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Everything posted by Snarky
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I did not build for Ranged Defense on this because I started from a different mindset. Yet there is little doubt he will be trying to avoid melee, he will be in close. I also PROC'd a couple powers, another thing I usually do not do. Any opinions are appreciated. This Hero build was built using Mids Reborn 3.4.6 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! BOT: Level 50 Technology Sentinel Primary Power Set: Beam Rifle Secondary Power Set: Invulnerability Power Pool: Flight Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Hero Profile: Level 1: Charged Shot (A) Superior Opportunity Strikes - Accuracy/Damage (3) Superior Opportunity Strikes - Damage/RechargeTime (3) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime (5) Superior Opportunity Strikes - Accuracy/Damage/Endurance (5) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime (7) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity Level 1: Temp Invulnerability (A) Unbreakable Guard - Resistance (7) Unbreakable Guard - Resistance/Endurance (9) Unbreakable Guard - RechargeTime/Resistance (9) Unbreakable Guard - Resistance/Endurance/RechargeTime (11) Unbreakable Guard - +Max HP Level 2: Resist Physical Damage (A) Reactive Armor - Resistance/Endurance (15) Reactive Armor - Resistance/Recharge (17) Reactive Armor - Resistance/Endurance/Recharge (17) Reactive Armor - Resistance (19) Gladiator's Armor - TP Protection +3% Def (All) Level 4: Durability (A) Unbreakable Guard - Resistance (19) Unbreakable Guard - Resistance/Endurance (21) Unbreakable Guard - RechargeTime/Resistance (21) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 6: Cutting Beam (A) Bombardment - Accuracy/Damage/Recharge (23) Bombardment - Chance for Fire Damage (23) Achilles' Heel - Chance for Res Debuff (25) Annihilation - Chance for Res Debuff Level 8: Disintegrate (A) Superior Sentinel's Ward - Accuracy/Damage (25) Superior Sentinel's Ward - Damage/RechargeTime (27) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime (27) Superior Sentinel's Ward - Accuracy/Damage/Endurance (29) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime (29) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb Level 10: Dull Pain None:D-Sync Reconstruction Level 12: Lancer Shot (A) Superior Winter's Bite - Accuracy/Damage (31) Superior Winter's Bite - Damage/RechargeTime (31) Superior Winter's Bite - Accuracy/Damage/Endurance (33) Superior Winter's Bite - Accuracy/Damage/Recharge (33) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime (33) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge Level 14: Aim (A) Recharge Reduction IO (34) Recharge Reduction IO Level 16: Unyielding (A) Unbreakable Guard - Resistance (34) Unbreakable Guard - Resistance/Endurance (34) Unbreakable Guard - RechargeTime/Resistance (36) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 18: Refractor Beam (A) Bombardment - Accuracy/Damage/Recharge (36) Bombardment - Chance for Fire Damage (36) Achilles' Heel - Chance for Res Debuff (37) Annihilation - Chance for Res Debuff (37) Positron's Blast - Chance of Damage(Energy) Level 20: Environmental Resistance (A) Unbreakable Guard - Resistance (37) Unbreakable Guard - Resistance/Endurance (39) Unbreakable Guard - RechargeTime/Resistance (39) Unbreakable Guard - Resistance/Endurance/RechargeTime (39) Steadfast Protection - Resistance/+Def 3% Level 22: Fly (A) Winter's Gift - Slow Resistance (20%) Level 24: Kick (A) Force Feedback - Chance for +Recharge Level 26: Piercing Beam (A) Superior Frozen Blast - Accuracy/Damage (40) Superior Frozen Blast - Damage/Endurance (40) Superior Frozen Blast - Accuracy/Damage/Endurance (40) Superior Frozen Blast - Accuracy/Damage/Recharge (42) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime (42) Superior Frozen Blast - Recharge/Chance for Immobilize Level 28: Invincible (A) Shield Wall - Defense/Endurance (42) Shield Wall - Defense (43) Shield Wall - +Res (Teleportation), +5% Res (All) Level 30: Hasten (A) Recharge Reduction IO (43) Recharge Reduction IO Level 32: Overcharge (A) Ragnarok - Damage (43) Ragnarok - Damage/Recharge (45) Ragnarok - Damage/Recharge/Accuracy (45) Ragnarok - Recharge/Accuracy (45) Ragnarok - Damage/Endurance Level 35: Tough Hide (A) Reactive Defenses - Defense (46) Reactive Defenses - Defense/Endurance (46) Reactive Defenses - Scaling Resist Damage Level 38: Tough (A) Unbreakable Guard - Resistance (46) Unbreakable Guard - Resistance/Endurance (48) Unbreakable Guard - RechargeTime/Resistance (48) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 41: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (50) Luck of the Gambler - Defense Level 44: Maneuvers (A) Luck of the Gambler - Defense (50) Luck of the Gambler - Defense/Increased Global Recharge Speed (50) Kismet - Accuracy +6% Level 47: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (48) Luck of the Gambler - Defense Level 49: Tactics (A) Rectified Reticle - Increased Perception Level 1: Opportunity Level 1: Brawl | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1646;720;1440;HEX;| |78DA75944953135110C7FF999988242C4240F625612712169733B259209414505E5| |3111E61AC31A148B4E403F805BC78F2EC5EE5C1058FDEC1E5A0B279F62458A5967A| |B0C6763A0D0F2DA62A99DFF4F2BAFBFF66DEC4F5A182B5D5F17EF88A069D4426139| |F56A9AC9D524E6046CD2EA4D24E3AB90CBACC810B337974AF167F7C2A914AAAB9D8| |804A5C894FD9F38E6ADC730DA97995CAA8D868EADA5527A59612976CC7CE2E23389| |94E3BB111C74E2E640B99FFA29D4A06BCA7E945A5E68A3D1C578939B59459B017AB| |8617EDD9D8DEDAA3B32A3E91C864D5D27225F513A6DFBB0EFAF3412ED70FAC5B40A| |F05031B029B0C16B604B6198EE023437FFBC165C8FACDCC857C67388A1F023F1902| |F8C57096B27D7AB60FF5F4D866A1080D0CC71016883094A28FB30728DBD4B24D536| |A974AED32A95D26B5DFD3DC7E3D8906F77B9EE330045E1A40C842253E71D2074ACA| |D3C5CAC32ACF5F8935866ABC1278CD508B37026F1906A9E17C6D195F3EA254D2325| |12FB04195827AA520EE72723DEE09DC6768C4038187028F18D6699942BD5221A2F0| |3C6181C71452AC0B512CEA8545BDB0A8D724EA6D5252896F6FC35DAB44D46B12F59| |A44BD6651AF192B5C7298E60FE9DB1D9292CD52B2554AB64AC95654504A9D85207D| |4AE55A36CA51C32106792A744F056E189E678BFAADD2E5ACC21356A80D4F059E093| |C67E8C08AC00B86116ABC465BC6A8C188990B1963E8C47986083553A74B5F278A77| |0A6C53570DBA0E0DE833722127194EE094C06981330CE7A89988DE4C043B5CBA0BB| |B025F194C6AA645DFE41651BC4B14EF16C5BB45718B92DAF509DA3DDDC9D38B3286| |120A89EA3D44C5D3BB1FFB1BDEBEE5536C4C5F2E2621DD9214A2901E7D037B709B5| |FA2CB7C4CF9C5E3D65AD02FD733BA2EC60FB14F5AFAF944761FDB3F070E1E5C12BF| |73887DF71F3BB51796D3EC224F5180313EA1BEFC1F7BCBC885DC6428A26FD5033A6| |DE845DE8F75EF741E1CC4FD03761EE1F1| |-------------------------------------------------------------------|
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I think of Phase Shift (tactically) like the value of submersible in the early days of submarines. They could submerge. But they did not do most of their work submerged. It was used to get into position and/or run away. Only later did it become a fighting posture and then a near constant. As I stated, when you are doing an 11 minute ITF speed run and have cleared a crystal in the cave then realize you need to get WAY to the other side of the map through two lines of tunnels to get to the action....Phase Shift is useful. When you are in a farm and drop a few large AoEs, t9 nuke, incarnate nuke, some other stuff, and then realize too many survived. Danged handy. But your opinion matters. You SEE it. It can't be THAT good. (I sure hope you do not think your opinion matters to me. I mean, it matters, to you.) Be concerned about this build. uh, sure. It will still out damage Sentinels. You may proc out some Sentinels but you just cannot get the AoE this thing has. Period. It will out survive Sentinels. (It it not THAT good....It has to use Powers to out survive a Sentinel *rolls eyes)
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There does come a point where the player matters way more than the AT (given a good build) I think you reached that point Krimson 🙂
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I disagree. I would love to test this. I have seen Brutes not optimized to a farm drop fast. A sentinel can only be so survivable in close, Tank or no. My Blaster uses strategy to avoid taking damage in the first place. Def>Res>Heal. A Sentinel uses that equation just like all melee classes. errr except Dark armor lol. But Not Being in Range > Def
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Lol I was in costume creator for the new Beam/Invul Sentinel I just rolled. The costume is the hardest part. Now I am going to fiddle a bit while I do my pre workout caffeine sugar etc then a quick lift (I put in a home gym during last couple years) Then a few errands. Sigh, I gotta get independently wealkthy here soon lol
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Since I know you play a lot and do not make new 50s a lot... What do you do with all the Emp merits on your old 50s? Because you can email these to your new 50, and 50 at a time by using the AH ATM converter. Those make new incarnate powers a snap!
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however the defense, these powers will not stack. another great idea went to crap
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Wow. I could never conceptualize how to do that. Tip of the hat, wave of the cape!
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Well....the point of the question was whether the Blaster was going to solo it....
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I might rebuild as Beam/Invul then so I can hang near the team (team buffs, as mentioned above) and see how it feels to be a ST debuffer.
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Are you going to try that solo wildness, or dual box, or tagging onrto someone else's S/L farm?
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I've actually considered pulling out my 50 Beam/Will Sentinel. (Built for Ranged Def, of course) I believe the retuned Sentinel inherent works best against Single Targets? I loved levelling this guy. One of my funnest Sentinel Runs. And the inspiration for my Beam/Temp Blaster for Incarnate work.
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I believe you. THis Blaster is that useful, but only so long as there is a Brute Tank in the mix. Absolutely cannot do it solo. But adds a metric crapton of AoE to fire support a Tank.
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I honestly do not farm a lot. I used one of the S shaped Fire tunnels for a little over a year. The ones that look like the Market Crash mission. 18127? The note is somewhere around here. It was a generic Fire Farm tunnel. It is shit now with the new changes of course. When farming with my Elec Blaster I just try to con....errrr ask the farmer to get on a big open map. My favorites are the office building town map and the carnival tent maps. So much horizontal space. But most farm maps fall into a few categories. Tunnel (whether the S shaped or the troll tunnel, pretty similar tactically) Office bldg, interior. Good cover and pull, shorter ranges. Asteroid. Yeesh. Death bowl. No upstairs clearance. Giant outdoor maps. Then there are the enemy types, but unless they have energy resistance it is all the same. Does not matter what damage they do, because they arent, not if you play well. I think a lot of people are trying S/L farms now, those still farming. Its really more of cranking it up to 4/8 and seeing if there is a terrain that is better/worse for you. If you are in melee or honestly fighting you also need to match up defense/resistance to damage type of course.
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I am currently rebuilding a Corruptor. It runs Shadow Fall. So now I understand I can run stealth as well and get a +2% (or slightly more) global defense going constantly? Because these are no longer mutually exclusive?
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As I posted upthread, Join me in a farm. You take ANY Sentinel. If you can help kill and not be on the floor more than once every 4-5 minutes I will give you a grudging "you win." Then you take a Tank/Brute Farmer. Pick any non Asteroid farm. (and how many Asteroid rooms are there in game?) But if you dont want to be a dick just pick something with some sky. As stated, this works in caves, I just have to work harder for distance jousting. And office buildings, yadda yadda yadda. Just not Asteroid, the map is a fishbowl filled with piranha. My Blaster will be killing your 4/8 "Trash mobs" at a pretty damn good clip. I get it, you do not believe. That is okay. Because I already spent days testing it. Believe Lord Recluse is just trying to show you how to be free for all I care. This Blaster is able to farm as long as there is a Tank/Brute holding the map. Hmmmmm. Or could. I have not tested since the Devs changed the agro rules. Should though, with stealth and range unless the Devs over tuned their own agro rules. Based on the flavor text should not have altered the equation. This Blaster agro what it hits from 80' out and is still running stealth, the Tank/Brute holds the hate and if the fecal matter hits the oscillator push panic button 1 or 2 and wait for air to clear. Repeat. THis works not only in farms but in Incarnate Trials. In 4/8 ITF runs, in all normal game situations. Does it kill as fast as most Blasters? No. Does it buff? No. Does it debuff? (Elec? No. lol) Is it really Tanky while playing like you are not floor crawling drunk but actually paying attention? Spectacularly so.
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Yes, you are absolutely correct. And HELL NO! Not no, but HELL NO! I was talking with a good friend last night. THey mentioned the fact that pissing off the very limited population in this 20 year old game is not necessarily the best move when looking to the future. Look, I never do "proc" builds. I build really odd compared to most people on the boards. But DO NOT radically alter what has been the standard forever. Things evolve. People found a loophole. Thely like that. Serotonin. Do NOT KILL THE FUN Jeez, one proc got nerfed and there are long time players who have completely changed their game time. You advocate changing them all? Here, Hall monitor badge. You the man.
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Unless Snickers is a poodle you are offering up (I would take out of politeness of course) I would really just prefer a nice pint....
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I honestly never extrapolated. I built this monstrosity after levelling many Sentinels (great guides in the Sentinel section on powersets by Dr Buzz and others) and just being sad at 50. I realized that (for me) I could make something more survivable by mutating a Blaster and playing a certain way, and, of course, with Blaster AoE caps and damage scalars..... But there are a few Fire Fire Blasters out there who are more survibale than a Scrapper (most of the time) They pick fights they know they can win and kill entire mobs rather than face the wrath of anyone left standing. That stops working at a certain point. So does hover blasting. Oh, and the Asteroid thing....that is a death environment for this strategy. Up is not "up enough" and there is no back. Not until a few big mobs are cleared anyways. But in any normal game tunnel you can squeeze down a tunnel and beat the crap out of mobs easily enough.
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Keep beating your head against the wall. It is funny to watch. Let me explain...sigh....sadly. About the Y axis. In Cartesian coord... F, you'll never follow. Look, Up is just a direction. Back is technically the same. Stand down the tunnel and it is the same as hover. Sheesh. It is just easier and more relaxing to have some air space. Have run this in many ITF 4/8 tunnel maps as part of the test.
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Oh, you wanted me to play the Blaster by walking up to mobs and fighting therm in melee range? Oh, I see why you were so confused. Sorry you did mnot follow the conversation. These things happen. This Blaster is built for ranged defense, played at range, with all ranged powers. You need to be smart enough to do that, and really able to understand the concept. So sorry you are confused.
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Ahem. I have a few farmers available. Care to grab ANY sentinel and join me in a farm? If you can burn stuff down and not die (too often) I will cede the point, grudgingly. Because if you wanna grab a farmer and see what this Blaster can do... (and no tunnels or asteroids, my boy need some air space lol) The Blaster can alpha strike the crap out of mobs, let the Brute/Tank hold agro, and if crap gets smelly fly away and/or hit a panic button.
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You, DrBuzzard, are well respected in my dusty moldering old castle. Your Sentinel advice is top notch. You play well. As my last post pointed out, that brings a LOT to the table. You probably did outdamage those Blasters lol. I do wonder how my little monstrosity would do in a 2 star.... I am experimenting with my Dark Dark Corruptor again. Your advice is always wise. Dark/Dark is ill fitting suit on a Blaster but does reasonably well on a Corruptor.
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Phase shift is part of the package. During fire support on Fire Farms I use it quite often. Normal TFs, almost never. +4/x8 ITF, maybe once a run on average. It is situational and strategic. A game changer. Keep in mind that if you average the damage the Elec Blaster does vs Any Sentinel (including the 30 second downtime) the Blaster still easily outdamages the Sentinel. While having periods of complete untouchability. I did see a post above by Meknomancer saying some Sentinels out damage this Blaster. *cough. versus a PYLON. THis Elec Blaster is fire support versus dozens of mobs, it is an AoE platform. While having Blaster ST chain. Granted a Fing weak Blaster ST chain, but still.... No, I am not convinced a Sentinel is sturdier than this Blaster. You cannot leave out the strategy of the build. Sure, if you let an AI run both these things at a Pylon defended by 30 Ritki the Sentinel will win. Because the AI will have them both go up to melee range and ST the pylon while getting wailed on. Gonna pass. I was actually inspired to build this while farming on my Brute and a little Blaster joined and was doing this ranged hover blast. Then when they got a ton of agro they would phase shift. I was amazed how well it worked. No Sentinel could survive that, and they certainly could not run fire support on a Fire Farm.
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*scratches his head. "Did I miss a nerf zombie invasion?"