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Everything posted by Heraclea
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Yesterday I finally got around to making a character on Reunion and building a base there. So it's all good.
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An argument can be made for both. For the sentinel, their proc options will be strongly contingent on the attack set they chose, and the sets with control or other exotic features will create more opportunities. I usually look for debuff procs over damage procs myself. I just don't know of any damage procs that are reliable enough and hard hitting enough to make up the difference. Blasters get one of the most valuable procs in the game, the chance for status protection, that potentially removes the sentinel's main advantage. This is the first one I get. Blaster sustain powers are something else that tips the scale in the blaster's favor. These work in a number of different ways; some are toggles, others attacks, but most of them add regeneration as well as recovery. Regeneration is of course a poor sister to defense and resistance, and too often it needs time to work you don't have. But it is fairly easy, say on my electric/electric blaster, to get quite a bit of regen working. The amount of sustain a sentinel has is also strongly contingent on their secondary.
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Glack Market Karma - Head Full of Fuzz
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Blaster. Sorry, everyone who loves or mains Sentinels. I've gotten two to level 50 and I tend to think of the class as a failed experiment. The problem is that it's much easier to bring a Blaster up to Sentinel level defenses than it is to bring a Sentinel up to Blaster level DPS. One of my current build projects is to make a relatively tanky Blaster. I'm building the blaster like I would a tank, with layered mitigation. So far I've gotten the character up to around 35% smashing/lethal defense, with defense numbers to other types not much worse, and to around 28% smashing/lethal resistance on top of that. This may be good enough for a blaster, given that the baddies die quite fast in her presence. More importantly, it took resources - around 200 mil inf, and maybe 900 merits - but that was stuff I already had. It also means that build aspects I ordinarily prioritize on a blaster, like recharge, take a bit of a backseat. But the character's still a blaster; not running out of attacks any time soon, especially since the main debuff she resists is recharge slow. More importantly, those defense and damage numbers are at least comparable to what a willpower sentinel gets out of the box. I have not tried to turn any sentinel into a tank; don't take Fighting pool on either of mine, for instance. Maybe that needs to be explored. But the takeaway here is that you can build a blaster to sentinel-level damage mitigation, I don't know how you'd build a sentinel to put out blaster-level damage. Advantage - blaster.
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Weird Al Yankovic -Mission Statement
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This too isn't really a 'zone' issue, but the Stone Gate has sprouted floaty bits off its sides. Screenshots from Amazon Army base, Torchbearer:
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Was just about to summon you.....
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Love - A House Is Not a Motel
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Kanye West - Wash Us in the Blood
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Bio Armor's Fear/Confuse Hole: Why no warning?
Heraclea replied to Shocktacular's topic in General Discussion
Very few armor sets have any confuse or fear protection. Willpower is exceptional in covering them, and Dark Armor protects against Fear; I can't think of any other sets that do off the top of my head. -
You had an Anima Sola? I have an Anima Sola on Torchbearer (DA/savage tanker).
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Seriously: Alt-itis, What To Do? A Discussion on Self-Control
Heraclea replied to tripthicket's topic in General Discussion
I have at least 4o characters on Torchbearer, and a few on every server except Reunion. I can't say I neglect them; 25 of the Torchbearer characters and one on Excelsior are level 50, and most have all incarnates unlocked and veteran levels in double digits. I often find that characters I made without a serious plan or on a whim are the most engaging. I didn't have a plan when I made Ice Minstrel, an ice/plants blaster, and tool Plants as a secondary because I wanted to check it out. Turns out there's a fair amount of synergy and a lot of control there. Circe of Aeaea, plants/poison controller, was where I finally found a controller I liked, was made on a whim because I was reading a novel about Circe. Lots of debuff without worrying about the longevity of an 'anchor' mob. Pomba Gira was another whim, recreation of a Victory character (dual blades/fire brute) that was inspired because I was reading, about Brazilian folklore. This character is now my chief marketer and moneymaker. -
Foreigner - I Want to Know What Love Is
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Schoolhouse Rock! - The Shot Heard Round the World
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Johnny Horton - The Battle of New Orleans
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I have a fire/regen scrapper, who isn't the powerhouse some of my others are, but this character was made to take on lowbie content and thrive there, and it works. When Synapse is the weekly it's her time to shine. Plenty of early AoE damage. No endurance issues before 20. I also have staff/regen on a brute. This one is a science experiment; I wanted to see if I could make a tanking brute using /regen. Kinda sorta works, although my rad/electric brute is still the better tank. Became my redside main.
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Laibach - The Lonely Goatherd
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Hover is useful for muling Defense set uniques like Kismet Accuracy and Shield Wall Res (all), It should not need endurance reduction, especially with your build. You'd be better off pulling slots out of Physical Perfection and Superior Conditioning and giving them to your lowbie attacks, which are good fury builders. You're better off investing in recovery procs like Panacea, Miracle, and numina when you can afford them, and at level 50 that's only a matter of time. These will go in Health. A taunt duration button can be justified for Rise to the Challenge, but your attacks would do better with a recharge. The only thing it does there is to make the taunt effect of the attack last longer. It does not raise its magnitude or allow it to hit more targets. Apart from those suggestions your build looks quite solid and basic for a mostly generic IO build. Consider four Kinetic Combats in your single target attacks that have at least five slots in them. This will give you a substantial defense boost. The accuracy/damage recipe costs 20 merits so you're better off crafting four Acc/Dams from the sets and running in-set conversions until you get four different. Avoid slotting the Chance for Knockdown in attacks that do knockdown, but do not disdain it elsewhere. After four have been slotted, the fifth should be a generic accuracy IO or an Accuracy/Damage or Accuracy/Recharge from a cheap yellow set.
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You might get more informed help here: https://forums.homecomingservers.com/forum/22-brute/
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I have unlocked them on several of my characters. I have never bothered to actually take them on any of them. None of them tempted. The Arachnos themed graphics were part of the problem. A bigger problem is that none of them were anywhere near as tempting as other late levelling game picks like Hasten or even another travel power, expecially if you're already in the pool and pick up Combat Jumping, Hover, or Afterburner. Powers you have to jump through hoops to qualify for ought to be as good as primary powers; the patrons are not. The early ones seem to be dominated by weak, slow, single target CCs and weak slow blasts. Arachnos themed pets are worse than other pets; one, they're Arachnos themed, and two, they're pets, in the way when they aren't skittering off to die. None of them have the obvious appeal of something like Caltrops, which I fire by macro at myself as a first level trouble button. Or Conserve Power, Superior Conditioning, and Physical Perfection, which I usually taken on characters they're available to. One slot wonders that make handy mules. Or Salt Crystals and Quicksand, which affect more than any of the patron controls. None of the patrons offer anything as tempting as these.
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Tom Verlaine - Breakin' In My Heart
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Sarah McLachlan - Building a Mystery