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THEDarkTyger

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Posts posted by THEDarkTyger

  1. On 6/3/2023 at 4:54 PM, Meknomancer said:

     

    I quite like the animation. I like that it slots pbaoe sets which give better set bonuses. I still have it on a single savage toon that hasn't respecced out of it and its vet level 107+, its not like i haven't given the power a good run out. You've never seen it skipped in savage melee toons? Thats odd. I've only seen it taken on a couple. I'm not sure where you get the idea that i expect to hit stuff across the room with it. Clearly you love the power, that doesn't mean everyone else has to and it doesn't mean the teeny cone isn't teeny.

    That fact that you think its shortcoming is that it only has a slightly longer reach than most melee attacks do? And its cone is freaking WIDE, that isn't "teeny" by any sensible definition.

  2. 23 hours ago, Meknomancer said:

     

    7 foot cone is teeny however you look at it, its comparable to the most skippable powers in melee sets such as rad melees proton sweep. Sure you can proc it out but a power that rarely hits more than a single target is better replaced with....a single target attack which procced out will do more damage. 

     

    It pretty much sweeps my whole forward arc slightly longer than melee range. It's a melee power. I'm not expecting to hit guys across the room with it and it's kind of ridiculous if you are expecting that. It's good damage in a wide arc. Like....you have no clue what you're talking about here. I NEVER see it skipped in Savage Melee. People skip proton sweep because its damage vs end cost just straight up suck. That's not the case with all or even most melee arc attacks. Especially not with Shred.

  3. On 3/2/2023 at 1:30 PM, Meknomancer said:

    the teeny cone shred,

    What?! Shred's cone isn't the widest, but it's not teeny by any stretch either. Not only should you take Shred, you should have it procced out and fire it every time it's up even if you're only fighting a single target. It's an AMAZING power.

  4. 14 hours ago, smnolimits43 said:

    i took all the attacks so far.  I'm level 29, maybe 30.  I realize i dont have anything slotted yet.  It just feels like i do more damage with my energy blaster.

    OF COURSE Blasters do more damage. Damage output is 100% of what they bring to the table. They're also glass cannons. You're not going to get extra survivability without sacrificing damage output. Sentinels are not and were never meant to be "tank mages".

     

    Also, yes, unslotted is also skewing your impression. Slot your powers, geez.

     

    Granted, DP is not the most damaging "blast" set, but it's still a decent set.

  5. 9 hours ago, TygerDarkstorm said:

    There's a thread about this combo here: 

     

     

    Oh, good, thanks. I'm apparently searching impaired as I never seem to pull up threads that are RIGHT THERE when I try to search for a power combo. XD

    • Haha 1
  6. Seems to be an uncommon combo. Is there a solid reason for that? Any tips on making it an effective setup? I've never really run /sonic anything so don't know how it holds up. And my building skills are somewhat lacking. Any advice would be great, even if that advice is "Yikes, reroll as X!"

  7. On 9/7/2021 at 4:08 AM, Maelwys said:

     

    Because whenever your build has exceedingly few "spare slots", including all of the potentially useful supportive IOs (such as the +Health and +Stamina uniques) becomes impossible. So you need to choose which ones to include based upon the performance boost each brings to the character.

     

    What's confusing me here is the build ALREADY HAS THE SLOTS in Stamina to slot a PS +end and PS EndMod. The difference in end recovery would be better, but only slightly, plus have the benefit of the move speed set bonus without needing any extra slots. I'm not talking about adding them to what's already there, but replacing the plain EndMod IO's already in Stamina. The figures you gave indicate that it'd be slightly better, so why not go with that?

     

    I'm sorry if I sound argumentative, I'm just trying to understand the decision. So far the explanations you've given don't apply because you're talking about not enough slots but it doesn't require moving a single slot.

  8. It seems I have a knack for making power combos no one plays. Which sucks when I need build to tweak and work off of because I can't build from scratch. Someone help me out here? 😉

  9. On 9/4/2021 at 6:55 AM, Maelwys said:


     

    Lack of slots, mainly. Crab builds are quite tight, especially if you're trying to fit in permapets and softcapped defence/decent resists and HP and still proc-out and ED-cap the damage on your main attacks...


    (i) The Performance Shifter Unique grants +10% End at 1.5 PPM
    Slotted into Stamina, it has a 25% chance of activating every 10 seconds.
    That's an average of 2.5 Endurance every 10 seconds, or 0.25 End/Sec.
     

    (ii) The Miracle Unique grants Recovery, which works based off your maximum Endurance (buffable by set bonuses and accolades etc)
    In the build above, it's an average of 0.29 End/Sec
     

    (iii) The Numina Unique grants Regen and Recovery, which works based off your Maximum HP and Endurance pools.
    In the build above, it's an average of 0.19 End/Sec and 2.22 HP/Sec.
     

    (iv) The Panacea Unique grants +7.5% End and a set amount of HP (53.8126) at 3 PPM
    Slotted into Health, it has a 50% chance of activating every 10 seconds.
    That's an average of 3.75 Endurance every 10 seconds, or 0.375 End/Sec and 2.69063 HP/Sec
     

    (v) The Second +5 Endurance IO in Stamina grants 0.21 End/Sec.


    So for raw Endurance recovery, the priority is technically Panacea > Miracle > Performance Shifter > 2nd Stamina Slot > Numina.
    However Numina grants a bit of Regen, which I tend to weight a bit higher on builds without any regular self-healing... and for the sake of only 0.04 End/Sec difference I'd rather have the guaranteed recovery from the 2nd Stamina slot than the "chance of" Endurance from the PS Proc.
    If you really wanted to fit the PS Proc in that example build too, then you could drop the Rech/ToHit IO from Aim or the Defence IO from Combat Training:Defensive; but each of those would come with a tradeoff (you'd end up going well over the Proc cap on Guassian in Aim, and you'd drop under the softcap for Ranged Defence)
     

    I know Crabs tend to be very Endurance hungry, but you don't need to run all the toggles all the time; and there are plenty of Temp Powers or Accolades (Geas of the Kind Ones springs to mind) that can help in a pinch. Worst case you can just swap to Ageless instead of Barrier if you find yourself having real difficulties. Although admittedly my own Crabber tends to run with a Bot/Kin MM, so I'm used to on-demand Speed Boost and Transference... 🙂

    Maybe I'm reading that wrong, but it sounds like the PS proc + PS End Mod would still come out marginally better than just 2 EndMod IO's, plus have the benefit of the movement speed set bonus ( which is minor, but still ).

  10. On 9/2/2021 at 12:04 PM, Maelwys said:

    There're a good few Crabberminds about; it's certainly a fun build.
    I like duoing a Crabber with my Bot/Kin MM for maximum carnage - all those pets sitting at Defence and Damage caps result in absolute glorious pet bedlam.

    Few things worth noting - firstly you only need ~185% Global recharge plus Hasten to make the pet durations permanent. Also, it's quite possible for VEATs to effectively cap Defence on their Pets (10% from the Globals + 20-21% from double maneuvers = 30-31%. Then +5% from Barrier and/or 8% from Support Radial and/or ~13-14% from Darkest Night and/or +5% from Lore Pets... and Blood Widow also gets another +5%!) whilst keeping the pets permanent and your own Defense, Resistance and Maximum HP sky high.

    Finally, there are a few IO sets that are "new" to HC that are worth looking into for Crabbers- "Bombardment" for Targeted AoE Damage being the main one that springs to mind.

    Example build below, it can trade Longfang for a different attack (such as Arm Lash, Frenzy, FG etc) by swapping its position with one of the power pool abilities. Personally I hate the redraw from the Soldier attacks, so I'd avoid Burst, but YMMV!
     

     

    Minor quibble: What's with the lack of Performance Shifter +end proc in Stamina. 😉

  11. Is this a problem with all weapon primaries with redraw? If I don't have my staff "out" already, there's a slight delay between the AS activating and damage being applied where stealth is dropped and the target gets a chance to fire back. Even if it's a one-shot kill with the AS, they can still get a return hit in.

  12. My apparent talent for picking uncommon builds strikes again! Any build advice here? Using Experimentation for travel and the buffs. May not be optimal, but Rise of the Phoenix is a must for thematic reasons.

  13. I seem to have a knack for picking combos no one posts builds for. XD I suck at building my own from the ground up and generally use someone else's build to tweak as a base. Fire/WP seems to be one of those combos no one plays, probably with good reason but...eh...it's theme. Anyone got some build inspiration they can throw my way? Need to hit up the Blaster forum for a /sonic build, too.

  14. 18 hours ago, Heraclea said:

    I will take a travel power.  Boils down to Flight or Leaping, because Super Speed won't get you there, and Teleport costs way too much endurance and needs Fly or Hover anyways.  The more time a character spends redside the likelier they are to take Flight.

    Speed of Sound from the new Experimentation pool is absolutely fantastic, IMO. You can easily cap out your run speed, and the built in mini-teleport will get you over obstacles. And doesn't have that brief "hang" that regular Teleport does.

    • Like 1
  15. Correct me if I'm wrong, but didn't someone do tests timing weapon powers and found that the redraw doesn't actually affect activation time at all? The animation takes longer, but the power actually hits in the same amount of time?

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