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Elementfury323

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Posts posted by Elementfury323

  1. It really depends on your goals. Blasters will always win in Pure damage they can be built to be really sturdy especially as a hover blaster. I love sentinels and have a dark/dark Sent that is really fun and sturdy. I’m not much of a min maxxer I play what I find fun. I suggest trying both and find what feels better to play to you which is more a matter of opinion. 

    • Like 1
  2. 41 minutes ago, Rudra said:

    You're right. The wiki and Mids need to be updated. What Opportunity does now is grant -15% resist all for 15 seconds, -15% ToHit for 15 seconds, -15% resist to all mezzes for 15 seconds, -15% end drain resistance for 15 seconds, -15% resist recovery debuff for 15 seconds, -15% resist regen' debuff for 15 seconds, -15% resist recharge debuff for 15 seconds, -11.25% defense debuff for 15 seconds, -15,000% stealth radius for 15 seconds, and it very quickly fills the Opportunity bar even when there is no combat going on.

     

    So what about Opportunity needs to be fixed?

    I wasn't trying to imply that it needs to be fixed. I suppose the crux of what I was trying to suggest is changing the ATO's to something useful and impactful the Opportunity Strikes proc for more Opportunity is essentially useless as well as the absorb proc. Trying to find something fun and unique was all I was trying to do. As most of my ideas seem to be no's for everyone i'll drop it as bad ideas and thanks for everyone who gave feedback I appreciate it.

    • Like 1
  3. 23 minutes ago, Rudra said:

    Opportunity already debuffs the target's damage resistance to everything. (And that isn't counting the damage resist debuff Sentinels apply with their own attacks. When the Opportunity bar is full, you can make that debuff -25% instead of just -5% from your regular attack use.) And the proc already adds to the Opportunity bar.

    Here I was trying to suggest a bit more of debuff for groups instead of an individual opportunity but on a smaller scale. Probably OP but since Sentinels search for Opportunities I thought it could be a cool idea.

  4. 13 minutes ago, Rudra said:

    This would be entirely too OP. Sentinels already get Scrapper defenses as ranged characters, so adding the ability to constantly proc absorb from all your attacks would make them impossible to kill.

    Ok so OP

     

    13 minutes ago, Rudra said:

    Opportunity already debuffs the target's damage resistance to everything. (And that isn't counting the damage resist debuff Sentinels apply with their own attacks. When the Opportunity bar is full, you can make that debuff -25% instead of just -5% from your regular attack use.) And the proc already adds to the Opportunity bar.

    This one is confusing me a bit isn't the debuff only 15%?

    13 minutes ago, Rudra said:

    That is part of the price Sentinels pay for being much sturdier than Blasters despite still being a ranged AT.

    I not sure I agree with much sturdier but merely difference of opinion.

    13 minutes ago, Rudra said:

    Not sure what you are asking for here. The Opportunity bar already increases with every attack the Sentinel makes.

    I believe Opportunity increases at a static rate right now and the Sentinel's attacks don't change the rate of Opportunity gained. I was suggesting a bit of a possible increase to the rate at which Opportunity could be gained. Sometimes I seem to have Vulnerability drop before I have enough Opportunity to pop it back up. I suppose this does not matter when there is more than one Sentinel which makes sense.

     

    Thanks for the feedback obviously just a few thoughts and ideas I wanted to put forth. And possibly a few misunderstandings of powers from my point of view.

  5. I've been playing my Sentinel's a bit more lately and have thought of a few changes I think would help the Archetype. What do you think? Would this make anyone try a Sentinel or would this be too much overkill?

     

    Archetype Origin Enhancements

    First: Sentinel's Ward Chance for Absorb could be a global chance to proc like the Stalker's Chance for Build up.

    Second: Opportunity Strikes could add a minor Vulnerability to each attack from the Sentinel which would be the same as Vulnerability but at 5% values.

     

    Overall Archetype Changes

    First: Change the AoE's to 16 targets. Sentinels do less damage than blasters and that is fine they are in a good spot but the lower target hurts.

    Second: Each attack could increase the Opportunity bar by one for each target hit.

  6. My favorite stalker is my Spines/Bio. Not the best but it’s the character I have the most fun with. Very hard to die because bio is awesome. Throw Spines and Spine Burst trigger build up all the time, Assassin Strike and Moonbeam for hard hitting single targeting. His spines are crystallized elements! 
     

    Opinion incoming:

    Best Single target is Energy Melee not sure about AoE maybe Savage Melee.

    Best Secondary Energy Aura is probably the best overall but my Stone/Stone stalker feels unkillable.

    Best Epic Pool depends on what your build needs.

     

    Edit: Changed best primary AoE from Electric to Savage

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  7. Grimm2 said it pretty good make sure to get the ATOs. The chance to hide usually in Assassin’s Strike and chance to reset build up in an early attack. Chance to reset build up is global so any attack has a chance to reset build up. 
     

    The way I play stalkers is targeting high priority targets healers, bosses anything that will trouble the team the most. Usually I use the hardest hitting attack that isn’t AS it should be a crit. Then use your attack chain until you build enough Assassins Focus each stack gives you 33.3% chance for a critical with your Assassins Strike. This should put you back into the hidden state not always though. AoE have a great chance to proc your chance for build up you can have multiple build ups at once. One Gaussians chance for build up in Build Up is usually all you need.

     

    Stalkers have more controlled criticals than scrappers and with double build ups a chance to do insane damage. We lose some AoE for this but also get extra defense with hide.

    • Like 3
  8. I would love the Elemental Henchman. I have been having trouble finding a MM I like. Also why not make Elemental Equilibrium part of summon sprites just not quite as strong as other henchmen minions and add a storm power to complete that 4 elemental attacks? Just a suggestion. I would like Elemental blast as well, but I can only hope.

    • Like 1
  9. Just messing around with a build and could use some help not really sure what I am doing. Am I going way over on defense while it would be better to try and get more resistance? Thanks 

     

    This Villain build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Mutation Stalker
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Stone Armor
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Body Blow -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/Rchg(50)
    Level 1: Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40)
    Level 2: Rock Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), LucoftheG-Def/EndRdx/Rchg(3), LucoftheG-EndRdx/Rchg(5), LucoftheG-Def/Rchg(5), LucoftheG-Def/EndRdx(17)
    Level 4: Smashing Blow -- SprAssMar-Rchg/Rchg Build Up(A), SprAssMar-Dmg/Rchg(25), SprAssMar-Acc/Dmg/EndRdx/Rchg(27), SprAssMar-Dmg/EndRdx/Rchg(46), SprAssMar-Acc/Dmg/Rchg(46), SprAssMar-Acc/Dmg(46)
    Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg/EndRdx/Rchg(A), SprStlGl-Dmg/EndRdx/Rchg(7), SprStlGl-Acc/Dmg/Rchg(7), SprStlGl-Dmg/Rchg(9), SprStlGl-Rchg/Hide%(9), SprStlGl-Acc/Dmg(11)
    Level 8: Stone Skin -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(11), Rct-Def/Rchg(13), Rct-EndRdx/Rchg(13), Rct-Def/EndRdx(15), Rct-Def(15)
    Level 10: Super Jump -- Jump-I(A)
    Level 12: Build Up -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(31), GssSynFr--Rchg/EndRdx(39), GssSynFr--ToHit/Rchg/EndRdx(39), GssSynFr--ToHit/Rchg(43), GssSynFr--ToHit(45)
    Level 14: Earth's Embrace -- StdPrt-ResDam/Def+(A)
    Level 16: Rooted -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(17), NmnCnv-Heal/EndRdx/Rchg(27), NmnCnv-Heal/Rchg(29), NmnCnv-EndRdx/Rchg(40), NmnCnv-Heal/EndRdx(40)
    Level 18: Burst -- Arm-Dam%(A), Obl-%Dam(19), ScrDrv-Dam%(19), Erd-%Dam(21), ExpStr-Dam%(21), Arm-Dmg(23)
    Level 20: Crystal Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(34), LucoftheG-Def/Rchg(37), LucoftheG-EndRdx/Rchg(39)
    Level 22: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(25), LucoftheG-Def/EndRdx/Rchg(43)
    Level 24: Kick -- FrcFdb-Rechg%(A)
    Level 26: Focused Burst -- Apc-Dam%(A), GldJvl-Dam%(43), Apc-Dmg(45)
    Level 28: Brimstone Armor -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx(31)
    Level 30: Tough -- GldArm-3defTpProc(A)
    Level 32: Concentrated Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(33), SprBlsCol-Acc/Dmg/EndRdx(33), SprBlsCol-Acc/Dmg/Rchg(33), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34), SprBlsCol-Rchg/HoldProc(34)
    Level 35: Minerals -- RedFrt-Def(A), RedFrt-Def/EndRdx(36), RedFrt-Def/Rchg(36), RedFrt-EndRdx/Rchg(36), RedFrt-Def/EndRdx/Rchg(37), RedFrt-EndRdx(37)
    Level 38: Geode -- RechRdx-I(A)
    Level 41: Weave -- ShlWal-ResDam/Re TP(A), ShlWal-Def/EndRdx(42), ShlWal-Def(42), ShlWal-Def/EndRdx/Rchg(42)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45)
    Level 47: Moonbeam -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(48), SprWntBit-Acc/Dmg/Rchg(48), SprWntBit-Acc/Dmg/EndRdx(48), SprWntBit-Dmg/Rchg(50), SprWntBit-Acc/Dmg(50)
    Level 49: Shadow Meld -- LucoftheG-Def/Rchg+(A)
    Level 1: Assassination 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Run-I(A)
    Level 1: Health -- Prv-Absorb%(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Stamina -- PrfShf-EndMod(A)
    Level 10: Double Jump 
    Level 49: Quick Form 
    Level 50: Musculature Core Paragon 
    Level 50: Ion Core Final Judgement 
    Level 50: Degenerative Core Flawless Interface 
    Level 50: Storm Elemental Core Superior Ally 
    Level 50: Ageless Core Epiphany 
    Level 50: Assault Core Embodiment 
    ------------

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