Jump to content

Sovera

Members
  • Posts

    4406
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Sovera

  1. Of course, same reason I just grab whatever answers me when I form a TF. You're sort of missing the original intent of the quote/thread though, as most are when they quote the 'no AT is needed'. If no AT is *needed* then what do we bring to the team? If no team notices if we go AFK, then what do we improve on it when we return? On a Controller it's usually 'I bring anemic damage, that I painfully leveled, and I'm usually useless against a single hard target who is ignoring my holds and other CC. On large packs of enemies I usually keep them CCed, but that makes no impact be there or not be there.' And yes, the secondary *does* help with buffing and debuffing, but the call is going about the primaries and how a CC primary has slowly become obsolete over the years. Is this a call for people to stop enjoying their Controllers and move to other ATs? Heck no, carry on, you do you. What I and others have said is that we feel we don't *do* much with substance if our contribution ends being a buff/debuff bot. Might as well roll a Corruptor and do the same buff/debuffing while also doing more normal damage and have an easier leveling.
  2. With the changes to the pylons having been reverted I decided to revisit this and see then how much Bio's Offensive Adaptation added to the Rad/Ninjutsu. 45% Musculature, Degenerative, Assault not clicked. 3:59 😅
  3. In the same vein Hover shows on HD as if having 46 mph while in game it's 30 mph.
  4. It has a small heal component. It then adds a shield that soaks damage. While this happens you get a boost to your regeneration. It is a very powerful skill that requires only three heals and three recharges while you're leveling. It's best used at 3/4 HP or even half. You can also use it *before* fighting a pack so that the shield protects you from the alpha.
  5. /optionset buffsettings 1250067 sort of does what you want.
  6. Brutes are picked over scrappers not because they do more damage - scrappers mathed out as coming ahead - but because everyone who is going to farm is going to aim for 45% def and 90% res, both focused on fire. I'm not even too sure why tbh. My brute calls two groups and then patrols join in and she's only at 50% ish resistances, I might as well made her a scrapper if that was the intent behind the character.
  7. Considering how reviled the set is outside of Footstomp and Rage it's amazing anyone *wants* it.
  8. I'm not sure if this will satisfy that craving for you, but this is the last iteration of the build. I'm not sure where to improve it further after this. It's a pity the Pylons changed because I'd like to test and see what metrics it would get, even though it does not have the big hitters needed for amazing times. It's still a non TW generalist build after all. Changes: - Got rid of Contaminated Strikes. It's a decent power but I barely used it and I could use the slots. For the love of <deity> don't try to level with this build, it's a level 50 respec and not only leveling with just Radioactive Smash and Radiation Siphon until 35 would be horrible but it will demand all the endurance tools to be in place to be sustainable. I tried it over the PTS and in farming it lost endurance because of the AoE spam, but DNA Siphoning corpses nullified that. Farmed a map in the AE with zero endurance problems. - Used the slots to increase Recovery and add -res procs to Electrifying Fences and Ball Lightning that will help for AoE and ST. - Tried it against the Vanguard test dummies for the ST chain. Radioactive Smash, Radiation Siphon, Radioactive Smash, then alternate Electrifying Fences and Ball Lightning. Electrifying Fences recharges fast enough it alone can compose the ST chain with Radiation Smash + Radiation Siphon, but Ball Lightning is slightly more damage so I alternated the skills. After two minutes my endurance was at half bar so it is safe to say it is not sustainable for 3-4 minutes (only using Electrifying Fences would probably tip the balance as it's 7.5 endurance cost VS 13.2), but outside of pylons when do we hit something for 3-4 minutes in a row without a breather? I also had all toggles turned on including Tactics whose use can be argued. Fusion might work the same in terms of slotting and also provide Contamination.
  9. An exercise. The same build reaching 40%ish defenses but without the Fighting pool. A bit more endurance recovery, a bit less endurance consumption, two power picks of choice (I went for SS and Taunt).
  10. Let me just add that as I recently started playing a Brute I almost inwardly wince when I see a Controller joining. Invariably they 'help' by throwing mass immobilizes like they were candy, and the mobs that would have ran to me and clustered tight like metal filings to a magnet thanks to the agro my auras are spewing are now... scattered around, and outside my AoEs' range.
  11. PoE has a thing where we are supposed to go somewhere and find something, but if we take too long it shows up on the map. Someone might say 'HAHA! THEN I WILL JUST AFK AND WAIT!' but, yeah, no one plays to AFK. But, if we have been at it for 10 minutes then having the objectives pop up would be nice, the same way we have now when we only lack one objective, or it shows th last mobs in a kill all.
  12. Cooldowns in power tooltips are not affected by recharge. You want to open your power attributes (press P, top tab) and look for recharge. You ought to have 20% from Lightning Reflexes.
  13. Works for me. I don't know what to tell you other than that though.
  14. Lets agree to disagree. Actually, I will agree to disagree, you can just keep on disagreeing.
  15. I had just barely posted this and two or three posts below we get this: I rest my case. Has someone answered how often do Tankers reach this mythical 600% and the conditions for this to happen reliably in normal gameplay?
  16. Be brutally honest, broseph. You obviously do not have a problem with this. Kudos? So if the option is placed in you will never used. Okay. So what is the problem here if the option is instated for those who want it? None? You basically chimed in to say this does not bother you and so it should not bother me. I already stated why it bothers me, up to an including the loss of focus when trying to sell which forces to stop and click on the next stack. Unless you are *trying* to say that selling each time I come out of a mission/map and diluting the one hundred and seventy two clicks into several sessions solves it? I predict for the next six months no one would be selling any salvage and slowly, so slowly, so very slowly (since we use a *lot* less than we earn) the salvage in the AH would run out making it become scarce, making it become more expensive, and maybe warranting some people nickel and diming it to revoke the no white and yellow salvage. In the end it's not something unheard of in the game. The option already exists for white/yellow recipes. Look at the P2W. It's there. Obviously it was enough of a problem to *someone* about having white recipes that we got the option to shun them. All I'm asking if we could have the same for salvage.
  17. Oof, I managed to upload the wrong build. Amazing! Fixed it. Thanks for the heads-up <_< I'm actually farming the Comic Con to make some dollah. The blue bar was a sucking wound to a point I didn't feel like trying to do regular content while in generic IOs so from level 46 onwards I've been in there making moolah. I've made several changes since. Parasitic Aura is, as usual, a rare thing to remember using. Taunt I found I don't care about since I the auras do a good job with the agro grabbing, and finally I found the ST lacking with just Contaminated and Kick. So I shuffled things around and grabbed Radioactive Smash to replace kick as an attack. It too has a KB component that suits Force FeedBack. Combined with the +regen&+endurance discount ATO proc Radioactive Smash is my filler between AoEs with it proccing the endurance discount and FF proc. I no longer had a gapless attack chain with just Contaminated and Radioactive Smash so I went for broke and grabbed Radiation Siphon. It becomes my second filler between AoEs to help keeping HP topped up. It's more of a passive healing than a 'omg, HP is at 20% I need healing NAO!' and it works at that. It works pretty decently with 300 HP heals filling my 2k HP pool and Contaminated + Radiactive Smash + Irradiated Ground providing the radiation contamination for the heal to trigger. It also has a -res when its time to do a ST chain (Radioactive, Siphon, Radioactive, Contaminated, Siphon, Radioactive, etc) I have dismantled DNA Siphon trying to fix the blue wound but nothing really helped until I stopped slotting it with greens and instead slotted it for endurance. Using it after each spawn to munch on corpses did a lot to fix my endurance problems to the point I'd say I'm fine, if on a trapeze. I found that the heal/regen was not something I worried about but the recovery was essential. But even with no heal enhancements it does the job of filling the HP bar just fine. The AoE seems good/alright. I have no real metric for it yet. The best part is mobs not running away at 20%. Ball Lightning, Fences, Atom Smasher, filler, filler, Ball Lightning, Fences, Atom Smasher, all the while both damage auras ticking.
  18. We already have this on the P2W to not have white/yellow recipes. But white generic recipes are worth about 100k and I don't mind unloading them and get an extra 2 mill or so. Some yellow recipes are worth a few million too. But white/yellow salvage is always worth 250/1000 inf and is *definitely* not worth it. I get a full inventory and now I'm worrying about orange salvage not being picked up. I want to vendor it and need to click one hundred and seventy two times to sell everything, but, to add injury to the insult, the window loses focus each time a stack of something is sold so I need to stop my one hundred and seventy two clicks to click on the next white salvage stack I want to get rid of. So, can we have the same P2W option for salvage as we have for refusing insps and white recipes?
  19. I'm 100% behind this. So much it physically hurts. Seconded, make it so.
  20. People keep going back to the 600% damage as if mattered. Begging the pardon of Captain Powerhouse the 600% damage is almost troll and is taking too much attention off the changes as people zoom in on that particular thing. Spreadsheets come out, calculators come out, and omg, 600% means that blah blah! In practical terms, what? People are worried that teams that have two kins, and the nukers in the team are careful not to nuke and kill all minions, will manage to cap a Tanker's damage? How is this a consideration? I, personally, sort of want to /pat the poor kins I play with since they know their role and they want to give everyone omfgbbqsauce damage, but the first Blaster, or Sentinel, or anyone with a Judgement, that reaches the pack nukes it and the pack goes from 10-12 to 5-6 mobs.
  21. Y'welcome, Jediseph. Perma Hasten is a tool like any other. You are within Perma Domination which is the more important part, and so close to perma Hasten that the +recharge proc in Bonfire will put you back there.
  22. /Bio anything isn't as amazing as spreadsheets might make it seem. And for that neither does Beam Rifle. I don't know why this combo is being touted as extreme but I would like some empirical testing as opposed to looking at HD's numbers. All other suggestions are on point, but I don't see why a Sentinel *needs* to do party buffs. Scrappers are melee selfish damage and Sentinels are ranged selfish damage, seems about right. Despite the boohoo about Sentinel damage they have something that Scrappers do not and that's a *wide* radius T9 nuke backed by Aim which tends to kill all minions and leave lieutenants at half, and once the rest of the AoEs are fired while still under Aim and on CD those too tend to be near death. Teaming or solo this is too often discreetly swept under the rug. If we have an AoE cap of 10 and face a group of, say, 10 mobs (and it's usually not over over 10 mobs per pack outside of Council missions) then just the leading nuke already whittled the spawn in half and the following AoEs are now hurting the other half. While I would never say no to more Sentinel damage my uber procced up Rad/Ninjutsu kills a pylon in 4 minutes (not mentioning pylon times because they matter but as a metric) while my Fire/Atomic Blaster does it in three. Both do it in a full ranged rotation (ignoring the fact both the T9s are PbAoE) which is why their times are not better since including melee attacks improves those. A one minute difference isn't *that* bad even if both ATs have, in practical terms, the same toughness in the end game. But the one minute tax sentinels pay ends being that they achieve that same toughness much earlier, and much more cheaply, while the blaster needs to be level 50 and spend three fourths of a billion to have the same toughness but always have the one minute advantage. *Their* T9 is only up every two spawns too, so it's not like a Sentinel who nearly wipes a group on their own every 25 seconds. What they do need is a better inherent. A watered down Fury would be great IMO since they have all the tools to keep on fighting and rush from group to group with their fast recharging T9s. Sustain is also a lot of the Sentinel game while burst (Aim + Build-Up + T9) lays squarely in the Blaster's territory.
  23. Clockwork and grey mobs are weak to KB, but not CoT. Still, it's not difficult to fix though. If it turns out that the KB was a fluke then switch the Sudden Acceleration for another Force Feedback. This is what I would do instead. Super Speed with the stealth IO grants you perfect stealth (except against Rikti drones and Nemesis sharpshootes, so no need for Stealth and Invis). Just turn it on when you want the stealth (like approaching a pack of NPCs to Flashfire them) and then turn it off while fighting to spare your endurance. Combat Jumping allows to eek a bit more defense for free since the toggle costs nothing compared to stealth/Invis (and you can hit the tailor and have Super Speed with no glowie feet FX). Making the whole build a lot more expensive puts everything with the exception of Negative and Psi at 40%. That means with Barrier you will be capped permanently. This *will* be a lot more expensive, but it's something you can work at one IO bit at a time. Your Hasten/Envenomed Blades will suffer a bit from this, but your Force Feedback proc ought to make it perma. You have one free power to do what you want with. Personally I would shuffle things around and pick Flight + Afterburner (Flight without Afterburner isn't worth it) because I love me some flying, and you're a smokey themed character, so flying fits you. You can even lose Super Speed and the stealth IO for perfect stealth and instead place the stealth IO in Sprint to be toggled on only when you want to stealth past something. It's not going to be perfect stealth like when it was in SS, but it's not something that is *really* necessary. Otherwise just keep your current setup and use Hover in combat or to go over obstacles when in Super Speed.
×
×
  • Create New...