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Ankhammon

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  1. For Sentinels that's only partially correct. They do get Bio as a secondary that can offer some added damage and even range which is great for cones.
  2. It's so much better now. You are gonna have a lot of fun with the set as long as you don't wanna be some aoe damage king of the world. With dark/dark you could perma lockdown multiple groups of mobs if you want. Dark Pit/Howling Twilight/immob power for level 5 stuns for starters. Fluffy can lock down a group with his debuffs for a second. Fearsome stare plus DN for a third. Blackstar for a 4th. the phase power for a 5th. (forgot a couple names cuz i'm at work) Now get some tank to start leading things to your location, deal with their
  3. Don't do it. The heal on Dark takes 3.5 seconds to animate. Fluffy doesn't move. No one has ever found a use for the intangible power... Oh wait, that was when I started playing Dark/Dark. 🙂 Go Doc, go!
  4. I'm hoping to delay the return fire due to two of the cones having kdown and one with immob. The thought is to delay them closing the distance long enough to take out the minions and damage the lt's and bosses enough to make it a comfortable ride. Sharks for the win. That said, the ragnarok in howl would give me a third kdown option. good thought. and the immob might just work on that AV in two hits. and Oldskool, I figured it might be something to be "looked at" but for now it's certainly enjoyable.
  5. I'll try to keep y'all updated. Early results are promising at level 39. The advantage of using Bio is pretty good as it gives a bonus to range in offensive mode in addition to the damage (and acc boost?). Sonic Howl will bring up your inherent bar in one shot against a full group, so right now i'm using with Scream it to start the Defensive opportunity and with the cones i'm getting a huge amount of healing once it's in place. I get back to full health very fast. Starting fights with Ablative, then howl, scream, aoe madness and maybe throw in a rebuild dna if i get in trouble
  6. I can definitely see where cones can be a pain in a lot of indoor missions. One of the ideas of this would be to basically ruin most minions chances of doing any real damage to ya. That's why there is a few strategic procs placed in like school of sharks (hold proc) to help out the kback/down and sleep. Should be able to delay considerably up to lt level and by the time they get into range of me (assuming indoor mish) then I hit em with stun bomb and then stun single target to knock off at least one boss. and all that plays into the range bit. more area of coverage.
  7. While this might be overkill (won't know till i try it), I do disagree with your assessment on range. The advantage being the end radius of the cone itself. and at something close to 140 yds it should be quite large. The other thought on this char is that I should be able to ignore most damage assuming I can get high enough to be out of standard ranged attacks. This would be why I thought regen would be the superior focus on defense. that and the fact that the cones themselves have a pretty decent amount of mitigation in them.
  8. Was working on a new Sonic/Bio and came up with a crazy idea. What if I go for range and cones? So Here's what I came up with for an unusual build working cones/range/regen. If they never get into range, they can't really hurt you. What do you guys think? Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! An unusual thought: Level 50 Magic Sentinel Primary Power Set: Sonic Attack Secondary Power Set: Bio Armor Power Pool: Flight Power Pool: Speed Power Pool: Leaping Po
  9. So just give me my new AT with Defender primary and melee secondary and make the inherent a mag 3 mez prot and I'll go about my merry way making dozens of new chars and you will never hear me complain. 😄
  10. A thought occurs to me that i'm sure many will not like, but what if there were mez resistance thresholds that provided some mez protection? For instance, what if you got to maybe 50% mez resistance and it provided a mez 1 protection? At 100% it provided another and so on. It would provide a modest amount of mez protection for the support class without being annoyingly large or tied to any particular pool powers. It would allow for more diversity of characters and power choices and even provide a real reason not to immediately go down the I gotta have more Defense and rec
  11. Although I've never built to test this, the devs put in a small mez resistance component per IO set resistance bonus. For example, if you take 2 impeded swiftness, you get 1.5% S/L resist but also a 2.5% mez resistance. Not much but if you build for it, it can add up to ok numbers and maybe even half mez times (or for you rad people it's way higher).
  12. I think for the game, as it stands today, the issue could be largely made better by just not dropping toggles when mezzed. The suppression of them should be enough. Particularly when you think that this only affect a subsection of the "squishy" community and something like dozen or more powers. I think the devs were worried about this allowing this to make things too easy on teams but with the way things are in teaming nowadays anyway I don't see that as nearly as valid as I would have in previous years of the game. It would also give a real reason to stack up the mez resista
  13. So you get hit with a 3 second sleep. Guess what happens. You are slept for 1 second, Rad Infection, Enervating Field and Choking Cloud all go down. Now you have recharges of 8 seconds on RI and EF, and a whopping 20 seconds on CC. Oh yeah, cast time on RI is currently 3.1 seconds, on EF it's 1.5 seconds and on CC it's 3.47 seconds which means... Theory: It will take you approximately 10+ seconds to get back to the place you were in before you were mezzed... oh yeah, all the while everything you had under control is beating the ever lovin blue eyed thing outta you. Expect
  14. TY Luminara for once again posting my thoughts in a better way than I can. The only thing I can add is think of a Natural Affinity Defender, who can do wonders to de-buff/survive a large group of baddies while they take a minute or more to "arrest" them. Then add in one little sleep that only lasts for 1 second and what do you get? 3 toggles drop instantly and take seconds to recharge while that Defender scrambles to chomp any vitamins they have and hit their heals while they turn their heals and run. This is the life of a non IO'd to the gills Naff Defender. I'
  15. I personally feel it's a quality of life for the char. Having spend many hours playing Defenders I can tell you having to spend all your time making BF's is not the best thing in the world. ...Hmmm, I could use these yellows to improve my acc or purples for Defense, but I really need to convert them to BF's so I'm not mezzed this fight. Yes, you can spend all your IO's making better Defense for your char but it's kind of frustrating when I have to do this on a toggle based char who only needs to be hit by a 1 quarter second sleep (and everything has that at high levels) to
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