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Renatos1023

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Everything posted by Renatos1023

  1. I primarily play defenders. If you are looking to play an AT that deals massive, ranged damage.... you're in the wrong place (find Blasters and Sentinels). Defenders are support ATs. Your buffs/debuffs come first, and damage is secondary (as the sets are laid out). This isn't to say that certain Defender sets can't put out a lot of damage...they can. You just have to choose and slot carefully. My Cold/ and Dark/ Defenders are always first in the mobs because of their debuffs and nukes. They can mitigate/soak up Alphas, and deal a lot of damage...but that also costs a lot of influence. The set that you mention, Pain/, I have no experience with. I read its stats as a slightly more offensive Empath...a set I would never try to break alpha or be a damage dealer with. I think your Defender damage and usefulness comes down to your primary...Pain is more of a buff set, from looking at it (as I said, I haven't played it). And if you can't mitigate an Alpha strike as a Defender then that is TOTALLY fine, that is not your job. But a lot of Defender damage comes from the debuffs that your primary puts out. My Cold/Ice Defender generally breaks alpha strikes and can run point on most normal +4 ITFs (not the +star ones, screw those, they aren't fun). My Dark/Dark is just getting into incarnate levels but is a debuff beast. Being able to nuke every mob and shut down every group's to-hit is a boon. Defenders don't lack damage, you just have to figure out how to build them and there are many of us here who are more than happy to help.
  2. Just jumping in to say that Sonic is definitely a good set, one of my favorites to be honest. My experience is on a Defender, and as someone said above you add 53% resistance to all but Psi. (granted, I'm guessing that this number will be in the high-30s for a Corruptor - which is still good). In a game where it seems that most people (myself included) build for high defense at end game, being able to plug that resistance hole for many (if not most sets) is a huge boon. I skipped Clarity, Sonic Cage, and Sonic Repulsion. I do want to point out that Page 7 did recently reduce the cooldown on Liquify from 300 seconds to 150 seconds (granted I think it should be 120s, but I'll take what I can get). So, it is now a much easier power to have up at least every other mob with some decent recharge.
  3. Just fyi, it is now Temporal Bomb. It does damage, debuff to enemies, and +Recharge and +Recovery for allies within the radius. It is actually a decent power now.
  4. Ahh, I didn't realize that. I generally run the TFs when I'm higher than the max, or pass the star, but ended up leading it when I was 2 levels below the max. I just assumed it was always keyed to the leader's level and that the only reason to pass the star was so higher ups could keep more of their powers. But now I know that this is another reason to pass the star. Thanks! Fixed! I blame vodka for that mistake 🙂 Will edit original post - but leave up for the Traps/ bugs.
  5. I've had multiple bugs in the last few days, and I am putting them all in the same post. Forgive me if I am not supposed to, but I am not going to create 4 posts. Not sure if some of these came about with the new patch, but for 1 and 2, I've never had issues running TFs at whatever level I choose (within their range of course). For 3 and 4 I've never run Traps, but FFG and the new T9 have issues with their descriptions - see photos below. (Edited to put a line through issues 1 and 2, as explained in the first two comments below - leaving post up for Traps/ bugs) 1. On 2/22/24 I ran a Manticore TF (Min 30, max 35). I was Lv.33 and I was the leader. I ran at +0. We fought 35s and 36s. It seemed as though the game thought I was at the max level of the TF (35). I have never had this happen before. And it was the same for all of the missions. 2. On 2/22/24 I ran a Moonfire TF (Min 23, max 28). Our leader was over the max level, so we were all exemped to 28 and it was set at +0. More than half the TF enemies were at -1, some were at -2. It was rare to see any +1s. On a TF set for 0, you shouldn't see so many under you. Is there a TF level issue? I run these TFs all the time and have never run into these discrepancies. ALL of my teammates mentioned it. I said that I would submit something here. But for some reason, today (TFs were fine yesterday) the TF levels seem to be off by either +2 or -2. Never had this happen before. 3. This picture was taken on a Traps/ Defender. You can see that the description says Mastermind. 4. This is what you see with the new Temporal Bomb in the enhancements screen. Big Issue: YOU SEE NO STATS. It seems to default to showing you the stats of the "Remote Trigger" instead - which is nothing. Very annoying. All I can see are the percentages on the left side, but I see no base numbers.
  6. Interesting on Seeker Drones - I may do a quick respec to drop Trip and take it instead. Would be useful to have a power to break alphas when needed, and Trip is underwhelming so far. This is what I was looking for! I hate that the in-game power descriptions are so lacking, because I never would have figured this out by the description there. This definitely makes the power very good. Thank you all for the feedback and comments! I'll also have to look into proccing Poison Trap seeing as that seems to be a common consensus.
  7. I think the biggest reason, as alluded to above, is that Brutes cap resistance at 90% and Scrappers cap resistance at 75%. That 15% drop will be a huge difference in farming survivability at +4. I can't talk to the ease of getting a /Fire Scrapper to 45%+ Fire Def. (as I don't have one), but I assume it should be similar to a Brute, as all that Defense does come from power pools and set bonuses. But, that huge resistance gap is the reason (IMO) why one farms with a Brute or a Tank.
  8. I've never played Traps on any AT. I decided to roll this Traps/Beam Rifle Defender the other day because the new Issue was coming out and it was getting a new T9 (Temporal Bomb) that actually seemed useful compared to the previous T9. Just wanted to give some early thoughts to the set, and I welcome any feedback and thoughts. I probably play Defenders 85% of the time, and this is one of the few sets I've always skipped, because it is not the normal Defender mold that I am used to. As someone who plays on relatively fast-moving teams, Traps/ and its setup does take some getting used to, but it has been fun. Just hit Lv.29 tonight, so my perspectives are from a low-level build using a handful of unique IOs, plus mostly Lv.30 normal IOs. 1. I took Web Grenade over Caltrops. I thought the -fly and -recharge from the grenade (not mentioning the immob.) would be more useful. I generally avoid those powers that cause scatter. Does anyone find caltrops useful? 2. Triage Beacon - took this because I had two crappy T2 and T3 powers in my secondary that I didn't want to take, so had no choice. Figured in extended AV/EB/GM fights, it could be useful. Doesn't seem terrible, really just needs a recharge or two, depending on what you can spare. 3. Acid Mortar - Finally a useful power! Used judiciously until I was able to get some recharge enhancements into it, but definitely a set-defining power. Who doesn't want the -def, and -rech. Once I can get more recharge into the build and get multiple out (they stack, i'm pretty sure, right?), it should feel pretty good de-buff wise. 4. Force Field Generator - I was surprised that, once slotted (at level 29 no less), it gave 20% def. to Rng/AoE/M -- this should be an easy toon to soft-cap. Part of me wishes this FFG was attached to my back or something, so I didn't have to deal with it following me - but at least it moves a lot quicker than most other follow powers. This is definitely key to setting up your other Traps in relative safety. 5. Poison Trap - I took this but am a little confused as to its usefulness. According to the data page in-game it does -1000% regen, but for only 10 seconds (?, is that right)...and the other debuffs are relatively meager. I just slotted with 2 recharge IOs. I'll keep it for toe-bombing AVs, but are the numbers better than they seem? Would you even slot the hold aspect, or just focus on recharge? Do you use this in normal mobs or is this just for the upper EBs/AVs/GMs? I can never remember if the skippable (by player consensus) Poison Trap is the one from Traps/ or Poison/. 6. Seeker Drones - I skipped. I feel like I had read a lot of bad-ness about this power back in the day. Please let me know if I am wrong, I just don't have the power slots planned in my build to take it, but if this is actually a good power now, I can always find a way to respec it in. 7. Trip Mine - I took this because I thought it would be good damage and I'm already toe-bombing with other traps, so why not drop it. I feel 'meh' so far on the damage. Plus, the interrupt seems to happen too often (maybe once I'm soft-capped def. this will be less of a concern). For those who have played Traps/ on a Defender, is this a good power or a skip? Part of me wouldn't mind respec-ing out at this point. 8. Temporal Bomb - The new T9! I managed to pick it up today on the day it came out. It seems pretty good. The damage doesn't seem too high, but I so far just have it slotted with an Acc and 2 Rech. The buff portion of it seems pretty handy, and I think it is definitely better than what was there before (as I said never played a Traps/ before, but the previous T9 on paper seemed like crap both according to its numbers and the forums, and was almost universally skipped). Overall, I think Traps/ is better than I thought it would be. As a Defender afficionado I would have some changes, but I will continue my way up to 50. Pool-wise I've gone Leaping for CJ and Leadership (just Maneuvers so far). Will also likely take Stealth and Hasten I think. Trying to fit in as many LoTG +Rech as I can and boost the recharge since it seems that is what Traps/ needs most.
  9. I really like the idea of combining Regeneration and Recovery Aura into a single power with slightly lowered stats - I think that is a good change just by itself. I like the idea of the new power, but I do agree that targeting enemies feels off for Empathy. Since you had it tagged for -Res and -Dam, what if it was just made a team buff instead that did +Dam and +Res, with similar numbers you would get approximately the same effect of dealing more damage and taking less. I'm not sure if there is a proc issue there, but one would think the power could be tagged to not accept them. Also, my issue with Clear Mind (and Clarity in Sonic/) is that they are single target, and I can't be bothered to try and mete that out and keep track of who needs it. I think if it was a Team AoE like how shields are now, it would be a huge QoL increase and would make me at least think about taking it.
  10. You are right, I mis-remembered it coming earlier, similar to Clear Mind (edited original post to reflect this). Still as a T8, it is vastly underwhelming and needs to be buffed, especially as you already get a better mez protection power much earlier that buffs you and the whole team. And I agree about Sonic Siphon's cast time, it definitely needs to be shortened, sometimes trying to tag bosses with it on a fast-moving team leads to just hitting a dead body - I still think it should have a small AoE effect with reduced debuff on surrounding mobs. It potentially has some situational uses, but the vast majority of Sonics that I have come across just do not take it. It also puts your endurance bar at the whim of whoever has the bubble, they could decide to run into a mob and bounce everything around, and bottom out your endurance in the process. Plus, the KB tax of having to slot the KB-->KD IO makes me also want to skip it.
  11. Just wanted to share some feedback on the Sonic Resonance set. Have played this set since live and am currently enjoying it again here. While I like the set, many (myself include) do feel that it lags behind other sets. I recognize that on the Beta test server the recharge of Liquefy has been halved (from 300 to 150 secs). While this was a long-needed change, I would like to propose some other changes that would bring Sonic Resonance more in line with other support sets. And in general, bring it up from what many perceive to be the bottom of the barrel. Sonic Siphon: As a single target debuff, it is weak - especially in a set with no real AoE debuff (especially when solo-ing, and not counting the T9). Making this similar to the Poison debuffs, which hit a single target but spread (in lesser amounts) to surrounding enemies is an easy fix, and would help Sonic/ especially when soloing, and it wouldn't be overpowered when teaming. (Also, the Defender debuff is currently -30% res. -- the single target should be bumped to -35% {it is just single target} with the AoE residue being lower). Clarity: In a set that has Sonic Dispersion, this power is almost useless and nearly never taken (I know some might take it - but if kept in its current form it needs to be an AoE like the shields). In my opinion, this power should be dropped to later in the set (say T8) and made to be a decent single target buff (ala Fortitude or Forge), but with +Res, +Perception, +Dam (but a longer recharge than Fort so it can't be easily perma'd, think Adrenaline Boost-ish). Some people may lament the lack of sleep protection that it currently offers, but this buff should outweigh that. Sonic Cage: Intangible powers as they currently function are useless (including Black Hole and the Force Field one). If this was to be kept as an intangible power (as with ALL OTHERS) it should be a toggle that we can turn off whenever we want so we can use it more efficiently. Hike up the end. cost (maybe depending on the type of enemy - minion v. Lt. v. Boss, etc.) and up the magnitude - as a crappy power I feel it should be able to knock an EB out of battle - with a max toggle duration of 15 seconds (maybe 20?) before it auto-shuts off. This would make it more than situationally useful and I think more people may look to take it rather than it be an auto-skip. Conversely, replace it with anything else. Sonic/ should be a -Res master - give me something that helps to accomplish that. Sonic Repulsion: A plain useless power. No one wants this (or the one in Force Field). I think there needs to be another AoE/Cone -Res power in Sonic, because that should be Sonic's forte. I'd make this that type of power. Maybe something in the mold of Fearsome Stare's cone, but with -15% Res and a mag 2 stun (maybe call it Disorienting Screech). A power that both upped Sonic's -Res ability and provided some utility would bump this set up from one of the worst to at least upper middle class. I appreciate any feedback. Thanks! Ren
  12. I agree. I think Liquefy's recharge should still be lower, but I will take what I can get. I also think Sonic/ does need some more buffs. Which I have outlined above and in other posts. But I am re-rolling this Sonic/Seismic as a Sonic/Sonic because Meteor is a terrible nuke, and I just can't get past it. While thinking over this secondary change, it made me realize that the original Devs (and possibly the Homecoming ones too) were adamant that Sonic/ needed to be paired with /Sonic. /Sonic does fix the AoE -res gap that Sonic/ seems to have...but IMO this shouldn't be a consideration. Sonic/ should be effective as the -res king without /Sonic (just my opinion).
  13. It looks like the Devs were listening! The version on the test server now has a 150 second recharge. I think this will be a huge change for Sonic/. I do think a couple of the other powers need to be updated or changed to truly bring the set in-line with others. Clarity, in a set that has Sonic Dispersion, is useless and almost never taken. Maybe drop it to later in the set (say T8) and make it a decent single target buff ala Fortitude, but with +Res, +Perception, +Dam (but a longer recharge than Fort so it can't be easily perma, think Adrenaline Boost-ish). Sonic Cage, I guess could be useful for people who don't hate intangible powers - but should at least be a toggle that lasts max 30 seconds that you can drop whenever (I still likely wouldn't take it but it would at least have some situational usefulness). Sonic Repulsion, which is just plain useless. I think there needs to be another AoE/Cone -Res power, because that should be Sonic's forte. I'd make this that type of power. Maybe something in the mold of Fearsome Stare's cone, but with -15% Res and a mag 2 stun (maybe call it Disorienting Screech). Just spit-balling here in the hopes that we can get some more love for one of my favorite (albeit, less powerful) support sets.
  14. Not trying to necro my post, but it looks like one of our least favorite T9s is getting a buff. A nice recharge reduction from 150 to 100 seconds is on Beta. I was hoping to see some more in the buffage department, but this is a decent start. With decent recharge, can at least be an every other mob power.
  15. Honestly, I didn't mean to trigger you. This build isn't that much of an issue. I have capped defense to everything I need and more. You just suggested a lot of things that I wouldn't do, because of the limited slots that have. I apologize if I offended you, but suggestions from your original post would've had me losing S/L defense, global recharge, and really just defense in general (hover for maneuvers is a ridiculous swap - hover is not combat friendly). It seemed a good part of your original post was that Sentinels need Hover. Which is a no. Sentinels aren't Blasters. And you said : "Slot two Gamblers in Hover and also two in Combat Jumping" and "You want 5 Gamblers recharge and regenerations going so drop 2 Reactive and add two more Gamblers there." As if I could slot two uniques in the same power. Sorry, but you apparently have no idea how slotting uniques goes. Cause your option is impossible. I know how to slot my uniques, you should also learn. You can go ahead and post a chapter maligning my build but gosh, touchy lately? Just because you want to Hover blast on a Sentinel (which makes no sense IMO) doesn't mean the rest of us want to. IDK why you think /Ice it a weak secondary, that is a you thing, I love it. And it is a very functional secondary - one that actually has a T9 that can be taken (unlike most defensive T9s designed on live). As someone who has played Water on multiple ATs, I simply disagreed with your assessments. Sorry if you took that personally. I can't with this quote. I won't even comment, but I've never met someone so full of themselves.
  16. Thanks for your response, E, but I really disagree with almost all of your opinions. You had it right when you keyed my build in as an alt aggro-mitigator. That is how I want this Sent to be. More of a Tank-ish thing. I think you missed that the 4th slot in Boxing (and also Ice Sword) give 3.75% S/L defense...something that is utterly hard to find in a tight build...Dropping any of those slots would not be possible, because I'd lose that huge chunk of defense. I almost want to guess that you've never played Water Blast (which is totes fine) but it is an AoE set, dropping Whirlpool and/or Waterburst would kill my damage. Water isn't known for single target, so amping up AoE damage is 100% necessary (regardless of which AT you play Water blast on). Not taking the AOE in Water just means you should go with any other set that has high single-target damage. I have to say this set combo is solid. I have been running +3 PI contact missions and I am generally the first one into a mob. I do not have all of the aforementioned slots done, my build is like 33% IO'd -- need some inf. But It is solid.
  17. Have been having a blast leveling this Sentinel, and I just hit 50! So far, it has been very solid, especially post-30 when I started slotting some of the uniques. /Ice is one of my favorite defense powersets across all archtypes, which is why I chose that. I thought the heal in Water/ would complement high defenses. I chose the Ice epic pool because of theme and also because the numbers on Frozen Aura seemed pretty good, plus I spend half my time in melee anyways. Since I just hit 50, I have not yet decided which Incarnates I will take - but moving towards Agility Paragon Core for the Defense Buff/Recharge/End. Mod is probably the easiest call to make at the moment. I just re-downloaded Mids for the first time in a long time and I did struggle to put a build together, I didn't realize how much more difficult it was to soft-cap S/L/E/N compared to Melee/Ranged/AoE defense (which are always super easy imo). But I did manage to get S/L/E/N over soft-capped (without Energy Absorption) and get okay recharge along with some other bonuses. As I am not an ace with Mids, I am looking for any feedback. Please let me know if I didn't upload the build correctly. Frozen Tide - Sentinel (Water Blast - Ice Armor).mbd
  18. One that I would suggest, and that is one of my favorite Lv.50s, is Dark/Ninjitsu. You pretty easily softcap yourself to Melee/Ranged/AoE defense, have a heal and an endurance recovery power, and Dark/'s to-hit debuffs further buttress your defenses. I usually jump into a mob and hit Aim+Blackstar+Dark Obliteration, then mop up. Very survivable combination IMO.
  19. Still seems like this power should do some minor fire damage over time. I agree it needs something more, but I'm not sure what. I think I'm spoiled by the auto-hit nature of Sleet/FR and can't get over the fact that this T9, which has less debuffs than the other 2 powers, needs a to-hit check. I do think they should drop it down to an even 90 second recharge though. Maybe if this was a targeted AoE, and pulsed - therefore having multiple chances to affect targets - would make it a little more unique. Sonic still needs help. Making Liquefy usable is a good step, but it still needs help. Clarity and Sonic Dispersion need to be combined, since Faraday Cage is better than both of those powers combined and having an AOE toggle that does the bulk of what Clarity does makes it a pretty useless choice. And Sonic Repulsion costs 1.04 end per second for essentially the same function as Repulsion Field from Force Field which only costs .78 end per second. I am very happy to see this recharge halved! I can't wait for this to go live so I can dust off my Sonic/Seismic defender and see how much it affects QoL. I do agree though that Clarity has no place in a set that has Sonic Dispersion, it really makes no sense. Sonic should be king of -res, so maybe a moderate recharge cone that does -25% res to all or something (Disorienting Screech, -res and mag 2 disorient --- similar to Fearsome Stare but -res + disorient instead of -to-hit + fear).
  20. Sentinels are a blast. One of my first 50s after finding Homecoming was an Ice/Ice Sentinel because I wanted to try the new AT. They are very versatile, and when I play my high-level ones, I definitely break alpha (I won't say that I Tank, as I can't hold that aggro, but I am hard to kill). One of my favorite characters is my Dark/Ninjitsu Sent. Solid defenses, backed up by all of Dark/'s -to-hit. I jump in, hit Blackstar, and just never worry about death. It is definitely a combo that I would recommend. I just rolled a new Water/Ice Sent. that I got to 30 today (Ice is my favorite defensive set across all the melee ATs). While /Ninjitsu and /Energy are arguably stronger secondaries for a Sent., /Ice actually gets a T9 that it can use with no huge crash at the end. Overall, Sentinels are, as many have said, the class that a lot of us wanted. At higher levels, and once slotted decently (not even IO'd out) you can expect similar survivability as a Scrapper IMO -- except with the bonus of range and a fast-recharging nuke.
  21. Having played both of the defensive /Energy and /Fire on multiple ATs, I would say Energy will generally outperform Fire in end game content almost always, solely because of all of its tools (unless you're consistently playing with someone who will ensure you always have soft-capped defenses, then having high resistances is fantastic, but that is rare). For Energy, being able to easily push your defenses past the soft cap, without team support, is nothing to laugh at. Fire struggles IMO in high level content unless you have someone bumping up your defense. Yes, you can do that with IOs, but it will be very expensive. Fire armor has always been the farming set because it increases your damage output and, without IOs, can only cap itself on Fire resistance. With Energy you have Energize (which both heals and lowers endurance cost) and Energy Drain, both on short timers. To be honest, outside of farming, you don't see many Fire/ or /Fire defensive powersets -- and its because it excels at damage...not keeping you alive. I have a kitted out Rad/Fire Brute as my farmer and she kicks butt in farms -- but not so much in normal missions. I think you will find /Energy much more survivable, and therefore enjoyable, at higher levels. Especially with Axe, which has a ton of AoE damage already, so it doesn't need /Fire's AoE, but it does greatly benefit from /Energy's multiple endurance fixes. You can build either set to be survivable, but IMO Energy will always outperform Fire, especially at higher levels -- and with a much lower influence cost. Editing to add: Energy also has 3-4 (depending on if you take the T9) powers that you can slot the Luck of the Gambler +Recharge in. Fire has 0 powers to slot it in. That means you can easily get 5 of the LoTGs into your build as Energy (I always take Combat Jumping, Maneuvers, and Weave on melee builds -- so another 3 powers that can also take an LoTG), and Axe definitely benefits from some recharge.
  22. Just got my Axe/Energy to 30 today. It is such a fun combo once you start getting some slotting. Once you get Energize (which heals and also lowers endurance cost of powers for a certain amount of time) plus the end. recovery power, you start to feel the full potential. It is an endurance guzzler before (and also after) you get those two key powers. But it has been a blast so far. Those two powers are game changers in terms of your endurance management. So you do need to give the combo up to Lv.30 to start to mature. IO wise, I have slotted the two +3% defense uniques, the performance shifter +end, and miracle +recovery (all to buttress up that endurance problem) so far. I am usually pretty good just hopping into a mob, either before or after a Tank, and I can mitigate alphas on a team with no Tank. /Energy is very sturdy, and I know it will be easy to soft-cap once I start moving into sets. Currently using regular Lv.30 IOs and the defense is solid. Very much a solid scrapper combo. Editing to say: I rarely play resistance-based secondaries on Scrappers, as the Scrapper resistance cap is 75%, compared to a Tank's 90%...while all ATs have the softcap of 45% defense. So, in my opinion it is easier to make a defense-based Scrapper, than it is to make a resistance-based Scrapper. This is just my opinion, and I'm sure others will have their opinions. But the 75% res cap for Scrappers has turned me away from those sets.
  23. I was actually debating putting a new player guide together since there has been an influx since the licensing announcement, but you beat me to it! I think this is very useful to newer players Just wanted to point out that you don't need to visit the FA's anymore to change the level or team number settings. You can now do that from the chat bar. One thing I might add (and forgive me if it is already there, I did a quick read through and may have missed it), is the P2W vendor. When I came to Homecoming, I didn't realize for a few weeks why people were leveling so much faster than me, and then someone told me about the P2W Vendor in AP. I think mentioning the XP boosts and extra attack powers (definitely useful at those painful lower levels) could be useful.
  24. I just got my Illusion/Dark to 50 and am slowly slotting him out. I think it is a very fun character. You need to think of yourself less of a normal "Controller" and more of an aggro mitigator. You will never be the lockdown king/queen. What you will be is the Diversion Duke. Really high recharge is what you want. Getting PA up and out as soon as possible is what Illusion was made for IMO. /Dark is my favorite set (mostly cause it is also my fave set on Defs but the Cont. version is better). I have a thread on Ill/Dark going, so please go ahead and find some other pointers there. But know that "fun" is subjective. I don't find Ice control fun because, IMO, it is just not good. You, or someone else, may love it. But if I was going for a very soft-control "Controller" I would choose Illusion.
  25. Going to be honest, after 50, I am finding next to no use for Deceive. As I go about IO-ing out my character this is the first power on the chopping block. Allows me to take Vengeance, which opens up a slot for another IO set that gives me +Rech. Does anyone find a single target confuse useful, post-50? I can count how many times i've used it on 1 hand. I'd rather the extra slot for some more recharge tbh.
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