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Everything posted by Bill Z Bubba
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Oh boy. I got into a huge todo with someone else on this topic. I would have to argue that any build on any AT that doesn't utilize the IOs available at any given level is self-gimping. I do it with my concept characters, I do it with characters that I want to get a "natural" feel for... but if it's something that I know I'm gonna play all the way? It's gonna get built properly. It's the exact same mindset used by the folks that tell me blasters are great because you can buy the defensive buff from the P2W vendor that grants mez protection. Fine. If that's the case, then any argument that sides on the "the game is balanced around SOs" BS is just that.... BS. You have options to correct inefficiencies of any given AT. If it's true for blasters or defenders or anything else, it's true for sentinels.
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As it *should* be. Sentinels can 100% avoid incoming melee damage which we all know is vastly higher than incoming ranged damage. They *should* be dishing out less damage than a scrapper. But let's go back to the rest of the argument... are they bringing to a team enough to rationalize their existence as is? Yes. In exactly the same way that every other AT does. I can run a max diff ITF with NOTHING but blasters... or tanks... or veats.. or khels and get the job done. NO AT is necessary, no AT is needed. If 8 folks playing even remotely well built characters can't get through the content, then sure, something is amiss. But that doesn't happen. When failure happens, it's because of improperly built characters or a chosen difficulty too high for the builds/skill available.
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Here's my current fire/bio sent build. Please note that fly is taken at lvl 8. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! David Merlinson: Level 50 Magic Sentinel Primary Power Set: Fire Blast Secondary Power Set: Bio Armor Power Pool: Flight Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Hero Profile: Level 1: Flares -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(3), SprSntWar-Acc/Dmg/Rchg(9), SprSntWar-Acc/Dmg/EndRdx(21), SprSntWar-Acc/Dmg/EndRdx/Rchg(25), SprSntWar-Rchg/+Absorb(29) Level 1: Hardened Carapace -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/EndRdx/Rchg(11), TtnCtn-ResDam(11), TtnCtn-EndRdx(27), StdPrt-ResDam/Def+(27), UnbGrd-Max HP%(43) Level 2: Fire Ball -- Rgn-Dmg(A), Rgn-Dmg/Rchg(3), Rgn-Acc/Dmg/Rchg(9), Rgn-Acc/Rchg(23), Rgn-Dmg/EndRdx(34), Rgn-Knock%(43) Level 4: Inexhaustible -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/Rchg(5), NmnCnv-Heal(5), NmnCnv-Regen/Rcvry+(13), PrfShf-EndMod(15), PrfShf-End%(15) Level 6: Blaze -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(7), SprOppStr-Acc/Dmg/Rchg(7), SprOppStr-Acc/Dmg/EndRdx(21), SprOppStr-Acc/Dmg/EndRdx/Rchg(25), SprOppStr-Rchg/+Opportunity(29) Level 8: Fly -- Flight-I(A) Level 10: Environmental Adaptation -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(37), LucoftheG-Def(37), LucoftheG-Def/Rchg+(43) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 14: Hover -- Rct-ResDam%(A), ShlWal-ResDam/Re TP(45), LucoftheG-Def/Rchg+(46) Level 16: Ablative Carapace -- Mrc-Heal/Rchg(A), DctWnd-Heal/Rchg(17), NmnCnv-Heal/Rchg(17) Level 18: Blazing Blast -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(23), Apc-Dam%(31), OvrFrc-Dam/KB(31) Level 20: Aim -- RechRdx-I(A), RechRdx-I(39), GssSynFr--Build%(48) Level 22: Adaptation Level 24: Rebuild DNA -- Mrc-Heal/Rchg(A), DctWnd-Heal/Rchg(31), NmnCnv-Heal/Rchg(33) Level 26: Rain of Fire -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/Rchg(46), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), SprFrzBls-Rchg/ImmobProc(50) Level 28: Boxing -- Empty(A) Level 30: Tough -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/EndRdx/Rchg(33), TtnCtn-ResDam(45), TtnCtn-EndRdx(48) Level 32: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(33), LucoftheG-Def(37), LucoftheG-Def/Rchg+(48) Level 35: Genomic Evolution -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(36), GldArm-3defTpProc(36) Level 38: Parasitic Leech -- ThfofEss-Heal/Rchg(A), ThfofEss-Acc/Heal(39) Level 41: Inferno -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(42), Arm-Acc/Rchg(42), Arm-Dmg/EndRdx(42), Arm-Dam%(50), SprAvl-Rchg/KDProc(50) Level 44: Athletic Regulation -- HO:Micro(A) Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 49: Afterburner -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Opportunity 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Prv-Absorb%(A), Pnc-Heal/+End(39), Mrc-Rcvry+(40) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(40), PrfShf-EndMod/Acc(40), PrfShf-End%(45) Level 22: Defensive Adaptation Level 22: Efficient Adaptation Level 22: Offensive Adaptation ------------
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For the record, I used ultimate insps when I soloed a max diff ITF with my scrapper. Had to. That autohit fluffy is NOT nice to a defense based character. Sure was easy taking it out on the sent though. Just hovered and blasted away. It'd come in, I'd move. No biggie. No worries. Take longer? Sure. Who TF cares? I don't.
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What the hell do scrappers add to a team that sentinels don't? More damage? Scrappers don't have a built in damres debuff and when improperly built also spend a whole lotta time eatin dirt. A sent, being the tankmage that it is, speeds up hard target kills AND does so with 100% mitigation from melee attacks. I'm not saying sents > scrappers. But they bring the same shit to the team. Killin baddies.
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Just a side note: I just soloed a max diff ITF with my fire/bio sent. Two faceplants from Requiem. Taking him down took about as long as the entire 4th mission. No ultimate insps. Just used what I showed up with and what dropped. Just one point of data. Granted.... it did take 3:22 including a lunch break and some smoke breaks.
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The end cost on using SW in the attack chain is huge. Ageless is covering that just fine? My average time with fu/focus/slash/repeat is around 3 mins. I have to wonder how much Icicles is helping you out.
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And after seeing the joy of /ah go ahead and add a base code to your base (which costs nothing to build as crazy as you like) and then create a macro button for it using /macro BASE enterbasefrompasscode <whatever your base code is here>
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What is your Favorite City/Zone in COH?
Bill Z Bubba replied to Bopper's topic in General Discussion
Croatoa and Dark Astoria are my main hangs. Love 'em both. -
The other three weren't. And he still wouldn't have been without the video.