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Astral_Storm

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Posts posted by Astral_Storm

  1. Hello All,

     

    I only discovered this year that CoH was back up and running in its new guises.  I originally started playing Homecoming on the Everlasting Server but then found out that all my friends in the Discord group I'm in are on the Excelsior Server so I switched.  The problem is that I can rarely play with my Discord friends because they are mostly West Coast U.S. and mostly play when I have to be in bed (I'm based in the UK).  Also, as they have been playing for years they are doing all the content at the highest level which I'm not ready for yet.  So, I'm looking for an SG that has some (if not a lot) of active Euro players who I can join to relearn the game (as I've forgotten everything since live).  Ideally an SG that don't mind explaining things to an old gamer like me.

     

    Kind Regards,

     

    @AstralStorm (In-game handle)

    • Like 4
  2. 5 hours ago, Yomo Kimyata said:

    Thank you very much for this and I'll take a look and compare with what I came up with!!

  3. On 3/12/2020 at 1:27 PM, oOStaticOo said:

    Hero Plan by Mids' Hero Designer 1.962
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Scrapper
    Primary Power Set: Titan Weapons
    Secondary Power Set: Electric Armor
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Crushing Blow -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(3), SprScrStr-Acc/Dmg/Rchg(3), SprScrStr-Dmg/EndRdx/Rchg(5), SprScrStr-Acc/Dmg/EndRdx/Rchg(5), SprScrStr-Rchg/+Crit(7)
    Level 1: Charged Armor -- ImpArm-ResPsi(A), TtnCtn-ResDam/EndRdx(7), TtnCtn-ResDam/EndRdx/Rchg(9), TtnCtn-ResDam(9)
    Level 2: Titan Sweep -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(11), SprAvl-Acc/Dmg/EndRdx(11), SprAvl-Acc/Dmg/Rchg(13), SprAvl-Acc/Dmg/EndRdx/Rchg(13), FrcFdb-Rechg%(43)
    Level 4: Conductive Shield -- ImpArm-ResPsi(A), TtnCtn-ResDam/EndRdx(15), TtnCtn-ResDam/EndRdx/Rchg(17), TtnCtn-ResDam(17)
    Level 6: Lightning Field -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Acc/Dmg/Rchg(19), Erd-%Dam(19), FuroftheG-ResDeb%(21), Arm-Dam%(21), EnrMnp-Stun%(23)
    Level 8: Build Momentum -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(23)
    Level 10: Static Shield -- ImpArm-ResPsi(A), TtnCtn-ResDam/EndRdx(25), TtnCtn-ResDam/EndRdx/Rchg(25), TtnCtn-ResDam(27)
    Level 12: Kick -- Acc-I(A)
    Level 14: Tough -- ImpArm-ResPsi(A), TtnCtn-ResDam/EndRdx(29), TtnCtn-ResDam/EndRdx/Rchg(31), TtnCtn-ResDam(31)
    Level 16: Grounded -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(27), ImpArm-ResPsi(31)
    Level 18: Rend Armor -- Hct-Acc/Dmg/Rchg(A), Hct-Acc/Rchg(29), Hct-Dmg/EndRdx(33), CrsImp-Acc/Dmg/EndRdx(33), CrsImp-Dmg/EndRdx/Rchg(33), AchHee-ResDeb%(45)
    Level 20: Energize -- Mrc-Heal/EndRdx(A), Mrc-EndRdx/Rchg(34), Mrc-Heal/Rchg(36), Mrc-Heal/EndRdx/Rchg(36), Mrc-Heal(36)
    Level 22: Weave -- LucoftheG-Rchg+(A), RedFrt-Def/EndRdx(37), RedFrt-Def/EndRdx/Rchg(37), RedFrt-Def(37)
    Level 24: Maneuvers -- LucoftheG-Rchg+(A), RedFrt-Def/EndRdx(39), RedFrt-Def/EndRdx/Rchg(39), RedFrt-Def(39)
    Level 26: Whirling Smash -- Arm-Dmg(A), Arm-Dmg/Rchg(40), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(40), Arm-Dmg/EndRdx(42), FrcFdb-Rechg%(46)
    Level 28: Lightning Reflexes -- Run-I(A)
    Level 30: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(34), Rct-ResDam%(42)
    Level 32: Arc of Destruction -- FuroftheG-Acc/Dmg/End/Rech(A), FuroftheG-Acc/End/Rech(43), Erd-Acc/Dmg/Rchg(43), Erd-Acc/Dmg/EndRdx/Rchg(45), Erd-Dmg(45), FrcFdb-Rechg%(46)
    Level 35: Power Sink -- RechRdx-I(A), RechRdx-I(42)
    Level 38: Conserve Power -- RechRdx-I(A), RechRdx-I(46)
    Level 41: Physical Perfection -- EndMod-I(A)
    Level 44: Follow Through -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/Rchg(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(50), FrcFdb-Rechg%(50)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 49: Assault -- EndRdx-I(A)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Critical Hit 
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(15), Pnc-Heal/+End(34)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A)
    Level 1: Momentum 
    Level 50: Agility Partial Core Revamp 
    ------------

     

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    Thank you very much for posting this (I know it was a while ago).  I've started an MA/Elec Armour Scrapper and I've been struggling to find a Mids build showing how to slot for Elec Armour.  Would be nice if it was MA specific but I'll take what I can get :)

  4. I've already got my Water / Storm Corruptor to Level 38 before I saw this.  I really would not like to have to recreate her as a Storm / Water Defender if I can avoid it.  Did someone post their End efficient build for Water / Storm Corruptor and I can't see it?  Kind Regards.

  5. On 8/6/2019 at 3:43 AM, Sunsette said:

    Secondary Powerset: Energy Aura

    • Medium Healing, High Defense, Medium Resistance, Medium Clickyness
    • 20% Global Recharge Reduction, 60% Global Endurance Reduction, Endurance DrainMedium Defense Debuff Resistance, Medium HP Increase, Low Psionic Defense, No Protection vs. Confusion, Fear, or Terrorize

     

    Compared to Energy Aura sets on other archetypes, Sentinel Energy Aura has been rendered 'boring but effective'. Dampening Field, Entropic Aura, and Energy Protection have been replaced by less conditional powers, and it loses the built-in stealth effect for an auto power that saves a little bit of Endurance cost. Only one power now -- Power Drain -- benefits from the Sentinel standing in a crowd.

     

    Energy Aura is one of two secondary powersets that are arguably the gold standard of Sentinel defensives, the other being Super Reflexes. In a virtual dead heat for second-highest defense values, possessing a solid increase in health, and having two skippable abilities that are also decent choices in their own right, Energy Aura is a consistent performer that has no real weaknesses aside from the need to use Defensive Opportunity, Energize, or Power Drain roughly every 30 seconds to keep endurance costs under control; it hemorrhages endurance otherwise. Just make sure you use the Energy Glow customization option and the most subtle colors you can find, or you'll only see a giant lightblob instead of your actual character. 

     

    Beginner's Overview

    When leveling up, damage resistance is not very helpful (unless you're going to slot the defense IOs, mentioned below), so those powers can be skipped for later in order to prioritize other importance choices. This is because resistance is only useful when you have a lot of it, while defense has value early on. The exception to this is the power Entropy Shield, which gives you protection from and resistance to status effects. If you are leveling up in teams or in most of Paragon City, this isn't a big deal until high levels -- however, any delay in taking Entropy Shield in the Rogue Isles or Praetoria will be quickly regretted.

     

    While Energize is a pretty good heal, its true value is in its Endurance Cost reduction, which is better than even a level 50 Endurance IO that has been boosted as much as possible. As soon as you notice that you are consistently having any endurance problems at all, take Energize and start popping it on cooldown. Because it's Endurance Reduction rather than Recovery, waiting for when your blue bar is low will not help you; because Energize also comes with a large Regeneration buff, you won't be completely punished for using it before you take damage.

     

    While Defensive Opportunity can likewise control your endurance issues, Energize frees your options up to go the offensive with Offensive Opportunity at the low levels where it provides a significant benefit, as well as giving you more health in an emergency 

     

    Slotting

    Because it covers rarer damage types, Power Shield is a better choice to put Kismet: +Accuracy (approximately 4.5 million influence) if you want one to save accuracy slots on your primary powerset. Steadfast Protection (Minimum Level: 7, 4 million influence) and Gladiator's Armor (Minimum Level: 27, 9 million influence) both contain IOs that increase all defense scores by 3%, which is a huge benefit at all levels, and doesn't require the power to even be toggled on if your endurance is in bad shape for some reason.

     

    I wouldn't spend money on slotting anything else into defense until level 30+ IOs or SOs. Lower values provide marginal benefit.

     

    Skippable Powers

    While you can delay taking Kinetic Dampening and Power Armor as mentioned above, you'll eventually want to take both powers or you should have gone into Super Reflexes or Ninjitsu instead. The two optional powers are Power Drain and Overload.

    • Power Drain. The value of Power Drain increases, appropriately enough, if your primary powerset contains important PBAOEs. If you're close to the action anyway, Power Drain offers a second way of managing your Endurance, allowing you to focus Energize on healing and use Offensive Opportunities rather than do Endurance management. The only other reason to use Power Drain is if your primary or an epic pool that you are invested in also deals endurance damage or drain. Power Drain steals a large amount of Endurance and also halves Endurance recovery -- when part of a rotation of three or four other similar powers, it is easy to exhaust enemies before they are actually defeated.
    • Overload. Energy Aura is blessed with one of the strongest of the old-style crashing T9 powers, but crashing T9s are still generally not preferred -- no matter how strong the effect, suddenly becoming a big, floating target who has to reactivate anywhere from 4 to 10 toggles is always going to be a risky proposition. While Overload doesn't do anything to directly counter the psi-hole that Energy Aura suffers from, it actually doesn't need to. Psionic damage itself tends to be relatively weak, outside of the Rularuu and a handful or Archvillains. What makes groups like Arachnos, Carnival of Shadows, Seers, and Rikti so dangerous is that the psychic members of these groups often impose debuffs that make it easier for their non-psionic allies to defeat you. With its huge defense, defense debuff resistance, maximum HP, and recovery buffs, Overload is a significant benefit against all but purely psionic enemies -- and if you've built up your psionic defense and resistance through IOs, still a help against those.

     

    Advanced Slotting

    In addition to the choices mentioned above, as is standard you'll want Luck of the Gambler sets in up to five powers over your whole build for another 37.50% global recharge reduction. For defense powers, also consider the +resistance IOs in the Shield Wall and Reactive Defenses defense sets. I try to put +5 boosted Defense/Global Recharge, Defense, and Defense/Endurance in every toggle and auto that gives defense, though I usually end up skipping Defense/Endurance on the autos.

     

    For resistance powers, I am a big of Unbreakable Guard (both for the +max HP unique and defense bonuses from the sets) as well as Impervium Armor (for the psionic defense set bonus and psionic resistance global). Both sets also improve Endurance management, which is great for the toggle-heavy Sentinel AT. Because Energy Aura gets so much Smashing, Lethal, and Energy Defense to begin with, it's common to put build resources towards Psionic Defense. An Energy Aura Sentinel that is fully geared can easily reach 33% Psionic Defense and mid-20s Psionic Resistance, and it's possible to softcap Psionic Defense and get mid-30s Psionic Resistance with only mild offensive loss.

     

    You will probably need to slot Kinetic Combat or Winter Sets into some of your attack powers in order to make softcap on all S/L/E, or Devastation if you're trying to pursue Psi Softcap, though be careful not to sacrifice too much recharge to do so.

     

    I usually frankenslot Energize for Heal/Recharge with two slots +5 boosted, as there are no great healing set bonuses before five slots. I am fairly certain Power Drain is auto-hit; for that, get End Reduction (it's a costly 13 Endurance) and/or Recharge. You only need End Modification if you want to emphasize removing enemies' Endurance, as even two targets with no End Mod enhancement is half of your Endurance bar.

     

    If you're intent on grabbing Overload, slot it as a healing power, not a defense power. 40% HP is about 480 HP, and this is nothing to sneeze at. Slotted for HP, that's almost a thousand extra HP you can have, which is a big deal for psionic enemies and incarnate content.

     

    Complementary Choices

    • There are no sets for which Energy Aura is a bad choice, but Power Drain synergizes well with Electric Blast and Electric and Mu Masteries. The built-in recharge speed makes Energy Aura a good candidate for going deep into the Psionic Mastery pool for Link Minds.
    • Because it has two skippable powers, Energy Aura is good if you want to explore a primary without a lot of clear skippable choices (such as Beam Rifle, Dual Pistols, or Water Blast) or go heavy into epic pools or weaker travel pools like Teleportation.
    • As always, Hasten is helpful since it reduces Energize and Power Drain downtime; Energize also reduces the crash at the end of Hasten. Leadership and Fighting are strong choices for every Sentinel.
    • Leaping and Flight are both strong pools since Combat Jumping and Hover both add to all of your defenses, and can close a lot of the distance to 45, 48, and 50% -- common defense breakpoints.

     

    Incarnate Abilities

    Not many incarnate abilities really interact with your secondary at all.

    • Alpha: I don't recommend any Alpha slot ability that reduces recharge, as it reduces the effectiveness of PPM procs in your primary; but I'd still take Agility Radial (Endurance Modification, Recharge Reduction, Defense Buff, Movement Speeds) over Nerve Radial (Accuracy, Hold Duration, Defense Buff, Taunt Effectiveness, Confusion Duration, Flight Speed) in most cases, unless you're frankenslotting -- recharge is never useless and the End Mod synergizes well with Power Sink. Overall, it's best not to let Energy Aura dictate your Alpha slot. 
    • Interface: Diamagnetic Core's to-hit debuffs can provide a useful safety buffer when dealing with enemies that impose defense debuffs even though it's easy for Energy Aura to soft-cap defense scores. 
    • Destiny: If you have no other way to manage your endurance problems, go for Ageless. The choice between Ageless Core and Ageless Radial is between a ridiculous amount of endurance and a bit of haste, versus a good amount of endurance and defense debuff resistance. Otherwise, Barrier Core is a strong defensive choice for every Sentinel build, and Clarion Radial will increase your range, secondary set, and some of your side effects for a time. 

    This is excellent thank you.  I've built a Dual Pistols / Energy Aura Character but don't really know what I'm doing.  She is level 48 now but, yeah, endurance is a serious issue.  I'm going to try to adopt your Beam Rifle / Energy Aura build for Dual Pistols but not sure which Dual Pistols Skill I could skip.  Any advice on this please?

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