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Six-Six

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Everything posted by Six-Six

  1. Thanks for the awesome clarification Oldskool. Sorry if I misconstrued your original post and thereby make it misleading. But between you and Sunsette's guidance in various threads, I've come up with a build that's both fun to play and quite effective/efficient. I'm not good with all the math and science that goes into the slotting/procs and whatnot, so I usually take other people's word for it. You suggest purple IOs. How dare you think I can afford them. 😃 Thanks again.
  2. Sovera. Wow, great write up. Just read the linked post. Thanks. Right now, Sonic turns me off PRIMARILY because of the sound + power effects. Yes, I'm shallow like that. But your write up may have just convinced me to try one. 😃
  3. I've learned to like Opportunity specially with hardier bosses. Knowing your preference to "basic" IOs, I'd take Opportunity if I were you. Don't know enough about other T1s, but my DP T1 is weak. I instead use it for the debuff to set up a much more damaging attack chain afterwards. Both types of Opportunity contribute very nicely to that set up when it fires. My T2 has been built up and can keep up with my Executioner Shot and Suppressive Fire, minus the debuff and hold/stun. It does however have knockback which I maximise in my strategy. Plus both T1 and T2 have a fast recharge off the bat, so I don't get any dead air. So with 1 weak and 4 fairly high damage single attacks with each attack delivering additional debuff to the target, the result is a faster charging Opp bar. One of the Sentinel ATO is Opportunity Strikes + Chance for Opportunity. That helps the bar fill up even faster. (Note --I think Oldskool posted it somewhere else-- that the +Chance for Opp proc works better with my T9) so can I go in mob of 10-15, unleash my nuke and just go around picking off the left overs with a shot or two. I've done a mission with 3 - 4 of those mobs (same level) in close proximity, LTs and Bosses in the mix. Went in, did my thing, left alone standing barely winded or scratched. Initially, my take on Opportunity was if it's there, fine, if not I don't miss it. But I've learned to notice how much it really adds to my gameplay. Sometimes I even rely on the Def Opp for that small return of end. the Health regen, I don't need at all. But you can never have too much end. Edit: just had an afterthought. Maybe the reason people consider giving up T1 and T2 (and thereby giving up the opportunity for... well Opportunity) is because of the Epic pools. I didn't take one for this build, but I've been studying them for another. They have 5 more attacks, 2-3 of them are usually worthwile. So maybe the trade-off between that and T1, T2, Opp is worth it to them? Too much of noob to know.
  4. I don't know... I've been lying to myself most of my life. Another one might be the tipping point. 😃 Of course, I'm just messing with you folks. No such drama. Recolour = reconcept sounds very attractive. She's on a waiting list to go on, though. I got a butt-load of them made/remade, just waiting for me to get more familiar with the game. The second most played toon is my Energy Blast/Radiation Armor. She's at level 21 now (and Vulpoid, no enhancements). Haven't had the time to switch to her. Been having a tonne of fun with my Dual Pistol/WP Sentinel. the guy's a beast (as sentinels go).
  5. Yes, I heard water blast is... well a blast... and many good things about how strong it is. I have an alt for it. Not too fond of the splashing animation, to be honest, but I'll take it for a spin one of these days. I paired mine up with Ice Armour since I like thematic stuff. Went with Aquaman orange/green/grey colours. Do you prefer to do missions, story arcs, or just going out and killing?
  6. What AT power sets are you playing?
  7. If you're going "purist" try these: High Pain Tolerance (Auto/Heal, Resistance, max health) 3 slots of health -- ups your healing and your max health Mind Over Body (Toggle/Resistance) 2 slots of +resistance Fast Healing (Auto/Heal) 1 health Up to the Challenge (Toggle/Def) 2 slots of +def Indomitable Will (Toggle/Regen) 2 slots of health Quick Recovery (Auto/End Mod) 2-3 slots of Endurance Modification (depends how many you have in stamina) Heightened Senses (Toggle/Def) 2 slots of +def I didn't take Resurgence because I was opted for Back to the Battle power from P2W lady for almost the same effect while freeing up a power pick. I also didn't take Strength of Will because I don't like the idea of an endurance crash As you level up, you can add either more of the base power type (+def, +res, +health, etc.) as it fits your game play, or maybe an endurance reduction if you find yourself getting winded a lot. Remember, WP is toggle and forget. While it's on, it's good to go. But when your endurance runs out and your toggles turn off, you're up the creek without a paddle. So keep the end drain in check. Note on "basic IOs" There are different kinds of enhancements: Training & Single Origin: these are the usual kinds dropped by mobs. useful in the low levels, but not worth your time past 15 or so. These "rot" meaning an enhancement 3 levels below you (red number) will not give you any benefits. Dual Origin: these are the ones you can get from stores and pertain to your origin (Natural, Tech, Science, etc.). These are also dropped by mobs and depending on the kind, you can or cannot slot them on your toon. They are however available for purchase in stores. Note that the stores will carry 2 types. the ones toward the bottom of the list give higher values, but are also more expensive. These help a lot around the 15-25 level range. You can also stack/combine them so you get a damage(15)++ meaning you get level 17 damage. However, after a while they become too expensive to be viable as you go higher level. These rot as well Non-set Invention Origin enhancements. These are what you want. You'll need a recipe, ingredients, access to a crafting table (university or a portable one) and a pouch of inf. These offer better stats than the ones above and don't rot per se. This means your level 20 IO will give you the same benefit whether your level 20 or level 45. Obviously, you'll want to replace these as you level up with ones closer to your level. Set IOs. These are give set rewards on top of the direct benefit. While nice and shiny, they are as the GMs will confirm, not necessary. But mobs will drop recipes and ingredients for these so might as well look into them. They're practically giving it to you. You don't have to have the complete set (this is referred to as Frankenslotting). I have in a slot of 6, 2 of one set and 4 of the other, or 2, 2, 2 or 3, 3. I even have the complete set but split it into 2 different powers so I get the set bonus for 3 pieces twice rather than the set bonus for 4, 5, and 6 pieces which I don't deem essential to my build. Another use for them is trading. You craft one you don't need? you can either convert them to something you can use or sell it in the Auction House so you can get the money to craft or buy what you do need. What's nice about the set IOs is you can "attune" them. You do this by buying enhancement catalysts from the merit vendor and upgrading your enhancement. (There's a better guide for this in youtube or elsewhere in the forum than I will be able to explain). Basically Attuning IOs means your removing the rot factor. They keep up with your level. You have the AT-specific. these are unique, meaning you can only have one of each on a single character. And as the name suggest, are specific to your particular Archetype. So Blasters cannot slot Sentinel ATOs even if they tried, begged, or cried. You can get them from the merit vendor at 100 merits a pop, but don't. Instead, take your 100 merits, buy 300 enhancement converters (at 3 converters for every 1 merit). Selling rate for 1 converter is around 100k. so 300 converters will sell for 30,000,000 inf (minus the AH fee). One ATO fetches around 8-10,000,000 inf. So 100 merits will get you 1 ATO from the merit vendor or 3 from the AH. Purple IOs. These are super expensive, but give very rare benefits usually pointed towards PvP play. One usually costs about 20 mil upwards. Crafting, converting, trading is a game in itself. I find it fun and I get IO sets in the process, so I do it even without the intention of getting my toon "all IO-ed up." It's just a by product. I even have a drawer full of Attuned IOs that I don't use or need which I'm holding for future characters.
  8. This thread made coffee come out my nose. Ouch, but thank you. 😃
  9. Slightly off topic, but did you guys realise that they are actually fake elevators. I mean they don't go up or down. The "next" floor is beside the map your on. I know this because clue "hums" can often be heard from the next floor, markers seem to suggest so, and once or twice I accidentally hit R instead of an attack number button, and I end up in a wall, blacked out map and able to see the "mobs" hiding in the next room. 😃
  10. I was able to catch the first two episodes and thoroughly enjoyed them. I'm looking forward to the rest. I hope it's not as bad as what I've read above. Seems like a good, realistic premise, nothing ground-breaking. In fact quite a natural train of thought. But something that would have come sooner or later given how popular the MCU is. Watchmen pioneered this, but not a lot of people got on board at the time.
  11. One thing you do have to worry about WP is enemies that can drain your endurance, like Malta Sappers and Vanguard Mages(?). WP is basically toggle and forget. But without those toggles, you'll be in a bit of trouble. Also, WP's T8, the one with the self res, if you want a free power you can skip that and get the "back to the battle" or "something of light" from P2W vendor, which goes for a small pouch if inf, free if you have the Unbreakable Badge (from dying a number of times). Works almost just as well.
  12. I thought 9 was the magic number. On the right-handed and left-handed debate, I'm not sure it applies. I've read a few articles arguing what side you drive on affects your choice of turns, which I don't subscribe to as well. I have, however, come across a study that suggested gender or left-brain, right-brain dominance may have a play at it, that females in particular tend to go left (which I can vouch for with my wife's behaviour in malls). Another thing to consider is ergonomics. I feel there may be a correlation between getting to the elevator foyer and swinging your mouse to the right is slightly "more natural" to some than the left, primarily because most of us have stronger extensors than flexors in our forearms. And factor in the reaction time/arc of swing, then elevator 3 becomes the path of least resistance to most.
  13. Oh. Yes, you're right. And I realised I wasn't entirely on the same page. Sorry. but yes, you're right. Thanks. 😃
  14. I've slotted a couple of LotG's global recharge in def powers hoping they affect my primaries. Is that not how it works? I've seen my rech "spinners" go wild every now and then, or is that from another proc?
  15. I like the converting lotto. I treat it like a mini-game. I don't necessarily agree with how you came up the the odds, but hey, it's probably just me. I do agree that after a certain number of tries it proves itself unprofitable. Nonetheless, It's a gamble and part of the fun is coming up a winner. I've noted that you can never get particular IOs from certain IOs even if you play the lotto the whole day, which I've done.
  16. good lord, for a second there I thought you meant purple IOs. those are like 20 mil a pop. Sorry, what do you mean that WP cares less about global recharge? I'm not aware of this in my noobish state.
  17. I personally think Luck of the Gambler is over rated and over priced. I do enjoy the global recharge, but there are many other sets out there that surprisingly give better set rewards with just 2 or 3 frankenslotted. But that's just me. 😃
  18. Not sure if what I'm doing is the best way, but it works. Will power has a very good balance of res, hp/regen, and def. I didn't max out res, but built it just enough to complement the def which I got more of from hover, combat jump, and leadership just because I tend to get into the fray more often than I should. I read in post somewhere (I forget) that def is better than res, so you'd be better off def. But having tried that, I could only go so far. so what I couldn't build up in def, I compensated for in res. If you're planning on getting leadership, though, you might want to look into building against end-drain and end management. Always a good thing to not run out of end. HP/regen on WP is basically a non-issue, which gives you some elbow room to handle the end consumption. But don't put too much effort into it. WP is very well rounded which allows you to up your much wanting damage.
  19. I don't know if this will aid the topic at all, but I'd appreciate it if the hostages wouldn't just walk up right next to me while I'm taking care of the bad guys -- sometimes even between me and the boss. I find if funny, but also distracting at times. And of course totally unrealistic. If I may suggest instead for the escortee to flee when there's a said encounter with baddies. And while you're preoccupied, he/she hides again so you have to find them again... maybe within the immediate vicinity only, not in like a different floor or across the map into previously unrevealed areas. In such a case, maybe an option (similar to pet window?) to tell the hostage to stay put some place while you dismiss threats, or help you fight if they are able, or call them if they're within a limited radius from you.
  20. I think that's a very well thought through analysis. I also feel that it is either the original intent for the Sentinel AT, or its natural evolution. So as a big fan of Sentinels, I would again humbly repeat my request: please instigate this. 😃
  21. I didn't vote, because none of the choices were true for me: Population: I don't mind the low population. In fact I'm on Reunion BECAUSE of the low population. I'm in Asia where internet speed is not as fast and reliable so I must avoid high load shards to fend off rubberbanding. Content: I love redside content. the fact that you get to "break the witness' legs" right off the bat is awesome sauce! I do find that some stories are a little too campy, but hey, I get the vibe. Atmosphere: Is on point. Have you been in one of the redside hospitals? almost pissed myself the first time. Contrary to popular belief, the sun also rises in redside. You should see Night Ward, now that's gloomy. Variety: I can't comment on this since I haven't played enough redside/goldside to compare. Morality: I think this is the only motivation that I would pick TO PLAY redside. I've always rooted for villains in movies and comics. I think the good ones have their characters well-developed in the plot (i.e vulture in Spiderman), and most villains suffer from underdevelopment and stereotype casting by the writers; some are even sacrificed so that the hero will triumph. Some villains are also heroes in their own minds, not just out to do "bad things." My main reason for not playing redside is my noob status. I've only played for less than a month, and I'm still trying to get a good grip on the dynamics and mechanics of the game. I missed a few story nuggets when I unknowingly out-levelled them, or because I did not know I was supposed to go to that contact. When I did give in to take a dip redside, I found myself confused: I got some of the story reference to blueside, but didn't appreciate it at the time. I also found myself automatically thinking cops won't attack me or that skulls will. So what I'm saying is, I can't wait to play redside. My time in blue is just training so I can go red.
  22. there was a mission where elevator 1 was out of order. go figure. I kept pressing and waiting, I thought it was due to rubberbanding, but tried 3 and worked right away.
  23. I took both DW and SF on my DP/WP main. If you slot it up right, you get a decent amount of damage to recharge ratio. Also I use SF as an interrupt to most casts and some long attacks. Another reason to take the two is without them, you're left with only 6 attacks: 1 fast but weak, 2 AoEs (EC & BR), 2 high damage but also long-ish recharge + high end cost, and a PBAoE with a very long recharge (HoB). I foresee a bit of dead air in your attack chain. Also, those 6 attacks may do all right against mobs, but against a hardy boss, you're going to want single targeted attacks. However, bottom line is it all depends on your game play style. Even if you end up not using DW or SF in your attack chains, you can use them as mules for set rewards and global perks. Another thing I'd like to point out is that your build has quite a lot of expensive IOs. If you have inf to burn, then it shouldn't be a problem.
  24. Just tried the Ninja tool mastery. I think it's bugged. weapons (blades) don't show up. Action does, but no katana. And there's no option to pick a katana/sword in costumes after you get the power.
  25. My main is DP/Willpower primarily for the concept. He's a vigilante, no super powers, just guns and an attitude. I love the animation, although some of them are really over the top. I've glanced over some awesome pairings that still work well concept-wise DP/Nin seem to be a perfect fit. One big positive is that Ninja Run from P2W removes the "running with a stick up my butt" of DP when guns are out. Also, I think there's an Epic/Patron power pool that has a few Ninja attacks, although I think that's only for sentinels. WP, SR puts you in the highly skilled gunner like Grifter or even Black Widow. Again, the Ninja Run adds some nice jumping animations to the mix. DP + Elemental/Dark also works. Plus there are a bunch of elemental Ancillary pools that synergise well with it. Special Mention to DP/Time. I saw this post that his concept was a No-escape gunman. Once you're in his grasp, you're bound to get shot. Not sure how it works in actual game, though. I'm afraid I'm too much of a noob to have any authority to discuss stats and math stuff. 😃
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