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Knottewe

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Posts posted by Knottewe

  1. 52 minutes ago, Hopeling said:

    Incidentally, searching for other Sentinel pylon scores reveals that - at least, according to a search for the keyword "sentinel" - Nihilii's Fire/Rad times are the only recorded pylon times for a Fire/ sentinel. So it's not that most players are around 200 DPS and Nihilii is somehow at 450, it's that nobody else has even tried.

     

    It makes me want to roll a Fire/Bio sentinel and see what can be done.

    I have 5 lvl 50 sentinels of various specs, although none of them fire, and I've never been able to get past 4 minutes. I'm admittedly not the greatest player so it could be pebkac.

     

    I'm working on one currently that I hope can get to 3 minute range, but I don't have high hopes.

  2. 3 hours ago, Sovera said:

    The praise on Sentinel damage is becoming a bit hyperbolic. When I said earlier that their damage in *practical* terms was good what I meant was that their nuke + Aim is available at every spawn making half of it dead from the start and only leftovers to mop. A Blaster does not do 'a little bit' more damage. It does on average twice the damage.

     

    Sentinel's Inferno + Aim  is 600 damage (with the Offensive Adaptation of /Bio it should go up to around 800 damage), while a Blaster's inferno without Aim or BU does 1k. *With* it their Inferno does 2k. One recharges in 25 seconds and the other in 40 seconds, sure, but because Inferno does so much damage there is no point in popping Aim + BU with it and a player can do Inferno + AoEs on one spawn, and then the next spawn use Aim + BU + AoEs.

     

    The best pylon time I saw with a Sentinel was 3 minutes. The best time with a Blaster was 1:30-ish, though usually around 2 minutes which *is* pretty close.

     

    Saying a Blaster will diminish their offense to stack defense is a bit daft. What can they add more when recharge has reached near perma? Procs, sure, but Blasters do so much damage that they don't even *care* about procs and their best offensive set doesn't even take well to procs. I recently tried a radiation blaster with quadruple procs expecting some unholy marriage of blaster damage and a proc monster only to be disappointed at 5 minute pylon times. That's how much disparity there is between Blaster sets unlike Sentinel's homogenization (Aim + BU + Radiation's Blast's T9 doing 1200 damage while Inferno does 2k. Procs? Whatever for?).

     

    And what will a Sentinel add to their offense once they defense is softcapped? The only thing is procs, which are more the territory of ST and not AoE, and the game really is 90% AoE.

     

     

    Bottom line:

     

    - Without a DPS meter like Recount it does not matter nor will we ever manage to know who is staying ahead. It's a pity really, because I *loved* the mini game of trying to be the best. It's what pushed me to get better and in raid guilds where I was #1 in damage I stopped trying while if I was 2nd or 3rd I'd scour the net for theorycrafting and test and experiment and keep pushing to improve.

     

    - Blaster has the burst when it needs it (ITF, Cyst, pack of kheldian bosses, Sentinel does 600 (800 if /Bio) damage, Blaster does 2k. In fact, it does a lot more since it will then continue to unload their AoEs while still empowered by Aim and BU) but can pace themselves to keep up with a Sentinel's sustain by not blowing BU + Aim + T9 every time that they are up. This is what's called a low ceiling. No matter what the Sentinel will never get past that 600-800 ceiling while a Blaster can pick and choose whether to play in sustain damage mode or burst mode.

     

    - The difference between the two is not all that large for someone who loves a Sentinel. It's not like playing one means insta-kick from teams. I mean, yes, the average Sentinel using a theme and six slotting their build like normal will see 6-7 minute pylon times (I'm using pylon times as a reference, not because pylon times matter) while someone in the in will be proccing the heck out of their build and picking their secondaries with care. Simply by loading up in procs my Rad/Ninjutsu went from 6 minutes to 4 minutes. I keep using Nihilii's Sentinel as a reference since he had the best times I saw yet, but by picking /Rad he went to 3 minutes. If a Blaster gets an average of two minutes if doing *well*, then three minutes is pretty darn close. But that three minute time is not going to be for the average player though. That said there are Fire Blasters in the pylon thread with 4-5 minutes (perhaps using Flares as a filler (yes, I'm roasting you @modest, come at me! *flees!* 😄 )).

    I agree with the intent of what you're saying here, a well built blaster will always out damage a well built sentinel. 

     

    But....not all blasters are built for maximum damage, nor are sentinels, or any class for that matter. 

     

    So just to prove that point I went and did some math. Using the Flavour of the Month posts as reference I deduced that almost a third (32.3%) of level 50 blasters have no access to both aim and build up due to set choices, and 8.5% have neither, thats almost 1 in 10.

     

    What this really comes down to is that the people that post on  these forums are the top 10%. And I dont mean the top 10% damage, I mean the top 10% invested. We care and we try and we like to talk to or read posts from other people that care and try. So the people posting here that care about damage do alot more damage than vast majority of people playing the game.

    • Like 2
  3. So I got a new Sent to 50 over the weekend specifically to try knockout blow and I must say I'm pretty impressed.

     

    With its long recharge it has a 90% chance to proc anything you put in it and it's a hold. Anything that doesn't resist the smashing damage, which unfortunately lots of things do, takes about 1000 damage. 1462 is the highest I've seen so far on a level 50 mob (with -resist procs active).

  4. Opportunity is terrible as a class feature, ignore it. Unless the T1 in your primary is better than the T2 I would just take the t2. You'll end up with better powers and better sustain.

     

    People seem to forget that mobs have a finite amount of hit points. You don't get bonus xp for extra really totally killing them (or arresting if your video game morals don't allow murder)

     

    Unfortunately, we have decided to judge the damage we do by killing an immovable object that is unlike anything we kill (or arrest, see above) in game. It really has no bearing on how different ATs actually play. In real play sentinels are fine, although if they redid opportunity I would not complain.

     

    CoX is great because there are very few absolutely wrong answers when it comes to murdering (or arresting, see above) huge swaths of villains (or heros), but people like me get to agonize over squeezing just a little more out of a spec. Maybe a good blaster might make his team finish ITF 5 minutes faster than your sentinel, but ultimately very few people actually care about those 5 minutes.

     

    Really, you came here to ask why and the real question is why not. Play what you enjoy and if you enjoy the game you'll have 1 of everything eventually anyway. 

    • Like 1
  5. When we talk about endgame the only real difference between Sentinels and Blasters is that a blaster walks up to a pack of +4x8 mob, pops his cooldowns and erases all the mobs except the bosses and has to wait 45 seconds to do it again. A Sentinel will kill all the minion and most of the Lts., but can do it on every pack.

     

    When you have your defenses covered by your secondary you can focus more on damage on your primary abilities. There are some blaster builds that can put out insane damage, most people don't play those builds though and sentinel damage can be pretty comparable to normal blaster builds if built correctly.

     

    And as Sovera just mentioned, Mez protection is a huge bonus. I'm currently leveling a blaster and got my badge for being held or put to sleep for 10 minutes at level 32. None of my sentinels at 50 have it.

    • Like 2
  6. I use Dark instead of pistols for the immobilize, heal and snipe (Moonbeam's quick snipe can hit for 600-700 damage against debuffed targets) but Im sure you can pull some useful info from the build.

     

     

    Spoiler

    Hero Plan by Mids' Hero Designer 1.962
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Defender
    Primary Power Set: Poison
    Secondary Power Set: Dark Blast
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Psychic Mastery

    Hero Profile:
    Level 1: Alkaloid

    • (A) Preventive Medicine - Heal
    • (3) Preventive Medicine - Heal/Endurance
    • (3) Preventive Medicine - Endurance/RechargeTime
    • (5) Preventive Medicine - Heal/RechargeTime
    • (5) Preventive Medicine - Heal/RechargeTime/Endurance
    • (7) Preventive Medicine - Chance for +Absorb

    Level 1: Dark Blast

    • (A) Superior Defender's Bastion - Accuracy/Damage
    • (7) Superior Defender's Bastion - Damage/Recharge
    • (9) Superior Defender's Bastion - Damage/Endurance/Recharge
    • (9) Superior Defender's Bastion - Accuracy/Damage/Endurance
    • (11) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge
    • (11) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal

    Level 2: Envenom

    • (A) Shield Breaker - Chance for Lethal Damage
    • (15) Shield Breaker - Accuracy/Defense Debuff
    • (17) Shield Breaker - Defense Debuff
    • (17) Touch of Lady Grey - Chance for Negative Damage
    • (19) Achilles' Heel - Chance for Res Debuff

    Level 4: Weaken

    • (A) Cloud Senses - ToHit Debuff
    • (19) Cloud Senses - Accuracy/ToHitDebuff
    • (21) Cloud Senses - Accuracy/Recharge
    • (21) Cloud Senses - ToHit Debuff/Endurance/Recharge
    • (23) Cloud Senses - Accuracy/Endurance/Recharge
    • (23) Cloud Senses - Chance for Negative Energy Damage

    Level 6: Moonbeam

    • (A) Apocalypse - Damage
    • (25) Apocalypse - Chance of Damage(Negative)
    • (25) Apocalypse - Damage/Endurance
    • (27) Sting of the Manticore - Accuracy/Damage
    • (27) Sting of the Manticore - Chance of Damage(Toxic)
    • (29) Sting of the Manticore - Damage/Endurance

    Level 8: Elixir of Life

    • (A) Steadfast Protection - Resistance/+Def 3%
    • (29) Steadfast Protection - Knockback Protection

    Level 10: Hasten

    • (A) Recharge Reduction IO
    • (31) Recharge Reduction IO

    Level 12: Maneuvers

    • (A) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense/Endurance
    • (31) Kismet - Accuracy +6%

    Level 14: Tactics

    • (A) Adjusted Targeting - To Hit Buff
    • (33) Adjusted Targeting - To Hit Buff/Endurance

    Level 16: Boxing

    • (A) Accuracy IO

    Level 18: Paralytic Poison

    • (A) Basilisk's Gaze - Accuracy/Hold
    • (33) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (33) Basilisk's Gaze - Chance for Recharge Slow
    • (34) Basilisk's Gaze - Endurance/Recharge/Hold
    • (34) Neuronic Shutdown - Chance of Damage(Psionic)
    • (34) Ghost Widow's Embrace - Chance of Damage(Psionic)

    Level 20: Tough

    • (A) Gladiator's Armor - TP Protection +3% Def (All)

    Level 22: Weave

    • (A) Luck of the Gambler - Defense/Endurance
    • (36) Luck of the Gambler - Recharge Speed

    Level 24: Stealth

    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense/Endurance

    Level 26: Poison Trap

    • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (37) Basilisk's Gaze - Endurance/Recharge/Hold
    • (37) Fury of the Gladiator - Chance for Res Debuff
    • (37) Armageddon - Chance for Fire Damage
    • (39) Ghost Widow's Embrace - Chance of Damage(Psionic)
    • (39) Unbreakable Constraint - Chance for Smashing Damage

    Level 28: Torrent

    • (A) Superior Vigilant Assault - Accuracy/Damage/Endurance
    • (36) Superior Vigilant Assault - Damage/Endurance/RechargeTime
    • (39) Superior Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime
    • (40) Annihilation - Chance for Res Debuff
    • (40) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
    • (40) Force Feedback - Chance for +Recharge

    Level 30: Tenebrous Tentacles

    • (A) Cloud Senses - ToHit Debuff
    • (42) Cloud Senses - Accuracy/ToHitDebuff
    • (42) Cloud Senses - Accuracy/Recharge
    • (42) Cloud Senses - ToHit Debuff/Endurance/Recharge
    • (43) Cloud Senses - Accuracy/Endurance/Recharge
    • (43) Cloud Senses - Chance for Negative Energy Damage

    Level 32: Venomous Gas

    • (A) Dark Watcher's Despair - To Hit Debuff
    • (43) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (45) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (45) Dark Watcher's Despair - Recharge/Endurance

    Level 35: Life Drain

    • (A) Superior Vigilant Assault - RechargeTime/PBAoE +Absorb
    • (45) Superior Vigilant Assault - Damage/RechargeTime
    • (46) Superior Vigilant Assault - Accuracy/Damage
    • (46) Theft of Essence - Healing
    • (46) Theft of Essence - Chance for +Endurance

    Level 38: Dominate

    • (A) Lockdown - Chance for +2 Mag Hold

    Level 41: Mind Over Body

    • (A) Unbreakable Guard - Resistance/Endurance
    • (48) Unbreakable Guard - Resistance

    Level 44: World of Confusion

    • (A) Coercive Persuasion  - Confused
    • (48) Coercive Persuasion  - Confused/Recharge
    • (48) Coercive Persuasion  - Accuracy/Confused/Recharge
    • (50) Coercive Persuasion  - Accuracy/Recharge
    • (50) Coercive Persuasion  - Confused/Endurance
    • (50) Coercive Persuasion  - Contagious Confusion

    Level 47: Grant Invisibility

    • (A) Luck of the Gambler - Recharge Speed

    Level 49: Vengeance

    • (A) Luck of the Gambler - Recharge Speed

    Level 1: Brawl

    • (A) Empty

    Level 1: Prestige Power Dash

    • (A) Empty

    Level 1: Prestige Power Slide

    • (A) Empty

    Level 1: Prestige Power Quick

    • (A) Empty

    Level 1: Prestige Power Rush

    • (A) Empty

    Level 1: Prestige Power Surge

    • (A) Empty

    Level 1: Sprint

    • (A) Celerity - +Stealth

    Level 1: Vigilance 


    Level 2: Rest
    • (A) Empty
    Level 1: Health
    • (A) Panacea - +Hit Points/Endurance
    • (13) Miracle - +Recovery
    Level 1: Hurdle
    • (A) Jumping IO
    Level 1: Stamina
    • (A) Performance Shifter - Chance for +End
    • (13) Performance Shifter - EndMod
    • (15) Efficacy Adaptor - EndMod
    Level 1: Swift
    • (A) Run Speed IO
    Level 50: Ageless Core Epiphany 

    Level 50: Degenerative Core Flawless Interface 
    Level 50: Nerve Core Paragon 
    Level 0: The Atlas Medallion 
    Level 0: Portal Jockey 
    Level 50: Melee Core Embodiment 
    Level 50: Ion Radial Final Judgement 
    ------------

     

  7. So unless I'm mistaken,   and it's entirety possible I am @Bopperis the expert, ageless is  a global recharge and does not effect proc chance. Ignore what pines says.

     

    As far as I understand, the only way to get correct damage numbers out of pines for proc filled attacks is to make a new build with just the attacks. 

     

    Even then you'll get average numbers.

    • Like 1
  8. 12 minutes ago, Sovera said:

    ...the simplest answers under one's nose. In my country we say if it was a dog it would have bitten you. That seems perfect. On top of it it gives debuff resistance which is wildly useful in a variety of ways.

    DDR is included in that which might come in handy. 😁

  9. 13 minutes ago, Sovera said:

    I was messing around with the radiation build to incorporate procs, but I don't know if it is Pines lying to me, but the numbers don't seem super interesting. Considering the brouhaha about procs I'm leaning on Pines. But it shows my regular slotting in Cosmic Burst with just one proc doing 253 damage, and triple procced as doing 285.  Neutrino Blast with my usual slotting without procs as 113 and triple procs as 130.

    Pines seems to show average damage based on total recharge. You can see this by turning haste on and off while looking at a powers damage.

     

    I'm guessing it takes the 58% (or whatever the listed proc chance is), adjusted for recharge, and adds that percentage of the procs damage to the attack.

    • Like 1
  10. Below is my take on rad/nin

     

    Its more single target focused than yours because I've found, as you highlighted in your sonic write up, that AOE isn't as useful at 50 because everyone has them. Also, Atomic Blast still hits like a truck and combined with Irradiate and Chain fences I have passable AOE. Although the lack of AOE while exemplared is a little rough.

     

    The rotation is just Cosmic Burst, Proton Stream, Paralyzing Jolt. Cosmic Burst and Proton Stream both hit incredibly hard most of the time and the double stun from Cosmic Burst and Paralyzing Jolt makes it so any hard target that can be stunned will stay that way for good chunks of the fight. 

     

    Neutrino Bolt is just there to activate opportunity. While leveling I used X-ray Beam and the difference between the 2 is almost imperceptible. I might swap back to X-Ray next respec just because laser eyes.

     

    This certainly feels like the most powerful Sent I've played. Damage wise its a significant improvement over my 2 level 50 Bio Sents and while its not as tanky it is tanky enough. Im still usually the  last one to die when thing go pear shaped and regularly still standing and killing things when the rest of the party gets back from the hospital.

     

    Hero Plan by Mids' Hero Designer 1.962
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    franken sent: Level 50 Technology Sentinel
    Primary Power Set: Radiation Blast
    Secondary Power Set: Ninjitsu
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Teleportation
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Neutrino Bolt

    • (A) Superior Sentinel's Ward - Damage/RechargeTime
    • (3) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
    • (3) Superior Sentinel's Ward - Accuracy/Damage
    • (5) Superior Sentinel's Ward - Accuracy/Damage/Endurance
    • (5) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime
    • (7) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb

    Level 1: Ninja Reflexes

    • (A) Luck of the Gambler - Recharge Speed
    • (7) Luck of the Gambler - Defense/Endurance
    • (9) Luck of the Gambler - Defense

    Level 2: Danger Sense

    • (A) Luck of the Gambler - Recharge Speed
    • (13) Luck of the Gambler - Defense
    • (15) Luck of the Gambler - Defense/Endurance

    Level 4: Hasten

    • (A) Recharge Reduction IO
    • (15) Recharge Reduction IO

    Level 6: Shinobi-Iri

    • (A) Luck of the Gambler - Recharge Speed
    • (17) Luck of the Gambler - Defense
    • (17) Luck of the Gambler - Defense/Endurance

    Level 8: Cosmic Burst

    • (A) HamiO:Nucleolus Exposure
    • (19) Damage Increase IO
    • (19) Gladiator's Javelin - Chance of Damage(Toxic)
    • (21) Touch of Lady Grey - Chance for Negative Damage
    • (21) Achilles' Heel - Chance for Res Debuff
    • (23) Shield Breaker - Chance for Lethal Damage

    Level 10: Kuji-In Rin

    • (A) Recharge Reduction IO

    Level 12: Boxing

    • (A) Accuracy IO

    Level 14: Tough

    • (A) Gladiator's Armor - TP Protection +3% Def (All)

    Level 16: Seishinteki Kyoyo

    • (A) Efficacy Adaptor - EndMod
    • (23) Efficacy Adaptor - EndMod/Recharge
    • (25) Efficacy Adaptor - EndMod/Accuracy/Recharge

    Level 18: Proton Stream

    • (A) HamiO:Nucleolus Exposure
    • (25) Damage Increase IO
    • (27) Decimation - Chance of Build Up
    • (27) Gladiator's Javelin - Chance of Damage(Toxic)
    • (29) Touch of Lady Grey - Chance for Negative Damage
    • (29) Shield Breaker - Chance for Lethal Damage

    Level 20: Kuji-In Sha

    • (A) Preventive Medicine - Heal
    • (31) Preventive Medicine - Heal/Endurance
    • (31) Preventive Medicine - Endurance/RechargeTime
    • (31) Preventive Medicine - Heal/RechargeTime
    • (33) Preventive Medicine - Heal/RechargeTime/Endurance
    • (33) Preventive Medicine - Chance for +Absorb

    Level 22: Weave

    • (A) Luck of the Gambler - Recharge Speed
    • (33) Luck of the Gambler - Defense/Endurance
    • (34) Luck of the Gambler - Defense

    Level 24: Maneuvers

    • (A) Luck of the Gambler - Recharge Speed
    • (34) Kismet - Accuracy +6%

    Level 26: Irradiate

    • (A) Superior Opportunity Strikes - Accuracy/Damage
    • (34) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime
    • (36) Superior Opportunity Strikes - Accuracy/Damage/Endurance
    • (36) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime
    • (36) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity
    • (50) Touch of Lady Grey - Chance for Negative Damage

    Level 28: Bo Ryaku

    • (A) Steadfast Protection - Resistance/+Def 3%

    Level 30: Aim

    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (39) Gaussian's Synchronized Fire-Control - Chance for Build Up

    Level 32: Atomic Blast

    • (A) Armageddon - Damage/Recharge
    • (39) Armageddon - Accuracy/Damage/Recharge
    • (40) Armageddon - Accuracy/Recharge
    • (40) Armageddon - Damage/Endurance
    • (40) Armageddon - Chance for Fire Damage
    • (50) Touch of Lady Grey - Chance for Negative Damage

    Level 35: Chain Fences

    • (A) Superior Frozen Blast - Damage/Endurance
    • (42) Superior Frozen Blast - Accuracy/Damage/Endurance
    • (42) Superior Frozen Blast - Accuracy/Damage/Recharge
    • (42) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
    • (43) Superior Frozen Blast - Recharge/Chance for Immobilize
    • (50) Trap of the Hunter - Chance of Damage(Lethal)

    Level 38: Tactics

    • (A) Adjusted Targeting - To Hit Buff/Endurance
    • (48) Adjusted Targeting - To Hit Buff

    Level 41: Paralyzing Jolt

    • (A) Apocalypse - Chance of Damage(Negative)
    • (43) Apocalypse - Damage/Recharge
    • (43) Apocalypse - Accuracy/Damage/Recharge
    • (45) Apocalypse - Accuracy/Recharge
    • (45) Apocalypse - Damage/Endurance
    • (45) Gladiator's Javelin - Chance of Damage(Toxic)

    Level 44: Blinding Powder

    • (A) Coercive Persuasion  - Confused
    • (46) Coercive Persuasion  - Confused/Recharge
    • (46) Coercive Persuasion  - Accuracy/Confused/Recharge
    • (46) Coercive Persuasion  - Accuracy/Recharge
    • (48) Coercive Persuasion  - Confused/Endurance
    • (48) Coercive Persuasion  - Contagious Confusion

    Level 47: Recall Friend

    • (A) Recharge Reduction IO

    Level 49: Assault

    • (A) Endurance Reduction IO

    Level 1: Brawl

    • (A) Empty

    Level 1: Prestige Power Dash

    • (A) Empty

    Level 1: Prestige Power Slide

    • (A) Empty

    Level 1: Prestige Power Quick

    • (A) Empty

    Level 1: Prestige Power Rush

    • (A) Empty

    Level 1: Prestige Power Surge

    • (A) Empty

    Level 1: Sprint

    • (A) Celerity - +Stealth

    Level 2: Rest

    • (A) Empty

    Level 1: Health

    • (A) Panacea - +Hit Points/Endurance
    • (9) Numina's Convalesence - +Regeneration/+Recovery
    • (11) Miracle - +Recovery

    Level 1: Hurdle

    • (A) Jumping IO

    Level 1: Stamina

    • (A) Performance Shifter - Chance for +End
    • (11) Performance Shifter - EndMod
    • (13) Endurance Modification IO

    Level 1: Swift

    • (A) Run Speed IO

    Level 50: Musculature Radial Paragon 


    Level 50: Assault Radial Embodiment 
    Level 50: Degenerative Radial Flawless Interface 
    Level 50: Pyronic Core Final Judgement 
    Level 0: The Atlas Medallion 
    Level 0: Task Force Commander 
    Level 0: Portal Jockey 
    ------------

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    • Like 1
  11. 43 minutes ago, Sovera said:

    I tried a BR/SR thinking it would be a beast in defensive terms, but found the lack of self healing too much a problem. Throwing the character at a +4x8 had it die very very fast with Aid Self unable to keep up between interrupts (a single interrupt IO wasn't of much help) and the low-ish 30% heal despite being a fire farm (no cascading failures) and being softcapped.

     

    Much like Oldskool I believe Ninjutsu to be the near perfect secondary and the more I play Bio chasing the 30% extra damage mirage the more I think it so. In the end my Bio builds require me to keep purples to softcap which could be reds instead, and that by itself replaces the 30% damage boost of bio.

     

    I've had much the same experience. I have 4 sentinels, 2 in the high 30s and 2 at 50 (both bio) and I feel you have to sacrifice too much to get to or near to soft caps with bio. Mostly its wasted slots but  its also wasting set bonuses.

     

    So, my fifth sentinel is ninjutsu. I chose it because of all the secondaries I got to my defensive goals with the least amount of slots. As a bonus I got an decent heal, a great end management button, built in stealth so I don't have to take super speed (btw with ninja run active its only 2 mph slower than super speed), and blinding powder. Blinding powder is great for stealthing missions and you can slot the purple confuse set in it which has some great set bonuses. As an extra added bonus you also do 20% extra damage on your first attack out of stealth, which is great for dropping your t9 at the beginning of a fight.

     

    The only cons for ninjutsu are the clicky mez resist, end management is a click (its a really good click though), the lack of the 33%, and the lack of resists. Ultimately though I'm not a tank so I don't really care about the resists, I'm still hardier than anyone else with ranged attacks. And as far as the damage goes I really feel the slotting freedom will make up and hopefully surpass the difference but I'm a couple of purple sets away from a finished build so I'll have to report back.

     

     

    • Like 1
  12. Heya Knottewe.  I am really interested in building a Rad/Bio.  I'm going to make the toon either way and just play him/flesh him out as I go, but is there any chance you can post your build?  No worries if it's not finished.  Just something to get me started.  Thanks!

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Technology Sentinel

    Primary Power Set: Radiation Blast

    Secondary Power Set: Bio Armor

    Power Pool: Leadership

    Power Pool: Speed

    Power Pool: Fighting

    Power Pool: Leaping

    Ancillary Pool: Psionic Mastery

     

    Hero Profile:

    Level 1: Neutrino Bolt

    • (A) Decimation - Accuracy/Damage
    • (3) Decimation - Damage/Recharge
    • (3) Decimation - Accuracy/Endurance/Recharge
    • (5) Decimation - Accuracy/Damage/Recharge
    • (5) Decimation - Chance of Build Up

    Level 1: Hardened Carapace

    • (A) Unbreakable Guard - Resistance
    • (7) Unbreakable Guard - Resistance/Endurance
    • (7) Unbreakable Guard - +Max HP
    • (9) Unbreakable Guard - RechargeTime/Resistance

    Level 2: Irradiate

    • (A) Superior Opportunity Strikes - Accuracy/Damage
    • (13) Superior Opportunity Strikes - Damage/RechargeTime
    • (13) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime
    • (15) Superior Opportunity Strikes - Accuracy/Damage/Endurance
    • (15) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime
    • (17) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity

    Level 4: Inexhaustible

    • (A) Performance Shifter - EndMod
    • (17) Performance Shifter - Chance for +End
    • (19) Healing IO

    Level 6: Cosmic Burst

    • (A) Superior Sentinel's Ward - Accuracy/Damage
    • (19) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb
    • (21) Superior Sentinel's Ward - Damage/RechargeTime
    • (21) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime
    • (23) Superior Sentinel's Ward - Accuracy/Damage/Endurance
    • (23) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime

    Level 8: Environmental Adaptation

    • (A) Luck of the Gambler - Recharge Speed
    • (25) Luck of the Gambler - Defense
    • (25) Shield Wall - +Res (Teleportation), +5% Res (All)
    • (27) Luck of the Gambler - Defense/Endurance

    Level 10: Adaptation

    Level 12: Maneuvers

    • (A) Luck of the Gambler - Recharge Speed
    • (27) Luck of the Gambler - Defense/Endurance

    Level 14: Hasten

    • (A) Recharge Reduction IO
    • (29) Recharge Reduction IO

    Level 16: Ablative Carapace

    • (A) Panacea - Heal
    • (29) Panacea - Heal/Endurance/Recharge
    • (31) Panacea - Hea/Recharge
    • (31) Panacea - Endurance/Recharge
    • (31) Panacea - Heal/Endurance

    Level 18: Proton Stream

    • (A) Apocalypse - Chance of Damage(Negative)
    • (33) Apocalypse - Accuracy/Recharge
    • (33) Apocalypse - Damage/Endurance
    • (33) Apocalypse - Damage/Recharge
    • (34) Apocalypse - Accuracy/Damage/Recharge

    Level 20: Rebuild DNA

    • (A) Doctored Wounds - Heal/Recharge
    • (34) Numina's Convalesence - Heal/Recharge

    Level 22: Boxing

    • (A) Kinetic Combat - Accuracy/Damage
    • (34) Kinetic Combat - Damage/Endurance
    • (36) Kinetic Combat - Damage/Recharge
    • (36) Kinetic Combat - Damage/Endurance/Recharge

    Level 24: Tough

    • (A) Unbreakable Guard - Resistance
    • (36) Unbreakable Guard - Resistance/Endurance
    • (37) Unbreakable Guard - Resistance/Endurance/RechargeTime
    • (37) Unbreakable Guard - Endurance/RechargeTime

    Level 26: Neutron Bomb

    • (A) Positron's Blast - Accuracy/Damage
    • (37) Positron's Blast - Damage/Endurance
    • (39) Positron's Blast - Damage/Recharge
    • (39) Positron's Blast - Chance of Damage(Energy)
    • (39) Positron's Blast - Accuracy/Damage/Endurance

    Level 28: Weave

    • (A) Luck of the Gambler - Recharge Speed
    • (40) Luck of the Gambler - Defense

    Level 30: Combat Jumping

    • (A) Luck of the Gambler - Recharge Speed

    Level 32: Atomic Blast

    • (A) Superior Avalanche - Recharge/Chance for Knockdown
    • (40) Superior Avalanche - Accuracy/Damage/Endurance
    • (40) Superior Avalanche - Accuracy/Damage/Recharge
    • (42) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
    • (42) Superior Avalanche - Damage/Endurance

    Level 35: Genomic Evolution

    • (A) Steadfast Protection - Resistance/+Def 3%
    • (42) Gladiator's Armor - TP Protection +3% Def (All)
    • (43) Unbreakable Guard - Resistance
    • (43) Unbreakable Guard - Resistance/Endurance
    • (43) Unbreakable Guard - Resistance/Endurance/RechargeTime
    • (45) Unbreakable Guard - RechargeTime/Resistance

    Level 38: Parasitic Leech

    • (A) Touch of the Nictus - Accuracy/Endurance/Recharge
    • (45) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
    • (45) Touch of the Nictus - Accuracy/Healing
    • (46) Doctored Wounds - Heal/Recharge
    • (46) Doctored Wounds - Heal/Endurance/Recharge

    Level 41: Mass Hypnosis

    • (A) Accuracy IO

    Level 44: Psychic Shockwave

    • (A) Obliteration - Damage
    • (46) Obliteration - Chance for Smashing Damage
    • (48) Obliteration - Accuracy/Recharge
    • (48) Obliteration - Damage/Recharge
    • (48) Obliteration - Accuracy/Damage/Recharge
    • (50) Obliteration - Accuracy/Damage/Endurance/Recharge

    Level 47: Link Minds

    • (A) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense/Recharge
    • (50) Adjusted Targeting - Recharge

    Level 49: Super Speed

    • (A) Celerity - +Stealth

    Level 1: Brawl

    • (A) Empty

    Level 1: Prestige Power Dash

    • (A) Empty

    Level 1: Prestige Power Slide

    • (A) Empty

    Level 1: Prestige Power Quick

    • (A) Empty

    Level 1: Prestige Power Rush

    • (A) Empty

    Level 1: Prestige Power Surge

    • (A) Empty

    Level 1: Sprint

    • (A) Empty

    Level 2: Rest

    • (A) Empty

    Level 1: Health

    • (A) Numina's Convalesence - +Regeneration/+Recovery
    • (9) Panacea - +Hit Points/Endurance
    • (11) Miracle - +Recovery

    Level 1: Hurdle

    • (A) Jumping IO

    Level 1: Stamina

    • (A) Performance Shifter - Chance for +End
    • (11) Performance Shifter - EndMod

    Level 1: Swift

    • (A) Run Speed IO

    Level 10: Defensive Adaptation

    Level 10: Efficient Adaptation

    Level 10: Offensive Adaptation

    Level 0: Portal Jockey

    Level 0: The Atlas Medallion

    Level 0: Task Force Commander

    Level 0: Freedom Phalanx Reserve

    Level 50: Musculature Radial Paragon

    Level 50: Assault Radial Embodiment

    Level 50: Reactive Core Flawless Interface

    Level 50: Barrier Core Epiphany

    ------------

     

     

     

     

     

    Just to give credit where its due, I started with Sovera's fire/bio build when they first posted it and made changes along the way.

     

    Also, the resistance numbers in game are about 5-10% higher than whats showing in Pines. I think its the shield wall 5% and genomic evolution having incorrect numbers but it could also be user error.

  13. I'm really enjoying rad/bio/psi at 50 with hybrid and assault at t4 and the rest at t3

     

    In teams I stick to the tank and drop my aoe rotation (irradiate, atomic blast or neutron bomb or void blast, reposition, psychic shockwave). Usually all the minions are dead, Lts are mostly dead and held, bosses are about 50-75%.

     

    Solo in +3x8 I use stealth, celerity and super speed, to stand in the middle of groups then start my aoe rotation. Then move on to single target with proton blast and cosmic burst, only adding neutrino bolt when offensive opportunity is up or during the 10 or so seconds haste is down. I can't quite solo avs with regen at +4 and some take too long to bother at +3.

     

    I'm currently softcapped melee and within a small purple for everything else but psi. I also have s/l resistance at 62% and barrier, which even at its worst gets me to within a couple percent of softcap. Also Ablative Carapace gives me a 1024 absorb shield on a 24 second cool down and Parasitic makes the you feel like a god if you can hit 4 targets on about a minute thirty cool down.

     

    I don't currently have aim/gaussians proc in the build so it feels a little light on single target damage, ultimately I might give up DNA Siphon but it's really useful solo or when I'm soaking up alphas because there's no real tank around. It also nets me 40ish end which is nice in really long fights so I might just keep it and play a blaster for st damage, we really can't compete with them if they're built for it

     

    Just some side notes, muscular radial plus rad gives all your targets -30 to 40% defense and neutrino bolt give -20% Resistance which is hopefully helping your team out.

     

    Ultimately it feels like I'm playing the game on easy mode, I'm like a scrapper with a 2 or 3 button rotation that doesn't even have to target anything most of the time.

     

  14. I take it back, you are correct.

     

    I'm not seeing any damage from opportunity on PBoEs.

     

    My apologies.

     

    I'm getting similar percentages on everything except targeted aoe, neutron bomb seems to only get 6.35%

     

     

  15.  

    The cost of course is the -7.5% Resistance to your whole character.  While painful, if you account for it in selecting powers and playstyle choices, it looks like Bioarmor could be a huge bonus for 'offense focused' characters that (for whatever reason) do not choose Shield, Radiation, or Fire.

     

    You are absolutely correct for the melee ATs but for a Sentinel Radiation and Fire (shield is not available) don't offer much beyond survivability. Fire is probably the better of the two with its 10% damage buff and aoes, although the aoes are pbaoe and pretty weak.

  16. I went and punched something for you.

     

    I didn't look for the ideal test subject for my beatings, a level 20 council Lt was all I had handy.

     

    In offensive  brawl hit for 18.14 smashing and 6.85 toxic.

    In efficient brawl hit for 14.51 smashing.

    In defensive brawl hit for 10.88 smashing and healed me for 1 hp.

     

    Also in the description of offensive adaption it states that "many of your powers will inflict a minor amount of toxic damage"

  17. It's actually more than 25%.

     

    The first power (Hardened Carapace?) gives a 25% damage buff while offensive adaption is active.

     

    Offensive Adaption itself adds 15-20% (I haven't paid enough attention to get the exact number) extra damage as toxic damage to all your attacks.

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