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  1. That’s easy. You should only need four words. Scourging Rain of Fire.
  2. If you go fire mastery for your epic and take bonfire, you’d be surprised just how much control and damage mitigation you can get. Between bonfire (with knockdown) and hot feet, mobs barely get an attack away before they are burned into a heap on the ground. I took the new combat teleport to make it even more fun too. Start out with dropping a bonfire into middle of mob, combat TP in on top of it, drop burn, inferno, fireball, fire sword circle, maybe a bit of Rain of Fire or combustion. Whatever tickles your fancy really. Then of course you have your blaze and blazing bolt to finish off the runners and stragglers. In terms of defence, I went with Ranged cap, but only as I also love a bit of hover-blasting when in teams. Whichever way you choose to go though with fire you can’t go wrong. Yeah, you’ll take damage and occasionally get in over your head and face plant, but that’s all part of the fun. Way I see it, Rise of the Phoenix is just another AoE.
  3. Interesting build. Here are a few pointers I’d give, not on your build specifically but on building Elec Sentinels in general. I took my Elec*3 down a slightly different route. • Hasten: I usually take hasten as a staple in all my builds but I skipped it on my Elec sentinel. With Lightning Reflexes buff recharge can be enhanced to a good enough level. I found I didn’t miss hasten at all. • Tesla Cage: I have five damage procs in Tesla Cage as well as an Acc/Dam (gladiator’s javelin I think). Makes it hit incredibly hard. • Resists: There is often almost a weird pressure in CoH to aim obsessivly for the defence cap in something. But resists are your friend with Elec Armour, so that’s what you need to shine up. 75% resists for S/L/F/E/C/P is achievable and will serve you better than defence. Of course, that still makes you resist-reliant on a relatively low HP archetype, so... • Layered mitigation: On any power set, not just Elec, you should always play to it’s strengths. Elec has two in-built damage mitigation tricks you can utilise. Firstly, sapping. No endurance, no attacks. No attacks, no damage. Get into melee and take their endurance before you do anything. The alpha may get dicey on occasion as they all hit you before you can floor their blue, but you have Energize up your sleeve to Regen you out of harm while they’re unable to attack. If you can throw in a 22-25% or so of defence too, all the better.
  4. And a fine job you did of it too 😎👏🏻
  5. I absolutely adore blasters and I can’t deny it. I have some really powerful ones too that do insane damage. Here is the kicker though... the toon I have that gets by far and away the most compliments and is noticed most by team mates on any content, whether it’s at lvl 15 or 50... is my Elec*3 Sentinel. Sentinels get a rough reputation in-game with many, perhaps even most, believing them to be underpowered and ultimately obsolete, particularly in end-game content. But that reputation is not deserved. The truth is that Sentinels probably have the hardest sweet spot to find of any AT. It’s very easy to go overkill on survivability and lose too much offence. It’s just as easy to chase too much offence and completely compromise your survivability. Find that sweet spot though and a Sentinel is a thing of beauty. It’s the most versatile and reliable AT in the game and is immensely satisfying to play. Now, you may not want the hassle of getting to that point, which is fine. In which case, blaster is an easier ‘pick-up-and-play’ bet in terms of teaming. Me? I love both.
  6. I have a Fire/NRG blaster which is probably my favourite character. I personally completely agree that hasten isn’t required. I put Energize on auto for the Regen buff and endurance reduction, and have 100% global recharge in bonuses which is enough. I would, though, strongly disagree that you need S/L/E defence as well as ranged. For me it’s either/or. I hover blast so ranged is absolutely fine for me. If I blapped, I might go Scorpion/Ice shield instead, but not as well as. Few reasons for that: • If you’re teaming, it’s better to just manage aggro. Attack taunted or controlled targets for AoE, for example. If you’re soloing, you get to dictate the difficulty anyway, so it’s a controlled environment. • As a blaster you have more than enough damage to deal with isolated aggro. Even if you p**s off a boss or two, it’s unlikely they’ll get many attacks off before you can put them down. • You’ve got other damage mitigation tools at your disposal. I use bonfire from Flame mastery and not much attacks you when they’re falling down. Obviously if you go NRG blast you have knockback in your attacks too, and NRG melee has stuns to help even more. Don’t get me wrong, extra defence is nice if it doesn’t come at too great a cost. But when it comes at the expense of the a whole epic pool, or concept, or a great power like bonfire, or resistance, or enough recharge, or especially all of them... we’ll to me that’s not worth it. Ultimately: • AoE Crowd Control and extra AoE damage (bonfire) • Over 50% S/L/F resist • Capped ranged defence • 40% E/N defence Or • Capped S/L/E/R defence • 40% N defence Felt like an easy decision after trying both out. The defence route was just overkill and asked too great a sacrifice. What I will say though is that NRG is, for me, the best Blaster secondary by some distance. It’s the most complete bag of tricks and most versatile in terms of concept.
  7. Union was a great server back in the day. Such a small community that became very tight-knit. You recognised everyone. Good times.
  8. Well, that’s one opinion. Have to say though, that it’s not one I share, and I’ve levelled up at least a dozen defenders. TA has some very strong AoE damage, and things being dead is pretty good damage mitigation as far as I’m concerned. And it’s got AoE knockdown, and AoE -recharge, both of which keep them inside the strong AoE damage. I wouldn’t call it the best defender set, but it’s certainly not a ‘weak’ one either, solo or otherwise. It has its weaknesses for sure, but that’s where the player comes into it to play to it’s strengths instead - just the exact same as any other set on the game really.
  9. We’re they on Union? I definitely remember them! Empath defender iirc.
  10. Surely every set has such a weakness though. Shame that invul folds when Psi start shooting at you. Shame shield defence folds when defence debuffs start stacking on you, etc etc etc. Every set has limitations. My TA def is no more squishy than any other of my characters whose AT wasn't specifically designed to take aggro, and he can solo fine. Yes, he may not solo +4/x8 (although he can certain weaker groups such as council), but he's by no means a 'weak' soloer.
  11. It’s an outstanding set and one that doesn’t get anywhere near the credit it deserves. I had a TA/A Defender on Live and he’s about the only character I’ve remade on HC. If anything, he’s even better now because buff-heavy defender sets tend to feel a bit superfluous in end game given that most players seem to have buffed themselves with IOs before you even get to them. Since TA is all debuffs, though, a TA character makes everyone better. With a defence and recharge build, I find my TA/A solos great too. Ignited Oil Slick arrow, glue arrow, procced-out acid arrow, then a RoA and explosive arrow and a mob is pretty much done.
  12. One major trick you’re missing is not proccing out Tesla Cage. I have one Acc/Dam then five damage procs (two of them purple) in mine and it turns it into an absolute beast of a ST attack. Have to say my Elec/Elec Sentinel is my favourite ever character because he’s so versatile. He has: Good damage, good control, great in the middle of the mob but easily able to hover-blast too, and survivability that puts many scrappers to shame. There is literally no situation he can’t adapt to or contribute to. Feel free to message me on Discord or on here and I’ll happily share my build with you if you’d like.
  13. Absolutely this. No two blasters are the same and no two sentinels are the same, and the same can be said for every AT in the game. That variation is something that makes this game as brilliant as it is. Everyone can choose what they enjoy playing the most. There is no ‘best,’ there is no ‘better than.’ We all get to decide for ourselves. I love my Elec*3 Sentinel. Probably my favourite character to play because it’s the most versatile, even if it’s not the best damage I have available to choose from. To me, that versatility is worth more than the extra damage and more enjoyable. To others, damage is worth more and is more enjoyable. No one is doing the game wrong.
  14. The egotists are my biggest annoyance on this game. You know the type... THEY always know best. They know what powersets you should be choosing. They know what playstyle you should enjoy. They know what powers you should pick and the exact order in which you should click them. Yeah, you’ve played YOUR character for untold hours, know it inside out, love it, but they feel the need to lecture you about it. They even want to tell you exactly what you should find fun. Then, of course, should you have the sheer temerity to not immediately prostrate yourself before them and acknowledge them as the singular truth-seers and experts supreme, expect the build-shaming to start.
  15. I agree with you to a point: blasters are certainly better damage than sentinels. I disagree with your original premise, though, which is both AT’s role is ranged damage. A blaster’s role is definitely damage (though not necessarily ranged), but think a sentinel has more a utility role. If they were for meant damage, they’d have a higher damage multiplier.
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