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Everything posted by BrandX
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Energy Melee/Bio or Claws/Stone! Had some real fun with these combos. Enough fun, that I was sad that neither combo fit my namesake 😞
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Energy Melee Attack Chains, ATOs and a Build for review
BrandX replied to TungstenShark's topic in Scrapper
Hmmm...what this thread did do, was make me realize, I could go with the DAMAGE IO (Apocalypse) in Moonbeam, instead of the DAMAGE/RECHARGE IO. Still keeps it gapless on the chain (except for the 4.3 seconds of no Hasten). -
Energy Melee Attack Chains, ATOs and a Build for review
BrandX replied to TungstenShark's topic in Scrapper
I never considered it griefing myself. However, I never considered it griefing or rude if someone jumped in on a one on one match in a open pvp zone. Want to one on one without someone jumping in, use arena 😛 -
Energy Melee Attack Chains, ATOs and a Build for review
BrandX replied to TungstenShark's topic in Scrapper
I did mean Moonbeam. As for the slotting and using the */RCH, I needed it to keep me on no gaps. -
Energy Melee Attack Chains, ATOs and a Build for review
BrandX replied to TungstenShark's topic in Scrapper
On my Claws/Stone, I didn't worry about softcapping F/C defense. I just capped it's resists. -
Energy Melee Attack Chains, ATOs and a Build for review
BrandX replied to TungstenShark's topic in Scrapper
Personally, I go... ET (Long or Short if I get the critical on TF for 2 Energy Focuses) > Total Focus (+50% Crit IO here for me) > ET (slotted with Hecatomb +5ed with no DAM/END IO, w/ 6th slot another Damage Proc) > Bone Smasher > Moonbeam > Repeat I know others have disagreed with my slotting in another thread, but I like it, as I don't feel it wastes End Reduction in ET, which costs no End to use. As for AOE, just using Whirling Hands. I feel no need for Power Crash. Edit: I did mean Moonbeam and not Gloom -
I agree. But I would hope they brought up the others and not put Gloom/Moonbeam down. What I want in an Epic Pool attack, is putting it my normal rotation. It it takes down my damage, I wouldn't use it, at least not as much. I could see using a range attack as utility, but I want it for more than that personally. Normal rotation use.
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Is it to much different than the Gloom/Moonbeam for the melee ATs?
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Suggestion: Allow damage enhancemnts on Leadership's Assault ability
BrandX replied to Cnox's topic in Suggestions & Feedback
Well, Build Up doesn't allow damage enhancements. Fulcrum Shift doesn't allow damage enhancements. I think the issue is, none of those powers do damage. What they do, is increase damage, which is different. -
Except in the Marvel TSR RPG, his healing factor is called Regeneration and he also has Recovery. They didn't call it Healing Factor in the game mechanics.
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My first thought is, some regens may not have the metal for Magneto to put a hold on them 😛
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I don't grab Moonbeam and Soul Storm just for it's awesome looks and how Moonbeam helps all ST DPS. I love having a hold for Hami Raids and LGTF. So nothing wrong with going with Blaze for Char and Melt Armor which can feel like a nice fire ball.
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If you want to just go for the 5 slot set bonus and not get the 6th for 10% +Recharge Bonus, sure, but the endurance reduction is wasted in Energy Transfer.
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The best place is Total Focus. That way you can 5 slot Hecatomb in Energy Transfer, skipping the DAM/ENDRED IO of the set, since Energy Transfer doesn't use Endurance. Then if you have room, slot in an another Damage Proc. WP has a taunt aura too. However, secondary can go to lots. Energy Aura has a taunt aura. And how could I forget Shield Defense. That may be what you're really looking for.
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Cryo...so bad. I only use it on my Water/Time Corr for concept (Time being my Water Secondary).
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Yet another, another Sentinel improvement thought...
BrandX replied to Due Regard's topic in Suggestions & Feedback
Could still just as easily roll that all into what happens on a Critical. Figure out the average and put that as the effect when hitting a critical for Opportunity. -
Yet another, another Sentinel improvement thought...
BrandX replied to Due Regard's topic in Suggestions & Feedback
As it was stated. Offensive Opportunity is just -Resist on a target. Defensive Opportunity is just a +Heal when you attack the target. So, now, you would do -Resist to a target and get a +Heal every time you land a critical hit (just not added damage). -
Yet another, another Sentinel improvement thought...
BrandX replied to Due Regard's topic in Suggestions & Feedback
A thought. Why not treat Opportunity like Critical Strike? Instead of putting reliance on the first two attacks (always a terrible idea), why not have a percentage chance for Opportunity to happen with every attack and make it both -Resist/Heal, instead of double damage, like Critical Strike? Seems simple and straight forward and it the ATO Proc can just increase the chance for Opportunity to happen. -
This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Sandslash: Level 50 Mutation Scrapper Primary Power Set: Claws Secondary Power Set: Stone Armor Power Pool: Flight Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Blaze Mastery Hero Profile: Level 1: Strike -- Empty(A) Level 1: Rock Armor -- Rct-Def(A), Rct-Def/EndRdx(7), LucoftheG-Def/EndRdx(7), LucoftheG-Def/Rchg+(9) Level 2: Slash -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(9), Hct-Acc/Rchg(11), Hct-Dmg/EndRdx(11), Hct-Dam%(13), AchHee-ResDeb%(13) Level 4: Stone Skin -- StdPrt-ResDam/Def+(A), GldArm-ResDam(15), GldArm-3defTpProc(15), LucoftheG-Def/Rchg+(48) Level 6: Spin -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(17), SprScrStr-Acc/Dmg/Rchg(17), SprScrStr-Dmg/EndRdx/Rchg(19), SprScrStr-Acc/Dmg/EndRdx/Rchg(19), SprScrStr-Rchg/+Crit(21) Level 8: Follow Up -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(21), SprCrtStr-Acc/Dmg/Rchg(23), SprCrtStr-Dmg/EndRdx/Rchg(23), SprCrtStr-Acc/Dmg/EndRdx/Rchg(25), SprCrtStr-Rchg/+50% Crit(25) Level 10: Earth's Embrace -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-EndRdx/Rchg(27), Prv-Heal/Rchg(29), Prv-Heal/Rchg/EndRdx(29), Prv-Absorb%(31) Level 12: Mud Pots -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx(31), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(33) Level 14: Fly -- WntGif-ResSlow(A) Level 16: Rooted -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(33), NmnCnv-Heal/Rchg(34), NmnCnv-Heal/EndRdx/Rchg(34), NmnCnv-Heal(34), NmnCnv-Regen/Rcvry+(36) Level 18: Focus -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(36), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), Apc-Dam%(37) Level 20: Crystal Armor -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(39), ShlWal-Def(39), ShlWal-ResDam/Re TP(43) Level 22: Kick -- Empty(A) Level 24: Tough -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/EndRdx/Rchg(39), TtnCtn-ResDam(40), TtnCtn-EndRdx(40) Level 26: Eviscerate -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(42), Arm-Dmg/EndRdx(42), Arm-Dam%(42), FuroftheG-ResDeb%(43) Level 28: Minerals -- Rct-Def/EndRdx(A), Rct-ResDam%(43), LucoftheG-Def/Rchg+(50) Level 30: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def(45), LucoftheG-Def/Rchg+(45) Level 32: Shockwave -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(45), OvrFrc-Dmg/End/Rech(46), OvrFrc-Acc/Dmg/End/Rech(46), OvrFrc-Dam/KB(46) Level 35: Brimstone Armor -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/EndRdx/Rchg(48), TtnCtn-ResDam(48), TtnCtn-EndRdx(50) Level 38: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 41: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def(50) Level 44: Assault -- EndRdx-I(A) Level 47: Geode -- SynSck-EndMod/+RunSpeed(A) Level 49: Char -- Lck-%Hold(A) Level 1: Critical Hit Level 1: Brawl -- Empty(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(5) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(3), PwrTrns-EndMod(3), PwrTrns-+Heal(5) Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 14: Afterburner ------------ Here's my build for a Claws/Stone that softcaps S/L/E/N/P Defense and basically caps F/C Resist
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Hasten isn't generally needed for BF > Attack Vitals, so that may give it an edge in DPS.
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The point of Sentinels is to be the gun totting super hero with an armor set! To be the Invulnerable Energy Blaster (Iron Man). To be the Human Torch (Fire/Fire).
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I had one of these. Just couldn't get the build to a point that I loved it.
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I was just giving my reasonings behind it. Not keen on the AOE debuff for the concept myself. However, like I said, I did like the idea of Absorb. Could replace the heal with an absorb power, but I wonder if it would be better or worse for the player.
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As I mentioned in previous post. A rez that does nothing but rez, is T8 on Regeneration/Willpower. Something to realize with my write up. Temporal Healing (clickie) is just the standard Healing Flames/Reconstruction clone. Time's Junction is just like Time Manipulation's. Fog of Time (may be the more fun name), but I kept the stealth at the standard armor stealth power. Not sure if yours is looking to be a big AOE Defense buff, but I feel it's best to keep it a standard stealth, that people don't feel the need to keep on all the time, if they don't care to. Like EA's stealth 😛 Farsight, I basically ported, but switched it to a toggle. Since I wrote it up, I like the sets that give me toggles/passives and the heal click. So, that was all a personal choice. You should note, that part of what makes T9's T9's, is the power of the power. I put numbers with my write up, that looked to fit in line with other armor powers. Note my Chrono Shift doesn't heal just regens, no recovery, and lower stats than the power gives on Corruptors. But I did power the name and effect for when it's toggled on, in my write up. I will say, the absorb idea over some of the healing/regen would help make it different. Though, I believe my write up also gave Temporal Armor the best +Slow Resist of all armors.
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A bit wrong. Rez's that do damage to enemies, are T9s. Regen's rez is a T8. Willpower's rez is T8. Fire Armor's and Dark Armor's rez, are T9's. The rez I put in the set does nothing more than the other T8 rez. As for Temporal Phase, this was before Geode and not sure if it was before Icy Bastion. However, what mine allows you to do, is move around. Just not attack. As for the Resistance holes I went with them for the variety and it felt in theme with the set. Energy (Temporal Energy and Time Lord has Energy Resist). Cold (Resist slow). Toxic (Metabolism sped up/slowed down). Psychic (mind in temporal phase/sped up/what have you). It's actually mentioned why in my set write up 🙂 I even mention one could add in S/L Resist and such. But really, when I did the write up, the idea was to make it different from other sets. S/L Resist? Fighting Pool is popular and Tough gives S/L Resist. Also, the set is Positional Defense, with -Damage (which is like Resist to All) and -To-Hit (helps that Defense)...also in line with Time Manipulation.