Jump to content

MementoMori

Members
  • Posts

    7
  • Joined

  • Last visited

Everything posted by MementoMori

  1. I have been running a Poison/Sonic build over on everlasting ST wise you can melt just about anything with the stacking -res The fact that you can skip a lot of the primary and not miss many doses allow for some handy utilities Here is my 2 cents on all the poison powers at least for defenders Alkaloid- So it's a single target heal that's going to give about 230 ish hp at 50 unenhanced, not bad but it's slow really slow... It also grants 20% res to toxic so you can buff that tank when fighting zombies in the low levels. skip it at the start, take it when you have nothing else to grab its only Okay Envenom- Now this is the good stuff, -50% def all types -60% Res -50% Regen and it reduces heals on target as well, this thing is nasty. Small splash effect means the best use is going to be having a tank gather targets first or corner pull to maximize targets hit. Did I mention it recharges in 12s unenhanced and lasts 30s. You take this power as soon as you can first thing its the Best you get Period Weaken- your other Good debuff -28% tohit debuff -37% dam and it guts the targets power effects by 74% so heals holds imobs, buffs debuffs, all of it gutted. Sam small splash as above, however, this power has a longer recharge of 16s Neurotoxic Breath- so -81% recharge sounds really good, and it's stronger than frost breath and almost the same as infrigidate from cold domination, except this, is a cone. the issue is it does nothing for that alpha strike. this power gets a bad stigma due to -recharge being the kind of power that only shines in drawn-out combat. take it if you can its handy but not game changing like the last two debuffs Elixir of Life- This is basically mutation, the "crash" is problematic on a target that already face planted a few mins ago and it could actually cause them to crash out again due to end loss at bad times but its not super hard hitting but a bit of a surprise. the 50% dmg buff is nice and the +Rech 100% is nothing anyone is going to complain about 90s later the throw-up and are sudo held. Antidote- its basically clear mind with some toxic res buf thrown on for flavor if you would take clear mind take ikt but its not a thing to ever slot Paralytic Poison- one of the worst ST holds iv ever used, 11s mag 3 hold 16s recharge so you cant stack it with itself unenhanced, it deals no damage (it really should or at the very least a slow effect as its supposed to paralyze the target) has no debuff associated with it no slow effect no - reach SKIP, unless you have another hold to combo with its not worth the slots or the power. Poison Trap- 31 ticks of 2 toxic dmg and a AoE hold...in trap form so you need to drop this and get a mob to walk on it or AoE near it. once it pops it active for a long time 260s and you can drop that nasty mine in 1.1 seconds. completely stops end recover on all targets (not really useful as end recover stoping will almost NEVER come in to play with normal spawns) it can apply 2 mag3 holds but then the suck starts. 2% chance of having the holds stack. 1 of the mag 3 holds applies every time the other only has a tiny chance to proc and that second hold only lasts 4s so stopping boss is a maybe at best. if you take it slap the chance for mag 2 hold from GW set in it. it could be slotted with a Ton of procs as it takes hold and damage sets but i have not tested to see if that's worth it or how often it proc it is a spawned pet causing the effect and they act ...odd with procs Venomous Gas- So on a MM this is great, plop it on a pet and they run into melee -25% res on target they are kicking in the face Great. on a defender, its on you to walk into melee to apply that -25% Res -12% Def and -12% tohitdebuff (again unenhanced) This power will kill you, but it is useful. stacking this with your other -res will stack to 85% and that's A lot of damage potential
  2. What you're advocating for is interesting...but it's not a sentinel. If you want something like that, you should be going on the Suggestions forum. Sentinels are set at this point - they're not going to mess with thousands of characters that are already in play to completely change their primary powerset. You seem to have missed the "I want to be clear i'm, not advocating removing the blast only sets just adding more options and a second play style." From my original comment
  3. I still feel that giving them the Assult powers would open up a lot of different playstyles. Having scrapper ish def/res values I feel like having the dominator sets as options would allow some good blapping options For instance, I would love to run an earth assault/stone armor I can't see how it would be overpowered using the dom secondary power sets as primaries I want to be clear i'm, not advocating removing the blast only sets just adding more options and a second play style.
  4. It does have a chance to tic on every DoT effect that's both cones and the PBAoE nuke. ;D
  5. Sonic's -Res is always a good set up the thing with sonic is its very spammy to keep and or maximize its effect. So you would have to toggle on youer snowstorm drop freezing rain then go to town with sonic, the problem comes in when you start realizing your now waiting on your summoned storms to dps down minions and using tornado and thunderstorm to take out everything else this is kinda slow and END heavy so staying alive is now a matter of circling a mob with hurricane and keeping them in the affected range of the rain, tornado, and thunderstorm as you keep blasting away to keep the -Res at max the benefit of psy ice or dark is they help actively keep you alive as you grind a +3 spawn down by either reducing the number of attacks coming your way (psy or ice) or just making them all miss (dark) whereas sonic lets you kill them faster but will it be survivable enough to finish that fight im not sure the -Res is a powerful debuff im just not sure if it keeps you alive
  6. Well there are three good options imho that pair well. Dark/ With its tohit debuffs and mezz effects it can lock down spawns and allow you to leverage storms placed aoe's and overlap with hurricanes tohit debuff to give a surprisingly high amount of protection. since the big cone imob in dark also has -knock back Ice/ Stack up the slow and - rech effects to grind spawns to a halt this does not mitigate the alpha strike however but they only get one good wave off attacks out once you get rolling. in late levels, the hold is solid and can allow for the tornado to really grind a boss down Psy/ again the -reach stacking here with a few utilities Maybe a case could be made for pure damage such as fire/ but its just damage its not really making use of what storm is doing other than its slows always kinda wanted to make a AR/Storm #BulletStorm but its high in concept and not alot else if im being honest My Vote is hands down DARK, the two sets synergize well and debuff like a beast allows for control of the KB and deals good uncommon typed damage. fear -tohit mag three hold mag solid imob into nightfall combo with sleet and snowstorm you can waste large groups of foes on your own
  7. from what i was reading it looks like it used some kind of mechanic like TW's momentum. You would cast one wind power that would apply the effect and it would bost any power that consumed it. iirc the updated hero planer had the stats for the set its a shame it was never finished Let us hope someday wind/ is a thing that happens
×
×
  • Create New...