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Calamity Cain

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  1. Oh neat! I still have to try 'em out in Beta. But thanks!
  2. Lemme just throw this in, as a relatively mechanically-ignorant player. Sleep seems like it'd be useful for soloing/stealthing. And teams that don't rush through the mission like junkies jonesing for a fix. Which...of course...is most teams, let's be real. XD So I have to echo the sentiments of these other dudes and dudettes. Sleep seems like a fun mechanic on paper, but I've almost NEVER seen it used in a PvE context. There's better mezzes out there, and sleep is so easy to interrupt... I think the solution here isn't necessarily a new power - its a revamp of Sleep overall, as a mechanic. It's damage mitigation and control that ends at the drop of a hat. I dunno what to do about that, but the mark of a good game is one where no part of the buffalo goes to waste. I believe Sleep could be pushed to be something at least kinda useful in the main. Buuuut it seems...greedy to ask for that with all these new toys, so here's an idea: Make Sleep Grenade into something like Knockout Gas. What does it do? It not only puts some mobs to sleep, but it slows and/or stuns. Like, some enemies go right to bed, others get groggy and ineffectual. That sounds a lot more useful to me. What do you guys think?
  3. Evil? Take a breath friendo. Slow your roll. These aren't microtransactions, these are unlockables. While you might still dislike the idea, they are nowhere near the same ballpark, and your kind of emotional outburst should be saved for ACTUAL sins by the dev team. This just doesn't qualify. While I do cherish having everything unlocked these days, I think there's room for some things to be unlockable to encourage further engagement with the content. We have to remember that this is a GAME, and not Second Life, much as you and I may treat it that way. XD
  4. XD Uh Evasion's minimum level is 35 isn't it? So I can't take it any earlier. But point taken. In fact, all points taken, that's the kind of advice I was looking for, thank you!
  5. Go ahead! Make my day! Seriously, this is the first build I've built from the ground up. I figured I'd copied enough people's builds and honestly, there was no good BS/SR build on the forums that I could find. So here we are. I figured SR is defense based right? So I know DEF is gonna be good. I'm a Stalker, so my primary concern should be killing things and doing it quickly. Thus, I started by slotting attack powers for maximum effect, also taking set bonuses for RES as much as possible, given that SR has very little built-in RES. Next, I slotted to fill in the gaps and ensure I was above softcap in DEF to account for debuffs, toggle failure, etc. Any way I could squeeze more out of this build? Besides Incarnate powers I mean? Those always felt like the cherry on top, rather than a necessary component, and plenty of content won't let me lean on Incarnates anyway. Stalkers are basically the solo AT, and I mostly team, so I didn't focus on solo- or team-play over the other. Looking for balance in that regard. Anyway, tell me what you think. Did I do alright? What can I polish up? Am I missing any glaring, obvious things? XD This Villain build was built using Mids Reborn 3.0.6.0 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Codename Lionheart: Level 50 Magic Stalker Primary Power Set: Broad Sword Secondary Power Set: Super Reflexes Power Pool: Sorcery Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mu Mastery Villain Profile: Level 1: Hack (A) Superior Assassin's Mark - Accuracy/Damage (17) Superior Assassin's Mark - Damage/RechargeTime (17) Superior Assassin's Mark - Accuracy/Damage/RechargeTime (23) Superior Assassin's Mark - Damage/Endurance/RechargeTime (36) Superior Assassin's Mark - Accuracy/Damage/Endurance/RechargeTime (37) Superior Assassin's Mark - RechargeTime/Rchg Build Up Level 1: Hide (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (40) Shield Wall - +Res (Teleportation), +5% Res (All) (42) Kismet - Accuracy +6% Level 2: Focused Fighting (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (50) Luck of the Gambler - Defense Level 4: Mystic Flight (A) Blessing of the Zephyr - Knockback Reduction (4 points) Level 6: Slice (A) Achilles' Heel - Chance for Res Debuff (7) Fury of the Gladiator - Chance for Res Debuff (7) Fury of the Gladiator - Accuracy/Damage (9) Fury of the Gladiator - Damage/Recharge (9) Fury of the Gladiator - Damage/Endurance/Recharge (11) Fury of the Gladiator - Accuracy/Damage/End/Rech Level 8: Assassin's Slash (A) Superior Stalker's Guile - Recharge/Chance to Hide (11) Superior Stalker's Guile - Accuracy/Damage (13) Superior Stalker's Guile - Damage/Recharge (13) Superior Stalker's Guile - Accuracy/Damage/Recharge (15) Superior Stalker's Guile - Damage/Endurance/Recharge (15) Superior Stalker's Guile - Accuracy/Damage/Endurance/Recharge Level 10: Focused Senses (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (37) Luck of the Gambler - Defense (37) Luck of the Gambler - Defense/Endurance (48) Luck of the Gambler - Defense/Recharge (48) Luck of the Gambler - Endurance/Recharge (48) Luck of the Gambler - Defense/Endurance/Recharge Level 12: Build Up (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 14: Agile (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (45) Luck of the Gambler - Defense/Endurance (46) Luck of the Gambler - Defense (46) Luck of the Gambler - Defense/Recharge (46) Luck of the Gambler - Endurance/Recharge (50) Luck of the Gambler - Defense/Endurance/Recharge Level 16: Practiced Brawler (A) Recharge Reduction IO Level 18: Parry (A) Hecatomb - Chance of Damage(Negative) (19) Hecatomb - Damage (19) Hecatomb - Damage/Recharge (21) Red Fortune - Defense (21) Red Fortune - Defense/Recharge (23) Red Fortune - Defense/Endurance/Recharge Level 20: Dodge (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (43) Luck of the Gambler - Defense (43) Luck of the Gambler - Defense/Endurance (43) Luck of the Gambler - Defense/Recharge (45) Luck of the Gambler - Endurance/Recharge (45) Luck of the Gambler - Defense/Endurance/Recharge Level 22: Kick (A) Empty Level 24: Tough (A) Unbreakable Guard - +Max HP (25) Gladiator's Armor - TP Protection +3% Def (All) (25) Unbreakable Guard - RechargeTime/Resistance (31) Unbreakable Guard - Resistance (36) Unbreakable Guard - Resistance/Endurance (36) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 26: Disembowel (A) Achilles' Heel - Chance for Res Debuff (27) Mako's Bite - Accuracy/Endurance/Recharge (27) Mako's Bite - Accuracy/Damage (29) Mako's Bite - Damage/Endurance (29) Mako's Bite - Damage/Recharge (31) Mako's Bite - Accuracy/Damage/Endurance/Recharge Level 28: Quickness (A) Run Speed IO Level 30: Weave (A) Reactive Defenses - Scaling Resist Damage (31) Reactive Defenses - Defense (34) Reactive Defenses - Defense/Endurance (42) Reactive Defenses - Defense/RechargeTime (42) Reactive Defenses - Defense/Endurance/RechargeTime (50) Defense Buff IO Level 32: Head Splitter (A) Achilles' Heel - Chance for Res Debuff (33) Armageddon - Damage (33) Armageddon - Damage/Recharge (33) Armageddon - Accuracy/Damage/Recharge (34) Armageddon - Accuracy/Recharge (34) Armageddon - Damage/Endurance Level 35: Evasion (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 38: Zapp (A) Superior Winter's Bite - Accuracy/Damage (39) Superior Winter's Bite - Damage/RechargeTime (39) Superior Winter's Bite - Accuracy/Damage/Endurance (39) Superior Winter's Bite - Accuracy/Damage/Recharge (40) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime (40) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge Level 41: Hasten (A) Recharge Reduction IO Level 44: Assault (A) Endurance Reduction IO Level 47: Tactics (A) Empty Level 49: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Assassination Level 1: Brawl
  6. Time to throw my hat in the ring. Been holding onto these bases for so long and never shared anything about them. So first, some shots of Abrams Tower, the personal abode of my hero Captain Adamant. I really wanted to go above and beyond some of the more standard apartment designs and play with different color schemes and accent walls.
  7. LOL thanks for the counterweight, because I was really hoping clickies weren't carte blanche unpopular. Seems I wasn't alone. That doesn't make it correct, just adds necessary nuance for the discussion. As for the debuff, you raise an interesting point, similar to Wavicle's. Perhaps it really should just be a blanket -RES, rather than be something unique to the Sentinel's own damage type. Because of you two I'm starting to see that as a flaw in my original idea. Although I could also get behind it giving a slight bonus -RES based on your own damage type for flavor. That could be a compromise of sorts. But I'm coming around to the blanket -RES idea. It's simpler, more effective in more situations, and easier to wrap your head around. Hard to argue against those.
  8. Given General Idiot's point about problems with some Primary sets not being as useful, this might be a good fix. haha I'll miss all the specific, fun combinations, but he did bring up a pretty good point and this might fix it.
  9. Also I really don't think the fact that Dominators' Inherent is a clickie is what is offputting to people. Dominators are CCers par excellence, and thus take more care and strategy to play effectively than your average hitting stick. They're also pretty squishy unless you know how to build one, and even then. That's immediately going to turn players away. Some just wanna hit or shoot stuff without dying all the time. I get it - I don't play Doms hardly at all. Yeah the clickie probably doesn't help, but there are deeper issues at play, if you ask me.
  10. You raise a good point I hadn't considered. But perhaps this would be offset by the fact that an Ice Blast Sentinel could simply lean more on the more offensive side of Adaptation, and rarely have to break out the defensive components (debuff on enemies vs. buff on allies). I'm not opposed to Adaptation affecting different powersets differently, but you may very well have shown a weakness in this idea. Fair enough! And no, in my idea I do not intend for it to be a clickie for every enemy. That would be nuts. I suppose I imagined its meter being a faster charge up than something like Domination, so you could use it a little more often? Or maybe not, if the buffs/debuffs are really good. But I conceived of it being used more for Boss-level enemies and up, if you plan to use it on enemies at all. While I understand your preference for a non-clickie inherent, Sentinels already have so little clickie powers baked in, is one more really going to annoy you or ruin the experience? Blasters can have two full trays of clickies just from their Primary and Secondaries alone. Same with Dominators and Defenders. Having a clickie might make it more clunky in general, or for newer/more basic players, I could concede that. But so far, I think Adaptation offers quite a bit of variability in how you want to play your Sent and could keep them interesting even after you've reached 50+, and I really don't think the learning curve would be so steep as to turn off new/basic players.
  11. You misunderstand. You would have ONE clickie in this idea, exactly like Domination. The differences in how the effect is applied come with you target. Whereas Domination is just a clickie that applies the same effect no matter what, Adaptation would be one clickie that has three possible effects, based on what you're targeting: Targeting Enemy: Lower Resist to Primary damage type Targeting Friendly: Buff friendly's Resist to Primary damage type Targeting nothing: Buff your own Resist to Primary damage type I'm sympathetic to your argument from simplicity. But I also don't want something boring or just as milktoast and frustrating as the current Opportunity mechanic. Besides, technically Opportunity is already a clickie, cuz you're using one of your powers. I know it's not the same as Domination, but you do still have to "press a button" to do the thing, right? My thought is if you're gonna go back to the drawing board, the devs, in my opinion, should really iron out conceptually what Sentinels are in both solo and team play, then continue the conversation from there. That's what I attempted to do here. Given that Sentinels archetypal hero seems to be Iron Man, a clickie seems most appropriate to me. Iron Man doesn't have a lot of passive effects or buffs. He has gadgets and armor components that do specific things for specific situations. That's what Adaptation would be. You determine which fancy doodad to use and when. I think it offers a lot of strategic variation for both solo and team play and could really make for interesting team combinations. If the devs get the numbers right? Sents could be a big win for certain teams on certain content, rather than just "Oh okay, sure. A Sentinel. Fine I guess."
  12. Now that I understand a little better why you might have said this, aside from a bit a humor, lemme try to explain my reasoning: It should be a clickie for maximum strategic possibility. I suppose you could make Sentinels have a simpler Inherent like Brutes or Scrappers. I'm always up for simple, but I also don't want another watered down solution to a watered down problem. I think we'd all prefer Sentinels had a unique and interesting Inherent all their own right? Something to make them attractive to many players on top of their available powersets. I go for Brutes for that Rage dynamic. I go to Stalkers so I can plan my critical hits and be able to get in and out of situations easily. What do people play Sentinels for? What should they pick Sentinels for? My answer is: effectiveness in both solo and team environments, toughness, and good damage, especially when pitted against opponents they understand i.e. they use the same damage type as them. Kind of like how Rangers in Dungeons & Dragons have (or used to, dunno about new D&D these days) a preferred enemy they get bonuses for. Except you choose when and where to cash in on those bonuses, and also how they're applied. Making Adaptation a clickie means you can choose exactly when to fire off your buff/debuff. And yes, if you made it immune to animation times, would that help alleviate your issue? Which btw, I still don't know if I understand. Just guessing here, tbh.
  13. LOL complete mez protection? Are you referring to their Secondaries? Aren't those toggles? Which can shut down?
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