Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.
-
Posts
793 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Underfyre
-
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."
-
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."
-
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?
-
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.
-
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.
-
Energy Fire Ice Psychic Radiation Sonic Water
-
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
-
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.
-
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.
-
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.
-
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.
-
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.
-
Fire rounds are around a 7.5% increase in damage. Do with that information what you will.
-
If we're looking at things from an even playing field, and every other primary is also paired with Bio, Sonic remains a middling set. Take solace in boosting your teams damage tho.
-
1) No. Given it was Psychic Scream, all 6 targets had the whatever% chance to trigger the proc. BUT! It can proc off of every target available, so for obvious reasons an aoe attack is the best place for the proc. 2) None of the above. The proc gives 35 Opportunity (affected by purple patch) to fill you bar, which once over 90, allows you to use your T1 or T2 to apply the -20% res debuff and either grants additional damage or a health/end replenish. 3) Instant. Yes. 4) Random based on proc chance of the power. 5) The superior version gives 35 opportunity, the normal one gives 25. Both are 1PPM.
-
I wouldn't say that, it's just wildly underperforming from what they envisioned it to be once enhancements are involved. Nothing about the inherent of the AT scales except for the -res debuff, which isn't much. If they coded the Opportunity procs to scale with enhancements ...well it'd still suck, but it'd suck slightly less.
-
He says in mock surprise.
-
2.1.3 up, added Shock procs to electric and a few other fixes.
-
So an assault set that will be very squishy, paired with pets that are also very squishy. I like it. Give it a Scrapper/Blaster level modifier or higher. Glass cannon or bust.
-
Cross posting this from my post in the Sentinel forums. So like, maybe a handful of you at best, I started my foray into MMOs in 1999 with EverQuest. I started a week or two after my friends from StarCraft, so I had some catching up to do. It was suggested I try out a Druid because they were easy to solo and leveled fast. I loved the class, played it up into raids and beyond. This set is based off of that. I also plan to put together a defense set themed off of Druid buffs, I'm just not there yet. All numbers are based off of standard formulas. The T2 cast time is intentionally low to make it "match up" with the damage output of the T1, but it will eventually get outpaced with Offensive Opportunity and Interface procs. The kit is mostly based off of the "spell lines" for the Druid. They were known for roots, snares, a magic based dot line, a fire based debuff/dot line, fire based DDs, a lightning aoe, and earthquake spells on the offense side. They also had a "wind" spell line that was good for interrupting spell casts, but I didn't have room to weave that in. Additionally, their "final" spells at level 49 were both a fire and an ice version, so that's open for interpretation. T1: Ignite - Named from the level 9 DD spell. Low level, doesn't do a ton of damage. Animation: Flares Damage: 44.38 Fire Accuracy: 1 Cast: 1 Recharge: 3 End: 4.37 T2: Combust - Named from the level 29 DD spell. Mid level, does moderate damage. This started out as Immolate to tie in a defense debuff, and I may change it back, but I wasn't sure about two dramatically different attacks in the T1 and T2. Dark Blast has two different kinds of attacks, so whatever, it's not unheard of. It would play with the mechanic of the set if it was made into a DOT, but having a T2 that does less damage than the T1 until you have your T4 doesn't sounds fun to me. Animation: Also Flares/Fire Blast Damage: 78.19 Fire Accuracy: 1 Cast: 1.17 Recharge: 7 End: 7.70 T3: Lightning Strike - Named from the level 34 AoE spell. Planned to function similar to Lightning Ball, but I'm thinking a different animation, like Thunderous Blast. Damage: 57.06 Energy Accuracy: 1 Cast: 1.17 Recharge: 12 End: 11.86 Targets: 10 Radius: 15 Arc: 360 T4: Enveloping Roots: Named from the level 39 Root spell. Now we're getting into the "mechanic" of the set. After a few months into EQs launch, DOT spells were changed to do 1/3 damage against moving targets, so the "root and rot" technique was developed. Slightly more mana intensive, but just as safe as "kiting." So here's my mechanic, Primary attacks with DOTs do 1/3 damage unless the target is held/immobilized. Animation: Strangler/Entangle Damage: 63.95 Smashing/39.60 Toxic Accuracy: 1 Cast: 1.67 Recharge: 10 End: 10.19 T5: I'm kind of on the fence about the name. Right now I have it as Storm Strength, but I'm up for suggestions. T6: Upheaval - Named from the level 51 PBAoE spell. Run of the mill earthquake spell. Animation: Earthquake Damage: 47.55 Smashing Accuracy: 1 Cast: 2.17 Recharge: 15 End: 14.35 Targets: 10 Radius: 20 Arc: 360 T7: Winged Death: Named from the level 53 DOT spell. This spell had a higher than normal hit rate, so that's reflected in its accuracy. Damage: 8 ticks of 6.43 Negative. Additional 8 * 12.86 Negative damage against a "rooted" target. Animation: Call Swarm Accuracy: 1.15 Cast: 1.83 Recharge: 16 End: 15.18 T8: Wildfire: Named from the level 59 Nuke. Added a "burn" effect to give the root mechanic something else to do. Considering making this a cold based nuke with a slow component and a dot to add yet more damage types. The problem is if it has a slow, then the dot will count as the primary portion of damage which is what I don't want. Maybe just a cold based dot with no slow component? Animation: Blaze Damage: 120.45 Fire + 80% (cancel on miss) * 4 chance for 3.96 damage. Additional 80% (cancel on miss) * 4 * 7.93 Fire damage against a "rooted" target. Accuracy: 1.2 Cast: 1.07 Recharge: 12 End: 11.86 T9: Fist of Nature - Named from the level 58 spell Fist of Karana. Obviously Karana makes no sense in this game, so he was replaced. Another targeted AOE spell. Animation: Not sure. Damage: 119.03 Energy/49.03 Smashing Accuracy: 1.4 Cast: 2.93 Recharge: 90 End: 15.60 Targets: 10 Radius: 25 Arc: 360 Let me know what you all think. Yes I've put this in my spreadsheet, it's designed to be more on the top end of damage, but below Fire/Electric.
- 792 replies
-
- powerset suggestion
- powerset
-
(and 5 more)
Tagged with: