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357trall

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Everything posted by 357trall

  1. Just thought I would throw out a tip about getting recipes early on. At level 7 go to the AE and do some missions for tickets, every 60 tickets gets you a low level recipe. I like to turn my EXP off and do missions for 300-500 tickets each, Bads in Space works well for this. Save up a couple thousand and turn them in for 40 or so useable level 10 recipes. Just don't fight EB in the AE, they don't drop tickets.
  2. Many powers in Assault Rifle can be proc'ed well, and that used to be the best way to up sentinel damage. There is the sentinel guide that is stickyed if you want in depth info on all the power sets. In general burst and m30 grenade can be skipped, they don't proc well and are lackluster attacks. Buckshot is really good, takes aoe procs and I use it for both aoe and single targets. Flamethrower takes aoe procs, Full Auto takes defense dbuff procs, Slug takes knockback . AR has alot of proc potential that helps with being a lethal set.
  3. I think mez is in good place, though mobs often don't last long enough to be worth locking down. I have taken a mind/time controller to 50 and have a few others in the 30's that I tried to like(illusion, cold, symphony,fire). Sleep isn't a bad mez and works rather well on enemies, either locking down a spawn that the team mistakenly aggroed or missed is very useful. Even a few seconds of sleep can be useful and sleeps recharge quickly and last a long time. That said, just about every other mez is prefered because they don't break after damage and release the mobs to continue attacking. My complaints about the sets I have played are rather small. I would like to customize the illusion pets more, the sounds on sympony get annoying after awhile, and mind aoe powers seem to have longer cooldowns compared to sets with comparable powers.
  4. To answer the question about using the 3 mastermind attacks on mercs to get the bonus damage, I would say no. If you want a real damage increase, slot shieldbreaker chance for lethal damage and touch of the lady grey chance for negative energy damage into soldiers and spec ops. I find using personal attacks to be alot of fun and useful on a mastermind. I tend to stay in bodyguard mode and use them to get mobs to attack me to trigger the pets. Aoe's are the best for this and can do decent damage if proccessed and slotted for accuracy and endurance reduction. They way M30 grenade is slotted in the first post would not be accurate and very costly in endurance. To me, your defense powers such as tactical upgrade, weave, manuvers, ect, seem over slotted. At 3 slots for luck of the gambler, you would get the most out of them for slotting purposes(def, def/endurance,def/global recharge), unless you really need the 5 slot bonus. As a forcefielder you already get partial mez protection and these days the medic has a good chance of using stimulant on the mastermind, so you could save slots there as mez isn't a much of a issue for you. Tactical upgrade could be pruned back to just a level 50 defense IO if needed. I'm not seeing panacea chance for hp/endurance or performance shifter chance for endurance in your build, they help alot with endurance problems.
  5. Just allowing the Succubi to scale up to 54 would add punch to the COT, they are rather nasty with their aoe damage and placate/confuse(provided I am remembering their powers correctly). The Hellfrosts and elemental mages would be nice, if only for variety.
  6. Just a minor thing, the medic's medkit cooldown is 20 seconds. Don't know how long it's been that way, but it's kinda nice that it's useful now.
  7. I say keep the change, it's about time there was a nerf of some variety in a update.
  8. After making a controller on the test server and playing with it for a short bit, Symphony Control seems like a very pretty blast set. 1) 7/9 powers do damage 2) 4 cones that take ranged AoE sets, powers take alot of sets 3) seems like the set is designed for proc monstering 4) Reverberant is too powerful. Pet doesn't have a duration, is very capable of attacking things and is tougher then it should be(40%-60% damage resistance with it being 90% to psi) 5) Very pretty, but looks like your character is spitting things. 6) Doesn't have any subpar or niche powers I do like the set, looks nice and plays smooth, but it doesn't seem like a control set.
  9. Just did 2 Tunnel Witch AE missions on a character and got no tickets for killing mobs or finishing a mission. It was on a level 5 villain in the mercy AE. mobs were elite bosses. Also did a couple with it set to just bosses and it worked fine.
  10. Completed heart of the hallows mission arc and got reward merits twice. Got 30 merits when I talked to karsis and another 20 when I talked to the mission contact. It also happened when I did destroy the psychometron arc in faultline, 30 and then 24 I think(it has been a couple of weeks and on a different character). Another bug I have noticed is that on certain weeks, AE tickets won't drop from bosses and elite bosses or from finishing the mission. Minions and lts still drop them. Tunnel Witch is the AE mission that I like to do to generate tickets on a new character, it has 30 EBs and on the weeks when it bugs, I get no tickets.
  11. 1 Sentinels- They feel unfinished and have lackluster damage. The epic/patron pools look like a grab bag of powers, I think making each pool specialized would add something special to the AT. Like the having the support pool or cc pool, rather then just a melee attack, heal, immobilize, and a random power thrown in. Perhaps the inherant could be combined and instead have single target powers affect the target at a large effect and aoe powers could affect all hit targets at a reduced level. 2 Masterminds- They have 7 pet IOs that can be slotted and only 3 primaries have a dump power to put them into. Mercs gets the short end on that, since procs are the best way to increase the damage of soldiers/spec ops and that costs another 4 slots. Also wish to say that Demons is spoiled with the ember demon being able to cast it's resist power not only on the pets but anybody in range(pets,MM,Team Mates and random strangers). Medic on mercs can only keep it's single target stimulant up on 4 targets at a time and rarely is it the mastermind. 3 Regen and Kinetic Melee- Regen could use something more in it's toolkit, but I don't play regen and will leave it to others to add suggestions. Kinetic melee however just sucks. Long cast times and animations, narrow cone, and lower damage then I would like. Everything is just slow on it.
  12. Soldiers and Spec Ops take shield breaker chance for lethal damage and touch of the lady gray chance for negative energy damage, slotting them will more then double the damage those pets do. Without them, your pets do pretty pathetic damage. Looks like you are only slotting 2 out of the 6 pet IO's that increase pet defense and resistance, you may want atleast all three that increase defense. Fitting all these in will ruin your set bonuses, but are worth it to get the most out of your pets.
  13. MODERATE s/l/e/n defence HIGH resistance to cold LOW resistance to fire HIGH Perception resistance/increase HIGH resistance to slow/recharge reduction LOW absorb shield MODERATE hp increase HIGH temporary resistance/regen LOW DDR No protection from terrorize or confuse No protection from psi Ice Armor feels like a fragile set with alot of holes that need to be plugged. It's not really new player friendly, with lower defence then expected and no resistance to common damage types. Powers such as Hoarfrost, Moisture Absorption, and Icy Bastion plug those holes, but they tend to have long cooldowns or are clunky to use. Also, Glacial Armor comes latter then liked at level 20 and Icy Bastion at level 38. This set lacks Icicles and Chilling Embrace. Icy Bastion seems like a sideways move from Hibernate (for a sentinel) and feels like a bandaid for the sets shortcomings. Beginners Overview This isn't a high defence set, more of a moderate defence one. So you will get hit and take pretty much all of the damage. Many of the powers in this set are rather weak and you will be looking to pool powers and IO's to supplement your defences. An example would be Frigid Shield, enhanced at level 50 will probably give you around a 90 point absorb shield that refreshes every 5 seconds. Sounds good until you realize that is maybe a single minion attack. Hoarfrost is a decent heal and boosts your max hp for 2 minutes, long cooldown however. Moisture Absorption handles your endurance recovery needs and supplements defence, bit clunky to use with such a short range and aoe. Icy Bastion has the potential to solve your problems, once you get it a level 38. In general you will probably play on the conservative side and endurance may be a issue. T1 Glacial Armor-Gives defence to S/L(11.90), resist to cold/fire, and DDR. Takes defence sets and makes a good place to mule defence uniques. Toggle T2 Hoarfrost-Self Heal, increases your max hp and gives a small amount toxic resist 6 minute recharge. Takes resist damage and healing sets. 6 minute recharge. Click T3 Wet Ice-Mez protection, cold resist, DDR, and .70% defence. Takes no sets. Toggle T4 Frigid Shield-Absorb Shield 30/30 at level 50, half which is enhanceable. Takes healing sets. Toggle T5 Moisture Absorption-Steal endurance from foes, restoring your endurance and increasing defence. Ranged AOE with a 10ft range and 8ft radius, 5 targets max with 2.8% defence per target. Takes defence and endurance enhancements. Click T6 Glacial Armor-Gives defence E/N(11.90), cold resist, perception resist(60%), and DDR. Not available until level 20. Takes defence sets. Toggle T7 Permafrost-Gives resistance to fire and cold. Takes resist damage sets. Auto T8 Frost Protection-Increases max hp 60/60 at level 50, 10% resist to slow/recharge. Takes healing sets. Auto T9 Icy Bastion-Increases regeneration(400%), recovery(200%), and resistance(35%) to everything except psi for 30 seconds at base levels. Takes resist damage, endurance modification, and healing enhancements. 5 minute recharge. Click Slotting At a basic level, not many slots are needed for Ice Armor. Frozen Armor and Glacial Armor can get by with 1 endurance reduction and 2(maybe 3) defence enhancements. Wet Ice doesn't take sets, so only a endurance reduction. Hoarfrost 1 recharge, 2 heal, and maybe a endurance reduction. Icy Bastion you will probably go all out on, other powers can be left at 1 slot. Skippable Powers Frigid Shield-the absorb shield it generates is on the weak side and you might not even notice it reducing incoming damage. 10% slow/recharge resist Permafrost-gives resistance to cold and fire, not very common damage types. Frost Protection-increases max hp, but not a huge amount, 10% slow/recharge resist These powers could be skipped, they are rather weak. They do make good mules for resist or healing sets however. The power in the set that annoys me is Moisture Absorption. On melee ATs it is a pbaoe, on a sentinel it is short range taoe. With all the movement that can occur in combat, hitting more then 1 foe can be problematic, and often I select enemies just out of range too. In general it is clunky and I don't like it. Advanced Slotting Ice Armor gives many opprotunities to slot defence, resist damage, healing, and endurance modification sets. Frozen Armor can be 3 slotted with luck of the gambler and then used to mule kismet accuracy, shield wall +resist all, and reactive armor scaling damage resistance enhancements. Glacial Armor can be done similiarly, 3 slot of your favorite defence set and off you go. Moisture Absorption can take a luck of the gambler global recharge. Frost Protection and Frigid Shield take healing, 2 slotting preventaive medicine gives 2.25% s/l resist, 3 gives 1.8% health. Hoarfrost could take 3 slots of preventative medicine and steadfast protection/gladiator's armor 3% defence uniques. Permafrost takes resist damage enhancements, probably best used as a mule for resist damage uniques. Icy bastion should be slotted to increase it's resistances, aegis/unbreakable guard/reactive armor at 3 or 4 slots should do, with the rest in preventaive medicine. It does take endurance modification sets, but I don't think endurance recovery is as much of a priority as resists and regeneration. With slotting and enough global recharge, the cooldown on Icy Bastion can be reduced to around a minute and a half with 30 seconds uptime. Power pools you will want are Fighting(to make you tougher) and Speed(to recharge your powers faster) . Tough can be slotted with unbreakable guard to get some s/l defence. Weave can be slotted with luck of the gambler. Haste from the speed pool just needs recharge, 2 or 3 slotted common IO's. The main goals of advanced slotting are to use sets to get s/l/e/n to soft cap, which Ice Armor alone will not do. Slotted Frozen Armor and Glacial Armor will get you to about 18%, plus anothe 6% from the resist damage uniques, and 5% from Weave, should give you around 29% defence to s/l/e/n. Combat Jumping/Hover/Stealth/Manuvers can help a little if you are willing to go into thier pools for them. After that you are probably going to be looking at sets such as thunder strike at 3 pieces gives 2.5% e/n, eradication at 3 pieces gives 3.125% e/n, rectified reticle give 1.8% s/l at 2 pieces, kinetic combat 4 pieces gives 3.75% s/l, reactive armor gives 1.25% s/l/e/n at 4 pieces, artillary at 3 pieces gives 1.8% e/n and gaussian's at 6 pieces give 1.25% to s/l/e/n/f/c. The sentinel ATOs can give defence that you are looking for, but need 5 and 6 pieces to get it and you may want to break them up for 2 or 3 piece slot bonuses. Panacea chance to +hit points/endurance is probably best slotted in health and a performance shifter chance for +endurance in stamina. If you have the slots, Ice Armor gives the opprotunity to slot more performance shifters and power transfer chance for self heal, Moisture Absorption and Icy Bastion take them. Complementary Choices Ice armor should pair well with any blast set that has a way to reduce incoming attacks. Dark for -to hit, Energy/Assault Rifle for knockback, perhaps Psi for recharge reduction, Ice for slow/hold. The Psionic Mastery epic pool can be taken for attacks to procs and the link minds buff(defence/hit) Incarnate Abilities I don't really have any advice to give here, I tend to start another character once I get to 50. Probably want powers that increase damage, since this sets gives you nothing.
  14. I would like to see the medic go away and be replaced with a third soldier. Make it so the soldiers start out with assault rifles(instead smg) and get a first aid kit and rifled grenades(that way they can stay at range) as they get upgraded. Spec ops, turn one into a sergeant. The sergeant could have leadership skills, but otherwise be similiar to a soldier. The spec ops could have it's web grenade/flash bang/tear gas be aoe(I haven't seen them affect more then one target). I don't know about the commando, just seems like tougher soldier with a flamethrower and a bottlerocket right now. Serum is pretty worthless with it increaseing attack and hit by 7.5%, affecting only one target and having a long cooldown. Right now my mastermind is mercs/nature and I use wild growth and overgrowth, it gives 50% attack and hit( I think) 11% resistance ,and 150% regenerate(don't really remember) to all my mercs and character. It's not permant but has like 30 seconds between recasts, I think something like this could give inspiration to what serum could be. Also I would like to see mastermind attacks be able to slot ATOs, right now only the pets can. Would be nice if the upgrade powers could hold the aura IOs, atleast the recharge pet ones.
  15. Found a recipe that says Family_Boss_Defense [Level 16]. Appears to make a Encouraged Accuracy :To Hit Buff enhancement.
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