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csr

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Everything posted by csr

  1. To be clear... *taking* Master Brawler adds the Mez Prot, you don't actually have to use MB to get it.
  2. Initial low level testing shows it to be a 19% Absorb shield at full health. It scales up as your HP drop. It's about 25% stronger at 75% HP and around 50% stronger in the 50% HP region (exact numbers are hard to determine without fancy log parsing to find your HP when it activated). I certainly need to do more testing with it to see how it works in the wild, but the facts revealed by the basic testing seem promising. It appears to be fully enhanceable and so should be slotted. With the slotting I had in the target build it would be 39% HP base shield. Used around 50% HP that would take you from 50% to effectively having about 105-110% HP. I think it may be slightly better than a straight heal. With the advantages being that you can go over 100% health and that the Absorb + a heal is likely better than a heal + a heal.
  3. You forgot to subtract the 10% commission to the AH. I'm averaging a net of about 324k/merit on Converters, Unslotters and Boosters, but the latter two take longer to sell (overnight, usually) at my price. Simply doing badge Task/Strike Forces should pay for common IOs from 22 on (using 25-40 level ones as you can).
  4. csr

    HP cap?

    Ice and Invulnerability can both get to the cap. (Sadly, they robbed /Reg of almost all of it's +HP.) Those two sets can run with roughly 50% more HP than other Sentinels.
  5. I tend to agree. Though I do like the Snipe change as it stands, I would still want a better OOC handling and Snipes for all Blast sets before I'd be completely sold on it (see my suggestions above).
  6. Here is my original build reworked to include many of Astredax's ideas. Versus my build it saves some money, has much better Res and a bit better END management. It doesn't have as many tricks, but includes Dual Wield to use the (hopefully soon-to-be-improved) inherent. Slotting the +Opp instead of the +Absorb version of the Sentinel set would require switching from Mako's to ToDs in Sting of the Wasp, and though it has a bit lower Melee Def it may otherwise be a better option. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Tree-Fiddy: Level 50 Natural Sentinel Primary Power Set: Dual Pistols Secondary Power Set: Super Reflexes Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Presence Ancillary Pool: Ninja Tool Mastery Hero Profile: Level 1: Pistols (A) Entropic Chaos - Accuracy/Damage (3) Entropic Chaos - Damage/Endurance (3) Entropic Chaos - Damage/Recharge (5) Entropic Chaos - Damage/Endurance/Recharge (5) Entropic Chaos - Chance of Heal Self (7) Accuracy IO Level 1: Focused Fighting (A) Luck of the Gambler - Defense/Endurance (7) Luck of the Gambler - Defense (9) Luck of the Gambler - Defense/Endurance/Recharge (9) Luck of the Gambler - Recharge Speed Level 2: Empty Clips (A) Detonation - Accuracy/Damage (11) Detonation - Accuracy/Damage/Endurance (11) Detonation - Damage/Endurance/Range (13) Detonation - Damage/Range (13) Detonation - Damage/Endurance (15) Range IO Level 4: Dual Wield (A) Thunderstrike - Accuracy/Damage (36) Thunderstrike - Damage/Endurance (37) Thunderstrike - Damage/Recharge (43) Thunderstrike - Accuracy/Damage/Recharge (46) Thunderstrike - Accuracy/Damage/Endurance (50) Thunderstrike - Damage/Endurance/Recharge Level 6: Hasten (A) Recharge Reduction IO (19) Recharge Reduction IO Level 8: Swap Ammo Level 10: Master Brawler (A) Numina's Convalesence - Heal/Endurance (19) Numina's Convalesence - Endurance/Recharge (21) Numina's Convalesence - Heal/Recharge (21) Numina's Convalesence - Heal/Endurance/Recharge (23) Numina's Convalesence - Heal Level 12: Bullet Rain (A) Annihilation - Accuracy/Damage (23) Annihilation - Damage/RechargeTime (25) Annihilation - Accuracy/Damage/RechargeTime (25) Annihilation - Accuracy/Damage/Endurance (27) Annihilation - Accuracy/Damage/Endurance/RechargeTime (27) Annihilation - Chance for Res Debuff Level 14: Focused Senses (A) Luck of the Gambler - Defense/Endurance (15) Luck of the Gambler - Defense/Endurance/Recharge (17) Luck of the Gambler - Defense (17) Luck of the Gambler - Recharge Speed Level 16: Enduring (A) Performance Shifter - Chance for +End (29) Performance Shifter - EndMod (29) Performance Shifter - EndMod/Accuracy Level 18: Executioner's Shot (A) Thunderstrike - Accuracy/Damage (31) Thunderstrike - Damage/Endurance (31) Thunderstrike - Damage/Recharge (31) Thunderstrike - Accuracy/Damage/Recharge (33) Thunderstrike - Accuracy/Damage/Endurance (33) Thunderstrike - Damage/Endurance/Recharge Level 20: Agile (A) Shield Wall - +Res (Teleportation), +5% Res (All) (33) Reactive Defenses - Scaling Resist Damage (46) Reactive Defenses - Defense Level 22: Dodge (A) Defense Buff IO Level 24: Combat Jumping (A) Luck of the Gambler - Recharge Speed Level 26: Piercing Rounds (A) Superior Sentinel's Ward - Accuracy/Damage (34) Superior Sentinel's Ward - Damage/RechargeTime (34) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime (34) Superior Sentinel's Ward - Accuracy/Damage/Endurance (36) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime (36) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb Level 28: Quickness (A) Run Speed IO Level 30: Kick (A) Accuracy IO Level 32: Hail of Bullets (A) Obliteration - Damage (37) Obliteration - Accuracy/Recharge (37) Obliteration - Damage/Recharge (39) Obliteration - Accuracy/Damage/Recharge (39) Obliteration - Accuracy/Damage/Endurance/Recharge (39) Obliteration - Chance for Smashing Damage Level 35: Evasion (A) Luck of the Gambler - Defense/Endurance (40) Luck of the Gambler - Defense/Endurance/Recharge (40) Luck of the Gambler - Defense (40) Luck of the Gambler - Recharge Speed Level 38: Tough (A) Steadfast Protection - Resistance/+Def 3% (43) Gladiator's Armor - TP Protection +3% Def (All) (43) Gladiator's Armor - Recharge/Endurance (45) Titanium Coating - Resistance/Endurance/Recharge Level 41: Weave (A) Luck of the Gambler - Recharge Speed (42) Luck of the Gambler - Defense/Endurance (42) Luck of the Gambler - Defense (42) Luck of the Gambler - Defense/Endurance/Recharge Level 44: Provoke (A) Mocking Beratement - Taunt/Recharge (45) Mocking Beratement - Accuracy/Recharge (46) Mocking Beratement - Taunt (45) Accuracy IO Level 47: Sting of the Wasp (A) Mako's Bite - Accuracy/Damage (48) Mako's Bite - Damage/Endurance (48) Mako's Bite - Damage/Recharge (50) Mako's Bite - Accuracy/Endurance/Recharge (50) Mako's Bite - Accuracy/Damage/Endurance/Recharge (48) Mako's Bite - Chance of Damage(Lethal) Level 49: Elude (A) Recharge Reduction IO Level 1: Brawl (A) Empty 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) Celerity - +Stealth Level 1: Sprint (A) Endurance Reduction IO Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Numina's Convalesence - +Regeneration/+Recovery Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Performance Shifter - Chance for +End Level 8: Cryo Ammunition Level 8: Incendiary Ammunition Level 8: Chemical Ammunition ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1512;710;1420;HEX;| |78DA6594494F136118C7673A0348D95A760A1428604BA12315EF1E448C110852F4E| |25247FAD20E4CA64DA74DE0E807703DE8C9355E25EAE7703D79708B2C7A124D3CBA| |8C4FE7F9D334E924CDEF7D9F79D67FDF77E6D6A71B374F5C392AC9CDC74CDDB6930| |961150C4B9875F37AA198D74D891EEF525E88D88C914A6DD4D1B66FDF27B9A85B69| |91D2A68BBA995C30EC42D6B407CA2FA7C58AB06CA1258A39914F2E8A1553AC0BDB7| |FD2CA883CF968FB0BEF42366B6A899C10A94677392BF49C61A59BDCCD8C91CE50BE| |B4DFDDCDE996912B9A7AC1C85ABDC773C6B2562E376F58AB7A724EB70B22BFD14D6| |D46E8F7312CE1716AA4AB84902A79AE81D799EA0DF026B336408CABD2B95202D98D| |55249FECDA6ADB9907DAC00EE6E7305CA98EFC84E3BDCFC0E7CCC6A7E026B339CAF| |C44B10A6295BB6C1BBEC71CB9CF8C3E60C61E32E38F9821FA3F6AB847B9669C6DAD| |E017CA5BC7EF9C8B344B3DAFD5FAD3DC73EB22B33D012E313BCF30B728BE017D356| |C29FC6E9BD9BD03EE32035FC16FCCF354AF09DA3541BB6668E683863E68A7936F0B| |FB7A5AEE785C5BDF2DF036739B7AF1A3173F340A42A320340A42A3416834088D2E5| |0FE36E46F3BC5FD0DFE62C6F69897C8A7837DA48E20C77592B65DB075A1D71DEAA3| |077DF4BC505DDBD04BF015F89A39FC067CCBBC4C357A91AF37C6353C54A39FF349F| |D3877BB54630035067EF3FC237FC0BFCC83FF400794788E65AA1182EE21E81E86EE| |61E81EC62C0AD51E85EF6869D07E3A6787394F748A3911635F957C23F08D207E0CF| |9C790770C7502E43BCEFD2BE306F737B1C68C65B0C7AC8FA95F0DB36A2B6C3B9406| |3338EB06B80AFB1A3345B193D06E1267BE4F2DDFF7D2B1771C295A6599ACB2C4AB2| |C535596236AF96B405789A798ADF41AE20E16D4F2974092DDC87A5FF97E3BDFBDF4| |1659649C811F95B6B3ACE15EA52DC27E3F2B6DB827A502CEFB8A8BFEA1B446B1771| |5EBFFA643F7A1| |-------------------------------------------------------------------|
  7. I'm pretty sure the proc would have a better chance of firing in the large area AoE, but in sustained fights I probably wouldn't be using that, so I put it in the -Res power that will be run regularly.
  8. It's actually better, imo, but requires a 2s click that costs you maybe 5% of your offense. The way I did SK in the build posted it would give 47-51 END (depending on Accolades) every 22-27s (depending on Hasten). Using it once a minute would equate to roughly 0.8 E/s, which gives that build the better END management at the cost of 3% effectiveness elsewhere. The click does have the advantage of being able to get the END in burst when you need it. The /Nin build has less offense, but is more straight forward and has the major +Def buff late just when I might need it for Incarnate content. The Res is a tick better. On the other hand, /SR has a MAJOR -Def Res advantage at 75% to 28%, scaling Res as health drops, more Recharge and better Slow Res (70% to 45%). It's how the Absorb compares to the Heal that is the question. In this /Nin build I ended up having to put the Numina's in a click that is up every 20 some seconds, and so that +Rec/Reg will only be there a fraction of the time. Both builds are quite expensive despite using no Purples. I think the /SR will do a bit better with a cheaper build, but not hugely. The /SR has more Def and Def Res and so is less prone to cascade failure, but /Nin has the Heal and major +Def click and can handle tough moments better. I still feel Master Brawler ought to be slotted. I think I'll roll a /SR just to test out the Absorb and see what slotting and actual play can tell me. Taking my original build (which slots MB) and replacing Tashibishi, Paralyzing Dart and Maneuvers with Kick, Tough and Weave then rearranging slots I get to way over the Def cap and some S/L Res, but with some END issues (still reliant on the two P-Shifters and Panacea to make things work). I have 54/53/58 Def, so I can switch some things to help with the END issues, improve S/L Res and probably save some INF by getting rid of Winter sets.
  9. Here's the DP/Nin I did quickly to compare... | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1487;700;1400;HEX;| |78DA6593D94F135114C6EFB453B1A540D9646B05CAD2526C69059F7D10312AAD6CF| |ADA4CEC50069B2961A6893CFA07B845135F40417D306E4F2EF12FD1086844D02797| |57E3329ECE776826E924CD6FE6BBF79CF3F59C7BD397C7FDCF4F5D392EA4FA1305C| |530B2B3AA6E6ABA5AA8C92866695929087A7C73CBAA1A9FD072B9951AFA0CEEEFC9| |CE287A5ECD25C64B4A213BA51966B160745416C7D5795537D44446D31735D32809D| |F54B15848CC2EA96AAED17E4D2BBAB6542A28A656D4EB6C6542CB2F5074DECF5FA6| |AE1A46D7C925ED62A292B79C4FC9A615C3549757DAC94F947EDB11C18FE51157096| |159B8AE31AF83F20DE64D70A4939892C5E97202C98E9545AB646B0702CC66F0600B| |D8D4047E8C7008C5482F64EC7909FA5E315F83FE37E0078A71738C7B1DB5FD1B60F| |D7DE61A18582546647196BC79E0CDE5616F817D2FECF113E5ADC11E6B92F67BA5F2| |8725BCC3C8B543EBB55CB7F68BDBD65AF698BBE0A11DE657F00CE5A9E39ED4719D7| |6EE453BD7EF643F11EE499A621A50C7D570CB853DB7C1207BF94C5E1AD94BE323F4| |E5F063E613B0E729F31998A1BCCDF0E2699E46AD9E19B0779639C73C0FA62E80613| |AB0AD88955AD9431FB393D6DAE045B4F159D8257F1DECAFE31DEA07DFB3BF4DB06F| |8BB90D9E237F5D3CA3AEA3E85F7F1B0921590CFEC2B78B6A85B856C8A247EC51A56| |E3EB1DDABC8D47F171CBCC75C07231BCC35D04DD9C23C9D7012FFB47F141C1A631E| |63A64099620610E31EE089C67892319E648C27FC308A5B55F6169D47678EE4990B4| |C0D8C2F82A94B60764888618E1DFE8DE9C7FF30FF8223FF98169812E8D2032A9AE0| |2E2542C8374D5A92B5244F2E28576E7BF9D0533763554AB24A495529A355CA9853F| |1C2DDA4538BC3C1945CB9FF42B223BD81CAEDB6BEF96855E2558EF8E1D47ADDF6ED| |FEEED4A2D8F7D3A9DD818372016BB37CCDB9C096E3FDADE3FD3F02EEF19A| |-------------------------------------------------------------------|
  10. Actually.. it was. It was only when you refreshed Rage before it expired that you could avoid the -Def.
  11. I'm curious to know what percentage of builds have Hasten. For me it is rare to do without it.
  12. But... wasn't that what your initial post was implying? That the current devs can't do it better than it was done 7 years ago despite having the experience of playing the game (and working with the code) for much of that time?
  13. I actually swapped Empty Clips and Focused Senses. Though it only matters for the first few levels.
  14. Here's my tweaked version of Astredax's build. I moved powers around to suit me better at low levels, spent more INF and lost a lot of Provoke. The last is the only thing I'm not happy with. I'm not sure if the Res is better than the Absorb or not. It won't get blown off, so it's probably better for tough situations, but I was counting on the high Def to stretch the value of the Absorb and the Res isn't against everything. Astredax's build has about 30% more Res against S/L and about 10% more against everything else. Call it about the equivalent of 50% more HP (1/0.6 - 1/0.9) versus S/L and around 10-15% against everything else. I wonder how the Absorb compares to that. Anyway, I got my extra -Res in Lotus Drops and my Heal proc. I put it in Pistols so I'd have two options for little heals. I felt the Immob proc was best in either Empty Clips or Bullet Rain. I went with it in Bullet Rain since Empty Clips is the more likely opener for the +Absorb proc. It might be better the other way around. I wanted the Sentinel proc in something I'd use in a ST attack chain, so I moved it to Executioner's Shot. I tweaked things around to get Dual Wield slotted (at the cost of the Provoke). Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Tree-Fiddy: Level 50 Natural Sentinel Primary Power Set: Dual Pistols Secondary Power Set: Super Reflexes Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Presence Ancillary Pool: Ninja Tool Mastery Hero Profile: Level 1: Pistols (A) Entropic Chaos - Accuracy/Damage (3) Entropic Chaos - Damage/Endurance (3) Entropic Chaos - Damage/Recharge (5) Entropic Chaos - Damage/Endurance/Recharge (5) Entropic Chaos - Chance of Heal Self (7) Accuracy IO Level 1: Focused Fighting (A) Luck of the Gambler - Recharge Speed (7) Luck of the Gambler - Defense/Recharge (9) Luck of the Gambler - Defense/Endurance (9) Luck of the Gambler - Defense/Endurance/Recharge (11) Luck of the Gambler - Defense Level 2: Focused Senses (A) Shield Wall - +Res (Teleportation), +5% Res (All) (11) Shield Wall - Defense/Endurance (13) Shield Wall - Defense (13) Shield Wall - Defense/Endurance/Recharge (15) Luck of the Gambler - Recharge Speed Level 4: Dual Wield (A) Superior Winter's Bite - Accuracy/Damage (17) Superior Winter's Bite - Accuracy/Damage/Endurance (19) Superior Winter's Bite - Accuracy/Damage/Recharge (19) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime (21) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge Level 6: Empty Clips (A) Superior Sentinel's Ward - Accuracy/Damage (21) Superior Sentinel's Ward - Damage/RechargeTime (23) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime (23) Superior Sentinel's Ward - Accuracy/Damage/Endurance (25) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb Level 8: Swap Ammo Level 10: Master Brawler (A) Recharge Reduction IO Level 12: Bullet Rain (A) Superior Frozen Blast - Accuracy/Damage (25) Superior Frozen Blast - Accuracy/Damage/Endurance (27) Superior Frozen Blast - Accuracy/Damage/Recharge (27) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime (29) Superior Frozen Blast - Recharge/Chance for Immobilize Level 14: Hasten (A) Recharge Reduction IO (29) Recharge Reduction IO Level 16: Enduring (A) Performance Shifter - Chance for +End (31) Performance Shifter - EndMod Level 18: Executioner's Shot (A) Superior Opportunity Strikes - Accuracy/Damage (31) Superior Opportunity Strikes - Damage/RechargeTime (31) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime (33) Superior Opportunity Strikes - Accuracy/Damage/Endurance (33) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime (33) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity Level 20: Agile (A) Luck of the Gambler - Recharge Speed (34) Luck of the Gambler - Defense (34) Luck of the Gambler - Defense/Endurance (34) Kismet - Accuracy +6% Level 22: Dodge (A) Luck of the Gambler - Recharge Speed (36) Luck of the Gambler - Defense Level 24: Combat Jumping (A) Luck of the Gambler - Recharge Speed Level 26: Piercing Rounds (A) Detonation - Accuracy/Damage/Endurance (36) Detonation - Damage/Endurance/Range (36) Detonation - Accuracy/Damage (37) Detonation - Damage/Endurance (37) Detonation - Damage/Range Level 28: Kick (A) Accuracy IO Level 30: Tough (A) Steadfast Protection - Resistance/+Def 3% (37) Gladiator's Armor - TP Protection +3% Def (All) (39) Resist Damage IO Level 32: Hail of Bullets (A) Obliteration - Damage (39) Obliteration - Accuracy/Recharge (39) Obliteration - Damage/Recharge (40) Obliteration - Chance for Smashing Damage (40) Obliteration - Accuracy/Damage/Endurance/Recharge (40) Obliteration - Accuracy/Damage/Recharge Level 35: Weave (A) Luck of the Gambler - Defense/Endurance (42) Luck of the Gambler - Defense/Endurance/Recharge (42) Luck of the Gambler - Defense (42) Luck of the Gambler - Recharge Speed (43) Luck of the Gambler - Endurance/Recharge Level 38: Evasion (A) Reactive Defenses - Scaling Resist Damage (43) Reactive Defenses - Defense/Endurance/RechargeTime (43) Reactive Defenses - Defense (45) Reactive Defenses - Defense/Endurance (45) Reactive Defenses - Endurance/RechargeTime (45) Reactive Defenses - Defense/RechargeTime Level 41: Sting of the Wasp (A) Mako's Bite - Accuracy/Damage (46) Mako's Bite - Damage/Endurance (46) Mako's Bite - Damage/Recharge (46) Mako's Bite - Chance of Damage(Lethal) (48) Mako's Bite - Accuracy/Endurance/Recharge (48) Mako's Bite - Accuracy/Damage/Endurance/Recharge Level 44: The Lotus Drops (A) Multi-Strike - Accuracy/Damage (48) Multi-Strike - Accuracy/Damage/Endurance (50) Multi-Strike - Damage/Endurance/Recharge (50) HamiO:Nucleolus Exposure (50) Achilles' Heel - Chance for Res Debuff Level 47: Provoke (A) Accuracy IO Level 49: Quickness (A) Run Speed IO Level 1: Brawl (A) Empty 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) Unbounded Leap - +Stealth Level 1: Sprint (A) Endurance Reduction IO Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Miracle - +Recovery (15) Numina's Convalesence - +Regeneration/+Recovery (17) Panacea - +Hit Points/Endurance Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Performance Shifter - Chance for +End Level 8: Cryo Ammunition Level 8: Incendiary Ammunition Level 8: Chemical Ammunition ------------
  15. Here was my /Energy attempt, just for the heck of it. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Tree-Fiddy: Level 50 Technology Sentinel Primary Power Set: Dual Pistols Secondary Power Set: Energy Aura Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Hero Profile: Level 1: Pistols -- EntChs-Acc/Dmg(A), EntChs-Dmg/EndRdx(3), EntChs-Dmg/Rchg(3), EntChs-Dmg/EndRdx/Rchg(5), EntChs-Heal%(5), HO:Nucle(7) Level 1: Kinetic Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-EndRdx/Rchg(39), LucoftheG-Def/EndRdx/Rchg(39), LucoftheG-Def(40), LucoftheG-Rchg+(40) Level 2: Empty Clips -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(7), PstBls-Dmg/Rng(9), PstBls-Acc/Dmg/EndRdx(9), PstBls-Dam%(11), Range-I(11) Level 4: Dual Wield -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(13), Dcm-Dmg/Rchg(13), Dcm-Acc/EndRdx/Rchg(15), Dcm-Acc/Dmg/Rchg(15), Dcm-Build%(17) Level 6: Power Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-EndRdx/Rchg(36), LucoftheG-Def/EndRdx/Rchg(37), LucoftheG-Def(37), LucoftheG-Rchg+(37) Level 8: Swap Ammo Level 10: Energize -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(40), DctWnd-Heal/EndRdx/Rchg(42), DctWnd-Heal(42), DctWnd-Rchg(42) Level 12: Bullet Rain -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(17), SprFrzBls-Acc/Dmg/EndRdx(19), SprFrzBls-Acc/Dmg/Rchg(19), SprFrzBls-Dmg/EndRdx/Acc/Rchg(21), SprFrzBls-Rchg/ImmobProc(21) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 16: Entropy Shield -- EndRdx-I(A) Level 18: Executioner's Shot -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(27), SprWntBit-Acc/Dmg/EndRdx(27), SprWntBit-Acc/Dmg/Rchg(29), SprWntBit-Dmg/EndRdx/Acc/Rchg(29), FrcFdb-Rechg%(31) Level 20: Power Armor -- EndRdx-I(A) Level 22: Kinetic Dampening -- StdPrt-ResDam/Def+(A) Level 24: Super Jump -- Spr-EndRdx/Jump(A) Level 26: Piercing Rounds -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(31), PstBls-Dmg/Rng(31), PstBls-Acc/Dmg/EndRdx(33), PstBls-Dam%(33), Ann-ResDeb%(33) Level 28: Repelling Force -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(43), LucoftheG-Def(43) Level 30: Combat Jumping -- LucoftheG-Rchg+(A), Ksm-ToHit+(45) Level 32: Hail of Bullets -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(34), SprSntWar-Acc/Dmg/Rchg(34), SprSntWar-Acc/Dmg/EndRdx(34), SprSntWar-Acc/Dmg/EndRdx/Rchg(36), SprSntWar-Rchg/+Absorb(36) Level 35: Power Drain -- RechRdx-I(A), RechRdx-I(50) Level 38: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-EndRdx/Rchg(39), LucoftheG-Def(43), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Rchg+(45) Level 41: Kick -- Acc-I(A) Level 44: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(46), UnbGrd-ResDam/EndRdx/Rchg(46), UnbGrd-Max HP%(46) Level 47: Weave -- Rct-Def(A), Rct-Def/EndRdx/Rchg(48), Rct-Def/EndRdx(48), Rct-EndRdx/Rchg(48), Rct-ResDam%(50) Level 49: Overload -- RechRdx-I(A), RechRdx-I(50) 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: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(25) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(23), PrfShf-EndMod/Acc(25) Level 8: Cryo Ammunition Level 8: Incendiary Ammunition Level 50: Agility Radial Boost Level 50: Barrier Total Core Invocation Level 8: Chemical Ammunition ------------
  16. I think the point on getting Dual Wield in there is a good one, especially given that Captain Powerhouse said the inherent is likely getting a (badly needed) rework. I had originally put DW with an Entropic Chaos heal proc in there but couldn't get to the soft-cap for lack of slots. I was using Incarnate, Hail of Bullets, Elude (with a 50% up time if needed) and purples to deal with cascade failure. Since HoB would be run first most of the time you have 9.75% more Def for the first 10s of the fight. Elude also gets you over the Incarnate cap. I wasn't really planning on this guy being a farmer (not enough offense regardless) or tanking for a team with no healers, so cascade failure wasn't a huge concern. My attacks were better slotted than yours. Not a huge thing since I failed to get the Heal and -Res proc I wanted in there. I also slotted the Absorb. Maybe I'm over-rating that. If so, I'd probably be better off going back to Ninjutsu as suggested. I'll tweak this build to suit me and post it. I think I'll have to shuffle some powers/slots and steal slots out of Provoke.
  17. Sentinel /SR has mez prot in the first two toggles. According to Pine's anyway. The detailed info on Focused Fighting says it has KB, Immob and Confuse Protection (not just Res). Focused Senses has Stun, Sleep and Hold Prot - also according to Pine's. I'll check out the in game numbers after I finish this Manticore TF. As for Ninja... that was my first choice, but it I couldn't fit in everything I want. I'll take a look at your build later. I haven't gotten used to looking at the PvP sets. So there's 3% Def right there I can fiddle in. DP doesn't have Aim, so no Gaussian's without Tactics.
  18. I'm still trying to find a Sentinel I like. I gave up on Elect/Rad and Beam/Dark is feeling toothless. I created a Fire/Reg to combine two of my favorite sets and it's been OK... to level 12. I want something a little less of a compromise though, as the Fire/Reg is easily out-performed by my Fire/En Blaster and Spines/Reg Scrapper. My DP/MM Blaster is less interesting than on Live as now all Blasters have recuperative powers as good as Drain Psyche - and that Blaster was built as the tougher alternative Blaster anyway. So I decided a DP Sentinel build was worth a try. The interest in this character are the DP/Katana combo and the soft-capped defense (my DP/MM Blaster was also soft-capped, but only against S/L). So, it should be both stylish and effective. Here's the build for your critiquing. I considered swapping the slotting of Empty Clips and Piercing Rounds to get an Achilles' Heel -Res proc in Empty Clips, and that might be the better way to go. Anyway, let me know where you think the build can be improved (btw, it's a PvE only build). Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Tree-Fiddy: Level 50 Natural Sentinel Primary Power Set: Dual Pistols Secondary Power Set: Super Reflexes Power Pool: Speed Power Pool: Leaping Power Pool: Presence Power Pool: Leadership Ancillary Pool: Ninja Tool Mastery Hero Profile: Level 1: Pistols -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7) Level 1: Focused Fighting -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(7), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Rchg+(9) Level 2: Empty Clips -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(11), SprFrzBls-Acc/Dmg/EndRdx(11), SprFrzBls-Acc/Dmg/Rchg(13), SprFrzBls-Dmg/EndRdx/Acc/Rchg(13), SprFrzBls-Rchg/ImmobProc(15) Level 4: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(15), LucoftheG-Def(17), LucoftheG-Rchg+(17) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 8: Swap Ammo Level 10: Master Brawler -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(19), DctWnd-Heal/EndRdx/Rchg(21), DctWnd-Heal(21), DctWnd-Rchg(23) Level 12: Bullet Rain -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(23), SprSntWar-Acc/Dmg/Rchg(25), SprSntWar-Acc/Dmg/EndRdx(25), SprSntWar-Acc/Dmg/EndRdx/Rchg(27), SprSntWar-Rchg/+Absorb(27) Level 14: Combat Jumping -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(29) Level 16: Enduring -- PrfShf-End%(A), PrfShf-EndMod(29), PrfShf-EndMod/Acc(33) Level 18: Executioner's Shot -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(31), SprWntBit-Acc/Dmg/EndRdx(31), SprWntBit-Acc/Dmg/Rchg(31), SprWntBit-Dmg/EndRdx/Acc/Rchg(33), SprWntBit-Rchg/SlowProc(33) Level 20: Agile -- DefBuff-I(A), DefBuff-I(34) Level 22: Dodge -- DefBuff-I(A) Level 24: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-EndRdx/Rchg(34), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def(50) Level 26: Piercing Rounds -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(36), OvrFrc-Acc/Dmg/End(36), OvrFrc-Dmg/End/Rech(37), OvrFrc-Acc/Dmg/End/Rech(37), Dtn-Dmg/Rng(37) Level 28: Quickness -- Run-I(A) Level 30: Provoke -- PrfZng-Taunt(A), PrfZng-Acc/Rchg(34), PrfZng-Taunt/Rchg(39), PrfZng-Taunt/Rchg/Rng(39), PrfZng-Taunt/Rng(39), Acc-I(40) Level 32: Hail of Bullets -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Acc/Dmg/EndRdx/Rchg(42), SprAvl-Rchg/KDProc(42) Level 35: Evasion -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def(43), LucoftheG-Rchg+(43) Level 38: Sting of the Wasp -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(45), Mk'Bit-Dmg/Rchg(45), Mk'Bit-Acc/EndRdx/Rchg(46), Mk'Bit-Acc/Dmg/EndRdx/Rchg(46), Mk'Bit-Dam%(46) Level 41: The Lotus Drops -- Obl-Dmg(A), Obl-Acc/Rchg(48), Obl-Dmg/Rchg(48), Obl-Acc/Dmg/Rchg(48), Obl-Acc/Dmg/EndRdx/Rchg(50), Obl-%Dam(50) Level 44: Tashibishi -- Dmg-I(A) Level 47: Elude -- RechRdx-I(A) Level 49: Paralizing Dart -- Acc-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 -- Clr-Stlth(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 8: Chemical Ammunition Level 8: Cryo Ammunition Level 8: Incendiary Ammunition ------------
  19. At level 14+ run Flashback arcs for Merits. If you want to avoid Defeat All missions and EBs you need to be level 16+. Since you are after Merits you can lower your difficulty. I usually don't bother. Getting buffs from your base can help too (particularly Invisibility, Recovery and Knockback Protection). I run at least one with new toons to pay forward the INF I got from a higher level alt to the next new toon. I commonly run the following arcs with toons at level 16-25 (Note that you need to have out-leveled the arc to use Flashback for it). They all give you roughly 30 Merits/hour plus or minus depending on your toon. Most take less than an hour even including setup and selling. The exceptions are noted. Level 1-15: The Clockwork Captive Bonefire The New Recruits (this is the old Posi TF and gives the badge, it takes close to 2 hrs since there are 5 Defeat Alls, but it gives 66 Merits) Level 16-19: Rumblings of the Past (2 EBs, but takes less than 20 minutes and gives 8 Merits) I Lost My Daddy! (less than 25 minutes, gives 10 Merits and access to the Yin store for low level SOs) The Mind of a King Tsoo Shenanigans Level 20-24: Wheel of Destruction Hand of Iron The Sky Raider Secret The Tsoo Coup If you don't have the Ouro portal do one of the Flashback arcs and you'll get it when you complete the first mission. Hopefully you have access to a base with a Pillar of Fire and Ice. If not... Those on Indomitable can use mine if they want. Enter passcode 'avenger-836' to get in. The Pillar is ahead into the big room and on the right. The portals are in the same room. The base is under construction, so some things may change, but right now the buff station is 180-degrees on the opposite side of the entrance. I will likely add Inspiration dispensers, the buffer, Personal Vault access and a Merit ATM to the transportation center room in the near future for one stop convenience.
  20. Shrug. Well, then list it for 1 Inf and it'll still sell for a small fortune. Pop Inner Inspiration and sell what you get to the vendor to afford the 5 Inf fee to list it for that. If you don't want to take Inner Inspiration, then sell drops (perhaps run a DFB).
  21. Is there any way that the OOC can automatically engage if you have no aggro? I mean NO aggro, not that someone else has more. That way if I do a successful pull I can be OOC as soon as that one mob is down. And I could lead off every fight with OOC Snipe if I want to, just as I can now (handy when fighting Malta or even Sky Raiders). Also... can we reverse the orange circle indicator to mean OOC is active? Since it should be the less commonly used version of Snipes it makes more sense to me that way. I know that breaks with the fast-Snipe practice, so it may be more disruption than it's worth, but having the indicator on pretty much all the time is annoying and it now indicates the common use of the power, not the special one.
  22. And the good gets even better. Is this an attempt to make Blast and Assault sets' ST DPS better? If so... what about those sets without a Snipe? If this is in fact the intent, then I suggest that for Blast sets Executioner's Shot (DP), Bitter Ice Blast (Ice), Shout (Sonic) and Water Jet (Water) should be turned into Snipes. Don't adjust the Recharge or Damage, just increase the range and give them an out-of-combat version, with that version's Damage scaled for the shorter Recharge. That would give every Blast set a Snipe. Though the four sets mentioned would have less Alpha Strike value in their Snipe, it would add the mechanic to all sets and give each a long-ranged attack. (NOTE: Water Jet's special mechanic wouldn't enable back-to-back OOC versions to be cast, so I don't see a problem there.) For Assault sets it's only a little trickier. Call Hawk (Savage) and Thorn Barrage (Thorns) could be replaced with Snipe versions (Call Falcon and Thorn Lance?). Bitter Ice Blast (Icy) would again be made a Snipe. Which would leave only Earth without a Snipe. There's no obvious fix for that, unlike the other sets, since the Snipes are P6 or later and I don't think power order should be changed.
  23. As a completely different tack that might give you some ideas, here's my Dark/Dark build. I'll probably make many tweaks as I go, especially to avoid wasting the Incarnate Alpha enhancement. The idea was to get a lot of +Rech cheaply and rely on -ToHit heavily without delving into expensive sets. Damage is light, but the build is tough for a Controller, especially against S/L/N. In case anyone wonders... I put the 2nd Rech IO in HT because I use it as a -Regen power against GMs and AVs. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Darkscape: Level 50 Magic Controller Primary Power Set: Darkness Control Secondary Power Set: Darkness Affinity Power Pool: Speed Power Pool: Flight Power Pool: Teleportation Ancillary Pool: Soul Mastery Hero Profile: Level 1: Dark Grasp -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5), Thn-Acc/Dmg/EndRdx(5) Level 1: Twilight Grasp -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/EndRdx/Rchg(7), DctWnd-Heal(7), DctWnd-EndRdx/Rchg(9), DctWnd-Heal/Rchg(9) Level 2: Living Shadows -- TraoftheH-Acc/EndRdx(A), TraoftheH-EndRdx/Immob(11), TraoftheH-Acc/Rchg(11), TraoftheH-Acc/Immob/Rchg(46) Level 4: Darkest Night -- DarWtcDsp-ToHitdeb/Rchg/EndRdx(A), DarWtcDsp-Rchg/EndRdx(15), DarWtcDsp-ToHitDeb/EndRdx(15), DarWtcDsp-ToHitDeb(17) Level 6: Tar Patch -- RechRdx-I(A), RechRdx-I(17) Level 8: Fearsome Stare -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(13), CldSns-Acc/EndRdx/Rchg(13), CldSns-ToHitDeb(19), SphIns-Acc/ToHitDeb(21) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 12: Heart of Darkness -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(19), Stp-Acc/EndRdx(21), Stp-Stun/Rng(25), Stp-Acc/Stun/Rchg(27) Level 14: Fly -- Flight-I(A) Level 16: Shadow Fall -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-Def(31), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam(33) Level 18: Haunt -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), ExpRnf-Acc/Rchg(34), CaltoArm-Acc/Dmg/Rchg(34) Level 20: Fade -- LucoftheG-Rchg+(A), LucoftheG-Def/Rchg(34), LucoftheG-EndRdx/Rchg(36), LucoftheG-Def/EndRdx/Rchg(36), LucoftheG-Def(36), TtnCtn-ResDam/Rchg(37) Level 22: Possess -- MlsIll-Acc/Rchg(A), MlsIll-Acc/EndRdx(46), MlsIll-Acc/Conf/Rchg(50), MlsIll-Dam%(50), MlsIll-EndRdx/Conf(50) Level 24: Howling Twilight -- RechRdx-I(A), RechRdx-I(43) Level 26: Shadow Field -- BslGaz-Acc/Rchg(A), BslGaz-Acc/EndRdx/Rchg/Hold(27), BslGaz-Acc/Hold(45), BslGaz-EndRdx/Rchg/Hold(45), EssofCrr-Acc/Rchg(48) Level 28: Soul Absorption -- PrfShf-EndMod/Rchg(A), PrfShf-EndMod(29), Trg-Heal/Rchg(45), DctWnd-Heal/Rchg(46), HrmHln-Heal/Rchg(48) Level 30: Hover -- LucoftheG-Rchg+(A), Krm-ResKB(37), Flight-I(43) Level 32: Umbra Beast -- EdcoftheM-Acc/Dmg(A), EdcoftheM-Acc/Dmg/EndRdx(37), EdcoftheM-Dmg/EndRdx(39), EdcoftheM-Dmg(39), EdcoftheM-Acc/EndRdx(39) Level 35: Afterburner -- Flight-I(A) Level 38: Dark Servant -- TchoftheN-Acc/Heal(A), TchoftheN-Heal(40), TchoftheN-Acc/EndRdx/Rchg(40), SphIns-Acc/ToHitDeb(40), SphIns-ToHitDeb(42) Level 41: Dark Embrace -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/EndRdx/Rchg(42), TtnCtn-ResDam(42), TtnCtn-EndRdx(43) Level 44: Recall Friend -- EndRdx-I(A) Level 47: Dark Consumption -- EffAdp-Acc/Rchg(A), EffAdp-EndMod/Acc/Rchg(48) Level 49: Black Hole -- Acc-I(A) Level 1: Brawl -- Empty(A) Level 1: Containment 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(23), PrfShf-EndMod/Acc(25) Level 50: Spiritual Partial Radial Revamp Level 50: Clarion Partial Core Invocation ------------
  24. My only problem with the -Def crash is that it's effect on different sets varies so widely. For a Res-only toon in Incarnate content it ups your damage taken by roughly 30% (ignoring any extra debuffs that hit you). For a just soft-capped Def-based toon in regular content your damage taken can go up by more than 10 times that. I think the idea of making it able to be resisted (and scaling it accordingly) would be a good way to go.
  25. I think the actual issue was giving Brutes the same Res cap as Tanks. It made some sense when there were no Tanks red-side (and MMs proved to be a poor Tank substitute), but the result is that Brutes are OP in content where their Res is capped.
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