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Everything posted by Sovera
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I understand what you're saying and there is worth in thinking about team wide buffs since the effect is multiplied. But it's still 5% (in practice). 15% I wouldn't even blink about suggesting it or even incorporating it in all my builds, but 5%? Regardless it's the choice of the player, but I just keep people informed not to be tricked by the tooltip. After that if they wish to still take it then they have my blessing.
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No, which is why the end result was 5% which was what I was originally speaking of, since no one has no damage enhancements slotted, ne?
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Help with Stormtrooper concept -- Beam Rifle / Invuln
Sovera replied to UncleMimir's topic in Sentinel
Step number one, slot no accuracy whatsoever! -
On the tooltip, but hitting something with and without it showed something like a 5% boost.
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You only need 59% defenses at the very 1% of the content top, so ease up on the 69% (noice) slotting. Storm Kick has a bad proc chance: If you right click a power to lock it you can hover your mouse over the damage numbers and see the procs breakdown. In this case 29%. But simply swapping the slotting for CAK improves the chance of the proc(s) to go off: Slot a shield Wall unique for 5% to all resists Swap the Ragnorok for full Bombardment as it is full of good bonuses unlike Ragnorok. You are overslotting for accuracy. Place your enemies' relative level at +3 and then check the accuracy of each power. You're currently at something like 150% where you'd want 95% tops. That means the Kismet can go at the very least and all the extra effort at reaching 9% accuracy with the LotGs can be turned into either Shield Walls for 4% E/N or two Reactive Defenses for 1.5% S/L. Swap that Hami from Dragon's Tail for a Force Feedback proc. Replace the Mako's for five Touch of Death for more resists and better bonuses than what Mako gives. Don' forget to +5 the recharges in Hasten as it shaves about 3 seconds off it. Just before clicking on the recharge to slot it press + five times. Assault gives you very little. Perhaps 5%. It IS team wide, but 5% sed 5%. Consider Crane Kick instead of Cobra Strike (actually consider replacing CAK instead as it comes so 'late' in the leveling and it's a minimal damage loss to have a full attack chain before level 20) as Crane Kick is another source of recharge (and soft CC) with a FF proc in it. Crane Kick does need two slots dedicated to nullifying the knockback and then turning it into recharge, but the four slots neatly fit the Superior Might of the Tanker. This is not mandatory of course. Replace the Hami in Gloom for a Cloud Senses damage proc. Consider splitting the Superior Gauntled Fist ATO for a meaty 12% to E/N resistances. You're muling Tough, but actually using Weave. It should be the reverse as Tough gives resistances that you're lacking and Weave is only giving defense you're already overflowing with. With Weave turned off you're still at 61-62% which is still over doing it.
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I've tried it on all ATs. Definitely go Stalker as you will be spamming your first three attacks and the ST will never feel great outside of AS. Then pair it with perhaps Stone for all the goodies including recharge. The BU of Stalkers' Kinetic Melee is unlike the BU the other ATs get from KM as it is a regular 90 second, 1.3 activation power that grants 80% damage and 20% ToHit for 10 seconds. All the other ATs get the 2.1 activation, 120 seconds recharge that gives 25% damage and 7.5% ToHit that then stacks for 5 times as you hit for the next 20 seconds. Between the normal BU, Assassin's Strike, and the proc to reset BU, it is, IMO, the best version of KM. It works for all other ATs though, it's just slow. Can't really have good damage when spamming T1 and T2, then the slow animation of Power Siphon, then the ramp up, then the mediocre AoE (though it can slot in an FF).
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They should. So instead of the native 30º it ought to be 45º.
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Horizon means the future, not the past where patch notes are.
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They were already tweaked. Prior to that the Sentinels were what the 'previous'(?) team's idea of them was. But now that they were tweaked by HC this is what they want them to be. And tbh it's fair. They are the City of Heroes version of the Beast Master Hunter from WoW. Which is fine by me (yes, I only play BMs in WoW too). My problem with them is less about their damage and more about the pervasive flee code that the NPCS have because a Blaster will burst mobs down and nothing is alive to run, but the Sentinel will take them to half or even one third HP, which is fine, sure, it would only need a few more hits to defeat so it's a fair exchange for the extra sturdyness, but since they were not defeated then INVARIABLY we have ALL the survivors legging it to the hills. Which would not be a problem (if an accumulative XP loss) if the game did not have kill all missions where we can't leave runners doing their thing.
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The only reason I bring it up is because I don't agree with the methodology. We look at the builds being used as the standards for the testing and it's '4-6 damage procs, incarnates to sustain endurance (despite being fought against easy soft non incarnates) and/or survival, and against soft +3 Arachnos'. It's the whole '-res procs are amazeballs' fiasco since the testing is done on a +0 enemy and now it's become a truth that some sets are just bad and some sets are amazing while ignoring the 'better' sets invariably can slot two -res procs. I just don't argue much because the results are there and I'm not a truth denier. It IS true, the testing does not lie. But does 90% of HC build in the same way (I know I don't) that these results must be touted as the way-things-are-and-things-need-to-be-balanced-around-those-results? I don't know. Maybe 90% of HC DOES build like this and it's prevalent. But, my gut, between what I see, the builds I see posted even by people who know how to build, the conversations about pugs etc doesn't show this. But what do I know? I'm no seer. Maybe it is. But as long as we get 'Tankers are OP because Rad/SS can X!' while conveniently slipping out SS allows to skip accuracy and boosts damage in 160% and Rad comes with two proc bombs, and SS' Footstomps reliably help the recharge the proc bombs and four-two-six-procs-per-attack are missing then I will keep on weakly raising a hand and saying 'c'mon, it's not really like that...' I'm not even a rabid Tanker fan. I have easily twice the Brute builds and playtime than I have a Tanker. I like Tankers because I level one at by level 10 I'm usually x6 or x8 and I like the early feel of being a super-hero even if later on everyone can do it where my damage does not keep up with everyone else since I don't do level 50-only-six-damage-procs-and-live-off-incarnates. But I could, I just choose not, so I can't and won't bury my head in the sand and say it's false.
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Decimation itself is full of nice bonuses. The proc is complete and utter garbage.
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I don't much care to be honest. This is not aimed at you, Erratic. But I just don't much care. We are playing an easy mode game where what is considered the norm is soloing at +4x8. That's how easy the game is. So the arguments, much like my remark about the GW2, is how one class/AT does it 30 seconds faster. But both are still soloing at +4x8. It's not that one can do it and the other not, not like a Blood Death Knight from WoW being able to solo a dungeon while the other 99% of the classes and specs can only watch. As for Tankers the nerfs are on the horizon already. Hopefully they will be light because no one wants to go back to slowly whittling our way through missions.
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You could work in Tough and be at the S/L cap, and then move some slotting towards more E/N. No Gaussian in Aim either? Boo! You have no Hover or Combat Jumping so you're just using Sprint for combat mobility? If you like Mystic Flight that's fine though, but consider Hover + Fly and then an aura from the tailor for fancy glyphs, mebbe? You can boost your nuke by triple proccing it which one of the few times I recommend it since Sentinels need the help. It would go from 666 (I see wut you did there!) to 774. You do lose the global accuracy but according to Mids you grossly overcapped, so much so the Kismet can go and still be at 150%+ against +3 enemies. I'm trying to find out where this coming from (found it, you had the useless Decimation proc slotted in and it was messing the numbers). The Sentinel nukes only need damage, endurance and recharge, and then triple procs, because accuracy is handled by Aim. Because of Aim slotting any accuracy is a waste unless doing high level plays of alternating Aim and nuke due to how fast the team is going. Honestly you don't need both Cloak of Fear and Oppressive Gloom considering how bad both are (you can fear and stun minions, not even lieutenants) though I suppose you could keep Oppressive Gloom and stack it with Abyssal Gaze to hold bosses, assuming you even go into melee and stay there. But this can definitely be a theme/aesthetic thing so fair. Splitting the ATOs is really minimal IMO. Sure 20% range, but, heh. There is no point in 6 slotting Dark Blast since you're not building for E/N defenses anyway, but there is also no point in allocating a damage proc since it's a T1 and they are terribad for damage procs. That frees a slot that can go to Aim and the missing Gaussian. I'm leery to mess with it too much since the build seems to be a lot about theme but perhaps you can use something from this: Sentinel Dark Dark Dark 2024 v1.01.mbd The last 5% for S/LN from Barrier.
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I think so as well, but the thing with rolling buffs, especially Barrier, is that any paper thin AT becomes a bulky barbarian as the Offender teams showed. I haven't even done hardmodes to be talking.
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Didn't we have a whole thing a few days ago because someone looked at Brawl in Mids and though it was a viable skill? Mids is great (long live the Mids god devs and may their pantheon last a thousand years) but it does not give a whole picture. Regardless with double XP and all it's not a big problem to spin one alt up. And let me know when because I haven't made that character on whatever server you're playing.
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Sure, but it's still 0.5% of the total content of the game, and it's something people go in to be slathered in buffs with rolling Barriers and etc. It's not like we're talking bringing in a Sentinel. 🙂
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The number of people who say 'if Brutes are not the best at something then there is no reason to play them' is baffling. Considering the easy game CoH is this reeks of Guild Wars 2 during the dungeons era with the game so easy but the community so loud if someone did not play the bleeding edge meta builds.
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You can also NOT use your Sentinel inherent and not have the crosshair show up if it breaks immersion. As for the raw numbers they don't tell half the tale. What ever you may think you're seeing the Sentinel will do half the Blaster's damage in practical terms, further compounded by the icky target cap. This gap is shortened by the fast nuke allowing to have it at each spawn unlike a Blaster.
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If you like the Psi Mastery then it can be reworked in. Respecs are cheap and all gear can be sold back or given to an alt anyway so there is no loss if it does not work out.
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Check the normal Will of the Controller. It's usually 8-10 million. A Catalyst from the AH is invariably 1 million.
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Cremate is godly. 100% chance of KU on demand and decent damage. But Combustion ALSO is godly as two PbAoEs makes maping a breeze. A pity we are not allowed to have both.
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Yes, as the peregrine falcon said. If you want to have zero taunt you should play a Stalker or a Scrapper, but even with a Scrapper some of the armor sets have agro auras. So, Stalker is safe since it has zero of that.
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If you use Mids you can see the direct damage improvement of slotting a proc. Recharge time and animation plays a factor and sometimes slotting a damage proc can be as little as seven points of extra damage averaged out. But it's easy to slot for damage, look at the numbers, then slot a damage proc and look at the numbers again and just compare. Even so much as single damage procs are nearly always an improvement but more than that usually costs things like IO bonuses and recharge. Sometimes its worth it, sometimes its not, sometimes the build is made for level 50 only with incarnates and/or full team coverage providing buffs to cover the deficiencies the slotting has wrought.
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I suggest sticking to Ourobouros and just do random arcs. I would not recommend soloing TFs despite being nearly the same as Ouroboros as TFs always end with an AV which you might or might not be able to solo. Ouroboros lets you log off mid-way and come back to it later and you do not outlevel the mobs or the contact. With half hour gaming sessions that exclude teaming this is the way to go. Don't do random AE mission arcs or radio missions as these only give XP and random loot (since double XP cuts off influence). Ouroboros will also give XP and loot, but always give merits as a reward for the final mission. If you CAN spare an hour then ITF is the absolute best bang for your buck.