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SenTheFortress

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Everything posted by SenTheFortress

  1. I have followed both of these guides to a "T". I have even tried manually setting up txt files from a legacy guide as well. Absolutely nothing has enabled key binds with my numpad for mastermind pet commands. Anyone got any advice? I tried changing capital letters to lowercase ones (when I saw that they were listed differently from eachother in different locations, such as the guide calling the folder "C:/Binds" but inside the txt files for commands it's listed as "C:/binds" (not sure if that matters) The character uses Necromancy. /bindloadfile "C:\Binds\Necro.Txt" is what I've been typing. (for the guide that uses the binds folder), Yes numpad is enable on my keyboard and I can type with it just fine. Anyone got any advice? Please ignore the link at the bottom it is a duplicate of an above link and I don't know how to delete it (even refreshing or creating a new topic, it haunts and taunts me. lol) --- ^ this wont go away
  2. Hi all, I'm somewhat new to the game but I've absorbed a lot of the discussions about the Sentinel archetype since a Sentinel was my first character. I know they were changed in the past to be what they are today in terms of balance. I think the common sentiment towards the AT is either they are "fine" or "not worth playing", since with the right know-how all characters in the endgame can be fairly well protected, making their Def set seem pointless when other ranged ATs get more utility options. That being said, the experience of taking one from 1-50 was really solid especially when doing content solo. I have learned that it is intentional to keep the AT from being "too good" since it is essentially a fan AT. I have met some people that can make some really cool Sentinels, as it stands they can do well enough to be viable. HOWEVER, I think one thing the Sentinel haters and lovers have in common (at least, that I've met) is Vulnerability is not a good Inherent. So, Vulnerability does as follows: −11.25% defense −15% resistance to all normal damage types — smashing, lethal, fire, cold, energy, negative, psionic, and toxic −15% resistance to confusion, fear, hold, immobilize, sleep, and stun, causing these status effects to have longer durations on the target −15% resistance to recovery, regeneration, and to-hit debuffs, causing these debuffs to have a stronger effect on the target −150' stealth ....to one target. Now honestly, all these things do sound good on paper and it can help a bit when applied to a enemy with a lot of HP. But that's the problem, this power is NICHE. It's not as "generally good" as a lot of other AT Inherents. This is good when you have a big bad villain to drop it on, but 90% of the time you're up against big mobs of enemies and your team has already started tearing into it. I think what the Sentinel needs is something that is more valuable to a team more consistantly. In terms of power, they are a solid solo AT and can hold their own on a team, but no one is asking for a Sentinel to join a team (that I've see) and what is the benefit of taking one if you have melee combatants to engage the enemy? The archetype and it's name would lend itself well to being based around accuracy and assessing the battlefield for the team. This had me thinking, knowing what this AT represents I came up with this: - New Inherent - Vigilance Each time the Sentinel attacks with a primary power, they project a buff aura (15ft) that provides allies with a +1% buff to Accuracy, Defense, Resistance (Mez) and Damage. This buff can stack up to 10 times, but the aura and stack expires after 4 seconds if the Sentinel doesn't hit an enemy with a Primary power. Additionally, the Sentinel receives 1/2 of the buff from the Vigilance aura when it is active. (Can effect 200+ allies, or whatever the highest limit is, but they don't stack with multiple Sentinels, anyone inside multiple auras gets the highest bonus of any aura they are inside of.) This power recontextualizes Vulnerability into a global buff, making it more universally useful and turns it into something of a foil to Blaster's inherent Defiance. By landing blows, the Sentinel calls out both the weaknesses and flaws of their opponent's attacks, creating that buff. This highlights the Sentinel as a reliable ranged combatant that uses their superior senses to expose weaknesses of the enemy. I think this ability is much better and is by no means overpowered. This also add value to having a Defense set to begin with, since you need to choose between moving into the fray to buff your melee combatants or hanging back to buff the ranged ATs on your team. Whenever you're around, you nudge things to be a little bit easier for your team, the AT is going for a "balanced" feel, so I think something like this fits. In theory, this ability could also be reversed to apply a debuff aura to enemies instead of buffing allies (using the same numbers and stacks) if that seems more thematic. (Opportunity Strikes proc could just add stacks to Vigilance as a fix to that enhancement) What do you think of this idea? Got suggestions? What do you think about Vulnerability/Opportunity right now?
  3. So Ice Sphere gave me the plug on an optimized version of this build, They think aiming for 45% positional Def and upping damage is the way to go. (with my two changes Abyssal Gaze over Antumbral Beam / Maneuvers over Elude, the build is functionally the same, those are small preference changes.) Ice Sphere's BD-SR Sentinel w change.mbd
  4. Cool, thanks for the info! Yep, I tried it out on the Beta server a bit. It seems to work well, but maybe I do need a bit more END recovery. Today I was also invited to a "farm" which I was an participant in dealing with huge mobs of level 54 enemies. I was playing with a much less optimized version of my build, and I managed to stay in the fight. I did get hit sometimes, but using Master Brawler in conjunction with my scaling damage resistance from Enduring/Agile, it bailed me out most of the time (and an occasional heal from a teammate or HP+ proc). Usually it bought me enough time to take 2-3 big hits, but yeah there was a time I got unlucky and hit 4 times really quickly, so there might be some adjustments to make (though this was with a worse version of the build posted). Regardless, I can keep testing things on the beta. I'll try to work in some of your suggestions to fine tune things further.
  5. Okay, so i'll probably want to drop some accuracy and load up on more damage/res/anything else. My accuracy is overkill (in theory having higher than 90% makes you more resistant to to-hit buffs right?). I do have 58.75%+ in all three positional defenses actually, my build is already attached to my first post. file: "Nimble Oblit - full kit"
  6. First, thank you taking the time to reply. Your insight about to-hit debuffs was very useful. I might be able to take advantage of it, Blackstar (if it doesn't just instantly kill the target) drops a -35% to-hit debuff for 20 seconds on it's own. My Dark Blast attack is on a 1 second cooldown and can be spammed between every attack. Do to-hit debuffs stack with themselves? (say I hit someone with Dark Blast three times within 5 seconds, would they have a -15.75% debuff? DB normally applies -5.25% for 6 seconds.) ------ Among the three applicable strategies, I feel like a fall somewhere in the middle of all three of those things. For #1: with 62%/59.7/58.8% (Melee/Ranged/AoE) my ability to dodge is very good even against Def debuffs, not to mention the free 75% resist to Def debuffs SR Sents have. However, my resistance is middling. Although, the Enduring power does provide scaling Damage Res (same with one of my Enhancements) so it is likely a bit better than it appears. Not sure if 3/4 healing/absorb procs, Master Brawler and Enduring is enough padding to be considered in strat #1. For #2: My damage output feels solid. Aim + Blackstar is available as an opener for every engagement, everything that survives gets -35% to hit-debuffed and has to contend with Umbral Torrent and Dark Obliteration both suped up with many damage procs. As far all I know, all my powers are displaying accuracy above 100%, when scaled to +4. I imagine that's accurate enough (should i make adjustments to lower some of this to bump up damage/resistance?). I do know that Dark Blast is considered weaker than a lot of other attack power sets, but makes up for it with control elements, so I'm not sure if that disqualifies me from covering #2. For 3#: I've mentioned my Blackstar is very reliable for recharge and accuracy. A 20 second -35% debuff to-hit is always gonna happen and the survivors will get pelted with Dark Obliteration and Umbral Torrent right away, dropping it further to -45.5% to-hit for at least 10 seconds. Not sure if a 10-20 second major debuff to accuracy makes the cut in terms of qualifying as #3, it's sort of a one trick pony. If I'm able to support each of these strategies with depending team (being flexible), is that viable? Or should I reconfigure to focus on just one of these aspects? ------ The accuracy read was good info. Unfortunately looking into the buffs/debuffs page didn't answer my question about whether powers stack with itself or not (I would assume not). And about the last part... I don't think I understand. Isn't positional defense king? At 62%/59.7/58.8% (Melee/Ranged/AoE), I didn't think the other ones mattered since it uses whichever is the highest total (this with always be positional for me since all 3 are much higher than all the rest and one of these 3 is used for every type of attack). Unless I am somehow understanding defense incorrectly still?
  7. UPDATE: Added an updated version of the build that is a tad bit stronger. See the attachment for the "Updated" file. It's very cushy on Def and Accuracy, and has improved resistances (but still pretty modest, but remember that Dodge/Enduring gives you scaling resistances). And Added IceSphere's optimized version they so generously made for me! Hello all, I am a new player that joined the game about a month ago. This is my first "real" MMO that I have played for more than 10 hours, I discovered it from a random Youtube video talking about MMOs. Anyways, I've become hooked. I've been working on trying to make my first "build" using my first character. I've gotten a lot of advice and have progressively made changes to it and refined it over-time, trying to heed the wisdom of experienced players while trying to stay within my own "vision" of the character. (I made a post on the CoH sub on Reddit) Anyways, there is something I'd like more input on: I have gotten a lot of different information about Defense. Soft Cap for most content being 45% and the next cap being 58.75%-59% for the absolute hardest stuff this game can throw at you (and going above 45% can help you account for defense debuffs). It seems that the topic of Defense is debatable and depends on what you decide to do in the "endgame". Now I've also been told that Dark Blast's to-hit debuffs can also play a factor when determining how much defense you need. Does anyone have any experience with Dark Blast / Super Reflexes (Sentinel) working in tandem? If so, what did you decide on? This is assuming playing at +4 and to try out some of the harder content in the endgame. Here's my rough draft for my build using everything I learned in the last month (file included), feel free to include my general advice or your own opinions for me to consider. But basically I focus on hoping into harm's way to pop off with Huge AoE damage, then hop out to deal chip damage/lock down a treat on the outskirts of the fray, or dealing with fleeing opponents. I hit the caps for defense, but should I consider less defense and more resistance? (knowing Sents have 75% def debuff resist, which is less than say a tanker who has 95%) Especially considering Dark Blast applies to-hit debuffs. Thanks in advance! --------------------------------- Note: UPDATED # **Nimble Obliterator - Hero Sentinel** ### *Build plan made with Mids Reborn v3.7.11 rev. 2* ---- - **Primary powerset: Dark Blast** - **Secondary powerset: Super Reflexes** - **Pool powerset (#1): Speed** - **Pool powerset (#2): Leaping** - **Pool powerset (#3): Fighting** - **Pool powerset (#4): Leadership** - **Epic powerset: Dark Mastery** ---- # **Powers taken:** **Level 1: Dark Blast** - A: Superior Sentinel's Ward: Accuracy/Damage - 3: Superior Sentinel's Ward: Damage/RechargeTime - 3: Superior Sentinel's Ward: Accuracy/Damage/RechargeTime - 5: Superior Sentinel's Ward: Accuracy/Damage/Endurance - 5: Superior Sentinel's Ward: Accuracy/Damage/Endurance/RechargeTime - 50: Superior Sentinel's Ward: RechargeTime/Chance for +Absorb **Level 1: Focused Fighting** - A: Red Fortune: Defense/Endurance - 11: Red Fortune: Defense/Recharge - 11: Red Fortune: Endurance/Recharge - 13: Red Fortune: Defense/Endurance/Recharge - 13: Red Fortune: Defense - 15: Red Fortune: Endurance **Level 2: Umbral Torrent** - A: Bombardment: Chance for Fire Damage - 7: Bombardment: Damage/Recharge - 9: Javelin Volley: Chance of Damage(Lethal) - 17: Cloud Senses: Chance for Negative Energy Damage - 17: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown **Level 4: Focused Senses** - A: Red Fortune: Defense/Endurance - 21: Red Fortune: Defense/Recharge - 21: Red Fortune: Endurance/Recharge - 23: Red Fortune: Defense/Endurance/Recharge - 23: Red Fortune: Defense - 25: Red Fortune: Endurance **Level 6: Abyssal Gaze** - A: Superior Opportunity Strikes: Accuracy/Damage - 19: Superior Opportunity Strikes: Damage/RechargeTime - 19: Superior Opportunity Strikes: Accuracy/Damage/RechargeTime - 25: Superior Opportunity Strikes: Accuracy/Damage/Endurance - 27: Superior Opportunity Strikes: Accuracy/Damage/Endurance/RechargeTime - 27: Superior Opportunity Strikes: RechargeTime/Chance for Opportunity **Level 8: Hasten** - A: Invention: Recharge Reduction - 31: Invention: Recharge Reduction **Level 10: Master Brawler** - A: Preventive Medicine: Chance for +Absorb **Level 12: Dark Obliteration** - A: Positron's Blast: Damage/Recharge - 31: Positron's Blast: Chance of Damage(Energy) - 33: Bombardment: Damage/Recharge - 33: Bombardment: Chance for Fire Damage - 33: Cloud Senses: Chance for Negative Energy Damage - 34: Javelin Volley: Chance of Damage(Lethal) **Level 14: Super Jump** - A: Blessing of the Zephyr: Knockback Reduction (4 points) **Level 16: Agile** - A: Luck of the Gambler: Defense/Increased Global Recharge Speed - 31: Luck of the Gambler: Endurance/Recharge - 34: Luck of the Gambler: Defense/Endurance/Recharge - 36: Luck of the Gambler: Defense - 36: Luck of the Gambler: Defense/Recharge - 42: Luck of the Gambler: Defense/Endurance **Level 18: Combat Jumping** - A: Luck of the Gambler: Defense/Increased Global Recharge Speed - 36: Reactive Defenses: Scaling Resist Damage **Level 20: Enduring** - A: Power Transfer: Chance to Heal Self **Level 22: Dodge** - A: Luck of the Gambler: Defense/Increased Global Recharge Speed **Level 24: Aim** - A: Gaussian's Synchronized Fire-Control: To Hit Buff - 37: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge - 39: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance - 39: Gaussian's Synchronized Fire-Control: Recharge/Endurance - 39: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance - 40: Gaussian's Synchronized Fire-Control: Chance for Build Up **Level 26: Blackstar** - A: Scirocco's Dervish: Accuracy/Damage - 29: Scirocco's Dervish: Damage/Endurance - 29: Scirocco's Dervish: Damage/Recharge - 40: Scirocco's Dervish: Accuracy/Recharge - 40: Scirocco's Dervish: Accuracy/Damage/Endurance - 42: Eradication: Chance for Energy Damage **Level 28: Evasion** - A: Luck of the Gambler: Defense/Increased Global Recharge Speed - 34: Luck of the Gambler: Endurance/Recharge - 43: Luck of the Gambler: Defense/Endurance - 43: Luck of the Gambler: Defense/Endurance/Recharge - 45: Luck of the Gambler: Defense/Recharge - 45: Luck of the Gambler: Defense **Level 30: Boxing** - (Empty) **Level 32: Tough** - A: Gladiator's Armor: TP Protection +3% Def (All) - 37: Steadfast Protection: Resistance/+Def 3% **Level 35: Quickness** - A: Invention: Run Speed **Level 38: Netherworld Tentacles** - A: Siphon Insight: Chance for +ToHit **Level 41: Engulfing Darkness** - A: Superior Avalanche: Accuracy/Damage - 46: Superior Avalanche: Damage/Endurance - 46: Superior Avalanche: Accuracy/Damage/Endurance - 48: Superior Avalanche: Accuracy/Damage/Recharge - 48: Superior Avalanche: Recharge/Chance for Knockdown - 48: Obliteration: Chance for Smashing Damage **Level 44: Weave** - A: Luck of the Gambler: Defense/Endurance - 45: Luck of the Gambler: Endurance/Recharge - 46: Luck of the Gambler: Defense/Endurance/Recharge - 47: Luck of the Gambler: Defense - 49: Luck of the Gambler: Defense/Recharge - 50: Luck of the Gambler: Defense/Increased Global Recharge Speed **Level 47: Maneuvers** - A: Shield Wall: +Res (Teleportation), +5% Res (All) - A: Shield Wall: Defense/Endurance - 49: Shield Wall: Defense - 50: Shield Wall: Defense/Endurance/Recharge **Level 49: Tactics** - A: Rectified Reticle: Increased Perception ---- # **Inherents:** **Level 1: Opportunity** **Level 1: Brawl** - (Empty) **Level 1: Sprint** - (Empty) **Level 2: Rest** - A: Invention: Endurance Modification **Level 1: Swift** - A: Invention: Run Speed **Level 1: Hurdle** - A: Invention: Jumping **Level 1: Health** - A: Miracle: +Recovery - 7: Panacea: +Hit Points/Endurance - 9: Numina's Convalesence: +Regeneration/+Recovery **Level 1: Stamina** - A: Performance Shifter: Chance for +End **Level 10: Current Endurance** **Level 1: Current HP** **Level 14: Double Jump** Updated - Nimble Obliterator - Dark + SR Sentinel.mbd Ice Sphere's BD-SR Sentinel w change.mbd
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