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Everything posted by Underfyre
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Explore here, fifth post down.
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My only question is how absolutely critical was it to eek out that last 1.25% defense to get Negative over 45% that you 6-slotted Gaussians into Aim? I'd probably consider dumping those slots into Power Bolt to mule Winter's Bite so you can proc out Dominate.
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Worse tank than a Tanker but similar damage, worse damage than a Scrapper but similar defense values. Sounds like Brutes got Sentineled. I'd feel more content if Sentinels at least did Brute damage.
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Explore here, fifth post down.
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That's basically what I'm getting at. Anyone slotting the way I said from my post doesn't really know much about slotting a Sentinel.
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Ever just randomly grab from someone's build list and see Hasten triple slotted for recharge and Aim holding a single piece from Adjusted Targeting for To Hit/Recharge and think to yourself, "No thanks."
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Sounds like EverQuest back in the day with their xp penalties for the hybrid classes. "You're okay at several things, so here's an unreasonable penalty to go with it since your life is so easy from being okay at more than a single thing."
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Is there something special about a tankmage in a game like CoH where just about any AT can become defense softcapped, while still maintaining damage output way over what a Sentinel is capable of?
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Pushed the old numbers through the newest iteration of my spreadsheet to see where we sit. The tests using Dark Blast are almost in lock-step with the sheet, but Psi and Water are varying by nearly 10%. Now, I planned on things to be off by a ways since tracking all the extraneous ability activations over a 300 second span starts to add up, and choosing not to track those times is going to have the sheet over estimating DPS, but I'm not sure I like 10% over. I can't really use the old Electric numbers since the set changed so much with Shock and perma-Sparky. Updated numbers on the original post.
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Spiritual Alpha and the oddness of CoH to hit buffs question
Underfyre replied to Snarky's topic in General Discussion
I wan to say no, just like +dmg doesn't enhance +heal. But hop on the test server and get back to us, won't take but 5 minutes. -
New changes won't affect builds much. Building to "exploit" Shock damage isn't worth it, and Sparky should already be in builds. Just throw heavy side-eye at people that weren't using him. They were never meant to be role models.
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Energy Fire Ice Psychic Radiation Sonic Water
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So I have a Bio and Fire build for (almost) every primary from comparing numbers in my spreadsheet. The Fire builds should have included Burn in them, but apparently some do not. Some of my builds are old and my style has changed subtly, but not dramatically. The vast majority use Psi Mastery for obvious reasons. Some of the builds are extremely old from when I was trying to remember how to make builds, I may or may not post those. If a build is incomplete, I probably won't be posting it at all. It seems I even have the coveted Electric/Electric a few people seem excited about right now. Archery Assault Rifle Beam Rifle Dark Dual Pistols Electric
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There definitely isn't a high demand for Sentinel builds. On top of that, the "experts" of the AT tend to teach people how to fish, rather than just give them a fish. But, I'll tell you h'wut, I'll go through my build list and dump everything in this thread. It won't cover everything because I don't use a lot of secondaries, but I'm pretty sure I have every primary done.
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A consideration. A typical Aim (as in, not Water) will give you around a 17% bonus, in addition to the Gaussian proc give you another ~13%. That's around a 30% damage buff to every ability you use. Incendiary Ammo, on the other hand, is only adding Fire damage to your DP attacks. Using Dominate/Mind Probe like everyone else? Oh well, your damage boost has now lost half of its effectiveness. While Oldskool is correct about it increasing damage by about 20%, that's not quite the performance you'll see once you start subbing out Primary attacks for your Epic attacks. Unfortunately those epic attacks will still increase your damage output. The good news is you aren't losing a ton of damage by switching your ammo out to engage other effects.
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Sure, let me Google that for you. Cold Domination: Benumb: -500% regen, can be made perma, but only single target Sleet: -30% res. AOE. Heat Loss: -30% res. AOE. Dark Miasma: Twilight Grasp: -50% regen Tar Patch: -30% res. AOE. Howling Twilight: -500% regen, recharge can be reasonably brought down to ~50s, 60% up time, so roughly -300% regen. AOE. Radiation Emission: Enervating Field: -30% res. AOE. Lingering Radiation: -500% regen. AOE. Thermal Radiation: Heat Exhaustion: - 500% regen Melt Armor: -30% res. AOE. Traps: Acid Mortar: -26.6% res. AOE. Poison Trap: -1000% regen. AOE. Trick Arrow: Entangling Arrow: -20% res. Disruption Arrow: -40% res. AOE. EMP Arrow: -500% regen for 45s, additional -500% regen for 15s. Several sets. It's no unheard of.
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Seems like a lot of what makes an Offender powerful is zeroing out a mobs regen. Only a handful of sets pack the -500% regen debuff, and poison ain't one of them. Tossing out -65% resistance and -50% regen doesn't really compare to the other sets doing -500% regen and ~-30% resistance, especially when you've largely forsaken your ability to also defend.
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The Tank Mage: Solo ITF With A Fire Blast Invulnerability Sentinel
Underfyre replied to VoidSpawn2's topic in Sentinel
You mean like making a hyper specific build to down a Pylon as fast as possible, but is little good for actual gameplay, then using that as your argument about why one AT is better than others? -
Yet another, another Sentinel improvement thought...
Underfyre replied to Due Regard's topic in Suggestions & Feedback
I'll grant you that it's better than a lot of suggestions I've seen. -
They definitely have it coming.
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New Sentinel blast set proposal: Nature Blast
Underfyre replied to Underfyre's topic in Suggestions & Feedback
I bet Hero 1 was rolling over in his grave when they put out Beam Rifle and it had more than a single secondary effect, with its -Regen, -Defense, -Resist, Stuns AND knockdowns. Back in my day out Blast sets only had ONE secondary effect, and we felt lucky to have them! Like I said, Assault Rifle has 3 primary damage types, so maybe slow your roll a bit. This one has Fire and Energy, deal with it. Smashing/Lethal hardly count. I don't count DP in this simply because you have to actively switch between the 4 types. I changed Winged Death to Lethal (instead of Negative) to sync it up with the already established Call Swarm from Savage Assault. Changed the Root to S/L instead of Toxic. -
New Sentinel blast set proposal: Nature Blast
Underfyre replied to Underfyre's topic in Suggestions & Feedback
No. The set follows the damage formulas. Standard damage for a single target ability with a 16 second cooldown on a Sentinel is 154.26 damage. I have it set so the ability does 1/3 (51.44) of its damage on an un-rooted/held target. The other 2/3 (102.88) happens when held. Due to rounding that comes out to 154.32.