Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Six-Six

Members
  • Posts

    1470
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by Six-Six

  1. I take it this was in reference to my post. Most of my toons are more than self sufficient inf-wise. So I suppose it's the other factor. However, I didn't say I had end issues. What I do have an issue with is picking powers that cost end but do not deliver the desired benefit or performance for such a cost in the context of my toon's concept. For example, I have a /WP toon that didn't take Leadership Maneuvres (2.5% to all def for 39end/sec) because he took Flight's Evasive Maneuvres that gave 12.17% to all def for 26/sec, even though the status protection was redundant. As for concept vs practicality, I have a Fire/Fire Sentinel, Flame Brain. He's not the brightest bulb in the tanning salon, so he has no business taking Leadership toggles. Could he have used them? surely. But his concept prevented me from taking them.
  2. Selfish: I almost always take Leadership's first 3 powers. I play a lot of ATs with no inherent defences, so having Manuevres is almost mandatory just to be able to slot a few "necessary" def IOs. The fact that it trickles to the team is secondary. I also almost always take Tactics where I can 6-slot Gaussian as I'm a sucker for the 6-piece bonus... again I have no inherent def/res... unless I have another power that takes Gaussian. If so, I weigh the end cost vs up time vs available slots I have for my build. On toons that have a lot of def/res (like my Sentinels and Melee), it's a matter of end consumption vs overall benefit vs power picks. I won't take it for the sake of the team if it means compromising my own performance or fun. Selfless: As someone who used to run with an all spider SG, I know how much value Leadership brings to the table... to the point that we would double dip when we could. Just showing up with a double-dipped spider on a team is enough of a contribution. Assault's +damage and Tactics +To Hit also add up. Most people may not notice it, or even falsely attribute the team's ease at steamrolling to how good the team is or how good they are on that run, but those two powers are unsung heroes. Of course I have toons that don't take them but have similar or better powers in their place (i.e. Linked Minds, Coordinated Targeting, Force Field Generator, etc.). Ultimately, it boils down to how tight the build is (sometimes I just can't fit in another tertiary pool and Leadership often falls low on the list--largely under the impression that everyone else takes them), and again I will still prioritise my own rear end before everyone else's. Sounds selfish, but I won't be much good to the team if I'm always dead.
  3. I'd like to add that Preventive's Absorb Proc works in sleeper powers as well. I usually put it in a clicky or Sorcery's Ward power--which I never use-- and I still enjoy its benefits without ever activating the power.
  4. While this bloke does sound like a posturing troll, and my better judgement is screaming at me to not respond, I'm irked enough at the absurdity of the thread. That and to see that Betty, Rudra, Grey, and TD have all had their precious time and opinion squandered. So, the OP wants the option to NOT have the option to go to the hospital or base for revival. For what? He/she says it's to provide more challenge. How? by: 1) "encouraging" the currently dead team mate to do better and not die next time 2) allowing a team mate to utilise their rez POWER (wakeys and temps are also supposedly not allowed) 3) coaxing the other team members to play better and avoid dying Will this work? who knows. But there exists a simpler way to attain this. and while the others have said it, I think it needs to be spelled out for the OP to understand: TALK TO YOUR TEAM MATES. Have a prior arrangement on what YOU want during a task force. Because apparently, what you want isn't what everyone wants. And we can all be happy if we go about our separate ways WITHOUT changing the game mechanics. As a bonus tip, why not follow the Permadeath rules. die and get deleted. that way, you don't have to worry about what happens AFTER you die.
  5. I'll maintain that a full team of decently- (not even well-) built double-dipped spiders can and will get through anything in their way.
  6. There, I gave you the "requested" thumbs down. Troo, is dat you? I otherwise have no comment since I haven't had the time to mess with PAPs yet. One of my toons did get one, don't know how, he's at level 7 and fresh off Mercy.
  7. What would be the point? If you die, you stay in the map without revival? what if you were solo or no one had a wakey/rez power? you'd need to quit the game and log back in. in any case, there's already a way to not get the hosp/base choice: don't die.
  8. Have you seen Rularuu the Ravager? He's not exactly small. So don't go dissin' his weapons. But srsly, most of the weapons do seem rather too large when positioned on the toon's back. I don't mind though. it's the start of something good that can only get better.
  9. Pistols is probably my favourite as well... on any AT... I also have a DP/SR and DP/Dark which are also fun. Short answer is: depends on your style of play. I like to get into the thick of things, so quite up close and personal type of play. With Willpower, you have to watch out for End consumption vs recovery. them toggles add up. That said, minimally slotting Sent's armours in general is more than adequate. I just have an end redux + a pair of def (res where applicable) in each of his toggles if I could afford the slots. I had to devote my slots to damage and chasing recovery set bonuses. Or course you can always opt to build up your defences, but at the cost of something. it's a give and take. I'm levelling a /WP scrapper now and I'm encountering the same recovery vs end consumption issues in his mid 30s. Here's a screenie of my WP build. I also have hover+evasive (he's not a hover-shoot-from-beyond-reach kinda toon, but his concept requires him to fly), Fighting Pool and Leadership pools which add on to the consumption. And I didn't have any purple IOs that had massive recovery set bonuses... just normie ones. As it stands, I'm at 3.86 consumption vs 1.74 recovery... which is cutting it quite close for me. You can probably guess that my defences aren't that high. They're at 29-39, which I can live with after playing blasters and doms. My resistances aren't that high either. But the threat of death is what makes things fun for me. You'll also notice I took Fast Healing and Up to the Challenge later than they were available. I didn't really need to heal all that often, and I need Quick Recovery and the def/res more. I have another Sent, an Archery/Ninja that was built like a tank... and played the role of the damage soaker in an all archer SG. While he was nigh unkillable, he didn't have much killing power himself. He sucks at solo play.
  10. Since my last post on this thread 26 months ago, I've pretty much tried every AT (except Tanks) with all assortments of power combinations. When Page 4 dropped with the free respecs across the board, I took that opportunity to revisit my Sentinels and apply my learnings on better builds. It was really great to be reminded how fun they are. My favourite from my 10 incarnate sentinels remains to be my Pistols/Willpower. My very first toon on HC and CoH. Still fun, surprisingly strong now that I've learned how to build him a little better. He can even give some of my blasters and scrappers a run for their money. It may also be due to his concept, (new) costume, and overall RP-side of things are more fleshed out than any other toon.
  11. Ah, the Wacky Races... the stuff of my childhood. Dick and Muttley were my favourite back then (I was like 5 or 7???), so I suppose I was predisposed to be a villain? I also remember mishearing the name Anthill Mob to Anvil Mob and for the life of me could not fathom what the pint-sized mafioso had to do with (acme) anvils. I only found out a few years ago haha.
  12. No matter how much I sell, I still end up with IOs. On Reunion which has a bulk of my "sharing" toons, I have several. Most are dedicated to a type, say Ranged Damage, Melee Damage, Ranged AoE, Melee AoE, Travel IOs, Health, End, Control (holds, slows, immobs, etc.), To Hit buffs and debuffs, special (PvP, Purples, ATOs), Def, and Res. Some I group together like Sniper IOs, Pet IOs and KB, as well as the violet background ones like Def debuff, fear, and taunt. On Torch, my toons are more stingy so I have less IO tables that share the above categories like Ranged and Ranged AoE, Melee and Melee AoE, HP + end, etc. A lot of them are leftovers from recent respecs, and I'll probably convert them to something that I need sooner or later. Most are also procs that are at the minimum level they are available, so not attunded. Some IOs that I frequently use like Thunderstrike and Posi's blast I never really stock up on since it's a lot cheaper to buy them fresh from AH than to waste converters on them.
  13. I've got a few myself: Ashkicker: fire/fire blaster Ivan the Cyberian: Ice/Ice blaster terminator style Jaques Hammer: DP/Martial blaster (the frenchified version so the S is silent... while I'm at it... Van Damn anyone?) Ire of Horus: PB (originally Eye of Horus, but the name was taken when I moved shards) Holly Smoaks: Fire/Fiery Dom Cryo Jenny: Ice/Storm Dom Flame Brain: Fire/Fire Sent (not the brightest torch in the tiki party) Maj. Bear Zerka: St.J/Ice Brute with anger issues Killwatt: Elec/Elec Brute. Play on existing names/characters: Rachel Ghul: the Ghul Ra's and Talia know nothing about, Dark/Nin Blaster Azza R'ath, Metrionne, and Zintos (demons with varying ATs and powers) Dwight Walker: Zombies/Cold MM Salem Moon: Anime School Girl witch... with the sailor scarf Mu'Zashi: Elec/Ninja Blaster... part Mu, part Japanese Sword Master Achilla Frost: Ice/Icy Dom of DC persuasion NIMH Rod: National Institute of Mental Health Rodent Specimen didn't fit... also a nod to Rats of NIMH, Dark/Sav dom... no intended reference to Nimrod, yeah right. Dread Baron: DP/Dark Sent. All red flying ace, DP/Dark Sent Young Drake: Arguably the Best Robin Ever. Staff/WP Scrapper Non-English terms that sound cool: Tetsu Kukaze: roughly means Freezing Wind... Ninja/Storm MM Ryoshi: means hunter in Japanese, my Naruto-inspired Ill/dark troller ninja Cinq: Psy/Temporal blaster... in retrospect I may re-roll her as a Sonic/Temporal... also means five in French since I'm into the numbers thing Operative Roku: Beam/Dev Blaster. Roku just means Six in japanese. and this blaster thinks he's an Arachnos Soldier Dank Farrik: Beam/FF Corr... Don't know what language this is, but the Mandalorian says this quite a bit Baruk Khazad: Dwarvish for Axe of the Dwarves Titan Weapons/Stone Scrapper I also renamed, respec-ed and recostumed all of my spiders and moved them to their own SG, The Silk Road Trading Company. Members include: Charmeuse, Georgette, (Huntsman) Habotai, Lt. DuPion, The Moroccan, Satin, (Sgt.) Tasar, Tussah, and Velvette A couple of L33T ones: No.15e 51363
  14. Given that even superheroes don't execute their superhero landings that often... only for dramatic entrances... you can jump (or fall with grace) and then hit Mighty Judgement. It should animate WHEN you land and not before or during your descent. Should allow you to make THAT entrance. 😃
  15. IIRC, that's how Silent Blade behaves for that particular mission. I rarely play blue side, but there's another mission (I forget which one, but it takes place in a cave) where you "meet up" with Silent Blade when she does help. For the OP and Ruben's arc, all the NPCs you'll encounter for that mission behave like that. I usually get Echidna, Martial Gloom, and the burning guy (blast furnace???) and they all behave like that. Just keep cutscene captions or npc chatter on in your chat box and you'll be able to pinpoint the exact moment they stop helping. Or you can keep healing them, and they'll help you until the end. Another tip for Ruben's mission is to save most of the enemies for later. When you meet up with the Longbow Lieutenant, don't talk to him/her right away. Instead, have the longbow team follow you to engage mobs and they will help. Of course, they go off on their own and there's no way to command them who or where to attack, but they can be healed and buffed.
  16. that's right. I forgot about that. Thanks to the free respecs across the board, I've been revisiting my old sentinels... the AT and toons I learned to play the game in. And I've forgot how fun they are. ...MY toons, at least, I dunno about YOUR sentinels... haha. 😃
  17. I suppose an argument can be made for certain powers such as Rise of the Phoenix, Resurgence, Soul Transfer, and the like as they conceptually keep within the context of the power. But for any other circumstance, dying should come with consequences. P2W bought ones should not, and maybe ally revive shouldn't as well, regardless if they were P2W bought or part of an ally's primary or secondary. Personally, I didn't mind getting de-toggled as it gave an extra layer of challenge to my game play (and I play mostly Blasters--aka mez magnets), although I do appreciate the no-detoggling on PB/WS form switches. However, the OP's request feels a tad too much to ask for. It would make the game too unchallenging. and when things are too easy, people lose interest.
  18. I tend to take Experimentation pool with my Poison toons. The Exp Injection, Dart and Vial fit perfectly with poison's own powers... even the orb/vial is the same. Some might find them redundant, but I think they're complementary or Supplementary to Poison. In other cases, I turn to experimentation if the AT and/or powers I chose didn't have any debuffs at all. Experimentation specifically if the toon has no supernatural powers... meaning he has to rely on objects (like the dart and the vial, and Adrenal Booster is due to stuff he injected/injested).
  19. Wouldn't it be cool if different organisations vie for your patronage? I'm thinking a whole list of groups who want you to be part of their organisation, and by doing a few missions for them, you can. We can have: Longbow Vanguard Midnighters Council (Sorry, I just want a war mech pet) 5th Column Wyvern Tsoo (btw, have you all seen a FEMALE Ancestor Spirit? I saw one once... just once) Family/Mooks Gold Brickers PPD CoT Banished Pantheon Even Ouro's menders Heck we can even include Hellions, Trolls, Skulls, Snakes/Arachnoids, and Rikti.
  20. It's the same with Infect Sick RIPs in Mercy.
  21. Lords of Mez Magnets (blasters) chiming in. With a toon that has no inherent mez protection clicky/toggle here's a few tips: 1) low levels, carry a bunch of blue skittles and don't be shy popping them like peanuts. You don't have to wait to get mezzed to chew on them, you can take one before a tangle as a preventive. 2) build for ranged defence. mez won't affect you if it doesn't connect. The best way to do that is to stack up your ranged def to a decent level. 20-30 should be good for most parts, no need to soft cap. 3) as you're chasing ranged def, it would be nice to get some set bonuses that lower the duration you're mezzed. I think the cap is 45% or 50%, I'm not sure. but if you do get stunned, put to sleep, held, confused, it won't last as long... even if you folks don't have Defiance. (still got them blue skittles???). 4) Acrobatics from Leaping will help you not get held. Tactics will prevent you from being confused and if you have a high enough perception, from Widow's and Mistresses' blinding (popping yellows also does the job). Flight's Evasive Maneuvres will help with immob, even when you're not flying. I haven't come across any that prevent Stun or Sleep. 5) Res IOs have some helpful globals: Aegis Psi+Status Res, Impervious Skin's Status+Regen, Impervium Armour's 6%Psi Res (not a unique, so you can slot up to 5 separate ones, if you've got the powers to slot them in) With these, I rarely have had to take Rune of Protection nor Clarion, even to the point that a handful of my Blasters have reached 50 without dying.
  22. Just you. Sentinels are selfish like that haha. The only thing you can share if you're a Sent is the Leadership Pool (which every one has) and the targeting thing from Epic pool (I forget what it's called). The only other useful one that I can think of is Linked Minds also from Psi Epic Pool. Also, the Sent's Ward ATO proc isn't that useful since you're already tanky as a sent. I suppose if you really get into the role of (medium-) ranged Tank... minus the taunt, then go for it. Most sents have really good heals... some even 2 or 3, so an absorb on top of that seems redundant or a waste. It does let you go Leroy Jenkins I guess.
  23. What if you could enhance both at your discretion, BUT you can only enhance 1 aspect of the power... either stronger effect or longer. Once the system senses that you've added +3 Mag Hold, then your power automatically reverts to base duration. Similarly, If you've got anything that extends the duration of your buffs/status effects, then you're stuck at base mag. I know that sounds complicated to implement (like how to treat global duration extensions), but it makes sense in my noodle. ... OR... 1) if it's from an object or a tool (i.e. Flash Arrow, Smoke Grenade, Seeker Drones, even Robot Henchmen's powers) then magnitude is set but the duration is enhanceable. I think of it as a standard object anybody can get and you can only tinker with it so much... like upgrading your phone's battery... a better (stronger) battery just means it lasts longer, not that it give more power. 2) if it's from an inherent power (i.e. Dark's -to hit range of powers, melee's Stun/hold Punches) then magnitude and duration not only increases a little bit as you level (with maybe a certain cap or ceiling???), but should also be both enhanceable. It's a skill you hone so it's only natural that you get better at it.
  24. If you're talking about Sentinel's Ward ATO, then you don't have to do anything--it's automatic. The proc in that set is +chance for absorb. When it does fire, you get the floating message SENTINEL'S WARD in orange as well as a bit of absorb. This is the white line in your Green HP bar, which effectively raises your max HP for some time. I don't remember if it works best when you're lower in health like some of the max hp + absorb click powers. The proc works better if you place in in an AoE/PBAoE so that it has more chances to fire -- incidentally, some of the Sentinel Epics take ATOs like Ninja Mastery (I have mine in Caltrops). The flip side is, while it has more chances to fire, you only get the benefit once each time you use the power it's slotted in. For example, if I slot it in Bullet Rain, which has 10 targets max, I get 10 chances for it to fire. if and when it does, I get 10 SW orange floaters... But I only get the absorb for one of them, so it does not stack. I can get the absorb again the next time I fire Bullet Rain. Edit: based on the new mechanic of Vulnerability, you have to click the Vulnerability power button much like Doms do. I'm not entirely sure how the +Chance for Opportunity contributes to Vulnerability now--does it help fill up the bar? does it even do anything. I've been too preoccupied with the other Sentinel changes + new stuff that I keep forgetting to click Vulnerability so no bright yellow crosshairs. haha.
  25. This guy/god inspired a costume change to my Ice/Icy Dom. Your faithful devotee, Achilla Frost, warrior of Kislev also respec-ed her to take the 3 ice sword powers from her secondary. 😃
×
×
  • Create New...