GritIron
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Posts posted by GritIron
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Affirmative
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Adding in cross punch instead of air sup is also another choice you can go. I love the heck out of the wind up and deliver animation and its satisying as heck because it delivers a cone of decent smash damage. Always good to have choices. :)
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I can see the increase in merits. Lusca takes more coordination peroid, plus more time to fight. So justified.
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How feasible is this? I loved Galaxy City but it is toast by the storyline. Now a rebuilt Galaxy City as a new high level Hazard zone would be awesome. But again, How feasible is that?
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Very informant and insightful write up. I must loathe you tho(j/k)... It only adds to yet another Alt i must create....
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I would imagine elec/shield scrapper/brute would bulldoze its way through missions at a pretty good clip.
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Hero Plan by Mids' Hero Designer 1.962
Click this DataLink to open the build!
Level 49 Technology Sentinel
Primary Power Set: Dark Blast
Secondary Power Set: Radiation Armor
Power Pool: Fighting
Hero Profile:
Level 1: Gloom
- (A) Entropic Chaos - Chance of Heal Self
- (3) Entropic Chaos - Accuracy/Damage
- (15) Entropic Chaos - Damage/Endurance/Recharge
Level 1: Alpha Barrier
- (A) Steadfast Protection - Resistance/+Def 3%
- (3) Reactive Armor - Resistance
- (15) Reactive Armor - Resistance/Endurance
- (23) Reactive Armor - Resistance/Endurance/Recharge
Level 2: Gamma Boost
- (A) Healing IO
Level 4: Umbral Torrent
- (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
- (5) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
- (5) Overwhelming Force - Damage/Endurance/Recharge
Level 6: Proton Armor
- (A) Gladiator's Armor - TP Protection +3% Def (All)
- (7) Reactive Armor - Resistance
- (7) Reactive Armor - Resistance/Endurance
- (23) Reactive Armor - Resistance/Endurance/Recharge
Level 8: Abyssal Gaze
- (A) Essence of Curare - Accuracy/Hold/Recharge
- (9) Essence of Curare - Accuracy/Recharge
- (9) Essence of Curare - Accuracy/Endurance
Level 10: Fallout Shelter
- (A) Reactive Armor - Resistance
- (11) Reactive Armor - Resistance/Endurance
- (11) Reactive Armor - Resistance/Endurance/Recharge
Level 12: Dark Obliteration
- (A) Detonation - Accuracy/Damage/Endurance
- (13) Detonation - Accuracy/Damage
- (13) Detonation - Damage/Endurance/Range
Level 14: Boxing
- (A) Empty
Level 16: Proton Therapy
- (A) Harmonized Healing - Heal/Endurance/Recharge
- (17) Harmonized Healing - Heal/Recharge
- (17) Harmonized Healing - Endurance/Recharge
Level 18: Tough
- (A) Reactive Armor - Resistance
- (19) Reactive Armor - Resistance/Endurance/Recharge
- (19) Reactive Armor - Resistance/Endurance
Level 20: Antumbral Beam
- (A) Entropic Chaos - Chance of Heal Self
- (21) Entropic Chaos - Accuracy/Damage
- (21) Entropic Chaos - Damage/Endurance/Recharge
Level 22: Particle Acceleration
- (A) Flight Speed IO
Level 24: Weave
- (A) Shield Wall - +Res (Teleportation), +5% Res (All)
- (25) Karma - Defense/Recharge
- (25) Karma - Defense/Endurance
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
Level 1: Brawl
- (A) Accuracy IO
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) Run Speed IO
Level 2: Rest
- (A) Endurance Modification IO
Level 4: Ninja Run
Level 2: Swift
- (A) Run Speed IO
Level 2: Health
- (A) Miracle - +Recovery
Level 2: Hurdle
- (A) Jumping IO
Level 2: Stamina
- (A) Performance Shifter - Chance for +End
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Its a slap together build with Defense, Resists and to hit debuffs, built with almost all uncommon IO's (a few rare IO's, like performance shifter and Universal Damage).
about 60% S/L Reists, 51% resist to Energy, 42% Resist to Negative, 47% to Fire and 72% to Toxic. Defense is about 12% across the Board, which is coupled with to hit debuffs. Should be fairly tough (mind you its just leveld to 25)
- (A) Entropic Chaos - Chance of Heal Self
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This is a thought experiment that would be an actual experiment if I had the INF to spend on it. If I get some interesting responses I might give it a go.
I want to know if folks think it is possible to burn a Sentinel up to 22 using DFB and then spend some cold hard cash on sets available in the mid-levels at the Auction House and "tank" enough at least for alpha/opening salvo with teams in that range.
I'm not talking about whether you can build a tank-mage at 50 with Incarnates and Purples. But I have noticed that a lot of teams "barely need a tank" and the tanker forums are full of "nobody needs us anymore." I'm just thinking with status protection and some creative slotting all it would take is a Dom or a Controller on the team to keep most of the mobs at range (where the damage is much lower) and Bob's your uncle... Sent-tank.
What say you all?
I'm willing to spend some cold cash if someone thinks there are options here, but I don't know enough about the subtleties of that to make a pass at it. My big suspicion is that the low HP pool might be the deal breaker no matter how clever we get.
CHALLENGE ACCEPTED!
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That would be the same access as everyone does to Power pools. Might i suggest downloading Pines Hero Designer to see the Epic Power pools. Its a great and useful tool.
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The toggle (for Enervating Field and Radiation Infection) will remain anchored to a target even when dead. However, if the dead target despawns (disappears), then the toggle turns off.
Good explanation right there. +1 influence for you
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Wow really hyped up the fan base (whihc was large because previous games made it popular). And it was engaging with relevant story.
And there is no denying they got PVP better than CoH did, which put it in as an after thought.
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Maybe im remembering it wrong, but its always been that way...
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Yes, adding options is always good.
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Most Lethal Damage Sets could use a once over to improve there performance in latter content where most content and baddies are stacked with lethal resistance out the wazoo. Maybe giving them a -res effect on a power or two wouldn't be so bad.
Energy Melee could use a hard look, but Rylas is all over advocating for that.
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Ah, the memories when EM was good and ET was the power to get.
I had to reroll Grit from Energy to Kinetic to make him feel better but just doesnt feel right.
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What is coyote time you ask? Coyote time is a short period after a player character has left the ground from running off the ledge, where it is still possible to jump as though the player were standing on solid ground. A reference to the antics of one Wile. E. Coyote. It's common among many platforming games. I'm sure all us Super Speeders have experienced that frustration where we try to jump, but we're just moving too fast and the ground dropped out beneath us as it sloped down, causing us to run headlong into the obstacle we were trying to jump over. Coyote time would solve that problem!
mmm, i can stand behind that solution... cause its happened to me a few times
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Trying it on a Sentinel today, it does KD but no damage for me on enemies.
Oh, thats got to be an oversight that needs to be addressed. Is there a thead for known bugs in the game?
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Maybe a reroll of the character that sets you back to lvl 1 but you get to keep all your *bought*powers, IO's, etc... Rebooting your character so to speak.
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I am trying to decide on a Katana Secondary for a Natural Scrapper.
Since it is Natural, I'm primarily considering either SR or WP. I usually play SR, but am thinking that Divine Avalanche might overkill the defense.
Might i suggest Ninjitsu as well.
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Putting aside for the moment how feasible this might be (both in terms of how it would actually work, particularly on powers that already do multiple damage types, and in terms of what a coding nightmare it would present)....
I'd take it. Even if the damage type were random, I'd still take it, particularly on anything with primarily Psi damage. Having even one attack that randomly does another damage type for when I hit those psi-resistant enemies would be a godsend. (I assume the damage-changing IO would be a Unique)
(That said, I can't see them doing this - even assuming it can be done - for precisely that reason)
I think its feasible... After all they can change Knockback to knowckdown but ill admit this might be a problem "baked" into the power....
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I've got 3 Sentinels with a 4th im mulling over...
lvl 50 rad/rad - Rhegulus
lvl 29 Archery/Ninjitsu - Zenn
lvl 10 elec/elec - Ivan Induction
I want to try a Beam rifle Sentinel, im just mulling over what to par with it at the moment...
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Different strokes.
Some are regaining what they feel they 'lost'.
Others just like to make cool builds that need to be 50 to finish.
PvP players just power through the PvE to get to the part they like.
Some people have done the leveling content enough it's boring to them.
The list goes on and on, there is no one reason other than different people enjoy different things.
This.
Also, because you can as well.
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Just had an interesting idea go through my head a while back and im just now getting to putting it out there.
Just as a general Set (Maybe a thrid Archetype set or a second Generic set), would anyone support he idea of a set that changed your characters damage type?
i.e.
As Broad sword, you deal mostly Lethal Damage. This Proposed Set would have an IO that Turned all Lethal damage to Energy Damage in the Power it was slottted in?
I could envision the IO that would do this as even being randomized to turn X damage type into X damage type.
Invulnerability Rework Request
in Suggestions & Feedback
Posted
I disagree, the Psi hole should remain. Its the Achilles heal of the set. I am for changes set out here otherwise. Id like a modest gain in your resists outside of s/l. And Reworking Unstoppable would be nice considering. Something more like a large endurance discount/small resist boost Click power with no crash as opposed to its current suicide form.