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SethPaine

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  1. Sorry for the delayed response, thank you for the info @Nemu 🙂
  2. I just had a closer look at your second build @Nemu, holy smoking son of a gun, that's serious build-fu, black belt style!
  3. Thank you for your feedback gurus, I have much to learn. One thing to note, the game doesn't allow overwhelming in trip mines although Mids Reborn does (I tried earlier). Not a biggy, that can be replaced by a sudden acceleration for similar effect with a bit less damage🙂 Quick question: where/how can I get the Hamidon Origins IOs? I looked in the AH but no one seems to sell them.
  4. I went on with a slight variation (I had enough parts to make a set of overwhelming and a slight switch improved the melee defense). That proved more costly than anticipated (had to buy a bunch of IOs due to lack of recipes) and ended up spending about twice what I wanted (a bit north of 150m). Now on to play the toon and see how it fares 🙂 I still welcome improvements on the build and a "no money issue" one (not that I could afford it but it'd give me something to aim for), I still only have a white belt in build-fu. Thank you. https://www.midsreborn.com/builds/download.php?uc=1522&c=673&a=1346&f=HEX&dc=78DA6594DB4E13511486F7B43394B6540AA59433B4C8C1524A2BDC1B415AE590107900D2D0496982D0B435C29587E83378E5F106B9D107F02134EAA5C77865143451C4F3B898FF8736E924D36FEF7FD6BFD7DA6BF6747EE34CC3C3F4D5534AF34DAD664AA5A549F92D9B45633E93CB2FAB83CB25773BE5A5F399B59C998DA7F24513A1A1C3278B170B85F562399ECE647366B9A43C0BEBEBABF1C5826966BDF630B59ACFAD947D181F0CF36BB9467B366766B266B1B4922F344F17F2CB1299B9602ECDDBEB6EB649FA98DCA7D5E16519EA9620A92BC76DF20E587717D4EF81FDF7C1CB15AF521DD026051AD7D39C06FC3A586F9075A0C745D68357C4E5A4D749AF9FDE567ADBE86DA3B787DE297119F41A2F9DB6D6F08A7C0D1E7B43BE05FDEFC088BC0B975DB4E5708D601F3DE420794DE0468C7287A14D0BBCDCBF77DB616B6E59CBC7385F50431F456B645C23FB941234B1DE26F6BD997D6F66DF5BD8F716F6BD957DBF2E08B0DE401FB418738D71EE949C41C4E8C1900CBA654FDFB0DFF01EB90FF6FF0475F184E03142296843B3602C0D8E32CFE839CE67C0F4C17166BEF627A8A1E329F90CEC7A4EBE006F083A99AFF3BD8E7C1F1C76AD431FC1E82730B6038EED824D526B37BC5A376B1AFC8A5ACE8ADACB757B7FE3BDF4FD21FF92FFC0B0051E57F03E1044F85E227B0EF68731FBE40F30F98BFC0E6E8977005E7D80FB19BC24CF025237CF517203737D13DC16CF306B1D4EA2861313E4389900A363E449D02B3D18E1B91AE9E7D9112DCEF317E73955AD4A25189760AFC2FAE1876A595D7AD5776CC9A5E62A4FE5D863770BFAD197AD34EE66C7231AE33456B05BAD0D43FB5CAD8551FD976AED2672CC468F2AB5A23555256A94648D325EA34CD4286EFFD1FF8C950E4862F621D252193FAAD2B72295F1E32ADD13AC8CFF03CE43E50E
  5. Hi all, This is the first attempt at a build from a relatively new player so please forgive the most likely obvious (to you experienced people) mistakes I have made. What I'm trying to achieve is: - Hover blaster but need to be able to go into melee to drop a mine, pop an inferno and fly away with my tail between my legs to continue blasting whatever is left standing. I expect Field Operative + Stealth IO in sprint to cover this basis (I believe it will work except on snipers, turrets and giant monsters) - Relatively cheap build. Aside from the procs and LoTG +rech IOs, I believe I already have all the expensive IOs but even including those from what I've seen in the AH, the build is still below the 100m mark A couple of comments: - I tried to get rid of the flight pool to get sorcery instead but couldn't get RoP anywhere near permanent. - I'm happy to consider dropping the flight pool and use a P2W jet pack if need be So I have few questions: - What do you think are the most glaring issues with this build? - Trying to stay on the low expense side of things, how would you improve it? - If money was not a problem, how would you build a fire/dev blaster? - I tried to get melee def as high as I could but am still not impressed with the figure achieved. How dangerous would this be for me to go in the melee during a fight (so no stealth) to drop a mine and/or an inferno on a +4/x8 run (assuming S/L or possibly fire)? https://www.midsreborn.com/builds/download.php?uc=1527&c=685&a=1370&f=HEX&dc=78DA65945B535251188617B01101F18488C7143C80A808E97D932654EA8C933F8061640F3263CA004D7AD561EA0F74BCEA78635EA4D56D3FA2A6FA075D35A535D374B6761FFB7D1566D8339B67AD777DA7F5EDB558D838D5B093BC7242593C33ABE96231352DBF25BD605F486773CBAAFC38E4EDA49C3A975ECBEA99682257D061EA3F5C59BA90CFAF174AD1643A93D54B45E55A5C5F5F8D2EE5753DE33187895C76A5945BCBBA315B2D4F9BCCF1BC9ECEE885E24A2EDF3A9BCF2DCB5AFABC9E5A30E36E7648FA71794FAAC3C7D0D40D414853D69B60DD2D50BB4DDE012F557C947A61512AAEA9699959A0D92D36BBA9D56960BD9DAC035D0EB21EBC2C5E36FADA9E225EF30ED8BE0B763C239F83C7987746BCECF4B5336F03F336306F23F336326F33F306E51B38CCA20DAB6354212E394C5E153861A39C0168B30237F7EFDEB69A9A556279A879BA606713AD09BEF626BF0C7A25FEA0C5EC61204C8E80034364084C88570BF7D5720FF15AEF930FC0B687E423B0FD31784DE0E5BEBCFDD0C67CE8D704E79AD4E6636DBE84CDD44273E058121CA7CFF819CECF824EF1F5B3277EDA24CBC799E7A8F31D7274BD22DF823DAFC937E07541376BE87EAFA1860F56B34FA18F60E41338B6074EEC832D52432FF7D87BA04C6DF82BEAB3B2A6D322F7317EDF1F7CA7FE03F22FF90F0C18E0A0428C278220FB1FFC86B5815FB4F941FE04E3BFC9EFE096F80EC1D736C47D0D5F9435AFD4BF01C637C16DB10DB3C6701CB947A6C84932064626C8E3A05B7A30CA3337DA0DAD55B428BF4D94E755B52B15A35D8CBD09688717D6307AB4AAFB6CC8A3E62BAB72FCB1AB45EDE8862B0B6FC79E4B34DA5906A0ED576B61689FABB5002AFD52ADDD458E72722352534EAC4689D7289335CA548DE26C3EFAA331925EC9C80604DB2AE3DD2A7D2B5819BFACD25DBECA782E72D45CE33F084EE5D8 Thank you 🙂
  6. I see what you mean, that could be the case. I was under the (false by the looks of it) impression that disintegration spread was simply applying disintegrate to close targets, it seems to do that but with much lower damages, I'll check this in game. If correct, the only issue is the tooltip displaying the average damage. For example, single shot shows 70.26 energy damage and 6 ticks of 7.03 energy damage (potentially from the spread) but the average damage, damage per activation cycle, etc section values are all based on 112.42 damage per shot (i.e. base + spread) which is pretty misleading. @Rathulfr Thanks for flagging the typo in the title 🙂 Edit: added a missing word 🙂
  7. Hi all, I have levelled a few BR sentinels (I have a thing for them) and have noticed something that seems odd: the in game details of some powers (single shot, charged shot, lancer shot and overcharge) indicate they should have a direct damage component and a DoT component. However, when playing, overcharge is the only power that does apply the DoT part, the others only apply to appropriate DD part. I have tried this with and without disintegrate just to check but this doesn't change the result I experience. Has someone already noticed this? Before I go and post to report this as a bug, considering I am fairly new, I may misunderstand how these powers are supposed to work. Maybe someone can shed some light on this for me? Thank you. Edit: correction of typo in the title 🙂
  8. I recently discovered CoH and none of my characters is level 50 yet so bear in mind the following may be completely irrelevant at high level and with a better knowledge of the game. Having said this, I have made a few sentinels, mostly playing around the themes you mentioned (fire/beam rifle coupled with bio/energy aura/electric aura) and here are my impressions: - Primaries (fire and beam rifle): as much as I love tossing fire balls left right and centre, I have vastly preferred beam rifle: it feels more "organic" with skills chaining in a smoother way. I have also preferred BR for AE situation. Not that fire can't handle them, but I find the spread of disintegration coupled with the couple of skills I have much more efficient. At identical difficulty level and on the same mission, I struggled much less completing the mission with BR. - Secondaries: -- Bio: I've read everywhere bio is the be all end all of secondaries. It may be at high level but so far (all my sentinels are in the 20-30 range), it has been way more fragile than the 2 auras and had more energy management issues -- Electricity / Energy: to be honest, my impression is that these 2 are almost identical main difference being one focuses on resistances (electric aura) and the other on defense (a lot) and resistances (a little bit). So far (again, this may change at high level or with slotting for those who know what they are doing, i.e. not me), energy aura feels much more sturdy than electric aura (i.e. defense seems so far to be a higher priority than defense). One final thing I have noticed is I have tried with and without a "combat fly" option (fly, hover, etc). These powers have greatly improved my survivability. Although most ennemies seem to have a ranged attack, the ones who would primarily focus on melee (brawlers for instance) seem to have weak ones which I suspect is what lead to this improved survivability. I would strongly suggest you pick one (whichever you prefer, fly just sucked more energy than hover but this wasn't vastly noticeable (except on the bio builds)). They can be a bit annoying when you want to use cones but they have made overall my life easier. I have personally settled on a BR/energy aura toon and am very happy with it. I'm not trying missions for 6 players (I keep that for my mastermind) but she breezes through missions in a fashion none of my other sentinels do. Hope this helps. Edit: Another thing to mention, I believe BR has a higher inherent accuracy than fire which in turns mean I have to slot one less accuracy enhancement in each power for comparable "to hit" result. This has left me with easier early slotting options on my BR sentinels. Once again, this may be moot at high level but from my newcomer's perspective, it certainly added to the overall enjoyment of the set 🙂
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