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drbuzzard

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  1. Didn't notice that error. I'll have to fix it when I get around to doing this up again. I need to anyway since Marine Affinity came out. Though the uptime% on HT does make me wonder why people go on about how great it is as a debuff. Really Lingering Radiation is definitely a better regeneration debuffing solution.
  2. I did not check it, but I suppose that is good to know. It is also close to utterly useless. They ought to just make it properly unique to prevent people from wasting money on them. They are going going for over 4M on the market and I guarantee it's not for status RESISTANCE.
  3. Ok, once upon a time, you used to be able to stack 5 of Impervious Skin Status resistance/regeneration and get all the regeneration bonus (each is 0.1%). I know this was the case as I've used it. It is now described as unique, but still allows you to slot more than one, but you get only the first bonus. When did that happen? If you do make such a change, it seems reasonable that a unique be unique so you can't slot more than one. I didn't bother to check if the status resistance stacked, but really who cares? I have to wonder how many people have been screwed by this and didn't even know.
  4. I have played both fairly extensively (both are defenders). The electrical affinity set is a better healer and buffer. It is a weak debuffer. Best you can shoot for with EA on the debuff side is trying to be a sapper and that is of limited utility. You will do a bangup job of keeping a team healthy and amped up a bit (pun intended). It's not kinetics which has some drastic effects, but it is certainly one of the better sets for keeping people on their feet reactively. Marine is a mixed bag of buffs and debuffs. It plays a bit weird, with something of a kinetics feel to the style as another has mentioned. It is not, however, as drastically powerful as kinetics. It is definitely effective., though lacks some key debuffs (regen, but it does -max HP, so that may work out the same). Honestly I don't keep track of the meta for 4* hard mode. Given that cold seems to have the top spot always taken for the debuff side (for good reason), you might fare better on the repairing people side with electrical in trying to be appealing (though I think nature is favored there).
  5. Yeah, unless people understand mechanics of the game well, you'll be rather invisible. However you can take teams from near disaster, to wrecking crew. The reasons I go with this is it is cheap. If you load your bubbles with lvl 25 or 30 IOs as soon as you can (and maneuvers as well), you can just sock away influence. You don't need to know any fancy play styles. You don't really need to understand mechanics particularly well. Just watch to see if the bubbles are all up, and keep them refreshed. Since you have status protection, you don't even have to worry all that much about yourself. Heck, you could play really cautious, and the team really wouldn't suffer much).
  6. Easy to play, cheap to build, and teams will appreciate- a forcefield/sonic defender. You can hand out softcap defense with just SOs using your primary and leadership (manuevers). Bubbles stay up and the team stays buffed for 4 minutes per application. In the meantime, stay near the squishies and debuff/blast things. Nothing is really demanding, and it will be well received.
  7. Another useful one is: /macro T "powexeclocation target teleport" Which will enable you to teleport to allies on an indoor map (if they are in range which is likely on indoor maps) even fi you can't see them. Recently also got good use out of this on a MSR by clicking the leader of the raid and just using that macro to follow them.
  8. I will confirm the toxic damage on LR, since it is rather hard to tank him with an electric tank which has 90& resistance to everything but toxic. I also concur that radiation armor is the best set in my experience. I have a rad tank basically specialized for this with perma hasten.
  9. This power change is a reason I don't recommend Ice Blast on sentinels. It's rather a weak set (as it is a great set everywhere else).
  10. It is not half, that's hyperbole. The difference in damage between sentinels and blasters has to do with 4 things: A) Defiance- each attack of a blaster gives a damage boost. These can pile up to a fair bit of damage, but not immense (I think 30% of base is about it). B) Hard hitting attacks from the secondary- this is far more true for some secondaries than others, but people always assume the best secondary. Hell it could be plant, and oh well, so much for that. C) The many times mentioned AOE cap, which is certainly valid. 5 targets for cones sucks severely and hence I just don't use the cones often. 16 is certainly better than 10, but I can live with 10. D) Build up. Sentinels never have this, while most blaster secondaries do. At high recharges I have to imagine it is fairly significant. (yes sentinels have aim, but so do blasters, so that is a wash) There's also a lot of very expert blasters out there who have optimized the hell out of things and gone after the metrics to show blaster damage on pylons and (before the latest issue) the incarnate start mission times. No slights on the people trying this with sentinels, but blasters are more familiar territory and I think that is reflected in the times. Also note that the gap between the best blaster and the best sentinel is probably smaller than between the best blaster and the worst blaster, so some sentinels probably are better than some blasters. The offsetting sentinel vulnerability debuff isn't bad by any means, but it does not offset all that. I would like of it stacked from multiple sentinels so they could have superteams, but I'm fairly happy with the buff they got. Considering the debuff ignores the purple patch, that is pretty nice. It's always a 15% damage boost on a single target (and other things).
  11. While I almost never start mission teams, I very often start TFs- 2 today so far in fact.
  12. As I said, there has to be some justification for being a glass cannon, and that's the AOE caps more than anything else. Any damage boost power from the secondary is made moot by a kinetics player on your team (which any high end team WILL have). The blaster secondaries (and primaries really) vary all over the place in quality. People act like every blaster is better than every sentinel, and I believe that to be counter factual. Sentinel primaries are better balanced across sets. There will be examples where a sentinel will be better than a blaster, as every blaster is not fire or ice. At the top end of the AT blasters will be appreciably better damage dealers, but at the bottom, a sentinel is probably better because of the more narrow dispersion of the quality band (this is on single targets). The 60% greater target cap can't be worked around however, and that's where sentinels will fall behind. As to the nukes, yes the sentinel nukes don't hit as hard, but if you do the math they hit harder per recharge time (except AR and archery which are deliberate anomalies) than the comparable blaster nuke.
  13. A thought in general however, if sentinels were any closer to blasters in damage, there'd be little reason to put up with being a glass cannon. The main place where things end up blurring is because IOs make it easy to make yourself more sturdy, but don't necessarily pump damage as hard (I don't want to step into the proc swamp here).
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