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Fedifensor

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  1. Focus on new areas like Kallisti Wharf, revamp old content that is showing its age (Synapse and Shadow Shard TFs), add Origin Power Pools, continued refining of powers and systems that aren't necessarily working the way they were originally intended. Add more Incarnate-level content for those seeking to play their characters who have already reached level and want a sense of further progression. I have no problem with income generation via cosmetics and even alternate powersets, but would prefer individual purchases rather than subscriptions and no content sold that gives an in-game advantage over people who don't have the money to spend (P2W).
  2. What is the purpose of Interrupt IOs (including Interrupt in Snipe sets) now that we have fast snipe?
  3. I'm currently playing a Willpower / Psionic Melee (up to 32 as of this posting) and could use some help optimizing the build. My goal is to get at or near the resistance cap of 90% for Smashing and Lethal, at or near the defense cap for Energy and Negative Energy, and a strong combo of Defense and Resistance for Psionic. I'd also like to fulfill my primary role as a tank who can gain and keep aggro, and contribute some damage. Here's the first draft of my build: Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Tower of Iron Will: Level 50 Science Tanker Primary Power Set: Willpower Secondary Power Set: Psionic Melee Power Pool: Sorcery Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: High Pain Tolerance -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(15), TtnCtn-ResDam/EndRdx(29), TtnCtn-ResDam(31), Prv-Heal(43), Prv-Heal/Rchg(43) Level 1: Mental Strike -- GntFis-Acc/Dmg(A), GntFis-Acc/Dmg/Rchg(3), GntFis-Acc/Dmg/EndRdx/Rchg(9), GntFis-Dmg/Rchg(11), GntFis-Dmg/EndRdx/Rchg(13), GntFis-Rchg/+Absorb(13) Level 2: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(11), UnbGrd-Max HP%(27), Ags-ResDam(45), ImpArm-ResPsi(46) Level 4: Telekinetic Blow -- MghoftheT-Acc/Dmg(A), MghoftheT-Acc/Dmg/Rchg(5), MghoftheT-Acc/Dmg/EndRdx/Rchg(5), MghoftheT-Dmg/Rchg(7), MghoftheT-Dmg/EndRdx/Rchg(7), MghoftheT-Rchg/Res%(9) Level 6: Indomitable Will -- ShlWal-ResDam/Re TP(A), LucoftheG-Rchg+(33) Level 8: Rise to the Challenge -- Prv-Heal(A), Prv-Heal/EndRdx(40) Level 10: Taunt -- PrfZng-Taunt/Rchg(A), PrfZng-Taunt/Rchg/Rng(15) Level 12: Quick Recovery -- PrfShf-EndMod(A), EffAdp-EndMod(37) Level 14: Mystic Flight -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(46) Level 16: Psi Blade Sweep -- Erd-Acc/Dmg/Rchg(A), Erd-Acc/Dmg/EndRdx/Rchg(17), Erd-Dmg/Rchg(17), Erd-Dmg(19) Level 18: Heightened Senses -- Rct-ResDam%(A), Rct-Def(19), Rct-Def/EndRdx(21), LucoftheG-Rchg+(34) Level 20: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/Rchg(21), KntCmb-Dmg/EndRdx/Rchg(23), KntCmb-Knock%(23), CrsImp-Acc/Dmg(43), CrsImp-Acc/Dmg/Rchg(45) Level 22: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(25), RctArm-ResDam/EndRdx/Rchg(33), RctArm-ResDam/Rchg(34) Level 24: Weave -- Rct-Def(A), Rct-Def/EndRdx(25), Rct-Def/Rchg(27) Level 26: Fast Healing -- Prv-Heal(A), Prv-Absorb%(29) Level 28: Boggle -- MlsIll-Acc/Conf/Rchg(A), MlsIll-Acc/Rchg(34) Level 30: Arcane Bolt -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(31), Thn-Dmg/Rchg(31) Level 32: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(33), LucoftheG-Def(42), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-Def/Rchg(50) Level 35: Greater Psi Blade -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/Rchg(36), KntCmb-Dmg/EndRdx/Rchg(36), KntCmb-Knock%(36), CrsImp-Acc/Dmg(37), CrsImp-Acc/Dmg/Rchg(37) Level 38: Mass Levitate -- Obl-Acc/Dmg/Rchg(A), Obl-Acc/Dmg/EndRdx/Rchg(39), Obl-Acc/Rchg(39), Obl-Dmg(39), Obl-Dmg/Rchg(40), Obl-%Dam(40) Level 41: Focused Accuracy -- GssSynFr--ToHit/EndRdx(A), GssSynFr--ToHit(42), GssSynFr--Build%(42) Level 44: Physical Perfection -- Prv-Heal(A), Prv-Heal/Rchg(45) Level 47: Energy Torrent -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End/Rech(48), OvrFrc-Acc/Dmg/End(48), OvrFrc-Dmg/End/Rech(48), OvrFrc-Dam/KB(50), FrzBls-Rchg/ImmobProc(50) Level 49: Resurgence -- PrfShf-EndMod/Rchg(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- RechRdx-I(A) Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A) ------------
  4. Bring a controller to the party. When I play the Manticore TF with my controller, 80% of my time is spent locking down Paragon Protectors before they can activate Moment of Glory.
  5. Most sets will let you be pretty tough. I run Fire/Fire, and while people think of it mainly as an offensive build, I run with 35% Ranged/Energy/Negative Defense* and capped Smashing/Lethal/Fire Resistance, plus a toggle Heal Over Time. There are very few enemies in the game that can bypass that combination of defense, resistance, and healing. * The only reason I'm not capped on ranged defense is that I chose to spread out my Archetype IOs to get +50% range...which also helps with survivability on a Sentinel.
  6. A wholehearted recommendation isn’t needed, but it should be mentioned as an option for those who favor a longer range playstyle than the Sentinel typically offers.
  7. There are multiple things I like. First, my cone attacks cover a bigger area and are easier to use. Second, I can engage foes even when a teammate uses knockback and catapults a foe outside of normal Sentinel range. Third, it makes it harder for high damage melee foes to get to me, and gives me more time to use other powers (like Bonfire) to keep them out of melee range. Fourth, I have ranged defense capped but not melee or AoE - it's to my advantage to stay at range (and long enough range that several enemy AoEs can't reach me). Yes, with capped ranged defense and capped S/L resistances, I'm about as durable as a scrapper. However, when facing larger, higher-level spawns, I still need to be careful. Range is a useful tool in that regard - if nothing else, it gives me more time to react.
  8. Regarding the discussion of what distinguishes Sentinels from Blasters, there needs to be a section on Range, and ways to overcome the range disadvantage Sentinels have versus Blasters. There are three ways Sentinels can boost their range via slotting - enhancements that boost range, enhancements with a global range boost (the archetype sets), and Incarnate abilities. Unfortunately, the first option is very slot-inefficient - you're forgoing set bonuses to slot either a pure range IO or one of the few hybrid IOs that have a range component, and it only enhances that power. The second option does limit set bonuses slightly by spreading the two archetype sets among a minimum of 3 powers (3 groups of 2 and 2 groups of 3) to get a +33% (+50% for superior) global bonus to range. The Intuition Alpha is the best method (+20% range while still getting +33% damage, 2/3rds bypassing caps), but only opens up at level 50 and won't persist below level 45. Personally, I frankenslot the archetype sets to give me a +50% global range boost at level 50 (and it was +33% before then). That's more than enough to overcome the range disparity between sentinels and blasters, and it only gets better when you add the Intuition Alpha.
  9. If you’re looking at a single transaction, it’s not worth the risk in most cases. I once had to convert an IO 15 times to get the specific one I wanted in the set. However, on average, it’s worth converting if the cost to convert is lower than the difference in price between the one you have and the one you want. If the IO you have sells for 5 million, and the one you want sells for 8 million, the odds are in your favor. If you’re doing several transactions instead of one, the occasional converts in 1 or 2 tries will make up for the times where it takes 8 or 10 tries. Sometimes, it’s less about converting TO a specific IO, and more about converting AWAY from the one IO in the set that doesn’t sell well, such as a proc that people don’t use often. That’s usually worth 300k to make the switch. I can think of one set in particular where I’ve had a proc listed at 2 million for weeks, but everything else in the set has sold for more (as high as 5 million in a few cases).
  10. Get Assemble the Team from the P2W vendor, recall everyone.
  11. If you want to convince people, you need to use a different Sentinel primary that isn’t the “high-damage outlier”, or compare across the entire set of Sentinel primaries to show that Energy is the weakest of the group. Cherry-picking Fire as your basis of comparison makes it look like you’re trying to prop up your argument with one of the best performers from a damage perspective...or that you want Fire nerfed.
  12. On chest: A big, red letter F On back: A big, red letter U...
  13. I think the reason range isn’t added to most builds is because of two issues. First, it’s often impractical to operate at extreme ranges. Many maps make long-range fighting impossible (like those damn CoT caverns) except at a few specific spots. Many characters need to be close enough to use PBAoEs on enemies or allies, such as the heals and buffs in many Defender / Controller / Mastermind / etc builds. It’s a bad idea to stray too far from your teammates, and most teams have melee characters. Second, there isn’t a whole lot of range in IOs, which are the main type of enhancement people use (especially once they hit level 50). Take a look at how many Targeted AOE IOs have range enhancements - you can count them on one hand with fingers left. If there were a few more sets with things like Accuracy/Damage/Range, people would be more inclined to slot range in their powers.
  14. I understand where you’re coming from, and I don’t disagree...but there is one aspect that should be addressed. You’re attacking a pylon, and the secondary effect of Energy is Knockback. You’ve chosen a target where the secondary effect of your primary has no value. Then, you compare it to Fire, which has a secondary effect of damage over time...which does have value. It’s not a 100% fair comparison. Against normal targets, you are getting damage mitigation when a foe is knocked back and thus unable to attack for a period of time. You (and many others) may disagree on the value of knockback, and say it is as much of a detriment as an advantage...but it is part and parcel of balancing the sets.
  15. I think the guide undervalues Super Speed. I’m able to complete missions (including Incarnate content) much easier with Super Speed and a +Stealth IO to skip unnecessary fights. Yes, taking it means you probably won’t take Flight...but you can take Hover for the Defense slots and still have an in-combat means of controlling knockback.
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