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Everything posted by BrandX
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Looking back on the old CoH forums, it had one of the better chains being... RC > HB > SB > CU > HB > SB > Repeat 1) RC>SB>HB>IS>CU>RC>SB>HB>IS>SC - 64 DPS 2) HB>SB>RC>HB>CU>RC>HB>SB>RC>HB>SC>RC 62 3) RC>SB>HB>CU>RC>SB>HB>SC - 66.78 4) RC>SB>HB>CU>RC>SB>SC - 67.07 5)RC>HB>SB>CU>HB>SB - 69.77 6) SB>HB>RC>SB>CU - 72 ^Taken from the post I mentioned. I ran #4 with out a gap, but found with the little bit of gap I have, I did more with #5, so I just suffer with the gap.
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Couldn't seem to find it on the web archives or here, so thought I'd just ask. What's the best ST a Crab can achieve with and without pets?
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I loved when I realized clickie mez protection at least stacks with itself.
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Perhaps, the tier 1 and tier 2 thing can be combined, and the tier 1 and tier 2 can both trigger it? So you get the offense and defense opportunity at the same time and one can decide if they take either the tier 1 or tier 2 or both, and still get the benefit. Then perhaps take the -Resist Sentinels get and up it a bit or make it unresistable as the real part of their Inherent.
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Yeah. I haven't felt that Offensive Opportunity has helped much in damage, but at the same time, I use Pistols as standard rotation.
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Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Elec Elec Mu: Level 50 Magic Tanker Primary Power Set: Electric Armor Secondary Power Set: Electrical Melee Power Pool: Flight Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Ancillary Pool: Mu Mastery Hero Profile: Level 1: Charged Armor (A) Unbreakable Guard - Resistance (3) Unbreakable Guard - Resistance/Endurance (3) Unbreakable Guard - Endurance/RechargeTime (5) Unbreakable Guard - RechargeTime/Resistance (5) Unbreakable Guard - Resistance/Endurance/RechargeTime (7) Unbreakable Guard - +Max HP Level 1: Charged Brawl (A) Superior Gauntleted Fist - Accuracy/Damage (7) Superior Gauntleted Fist - Damage/RechargeTime (9) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (9) Mako's Bite - Accuracy/Endurance/Recharge (11) Mako's Bite - Accuracy/Damage/Endurance/Recharge (11) Mako's Bite - Chance of Damage(Lethal) Level 2: Conductive Shield (A) Gladiator's Armor - Resistance (13) Gladiator's Armor - Resistance/Rech/End (13) Gladiator's Armor - End/Resist (15) Gladiator's Armor - Recharge/Resist (50) Impervium Armor - Psionic Resistance Level 4: Jacobs Ladder (A) Armageddon - Damage/Recharge (15) Armageddon - Accuracy/Damage/Recharge (17) Armageddon - Accuracy/Recharge (17) Armageddon - Damage/Endurance (19) Armageddon - Chance for Fire Damage (19) Fury of the Gladiator - Chance for Res Debuff Level 6: Static Shield (A) Impervium Armor - Psionic Resistance Level 8: Lightning Field (A) Superior Might of the Tanker - Accuracy/Damage (23) Superior Might of the Tanker - Accuracy/Damage/Recharge (23) Superior Might of the Tanker - Damage/Endurance/Recharge (25) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (25) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 10: Grounded (A) Impervium Armor - Psionic Resistance Level 12: Fly (A) Winter's Gift - Slow Resistance (20%) Level 14: Energize (A) Preventive Medicine - Heal (31) Preventive Medicine - Heal/Endurance (31) Preventive Medicine - Endurance/RechargeTime (33) Preventive Medicine - Heal/RechargeTime (33) Preventive Medicine - Heal/RechargeTime/Endurance (33) Preventive Medicine - Chance for +Absorb Level 16: Thunder Strike (A) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (21) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (21) Superior Gauntleted Fist - RechargeTime/+Absorb (27) Superior Avalanche - Accuracy/Damage/Endurance (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (34) Superior Avalanche - Damage/Endurance Level 18: Lightning Reflexes (A) Run Speed IO Level 20: Taunt (A) Perfect Zinger - Taunt/Recharge (27) Perfect Zinger - Taunt/Recharge/Range (29) Perfect Zinger - Taunt/Range (31) Perfect Zinger - Chance for Psi Damage Level 22: Boxing (A) Empty Level 24: Tough (A) Gladiator's Armor - Resistance (34) Gladiator's Armor - Resistance/Rech/End (36) Gladiator's Armor - End/Resist (37) Gladiator's Armor - Recharge/Resist (50) Impervium Armor - Psionic Resistance Level 26: Power Sink (A) Efficacy Adaptor - EndMod (29) Efficacy Adaptor - EndMod/Recharge (36) Efficacy Adaptor - EndMod/Accuracy/Recharge (37) Efficacy Adaptor - Accuracy/Recharge (40) Efficacy Adaptor - EndMod/Accuracy (40) Efficacy Adaptor - EndMod/Endurance Level 28: Chain Induction (A) Hecatomb - Damage/Recharge (40) Hecatomb - Accuracy/Damage/Recharge (42) Hecatomb - Accuracy/Recharge (42) Hecatomb - Damage/Endurance (42) Hecatomb - Chance of Damage(Negative) (43) Mako's Bite - Chance of Damage(Lethal) Level 30: Hasten (A) Recharge Reduction IO (43) Recharge Reduction IO Level 32: Hover (A) Luck of the Gambler - Recharge Speed (45) Shield Wall - +Res (Teleportation), +5% Res (All) (46) Reactive Defenses - Scaling Resist Damage Level 35: Mu Lightning (A) Apocalypse - Damage/Recharge (36) Apocalypse - Accuracy/Damage/Recharge (37) Apocalypse - Accuracy/Recharge (39) Apocalypse - Damage/Endurance (39) Apocalypse - Chance of Damage(Negative) Level 38: Lightning Rod (A) Superior Avalanche - Accuracy/Damage (39) Superior Avalanche - Accuracy/Damage/Recharge (43) Obliteration - Accuracy/Damage/Endurance/Recharge (45) Obliteration - Chance for Smashing Damage (45) Multi-Strike - Damage/Endurance/Recharge Level 41: Ball Lightning (A) Ragnarok - Damage/Recharge (46) Ragnarok - Accuracy/Damage/Recharge (48) Ragnarok - Accuracy/Recharge (48) Ragnarok - Damage/Endurance (50) Ragnarok - Chance for Knockdown Level 44: Afterburner (A) Luck of the Gambler - Recharge Speed Level 47: Build Up (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 49: Combat Jumping (A) Luck of the Gambler - Recharge Speed Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Prestige Power Dash Something you may want to consider. Basically capped Resists to everything except Negative and Toxic. 90% Slow Resist. Perma Hasten. Heal up every 34 seconds. I'd probably go Spiritual or Agility...either RCH + Healing or RCH + End Mod
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Soft capped DP/NIN. I find most (there is the exception) deaths of mine are from not watching my END than anything else.
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I'm only seeing 50% Psi Resist on my end. As to which Incarnate to choose, tough call. Cardiac for sure if you're having END Issues even after all that. I know it's popular on Resist sets as well, but it'll only give you 4% to Resists on everything except PSI. Out of all the options though... Cardiac Core (resists and end red) Agility Radial (more defense and recharge and the end mod aspect doesn't hurt you either) or Resilient Radial (More resist and it enhances little things within the build as well...taunt, stun, +to-hit) The rest is personal taste.
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Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Mutation Tanker Primary Power Set: Invulnerability Secondary Power Set: Super Strength Power Pool: Flight Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Temp Invulnerability (A) Titanium Coating - Resistance/Endurance (3) Titanium Coating - Resistance/Endurance/Recharge (3) Titanium Coating - Resistance (5) Titanium Coating - Endurance (21) Steadfast Protection - Resistance/+Def 3% (33) Impervium Armor - Psionic Resistance Level 1: Jab (A) Kinetic Combat - Accuracy/Damage (5) Kinetic Combat - Damage/Endurance (7) Kinetic Combat - Damage/Recharge (7) Kinetic Combat - Damage/Endurance/Recharge (9) Touch of Death - Damage/Endurance/Recharge (9) Touch of Death - Chance of Damage(Negative) Level 2: Punch (A) Kinetic Combat - Accuracy/Damage (11) Kinetic Combat - Damage/Endurance (11) Kinetic Combat - Damage/Recharge (13) Kinetic Combat - Damage/Endurance/Recharge (13) Touch of Death - Damage/Endurance/Recharge (15) Touch of Death - Chance of Damage(Negative) Level 4: Haymaker (A) Superior Gauntleted Fist - Accuracy/Damage (15) Superior Gauntleted Fist - Damage/RechargeTime (17) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (17) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (19) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (19) Superior Gauntleted Fist - RechargeTime/+Absorb Level 6: Fly (A) Winter's Gift - Slow Resistance (20%) Level 8: Unyielding (A) Titanium Coating - Resistance/Endurance (21) Titanium Coating - Resistance/Endurance/Recharge (23) Titanium Coating - Resistance (23) Titanium Coating - Endurance (27) Gladiator's Armor - TP Protection +3% Def (All) (34) Impervium Armor - Psionic Resistance Level 10: Resist Physical Damage (A) Titanium Coating - Resistance/Endurance (25) Titanium Coating - Resistance (37) Impervium Armor - Psionic Resistance Level 12: Resist Energies (A) Titanium Coating - Resistance/Endurance (25) Titanium Coating - Resistance (40) Impervium Armor - Psionic Resistance Level 14: Dull Pain (A) Preventive Medicine - Heal (27) Preventive Medicine - Heal/Endurance (29) Preventive Medicine - Endurance/RechargeTime (29) Preventive Medicine - Heal/RechargeTime (31) Preventive Medicine - Heal/RechargeTime/Endurance (31) Preventive Medicine - Chance for +Absorb Level 16: Resist Elements (A) Titanium Coating - Resistance/Endurance (31) Titanium Coating - Resistance (48) Impervium Armor - Psionic Resistance Level 18: Invincibility (A) Luck of the Gambler - Defense/Endurance (33) Luck of the Gambler - Defense/Endurance/Recharge (33) Luck of the Gambler - Recharge Speed (34) Shield Wall - +Res (Teleportation), +5% Res (All) Level 20: Knockout Blow (A) Superior Might of the Tanker - Accuracy/Damage (34) Superior Might of the Tanker - Accuracy/Damage/Recharge (36) Superior Might of the Tanker - Damage/Endurance/Recharge (36) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (36) Superior Might of the Tanker - Recharge/Chance for +Res(All) (37) Unbreakable Constraint - Chance for Smashing Damage Level 22: Taunt (A) Perfect Zinger - Taunt (37) Perfect Zinger - Taunt/Recharge (40) Perfect Zinger - Taunt/Recharge/Range (46) Perfect Zinger - Accuracy/Recharge (48) Perfect Zinger - Taunt/Range (48) Perfect Zinger - Chance for Psi Damage Level 24: Combat Jumping (A) Luck of the Gambler - Recharge Speed Level 26: Tough Hide (A) Luck of the Gambler - Recharge Speed Level 28: Rage (A) Adjusted Targeting - To Hit Buff/Recharge (39) Adjusted Targeting - Endurance/Recharge (39) Adjusted Targeting - Recharge Level 30: Hasten (A) Recharge Reduction IO (39) Recharge Reduction IO Level 32: Maneuvers (A) Luck of the Gambler - Defense/Endurance (40) Luck of the Gambler - Defense/Endurance/Recharge (42) Luck of the Gambler - Recharge Speed Level 35: Focused Accuracy (A) Adjusted Targeting - To Hit Buff/Endurance/Recharge (42) Adjusted Targeting - Endurance/Recharge (42) Adjusted Targeting - To Hit Buff/Endurance Level 38: Foot Stomp (A) Armageddon - Damage/Recharge (45) Armageddon - Accuracy/Damage/Recharge (45) Armageddon - Accuracy/Recharge (45) Armageddon - Damage/Endurance (46) Armageddon - Chance for Fire Damage Level 41: Physical Perfection (A) Performance Shifter - Chance for +End Level 44: Hurl (A) Decimation - Accuracy/Damage (50) Decimation - Accuracy/Damage/Recharge Level 47: Hover (A) Luck of the Gambler - Recharge Speed Level 49: Afterburner (A) Reactive Defenses - Scaling Resist Damage Level 1: Brawl (A) Kinetic Combat - Accuracy/Damage (46) Kinetic Combat - Damage/Endurance (50) Kinetic Combat - Damage/Recharge (50) Kinetic Combat - Damage/Endurance/Recharge Level 1: Gauntlet Level 1: Prestige Power Dash I replaced Assault with Hurl. You said late game, and this way you have a hold (Knockout Blow) and a range attack (Hurl) for LGTF.
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If you miss one attack in 20, you're only missing in the combo possibly 1 in 5 times, and that's if the attack that missed isn't BF, which isn't required for the combo to go off.
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I'm a bit worried about people's ACC/To-Hit levels, that they'd miss the combo so often. I don't recall missing that often on the combo.
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I have 70% Slow Resist planned.
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Working on a Fire/Elec/Soul Tanker. Planning on just focusing on Resists, which I have S/L/F at 90%, Ene/Neg at 74%, 60%ish for Psi/Tox. How does playing to just Resists and Healing Flames work out?
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I leveled up a DP/ELEC Sent, I enjoyed it, but I found the DP/NIN Sent more survivable. Though, I just may not have had enough defense.
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You get EMP Merits every 3 Vet Levels. Run even just the simple Apex/Tin Mage TFs. Upgrade your Alpha through Shards only. Run double on some TFs that offer Shard Components as well as Merits, helps vet levels and you can still get 2 rewards. It may take a bit of time, but you will get there.
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The Combo's end is part of the damage. It's no different than missing any other attack. You go through the attacks 1 > 2 > 3 > 4 > Repeat = SUCH AND SUCH DPS The end of the combo is just part of that DPS total, just like every other set. You're not hitting that high DPS on the other sets either if you're constantly missing the attacks in your chain. What missing on DB means is, if you miss the first attack in the combo, you know you don't have that end of combo damage. While other sets you won't know if you have that last attack's damage until you actually hit it.
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It takes a lot to get to BF > AS > SS > AS > Repeat for best ST DPS of DB. BF > Attack Vitals > Repeat is good ST DPS that has a cone in it, that does AV soloing without the need for Incarnate abilities. Even if you do miss an attack in the BF > AV chain, you're going to be doing good dps. You're just not going to get the combo part (well except for BF aspect) to go off, for the additional damage. No different than missing an attack in any other chain, you lose the damage from missing. Why anyone thinks it's worse because of the combo system, is just in their heads.
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I'd put a slow resist in Fly instead of a Fly enhancement.
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You can get a taunt aura with the Hybrid Melee Incarnate if I'm not mistaken, but I don't believe it will be permanent.
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You have Quick Recovery and Stamina. You shouldn't be worrying about losing endurance, except to sappers. Also, the Performance Shifter +End Proc, if things haven't changed from live, is just slightly more END than an End Mod IO. While I think having Tactics is handy, I have to agree, if you're not Positional Defense, I'm just not sure it's worth the slot investment of Gaussians. Suppressive Fire on a Sentinel is to good to pass up. And...I'd say more, but gotta go to work!
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It IOs well. It's pretty sturdy once you get the IO sets going.
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Should mention, Sentinel's version of RTTC in /WP lacks the Tank/Scrap/Brute's -To-Hit component.
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I'd suggest /NIN or /WP. I'm a bit biased as I can make either work for my concept, as the name on the secondary doesn't really mean much. You don't have to be a ninja concept to choose ninja for instance. 😛 Love my DP/NIN, but DP/WP would hit lots of checks too. Of course, I'd love a Time Manipulation Defense set, with Chronoshift animation in there, but that's never going to happen. 😛 Which totally means, DP/TIME fits my concept, but I played it on live (IOed out even) and really, I know DP/ isn't the most damaging blast set, but it feels so much better on Sentinel than I felt it did on Blaster or Corrs, even if I did skip lots of cool powers that I'd love to have, but needed to fit in lots of other concepty powers! So, going to have to throw my vote on DP/NIN. Besides, it also can go full invis with just a Stealth IO added to either Ninjitsu's stealth power or sprint if one wants to save a slot, or even put the slot in Sprint and get the 2.25% S/L Resist Bonus it can provide with a second Celerity IO.
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That's going to be a matter of opinion. SR is easier to softcap and has way more DDR. I prefer Ninjitsu on my main for instance, because it gives me the AGILE AND REGENERATING hero feel I want to play (WP gives me it too, but the meta aspect, positional defenses mean it a bit more than typed defenses). SR lacks that Regenerating feel. However, Ninjitsu has 3 clickies, the mez resist, the heal and the +end power. SR just has the mez protection. For a weapon set, you may not want those two additional click powers. Plus, I love the +RUN/JUMP/Stealth on Ninja. Can't combine it with Stealth Power itself, which makes me not want to take the Concealment pool, but can't have it all. 😛
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Dual Pistols/Ninjitsu They're made for each other. Hail of Bullets' defense stacks with Ninjitsu's defense. +Heal and a +End Power, with a Stealth Power that you can slap a stealth IO in, or just put it in stealth, or put that extra slot with sprint for an additional 2.25% S/L Resist. Not only is the Stealth power come with good defense, but also +Run/Jump :) Also nice! If it had a self rez, it'd be perfect!