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Everything posted by Sunsette
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It is less ugly on minimal graphics but also like... it's still very obviously themed around mutation/chemicals which aren't my personal forte for concepts. Bio mechanically works really well for a lot of 'mode switching' type stuff but every time I've tried to convince myself to try and override the flavor it doesn't work for me. My magic Bio tanker has been stuck leveling for *years*.
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bio is good i just don't have a lot of concepts that start with 'okay so to use their powers they momentarily turn into a giant ugly blob'
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Reminds me of some old companions of my own. That was a beautiful little read, thank you for sharing.
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I think none of us that write guides are especially interested in bio, but that is an undermet need. I'll see about making an alt this weekend.
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idk imx both cats and dogs are pretty good at seizing the opportunity* * the opportunity being your food
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I appreciate you making this discovery! Thanks for posting it on the forums!
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Well, you've heard like half-a-dozen people who have a lot of game experience here tell you that you shouldn't be concerned about that. This isn't high key mythic dungeons in WoW or savage raiding in FF14 or ranked in League of Legends. The attitude is 300% different from those contexts. You can do one of three things: Put serious effort into modifying your worldview so you stop imposing such high standards on yourself. This is easier said than done, but the ideal. We want you to have fun in Paragon City. Alternatively, you can Choose to reroll to meet your very high standards for yourself; or Solo so as not to feel like you are failing your own standards, I say this without judgment b/c I'm mostly an Option 2/3 person. Just don't think there's much else that can be said here. FWIW I am very aware of the limitations of Sents but I don't pity them when I meet them in groups. It is unlikely I will be impressed but also unlikely I'll see them spend half the map powering my vengeance,
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Gonna warn that I don't have any personal experience with Regen. You'll want to use Moment of Glory proactively rather than after you get in trouble, This Hero build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Technology Sentinel Primary Power Set: Energy Blast Secondary Power Set: Regeneration Power Pool: Speed Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Hero Profile: Level 1: Power Bolt -- SprSntWar-Acc/Dmg:50(A), SprSntWar-Dmg/Rchg:50(3), SprSntWar-Acc/Dmg/Rchg:50(3), SprSntWar-Acc/Dmg/EndRdx:50(5), SprSntWar-Acc/Dmg/EndRdx/Rchg:50(5), SprSntWar-Rchg/+Absorb:50(7) Level 1: Fast Healing -- Heal-I:50(A), Heal-I:50(9) Level 2: Reconstruction -- StdPrt-ResDam/Def+:30(A), NmnCnv-Heal:50(7), NmnCnv-Heal/EndRdx:50(9) Level 4: Quick Recovery -- PrfShf-End%:50(A), PrfShf-EndMod:50(37), PwrTrns-EndMod:50(37), PwrTrns-+Heal:50(39) Level 6: Power Burst -- SprOppStr-Acc/Dmg:50(A), SprOppStr-Dmg/Rchg:50(17), SprOppStr-Acc/Dmg/Rchg:50(19), SprOppStr-Acc/Dmg/EndRdx:50(19), SprOppStr-Acc/Dmg/EndRdx/Rchg:50(21), SprOppStr-Rchg/+Opportunity:50(21) Level 8: Aim -- GssSynFr--Build%:50(A) Level 10: Instant Regeneration -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(11), Prv-EndRdx/Rchg:50(11), Prv-Heal/Rchg:50(36), Prv-Heal/Rchg/EndRdx:50(36), Prv-Absorb%:50(37) Level 12: Power Push -- Apc-Dmg/Rchg:50(A), Apc-Acc/Dmg/Rchg:50(13), Apc-Acc/Rchg:50(13), Apc-Dmg/EndRdx:50(15), Apc-Dam%:50(15), OvrFrc-Dam/KB:50(17) Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31) Level 16: Dismiss Pain -- Heal-I:50(A), Heal-I:50(40) Level 18: Explosive Blast -- Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(23), Rgn-Acc/Dmg/Rchg:50(23), Rgn-Acc/Rchg:50(25), Rgn-Dmg/EndRdx:50(25), SuddAcc--KB/+KD:50(31) Level 20: Integration -- Heal-I:50(A), Heal-I:50(42) Level 22: Hover -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(34), LucoftheG-Def/EndRdx:50(36), ShlWal-ResDam/Re TP:50(42), Rct-ResDam%:50(43) Level 24: Fly -- Flight-I:50(A) Level 26: Focused Power Bolt -- FrcFdb-Rechg%:50(A), Apc-Dmg:50(27), Thn-Acc/Dmg/EndRdx:50(27), GldJvl-Dam%:50(29), ExpStr-Dam%:20(29), Dcm-Build%:40(31) Level 28: Resilience -- ResDam-I:50(A), ResDam-I:50(42) Level 30: Evasive Maneuvers -- LucoftheG-Def/Rchg+:50(A) Level 32: Nova -- Arm-Dmg/Rchg:50(A), Arm-Dam%:50(33), Arm-Acc/Dmg/Rchg:50(33), Arm-Acc/Rchg:50(33), Arm-Dmg/EndRdx:50(34), SuddAcc--KB/+KD:50(34) Level 35: Second Wind -- NmnCnv-Heal/Rchg:50(A) Level 38: Moment of Glory -- LucoftheG-Def/Rchg+:50(A) Level 41: Kick -- KntCmb-Acc/Dmg:35(A), KntCmb-Dmg/EndRdx:35(43), KntCmb-Dmg/Rchg:35(43), KntCmb-Dmg/EndRdx/Rchg:35(46) Level 44: Tough -- GldArm-3defTpProc:30(A), UnbGrd-Max HP%:50(45), UnbGrd-ResDam:50(45), UnbGrd-ResDam/EndRdx:50(45), UnbGrd-ResDam/EndRdx/Rchg:50(46) Level 47: Weave -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/EndRdx:50(48), LucoftheG-Def:50(48) Level 49: Maneuvers -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(50), LucoftheG-Def/EndRdx:50(50) Level 1: Brawl -- KntCmb-Dmg/EndRdx/Rchg:35(A), KntCmb-Acc/Dmg:35(46), KntCmb-Dmg/EndRdx:35(48), KntCmb-Dmg/Rchg:35(50) Level 1: Opportunity Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Flight-I:50(A) Level 1: Health -- Pnc-Heal/+End:50(A), Mrc-Rcvry+:40(39) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(39), PwrTrns-+Heal:50(40), PwrTrns-EndMod:50(40) Level 30: Afterburner Level 50: Portal Jockey Level 50: The Atlas Medallion Level 50: Musculature Core Paragon Level 50: Reactive Radial Flawless Interface Level 50: Ageless Core Epiphany ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1427;714;1428;HEX;| |78DA4D934B6F125114C7EF30532BD0A7F45DFA025AA085A1531F89AF9868AB896D9| |3165A4D4C0CC1F64A513234C042962EFC026EBA71E3D28D1BFD04AE7DEEEA6B61DC| |F8AA6DEC435D8D67E6FC054886DF997BCFE37FCF9D337F67BAE9F1A5BBE784D2722| |19F2995D229699673A6CC7B96E4CA9A59C817B21561FF1AE9F1FFDF4C27336656AE| |EA33A62C662BE9F314591EA86E4ECB9BD22C493D29B3921C32E55CC1149E854221A| |FA7D6A55CF53AE6C57C2EBB566E66DB367366B6D5799B939955592CADE5D6FB66D6| 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i mean, it's true
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While I do think forumites self-select from a very weird pool of players who are quite disproportionately focused on Level 50+ content, I think most Sentinel devotees will also agree that the AT performs fine 1 to 49. I'm going to immediately contradict myself here because it kinda actually sucks at Praetorian content in that range... but that's a minority of the game content which is both polished and designed to be challenging and favor aggressive play. (It's also in good company, other ATs that are more defensive also suck at Praetoria content solo.) I think it is absolutely fair to bring up the Scrapper ATO and we shouldn't pretend it doesn't exist, but we need to be careful about *where* we're applying these comparisons. Anyway, I'm participating more than I intended to. Hope I was helpful.
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No, this is about the overall damage scale. 0.95 (Sent Ranged Damage) and 1.125 (Blaster Ranged Damage) is an 13% difference (18% less 5% since aethereal is removing the base -5% resistance). You said you didn't want it to go anywhere near 1.125. I don't really like discussions about bringing it up near 1.125 either, but that's because they get derailed into thinking that's the biggest distinction between Sent and the other ranged classes. I don't really like spending all my time and credibility discussing why we should definitely boost this thing that will not actually fix our biggest issues! I actually very much dislike that Sent makes no choices when they CC because it comes as part of the attack chain and I'd rather see that removed from most of them; at minimum, the Power Push dynamic is extremely perverse and effectively IO-taxed because *every* Energy Blast power has knockback. However, improving Sentinel utility (including its ability to mez) would at least help to make it better than it presently is without just being 'worse tougher blaster', and on that we seem to agree.
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1.125/0.95 = 1.18421052632 Increasing Sentinel scale to Blaster scale with target caps and without snipe and without even 80 foot range (forget Blaster functional 120 foot range) or real blapping powers or defiance or blaster damage buff scale will still be way behind a Blaster. I tend not to like discussions of the scalar overmuch precisely because they will focus all of the attention on some very superficial fixes that will not actually make the class not suck at high levels, but it's not actually going to make it 'almost a blaster'. It's not going to fix the fact that a Beam Rifle Sent doesn't have an attack that's 40% of their attack chain with a base DPA unenhanced of over 110 with a high chance of proccing. I think more care needs to be given to Sent utility (both in epic pools and base) for sure, though this requires heavy reconsideration for Energy Blast. I cannot participate heavily in this topic for reasons @aethereal knows and I hope understands, but I wanted to come in to comment on this.
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This is a genuinely innovative idea that has merit; however, inspirations have their own animation times associated with use but long buff periods, making the best time to use an inspiration before you know you need it, not after. Because no other AT in the game really interacts with this consumable system, I feel like any such change would result in wide swings in perception of power, as well a lot of perverse incentives. (For an example of the latter; if you're boosting damage based on offensive opportunity, it now becomes optimal to end fights with opportunity, chug reds, then gogogogogo to next fight) I think to truly get the most of this system you would need to more thoroughly approach the AT as well as inspirations.
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Because this game is absolutely ludicrously complex in abundance beyond what is actually necessary to succeed at it at standard difficulty, even before getting into the sheer amount of hidden information it possesses. I understand where you are coming from emotionally, but it does not reflect on you negatively in any way. Even if your goal is to be the best, which it doesn't have to be but if it is, that is a process which takes time.
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I mean... I actually did... Without opportunity this is pretty much the most brainless AT in the game. Needs better implementation, however.
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The snipe changes to Blasters have changed my life. I love the new behavior for the flight pools. Combat Teleport was a great addition. Officially having Ninja Run slottable as a travel power feels great. Devices, Tactical Arrow, and Trick Arrow are delights. Sentinel has my favorite versions of EnA and SR.
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My ideal on the attack sets weapons et al...
Sunsette replied to Thrythlind's topic in Suggestions & Feedback
CO has "invisible weapons". Works better with some powersets than others. Should be a much easier implementation. -
Made some updates to my incarnate power recommendations.
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To add on to what oldskool said: This game is very hard to optimize (that is part of what makes it fun to optimize.) There's a lot of fragmentary information that's hard to fully comprehend. Combine that with the fact that this game is very easy to succeed at. There's a huge gulf in player skill level as a result, none of which reflects poorly on anyone. However, the people that come onto forums or even general chat in-game to talk about builds are self-selecting heavily from the crowd that's spent a lot of effort and time to learn more. That's not a reflection on intelligence or worth. This is game, games are meant to be fun; there is no obligation to anyone to be the most well-informed maximally powerful character, especially when you're new.
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Currently exists as a one-handed weapon in War Mace but the carnie strongmen use (and size) 'em more like titan weapons -- would appreciate having it copied over if possible! Thanks. 🙂
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Whirlwind and Staff Fighting don't mix animations well.
Sunsette replied to ZorkNemesis's topic in Bug Reports
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Tell me that someone didn't test their story arc for a group without telling me that someone didn't test their story arc for a group. Have been two-manning it with a friend in RP. We're two missions in. So far: Every NPC who is supposed to walk up and talk to you is incredibly confused about what they're doing. Every single one of them just... walks to one of us then to the other one of us, in a never ending loop. Doesn't matter how close or far apart we are. When we're adjacent to each other, it looks like twinshot is having a seizure. And then it just stacks with each successive NPC that's supposed to be talking to us, so that by the end of the 'visit the base' mission, we are being mobbed by paparazzi. Exiting the base deposits everyone at the exact same location; a simultaneous exit results in overlapping collision so that we were trapped until one of us used the LRT to escape. Will update thread if there are further grievous glitches.
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lol, came in wondering if this had finally been done, only to see this is a thread I already posted in a long time ago.
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I don't care about spoilers. 🙂 Plus I kinda know what I'm getting into when I talk lore about a real old game. It's on my to-do list once I'm done build tweaking and dealing with work so in the next month or so.
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Oh damn, did not know that. (Haven't done Vetrano's arc yet!)