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Everything posted by Uun
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	I've got lvl 50 Rad/Rad, Elec/Bio and Psi/Nin sentinels. All of them have 1 or more PBAoE attacks and spend a lot of time in melee range. None of them have survival issues and have no need for stronger armor. If anything were to be changed, I would like Vulnerability to be AoE instead of ST and for the target caps to be increased. If you start buffing the armor to suit a tank role, you're also going to have to add taunt auras. I've played ranged tanks in other games and it's not a great combo.
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	Went with AR/Psi. It's for a static weekly team and we got to lvl 13 in the first session running DFB and Posi 1. As stated up top, I wanted to AR since I hadn't played it since live. Plus I've already got Rad/Rad and Elec/Bio sentinels.
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	Without getting too deep in the weeds, I find this page very handy for summarizing what the various Hybrids do: https://homecoming.wiki/wiki/Hybrid_Slot_Abilities I happen to like Support Radial and take it a lot for defenders, controllers and corruptors. An often overlooked benefit is that it provides an always-on 10% endurance discount.
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	Try dominator Savage Assault.
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	Defenders, corruptors and controllers get several melee attacks in their epic pools: Defender/Corruptor: Electricity Mastery/Thunder Strike, Energy Mastery/Total Focus, Fire Mastery/Greater Fire Sword Controller: Dark Mastery/Midnight Grasp, Earth Mastery/Seismic Smash Also, every sentinel epic pool has a melee attack (there's no such thing as Ninja Mastery): Dark Mastery/Smite, Electricity Mastery/Havoc Punch, Fire Mastery/Cremate, Ice Mastery/Ice Sword, Leviathan Mastery/Knockout Blow, Mace Mastery/Pulverize, Mu Mastery/Thunder Strike, Psionic Mastery/Mind Probe, Soul Mastery/Midnight Grasp, Weapon Mastery/Sting of the Wasp
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	It does have an animation, but it's really subtle (on impact a small cloud of frost drops from the target for about a second). The animation needs to be enhanced and should last as long as the -spd/-rech debuff (8-10s).
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	Assuming this is a defender primary and corruptor/controller/mastermind secondary, Gravity Shield: Seems immensely OP for a T1 unless the values are really low. Event Horizon: Really quick way for a squishy to get dead unless it mitigates the aggro somehow (see Wormhole). Graviton Boost: This should be a team buff, not a self buff and should be a click, not a toggle. Resilient Dome: Assuming a 25 ft radius, the range debuff will be pointless. Gravity Lord: This should be a team buff, not a self buff and should also be a click, not an auto power.
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	Sorry about that.
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	Prior to the patch it had a 90s duration and 200s recharge. It now has a 60s duration and 120s recharge. It's now easier to drop 2 of them (or to have 1 out for every spawn). Carrion Creepers doesn't have a taunt. Damage resistance was buffed significantly. Much sturdier than pre-patch.
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	Dominators have Thorny Assault, so there's 5 powers already.
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	It's a poor copy of Oppressive Gloom. OG has a 12 ft radius and a 10-target cap. Disrupt has an 8 ft radius and 5-target cap. OG also activates twice as often and has a 50% greater duration.
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	I'd like to see an option to convert Empyrean Merits directly to common and uncommon components without having to convert them to threads first (the way it works for rare and very rare).
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	The major difference between ToT and zone invasions is that ToT foes have levels while zone invasion foes don't. In the case of ToT, while your notoriety settings may not impact the rank (minion/lieutenant/boss) of the foes, they do impact the level of the foes. That said, I don't believe any of the ToT enemies spawn higher than lvl 52.
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	Precise Strike has a 20% chance of a mag 2 stun. Sky Splitter has a 100% chance of a mag 3 stun. I skipped Disrupt on my EM/EA stalker and EM's got a chance to stun in just about every power.
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	FWIW I went Arsenal on my Seismic/Earth. I took Body Armor, Cryo Freeze Ray and Surveillance. Body Armor is weaker than the toggle armors but it doesn't suppress when you're mezzed and it covers all damage types except psi.
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	Unless there's an AV you need them to focus on, Aggressive/Follow should work 99% of the time.
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	Not sure how you figure that: Neutrino Bolt: 25.0252 dmg / 1.188s cast Arcanatime = 21.06 DPA X-Ray Beam: 41.7087 dmg / 1.848s cast Arcanatime = 22.57 DPA
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- radiation blast
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	What setting are they reverting from, Attack My Target, Stay or Goto? If Attack My Target, it will revert to Follow if your target and nearby hostiles are defeated.
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	I've already got /Rad and /Ninjitsu sentinels and wanted to try something new. Haven't done Invul in a while so that might be an option.
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	Darkness Manipulation is a blaster secondary. Corrupters get Dark Miasma. @Snarky is currently running every mission from every contact on a Dark/Dark corruptor, but not sure if he's posted his build.
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	Not a huge difference, but brute gets my vote. Spines toxic DoT doesn't benefit from critical hits but does benefit from Fury. Regen is slightly better on brutes due to their higher hit points, plus they get a taunt aura (which will keep foes closer to you).
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	I'm planning a new sentinel and looking at Assault Rifle for the primary since I haven't played it since live. How do the sentinel versions of Ice Armor, Regen and Psi Armor stack up (also sets I haven't played on HC)?
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	Drop the Decimation %BU proc from Cryo Freeze Ray. It's a 1 PPM proc and in a power with an 8s base recharge its chance to fire is 16%. You've also got it toggled on in Mid's, which is inflating all your tohit and damage numbers. Sleep Grenade should be slotted with a Ranged AoE Damage set (including %dmg procs). Enhancing the sleep duration is a waste. Times Juncture requires end reduction. Liquid Nitrogen's damage is minimal and not worth enhancing. Slot a recharge IO and/or a slow IO. Cloaking Device doesn't need more than 1-2 slots. Most of the defense suppresses in combat. If you're going to use Teleport for travel, it needs end reduction. Slot one of the Teleport or Universal Travel end/range pieces. Slot Distortion Field for slow, not hold. The hold only has a 2% chance to occur every 1s. You can also slot the 2 Slow set %dmg procs for a little extra damage (they're OK, not great). Maneuvers doesn't need more than 3 slots. Don't skip Flash Bang. It's your "go to" every spawn control. Tri-Cannon needs more slots for acc and dmg, but it doesn't need the resist aura (it has 80% resistance to everything out of the box). One of the best controller pets. Slowed Response requires accuracy. It's also a good candidate for %dmg procs. The Panacea +HP/+end proc shouldn't be slotted in Chrono Shift. It needs to be in an auto power or toggle. Drop Mace Mastery for Energy Mastery. Pairing Power Boost with Farsight is a must. It more than doubles the defense buff for the entire 120s duration and negates the need for all the extra defense you're including in the build. You could drop the Fighting pool entirely. Power Boost also buffs the heal and recovery in Chrono Shift.
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	Pairing Psychic Blast with Mental Manipulation is asking for a world of frustration. Foes that resist psionic damage (i.e., robots) resist it A LOT. Other than Telekinetic Thrust (50% smashing) and Telekinetic Blast (25% smashing), all the powers in both sets are 100% psionic damage. You can offset this a bit with %dmg procs and pool powers, but you'll find yourself avoiding factions rather than feeling like you're beating your head against the wall.