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Everything posted by Psyonico
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I had the exact same thought!
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I don't want to discourage you from building a toon the way you want to build it, but (in general) regeneration is the weakest form of damage mitigation in the game. This is because you *have* to take damage for it to actually "mitigate" damage. Defense is generally considered the best form of mitigation because not only do you not take damage with defense, but you avoid debuffs as well. Resistance is way up there (especially with a tank or brute since their resistance caps are 90%). Now that's not to say that Regeneration doesn't have its place in a Willpower tank, even with soft-capped defense and hard-capped resistance hits *will* get through (there is a floor of 5% chance to hit). Here's my Willpower/Street Justice tank build. with 1 enemy in range of RttC as well as fully saturated. I picked Street Justice for this example because to me, its the most "natural" secondary that tanks get. Unfazed - Tanker (Willpower - Street Justice).mbd
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My dark/dark solos very well, but he’s also fully IO’d out. I recently started a fire/dark. He’s still only level 8 or 9 so I can’t comment on how effective he is yet, but fire brings more damage to the table, while /dark should be able to help with its massive -tohit and -damage debuffs and Soul Absorption for extra recovery.
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Is Infiltration (Stealth Pool) & Celerity +Stealth IO enough?
Psyonico replied to Story Archer's topic in General Discussion
If you are going to go the Grant Invisibility route, make sure to put your on passive so they don’t just aggro things anyway. -
I’d argue you probably want more slots in Brine and Soothing Wave. I’m also not sure what you mean by Barrier Reef’s defense being “unreliable”. It’s exactly as reliable as the Absorb.
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Probably. i was going to comment about their AoEs only hitting 6 targets, but apparently Sentinel Short Circuit and Thunderous Blast have a target cap of 10. They do, however, have the limitation of SC coming at 22 unlike other ATs.
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We did on live. I believe someone remade the SG on HC as well. As for draining, it’s kind of an all-or-nothing mitigation, so it’s not as useful as it seems. Electric Control is kind of the king of draining between electric fences and conductive aura, but it has very little -recovery, meaning enemies will still get off attacks occasionally. This can be mitigated with, for example, poison, who’s version of Poison Trap does -recovery rather than -regen. Electric/Poison also has the synergy of both sets having a PBAoE toggle. I’ve tried that combo before, but personally I’m not a fan of Electric Control.
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Ice/spines is amazing because you get 3 taunt auras and 2 of them do (ok) damage. i would imagine /rad would be equally effective and it has the bonus of Radiation Siphon for a patch-up heal to help when Hoarfrost is down. You could go Ice/Kinetic/Soul and go all-in on the -Damage, but most people would agree that KM is not in a good spot right now.
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Yes, if you store your builds inside the Mids folder, you’re likely to lose them.
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For the text that is visible but overlapping, you have to change your DPI settings for Mids only. Right click the program file (or shortcut) go to properties then compatibility. There should be a button for High DPI.
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As someone else said, PBAoE mez protection is unlikely on a sentinel. Also, usually armor sets either have typed OR positional defense, not both. Perhaps the dispersion bubble could give you mez protection and give the team +defense. Shield has grant Cover, so it’s not out of the realm of possibilities. I also don’t see any DDR, something a defense armor definitely needs.
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it already has some DDR, I wouldn’t complain if it was increased (I think the tank number is around 27%) but it is there.
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Stone Melee is in a very good place damage wise for ST. AoE is weaker, but if you slot daily for damage rather than stun it’s not too bad. On my phone right note, so I can’t really look too closely at it, but Fault doesn’t need a KB->KD as it’s already only .67 mag. Again, since I can’t dissect it, I’m not sure, but you may not need the kismet in Combat Jumping, simply because Invincibility provides to-hit per enemy. If you’re already at 95% chance against +3s with a single enemy in Invincibility, I’d say change that to another LOTG.
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At least I was only considering post-launch, not sure about others.
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Super reflexes suggestion/question
Psyonico replied to Falcon Striker's topic in Suggestions & Feedback
And Shield’s mez protection includes DDR, so stacking it has an even greater benefit than if it were a toggle. -
I believe those were in very early stages of development and were never released though.
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Originally origin did do more than just enhancements. It used to mean you got origin-specific contacts. While a cool idea (in theory) it meant that you could potentially get locked out of certain content.
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questions question about Patrol XP and that badge
Psyonico replied to Missus Autumn's topic in General Discussion
Also, if you have the Experienced temp power, that counts too. As for how often it “ticks” when you’re offline, I know it’s more than once per hour, but I am not sure if it ticks every minute or, say, every 5 minutes. -
I’d be careful what you wish for. If a set performs better than average and they normalize the target cap for its AoEs, they might opt for the lower number. Also, with the Shadow Maul example. I *really* doubt that you were hitting more than 5 targets before the change.
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Yes, beginchat is the correct command
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Ice Melee is in a good spot right now on all ATs, IMO. I agree that stalkers probably do it best, but Frost on a Tanker is *chef’s kiss*.
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So, back on topic… I’ve just gotten back from a stint on ESO where, it is common for tanks in dungeons to just run past mobs, straight to the bosses (when a boss fight initiates, everyone gets teleported to the boss.). I found this very boring, but at the same time incredibly annoying. First; it meant that you either sat around waiting (if the tank was nice enough to even tell you that’s what they were doing) or you just straight up died right away. Secondly, it meant that most boss fights would pause part way through to fight the string of enemies that finally caught up to the tank. I find this play style to be incredibly tedious, and I have no interest in mimicking it in HC.
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you must be right… I might be thinking of Taunt Auras. I just feel like I remember seeing a taunt portion in attacks in the past.