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Ironscarlet

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Everything posted by Ironscarlet

  1. So I was really stumped at first until you said psi melee but you might not like the answer, but let me start at the beginning Fire and elec armor are res base not dodge so against the concept your going for. SR or Ninjitsu I would say go SR and the animation of him ducking and weaving all the time might help concept. I would go Psi melee and re-color the Psi Blade as the color of fire For the Epic pool take Mu Mastery to get Elec attacks with Aoe ball lightning combined with Mass levitate AOE are covered you also get a snipe in Zapp and elec shackles as a aoe immobalise. Concept wise I would say this fits and psi melee can be just fine with out TK blow or mental strike that might brake concept or might add to monk concept of a huge mental fist hitting opponent. The last part gets into the min maxer in me and as the above is great the only flaw is Psi melee just works better on stalkers. I had a psi melee scrapper and if u hate clunky feel then roll a stalker it just works better as I will explain below. The Insight concept works better on stalkers but if you can get over this you will have a strong char strong in endgme , pvp or whatever you want. But I could be wrong IO out scrapper with Archetype IO you might have a better aoe damage. So play what you want feel it out but that's my 2 cents and have a blast with your new character. Whatever you pick remember its going to take you 35 levels before you get the elec attacks but end game it might fit the best concept wise with being great at well rounded character.
  2. I have a Beam/psi Blaster and a Beam/Bio Sent. My first was the blaster , I remember I was on one team and they named my gun the boom stick because the nuke was amazing but the higher I got it still rocked but it rocked on teams, solo farming +4x8 council farming was a no go and I did not want to invest in IO sets with that toon to go further. Now the Sent with no sets could farm the old Uni council mission +4x8 with ease almost as fast as a built scrapper. The refractor beam and the shorter CD nuke made it a breeze moving mob to mob. Also Bio gave me +30% boost in damage so my sent did not feel as week as other Sentinel. In all it was a lot more well rounded and with mez protection I could invest into incarnates solely focusing on damage. My perception is if you do not plan on going /bio on a Sentinel go with blaster because fully IO out you can get range def to 45%+ at very very endgame but it will cost a lot of influence(money). Beam/bio will give you insane regen, mez and survivability. Through out the level experience plays better and the extra aoe is a lot more fun than the blasters snipe. Maxed out it will have slightly less damage than a blaster maybe even on aoe but a lot more saving graces and at no point will you feel under powered. Beam/Bio is close to the top of Sentinel builds in damage.
  3. You 100% misinterpreted and were not constructive at all. Believe it or not YOU had 2 similar ideas so they must be terrible to lol. This game was out before WOW it was designed as a team game its not a solo action MMO of today that's why we came back to COH. MMO's today are terrible. Phase Three On future end game content Should create new mobs that have sapper like effect on groups where you have to target that npc to CC them before you jump into the mob or focus target. Mega De-buffers that have to be CC OMG the similarities lol. Phase one Remove punch-voke from brutes Remove Gauntlet from tanks leave them with only punch-voke Remove Aoe cap from Tanks. The loss of aggro creates more Mayhem which give CC classes there place again and good Tanks will still be good Tanks. COH put a aggro cap because we( Tanks) use to herd whole maps to a location for blasters to nuke. It was the most fun I had in this game. The dev did not want whole maps being herded it wasn't that they saw the coming changes in the MMO community. MMO now are terrible that's why a lot of us missed COH. It was a team game everyone had a role. Its the loss of roles created by IO's that has caused the issues in the first place people want to play Tanks and Controllers but if we are all the same why bother. Not attacking but observing. If you want less of team AT role go play Champion Online. COH had specific roles that's why we loved this game. If you want to alienate the player base lets forget classes and roles and do free for all it might be fun for awhile but its not COH. We came back to a game we loved, we don't want another game we want COH. So why your ideas might be great for future MMO's its not COH. What I proposed was fixing what is broken what you propose is changing the game.
  4. I had a dream ….. 🧙‍♂️ Seriously before I went to bed last night I read this post and I pondered. It is really IO's that change this game into easy mod, but to overhaul it now would be to time consuming for the dev team. So I suppose a different approach. Right now the 2 classes that are going the way of the dinosaurs are CC type like controllers and Tanks. What made this game fun before was you need these 2 classes to move through groups because damage and placement of groups made it so you could not run through them. I would say make small change to better all Phase one Remove punch-voke from brutes Remove Gauntlet from tanks leave them with only punch-voke Remove Aoe cap from Tanks. This will cause more agro problems which will lead to controllers having a better role on teams. Brute wont lose all aggro gimmicks they have taunt aura in powers and have a aoe taunt. They will have to actively choose to taunt or damage. Tank loose the firm grasp of aggro but gain a place in the game. Controller have a bigger role now and CC re-enters relevance. Phase two Increase damage of mobs This will need to be tested a lot to figure out a raise between 5%-20% increase Increase xp equal to the damage increase Phase Three On future end game content Should create new mobs that have sapper like effect on groups where you have to target that npc to CC them before you jump into the mob or focus target. Mega De-buffers that have to be CC This will lead to more strategy in everyday missions on all levels. Which is how I remember COH where sometimes you had to stop with your group think before you jumped in. It's not the best idea but it would be the simplest and least time consuming on the dev team. With out overtaking a major overhaul that might alienate some vet players.
  5. On live I was a Inv/SS Tank since beta. I loved tanking but since this game has changed I spent a year looking for my next main and have over 12 50's with well over 30 other alts. In dec I created a Spine/Ice scrapper and I never felt more at home. I can tank, I can farm I can do everything its got to be the most balanced I have ever felt and I hated spines on live because of all the farmers. It's the only toon I have actually started to fully gear out. You know what the coolest thing is? You have to play a scrapper to experience it. A stalker does not have icicles and Tanks and Brutes don't have the T9 bastion. So you can only play this combo on a scrapper which makes it even cooler in my eyes. Btw spines and icicles together on your character looks awesome. I even made a Ice exemplar farm for it 21522 (might change the npc so the number might change but its called Frosties Ice exemplar so u cant miss it). For the short run down spine/Ice is awesome because they both slow and -rech , chilling embrace slows them so they will never escape Quills and Icicles. The bad is all that auto auras attracts allot of npc aggro which is fun 90% of the time but when against psi damage in a group and your aggro is stronger than everyone else it can hurt. Beside the psi hole before gear, its amazing and so balanced I feel like a Tank that does some crazy damage. Pros Great Aoe Great Survivability Can get 2 T9 if u want to in Hibernate and Bastion double stacking secondary effects of slows and -rech Cons Lots of Toggles Very End hungry Psi hole until geared Single target damage is Avrg expensive build Best of luck but if you are looking for a balanced character with massive survivability I would try a Spine/Ice.
  6. I have a Ice/Reg and Beam/bio. Besides the obvious reason for Ice and reg sync with slow and heals and Reg being boarder line op. Ice claim to fame is its proc monster abilities and Bio will not buff those dam procs . So for those reasons I would go Ice/Reg and try bio with a more core damage set lime beam or fire. Ice/Reg is top 3 pvp build as well... Per Blizzard question with the reduced time its up almost every group just remember less damage to. When you get blizzard that and Ice storm you have very good aoe abilities with single target proc monster abilities, Sent specialties per powerset Ice= Blizzard no sent target cap Reg= Stupid strong absorb shield but play what you like that's just my 2 cents
  7. Just stupid Fun and complete ghost of a build. Like 10 people run it in the whole game and completely underrated. Rolled a brute first until I found out about Bastion. Rerolled scrapper perfect AT for this combo. So much AOE and Crits everywhere. Ice armor leveling is a breeze but not the best but far from the worse and it never stops getting better. Into IO you become balance and even before incarnate you can cap def and res. Not many armor can do that and on top of that you slow everything. Spine/Ice never has that wam bam of elec/shield but feels way more stable and SAWZ threw mobs like a cold sumerz day.
  8. Wired choice but here it goes Sonic Why>? Green shield gives a goolish glow to Necromancer pets Is it the best I would say dark is the best fit had it on live but Sonic is not weak and fully spec should make a very good tankermind, but for now I am in the lvl process and it is in the middle but with a fun factor of 10. Just a suggestion those Sonic shields really make the Necro pets pop! Very team friendly to except for the sound effect on the repel anchor that with KB to KD IO become a moving anchor Ice patch pretty awesome KD if you mute COH, only one team out of 100 ask for it to be turned off everyone else takes the ear pain for the mitigation it has on your team
  9. So what is the best spec, perspective of fun and or just in sync pairing are all different. I say narrow it down and then roll with a theme you like. I will give my 3 points and hope it help someone choose, and not get bad info like I did to start. When I first rolled a Demon I had a Thermal. Was very happy with it but then I read on the forums resistant secondary's are horrible end game. People would say pets have such low hit points that resistance is pointless. One bash after another so I caved and rerolled a Demon/Cold ultimate giant killer from what the forum have you believe. Recently I tested the resistance builds and this notion was false maybe at a lower resistance but at cap 90% the pets do not get one-shot easily unless its a av game mechanic.. Going back to Demon/cold it was great don't get me wrong, but for demons were not perfect and the consistent single target healing and lack of CC protection. Just did not fit right for me I felt weak to many gaps for me. So I lost interest and went back to other alts. Cold in my opinion just works better with other primaries there just not a lot of positive syncing with demons yes its a very strong secondary but its def base and Demon are at heart resistant base. I kept wanting to go back to a MM so I dusted of my Demon/Thermal and started lvling, it just works so much better and almost everything Cold can do to a Thermal can do but to a lower degree but it has 2 great heals and CC protection for pets. - regen for AVs. debuffs, buffs its has it all. Now here where it meshes well with Demons its the resistance cap it get there with ease and its beautiful 90% res cap Demons with heals is just broken. So after testing Sonic and Thermal I kept going with Thermal. Why ? Sonic end up over capping 90% by a large margin and because of that why would you want to loose heals and - regen from thermal to go Sonic where the extra resistance is worthless. With that Sonic testing being over kill for Demons, I found a nitch I would have never thought of Necro/Sonic. caps most resistances at 80% and pets heal themselves. Is it as strong as Demon/ Thermal absolutely not but is it in the middle of the pack yes and its graphic and playstyle is what I am pleased with is it weak absolutely not, and it is allot of fun. SO what Iam getting at is play on Justin Server find what you like and then level with a great team in game and enjoy. If you want the best build in game its Thug/trap hands down and I would say top 5 would be a Demon/Thermal. Dark is good with every primary but being good and meshing well are not the same thing. Dark would mesh well with a def primary or Necro for massive -tohit values. Again not saying its bad but nothing screams Demons.
  10. So for examples will cloud sense neg energy proc work on my lvl 50 even though it lvl cap is 30? For further example the set states 1-30
  11. How did they nerf Hurricane repel?
  12. So I do this on my Sentinal you get the crash but you have cap res heal back up and its like 7-9 min of being unkillable but you will get that 2nd crash so watch for it.
  13. Simple question but I can't determine it on Justin's server I have 2 elec/ one scrapper and one stalker and I can't get lightning rod to crit. What am I missing is it not a full crit but a damage boost? Also side scrapper question can a scrapper even get it to crit and or do you need the ATO?
  14. Since rage is not going to be reverted back to no -def buff when double stacked. Was thinking, there's nothing really holding SS from going to Scrappers anymore. People back in the day said it would be overpowered but with -def crashes from rage it might fit quit well with Scrappers. What's your opinion on this should Scrappers finally get Super Strength ?
  15. Just curious why is Dark bad for Arena is it banned?
  16. Praetoria adopted the green new deal so there's no cars, planes or cows ( bad gas). Such a clean and beautiful city.
  17. This is a build a build I posted in another spot I'll post here. The build below is where I hope to go but right now I am running closer to a pvp build with Burnout and rune of protection holding 60 res to all damage before incarnates but after Barrier this is where I want to go. Also regen Sent play differently than melee regen. They do not have that yoyo effect with regen shield it slows incoming damage and spike gets handled by absorb IO. Regen shield makes everything very manageable through out the lvling process. Lightning Field will get you a lots of Aggro . Circuit makes teams and Hami raids love your 80ft Heals and its such a quick cast it just works. You can use those powers with any Sentinel. Others builds that are real good are Water/ and/ EA with EA I think you can cap everything even regen at end game. I play Duel Pistol because I cant stop playing it. Ill take the lower damage to be happy. It still has its -28% damage Toxic bullets but its the animation its Amazing. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Science Sentinel Primary Power Set: Dual Pistols Secondary Power Set: Regeneration Power Pool: Flight Power Pool: Speed Power Pool: Presence Power Pool: Leadership Ancillary Pool: Electricity Mastery Hero Profile: Level 1: Dual Wield -- HO:Nucle(A) Level 1: Fast Healing -- NmnCnv-Heal(A), NmnCnv-Heal/Rchg(3), NmnCnv-Heal/EndRdx(3) Level 2: Empty Clips -- PcnoftheT--Rchg%(A), TchofLadG-%Dam(11), FrcFdb-Rechg%(27), HO:Centri(31), HO:Nucle(31) Level 4: Reconstruction -- Ags-Psi/Status(A), NmnCnv-Heal(5), NmnCnv-EndRdx/Rchg(5), NmnCnv-Heal/Rchg(9), NmnCnv-Heal/EndRdx/Rchg(25) Level 6: Hover -- Frb-Fly(A), Frb-Stlth(7), Frb-EndRdx(7), ShlWal-ResDam/Re TP(9), Rct-ResDam%(15), WntGif-ResSlow(43) Level 8: Swap Ammo Level 10: Instant Regeneration -- HO:Golgi(A), HO:Golgi(13), HO:Golgi(13), Prv-Absorb%(48) Level 12: Bullet Rain -- Rgn-Knock%(A), PcnoftheT--Rchg%(23), Rgn-Acc/Rchg(25), Rgn-Acc/Dmg/Rchg(31), Rgn-Dmg(33), Rgn-Dmg/Rchg(33) Level 14: Quick Recovery -- PrfShf-EndMod/Rchg(A), PrfShf-EndMod/Acc(15), PrfShf-EndMod(17) Level 16: Dismiss Pain -- Pnc-Heal/Rchg(A), Pnc-Heal/EndRedux(17), Pnc-Heal(23) Level 18: Executioner's Shot -- AnlWkn-Acc/Rchg/EndRdx(A), AnlWkn-%ToHit(19), TchofLadG-%Dam(19), HO:Nucle(45), HO:Nucle(46) Level 20: Integration -- NmnCnv-Heal/EndRdx/Rchg(A), NmnCnv-Heal(21), NmnCnv-Heal/EndRdx(21), NmnCnv-EndRdx/Rchg(37) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36) Level 24: Provoke -- PrfZng-Dam%(A), PrfZng-Taunt(46) Level 26: Piercing Rounds -- PstBls-Dmg/Rng(A), PcnoftheT--Rchg%(27), PstBls-Acc/Dmg/EndRdx(33), PstBls-Dmg/Rchg(34), PstBls-Acc/Dmg(34), PstBls-Dam%(34) Level 28: Resilience -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(29), UnbGrd-Max HP%(29), UnbGrd-Rchg/ResDam(36), GldArm-3defTpProc(39) Level 30: Assault -- EndRdx-I(A) Level 32: Hail of Bullets -- PcnoftheT--Rchg%(A), SprOppStr-Rchg/+Opportunity(40), Arm-Dam%(42), SprOppStr-Acc/Dmg(42), SprOppStr-Dmg/Rchg(42), SprOppStr-Acc/Dmg/Rchg(43) Level 35: Second Wind -- Pnc-EndRdx/Rchg(A), Pnc-Heal/EndRedux(36), Pnc-Heal/Rchg(37), Pnc-Heal/EndRedux/Rchg(40), Pnc-Heal(40) Level 38: Moment of Glory -- LucoftheG-Rchg+(A), LucoftheG-Def/Rchg(39), LucoftheG-Def/EndRdx/Rchg(39) Level 41: Chain Fences -- GrvAnc-Hold%(A), Ann-ResDeb%(43) Level 44: Lightning Field -- HO:Nucle(A), HO:Nucle(45) Level 47: Rehabilitating Circuit -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(48), NmnCnv-Heal/EndRdx(48), NmnCnv-Heal/Rchg(50), NmnCnv-Heal(50) Level 49: Tactics -- GssSynFr--Build%(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 -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal(A), Pnc-Heal/EndRedux(46), Pnc-Heal/Rchg(50) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod/Acc(A), PrfShf-EndMod/Rchg(11), PrfShf-End%(37), PrfShf-EndMod(45) Level 8: Cryo Ammunition Level 8: Incendiary Ammunition Level 50: Paralytic Radial Flawless Interface Level 50: Void Radial Final Judgement Level 50: Barrier Core Epiphany Level 50: Vigor Core Paragon Level 50: Melee Core Embodiment Level 8: Chemical Ammunition ------------ This is a very endgame build and still some just theory and have not tooned for best proc location for IO. One thing I would strongly recommend is as soon as you have the money buy the +absorb IO proc and put it in instant regen. What happens is once damage bypasses shield you usually get big spikes the absorb IO usually activates when u get hit with that spike controlling the spike and giving you extra time to click second wind or heal. Those few sec save your butt. If anyone has other builds pls post not much info for a dp/regen Also what are you going for damage, survival heal. The build above is master of none but good to all team friendly but you could go completely different and get allot more damage.
  18. The build below is where I hope to go but right now I am running closer to a pvp build with Burnout and rune of protection holding 60 res to all damage before incarnates but after Barrier this is where I want to go. Also regen Sent play differently than melee regen. They do not have that yoyo effect with regen shield it slows incoming damage and spike gets handled by absorb IO. Regen shield makes everything very manageable through out the lvling process. Lightning Field will get you a lots of Aggro . Circuit makes teams and Hami raids love your 80ft Heals and its such a quick cast it just works. You can use those powers with any Sentinel. Others builds that are real good are Water/ and/ EA with EA I think you can cap everything even regen at end game. I play Duel Pistol because I cant stop playing it. Ill take the lower damage to be happy. It still has its -28% damage Toxic bullets but its the animation its Amazing. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Science Sentinel Primary Power Set: Dual Pistols Secondary Power Set: Regeneration Power Pool: Flight Power Pool: Speed Power Pool: Presence Power Pool: Leadership Ancillary Pool: Electricity Mastery Hero Profile: Level 1: Dual Wield -- HO:Nucle(A) Level 1: Fast Healing -- NmnCnv-Heal(A), NmnCnv-Heal/Rchg(3), NmnCnv-Heal/EndRdx(3) Level 2: Empty Clips -- PcnoftheT--Rchg%(A), TchofLadG-%Dam(11), FrcFdb-Rechg%(27), HO:Centri(31), HO:Nucle(31) Level 4: Reconstruction -- Ags-Psi/Status(A), NmnCnv-Heal(5), NmnCnv-EndRdx/Rchg(5), NmnCnv-Heal/Rchg(9), NmnCnv-Heal/EndRdx/Rchg(25) Level 6: Hover -- Frb-Fly(A), Frb-Stlth(7), Frb-EndRdx(7), ShlWal-ResDam/Re TP(9), Rct-ResDam%(15), WntGif-ResSlow(43) Level 8: Swap Ammo Level 10: Instant Regeneration -- HO:Golgi(A), HO:Golgi(13), HO:Golgi(13), Prv-Absorb%(48) Level 12: Bullet Rain -- Rgn-Knock%(A), PcnoftheT--Rchg%(23), Rgn-Acc/Rchg(25), Rgn-Acc/Dmg/Rchg(31), Rgn-Dmg(33), Rgn-Dmg/Rchg(33) Level 14: Quick Recovery -- PrfShf-EndMod/Rchg(A), PrfShf-EndMod/Acc(15), PrfShf-EndMod(17) Level 16: Dismiss Pain -- Pnc-Heal/Rchg(A), Pnc-Heal/EndRedux(17), Pnc-Heal(23) Level 18: Executioner's Shot -- AnlWkn-Acc/Rchg/EndRdx(A), AnlWkn-%ToHit(19), TchofLadG-%Dam(19), HO:Nucle(45), HO:Nucle(46) Level 20: Integration -- NmnCnv-Heal/EndRdx/Rchg(A), NmnCnv-Heal(21), NmnCnv-Heal/EndRdx(21), NmnCnv-EndRdx/Rchg(37) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36) Level 24: Provoke -- PrfZng-Dam%(A), PrfZng-Taunt(46) Level 26: Piercing Rounds -- PstBls-Dmg/Rng(A), PcnoftheT--Rchg%(27), PstBls-Acc/Dmg/EndRdx(33), PstBls-Dmg/Rchg(34), PstBls-Acc/Dmg(34), PstBls-Dam%(34) Level 28: Resilience -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(29), UnbGrd-Max HP%(29), UnbGrd-Rchg/ResDam(36), GldArm-3defTpProc(39) Level 30: Assault -- EndRdx-I(A) Level 32: Hail of Bullets -- PcnoftheT--Rchg%(A), SprOppStr-Rchg/+Opportunity(40), Arm-Dam%(42), SprOppStr-Acc/Dmg(42), SprOppStr-Dmg/Rchg(42), SprOppStr-Acc/Dmg/Rchg(43) Level 35: Second Wind -- Pnc-EndRdx/Rchg(A), Pnc-Heal/EndRedux(36), Pnc-Heal/Rchg(37), Pnc-Heal/EndRedux/Rchg(40), Pnc-Heal(40) Level 38: Moment of Glory -- LucoftheG-Rchg+(A), LucoftheG-Def/Rchg(39), LucoftheG-Def/EndRdx/Rchg(39) Level 41: Chain Fences -- GrvAnc-Hold%(A), Ann-ResDeb%(43) Level 44: Lightning Field -- HO:Nucle(A), HO:Nucle(45) Level 47: Rehabilitating Circuit -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(48), NmnCnv-Heal/EndRdx(48), NmnCnv-Heal/Rchg(50), NmnCnv-Heal(50) Level 49: Tactics -- GssSynFr--Build%(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 -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal(A), Pnc-Heal/EndRedux(46), Pnc-Heal/Rchg(50) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod/Acc(A), PrfShf-EndMod/Rchg(11), PrfShf-End%(37), PrfShf-EndMod(45) Level 8: Cryo Ammunition Level 8: Incendiary Ammunition Level 50: Paralytic Radial Flawless Interface Level 50: Void Radial Final Judgement Level 50: Barrier Core Epiphany Level 50: Vigor Core Paragon Level 50: Melee Core Embodiment Level 8: Chemical Ammunition ------------
  19. Regen left out of the mix again, I love this black sheep set. Pine will have you go maheee it looks ok but this set is better or that set is better. I play a /bio tank a lot and every time someone pulled 3 or 4 groups it was only a regen sent alive with me. Different people every time but same secondary. I was so reluctant to play one. It just did not look great on paper. The eye test though every week I would experience this regen living through insane odds. I just had to try it . A week ago I grab my lvl 12 regen sent and lvl him to 47 still climbing. Just stupid strong set. The absorb shield is larger than most and the regen is just stupid on it. Focusing of rech IO sets I am down to 54's recharge on MoG so almost every other group I have it to take alpha I plan on trying to drop it even further. I normally create teams so I try and choose at least one brute or tank and I off tank a lot. If its a dry night like the last 2. Ive had moment where I was the tank if you can call it that. I would take alpha and try to hold as much aggro as I can using aoe after aoe and if someone pull 2nd or 3 I try to pick up. What your going to run into is no taunt aura on sent. So to really be a real tank you will have to sacrifice 3 powers and I don't have that room in my build. I also did not expect regen to be so strong either. If you look at reddit and forums every positive sent experience has been with Regen. The only negative feedback you see is people assuming other set to be stronger by pine and so forth. In practice its unbelievably better than what people assume. I am not saying there are not other sets that keep you alive but Regen is just stupid stong. Staying alive is one thing holding aggro is another and Sent aggro is only a little higher than other range classes and lower than melee class so to really hold the aggro you will need a aoe taunt.
  20. Anyone else feel Hail of bullets from duel pistols . Got the short end of the stick with only 15sec reduces recharge? Btw thx for the info.
  21. So yes most blaster well spec can get ranged def or s/l true. All classes get Barrier with Incarnates. You can fix most holes at end game. 2 points. What do you want ? And When do you want it? Blaster will get there towerds end game after many hr of work. Sentinal start there and just get tougher. So if your a player that wants to go through squishy times for many hrs and end on super power damage end with decent toughness at end game. Blaster suits this If you want to start tough and end tougher + mez protection. With specials like absorb shield off tank, aoe heals (combat medic), and so forth. Sentinals offer a little bit of every world except big debuffs. The absorb shields got me hooked plying a different game of defense brought something new to me. It will never do blaster numbers but I out live Tanks regularly this is my fun. End game I am just getting tougher and tougher. So damage is not what I am going for. When I played my beam sent and compared it to my blaster I was super disapointed beam blaster was way more damage but mez killed me so beam/bio Sent played it got the nuke and was like wow this is terrible compared to my blaster. When I re rolled a sent to take tons of damage. I figured it out sent are not damage dealers at heart there off tanks or sub tanks. Take alpha like champs. Take agro of xtra pulls, plays tank when your team has none. It excelled at all of that. Blasters and Sentinals play completely diffrent. Play both and figure what style you like. Endgame blasters get tough. Sentinals get invincible. Blasters are top damage. Sentinals have great sustained aoe damage. People have to stop looking at Sentinals like blaster. One word of warning you can make really bad sent ! A good combo goes along way with Sentinals. People build either a offensive sentinal with/bio , /rad or /fire. Or people make defensive Sentinals with. /regenerate/sr/ will or /inv. A offensive secondary will play like weak blaster with mez protection. A defensive Sentinal will play like Tank jr. Other combo can work just some guidance.
  22. This happens all the time. Make me feel like a Super Hero not just a Hero. On live my main was a tank and I ve already lvl 2 Tanks to 50. With a Sentinal I feel just as comfortable living as I do with a Tank. Not all set are the same though some feel like tankers some feel like scrapper in playstyle. Living through unthinkable odds.is amazing but people expect that from tanks these days. From a sent being the last alive finishing the 3 groups that were pulled why your dead teammates watch in aw quateing afterwards "how you do that, your amazing, or I think I am going to build a sent.."Makes my day Don't expect blaster numbers and you won't be disappointed. Saving your team gets you off you will love Sentinals.
  23. Possibly, but there are other reasons why they might be doing this now. The code is out there and noone - least of all Homecoming - denies that the code belongs to NCSoft, but this may be to protect themselves in the event that said code is used by a third party for a knock-off. NCSoft might be less concerned about Homecoming than it is about the prospect of "Town of Superhumans" appearing as a commercial product. I'm no lawyer so that's pure speculation on my part - just a thought. That makes allot of sense.
  24. Source please? So it was actually Massively overpowered interview with homecoming devs. Great reporting btw here the interview and attach is the gov doc with NC soft application. It's legit. https://massivelyop.com/2019/07/08/city-of-heroes-homecoming-interview/ https://cocatalog.loc.gov/cgi-bin/Pwebrecon.cgi?v1=8&ti=1,8&Search_Arg=cityofheroes&Search_Code=TALL&CNT=25&PID=Lpi4amZpBFdoUxvXFRKVs1OEB&SEQ=20190621110320&SID=1 Thanks that helped. For clarity, you don't have to file for copyright. Copyright protection is held by the authors of the copyrighted work, or whoever they transfer the rights to. So, Cryptic held the copyright initially, maybe jointly with NCSoft as part of an agreement. And i would wager real money that the negotiated exit of Cryptic from City of Heroes, assigned all copyirghts (filed or unfiled) to NCSoft. Sadly, this might mean that NCSoft is preparing to protect their copyright somehow, and are just getting it into the public record as a prerequisite for legal action. Just curious I did some digging this is the first application for city of heroes game code. Does that matter at all? Going all the way back to 2001 no one has ever applied for the game code.
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