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jonwol2

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Posts posted by jonwol2

  1. I moved away from Power Sink once I decided I was going with a build that wasn't based around sapping. I shouldn't need the +end with the amount of recovery I have from set bonuses paired with Defensive Opportunity. I felt as though PS could be thrown out for better options. 

  2. I must preface this post by stating that I am no good at making my own builds. This elec^3 build was crafted using bits and pieces of other builds I found on the forums. 

     

    The original goal was to create a sapper build, but I've since shifted my focus to being a hover tank that is able to dish out respectable damage. I am looking to min max this build and be able to solo +4/x8 content, if possible.  

     

    Any feedback / advice / critiques are appreciated. 

     

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Level 50 Technology Sentinel
    Primary Power Set: Electrical Blast
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Lightning Bolt -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(3), Dcm-Acc/EndRdx/Rchg(5), Dcm-Acc/Dmg/Rchg(43)
    Level 1: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(7)
    Level 2: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(9), Rgn-Acc/Dmg/Rchg(9), Rgn-Acc/Rchg(11), Rgn-Dmg/EndRdx(11), Ann-ResDeb%(13)
    Level 4: Charged Shield -- Prv-Heal(A), Prv-Heal/EndRdx(13), Prv-Heal/Rchg/EndRdx(15)
    Level 6: Zapping Bolt -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(17), SprSntWar-Acc/Dmg/Rchg(17), SprSntWar-Acc/Dmg/EndRdx(19), SprSntWar-Acc/Dmg/EndRdx/Rchg(19), SprSntWar-Rchg/+Absorb(21)
    Level 8: Conductive Shield -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(40), RctArm-ResDam(42), RctArm-ResDam/EndRdx/Rchg(43)
    Level 10: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(25), Prv-Absorb%(25)
    Level 12: Tesla Cage -- NrnSht-EndRdx/Hold(A), NrnSht-Acc/EndRdx(27), SprWntBit-Dmg/EndRdx/Acc/Rchg(27), SprWntBit-Acc/Dmg/EndRdx(29), SprWntBit-Acc/Dmg/Rchg(29)
    Level 14: Aim -- GssSynFr--Build%(A), RechRdx-I(50), RechRdx-I(50)
    Level 16: Static Shield -- StdPrt-ResDam/Def+(A)
    Level 18: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 20: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), ShlWal-ResDam/Re TP(36), Rct-ResDam%(50)
    Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(37), KntCmb-Dmg/Rchg(37), KntCmb-Knock%(37)
    Level 24: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(43), TtnCtn-ResDam/EndRdx(45)
    Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-Def(46)
    Level 28: Lightning Reflexes -- Flight-I(A)
    Level 30: Short Circuit -- Arm-Dmg(A), Arm-Dmg/Rchg(31), Arm-Acc/Dmg/Rchg(31), Arm-Acc/Rchg(31), Arm-Dmg/EndRdx(33), FuroftheG-ResDeb%(33)
    Level 32: Thunderous Blast -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(33), SprOppStr-Acc/Dmg/Rchg(34), SprOppStr-Acc/Dmg/EndRdx(34), SprOppStr-Acc/Dmg/EndRdx/Rchg(34), SprOppStr-Rchg/+Opportunity(36)
    Level 35: Grounded -- GldArm-3defTpProc(A)
    Level 38: Chain Fences -- EnfOpr-EndRdx/Immob(A), EnfOpr-Acc/EndRdx(39), EnfOpr-Acc/Immob/Rchg(39), EnfOpr-Acc/Immob(46)
    Level 41: Havoc Punch -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/Rchg(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48), Hct-Dam%(48)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45)
    Level 47: Fly -- BlsoftheZ-ResKB(A)
    Level 49: Afterburner -- LucoftheG-Def/Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Opportunity 
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(40)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), PrfShf-EndMod/Rchg(39), PrfShf-EndMod/Acc(40)
    Level 50: Musculature Core Paragon 
    ------------

  3. 1 hour ago, oldskool said:

    I'll share my thoughts with the class, but this won't be in the format of the write-ups I've done so far.  More streaming consciousness (I probably should have formatted this like a write-up). 

    First off, I'll share my impressions on what I think Bio Armor is before I answer what I think it is good at and what I think it is weak at. 

    Sentinel Bio Armor is a mixed mitigation set with a lot in common to both Willpower and Regeneration.  Unlike other sets, both Willpower and Bio Armor have their defense ratings linked to the same resistance types.  Where one rating is high the other rating ends up being low (or non-existent). 

    For example, Willpower has higher resistance to Smashing/Lethal damage than it does defense to that type.  Likewise, it has lower resistance to Energy damage and much higher defense to that category.  Bio Armor is designed in a very similar way.  Bio Armor has higher defense to elemental damage than it does resistance, but offers moderate resistance to Smashing/Lethal where it has no defense.

    Regeneration is a set that relies heavily on a reactive style of play using click heals.  There is some proactive measures like Moment of Glory, but that isn't a big focus of the set.  Generally you wait to see if you've taken enough damage to requiring using Reconstruction or Second Wind.  Bio Armor can also have some reactive play as it has a click heal.  However, Bio Armor has more opportunity for proactive play with its two absorb powers.  You can begin a fight by adding an absorb shield before you start, and you can use the tier 9 power early in a combat to super charge that same strategy. 

    Bio Armor also includes passive resource management in the form of regeneration rates and endurance recovery bonuses. 

    Bio Armor is unique in that it has 3 different modes that enhance, and sometimes hinder, these core mechanics.  The Defensive Adaptation will enhance your core mitigation of resistance and defense at the cost of reducing some damage output (it applies a penalty).  Offensive Adaptation will enhance your damage output at the expense of some resistance (it applies a penalty there).  Efficient Adaptation enhances your resource restore and is neutral to your damage output and mitigation.  There are some other features within the Adaptations, but as a 30,000 ft view that should get you an idea. 

    What is Bio Armor good at as a Sentinel:

    - Self-healing of all types be it passive (regeneration), reactive (click heal), and/or proactive blocking (absorb)
    - Damage output.  Offensive Adaptation is one of the few ways to add direct damage to any Sentinel build. 

    What is Bio Armor weak at as a Sentinel:

    - Capping things.  Its not all that efficient at capping all defense or resistance types. 

    - Handling big groups early on.  Bio Armor sometimes get s a hyperbolic reputation as being virtually indestructible but that doesn't happen easily or without investment. 

    Now, when I bring up "capping things" that isn't me saying that you cannot cap your resistance (75%) to Smashing/Lethal through additional powers or IO sets.  You can, but you're unlikely to do that for all of the others.  This isn't me saying you cannot hit the soft-cap (45%) to some of the damage types, because you can.  Hell, you can potentially stack enough defense on Smashing/Lethal to hit 45% using the Incarnate system.  What I mean by not being all that efficient is what is your overall return on investment by going all in on that kind of IO stacking or Incarnate choice?  Is that level of durability worth the expense and the possibility of giving up other options?  In my opinion, no.  However, there players that would say yes. 

    It needs to be stated that the lack of efficiency here isn't necessarily a fault of the power but a problem within the IO system.  There are more IO sets in the melee categories with various defense types than there are in the ranged power categories.  Just look at the melee range AoE power IO sets.  There are sets with Melee and AoE defense.  Then, if you look at the Ranged counterpart there are nearly zero.  In the single-target melee category you have sets that boost Smashing/Lethal, Melee, and Ranged defense.  In the single-target ranged category you have.... Thunderstrike that buffs only Ranged defense.  This is not really counting the Winter event sets that can offer large boosts to some of these defense types but these IOs can be pricey too.  In other words, the melee version of Bio Armor has a distinct advantage in closing its defensive gaps through the IO system purely due to the overt favoritism in melee set design.  

    While there are builds around this forum that seek to soft-cap defense on Bio Armor, I often tend to recommend going for recharge instead.  I find Bio Armor to be plenty durable if I am being proactive with Absorb shields and the T9 power.  Pushing recharge makes it play similar to Regeneration in that respect and it creates a considerable uptime on Parasitic Leech.  Pushing recharge has the added benefit of making my attacks more available so it is a more offensively minded style of play.  Finally, that kind of build strategy is more independent of full IO sets or even the Incarnate system (where I can shoe-horn in more defense anyway). 

    Yup, I should have just written a write-up. 😉

     

    Edit: For giggles, I have a Beam/Bio Sentinel.  Her backstory is heavily inspired by the movie District 9 as she was a task force member set to investigate Rikti wreckage and was caught in a blast where she was infected by a retro-virus.  The retro-virus allows her to change aspects of her metabolism (the adaptations, the run speed increase), and her DNA alteration allows her the ability to power and fire an alien rifle.  I applied a similar story to my Spines/Bio scrapper who keeps the Bio Armor crusty armor look plus the quills.  His version is similar but his more overt appearance and body weaponry was a bit more Agent Venom.

     

    Thank you so much for this detailed write up! 

     

    As a side note, I love your district 9 adaptation for your bio! Very clever! Do you possibly have a build you could post for your beam/Bio? 

  4. Has anyone provided a breakdown for Bio Armor yet or has the knowledge to do so in the near future? This set is completely lost on me and I’m trying to determine where exactly it shines (and maybe falters) compared to other sets. I’ve been looking for a set to pair with BR and Bio is what I fell on. 

     

    Also I know it’s been mentioned a ton but I have to reiterate that this thread is extremely helpful and informative. I had given up on Beam Rifle prior to reading Sunsette’s guide. After reading and learning quite a few new tricks, rotations, etc. I have picked the set up again and am having a blast. Looking forward to more content in here! 

    • Like 1
  5. Looking at building an Ice/Radiation Melee tanker - seems like it has some good synergy such as icicles + irradiated ground + atom smasher. Would love to be an aggro holding machine.

     

    Anyone played this build to a high level / have any thoughts on whether these two powersets would pair well?

  6. @Redlynne, I have been highly considering rolling an Ice/Ice tanker solely because of your build and the play style you have mentioned for it.

     

    The only thing holding me back is the alternative choice of Ice/Rad that sounds just as enticing with the pairing of Irradiated Ground + Icicles and a few more AoEs from Radiation Melee to pair with it.

     

    How do you think Ice/Rad would compare with Ice/Ice in terms of holding aggro and dishing out a surprising amount of DPS/Debuffs for a tank? Would love to hear your thoughts.

  7. Looking for critiques, suggestions or help on a team oriented build for my Ice/Ice Scrapper; want him to serve as an off tank/support/dps taking advantage of ice’s slows, holds, -recharges, etc.

     

    No budget. Bring on those purple and winter sets.

     

    Below is a build my friend concocted up for me and what I am currently running:

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Level 50 Magic Scrapper

    Primary Power Set: Ice Melee

    Secondary Power Set: Ice Armor

    Power Pool: Speed

    Power Pool: Leaping

    Power Pool: Fighting

    Power Pool: Leadership

    Ancillary Pool: Soul Mastery

     

    Hero Profile:

    ------------

    Level 1: Ice Sword KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/Rchg(46), KntCmb-Dmg/EndRdx/Rchg(46)

    Level 1: Frozen Armor Rct-Def(A), Rct-Def/EndRdx/Rchg(13), Rct-Def/EndRdx(15), Rct-EndRdx/Rchg(15)

    Level 2: Hoarfrost NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(3), NmnCnv-EndRdx/Rchg(3), NmnCnv-Heal/Rchg(5), NmnCnv-Heal/EndRdx/Rchg(5)

    Level 4: Chilling Embrace PcnoftheT--Rchg%(A), PcnoftheT-EndRdx/Rchg/Slow(11), PcnoftheT-Acc/EndRdx(13), PcnoftheT-Acc/Slow(50)

    Level 6: Build Up RctRtc-Pcptn(A), RctRtc-ToHit/Rchg(7), GssSynFr--Build%(7)

    Level 8: Hasten RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)

    Level 10: Combat Jumping Rct-ResDam%(A), LucoftheG-Rchg+(11)

    Level 12: Ice Patch EndRdx-I(A)

    Level 14: Wet Ice EndRdx-I(A), EndRdx-I(17)

    Level 16: Glacial Armor LucoftheG-Rchg+(A), Rct-Def(17), Rct-Def/EndRdx/Rchg(23), Rct-Def/EndRdx(25)

    Level 18: Greater Ice Sword SprCrtStr-Rchg/+50% Crit(A), SprCrtStr-Acc/Dmg/EndRdx/Rchg(19), SprCrtStr-Acc/Dmg(19), SprCrtStr-Dmg/Rchg(21), SprCrtStr-Acc/Dmg/Rchg(21), SprCrtStr-Dmg/EndRdx/Rchg(23)

    Level 20: Energy Absorption PrfShf-End%(A), PrfShf-EndMod(40), PrfShf-EndMod/Rchg(43)

    Level 22: Boxing Empty(A)

    Level 24: Tough Ags-ResDam/EndRdx(A), Ags-ResDam(40), Ags-ResDam/EndRdx/Rchg(40), Ags-ResDam/Rchg(50)

    Level 26: Freezing Touch Hct-Dmg(A), Hct-Dam%(27), Hct-Dmg/EndRdx(27), Hct-Dmg/Rchg(29), Hct-Acc/Dmg/Rchg(29), SprEnt-Rchg/AbsorbProc(31)

    Level 28: Permafrost UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(33)

    Level 30: Weave LucoftheG-Rchg+(A), Rct-Def(37), Rct-Def/EndRdx/Rchg(37), Rct-Def/EndRdx(48)

    Level 32: Frozen Aura Arm-Dam%(A), Arm-Dmg(33), Arm-Dmg/EndRdx(33), Arm-Dmg/Rchg(34), Arm-Acc/Dmg/Rchg(34), FrtHyp-Plct%(34)

    Level 35: Icicles OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End/Rech(36), OvrFrc-Acc/Dmg/End(36), OvrFrc-Dmg/End/Rech(36)

    Level 38: Icy Bastion UnbGrd-Max HP%(A), GldArm-3defTpProc(39), StdPrt-ResDam/Def+(39)

    Level 41: Dark Blast Apc-Dam%(A), Apc-Dmg(42), Apc-Dmg/EndRdx(42), Apc-Dmg/Rchg(42), Apc-Acc/Dmg/Rchg(43)

    Level 44: Shadow Meld LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(45), ShlWal-Def(45), ShlWal-Def/EndRdx/Rchg(45), ShlWal-Def/Rchg(46)

    Level 47: Maneuvers LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(48), LucoftheG-Def/EndRdx(48)

    Level 49: Assault EndRdx-I(A), EndRdx-I(50)

    Level 1: Brawl Empty(A)

    Level 1: Critical Hit

    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 NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(25)

    Level 2: Hurdle Empty(A)

    Level 2: Stamina PrfShf-EndMod(A), PrfShf-End%(37), PrfShf-EndMod/Acc(39)

    ------------

     

     

     

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