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Steel

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Everything posted by Steel

  1. At 1 PPM it should have a 16.7% chance to fire once every 10 seconds, i.e. you'll be under its effects 8.3% of the time (5 seconds per minute, on average). I'm not a proc guru though, so feel free to correct me if 'm wrong.
  2. Steel

    Sentinel build

    I got stuck in the character creator trying to make Fallout Shelter work with the costume design, so I haven't rerolled him yet. Did make a build for him, but I'm still not too happy about it. I think I should start a new thread for Water/Rad, but I'm on my phone right now and won't be near my computer anytime soon. Will @ you, I'm very interested in what you did with your build because it seems to be a very slot-hungry combo. Edit: nope, can't make Fallout Shelter work with my concept until we get a NoFX option for it.
  3. Steel

    Sentinel build

    I've had a great name, costume and concept for my Water/Rad Corruptor for well over a year, but the combo never clicked with me. He's been semi-retired since his late teens and I just couldn't figure out what to do with him. Rerolling tonight as a Water/Rad/Psi per your suggestion. It seems to be the perfect fit for the character, so thank you for the inspiration!
  4. Steel

    Sentinel build

    Elec/EA is a pretty good allrounder and can be made into a decent sapper with or without the Elec epic pool. Water/SR may be one of the safest combos (plenty of knockdown mitigation, easy to softcap and sufficient DDR), and has good AoE. Dark/Rad offers great layered protection by combining one of the best resistance-based armor sets with ToHit debuffs in its primary (e.g. Dark's T9 Blackstar applies a huge ToHit debuff for 20 seconds).
  5. It does help, it tells me not to use it immediately when I run to the next group with full HP and half a blue bar, but rather the other way around. Thanks!
  6. It's a good thing they'll change the PPM mechanics in Page 6 before revamping Sentinels. On the other hand I'm also a bit sad that Sentinels will likely take a big hit in performance as a direct result, at least until Page 7 or later. But it's the right move.
  7. I'd love to have my Sentinels do more AoE, but if they get 1) better AoE than Scrappers, and 2) slightly lesser ST capabilities than Scrappers, at the expense of 3) worse-than-Stalker survivability, then I think it may prove difficult to balance that. As for 1), if a revamped Sentinel could typically clear +Nx8 maps faster than a Scrapper, I don't think I'd really have any problems with that in principle (as long as they won't overshadow Blaster dps). For me it would definitely increase the fun factor. But as you said, Scrappers can dish out some very nice AoE. And I see no reason why another damage AT shouldn't get an even higher AoE damage output if that's its intended design goal. But we should at least acknowledge that Scrapper AoE is already so good that Elec/SD Scrappers were some of the premier S/L farmers more than a decade ago. Better AoE than that may be pretty OP. Which brings me to 2), lesser ST damage than a Scrapper... I think the way procs work right now might be the elephant in the room here, but we've been able to abuse the hell out of them in the ST attacks from the epics. I'm not really a numbers guy, but I suspect when Sentinel damage is buffed to less-than-Scrapper levels, procced out epic powers could actually give them the edge. Not to mention Opportunity benefits not just you but the whole team, so you bring more to the table. As for 3), as long as incoming ranged attacks inflict less damage than melee (which is pretty much baked into the combat mechanics), staying at range is the smart thing to do if all of your own attacks are ranged themselves. I hear Sentinels will likely lose their range penalty, and good riddance, but I sincerely hope their decreased survivability won't mean that players feel forced to hoverblast. This post is getting way longer than I intended, but I suppose I needed to get this off my chest. Honestly I don't think it's a good idea to give a ranged AT with defensive secondaries so much AoE potential. It puts it firmly in tankmage territory. I mean don't get me wrong, I like playing OP characters, and the case could be made that game balance went out the window anyway when we got Incarnates, or maybe even before, but I like having a semblance of balance. I guess I'm a just a bit worried. I hadn't read Captain Powerhouse's statements until you linked to them. I had hoped to get a completely reworked inherent with much better ST damage and only slightly increased AoE, more like a ranged Stalker than a Scrapper. But... in Cap we trust. Sorry for the rant but it's been a crazy week 🙂
  8. With the Reactive Defenses unique you would have capped F/C resistance at 14% health, without it at 6%. Or at least that's my understanding of scaling resists.
  9. A Water/Plant Blaster with blood-colored water powers and /Plant made to look like protruding bones can look quite horrifying.
  10. Steel

    Elec/what?

    Does anyone know the duration of the recovery debuff of Poison Trap? The archived version of City of Data doesn't have that info... I made a 50 Elec/Poison on Beta last year that was a pretty effective sapper, but never could figure out how much Poison Trap contributed.
  11. ^ This. And make a bind to target OSA as well. I had a 50 Ill/TA/Fire with Perma PA on Retail Live and it works quite well. While TA may not be the best secondary pick for Illusion, Illusion is probably the best primary for TA.
  12. I would have them keep their mediocre AoE damage, but retool the Opportunity inherent's mechanic to more often/reliably apply the debuff in order to effectively give them almost Blaster-like ST damage. Stalkers have their controlled crits, let Sentinels have something similar with controlled Opportunities. We like to call Sents 'ranged Scrappers', but I'd rather see them as ranged Stalkers without Hide. I don't think I would change their damage multiplier right away, but perhaps after a balance pass. Changing the inherent takes priority imho. Right now it's an unfun mess and I hate how I have to use my T1/T2 to trigger two different kinds of Opportunity. And I hate how it can miss. Either give us two Domination-style buttons for autohit Offensive- and Defensive Opportunity, or combine them into one effect and trigger it with either the T1 or T2 (or a single Dom-button).
  13. It's probably also the best power in the game to run alongside Whirlwind with Kb2KD IO, making everything flipflop in Melee. The Dark secondary can easily softcap Ranged defense and Mu Epic can hardcap S/L/E resistance. Fire/Dark/Mu is extremely safe and quite powerful. [code]| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1590;728;1456;HEX;| |78DA65945B4F134114C7677BB1B414B9142CA554DA52047B595A3531F1C5285512A| |1DAC4674356D8E246E8D66D49E4D1448C067CD167AF0F2A9AF825FC18FA2072D584| |8BFA6CEAE99E7FDB4DBA81FC66FE732E7366CE34773FEBFD3CF9E0A290BA2616947| |27966422F560C7D6141359C39655E9B15F4B565757DB1A019AA8B26434D8BBAB17C| |95D6EA938865FDF252A1206715E36E51A5D0970A05ADA855968537AF93D34DDD985| |58D650F4F4AAA3AD7690EA755654E35CA77B492B73E2F69C5F9C09592362B67F545| |ADA854746326B7349353CA158AD04FBB1AA7FF8792C057758A17848C43D85E82AF9| |88ED7E01BE6B1B7CCEF7E8BEF964D8810AD6D33DB76C05DA62756F37137B8427925| |F84AEFEC663CEF7BF003F3F83AF891D9F589F9881CEDF0B5F73B4CAD27C8EC1D044| |3CC1321CE57E7B311219CF075266DA64DBF0C8E3307D2608639B8C2DCA07A5DEC2B| |5C093E834DD2DCD0DC09CEF184F6D70EAD7D80B51F64D721B1D6715E9881B648EB6| |4CDD979C0B50D1E324F4E817D12F39F30CF31EC974C0E937F37E790BABFF2FEC2DF| |98DB14D7C7716D3EF8872F70CE08F898E43EE4EEFBC97714D9070F98C325AE71F81| |E586646C9DFCFBE921F35C7C055D203A83DB0C977B043FB094A2E3357708AF713CB| |81D799A76E8079305C8BE71231720BA19610E28DE23E46239C738DD68770A743875| |83B629EFE0DFE012798F10D3EDF5542D4ECC4AA3DBA6633E3C59F82CF9949D4B647| |758C20CFC8269F51127D9F44DFA7D0F729F47D6A8FB94679C6B80EFB589C6B1C4F8| |02950667653CD09D826D01719F445E62F887BF591AD8CBE92D7B9B65DAF1069DC41| |FA0CFACAD178ABF4475F6D537882D56ADCBAEAE628E9168F4C8B72B64539D7A24CB| |7287947E3ED0BC954DC5D8D175DDDF7D02A2A9252DC71874D4D92AED160947E0DF6| |ED66871C58EDC7D8FEC86A1FE6DBEB01F39E9ACAB96E59C68A657CDB325EF7911BF| |616E8A531F4497F53FF156BEA5FA24DDD61B1F90F672D099F| |-------------------------------------------------------------------|[/code]
  14. I had a perma PA Ill/TA/Fire on Retail Life, and it was one of my favourite Controllers. The key is playing completely at range. Teams often don't know what TA brings to the table (not many have tried it out because most think the set is crap), but its debuffs are excellent. Especially useful when a team is already softcapped, it can really help steamrolling content.
  15. Thank you for this wonderful idea! I've started a Rad/Elec Brute today with the intent to run Whirlwind alongside Lightning Field and IG, and hopefully Energize and Power Sink will prove adequate to counter the endurance drain. Still only level 8, will take Whirlwind at 24, and I'm a looong way from Power Sink, but the build looks promising. I'll post an update when I have him slotted with some IO's, probably early forties when I have a better feel for how it plays.
  16. I was afraid that might be the case. Guess I'll just PL my Rad/FA then. Thanks for your response.
  17. Hello everyone, Longtime player, first time poster here. I know Rad/FA and Spines/FA are the top picks for farming. but I'm looking for forumites' opinions on how War Mace would do in a farming environment. I'm not necessarily looking to make the best farmer out there (that would be Rad/FA, or so I hear), but before I'm gonna PL this character to 50 and spend a billion inf on IO's I'd like to know whether it's 'more-than-adequate' rather than mediocre. The problem is my main experience with War Mace was a level 40-ish WM/WP Brute on Retail Live that I deleted at some point. I have a WM/Rad Brute on Homecoming, but also altitis, so he's stuck at 22 for now. So I have no idea how War Mace plays at 50. Looking at Mids my concerns are mainly animation times length and the size of the AoE's, but WM has three of them, and both Shatter and Crowd Control take FF procs. So my question is, how would WM/FA/Mu compare to the top powerset combos for fire farming? At about 90% efficiency? Or much less? Theorycrafted build: [code]| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1612;719;1438;HEX;| |78DA7D945B4F534110C7777B115A2850DB72BF963B85430B48BCC4101531284D484| |C343131F5800B1CAD85B405419F7CF0DD6B7CF102511F78F1496EEA07F11BA828EA| |BBC13AE7CC9FB64913376D7EBBFFD9D9999DD936BA3C5AFAEEDCBD11214BCEC4F55| |42A763AB99856CEA83E6B4C0B1AC5517D5ACD184955440BBF658C45555C29EDB29E| |8C99C66A1647D58C4AA4943666A8E44AECD46252F78E27E6545225D2DAC1C43D393| |F1FD72E2E2875BDD49A4E287DC148CC7AACC598313B97A695D75A8D27968C943165| |C48DF44AE0EC8231AD21F822454DA529483565344CDF90141819A798B3091171089| |B01DE603A6E8271E6A15BCC0D91F5B589B064DB20B37888B9495629F97CF987FD8A| |F799EEBF6086592AEC4CAFC3E21679D9919BFD2BDB2ABE81BBCCC3DFC11F4CFF1EB| |38F623AD9573AD7F97C7F4858D4C85684738B1E70ACCA87E02366F563F009B3F629| |739BBC5C7C1FE1AAA249834304E9B012D6648915C3256AC14AB27960F304B826F5F| |BC2F2DB2194B3CD568EFAD5A37E8DA89F297B91ABF739E7D0F8027CC96C7E05AE82| |6BCC0FE4E513D2F2F5A1B72DE86D0B7ADB82DEB6A2B7ADE8ADA4BC031C570432348| |49D942A2855035CE5081D5E83EC6A96B8BAADB7996DCBE01DF02EB3E33E47F848CB| |3ABC8CBAA3AC751C038F333B4F8027C1118EEBA05C1A50B9860AAE54B71F4495070| |84DC8AD6995FDBAD7983DAFC137E05B662F72FB445E41BC9E203AD90B5EA3ADED38| |B77D80F7F70E32FB86C023E030B3FF0B9FAF13BAE0DBF59EBBD4BF016E32235BE03| |6B8C3F4D09D43A87F08772C234D83A6412B272D0C2D7CF0E21CD95F2A7DCC6EF614| |28E1022552A00C16284305CA98A9C82BA6929928B04E9222A1484B7155647FE5993| |D77F6DF42C83E7E2FBF729A94E769D249F7BEC4F7FA99BFBF8BF7FFCEDFDFCC5A19| |38E936558E75356F3E9537D7F3E6D6A8F10BEBA19BC2671FCD91EC335F4E5F0FE6F| |4FF8FDDB69CD785BC13FE01165C2600| |-------------------------------------------------------------------|[/code]
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