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BrandX

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Everything posted by BrandX

  1. Always wanted an energy type so we could make it feel like energy blasters :)
  2. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! BrandX Elec: Level 50 Science Sentinel Primary Power Set: Dual Pistols Secondary Power Set: Electric Armor Power Pool: Fighting Power Pool: Flight Power Pool: Leadership Power Pool: Teleportation Ancillary Pool: Electricity Mastery Hero Profile: Level 1: Pistols (A) Decimation - Accuracy/Damage (3) Decimation - Damage/Endurance (3) Decimation - Accuracy/Endurance/Recharge (5) Decimation - Accuracy/Damage/Recharge (5) Decimation - Chance of Build Up (7) Thunderstrike - Damage/Endurance Level 1: Charged Armor (A) Aegis - Resistance/Endurance (7) Aegis - Resistance/Recharge (9) Aegis - Resistance/Endurance/Recharge (9) Aegis - Resistance Level 2: Charged Shield (A) Preventive Medicine - Heal (11) Preventive Medicine - Heal/Endurance (11) Preventive Medicine - Endurance/RechargeTime (13) Preventive Medicine - Heal/RechargeTime (13) Preventive Medicine - Heal/RechargeTime/Endurance (15) Preventive Medicine - Chance for +Absorb Level 4: Conductive Shield (A) Aegis - Resistance/Endurance (15) Aegis - Resistance/Recharge (17) Aegis - Resistance/Endurance/Recharge (17) Aegis - Resistance Level 6: Suppressive Fire (A) Apocalypse - Damage/Recharge (19) Apocalypse - Accuracy/Damage/Recharge (19) Apocalypse - Accuracy/Recharge (21) Apocalypse - Damage/Endurance (21) Apocalypse - Chance of Damage(Negative) (23) Unbreakable Constraint - Chance for Smashing Damage Level 8: Swap Ammo Level 10: Energize (A) Panacea - Endurance/Recharge (23) Panacea - Hea/Recharge (25) Panacea - Heal/Endurance/Recharge (25) Panacea - Heal (27) Panacea - +Hit Points/Endurance Level 12: Bullet Rain (A) Superior Sentinel's Ward - Accuracy/Damage (27) Superior Sentinel's Ward - Damage/RechargeTime (29) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime (29) Superior Sentinel's Ward - Accuracy/Damage/Endurance (31) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime (31) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb Level 14: Boxing (A) Empty Level 16: Static Shield (A) Aegis - Resistance/Endurance (31) Aegis - Resistance/Endurance/Recharge (33) Aegis - Resistance (33) Aegis - Psionic/Status Resistance Level 18: Executioner's Shot (A) Superior Opportunity Strikes - Damage/RechargeTime (33) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime (34) Superior Opportunity Strikes - Accuracy/Damage/Endurance (34) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime (34) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity (36) Achilles' Heel - Chance for Res Debuff Level 20: Grounded (A) Unbreakable Guard - +Max HP Level 22: Tough (A) Aegis - Resistance/Endurance (36) Aegis - Resistance/Recharge (36) Aegis - Resistance/Endurance/Recharge (37) Aegis - Resistance Level 24: Weave (A) Luck of the Gambler - Defense/Endurance (37) Luck of the Gambler - Defense/Endurance/Recharge (37) Luck of the Gambler - Defense (39) Luck of the Gambler - Recharge Speed (39) Shield Wall - +Res (Teleportation), +5% Res (All) (43) Reactive Defenses - Scaling Resist Damage Level 26: Air Superiority (A) Hecatomb - Damage/Recharge (39) Hecatomb - Accuracy/Damage/Recharge (40) Hecatomb - Accuracy/Recharge (40) Hecatomb - Damage/Endurance (40) Hecatomb - Chance of Damage(Negative) Level 28: Lightning Reflexes (A) Run Speed IO Level 30: Maneuvers (A) Luck of the Gambler - Defense/Endurance (42) Luck of the Gambler - Defense/Endurance/Recharge (42) Luck of the Gambler - Defense (43) Luck of the Gambler - Recharge Speed Level 32: Hail of Bullets (A) Armageddon - Damage/Recharge (43) Armageddon - Accuracy/Damage/Recharge (45) Armageddon - Accuracy/Recharge (45) Armageddon - Damage/Endurance (45) Armageddon - Chance for Fire Damage Level 35: Power Sink (A) Efficacy Adaptor - EndMod (46) Efficacy Adaptor - EndMod/Recharge (46) Efficacy Adaptor - EndMod/Accuracy/Recharge (46) Efficacy Adaptor - Accuracy/Recharge (48) Efficacy Adaptor - EndMod/Accuracy (48) Efficacy Adaptor - EndMod/Endurance Level 38: Havoc Punch (A) Empty Level 41: Lightning Field (A) Obliteration - Damage (48) Obliteration - Damage/Recharge (50) Obliteration - Accuracy/Damage/Recharge (50) Obliteration - Accuracy/Damage/Endurance/Recharge (50) Obliteration - Chance for Smashing Damage Level 44: Teleport (A) Time & Space Manipulation - +Stealth Level 47: Hover (A) Luck of the Gambler - Recharge Speed Level 49: Afterburner (A) Luck of the Gambler - Recharge Speed Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Empty Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Empty Level 2: Health (A) Miracle - +Recovery Level 2: Hurdle (A) Empty Level 2: Stamina (A) Performance Shifter - Chance for +End Level 8: Chemical Ammunition Level 8: Cryo Ammunition Level 8: Incendiary Ammunition Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------ Not even sure if I should slot up Weave (I feel Maneuvers for team play wouldn't be bad) and maybe move the slots elsewhere. Can even move the two other IOs to the Leadership Power. Not sure if Epic Pools follow the same rules as Patron Pools either. Can I grab Lightning Field without Havoc Punch? No Hasten with this build and I can go Pistols > Suppressive Fire > Executioner's Shot without a gap for the big ST baddies, and I just like having the concepty powers of Teleport/Fly. :) Trying the build out, thought I'd get some thoughts, maybe even some experience critiques/comments.
  3. It's the range class to play when you don't have a Primary with a Snipe to InstaSnipe with :)
  4. Don't have Hasten on my StJ/Nin attack non stop never using brawl or boxing. I do have about 90%+ global recharge from set bonuses though.
  5. How'd you get Sentinel ATO's to show up in Suppressive Fire? My Pines won't do that and I even tried updating it.
  6. I did notice that! I don't use a travel power. I actually don't use it on many ATs anyway because of Ninja Run, but yeah Shinobi-Iri is nice all around. I've lost some of my love for Suppressive Fire. I keep it, but it has less use for me when running Ammo which I've done since I unlocked it at level 8. Since Suppressive gains no added damage it takes a back seat, and the hold just isn't long enough for me to care. There is something to be said about turning ammo off and using the default secondary effect, but I feel no need to do it. If you run normal Ammo, Suppressive's DPA is actually better on paper and makes it more worth while to use. Incendiary Ammo makes everything else higher though Dual Wield vs Suppressive is a bit more competitive vs it being a washout. That's without considering proc opportunities which Dual Wield can win on. One of my build ideas stuffed procs into DW and it had a lot of potential. This got me thinking though. Suppressive's DPA isn't "bad". Especially for normal ammo. In fact with normal ammo Suppressive's DPA is better than Piercing Rounds and Dual Wield (substantially more so for the latter). So maybe I need to see if a Pistols -> Suppressive -> Pistols -> Executioner or Pistols -> Executioner -> Pistols -> Suppressive would be better with normal ammo. For most things not a Boss, that answer is probably "yes". That chain loses out on the normal Ammo resistance debuff of Piercing and the potential debuff of Annihilation. So it is likely the faster attack chain won't be better against Boss+ since on normal ammo Piercing is a guaranteed -9.6 resistance (assuming none of that is resisted by their resist value, which it will be for AVs). However, if the powers that be did allow Suppressive to gain damage from Incendiary Ammo, it would be a buff to that power and make a a quicker animating chain likely better in all situations unless you really needed that resistance debuff (so virtually only EB/AV). I'd love for Sentinels to have a unique attack chain for DP vs what everyone has. Suppressive Fire has the potential to do that, especially with normal ammo, but those debuffs in Piercing Rounds are strong reasons to keep it as a priority power. I doubt I'll change where I'm at with my build right now, but these are definitely things to consider. I also hope it is obvious I am just thinking out loud, and that this thought process is aimed at pretty tough targets. My build has all the DP and Nin powers. In actual play, I seriously do use all of them. I open with Hail, and follow up with Bullet Rain/Empty Clips. With Incendiary running virtually 24/7 since it removes the knockdowns/backs which I personally don't care for in favor of the damage-over-time element. For clean up, I just fire off the fast attacks like Pistols, DW, and Suppressive. If an enemy has a sliver of health left, I don't shoot them with an Executioner's Shot (no matter how fitting that is) and just hit them with Pistols. The only time a "real" attack chain really matters is against targets tough enough to survive the sequence in the first place. Otherwise just cycle what isn't on cooldown and pepper everything with follow-up shots. Slap the Purple Hold Set Proc into Suppressive Fire and it looks like it pulls ahead of Piercing Rounds in Fire Rounds. PR cab slot a -Resist Proc however, but I'm not sure how much DPS that will add in the long run.
  7. So I just discovered this in game... it's a stealth power! :-[ I suppose there's no point in taking Stealth/Invis because it says it "doesn't work" with other stealth powers? I wonder what to replace them with?? I appreciate the insight on the other powers. That's the kind of feedback I was looking for to make the build better. I suppose I can pull some slots out of paralyzing dart and move some stuff around to slot up Shinobi-Iri and Bo Ryaku. Thanks again. ;D Put a Stealth IO in the Stealth Power Shinobi-Iri and you'll be fully invisible all the time, until you attack.
  8. However, BF > Attack Vitals is still good enough DPS. The #1 TOP DPS. No. For best DPS in Dual Blades, you're not going to use a combo, but BF > Attack Vitals > Repeat is really good enough for anything unless someone is looking to be OMG THE #1 BEST!
  9. Dual Blades only needs to worry about one combo, Attack Vitals, and that combo is AWESOME! It can be made non stop easily. I managed to solo the ITF with just DB/WP, no incarnate abilities, back when CoH was live, with just that combo. I also had the PBAOE attack as an additional AOE, but never used it's combo. Wasn't really needed. Some could say that ruins the point of the set, but Attack Vitals was good enough ST DPS that had a decent melee cone in it for some added AOE.
  10. Made a donation and now I see you're over the minimum. Nice.
  11. 3,300 individual players and only need 2700 of them to donate 1 dollar a month. Would Patreon be legal?
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