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Hopeling

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Everything posted by Hopeling

  1. Static Shield gives mag 8.3 protection against hold/stun/sleep, compared to 10.38 for scrappers/brutes/stalkers and 12.98 for tankers. So yes, Sentinel mez protection is slightly weaker. It's pretty rare to get hit by enough stacked mezzes to break through a mez protection toggle though, even at "only" mag 8 instead of mag 10. I have yet to see it happen on my sentinel, besides things like Romulus' rez stun, which is something like mag 15 and will stun scrappers/brutes/tankers too. Depending on the secondary and the type of mez, you might simply be seeing the fact that some secondaries have holes. For example, few sets protect against confuse or fear effects, and /Fire gets immob protection from Burn rather than from its toggles.
  2. On the /Elec side, you definitely want all four toggles, Energize, and Lightning Reflexes. The other three powers are largely optional: Grounded gives minor resists (but you're capped to energy without it), endurance drain resist (again, you have plenty without it), and knock and immob protection (but only when near the ground). You can get the last two from a -KB IO and Combat Jumping if you want to skip this power, and if you're going to hoverblast you probably should get those regardless, because Grounded won't work while flying. I use it to mule one of the resist uniques. Power Sink is very powerful for resolving endurance issues, if you don't mind being near enemies and needing a couple targets to get full use out of it. Depending on the build, you may be fine without it. My Beam/Elec is at 50, but had endurance issues for most of the leveling process. Dual Pistols likes standing near enemies, since your nuke is PBAoE. Power Surge is the least useful of the three. It caps out all your resists for 3 minutes, but for a Sentinel that's only 75% anyway, and you're starting from ~40-60% resists, so it's not a huge increase in durability. Then it has the terrible -90% hp, -100% end, set-your-recovery-to-0 crash. Even with the EMP effect, it's very easy to die at the end of it. If you can time Power Sink + Energize just right, the crash might be survivable, especially with a Preventive Medicine proc and the fact that Sentinels don't taunt. Overall though, I'd rather just use a couple orange inspirations for the same effect and way less risk.
  3. If you want to clear large spawns solo without a lot of set bonuses, you're going to have to use inspirations liberally. 30% defense won't keep you alive on x8, but 30% defense plus a Luck will. At level 37, you can carry 15 inspirations. If you walk into a mission with 15 Lucks, that means you can be softcapped for 15 minutes. In practice, this kind of preparation should rarely be necessary, because clearing large spawns solo gives a lot of inspiration drops. If you have good AoE (which you do), this reaches a lovely point where you get inspirations as fast as you need to use them, so you're a perpetual motion machine of death.
  4. I'd trade Titan Sweep for Follow Through, and Defensive Sweep for Crushing Blow unless you really need the melee defense. Whirling Smash, Arc of Destruction, and your damage aura are already plenty of AoE for most purposes, and DS is pretty poor as an attack.
  5. How about Radiation Blast? You can recolor it to get away from the radiation green and make it look more like generic energy, if desired.
  6. /Willpower pairs pretty well with just about anything. With Quick Recovery, even thirsty primaries aren't an issue. What is the theme that you're trying to match?
  7. After respeccing, I clocked a Pylon kill in 4:41, for 264 DPS. Apparently endurance isn't a problem anymore, because I straight-up forgot to use Energize for most of the fight and didn't run dry. That Panacea proc is really something.
  8. I haven't seen anyone talk about Charged Shield either, but it's great. It really stacks nicely with the resists and Energize. I remember playing a /Elec brute back when it didn't have healing at all; this is a very different experience. This slight tweak to the above build is what I'm actually respeccing into right now. Basically I swapped the Positron's Blast for Annihilation, and Charged Shot for Single Shot. I'll see how endurance works out without Defensive Opportunity, now that I'm not running Maneuvers and have actual slotting in Stamina. http://www.cohplanner.com/mids/download.php?uc=1510&c=726&a=1452&f=HEX&dc=78DA65945B4F135110C7CFB65BA05BAE96963BA5E55668595A407D342A68C225A9407C334D2D87D2646949DB0779F423700B5E3E8189F13BF8EE35315E00F5C12B2A6AA246DF70BAFFA16EEC06FA9B9D337366E67F7677E6CA78F59DF3574F09A5F6AC91C8E7E37332534867A4A1CDCBE452266B6453AB82AE8A49994B27972AC96C3D0A89CF263229B9A09F9189E5F86C7AD190BED2D2B85C9499BCD4270C992C5066FC746E399B13AE58366BE8E78C746AA95003BB68A63329CDBC9B5B9172A1DA34A7656285FCAD132BE9A45EDAB7B85F7C26912FC8DC6A33353340FF4F8A3FE675A88A6D42BF2ADAAF31AF839D37C0819BA01E242A668E5DFCB40B115585FA8BF91BACF8030E53AC82589BF2113E6DBF48A7D0BEE03E423176DECFDEA998352A7C60951FF406C067D4AF03FD3A1CF75433BFEA3ED8FC80F9106C7DC47C0C3AE9042AB94E65BD62F6D0E851CCB5F0147A19FA01DEA63A4EC43A9CDC77F53EF31358FB99C973D41F807B94EBE21E5D611BD674F0D83033027AA3605F18B90AF558835C51734897182175EAD089A86B22A343154FA942039F5AC31B6476BF65BE63BE077B3E80A3B48F9BF7718FC067A76A1E3E1D8FA9BC53F85969FF20145229A689556B62D5BADC50ADAB11F77DACE20EF5D5C293B78C62B2FE31E67170F004F32493FB1BA3FEDA78F2B66E61FA9ED37E1DF0D93A6E213E1A1266CD23EE528C8F6BFAEE528C9B667E8113EFD901FB76C1FE3D70E025F89A72039C1BD8E2B53530BCCEDC0087369921F4F18A727B916BEF5DC3FCC3EBCC4DE616E8220D833C5B700FF9C22B44887D21D62F40713AB456F4FFE6F4D25A84CF2FE281EEED6AE9EDB58B1821406FEB05E62CD8350F0EFE8BA5BFE2931529F344CB3CA3659EB132CFB4D53384938BA9FC89209F624639EBE92D87E7F0402B7D1584C267FD4DB37C292E420FDB249EC5463F9E91AFD6BC20F2BE5BF3D66DA62EB60D68ECDF06635A5151D4BE64B11316FBB2C59E72531ADB7F01182FF4A7
  9. This is a tweak to my current build, since I realized that I need more recharge in Aim for it to recharge as quickly as Overcharge. Despite what Pine's says, Overcharge has a 90s recharge, not 125s. The Decimation in Refractor Beam is actually a Positron's Blast, but Pine's thinks it takes the wrong sets. I was originally trying to get to 37.2% S/L defense to softcap with Blessing of Tielekku (2.8%) plus Barrier (5%), but I already felt plenty durable playing with a partial build and no Barrier, so I decided to stop one Luck from the softcap, and make up the difference with inspirations when necessary. /Elec is kind of like /WP: with solid resists and high regen, you don't really need to be softcapped most of the time. If anything I have more recharge than necessary; my attack chain only requires 143%, but I have 181%. I'm considering Devastation and Annihilation in Charged Shot and Refractor Beam, respectively; I'd give up 12.5% recharge, but gain some regen, resists, and endurance. I skipped Power Sink because Energize and Defensive Opportunity already makes me sustainable, although not by much if I forget to put up Energize proactively. Anyway, thoughts? Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Jerich: Level 50 Technology Sentinel Primary Power Set: Beam Rifle Secondary Power Set: Electric Armor Power Pool: Flight Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Ancillary Pool: Electricity Mastery Hero Profile: Level 1: Charged Shot -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(29), Dcm-Dmg/Rchg(29), Dcm-Acc/EndRdx/Rchg(31), Dcm-Acc/Dmg/Rchg(42) Level 1: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(5), UnbGrd-ResDam/EndRdx/Rchg(7) Level 2: Charged Shield -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-Heal/Rchg/EndRdx(11) Level 4: Conductive Shield -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(7), RctArm-ResDam/EndRdx/Rchg(9), RctArm-ResDam(23) Level 6: Disintegrate -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(9), SprSntWar-Acc/Dmg/Rchg(25), SprSntWar-Acc/Dmg/EndRdx(25), SprSntWar-Acc/Dmg/EndRdx/Rchg(27), SprSntWar-Rchg/+Absorb(27) Level 8: Hover -- LucoftheG-Def(A), LucoftheG-Rchg+(21), ShlWal-ResDam/Re TP(45), Rct-ResDam%(46) Level 10: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(13), Prv-EndRdx/Rchg(13), Prv-Heal/Rchg(15), Prv-Heal/Rchg/EndRdx(15), Prv-Absorb%(17) Level 12: Lancer Shot -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(17), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(19), Apc-Dam%(23), GldJvl-Dam%(39) Level 14: Boxing -- Empty(A) Level 16: Static Shield -- StdPrt-ResDam/Def+(A) Level 18: Refractor Beam -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(36), Dcm-Dmg/Rchg(36), Dcm-Acc/EndRdx/Rchg(36), Dcm-Acc/Dmg/Rchg(37) Level 20: Grounded -- GldArm-3defTpProc(A) Level 22: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(34), TtnCtn-ResDam/EndRdx(34) Level 24: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(33), LucoftheG-Def(33), LucoftheG-Rchg+(39) Level 26: Piercing Beam -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(40), Rgn-Acc/Rchg(40), Rgn-Dmg/EndRdx(43), Rgn-Knock%(43), Ann-ResDeb%(43) Level 28: Lightning Reflexes -- Flight-I(A) Level 30: Aim -- GssSynFr--Build%(A), RechRdx-I(50), RechRdx-I(50) Level 32: Overcharge -- AchHee-ResDeb%(A), SprOppStr-Dmg/Rchg(37), SprOppStr-Acc/Dmg/Rchg(37), SprOppStr-Acc/Dmg/EndRdx(39), SprOppStr-Acc/Dmg/EndRdx/Rchg(40), SprOppStr-Rchg/+Opportunity(42) Level 35: Havoc Punch -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46), Hct-Dam%(46) Level 38: Chain Fences -- EnfOpr-EndRdx/Immob(A), EnfOpr-Acc/EndRdx(48), EnfOpr-Acc/Immob/Rchg(48), EnfOpr-Acc/Immob(48) Level 41: Fly -- BlsoftheZ-ResKB(A) Level 44: Afterburner -- LucoftheG-Rchg+(A) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 49: Combat Jumping -- LucoftheG-Rchg+(A) Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(31), KntCmb-Dmg/Rchg(31), KntCmb-Knock%(33) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(3), PrfShf-EndMod/Acc(21), PrfShf-End%(34) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Core Paragon ------------
  10. It's a little different; combos have multiple chances to miss. If you get debuffed to a 50% hit chance, you can still land attacks reasonably often, but landing combos becomes pretty unlikely. Even with capped hit chances, you still have a 14.3% chance to fail to execute a combo, so if you feel like you lose a lot of combos to missing, that's not just in your head. Just think of it as more like a proc than a guaranteed effect, and you'll be happier.
  11. Yes. It's basically Power Boost, but with the Destiny-style decay. It boosts the duration of mezzes, and the magnitude of any power which modifies defense, tohit, movement speed, recovery, endurance, or absorption - both buffs and debuffs to those things. And it increases range.
  12. A nice feature of Energize is that you don't need to slot it for recovery. It does need recharge, but on high-end builds it's perma from global bonuses alone. Getting full benefit from it for only 2-3 slots is a neat perk, and meshes well with Energy as the "I don't want to invest much in a secondary" secondary. I don't think it stacks.
  13. This is my enhancement window: And I just timed it with a stopwatch at 24 seconds. I have 181% global recharge, plus the 96% from slotting, so 90/(1+0.96+1.81)=23.87 is almost perfect, while the 125/(1+0.96+1.81)=33.2s recharge shown in Pine's is way off. Maybe it was changed at some point, or maybe Pine's was just always wrong. Anyway, now I need to find 2 slots somewhere for recharge, haha. Maybe I'll just give upon softcapping.
  14. And we're telling you that yes it has, many many times over the last decade and a half, and it's always been clean, and nothing has changed recently that should have affected that. We're also telling you that the things you think seem wrong are in fact not wrong due to basic statistics. You're literally asking a question about statistics; of course the responses are going to discuss statistics. We checked it by examining its behavior rather than literally reading the source code, because until recently, reading the source code wasn't even an option. If you feel that reading the source code might turn up something fishy that other analyses didn't, go for it. But if you want somebody else to do it for you, you're going to have to convince them it's worth doing. Right now, you've got a hunch and some objectively unremarkable anecdotes.
  15. When you figure out how to move Swift's default slot to Hover, let me know. 😉 Afterburner+Fly caps out at 87.95mph with no slotting, if you use Jump Pack. 30 seconds is usually enough time to get to the next door. This helps me feel better about rarely being able to spare slots for travel powers.
  16. So statistically, this issue should be rare, and you've found that it is in fact rare, and this makes you think that something is wrong...? It's possible that the attack roll mechanics are broken. But the last 600 times the question was asked and then checked, it turned out that it was working normally, and somebody just had a run of bad luck and/or confirmation bias, so at this point most people are pretty skeptical when it comes up again. If you're curious, run HeroStats for a while and gather data, then see if that backs up what you're saying. "I feel like I miss a lot sometimes" isn't much to go on. Incidentally, even accounting for travel time and non-gapless lowbie attack chains, you're almost certainly still throwing hundreds of attacks per hour. If you clear your way through a short solo mission with five 3-minion spawns, and take 3 attacks to kill each minion, that's 45 attacks right there. How many short solo missions can you do in an hour? How many do you run in a week? The odds of something strange happening somewhere in there are quite good.
  17. Yes, so getting two misses in a row (with streakbreaker in between, since that's guaranteed) has a probability of .05*.05=.0025, or 1 in 400. How many attacks do you throw in an hour of gameplay? Probably a lot more than 400. Something would be wrong if this DIDN'T happen fairly regularly.
  18. Guys, guys... Overcharge has a base 90s recharge, not 125s. Pines is simply incorrect. I kept wondering why my Overcharge would be up well before Aim, even though my build said their recharge should be within a second of each other. Apparently it's because my build is dumb, and if I had actually put some recharge in Aim, I could be using Overcharge every ~25s instead of every ~35s.
  19. I admit I never quite understood why the original CoH devs felt that hit chances should be capped at 95%. RNG means "random number generator", not "consistent number generator". Sometimes you will have streaks of weird luck, like several misses in a short period of time, or getting hit by a lot of enemies at once, because that is how randomness works. However, this kind of question has been examined many times, and I don't think an irregularity in hit/miss chances has ever been found.
  20. As a tanker, not especially hard. Even your ST attacks are AoE taunts. You also have a taunt aura, and you can get another AoE attack from epic pools if you want to. Dark Melee is a good set. It's not a farming set, but it will kill things and keep you alive.
  21. Both Opportunities apply the -20% resistance debuff to the target. Offensive also adds a small energy damage bonus to your attacks (but for AoE attacks, it only applies to one target), and Defensive gives a small heal and endurance restore on every attack. The bonuses are fairly small, and you can generally only use one at a time anyway; if you mostly use Defensive Opportunity (or vice versa), saving a power choice and 4-5 slots by not taking the other power at all may be more useful than having slightly more flexibility. Few sets need both to make a good attack chain.
  22. I'm trying out the absorb proc in Disintegrate and the +opp proc in Overcharge. I'm kind of underwhelmed by both procs, but Overcharge instantly filling my bar is kinda neat.
  23. If you don't like the "splash" aesthetic, recolored Water Blast is very easy to reconceptualize as acid blast, lava blast, ink blast, blood blast, or whatever other thing you like.
  24. I don't think Arachnos villains count. My scrapper sits at "Defeat Generic or Signature villains in Safeguard missions: 5/25" while also holding the "Saved The World" badge, and there are more than five Arachnos AVs in the STF. I'm pretty sure all of my badge progress here actually came from leveling via tip missions. If I'm right about Arachnos, this sadly won't work either. Bad Mr. Gary's suggestion sounds promising though. But yeah, logging out will reset missions, even if you just logout to character selection and then log right back in.
  25. Before shutdown, City of Data was the site you went to for numbers and detailed power info. Paragonwiki was never very good at that. Unfortunately, City of Data is now gone, although you can still view the archived version if you're willing to tolerate it being a bit slow and some of the pages being broken.
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