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drbuzzard

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Everything posted by drbuzzard

  1. Yeah, I've been dreading doing up dark armor since it looks to be a bit soft on sents. I'm also out of primaries I want to bother with (down to AR and energy). I'd sooner rehash things I've done and try new combos. Thanks for the warning.
  2. Fair enough. Though even though I have been stocking up on winter IOs, I won't bother. The build is DP/Ice and to be honest, I don't much care for either side. There are much better secondaries to invest in.
  3. OK, where is the ice/fire defense coming from? The only powers in the set which give fire/cold defense are wet ice and moisture absorption and that's around a whole 6%. You must have a heck of a lot of set bonuses in place to carry it that far.
  4. Yes, sentinel SR has no endurance troubles at all in my experience.
  5. Icy bastion has a 5 minute recharge with 30 seconds of uptime. Posting the stats while it is active is (IMO) pretty disingenuous. That's 10% uptime out of the box, and even if you get to perma hasten (which you should of course on a sentinel), it's then on a 81 second recharge, so only up slightly better than 1/3 of the time. Yes, so 1/3 uber, 2/3s suck. I'm working up a dual pistols/ice armor sentinel now (my self designated goal is something in each set, except perhaps AR and energy blast, because I really dislike those). It's really rather flimsy. I had some hope that the frigid shield absorption would be enough to make the set at least decent like the absorption power in regen does for that set, but the amount is so damned tiny as to be negligible. I do have a build worked up which can softcap s/l/e/ne and resist cap cold. However chasing the other holes (and fire is certainly a hole) is a waste of resources. So you're basically completely open to psi and barely protected at all against fire and toxic. That's a whole lot of holes IMO. I guess I can see why people would laud icy bastion since it's probably something you pop every time it is up just to try and recover from the beating you take when it's not up. I will drag the build to the finish line eventually, but I'm not terribly enthusiastic. I've often lauded the great jobs the devs of sentinels did on their secondaries, but I admit there's certainly a few duds. Bio is better in other examples vs. sents, and ice is pretty much lousy. I'll get around to dark sooner or later, but it doesn't hold much promise from what time I've spent looking at it.
  6. The build includes a knockback protection IO in case he does want to hover blast.
  7. As the set has a ranged T9 and electric armor isn't the toughest protection out there (not bad, but the defense sets are a bit better), the ability to stay at range and blast is IMO desirable. Personally I don't find much use in immobilize, and having a PBAOE damage aura would be pointless when you stay at range. I needed the concealment pool to get sufficient places for LotG recharge specials. Electric armor is one of the less forgiving sets since the only thing I ever skip in it is the crashing T9 which I consider fairly lousy. There are two things to skip in lightning blast, but that's it. That doesn't leave a whole lot of wiggle room for an epic pool.
  8. Umm, it's a nerf assault rifle?
  9. There are a couple of duds, yes. I'm working up an ice armor build, and it doesn't look so good. Lots of holes and the really weak absorption layer is unlikely to cover them. Also dark doesn't look to hot either (haven't started one yet).
  10. Yeah, it's funny, the sentinel version of SR is the best one in the game. It's like that for a lot of the sentinel secondaries.
  11. The first sentinel I made was an archer because I fondly remembered how nice it was to have the short recharge rain of arrows on my archery guys on live. I get to 32 and pull out the shiny new nuke, and WTF 90 secs? ARGGHHHH!!!! I did finally get him to 50, but he doesn't get a lot of play.
  12. Very close, only thing I noticed was that I have a LotG in invisibility instead of the scaling damage proc. I guess I figure with most things capped, there's no point in using it, and the ones that aren't capped it won't help enough. I'd rather have the heal up a bit faster.
  13. Yeah, I agree. Given the present damage scalar of tankers and the duration of build up, I never take it. Rage, yes you take, fiery embrace, yes you take (for fire melee), but otherwise, meh.
  14. On my PC currently, so the normal screen capture worked. Thanks for the Mac trick. I haven't used anything but grab for years. The below build has 75% l/s/f/c/e resistance and 47 ps, 42 NE. It is perma hsaten and reasonably capable. The softcapped defensive builds are more sturdy, but as this one does everything at range, it tends to be sturdy enough. You can always kite if it gets a bit hairy. Other than the superior ATOs and one purple set, it's even fairly cheap. It should be obvious I don't try to play the proc game to optimize damage. If you want better damage, I won't be much help. However I do get to pop overcharge every 23 seconds. \
  15. I should check that. I wonder if corrupters are above defenders. If so I'd say that would be a mark against the name theory. Though stalkers do have a distinct play style which probably doesn't appeal to most, in spite of being the Batman archetype.
  16. Ah, but if you gave regen tanks the secondary from sentinels scaled up, it would actually be good.
  17. Making them enjoyable is tricky? I love sentinels as they are, even though I certainly think they could use more damage. Sentinels fill a void in character ideas which has been present the whole time of the game's existence. Even if they aren't an optimal choice, sentinels are a fun choice because you get to play something you've seen in comics for ages, and you also get to play a pretty easy to run AT. Heck, here's a real simple solution which will avoid stepping on toes, though it will be a bit duplicative of things that exist. It will also avoid stacked buffs or resistance debuffs which I suspect could be a sore spot with CP. Improve defenses to 75% tanker base instead of 70% (tidiness is all). Improve damage scalar to match scrappers and blasters at 1.125 Give them weaker crits. Don't make them 200%, just 150% or so. With that you'd probably have to ditch the current inherent altogether and the ATOs would have to be revised. Done.
  18. Hmm, not sure if i noted the 600M in this, but it's not too expensive. I'm not completely up on the prices of everything, but there's only 1 purple set. Other than that, superior ATOs and the mandatory LotG globals are a bit of money. Also the unbreakable guard is slightly expensive. Also, the 50 end mod IOs in stamina should be shifted up to +3. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Sentinel Primary Power Set: Electrical Blast Secondary Power Set: Electric Armor Power Pool: Flight Power Pool: Fighting Power Pool: Concealment Power Pool: Speed Hero Profile: Level 1: Charged Bolts (A) Devastation - Accuracy/Damage (3) Devastation - Damage/Endurance (3) Devastation - Damage/Recharge (13) Devastation - Accuracy/Damage/Recharge (15) Devastation - Accuracy/Damage/Endurance/Recharge Level 1: Charged Armor (A) Titanium Coating - Resistance (15) Titanium Coating - Resistance/Endurance (17) Titanium Coating - Resistance/Recharge (17) Titanium Coating - Resistance/Endurance/Recharge (43) Titanium Coating - Endurance Level 2: Lightning Bolt (A) Devastation - Accuracy/Damage (19) Devastation - Damage/Endurance (19) Devastation - Damage/Recharge (21) Devastation - Accuracy/Damage/Recharge (21) Devastation - Accuracy/Damage/Endurance/Recharge (45) Apocalypse - Chance of Damage(Negative) Level 4: Ball Lightning (A) Ragnarok - Damage (5) Ragnarok - Damage/Recharge (5) Ragnarok - Accuracy/Damage/Recharge (13) Ragnarok - Accuracy/Recharge (46) Ragnarok - Damage/Endurance Level 6: Charged Shield (A) Numina's Convalesence - +Regeneration/+Recovery (7) Numina's Convalesence - Heal (7) Numina's Convalesence - Heal/Endurance (36) Numina's Convalesence - Heal/Recharge (43) Numina's Convalesence - Heal/Endurance/Recharge Level 8: Zapping Bolt (A) Devastation - Accuracy/Damage (9) Devastation - Damage/Endurance (9) Devastation - Damage/Recharge (11) Devastation - Accuracy/Damage/Recharge (11) Devastation - Accuracy/Damage/Endurance/Recharge (45) Gladiator's Javelin - Chance of Damage(Toxic) Level 10: Conductive Shield (A) Titanium Coating - Resistance (23) Titanium Coating - Resistance/Endurance (23) Titanium Coating - Resistance/Recharge (25) Titanium Coating - Resistance/Endurance/Recharge (48) Titanium Coating - Endurance Level 12: Tesla Cage (A) Devastation - Accuracy/Damage (25) Devastation - Damage/Endurance (27) Devastation - Damage/Recharge (27) Devastation - Accuracy/Damage/Recharge (29) Devastation - Accuracy/Damage/Endurance/Recharge (50) Gladiator's Javelin - Chance of Damage(Toxic) Level 14: Energize (A) Preventive Medicine - Heal (29) Preventive Medicine - Heal/Endurance (31) Preventive Medicine - Endurance/RechargeTime (31) Preventive Medicine - Heal/RechargeTime (31) Preventive Medicine - Heal/RechargeTime/Endurance (34) Preventive Medicine - Chance for +Absorb Level 16: Aim (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 18: Static Shield (A) Titanium Coating - Resistance (36) Titanium Coating - Resistance/Endurance (36) Titanium Coating - Resistance/Recharge (37) Titanium Coating - Resistance/Endurance/Recharge (50) Titanium Coating - Endurance Level 20: Grounded (A) Resist Damage IO Level 22: Fly (A) Flight Speed IO (37) Flight Speed IO Level 24: Hover (A) Flight Speed IO (37) Shield Wall - +Res (Teleportation), +5% Res (All) (48) Luck of the Gambler - Recharge Speed Level 26: Afterburner (A) Flight Speed IO (39) Blessing of the Zephyr - Knockback Reduction (4 points) (48) Luck of the Gambler - Recharge Speed Level 28: Lightning Reflexes (A) Flight Speed IO Level 30: Boxing (A) Empty Level 32: Thunderous Blast (A) Superior Opportunity Strikes - Accuracy/Damage (33) Superior Opportunity Strikes - Damage/RechargeTime (33) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime (33) Superior Opportunity Strikes - Accuracy/Damage/Endurance (34) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime (34) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity Level 35: Power Sink (A) Efficacy Adaptor - EndMod (39) Efficacy Adaptor - EndMod/Recharge (39) Efficacy Adaptor - EndMod/Accuracy/Recharge (40) Efficacy Adaptor - Accuracy/Recharge (40) Efficacy Adaptor - EndMod/Accuracy (40) Efficacy Adaptor - EndMod/Endurance Level 38: Tough (A) Unbreakable Guard - Resistance (42) Unbreakable Guard - Resistance/Endurance (42) Unbreakable Guard - Endurance/RechargeTime (42) Unbreakable Guard - RechargeTime/Resistance (43) Unbreakable Guard - Resistance/Endurance/RechargeTime (46) Unbreakable Guard - +Max HP Level 41: Stealth (A) Luck of the Gambler - Recharge Speed Level 44: Grant Invisibility (A) Luck of the Gambler - Recharge Speed Level 47: Invisibility (A) Luck of the Gambler - Recharge Speed Level 49: Hasten (A) Recharge Reduction IO (50) Recharge Reduction IO Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Empty Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift Some notes: I didn't chase defense at all. Electric armor is a resistance set, so I stuck to that. You end up with capped smashing, lethal, energy resistance, close to capped fire/cold, psi at 47 and neg energy at 42 (we'll not mention toxic). On top of this you have 655% regen. I have a beam rifle/electric armor build which is about the same and it is pretty damned durable. Electric is similar to beam rifle in that you can easily keep your distance (especially since the above build skips the PBAOE). There is perma-hasten, and I assume you take spiritual core paragon alpha to finish that up.
  19. You can get info on the power in game which will tell you what you want to know.
  20. I find it funny the gap between perceptions on this forum of everyone having minutely optimized beings of destruction, and what I actually encounter playing. While there's a fair number of tweaked out characters out and about, they are not what you hit every time you play. Sure, if you advertise a speed ITF or such, you will get the twinked characters, but with essentially unlimited alt room and not everyone being a market player or fire farmer, not everyone can afford unlimited tweaking. I play a lot with people who simply aren't all that durable. They get mezzed, they don't have unlimited fonts of endurance, they are not all softcapped to all positions. The forums has a rather self selected group of high end players (or they probably wouldn't spend time here). Balancing the game around them seems rather to be missing the forest for the very tall trees. Heck, especially with sentinels which are (correctly) perceived to be a weak sister DPS class for people who like it easy, twinks are not all that common. Making the stance buffs immensely good basically kicks the support classes to the curb. As I mentioned before, not gonna fly.
  21. Ah, but Rise of the Phoenix can be slotted as an attack power and does pretty good damage. I would call it an exception.
  22. Yeah, definitely that too. Plus the alleged taunt which is supposed to draw things into die in the blast (which isn't big to kill anything) doesn't really work.
  23. In the tanker thread over on the test forum CP mentioned that he feels that stacking resistance debuff is too powerful, so we can just skip my idea.
  24. If DPS is your immediate concern, I'd do assault radial. Personally I find melee more useful, but YMMV.
  25. But wouldn't this also allow a tank to just spam the T1 by himself to the same effect? Is there a mechanic for 'not stack from the same source'?
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