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Renbletz

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  1. Bit new to the punny naming, but just 50'ed my Radiation/Katana Tanker, Geigurai.
  2. Sorry for the post necro, but this is a fun topic. Just ran this challenge with my decked out level 50 petless plant/TA controller exemped down to 45. Was a bit disappointed with my time (8:11 on ouro clock) given how many purples I have, but it was a fun challenge. I may rerun it a few times, possibly with a pet even, to see what I can improve. Stats: No deaths Only got endangered once when I let flash arrow drop by accident, had to use a couple healing inspirations. Needed a couple endurance ones as well partway through. No pet, so I was face tanking him the entire time, with only my CC, debuffs, and regeneration keeping me alive. 8% psionic defense, 18% ranged defense, no resistances to speak of. Ran on 0/8 I felt my play was lackluster in this fight, as I let multiple crucial abilities drop for significant periods of time by accident. Flash arrow gap nearly killed me, multiple disruption arrow and especially carrion creeper gaps, and I struggled to keep him inside of my EMP Arrow field for the -regen. Endurance was mostly okay, except for running out about halfway through. Health mostly stayed above 75%. I kept up hold and immobilize pressure as best I could, which was crucial in staying alive. Didn't really have to reposition myself or juke much, I pretty much planted (har har) my feet and spammed abilities. Was a fun challenge and great practice for soloing AVs!
  3. Turned out I had Vengeance toggled on and that's why I thought my defenses were amazeballs (Thanks for your keen eye on that, JJDrakken!!). I'll update this post later with what I do end up respeccing to, in case any Water/TA blasters are combing through looking for builds later. 🙂
  4. Hello! After a nearly two year absence, some friends have pulled me back into the game, and I've found that my Water/TA/Mace Blaster is in need of a respec (he's still got defense mods slotted into, uh, apparently Oil Slick Arrow now. 😄 ). I've spent some time fiddling with the build in MIDS, as well as using some inspiration from the Shivering Bite post in the Corrupter forum, and I wanted some advice before I actually hit the /respec button or spend money on IOs. This dude was a TON of fun to play before I left the game, and leaving him in a half-broken state makes me sad. Thanks in advance! 🙂 This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Ahab: Level 50 Magic Blaster Primary Power Set: Water Blast Secondary Power Set: Tactical Arrow Power Pool: Leadership Power Pool: Flight Power Pool: Fighting Power Pool: Speed Ancillary Pool: Soul Mastery Villain Profile: Level 1: Aqua Bolt (A) Superior Defiant Barrage - Damage/RechargeTime (3) Superior Defiant Barrage - Accuracy/Damage/RechargeTime (3) Superior Defiant Barrage - Accuracy/Damage/Endurance (5) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime (5) Superior Defiant Barrage - RechargeTime/+Status (7) Achilles' Heel - Chance for Res Debuff Level 1: Electrified Net Arrow (A) Gravitational Anchor - Immobilize/Endurance Level 2: Water Burst (A) Bombardment - Accuracy/Recharge/Endurance (7) Bombardment - Damage/Recharge (9) Bombardment - Accuracy/Damage/Recharge (9) Bombardment - Accuracy/Damage/Recharge/Endurance (11) Bombardment - Chance for Fire Damage (11) Bombardment - Damage Level 4: Glue Arrow (A) Pacing of the Turtle - Chance of -Recharge Level 6: Whirlpool (A) Artillery - Accuracy/Damage (13) Artillery - Damage/Endurance (13) Artillery - Damage/Recharge (15) Artillery - Accuracy/Damage/Recharge (15) Artillery - Accuracy/Recharge/Range (17) Artillery - Endurance/Recharge/Range Level 8: Ice Arrow (A) Ghost Widow's Embrace - Endurance/Hold (37) Ghost Widow's Embrace - Chance of Damage(Psionic) (40) Lockdown - Chance for +2 Mag Hold (40) Neuronic Shutdown - Chance of Damage(Psionic) (40) Impeded Swiftness - Chance of Damage(Smashing) (42) Devastation - Chance of Hold Level 10: Tidal Forces (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance Level 12: Dehydrate (A) Decimation - Chance of Build Up (17) Decimation - Accuracy/Damage (19) Decimation - Damage/Endurance (19) Achilles' Heel - Chance for Res Debuff (21) Healing IO (21) Healing IO Level 14: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (31) Luck of the Gambler - Defense/Endurance (33) Kismet - Accuracy +6% (33) Reactive Defenses - Scaling Resist Damage Level 16: Flash Arrow (A) Siphon Insight - ToHit Debuff (29) Siphon Insight - Chance for +ToHit (42) Siphon Insight - Accuracy/ToHit Debuff (43) Siphon Insight - Accuracy/Recharge (43) Siphon Insight - ToHit Debuff/Endurance/Recharge (43) Siphon Insight - Accuracy/Endurance/Recharge Level 18: Water Jet (A) Superior Blaster's Wrath - Accuracy/Damage (23) Superior Blaster's Wrath - Damage/Recharge (23) Apocalypse - Chance of Damage(Negative) (25) Superior Blaster's Wrath - Accuracy/Damage/Endurance (25) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge (27) Superior Blaster's Wrath - Recharge/Chance for Fire Damage Level 20: Eagle Eye (A) Numina's Convalesence - +Regeneration/+Recovery (27) Synapse's Shock - EndMod/Increased Run Speed (29) Synapse's Shock - EndMod Level 22: Upshot (A) Rectified Reticle - Increased Perception (46) Rectified Reticle - To Hit Buff/Recharge Level 24: Tactics (A) Endurance Reduction IO Level 26: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (31) Winter's Gift - Slow Resistance (20%) (31) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance Level 28: Gymnastics (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (33) Luck of the Gambler - Defense/Endurance Level 30: Boxing (A) Empty Level 32: Geyser (A) Bombardment - Damage (34) Bombardment - Accuracy/Recharge/Endurance (34) Bombardment - Damage/Recharge (34) Bombardment - Accuracy/Damage/Recharge/Endurance (36) Bombardment - Chance for Fire Damage (36) Bombardment - Accuracy/Damage/Recharge Level 35: ESD Arrow (A) Lockdown - Chance for +2 Mag Hold (46) Basilisk's Gaze - Accuracy/Hold (50) Basilisk's Gaze - Accuracy/Recharge (50) Basilisk's Gaze - Endurance/Recharge/Hold (50) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold Level 38: Dark Embrace (A) Gladiator's Armor - TP Protection +3% Def (All) (39) Impervious Skin - Status Resistance/Regeneration (39) Unbreakable Guard - +Max HP (39) Unbreakable Guard - Resistance/Endurance Level 41: Hasten (A) Recharge Reduction IO (42) Recharge Reduction IO Level 44: Tough (A) Aegis - Psionic/Status Resistance (45) Impervious Skin - Status Resistance/Regeneration (45) Steadfast Protection - Resistance/+Def 3% (45) Steadfast Protection - Knockback Protection Level 47: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (48) Shield Wall - +Res (Teleportation), +5% Res (All) (48) Reactive Defenses - Defense (48) Reactive Defenses - Defense/Endurance Level 49: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Defiance Level 1: Brawl EDIT: Posted wrong build. x.x
  5. Can you share your claws/fire build, please? I have a claws/fire brute I leveled up to 50, but I can't quite figure out how best to use him...
  6. Welp, after having waded through the cesspool of the last couple pages of this thread, I thought I'd ignore it entirely and just post my feedback. 😄 I'm actually pretty excited about the TW nerf, because Notably More Godlike Than Others specs are bad for the game in general, though I hope any /bio nerfs don't carry over to sentinels because I adore my /bio sentinel. Though I understand if she ends up getting a bit of a nerf. Also VERY excited to see Blaster secondaries on the list, but I hope it's because of the reason I'm thinking of - more blaster secondary sets need the kind of Sustain toggles that Tactical Arrow, Plant, Cold, etc have. If they decide to nuke the sustain toggles entirely, I will be a very sad panda. That's a threat, btw. SAD. PANDA. May your heartstrings beware. In general, I think that this game kinda thrives on people FEELING powerful with their characters - they're SUPER heroes/villains. So I'm hoping we see more buffs than nerfs, because if I just feel balanced, I'm gonna play something else. I like feeling like a wrought-iron bad***. Even if other people are titanium alloy bad***es, so long as I still feel OP in Homecoming, I'm happy. For example, my Dark/Bio sentinel FEELS riggedity-rigged in group play because she can debuff enemies' hit into the basement so often with Blackstar and also has a lot of trouble dying, even if objectively her damage is kinda poo (which is pretty noticeable when soloing). Being able to tank 2 AVs at once, though, on a class that's "only kinda" tanky... MMM. So good. Plus holding actual aggro on those AVs against blasters... yeah. Love it. My point is that if you can capture the feeling of being SUPER without actually needing to be a god, you've hit the right spot. I know it's a tough thing to hit. For example, my Claws/Fire Brute is, objectively, pretty good. But he feels crappy, in particular because his AOEs never actually AOE due to poor range/arcs. If I spend more time frustrated with my character than happy with my character, then I either built my character wrong (potentially the case w/ my Brute?) or the devs have some work to do. If I spend more time satisfied/happy with my character than frustrated with my character, then I'm probably in that sweet spot, especially if there are times I'm frustrated and/or dead. If I spend my time frustrated that I can't solo Heroes/AVs in 20sec and "just" take 40sec, I'm a wanker and my feedback should be ignored. Although that dude actually taking 20sec prolly needs a nerf. Guess that's my end point. Thanks for listening to my ramble.
  7. So, checking back in after a week! I've reached level 50 on this blaster and finished his enhancement slotting (for now - no non-ATO purples equipped). He's got T3 incarnate abilities all around. And you know what? He's a freaking BLAST to play. He feels EXTREMELY overpowered in my n00b hands. I generally tend to run him at +1/x8 or +2/x8, because my goal is generally to have finished killing a pull by the time Geyser refreshes, so I can basically chain-Geyser my way through a map. He can handle 4/8, but it's admittedly slow. I've powerleveled some of my friends' characters in Peregrine Island radio missions (Council only - they're never in caves) with absolute ease, and he clears +1/x8 S/L outdoor Comic-Con map (without bosses >.>) in about 30 minutes. Probably nothing special compared to a dedicated farmer, but he's not a dedicated farmer. I've face-tanked AVs and Giant Monsters on him during WSTs without dying (my friends and I generally trio WST runs with.... odd lineups). I've even stealthed missions on him, because why the hell not. He just WORKS. Some playstyle commentary: I put a stealth mod on his Hover, which allows me to position my opening nukes with ease. Combined with Flash Arrow, he can actually stealth missions to SOME degree of success. And if he gets detected, a Geyser tends to clear things up. That still counts, right? Speaking of Geyser, that thing is just RIGGED. He's got two Force Feedback: Chance for Recharges slotted on his other abilities, along with nearly-perma-Hasten, meaning that Geyser's generally up in about 36-39seconds depending on procs and amount of single target potshots I make after blowing up a pull. Combined with Upshot and Tidal Forces, Geyser generally clears 14-16 minions and lieutenants out of a pull. Incredible ability. A lot of his damage mitigation comes in the form of Crowd Control. He's got 2 hold procs on his Ice Arrow, meaning that when he shoots a Boss with it, they're almost always stuck for at least 5 seconds (which is convenient, as Ice Arrow's on a less-than-5 second recharge). Geyser has HUGE amounts of knockup, Water Blast has a good amount of knockdown, Whirlpool and Glue Arrow are slotted for Moar Slow, Water blast is on a low CD and has decent knockdown, and there's always ESD Arrow for emergencies. Whirlpool and Glue Arrow are a lot better than they look on paper - enemies tend to spend a lot of effort trying to walk out of them, which is great - the more time they spend walking slowly, the less time they're attacking you. Flash Arrow doesn't aggro anything, meaning it can be great to mitigate the alpha of a threatening pull. -8% to hit isn't much, but across an entire pull of dudes, it adds up. Also a good emergency potshot if someone pulls a second, third, or fourth group of enemies (I often run with a Thugs MM...). Despite being a Hover Blaster, I've got him built more like a Blapper, with 40% S/L defense and 29% S/L resistance. This is for two reasons - many attacks have some form of S/L component, meaning they're very effective defenses anyway, and also because he pulls a lot of aggro and ends up in melee pretty often anyway. Even hovering, enemies will group under him and jump or throw shit at him. Endurance issues? What endurance issues? Eagle Eye provides a TON of recovery (and accuracy. And regen.). I have him slotted with two endurance mods in his Eagle Eye ability as well, but that's mostly to endure through endurance-draining enemies that aren't named "Sapper". Did I mention that he's just FUN? Juggling and freezing assholes left and right while you obliterate entire pulls at a time simply doesn't get old. Finally, his current build: Thanks for reading! 😄
  8. Heya, thanks for the feedback! I looked into a bit, and was unable to really put together a good set of IOs that capped out Ranged defense without completely changing up how the character's built. 😞 I did, however, retool the build to not use so many purple IOs, which has reduced the cost of the build substantially. He's still fairly glass-cannon-y, although he has enough CC via the various knocks, holds, and slows that I'm not suuuuper concerned with it. He won't be soloing AVs anytime soon with this setup, but I think he'll be a huge boon in most groups regardless.
  9. EDIT: See post #5 for final(?) build and commentary Hello! I recently started playing a Water/Tactical Arrow blaster for giggles, and it turned out to feel INCREDIBLE at low levels. As a result, I tried putting together an end-game plan for the dude, but I've never actually created a build before. The below is what I put together, and it's heavily based on a Fire/Plant build that I saw someone else post a while ago. Please, if you have the time/desire to do so, let me have it with the critique! I want this character to succeed, he's just so damn fun. EDIT: Argh, format hell! Trying again EDIT 2: I put together a second build that focuses more on damage and using Hover to avoid melee, at the cost of a lot of Fire/Cold/AOE defense. It also drops Tactics for Ice Arrow, which has been procced to the moon for extra damage and an extra hold.
  10. Great feedback, thank you so much! I'll continue to be patient with the class then, as I do really like the overall feel of it. I'm also glad you mentioned that we're not tanks nor offtanks; I was sold to the Sentinel class with the description "mage tank", so I suppose I've had a bit of a misconception of what it's capable of. Thanks for clearing that up! I'll probably continue to focus on being able to tank damage some due to the layout of my team with my friends (they're both super-squish), but I'll plan on a respec at some point down the line if we're going to start doing things with public groups. I did pick up Life Drain last night, and you're right - it is kinda lackluster. The heal is better than nothing, but only just. I also got Abyssal Gaze, and THAT is a show-stopper. Love it. If you don't mind a further question - Is Antumbral Beam worth using? I've been finding its damage per activation cycle to be similar to my Gloom and even Dark Blast, which has had me using it only when everything else is on CD. Again, thank you so much for your replies!
  11. Hello! I've been playing for a couple of days with a few friends now, and have gotten my dark/bio sentinel up to level 23. In teams with my friends, she's GREAT. But solo, she feels comparatively fragile and weak. I don't have a character planner outline for her, since she's only 23 and I don't know most of the complicated IO sets and attunement sets and stuff... but I was curious if anyone wouldn't mind spending some time at least giving me some pointers towards maximizing this set? FWIW, here's an overview of what I have so far: For fights in teams, I try to open with a Dark Obliteration on the center-ish of the enemy group to get aggro on the enemy group as well as get a ToHit debuff on as many as possible, followed by an Umbral Torrent to CC and debuff on as many of the other enemies as I can. With my two friends (one a Fire/Thermal Corruptor and the other a Plant/Radiation Controller), I mostly serve as the tank, so my goal is less maximized dps and more spreading and maintaining the ToHit debuff as widely as possible. We generally run at +6 Team Size, +0 Level and it feels about right. For soloing, I'm mostly using Dark Blast, Gloom, Blackwand, Antumbral Beam, and Nemesis Staff to focus-fire down individual targets after trying to AOE them a bit with Dark Obliteration/Umbral Torrent (again, mostly for the ToHit debuff). I solo at +0 Team Size, +0 Level, and while I don't often DIE, I kill things slower than I'd like and often have to rest inbetween pulls as well as pop a number of Inspirations (particularly against Orange/Red enemies). --- I'm loving the character theme, but I'd like to make sure I'm maximizing my potential, as well as overall improve my soloing capabilities a bit. Thank you so much! 😄
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