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CaptTastic

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Posts posted by CaptTastic

  1. Strange old thread, this. I mean, I don’t enjoy playing Masterminds but I don’t go on the MM sub-forum and start a thread to tell Mastermind players how WRONG they are to enjoy their characters. 
     

    It has always amazed me that people want to turn the incredible variety of CoH into a negative. There is an odd concept that dealing damage is the only thing people should value or enjoy doing. That has always confused me too. 
     

    I play Sentinels a lot and I play blasters a lot. Love them both. I also play corrupters and defenders a bit. I’m basically a ranged kind of guy. I mean, I have one particular Dominator I love too, but it’s only got ranged powers. I’ve got Incarnates in the other ATs too, I just don’t enjoy them as much. 
     

    Obviously Sentinels are lower damage than Blasters. They’re designed to be. Look on the creator screen when you first make a new character and blasters have damage rating of 10 compared to 7 for a blaster. If you want to play a damage dealer, don’t play a Sentinel, and if you misunderstood and thought Sentinels are supposed to be huge damage dealers, that’s on you. Don’t blame Sentinels. 
     

    Personally, I get a lot of pleasure from playing Sentinels, and the thing I enjoy about them isn’t the average damage but the immense versatility. 
     

    On my Elec/Elec/Elec, if I fancy it I can run into a mob without fear, survive it, crowd control it, debuff it, and kill it. I can just as easily, if I fancy it, hover at range and do some pew-pewing. Same goes for my Psy/Invul/Psi. And my Dark/SR/Psi. When I join a team I don’t have to worry about buffers and debuffers and healers, or worry about buffers, debuffers, and healers worrying about me. My Sentinels are completely self-sustained steady-Eddys that are highly adaptive to most of my moods and the many situations CoH may drop me into. 
     

    Sometimes, admittedly, I’m in the mood for  dishing out pure, unadulterated, utterly obscene levels of damage with just enough survivability to keep me upright but very little else. When I’m in those moods I load up a blaster rather than slag off my Sentinels. 
     

    Like @oldskool, I’ve had plenty of compliments about how my Sentinels perform too. The Elec/Elec/Elec and Psy/Invul/Psi are the stars of the show there. Much less so other builds, but all ATs have their combinations that click better with us. But either way, I’ve never felt like I’m not contributing to a team. 
     

    Of course, Sentinels could do with some work, and I think they’ll get it sooner or later. I’d like to see a damage buff and at least a tweak to the inherent. 
     

    But it’s not like people here aren’t aware of blasters or scrappers or brutes or whatever else the OP prefers to Sentinels. It’s not like he is some singular truth-seer who is nobly doing us the service of broadening our knowledge with obscure secrets. We all know about other ATs, probably enjoy playing at least most of them too in all their varied glory. We just enjoy what Sentinels have to offer too. 

    • Like 3
  2. 5 hours ago, Heraclea said:

    That's part of it, but not the whole story.  The worst thing about the AT is that it feels tailored to be a level 50 only thing, the same issue I had with Titan Weapons.  Reliance on Domination is the big thing but not the only thing.  When Penny Yin or even Silver Mantis are the weeklies I don't even consider the character.  So she's still an asset sink and not a producer.  The same is not true of my poison/dark defender, another AT I struggled with.  She is as useful at leve 15 as at level 50 and is an asset rather than a liability on my roster.  I also struggle a bit with masterminds, but that's mostly a matter of choosing material that plays to their strengths, and staying out of Sharkhead.  

    I think Doms don’t exemplar well, admittedly, because the attack powers that make a real difference are back loaded. A good tweak would be to give them a Blaze or Bitter Ice Blast or whatever much earlier, perhaps in the mid-20s. 
     

    I didn’t notice it too much when I was levelling as I took the powers I could, but my Doms’ end-game build, like most people’s, respecced the vast majority of the early attacks out because of the recharge that comes with chasing perma-Dom. 
     

    Then again, maybe there should be a trade-off like that for perma-Dom? 
     

    I do though think we are still in the realm of minor tweaks rather than major surgery. 

    • Like 1
  3. Reading this thread it appears many are suggesting Dominators are changed simply because they don’t personally like playing them. I find that odd. I don’t like Masterminds, the mindset required to play them well just isn’t in me, but fair play to the many people who love playing their MMs. That’s their AT and I hope they have a blast playing it. 
     

    Dominators will never be hugely popular. Damage is popular, stacks of it. Cold, raw, unthinking, simple hack, slash, and blast damage. In fact with Homecoming I’d say players gorge on damage more than ever before. Dominators are much more of a finesse AT though in my experience. While Brutes, Scrappers, Blasters etc have one hammer and one job, Dominators come with a whole toolkit and playing them well is all about selecting, quickly, the right tool for the right situation. There are no shortcuts to getting to that stage either. It’s all about investment of time and accumulation of experience. I wish I played my Dom better, but I’ve not put the time in and scaled the steeper learning curve so I don’t. Same applies to VEATS and my Warshade btw. 
     

    Can Dominators be improved? Absolutely. 100% they can. Small changes like trying to address the endurance issues would go a long way. Every AT could be improved though too IMO. But the biggest way to improve Dominators would be to improve Dominator players. It’s not a pick-up-and-play AT, it’s not a joyous blunt instrument designed solely for destruction. Way I see it, Dominators need love, but it’s their players they need to show them the love, not the Devs, because that’s the only way to put in enough time to learn them properly. 

    • Like 7
    • Thanks 2
  4. I have to say my Psy/SR is right up there for me as far as Sentinels go. 
     

    I’m no @oldskoolwhen it comes to Sentinels but I have quite a few now who have been played all the way to T4 incarnate, and there is something I really like about Psy/SR. 

     

    Obviously a thematic synergy with Psi Mastery helps, as I’m a slave to the thematic in general, but that is far from the whole story. 
     

    Properly slotted (procced), Domination and Scramble Thoughts give you two huge ST attacks, and both have just a 5-6 second recharge, so there’s that.
     

    Then you also have the Psychic Shockwave and Psychic Wail PBAOE double quick punch with a Psionic Tornado chucked in as well. Fire has better AOE, without a doubt, but I think if you compare anything to fire in terms of damage you’re on a hiding to nothing. 
     

    For me, it’s a particularly good set to pair with SR. You already have soft-capped defences and the only way to enhance the 5% rule is reduce the amount of incoming attacks, which Psychic blast’s soft controls (slows and stuns) do. 
     

    Psychic blast isn’t perfect, of course. The slow speeds the blasts travel is a frustration. On big teams things can be dead between the time I attack something at full health and those blasts actually arriving at their target. 
     

    But you know what? There is something about the combination that is just really good fun. For me personally, it has that little x-factor that doesn’t show up on Mids. 

    • Like 1
  5. 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. 

    • Like 1
  6. 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. 

  7. On 7/25/2020 at 9:49 PM, Shock Star said:

    The reference for my build was originally written by Captain Zaptastic. I made several modifications to it. Which is posted as OP.

    And a fine job you did of it too 😎👏🏻

  8. 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. 

  9. 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. 

  10. 5 minutes ago, Coyote said:

     

    I didn't state my point strongly enough, I suppose... because TA Defenders ARE more squishy than other characters whose AT isn't specifically designed to take aggro. Specifically, they are more squishy than Time Defenders.

     

    ..

     

    And Storm Defenders. And Rad Defenders. And Dark Defenders. And FF Defenders. And Nature. And EA. And Sonic. And Traps. And Pain. And probably Poison. Not sure about Empathy.

     

    Yes, every characters has some weaknesses when soloing... but TA Defenders really have a lot of them. They do fold hard to mobs that have ToHit Buffs... but that's with a GOOD build that is capped against Ranged attacks and also has good AoE Defense. With an average build that has 25-30% Defense, well, things get ugly against a lot of opponents who don't need to have ToHit Buffs. The reason is that TA doesn't stop enough hits from hitting the characters, and has no mez protection, and also doesn't limit damage very much, with just a relatively weak -Dam power, and has no way to recover from damage (no Regen or healing). So they're vulnerable to mezzing opponents... and also to opponents who don't mez much, but do high damage. Basically, every opponent who does SOMETHING unusually well will be able to do it to a TA Defender who isn't near the Defense softcap.

     

    This isn't much of an issue when teaming. It also is less of an issue when you can run Clarion and remove at least one major problem. But leveling up while soloing, compare that to a Rad Defender (let alone Dark or Traps), and the Rad is so much better. It really works better on Controllers (who have another set that they can use for defense) or MMs (who can at least use Bodyguard to survive incoming damage, and henchmen will pull aggro if you're mezzed). But for Defenders it's one of the worst soloing sets.

    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. 

  11. 1 hour ago, Coyote said:

    TA is weak solo, because it has no self-survival powers. No heals, no +Def, no +Res, no +Regen.

    It does debuff reasonably well, but that doesn't help enough, especially if you raise the difficulty even a bit and then face mobs with +ToHit (so they rip through a Ranged Defense build based on IO set bonuses).

    On teams, where other players can either provide defense or better yet, take the aggro, it works well. You just have to figure out a way to avoid getting shot at, and it's a fine set. Shame that it kind of folds when accurate mobs actually start shooting at you.

    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. 

  12. 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. 

    • Like 1
  13. 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. 

    • Like 2
  14. 4 hours ago, Hyperstrike said:

    Blasters are just pure damage at melee and range.  If you managed to build up some Defense?  Cool.  But in a lot of cases you simply don't have the survivability tools beyond "KILLMOARFASTER!!!"

    Sentinels have a greater survivability.  But they basically toss out melee-range damage to achieve it and sacrifice some ranged damage too.
    Even so, a Tanked out Sentinel is a thing of glory!

    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. 

    • Like 1
  15. 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. 

    • Like 4
  16. 2 hours ago, Corruption said:

    Sentinels are very underwhelming, I'd go with a Blaster every single time. The role of both AT's is ranged damage and Sentinels are just bad at it. You can make a Blaster survivable enough, while you can't do much about a Sentinel's lackluster damage.

    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. 

  17. I don’t miss power surge on my Elec*3 at all. With capped S/L/E/F/C resist, 60% Psi resist, 24-30% positional defences, and the Regen buff from perma-Energise, it’s got plenty of layered survivability - and that’s before you take their endurance 

  18. 3 hours ago, Apparition said:

     

    Unfortunately, at endgame, damage is all that's important.  I don't like it, but there's no getting away from it.  And with damage, Blasters win hands down.  It's not even close to a contest.  Now, if you don't like endgame, then sure, pick what you'd like to play.

    Horse-plop. Pure, unadulterated horse-plop. 

  19. The Blaster v Sentinel debate frustrates me immeasurably, because it’s generalised to the point of making it absolutely meaningless. 
     

    Generalising the debate ignores three key premises:

     

    1. Not everyone enjoys the same thing

    2. Not everyone has the same playstyle

    3. Power sets don’t synergise the same across ATs

     

    And by ignoring them, the debate replaces them with three entirely wrong, and frankly damaging, premises instead, which are:

     

    1. Everyone SHOULD enjoy the same thing

    2. Everyone SHOULD have the same playstyle

    3. Nuance, and its resultant subjective value across ATs, doesn’t exist

     

    I play pretty much exclusively ranged ATs, so have loads of Blasters and Sentinels, and no two blasters are/play the same, so how a sentinel can be tossed in for a direct comparison is absolutely beyond me. Even taking it further: my Fire/NRG (all ranged except for Inferno) is fundamentally different to someone else’s melee-loving blapping Fire/NRG blaster. 
     

    So not only is there a broad spectrum of nuance, but nuance within the nuances themselves. Want to melee? Hate to melee? Want to feel able to do both? Hate being mezzed? Don’t care about being mezzed? Love defence? Prefer resists? Maybe layered survivability is important to you? Maybe you don’t give a toss about survivability? Maybe your survivability sweet spot is somewhere in between the two. Even things as trivial as your preferred travel power can strongly influence which sets, ATs, and characters you enjoy. 
     

    And let’s not forget concept in all this either. I wanted an all electric character, yet Elec/Elec/Elec blaster turned out to be a completely different feel to Elec/Elec/Elec sentinel. I found the sentinel suited me much better, but only on that particular concept. It didn’t mean sentinels we’re suddenly better than blasters, as evidenced by the fact my fire/fire/fire blaster is far far better than my fire/fire/fire sentinel. 
     

    It’s all an absolutely ridiculous debate, hijacked, usually, by people unable to free themselves from a perception that the only factor that should ever be important to anyone is damage. 

    • Like 5
  20. The test server helped my altitis. 
     

    Process back in the day:

     

    Step 1: Idea

    I would think up some combination of powers, either based upon a character concept or game mechanics, or just because I’d never tried a particular power set or some such. 
     

    Step 2: Theory

    This is when the idea would get a theoretical design in Mids so I could see the numbers. 
     

    Step 3: Levelling 

    If the theory stage looked good, I’d make the character and level it. Some levelled quick, some slow. Some were abandoned as I didn’t like how they played. 
     

    Step 4: Implementing the theory

    At level 50, I’d respec them into the build I’d made for them on Mids. Sometimes the theory would work in practice, sometimes not. Sometimes it would exceed my expectations. But it was only at this point where I knew if the playstyle and feel of the toon would capture me. 
     

    Step 5: Repetition

    Whether I loved the finished product, hated it, or it never even reached that stage, sooner or later I’d move onto another idea and start it all over again. 
     

    Ultimately, it was all hinging on Step 4. All that work, all that time, all that grinding. And it always cake down to the same intangible: how a character felt endgame. As brilliant as Mids is, it could never tell me that. 
     

    Homecoming though have allowed a crucial extra stage to it though. Now it goes:

     

    Stage 1: Idea


    Stage 2: Theory

     

    Stage 3: Testing 

    Load up the Test server and build the toon you designed in Mids. Get a feel for it there and learn what was previously intangible. It’s not infallible, as you can’t really learn how they’ll feel in teams etc or iTrials, or events and so on. It does tend to tell you if it’s a dud though. If it’s good, move on to levelling, implementation, and repetition. If it’s not, return to stage 1. 
     

    It’s definitely not a cure for altitis, more of a process to streamline it and boost its efficiency! I wouldn’t want to cure it either. Alts are awesome. Don’t alt less, just alt smarter! Then you can alt even more 😂

    • Like 1
  21. Fire Blast: The speed of the animations more so than the damage just makes it feel fast and frantic. 

     

    Super Reflexes: Click and go, easy soft-capped defence, recharge buff. What’s not to love? 
     

    Stone Melee: BANG, screen shake, bigger BANG, wallop! Most underrated and underused set on whole game imo. Just lacking in an AoE chain really, so I get why many aren’t keen. 
     

    Trick Arrow: It’s not the most powerful set, but it’s far better than it’s given credit for. It’s also tremendous fun will quick recharges with Oil Slick particularly brilliant. 
     

    Electrical Armour: A set with a huge ceiling in terms of survivability. Quick recharge heal, great resists, PBAoE -end, recharge buff, just brilliant if paired with the correct set. 
     

     

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