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Zepp

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Everything posted by Zepp

  1. I do not find the FF proc to be that great. It generally procs less than twice a minute, meaning you only get about 10% actual global recharge from it if it in combat (meaning it won't help perma-hasten between battles).
  2. I was looking through all the sets and Offensive T1, Defensive T2 is the most common pattern (Cold, Nature, Sonic, Storm, Time) followed by Offensive T1, Offensive T2 (Dark, Kin, Traps, Trick) which is tied with Defensive T1, Defensive T2 (Empathy, Force, Pain, Thermal). Defensive T1, Offensive T2 is last (Poison, Rad). So, if you are looking at balancing choices, it may make sense, but at this point it fits into the preferred pattern for buff sets.
  3. Why?
  4. Ninja and Super Reflexes are easily cappable... That being said, the base numbers are 6.67% lower than Scrapper numbers... this does make them significantly less appealing to minmaxers... That being said, they have much better regen (in some sets)...
  5. Other than Steamy Mist and Shadow Fall (and maybe one or two others), stealth defense has always dropped in combat, even for Superior Invisibility. (all values reduced by half, for Hide AoE loses the 5x bonus and then is reduced by half).
  6. Stalker Hide = +150' Stealth (suppressed in combat) Superior Invisibility = 200' Stealth + -100% Threat (Can also stack with Group Invisibility = 60' Stealth + -100% Threat) (not suppressed in combat) You are incorrect about Stalker Hide being the strongest in game. Superior Invisibility is not only stronger, but has no combat suppression and threat reduction which on Live allowed you to (with sufficient distance) attack a mob without aggroing adjacent mobs... Stack SI and GI and you could almost attack from melee range without aggroing adjacent mobs...
  7. I think mobs' perception has been increased. Superior Invisibility used to allow you to take out a minion without aggroing nearby minions. That is no longer possible.
  8. Tar Patch, Ice Slick, Carrion Creepers (pseudopet that summons pseudopets...), Volcanic Gasses (pseudopet that summons pseudopets...), & Oil Slick Arrow (pseudopet that summons pseudopets...), I'm pretty sure that Phantom Army is not a Pseudopet, because it is targetable.
  9. Blind (sleep-casting pseudopet), and I also believe Spectral Terror is often classified as a Pseudopet...
  10. Just thought I'd mention, Group Invisibility Stacks with Steamy Mist...
  11. I disagree with eliminating the +HP, this is a decent mechanic and works well. Adding some absorb on top would help with alpha attacks. Additionally, returning IH to a toggle and possibly changing Dull Pain to an Auto power would go a long way towards fixing the set. Edit: Considering the level of sustain powers in Manipulation sets, it would be reasonable to maintain levels similar to current levels while converting IH to a toggle and DP to an Auto...
  12. That was the post I thought you may have been referring to. I had a similar impression, which is why I considered proposals that were associated with recycling the scrap as feasible proposals. That being said, this reading also seems to exclude the idea of stancing (thank whichever deity you please), whereas merging the two aspects of Opportunity and unbinding it from a specific tier of power is actually fairly reasonable.
  13. I don't think the complete removal of Opportunity has been confirmed. Do you have a link for that assertion?
  14. What happened to the AoE placate at T3? Also, going for Psi-blades seems to go against the controlly feel of Psi...
  15. Those work well for the AoE immobilize power. I've been looking at other sets for those powers already (look at my proposed power sets). The issue is you still need six powers. Remove the T1 and electricity, mental, & plant need one more replacement power. That means you are looking for a defensive or defensive amalgamation T1, a T2 from control (usually), creating an AoE placate, and then looking for one more power to round out each of these sets. That will likely come from control sets to round them out. For Psionic, maybe Mass Hypnosis for the AoE Immobilize, and Total Domination or Mass Confusion as a late tier power to round the set out. Electricity you would have Chain Fences for the AoE Immobilize and then possibly Short Circuit to maximize Endurance Drain? For Plants Roots would be the AoE Immobilize, then maybe go to Lifegiving spores for more regen? or Neurotoxic Breath from poison? Carrion Creepers or Fly Trap?
  16. Electricity, Mental, & Plant may be hard to do without that T1 immobilize. I'll take a look at those three in a couple of hours and try to borrow some soft control or blast powers that fit those sets...
  17. If the AoE comes before the ST immob, will people take the ST immob? It seems that it would be better to keep the Multi-Target Immob at reasonable coverage, but move it to a later tier than to have a weaker power in the T2 slot and then move the ST immob later in the ladder where it is even more underwhelming... I understand stacking more than most (I have a Martial Arts Stalktroller designed to stack ST Disorient like crazy). That being said, it is not much of a wait either way.
  18. Time Stop can stack with Blind to hold tougher targets. Also, it gives you another hold to increase your DPS through Containment. Try Doctored Wounds in Chrono Shift... that and Hasten should pretty easily get you enough global recharge to perma Chrono Shift. Also, depending on slotting, you can perma PA for less than 203... 95 Global Recharge from IOs should not be too expensive or too hard. Six-slotting Farsight with Reactive Defense might be a good idea, also looking for a place for Preventative Medicine might help. Also, good call on Flash, great effect but the animation time is terrible.
  19. I'm currently reworking my build, but I put a version of it in the Perma-PA thread. That version has no Hasten, but I am leaning towards putting Hasten back in. This is a great combo. Both sets have powers that are great and skippable at the same time. The powers that you must take are: Blind, Spectral Wounds, Phantom Army, Phantasm, Gale (but only because it is the T1 in your secondary), Tornado, and Lightning Storm. The powers that are underwhelming are: Gale, 02 Boost, & Thunder Clap (t2? Really?). That being said, Gale can be quite useful, especially in the lower levels, and O2 Boost is good on some teams. The rest of the powers are really good, but they can also be skipped and still have a good build. Hurricane is great, especially paired with TP Foe and a nice corner... Superior Invisibility is the best skip to the end invisibility in the game... Steaming Mist is possibly the best defensive in-combat stealth in the game, especially in a team (Team Invisibility isn't too far behind)... Spooky rocks (even though Fear might not be the form of control)... Freezing Rain is hilarious and effective... Flash is a great AoE Hold (but it's animation time is terrible)... Also be careful, many of the powers are so good that they demand slots, but there are not going to be enough to go around (although I think the most recent build I am working on has found the middle ground...
  20. Shadow Step should not be in the Stealth Pool (if it were to become a pool power).
  21. This would be huge and make a lot of sense. Confuse should count for Containment!
  22. One of the more clever ideas I've seen in this thread is allowing Sentinels to "mark" enemy groups so you get the red triangles on the map. It would make clear missions much easier and make scouting actually meaningful... The other thing I've heard often is taking the link away from their T1 and T2 powers. Seeing as opportunity is underwhelming overall, putting both effects together and linking it to all single target attacks would make it more useful with less work. Finally, I have heard a lot of resistance against -res or -def being put in their attacks, or a +ToHit, +Dmg Aura. I tend to agree with this. perspective. Also, abilities related to aggro management do not seem to be a good idea. However, if they had an aggro-reduction aura (toons that attack while within 30' of the Sentinel have a 10-20% reduction in threat modifier) might be tenable. That said, I'm sure there are still some creative ideas out there. I'm just hoping we do not end up with a click or a stance toggle.
  23. Also, I still think having an AoE immobilize-ish power at T2 is too powerful, especially since their T1 from Manipulation is a single target immobilize-ish power. Take a look at my six work-ups, and tell me if it doesn't make more sense to have the single-target Immob first and the multiple target Immob later. As per a previous post, I removed non-buff duplicate powers and then removed powers based on popularity. The powers that were not underlined could be swapped as the popularity may differ, and some sets may prefer more control over damage. As far as the buff powers, maybe shift all the Assault Set buffs to Power Up, One issue is that Energy has Build Up & Power Boost. So changing Manipulation sets would be a tad more complicated. Also, Energy Manipulation may need a look-over, as the lack of Immob for KB is something that I think many players will likely want to avoid.
  24. My thought was that it would mimic the entire set, but at 1/3rd efficacy-ish. So rather than being extremely vulnerable to a huge chunk of enemies, and pretty strong against some, you would have moderate protection against most enemies...
  25. Defensive Toggles, by their nature, are designed like sieves. They are meant to be used with another two or three at the same time. As such you are going to need to merge the three-five toggles into one toggle with reasonable scaling. I've done a work-up of the first six sets, is this what you were thinking @Steampunkette and @Replacement Alchemical Intrigue (Radiation Armor* + Atomic Manipulation + Intrigue) Power Level Effect Beta Plus Decay 1 Toggle: Self +Res(++Tox/En, +Fire/Cold, Smash/Lethal, -Cold/Psi), +Res(Status Effects) Electron Shackles 2 Ranged, Moderate DoT (Energy), Foe Immobilize Heisenberg's Uncertainty 4 PBAoE Placate, +Res, Remove any status effects, can be cast while mezzed Metabolic Acceleration 10 Toggle: Self +Recharge, + Special, +Regeneration, +Recovery, +Res(Hold, Stun, Sleep, Immob, End) Ionic Binding 16 PBAoE, Minor DoT (Energy), Foe Immobilize Ionize 20 Self +DMG, +ToHit Beta Decay 28 Toggle: Foe, Taunt, -To Hit, -Defense, Self +Recharge Radioactive Cloud 35 PBAoE, Foe Hold Positronic Fist 38 Melee, Extreme Dmg(Energy/Smash), Foe -Def, Disorient, Special Cloak & Dagger (Ninjitsu* + Ninja Training + Intrigue) Power Level Effect Ninja Senses 1 Toggle: Self +Def (Melee, Ranged, AoE) +Perception, +Res(-Def), +Res(Status Effects) Immobilizing Dart 2 Ranged, Minor DoT (Toxic), Target Immobilize Smoke Flash 4 PBAoE Foe Placate, Self +Def, -Res Kuji-In Toh 10 Self +Regen, +Recovery, Res(Psionic, Fear) Caltrops 16 Ranged (Location AoE), Minor DoT (Lethal), Foe -Spd Sting of the Wasp 20 Melee, Moderate Dmg(Lethal), Foe -Def Shinobi 28 Toggle: Self +Def (Melee, Ranged, AoE), + Run Speed, +Jump, Stealth The Lotus Drops 35 PBAoE Melee, Moderaat Dmg(Lethal), Foe -Def Golden Dragonfly 38 Melee, Extreme DMG(Lethal), Foe Knockback, -Def (Removed one defensive ability for Shinobi) Cold War Intrigue (Ice Armor* + Ice Manipulation + Ice Control + Intrigue) Power Level Effect Cold Attitude 1 Toggle: Self +Def (Smashing, Lethal, Energy, Neg), +Res (++Cold, -Fire/Toxic), +Res(Status Effects) Chill blain 2 Ranged, Moderate DoT (Cold), Foe Immobilize, -Spd, -Recharge Cold Shoulder 4 Targeted AoE Placate, Self +Def, +Res, Foe -Spd, -Recharge Frigid Protection 10 Toggle: PBAoE, Foe -Recharge, -Speed, -DMG, Self +Absorb over Time, +Recovery Flash Freeze 16 Ranged (Targeted AoE), Minor DMG(Cold/Lethal), Foe Sleep Build Up 20 Self +DMG, +To-Hit Ice Patch 28 Location PBAoE, Foe Knockdown Shiver 35 Ranged (Cone), Foe -Recharge, -SPD Freezing Touch 38 Melee, Minor Dmg (Cold), Foe Hold Electric Intrigue (Electric Armor* + Electricity Manipulation + Electric Control + Intrigue) Power Level Effect Charged Armor 1 Toggle: Self +Res(++En, +Smash/Lethal/Fire/Cold/Psi, Neg,), +Res(Status Effects) Electric Fence 2 Ranged, Moderate DoT(Energy), Foe Immobilize, -End, -Recovery Shock 4 PBAoE Placate, Self + Res, Foe -End, -Rec Force of Thunder 10 PBAoE, Foe Disorient, Knockback, Self +Regeneration, +Recovery Chain Fences 16 Ranged AoE, Minor DMG(Energy), Foe Immobilize, -End, -Fly Lightning Field 20 Toggle: PBAoE, Minor DoT(Energy), Foe -End Build Up 28 Self +DMG, +To-Hit Power Sink 35 PBAoE, Foe -End, -Recovery, Self +End Shocking Grasp 38 Melee, High DoT(Energy), Foe Hold, -End, -Recovery Energetic Intrigue (Energy Blast + Energy Aura* + Energy Manipulation + Intrigue) Power Level Effect Energy Stealth 1 Toggle: Self +Def(+Energy, Fire/Cold, -Smash/Lethal/Neg) , +Res(Energy,-Smash/Lethal/Neg/Tox), +Stealth, +Res(Status Effects) Power Thrust 2 Melee, Minor Damage(Energy/Smashing), Foe Knockback Pulse 4 PBAoE Placate, Self, +Def, +Res, Foe Disorient Energize 10 Self End Discount, Heal, +Regen Energy Torrent 16 Close (Cone), Moderate DMG(Energy/Smash), Foe Knockback Build Up 20 Self +DMG, +To-Hit Power Boost 28 Self +Special Boost Range 35 Self Range Increase Total Focus 38 Melee, Extreme DMG(Energy/Smash), Foe Disorient Fiery Intrigue (Fiery Aura* + Fire Manipulation + Fire Control + Intrigue) Power Level Effect Embracing Flames 1 Toggle: Self +Res(++Fire, Smash/Lethal/En/Neg, Cold), +Res(Status Effects) Ring of Fire 2 Ranged, Moderate DoT(Fire), Foe Immobilize Spark 4 PBAoE Placate, -Res, -Def Cauterizing Aura 10 Toggle: PBAoE, Minor DoT(Fire), Self +Heal Over Time, +Recovery Fire Cages 16 Ranged (Targeted AoE), Minor DoT(Fire), Foe Immobilize Fire Sword Circle 20 PBAoE, Moderate DMG(Fire/Lethal) Build Up 28 Self +DMG, +To-Hit Burn 35 Location (PBAoE), Moderate DoT(Fire), Self +Res(Immobilize) Hot Feet 38 Toggle: PBAoE, Minor DoT(Fire), Foe -SPD, Self -Fly
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