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Discussion: Disabling XP No Longer Increases Influence
Crysis replied to Jimmy's topic in General Discussion
So the rationale here was to turn off double influence when exemp’ing to “make it fair” for everyone, then why not do the same with the marketplace and simply set a max ceiling on all levels of IO’s, Recipe’s and Salvage? I mean, if your goal is to be fair, then be fair. Ceiling prices can’t be exceeded, floor prices are still there for the “sell it now” players. That way we all have the same expected expenditure for every possible build (assuming you buy everything rather than crafting drops, etc). If your goal isn’t a fairness doctrine, then just say it outright: You don’t want to encourage farming as a playstyle.- 1954 replies
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Trip Mines no. Not unless you are scouting ahead but that’s not welcomed in many teams. But procc’ed up Caltrops and your FFG are always available for teaming. As is your entire primary and all of your pools. And for AV’s and such toe bombing, poison trap and acid mortar are all going to be very useful. Honestly, in the late game Brutes, Scrappers and Blasters pretty much make almost all buffing/debuffing secondaries obsolete relative to everyone having iPowers and a massive nuke. Damage is all that matters outside of AV battles.
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It’s going to be a long time before any Katana animations are visible on Sentinels.
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Sorry it’s been awhile since you posted this but with the COVID stuff I’ve found myself with a lot of spare time. The answer is you use Grant Invisibility on the Force Field Generator to keep it from drawing aggro when you run through a densely packed area. The FFG won’t actually turn invisible to you, but it definitely picks up the Invisible -Perception and +DEF bonus (+4% or so for DEF). You want this because if I drag its clanky butt through a room without it getting GI first, it will alert everyone in there. Cast GI and it just bumps along with me. You can also apply GI to the Acid Mortar if you want, but since it attacks, it will drop it. The FFG doesn't attack so it will stay invisible for the 2 min duration. Make sure you enable pet windows so you can keep up with when it needs re-application, although I generally only apply it when I'm trying to stealth into a spawn to setup some traps. I have a different build now than what I’ve posted and it plays much better. It has both Stealth as well as Scorp Shield and still keeps Grant Invisibility. I've settled on this build, nearing lvl 50. Very affordable with only a few purple singles and the two ATO Corruptor sets. I'm still toying around with Proc's in Caltrops, Poison Trap and Acid Mortar but thus far very happy with how they are performing. Caltrops is really amazing procc'd out and coupled with both Disintegrate mechanic and Scourge. END is a little bit of a challenge until you get Ageless. But not too bad. BEFORE Incarnate powers, DEF is at 56% S/L, 60% Energy, 47% NE and 47% Ranged. Resists are kind of sucky but you'll up them substantially with iPowers (I went Alpha/Spiritual and Hyrid/Melee). I also worked in Piercing Beam for the extra -RES. Stacks very nicely with all the -RES proc's going off. So far, at 47, I've downed a few AV's and GM's solo. I only expect this to get better. On teams, you basically just follow in the tank(ish) player, throw down Caltrops, drop an Acid Mortar and then open fire with your Beam attacks. On harder targets, run in and drop Poison Trap. Last power pick is Burnout, and I expect it to be highly situational. Feel free to grab something else if you want, but it can only have the single slot. Focused Accuracy may be OK as an alternative. Revised build....happy to hear any critique/ideas for improvements. 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 Science Corruptor Primary Power Set: Beam Rifle Secondary Power Set: Traps Power Pool: Fighting Power Pool: Speed Power Pool: Concealment Ancillary Pool: Mace Mastery Hero Profile: Level 1: Charged Shot -- Thn-Acc/Dmg/EndRdx(A), Thn-Dmg/EndRdx/Rchg(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(21), Thn-Acc/Dmg(27), Thn-Dmg/EndRdx(29) Level 1: Web Grenade -- Acc-I(A) Level 2: Cutting Beam -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(3), PstBls-Dmg/EndRdx(5), PstBls-Dmg/Rng(9), PstBls-Acc/Dmg(29), Ann-ResDeb%(34) Level 4: Triage Beacon -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/Rchg(11), NmnCnv-Heal/EndRdx/Rchg(37), NmnCnv-Heal(37) Level 6: Disintegrate -- EntChs-Heal%(A), EntChs-Acc/Dmg(7), EntChs-Dmg/EndRdx(7), EntChs-Dmg/Rchg(15), EntChs-Dmg/EndRdx/Rchg(23), Dvs-Hold%(42) Level 8: Boxing -- Empty(A) Level 10: Acid Mortar -- AchHee-ResDeb%(A), Apc-Dam%(11), GldJvl-Dam%(40), Dvs-Hold%(40) Level 12: Lancer Shot -- EntChs-Heal%(A), EntChs-Acc/Dmg(13), EntChs-Dmg/EndRdx(13), EntChs-Dmg/Rchg(15), EntChs-Dmg/EndRdx/Rchg(23), Dcm-Build%(42) Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), StdPrt-ResKB(31) Level 16: Force Field Generator -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(17), LucoftheG-Def/EndRdx/Rchg(17), LucoftheG-Def/EndRdx(40) Level 18: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(19), LucoftheG-Def/EndRdx/Rchg(19), LucoftheG-Def(45) Level 20: Poison Trap -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(21), Lck-%Hold(50) Level 22: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(43), GssSynFr--Build%(43) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(27) Level 28: Seeker Drones -- SphIns-Acc/EndRdx/Rchg(A) Level 30: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 32: Overcharge -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(33), SprMlcoft-Acc/Dmg/Rchg(33), SprMlcoft-Dmg/EndRdx/Rchg(33), SprMlcoft-Acc/Dmg/EndRdx/Rchg(34), SprMlcoft-Rchg/Dmg%(34) Level 35: Trip Mine -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Dmg/Rchg(36), Erd-Acc/Dmg/Rchg(36), Erd-Acc/Rchg(36), Mlt-Dmg/EndRdx/Rchg(37) Level 38: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(39), ShlWal-ResDam/Re TP(39), Rct-ResDam%(43) Level 41: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), Ksm-ToHit+(46) Level 44: Caltrops -- FrzBls-Rchg/ImmobProc(A), JvlVll-Dam%(45), ImpSwf-Dam%(45) Level 47: Piercing Beam -- SprScrBls-Acc/Dmg/EndRdx/Rchg(A), SprScrBls-Dmg/Rchg(48), SprScrBls-Rchg/+End(48), SprScrBls-Acc/Dmg/Rchg(48), SprScrBls-Acc/Dmg(50), SprScrBls-Dmg/EndRdx/Rchg(50) Level 49: Burnout -- RechRdx-I(A) Level 1: Brawl -- Empty(A) 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: Scourge Level 1: Sprint -- Clr-Stlth(A) Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(25), Pnc-Heal/+End(46), Mrc-Rcvry+(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(9), EndMod-I(31) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 0: Portal Jockey Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 1: Quick Form Level 50: Spiritual Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Ageless Core Epiphany Level 50: Melee Core Embodiment Level 50: Rikti Radial Superior Ally Level 50: Ion Core Final Judgement ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1871;770;1540;HEX;| |78DADD94DD4F52611CC79FF36208428AA0A0E41B2A200849B575D9A665337533B5E| |E9A433CEAD9081860CBCBFE805E6FBCC85E2F5A6D65355B357B59FE116D6D75DF56| |596D5D6519FD38DF5FC0646D5DF76CF879CEF7F9BD3F9E337AFAA075E5F0990342A| |A1D48C4B2D9A9815426B390CEA532A689B8AE25E39A282C13FD3CC5A3A9F158724E| 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I can with my Beam/Traps Corruptor easily enough. It's a Sentinel lack of base damage issue. I've honestly shelved all my Sent's until the Devs get around to addressing the damage base. It's just too low. The only Sentinel I've managed to squeeze out enough to feel adequate is my Fire/Rad/Fire...she's very tanky AND with triple AOE's and high recharge can dish out enough AOE and ST to make a dent.
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First off, thanks for taking time to look/adjust. I like what you've done here, swapping in Thousand Cuts for Moonbeam. I do like Moonbeam, it hits pretty hard (and I was surprised to see it could crit!) but it's always just used against runners, and I already had Arcane Bolt for that. On the balance, you've given me about the same defense, little better Resists in a couple of areas, for more damage, which is exactly what I wanted. To answer your question, I am not married to Sorcery pool. I took it only for the layered defensive capabilities of having Rune of Protection. When active, that caps my Resists for S/L and takes all the others well above mid 40's as well. But I've only found it useful typically in iTrials when I'm facing overwhelming Defense Debuffing. If you didn't have to work around that, what other pool choices would you make? Thanks again for taking time!
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Since HC and Null the Gull insta-switch, I don’t even know if the morality mission arc that let you go from Hero to Vig to Villain and then reverse it again still exist. Likely do, but that was a several day journey to go red, get Patron Pools, and then come back to blue side. Annoyingly long time if you had several 50’s in fact. That said, I still think the one time in this game I truly “felt” the impact of the story was taking my blue side good guy over to the dark side...and back again. It felt like a comic book episode. Was a very well written arc I think, and some of the choices I had to make to complete the transformation felt icky and dirty and I really wanted to redeem myself afterwards. This game has seldom made me “feel” anything other than fun. However, I can’t deny the current QOL ability to swap to redside in minutes, run an arc and then swap back to blue side in another few minutes is amazing.
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Thank you!
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No I had Superior ATO's six slotted in both those two powers. Here's my build, I posted it before I retired the toon. I'm all ears for how to get the damage output up, but didn't really get any pointers. As is, it was OK but not great, which is per my statement above. Welcome any feedback you may have.
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I just retired my DB/Ninja scrapper after fully purpling it out, T4’d all incarnates etc. It played just fine in PVE. Could solo many AV’s if slowly. Very sturdy/durable and most of /Nin works well with few slots leaving you room to six slot all attacks. But it kills slowly. Pylon times weren’t even good let alone great. It’s damage type is highly resisted in the game and you really need the combos to do any spike damage. I built it for theme and looks. I wouldn’t recommend it for PVP and likely wouldn’t build/invest heavily in another for PVE either. Looks badass in combat as a “blade dancer” kind of toon but that’s it. Its basically the same issues as faced by Dual Pistols AT’s. All hat, no cowboy.
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Once you've slotted up the purples, many give +Recovery, you might be better served going Alpha-Musculature, Hybrid-Assault, Interface-Degenerative and Destiny-Ageless. Cardiac is nice, but you will find Cardiac+Ageless to be overkill with a fully slotted out build similar to the OP's. I used Machariel's build posted earlier as a basis for my Post-50 build. Gotta say this is hard hitting truck and incredibly sturdy. I did make some changes: -Dropped Fly/Hover/Afterburner....didn't work with my playstyle -Added Super Jump, Super Speed and Maneuvers -Removed one of the Achilles Heel -RES procs since you can't stack them, replaced with a six-slotted Armageddon -Threw a Touch of Death proc into Parry....it's noticeable Ended up with 54% Melee, 45% Ranged and 85% (during Hide/Stealth) AOE. 170+% Recharge before Incarnate Ageless. I'm going Musculature/Degenerative/Ageless. Resists aren't natively great but OOtS will cap S/L, and Shadow Meld is a great alpha button to skyrocket all your DEF. One thing not mentioned by anyone is that Grant Cover, while it's +DEF ONLY to teammates (not self) does give you +14% (AND teammates) Defense Debuff Resistance. Since this build easily keeps Active Defense double stacked, I'm at 70% Defense Resist at all times. That's helpful on a +DEF build. Big crunchy hits. I can hit a +4 EB for 3000 with a Headsplitter crit. Frequently. Here's my final before the iTrial T4 grinding. 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! The Rev: Level 50 Magic Stalker Primary Power Set: Broad Sword Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Concealment Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Hack -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(3), SprAssMar-Acc/Dmg/Rchg(3), SprAssMar-Dmg/EndRdx/Rchg(5), SprAssMar-Acc/Dmg/EndRdx/Rchg(5), SprAssMar-Rchg/Rchg Build Up(7) Level 1: Hide -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(7), LucoftheG-Def/Rchg+(37) Level 2: Slice -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Dmg(9), Obl-Acc/Rchg(9), Obl-%Dam(11), Obl-Dmg/Rchg(11), Obl-Acc/Dmg/Rchg(13) Level 4: Deflection -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(19), LucoftheG-Def/EndRdx/Rchg(19), LucoftheG-Def/Rchg(21), ResDam-I(21) Level 6: Assassin's Slash -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(23), SprStlGl-Acc/Dmg/Rchg(23), SprStlGl-Dmg/EndRdx/Rchg(25), SprStlGl-Acc/Dmg/EndRdx/Rchg(25), SprStlGl-Rchg/Hide%(27) Level 8: Build Up -- GssSynFr--Build%(A) Level 10: Battle Agility -- Rct-Def(A), Rct-Def/EndRdx(27), Rct-EndRdx/Rchg(29), Rct-Def/Rchg(29), Rct-Def/EndRdx/Rchg(31), Rct-ResDam%(31) Level 12: True Grit -- UnbGrd-Max HP%(A), UnbGrd-ResDam(31), GldArm-3defTpProc(33), StdPrt-ResDam/Def+(33), Prv-Absorb%(33), Prv-Heal(34) Level 14: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(34) Level 16: Active Defense -- RechRdx-I(A) Level 18: Parry -- TchofDth-Dam%(A), KntCmb-Acc/Dmg(34), KntCmb-Dmg/EndRdx/Rchg(36), KntCmb-Knock%(36), KntCmb-Dmg/EndRdx(36), Mk'Bit-Acc/Dmg/EndRdx/Rchg(37) Level 20: Against All Odds -- EndRdx-I(A) Level 22: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37) Level 24: Super Speed -- Clr-RunSpd(A) Level 26: Disembowel -- Hct-Dmg(A), Hct-Dam%(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(40), Hct-Dmg/EndRdx(40), AchHee-ResDeb%(40) Level 28: Hasten -- RechRdx-I(A), RechRdx-I(42) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42) Level 32: Head Splitter -- Arm-Dmg(A), Arm-Dam%(42), Arm-Acc/Dmg/Rchg(43), Arm-Acc/Rchg(43), Arm-Dmg/EndRdx(43), Arm-Dmg/Rchg(45) Level 35: Shield Charge -- Obl-Dmg(A), Obl-Acc/Rchg(45), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-Acc/Dmg/Rchg(46), Obl-%Dam(46) Level 38: One with the Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39) Level 41: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(48), StnoftheM-Dmg/ActRdx/Rchg(48), StnoftheM-Dmg/EndRdx/Rchg(48), StnoftheM-Dam%(50), Dcm-Build%(50) Level 44: Grant Cover -- LucoftheG-Def/Rchg+(A) Level 47: Combat Jumping -- RedFrt-Def(A), RedFrt-Def/EndRdx(50) Level 49: Shadow Meld -- DefBuff-I(A) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Clr-Stlth(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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(13), NmnCnv-Regen/Rcvry+(15) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), EndMod-I(17) Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 50: Musculature Core Paragon Level 50: Void Radial Final Judgement Level 50: Degenerative Core Flawless Interface Level 41: Quick Form ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1554;741;1482;HEX;| |78DA6594496F52511480EF8387F45146694B9142818E8C1675E118136D35DA62501| |A375AF1B55CDBA72F8540ADC561E15F70E3C63FE0C63F60D4547F80B5AD1BE30F70| |D3C129D168C5C33D872181847CF79E73CF7C20BD326E7D71FEF16926D9CEEA6AB99| |CCB2EA9FA1D5E32A5D5796D8EC1C73CBDC08357F8B219CE5ED2E6D25CE73C79A654| |50F3B9ECBD42291FA86BC6F92DBE58E6C9EC82C6F57CFDCAAC9942414F4E71B5A82| 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Think of Bots as having stupid level AI and Thugs are just a murderous street gang and Thugs will get the advantage just by being human street smart.
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I actually think Redside content is more interesting story-wise and variety-wise than Blue Side. But I find the entire atmosphere just kinda….murky and stifling. It's not "dark" in a psychological manner. I find it too cartoony for that. But it just seems...murky. I find myself having to hunch up closer to the monitor just to make out some details, or fiddling with my Gamma to brighten up the screen. Annoys me. I feel a bit manipulated, sort of like a cheesy horror flick that's using music to constantly tell me when things are about to turn blood and gore.
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Starting today, I've been having frequent and repeatable Mapserver Disconnects when zoning out of Ouro into BAF trials. Oddly, the "Mapserver Disconnect" error appears over the opening credits sequence (looking at Mother's opening monologue) or upon zoning in and getting the "Power of Prometheus" popup. Normally, I'd just DC and get that message on the loading screen, but now it's actually superimposed over in-game cutscenes and normal team gathering footage. This has never happened before today. I've re-validated my files via Tequila, etc. Several other players reported same thing, forcing League leader to re-invite us after we DC'd to a Trial already in progress.
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Yes on Sentinels neither the player nor anyone else can see the katanas. Totally invisible.
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Whatcha gonna do with all that junk, all that junk inside yo (salvage) trunk?
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Well if true, and I suspect you are right.... Paragon City is dying again.
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Looks like they REALLY enjoy playing this “boring set” relative to just about anything else in the game! Compared to how much they play there are entire AT’s that must be more “boring” to play. We also don’t know what they are playing content-wise. I suspect much of it is AE but I also see quite a few on iTrials and PVE content. But I also think this number is highly representative of the popularity of AFK farmers. I have one and it’s almost always logged in earning influence and drops during slow parts of the day, often for several hours at a time. The total population drop that happened in Aug/Sep was noticeable. Let’s hope end of school year coming brings back some summer players but I’m doubtful.
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Looks as if Freddy Mercury and Burt Reynolds made a love child.
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Dr. Q will always be the crappiest TF in the whole game for me. You have to have the right travel/temp powers to make the TF even remotely do-able, and as you’ve stated, it is an extremely BORING TF. I’ve only done it maybe 3-4 times, but I remember the last time I was quite literally falling asleep at mission doors waiting for someone who missed the teleport to make it there so we could start. Bad writing, bad design, crappy zone in general and repetitive missions. Just stupid, like some summer intern was messing around with mission building in the Cryptic dev shop and then they said “screw it, just throw that one in there” on a whim.
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I personally find Fire/Rad/Fire to be a really good combination, as you add in Fire Sword Circle as part of your opening chain. For me it’s Aim+Ground Zero (they are on backs) + Inferno + Fire Sword Circle for those surviving, then Fire Cages. You can also throw out Fire Cages after Aim and alternate your chain a bit depending on the spawns tendencies to run. Since your aggro limit is lower on a Sent this helps keep everything grouped up. I based my build off of this thread, but made some changes along the way. Out of all my Sentinels, it “feels” the most powerful. I routinely solo +4/x8 with it, have literally “farmed” Carnies and solo’d several TF’s. Because it’s a Sentinel, it still won’t kill anything fast, but the 3 PbAOE plus Fireball makes it a really good AOE player, and you’ve several good ST attacks for finishers.
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Have played with both slotting models. Honestly, in normal PVE (not a Pylon test), Piercing Rounds + Procs “feels” like better damage. Because of the animation and what you see with orange numbers. But I agree, its actually bad for your DPS. I’ve since returned to mostly full sets. If you’d like, I’ll dump my build here, but I based it on another thread (rarely follow builds as exactly as posted however). It did get better with Incarnates as I was then able to change up my slotting even further. But then, everything else just gets that much better than Sentinels ever will. Honestly, the Blaster changes have spoiled me as to what a high damage AT can accomplish via Absorb and DEF slotting. I’ve got a Fire/Energy blaster that has perma power boost so S/L/Ranged DEF is all pushing 60% and fantastic recharge of almost +185%. She doesn’t faceplant at all, hasn’t even died once since lvl 39. So when I look at Sent’s, with naturally better DEF and RES to begin with, I think they could actually back down a bit on some of the secondary values and instead re-divert them into primary. Or even do something like extend a Sent’s native high +DEF/+RES and let it benefit the team somehow (sort of like Grant Cover for a Shield player). That is what I actually THOUGHT a “Sentinel” was going to be when it was first announced. But I’m no designer so unsure of what it needs. More damage for sure. But if you really want to make it a “scrappy Blaster” then it needs a lot more than that. Maybe more AOE oriented primaries, maybe more melee attacks and fewer ranged. Right now, they are just a hodgepodge and feel a lot like the PeaceBringers when they were first introduced. Jack of all trades, master of absolutely nothing.
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My DP/SR/Ninja Sentinel does very weak damage. Sturdy, but almost nothing there. You can survive forever, but that’s important because you will take forever to kill things. On the other hand, my Fire/Rad/Fire Sentinel is very sturdy, has three PbAOE nukes that are up almost every spawn (a couple twice per spawn) and is a very explosive-tanky kind of character. I’ve outsurvived tankers and I certainly out damage them, even after the new buffs. The recharge on this toon is so high that AOE’s are the primary attacks and the ST stuff is just to pick off runners. All said though, I think OP may have picked the wrong powers to think of this is a the ultimate Sentinel. Then again, the ultimate Sentinel for damage output is still fairly underpowered relative to just about all other ranged attackers in the game.
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May I ask how you slot it? I use usually 6-slot the power with 4 Dark Watcher's Despair including the -Recharge proc, a Pacing of Turtle -Recharge Proc and an Impeded Swiftness +Chance of Smashing Damage proc. I may as well be the only light in the moth house with this power.