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Kachooman

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  1. What powers are skipable with Bio/Axe? I know beheader isn't great, kinda everything else looks good though!
  2. Yep, this is going in circles so I will just agree to disagree on this. I don't think the set is in the same state as other Sentiel sets but seems like for you its perfectly balanced and should not change.
  3. This rationale doesn't make sense because powers are not designed in a vacuum why would this be changed to a sleep and the bitter freeze not? Sentinels are not blasters is also a weird straw man. You can compare these powers across the different sent sets this one is just an outlier it terms of not being good. All remain based off their blast set as the starting point and for most of them you can see the design choice in the changes. This one just stand out. It doesn't matter if they are not the same it's obtuse to bring it up when talking about the damage of powers.
  4. I don't agree with this, I think the sets they are based off are a good point of comparison especially when you can compare across the Sent AT powers, just as looking across similar sets to different ATs are this isnt a apples to watermelon comparison. Even with your comparison it might just be 10 DPA but why is it ice bolt is 10 DPA lower when the others are not? Definately there are less issues with the first two powers in Ice, but Chilling ray compared to any other ice power and even in the set is a big outlier for me at least. the 1.67 second animation time along with the sleep make it a lot less effective than any equivilient ice power across any AT with ice powers. I don't think there are big tweaks to be had, but if a pass is done on the set might as well fix up the smaller imbalance along with Chilling Ray.
  5. Good morning, Just suggesting that a balance pass on numbers might be needed for Ice Blast in the Sentinel Sets. I think a lot of the sentinel sets are in really in a good shape at the moment feel fun to play etc, Ice Blast is a bit of a weird one where the balance parity when compared to others sets in sentinel seems a bit off. Using Damage per animation numbers and comparing it to say Fire and Energy the first powers are out of step with each other. Fire and energy are pretty consistant with the other Sent sets in that the first two powers hitting for similar to their blast counterparts but a little less than the blaster versions, ice however has a bit of a chunk less. Left hand side is the blaster right is the Sentinel notice the damage per animation changes. Then Freezing Ray to chilling ray for me makes the least sense, thematically all ice sets have strong holds, Icy Touch with the melee and then class defining double hold for the blast set. Currently Freezing Ray has this swapped for a sleep which thematically is pretty out of step with every other ice set. In addition it has a much longer animation time than the blast counterpart meaning it hits for a lot less. Again Blaster left Sentinel Right I don't think there is any big changes needed to resolve this however I just think a quick balance pass on this powerset to bring it in line with other Sentinel sets level of parity would be nice and make for a better experience for players wanting to try this set out. Thanks for taking the time to read! Have a good one!
  6. Cheers for that this is what I was interested to hear. Just looks to me like ice blast could use a quick pass and minor number tweaks using another sentinel set as a balance pin, I might head over to suggestions with this idea. I'm wondering if there are any others in the same boat, I can't imagine people being super upset about minor upswing to a couple of sent sets powers out of step with others.
  7. I'm talking Damage per animation. Yep does 100 damage but due to the slower cast 1.67 seconds instead of the 1 on the blaster it works out to less than half the damage over the same peroid of time. As for the no hold that doesn't track as Bitter Freezing Ray still has a hold effect so why are they different? FIre for example again using DPA because animation time matters when talking damage. Left side Sent, right side blaster. Yep Sent is lower but its not such a crazy difference. I'm not expecting Blaster numbers, I am just wondering why some sets have closer parity and this one in particular has a key power this gutted.
  8. Hey peoples, I am new to Sentinel but just looking at Chilling Ray vs the Blaster equivilient I feel I am missing something. Like Chilling seems a lot worse, about half the DPA and instead of hold has sleep. Why is that?
  9. G'day, There appears to be an issue in the No FX option for mask presence in Fortunata Training, when selected it doesn't seem to do anything all FX appear to be still working. Screenshot attached.
  10. The crater farm he is alive so far. Early days for testing though, but seems to have enough survival for the new fire farms. I still think a tanker is going to do better than this, but it doesn't seem like a night and day sort of shift. With a bit more testing he is faceplanting sometimes still. Less often than when I started, but still happening. I am actually finding better AFK results doing the tunnel, plonk him in between 4 groups, coming back in 5 rinse and repeat
  11. I updated my RAD/Fire Brute because I was too lazy to roll again, have been able to fire farm afk with this dude using Xtomic maps. Just if anyone was interested. This Hero build was built using Mids Reborn 3.4.6 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Radiation Melee Secondary Power Set: Fiery Aura Power Pool: Leadership Power Pool: Leaping Power Pool: Fighting Power Pool: Flight Ancillary Pool: Mu Mastery Hero Profile: Level 1: Contaminated Strike (A) Superior Blistering Cold - Accuracy/Damage (3) Superior Blistering Cold - Damage/Endurance (3) Superior Blistering Cold - Accuracy/Damage/Endurance (5) Superior Blistering Cold - Accuracy/Damage/Recharge (5) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (7) Superior Blistering Cold - Recharge/Chance for Hold Level 1: Fire Shield (A) Aegis - Resistance (7) Aegis - Resistance/Endurance (9) Aegis - Resistance/Endurance/Recharge (9) Unbreakable Guard - +Max HP Level 2: Blazing Aura (A) Eradication - Chance for Energy Damage (11) Scirocco's Dervish - Chance of Damage(Lethal) (11) Obliteration - Chance for Smashing Damage (13) Superior Unrelenting Fury - RechargeTime/+Regen/+End (13) Fury of the Gladiator - Chance for Res Debuff (15) Perfect Zinger - Chance for Psi Damage Level 4: Healing Flames (A) Gladiator's Armor - TP Protection +3% Def (All) Level 6: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 8: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (21) Kismet - Accuracy +6% Level 10: Radioactive Smash (A) Hecatomb - Damage/Recharge (23) Hecatomb - Damage/Recharge/Accuracy (23) Hecatomb - Recharge/Accuracy (25) Hecatomb - Damage/Endurance (25) Hecatomb - Chance of Damage(Negative) Level 12: Taunt (A) Mocking Beratement - Threat/Placate (27) Mocking Beratement - Threat/Placate/Recharge (27) Mocking Beratement - Threat/Placate/Recharge/Range (29) Mocking Beratement - Accuracy/Recharge (29) Mocking Beratement - Threat/Placate/Range (31) Mocking Beratement - Recharge Level 14: Boxing (A) Empty Level 16: Plasma Shield (A) Aegis - Resistance (31) Aegis - Resistance/Endurance (31) Aegis - Resistance/Endurance/Recharge Level 18: Irradiated Ground (A) Achilles' Heel - Chance for Res Debuff (33) Eradication - Chance for Energy Damage (33) Scirocco's Dervish - Chance of Damage(Lethal) (33) Obliteration - Chance for Smashing Damage (34) Touch of Lady Grey - Chance for Negative Damage (34) Shield Breaker - Chance for Lethal Damage Level 20: Consume (A) Mocking Beratement - Threat/Placate (34) Mocking Beratement - Threat/Placate/Recharge (36) Mocking Beratement - Threat/Placate/Recharge/Range (36) Mocking Beratement - Accuracy/Recharge (36) Mocking Beratement - Threat/Placate/Range (37) Mocking Beratement - Recharge Level 22: Tough (A) Impervious Skin - Status Resistance/Regeneration Level 24: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 26: Tactics (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 28: Burn (A) Superior Avalanche - Recharge/Chance for Knockdown (37) Superior Avalanche - Accuracy/Damage (37) Superior Avalanche - Damage/Endurance (39) Superior Avalanche - Accuracy/Damage/Endurance (39) Superior Avalanche - Accuracy/Damage/Recharge (39) Superior Avalanche - Accuracy/Damage/Endurance/Recharge Level 30: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 32: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 35: Atom Smasher (A) Armageddon - Damage/Endurance (40) Armageddon - Damage/Recharge (40) Armageddon - Damage/Recharge/Accuracy (40) Armageddon - Recharge/Accuracy (42) Armageddon - Chance for Fire Damage (42) Achilles' Heel - Chance for Res Debuff Level 38: Electrifying Fences (A) Superior Frozen Blast - Accuracy/Damage (42) Superior Frozen Blast - Damage/Endurance (43) Superior Frozen Blast - Accuracy/Damage/Endurance (43) Superior Frozen Blast - Accuracy/Damage/Recharge (43) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime (45) Superior Frozen Blast - Recharge/Chance for Immobilize Level 41: Ball Lightning (A) Ragnarok - Chance for Knockdown (45) Ragnarok - Damage/Recharge (45) Ragnarok - Damage/Recharge/Accuracy (46) Ragnarok - Recharge/Accuracy (46) Ragnarok - Damage/Endurance Level 44: Rise of the Phoenix (A) Absolute Amazement - Chance for ToHit Debuff (46) Absolute Amazement - Stun/Endurance (48) Absolute Amazement - Recharge/Accuracy (48) Absolute Amazement - Stun/Recharge/Accuracy (48) Absolute Amazement - Stun/Recharge Level 47: Summon Striker (A) Expedient Reinforcement - Resist Bonus Aura for Pets (50) Expedient Reinforcement - Accuracy/Damage (50) Expedient Reinforcement - Accuracy/Damage/Recharge (50) Expedient Reinforcement - Endurance/Damage/Recharge Level 49: Temperature Protection (A) Steadfast Protection - Resistance/+Def 3% Level 1: Fury Level 1: Brawl
  12. Its still a lot closer to gameplay than a pylon test. I think its fair to say sonic isn't really top tier dps for blaster. I think any blast set works fine for clearing any content but some hit a fair bit harder. I don't think the other guy was wrong saying its in the bottom half of the pile is my only point.
  13. I am pretty sure the chart is from this thread, its an apples to apple comparison for Blaster primary's using a mission clear as the timer. Much more true to actual gameplay.
  14. Cheers, all updated.
  15. Good point with flares and blaze. Definitely worth swapping around a bunch of that stuff. I really can't defend my recharge 😛 I know its totally not necessary, I just really like chasing as much as I can fit in. I do have 30% slow resist so not none! its no 80% but not nothing! I really appreciate the effort and the build tweak, I will likely riff off this build with mine to see what I can come up with 😄 ------------------------------------------------------------------------ The latest, Shed some recharge 😭, a bunch of HP, swapped around some sets. End result is range cap, En cap, 40% S/L. More damage procs for blaze, Build-up in drone (sadly looks like Build-up doesnt work for drone), KB prot outside clarion, additional slow resist. This Hero build was built using Mids Reborn 3.0.6.0 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Fire Blast Secondary Power Set: Devices Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mace Mastery Hero Profile: Level 1: Flares -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(15), SprWntBit-Acc/Dmg/Rchg(21), SprWntBit-Rchg/SlowProc(34) Level 1: Toxic Web Grenade -- GrvAnc-Hold%(A) Level 2: Fire Ball -- Rgn-Dmg(A), Rgn-Dmg/Rchg(5), Rgn-Acc/Dmg/Rchg(11), Rgn-Dmg/EndRdx(13), Rgn-Knock%(13), Ann-ResDeb%(46) Level 4: Caltrops -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Rchg/ImmobProc(5) Level 6: Rain of Fire -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/EndRdx(9), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(9), SprDfnBrr-Rchg/+Status Protect(11) Level 8: Kick -- Empty(A) Level 10: Targeting Drone -- GssSynFr--Build%(A), GssSynFr--ToHit(15), GssSynFr--ToHit/Rchg(34), GssSynFr--ToHit/Rchg/EndRdx(36), GssSynFr--Rchg/EndRdx(36), GssSynFr--ToHit/EndRdx(37) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 14: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(40) Level 16: Weave -- RedFrt-EndRdx/Rchg(A), RedFrt-Def(17), RedFrt-Def/EndRdx(17), RedFrt-Def/Rchg(19), RedFrt-Def/EndRdx/Rchg(19), RedFrt-EndRdx(49) Level 18: Blaze -- Apc-Dmg(A), Apc-Dmg/Rchg(21), Apc-Acc/Dmg/Rchg(23), Apc-Dmg/EndRdx(23), Apc-Dam%(25), GldJvl-Dam%(25) Level 20: Field Operative -- EndMod-I(A), PrfShf-EndMod(31), PrfShf-End%(37), ShlWal-Def(42), ShlWal-ResDam/Re TP(43), LucoftheG-Def/Rchg+(49) Level 22: Smoke Grenade -- ToHitDeb-I(A) Level 24: Super Jump -- WntGif-ResSlow(A), BlsoftheZ-ResKB(46), BlsoftheZ-Travel/EndRdx(46) Level 26: Blazing Bolt -- StnoftheM-Dmg/EndRdx(A), StnoftheM-Acc/Dmg(27), StnoftheM-Dmg/ActRdx/Rchg(27), StnoftheM-Dmg/EndRdx/Rchg(29), StnoftheM-Dam%(29), GldJvl-Dam%(31) Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(31), Rct-ResDam%(36), Rct-Def(40) Level 30: Assault -- EndRdx-I(A) Level 32: Inferno -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Rchg/Dmg%(43) Level 35: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 38: Gun Drone -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(39), GldJvl-Dam%(40) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), ShlWal-Def(42), ShlWal-Def/EndRdx(42) Level 44: Summon Spiderlings -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(45), ExpRnf-Acc/Dmg/Rchg(45), ExpRnf-EndRdx/Dmg/Rchg(45), ExpRnf-Acc/Rchg(47), ExpRnf-+Res(Pets)(47) Level 47: Web Cocoon -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(48), BslGaz-Rchg/Hold(48), BslGaz-EndRdx/Rchg/Hold(48) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Defiance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Qck-EndRdx/RunSpd(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(3) Level 1: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 49: Double Jump Level 50: Musculature Core Paragon Level 50: Clarion Core Epiphany Level 50: Reactive Core Flawless Interface Level 50: Arachnos Core Superior Ally Level 50: Pyronic Core Final Judgement Level 50: Assault Core Embodiment Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve ------------
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