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Sovera

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Everything posted by Sovera

  1. Not sure which discord you're using. But here you are: https://midsreborn.com/
  2. Do you have Mids? I can drop the file instead. Sentinel (Elec Energy).mbd
  3. I no longer remember but did the last AR tweaks trickle down to Sentinel and if so what got changed?
  4. Electric is fine though. I'm currently leveling an Elec/Rad and soloed Posi 1 and 2 at +0x3. It was a pleasure to destroy the Vhaz AV without a problem compared to my unfortunate Dark/Bio that used multiple Recovery Serums and whittled the AV very very slowly until running out of inspirations. I tried to put an Elec/Energy build together for you. It's a bit cobbled but it should work. You will have the soft cap for defense, a heal, an endurance recovery clickie, decent resistances and an obscene amount of recharge (Hasten at 118 without the build having FF procs), and a very easy/fast and early blooming rotation of Tasla Cage, Charged Bolts, Zapping Bolt, Charged Bolts, repeat. The powers are somewhat in order but there are so many important or useful things that it's difficult to choose what to pick first while leveling. The slots are rearranged by Mids and not to be taken as gospel. [/img] View This Build In MRB This is an end-game(expensive build. If you feel you'd like a leveling build let me know.
  5. My bad, I had two Mids windows open. Lets try that again: Tanker (Fire Fire).mxd
  6. First of all welcome back, second of all my condolences, and third check my signature if you've been away for a long time. Elec/Energy is solid but if you're aiming for a nuker then consider an Elec/Rad since you get to nuke twice every 25 seconds.
  7. Fire/Fire has my vote. EM blooms later and while it has the lead in ST it is nearly TW level of piano play. CoH is not particularly a game of piano play. Fire Armor does compensate for EM's lack of AoE though, and EM's constant barrage of CC helps surviving a little bit better, but CoH is mostly a game of AoE and tankers tend to die a death from papercuts instead of fearing one single tough enemy. In that Fire Melee's AoE will help whittle things down faster. This is what I was using for Fire/Fire. Scorch probably could/should be swapped for Incinerate but I preferred to have Scorch for an easy, simply, early rotation. It is not a min max decision so play around as long as you get a gapless rotation. [/img] View This Build In MRB
  8. Okay, just a video I found, but the guy only had nice things to say where the title made me watch it just to rip him a new one.
  9. There is no reason not to always go Bio. The other armors don't bring anything special to the table when Bio is defensive, has a heal that comes with a shield, an endurance clickie that also heals, and comes with extra damage. There is only Radiation Armor for the second nuke at the cost of ST damage. But because Sentinels are so sturdy and (usually) are out of melee range they don't get anything special out of Water either. AoE? Sure, but time gained with Water's AoE is then lost when trying to ST a target. Don't want to piss on your parade though, CoH is not hard enough that it requires the very best. Consider Storm if you want to lean on the tanky angle because all the debuffs do a better job at keeping someone up instead of Water's piddly heal (especially if coupled with Bio who already has two of those). It just doesn't have great AoE... or ST... 😄 Water/Rad could be a nice AoE machine once you nuke, then pseudo nuke, then start moping up with the watchamacallit water fireball power. The already ailing ST will just ail further without Bio and with Water though. Another nice pseudo tank is an Elec/Bio. I found I could very reliably shut down Cyclops/Minotaurs/Paragon Protectors by sapping them dry before they used their T9. And it got a nice 3 minute pylon run thanks to the extra damage from the sapping mechanic, though Trapdoor was bad at 7 ish minutes. Perhaps an Elec/Rad might get the best of both worlds though the ST will still suffer, but less noticeable on regular non AV content since whatever is alive will have eaten two nukes before ST comes into play.
  10. Sovera

    The Sentinel GODS

    Do you happen to remember what the Fire/Bio got on Trapdoor and what the Fire/Rad got on the pylon?
  11. There is no such thing as 'compensating for Granite's debuffs'. Either Rage or IO bonuses the full strength would be exerted without Granite and with Granite we have less. Even if IO +damage could be stacked to 30% we're not compensating for Granite. If we don't have Granite toggled on we do 30% more damage. The last time I built for Stone I remember that there was no great points in using Granite. If I recall correctly the resistances went up, including defense debuff, but losing all toggles dropped defense as a whole so it was a wash or slightly worse in defense even if resistances went up. With all the other debuffs attached to the form I could not see the point.
  12. They like it. And that's fine. Devs said it achieved their goal and the best we can say about it (other than being super pretty) is that it did not introduce further power creep. I got an average of 4 minutes with a pylon on a Storm/Bio which is not fantastic. It lacks burst and does not have steady power either, or decent AoE. But it is pretty helpful if building for a sturdy character since the KD and -ToHit does good in that aspect. It's just that we achieve the same sturdyness simply by killing mobs. As others said (but I was on a Sentinel) throwing Storm Cell and Cat 5 and then spamming everything with Chain Lightning whenever up would still have live mobs by the time Cat 5 ended... which is not really brilliant. But 4 minutes is my average on a fully ranged Sentinel so on that AT it is in the average. No worse than the other contenders, not better.
  13. I just come from testing procs in Cat5 and Storm Cell and notice they had zero effect that I could see in terms of times. Lemme just repost here: First of all a much needed pylon test: : two minutes and 49 seconds. Not blaster times but rather decent for a fully ranged build. endurance was under control and I did not need to use any endurance recovery tools. I may not have maximize Vulnerability since I only used it prior to using Intensify. Now proccing Cat 5. On paper (Mids) I went from 111 damage to 305 so the usual 200-ish from loading on three procs and have the other three boosted damage/rech. Time to test: - 4 minutes. ...okay, what? Also, my endurance that was solid in the 95% range actually forced me to use Rebuild DNA three times during the test. - Was the first run a fluke? I'll swap back to non proc slotting for Cat 5. No, still 3:58. I wonder what happened with the first pylon there. Endurance did not hold up as well (well, one minute longer fighting would do that) and I had to use Rebuild DNA despite the slotting being the same. Regardless no difference with and without procs so the procs during its duration did not seem to make a difference in the output. This is a bit sad since it is another nail on an already overwrought coffin: Cat 5 neither has the non proccing of Blizz but does not have Blizz's cast and forget either, and procs seemingly have no impact on it either unlike normal nuke Storm Cell also does damage though so time to proc it: - 3:44. Not enough of a difference that simple misses would not account for it. One last test now with both Storm Cell and Cat 5 triple damage procced: 4:13 🤷‍♂️ Super basic test but proccing Storm Cell/Cat 5 seems to show no dividends much like any other rain power. Using both as mules for sets that have no damage procs seems the way to go. Also, the first test must have been a fluke or my eyes playing tricks when I looked at the watch. A whole minute does not simply disappear like that. One last test: what if using a different secondary instead of Bio? I did not bother leveling or making a different character for this and just returned the build to it's original state before turning off the thing that makes Bio do extra damage: the offense adaptation. 5:20. It does not completely reflect the truth though. Ston did some very nice Trapdoor tests with a Fire/Rad Sentinel getting 4 minutes with it and from what he said Bio did not nearly achieve the same times.
  14. Last test for realsies: what if using a different secondary instead of Bio? I did not bother leveling or making a different character for this and just returned the build to it's original state before turning off the thing that makes Bio do extra damage: the offense adaptation. 5:20. It does not completely reflect the truth though. Ston did some very nice Trapdoor tests with a Fire/Rad Sentinel getting 4 minutes with it and from what he said Bio did not nearly achieve the same times.
  15. So in typical me fashion I decided to answer my own question. First of all a much needed pylon test: : two minutes and 49 seconds. Not blaster times but rather decent for a fully ranged build. endurance was under control and I did not need to use any endurance recovery tools. I may not have maximize Vulnerability since I only used it prior to using Intensify. Now proccing Cat 5. On paper (Mids) I went from 111 damage to 305 so the usual 200-ish from loading on three procs and have the other three boosted damage/rech. Time to test: - 4 minutes. ...okay, what? Also, my endurance that was solid in the 95% range actually forced me to use Rebuild DNA three times during the test. - Was the first run a fluke? I'll swap back to non proc slotting for Cat 5. No, still 3:58. I wonder what happened with the first pylon there. Endurance did not hold up as well (well, one minute longer fighting would do that) and I had to use Rebuild DNA despite the slotting being the same. Regardless no difference with and without procs so the procs during its duration did not seem to make a difference in the output. This is a bit sad since it is another nail on an already overwrought coffin: Cat 5 neither has the non proccing of Blizz but does not have Blizz's cast and forget either, and procs seemingly have no impact on it either unlike normal nuke Storm Cell also does damage though so time to proc it: - 3:44. Not enough of a difference that simple misses would not account for it. One last test now with both Storm Cell and Cat 5 triple damage procced: 4:13 🤷‍♂️ Super basic test but proccing Storm Cell/Cat 5 seems to show no dividends much like any other rain power. Using both as mules for sets that have no damage procs seems the way to go. Also, the first test must have been a fluke or my eyes playing tricks when I looked at the watch. A whole minute does not simply disappear like that.
  16. As someone who did Storm Blast/Bio I felt it was okay. And also it was pretty tanky. I say this as someone who then rolled a Dark/Bio Sentinel and immediately noticed that as helpful for survival as Dark is it did not reach Storm's knees. I can't speak for other ATs though, but anything that asks for a secondary to be clicked will be immediately gimping Storm so it's almost tailor made for Sentinel, IMO. Part of Storm's problem is the lack of, shall we say, better AoE. This might ask to be paired with Rad instead since Rad will dump Ground Zero and then we go ham with Storm. i don't feel Rad will add much for ST though. Fire Armor is a possibility with Burn but mobs will just ditch us and run off to the americas so Burn's tiny aoE will do very little. On the other hand Ground Zero is big and a decent second nuke. Has anyone had luck with proccing Cat 5? I can grab a regular nuke and add 200-ish damage just by maxing recharge, damage, then add three damage procs, but with how Cat 5 is loaded with pseudo pets and secondary hits every X seconds I have no idea who these will interact with a load of procs.
  17. Sovera

    Battle Axe!

    I have no idea why we have satellite emoji reactions but you get one.
  18. I noticed how the clear time was within the rest. 30 seconds slower is perfectly palatable for an AT so sneered at as 'training wheels'. I don't know what pylon times you got with it but I had 3 minutes with Elec/Bio (though Elec lends itself to pylon fights by sapping it) though it would not clear a Trap nearly as fast as you got. Rad Armor does add a second nuke which is valuable, and yeah, more than the damage it is the target caps that make themselves noticed, but mostly with solo if we are to be honest. In a team the minions will disappear first leaving the rest within the target cap.
  19. Sovera

    Battle Axe!

    Someone was praising Axe/Ninja Scrapperinos so I took a look at it... and it's actually... pretty nice looking? Defence capped at level 32 (or 28 if Combat Jumping is swapped for Fly)... Ok, ok, not 28/32 because if leveling then stats are scaled down and some bonuses are not at full strength, but anything bordering 40% is already near invulnerable at those levels anyway, plus a heal, and endurance recovery, and no need for the Fighting pool. I did put an FF proc in Swoop which may be dubious since it's the heavy hitter and we want it to hit like a truck, but my reasoning is that Axe simply needs four attacks to have a gapless chain. The FF proc when it decides to trigger will make Chop not needed. Placing the FF in Swoop gives more time for the FF proc to make both Cleave and Swoop recharge faster instead of placing it in Gash (or Chop) that would give the FF proc less time to work its magic and whittle the recharge of the two heavy hitters. Keeping Chop slotted still allows it to be used for leveling, exemplaring, and when the FF proc does not activate. For single target then Cleave, Swoop, Gash, Chop-if-FF-proc-did-not-proc, repeat. For AoE Cleave, Pendulum, Axe Cyclone, repeat.. which is nice. I'm somewhat tempted in not taking Cleave though. Cleave hits like a massive truck, but 2.5 second animation and the very reason a 4th attack is needed. Swoop, Gash and Chop can loop perpetually. It does feel a bit sacrilegious though when we see the Mids numbers of 843-without-BU. My problem so far is that both Axe and Ninja need a lot of powers so everything from Hasten to travel powers gets pushed back to the 30s, but someone who decides to level with no travel powers (since Kiji-in Rin gives run speed and jump height which will work well with CJ and Sprint/Athletic Run) or Super Jump can make things work better. Five powers left and eight slots, so go wild:Scrapper (Battle Axe - Ninja).mbd
  20. Pretty impressive and good to shut some people up when they poo poo on Sentinels.
  21. And then we are roleplaying and someone starts humming a song, or singing it, and plants the youtube URL for the song in chat -_-
  22. Welcome back, friendo. There is a lot to do and a lot of alts to try. Masterminds are a bit of a newbie trap in that they seem cool and easy and usually make for an easy leveling, but turn out to be a hassle mid way through. I suggest a Tanker and plod through the game at your pace as their damage was improved from the old CoH. My signature has a guide for a bit of everything a new or returning player might need
  23. Stock up on Recovery Serums from the P2W vendor.. Unlike amplifier's multimillion costs Recovery Serums are so cheap you can pretty much decide to live 24/7 with them active. They cost something like 50k for 5 charges. So if you liked the Stone Armor build more you can still salvage it until incarnates where those can pick up the slack.
  24. There are two problems with Axe. One is that the recharge times are awkward and you'll need to have four attacks to not have big gaps. One of those attacks can be subbed for a snipe, but since we need to take the T2 anyway it's what is usually used. So that means it wants more slots than the usual since not that many primaries call for four ST attacks and then have two AoEs on top of that. Then it's pretty hungry since the crunch Axe has must be paid. So either be prepared to suffer while leveling until incarnate-d, or handpick a secondary with a top notch secondary in terms of endurance tools. Where some people are mentioning Stone the truth is that Stone is ALSO endurance hungry. The extra slot for a Performance Shift proc and the added 0.30-ish endurance are in no way enough for Stone's needs less alone Axe's demands. There are still plenty of other choices. Rad is the most obvious one since it overflows in endurance, then there is Energy Aura, Ice Armor, maybe even Fire Armor. Bio is a contender but prepare to not do the usual minimal slotting of DNA Siphon (which runs afoul with the lack of slots mentioned from Axe's demands). But all of this depends on how much you care about the 44 and under game. If not at all then pick something and rely on Ageless/Cardiac at max level. While it is not the kind of talk appreciated in the Brute forums it may indeed be a good plan to go for a Tanker. Less slots will be needed to reach defensive goals thanks to both the ATO and the Tanker modifiers which leaves more for attacks. Plus the ATO and some creative slotting allows to not have Tough toggled on and still reach 90% which will help with the endurance drain.
  25. You will (probably) have Barrier which will be giving a permanent 5% to defense and resists, so I would not aim for more than 40% defenses and 85% resists. The argument to keep frost is that the alternative is so mediocre: - Frost does 289 damage, recharges in 3.6 and takes 2.5 seconds to animate. - Greater Ice Sword does 373 damage, recharges in 3.8 seconds, and takes 2.5 seconds to animate. Frost's cone is so forgiving it is easy to align and hit more than one enemy and only in the most strict one target scenario does GiS come out ahead for 30% more damage. In either case the rotation is Freezing Touch, Ice Sword, Frost/GiS, Ice Sword, repeat. GiS does proc out better since it is an ST attack unlike Frost, so adding a second proc it goes to 407 making it 40% better than using Frost. For the sake of argument a second damage proc in Frost makes it reach 309, still a -24% damage compared to two damage proc GiS... as long as it is purely single target. A scenario with two targets makes Frost do 618 opposed to GiS. This only matters in a build that has to choose between one of the two. In a best timeline scenario the build has both. So now it starts to feel like the swap is worth it strictly comparing it against Frost though 407 is weak for a 2.5 second animation. Looking at Crippling Axe Kick for example, it does 391 damage but on an 1.84 animation and only one proc. With a second damage proc it goes to 412. Regardless GiS is what Ice Melee has so if you'd rather keep and use GiS then: View This Build In MRB
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