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DocRadio

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Posts posted by DocRadio

  1. 13 hours ago, leeowensoas said:

    Title pretty much covers it. I fell in love with my melee toons and haven’t switched play styles in a decade. What’s something totally different that still can solo effectively (AVs, groups up to *8, maybe +2)?

    Stalkers. Sure they're melee... but kind of glass cannony until the upper levels when they can scrap consistently without eating pavement.  And even then, they're more the strategic type than the wade into massive spawns and dominate like scrappers and brutes.

  2. On 9/16/2021 at 7:10 PM, Glowman said:

    Interested in creating a hover blaster and working mostly at range. What are some good combinations for that? Bonus points if you share your build. Thanks!

    Honestly, I like versatile blasters. That means getting up in your target's grill to optimize all your damage. The idea of a purely ranged blaster bores me. If I want to hover blast I default to Sentinels. Sure they don't have the front loaded damage, but they have defense and status protection. They also famously lack any sort of melee focused attacks so Hover blasting just makes sense. All that being said Devices, Tactical arrow, and even Martial add decent tools to a hover blaster strategy.

  3. On 8/27/2021 at 3:13 PM, BrandX said:

     

    When have people made it clear they're not welcome?  I haven't seen anyone go "No Sentinels!" on teams.

     

    Yes, they need improvement, but other than people not wanting to play them, feeling they're weak, I haven't seen any kick them from teams.

    I literally had a defender say... great You have armor and mez protection. I can concentrate on keeping the tanker upright thereby avoiding a team wipe. And she did... and I'd roll in and obliterate shit every few minutes with inferno. Never needed a buff.

     

  4. On 10/29/2019 at 4:50 AM, Wintercat said:

    I'd say you're missing your bread and butter single target attacks completely in favor of loads of poolpowers. No bone smasher, no blaze, no flares and only the default slot in fire blast. 

    Flares and Fire Blast can be used when mezzed, which is no small thing. 

    I'd really hate having to level this build, to be honest. It looks more like a wannabe pool-power based scrapper with a few blasts thrown in.

     

    Indeed. Following up Blaze with Bonesmasher... That's why you play Fire/EM.

     

  5. 6 minutes ago, Krimson said:

    I have two Rad/Fire Brutes, so I am basically just using /Fire the way I know, which features Burn which does help a lot since I am soloing to 50. 

    I didn't take Burn until the late levels. I got tired of immobiles being a weakness. Turns out I was leaving potential damage on the table. It works well with Fire Sword Circle.

     

  6. On 9/9/2021 at 1:53 PM, Krimson said:

    The Psi/Fire Sentinel that I am soloing hit 34 last night. Spending time bouncing back and forth between Croatoa and Brickstown. I have the build modestly slotted, so currently running between +2 to +4/x1. Once I fill in a few more sets, it will be all +4 all the time. 

    Nice. In my experience /Fire wasn't the best set for mitigation. I took a Fire/Fire/Fire sent to the late veteran levels. He's my main. I'll admit he's not fully optimized. I heavily invested in recharge and damage at the cost of resist and defense but I can still pretty much solo anything. Right now I'm doing  Water\Bio and Elec\Elec builds. Both are in the mid game and show great promise.

     

  7. On 9/2/2021 at 6:55 PM, Groovy said:

    This comes off as super arrogant.  If you are looking for an attaboy.  Attaboy!

     

    To the OP:  It looks like a fun build but I would probably go for more concentrated defense.  Capped ranged defense along with your sapping skills for melee range will go along way. 

    I was thinking the same thing. Also 200 +Recharge without hasten might be overkill. One could probably curtail a bit of that in lieu of additional ranged defense. Still overall it's a very solid build.

     

    • Like 1
  8. I have a water/bio Sentinel.

     

    Water is a solid AoE centric set. It has decent single target oomph that is inferior to ice, and decent AoE that is inferior to Fire. But it also has a fairly decent heal which the other two lack. Bio gives you solid protection along with a boost to damage. It's versatile and pretty much pairs well with any primary.

     

    • Thumbs Up 1
  9. On 9/2/2021 at 9:39 AM, BrandX said:

     

    I suggest trying Archery/Tac Blaster.  Enjoy mine.  Dual Pistols is my favorite blast set, but haven't gotten to enjoying it on a Blaster for some reason.

    I have a 50+ DP/Martial blaster. She's a hoot to play, and damn near untouchable. The rare status effect that hits me is shrugged off by the built in breakfree power in Martial. I can just rick roll anything that isn't an AV or GM.

     

  10. On 8/28/2021 at 8:12 PM, Bill Z Bubba said:

     

    I still don't get it. I've had smarter folk than me rework my fire/time blaster's build and she still can't survive +4/x8 (hell, she couldn't survive +2/x8 PPD in DA earlier) where my fire/bio sent breezes right along. I find the stories of blaster superiority quite silly. I live, they die, sents are superior.

    Fact is blasters have to build a certain way, take certain incarnates and then they "might" come close to sentinel level of survivability. Extra defense and insane damage are pretty potent. I think blasters outclass them in raw damage but superior? I don't see it.

     

  11. On 7/1/2021 at 6:18 AM, Galaxy Brain said:

    I've noticed a lot of negativity surrounding Sents lately, and I think it's time to turn that around! 

     

    For me, a Sentinel was the very first thing I made on HC as it was a brand-new AT. A mix of Ranged and Armor with tweaks to both? It sounds like a blast! Combined with the big, flashy target you can apply it makes for a rather unique character compared to the rest.

     

    How about you?

    I was just playing one of my lowbie blasters. Ice/NRG... very serviceable, but one slip, one miscalculation and you're horizontal. Sentinels don't experience that at level 22.

     

  12. On 6/23/2021 at 8:16 PM, 00Troy00 said:

     

    Thanks!

    Ice/NRG is working well for me. The combination of single target control with the melee attacks from EM is potent.

    I'm also running Ice/Martial. I started it as a Mortal Kombat rip off of Sub Zero but it turned out to be really fun and effective. And once again the Trap and Slap mechanic works with that combo too. Dragon's tail helps fill in for the lackluster AoE of the primary also.

     

  13. On 7/1/2021 at 6:18 AM, Galaxy Brain said:

    I've noticed a lot of negativity surrounding Sents lately, and I think it's time to turn that around! 

     

    For me, a Sentinel was the very first thing I made on HC as it was a brand-new AT. A mix of Ranged and Armor with tweaks to both? It sounds like a blast! Combined with the big, flashy target you can apply it makes for a rather unique character compared to the rest.

     

    How about you?

    Easy. A ranged character with early access to rock solid status protection. Late game they're sort of outclassed by just about every other ranged archetype. That being said, you can concentrate on IO's that boost damage and not have to worry about status protection or survivability. You have those on tap already.

     

    • Like 1
  14. On 2/11/2021 at 2:07 PM, nebber said:

    The capped S/L/F/C def and resistance is pretty impressive, on paper... but I wonder how much of this is build is to get to a 'safety state' at the expense of damage and team usefulness.

     

    One of the most fun things about kinetics, to me, is the crazy pace and boom-all-or-nothing swings.  Your one-slotting of transfusion, transference, and fulcrum makes the baby kinjesus cry.  The kin-way to me is that you don't have to go all max-defensey-resistancy, its that you go all squishy-crazy and if you go in the red, you mash your heal and you're back up again at full health to keep the roller coaster going.  You should be all fulcruming and siphoning while in the thick of it... bring big damage buffs, bring big heals... this is what a team wants of a kin. 

     

    In my build, transfusion is maxed out for heal/recharge.  Transference is maxed out for end/recharge.  Fulcrum is maxed out for recharge.  And siphon speed is maxed out for recharge so that I can spam that for more recharge so that fulcrum and transferencefusion is recharged.  Gotta go fast.

     

    Kin/Elec is also one of the best sapper builds in the game.  You can go all-in on this... or not.  I did, and it's... cute.  There are occasions where you can take a mob's endurance to zero and halt their recovery so they stand around doing nothing.  Occassionally handy, usually useless in endgame where the enemies pose no real threat so it doesnt matter if they are blue-drained or not.  It was a great form of damage mitigation while leveling in a duo.

     

    I'd go more into some of the weird choices in your build (four-slotted-for-recharge hasten... ummm)  but the first question is, how do you play and what do you want to be effective at?  Soloing?  Team support? sapping?  fire farm support?  exemplaring?  That'll better dictate where to go with your build.

    I concur with everything said here. I have a Kin/Elec corr well into her vet levels. I didn't really build her for survivability but somehow... she survives. And that's mostly by making things real dead real fast and relying on RoP, Barrier or Force of Nature when things get hairy. I try to have Transfusion, transferrence, and fulcrum shift up as much as possible. I use siphon speed and siphon power to keep things rolling too. It's really a thing of beauty. Any mistake usually leads to a dirtnap admittedly, but I don't die all that often. I usually pull off spectacular shit on the regular because Kinetics is a goddamn beast. As for End Drain, I don't bother trying to drain anything lower than bosses. Some bosses can be gutted by short circuit followed by transference. I also have power build-up which makes it all the worse.

     

  15. 29 minutes ago, Ankhammon said:

    Don't do it. The heal on Dark takes 3.5 seconds to animate. Fluffy doesn't move. No one has ever found a use for the intangible power... 

     

    Oh wait, that was when I started playing Dark/Dark. 🙂

     

    Go Doc, go! 

    Dude my first go around was as a fire/fire blaster. My most frequent co-player was a dark/dark defender. It was horrible. Darkest night did nothing. The only thing that got blackend was my eyes as all it did was get us wiggety, wiggety, wiggety WASHED. Our only working tactic was him hovering over a mob and dropping the servant on them. It would take the alpha and die in seconds but that gave me just enough time to AoE them to death before they shredded us both. We were  CONSTANTLY neck deep in debt until the devs finally fixed the bugs in the -ToHit debuff. Then we were almost unbeatable. The set just got better from there. I still don't think there's a use for black hole, and howling twilight is kinda meh... but I like what's left a lot. Plus I tested a future build on the test server and it holds up. Now that I look back, that early experience actually soured me on defenders all together. In my mind the only ones worth a damn were force fielders and empaths. I considered the rest garbage. After the fix I saw what DeBuffing could do. My first defender was Rad/Rad. Which lead to Kin/Elec, and several corruptors before the live servers were taken offline. I always wanted to try my own Triple Dark Defender, but never got around to it.

     

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