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Teirusu

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Posts posted by Teirusu

  1. 21 minutes ago, Demon Shell said:

    .............

     

    And yes it does. It changes what moves you have available, making pre-Rage SS even more painful. You could take Jab out of SS, move everything up a tier, replace it with nothing (so SS only has 8 moves instead of 9), and it would result in a better set than it is now with Jab, because at least then a Tanker would get Rage at 20 instead of 28.

     

    Realistically, you can up the cooldowns of each of the 3 first abilities to bring them in line with the other melee sets, you can do the same thing but also turn Haymaker into a cone, or you can turn Jab into a Parry-like, though that last one that would require moving Jab further down the tier list (Titan Weapon is the only set with a T1 Parry-like, and that's because Defensive Sweep is its only 3-4 second cooldown ability, everything else is higher). It doesn't matter to me which happens; they all carry the same effect of removing the 2 second recharge power and placing a 3-4 and 5-9 power in the T1 and 2 spots, while giving a use to the third power (a parry-like, a cone, a mid-range ST, whatever).

     

    .

     

    None of that has anything to do with the Hand Clap discussion, which only comes into play if Rage no longer stacks. As long as Rage stacks, the set doesn't need anything. Jab alone becomes almost as strong as the 4 second recharge move of most sets with their short build up active, and everything else SS has just goes up from there. If Rage stacking is removed then SS's DPS is average, has only one AoE, and at best half as many chances to proc Gaussian as other sets (so not just average DPS, but less chances to burst). It could use some small measure to bring it up, and Hand Clap would be an excellent candidate to do that with (since at end game a massive damage-less knockback that either scatters everything or has to be kb2kd'd, coupled with a mag 2 stun, is not a very good move (doubly so on a set with only one AoE)).

    (The actual order you get the powers means absolutely jack in this context.)

     

    You skipped over this bit at the end.  The context being your attack chain itself.  The order and their strength doesn't really matter once you get them all.  Just because Jab is bad doesn't mean that Punch and Haymaker are also bad.  I'm pointing out that people keep assuming that Punch and Haymaker were also reduced in comparison to other sets, which isn't true.  As you pointed out yourself, plenty of melee sets have 4 and 8 second powers.  SS has these, it just doesn't have a 12 second cooldown power which Jab basically has taken the spot in the set.

     

    Once you get into a decent high-end build, Foot Stomp basically fills in for that 12 second cooldown power, to a decent degree, as it does 2/3rds the damage and the cast time is fast enough.

     

    That is the context.

     

    Otherwise, I'm in complete agreement with you that the actual order of the powers, and the fact that Jab is just a complete waste of a power slot, makes a huuuge difference in leveling, especially for Tankers.  Forcing you to take the worthless power and pushing the others back.  Still, what you suggest doing to all 3 of the base ST powers, would certainly mean that they'd have to remove Rage stacking all together and just make it build-up.  I'm not technically against that myself and I agree with Captain Citadel that it's annoying needing to have a power that you always need to have running just to be on-par.  I'm guessing the previous Devs realized this which is why many of the newer sets have combo abilities instead.

     

    As for Hand Clap.. well, Fault.  Functionally, these are very similar powers.  In actual use, Fault is clearly better.  But, if you're going to suggest that Hand Clap needs damage then we might as well be doing the same for Fault.  After all, Stone Melee has one AOE power and it's worse then Foot Stomp and the set only has Build Up.  Now, I certainly feel like both sets can use more AOE for sure but, even if Rage didn't stack, I wouldn't say that's the reason to add more AOE.  Even with a single stack of Rage, SS w/Foot Stomp is still a mile ahead of a set like Stone Melee in terms of AOE ability.  Lets also note that SS and Stone Melee aren't the only sets with only 1 AOE power or poor AOE ability, so they are not necessarily out-liners.

     

    But, if they did give damage to Hand Clap, that would be great.  I'm not really against that, it's just that I would personally find it better if they gave the extra AOE damage to Hurl.  I'm far more lightly to take that over Hand Clap because having at least one ranged attack power is handy and it gives you one more place to slot a purple set.  Technically, you can say the same for Hand Clap, but then you're wanting to try and cram both stun and damage into it.  But, I guess in the end, it's technically a toss-up.

     

    • Like 3
  2. 3 hours ago, Demon Shell said:

    ..............

     

    Jab/Punch/Haymaker sit at 2, 4, and 8 second recharges. Among sets with 3 ST attacks in succession, they usually sit at 3-4, 5-8, and 8-12. That shifts their damage/end scale higher. If you shifted Jab/Punch/Haymaker to 3/6/8 respectively you've have a slightly harder hitting, more expensive Jab and Punch, with an untouched Haymaker. 4/8/12 and you'd have much harder hitting, but more expensive attacks.

     

    ................

    The problem with this idea, which I've mentioned this waaaay back in the other Rage thread back in the suggestion forum, is that it makes people believe that Jab/Punch/Haymaker are all under-performing.  I keep seeing this particular line repeated from one poster after another poster.

     

    They're not.

     

    Both Punch and Haymaker are basically the EXACT same powers as Stone Fist and Stone Mallet with a slight reduction in DPA compared to those two powers.  And, in my humble opinion, the DPA difference is slight enough to not even matter in the grand scheme of things.

     

    So, the only power in the whole set that one could legitimately claim as an under-preforming power compared to Stone Melee is Jab.  Jab competes with Heavy Mallet.  (The actual order you get the powers means absolutely jack in this context.)  All of the rest of the powers are.. functionally the same!  Knockout Blow does have a 5 second longer cooldown and lower DPA, true.  However, you get Foot Stomp (Awesome) as opposed to Tremor (Definitely not as good). 

     

    We've already discussed the issue with being forced to take the T1 powers and Captain Powerhouse has already mentioned they're going to revisit that problem down the road with hopefully a better solution.

     

    Honestly, the only thing I could see them do is buff Jab to make it better but then, they'd probably have to make Rage not stack.  People would definitely not agree on that from what I can see.  Brutes can skip Jab, so they'd certainly take up pitchforks about that.

     

    The only thing I feel like they could do to make SS better without a major re-work (And lots of whining) would be to give Hurl (And Hurl Boulder for that matter) some token splash damage.  THe idea being that the rock you just tossed explodes into pieces and hits nearby mobs.  The Cast Time on both of those powers is long enough that I wouldn't consider using it regularly but, it could be nice as an opener.  They would still be ranged powers, but act like Targetted AOEs with the targeted mob getting the full damage.

    • Like 2
  3. 39 minutes ago, Crysis said:

    Everything already said is true.

     

    Properly slotted, Sentinels can do some lightweight tanking.  I often do on my Fire/Rad.  Hit Aim, jump into spawn with Stealth in, Ground Zero+Inferno for the alpha wave attacks and then cleanup.  Works really well.  Reminds me a little of playing my Plant/Fire Dom.

     

     

    I 110% agree with this! 

     

    Sentinels with a half-way decent build can face-tank and be quite effective at eating a mob's alpha.  The reasoning is two fold.  Being ranged attackers, they can open up from range, so they won't see the heavier attacks, usually.  Not only that but they can open up with AIM + T9s + Regular AOEs and remove a decent chunk of the spawn pretty much at the start.  After that a Tanker/Brute coming in and using their AOEs will take the aggro right off you since everything they have has Taunt.  Sentinels can do this on nearly every spawn due to their faster recharging T9.

     

    While you can make Blasters/Corruptors/Etc. that can perhaps do this sometimes, (Or most of the time)  it's certainly not as as easy/cheap and typically shoe-horns you into specific builds, powers, and concepts that people might not want.  On the other hand, Sentinels can pretty much do this out-of-the box and only get better at it as time goes on.

  4. You're definitely going to find a lot of different opinions here, which is good, that means that the various sets are.. fairly well balanced in relation to each other, which is definitely a good thing.

     

    My personal vote goes to /EA but I'm probably a little bias.  The good thing about /EA and /Ninjitsu is that the last two powers in the set are pretty/fairly skippable, although Blinding Power has better utility then Power Drain.  By the time you're 50, with a good build, END is usually not an issue anymore but, a -tohit debuff is never a bad thing to use.  /SR you pretty much want to take everything besides Elude, so that's one extra power.

     

    /SR does have better DDR slotted.  (/EA has about 2/3rds of /SRs DDR, which is still pretty good)  But /EA gives you get a pretty good heal, which is also an END discount power, and gives a decent amount of regen.  Which, with enough +recharge, can be perma.  /EA also gives you a 20% HP boost in Power Armor. (enhanceable up to 30%)  You can reach the HP Cap of Sentinels on /EA with accolades and set bonuses.  If it helps, I regularly just face-tank with mine.

     

    Really, /EA offers most of what /SR and /Nin gives you but with some extra layers of protection, like HP and Regen.  It's 'hole' of toxic and psi damage can be plugged decently and you can either reach, or nearly reach soft cap on it fairly well.  It's power FX can also cover a fairly wide range of concept ideas too, when you think about it.

    • Thanks 3
  5. 8 hours ago, Generator said:

    Looks nice, thanks for sharing.

     

    The first pick seems to have gotten its name clipped off, is that Ice Bolt or Ice Blast?

     

    Two questions:

    1) You took 3 of the 4 ST blasts, do you ever feel "gappy?"

    2) Why not Bitter Freeze Ray?

     

    Thanks!

    With enough recharge, 3 ST blasts can work just fine.  Usually you'll have other things to sling within the 'gaps' like your AOEs/AIM/what-have-you.  Ice Armor can have tons of recharge due to be a Def set.  Frost Breath will pretty much fill any 'gap' you have.

     

    Also, Bitter Freeze Ray has the same problem as Focus Power Bolt:  DPA, although it's not quite as bad.  In nearly the same time you can cast Bitter Freezy Ray, you can use 2 of the ST powers and do more damage, along with still having a hold.  Sentinels can also get away without having the extra holds more then a Blaster can, for instance.  Even then, I avoided Bitter Freeze Ray on my blaster, although, that's partially because she has Char as a second hold, which is much faster to cast.

     

    Also, my general opinion on Ice Armor (Although, this is just looking at the powers in Mids and no actual experience with the set in-game.  Take with a grain of salt) is that it's too back-loaded.  It reminds me, somewhat, of /Stone Armor (Which I have played quite a bit).  It just seems like too much stuff is put into Icy Bastion and not the rest of the set and it's not a toggle, like Granite is.

    The other thing I don't really like is just how +HP boosts that it has.  It looks like you can hit the Sentinel HP cap within the set itself!  No accolades, no set bonuses needed.  (You can make Hoarfrost perma, from the looks of it.)  Which you might be wondering how I can consider that 'bad'..?  It's not, it's really good actually but, HP buffs like accolades and set bonuses basically become wasted and there's tons of sets that have HP set bonuses in their 2 bonus...  So, you're either trying to avoid them, which is hard, or they're just wasted.

     

    So, I feel like some of that built-in HP boost could be exchanged for some other defensive layer.

  6. 6 hours ago, gou said:

    also when undocked it sends the tray to center of the screen and not where I prefer to have it (undock and drag somewhere, start DFB and game moves it)

    Mine has a very similar issue.  I've made mine un-docked for the longest time and it seems when I zone into.. newer maps, the Inspiration tray shift position.  Major zones and older maps the tray stays where it's suppose too but, loading into the DFB or signature story arch maps, it'll reset to a different position on the screen.

  7. On 9/19/2019 at 2:08 PM, Captain Powerhouse said:

    I have not had a chance to go through this entire thread but I saw the subject and wanted to drop a quick comment:

     

    The AT will go through what may be considered a drastic revamp, I do have my hands full right now so it wont happen soon.

     

    Things I can say at this time: the entire inherent will be scrapped. The original goal was the sentinel would do lower than scrapper damage half the time, and half the time inside offensive opportunity they would do DPS much higher than scrapper, averaging to 50/50 bit below scrapper damage.

     

    Once the inherent is scrapped, the AT damage scale will go up to be comparable (not equal) to scrappers. The AT will get a new inherent that wont be as required to sustain dps, if at all. My current goal is for the AT to do a bit of honor to it's name and become a bit of a spotter/lookout, via inherent mechanics.

     

    Things that wont happen (again sorry if I misread) are target cap increases or any addition of taunting capabilities. The goal of the AT is to be akin to a ranged scrapper, not an armored blaster, much less an off-tank.

    I'll just add my own 2 cents and say that I don't particularly care for the inherent as-is, either.  The -20% is nice but the rest of it is pretty meh?  And, I agree, doesn't really fit with the theme of the Sentinel AT, in my opinion.  I like what you've suggested and, while I feel like the damage of Sentinels is okay, I certainly wouldn't mind a minor damage buff.  Especially with Tankers getting one too.  My experience in teams makes me feel like their T9s are about where they should be, but the rest of their damage could use a buff; singles and regular AOEs.

     

    My thinking would be when their damage scalar is increased, their T9s would be lowered in damage to match current damage output, but their Cooldown and/or END cost would be reduced in compensation.  Decreasing the cooldown on AIM to match the cooldown reduction would be a great bonus, if that were to happen.

    I do hope that you partially reconsider your thoughts on your last comment of them not being considered an off-tank.  In my opinion, 'ranged scrapper' is kinda.. more boring?   And less exciting?  Having some other tool to bring into a team would certainly be nice besides just being a 'ranged scrapper'.  And, the whole spotter/lookout is kinda similar to that function?  Don't you think?  Really, the only thing I'd ask for, which others have mentioned in the thread (As you've picked up on), is some token taunt on the single-target attacks. 

    Ideally, it be less mag then what Brutes and Tankers get.  We could then peel mobs off the squisher ATs but wouldn't be able to out-taunt the Brutes and Tankers on a team if they've already tagged a mob.  This would also slightly off-set their advantage of being ranged defense, which I feel like is something that should be done to make them slightly more balanced.  Also, I feel like I should be able to immediately get the attention of a mob off a blaster regardless of how much damage that blaster has done.  After all, we're Sentinels!  The name implies that we're there to protect, if needed.

    • Like 2
  8. The Psi hole on /EA can be capped off a bit easily enough with some choice set bonuses and a few Impervium Armor IOs, if you so choose, so it's not really that big of a deal.  My /EA currently has over +30 Resistance across the board.  Along with over 40% Def on everything but Negative and Psi.  /EA also gets the 20% recharge bonus in Entropy Shield too, along with a very good HP boost in Power Armor.  You can readily hit the Sentinel HP cap on /EA with HP set bonuses and accolades, if you so choose.

     

    /Elec does certainly have better END/REC debuff resistance though and it has that neat regen toggle.  The one thing that irks me about /Elec Armor is that quite a bit of the Energy resistance it gives is wasted since it easily blows past the resistance cap. 

     

    Over-all, I'd give /EA a slight edge since you can readily soft-cap it or get close without too much of an since.  Good Type Defense set bonuses are everywhere.  

     

    If you really wanted to go with a resistance based set, my pick would be /Rad

  9. 15 hours ago, Leandro said:

    Tasks

    • The Rikti Mothership raid can now be started from the LFG queue. This is a very rough version that I spent all of yesterday putting together, and it has issues. It is not final. To make testing easier, all characters on Pineapple will receive the Member of Vanguard badge on login.
    • How it works:
      • Queue like any normal trial. It requires you to be level 35 or higher and have the Member of Vanguard badge.
      • For testing purposes the trial will start with 8 players, and has a maximum of 48. The mimimum players can be tweaked as requested.
      • All enemies inside the mission map are level 54, including the ones that are lower level in the zone. This is normal and expected.
      • The Patrol Ship will always spawn on the first pylon that is destroyed, rather than a 15% chance per pylon. Subject to feedback.
      • Once the time on the ship is over, the shield will not come back up. The trial ends with the shield still down and no enemies on the dish.
    • Known issues:
      • The trial is listed as "LFG_Mission_RiktiPylonMission" in the LFG queue.
      • There are no navigation beacons in the mission map. This means that all enemies (and pets) will stay where they spawned.
      • There's no minimap.

     

    Leandro, I want to thank you for all the hard work and time you pump into this game.  It astounds me how much has been added/tweaked/fixed over the years.  Many things that people thought was impossible.  So, thank you and the rest of the Devs that have sunk so much effort and time into making Cities absolutely amazing and even better then what it was when it was live.

     

     

    With that said, back to the topic.

     

    I have to admit, having an instanced version of the Rikti raid can definitely fix a lot of the issues with the MSR, in general and I feel that this is a nice option to have.   That being said, I'll echo what some of the others have already mentioned in that this might reduce the social fun aspect of the raid slightly.  As far as I know, we don't really have any grievers on Everlasting and, many times, raid leaders will advertise to take anyone of any level.  Or, at least, down to level 25.

     

    I feel, as long as the zone version sticks around, for now, then raiders can just pick what version they want to run.  Either the instanced version (Which also will be handy for SGs to run their own private raids, if they so want.) or run the zone version, if there's a heavy demand and an over-flow league forms along side.

     

    Ultimately, I'd hope that the instanced version gets.. updated a little bit to be more.. fun and engaging?  By this time, it has gotten a bit stale.  With it being instanced, objectives could be added with more tailored rewards and such.

     

    Here's what I'd think would be really cool:

     

    Phase 1 being the pylon's still.  Maybe switch them to being in a circle around the mothership. (Instanced map could be made smaller with a temporary field hospital at the closest Vanguard base.)  After all, there isn't much logic to how the pylons keep the shield up when they're willy-nilly all over.  Have the pylons guarded by Rikti mobs and then, have a timer to get them all down. 

    Once the pylons are all down, the main shield drops and the wing sections are open for assault.  Have a smaller shield still protecting the bowl.  Thus, the next objective is to plant bombs... all the bombs!  After all, what's the point to having the three sections of the ship be bombable if you can only ever plant 6, right?  While this is happening, Rikti are madly teleporting in like they do during Rikti raids in normal zones.  Although, speed up the teleporting time?  ALSO, the drop-ship could be circling over-head!  Randomly zapping people to add to the chaos!  So, you'll have to deal with that too!  Rikti could also be jumping off the big taller sections of the ship to ambush teams.

    Only once all of the bombs have been planted would the smaller shield protecting the bowl drop and U'Kon Gr'ai and his large mob would be there waiting for you.  Although, this one could be tougher!  Give him a few level shifts like Tyrant in the MAG trial, you'll definitely con grey to him then!  😁  Have a few Rikti machines/devices buffing him that you have to deal with around the edge of the bowl with some interesting mechanics.  Like those Rikti generators from the Lady Grey TF?  Basically, he'd be buffed like Lord Recluse.  Once you defeat him, the raid ends and you get some final rewards.

     

    Something like that!

    • Like 3
  10. 43 minutes ago, Captain Powerhouse said:

    Increased target caps don’t just mean more damage, it means all your secondary effects hit more enemies. More knockdowns, more -def, more -ToHit, etc. and of course more taunted enemies.

     

    I’m paying attention to the notes on level changes, making both powers available at level 1 is not an option, the game has hard coded validations that prevent this, and it would have to be a game wide change, not just for tankers. I understand concerns with themes and being forced to take the elemental weapons, I may look into offering raw melee/weapon free themes for these powers.

     

    I honestly wonder how difficult of a coding change this would be to allow people to have 2 power picks from their secondary at the start because, in my humble opinion, I don't really see much of a reason for this is exist anymore.  I recall.. I think it was Back Alley Brawler?  Mentioned that the main reason for this limitation was to make sure that someone didn't skip a key power of their secondary, but that was absolutely years ago.  Lots of things have changed since then.

    I'm going to go on a limb and say that today's players are probably a little more intelligent but, if not, it's not like you don't end up getting a bunch of respecs anyway as you level up and alternate builds to play with.  It's even easier to level up a new character then ever before if you make a huge build/character mistake.

     

    So, I don't really see much of a reason why we should be forced into taking the T1 secondary power anymore.  Just changing this would give people more build freedom in general and allow builds across ATs to be more similar too.

     

    ..And, you know, think about all those poor poor Energy/Energy blasters whom have to take Power Thrust when they have a perfectly better option in their primary:  Power Push

     

    What about them?  😉

  11. The unfortunate answer is that neither power can fear nor stun lieutenants on their own.  Each power only places a Mag 2 non-stacking control on mobs and lieutenants generally require Mag 3 controls on them.  So, by design, they only work on minions or below.  That being said, there may be some groups of enemies that are weak to either fear or stuns in which they will work on LTs, but that's few and far between.

     

    This is kinda bad for Sentinels since they can typically get rid of minions in short order with their fast recharging T9 nukes.  Still, they can save your bacon if you're up against a horde of mobs.  Cloak of Fear is run by END like most typical toggles although it costs as much END/s as a damage toggle.  Oppressive Gloom basically costs nothing for END but, instead, uses HP to power it.  I would say the decision between which to pick and use depends highly on your build and situation and play-style.  If you don't have END problems too much then I'd say Cloak of Fear as you can just toggle it on and not worry about it too much, but it's not quite as effective as Oppressive Gloom.

  12. That's pretty much my experiences with my /EA verse toxic damage.  I've been able to go through the Rikti pylon section of the Apex trial without dying a number of times.

     

    That being said /Ninjutsu does look pretty great number-wise.  I do not have one, but my experience suggests it should certainly be pretty close between the two sets.

     

    That being said, Power Armor now has a pretty great HP buff in it which /Ninjutsu does not have. 

  13. 8 hours ago, Eran Rist said:

    Just ran the numbers, Stalker base and cap, IIRC, with 1205 base - Sentinels can fit up to 75% +HP before capping at 2088. Dayum.

     

    So, with that in mind, here's the revised build... Now including Fly, because I needed 1 slot wonders...

    Assuming 30% HP buff from those 3 vacant slots in Power Armor, I should be about capped on HP with this, as well.

     

    ...Oh, 2088 is the cap?  Well, that's exactly what she's at, haha!  Now I'll have to poke at her build some more to see if I just hit the HP cap or completely blew through it and, if so, see if I can trade some bonuses.  Thanks for letting me know!

     

    4 hours ago, Haijinx said:

    How is survivability?  Seems like it would be quite sturdy.  

     

    My /EA stalker is only a bit over 1600 hp and im pretty happy survival wise. 

     

    Even before the buff to Power Armor is was pretty great, she's now basically nearly a tank.  I'd say a near literal tankmage.  I just plow into mobs and just nuke.  Heck, I've been pulling Rikti mobs off the mothership wings into the bowl without too much of an issue now.  But, that might have more to do with having Barrier and all the extra buffs that float around on MSRs.  Here's the build in-case you're curious.

     

    Vengeance is more for fun and for teams, then for my own benefit.  It can be pretty handy to be able to use Vengeance and then Rez someone with the Radial Barrier.  On the other hand, I've been thinking about switching it for Hasten.  I've realized that I can reduce Aim and Nova's cooldown nearly another 5 seconds to around 23 seconds, lol.  And, not that I use it that much, but I could get Rune of Protection's cooldown down to around 171 seconds so I could have slightly more then 50% Up-time, if I wanted.

     

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    JaneZim.thumb.JPG.e62e08e34106e34a32a890d4f37193f5.JPG

     

    • Thanks 1
  14. 36 minutes ago, Eran Rist said:

    Yeah, was tricky modeling that. Update for Reborn to reflect the changes is "soon". I will need to do the slot shuffle for that.

    Depending on how close I am to HP cap once Power Armor is modeled right in Reborn, that would be a better use for the Imp Skin slot. And the Oblits are a deliberate choice - currently trying to slot out my Dominator, who's screaming for purples and at 50. This is potentially a leveling build, which is why Purple/Superior ATO's aren't slotted (or shouldn't be).

     

    And Overload is mainly for +HP/+End... Pro'ly will wind up dropping it entirely once I test the build, especially (again) when I see how close to HP cap I am with Power Armor/+HP from sets. No need for a +End power with a crash with Opportunity and Power Sink.

     

    However, thank you! A few minor tweak suggestions means I'm fairly on target... at least to two people. ^_^ Much obliged.

    No problem!  And gotcha, I was sorta thinking it was a leveling build, so it makes total sense.  The HP cap for Sentinels appears to be pretty high.  I have tons of HP bonuses on my /EA and slotted Power Armor for 2 slots of Heal enhancements (Along with accolades!) and I'm sitting on +2k HP on her.

  15. As a soft-cap build it certainly gets there for sure!  So, I'd say it's effectively good.

     

    That being said, my personal opinion is that forcing a build into the soft-cap isn't typically worth it for what you loose in the process.  Usually getting into the high 30s and low 40s is fine enough.  Most teams you'll run into in the high-end will have a decent amount of extra defense thrown around with various shields and Maneuvers.  That range also easily puts you well into soft-cap when you pop a single luck.  But, I can understand if you like to solo more and/or just only want to stock rages in your inspiration tray.  Everyone's play-style is a little different, after all.

     

    One thing I'd like to point out is that Power Armor is now an auto power with an HP buff which I think is around 20% with half of that enhance-able.  (So nearly 30% thereabouts when fully slotted?)  Unfortunately, it doesn't take Set IOs at the moment, so you can only put SOs and generic Heal IOs in it currently.  But I'd say a slot or two would definitely be worth it.  I can't fathom wanting to use Overload with a soft-capped build so maybe use the slots from that?  

     

    I'm kinda iffy on the Impervious Skin:  Status Resistance IO myself.  I know it also gives 25% regen but.. You'll get a lot more Regen from Energize when you want it.  I'd consider switching it for the Aegis: Psionic Status Resistance IO and sticking that in either Kinetic Dampening or Tough.  It'll not only give you 5% PSI resistance, but then also another 3% S/L Resistance.  This seems like a better trade to me.

     

    Also, if you did that, you could then switch out that Obliteration set in Lotus Drops for an Armageddon set and still have slightly more S/L resistance while having better bonuses and enhancement values all around.

     

    I'd also consider switching out the Kismet:  6% ToHit IO for another global unique IO, unless you're planning on taking on +4s mobs all the time?  Even then, you might be better served by the Unbreakable Guard: 7.5% HP.  After all HP is, math-wise, effectively the same as Resistance so that's a really good IO to squeeze into.. any build.

  16. I'd say it might depend on your play-style.  If you're like me and like to get into melee range and just nuke indiscriminately, the an /EA with near soft-cap defenses is probably the better option for that.  Near soft-cap will cause the alpha to mostly whiff on you nearly every-time.

     

    If you're more of the stay at range and blast type, then /Bio might be nicer with the damage buff it provides in Offensive mode.

  17. I have a NRG/EA/EM Sentinel on Everlasting myself which might be pretty close to what you're doing.  Although, I have not taken power drain, I do know how effective the combo is of Short Circuit+Power Drain actually is.  So, I'm sure that could be fun!  Although, depending on how good your build is, you might find that you don't actually need it to survive.  Still, making half of the spawn nearly unable to fight back against the rest of the team is never bad.

     

    2)  The fighting pool is not really needed and you can get away without it.  Maneuvers is nearly as good as Weave so the only reason to go fighting is for Tough.  You can get enough set bonuses to simulate it.  The other powers in /EA have enough space for Resist Uniques.  Power Armor is now an auto power which makes it even easier.

     

    3)  I don't really consider controls all that important for my Sentinels, but they are nice to have.  I'd just consider Tesla Cage as a big damage power with a bonus hold on it.  Eventually you might be able to frankenslot it to boost both the damage and hold, but that's probably more end-game build.  Since you're a sentinel, you're not having to survive by the seat of your pants with a lucky hold, you have a whole secondary of defense.

     

    4)  Not really?  They really designed the Sentinel blast sets pretty nicely.  Most of the powers are pretty decent.  I might suggest dropping the tier-1 attack (Charged bolts), actually.  The -Resistance is applied by both the tier-1 and tier-2 attacks so your're not missing out on the important part of the Opportunity doing that.  Just the bonus damage from the T1 Opportunity.  I would not skip Aim as it's your major damage boost for your Nuke and, funny enough, the recharge on Aim matches the T9 Nukes on Sentinels..

     

    5)  Recharge, lots and lots of recharge.  Aim, Thunderous Blast, Ball Lightning, Short Circuit.. profit!  Power Drain what still has END and pick off the rest.

     

    6)  Chain Fences is pretty neat with that short cooldown that it has.  Havoc Punch is one of the higher damage melee attacks for Sentinel epics.  Lightning Field adds zero cast-time damage and will help keep mobs drained.  Rehabilitating Circuit.. meh?  You have a much better heal power in Energize.

     

     

    Here is my current build below for my NRG/EA/EM Sentinel to give you an idea.  The two blank slots in Power Armor are for generic Heal IOs since Mids doesn't seem to be updated yet for the new version of Power Armor which gives HP.  (Currently doesn't accept sets either, it's a bit bugged.)

     

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Jane Zim: Level 50 Magic Sentinel
    Primary Power Set: Energy Blast
    Secondary Power Set: Energy Aura
    Power Pool: Flight
    Power Pool: Sorcery
    Power Pool: Leadership
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    ------------
    Level 1:    Power Blast            SprSntWar-Dmg/Rchg:50(A), SprSntWar-Acc/Dmg/Rchg:50(3), SprSntWar-Acc/Dmg/EndRdx:50(3), SprSntWar-Acc/Dmg/EndRdx/Rchg:50(5), SprSntWar-Rchg/+Absorb:50(5)
    Level 1:    Kinetic Shield            Rct-Def:50(A), Rct-Def/EndRdx:50(11), Rct-ResDam%:50(11), LucoftheG-Def/Rchg+:50(39)
    Level 2:    Energy Torrent            OvrFrc-Acc/Dmg:50(A), OvrFrc-Acc/Dmg/End:50(39), OvrFrc-Dmg/End/Rech:50(40), OvrFrc-Acc/Dmg/End/Rech:50(40), OvrFrc-Dam/KB:50(40)
    Level 4:    Kinetic Dampening        Ags-ResDam/EndRdx:50(A), Ags-ResDam/Rchg:50(42), Ags-ResDam:50(43), Ags-Psi/Status:50(43), GldArm-3defTpProc:50(43), ImpArm-ResPsi:40(45)
    Level 6:    Power Burst            SprOppStr-Dmg/Rchg:50(A), SprOppStr-Acc/Dmg/Rchg:50(7), SprOppStr-Acc/Dmg/EndRdx:50(7), SprOppStr-Acc/Dmg/EndRdx/Rchg:50(9), SprOppStr-Rchg/+Opportunity:50(9)
    Level 8:    Hover                HO:Micro(A)
    Level 10:    Mystic Flight            WntGif-ResSlow:50(A)
    Level 12:    Power Push            Apc-Dmg/Rchg:50(A), Apc-Acc/Dmg/Rchg:50(13), Apc-Acc/Rchg:50(13), Apc-Dmg/EndRdx:50(17), Apc-Dam%:50(27), SuddAcc--KB/+KD:50(39)
    Level 14:    Energize            DctWnd-Heal/Rchg:50(A), DctWnd-Heal/EndRdx/Rchg:50(15), Prv-Heal/Rchg:50(15), Prv-Heal/Rchg/EndRdx:50(17)
    Level 16:    Entropy Shield            EndRdx-I:50(A)
    Level 18:    Power Shield            ShlWal-Def/EndRdx:50(A), ShlWal-Def:50(19), ShlWal-ResDam/Re TP:50(19), LucoftheG-Def/Rchg+:50(37)
    Level 20:    Explosive Blast            Rgn-Dmg/Rchg:50(A), Rgn-Acc/Dmg/Rchg:50(21), Rgn-Acc/Rchg:50(21), Rgn-Dmg/EndRdx:50(36), Rgn-Knock%:50(37), SuddAcc--KB/+KD:50(37)
    Level 22:    Aim                GssSynFr--ToHit/Rchg:50(A), GssSynFr--Rchg/EndRdx:50(23), GssSynFr--Build%:50(23), GssSynFr--ToHit/Rchg/EndRdx:50(36)
    Level 24:    Power Armor            UnbGrd-ResDam:50(A), UnbGrd-Max HP%:50(25), StdPrt-ResDam/Def+:30(25), Empty(27), Empty(29)
    Level 26:    Spirit Ward            Prv-Absorb%:50(A)
    Level 28:    Repelling Force            LucoftheG-Def:50(A), LucoftheG-Def/Rchg+:50(29)
    Level 30:    Rune of Protection        ImpArm-ResDam/Rchg:40(A), ImpArm-ResDam:40(31), ImpArm-ResDam/EndRdx/Rchg:40(31), ImpArm-ResPsi:40(31)
    Level 32:    Nova                Arm-Dmg/Rchg:50(A), Arm-Acc/Dmg/Rchg:50(33), Arm-Acc/Rchg:50(33), Arm-Dmg/EndRdx:50(33), Arm-Dam%:50(34), SuddAcc--KB/+KD:50(34)
    Level 35:    Chain Fences            TraoftheH-EndRdx/Immob:50(A), TraoftheH-Acc/EndRdx:50(36), TraoftheH-Immob/Acc:50(50)
    Level 38:    Havoc Punch            Hct-Dmg/Rchg:50(A), Hct-Acc/Dmg/Rchg:50(46), Hct-Acc/Rchg:50(46), Hct-Dmg/EndRdx:50(48), Hct-Dam%:50(48), Hct-Dmg:50(48)
    Level 41:    Lightning Field            SprAvl-Dmg/EndRdx:50(A), SprAvl-Acc/Dmg/EndRdx:50(42), SprAvl-Acc/Dmg/EndRdx/Rchg:50(42)
    Level 44:    Maneuvers            LucoftheG-Def/EndRdx:50(A), LucoftheG-Def/Rchg+:50(45)
    Level 47:    Assault                EndRdx-I:50(A)
    Level 49:    Vengeance            LucoftheG-Def/Rchg+:50(A)
    Level 1:    Brawl                Empty(A)
    Level 1:    Opportunity    
    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                Clr-Stlth:50(A)
    Level 2:    Rest                Empty(A)
    Level 4:    Ninja Run    
    Level 2:    Swift                Flight-I:50(A)
    Level 2:    Health                NmnCnv-Heal/EndRdx:50(A), NmnCnv-Heal:50(34), NmnCnv-Regen/Rcvry+:50(50), Mrc-Rcvry+:40(50)
    Level 2:    Hurdle                Jump-I:50(A)
    Level 2:    Stamina                PrfShf-EndMod:50(A), PrfShf-EndMod/Rchg:50(45), PrfShf-End%:50(46)
    Level 0:    Freedom Phalanx Reserve    
    Level 0:    Portal Jockey    
    Level 0:    Task Force Commander    
    Level 0:    The Atlas Medallion    
    Level 50:    Agility Radial Paragon    
    Level 50:    Assault Radial Embodiment    
    ------------

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  18. @Vanden

     

    I'm pretty certain that your calculated number for the Panacea Proc is showing it as nearly twice the effectiveness then it actually is.  It's nearly a Proc version of the Numina Unique in both HP and END, it is slightly better though.

     

    The Panacea is a PPM 3 while the Performance Shifter is a PPM 1.5 but, while the Shifter is a 100% chance of 10 percent of your END bar.  The Panacea is a 50/50% chance of either HP or END, which it's only 7.5% of your END bar.  So, you actually get ticks of END at about the same rate as the Shifter proc, but less total END.  So, it's actually 11.25 END/Min, slightly better then the Numina.

    If I calculated the HP/min of the Panacea correctly, its also pretty close to the Numina unique too, which makes sense.

    • Like 1
  19. 7 minutes ago, ShardWarrior said:

    Seems like this is of no importance, so I imagine we'll be stuck with the existing P2W version.

    That's not what Leandro said.

     

    He stated that they could have easily locked the command away already but, have not done so because it's nice to hop from one base to another and the existing base teleport power is kinda bad.  From the sounds of it, once the whole 64-bit business is mostly done, they'll re-visit this issue with the passcode command, the SG teleport power, and possibly add some way to make it easier to hop from one base to another directly.

     

    As Number Six mentioned earlier, it depends on how it's implemented code-wise.

    • Thanks 1
  20. 20 hours ago, Leandro said:
    • Be more aggressive about capturing the mouse pointer while in mouselook and camrotate mode.

    I'm doubtful, but it be nice if this fixes the long time bug of accidentally having elements of the UI being clicked on when in mouse-look mode while using auto-run? 

     

    It's certainly annoying to be panning the camera around, left clicking to auto-run and then suddenly finding your chat tabs switched or, worst yet, accidentally quiting your team.  (Which has happened to me a number of times, unfortunately.  Enough that I wish there was some prompt for team quiting like there is for TFs, haha.)

  21. 10 hours ago, Robotech_Master said:

    You know, the LFG queue teleporter can get you out of PVP zones, too...

     

    (I've heard that devs have said the enter base from passcode command wasn't actually intended to be used by players, and it will sooner or later be disabled for everybody except GMs.)

    As much as I also have been quite enjoying the passcode command for quick access to basically every where...  It does kinda cheapen things a tiny bit and makes several powers basically redundant.   Like Long Range Teleport and the existing SG teleport power, etc.  If they do remove it, it be nice if they can making it so that the passcode could be passed by macro to the SG base transporter power.

  22. Also, part of the problem is the fact that the KB to KD IO doesn't add anything else to the power.  It would be nice if the Sudden Acceleration IO added something like Recharge enhancement to the power as well.

     

    The Overwhelming Force IO not only does the conversion and adds additional chance for KD, but also adds Damage enhancement as well.  Since most IO sets have tons of damage in them already, Recharge would be a nice fit. or END reduction.  

    • Like 2
  23. Really, the one thing that we really really really need for the team/league display is some switch for only displaying the buffs you've given out.

     

    With all of the buffs that people can have now, it can be quite hard for buffers that give out shields and stuff to tell whom they've given out their buffs too, or if they're about to expire.  Especially for shields that you can't put on everyone, like fortitude/forge and the like.

     

    Even with hiding auto-powers its still a mess in most cases now, especially with all of the incarnate spam that can happen in leagues.  Perhaps this could be some segway into some better filtering system for displaying buffs/debuffs?  That be nice.

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