Jump to content

csr

Members
  • Posts

    785
  • Joined

  • Last visited

Everything posted by csr

  1. It's now Pine's Hero Designer. Search for that.
  2. If so, that's a bug. T1 is supposed to trigger OO and T2 DO. [EDIT:] Tested and there's no bug, Flares triggers OO and Fire Blast DO.
  3. Concept constraints required Provoke and a Katana attack in the build for me, so there was no way I could fit in Aid Self without making the Katana attack useless or losing too much Def. I almost never build a character from a min/max perspective first, only after I've chosen concept and signature moves. This was the best I could do with Aid Self... Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Sable Shadow: Level 50 Natural Sentinel Primary Power Set: Dual Pistols Secondary Power Set: Super Reflexes Power Pool: Speed Power Pool: Presence Power Pool: Fighting Power Pool: Medicine 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), LucoftheG-EndRdx/Rchg(45) Level 2: Empty Clips -- Dtn-Acc/Dmg(A), Dtn-Acc/Dmg/EndRdx(11), Dtn-Dmg/EndRdx/Rng(11), Dtn-Dmg/Rng(13), Dtn-Dmg/EndRdx(13), Range-I(15) Level 4: Dual Wield -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(15), Thn-Dmg/Rchg(17), Thn-Acc/Dmg/Rchg(17), Thn-Acc/Dmg/EndRdx(19), Thn-Dmg/EndRdx/Rchg(19) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 8: Swap Ammo Level 10: Master Brawler -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(21), NmnCnv-Heal/Rchg(23), NmnCnv-Heal/EndRdx/Rchg(23), NmnCnv-Heal(25) Level 12: Bullet Rain -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(25), Ann-Acc/Dmg/Rchg(27), Ann-Acc/Dmg/EndRdx(27), Ann-Acc/Dmg/EndRdx/Rchg(29), Ann-ResDeb%(29) Level 14: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-Def(31), LucoftheG-Rchg+(31) Level 16: Enduring -- PrfShf-End%(A), PrfShf-EndMod(33), PrfShf-EndMod/Acc(33) Level 18: Executioner's Shot -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(33), SprSntWar-Acc/Dmg/Rchg(34), SprSntWar-Acc/Dmg/EndRdx(34), SprSntWar-Acc/Dmg/EndRdx/Rchg(34), SprSntWar-Rchg/+Absorb(36) Level 20: Agile -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(36), Rct-Def(36) Level 22: Dodge -- LucoftheG-Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/Rchg(43) Level 24: Provoke -- MckBrt-Acc/Rchg(A) Level 26: Piercing Rounds -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(37), SprOppStr-Acc/Dmg/Rchg(37), SprOppStr-Acc/Dmg/EndRdx(37), SprOppStr-Acc/Dmg/EndRdx/Rchg(39), SprOppStr-Rchg/+Opportunity(39) Level 28: Quickness -- Run-I(A) Level 30: Kick -- Dmg-I(A) Level 32: Hail of Bullets -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(40), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-%Dam(42) Level 35: Evasion -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(42), LucoftheG-Def(42), LucoftheG-Rchg+(43) Level 38: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(45), GldArm-RechEnd(45), TtnCtn-ResDam/EndRdx/Rchg(46) Level 41: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def(46), LucoftheG-Def/EndRdx/Rchg(48) Level 44: Aid Other -- Heal-I(A) Level 47: Aid Self -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(48), NmnCnv-Heal/Rchg(48), NmnCnv-Heal/EndRdx/Rchg(50), NmnCnv-Heal(50), IntRdx-I(50) Level 49: Sting of the Wasp -- Dmg-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 -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) 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;1515;704;1408;HEX;| |78DA6594C94F136118C6A77410D95B16594A293BA5D0818A770FA2C6680952F5E25| |207FA01A39369D325E2D17FC1839E5CE355A2FE1DAE271716238B9E44138F2EF5A5| |CF43D3A49334BFE9FBBDDFFB3CEFB74C7479AA6EE5E4ADA39AABE1986D6632F1987| |2B296A3ECAA69339B4B9BB6264F5DCC9CB3554F6CC94C246F5449A06B3F2B3E6B3A| |8B2A614CE54C3B3E6365B2493B13280E4EA905E5649411CBA5543A3EAB166CB5AC3| |2DE53CE924A4B8EB1FF5233934CDA462CA554C25B788D9A8E95CAD966D64A3AF585| |C8096B71498A2EE25F5425AC7991F01D4F59F346516FDA72AE99F1A899C9AAF4CD7| |6F11994DFFAB0C6275FA9DD134474ADE23EF900D41F928FC0038FC18B7B055C85B9| |BAE67161AC053CD84CB682634DE0E7614E113DD753D4A9794EBE00EB9E912B60430| |8DC90B96ECE75D36B03BD7AE8D543AF4DF4DA44AF7DB23195F0EAAA1C45AC85FC22| |75AB3096BF223D55B3A7EAB3F0DC320B1E8A91E7C0F6F3E0A6CCAFA5AFDA4D37C6B| |6C0CE6D7207ECFA4A7E032F895E3DF4DCF55CC36EAE5D37D7B29B6B684A6E23722B| |1AEF5614623DB7C93BE09678F1D28BF7A58EB15760EF6BF20DF916EC7F075E96FAC| |DACDF7C1AFEFA7F91BBE055C969654E2B7D85E833E4053B65ADDBE0416BBB0E5FDB| |E2AB83BE3A3E406FE023F9895C0587D6C875704E347DD0D47C619E4DD1F053C3EF4| |76C473402D408FC86EED01F70F82FF98FCC83231AFA9A178D3EEE431FF76184FB30| |B2DF1FFB758BF6207307DBE4C52FE7FB30EA8C4D82E1307275C90D3237C8F961D60| |FB3EE3875FC923BCA9E4607D0534062067B32781EC7791EC7791E233C8F119EC788| |0F739F484F13AC37C135EAD28BF77DEFB8E7F35AA82C32511689944526CB2247F4E| |2D740AE1056F74C69562F1CCCE8C52F80E62ACCACF614EF75FE7B8D8CB28A8B7BFD| |A33476013DEE96C682C8FB591AE3FD582DB9DB6B7BEFD4293CEF4B02FF01B374F99| |1| |-------------------------------------------------------------------|
  4. A very few do have wider arcs. I forgot about that. It's a major gain for AR I should have noted. Most of the nukes had their radius reduced too (to go with the 16 to 10 target reduction). With the nukes note that their Damage Scale was reduced with the Recharge to about 80% that of Blaster nukes (which combined with the AT factors makes them do about 2/3rds the damage). Here's a rundown... Archery: Fistful of Arrows from 30 to 50 degrees. AR: Buckshot and Flamethrower were unchanged, but Full Auto went from 20 degrees to 90. Beam: Cutting Beam from 30 to 45, Pierching Beam unchanged. Overcharge reduce from 25' radius to 20'. Dark: Umbral Torrent unchanged, Blackstar 25' to 20'. Dual Pistols: Empty Clips and Piercing Rounds unchanged, Hail of Bullets reduced from 25' to 20'. Elect: Thunderous Blast 25' to 20'. Energy: Energy Torrent unchanged, Nova reduced. Fire: Fire Breath unchanged, Inferno reduced. Ice: Frost Breath unchanged. Psy: More changed here I should have noted. It's more akin to the Defender/Corruptor version than Blaster. Compared to Blaster Psionic Dart was removed, Mental Blast and Telekinetic Blast moved up, Sramble Thoughts turned into a hard hitter and also received Psychic Scream with 70 degree arc, up from 30 in other versions. Psychic Wail area reduced. Rad: Electron Haze unchanged, Atomic Blast reduced. Sonic: Howl, Shockwave and Siren's Song unchanged, Dreadful Wail reduced. Water: Steam Spray unchanged, Geyser reduced. So, far from "cones being widened" in general it's really just that Fistful of Arrows and Cutting Beam were widened some, Full Auto was widened dramatically and Psy got a very wide version of Psychic Scream. In general cones are 64% as large and hit 60% as many targets. Even the wide Psy Scream only hits 6 targets and was shortened more than most from 60' to 40' so that it's area is about the same (28/27ths). I found the 6 target cap especially troublesome with the Torrents, as they blow away the nearest 6 - usually in the middle-front of the spawn - and leave both wings where they were, essentially cutting the spawn into three dispersed pieces.
  5. Significantly lower ST burst, lower ST sustained, though more AoE than most Stalker sets.
  6. For the most part they simply replaced the Snipe in Blast sets with a high Acc (1.20) single target attack. In all cases save Beam that was a bit of a nerf. And in some the resultant power is a redundancy as well (e.g. Psy now has 5 ST attacks and the Snipe replacement Psionic Strike is inferior to Will Domination, Telekinetic Blast and Scramble Thoughts and only superior to Mental Blast if you ignore the Offensive Opportunity buff). There are a few where the new ST attack fits in nice though (see Elect below). They also decreased Cone attacks from 10 targets to 6 with a few exceptions (Water's Steam Spray and all three of Sonic's cones still have 10 target caps). Cones had their ranges reduced from 50' to 40' and other attacks from 80' to 60'. And the T9s typically hit 10 targets instead of 16. AR's Full Auto stayed at 10, and the "Rain" powers in Archery and Ice may have avoided the nerf as well (hard to tell since they summon pseudo-pets). AR saw the most changes. It got Aim in place of the Snipe. But Ignite was replaced with Incinerator, which is a single target attack instead of a patch (sort of a ranged version of Fire Melee's Incinerate instead of a ranged version of Fire Armor's Burn). It does decent DPA, but it's all DoT, so that DPA is only realized in longer fights. They upgraded Beanbag to Disorienting Shot and put it at T2. The Ignite change coupled with the Cone nerfs to Buckshot and Flamethrower hurts AoE output considerably. It also didn't get an ST attack with an Acc over 1.15, whereas all the others sets that lost Snipes did (and they already had Aim clones). Dark had Tenebrous Tentacles replaced by Dark Obliteration - a Fireball clone with a 10 target cap instead of the standard 6 TT would likely have gotten, and -ToHit instead of extra DoT. And Abyssal Gaze became a hard hitter a la Bitter Freeze Ray or Cosmic Burst. Beam probably came out best, relatively speaking, since it's Snipe was replaced by a chain AoE that can hit up to 10 targets. Electricity also got Tesla Cage turned into a hard hitter, so that Sentinel's Elect can put together a pretty decent ST attack chain with the addition of Zapping Bolt (the Snipe replacement) and Tesla Cage. Fire's Snipe replacement looks interesting, with a micro-Hold and Repel, but it seems to be broken. Ice had Freeze Ray nerfed to Chilling Ray, which is a Sleep that does decent damage instead of a Hold and gives the set 5 ST attacks with Chilling Ray arguably being the worst. It's clearly inferior to BiB and BFR, and Ice Bolt and Ice Blast give Opportunities. Even so, it probably did better than most sets. It just lost some control since it can no longer Hold bosses reliably, lost some range and targets on Frost Breath, and in place gained a very skippable power. They should have given Chilling Ray comes up just short of perma-Sleeping an Lt out of the box. BFR's Hold is now so short it is difficult to stack (7.63s at level 50, with a 16s base Recharge and 2.50s cast) means you can just barely perma-Hold even level Lts unless you slot for Hold. So, no longer a control-y set really. So, reduced range, reduced damage (because of AT multipliers), reduced targets, reduced controls (again, AT multipliers), Snipes replaced and a few buffs thrown in randomly here and there and an Inherent with one decent buff (Offensive Opportunity, which allows you to put a solid -20% Res on targets of your T1 and T2) and one mediocre one (Defensive Opportunity) you can choose between every so often. In exchange? Roughly Stalker level defenses instead of buffs and blapps.
  7. I got to L24 quickly (playing the toon, not DFB or AE) and he's OK, but not what I'd call good. That shortcoming is almost entirely due to the meh DPS of Sentinels though, not the build. I did a TF with him and found my AoE was more about softening up the group than putting it down, and my ST was more useful finishing off wounded Mins and Lts than actually being the primary damage source against Bosses or even Lts. In short, like my previous Sentinel attempts, I felt more like a sidekick than a hero. Anyway, back to what I came to post... The Heal proc works out to the equivalent of about 40% Regen equivalent. DO used aggressively works out to about 145% Regen equivalent. The Absorb, when slotted as I have it in the last build, works out to 39% of HP if fired off at full health and about 48% when used at 75% health. The former is the equivalent of 28% Res to all and the latter to 32%. My take on it is to use it as soon as you think spike damage could take you out. Which could be lead off or 25% health depending on the situation. In short, the slotted Absorb is better than the Resists from Astredax's build. But the final version that uses both is better than either, given Sentinel's low HP totals. SR's scaling resists thrown in and you're reasonably tough (I was the second to last to die in a Clamor ambush wipe out in the TF), though having a healer around makes a big difference as the proc and DO aren't great. Not getting AoE Def until 35 is really a set construction error imo. So I'm not taking Provoke until late in the build and as a result didn't really get to directly test tanking abilities (which have at their base the ability to hold aggro more than just taking the alpha strike). You can soak alphas using MB for extra HP and purples to simulate the higher Def of the later build. But at the 35% Def range it was not good against the large Freak spawns of the Yin TF. At 47% it was fine whether you used MB first or held it back. I'm not sure how well that will project to the high level foes. Certainly Knives will be troublesome, and DE and Nemmies. It should be able to handle -Def OK with the 73% Res to -Def, but +ToHit is going to be a problem due to the lack of a good burst heal. So, I should be able to tank in smaller teams or with a healer or strong buffer around (Emp should be a great pairing with this build).
  8. I thought the first would be the case, but the second is a surprise. So... it stays in Blaze and is quite underwhelming.
  9. Does anyone know if these IOs have a chance to proc on the caster after the initial cast of DoT powers such as Rain of Fire, Ball Lightning, Irradiate or the like?
  10. My testing says 2% of toon Health times Activation Time. I'd like to see someone else test that to confirm or falsify. Tested further and confirmed... it is definitely Base HP * Act Time * 2%. [EDIT: Clarified that it is Base HP, HP boosts such as Dismiss Pain or the like do not increase it.]
  11. With oldskool's comment regarding the +Absorb, I realized I'd reverted out a change and left out one of the ATO sets. Here's the "correct" build. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Sable Shadow: 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 Opportunity Strikes - Accuracy/Damage (34) Superior Opportunity Strikes - Damage/RechargeTime (34) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime (34) Superior Opportunity Strikes - Accuracy/Damage/Endurance (36) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime (36) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity Level 28: Quickness (A) Run Speed IO Level 30: Kick (A) Accuracy IO Level 32: Hail of Bullets (A) Superior Sentinel's Ward - Accuracy/Damage (37) Superior Sentinel's Ward - Damage/RechargeTime (37) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime (39) Superior Sentinel's Ward - Accuracy/Damage/Endurance (39) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime (39) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb 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) Touch of Death - Accuracy/Damage (48) Touch of Death - Damage/Endurance (48) Touch of Death - Damage/Recharge (50) Touch of Death - Accuracy/Damage/Endurance (50) Touch of Death - Damage/Endurance/Recharge (48) Touch of Death - Chance of Damage(Negative) 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;1514;713;1426;HEX;| |78DA6594494F136118C767DA01045A68D9D7B614B0A5D0918A770FA2C60804A97A9| |0A50EF4A51D9D4C9B4E1BF1E807703DE8C9355E25EAE7703DB9001A59F4249AF801| |EAD379FE344D3A49F39BF9CFB3BDFFBEEF4CAF4DBAD64FDF382EC94D270CCDB2127| |161E675531875335ABE90D30C892E575C5B3644209ED692996B7524F41D4425E634| |332592EA64413312B3BA95CF1896BFFC7252AC0AD3126ABC9015B9C49C5835C49AB| |0BC67CCB4C8518C7A70D3309BC9186A3C2B44D265DF4E092DAB9B29B7FD704A4FA5| |A95ECA6B3F4D6BA69E2D185A5ECF98BD27B3FA8A5A6E37A39B57B4C4B466E545EE7| |A178D19A6DF5648C255AC916E12828AE4B805DE662A77C0BBCCDA1E624C91E64B05| |643BD72979645BAB6D631E6A05DB99DF4308A53EF20BCE6F7805BE66BA5E82EBCCA| |608F31BE53A91EB7CC8DAE023E6D06366E40933FA94197BC60CD2FF51C333CA35A3| |ACB5803FA86E1DBF2B2ED15AEAF95EA93FC733B7CC31DBE2E07966C705E636E5376| |2AEC66D27BFDB6176ED827BCC9E9FE02FE602F573C33B37BC6B82671E78E881771A| |C53673ACA3F981C3D6FAEE81F7993B348B17B378E1910F1EF9E0910F1E05E051001| |E2D52FD56D46F3DCBF305FE31A3FBCCCB14D3CE3152BB8FF33AC8DB4E689D987597| |E6E8C61CDD9F155B1BF8027E053798839BE01673997AF4A25E6F947B38A8473FD79| |3FAB1EFF6A8871F3DFC6F3877E82DF88E79F83DF801FCC85CA11E41F81E84EF21F8| |1E82EF21ACC549BD87113B5C5A683FEDB3A3EC4764823916E5588562C3880D237F0| |4F5475077047D7A287694E7778EEAFCFF8D5D6546D378C65A9FD3BC2AD6AA5E2284| |14E9C83CB8C08C2D824BD013CC24E58EC3BB71ECF93EA57CDE4BDBBE58942255CA7| |89512AB5226AA94634AF96B4047895731551935C013CC2AE52F8124DB99F59EF2F9| |2EFE6EA0B7A822630FFCA9D42EB287FB955A98E3FE566A38271B15677CB3748F3EF| |6F5A942F80F9F14F818| |-------------------------------------------------------------------|
  12. Suppressive Fire, Executioner's Shot and Piercing Rounds are all close enough you could take whichever two you want. Executioner's does the best DPA and has base 1.25 Acc vs 1.10 on the others. Suppressive has a very short mez (it lasts 3.81s at 50). Piercing is a very narrow 3-target AoE cone with -Res. This is a niche toon, not a main or general purpose one. He's supposed to surprise people and look stylish doing it. As a result some of my decisions were with the idea that he'll team a lot more than most and so doesn't really need the baby mez. While on the other hand the -Res ups team damage 9.6% on 1-3 foes. That debuff in a team context blows away the differences in DPA between these powers. As a soloist, Suppressive may be better than Executioner's or Piercing. Though the mez is so short it's really only useful for minions such as Sappers and Sky Raider Engineers and toggle using Lts such as BP Shamen or CoT Spirits. It's wasted on typical minions and won't last long enough on Lts to make much of a difference other than turning off their toggles. As for the ST attack chain... with Hasten up it's PR-Pistols-ES-Pistols. With Hasten down (about 15% of the time) you need to tack Dual Wield or Sting of the Wasp on the end. Also, Provoke will get tossed in from time-to-time.
  13. Well, Defensive Opportunity appears to heal 2% of HP times the Activation Time of the power. So with 15s to work with it could theoretically be a 30% heal. I'm getting 10-24% in actual play, due to misses and mobs running or simply having them all die before the buff expires.
  14. My testing says 2% of toon Health times Activation Time. I'd like to see someone else test that to confirm or falsify.
  15. Practice Brawler was a relatively better power when toggle Mez Prot being overcome meant that it dropped and then you did.
  16. To be clear... *taking* Master Brawler adds the Mez Prot, you don't actually have to use MB to get it.
  17. 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.
  18. 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).
  19. 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.
  20. 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).
  21. 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| |-------------------------------------------------------------------|
  22. 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.
  23. 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.
  24. 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| |-------------------------------------------------------------------|
  25. Actually.. it was. It was only when you refreshed Rage before it expired that you could avoid the -Def.
×
×
  • Create New...