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Everything posted by Maelwys
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Given that Kinetics will comfortably cap a team's damage even on a Mastermind... I'd go Corruptor every day of the week. The difference therefore comes down to Sonic Blast, which deals more damage on a Corruptor but inflicts more -res on a Defender. (and to be perfectly honest; I'd probably just swap to BR or DP + then stack damage procs and Achilles Heel -Res... Sonic Blast is better than before but it's still not great)
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My two current favourite Sentinels (the ones I keep coming back to) are BeamRifle/Ninjitsu and Seismic/EnergyAura. The Beam Rifle toon technically deals less damage over time (before Aim, Vulnerability and Incarnate Clickies it's ~256 DPS and the Seismic is ~307) but its Nuke is far more team-friendly and since Refractor Beam is (despite the short description!) a real AoE rather than a Chain it procs pretty decently; so I honestly don't mind the lack of a Snipe on Sentinel BR. Whilst Ninjitsu is objectively worse than Energy Aura at practically everything except for one big burst per mob... Shinobi-Iri + Aim (with Gaussian) + Overcharge is just 🧑🍳💋
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This bit's pertinent. IIRC the Opportunity bar gains 50% (one usage of Vulnerability) in 30s. So two Sentinels cycling Vulnerability back-to-back can keep it up on ONE foe indefinitely. It's a decent debuff... -15% Resistance that isn't affected by target level (e.g. Purple Patch) but since it's low uptime and non-AoE it's not very useful outside of AV/GM fights. Compared to other ATs with "Ranged Blast" powersets; Sentinels also suffer a bit whenever they're fighting very large numbers of targets. They're inherently (ha!) a bit underwhelming in the regular "let's steamroll through hordes of mooks as fast as possible" meta despite their fast-recharging Nukes (a big FOOM on a ~20-25s timer is nice in theory, but gets let down by the fact that it only hits 10 targets). So I do think that they need a little bit of a boost in terms of non-nuke DPS. Not a huge amount though... just enough that Sentinels would occasionally be more mechanically effective than a different "DPS" AT for something other than a +5 AV/GM fight. It might be a pipe dream, but eventually I'd like a hypothetical intelligent team leader to (i) consider Scrappers/Stalkers/Sentinels to be largely interchangeable in terms of contribution (albeit weighted towards slightly different things!) and (ii) consider it to be worthwhile using some combination of those ATs to fill at least 2-3 slots on a regular squad.
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It was first posted in 2020. But @Underfyre last updated the spreadsheet in July 2025. "Welcome to the Sentinel DPS Spreadsheet v3.0.1, Issue 28, Page 2" IIRC the rack/stack builds are particularly well done and things like sneaky undocumented damage buffs in BR disintegrate are factored in. (Even if my own Sentinel attack chains diverge a fair bit from them!)
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Chance for build up proc in a buildup power?
Maelwys replied to cohRock's topic in General Discussion
It's probably easiest to just use MacSkull's PPM Calculator Spreadsheet (make a copy) plus City of Data v2 for the base numbers to plug into it. -
Depends on the Powerset. With Elec Blast, Sentinels are definitely better off due to Tesla Cage dealing noteworthy damage. With Ice Blast, notsomuch (as Chilling Ray is a very poor substitute for Freeze Ray). For AoE damage, IIRC averaged out Sentinels will occasionally win due to their faster Nuke recharge... but again that's heavily powerset and build dependent. Archery's Nuke is miles better on the Blaster; and other sets can pull ahead by leveraging non-Nuke AoEs (like Fireball) and/or secondary powerset PBAoEs. And Blasters can consistently hit 6 more targets (as there are very few Sentinel AoEs that have a target cap > 10) Honestly though the real clincher is the Secondary powersets - Sentinels don't get the extra oomph from Blapps or Build Up; and little tricks like nuking from hidden (Ninjitsu) or Procbombing Ground Zero (Rad Armor) unfortunately don't close the gap. All that said, I'm personally pretty fond of Elec Blast, Beam Rifle and Seismic Blast on Sentinels. They are particularly well suited to staying at range constantly (or closing to melee maybe once every 10 seconds to trigger Shocking Field...)
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Sentinels can dish out very decent levels of damage output, if you build them sensibly. Whilst they will not approach min-maxed Blaster levels of damage output (nor IMO should they) they can comfortably compete with most Brutes; and even with some low-to-mid-tier Scrapper Primaries (I've got a SeismicBlast/EnergyAura Sentinel that has almost exactly the same level of ST damage output as my Katana/Regen Scrapper, including averaged Crits but not Vulnerability). They do not however get access to Taunt auras, which reduces their effectiveness when enemies are unclumped. Their draw is not being a lower-damage more-survivable Blaster, but being a Scrapper with a Ranged Damage powerset. This distinction is important, because Sentinels get very few melee attacks; and if you try to play them as a melee toon then you'll be very disappointed... so instead, play them as a Scrapper with longer range and a fast-recharging Nuke. Make the most out of their inherent Mez Protection, Absorb/Heals and DDR. And don't sleep on Vulnerability. Also, World of Confusion is pants. Even ED-capped for Confuse aspect you're barely getting 50% uptime on its pathetic Mag2 CC, so without the Contagious Confusion Proc (and a decent AoE with a Cupid's in it, or Arctic Air) IMO it's a total waste of endurance.
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Chance for build up proc in a buildup power?
Maelwys replied to cohRock's topic in General Discussion
In a regular "build up" or "aim" power, a Gaussian Proc will have a capped (90%) chance to activate as long as you aren't slotting a lot of local recharge aspect (~71% local recharge or more). This effectively results in your Build Up power granting double it's regular ToHit and Damage buff for several seconds. It's an extremely useful spike damage boost that can be used right before a string of powerful attacks (and/or a Nuke). Although my Blasters typically slot it into Aim to give them a better average damage boost over time. -
Is it time to address divergent PvP rules/settings?
Maelwys replied to Troo's topic in General Discussion
"works". ... 😛 -
As BA pointed out, whenever @Troo wrote "average" they were (I assume) not replying to you but to @Lazarus No need for any disjointed noses - just a case of not using the quote button...
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First off... a Brute's AoE potential (yes, even the Epic/Patron AoEs which have a 16 target cap) pales in comparison to Corruptor/Defender/Sentinel/Blaster Nukes. On teams; Brutes are there to hold the aggro and deal a bit of damage; they're not there to be a major source of AoE damage output. Secondly: a Brute on Live is currently able to inflict more damage with the same attack to 10 foes than a Tanker to 16; even with comparatively low levels of Fury (see numbers on Axe Cyclone here - at Fury levels of 60+ the Brute wins!). Tankers only wins for AoE if the entire team is being Fulcrum Shifted, and the Brute always wins at ST damage. Thirdly: If you want ST damage, bring a Scrapper or a Stalker. At least (unlike the previous poster) you're not claiming that Tankers, VEATs and Controller AoEs can hit an infinite number of targets. And that Brutes = Sentinels. I know it's Friday, but some people seriously need to lay off the Windowleen... 🤦♂️
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Aye; IIRC the detailed power window often doesn't cleanly separate out the buffs for different entities (like 6% to players and 12% to critters). It wouldn't be the first time someone looked at the Core Support Buffs and thought "hey that power says it'll give me +12% so does that mean pets will get +24%?". Unfortunately though it's only +6% for you and +12% for pets. Which does make Radial a bit more attractive... 😉
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It was the style at the time.
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Radial is 80ft radius, +8% Buff for up to 255 allies https://cod.uberguy.net./html/power.html?power=incarnate.hybrid.support_genome_9&at=corruptor Core is 50ft radius, +6% buff for up to 255 allies that are flagged as "player" Core ALSO has a SEPERATE +12% buff for up to 255 allies that are flagged as "critter" (READ: "pets and henchmen and npcs") https://cod.uberguy.net./html/power.html?power=incarnate.hybrid.support_genome_8&at=corruptor Note that Radial affects EVERYONE (it's just that the buff is +2% higher for players and -4% lower for pets/NPCs) and has a larger range than Core. So if you have lots of friendly pet/npc allies in a tight formation; go Core... otherwise, go Radial.
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Hard Crash With Restart From Game - Win11 25H2
Maelwys replied to Bill Z Bubba's topic in Help & Support
Nope, fine here. One of the devices I've been playing on recently is actually an older laptop with an unsupported CPU that I just forcibly upgraded to Win11 25H2 last week. I did go through the usual "turn off all the faff and uninstall all the bloatware" steps though, but that shouldn't really have had much impact on stability. I know certain Graphics cards really don't play nicely with older games on Win11; so you could potentially try using something like dgvoodoo2 etc. as a passthough + see if it makes any difference? -
I'll echo @biostem's Ryzen 7 recommendation. My current Laptop is a reasonably recent Ryzen 7 (the exact CPU model is listed as a "Ryzen 7 7730U") and it runs COH just fine. I picked it up last November for ~£430 new. Whilst its GPU performance isn't stellar even compared with my rather old Desktop rig... CoH really isn't that taxing. It'll run 3x windowed instances quite happily.
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Possibly a pair of dumb idea for epic/patron pools
Maelwys replied to Urthstorm's topic in Suggestions & Feedback
MMs are in fact the only AT that do NOT get access to patron pets (presumably for this very reason!) https://cod.uberguy.net./html/powerset.html?pset=epic.mastermind_leviathan_mastery&at=mastermind https://cod.uberguy.net./html/powerset.html?pset=epic.mastermind_mace_mastery&at=mastermind https://cod.uberguy.net./html/powerset.html?pset=epic.mastermind_mu_mastery&at=mastermind https://cod.uberguy.net./html/powerset.html?pset=epic.mastermind_soul_mastery&at=mastermind (the VEAT Soldier class do get access to patron pets though; and my "Crabbermind" makes good use of theirs!) 😉 -
Looks fine to me. That particular IO is unique though - are you already using one of them elsewhere in your build by any chance?
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Typically builds that use Procs would also use enhancements that boost multiple aspects (Invention Set IOs or Hamidon origin HOs/DSyncs) so that they're getting as much benefit from the power's non-proc enhancement slots as possible. E.g. 2x ACC/Dam HOs plus 4x Procs.
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It's not quite that different. 76.6329 base damage on a Defender. 88.4224 base damage on a Corruptor. Scourge will double the damage (including enhancements) occasionally versus low-HP targets for Corruptors. Vigilance will add up to 30% damage (not including enhancements) depending on their current team size for Defenders. Usually Corruptors will end up doing more damage; and Defenders will end up having better buffs/debuffs. But there are exceptions... like Kinetics and Marine Affinity; and blast sets with lots of procs and -res debuffs.
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Force gets my vote. Procbombed "Force Bomb" is the crown jewel; but the prerequisites aren't half bad... Repulsion Field (the FF version, not Kinetics or Sonic Resonance versions) is actually reasonably useful these days as they removed the additional endurance cost for each enemy affected, so it'll keep things out of melee range without bottoming out your Endurance bar. That said, if you don't feel a need to keep stuff out of melee range, just take PFF and slap a LoTG +7.5% global in it. Fire is the other Epic pool that IMO really stands out in terms of performance: Char (procbombed) and Melt Armor are great, Bonfire serves much the same purpose as Repulsion Field, and RIse or the Phoenix (with a KB>KD) is an excellent PBAoE if you don't mind occasionally faceplanting. Mace's Web Envelope is useful; but the weapon model + redraw can be a factor and it's the sole decent ability in the pool. Ice gets Snow Storm (useful); Hoarfrost (largely useless for a Blaster with a Sustain and HP Accolades) and Hibernate (if you don't like PFF; you probably won't like it).
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Issue 28: Page 1 Farming Microguide (Maps + Builds)
Maelwys replied to America's Angel's topic in Guides
It did not. Refreshing START amplifier and/or Base empowerment buffs every 60mins is an option, sure. But AFK farmers are typically about being as hands off and clicking as few buttons as possible; and it's also not cheap to spend 2.5-7.5m per hour at Lv50 on the amps (especially considering a passive farming toon is only earning roughly half as much as an active one...) Personally about the only time I bother picking up an amplifier is the offensive one whenever I'm triple boxing, and even then it's mostly for the +Rech. -
Issue 28: Page 1 Farming Microguide (Maps + Builds)
Maelwys replied to America's Angel's topic in Guides
With your toggles on (except ROCK ARMOR and SPRINT) that looks like this: It's just on the survivability line. Get your +HP accolades and Boost the Defense Set IOs in Stone Skin, Combat Jumping and Weave to +5 (you can leave the Shield Wall global in Stone Skin as-is). That should get you to above 45% F/C Def and an additional ~6 HP/Sec; plus about 300 higher MaxHP. That said - you shouldn't be dying every single time you farm. Are you sure you're not simply running out of endurance; causing you to detoggle and crash out? Leaving Atom Smasher on Autofire in that build would consume an additional ~1.58 Endurance per second; but you only have a net recovery of 0.88 End/Sec. (I don't see any Incarnate options listed... it might be you're running Musculature Radial, BP Radial Lore Pets and Ageless Destiny to make recovery a lesser concern...?) -
Issue 28: Page 1 Farming Microguide (Maps + Builds)
Maelwys replied to America's Angel's topic in Guides
Why would you be fighting +4s? On the current Live servers the maximum mob level in AE is level 54. So just equip a T3 Alpha Slot and make them into +3s. Looking at the AA build you're linking to, it's got 90% F/C resists, 45% F/C Defense and 40.77HP/Sec passive regeneration before accolades (48.3 HP/Sec after accolades). The minimum survivability threshold for AFK farming vs +3 mobs is 90% F/C resists, 45% F/C Defense and >35 HP/Sec passive regeneration. Against +4 mobs that'd rise to roughly >38 HP/Sec Passive Regeneration. So yes, in theory it should cope OK vs +4 mobs; but it'd be a bit tight until you get your +HP accolades. Anything over the minimum HP regeneration threshold will help stop you occasionally faceplanting to "unlucky" streaks of hits (which can happen pretty often IME). My AFK Farmer RadM/Stone Brute has 45.73 HP/Sec Passive Regeneration plus 4x Healing Procs (3x Power Transfer and 1x Panacea) and hasn't faceplanted in months. -
A possible solution to the kheldian revamp
Maelwys replied to FlammeFatale's topic in Peacebringer & Warshade
The issue isn't about switching between forms. It's about what happens whenever you switch to a different form whilst you currently have an attack animating. Form switching currently allows Kheldians to activate a new attack regardless of whether their previously-activated attack's animation has fully completed. The "Changeling" (good grief I hate that stupid moniker almost as much as I hate the graphical vomit they spew) binds simultaneously swap a form and queue up an attack power; so if you get the press/release timing right it's possible to activate several attacks every second, resulting in a drastic increase to your damage output. This bypassing of regular attack animation times is an exploit and as such, it needs to be addressed. However the Developers are apparently intentionally holding off on disabling this exploit until such time as they can spare the time to bring baseline non-exploit Kheldian performance up to a level that is deemed "acceptable".