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Ankhammon

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Posts posted by Ankhammon

  1. 2 minutes ago, KaizenSoze said:

     

      Your status does not drop if you get slept. Status defense toggles to do not drop unless you run out of endurance. I am sure there is an exception somewhere, but not in Sonic Resonance.

     

      Now, disruption field, enflame, and spirit ward will drop if you are slept.

    Right, the Dispersion field is suppressed if you get slept.

     

    What I'm wondering is if you get hit with a sleep and then get a follow-up hold or stun, are you boned?

     

    The other question is if you get slept and you get 6 minions hitting you within a quarter to a half second, will you get resistance for all but the first hit or does it take time to "come online" and you get hit with lots more damage while the field ramps up. 

  2. 6 hours ago, KaizenSoze said:

    One psychological benefit of Enflame is seeing a direct benefit to my debuffs.

     

    Flame ticking along at 8 points. Howl, now they are ticking at 10 points.

     

    Resist debuff is really helpful, but hard to see the result directly.

    Just curious, what does sonic siphon do to the Enflame? Just incr damage on the one it's on or does the spread get stronger too?

     

    Also, what's the best way to slot Liquefy? It bugs me with all the potential in it and the recharge

  3. 13 hours ago, MTeague said:

    Still trying to figure out how I'm going to get a Sonic/Sonic through Praetoria 1-20.  So far it's looking like "Team" or "Nope".

    I'll being seeing what can be seen with Sonic Cage to do some splitting but... I know it won't be enough to actually solo with. Not in the land of timed laser guided ambushes.

    Won't be speediest as you are best one v. one but status prot by level 12 (throw in tough) and take your kback power (can respec out of it later if you want) and you will be fine. Just look out for the psi damage throwers.

     

    Just remember to slot only for acc and take out larger single targets. If you get into trouble, the Cage will take out someone fast. Having your enemy at -90% res will go a long way toward "arresting" him fast.

    • Like 1
  4. I played a Sonic/Sonic for quite a while back in the day but never described him as lazy. Teams will throw that kinda hate at  you enough already.

     

    I always said I create tank mages when inevitably asked what I was bringing to the team. And once you are up and running most any team turns into a group of tank mages (io'd out or not). You never see the glory for this though as everyone just ignores the buffs and debuffs on defenders.

     

    One of the great things about the setup is that it's the defender inherent. You only provide lots of resistance so everyone on your team is still taking like 5-10% of their health gone at any one time. This allows you to blast away as fast as you can with no endurance issues at all. 🙂

     

    It's a really fun ride as long as you don't have to be directly causing all the damage (you still provide huge -res so damage should rightly go to you ).

  5. 1 hour ago, RobotLove said:

     

    Sentinel inherent provides and additional -5% res (and def) to every attack. They sit just below Corruptor at -14.6% when all is said and done. With opportunity's occasional -20%, it's fairly potent as far as Sent primaries go.

     

    The main thing holding them back is they don't have anything in their secondaries to capitalize on the debuffs. It's all defensive clickies and toggles.

     

    Def/Corr support sets can stack up debuffs to absurd degrees.

    Blasters can make those already high damage melee attacks do obscene things.

     

    Sent's just follow up with more of the same under-budgeted blasts.

    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. 

  6. 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 damage and have your team wreak havok. 

     

     

    For good measure, take the dark epic to give yourself the self rez (mag 30) for that rare occasion you get ambushed. 

     

     

    Oh, here's a good tip for you when soloing. SS and your aura = invis. so jump over target with fluffy out and he will always tank for you. 

  7. 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.

  8. 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. Plays very smooth so far.

     

    Just added School of Sharks (went early on that) and it's already adding a lot to my survivability. Plus the sharks are just fun 🙂

     

    I'm still on SOs but don't feel uncomfortable in a team going against +3/+8 and can survive with vitamins at +4/+8.

    Solo I'm probably still on +1/+8 or maybe +2/+6 if i'm feeling up to it.

  9. 36 minutes ago, Hjarki said:

    Ranged cones are hit-or-miss.

     

    If you slot them well, you can cover certain spawns that no conventional AE could cover. You can nuke entire trains following you.

     

    Unfortunately, there are plenty of places where this just doesn't work. The ceilings are too low, the corners too tight. You end up trying to use your Cone as a PBAoE that covers 1/12th the area of a normal PBAoE.

     

    As a result, I think Cones only work well when they function in non-optimal circumstances. This is more common with melee sets, where certain sets have Cones that do enough damage to justify using them as part of a single target rotation.

     

     

    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. 

     

    I'm only level 39 with this guy but it's close enough to start planning anyway. 

  10. 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.

  11. 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
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Hero Profile:
    Level 1: Scream -- SprSntWar-Acc/Dmg/Rchg(A), SprSntWar-Acc/Dmg/EndRdx/Rchg(3), SprSntWar-Dmg/Rchg(5)
    Level 1: Hardened Carapace -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(9), RctArm-ResDam(27), RctArm-ResDam/EndRdx(27), RctArm-ResDam/Rchg(29)
    Level 2: Howl -- SprOppStr-Acc/Dmg(A), SprOppStr-Acc/Dmg/Rchg(3), PstBls-Acc/Dmg(37), PstBls-Dmg/Rng(40), PstBls-Dam%(40), JvlVll-Dam%(43)
    Level 4: Environmental Adaptation -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(9), LucoftheG-Def/EndRdx(11), ShlWal-ResDam/Re TP(11), Rct-ResDam%(13)
    Level 6: Shout -- SprSntWar-Acc/Dmg(A), SprSntWar-Acc/Dmg/EndRdx(7), SprSntWar-Rchg/+Absorb(7)
    Level 8: Amplify -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(33)
    Level 10: Adaptation
    Level 12: Shockwave -- SprOppStr-Dmg/Rchg(A), SprOppStr-Acc/Dmg/EndRdx/Rchg(13), SuddAcc--KB/+KD(36), FrcFdb-Rechg%(36), PstBls-Acc/Dmg(46), PstBls-Dmg/Rng(50)
    Level 14: Inexhaustible -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(15), NmnCnv-Heal/Rchg(15), NmnCnv-Heal/EndRdx/Rchg(25)
    Level 16: Ablative Carapace -- Prv-Heal/Rchg(A), Prv-Heal(17), Prv-Heal/Rchg/EndRdx(17), Prv-EndRdx/Rchg(21), Prv-Heal/EndRdx(21), Prv-Absorb%(23)
    Level 18: Sirens Song -- SprOppStr-Acc/Dmg/EndRdx(A), SprOppStr-Rchg/+Opportunity(19), PstBls-Dmg/Rng(19), PstBls-Acc/Dmg(34), PstBls-Dam%(34), Range-I(36)
    Level 20: Rebuild DNA -- DctWnd-Rchg(A), DctWnd-Heal(29), DctWnd-EndRdx/Rchg(31), DctWnd-Heal/Rchg(31), DctWnd-Heal/EndRdx/Rchg(31)
    Level 22: Hover -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(23)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 26: Screech -- Apc-Acc/Dmg/Rchg(A), Apc-Dmg/EndRdx(33), Apc-Dmg(33), Apc-Dam%(34)
    Level 28: Athletic Regulation -- Frb-Fly(A)
    Level 30: Fly -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(48)
    Level 32: Dreadful Wail -- Arm-Dam%(A), Arm-Dmg(48), Arm-Dmg/EndRdx(48)
    Level 35: Genomic Evolution -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(37), RctArm-ResDam/Rchg(37)
    Level 38: Parasitic Leech -- TchoftheN-%Dam(A), TchoftheN-Heal/HP/Regen/Rchg(39), ThfofEss-Heal/Rchg(39), ThfofEss-Acc/EndRdx/Rchg(39), RechRdx-I(40)
    Level 41: School of Sharks -- GrvAnc-Hold%(A), PstBls-Dmg/Rng(42), PstBls-Acc/Dmg(42), PstBls-Dmg/EndRdx(42), PstBls-Dam%(43), Ann-ResDeb%(43)
    Level 44: Arctic Breath -- FrcFdb-Rechg%(A), AchHee-ResDeb%(45), TchofLadG-%Dam(45), ImpSwf-Dam%(45), PstBls-Acc/Dmg(46), PstBls-Dam%(46)
    Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50)
    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), Pnc-Heal/+End(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(50)
    Level 10: Defensive Adaptation
    Level 10: Efficient Adaptation
    Level 10: Offensive Adaptation
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    Level 50: Clarion Radial Epiphany
    Level 50: Support Radial Embodiment
    ------------

     

     

  12. 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 recharge route in IO'ing.

    It's not a get out of mez free card because it would have to be built up by powers or IO sets.

     

    Tanks and melee types  wouldn't think that they were being stepped on since it's a small amount an almost no char would be able to get to their standards (Rad/ being the potential outlier in this as it is in many things).

     

    Note: The numbers are a generic amount. I did no math to suggest what percentages would work.

  13. 5 minutes ago, arthurh35353 said:

    Isn't the problem that you can't slot to resist mezzing? While their are powers that give mez resistance, you can't actually aim to improve that generally beyond primary power choices. 😞

    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).

  14. 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 resistance on these characters as you could potentially wait out that short mez if your main source of mitigation came back on when the mez stopped.

    It would also give just a tiny more reason to maybe make that resistance char instead of just another that focuses first and always on Defense.

    • Like 3
  15. 2 hours ago, Apparition said:

     

    And then Radiation Emission, while not giving you protection, gives you a decent amount of mez resistance which you can use IO enhancements to push up if you so desire.

    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.

    Expected Result: faceplant in under 5 seconds.

     

    Reality: You are praying you haven't fired off your EM Pulse cuz it's gonna be your best chance to survive (300 second recharge)

    Expected Result: You can still pull this out if you play your cards right and don't fumble on who you need to target in that sea of enemies... but only when that's available.

     

    I know there is some talk about lowering the cast times on the toggle de-buffs but it's not in game yet.

    • Like 1
  16. 28 minutes ago, Luminara said:

     

    Using controls takes time.  If you're facing three Tsoo Yellow Ink Men, that's time you have to spend mezzing each one.  Does Unyielding work in a similar manner, forcing you to perform an animation for every mez you encounter?  No, you're not rooted in place and locked out of your other powers while the toggle is dealing with the mez for you.  This allows the toggle/click status protection user to progress more rapidly and respond instantly to other threats, while the squishie is forced to pay an animation tax just to proceed.

     

    Using controls can fail.  There's always a 5% chance for a control to miss.  Does Active Defense miss?  No, of course not.  Active Defense ensures that those three Tsoo Yellow Ink Men won't put your character to Sleep.  But controls, due to the hit check mechanic, offer no similar guarantee.

     

    Controls don't deal much damage.  Squishies already have low damage scalars, and they're required to use their least damaging powers to lead fights so they can prevent themselves from being mezzed.  Meanwhile, other archetypes are leading with their strongest attacks, because they can ignore mez.  They mop up all three of those Ink Men in seconds, while the squishies are still trying to prevent themselves from being mezzed.

     

    Break Frees aren't Rages, or Insights, or Lucks.  Archetypes with toggle/click status protection can afford to bring some variety to their inspiration tray.  Not only are they exempt from the status protection animation tax, and the potential for missing with their status protection, and dealing more damage by using their more powerful attacks to start fights, but they can also carry more combat inspirations to improve their efficiency and speed.

     

    Range is poor at providing defensive benefits in Co*.  It doesn't offer increased Defense.  There's no +Res_For_Being_At_Range modifier.  Enemies can move into melee range.  If the squishie's controls, the controls he/she was forced to use to make up for not having status protection, actually did the job, then range becomes a penalty, not a bonus.  Those enemies are, presumably, mezzed, but the squishie is paying yet another tax, that of ranged damage being lower than melee damage.

     

    Don't say "teams".  Cryptic started moving us away from that solution a long, long time ago.  Paragon did nothing to steer us back toward it.  The HC team opened up multiple "team only" avenues to solo players, so clearly, they're no more intent on forcing players to team for basic things than the previous developers were.  The "team if you want status protection" horse died so long ago that it's not even a decomposing pile of bones at this point, it's dust.

     

    Squishies have to pay animation taxes, damage taxes and HP taxes "for having debuffs and controls" (everyone has some controls, and some debuffs, but everyone doesn't pay the same taxes, oddly).  Any one of those three would be a sufficient limitation.  All three together is... well, it leads to threads like this.

     

    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'm not saying that RoP isn't overpowered for many a player, but I do argue that in a game where well over half the population would never see this situation that balance is not really maintained. 

    Particularly if you solo. 

    • Like 3
  17. 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 make your toggles and you go bye bye.  A good example for me is my Naff/DP defender. He has 

    3 detoggle-able abilities and as such can get into real trouble if he's hit at high levels without mez protection. 

    Even with high defense every shot on you has a 5% chance of causing severe trouble for the support character. 

     

    Back on live, the devs eventually came to notice that a mez in every pot hurt the individual gameplay of toggle users and they did take some steps to solve it for some toggles, but not for everyone. 

    This same type of mezzing power has no effect at all on tanks, brutes, scrappers nor assassins. It is very coverable on dominators and controllers (they even get help in their epics). Even blasters get the ability to keep blasting with their tier 1 and 2 powers. 

     

    I like my characters aggressive and anything that lessens the options for me getting there is not a good change in my book. 

     

     

     

    In case you can't tell the resist values in that power are not really the main concern from my point of view. 

    • Like 1
  18. 16 hours ago, Psylenz0511 said:

    I have a NA/Fire defender, I max out my aoe dmg as best I can.

    /Fire is immoral and a crime against nature.  Now guns are as natural as sunshine.  🙂

    • Haha 1
  19. Honestly depends on if you like to play aggressive or not. 

     

    I had a build for a NA/DP that was pretty good and very aggressive. As long as you are not mezzed survival is never an issue. using chem rounds along with your resist numbers and your holds and heals and mushrooms... very strong. 

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