
Hitback
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So don't use the phantasm and you never have to deal with its faulty AI? You are in a public forum, not writing in your diary. People having their own opinions, oftentimes in disagreement to your own, is the whole point, especially in this particular subforum. Also, what you fail to grasp in these last 5 or so pages is that the same poster can both hold their own opinion and recognise that the devs have historically expessed a different view. Saying the second part doesn't take away anything from the discussion, in fact for some, me included. it helps to put things into context. Someone saying you are beating a dead horse is also not them telling you to stop, either. You can keep beating it, and they can keep pointing it out.
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Is there a mod to silence Marine/Barrier Reef pulsing wave sound?
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So the attribute window is trying to show that they stack multiplicatively? That's very odd, though, because recharge bonuses work the same way, but the window just shows you the raw values.
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Why is it that endurance discount appears lower in the combat attributes? For example I have -10% from support hybrid, but the attributes show it as -9.08%, 2.5 from the new Cupid set is listed as 2.43%.
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Ice is still around 4th place among primaries in terms of dps. For me, the real hit was the T9 standardisation. Blizzard had a longer cd, but better dmg. Now all T9s do roughly the same damage, except Blizzard takes 8 seconds, whereas most other nukes are instant. Archery is pretty bad for Sent, unfortunatelly. Its ST is bad even for Blasters, except Sents also lose the spammable Rain of Arrows that carries the Blaster version. Elec is the clear winner, like others have said. Not only do they get Zapping Bolt and Tesla Cage, but they can actually play the end drain mini-game successfully because Sentinels' Thunderous Blast is so spammable. Opening with drains their entire blue bar so that all your other attacks can do zapping damage. If you can tolerate the disintegrate mini-game, Beam is also a top-tier set, better than the Blaster version. Seismic is also up there, but having to stay on the ground removes your ability to hoverblast, which sentinels are so good at. Don't forget Ion judgment being a thematic fit.
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Set bonuses seems pretty straightforward, you lose bonuses when you go more than 3 levels below that of your slotted enhancement. So for example a level 50 enh will count towards set bonuses up to lv47. Purple and Pvp IOs are exempt. Attuned enhancements will keep their bonuses up to 3 levels below the minimum of the level range of the set, so for a 25-50 set, they would stop working below 22. So if you care about keeping your bonuses, attuning your non-purple/PvP enhs is optimal. What I'm having trouble with is how the %values (dam/acc/rech/etc) of the enhancements themselves work when exemplaring. According to wiki: "Level 32 is a key breakpoint. If you are 33 or higher, you can Exemplar as low as 32 with no penalties no matter how big the drop is." If I am understanding this correctly, a level 50 enhancement will work at its full values as low as 32. Whereas an attuned enhancement would drop its values to the level 32 version of the enhancement. So, my question is, when I don't care about set bonuses, is it then better to keep enhs unattuned even when exemplaring? EDIT Ok, if found this on wiki: "When exemplaring, the effective aspect enhancement is figured as if it were the current natural level of the character, or, the maximum level of the range of enhancement if the character has outleveled it. Then the normal Exemplar Effects on Enhancements apply. So, e.g., if the Attuned Enhancement had a range of 30-40 and the character was level 45 exemplaring to level 15, then the effective aspect enhancements would be the same as a level 40 enhancement exemplared to 15." So that means that attunement doesn't actually affect/improve how enhancements exemplar down, but it's purely about maintaining bonuses then.
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I assume they are coded to avoid Caltrop zones, but this is ridiculous. They are running 80-100 ft away at full speed, leaving supremacy range and aggroing other groups. They completely ignore the Go To command, too, so it's impossible to get them to sit in place. I pretty much gave up on running missions with Knives of Artemis and such.
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So what do you think goes best with Marine now that it's been out awhile?
Hitback replied to tjknight's topic in Mastermind
I don't know if there's an issue that causes AV to run, but ninjas in particular has an immob in Oni's Ring of Fire, so maybe that's why you are having better results with them. -
Storm is a very active powerset, so ideally you want a primary that doesn't require you using your own attacks all that often. Robotics is good for that, because you only ever need to use the attacks against AVs for the -regen. Storm also gives you some ST damage to compliment Bots AoE. The catch is that both sets have tons of KB, so you are going to have to slot KB-to-KD in multiple powers, and/or pick one of the epic power pools with AoE immob, especially because Bots function best against grouped-up mobs that don't move around (the T3 Assault Bot has an AoE rocket attack that summons a burn patch for each target hit, and the patches themselves are AoE, so mob size greatly increases the damage). If you are not absolutely adamant on playing Storm, I would also suggest Merc/Marine. Marine is like the bio armour of support sets, bringing all forms of mitigation (heal, regen, absorb, %maxHP, res, def, CC, -dmg) along with damage buffs and on-hit damage to give you that balance of offense and defense you are looking for. But Marine's survivabilty is good enough on its own that you have more freedom in picking your primary there, personally I love Ninjas with it.
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I believe the gun drone has 80% resistance to everything, which means a single +res pet io caps its resistances, no need to slot in both.
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Has anyone gave /sonic a try? I've been messing with it in Mids, some interesting proc opportunities with all the %hold powers it has, and Deafening Wave has 90% proc chance for some reason, inclusing FotG. Plus the innate -res the set has, of course.
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How was Weapon Mastery nerfed? Is it just the opportunity cost of not going Electicity Mastery instead?
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With the buffed origin powers, tranq dart can set up a sleep to get the bonus damage from arenal's own sleep. Plus, an auto-hit cc goes a long way for survivabilty.
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My gripe is that the set has no immob. Web Cocoon grenade was right there 😕 I didn't try it much during beta, and I'm leveling one now on live, but I'm lookin forward to the pet. 80% res to everything with taunt, it seems like it will works wonders for soloing AVs. I'm playing an Arse/Fire for now, but I'm kind of tempted to maybe go Controller instead. Maybe /Dark? Heals and def, for an immortal gun drone. Or maybe /TA, having a toon with both a rifle and a bow sounds fun.
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Damn, that sounds nice, I've always wanted to make a sapper, but it didn't really work. I see they added the shock mechanic now, too, giving some payoff to that strategy.
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Focused Feedback: VEAT Updates
Hitback replied to The Curator's topic in [Open Beta] Focused Feedback
Could we please get Fury claws as a claws option for Widows? 🙏 -
Nature is a bit weird for teamplay. Too many powers require standing in a specific area or have small radius and require stacking. Its debuffs are also not as impressive as other sets. I love me a /nature MM, though. Cold and Sonic have a great balance of buffs and debuffs. Then TA, Traps, Poison are debuffing kings.
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So this is the one I'm trying, Rad/Rad. All of the PBAoEs. And having a low cooldown AoE hold + Dominate makes me feel like a mini controller.
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To be honest, I haven't rolled one yet, but I'm doing some research trying to decide on my next MM and I feel like Sonic is being slept on. Looking at the numbers, Sonic and the pet +res IOs are enough to give your pets 75% res to all damage types except Psionic. And after the upcoming nerfs, it will be the only secondary easily capable of -45% res debuff. I think it pairs great with robotics, even if they are defense-based. Sonic has no heals, no -regen and no psionic res, and robots can provide all three.
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I specifically mentioned nuke uptime, I'm sure it's not hard to understand what I'm talking about. Yes, blasters have higher dps. But we are playing a game where burst is enough to kill mobs in a couple of seconds, which reduces the impact of damage uptime. When a sentinel does their Aim+nuke+aoe combo, most of the mob is dead, and are left with a few stranglers. And they can do it every mob. You are not going to outdamage that with Fireball alone. My argument is not that sentinels are doing the same damage as blasters. But in practice, the difference is not as major as you are making it seem, because of the game's heavy focus in aoe burst. That's why you can find similar Trapdoor times for the two archetypes.
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But it's not like Sentinels don't have Fireball, though. Since you used Mid's formula, it gives 72.97 damage for the sentinel version. Same cooldown and aoe, 10 targets (blaster is 16), half range. The nukes don't compete with the rest of the set's aoe, the difference is blaster have stronger nukes on a longer cooldown, sentinel weaker ones on lower cooldown. And you can't examine powers in a vacuum. Sentinels have more consistency in their AoE damage, their cooldowns line up so that every 20-25s they can hit Aim, nuke and 2 regular aoes. A blaster can be more explosive with both Aim+BU and a stronger nuke, but at the cost of lower uptime.
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I'm currently playing Psy/Martial blaster, and I'm wondering why dominators exist xD I rolled the combo on a whim (a mind and body type of character concept), but I found it to be extremely synergistic. The same robots that are resistant to psychic are usually weak to smashing, so that's a nice damage type spread, both sets have an aoe stun that I can alternate between mobs and then a single target stun to layer on the boss. If the mob is still alive, Scramble Thoughts is a super spammable aoe mez, a lot of my attacks have knockdown and then I took Bonfire for another group cc.
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Flavour, I want to give the weapon sets a try, and mostly because I have enough melees already.