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Wimbochismo

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  1. I theorycrafted an Electric/Stone Sent and came up with some similar issues. Stone is slightly awkward with the large Fire/Cold defense hole. I shuffled some things in a build and you can fix the hole with lots of full Winter sets, it just gets very expensive and you can't proc very well. Even excluding that, in order to fill defense/res gaps and still get something like perma Hasten you have to utilize more full sets. I personally think Stone is easier to achieve multiple build goals with if you don't proc too much. Around 33% DDR is all I managed to achieve with it either. I don't think you need to worry about resistances to a huge extent, a solid baseline and being at hp cap should do a lot. In general I think your end usage could use some work, it's relying very heavily on Incarnates. I'll throw out some quick suggestions I spotted: Crystal Armor is your end mod. Add at least 1 50+5 endmod and that will pull most of the work. Terra Firma is your accuracy and is auto. Just add a 50+5 tohit. Drop Tactic's entirely, don't think you even need it. Maybe pick up a melee Epic attack for Tactic's? I'll attach my Elec/Stone for a slightly different take on a Stone. I pretty much accepted the Fire/Cold defense hole (partially covered by melee and ranged def) as a sacrifice for perma Hasten. I also went overboard on end management cause I was working with Voltaic Sentinel. I really like Stone Armor as one of the higher dmg Sent Armor's due to the dmg proc. It's just a bit finicky to work with in a more defensive capacity. Sentinel (Electrical Blast - Stone Armor)$$.mbd
  2. You can just take the build I posted above and switch Energy for Martial. It's almost a 1-1 exchange, just switch Caltrops for Thunder Kick. If you do that you get the same build stats: 45 ranged defense, perma Hasten, 50 s/l res. The two 50+5 recharges that were in Power Up go to Envenomed Blades which makes it almost perma. Could switch out Psi Nado for Spinning Kick or Caltrops or something.
  3. No probs! Happy to help. Spectral Wall can definitely have some uses. Immobs help with AV's running and generally stopping runners etc. It also has an extra -tohit debuff. The dpa isn't amazing but a big issue is that it's dot damage. In todays gogogo meta, 9s to do its full damage can be a pain. With a 4s recharge, it's also not very reliable for procs. Fighting is definitely one of my go-to pools for defense and s/l res. However, in builds its usage can be variable based on a large number of factors. The main limiting quality is that it also requires Kick or Boxing as a dead power - it's a struggle trying to squeeze in those LotG mules. In the build I posted above, Psionic Mastery was taken which provides a strong s/l/psi res shield in Mind Over Body. This gets s/l res to almost 50% which will more than suffice for an already "squishy" AT. Ideally you could get Tough on top of that to hit 75%, but you don't have to. The build above focuses on ranged defense. I have a Plant/Martial with ranged defense as well. This is a playstyle choice and something that should always be considered in fights - you're safer with range. Once you keep that in mind, always remember to lead with cc. This is doubly true while leveling and engaging packs of enemies. Once enemies are cc'd, then you can enter and/or mix in melee. It's just the moment a Boss runs up on you, you have to be ready with Blind. On Illusion Dom, PA won't taunt but they provide a distraction. This means you have to lean into the other fastest recharging cc's you have which is mainly Gleam and also Spectral Terror. Most of Martials kit is at ranged, the most desirable reason's to go into melee are Thunder Kick and Dragon's Tail. Unfortunately while leveling slots are at a premium. I don't usually try to build early perma Dom - my personal advice for slotting a Dom while leveling: Get the standard slots in Health and Stamina for the end uniques. End is always a concern leveling. Hasten 2 or (temporarily) 3 slotted. Put majority of slots into attacks. I barely bother with any toggles except CJ or Hover and Superior Invis with 1 or 2 slots for endred or LotG before level ~35. Slot Gleam asap. PA might be able to just get away with some recharge until you get slots. Most other Illusion powers could get away with 1 slot Accuracy, maybe a little bit for recharge. Especially Spectral Terror.
  4. A few quick changes in general: Maneuvers is overslotted. Evasive Maneuvers is only usually used as a LotG mule. Energy Torrent can be dropped for a LotG mule. Time Stop is (arguably) overslotted. Put 5 slot Panacea and 1 rech/end from an end set in Chrono Shift. This will max its recharge. Do note that the healing/end buffs only work for 30s out of the full duration. Temp Invulnerability needs more slots for resistance and a better resistance baseline. Slowed Response could use some more -def from a -def set. Outside of that advice, you could take this build in a few directions. You could focus on less dmg and more buffs/debuffs/cc... or you could get just enough recharge defense etc and then focus on proccing and picking up Arcane Bolt etc for more dmg. Ideally Gravity Distortion would take 5 dmg procs. It would require some rebalancing but you can theoretically get some good dmg numbers.
  5. Your build should work for most content in general, I feel like you may be missing the forest for the trees somewhat. It seems like you're fighting for every s/l defense and s/l res bonus you can. This isn't terrible in theory, but you're sacrificing in other areas that could use some work - like end management and recharge. In play, s/l defense is very streaky. It's not bad and will work ok but now and again you will get hit with something that blows past your defenses and leaves you reeling. In this regard, you need to stay on top of cc and boost recharge to help your cc and buff uptime. In reality what is keeping you up here is good resistances, Entangling Aura hold stacking in melee, and heals/absorbs. My advice will center around this. Cut back on s/l defense and res bonuses in favor of recharge. The res boost is nice especially bc you only have Tough to work with, but it won't make or break the build to fall under 75% s/l res. Drop Lifegiving Spores. It's a much more situational power and isn't a very large benefit. Pick up Gravity Distortion for a single target hold. Entangling Aura + Gravity Distortion should lock a boss. Focus on recharge bonuses. You're nowhere near perma Hasten and your Overgrowth is up less than 60/120s. Getting Overgrowth up more will also help your end management. I kept your same powers that you selected and made the changes I suggested. This build is at the extreme end of what you could possibly do. S/l defense was lowered to 39%, s/l res to 53%. Hasten is roughly 2s off perma in exchange. End management is much stronger and you have a hair more dmg capability. Spiritual will put you well past perma Hasten and and get Overgrowth/Wild Bastion almost perma. Controller (Gravity Control - Nature Affinity).mbd
  6. In order to give you some help I put together a Regeneration template. This is entirely my opinion but I believe this template maximizes most of the benefits of Regen for Sent's. In general what Regen is giving is good baseline resistances with Resilience. You can and should beef this up with Tough for better s/l res. Take advantage of the max hp boosts which work together with the +regen to give you more hp/s. Max out Instant Regen for the absorb to cover you. In a contrary opinion, the only things you need recharge for is Reconstruction and Moment of Glory, Second Wind is easily perma-able if getting close to perma Hasten - even without slotted recharge. Reconstruction is slightly less important for Sent's with Instant Regen. It's a good idea is to have some slight bump to defense to help stagger incoming attacks. A breakdown of what you're working with: Fast Healing - Slot this to max out the regen. Quick Recovery - 1-2 slots for Performance Shifter and endmod. This thing covers almost all your end needs. Instant Regen - Max out for the absorb. Dismiss Pain - Max out the +hp. Integration - Max out the regen. Resilience - Max out the res. Second Wind - Can save some slots and just add a +heal. Reconstruction - Slot for heal and recharge. Moment of Glory - An "oh crap" button. I just use it as a LotG mule. You can add recharge to have it up more often. This template assumes that you're going for some level of perma Hasten. You should try to get close on a Sentinel due to the fastest recharging nukes. It maximizes each of the Regen powers to their full potential. Has Tough to max s/l. It includes just about every "unique" enhancement you should need - regen/hp/defense/res/rec. You can switch out Combat Jumping for your choice Hover/Stealth etc. Can switch the Reactive Armor sets for a different set bonus. Second Wind should bring you to Sentinel hp cap or thereabouts. You can of course reduce the slotting if you don't want the full bonuses or need slots for attacks. Then frankenslot what you might need. This is mainly meant as a guide to visually show how to go about maxing Regen. Otherwise just fill in your attacks etc! Sentinel (Regeneration Template).mbd
  7. The wording in the description is a bit confusing, check: https://cod.uberguy.net/html/power.html?power=corruptor_buff.sonic_resonance.sonic_dispersion&at=corruptor and look at the bottom for "Entities Affected." It works on Allies and Self. This is the most important ability for your own resistances and status protection. To add to the thread, Sonic probably shines more on a Defender. Why? You have to spend ~3+ slots on Sonic Haven and Sonic Barrier for minimal gain to yourself. This is less slots for attacks. To use Disruption Field with more regularity, Defender's have better end management. The resistances are higher on a Defender. Although the fire-and-forget nature of the powers could lend itself to focusing on the Blast set for a Corruptor. If Sonic does one thing very well, it is to boost resistance. On my Defender with current slotting and between the shields and Dispersion, I'm adding +53% resistance to all but Psi. That's pretty huge. Lets break down resistances that I commonly see amongst "squishy" builds. This probably applies slightly less to AT's with an Armor. "Outlier" resistances here refer to those that aren't s/l resistance which is typically easier to get. Low Resistance - For anything but s/l resistance, often the only thing boosting outlier resistances is Shield Wall and Reactive Defenses uniques. Maybe some set bonuses thrown in there. Outlier resistances here usually fall around 10-15% for that reason. Medium Resistance - Typically seen if someone can only fit Tough into their build for some reason. With slots dedicated to it and uniques, you're going to see s/l resistances around 30%. High Resistance - This occurs when someone takes an Epic resist shield. In some cases s/l resistance will jump to 50% with some outlier resistances hitting around the 30% range. If Tough is also used, s/l will hit 75%. What this means is that for squishy AT's in particular at the Low/Med end, you have to add anywhere from 45%-65% resistance to get them to 75%. This is especially true for those outlier resistances. I do agree Sonic could use a pass similar to Force Field eventually. Sonic Cage doesn't get much use and Sonic Repulsion is skippable. Clarity is partially redundant because Sonic Dispersion already covers Hold/Immobilize/Stun protection. Weirdly enough I wish -dmg was proliferated to the set. Force Field not only buffs defense but gives DDR and also debuff's -DDR in Damping Bubble. For enemies, -dmg is similar to +res for players and goes past the "cap." Just an idle thought.
  8. Whoops! Looks like your post kept getting buried but I remembered seeing it. This forum is movin' and groovin'. Hopefully you're still enjoying the character. There's a couple of aspects to talk about here. You'd like to avoid mez and there's a few ways to do this. Some low hanging fruit are powers such as Rune of Protection and several Incarnate powers at the high end. If you can't fit those into your build, there is also ranged defense. If ranged powers aren't hitting you in the first place, ranged mezzes won't hit you either. Also, diligent use of Control powers to lock down enemies etc. Next up is recharge. Unfortunately it is almost impossible to get Wild Bastion and Overgrowth 100% perma without going after unreasonable amounts of recharge. This will end up causing you to make sacrifices in other aspects of your build for minimal gain. Fortunately you can still get them down to ~5s off without fighting for every second. It's also not life or death to get them perma'd. On the other hand, Wild Growth is easy to make perma and is more important for the resists. Right now your build basically has no defense and low resistances. Even if you have access to heals and try to stay back, in harder content where your controls might not be effective you're going to be taking crippling hits. Advice breakdown: Cut back on the recharge and boost ranged defense. You can probably get to around ~5s off perma Hasten and then use an Alpha Incarnate that boosts recharge to get over perma Hasten. You'd have to pick up defense toggles and drop some other powers to go this route. Beef up your resistance toggles and Wild Growth for resistance. Nature boosts resistance well and you should try to take advantage. Salt Crystals is skippable. Sleeps are weak cc and its only addition is -def. Quicksand is skippable but nice to have. It's autohit which can help for some enemies. Entangling Aura is very nice on Controller's unless you can't stand it. The hold stacks with itself and gives you good survivability. Entangling Aura + Fossilize should hold most melee attackers. I'll attach a build with my idea's for reference. It has about ~5s off perma Hasten, with Agility Core it's over perma Hasten. Wild Growth will be perma with or without Agility. Ranged defense is 41.8, s/l resistance 75, other resistances are at a better baseline. I tried to keep all of your powers with a few exclusions. This is a no dmg build and Stone Cages is typically used to setup Containment, so it is skipped here. Quicksand and Salt Crystals were also dropped. If you hate Entangling Aura you could drop it for Quicksand. Controller (Earth Control - Nature Affinity).mbd
  9. Yup, totally agree. That additional -res is nice and Hibernate ends up working out as you described. Final build testing will let you feel out where you need to make changes. During testing, I would eliminate Hibernate from the equation then and consider Hoarfrost. Only because the low s/l res means you might take a big hit. The Prev Med absorb proc has a higher chance to go off as you get low hp, it has saved me many times for clutch moments. Hoarfrost is also a long cooldown heal + max hp. Have fun with it! 😄
  10. Yuppers! Winter sets work very well and cover many bases but if you're trying to squeeze in extra things like recharge, melee defense etc? Suddenly by replacing them you're giving up huge bonuses. I believe you've achieved a satisfactory compromise for your needs. Solid job! It's more difficult to achieve perma Hasten with your additional requirements. Here, Seismic mechanics can help make up for being ~15s off perma and partially cover that gap for you. With Seismic attacks reducing the recharge of other Seismic powers by 1s. Quick efficiency remarks: Switch the regular enhancements in Hasten for the Invention versions and +5 em. At about 1.8 net gain endurance, you're right about where you need to be. With the steady healing in Cauterize Blaze and (small) heal in Healing Flames, you might not need Power Transfer heal proc in Stamina. If you find yourself needing end you could do Perf Shifter end proc in Stamina and Muscle Radial instead. This will work just great in normal content. The emphasis on melee defense, side addition of aoe def, heavy resistances, cc protection, and access to heals will do well. I should have rephrased that earlier. The only thing this build might fall short on now is perma Hasten and additional dmg in the form of procs. This is negated by having 4 single target attacks and a huge number of aoe attacks. If you're trying to reach 45% perfectly? I don't think it matters that much or at least coming in slightly under isn't a huge detriment. I think? Fire Farming was made harder recently with targets over cap taking potshots typed as "ranged" or something. Not a pro at Fire Farming. Only other thing I can say is that this thing will be crazy expensive with 8 purp sets 😭 But you're a Fire Farmer so it might be ok.
  11. Sorry to the OP for playing back and forth with your build lol. I completely agree with your assessment and your viability of the build. I wanted to leave the OP with something a bit more viable so I took your edit and made some additions. Basically I nixed Glacier and redeployed slots. Ranged defense only went down to 38. This will at least bring s/l resist up to 30. I switched the lowest dpa single target attack for Deafening Wave bc 5 seemed too many. They now have Hibernate (can switch for Hoarfrost) as an "oh crap" button and even heal, with the Prev Med absorb proc for emergencies. This would probably still be squishy but brings it into viable territory. Dominator (Ice Control - Sonic Assault).mbd
  12. You've got a clear focus of what you want with this build which is most of the battle. The execution is slightly off in some areas. I know you're not trying to min/max, but lets realign a few things to make it stronger. Incoming bullet points! I see you've picked some purple sets but chosen some oranges instead of the purple equivalents. Are you looking for a cheaper build with less purples or ok with going heavy purps? Purple sets that increase recharge drastically will let you use other sets to increase your margins elsewhere. In general, you could use even more recharge to help smooth out your perma Dom. Suggestion time: At 83% global recharge outside of Hasten you're right on the edge of falling off perma Dom. Go under 80% and you're off, although the FF proc in Shockwave is helping. Going above 95% global recharge reduces your risk of falling out of perma Dom. In regards to perma Dom and Hasten. Hasten needs to be slotted with 2 50+5 recharges. Press + on numpad to do this. It's pretty much mandatory. As your only resistance toggle, Tough could use more slots. S/l damage is common and you always have a 5% chance to be hit, you don't want it to hurt. Your endurance management is slightly low even without Arctic Air/Disruption Aura. Health can take 2 more slots and Stamina 1 more for end procs to help manage. Glacier and Flash Freeze can potentially be dropped completely. You could even do Stealth for LotG mules 😃 At the very least, these are where I would draw slots from. It wouldn't be horrible to slot them with 1 50+5 accuracy and be semi-functional. Glacier is on a long cooldown and is mostly used as an "oh crap" button. Sleeps are fairly weak cc and pretty sure the sleep portion is auto-hit. Also drop a slot from Shout. That 6th piece Decimation proc never goes off. Drop a slot from Weave and add Kismet +acc to Combat Jumping. As you've noticed, Cold Snap and Ice Slick as opener, Arctic Air to keep cc going is the way to go. AA reeeeaally needs end red. You could potentially do a set shuffle between 3 powers here. Superior Ascendency to Arctic Air. Do 5 set Ice Mistral to Cold Snap. Then 5 set Apocalypse to Shout. This gives AA end red and you don't really lose anything. That should get you oriented a bit better and tighten things up. If you find yourself with more recharge that you feel is overkill, you might be able to shuffle things a bit more.
  13. No problem. There are many nuances to making a build and defining some outer parameters can help narrow focus. Winter sets are very strong defensively, I typically see them in melee builds or people trying to get slow resistance. However, building involves very specific puzzle pieces and too many Winter sets means you're probably sacrificing: recharge sets, ranged defense sets, accuracy sets etc. "Squishy" characters like Corruptor's, Controllers, Doms have a far easier time building ranged and s/l defense over melee and aoe defense, although it isn't impossible. Rune of Protection isn't 100% necessary. It's more just the low hanging fruit you can grab to cover some contingencies. The worst thing as a squishy is to get cc'd and not be able to run away from the boss coming at you. Ranged defense covers a good bit. Probably the easiest thing to do to become tanky is to take an Epic s/l defense shield. You would have to drop Charged Armor, but Scorpion Shield is visually acceptable. Make sure to use Tough. Then you could beef up with ranged defense sets and sprinkle in some recharge for Hasten. In terms of defense numbers - ideally you want 45. Another reason the other build can work for normal content, not just Fire Farms, is the 33 ranged defense and 40 aoe defense it has. If you can get 30-35 defense, a purple shield inspiration will bring you to 45. This is why that build is more "good for teams" where buffs will cover you but not as great as "solo's +4." Personally I'd just use Superior Winter's Bite (ranged defense), the others I would only use to increase s/l defense if you really need to. Purple sets featuring recharge are very strong. Also use the Corruptor ATO's. Otherwise, you'll probably be relying on Orange/Yellow sets. Edit: A good opportunity came up, check the Storm/Kin thread below this one. They didn't include the attachment but look at the pics @tricon posted. You can roughly port that or take ideas for Elec/Kin.
  14. If your goal is to make a very tanky Sentinel, then I believe you've achieved that. One thing to make note of is that as a resist set, Fire has no defense debuff resistance. Just something to be aware of if you do content with that. I'll break down some quick suggestions that I highly suggest first: Replace Char with Stalagmite. With full Seismic stacks Stalagmite becomes the strongest or nearly the strongest single target ranged attack in the game. You can then use your Seismic stacks for single target Stalagmite, quick aoe Rock Shards, or reduce all your Seismic attack cooldowns with Seismic Force. Your single target rotation is slightly slow. Without Agility you have Entomb 5s rech, Gravestone 4.75s, Cremate 3.5s. The cast time's however are 2s, 1.67s, 1.5s respectively. Stalagmite should alleviate this somewhat. Meteor needs a kb-kd or enemies will go flying. Healing Flames could ideally use some heal boosting. Definitely find a slot for Hasten to give it 2 50+5 recharges. You need more knockback protection, you only have mag 1. The next suggestions are more controversial and are mainly focused around concept. While very tanky, it seems a shame not to lean into recharge a bit more and perma Hasten on a Sentinel. One of the Sentinel selling points is that they have the fastest recharging T9 nukes. With max Seismic stacks, hitting Seismic Force drastically reduces recharge on Meteor, making it the fastest recharging nuke in the game. For regular content that's not Fire Farms, maybe you could try: Drop Fire/Cold def by ~10%. Keep the focus on melee defense that you have as Seismic is best played on the ground. You should still be fairly tanky across the board in Fire Farms and a purple inspiration should softcap you. Switch Aegis set in Healing Flames to a heal set or frankenslot for heal/recharge. Redeploy a few slots that you gain from reducing fire/cold def to recharge. Your end management is slightly off. I took your build and sat with it a minute to make my proposed changes. I also just repicked where you have some powers for exemping if you wanted. With this, you can still run with Agility to help everything out and you have 4.3s off perma Hasten. You've got 42.3 melee def, 35.4 Fire/Cold, and decent everywhere else. A purple inspiration can softcap Fire. Resistances are roughly the same as where they were before. Healing Flames slotted for heals and Meteor 25s recharge. This also makes your single target chain more reliable. TL;DR This build gives you moar and faster dmg at the cost of some Fire/Cold defense. Sentinel (Seismic Blast - Fiery Aura).mbd
  15. You've got a build that should work in general but is missing some fundamentals. It needs more focus and direction. I would definitely take inspiration from @icehero's build. They just have more of a focus on their chosen content, you could modify it away from that. Probably by pulling back from full Winter sets. Take note of all the "unique's" they go after like Kismet +accuracy and Steadfast Protection 3% def. I'll try to tailor my advice towards someone fresh to building. The main issue you're up against is that Kin wants to be in melee where the action is. Your build right now has practically no defenses. You've got a couple options: 45 s/l defense (with baseline resists) - S/l damage is the most common and you can grab an Epic shield for it. This lets you be safer in melee. I've personally gotten away from pure s/l because I find it streaky, where it either works great or suddenly not at all. This is usually paired with Rune of Protection for cc protection. 45 ranged defense (with baseline resists) - I've had great success with ranged defense and Hover. You can Hover just above the heads of enemies/allies in melee and still be at ranged, while being well within the radius for FS etc. Ranged defense also prevents some forms of cc. No/Low defense - Boost resistances instead, take Rune of Protection for cc protection, boost your other forms of cc protection like slow resist. This makes you far more vulnerable and you have to be strategic. High ranged/s/l defense (with baseline resists) - Kin doesn't necessarily need perma Hasten to get buffs perma, so you can focus more on defense. Again, notice how @icehero's build layer's their defense. Go all in with it and take Rune of Protection to become tanky. Baseline resists in this regard would be to run either Tough by itself, Charged Armor or another Epic resist shield by itself, or Tough + Charged Armor together. This along with Reactive Defenses +resist unique and Shield Wall +res unique in a defense power. As a Corruptor ideally you're focusing on dmg while trying to maintain your most important debuffs. Probably the only thing you really need recharge for is Thunderous Blast, it's still a good reason to work in some reasonable recharge. Next bit of advice is focused around that: I consider the accurate healing sets to be almost like traps. Yes they boost the accuracy and healing that the power needs but the set itself isn't great unless you need e/n resistance. I almost always prefer 5 slot Panacea for the recharge bonus with 1 50+5 accuracy. Unless you have enough global acc to not need to slot acc at all. You could probably drop Acrobatics. Just slot a Blessing of Zephyr kb prot in your travel power and/or Steadfast kb prot. Voltaic Sentinel is nice passive dps. While you're hitting heals buffs etc., it's just plinking away. Try to fit it in if possible. Hasten just needs 2 50+5 recharges. Press + on numpad to boost them to +5. Siphon Speed is great for your own recharge, it just needs 1 or 2 slots. You can reasonably expect to maintain about 1-2 stacks without Hasten. So long as you're diligent about using it. You can toggle this on and adjust the slider in mids. Once you get Fulcrum Shift you're basically putting your team at dmg cap. At that point Siphon Power and Assault become superfluous. Drop Assault completely and remove all slots from Siphon Power except an accuracy. Siphon Power is still useful at lower levels when FS isn't available. Also it does -20 damage which against hard targets basically means +20 resist. I take all of my planned Primary, Secondary, and Epic powers as soon as they're available unless it's a 1-off mule. They're typically the most impactful keystone powers. If you like a Travel power early, fit it in earlier. Otherwise at most I'll try to fit in one of my choice of Combat Jumping/Hover/Stealth and Hasten slightly earlier.
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