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Uun

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Everything posted by Uun

  1. You need to turn it off to escort hostages.
  2. Single Shot/Charged Shot: Charged Shot has higher DPA than Single Shot. Charged does additional damage when the target is affected by Disintegrate while Single does -regen. Both have a chance to KD. Pick one (I take Charged). Cutting Beam: 50 foot cone with 30 degree arc. Low damage but it's the only AoE aside from the nuke. Also does -def. Procable. Disintegrate: Setup power, tagging foes and causing other powers to inflict additional damage or secondary effects. It also does -regen. Lancer Shot: High damage plus mag 3 stun. I like it, but if you don't want 3 high damage ST attacks, this is probably the one to skip. Penetrating Ray: Snipe with chance to KD. Piercing Beam: High damage 80 foot cone with 5 degree arc and 3 target max. Also does -res. Treat this like a ST attack. Procable. Overcharge: Ranged nuke with -def and mag 3 stun. Procable.
  3. That and lack of end drain resistance (which Ageless also fills).
  4. Touch of Fear works really well as a proc bomb. I slot with 1 acc and 4 procs (don't slot fear or -tohit procs, they'll only hit the primary target). Don't slot Gauntleted Fist in Dark Consumption. Slot it in an attack that you use more often to take advantage of the +absorb proc. Consider splitting the set 3/3 between 2 powers. You'll give up the 6% S/L res bonus but you'll double up on the 6% E/N res bonus. Dark Consumption can be 3-slotted with an endmod set. Why are you skipping Midnight Grasp? It's the highest DPA attack in the set. Drop Acrobatics. It serves no purpose. Practice Brawler gives you all the kb and mezz protection you need. Replace 2 slots in Siphon Life with heals. You don't need the 5 and 6 piece typed defense bonuses. Replace 2 slots in Gloom with procs. You don't need the 5 and 6 piece typed defense bonuses.
  5. Uun

    About Fiery Aura

    Unslotted it heals 18 points every 2 seconds. It's flagged not to show the floating green numbers so you'll need to check your combat log (and make sure healing received is turned on). https://cod.uberguy.net/html/power.html?power=sentinel_defense.fiery_aura.cauterizing_blaze&at=sentinel
  6. If you stay at range with Kinetics, you're not going to be able to heal yourself with Transfusion or recover endurance with Transference, both of which are centered on the target. You'll also miss the majority of the Fulcrum Shift damage buff (there is a small caster buff, but the majority of the buff is centered on the target). Kinetics is best when played up close.
  7. I'm baffled as to why you have so many sets with all the pieces +5'ed. The primary reason to +5 enhancements is to hit ED max with 2 or 3 pieces. With 4, 5 or 6 pieces you're almost certainly at ED max before +5'ing. There's also no reason whatsoever to +5 a proc or global.
  8. Willpower gets no DDR from Indomitable Will in PVE (it's PVP only). Willpower's only source of DDR in PVE is Heightened Senses, and it's so small as to be almost meaningless (21.625% for tanks, 17.3% for scrappers, brutes and stalkers, and 13.84% for sentinels). For good measure, it's set to ignore enhancements.
  9. Here's me not slotting it for endmod. Ignoring the Alpha slot, it provides 69% endmod, 69% heal, 79% recharge and 26% damage. (With the Alpha it provides 100% endmod.)
  10. From Pittsburgh?
  11. Staff has 2 cones and 1 PBAoE, all of which take advantage of the tanker radius increase. Staff's cones have a base radius of 9 feet and the PBAoE has a base radius of 10 feet (compared to 7 or 8 feet for many older sets), so it takes greater advantage of that mechanic. That said, Staff's damage isn't great and it's not OP by any stretch.
  12. Gravity's immobilizes have never had -kb (it does have -kb in its holds). This used to be a benefit when immobilizes in other control sets couldn't be used on knockdown patches. It still can be used strategically if you have AoE kb powers in your secondary and want to push mobs together. I slot kb>kd in Propel and Wormhole and really don't miss it.
  13. WP gets S/L (and Psi) resistance from Mind Over Body. Other than a small amount of resist all in High Pain Tolerance, WP has no resistance to other damage types and relies on the defense in Heightened Senses to protect against those damage types. The lower S/L defense is by design.
  14. The reason to take Focused Accuracy/Coordinated Targeting over Tactics is the resistance to tohit debuffs (which Tactics doesn't have). It's only 48% on Coordinated Targeting, but FA provides 69% for scrappers/brutes/stalkers and 86% for tanks.
  15. I've got an En/En stalker, Psi/SR scrapper, and BS/Shield scrapper. I also had a DM/En brute on live (before /En got Energize or Energy Drain). I really have no issue staying alive with /En unless I'm facing a lot of psi damage (i.e., IDF). What's up with your hit points? 1,444 is incredibly low for a scrapper (only 8% in +hp).
  16. Nope
  17. In addition to Havoc Punch, I took Paralyzing Jolt from Elec to stack the stun with Cosmic Burst. Could work with Beam if you took Lancer Shot.
  18. Why so much love for Electric Blast on sentinels? On the blaster and corruptor polls, it barely registers.
  19. I got my Thugs/Elec to 50 recently and was very underwhelmed.
  20. In "Bring in Nemesis Defector" from Dark Watcher, Captain Sherman fell in battle (and the mission failed) before he was freed. I was still fighting the Fake Nemesis and Warhulk holding him hostage and had not yet been instructed to lead him out. Granted this mission fails 75% of the time, but it's usually while leading him out and the ambush hits. Hostage shouldn't be vulnerable until he is freed.
  21. Both the sentinel and tanker ATOs have a +absorb proc. Sentinel's Ward is 2PPM for both the regular and superior versions, with the superior version providing 50% more absorb. Gauntleted Fist is 2PPM for the regular version and 3PPM for the superior version, with the superior version providing 50% more absorb. Sentinel's Ward has a 30 second duration while Gauntleted Fist has a 20 second duration. Sentinel's Ward is tied to the Melee HealSelf modifier and provides a static 120 (regular)/180 (superior) absorb. Gauntleted Fist is tied to the Max HitPoints attribute. While it would provide an equivalent absorb amount using base hit points (adjusting for sentinel values), the absorb increases as your max hit points increase due to accolades, set bonuses, powers, etc. (The Preventative Medicine proc is also tied to Max HitPoints.) My recommendation would be change Sentinel's Ward to match Gauntleted Fist.
  22. I wouldn't skip Beta Decay. It's a significant +recharge buff on top of that in Metabolic Acceleration.
  23. Are you deciding whether to play Atomic or Ice based on one power?
  24. Spectral Terror has 2 powers, Cloak of Fear (a 20-foot radius PBAoE aura with a mag 3 fear and a 15% -tohit) and Terrify (a ST ranged mag 3 fear with an unenhanceable 15% -tohit). The fear from the aura will refresh as long as the foe stays in the radius and the base duration of the ST fear is 25 seconds (note, the ST fear stacks and can fear bosses when it does). As a result, I don't think there's much reason to enhance the fear duration and I slot Cloud Senses to enhance the -tohit on both my Illusion/Time and Illusion/Poison. (I slot the ATO in Blind and forego the proc damage.) I don't need this as often with /Time, but standing under Spectral Terror creates a safety zone if PA has dropped or you're taking aggro from a mob that's ignoring them.
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