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Everything posted by Zeraphia
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Rad/TW Tanker (no actual help from the epic/patron pools at all) Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Science Tanker Primary Power Set: Radiation Armor Secondary Power Set: Titan Weapons Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Alpha Barrier -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(5), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(7), UnbGrd-Max HP%(11), ImpArm-ResPsi(19) Level 1: Defensive Sweep -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(43) Level 2: Gamma Boost -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(3), NmnCnv-Heal/EndRdx(3) Level 4: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-EndRdx/Rchg(11), ImpArm-ResPsi(17) Level 6: Fallout Shelter -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-ResDam/EndRdx/Rchg(13), UnbGrd-Rchg/ResDam(15), UnbGrd-EndRdx/Rchg(15), ImpArm-ResPsi(17) Level 8: Radiation Therapy -- ScrDrv-Dam%(A), TchoftheN-%Dam(29), Obl-%Dam(48), Erd-%Dam(29), Arm-Dam%(31) Level 10: Boxing -- Empty(A) Level 12: Beta Decay -- EndRdx-I(A) Level 14: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(19), Ags-Psi/Status(21), ImpArm-ResPsi(23) Level 16: Weave -- ShlWal-Def/EndRdx/Rchg(A), Rct-ResDam%(21), LucoftheG-Def/Rchg+(31), ShlWal-Def(33), ShlWal-Def/EndRdx(33), ShlWal-Def/Rchg(34) Level 18: Particle Shielding -- Prv-Absorb%(A), Prv-Heal(23), Prv-Heal/EndRdx(25), Prv-EndRdx/Rchg(25), Prv-Heal/Rchg(27), Prv-Heal/Rchg/EndRdx(27) Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def(34), ShlWal-Def/EndRdx(34), ShlWal-Def/Rchg(37), ShlWal-ResDam/Re TP(39) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33) Level 26: Ground Zero -- HO:Nucle(A), ScrDrv-Dam%(46), Erd-%Dam(46), Obl-%Dam(50), TchofLadG-%Dam(50) Level 28: Crushing Blow -- HO:Nucle(A), HO:Nucle(42) Level 30: Rend Armor -- Hct-Dam%(A), Hct-Acc/Dmg/Rchg(39), Hct-Dmg/Rchg(39), Hct-Acc/Rchg(40), Hct-Dmg/EndRdx(40), AchHee-ResDeb%(42) Level 32: Follow Through -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg(43), SprGntFis-Dmg/Rchg(43), SprGntFis-Acc/Dmg/Rchg(45), SprGntFis-Dmg/EndRdx/Rchg(45), SprGntFis-Acc/Dmg/EndRdx/Rchg(45) Level 35: Whirling Smash -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(36), SprMghoft-Acc/Dmg(36), SprMghoft-Dmg/Rchg(36), SprMghoft-Acc/Dmg/Rchg(37), SprMghoft-Dmg/EndRdx/Rchg(37) Level 38: Arc of Destruction -- Arm-Dmg/EndRdx(A), Arm-Dmg(40), Arm-Dmg/Rchg(46), Arm-Acc/Dmg/Rchg(48), Arm-Acc/Rchg(48), FuroftheG-ResDeb%(50) Level 41: Taunt -- Range-I(A) Level 44: Build Momentum -- GssSynFr--Build%(A) Level 47: Super Speed -- Run-I(A) Level 49: Conserve Power -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 1: Momentum Level 50: Musculature Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Ion Core Final Judgement Level 50: Assault Core Embodiment Level 50: Longbow Core Superior Ally Level 50: Barrier Radial Epiphany ------------ Pylon Time: 3:42... 300 DPS on the dot. Considering this caps every single resistance sans Cold... and can easily push more DPS with lore... I'm extraordinarily impressed. Should note that with this build, it is totally unoptimized from Pylon killing, it is 100% optimized to outright nuke mobs in PvE content. There are tons of ways to get this time even higher, you could take assault, you could add more procs into any of these melee hits, etc.
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Dark Melee Future [re: Dark Melee Update]
Zeraphia replied to Troo's topic in Suggestions & Feedback
To be quite honest, this is 100% the way I feel it should've gone. Looking at the numbers here (I'm going to use SS because it's the only other melee set with a permanent self damage buff) I do think it should be a lower base damage than 75 as it is in the Dominator secondaries, but I think if it had say a base damage of 63 (same as Foot Stomp) for Tankers and scaled to the rest (Stalker, Scrapper, Brute) as most powers do, and remove or make the -to hit buff lower than Dominator's version, then I think this would be a beautiful change without being "game-breakingly powerful" because this is a power that literally every single other set gets. Also, to be quite honest here, I would actually prefer the weakened damage version of Engulfing Darkness but with a normal recharge and allowing the AT's to use their baseline criticals on the attack rather than any of the DC changes just due to the fact it's up and usable every battle. I really think the Dev's should look into this idea and I think this would be a widely accepted idea across the board because legitimately every single melee set has this type of PBAoE power. This gives the set a way to rise in AoE without being "too good" compared to other sets, it would just make it competitive. Quite honestly, if they say they'd have to get rid of the changes to Shadow Maul for this to be the case, I'd gladly give those up in a heartbeat. -
Focused Feedback: New IO Sets (Build 3)
Zeraphia replied to Jimmy's topic in [Open Beta] Focused Feedback
Thjis^ I also recall reading somewhere on the forums that apparently it is supposed to be a global proc now? -
There are a lot of builds that unfortunately just... can't. A nightmare for endurance consumption is my Thugs/Storm MM, even with Ageless, multiple +end procs, panacea and miracle in health, she still goes through end like a cheap hooker goes through poles. >_<! No offense to the hookers out there! Really anything with Storm/ is a nightmare for end. A lot of controllers are endurance nightmares... Dark Armor/TW any AT... lord...
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I find it fairly consistent and well worth it, Inferno -> that -> fireball usually works really well for me and it really does make a pretty big difference, with as many procs as it can accept, at least one is typically bound to go off, the highest one does half the time, and usually at least one out of the other 3 will proc additionally (usually a little over 200 total for me with the -res in Inferno/additional buffs). With Sentinels, it feels quite nice honestly given they're not getting any kind of Scrapper PBAOEs or even Blaster for that matter and fireball damage is a little "meh" to begin with.
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It's worth taking, but you need to proc it out. Put an Armageddon's if you can in that with other procs and it is tremendous. I can confirm that it does work well as a proc-monster, I use it on my fire/bio Sent.
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Focused Feedback: New IO Sets (Build 3)
Zeraphia replied to Jimmy's topic in [Open Beta] Focused Feedback
You are correct, I thought people were speaking of no +range in Bombardment as opposed to Shrapnel for bonuses. I'm sure this is the case as well. Truthfully, I may end up slotting mostly Shrapnel's over Bombardments once these go live assuming these are the final variations (which I don't think they are). -
Focused Feedback: New IO Sets (Build 3)
Zeraphia replied to Jimmy's topic in [Open Beta] Focused Feedback
I'd agree with this but honestly, if they're not going to give ranged defense because it's "too good," I'd rather get any one of these instead of the AOE defense: -E/N (like you said) -Damage buff bonus -+Range -Health bonus -S/L/M defense -T/P resist -
Focused Feedback: New IO Sets (Build 3)
Zeraphia replied to Jimmy's topic in [Open Beta] Focused Feedback
All I have to say is... Really? More people asked to KEEP the bonuses. AOE defense is of limited utility. Ranged damage dealers (the ones who typically use TAOEs) are getting shortsighted once more. Obliteration exists, which gives 3.75% melee defense for melee characters and recharge. I can understand that being "pure ranged" and taking flight powers or being at a constant distance can make melee irrelevant to some extent (so ranged defense is more valuable to them versus a melee who will take both ranged and melee damage), but in all sincerity... really? Is it truly that "broken"? It is so much harder to chase ranged defense and the other sets for ranged damage are so much more costly and lackluster than chasing melee defense values versus ranged defense values. That said, sure, change the ranged defense bonus to 2.25%, but don't totally slash all of its greatness. I was really looking forward to this set, and now it seems like a travesty. I was also looking forward to the DC changes and I was OK with even the 2nd change despite being somewhat lackluster for what it was and now... that's being shelved as well. The original changes were positive and fine, I don't understand why these seem so "broken" relative to the way the game is now. Yes, they were powerful, yes they were going to shift somethings, but change can be good, I don't think any of these changes were going to completely rectify the game and automatically make anything in particular "so powerful." -
If you're interested, Rad Armor is an astoundingly good choice to pair with TW, and it becomes a powerhouse for survivability and AOE. I have actually not died a single time on my Rad/TW, I regularly run into +4 IDF, faceroll AV's, and cimmies. Due to TW's nature, it by virtue has high ST as well, there is literally not a single flaw with this combination. It may not aggro quite as much as other Tankers but damn it does a superb job, also Rad helps a lot with endurance (Gamma Boost) which TW needs. The build I'm running if you're interested: Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Science Tanker Primary Power Set: Radiation Armor Secondary Power Set: Titan Weapons Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Alpha Barrier -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(5), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(7), UnbGrd-Max HP%(11), ImpArm-ResPsi(19) Level 1: Defensive Sweep -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(43) Level 2: Gamma Boost -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(3), NmnCnv-Heal/EndRdx(3) Level 4: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-EndRdx/Rchg(11), ImpArm-ResPsi(17) Level 6: Fallout Shelter -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-ResDam/EndRdx/Rchg(13), UnbGrd-Rchg/ResDam(15), UnbGrd-EndRdx/Rchg(15), ImpArm-ResPsi(17) Level 8: Radiation Therapy -- ScrDrv-Dam%(A), TchoftheN-%Dam(29), Obl-%Dam(48), Erd-%Dam(29), Arm-Dam%(31) Level 10: Boxing -- Empty(A) Level 12: Beta Decay -- EndRdx-I(A) Level 14: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(19), Ags-Psi/Status(21), ImpArm-ResPsi(23) Level 16: Weave -- ShlWal-Def/EndRdx/Rchg(A), Rct-ResDam%(21), LucoftheG-Def/Rchg+(31), ShlWal-Def(33), ShlWal-Def/EndRdx(33), ShlWal-Def/Rchg(34) Level 18: Particle Shielding -- Prv-Absorb%(A), Prv-Heal(23), Prv-Heal/EndRdx(25), Prv-EndRdx/Rchg(25), Prv-Heal/Rchg(27), Prv-Heal/Rchg/EndRdx(27) Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def(34), ShlWal-Def/EndRdx(34), ShlWal-Def/Rchg(37), ShlWal-ResDam/Re TP(39) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33) Level 26: Ground Zero -- HO:Nucle(A), ScrDrv-Dam%(46), Erd-%Dam(46), Obl-%Dam(50), TchofLadG-%Dam(50) Level 28: Crushing Blow -- HO:Nucle(A), HO:Nucle(42) Level 30: Rend Armor -- Hct-Dam%(A), Hct-Acc/Dmg/Rchg(39), Hct-Dmg/Rchg(39), Hct-Acc/Rchg(40), Hct-Dmg/EndRdx(40), AchHee-ResDeb%(42) Level 32: Follow Through -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg(43), SprGntFis-Dmg/Rchg(43), SprGntFis-Acc/Dmg/Rchg(45), SprGntFis-Dmg/EndRdx/Rchg(45), SprGntFis-Acc/Dmg/EndRdx/Rchg(45) Level 35: Whirling Smash -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(36), SprMghoft-Acc/Dmg(36), SprMghoft-Dmg/Rchg(36), SprMghoft-Acc/Dmg/Rchg(37), SprMghoft-Dmg/EndRdx/Rchg(37) Level 38: Arc of Destruction -- Arm-Dmg/EndRdx(A), Arm-Dmg(40), Arm-Dmg/Rchg(46), Arm-Acc/Dmg/Rchg(48), Arm-Acc/Rchg(48), FuroftheG-ResDeb%(50) Level 41: Taunt -- Range-I(A) Level 44: Build Momentum -- GssSynFr--Build%(A) Level 47: Super Speed -- Run-I(A) Level 49: Conserve Power -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 1: Momentum Level 50: Musculature Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Ion Core Final Judgement Level 50: Assault Core Embodiment Level 50: Longbow Core Superior Ally Level 50: Barrier Radial Epiphany ------------
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I know this might sound a little "basic" but I recently made a Fire^3 Dominator... and I ADORE her. She is EXTREMELY damaging. Not quite as damaging immediately as a Fire/Fire blaster obviously, but she more than well does the job in AoE and ST. Quite effective in all aspects of the game minus soloing super hard TF's. Flashfire -> Cages -> Bonfire -> Hotfeet/RoF -> fireball/combustion with fire imps really does neuter mobs extremely quickly and she doesn't die too often due to her lockdown ability and the knockdown spams of Bonfire. She does tremendous damage, and even if she does die, she RoP's for a nuke damage, I actually highly recommend this combination, it keeps up with teams fairly well.
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Nerf that DAMNED ROBOT in the final Market Crash tf. That thing takes your HP from 3,600 to 47... Why is this a thing? WHO ASKED FOR THIS?! I WANT A CHARACTER THAT EARNS ZERO DEBT EVER DAMNIT!
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I think the replies here have great points, but they aren't super detailed so let me try to cover a more detailed bit for each their cases (Scrapper vs. Brute vs. Stalker): - Scrapper: This is an AT you pick if you have a PLAN. If you beta test it, and it works out very well, then it is probably going to be the best for a mixture of extremely high damage and ST. It will out-damage Brute when all is said and done (but in a lot of cases may not out-damage the ST of a Stalker), and it is the one that best pairs with TW (the arguably most broken primary). I find that TW/Bio Scrapper is a top tier combination and arguably the most "worth it" character you could make in terms of raw DPS, content it can do, and survivability. - Brute: This AT is just going to be "easy" on you. It isn't as complicated nor as "hard" to plan around as Scrapper, but it can be quite respectable in its own right. Brutes are typically well-regarded for their AOE and decent enough ST, and this remains true for quite a lot of what Brutes end up doing. Brutes typically are not as "respected" on teams as Scrappers/Tankers but it isn't an issue and it certainly won't disqualify you from finding teams by any means. It may at times not feel quite as "shiny" as the Fire Blaster in AOE, but it will feel very consistent and solo very well. The fury mechanic is a +% damage which takes Brutes to be roughly equal or better to Scrappers in AOE and only slightly less so in ST due to the typically longer animation times for AOEs. Brutes will survive at baseline easier than Scrapper and will of course hold agro better in most cases (sometimes taunt aura in a Scrapper secondary will even this out, but in most cases not necessarily). - Stalker: This AT is a renown world-class exemplaring character. It will does extraordinary ST pretty much regardless of any primary you chose, some being better than others. AOE is not a Stalker's specialty, but sets usually do contain some sort of AOE still, and lots of primaries can feel quite adequate with their AOEs. Placate is most of the time skipped due to the ATO, the ATO's for this particular character are game-changing more than any of the above (although Scrapper's is exceptionally good). You can get buildup instant recharge procs with AOEs (better proc's with AOEs, more targets = more procs) or ST (rarer but can happen) which make this particular AT very deadly... It is the strict "weakest" of the 3 by default defense numbers but it in some cases survives better than them depending on the secondary chosen for comparison and build. The AS -> big hitter is an obvious damage surge for ST, you can very easily 2 shot bosses with this combination. I like to pick them based on a "spectrum": Want lots of AOE? Stalker < Scrapper < Brute Want excellent ST? Brute < Scrapper (TW/Bio will be the highest of all, but it is an exception more Stalker's combinations ST will be higher**) < Stalker Want to survive? Stalker (very slightly)< Scrapper << Brute Exemping: Scrapper < Brute < Stalker (some may debate this and combinations make these extremely variable, but for the most part the Stalker has the easiest time at low levels thanks to the early stealth + huge DPS out of the gate with AS) For themes, I find Stalkers/Scrappers have the cooler themes, using MK for example, Mileena/Noob Saibot would probably be viewed as a "Stalker," Shao Khan would be viewed probably as a "Brute," and "Scrapper" would probably be Kitana/Liu Kang. This is again, mostly an opinion and with different power combinations may not even matter.
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Here's what I'll tell you about these sets: -Invul: It makes you just indestructible. No ifs and or buts about this one. This is the closest thing to stone without the horrific -movement and constant TPing in caves you'll come. This set does not in any way shape or form not deliver in its extraordinary ability to tank damage. It does not deliver ANYTHING to you at all in the form of helping you kill enemies whatsoever so bare that one in mind. Not as much here as the others because this set is fairly straight forward, excellent resistances when built well and extremely good DDR with high defenses and high HP, it is flawless at what it does, the only drawback is Psionic damage but Psionic isn't the most "scary" damage type to me to have a hole to, even that can be a 60% hole when slotted properly. -Bio: I find Bio to be better to "enhance" a damage secondary (I absolutely ADORE this set for Scrappers/Stalkers) and it works well for Tankers too. It is not my absolute favorite, but it is extremely strong in what it does. TW/Bio or Bio/TW no matter what you roll it on, will always tank extremely well, you can deal with the cimmies with ease because of defensive sweep being able to stack ~4-5 times, two slot this power and you'll be well over 100% defense to melee making cimmies just utterly pathetic. You're extremely durable but at a cost, it is a VERY active primary for a Tanker moreso than any other AT, because other ATs typically aren't going to run straight into mobs and be expected to keep constant agro like the Tanker. This said, you maintain agro very well and your regen will go through the roof, you won't have a specific "hole" (sans psi damage) because of the huge amount of either resistance/defense you will have to that specific damage type in addition to the excellent heals/regen. I may be talking a lot more about this primary than Invul, and it may come off as better, but that is purely because Bio can come off as very 'watery" and "not tanky" if built wrong, it has a lot more mechanics than Invul, and is much more complex to manage. This is an excellent primary, but you have to "work" to make it shine and you have to be a little active with it, but this can very easily appeal to you if you like clicking and love all the silly tricks you can do (the "scariest" thing for this one is IMO +4 IDF with extremely high to hit and its defenses getting kind of "bypassed" along with its energy damage which is one of bio's unfortunate holes). I'm going to throw in one I think is a mixture (helping with clearing spawns and being extremely durable) and can be "better" in some specific cases: -Rad Armor (specifically with TW): you can get resistances capped to just about everything but cold once you have built this. It has the toolkit of good regen/recovery (helps TW), an absorb to make you feel like you're not taking any damage, and the biggest draw to me is that your heal and the T8 can be proc-monstered into hits that are AOEs dishing out 300-500 damage, for a tanker this is HUGE. It wont get quite the regen bio has, but it will resistance cap all the damage you'll need that Bio can't. If you take TW with this combination, it suddenly just becomes an outright spawn nuking mob-to-mob Scrapper hybrid, and you're quite the master of the ITF given that you can just defensive sweep up to 4x and get your melee defenses so high those poor cimmies just can't chew through you. Not the easiest to level up but once you're 50 I feel this one has become an all-time favorite for every single activity in the game. Solos GM's, spawn nukes, extraordinarily durable, tanks incarnate stuff like an absolute champ and provides excellent damage mitigation to all teammates via TW's disgusting continuous KD's. Why is Shield not mentioned for me as one of the "best" ones? I gave Shield a try personally (I incarn'd her, I really IO'd her pretty well) and I'm going to be honest, as nice as it is for things like ITF, there is a LOT of autohit in this game (especially late game), and IDF are just not kind to you nor are the actually "challenging" things that made me go back to Rad/Invul/Bio for its enormous resistances/defenses and/or the absorb/regen barrier. It just looks so much better as a Tanker to have an absorb that enemies have to eat through to make it appear like you're just not taking damage. Yes you get Shield Charge, but... crazy enough... I don't love it nearly as much as I love Rad's proc'd out heal and Ground Zero, I also feel as if those two are more damaging. This may just be a "me" thing, as I see several people who outright love their Shielders, and I say more power to them and we're probably equally right for our own opinions, but I don't think Shield is quite as strong as the 3 before sans Bio in some specific cases with heavy defense debuffs/auto hits.
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Focused Feedback: New IO Sets (Build 2)
Zeraphia replied to Jimmy's topic in [Open Beta] Focused Feedback
I really have to say, I think being how relatively weak the Endurance-based powers are in comparison to the bases + proc potential of almost every other set, I really think they have a case in 2020 to have a damage proc that can be slotted into their powers. I think it needs to be balanced (you shouldn't just deal damage off of the proc applying to all your powers because you slotted it into Stamina), but I really think it would go to help an underperforming damage type deal a lot better than what it normally is given. Anyone else? -
Alright I'm going to try to tackle your questions and concerns in the most concise but maybe harsh if needed way possible... Here's what I've found with building Bio Scrappers/Tankers/Stalkers, you can cap S/L, and you can softcap S/L/E/N/F/C/M in most cases, it may require the use of an incarnate alpha in agility/barrier to fill in the final gaps though. You most likely won't cap other resistances, but you have a high absorb shield that can be auto'd with hasten once you bind the macros and it can effectively be very good for most content. You may deal with "cascading failure" such as enemies that do a hefty amount of -def (think cimmies). Here's my thoughts on this, IF you have the money to splurge, I would hands down make a rad/fiery/mu brute instead... it is much faster and actually is quite a beast for even regular content (if you make a separate build for that) and is a combination I actually "mained" (although switched to TW/Bio Scrapper) because of how well it farms just about everything... definitely not cheap though and not a tanker. It's not the absolute best, Rad Armor is actually a slightly better farmer mainly due to the fact that its AOEs can be turned into really good proc monsters, but to answer your question, it CAN do S/L farms and it will be alright at them. You will not get 3-4 minute complete clears most likely, but you may end up with 5-6 minute clears, sometimes 4.
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I can completely understand, I had the exact same thoughts and feelings about it when I first tried it, however... I came to eventually understand that when you're "off momentum" for an AOE, always use AoD -> Whirling does EXCELLENT work. Save the Build Momentum for the start of a mob to speed up both and get an absolutely disgusting amount of damage from these two, use it to start battles, don't use Build Momentum when you already have momentum despite how some of the damage bonuses may be nice from it. For sustained ST, mostly the same, however sometimes it is acceptable to open with Rend Armor instead of AoD. I definitely think the build up/build momentum power is the #1 for this set, you can go fairly "mob to mob" with it as an opener.
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Just thought about making threads for characters we're less than "happy" with for laughs and comparisons sake! I made a build for a dark/psi/psi dom, and I tested it on live, yikes! Not impressed with her whatsoever! I also made an Archery/TA blaster, did not care for how enemies could easily move out of the T9 plus all your damage being basically lethal! I made a Shield/Rad Tanker who was to be sturdy and deal damage, I was rather unimpressed! Of course there are combos here that could be built differently, but I'm sure some people have issues with similar builds as well! This isn't meant to disrespect another's powerset combinations, rather than to just take in the "oh damn, this was awful haha!" moments!
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You took an S-tier primary, and an S-tier secondary, congrats, you chose a lottery winning tanker combination for both extreme durability and some of the highest damage available to a tanker. Skippable Powers Rad: Meltdown; this particular power sometimes can be overkill or just not the most "needed," however, a lot personally love it as it is a very help boost that can be up about half the time or more and comes with very little drawback/crash. Radiation Therapy; sometimes, I really don't recommend skipping it, it is one of the best proc-monsters in the game for a huge AOE up very consistently. Ground Zero; this is skippable, but is another great proc monster, if you can't fit in the build with procs, I recommend skipping it. TW: Crushing Blow; (if you have a build that has a chain that doe smore DPS without it) it isn't the most damaging, it's not an essential core for TW sometimes, you can definitely make this combination work without it. Taunt; you can take an epic pool power that does more damage and since you're a tanker get gauntlet with those epic pools, therefore sometimes this is viewed as a "skippable" power. Titan Sweep; towards the end game with this type of build, I hardly find myself using this (due to AoD + WS). I'd suggest getting this power for early levels and then later spec'ing out of it. Follow Through; (I DO NOT RECOMMEND SKIPPING THIS AT ALL) I've seen some people choose not to take this but honestly it is the highest DPA attack in all of TW, for ST, it spikes your damage. If you have to skip all 4 of these to make a build work, fine, but I really recommend keeping this one.
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I'm aware of this trick, and fixed the issue with it but it is very much so worth mentioning that before the EB would spawn as a level 15 despite your team being level 8-11, this means the EB was effectively +7 levels or higher (some from just how much higher level she spawned, some from being +3 as an EB) than your team. Incarnate trials and upper level content, because of incarnates and all the powers, this is fine, but for a low level tf with not the greatest IO's or levels, there were several hospital trips doing this tactic.
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Focused Feedback: New IO Sets (Build 1)
Zeraphia replied to Jimmy's topic in [Open Beta] Focused Feedback
Can I please just ask to NOT change the Ranged defense on Bombardment (as in keep it the way it is)? Ranged defense already is harder to come by, I really would not appreciate any changes to Bombardment other than maybe the Endurance one suggested earlier (not an endurance bonus, just an endurance enhancement). Bombardment is a fairly needed set for Blasters, Sentinels, Corruptors, Dominators and Defenders for its ranged defense. I would not appreciate someone slighting the bonus off easily. There are not many ways to raise AOE defense (besides Winter-O's), nor is it that beneficial to them... -
1) The issue is mainly the lack of the Sniper and not ultra helpful inherent, I really don't feel as if the AT warrants not getting a sniper in favor of these ungodly replacements, someone may disagree with that, I understand why, but I just think the Sentinel needs a "pick me up" from relying on procing out Dominate, try to make it work with Blaze, having to go into melee for Mind Probe (which kind of makes the Sentinel being "ranged" concept go a little bit out the window, but that's OK, you make that choice when you select the power) and then the rest you're stuck to Flares/Fire Blast (rant: one of my BIGGEST gripes is that I'm forced to use Flares to get an offensive opportunity on an enemy, which will lower my actual DPS done, I get that it will overall help you deal more damage... but that is super annoying). The Sniper is available to Dominators/Corruptors/Defenders/Scrappers/Stalkers (via epic power pool), I don't see why Sentinel has to miss the boat on arguably one of the best ST powers and suffer with a ST hit that does repel, that seems wrong to me. I 100% see your point, and I understand it, it seems like the Sonic version for a Sentinel is a lot better than the Blaster version, that is a great point to discuss! 2) This becomes more of a slotting issue with some IO sets allowing better bonuses for AT powerset choices than others, but I have to agree, there are easier slotting opportunities and it is more straightforward to build a Sentinel than a Blaster, however I will say you definitely have to tether the line carefully between being "tanky" and being more "damaging" in quite a lot of the choices. 3) Yes, 100% agree. I think it comes down to the preference in most cases of the nuke, would you rather have it up in a weaker for in 20 seconds or a fully damaging form in 30-40 seconds? 4) It's sad to think about honestly, I would think that the Blaster would be deserving of the higher damage than said Scrapper (this isn't so much so about Sentinel for the moment) due to the fact they've sacrificed all inherent means of defense from their primary and secondary beyond an absorb/regen toggle and in some cases defense or a hold. I would think the Blasters should be at least EQUAL to them, but as the game currently stands, they just feel uneven. Yet honestly they are not the most damaging players on a team usually which is sort of... off... that said, I think Blasters are still in a better position than Sentinels are. 5) If we were talking just empathy only with a defender on a team, I would agree... That said that is probably one of the absolute worst case scenarios for a damaging Defender, Storm Summoning will leaps and bounds deal more ST damage than Sentinels. They also gain Vigilance on their own which brings their damage levels to something *close* to the Sentinel's (I think it's around a 30% damage buff if you're not with a team - solo). A lot of defender primaries can greatly enhance their secondary damage, especially ones that are -res heavy and will deal more damage than the Sentinel, especially solo. That and defenders themselves fulfill a teaming niche moreso than a damage one, but I see the comparison you're making, I just think it may not tell the full story for every case. Corruptors are a very special case where I feel like they are either going to literally blow Sentinel damage out of the water and basically become genuinely more damaging than Blasters or they're going to be a weaker AT, more often the latter than the former but there are outliers that are really good, fire blast / kinetics is the one I am mainly thinking of. 6) Well their ST values are fairly comparable sadly, I know you're comparing "apples to titanium" (bad joke here I know!) but that is just how the damage breaks down for them. 8-9 minute Pylon times are not unheard for them and aren't really even an "uncommon" occurrence sadly. Many Dominators deal more damage than them when IO'd properly (I'm try to use a majority ranged damage type to compare) because of their snipe, their better proc'd holds, the better overall DPA's of the attacks, etc. 7) I absolutely would believe you! I never said that I didn't believe the other poster, I have only said that I believed it probably wasn't a fair comparison (badly built Scrapper, IOs vs. SOs, non-incarnate vs incarnate, etc.). I do not believe a Sentinel is completely unplayable or can't be in the game, I have only argued it just *lags* in comparison to everything else and I just want it to "shine" moreso. I absolutely agree with what you've said about seeing the changes of them now versus where they left off in May 2019. I just think it is time for this AT to be looked at and given its dues. I see the argument for Sentinels in the current state that they're more friendly and require less of a learning curve than Blasters do. I have hardly ever died on my Sentinel (maybe 5 times total?) and on my other Blaster that has died only 3 times, I was especially careful and it was definitely not my first go around with Blasters by any means, I've achieved "Exalted" on Blaster easier than every AT sans controllers (early on levels on controller >_<!)
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I've revised my earlier post based on the feedback you have given and overlooking it now that I am in a better state. I think that I was tired and unfortunately made an error in the way I was phrasing my points and arguments. I do not condone his behavior. I said in my post that I felt it was harsh. I don't disagree with the basis of his argument that the AT is not as glorious as you are making it seem and that the values do not align as I have pointed out before. I realized how that may have seemed, and I am truly sorry if you felt this way. My intentions were met with trying to instigate a basis of change or learn new things about the Sentinel to make it "shine" more than I already tried to make it. My general thoughts are as follows for the Sentinel based on the competitiveness of this AT vs others and how to make it shine: - Needs a better inherent mechanic, this could be like Fury for the Sentinel for a certain amount of time or a "click" like domination that gets to a certain +damage% and stops, I think within reason and keeping it scaled properly this would make for a much better mechanic than the current iteration. Or possibly (although I see this as a more "broken" option) implement a critical system within the "opportunities" where you gain a set amount of critical chance for the "Offensive Opportunity" duration, it wouldn't be up every single mob, it won't "outclass" a blaster, and it won't "outclass" a Scrapper, but I think it would at least leave it feeling competitive. -Honestly, if people don't want the nukes changed at all or think they're fine, I understand, but please here me out, if nothing else, please look into the ST, that is genuinely my biggest issue with the Sentinel. I felt like every post I've made surrounded the nuke but truly it is the single-target that has the deepest issues, the repel effect is overall disliked, the DPA times to damage doesn't compare well with other multiple ATs. I understand the damage tax that Sentinels paid for being both Ranged and Defensive, but I do not feel as if they've paid the tax of dealing Tanker-level ST damage. I get why they removed the Sniper powers but truly would it be that broken if they got them? Corruptors/Defenders have them with a lower damage scale, Dominators as well, all of these ATs do not suffer the same penalties Sentinel does. - The target caps/range could be raised, moreso in favor of the target caps. The target caps would make it more competitive than the latter in comparison to Scrapper/Stalker PBAoEs.
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I actually made a Rad/Spines Tanker that caps every single resistance except for Cold (yeah... I couldn't give less of you-know-what given that I can't even name one hard AV that does cold damage consistently or even a good cold group beyond some CoT which I think you'll be more than capable of surviving. It still maintains 31% S/L and 36% Melee. It has two excellent proc monsters in Ground Zero and Rad Therapy that deal about 300-400 damage each. Excellent damage. It may end up needing Ageless but if you want to just be a tank and not deal tons of damage and just head up and faceroll AV's, you shouldn't lose too much end. Definitely not made to beat anything in an ST pylon race, but its AOE is wonderful. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Science Tanker Primary Power Set: Radiation Armor Secondary Power Set: Spines Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Alpha Barrier -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(5), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(7), UnbGrd-Max HP%(11), ImpArm-ResPsi(19) Level 1: Barb Swipe -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(29), KntCmb-Dmg/Rchg(29), KntCmb-Dmg/EndRdx/Rchg(31) Level 2: Gamma Boost -- PrfShf-End%(A), Prv-Heal(3), Prv-Heal/EndRdx(3) Level 4: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-EndRdx/Rchg(11), ImpArm-ResPsi(17) Level 6: Fallout Shelter -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-ResDam/EndRdx/Rchg(13), UnbGrd-Rchg/ResDam(15), UnbGrd-EndRdx/Rchg(15), ImpArm-ResPsi(17) Level 8: Radiation Therapy -- ScrDrv-Dam%(A), TchoftheN-%Dam(48), Obl-%Dam(48), Erd-%Dam(48), Arm-Dam%(50) Level 10: Boxing -- Empty(A) Level 12: Beta Decay -- EndRdx-I(A) Level 14: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(19), Ags-Psi/Status(21), ImpArm-ResPsi(23) Level 16: Weave -- ShlWal-Def/EndRdx/Rchg(A), Rct-ResDam%(21), LucoftheG-Def/Rchg+(31), ShlWal-Def(33), ShlWal-Def/EndRdx(33), ShlWal-Def/Rchg(34) Level 18: Particle Shielding -- Prv-Absorb%(A), Prv-Heal(23), Prv-Heal/EndRdx(25), Prv-EndRdx/Rchg(25), Prv-Heal/Rchg(27), Prv-Heal/Rchg/EndRdx(27) Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def(34), ShlWal-Def/EndRdx(34), ShlWal-Def/Rchg(37), ShlWal-ResDam/Re TP(39) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33) Level 26: Ground Zero -- HO:Nucle(A), ScrDrv-Dam%(46), Erd-%Dam(46), Obl-%Dam(50), TchofLadG-%Dam(50) Level 28: Spine Burst -- FuroftheG-ResDeb%(A), Arm-Dmg(42), Arm-Dmg/EndRdx(42), Arm-Dmg/Rchg(42), Arm-Acc/Dmg/Rchg(43), Arm-Acc/Rchg(43) Level 30: Lunge -- Hct-Dam%(A), Hct-Dmg/EndRdx(39), Hct-Dmg(39), Hct-Dmg/Rchg(40), Hct-Acc/Dmg/Rchg(40), Hct-Acc/Rchg(40) Level 32: Ripper -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg(43), SprGntFis-Dmg/Rchg(45), SprGntFis-Acc/Dmg/Rchg(45), SprGntFis-Dmg/EndRdx/Rchg(45), SprGntFis-Acc/Dmg/EndRdx/Rchg(46) Level 35: Quills -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(36), SprMghoft-Acc/Dmg(36), SprMghoft-Dmg/Rchg(36), SprMghoft-Acc/Dmg/Rchg(37), SprMghoft-Dmg/EndRdx/Rchg(37) Level 38: Build Up -- GssSynFr--Build%(A) Level 41: Assault -- EndRdx-I(A) Level 44: Vengeance -- LucoftheG-Def/Rchg+(A) Level 47: Super Speed -- Run-I(A) Level 49: Conserve Power -- Empty(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
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Thugs are just a flat out better set for the most part at the moment, IO changes and balancing really gave them a lot... Thug's Gang War in particular makes Thugs devastating in a way that Robot's base damage just isn't even with said -regen. Thugs also give Tactics which helps break down the Defense barriers some may or may not have.