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Knottewe

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Everything posted by Knottewe

  1. Or he'll just show up while I'm typing
  2. Fire is the best dps if that's all you're looking for. But from those 3, water has great aoe but mediocre single target, ice has great single target but lower aoe, and dual pistols is a solid all arounder. @oldskool has written extensively about dp/sr (well, everything sentinel related really) and he's far more eloquent than me so do a search, he'll sort you out.
  3. You can save a slot in hasten by using just 2 recharges boosted +5 Synaptic shock has a run speed/end mod unique that you can slot with an end mod from the set for 22.5% run speed. I usually combine them with a pshifter proc in stamina.
  4. I'd go with FF, not because it would be better, but because you could have more fun with it. You have already committed to a non-top tier build so fun is the only factor here. You only really need 4 powers from FF, force bolt, the 2 shields, and dispersion bubble. Combine with Maneuvers, Nerve or Agility, and the 2 +5 IOs and your mercs are soft capped. Assuming you take the medicine pool for heals, and 6 slot the heals (which is definitely not required), that would leave you 11 powers and 34 slots to play with pool and epic/patron powers. You could take presence and fighting and tankermind with crosspunch, repulsion field, and maybe thunderstrike + charged armour or KO Blow + shark skin. Or you could take Hasten, Force of Will, and Field Mastery and take a bunch of force feedback procs in ranged attacks to get Unleashed Potential up as often as possible. I'm sure there are plenty of other options to play around with. Would it be "good"? No Would it fun? Yes, well..., until you ran out of endurance but recovery serum and ageless are a thing
  5. I always try to 6 slot Preventative if I can afford to. The 8.75 recharge, the end discount, and the proc are all solid.
  6. While this is true, one of these options will play a sound effect every time you press forward and the power fails to go off, will un-queue attacks whenever you press forward, and will cause redraw whenever you press forward while using claw attacks. The other just works. Sometimes a little extra work is worth it.
  7. no pictures but with 6 numina at level 50 it does 423, 317, and 211 Also, it doesn't stack with multiple castings, and if you target a different pet the new first target will get the larger amount and the old first target will reset to new amount (75% for the 2nd, 50% for the rest) depending on when it got hit. It only ever covers about 40% of the bar even though it covers a lot more of their health.
  8. https://forums.homecomingservers.com/topic/4494-psa-for-new-players-how-to-have-hasten-and-domination-on-auto/
  9. That's essentially what I meant by slots and effort. I just found that if I spent my time spamming proc ed out hawks, ravens and eventually static discharge from Mu I got through fights much quicker. Since my pets and I have very high resistances and have absorb shields I was never really afraid of mobs. Other than my Alpha Wolf who seems to be the only one that ever dies, I think he got dropped on the head as a child. Bots has pretty terrible personal attacks though, so I probably wouldn't build that way if I was bots.
  10. So I've been playing Beast/Elec for a few weeks at 50 now and wanted to take a sec to add my 2 cents to the discussion. First off I must say that I found the endurance drain mechanics of the set to be pretty lacking for a Mastermind. You can drain spawns if you spend slots and effort doing it but your reward is a bunch of mostly full health mobs running for the hills, I found it much easier to just kill them instead. I can see the potential if you had another set to support it but for my purpose it just didn't do enough. Static (Circuit Boost) Faraday Cage generates static passively so you never really have to think about it in combat. Out of combat though you need at least 1 stack before you'll get hit. T1: Shock (Ranged, Foe -DMG, -End, -Recovery, -Regen): Its damage debuff feels useful on hard tagets, its -regen probably helps, I'd probably skip it if I could but it never felt like a waste. T2: Rejuvenating Circuit (Ranged (Chain), Ally Heal, Self +Static): I really like this heal and find it far easier to use than single target or player based/enemy targeted aoe heals. While its not as strong as other heals the fact that it hits all of your pets and all of your teammates without them having to be around you or your target and without you having to change targets makes it feel very strong. T3 (Masterminds): Discharge (Ranged (Targeted AoE), Foe -Dmg, -End, -Recovery, -Regen): I wanted to like this power. When I checked it out during the beta I thought it was going to be good but it never felt impactful. It went from 6 slots, to 1 slot, to just not bothering with it T4: Energizing Circuit (Ranged (Chain), Ally +End, +Recharge, Self +Static): 6 slotted this costs 9 end to cast and, worst case, gives 25 end back assuming you have 1 static. It allows you to spam attacks and abilities non stop, its one of the better powers in the set. T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End)): The jewel of the set, its as good as advertised. I find the aggressive and defensive goto commands do a decent job of keeping my beasts in the bubble without too much micro management. Make sure you get some KB protection though, as getting knocked back right as you're casting it is rather annoying. T6: Empowering Circuit: (Ranged (Chain), Ally +DMG, +Tohit, Self +Static): This ones OK as a one slot wonder. 5% to hit and 11% damage is good enough T7: Defibrillate (Melee (Targeted AoE), Ally Rez, Foe Sleep, -End, -Recovery): I have very little experience with this so I wont comment other than to say its a little too niche for me T8: Insulating Circuit (Ranged (Chain), Ally +Absorb, Self +Static): This is good for all the same reasons rejuv is and better than rejuv because its an absorb T9: Amp Up (Ranged, Ally +Special, +Recharge): Utterly pointless. At the very least this needs to be a chain with a shorter cool down but even then I'm not sure I'd take it. Overall it was a very smooth ride to 50 and my time at 50 has been enjoyable. Compared to other support sets I would rate it as vastly superior to empathy and pain, not as good thermal but its easier to play than all 3.
  11. If you're only going to pick one power to put procs in from Electrical I'd go with Short Circuit. It only has just over a 40% chance to proc regular procs and 60% on the purple but it a target rich environment it should get you a pretty good return on investment. Try Sirocco's Dervish Acc/Dmg and Proc, Armageddon Dam/End and Proc, and the procs from Obliteration and Eradication (assuming you have your accuracy sorted). It should average about 240 damage, which is about 100 more than a purple set and 130 more than an ATO. Just be wary that sometimes they just wont go off but it will average out. At perma haste it should be around a 7 second recharge so you can open every encounter with Short Circuit (3 second cast), Thunderous Blast (4 second cast), Short Circuit which aint terrible. Anything that gets hit by all 3 and survives will be at -125.5% end too for whatever thats worth.
  12. Poison/Archery Poison/DP Poison/Elec This one looks interesting Poison/Fire Poison/Ice Poison/Psi Poison/Rad Poison/Water *Shrug* Seems ok to me Elec, Fire, Rad, and Water are a step above the rest but none of the rest are bad.
  13. I've been running this and its been working pretty well for me.
  14. Poison is far better than most forumites believe and the tweaks it needs are actually pretty minor. It is easily my favourite defender and hopefully Frosticus' excellent guide will get more people to give it another look.
  15. Mastermind, double ninjas. Constantly summoning an infinite swarm of Ninjas for the win.
  16. You can add Traps to that list. Other than Triage Beacon, which is entirely skippable, and FFG, which you want to take for selfish reasons, it's all damage and debuffs.
  17. They can, but if the Sentinel took pet ios then it would free up 4 slots from your Henchmen in the sets that don't have Gang War or the equivalent. A bit of a moot point now though, as he couldn't take them and hes gone.
  18. I haven't tried it myself but I assume the Sentinel could have slotted the non ato pet auras, which would have been pretty handy the sets that don't have a 4th summon power.
  19. I play dark not rad but the build is basically the same. You sacrifice some sustain and some debuff potential by going rad but gain a little more damage. I sit at softcap for ranged and at just under 25% everywhere else but the debuffs cover the gaps. For incarnates I've gone with Nerve Core, Melee Core, and Ageless Core. Nerve give Acc, Hold and Def which allows you to skip accuracy in powers where possible for more procs or less slots and the +Def means I get about 18% Def from Weave, Stealth, and Maneuvers while still only having 2 or 3 slots in them. Melee Core is there to shore up resistances (55% S/L base) and provide some sustain and mezz protection. Ageless is basically required, running out of end was a pretty regular occurrence until I got it. The +recharge on it also means I can get Poison Trap out every 15 seconds which is a huge bonus. I've posted a rad version of the build below. I just did a straight swap from the dark powers to the rad powers and changed to appropriate procs.
  20. Poison/Dark. It's a late developer, but really fun and can put out respectable damage.
  21. Nin offers and endurance click which is good for about 65% of your end on a 20 second cool down where SR has a recovery buff. SR does have a 20% recharge bonus but Blinding Powder in Nin allows you to slot Coercive Persuasion, the confusion purple set, that give 10% recharge and 5% ranged def. Nin also offers stealth and a "travel power" SR has a lot more DDR, choice of mez protection (clickie or toggle), and slightly higher base defenses but also takes 1 more power selection to get its full package (which is probably the biggest factor in Ninjitus favour)
  22. Can I recommend that you try out energy aura before going back to nin? It only takes a little more investment that nin (I spent 2 more slots on it and 2 more slots in weave) but the big thing it adds is energise which, combined with preventive medicine, reactive defenses, and unbreakable guard, nets you a 70% endurance reduction. In real world terms that's a 46% reduction in all costs. You do have to cast it every 30 seconds but it casts slot faster than nin's end clickie, same animation and cast time as aim, and includes a 500ish heal and a bunch of regen. I just followed your guide and set it to auto with hasten. The drawback is it typed defense instead of positional and there's a massive psi hole but I just ignored that. You also get some recharge (20%), a lot more DDR (27.7 vs 41.5), and a lot more resistance to everything except psi.
  23. Well shit. Hopefully I can get through Greedfall, Borderlands 3, and maybe Outer Worlds before this hits live.
  24. I cannot agree with you more, if they fix it I will make one. My most recent effort is using dark as the primary for the procortunity but it takes 9.5 seconds to get through the rotation so I can't see it beating fire. The snipe replacement is the worst offender. My toon just stands there at the end of the animation for half a second doing nothing while I wait for the projectile and sound effect, its maddening. Rad seems like it should be so much better than it actually is. Numbers wise everything seems excellent, but when you actually play it everything except neutrino bolt, x ray beam, irradiate, and atomic blast feels so clunky. Neutron bomb and Electron Haze being the worst offenders.
  25. I've posted a build below that should give you a few quality of life changes. The overall numbers aren't too different but you pick up a bit of range defense, a lot more recharge, lower end/sec, and higher recovery. The only other thing I would recommend is picking which you prefer, aqua bolt or hydro blast, and dropping the other for dehydrate. I'd suggest dropping aqua bolt but the choice is yours. Regen is tough to build for endgame as it has no defense and very little resistance baked in. So I would definitely recommend barrier when you get to incarnates, at its worst it gives 5% def all which would put you very close to the ranged def soft cap of 45% which is all you need as a hover blaster. It also has a ton of resistances which certainly wont hurt.
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