Jump to content
The Character Copy service for Beta is currently unavailable ×

Omega-202

Members
  • Posts

    877
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Omega-202

  1. I think Switch's idea above would work because you could definitely tell due to the slow AS. The other option could be to use a snipe to definitely know if you're rehidden. The circle around the snipe should disappear when you reenter Hide.
  2. I still agree with this. I recently did some Test Server messing around and tried a Leviathan build and the lack of Mu Lightning for single targets hurt. Also, in order to fit Arctic, I had to make sacrifices that hampered the capacity to exemplar down. I also tested Soul again and Gloom and Dark Obliteration are still amazing but the Widow pet still kept getting herself killed way more than any of the others. The fact that she bolts off into melee range puts her in greater danger and usually takes her out of my buff auras, taking away ~40% defense in the blink of an eye. So the Mu / Soul trade is: better pet and solid attacks or better attacks and usually dead pet.
  3. That's not how procs work. You are missing a lot.
  4. Pfffffff....why are you underselling the width of Suppression's cone? But seriously, seems like a cool idea for a tool if it is doable.
  5. Mids Reborn, or you can look in game during character creation. Otherwise there's also the old City of Data archive, but it's from before shutdown and some numbers are out of date. Most numbers are still accurate though. http://web.archive.org/web/20140625171903/http://tomax.cohtitan.com/data/powers/
  6. I go Support Hybrid and Rebirth Destiny, but you are right that defense debuffs are killer on Crabs. No debuff resists definitely hurts, both for defense and endurance debuffs. Some options I have found are effective include: - Keep an extra purple in your tray, just in case you see a cascade starting. - Keep the enemy from attacking you. You should have plenty of soft control options. Knockback/down in Frag, plenty of places for the Ragnarok proc, the Dominion ATO fear proc which works really well in AoEs. - Nuke them down before the debuffs matter. If you line it up right, your opening salvo should wipe a lot of a spawn so that only a few Lts and Bosses are even standing. If you've only got 4 enemies left, it's tough for them to cascade.
  7. Mystic Flight/Translocation also works decently. I have "Translocation to target" bound to a mouse thumb button, and as long as flight speed isn't supressed, you move quickly coming out of the teleport. Alternatively, you can detoggle Mystic Flight instantly and have no "hover" phase like standard TP. My "combat TP" set up described above gets a solid work out in the Battle Maiden Apex TF fight when playing melee or hybrid characters with Mystic Flight.
  8. ...Yeah, I'm not sure we should be taking your feedback into consideration.
  9. To me, that's Stone's biggest selling point. Granite lets you skip a lot of the rest of the set and still be unkillable. You can use the extra power picks to make up for the slow and recharge penalties.
  10. Please read the whole conversation before interjecting. That part of the thread was talking about how Invuln is not great for Tanks, but is pretty good for the other ATs. I fully have acknowledged that it's overkill on SL and lacks utility for Tanks, but for other ATs it provides more layered resist and defense than most other sets.
  11. For a Tank, they probably should. My apologies for derailing on the Invuln discussion, but like I said earlier, I think Invuln is better suited for the squishier melee ATs and is overkill for Tanks. Rad and Bio are overall better designed sets and shine on Tanks.
  12. But that' mostly irrelevant to your earlier complaint. You said that Invuln is not as tough as other sets. Again, show me other sets that hit Invuln's numbers. Regarding cascading defense failure, Invuln has debuff resistance in Tough Hide and more resistance than any defense based armor set. Shield's only benefit is stacking Active Defenses, but that's only if you take the time to refresh it constantly. Otherwise Invuln is no better or worse than other sets when it comes to Def debuffs, and is probably better because it can fall back on its super high resists and Dull Pain's super heal. The fact that you're having end issues is an issue with your build, and not necessarily one with Invuln. I dont have any because I have accounted for it elsewhere in my build and took the time to get the accolades.
  13. I'm genuinely curious how you find other defensive sets more survivable than that. Mine's in the same ballpark (more Impervium psi resists in there to boost that to 31%) and I just facetanked as a Stalker through TinPex today without a hiccup. How are you hitting SL cap, ~50% ENFC and ~30%Psi/Tox, with softcapped defenses to all but Psi, with perma HP cap with any of those other sets? Regarding endurance, I don't have any issues. In prolonged fights, I need to pop a blue occasionally if I'm running Barrier over Ageless (I have both and swap depending on the scenario), but for standard TFs and missions, I'm never running into issues. Running Assault probably isn't helping your end very much and it is also not really doing a ton for your damage in the grand scheme.
  14. This is obviously a Tank thread, therefore this concensus should be considered to extend mostly to Tanks. I've found Rad to be a bit squishier than I'm comfortable with on non-Tanks, and by contrast, Invuln to be a better choice for Stalkers and Scrappers looking to bulk up. So I don't think anything really needs to change. The armor sets are all in a pretty good spot (except non-Sentinel Regen) and each shines on different ATs.
  15. Just confirming your suspicions that, yes, you need some more investment than what you're giving it. I'm doing fine, how are you? Take a look at what you're missing in your build and take a look at what some of the purples would give you. There's a lot of Fire/Cold res and defense everywhere, Smash/Lethal defense in Blistering Cold and Psi defense all around to be gained that you're otherwise not getting.
  16. Its a good set, but you're not hitting all of the caps you're talking about in your OP without an investment. That goes for all of the top tier builds that promote pie-in-the-sky benchmarks. When you see "Defense Capped Blaster" or "Tankmage Corruptor" or "Res/Def capped Dark Tank" etc builds, they're all going to be stacking purples, ATOs, Gamblers, unique Def/Res IOs etc. Not sure what you expected.
  17. Can't speak to what's happening with AAO, but Stalkers don't get Invincibility or RttC. They're replaced with Invincible and Reconstruction.
  18. That's what testing and tweaking would be for. My general starting point would be: - No end cost toggle, 60ft radius, 1s activation to make swapping in battle a tactical choice - Stack from multiple Sentinels - Values are unenhanceable, start low at lvl 1 (eg 5% tohit/def) and ramp up as you level (eg at level 50, 10% tohit/def) - Values would need to be tweaked based on testing so they all have value. If everyone is running the damage one 24/7, maybe the others need a boost, or the damage buff needs to drop. But if the damage buff is only 15% (same as VEAT Assault), I don't see that being such a gamebreaker that you'd always pick it over something like 10% tohit/def or 15% resist to all/200% regen. There's a reason a lot of support builds skip Assault, but take Tactics and Manuevers. And if that still doesn't help with variety at endgame, so be it. Endgame is a damage race anyway. This would make Sentinels a clear team player and an immediate asset to the team. EDIT: also, slap a token +res to mez or something on any toggle that ends up with +Def so its flagged to not be affected by PowerBoost effects. I can already see that being an issue ala Time's boosted defense buff.
  19. Its in the original "If you could fix Sentinels" thread. And trust me, I know how broken VEATs can be, go check the VEAT forum and seem how many people have riffed on my Crab build. But also, no single VEAT build has all of those things you listed. They can do each of them, but no build has enough slots for all of those things at once. My Crabbermind, for example, can only squeeze in 3 leadership toggles, and has the classic Crabbermind flaw of "less than stellar" personal single target DPS. In short, my proposal for Sentinels is to scrap Opportunity and replace it with an inherent that provides 3 mutually exclusive Auras that effect them and their team. For example "Charge!" can give +Recovery/+Damage, "Lookout" can give +tohit/+defense and "Hunker Down" can give +Res/+Regen. To me Opportunity failed to embody a "Sentinel" as the guardian/spotter theme they were going for, but this would fit more with that theme.
  20. And a 90s mini nuke, and a third/fourth/fifth decent AoE attack to chain, now with the AoE nerf removed... EDIT: not to mention EPP/PPP AoEs for Scrappers have 3x the cooldown. You're underselling how much better Blast sets are at endgame lawnmowing over Melee sets. And regarding VEATs and their toolkit: my previous proposal in the other thread was to give Sentinels some of those tools, namely supportive auras as part of their revamped inherent. My thought is "We have a template for what Sentinels could/should be already, but they're stuck in an Arachnos coat of paint". It would be way more acceptable in my mind to have Sentinels step on the toes of VEATs than to have them step on the toes of Blasters and Scrappers.
  21. Almost like there might be benefits to Brutes that someone didn't want to acknowledge in a different thread...😏
  22. Pick 3 or 4 of the 5 things there and try that first. If you do all 5, you have made something that objectively outclasses Blasters and Scrappers. I fully agree with the range, AoE and defense scalars being fixed. Damage scalar could use a bump to 1.0. But also upping the HP and bumping the damage to 1.125 reverses the whole problem and gives you the best of a Scrapper and a Blaster in one package, invalidating both of those ATs. EDIT: as a point of reference, fixing the range, AoE caps, and defensive scalars and setting damage scalar to 1.0 basically makes Sentinels into VEATs, who are balanced to OP depending on the build.
  23. Gambler's : 0.882 damage scale, 0.67s animation = 1.32 damage per activation second Sting : 1.218 damage scale, 1.17s animation = 1.09 damage per activation second Once you have a full attack chain, it's better to have attacks that do more damage per animation second. In short, the animation on Sting is too long to be efficient.
  24. I recently ressurected my "Stalk-tinel" build and it is a lot of fun. Don't have a mids link on hand, but I can post later. Elec/Invuln/Mu that runs all 4 ranged Mu attacks. It plays like a tougher, higher damage Sentinel or the most unkillable Blapper you can imagine. 40+% Defense to all types, but Psi (softcapped if I'm running Barrier), 75/52/40/31 (SL/FC/EN/Psi) resists, a 30 second Lightning Rod and a pretty consistent AoE chain with Ball Lightning, Thunderstrike and Chain Induction. Runners (the bane of Stalkers) are a non-issue as they get nabbed with Shackles (slotted with 3 damage procs + Devastation's hold proc, 90% chance to hold a boss in 1 hit) and then can be burned down with Zapp (2 proc) and Bolts without having to chase them down. For single targets, they get buzzsawed by CB>CI>CB>AS>BL>CB looped, with Zapp sprinkled in if needed. The animation times are basically non existent with that chain so you can really stack AS crit tokens quickly.
  25. Sure. 1st place, 2nd place, whichever way around. The rest of my point holds. There are already plenty of reasons to take the travel pools over the origin powers without fudging with speed caps.
×
×
  • Create New...