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Ashford

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Posts posted by Ashford

  1. Honestly, people act like sentinals are useless, they just are in desperate need of tweaking. The small target cap hurts it, the damage needs a slight boost but really not that far behind a scrapper, the buff stacking  on a sentinal needs tweaking. Honestly the only reason sentinals are gimped like this to begin with is because it's an archaic way to address the fact that if sentinals got buffed too much it would make scrappers irrelevent which is dumb because at the end of the day one archetype is being stomped out in favor of the other when there should be marginally little difference to choose a scrapper or sentinal with enough pros and cons to have a case to pick either. 

  2. Difference between a brute and a scrapper

     

    Scrappers are absolute wimps until level 50

     

    Brutes start strong and then fall off at around 50

     

    Scrappers are good for general content

     

    Brutes are really only get to shine as fire farmers and even these days some builds can outclass a brute in that respect, brutes get no benifits from team play, scrapper, stalker, tankers out class them. Brutes kinda just exist, but are redundant unless their fury mechanic gets a tweak in the future. 

  3. On 4/16/2024 at 5:17 PM, Sovera said:

    Welp, the Bio/Fire was going fine until Manticore. Then I started dying. Then I wised up to be careful about being confused. Then kept dying anyway. So I went more carefully, got ready to flee when needed. Then got hard countered by a spawn with four +2 bosses, two of which were debuffers and they hard walled me with four deaths in a row, return from hospital, get killed, etc. I could have gobbled inspirations to pass them, but, heh.

     

    I went to look at why the Stone/Fire Melee had breezed through Manticore and the only thing I saw was the softcapped defense to psi... Well, softcapped defense to everything I guess. I had 38% defense to energy and once debuffed Ablative was of no help.

     

    Bio lives up to the idea of being pretty strong offensive and against generic enemies but folding against debuffs. A bit like Willpower I guess. It did make me feel like a Scrapper. Or at least a Brute. Very strong trip up to 45 and Manticore at least.

    yup and that's why I call it a toolkit resist set. It does it's job at mitigation but in a real fight as bio, the build will either fold like paper or the build will be dropping in damage as time spent doing damage  will be on doing a defensive rotation that can not be sidestepped as most of the actual damage mitigation is button based so there will be a damage loss, which means mobs are not dying as fast as they should, which means taking in more damage, which means a higher likelyhood of once again, folding like paper. 

    • Like 1
  4. That's kind of the issue with /DM. Sure, bio will make DM hit harder, but DM already has a penalty to damage in exchange for -hit and bio on a tanker does not need -to hit when bio already works best on a tanker since tankers have a high HP pool to almost gloss over bio's issues (to much time pressing defenseives when you could be pressing the damage buttons).

     

    Not to mention as a Tanker, there is no real benefit  to pick DM again because in bio your more likely to be stuck in defensive stance as the tanker will be the one being hit most of the time. So, there are rarer instances to actually use offensive stance to boost DM to then actually do the amount of damage any other boosted primary AT can do with more damage. DM in general is best used with an AT like SR or invuln as DM's best trait is that it can add an extra layer of defense to a defense set with the only downside being an actual Tank relying on teammates to do most of the damage more than any other tanker.

     

    Of course, this is not to discourage people mixing DM with bio but it's good to know where a build may have bottlenecks. 

  5. On 3/1/2024 at 2:41 PM, ParagonKid said:

    This is Ston's Melee AT Archetype comparison. It is slightly old, but unless you have any newer numbers to present, it's the best thing to refer to.

     

     

    For single target damage, Super Strength comes out about middle of the road. Trapdoor runs, which gauged AoE performance but are invalid now, bring it up a bit in the rankings on everage.

     

    Either way, it is considered S Tier alongside Fiery Melee, Savage Melee, Axe, TW, Martial Arts etc.

     

    It is considered comparable to them for damage output and "worth".

    So what's the problem?

     

    You know what those sets DON'T have that SS does? A crash. A built in drawback.

     

    Why should Super Strength have a crash for the non-advantage of performing with around the same effectiveness as sets that are both better than it in some ways, but have no built in penalties themselves?

     

    It really shouldn't. But it does.

     

    That is why SS is "bad". Because it pays a price for mediocrity. It is taxed more for doing the same as other power sets.

     

    And this is a totally fixable problem. You either raise its damage output to warrant a penalty being in place, or you remove the penalty. Relatively straight forward. Except for the fact nobody will lift a finger to fix it, but instead doubled down on it when they did have the chance to fix it and then left SS to wallow.

     

    Which is why I'll always advise anyone asking to not engage with SS unless they absolutely need that specific flavor. Because the only good reason to take the set in its current state is for RPing.

    I think your issue is you follow outdated statistics when in reality it's really hard to pinpoint which AT is "best" with the exceptions ("cough" kinetic) 

     

    A lot of those powers on that list either got buffed or nerfed as of present date

     

    Second, getting a more accurate data would be pretty hard to do because the data only fixates on the primary and not the secondary as the secondary can affect the performance of a powerset with rad, bio, and fire, being main factors for testing optimal performance, Either way it's best not to fixate on "what's best" as what's best does not directly translate to fun, Sure if a powerset makes ever mob fly like ragdolls that would probably sound like fun, but if it ultimately trivializes the content chances are there is really no reason to keep playing because as a min/maxer the problem has been solved, why play any other build? every other build does less damage than me,

  6. s

    On 2/14/2024 at 10:51 AM, Grimm2 said:

    I'll third it. I already spoke of dp/sr, but elec/ea/elec was my first built- out sentinel and it's so great. Good damage, Shocked makes partial drain useful against any target, your armor protects against any un-sapped targets, sapped targets are effectively controlled, that basic immobilize stops foes from running away or to your team's backline. /Ea performs very well as a def set with decent resists, a heal, extra health, and endurance tools. Elec blast is also very, very visible on teams, people will know you're there with Thunderous Blasts every half minute 🙂 Teaming with other Elec Blast users is also a joy. 

     

    I recall some mish I was exemplared on and some folks got pinned in that CoT prison room. I ate a purple and held the line at the room entrance, immobilizing, sapping, detoggling ghosts' Chill of the Night with Tesla Cage, allowing folks to get up and get out. It was a fine moment to be a Sentinel.

     

    anyone ever tested bio for that set? After all if enemies are being disabled with electric combo, that would mean less things hitting the character, which means less time pressing defensive buttons and more pressing actual attacks, then electric saps endurance, making recovery adaption redundant which means only 2 buttons to worry about and being in attack most of the time once enemies are made useless.

  7. more sentinel specific powers, instead of assault rifle I would like an arsenal set. For those who want to "gun fu"

     

    LmpwZw

     

    Edit: forgot to mention but a mix up for a MM or maybe even controller > turrets, non traditional stationary minions, huge damage, staying power, that sort of thing

  8. I would not say bio is "Best" it's more of a toolkit resist set than practical from a gameplay perspective. elec is less hassle than bio. Rad is more accessible and there is almost no flaw with it except for it's cooldowns which needs investment to fix on top of plugging the resist holes. Bio needs an entire rotation just to mitigate a bunch of damage. 

    • Thanks 1
  9. Things to keep in mind with defensive, they just suck without the appropriate investment. Defensive based mitigation are very expensive and Shield is up on the list for most expensive. The character will be super squishy until the defense cap is reached . SS/shield is among the kind of builds that will require a proper mids guide to get right since the build will rely on other sources to maintain endurance. Personally, I would stick with resistant based mitigation like rad, electric, unless you got billions of currency laying about and a friend who will fire farm you.

  10. Eh, with SS rad would be clunky. It works best with shield, invuln, but my personal best in slot for SS would be electric as it can be easily capped with a tanker and SS is very endurance hungry.

  11. The fundamental issue with regen is that regen has nothing going for it. It has no defense and no resists so the only way to benifit at all is to be a tanker that has a much higher HP pool. However, even with a higher HP pool, without defensives/resists and regen being the only thing sustaining the character, there is nothing preventing that character from dying to one shot damage.  The only power set in the game that could possibly make it less bad is the dark power set as it decreases the amount of times the player gets hit but even then, that is not going to be much of a help.

     

    That is why WP is also kind of a bad powerset as well as it is a hybrid between regen and resistance which only makes it so your character will get two to three shotted instead of being oneshot as WP does only half the job of a resist build with none of the benefits,  WP and Regen could use a rework.

  12. He is talking about energy manipulation. and to answer your question EM is a defense secondary which means it's designed to prevents things from hitting your character in the first place. Issue with defense secondaries  compared to resist secondaries  is that a defence is a lot more expensive to build and if the player lacks a guide, their build is going to suck. A resist build is more accessible, but tend to have gaps in their armor which means starting out at 50 even with decent enhancements, epic powers, and some investment in incarnetes, the build is going to be downed eventually or quick if it's a blapper, controller, etc. 

     

    The only inherent flaw with a defense secondary is that although rare once maxed, eventually something will hit the character and if it's one big hit, it's a one shot. 

  13. 1 minute ago, Hyperstrike said:


    Here's a quick & dirty build.

     

     

      Hide contents

    This Hero build was built using Mids Reborn 3.0.4.7
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    China Syndrome: Level 50 Magic Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Radiation Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership

    Hero Profile:
    Level 1: Blazing Aura -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(3), SprMghoft-Acc/Dmg/Rchg(3), SprMghoft-Dmg/EndRdx/Rchg(5), SprMghoft-Acc/Dmg/EndRdx/Rchg(5), SprMghoft-Rchg/Res%(7)
    Level 1: Contaminated Strike -- Hct-Acc/Dmg/Rchg(A), Hct-Dmg/Rchg(7), Hct-Acc/Rchg(9), Hct-Dam%(9)
    Level 2: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(11), UnbGrd-ResDam/EndRdx/Rchg(13), StdPrt-ResDam/Def+(13)
    Level 4: Radioactive Smash -- GldStr-Acc/Dmg/End/Rech(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(17), CrsImp-Acc/Dmg/Rchg(19)
    Level 6: Healing Flames -- Ags-Psi/Status(A), Prv-Heal(19), Prv-Heal/Rchg(21), Prv-Absorb%(21)
    Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23)
    Level 10: Temperature Protection -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(25), UnbGrd-Max HP%(25), GldArm-3defTpProc(27)
    Level 12: Taunt -- PrfZng-Dam%(A)
    Level 14: Consume -- ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Dmg/EndRdx(27), ScrDrv-Dam%(29)
    Level 16: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(31), ImpArm-ResPsi(31)
    Level 18: Radiation Siphon -- TchoftheN-Acc/Heal(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(33), ThfofEss-Acc/Heal(33), ThfofEss-Acc/EndRdx/Heal(33)
    Level 20: Burn -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg/EndRdx(34), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Acc/Dmg/EndRdx/Rchg(36), SprAvl-Rchg/KDProc(36)
    Level 22: Kick -- FrcFdb-Rechg%(A)
    Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam/EndRdx/Rchg(37)
    Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), ShlWal-ResDam/Re TP(39), Rct-ResDam%(39)
    Level 28: Fiery Embrace -- RechRdx-I(A)
    Level 30: Fusion -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(39), GssSynFr--ToHit/Rchg/EndRdx(40), GssSynFr--Rchg/EndRdx(40), GssSynFr--ToHit/EndRdx(40), GssSynFr--Build%(42)
    Level 32: Irradiated Ground -- FuroftheG-Acc/Dmg(A), FuroftheG-Dam/Rech(42), FuroftheG-Dam/End/Rech(42), FuroftheG-Acc/End/Rech(43), FuroftheG-Acc/Dmg/End/Rech(43), FuroftheG-ResDeb%(43)
    Level 35: Devastating Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46), SprBlsCol-Rchg/HoldProc(46)
    Level 38: Atom Smasher -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(46), SprGntFis-Acc/Dmg/Rchg(48), SprGntFis-Dmg/EndRdx/Rchg(48), SprGntFis-Acc/Dmg/EndRdx/Rchg(48), SprGntFis-Rchg/+Absorb(50)
    Level 41: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 44: Assault -- EndRdx-I(A)
    Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50)
    Level 49: Super Jump -- WntGif-ResSlow(A)
    Level 1: Gauntlet
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(15), Mrc-Rcvry+(15)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)
    Level 50: Cardiac Core Paragon
    Level 50: Ion Core Final Judgement
    Level 50: Diamagnetic Core Flawless Interface
    Level 50: Longbow Core Superior Ally
    Level 50: Rebirth Radial Epiphany
    Level 50: Assault Core Embodiment
    Level 50: Freedom Phalanx Reserve
    Level 50: Portal Jockey
    Level 50: Task Force Commander
    Level 50: The Atlas Medallion
    ------------

     

     

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    woops Got that backwards meant rad/Fire melee, my bad

  14. On 5/24/2023 at 1:41 PM, Ston said:

     

     

    My other concern with this is that stalkers have sets like Martial Arts with zero AoE. I can’t imagine how awful it would be to try to clear groups of 16-20 enemies without any AoE in your primary set 😅

     

    Survival isn’t an issue since my test parameters allowed orange/green inspirations to be used. I don’t use purples so that incoming debuffs would be a factor. Like you mentioned, some sets would be better at mitigating incoming debuffs, but I wasn’t too concerned with mitigation of incoming damage. 

     

    One snipe power alone wouldn’t be enough to deal with runners in an efficient way. They will run in opposite directions, so you can probably spend up to 10-15 seconds chasing two minions who ran opposite directions at 5% HP.

     

    I can look back at the builds, but most of them used the same ST chains in Trapdoor as they did in the Pylon test. And then AoE chains would open with Ball Lightning (Scrappers) or Dark Obliteration (Tankers/Brutes) and would be followed with as many PBAoEs/Cones the set had. And in between those I would use the ST chain on priority targets.

     

    Examples:

    SS: Dark Oblit > Foot Stomp > CP

    Claws: Dark Oblit > Spin > Shockwave

    Rad: Dark Oblit > Atom Smasher > CP

     

    That's why the caveat of these charts is that it only speaks about raw number performance and not the over all potential. MA may be up there in terms of raw performance but MA lacks in proper AoE, which means that it may work for a scrapper, but not necessarily for a brute or tanker (why even tanker if AT doesn't take advantage of target cap) in 100% of any situation.

     

    Same with Savage melee, it may seem high in performance like a scrapper or Tanker but will likely shine far more often on a brute due to it's dot mechanic which scales with fury. The only real downside to SM on a brute is that ramp up time.

  15. Hard to say how it would do on a scrapper in the current balance, Dark is more of a Tanker pick but on a Scrapper? Maybe Dark/rad/soul and see if it outperforms the tanker variant. or just dark sheild

  16. 1 hour ago, PyroNugget said:

    this is just overwhelmingly BAD information!

     

    nearly every single set bonus( barring the +2-4% direst dmg increases) are DEFENSIVE BASED

     

    let me say that again for the OP--99% of every SINGLE SET BONUS are DEFENSIVE(general term) BASED!!

     

    wish you could get to the 45% DEFENSE soft cap, better start slotting set bonus IN YOUR ATTACKS!

     

    want your smash/lethal RESISTS at 90%?...  set bonuses in your attacks can get you there.

     

    ACROSS the board, you have hole, fill it with set bonuses, EVERY SINGLE SET IN THE GAME--ffs i need bigger caps so he can read.

     

    oh and as a by product of actually making your tank better, you also have +ACC,DMG,RECH and END REDUC!

     

    just shamefully bad information,this is the COH equivalent of telling people to drink bleach for whiter teeth( DO NOT DO THIS!)

     

    Ya he clearly hasn't been up to date on what the current balance is for Tankers. 4 years ago, maybe this guy would have had a point as Tanker damage was that abysmal to the point that at the very least, it would be helpful for a tanker to keep aggro as quite frankly they can be very hard to kill.

     

    Now, no, Tankers very much outperform brutes in the AoE department and can do enough damage that the only reason a Tanker would actually need a taunt at all is if the Tanker rolled a more single target AT like Energy Melee. Even then, if a tanker can clear as fast as they pull it's not like anyone is going to care, not to mention Tanker can also just be played as a DPS as again, they do pretty nice damage now.

    • Like 1
  17. Well with the current balance changes despite what people say, from a min/max perspective, AR could actually be a much better middle of the road AT for a blaster and  could in theory pair much better with MA than DP does. Keep in mind, although this is strictly for ST, the OP did say AR still tested high for AoE

     

     

  18. On 4/27/2023 at 9:00 PM, SeraphimKensai said:

    You can actually triple stack rage. I've done it in Hami raids where you get a lot of external recharge buffs as well. It doesn't last long at 3x, like 10 seconds or so.

     

    Rage always has a crash even if you perma it. Most of us actually build enough recharge to run it double stacked for a significant uptime.

     

    The HC devs floated a rage patch a few years ago that would make it not have a crash at one stack, but a lot of players at the time complained about the change when it was on open beta and it was reverted and hasn't been revisited yet.

     

    Which is not a good idea because that's why players overlook SS in the first place

  19. 18 minutes ago, SeraphimKensai said:

    Define fix.

     

    The -defense is negligible because it's a resistance based. The -end is quickly recovered by Power Sink. Nothing is going to stop the -damage, but you can skate around that with temp powers judgement, and proc slotting.

    Well the idea is since electric armor helps with recharge, stack that with hasten, rage with recharge and then it's a perma rage so no crash.

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