csr
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I'm curious to know what percentage of builds have Hasten. For me it is rare to do without it.
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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?
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I actually swapped Empty Clips and Focused Senses. Though it only matters for the first few levels.
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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 ------------
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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 ------------
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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.
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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.
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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 ------------
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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.
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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).
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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.
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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.
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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 ------------
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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.
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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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It seems as if every set with a Sniper attack just got DP's Executioner's Shot with a special start-of-combat use (but higher END cost and longer Recharge... and faster casts). Non-Epic Snipes (except perhaps Dom snipes) become such a good power choice that you'd be a fool to pass them up. It makes me worry about "power creep".
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My experience suggest this isn't working as intended. Prior to the patch I could go from level 1 to 10 using a +100% XP Booster in a single run. I just tried this on a new character and came out shy of level 7 (6.84-ish). Even when the shard XP was at +50% XP I got to 8 in a single run. Unless my memory is completely shot or I missed something, XP is reduced below level 10. I pointed out that XP boosters currently break DFB XP a few pages ago, and it was confirmed by Leandro. He will fix it in the next patch. I expected someone probably had, but wasn't inclined to read through nearly 200 posts to see.
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My experience suggest this isn't working as intended. Prior to the patch I could go from level 1 to 10 using a +100% XP Booster in a single run. I just tried this on a new character with +100% XP and came out shy of level 7 (6.84-ish). Even when the shard XP was at +50% XP I got to 8 in a single run. Unless my memory is completely shot or I missed something, XP is reduced below level 10.
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Well I haven't tried it, but Carrion Creepers is a pet power (it calls Creeper Patch, which then summons Creeper Vines). So I wouldn't expect it to do anything; it would proc for individual Creeper Vines, and as pets their powers should be unaffected by +Rech.
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/storm controllers (or fire tollers that took bonfire) are probably the only controllers not happy with the change. Still, it will fix so much of the frustration with AOE immob, especially in the hands of new controllers. As someone who’s still learning the basics on my private server, I’m amazed at all of these updates. Why would Stormies hate this change? Hurricane will still Repel, even if they won't go flying as much, which should be more precise than before, and it's a huge buff to Tornado's CC effects if they get knocked down in place rather than either scatter or stand unaffected. And Fire Control never had -KB in the first place, so Bonfire is unaffected. Fire Cages has -KB. So Bonfire is made better.
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Take O2 Boost for the 60s Sleep and Stun prot so the team healer can do their job, the +PER so the Tank can see what they're fighting, and END Drain Resistance so the Sappers and Super Stunners and the like don't drive everyone mad. The *heal* is the side effect. Take it even if you're just going to put one EndRdx in it.
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They've change the tree from what I remember (probably ca I19 or perhaps even before). It no longer has any special uses such as blocking doors. It's just a static +Regen power which only has significant value in sustained fights (it works well at the end of the Yin TF, for example, or any AV fight). Whereas Entangle really only has use soloing at lower levels. Both are filler powers that take up slots to make them useful, so neither is particularly valuable. Adding Entangle in place of Spirit Tree to the posted build would just require moving some powers down in the build (which is why I didn't do it). You can bump Roots and Hasten down and then either travel or your minor mez prot (that's what CJ is... with two critical cone powers, being able to move is essential... and you can put a -KB in it too).
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Here's a quick build I did. I avoided too many highly expensive IOs, but it is a medium cost build. I went for +Rech and S/L Res in the build. I slotted to accentuate Carrion Creeper's debuff and control with -Rech, -Res and Stun procs rather than slot it with damage procs. With Spiritual and Clarion you are nearly perma-Hasten and will run most of the time with mez protection. You'll also have capped S/L Res (that's 75% for a Controller). It's not a refined build, nor likely well suited to your particular wants, but it's a starting point. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Planat: Level 50 Magic Controller Primary Power Set: Plant Control Secondary Power Set: Nature Affinity Power Pool: Speed Power Pool: Leaping Power Pool: Teleportation Ancillary Pool: Primal Forces Mastery Hero Profile: Level 1: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(23), NrnSht-Acc/Hold/Rchg(25), NrnSht-Acc/EndRdx(43) Level 1: Corrosive Enzymes -- Acc-I(A), Acc-I(50), EndRdx-I(50) Level 2: Regrowth -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(7), DctWnd-Heal/EndRdx/Rchg(25), DctWnd-Heal(31), DctWnd-Rchg(31), Range-I(34) Level 4: Roots -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(5), PstBls-Acc/Dmg/EndRdx(5), PstBls-Dam%(13), PstBls-Dmg/Rng(50) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7) Level 8: Seeds of Confusion -- MlsIll-Acc/Rchg(A), MlsIll-EndRdx/Conf(9), MlsIll-Acc/EndRdx(9), MlsIll-Conf/Rng(11), MlsIll-Acc/Conf/Rchg(11), Range-I(31) Level 10: Spore Cloud -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(13), DarWtcDsp-ToHitDeb(36), DarWtcDsp-Slow%(36) Level 12: Super Jump -- BlsoftheZ-ResKB(A) Level 14: Combat Jumping -- LucoftheG-Rchg+(A) Level 16: Lifegiving Spores -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(17), DctWnd-Heal/EndRdx/Rchg(17), DctWnd-Heal(21), DctWnd-EndRdx/Rchg(48) Level 18: Vines -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-Acc/Hold(19), BslGaz-Rchg/Hold(21), EssofCrr-Acc/Hold/Rchg(36), GhsWdwEmb-Acc/Hold/Rchg(37) Level 20: Wild Bastion -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(29), DctWnd-Heal/EndRdx/Rchg(40), DctWnd-Heal(40), DctWnd-Rchg(43) Level 22: Wild Growth -- TtnCtn-ResDam/Rchg(A), TtnCtn-EndRdx/Rchg(23), TtnCtn-ResDam/EndRdx/Rchg(43), TtnCtn-ResDam(45), RctArm-ResDam/Rchg(45) Level 24: Spirit Tree -- DctWnd-Heal(A), DctWnd-Rchg(40), DctWnd-Heal/Rchg(46), DctWnd-Heal/EndRdx/Rchg(46), DctWnd-Heal/EndRdx(46) Level 26: Carrion Creepers -- PcnoftheT--Rchg%(A), Ann-ResDeb%(27), DblAct-Stun%(27), DblAct-Acc/Rchg(29), DblAct-Acc/Immob/Rchg(37), EnfOpr-Acc/Rchg(37) Level 28: Rebirth -- RechRdx-I(A) Level 30: Spore Burst -- Acc-I(A) Level 32: Fly Trap -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-+Res(Pets)(33), SvrRgh-Acc/Dmg(34), SvrRgh-PetResDam(34) Level 35: Conserve Power -- RechRdx-I(A) Level 38: Entangling Aura -- BslGaz-EndRdx/Rchg/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(39), BslGaz-Acc/Hold(39), BslGaz-Rchg/Hold(39), EndRdx-I(48) Level 41: Temp Invulnerability -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/EndRdx/Rchg(42), TtnCtn-ResDam(42), TtnCtn-EndRdx/Rchg(42) Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(45) Level 47: Overgrowth -- RechRdx-I(A), RechRdx-I(48) Level 49: Recall Friend -- EndRdx-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 -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), PrfShf-EndMod/Acc(15) Level 50: Spiritual Core Paragon Level 50: Clarion Core Epiphany ------------
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I haven't played Nature enough to give advice on it. But here's a quick run down of my opinion regarding Plant. Rating powers from 'F' to 'A', where F is a power you should try to skip, D is a mediocre power that you can take as a filler, C is an average power, B is a good power you should try to make a key part of your build and A is a must have core power to take and slot ASAP. I'll throw a '+' or '-' on for additional shading, meaning that the power could be considered one grade higher or lower based upon person preference. Entangle (F+) - Only take this if you must have some extra single target damage early. The vet reward attacks, how easy it is to level up quickly in Homecoming, and the need to slot this to make it worthwhile combine to make Entangle a dubious choice. Strangler (A) - This is your bread-and-butter single target Hold. Needs EndRed and some Acc before adding Dam early on and Hold later. Roots (C+) - AoE Immob that does good damage but has no extra effects. Some like to slot it for damage, but it needs 2 Accs and 2 EndReds before anything else. Don't take it until you are ready to get those extra slots in it, but fit it into the build early on to keep those Confused foes from running around too much. Spore Burst (D+) - AoE Sleep. A decent "filler" choice as it can be useful with just a single Acc in it. Seeds of Confusion (A) - This is your core power, an AoE Cone Confuse with a relatively short cycle time. Get it and slot it ASAP. It also lacks the base Acc penalty of most AoE controls and has a very long effect time, so you can get away with just 1 Acc and 2 Rech in it if you want. Spirit Tree (D+/C-) - A very large (40' radius) AoE team Regen buff. Nearly +300% fully slotted. Iirc it can be moved with Recall Friend (I don't have Recall on my current Plant build), making it's static nature less of a drawback. In the right build it is worth having and moves up a grade. This is true for any Dom and sets such as FF, Sonic, Cold, TA or even Storm or Traps. ***** EDIT: I tested and you CANNOT tp the tree. ***** Vines (B+) - Your AoE Hold; the Controllers signature power, though usually not the best in set. Take it immediately, get a 2nd Acc in it ASAP and then add Rech as you can. Carrion Creepers (B+) - Location targeted AoE -Spd with damage, immob and knockdown. Creates 1 creeper per foe (living or dead) on cast and then adds one each time a foe dies. Very handy if not overwhelming. Get it and slot it like an attack. Can be a proc monster as it can take so many different classes of sets (AoE Dam, Immob, Slow and KB as well as AT and Uni). Fly Trap (A) - A pretty good pet with ranged and melee attacks. Sometimes it will refuse to enter melee, and at others it will sit there doing nothing, but when it does act it's better than most Controller pets, and the AI sucks on most of them too. Take it and slot it ASAP. I like to put an Achilles' Heel -Res proc in it. To recap I've put Seeds of Confusion, Strangler and Fly Trap as the core powers with Vines and Carrion Creepers as other "musts" and Roots as a power you probably want. Spore Burst and Spirit Tree are decent "filler" powers. While Entangle is something you'll probably want to skip. So, I think you should probably rely heavily on Strangler and Seeds of Confusion early in the build and otherwise concentrate on Nature unless you intend to solo most of the time. In which case you'll need to come up with some additional damage. In any case, fit in Roots where you can and get it 4-slotted.
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Cones aren't good melee range powers. Dark has two, one good and one average, in Fearsome Stare and Living Shadows. I went Dark/Dark myself, but I don't intend to move into melee range except to heal. What I like about the combo is the stacking AoE -ToHit. Heck, even Soul Absorption has -ToHit. So even if foes aren't controlled, they can't hit much.