
drbuzzard
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I think the reason it is so variable is because offensive adaptation adds a bit of a damage enhancement boost, but more of it comes from toxic damage. Toxic is a damage type which is often very resisted. I'm going to try out a BR/Bio as my next project to give the set a proper go. I'll probably strip stuff out of my archer/bio since I just don't have interest in playing it.
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The least resisted common damage type?
drbuzzard replied to DR_Mechano's topic in General Discussion
Yeah, I don't find psi nearly as resisted as people make it out to be. Yes, council and malta robots are very resistant, but even incarnate robots are not as resistant (they are resistant, but not to the degree). When you do fight something which pops unstoppable or MOG, psi is damned handy (though somehow on my last Manticore TF, it seemed that the PP MOG now defended against psi, which isn't right). -
Will we ever see the new things that Cake is getting?
drbuzzard replied to Soloshot360's topic in General Discussion
Considering fire farms can be done afk and basically accomplish the same thing on homecoming, the difference is a mere matter of degree not actual earning.- 122 replies
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Will we ever see the new things that Cake is getting?
drbuzzard replied to Soloshot360's topic in General Discussion
Been screwing around on cake some, and I guess the old powergamer in me just loves the lack of AOE and aggro caps. It's like a flashback to the old days here (but with current shinies). Though the new stuff is definitely causing issues. I imagine they will iron it out eventually.- 122 replies
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It's actually a really bad heal. It's a great regen and recovery booster however. It's better used preemptively.
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I don't mind bio armor, and should probably try it again with a primary I actually like. Sentinel archery is not exactly the best of the bunch, so my archery/bio sentinel languishes.
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I view obscure sustenance as the key power in the set. Sure, get your resistance up as far as you can (so fighting pool is a good idea), but you can pump up a huge amount of regen from this power and it will keep you alive. It does need enemy fairly nearby (30+ feet, so only fairly) to work, but the range isn't too bad, and it is a PBAOE, so you don't need to target or anything, just click. It also comes with a huge amount of accuracy, so you don't need to slot for that. I think I put a preventative medicine set in it (love that 8.75% recharge boost) and I have a general permahasten build (I made BR/Dark) so this comes up quite often, and it is worth it to use every time.
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If they translated over the sentinel version, it might be nice. Otherwise, I'd not bother with it and just do willpower.
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Molten embrace basically costs a very close approximation of zero endurance. Assault is plenty endurance expensive. That's a pretty good distinction to me. Fire also gets cauterize plus a strong and fast recharging heal. I've never said fire was the best, as I recognize there are clearly better options (pretty much any of the defense based sets except ice). However it's not a complete loss. And yes, sentinels do too little damage. We all know it, have said it, and have complained about it. Maybe I'm not a twink enough at heart, but I still enjoy playing my sentinels even though <gasp> they are not the most powerful AT out there.
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As always, bring the odd guy who doesn't worry too much about single target (and thus pylon times), I will say radiation is pretty good if you like PBAOE builds. Using psychic shockwave, irradiate and atomic blast for an AOE chain (and actually, you can irradiate, PS, AB, Irradiate, PS in pretty short order on a perma hasten build) makes it into an AOE reaping set. Yes, burst powers will work about as well (fireball, water burst, etc.) but not even having to target just makes it very easy. I did go the proc route on rad simply because there's so many cheap ones available. Lady Gray procs are dirt cheap, so throwing one in is about as close to a freebie as you can get. I just don't build around the procs (because then I wouldn't be taking spiritual alpha).
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As I said, I play a flying sentinel, burn only works on the ground, and if you're flying, you don't really worry about people being on top of you.
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In my view, you can't have too many AOEs. Well that's not true, I did drop whirlpool because it's bad for making AVs run. I kept and often use all the other 3.
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Odd, my fire/fire sentinel works fine IMO. I simply ignored burn since it really isn't practical (for many reasons). Given how tight my builds are, I'm generally have to have a skip over power in a set, and burn most certainly was one. If fire blast is ever good on a sentinel, then it certainly is fine on a fire/fire since /fire has a damage boosting power, so why not get a boost to arguably the highest damage primary. Yes, if you come in thinking you will be using burn, I can see disappointment in your future, but I run mine as a hover blaster who only swoops in to drop inferno and psychic shockwave, then move back out for the rest. Fiery aura on sentinels is actually more survivable than I had imagined since you can attain l/s cap if you work towards it, have decent other resists, (50ish), have a continuous pulsing heal in cauterize, and on top of that healing flames is a lot of healing on a fast recharge. I think it's just a matter of expectations. Sure, more damage would be better, but that is an AT wide issue, and burn certainly isn't going to be a solution.
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issue 26 Patch Notes for January 28th, 2020
drbuzzard replied to The Curator's topic in Patch Notes Discussion
I should note in regards to the aforementioned TF bug, it didn't happen on the ITF I just ran at +2. -
issue 26 Patch Notes for January 28th, 2020
drbuzzard replied to The Curator's topic in Patch Notes Discussion
OK, I've noticed a bug in the new patch, and it is a new bug since I didn't see it yesterday. It seems that in task forces the difficulty setting chosen by the leader sometimes defaults back to +0 instead of what was set. I ran a market crash this morning at +2. The first two missions ran at that difficulty with mobs of level 52-53. We got into the final mission and everything was level 50. I was lead on my lvl 50 character with the difficulty set at +2. I did not switch that. I was first one into the last mission. Later on, me on a different character and someone else running a Yin TF, we did the first two missions where the enemies were lvl 25 (lead was a 50 exemplared down). When asked if we could up the difficulty by someone, the lead stated that it was already set on +2. Upon entering the last 2 missions the difficulty setting was apparently as set, and we were fighting 27s. -
He's spot on. There's a variety of different build approaches for that secondary. Some go for using the mez, some layer defense on top, some just optimize the healing and resistance. There's lots of different ways to get good use from dark armor.
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Yeah, have a fire/fire sentinel, and blaze is a great attack. Though one should note that only sentinels got the fixes to defensive sets. Normal invulnerability on any other AT will still suck for endurance.
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I think it would be independent of secondary. It's about sequential use of the cones.
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Yeah, I click powers with my mouse as well. I accept it probably makes me a bit slower than the best players, but I like to keep my fingers on the movement keys.
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Taking master brawler over practiced brawler puts you status protection into your first two defensive toggles. Then master brawler is an absorb shield click power. Basically it gives you a pool of faux health which doesn't regenerate, but you can get the recharge pretty short on it. So basically you trade the utility of click status protection for the absorb shield and the ability to use auto click somewhere else.
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Oh, don't get me wrong, my dark/ninja has hasten in a perma recharge state, it's just that you can only have one thing on auto click and I put it on the status protection instead of hasten. This means I have to pay attention to hasten clicking which I find a bit annoying when I'm busy.
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You should try beam rifle, it's actually better on sentinels than elsewhere. It might turn your view of the AT around.
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Actually I was skeptical of invulnerability on a sentinel before I made one, but they really are better than you expect. You probably suffered most of AR being a poor choice on sentinels. Durability slotted up gives you an 20% boost to your endurance, and that washes through everything and makes all the toggles quite manageable. Now I don't solo much, especially leveling up before a build is done, but I didn't really have much issue with my radiation/invulnerability sentinel. Now that the build is done, it has quote good performance, especially against lethal/smashing opponents.
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Honestly I think sentinels have the best version of SR in the game so you should enjoy it.