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DocRadio

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Everything posted by DocRadio

  1. Hot Feet is hardly the best power in the set. Honestly the damn thing sucks. It's only real use is paring it with rain of fire. And guess what? I skip both. If I want area control I grab bonfire. Especially now that you can turn that annoying knockback to knockdown.
  2. Fire/Fire is a high risk, high reward combo. High risk because you have zero control, zero mitigation, and zero room for error. If you want to stay upright you have to play smart. This is especially true in the early game. My first playthrough as a fire blaster was on live and it was horrific. Set bonuses weren't a thing yet and neither were sustains. I'm playing through again and it's easier. Mostly because I know how to play a fire blaster, which mobs to be careful of, and how and when to cut lose on teams. I do have two late game blasters with other builds and with incarnates and set bonuses they are absolute monsters. You can do the same with you fire/fire build if you're patient. I also have a 3xFire sentinel. He bulldozes content, but as anyone can tell you, once the blaster's build matures it outclasses the sentinel in raw damage. So unless having a smoother ride in the early game is your goal... keep blastering.
  3. I can only think of one thing, and even then it's more a matter of convenience than anything else. And that's having to retoggle certain powers that don't auto-activate once a mez runs out. Other than that break frees and an occasional use of RoP should suffice. If all else fails Clarion can be made perma. I use RoP on just two toons. And it's not for the status protection. It's for the resistance boost. I'm just not seeing where a 30 second duration nerf is going to make the power worthless. Just makes it a bit more situational than it already was.
  4. Good point. I mean... My controllers don't sweat status effects because I just multi-lock anything that could cause them.
  5. Orobos portal is a good option. Repeat story arcs to get additional merits. Cash them for converters. Convert low value enhancements to sought after ones. Sell. You end up with an insane amount of cash fairly quickly. Though I hear farming is more profitable.
  6. It really makes no sense. They should have said what they meant. "We think it's too good... here's a nerf."
  7. They achieve that with defense. Not a resist power like RoP. I know because I have two 50+ blasters that are damned hard to kill who don't even use RoP. And if you have a status protection hole Clarion can fill it.
  8. DocRadio

    Unstoppable!

    Yeah I took T9, ROP and barrier on an elec/elec tank. He's nigh unkillable at this point. I plan to more or less the same with an DM/Invul brute I'm leveling.
  9. Just checked out the changes to travel powers on beta and I have to say I'm pleased. I wonder how many of them make it to live but the stacking is pretty sick. For instance Nina Run with Combat Jump and Super Speed gives you ludicrous mobility. On live ninja run turns off other any leaping ability. On test it just stacks with it. The phase component added to super speed gives you limited escape capability and afterburner is free with the flight pool. Finger's crossed on this one. I still have to test the changes to super jump... but according to the patch notes there's a double jump capability added that will boost its range. If it stacks with combat jump and ninja run super jump will be more like limited flight. I've very excited.
  10. DocRadio

    Unstoppable!

    Meh... I use T9's. Maybe I'm a masochist. But I just pop barrier a few seconds before the crash. By the time its best coverage drops I'll pop a CAB then dull pain. Re-toggle and get back to smashing. Works even better with the Elec Armor because I can boost my endurance and heal with barrier up. The only downside is you have to take barrier. Sure normally I'd rather pop barrier in an emergency over unstoppable but there are times when you need the endurance boost from unstop, and also times when barrier isn't up.
  11. No... you effing run or lose your teeth.
  12. I haven't played an Elec blaster since my Triple Elec back on live. I remember it being a particularly effective build. But not because of drain. It was because of the utility. It had a ranged nuke and I could cripple bosses by either cycling shocking grasp and tesla cage or powersink and short circuit. The damage was supplemented by some decent melee attacks and static discharge as additional AoE damage. It was a swiss army knife build that was flexible and adaptable to a lot of situations. That's why I loved it. I'll probably bring the build back when I have time so I can see what I can do with set bonuses boosting survivability even more. Not to mention the more combat ready insta-snipe and incarnates. Should be groovy.
  13. It was my Home server. I was a member of the SG Godhand. Good times.
  14. For me the Sentinel is the answer to the question, what if blasters had defense and status protection? Sure I know Sentinels don't stack up to blaster damage... but they don't have to. They can survive long enough to deliver the damage that they do have, where as blasters have a huge rough spot until you can cobble together some defenses. And yes, a well slotted blaster can do some amazing stuff. My pistols / martial blaster is amazing even though pistols is considered meh. But that's because I specced her out for defense. And it was kind of hard going until I got my defenses IO set slotted. With my sentinels I have way more flexibility. I can build for recharge or raw damage, or even more survivability. Also once you get status protection Sentinels are kind of a cakewalk. Personally I don't understand why people default to saying they're weak or don't have a role. I think they're amazing.
  15. I considered, but I really do prefer resistance over defense. Plus I'm using Energy Aura with a Dark blast sentinel. And yeah I know... probably garbage build, but I want to see what I can do with defense, and accuracy debuff combined with even more debuff with diagmetric from the incarnate.
  16. Thanks. Guess I'll build that Triple Elec sent I was thinking about. (any second someone will chime in and say elec/bio is better, but I'm already doing water/bio.)
  17. I get your point from a defender standpoint. Damage is most certainly not the defender's roll, although some defender combos do quite well in that arena. Having taken a Rad/Rad defender to the late game I kind of find all the hand wringing about sentinel damage... quaint.
  18. I'm just not getting you. Your build does what you wanted, but you don't feel it's "competitive." When I play an AT my only concerns are playability, and uniqueness. I could understand if you didn't like the "feel" or if it were frustrating to play. Your argument is based on "competiveness". If competiveness is the main concern You'd severely limit your build options to just a handful of high performing combinations. Boring if you ask me. I will agree with one thing... the inherent definitely needs work. Other than that I judge each AT on its own merit. If I were to get overly bogged down into comparing blasters and sents I'd probably pick the blaster, because I'm a damage junkie. But if I did that I'd miss out on the experience of leveling a sentinel. And honestly once the get status protection they're pretty damned pleasurable to play. I have 4 of them and I can't say that any of them are not fun to play.
  19. I constantly see references to elec blast as underperforming and meh. Yet on sentinels I see it listed as a desirable set. I use Elec blast on my Elec/Kin corrupter and generally I'm fairly pleased with it. Even if you don't factor in Fulcrum shift which dials any blast set up to 11. Especially ones with decent AoE options. Also in the old days I took an Elec blaster to 50 without the benefit of IO set benefits. I hardly found it meh. Yeah I know the sets between the various ATs are different, but is there something specific about the sent variant that makes it worthwhile?
  20. Enhancement sets that boost defense make getting up close and nasty a whole lot safer. My Rad/Atomic and Pistols/Martial blasters practically live in melee. I open up most fights at range then close to melee distance. And even before I began to build for defense I would still close in for the occasional heavy hitting melee attack. To this day I miss them when playing sentinels. Feels off somehow.
  21. Interesting that you took cutting beam. I found it to be about as useful as a fork at a soup factory.
  22. Let's say I'm capped out in ranged defense at 45. I consume a luck or two, does it actually boost my defense past the cap or am I still at 45?
  23. DocRadio

    Elec / Kin

    I have a post 50 Elec/Kin corr. I still have a lot of work to with her, and my build is far from optimized. I'm leveraging rune of protection along with force of nature and barrier to really get in close and abuse kinetics. Even unoptimized the build is extremely effective. As stated before sapping really isn't all that effective, but it does stop or at least slow down some baddies. Elec as a set isn't the best, but I've always liked it, and the change to snipe powers really help it out. Overall I'd say that playing her has been easier than playing my sentinels, and they have native defenses.
  24. Never mind. Found an updated installer.
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