW/Bio Sentinel has better AoE than my Corrupter and Blaster. BW is a really strong single target (ST) set. This remains for Sentinels, as well. It feels like it's keeping up enough (not a blaster, but...) and is a solid set to take for Sentinels. This Sentinel was made specifically to try out Bio, as I wanted to play with Athletic Regulation; and, it's freaking AWESOME! I am not the type of player to sacrifice forgoing a travel power on tight builds, I always take one, as ninja/beast run + sprint is not really enough. Except here. Athletic Regulation is so awesome, I'm at the speed cap with just Ninja Run, don't even need sprint. In fact, just sprint (and in Offensive mode, ofc) gives me over 78mph (cap is 92 or so). WOW! I also like hover-blasting with my beam, as it has no PBAoE, so I took Hover (only) and am at the fly cap with it (no fly speed IO's anywhere). VERY nice. Bio is click-intensive, but a few well-placed /bind's take care of that (e.g. /bind w "+forward$$powexecauto Hasten", /bind a "+left$$powexecauto Ablative Carapace", etc) Bio is reasonably survivable, I'm never in anything but Offensive and have a lot of mitigation, Defensive doesn't seem to be too much gain for the drastic -25% damage on an already low-base damage AT, so it's offensive adaptation all the way (plus, that's good for travel via Athletic Regulation). Reasonably OK layered defense/resists/heal/absorb. Good endurance. Nice set. FUN set. While not as strong as EA or Rad Armor (see below), Bio is great for the +damage and turns "meh" Sentinels into "not bad" sentinels. Finally, I made a Fire/Rad Armor/Fire since everyone likes to talk about it: Firad Almeyni (ancient alchemist, concept/theme toon): KEPT and LIKE it. I really know Fire Blast as a set. I have MANY level 54's (that's what I call T3+ slotted in all four incarnate slots that effect level). Blaster, Corrupter, Defender. I have them all. Sentinel Fire Blast feels on par with Defenders. It's OK. However, compared to other Sentinels sets, it's strong. Compared to blaster/corrupter: forget it. I took Flares, Fireball, Blaze, Aim, Blazing Blast and Inferno (basically what I take on all Fire Blast sets). The main difference (apart from mob-caps) is Blazing Blast. It's a decent snipe-replacement, except for the REPEL of it. However, I think it's a Good AND Bad addition. Good when one can use it for the utility it provides (positioning mobs, or "get out of mah face!"); Bad for moving mobs that should not be moved (anchors with the debuff, etc). I don't mind it. It is usually not an issue (or very rarely). Fireball and Inferno: my AoE's. Like all Sentinels (and mentioned above), Sentinel play style should revolve around the nuke(s). Sentinels suffer from smaller caps and shorter range, but benefit from quicker recharges. Inferno is no exception. I'm always firing it off, not just saving it for "that sweet mob all dog piled up!" Fireball is Fireball, but shorter range (and mob cap). Decent AoE with just these two powers. Fire is an impressive Sentinel set, and I'd love to see it with Bio for the +25% damage! Heck, I think ALL damage sets would pair well with Bio for just that reason. Offensive Adaptation + Assault (leadership pool) = consistent +35% damage is nothing to sneeze at. Radiation Armor (Rad) is a very impressive set, indeed. While lacking the aforementioned +damage, it does have a +Recharge (and +Speed) power via Particle Acceleration. The "Quickness" of the set. Always love those! It pairs with blast sets well because of this, more recharge = more blasting, so who knows if +recharge > +damage - I'll leave that to the math folks. The set feels very damaging for a Sentinel. Comes nowhere close to a Blaster, and feels in between a Corrupter and Defender (soloing!). I suppose for the trade-off of better-than-scrapper survivability it's worth it? Yes, this feels more survivable than many scrappers I have (even Bio Armor ones). I am not a fan of pure resist sets (which is, basically, what Rad Armor is on Brutes/Tanks/Scrappers), but on Sentinels, it has a shorter heal (Proton Therapy vs. Radiation Therapy) which I feel is better, overall than the melee sets' version and really adds to the survivability of the set. Defense is tricky, and there isn't ANY defense from the set, which is harsh. I'd rather be missed than absorb or resist, as that also means the secondary effects (slow, to-hit debuff, etc) aren't all hitting, all the time. However, with careful slotting, I got my melee defense up to 41+% so that's not bad, as I play this toon strictly in melee range (it's that survivable) and brings me to the last point of Rad Armor: Ground Zero is a mini-nuke, and can be fired off right after or before Inferno, as their recharge times are the same. It hits reasonably OK: better than Fireball, but 90s vs 16s base recharge is huge, thus treat it like a mini-nuke. More PBAoE, more defense to melee is helpful here. Blasting in Melee range = no issue with Sentinel's shoter ranges. I kept the BW/Bio and the Fire/Rad/Fire. I didn't mention pool power or epics, but for BW/Bio I used NO epic, and used the standard fighting/leadership picks with hover and combat jumping (single picks from their pools). Fire/Rad/Fire (obviously) took fire epic (cages and fire sword circle - more pbaoe / melee!), along with standard fighting, CJ/SJ, hasten, stealth. I've posted the builds (click the datalinks above) of the two I kept, they're not bad, my first attempt. They're "on the cheap" meaning no purples, ATO's etc. In closing, I started out LOATHING Sentinels, but found two (so far) that are enjoyable enough to play and keep. Not bad. Hopefully if you're on the fence with them or are hesitant to roll one, maybe give them another try? Don't expect blaster- or even corrupter-damage, but realize you'll get (at least) scrapper-level survivability, if not more.
  12. Yeah, Atomic and Plant are gnarly hold machines. I did not know about atomic's broken (AoE) hold. Both plant and atomic have a single-target (ST) hold and an AoE hold; with plant getting an additional decent debuff toggle (of all things, for a blaster?!). I'll have to dust off my ol' Fire/Atomic blaster and check out Radioactive Cloud...
  13. Eliminating the toggle for a single, toggle-able power does the same thing as using toggle_on / off. I usually only use it when I want to be sure a power is OFF, for instance, I have a Hover/Fly bind that goes: /bind ` "powexec_name Fly$$powexec_name Hover$$powexec_toggleoff Ninja Run" ...which makes sure I'm not flying/hovering around with Ninja Run toggled. Similarly: /bind T "powexec_name Ninja Run$$powexec_toggleoff Fly$$powexec_toggleoff Hover" ...which will bring me out of hover/fly and start running, as well as turn EDIT: As luck would have it, I was on a toon with an odd travel power setup: BW/Bio Sentinel. Now Bioarmor on a sentinel is great because of Athletic Regulation. In offense mode, it's a massive +run / movement buff. So much so that I did NOT take SS, SJ, or Fly. Instead, I took Hover (for blasting / LotG mule / etc) and just use Ninja Run + Sprint to be at the speed cap while in Offense mode. Quick Hover, too. Anyway, my usual Fly/Hover bind was not going to do, so I did this (which gets us to the whole TOGGLE ON / OFF issue and where / when to use it): /bind ` "powexectoggleon Combat Jumping$$powexectoggleon Hover$$powexectoggleoff Sprint$$powexectoggleoff Ninja Run" /bind T "powexectoggleoff Hover$$powexectoggleon Sprint$$powexectoggleon Ninja Run" So here, I use my "travel key" (the tilde, to the left of "1") and the travel buff key "T" (I re-map target with CTRL+T, just in case). When there is more than ONE power needing to activate, and one uses "powexecNAME powerA$$powexecNAME powerB" then only power "B" gets activated, another press will deactivate powerB. Both of these things I do not want. So I used the toggleon / toggleoff as shown above. My intention is spam-tap tilde to turn off the endurance hogs of sprint and ninja run, turn on the combat flight (aka hover) as well as turn on Combat Jump. Inversely, when I want to haul ass at run-speed cap, I spam-tap the T key. I know the key press for each is just two, but sometimes in the heat of things, I just want to spam it and go.
  14. This first macro is not necessary to use toggle (but you can!). Fly and Hover are mutually exclusive, so just having "powexec_name fly$$powexec_name hover" is enough. I only use toggleon if I have a toggleoff in the same bind/macro (e.g. "powexec_toggle_on hover$$powexec_toggle_off hover"), or want the power off (as you do in your second macro). Basically, powexec_toggle_on = powexec_name
  15. Yes, since it is mutually exclusive with combat jump and super jump, you'd only need to turn it on, then use the ' key to toggle CJ/SJ and turn Ninja/Beast off. However, if you want to just have nothing, I put the toggle on/off in there. Normally I reserve "T" for toggling Afterburner on/off, so I probably copy/pasted and replaced AB with Ninja and Beast. I'm lazy like that.
  16. Usually it's +4 incarnate stuff (iTrials), but I understand your point. The only time I do non-incarnate stuff is when I need a badge (e.g. Task Force Commander, hunts, etc).
  17. Similar as all fire blasters: for single-target: Blazing Bolt, Blaze, Fireball, Flares as filler. Recharge is such that I only use Fireball when more than 1 mob, and I'll go flares/electron shackles if mezzed. If I am still in the middle of a group from Inferno, I'll toss in an Atom Smasher or Positronic Fist just for fun. More damage is realized from blasting, I feel. At least when not "blapping" If you like to blap, then I'd go Blaze, Blazing Bolt, Negatron, Atom Smasher/Fireball. Positronic Fist as finisher due to long animation/activation. Problem with blapping is the excessively long activations. I almost never do it unless bored of blasting and want a change-up. Otherwise, I'm nearly 100% BB, Blaze, FB, Flares.
  18. I think soloing my Dominators feel more powerful than when I team - unless that team is fairly sad. I mean, I know how to play a dom (which does require some thought), but it doesn't matter, as the reality of the game is TIME. When teaming, one only has enough time to activate a couple powers before the team obliterates the mobs. Dom's often require 4-5 clicks to neutralize and eradicate a mob, but I'm only given enough time to click 2-3 things, if I'm fast and time it well... ...at least until we all play leap-frog. I see you, Mr. Blaster / Ms. Scrapper running ahead. I know what you're trying to do. So I'll go to the NEXT, next mob. Oh, the brute is there... ok, the next-, next-, next mob! Oh, the Controller is there? Oy Vey!
  19. Permadom is not the problem with Dominators: Too many powers to click is. They do OK damage (I play a lot of blasters, I can say that), they have really cool "assault" secondaries (though Blasters got some much needed love and changes there with HC), so it makes sense to compare Blasters and Dominators: both squishies that want to do as much damage as possible. I can do more damage with my blaster in less time and with fewer clicks. I cannot mez as much or as well. Darn. My damage also scales up the more I blast! Yay! I can mez more mobs with my dominator in less time but with the same amount of clicks (as say, a /plant blaster). Goodie? I get mezz protection and awesome mag to my mez powers the more I blast/mez. Awesome! That's how I see the two. Wanting to take away permadom will make dominators even more unattractive to many players (blasters). I remember when I rolled my water blast/plant manipulation(?) blaster: wow, this is what I would like in a dominator! I'd give up domination for better damage, fewer clicks, no need for melee range! Nice! Plant secondary on a blaster = ghetto dominator. I think I'll go make a fire/plant.
  20. Well Sunuva... Guess it's been a while since I played my tank (he is Rad Armor/Psi Melee - and rad armor is terrible, psi melee weak, he doesn't get played much). Guess we can add Psi Melee to the list of bad melee, just below Energy Melee (which, at least, does damage later on).
  21. One other thing about Psi damage, in general, but also specific to Psi Melee: If you plan on playing a lot of incarnate stuff (iTrials) you will NOT be doing a lot of damage, as many things in the end game content resist psi damage (similar with clockworks and all other mechanical/robot mobs) since a lot of mobs are Praetorian clockwork, etc. Couple that with the terrible mechanic that is "Insight" and you'll quickly be disappointed. The idea of insight is fine, but like rad melee's contamination mechanic, the real world practicality of it is horrible. Except on tanks, where it spreads the "Insight Strike" on Greater Psi Blade. If all ATs got that "bug" then Psi Melee would be almost on par with most other melee damage sets (but still behind due to psi damage/end game). There are so many good melee damage sets, but I am sorry to say that Psi Melee is not one of them. You have been warned.
  22. I have played Psi Melee on Stalker, Brute and Tank... not on scrapper, but the only major difference is the Tanker version of Greater Psi Blade (accidentally?) gets Insight Spread(!!) whereas the others do not. I think it makes Psi Melee palatable for tanks, however. Hope they don't "fix" it. Anyway, I play a lot of WP across all archetypes, so I slapped together what I would do for a Psi Melee / Willpower scrapper: I did not go nuts with the LotG global recharge because you really have nothing that gains from high recharge (Concentration, perhaps). Still, LotG is a great set for 2-, 3-, and 4-slotting, as all of the bonuses are very helpful for WP. One could 2-slot Indomitable will with two LotG (Def/End & Global) and move the Shield Wall proc to Combat Jumping, and change the Flying IO in Hover to a LotG Global, get the max 5. Also, Hover at 49 is helpful should you ever hami raid, etc. You could swap it out for any 1-slot "throw away" (e.g. Resurgence, Vengeance, etc). Thing about WP is don't strive for caps. It is the most perfectly-layered armor set in the game, balancing defense, resistances, and regeneration. It's tricky in that when it fails (similar to SR) it fails hard; however, also like SR, when it works, it's God Mode. So get a LOT of HP (accolades, set bonuses, etc) and let that regen WORK! In this build, regen will go from 664% (58 hp/s) with 1 mob, all the way to 1088% (95 hp/s) with the max 10 mobs around you. Combine the small -ToHit debuff from Rise along with your decent defenses, coupled with good resists and you aren't needing to heal up as much. Psi Melee, on the other hand, is quite boring. I really wanted to like it (thus, made three toons with it, they're all 50 and geared out); the tank is the most enjoyable, as I can be a great meat-shield while having 1 spammable (sweep) and 1 quick-recharge AoE (mass lev). Still, there are so few attacks (5) and nothing else to click (thanks, WP!) it might make for a boring combo, depending on your preferred style of play.
  23. Yeah, but might mean a possible moving around of the powers... if left in it's current tier, it should get something a bit better than a typical Tier 3 AoE immob (from other sets). That'd be cool; also make it thematically correct for the set (duh!).
  24. I'm not sure how easily they can tag fear/terror as containment, but that would solve at least half the problem. The other half would be to lock them in place for AoE damage (from teammates, etc). Also, Terrify comes too late, it would have to be moved up and more "spamable" (less recharge, less damage, etc). It could work, though.
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