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Nymaen

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  1. I made a StJ/EA stalker. By the mid 40s I was regretting not going /SR. That said, /EA is not terrible, works rather well. /SR is just easier to softcap defense.
  2. I play this game because it is fun. I find certain ATs more fun then others. Over time, I have gravitated to Scrappers and Stalkers. I branched a bit into Brutes. I played these ATs because I felt that the journey of progressing from new hero (or villain) to elite incarnate was a nice smooth gradual growth. Getting IOs and incarnate abilities did not fundamentally change the powers, how I used them, or what I could do. I just found that my toon became more effective the more powerful they became. You can look at my post history and see that I am by no means a power player in this game. I find that part of the fun is I can do mostly whatever I want and still end up being "good enough" that I can keep up with my friends. When I started playing on homecoming, the Sentinel AT really excited me. I never liked the fast-paced floor tanking of Blasters. I understand that the AT becomes very powerful with full set of IOs and incarnates, but the journey itself was something I personally found frustrating. I looked at the Sentinel as a something very exciting to me. The chance to play a blaster where I gave up some DPS for greater survivability. I considered that a fair trade-off, and on the whole, I find it fun. This seems to fit well with what @oldskool thinks, I am probably one of the few people that actually like how every target I hit gets a slight debuff. I wish it was bigger or enhanceable, but I still like it. My favorite part with the inherit is when I shoot a target with the Offensive Opportunity and they get the lovely spinning yellow target point. My entire regular group always targets that mob in particular. Anything with the yellow spinning target dies quickly, except for a EB or AV, but it is noticeable difference. To me, the weirdest part of the inherent was that I always felt like I was cutting into the Defender's or Corruptor's focus area, and then doing it poorly. That said, I would be sad to lose the spinning yellow target of doom. @Captain Powerhouse I really had no idea the Sentinel was supposed to be like a Scrapper. This clears some things up for me. I honestly thought they were a cross of a Stalker and Corruptor. With them supposed to have better sustained AoE, I am really sad that we have the smallest target cap of any AT. (Please correct me if I am wrong community). I would like us to have the same target cap as a Stalker or Scrapper. However, the main reason I wanted to post if that I have spent a fair amount of time thinking how I would like the Sentinel to work if I could change anything. (My thoughts are clouded from the idea of them being more like a mix between a Stalker/Corruptor, so fair warning about the crazy ideas.) I had two very different thoughts on how this should work. My first thought was a form of reverse scourge, Sentinels have a change to do double damage against enemies with more than X% health (like 75 or 90). This would need to be tuned to ensure we don't suddenly start one-shotting large groups of minions, at least not worse than a blaster can. However, this has a couple of nice advantages. This is a crit like system that is visible to all players (one of the big bonuses of scourge). The first shot always does the most damage for the AT, which keeps in the line of a lookout - they get in the first shot and make it count. We would get a nice damage boost with increasing the base damage, even accounting for the lost -res debuf. This would be always on and very visible and likely not "too much" work. This is honestly my favorite idea and would fit the ranged scrapper theme pretty well too. My other idea is much more drastic. Every Stalker powerset has the inherent built into it in the form of three powers removed from the set and replaced with Assassinate, Placate, and Hide. That is there inherent. (There is slightly more to it with the crits and the buildup to guaranteed crit AS outside of hide.) I was thinking every T1 power should become "Designated Target". It should do some damage, and provide a large debuff to that one target (either -res or -defense). Maybe it should be the T4 power, like for Stalkers to get a reasonably larger debuff. Key points are single target and same level for all power sets in the Sentinel. Since this is supposed to be a "spotted" target from a lookout, it should have "snipe" range, but not snipe damage. This power would result in the visual of the spinning yellow circle of doom I love. Then either T5 or T6 power shout be a targeted AoE of some kind. The idea would be that this provides a giant spinning yellow of circle of doom on the area covered by the AoE. This should provide a similar, but smaller debuff to all enemies in the AoE for a short while (10 seconds?) This could be something like "Target Area". This does not need as long of a range, but should not be a cone. This also works without increasing the the Sentinel's base damage. provides an effect visible to party and the Sentinel. The user controls when the effect occurs by using the appropriate powers. They can be used out of the gate, without a "rage" meter. The debuff could be enhanced, recharge can make them happen more often, etc. The bad is that this requires all those powers and powersets to be touched. This also kinda steps onto the Defender/Corruptor area (which I originally thought was okay, but maybe not now). From the above dictionary definition, a sentinel is a spotter or a protector. We can go both ways with that for an inherent. Ina pen and paper game I would want to give them some for of initiative bonus and a chance to act during ambushes. In a MMO, that is really just player reflexes and not something we can code for. I spend quite a bit of time thinking of something that we could put into the secondary powersets towards an inherent. Like a to-hit bonus (for the perception -- spotting), sharing their defenses with the team (like the double maneuvers in VEATs/Widows). However, we would likely want this in the T1 to make it unskipable and I could not find something that would be useful and not overly powerful. @Captain Powerhouse, have you and the other volunteer developers created any ideas around improving the Sentinel? I understand if they are too rough to share. Also, any idea when you would work on changing the Sentinel? How many other projects would you have on your plate first?
  3. Thanks @Hopestar!! This is perfect! I will get working on this tonight. Much more survivable for my play style.
  4. @Hopestaryou asked some really great questions. I wanted to spend some time thinking them over to have some good answers. I played Warlock's build, and even fully slotted it out as he described. On the whole, it was a good build. There are a few things that bother me that I could not figure out how to solve. I think my build is an over fix to my problem. Trying to find a good balance. I discovered in play, that some enemies would really, really like to target my MM. The damage they could do was crazy. They would always hit. I often would only discover what killed me by checking the combat logs. I wanted to get some resistance in place to prevent me from dying outright when targeted. Usually just need 3-5 seconds to use a power or minion to get them off me. This is usually an EB or AV. The cyclops and minotaurs are great examples of things that ignore my thugs and 1-2 shot me despite my bodyguard stance. My goals. I really like the rapid recharge, and want to keep as much as I can. I value survival - of self and pets. I believe resist is a more generic survival tool than DEF, unless I can get that def over 45%. I am okay with frankenslotting to make this happen. Any suggestions to get me there would be welcome.
  5. @laudwic, can you post your build? I have been considering playing a Dominator for some time. I like the sound of what you are doing and seeing your build may give me some good insights into how to play a Dominator. Could you give me an idea of your combos? Does it work well on a team?
  6. I am working on my first MM build since live. I loved my Thugs/Poison when Villains shipped, but wanted to try something different. I ultimately choose /Time since it came out after I stopped playing on live. I read the /Time post that is stickied, but there were several things in the build I didn't like. This is what I am building out towards now, please let me know if I am setting myself up for failure. I noted that @Warlawk used lots of procs and build-ups in the pets. I am not sure why, so that could be something am doing wrong. I do like my set bonuses. Feedback welcome! Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Thugs Secondary Power Set: Time Manipulation Power Pool: Sorcery Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mu Mastery Villain Profile: Level 1: Call Thugs -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(3), BldMnd-Acc/EndRdx(3), BldMnd-Acc/Dmg/EndRdx(5), BldMnd-Acc(5), BldMnd-Dmg(7) Level 1: Time Crawl -- PcnoftheT-Acc/Slow(A), PcnoftheT-EndRdx/Rchg/Slow(11) Level 2: Temporal Mending -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(7), NmnCnv-Heal/Rchg(9), NmnCnv-Heal/EndRdx/Rchg(11), NmnCnv-Heal(36), NmnCnv-Regen/Rcvry+(37) Level 4: Time's Juncture -- PcnoftheT-Acc/Slow(A), PcnoftheT-EndRdx/Rchg/Slow(25) Level 6: Equip Thugs -- EndRdx-I(A) Level 8: Mystic Flight -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(9) Level 10: Temporal Selection -- RechRdx(A) Level 12: Call Enforcer -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(13), SprCmmoft-Acc/Dmg/Rchg(13), SprCmmoft-Dmg/EndRdx/Rchg(15), SprCmmoft-Acc/Dmg/EndRdx/Rchg(15), SprCmmoft-Rchg/PetAoEDef(17) Level 14: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(19), LucoftheG-EndRdx/Rchg(34), LucoftheG-Def/EndRdx/Rchg(34), LucoftheG-Def(37), LucoftheG-Def/Rchg+(37) Level 16: Distortion Field -- PcnoftheT--Rchg%(A), PcnoftheT-Acc/Slow(17), PcnoftheT-EndRdx/Rchg/Slow(25) Level 18: Gang War -- SvrRgh-PetResDam(A), CmmPrs-PetRes(19), CaltoArm-+Def(Pets)(21), ExpRnf-+Res(Pets)(21), ExpRnf-Acc/Dmg/Rchg(23), ExpRnf-Acc/Dmg(23) Level 20: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(34), AdjTrg-ToHit/EndRdx/Rchg(46), AdjTrg-EndRdx/Rchg(48), AdjTrg-ToHit/EndRdx(48) Level 22: Time Stop -- SprEnt-Acc/Hold(A), SprEnt-Acc/Hold/End/Rchg(40) Level 24: Boxing -- Empty(A) Level 26: Call Bruiser -- SprMarofS-Dmg(A), SprMarofS-Dmg/EndRdx(27), SprMarofS-Acc/Dmg(27), SprMarofS-Acc/EndRdx(29), SprMarofS-Acc/Dmg/EndRdx(29), SprMarofS-EndRdx/+Resist/+Regen(31) Level 28: Farsight -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-EndRdx/Rchg(31), Rct-Def/Rchg(33), Rct-Def/EndRdx/Rchg(33), Rct-ResDam%(33) Level 30: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(36), Ags-EndRdx/Rchg(36), Ags-ResDam/EndRdx/Rchg(42), Ags-ResDam(42) Level 32: Upgrade Equipment -- EndRdx-I(A) Level 35: Slowed Response -- RechRdx(A) Level 38: Chrono Shift -- Prv-Heal(A), Prv-Heal/EndRdx(39), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(40) Level 41: Charged Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(42), Ags-ResDam(43), Ags-ResDam/EndRdx/Rchg(43), Ags-Psi/Status(43) Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(45), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def/Rchg(46), ShlWal-ResDam/Re TP(46) Level 47: Spirit Ward -- Heal(A) Level 49: Vengeance -- DefBuff(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(48), PrfShf-EndMod/Acc(50) Level 1: Punk Level 1: Arsonist Level 12: Enforcer Level 26: Bruiser ------------
  7. Thank you Redlynne. That is a huge wall of text,, but exactly what I am looking for. I will spend a few hours getting that merged over for my pets. I appreciate the help!
  8. Thanks for all the great information everyone! Next step, find a good MM command binding when you have no keyboards with the numpad....
  9. I have been reading the forums trying to understand some basic things about my MM. 1) Do the bonuses from my IO sets apply to my pets as well? 2) Do the pet resist/def bonuses from IOs assigned to a T3 pet also apply to the T2 and T3 pets? 3) Can I check the def/resist of my pets in game? 4) Are there any good guides that explain how to MM anywhere? Thanks for the help!
  10. Thanks for all the advice. I was able to get much of what you suggested yesterday and will likely be able to afford the rest in a day or two. This has made a huge difference in DPS for me. I had no idea procs were so effective! Thank you so much for the help!
  11. You are right @oldskool, my group has been slowly raising the fights to +3 and +4, and I have not been keeping up. Thanks for the suggestions on slotting, I appreciate the guidance. I had not bothered to update Pistols since I was not using it much. Based on advice here, I will change that. I will also invest in some procs. I also spent most of my time leveling without using inferno. I only switched in the past few levels to try and and see if it made a major difference in my damage output. I saw that it definitely helped. I generally preferred standard over the other ammo types. Do you recommend inferno all the time? I really like the Sentinel's Ward in Bullet Rain, but am I wasting my inf on Opportunity Strikes? What should I be looking at for epic power pools? Anything particularly stand out?
  12. I started up a DP/WP sentinel recently after reading the guides. A slightly weaker blaster with higher suitability sounded like fun! I had a great time until about lvl 38/40. After that point, my DPS has seemingly nose dived compared to other ATs. I don't mind other ATs being more effective, this is more like I am having an embarrassing time with DPS. I am still leveling and working on slotting out my toon. This is my first character, so I am sure I am doing something wrong. I used my first respec to remove some fighting and add in the fire pool for non lethal damage. It helped, but not much. By bad damage, I am having a hard time killing bosses. It can take multiple cycles of Piercing Rounds->Executioners Shot -> Suppressive Fire->DP to kill one. Close to 5-6 rotations. I have even used the Offensive Opportunity on a boss and had it expire without me killing them. If the boss has a heal, it can often out heal my damage. This is even using the incendiary rounds. I attached my build as it exists in game right now in the build.txt file. I saw this thread on the blaster forums, is it just me? Or is there something wrong with DP damage? I could really use some help here. First time I even got close to 50, and I feel like I have a dud. I am not expecting to compete with a fire blaster, just hold my own. build.txt
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