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Sovera

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Posts posted by Sovera

  1. 3 hours ago, Underfyre said:

    Thankfully the mods removed the pin on collab post where I did a write-up on Water Blast explaining these mechanics. Then we wouldn't have the chance to explain things a second time.

     

    To be fair it was widely out of date. Collating your posts into their own thread and asking that one to be pinned might work out better.

  2. Just now, Underfyre said:

    Essentially that means your best use for Tidal Power is either going to be Water Jet or Geyser, depending on circumstances.

     

    Yeah, and as I play I find the rotation rights itself even when the 5% miss happens leading to Dehydrate eating the combo points. I'll edit that out as well.

  3. 1 minute ago, Underfyre said:

     

    Dehydrates damage doesn't increase at 3 TP, its healing does. Its damage does increase when a target is "wet," which happens when you use any other ability in the set.

     

    That must be the boost thing I'm seeing on Mids. Thanks for the tip o/

  4. Since Water had some small ST buffs I decided to level one up. No reason to play anything other than Bio for Sentinels since the armor being a bit squishy doesn't matter as much on an AT that starts every fight with a nuke.

     

    After looking at the recharge times I saw no reason not to lean hard on procs. Not as hard as some, but much more than I usually build. As such every ST attack has three procs, even though I replaced a damage proc in some for utility such a FF proc or a -res proc. If wishing for more tooltip damage replace them for damage procs instead.

     

    I still worked on endurance which is another thing that can be tweaked and try to add another damage proc but I preferred it this way. If we can trust Mids (which we can't always) it ended with:

     

    - Hydro Blast = 329 damage. I initially took Aqua Bolt but Aqua Bolt does nothing other than -def (which isn't particularly useful) and Hydro Blast does KD which is both soft CC and a FF proc. Aqua Bolt also recharges and animates too fast to warrant heavy proc usage though this makes it a good candidate to place the second ATO. Doing this makes Aqua Bolt do half the damage of Hydro Blast at 151 though the end damage is roughly the same since to fill up the gap Hydro Blast covers neatly then Aqua Bolt needs to be used twice which makes the damage from using it twice 302, so pretty close to the single use of Hydro Blast. Replacing the second ATO for five Apocalypse + a second damage proc can up this to 180, but even the purple damage proc that has a much higher chance to go off will be at a miserable 18% (and it will have to be removed from Water Jet which lowers its damage even more when replaced with a regular damage proc). So, I preferred the FF proc to the second ATO though since the second ATO has no bonuses that I found interesting other than the 10% recharge.

    - Dehydrate = Low key the heavy hitter if used with three combos at 480 damage once we hit the target with other powers first so they become 'Wet' but Water Jet still hits a bit harder with three combos. Also, the extra damage comes from a slow DoT so that extra damage needs a target that lasts at least 5 seconds for it to finish ticking.

    - Water Jet = A bit miserable at 268 and only recovering if used with three combos to be re-used right away which boosts it to 566 with some caveats. Namely the 5% miss chance cuts half of that number when it happens for the second use, and if the miss chance happens on the first use then there is no second use.

     

     

    In terms of AoE Water has always been good and indeed it is not uncommon to wipe a spawn within Aim's duration, except bosses. Not *too* unlike a regular Sentinel here but the extra AoE is still felt. My usual opener is picking a boss, using Opportunity on it, Aim, Geyser (soft CC with KU), Whirlpool (mobs get up from Geyser but start running away instead of fighting due to the fear effect), Water Burst (more soft CC with KU) and rinse with Steam Spray. After that there's enough time for two hits so I usually go for Hydro Blast (fishing for the FF proc) and Dehydrate (heal a bit, and it's the heavy hitter of the set anyway) which gives me three combos in time for Water Burst to be recharge which is where the three combos are used. By then it's just rinsing the rest.

     

    Even while leveling and in a duo this usually clears everything so fast that the nuke is not ready for the second group so I just use the regular AoEs and don't use my nuke on an half dead group. When soloing this isn't much of a consideration since between mobs running and scattering the nuke has recharge by the time the spawn is cleared.

     

     

    The ST rotation is Water Jet, Hydro Blast, Dehydrate then Water jet twice and continue. At some point the dinossauric 5% will mess the rotation when Water Jet misses which then has Dehydrate using it but the rotation will fix itself on its own and doesn't warrant, in my opinion, waiting to correct it manually since it'll just happen again in the future. Regardless the rotation is gapless either way though when Hasten is not up there is some worth in trying harder for the Water Jet rotation since the gap can be filled with the second use. Water Jet is pretty much the redheaded stepchild though outside of the 3-combo-use-a-second-time.

     

     

    Regarding defenses I didn't chase them very hard. I find Bio can handle most things even with just 33% defense since we open with a nuke and clear most of a group before they can retaliate much. This has been my experience even soloing against true +4. At worst gobbling a small luck will soft cap elemental defenses before level 50 and at 50 Barrier replaces that.

     

    Resistances I did push for since it's the only thing the build has against S/L and it's one barrier away from capping S/L.

     

    Lets not sugarcoat it that the build will be squishy while leveling if not either focusing on defenses or playing in teams.

     

     

    I'm currently level 37 and feeling like I should try a bastardized version of the build to get a better feel if the procs feel significantly different. Right now I'm leveling without procs and Decimations in the ST attacks which feels a bit mushy. But a few LotGs and finishing to slot Rebuild DNA and Ablative will replace that lost global recharge which should allow to go proc heavy with some acc/dmg attuned IOs pretending that they are Hamis.

     

    The build feels good as it is right now even solo despite my many deaths by dint of not slotting defenses. Dying from a volley of werewolves alpha rock throwing happened more than once thanks to going in with an unslotted Hardened Carapace toggle. But I am aware it is neither the build nor the AT's fault if I'm playing pretty much naked.

     

     

    Note, don't try to level with this build the way it is or it will be a lil nightmare. It needs a fair bit of global recharge to feel good. This incidentally might mean it doesn't feel very good to exemplar too far down (Synapse and under).

     

    Sentinel (Water Blast - Bio Armor).mbd

  5. 1 hour ago, Sigma7 said:

    Sovera put 3 hamios into AOI but I wonder if thats overdoing it?

    I may be misunderstanding something but the mez magnitude increase that comes from slotting Aura of Insanity uses some kind of strange mechanic and is not a linear increase as far as I can tell.

     

    From my admittedly very simplistic testing, using Aura of Insanity without any mez slots will not mez a boss but putting even one mez SO into the power will allow it to mez bosses.  Trying to slot for a maximum mess at the ED cap did not seemingly allow me to push the magnitude any higher. My understanding is that it takes a mag 4 mez to control an elite boss and I was unable to control a elite boss with aura of insanity with high mez slotting.

     

    I presume that means that mez enhancement takes the power from mag two to mag three and it seems to be a binary change. If I'm correct then it seems that the most efficient path would be to slot the minimum enhancement necessary to get to mag 3 and then focus on something like accuracy.

    Am I missing something here? 

     

    I didn't test in game to be able to answer this. Three Hamis was just efficient to get accuracy and CC but it's possible that just two are enough too to supply both.

  6. 4 hours ago, Socks10 said:

    Do you happen to have a leveling build for Psi/Ice? If not, that's okay. I'm just getting back into the game and struggling with builds again. Is there a reason why you skip Taunt? 

     

    Personal preference. I don't find it useful since my auras will agro enemies. If someone is in trouble and I notice their HP dipping I jump to them and hit the offender on the head. Since Memento Mori is back to 'just' being either a ressurect or a panic button you can take Taunt instead. Or if not a Flier and aiming for Hasten+Superspeed or Combat Jumping+Super Jump then Taunt can replace Evasive Maneuvers.

     

    As for leveling the Psi/Ice just replace all the superior versions for their normal counterparts. If it's too expensive then use SOs until level 22 and then switch to level 25 generic IOs. Use five Touch of Death (take the damage proc instead of the acc/dmg) + a random damage proc of your choosing for Freezing Touch, a quadrupled stat + damage proc from Obliteration for Freezing Aura, and up to level 22 use three prestige enhancements of your choosing from the START vendor. Bombardment can be used at 27 so just for 5 levels you might as well continue using the prestige enhancements until then.

     

    Don't bother with any of the regen or status IOs like Impregnable Skin until not slot starved. Instead have three recharge in Build-up and Hasten (use SOs until 22). In Aura of Insanity just slot three confuse IOs and that's it.

     

    Consume Psyche has a bit of precedence while slotting but it depends if you're solo or in team, but two heal, two end mod, and two recharge SOs as soon as you can. Don't change to IOs until at least 22. 

     

     

    If you need something a bit more in-depth let me know.

  7. The stacks are only needed if you're fighting something that debuffs endurance/recovery/regen. Recharge is already taken care of.  Easiest way would be to track those three and if you see them going to the red then spam Psycho Barrier.

     

    But if your health is not low then there's no need to fuss about it since the regen of Psycho Barrier doesn't stack with itself. And yeah, EM has weak clear. It's why my favorite character was an EM/Fire since Fire Armor helped with the AoE.

  8. With the discovery Memento Mori is 'only' the typical T9 used either to survive tight spots (but I have insps/Barrier, so...) or ressurect (but I don't play planning on dying, so...) I've decided to shuffle the slots and take Shockwave instead, Regen took *another* hit in the process and is further down to 115 now and E/N went down a bit to nearly 60% even though S/L went up a bit to 73%.

     

    The (slight) losses to resistances and regen should be recouped by the added survival Shockwave brings by itself plus the boatload of recharge an FF proc in an AoE has.

     

    Brute (Claws - Psionic Armor).mbd

  9. 5 hours ago, JayboH said:

    Yeah, you can see this is kind of odd (no winter IOs, only tier 2 alpha)

     

     

    This is just a +1x8 for testing

     

    Seemed okay tbh. What was odd?

  10. Seems pretty strong to my limited testing. Tossed a build to a friend who was testing stuff against true +4 (no level shift) and it survived fine against Knives of Artemis which was something his other builds were crumbling under.

     

    Seems to be hard carried by Aura of Insanity and then capped resistances with some dummy thick regen on top of a 60% shield every 20 seconds. Just the regen or just the shield would already be thicc, but Aura of Insanity CCing up to bosses while the regen is ticking finishes making it meaty.

    • Thumbs Up 2
  11. 29 minutes ago, PyroBeetle said:

    I dont think it does anything with no enemies in range. It is an emergency power to my eyes. I have it, I use it if my HP get low, normally only if I agro too many ranged enemies without clumping. I did manage to go from 1 to 50 Ironman style except for a single death for an important phone call on my Stone/Psi/Psi.

     

    Yes, a dev answered on discord. If there are no enemies in range it does nothing. The ten second thing is just to avoid wasting the CD.

  12. 1 hour ago, Camel said:

    I've been enjoying the set so far as well but have only tested it on a fully built Psionic Armor/Martial Arts Tank. It's absolutely one of my safer Tanks. It feels similar to Bio to me but less punchy and consistently more sturdy. What I like about the set is that it sort of feels like a middle ground between (in my opinion) very boring sets like Invuln/ or Willpower/ and something like Bio/ or Fire/. It has some really fun tools in frankenslotted AoI and has a deceptive amount of debuff you can throw out at enemies between AoI and Consume Psyche. Pairing it with any FoTM melee set would be good, but the lack of that pure offense you mentioned is easy to feel. It definitely gets a thumbs up from me!   

     

    That's my impression as well. Fire Armor was constantly teetering on the brink of disaster while leveling and having to quaff inspirations to survive until mid thirties or early 40s when more slots were allocated. In the meanwhile Psi Armor is cruising. But, yes, it lacks oomph to push things.

  13. 1 minute ago, DarknessEternal said:

    Now that S/L Defense is so much less useful, would you still dedicate so many slots to it?

     

    Probably not, but most attacks have a couple damage procs and recharge is okay, resists are capped, so I might still aim for around 33% in order that a small purple can still put S/L/Melee at 45% as an extra layer. It'll get debuffed by defense debuffing enemies, but not all factions debuff defense.

  14. I was monitoring my HP and finding it odd to not see changed when using Memento Mori so stopped and tested for a bit.

     

    - It does not give +HP with no enemies in range.

    - It does not protect from death if used with no enemies in range and then plunging in and dying.

    - If dead and no enemies in range it still has the 10 second CD, but will not ressurect without enemies to trigger it.

     

     

    I could not find what it does when used without enemies in range so I am perplexed. Perhaps someone could chime in?

  15. Some further testing in game showed that Memento Mori does not give HP buffs without enemies in range. So removed those as well.

     

    In fact, not quite sure *what* Memento Mori does without enemies in range. I saw no difference in HP, and got no heal. I think it's just a death prevention tool if we die during the duration-without-enemies-in-range No, I went and tested and using Memento Mori without enemies in range and then dying straight away also didn't ressurect me. I'm kinda puzzled tbh.

     

    Maybe it's a ressurect power with no enemies in range? Edit: went and tested and though it has a 10 second CD if used with no enemies in range it also doesn't ressurect if it doesn't hit something.

     

     What *does* it do when used with no enemies in range? I'm a bit perplexed.

  16. Some minor tweaks. Noticed I had no 5th LotG, noticed I had a 6th 1.5% E/N and HP. In the process noticed the HPS shrunk. No idea what happened there. At least the resistances didn't budge and Hasten is a bit better at 139.

  17. 15 hours ago, Hopestar said:

    This is one funny thread😆. "I left brutes years ago, but now I'm making a thread again", I lol. Confusing a -15% total damage and no more +50% arc radius and instead your 8" range 40° cone is a 12" skinny as hell cone as buffs, so hilarious. Thinking absolute proc destruction doesn't make it more like -35% total damage, I wheeze. Thinking nerfing tanker instead of buffing brute was the right choice, absolute comedy. Now I feel bad for beating up Carnies.
    image.gif.cad8f21aa9589e077f44caecc91573ce.gif

     

    Chill with the forum PvP bullshit. This isn't Twitter.

    • Haha 1
  18. Been leveling this and it was rather nice. Started from scratch, did Matthew's arcs, once I got Spin I cranked the difficulty to 0x6, ended at level 10. Started Posi. Couple dumb deaths from trying to save 50 inf insps. Finished it at 0x6 in 55 minutes which was my usual with Tankers (had an horrendous time doing it at x6 with the Tanker as Psi/Fire Melee and it took me a number of deaths to finish in 1h20m).

     

    Went for Posi 2 still at 0x6 and finished in 53 minutes with but one death from a Luminous debuffing me to death. The Psi/Fire Melee Tanker took 1h21m with plenty of deaths.

     

     

     

    But it's the honeymoon under level 20 when Brutes are demigods. Still, surprised me how sturdy it turned out to be again factions it has near no protection against.

     

     

  19. 1 hour ago, JayboH said:

    Thank you, this looks nice, I appreciate it!  Is this how you would build yours if you had one?

     

    Pretty much, but with Fly. I stopped playing EM a while back since the ST rotation is long and TF's animation is just as long. I get the same out of Fire Melee with simpler rotations.

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