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Sovera

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Everything posted by Sovera

  1. Much appreciated, Numberino Sixo. Doesn't matter to me since I have it already set, but it'll be a great addition for newcomers. Kudos.
  2. This is in all games. I'm surprised you even have general chat on.
  3. Bio will always have a E/N hole since it is the designated weakness of the armour. That said you do have some minor tweaks to improve on the build: - Armageddon in Genetic Contamination is a waste, toggles don't do well with procs so the heavy hitting Armageddon proc is not doing much. - Fire Sword Circle is where Armageddon would do the most good. - You're slotting 5 Frozen Fists and a fourth Reactive Armor in Hardened Carapace but not chasing S/L defenses. You can use 6 Touch of death and grab more resists instead, or that fourth Reactive in Weave to achieve the same effect but for all defenses. - If you ARE chasing S/L then one extra Obliteation in Combustion - Might of the Tanker is your godly ATO and you want it on a power you're hitting on CD to get those stacks up. I doubt you're using Breath of Fire on CD in all situations. - You didn't slot Environmental Modification which is why your E/N defense is only at 38%. - You already got three AoEs from Fire Melee, do you really need a fourth in Dark Obliteration? Just like you have a functional ST rotation without Gloom, so do you really need Gloom? If you think so then carry on because it's valid, but if you look at your gameplay and decide no then that's a ton of slots you can recover and slot (dare I say) more important powers, like DNA Siphon (for heals, or for extra endurance, or both), push your defense to 40-45% (it's what makes up for your weakness to E/N since Bio has E/N defenses). The build is otherwise solid, kudos. Without messing with your powerpicks these are the small improvements made. A second stack from Might of the Tanker in Greater Fire Sword puts your S/L resistances at 90%. The V2 build is if you'd decide to drop Gloom and Dark Obliteration. 40% to all defenses and S/L resistances at 80%. Use Barrier on CD to be at 45% to all and 85% to S/L and a second ATO stack puts it over 90%. Even if not's something you'd like to go it gives some ideas on slotting. Sahr'Manos - Tanker (Bio Armor - Fiery Melee).mbd Sahr'Manos - Tanker (Bio Armor - Fiery Melee) V2.mbd
  4. Fire armour. Wait, nvm, you speak of Sentinels. Then it's Bio all the way. The only reason not to go Bio is if you absolutely hate the aesthetics, otherwise it's sturdy AND increases damage AND has a heal AND has an endurance tool. One you didn't mention is Stone Armour. Also zero clicks, very strong defenses AND resistances, comes with built-in recharge, a damage boost, regeneration (instead of a heal) and recovery (instead of an endurance clicky). That's the second best in my opinion. It only sins for being hefty in endurance demands due to being so toggle heavy. SR is good and easy to softcap early. I remember being softcapped by level 20 which means you're just unkillable. It does not bring heals or endurance to the table though (it does have an absorb), and when you later on fight enemies with defense piercing powers you're basically naked. WP is a good allrounder. Instead of a heal it has regen and it brings more recovery. It works, it just lacks a bit of oomph for those times when its needed, but inspirations can take the place of the oomph if you see that you're in trouble. Regen for a Sentinel is the best version you will find, and it's apparently good but I've never played it myself.
  5. Reiterating, no one spends billions, plural on a build. There is a hard limit on how many things can be slotted and procs, despite what you might have been led to believe, are not particularly extra extra expensive. Spending between half to three quarter of a billion is the average for a min maxed top end build. But, remember it can be transferred to another character. 5 minutes and a 2 million respec recipe are worthy trade-offs for 800 million worth of gear being passed around. As for how much procs increase damage it's not a 100% damage boost. Super procced builds can have a 20-30% damage boost and whomever did it traded recharged, defense etc. Most of the time they are specialized builds to either farm (face only one time of harmless enemy) or hitting a pylon for bragging rights (which defeats the point IMO as testing against a pylon should be to test the build, not build around it). I usually sneak one proc into all attacks and when possible two. There are some rare instances where I'll do three or rare, but so rare that they can be counted on the fingers of one hand (Sentinel nukes since slotting that way is a much needed 30% damage boost the AT needs since it only needs recharge and damage./Energy Transfer from Energy Melee since it only needs damage and accuracy). As much as I don't like nerfs I do want the devs to nerf procs. They have skewed the results of balance too much. Even now we have heated arguments about ATs that conveniently ignore how results are only there thanks to specialized proc builds which the average player is not indulging in since they would rather have their robust build. Hopefully it will be something simple such as procs activating an ICD for the power that used it allowing to maintain the intended use of having one or two as small damage boosts, but lets see.
  6. Someone didn't read my guide 😄 I sisn't even know it was possible but dug up the interwebs and found it. Fortunately since I dislike playing any game without always on HP bars.
  7. 'If people can hate with no reason I can love with no reason'.
  8. I love you Flea, but our complaints are about prep time and annoyances like Storm Cell or Cloudburst travel + DoT (either travel, or DoT, but not both please. Incidentally it would not make a difference against a pylon) in actual gameplay, not fighting a stationary target for 3 minutes.
  9. That and, of course, Fire Armor 😆 Fire/Ice Melee is a great starter. I'm waiting on Page 7 to come out to do a Fire/Elec Melee that will nuke the game from playing in the test server.
  10. Someone else brought it up but I was thinking the same yesterday: should not the options to see the mob's names and HP be turned on by default? I believe that the option is only(?) found hidden in a slash command.
  11. Save the keybinds once you have it set. All new alts will be created with that option by default. Same with UI and chat tabs if you save window positioning and chat options, all three being found in the options.
  12. I'd say Tankers. Surviving comes first, not damage. If we survive we can whittle an enemy. If we die we are travelling to the hospital. Brutes and Sentinels are good starters too. As others have pointed anything will work since you can tweak the difficulty settings. Tankers just get a lot of options to boost their resilience early on which allows to pump the difficulty up earlier. The P2W vendor has a host of goodies that you can grab such as free gear, free travel powers, double XP (buy the double version and ignore not getting influence for defeating mobs since you should be selling Merits for cash), and, above all, the Amplifiers. Amplifiers will turn you into a demigod so buy all three and stack them eight times while at level 1 when they are cheap since they get super expensive later on. Try to get a teleporter as soon as you can (costs 1 million) because you can use it between missions to pop to a base and fill up on inspirations. Having several rows of greens and purples (Lucks) will do a lot to make the early poverty stricken game palatable. Eat one or two purples if in trouble, use teleporter after the mission to buy more inspirations. Yes, inspirations drop but are random and even if you can combine them it's best to start prepared. Don't waste too much time playing with generic slotting though. Try to stick to storylines to the end to get the Merits reward, sell the merits, make money, start buying stuff. If you go to the respective forums you can ask for a starter build once you want to meddle with IO gear. You can use Ouroborous to have an uninterrupted playthrough of a storyline without leveling too far that the contact stops giving missions before you reach the end. Don't try to solo Taskforces right away since you will have a hard time with the Arch-villain end bosses which can brick a run if you can't defeat it by yourself. Selling Merits is extremely easy so don't recoil even if you don't want to craft and sell, and remember anything you buy as IOs can later be sold or transferred to an alt so it's not wasted money. Teaming is the bread and butter of the game and it is incentivized by only having benefits. Can do straight from level 1 too. But soloing is a perfectly fine option as well. Check the guide in my signature for many tips you might need to refresh your memory or new things that were added.
  13. Lots of non-answers in this thread. I appreciate the levity like anyone else but lets try to answer the question at the same time. Gravity was 'recently' introduced for a change in Super-Jump, I believe, where 'gravity' would kick in and change the height/arc of the jump. It has no practical use that I know of (someone correct me) and thus no need to track or worry about it.
  14. That would be great tbh. Not to take away from all we've been graciously gifted but players are a greedy bunch. Being able to throw down 4-6 different buildings instead of laboriously throw walls, doors and windows to fake buildings would be *fabulous*.
  15. Have a bit over 6 seconds of prep time at every fight is also silly. Only after 2.6 + 2.2 + 1.3 seconds do we first start doing damage. It's great in long fights, it generates a decent bit of debuffs (my Sentinel fighting true +4 in DA without much danger), but it sucks for 90% of the game that's about nuke&mop.
  16. Instead of macros use binds. It'll be annoying to rebind your whole tray, but you get to see the cooldowns. Something like /bind lshift+1 "powexeclocation target Tear Gas"
  17. Not to take away from your observation since the complaint about Bonfire is real and has been echoed, but Cimemorians are a bad test subject for that particular power since their shouts make them resistant to CC and KD.
  18. Would be nice that we click to check what it is about and then the warning disappears, or that we have a lil X to click and make them disappear. A minor thing to be sure.
  19. I usually have Synapse licked in an hour. I do encourage people to split up if they can handle it during kills alls. I teleport everyone at the very first mission after speaking to Synapse. I know the location of all patrols so I start moving in their direction when speaking to the contact and if I see someone is already going to the next patrol I pre-emptively move to the following one before it shows up. Right after I use my personal mission transport for Boomtown, wait until everyone is in the map and group teleport with the prestige teleport. By the end of defeating Bertha my TT has recharged so before leaving the mission I warn its up so people don't move away, TT, and just before defeating the bot with the dubious name I ask if someone has a TT before the mission finishes. When Positron has to be spoken to I save myself a loading screen by teleporting to the portal base while still in the mission and from there to Steel Canyon, get the immobilizer, then travel back and help with Babbage (my Babbages!). I sometimes don't use the group teleport at Boomtown so I can teleport the group to the Clockwork King. I don't mind defeating everything on the way but by then it's usually been an hour and people are happy to get it over with. If I'm the Tanker I seldom split away from my squishies but I still encourage people to go find the boss(es) like Bertha or Long Tom. With all of these it's seldom we go over an hour but sometimes, especially if I'm not the Tanker, we can still go to one hour ten. I've had miserable hour and a half when not playing the Tanker or trying to go support which keeps pushing me for high octane builds instead of support, or, heaven's forbid, CC. I've tried soloing it a few times but unlike Tidge I don't shift from +1x8 which between the kill alls and the filler missions means it went upwards of two hours. It's not even dangerous since Clockwork are not hard, it's just slow, especially on a leveling build. So I always team for that one TF at least.
  20. Not me. I only play one character. ....at a time. I play it until I'm sick of it, then I make a new one. And only play that one again.
  21. We can disagree. It's just our respective opinions. I don't think that there is a right or a wrong side to this. At most what there will be is the side of the game devs.
  22. In a game with difficulty settings and myriad options no one will ever not reach 50. No one will ever not reach 50, but *everyone* should feel that the enemies are becoming more difficult as they approach 50. That is the motivator to improve their skills or improve their builds.
  23. Pylon tests have always been a terrible way to check MM damage. Maybe now that we have +4 dummies there will be some enterprising souls who will use this as a metric instead of a +0. (And suddenly watch the -res procs' value plummet compared to the altar that they are in currently)
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