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Crysis

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Everything posted by Crysis

  1. Yeah no way this is real.....
  2. Now it's you who are taking this too personal. Let me try to re-phrase my request with full sincerity and a more respectful tone. In any argument FOR change, the burden is ON the person who claims "Change is Needed!" to prove their case. This is true outside of the game world and we'd both agree on that. Demonstrate a better environment WITH the change. If you can't or don't want to do that, then SIMULATE it. Intentionally build a character with only generic IO's (or SO's if you prefer) using only native +DEF, and play it to 50 all the way into Incarnate territory. Do as much as you can with it. Then create a duplicate alt but this time with ALL IO's to build +DEF you can come up with. Try to ensure you follow the same approximate leveling path in terms of missions, critters, environments etc. Then, subjectively, tell me which was more enjoyable to play? Where did you feel inadequate and why? Dissect the "why" parts a bit to differentiate if it was situational or build related. By the way, this was part of the argument basis for awarding travel powers earlier many years ago, so it's not a totally unique concept, although it was mentioned by the Devs at the time that it factored into their decisions to make that change. Then go sell the results of that new experience to a handful of us. Make a SG of just these kinds of builds. The capability to do exactly what you want is there right now. You may argue it's not the same because there are a lot of other players NOT playing that way, and you'd be correct, but you don't have to force them to adapt to your playstyle preferences to test this theory of yours. It's easily testable the moment you start to recruit people to your SG and your playstyle methodology. Heck, I'd even be willing to join you in this crusade as one of your first recruits. It's not my preferred playstyle right now, I'll freely admit, but I build kooky stuff all the time just to see how it will play. But I will wager up front that the single biggest takeaway you'll have, I'd have, any one of us would have isn't how different the game feels with diminished Defense, but how different we feel compared to watching the capabilities of other players around us. This is why this simulation isn't complete without gaining a panel/peer group of enough similarly-built players to make a fair comparison. But no amount of coding change will address an individuals' feelings of 'value' to a team. That's entirely subjective. But the rest, I'd argue, can be simulated. And if you are calling for the change....you should prove the change to yourself and then share those results with us before asking us to adopt the same view. Otherwise, status quo can and should prevail. And please accept my apologies if I've offended you.
  3. So download the server code, adjust it and test it. Easy enough if you have design/coding experience here, and please report back your testing results along with allllll the unintended consequences from doing same. The Global Defense Nerf and ED were introduced to pave the way for IO set bonuses. They were balanced that way. You could have a sturdy build but you’d have to make a trade off for them. You may believe, minus any evidence to support your beliefs, that the trade off isn’t enough. I believe it was and remains so today. So go build your evidence and report back and then we can talk.
  4. Speaking of upping difficulty.... One of the more enjoyable aspects of this game to me are all-X ‘themed’ teams. There’s a player on Excelsior, EV-3000 or something can’t recall their name, that routinely sets up “dueling ITF speed runs” with themed teams. Gadget teams (Traps/Trick Arrow/Tactical Arrow/Devices) vs. All Offender (Procc’d out Defender) teams. Two teams compete for a speed run, no deaths, no inspirations. I’ve run these dozens of times and it’s a fantastic example of using the EXISTING game development framework, content PVE and all, and coming up with a new game difficulty level. This is absolutely KEY to the game’s design principle. Mix different AT’s with different abilities and you get different challenge levels. No brute/tank? Then don’t play the missions as if you have someone to soak the alpha while everyone else hangs back. Or let the Controller lead with an AOE Hold shot. Or let the Blaster/Corr/Defenders run in and drop nukes alternating between spawns. The TEAM makeup creates DYNAMIC tactics for how to approach the game. This is also what fuels Alt development. We see different Alts operating under different team dynamics/mission variables and it inspires us to “I wanna try that!” In ways we wouldn’t have otherwise. And these libraries of Alts we maintain become fuel for the missions as we realize “hang on a sec, lemme go get my Controller for this mission” based on the dynamic difficulty we are facing. You start messing with these dynamics at your own peril and that of the player base in general. Very few people on these forums are game designers. Myself included. Balance is a delicate matter and playing “Nerf that!” Is not only dangerous but outright destructive. You destroy the very things you wish to improve. Diversity of play style and difficulty abound in this game as-is. Change your attitudes to diversity and not the game to get the desired outcomes. Nerf your desire to change things to your liking, and adapt instead. EDIT: I also think the overwhelming majority of posters on this forum, myself included, greatly overestimate the number of players who even UNDERSTAND things like IO set bonuses, how To-Hit vs Accuracy works in the world of buffs/debuffs or even the broadest definitions of damage mitigation. They understand that Green = Heal and Bubbles = Shields. What they can see visually is about the extent of their understanding of the die-roll mechanics of this game. Heck, I played for a couple years on Live before I even took a look at the Combat Logs, let alone learned to decipher them. So pushing for a 2nd Pass Global Defense Nerf means jack and squat to anyone OTHER than those who understand what the 1st Pass Global Defense Nerf did to this game. Which means basically, you’ve got min/maxers trying to nerf other min/maxers, and that almost always boils down to simple control-oriented personalities trying to assert “I’m right!” Into the game mechanics.
  5. It’s also POSSIBLE to LEAVE IO’s and DEFENSE values THE FARK ALONE and get your brave butt out to a zone/mission that’s harder than the norm to up your own difficulty level and enjoyment of the game. It’s also POSSIBLE to TARGET those who wish to punish players who enjoy the game AS-IS by claiming that they are somehow doing us all a grand favor by diminishing OUR enjoyment of the game for the benefit of....well, for nobody. Nobody gains anything from this. There’s a straw man argument that someone will gain something from this, but I’ve yet to see what the gain is other than to the person/people who simply want everyone else to define “enjoyment” and “casual” under their terms. The only dots I need to connect are the ones that have existed for almost 12 years. Some people really have an issue with how others define “fun.” And since they can’t realistically change the definition of fun, they yell for nerfs. Some of the nerfs of the past made sense when cast against a profit motive that was built around slowing leveling speed, improving longevity of subscriptions, paywall things like Invention licenses, etc. These reasons, veiled as they were, no longer exist. So just leave this alone and go find your difficulty that’s already built into the game.
  6. @Sir Myshkindid a lot of testing on Traps and found this to be true as well.
  7. I don’t think the +Influence works in AE but the +Drop rate certainly appears to work.
  8. So much this. I joined a PUG for Night Ward 50+2 today. Eight on the team. Took 10 mins for half the 40-somethings to FIND NW. First mission multiple deaths. 2 players quit without a word. Recruited again. Another 10 mins waiting for new members to find the zone. Second mission no deaths but three people quit at the end saying “this is too hard.” Did I mention it was PLUS TWO?!?!? People saying “too ez, nerf Hasten, nerf Defense, nerf anyone but Empaths and Bubblers” has a secret wish for a private server with exactly eleven souls playing empathy defenders with six slotted First Aid pool and single slotted secondary T1/T2 blasts. Insanity.
  9. Boy this list changed quite a bit with Homecoming vs Live but.... DP/MC Blaster....Ki a Boss across room and while he slo-mo flys away shoot him dead. A3on Flux. TW/Bio Scrapper....it’s OP broken in so many deliciously good ways and it’s fun to have a 7-member somewhat supportive audience while I basically solo the entire mission while they watch. AR/Tactical Arrow Blaster. Rambo never had it this good. Fire/Storm/Dark Corruptor. One person wrecking crew. Hold my beer. Tie for Thugs/Storm and Thugs/Time MM. Both with Burnout for double everything. Nice to have my own private army. Fun to watch the Tank say “so why am I here?”
  10. It’s really not difficult to get softcapped DEF or near it on a Blaster with IO’s and at least Combat Jumping and an Epic shield. Thunder strike for all ranged attacks and two BOTZ IO’s in fly/SS/SJ. So no you don’t need maneuvers, but it does help. Actually, with minor investments in the P2W temps and base amplifiers you can pretty much skip a lot of powers in HC.
  11. I’d also like to say that thanks to Brigg, farming on HC is actually a lot of fun. It’s always a hoot to me to burn down some big community names and I’ve greatly enjoyed seeing all the different and varying costumes. Made it a lot more fun than nameless Council or glowie bodies.
  12. See my comment above. Rularuu, Carnies, the entire Night Ward and DA Zones. Redside has some tough foes as well, although that entire side of the game is devoid of more than a handful of players most of the time. But the game is filled to the brim with tougher critters. Almost ENTIRELY devoid of organized, active teams. Adding more "tough foes" to this game will NOT matter. People will gravitate to the easier-to-feel-super/heroic/powerful missions and foes because that is the total essence of this game. You wanna feel like you can take on +4/x8....and you CAN with the right teams or even the right solo builds. But there are very, very few who go out and solo the Miss Liberty TF. It's entirely do-able, but takes some dedicated effort, strong builds and the right strategies and tactics. But almost nobody wants that. They want easy gaming, fun experience and the ability to chat about the recent episode of Westworld while taking down foes and earning rewards. There is absolutely NOTHING wrong with this. It's what the game is, what is has become and what it likely will forever be. You want difficulty, go look elsewhere. You want a game built around a social interaction engine, play this one. Trying to "fix" this is only going to destroy it further.
  13. -REALLY- good build. I'm not into Hover Blasting (concept reasons, although it's a very effective tactic), but you can swap out Maneuvers for Hover, drop in Shield Wall and Reactive Defense Scaling Resists proc's to augment already-impressive softcapped S/L (44.8%) and E/R +DEF with some good Resists for backup as well. Agility will put you over Softcapped for all four. This may be my new build!
  14. Until I see zones like DA and Night Ward so full of teams that they spawn a second instance, and Arachnos, Longbow, Rularuu and Carnie AE farming the norm, I’d say the overwhelming majority of players do NOT want additional challenge in this game. Additional challenge exists aplenty in this game for those that want it. Almost nobody does. So using this as a means of trying to minimize every other AT just to make a bubbler or “pure healer” feel loved and needed is an asinine argument.
  15. You’ve obviously not tried Unleash Potental on a squishy with high recharge. It’s a Scrapper/Brute level T9. Damn near Incarnate Barrier T3 by level 40.
  16. Hard to say, although graphics bottlenecks don’t always lead to network congestion. They can, but really shouldn’t. Perhaps try some experimentation. Lower your graphics settings (Particle counts in particular for MSR’s) and see if things improve. You can save a configuration file and I often load one just for MSR’s and Hami’s, and I’ve got a RTX 2080 Ti and you can’t go a whole lot higher than that. But old game and drivers aren’t optimized for COH so.....it helps to keep things running smoothly. You generally don’t have to go to potato quality, just lower things from Ultra settings a bit. If you do that and still have issues with drops and rubber banding, I’d try to load another visually demanding game that has online play and see if the problem exists there also. Could be any number of things.
  17. No, buying stacks of recipes, stacks of salvage and sitting there clicking converters is the most tedious activities in the game. Perhaps figuring out which recipes can create the most value in the shortest number of clicks is a cerebral pursuit of enjoyment, but I’d argue the same for using MIDS to create the perfect build is the same. But the actual act of Marketeering is incredibly tedious and has nothing to do with playing a superhero, which is the point of this game. Farming isn’t by any means the MOST enjoyment I get out of this game, but at least I’m actually focusing on targets and some degree of strategy to try to min/max my efforts and using the actual “superhero” game mechanics to do it. Except for AFK farming obviously. Which is neither tedious nor time consuming. It just runs in the other instances while I’m actually playing in the foreground. To directly answer the question, I used to do it for Influence and PL’ing to kit out my fleet of alts on primary account. I was a “buy it now” player and barely crafted anything for the first 8-10 months of the game. But I had far, far more influence than I had alts to outfit so that eventually slowed down considerably. I’ve burned through several billion in influence in past few months since I slowed my farming down, and from here on out given the recent influence nerfs, likely will only AFK farm. But I did enjoy trying to “beat my time” when active farming. It was more fun than running solo PVE content and faster than trying to form a team. I really didn’t find repeating the same AE fire farm any more/less boring than repeating the same kinds of content missions over and over again. I skip over the dialogue boxes at this point in PVE anyways, having played them so frequently. Honestly, Brutes and the Fury mechanism makes ANY content other than run-and-smash irrelevant. Farms feed this the best.
  18. Rather than nerf things to make others feel more valued, why not either buff the sets that feel undervalued (preferred) or just remove the “useless” sets entirely? I never quite understand the desire to remove something of value for the majority of the player base rather than just remove Or buff the underperforming minority.
  19. Ironically, my DP/Regen Sentinel feels far more like my old Katana/Regen Scrapper did before all the nerfs.
  20. Throwing 'trops from range is a great tactic...for a Ranged +DEF blaster. Slows them for your targeted AOE. I use a macro to drop the Trops on me as a "give me space to kill you" behavior. Note: While I couldn't spare the slots in my build, Caltrops is really good with procs. I have a /Traps Corrupter with a full five slots of procs and they go off all the time, all at once it seems. Kinda fun to watch simple Caltrops holding multiple spawn critters at same time. I left all your powers intact, and only swapped around a couple of slots. You are now _just below_ softcapped for S/L and also Energy. I left HOB toggled on so you can also see when you deliver that payload that you are equally softcapped to Melee and Ranged for the few seconds after triggering it. That will give you more than enough time to drop a Mine and throw out a shot at the boss before flipping back out of the spawn and then proceeding with Bullet Rain and your ST chain. -IF- you take Agility as your Alpha Slot for Incarnates, you softcap S/L/E easily. However, in iTrials, there's typically so much stacked +DEF that you'll not it there, but it's useful to have outside of iTrials for normal PVE content for sure. If it were me, given you now have more than enough attack powers in this build, I'd take the last slot out of Empty Clips and replace it with an Achille's Heel -RES proc for even more damage output. You'll lose another 2.5% recharge but that's not all that critical with so many attacks at your disposal...something is always up for you. You could also drop the Kismet out of Maneuvers and just slot in another LOTG Def/End. This lowers your END consumption a bit (not that it matters, you still should have plenty), but gives you just a smidge more S/L/E +DEF as well. Every little bit helps, and your To-Hit and Accuracy is already going to be likely good enough for most PVE content given Targeting Drone and set bonuses for +ACC. You give up 5% +ACC but gain .3% S/L Def and a Hit Point bonus. I think it's a fair trade under the circumstances. Likewise, I put in the Unbreakable Guard +HP Proc in place of the Resist/Recharge. You lose like .2% S/L Resists in doing that but I think 7.5% more HP makes it worth the trade. And yeah, your Regen is off the charts now at over 500%! http://www.cohplanner.com/mids/download.php?uc=1491&c=679&a=1358&f=HEX&dc=78DA6594DB4F135110C6CF76B762810295422950692B081428547D3751944420219AF84A36D094260D6D6849F4C97B7CF2FA42C25DE3FDF6E2F56F31FC092A44345111D7E97E5F6993DD64F777CECC9C996FCED9DDF10BC3B56F46AE1C579AF764C6CCE7274FC8B3909C738F9BA9F4942A5E5572B7D13C79D69C4D25A7E3C3F3666672229D2F6433F940C9776E3E97CBCE15E223E6742A59C8ABDA896C36131F4B9AB9F46CCA6B4F4EA753330599D5975CD3C9B9FC4C3A57036FA6E80E9ECAA5A7E2A5A4E3E654521EC5F1C5165112933BD8A0785986BA25881ACA759BBC031A77C97BE025B5B746A9054DA984A15A258F069B5B5BD46DDBBE257219DCBF42AE82D56B609BACD5A9415F962C21F1AD80B5ABE41A58B70E5E96683735B85F4343BBE4A9B245585648C61EEAF128C3F6FB35D20536EBA401B6B8C1ABB2AA0679DC358F5CB6ADEE31D8F0847C0A1E78463E079BE588BD58EBF2364157CB28FA6CDD06AF89B71EDA5CF52F645DA3F85E82EDAFC00ED1EFA37EDF8A427FABE0C135729D7C00861F82D7058DD0A0375243F80B6A872360240C6AA2B789FBD864C9A574B104D87DE008A303D8F5C80FCC0FFD247F91BF995D5407A93AF8166A3ADF8187DF931FC88F60F727F046F1DBE0DAB61DEC66B745FE057B7749857ABDFF30374473881D87D871AC8EAC26BD60443476B0BF0ED6E967FE7EE6EF67DE01D61F603D9FD489F274A3AC33B0ABECBD19F4638F6ECAB40B7DE85D9B583FB80526BE93DB7C6B245F0FF2A99E08F6C12FB63E9E481F6BEC88E638E2B4386D763D6140E28710AF0D6D30FF67B0DDA8F852EDD38D942DD668AC3C8E3922871C9684C372D46139E6B08C392C13C6DEBF4269B6C553FE03585FABC5AB557A37CB164D3B23836E79ABCEA3FB6F8EE8ADCAE805EC43E77D70D1877F70B1CE52C578B962FCA7594239FE0FDC53FAAE Blaster - DP-DEV v3_Alternate.mxd
  21. Because the recharge on my build isn't stellar (it's OK, but without Hasten I'm only at 91% Recharge), I wanted Pistols to complete a fluid attack chain. Empty Clips could be taken instead, but I find Pistols to create a really good ST attack chain since it animates so quickly. The fact I can use it while held is just a plus. As for Caltrops, I use them literally every single spawn. Solo, I drop Gun Drone outside of perception range. It's visible while I'm double stealthed. Then I rush into middle of spawn, it follows and pulls the aggro. I drop Trops, Hail of Bullets and then a Trip Mine. Dead spawn for the most part, then the boss and any remaining lieuts aren't trying to shoot at me until -AFTER- they get out of the Caltrop field. They are usually dead by the time they do, so it's free shots for me. Teamed isn't much different other than I'll skip the Gun Drone if I've got a tank or brute pulling the alpha. As for Taser, it was my final power pick and since all other slots were already planned for other powers, I needed something that could live on its own for a single slot. It's fine, although you could easily choose something else like Assault for a less visible but always welcome buff. My toon is thematically an homage to Inspector Gadget so having "wrist firing taser darts" was thematic also. I really have no "set mules" anywhere in my builds. I'm not a fan of 4 slotting out Boxing and Brawl to pick up the S/L +DEF on a Blaster. But DP/Devices kinda craves being in melee range so S/L DEF cap is about the best you can do. Your build, as @oldskoolsaid already, is fine. It's very similar to my own for things like Recovery, Regen and raw damage output. The difference is you ended up with mid to upper 30's on DEF for everything. You really want to try to tune a build to capitalize on something for DEF....Ranged +DEF for many Blaster builds or other positional DEF. Or if going Typed then S/L since those are the two most common damage types in game, and the way the to-hit rolls work, they have to check against your +DEF so any damage that deals either S/L or both will see you are defense capped. So the only thing I can encourage you to do with your own build as-is would be to consider swapping some slots around to get capped +DEF (or close to it) somewhere. Or just leave it as is and always carry around a couple small purples with you to cap your defenses. That would work too.
  22. I had asked for some advice in another thread and got some really good pointers on my own DP/Devices build. What I ended up with is this: -Softcapped S/L and ALMOST Energy Defense, pre-Incarnate -An "oh crap!" button in Unleash Potential which literally softcaps DEF to -EVERYTHING- for a short while as needed -Recharge isn't great, but more than adequate for an attack chain without hiccups -Excellent Regen which really augments Field Operative It's a very sturdy build. Fun also. All this pre-Incarnate and only improves post-Incarnate slotting. There are two sets of purples in here, but you can easily swap out the Apocalypse set in Executioners Shot with Thunderstrikes (which will actually improve your Ranged DEF substantially) and then swap out the Avalanche in Hail of Bullets with Obliteration, Multistrike or Eradication IO's....or even combine them a bit if you'd like. That will get you both a cheaper build and better positional defenses, but with some tradeoffs. Don't see too many ways around the ATO sets though, but if you shop them on the market its pretty easy to get ATO's for some of the less-popular AT's (like Arachnos, etc) for around 5-7MM weekdays. Then use some merits to buy enhancement converters and play converter roulette until you get the ATO's you need. A single MSR can easily get you 90-120 converters' worth of merits. Blast to play this! Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Dual Pistols Secondary Power Set: Devices Power Pool: Leaping Power Pool: Force of Will Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Pistols -- EntChs-Acc/Dmg(A), EntChs-Heal%(3), EntChs-Dmg/EndRdx/Rchg(5), EntChs-Dmg/Rchg(7), EntChs-Dmg/EndRdx(9) Level 1: Toxic Web Grenade -- EnfOpr-Acc/Immob(A), EnfOpr-Acc/Immob/Rchg(40) Level 2: Dual Wield -- SprBlsWrt-Acc/Dmg/EndRdx(A), SprBlsWrt-Acc/Dmg/Rchg(5), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(7), SprBlsWrt-Acc/Dmg(9), SprBlsWrt-Dmg/Rchg(46), SprBlsWrt-Rchg/Dmg%(46) Level 4: Caltrops -- PcnoftheT-Acc/Slow(A) Level 6: Swap Ammo Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(37) Level 10: Targeting Drone -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(11), GssSynFr--ToHit/Rchg/EndRdx(11), GssSynFr--ToHit/EndRdx(13), GssSynFr--Rchg/EndRdx(13), GssSynFr--Build%(15) Level 12: Bullet Rain -- SprDfnBrr-Acc/Dmg/EndRdx/Rchg(A), SprDfnBrr-Acc/Dmg(15), SprDfnBrr-Dmg/Rchg(17), SprDfnBrr-Acc/Dmg/Rchg(17), SprDfnBrr-Acc/Dmg/EndRdx(19), SprDfnBrr-Rchg/+Status Protect(19) Level 14: Mighty Leap -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(37) Level 16: Weaken Resolve -- AchHee-ResDeb%(A) Level 18: Smoke Grenade -- DmpSpr-ToHitDeb(A), DmpSpr-ToHitDeb/Rchg(39) Level 20: Field Operative -- LucoftheG-Def/Rchg+(A), Prv-Absorb%(21), PrfShf-End%(21), PwrTrns-+Heal(23), SynSck-EndMod/+RunSpeed(23), Mrc-Rcvry+(25) Level 22: Executioner's Shot -- Apc-Dmg(A), Apc-Dmg/Rchg(25), Apc-Acc/Rchg(27), Apc-Acc/Dmg/Rchg(27), Apc-Dmg/EndRdx(29), Apc-Dam%(29) Level 24: Kick -- Empty(A) Level 26: Piercing Rounds -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(31), PstBls-Dmg/Rng(31), PstBls-Dmg/Rchg(34), PstBls-Acc/Dmg/EndRdx(37), PstBls-Dam%(40) Level 28: Trip Mine -- Obl-Acc/Dmg/Rchg(A), Obl-Dmg/Rchg(43), Obl-Acc/Rchg(45), Obl-Dmg(45), Obl-Acc/Dmg/EndRdx/Rchg(45), Obl-%Dam(46) Level 30: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(31), UnbGrd-Rchg/ResDam(42), UnbGrd-Max HP%(43), UnbGrd-ResDam(50), UnbGrd-ResDam/EndRdx(50) Level 32: Hail of Bullets -- SprAvl-Acc/Dmg/Rchg(A), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(34) Level 35: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(36), Rct-ResDam%(36), LucoftheG-Def/Rchg+(36) Level 38: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg(40) Level 41: Scorpion Shield -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def/Rchg(42), LucoftheG-Def/Rchg+(50) Level 44: Unleash Potential -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(48), RechRdx-I(48) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48) Level 49: Taser -- Dvs-Hold%(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(43) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3) Level 6: Chemical Ammunition Level 6: Cryo Ammunition Level 6: Incendiary Ammunition Level 50: Agility Core Paragon Level 50: Melee Core Embodiment ------------
  23. Well after all this I realized last night the “Invisible Katana” bug still exists. I’m the only one who can see it except during combat animations. So everyone just sees me jumping around with my hands wrapped around an invisible sword. Disappointing but I hope they fix it someday.
  24. Great stuff, this shouldn’t just be stickied but turned into a Guide and posted in Guides section. I’ve got several Sents, hit most of the stronger build combo’s listed here. My only continued issues with the AT is lack of damage, procs notwithstanding. And while I am happy to hear that Sents will (eventually) be addressed by the Devs, likely via a damage, aggro or damage/aggro buff, I’m also well aware that the Devs have mentioned that Procs are NOT working the way they intended (eg; ‘too strong’). So I see Proc’ing out Sents today as a workaround to a fundamental issue. And I’m betting you won’t see Sent damage changed/buffed without a corresponding nerf to something...possibly Proc PPM’s. That of course is an entirely different topic and I’ll leave it for now. Thanks again for great information. For the record....the only Sent I currently feel is perfectly balanced for damage and durability as a melee-distance ranged damage dealer is a Fire/Rad/Fire, and that’s really because of Cages/FireSword Circle combo in addition to Inferno + Ground Zero. All my others just feel far lacking in DPS and while they are sturdy things, they aren’t tanks nor scrappers, which really leaves them as kind of nothing more than crosshair painters on teams. I do play them for theme though since the durability makes that more feasible.
  25. And it doesn’t always fail either. I often PL an alt to their 20’s and level them up all at once. Sometimes I’ll decide to stop the leveling process at 10 and run a respec so I can choose a different T1 power pick. The respec goes fine and then I just continue leveling them from 11 on up.
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