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SmalltalkJava

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  1. Here some info from my DP/SR Sentinel. I used the Attack Chain: Executioner's Shot >> Suppressive Fire >> Dual Wield. I like the defensive opportunity because of the heal and the endurance replenish. I'm still working on incarnates. Here is what I had slotted. T4 Musculature Core Paragon T2 Ageless T2 Reactive Radial T1 Assault Genome (not clicked) 4:45.89 https://www.carnifax.org/?uuid=e960984d-6c95-470b-b5fe-7cafbb8feb90 4:45.21 I didn't chat log that one 😞
  2. It sucks that Dominate and to an extent Mind Probe over shadow primary attacks. But it is what it is. . I wish the devs would add some more damage proc options to the ranged damage Io sets. That at least would open up some slotting options for a lot of sets and boost some fun time.
  3. Yes from all I've tested and seen. Redraw is just visual. It has no impact on actual cast times and attack chains
  4. Ignite does, but its bugged a lot where it will say that the target is in the air and not actually cast if you put in a distance or use the Target designator keywork
  5. thanks for the info. I had thought that I needed to swap the ATO's, because on my ice/Sr the rain powers will load up about 42 to 49 points of opportunity, iirc. I had also thought about modifying aqua bolt's slotting, and just using it as a offensive opportunity enabler when it was appropriate. I'll have to take a dig at your spreadsheet.
  6. How is the Fire/Spines end up workign out? I have a spine/fire brute that I am thinking about turning from a farmer into an actual playable character. I never really knew how to approach it and if i should just level up a fire/spines tanker instead or some other fire/* tanker. I have this angelic concept that I'm tossing around and fire suites it really well. Is this build that you posted a month back what you are finally shooting for with Fire/Spines?
  7. Here is my purely non-mathematical minmaxed build that is a start point for thinking about the build. I'm just doing messing around with it in Mids so far as I try to figure things out such as: enough accuracy for maximizing procs, soft capped defenses etc... For example, I haven't messed around with the FF proc in Water Burst to see if it actually has an "ok" chance to proc with all of the recharge slotted in it. Its mainly slotted for acc and recharge set bonuses now, so removing that slot and moving it to somewhere else may be beneficial. This Hero build was built using Mids Reborn 3.0.6.0 https://github.com/LoadedCamel/MidsReborn Refreshment: Level 49 Magic Sentinel Primary Power Set: Water Blast Secondary Power Set: Super Reflexes Power Pool: Flight Power Pool: Fighting Power Pool: Speed Ancillary Pool: Psionic Mastery Hero Profile: ------------ Level 1: Aqua Bolt (A) Shield Breaker - Defense Debuff (3) Shield Breaker - Accuracy/Defense Debuff (3) Shield Breaker - Accuracy/Recharge (5) Shield Breaker - Defense Debuff/Endurance/Recharge (5) Shield Breaker - Accuracy/Endurance/Recharge (7) Shield Breaker - Chance for Lethal Damage Level 1: Focused Fighting (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (7) Luck of the Gambler - Defense/Endurance (9) Luck of the Gambler - Defense (46) Luck of the Gambler - Defense/Recharge Level 2: Hydro Blast (A) Gladiator's Javelin - Chance of Damage(Toxic) (13) Explosive Strike - Chance for Smashing Damage (13) Impeded Swiftness - Chance of Damage(Smashing) (15) Thunderstrike - Accuracy/Damage (15) Thunderstrike - Accuracy/Damage/Endurance (17) Thunderstrike - Damage/Endurance Level 4: Focused Senses (A) Luck of the Gambler - Defense/Endurance (17) Luck of the Gambler - Defense/Recharge (19) Luck of the Gambler - Defense (19) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 6: Water Burst (A) Ragnarok - Damage/Endurance (21) Ragnarok - Damage/Recharge (21) Ragnarok - Accuracy/Damage/Recharge (23) Ragnarok - Accuracy/Recharge (23) Ragnarok - Chance for Knockdown (25) Force Feedback - Chance for +Recharge Level 8: Dehydrate (A) Apocalypse - Damage (25) Gladiator's Javelin - Chance of Damage(Toxic) (27) Impeded Swiftness - Chance of Damage(Smashing) (27) Touch of Lady Grey - Chance for Negative Damage (29) Shield Breaker - Chance for Lethal Damage (29) Touch of the Nictus - Chance for Negative Energy Damage Level 10: Hover (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range Level 12: Whirlpool (A) Superior Sentinel's Ward - Accuracy/Damage (31) Superior Sentinel's Ward - Damage/RechargeTime (31) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime (31) Superior Sentinel's Ward - Accuracy/Damage/Endurance (33) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime (33) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb Level 14: Kick (A) Force Feedback - Chance for +Recharge Level 16: Master Brawler (A) Panacea - Heal/Recharge (33) Panacea - Heal/Endurance/Recharge Level 18: Water Jet (A) Thunderstrike - Accuracy/Damage (34) Thunderstrike - Accuracy/Damage/Endurance (34) Thunderstrike - Damage/Endurance (34) Impeded Swiftness - Chance of Damage(Smashing) (36) Gladiator's Javelin - Chance of Damage(Toxic) (36) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown Level 20: Enduring (A) Performance Shifter - Chance for +End (36) Kismet - Accuracy +6% (49) Performance Shifter - EndMod Level 22: Agile (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (37) Luck of the Gambler - Defense (37) Luck of the Gambler - Defense/Endurance (37) Luck of the Gambler - Defense/Recharge Level 24: Dodge (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (39) Reactive Defenses - Scaling Resist Damage Level 26: Hasten (A) Recharge Reduction IO (39) Recharge Reduction IO Level 28: Quickness (A) Flight Speed IO Level 30: Tidal Forces (A) Recharge Reduction IO (39) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 32: Geyser (A) Superior Opportunity Strikes - Accuracy/Damage (40) Superior Opportunity Strikes - Damage/RechargeTime (40) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime (40) Superior Opportunity Strikes - Accuracy/Damage/Endurance (42) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime (42) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity Level 35: Steam Spray (A) Ragnarok - Damage (42) Positron's Blast - Chance of Damage(Energy) (43) Touch of Lady Grey - Chance for Negative Damage (43) Shield Breaker - Chance for Lethal Damage (43) Annihilation - Chance for Res Debuff (45) Achilles' Heel - Chance for Res Debuff Level 38: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (45) Steadfast Protection - Resistance/+Def 3% (48) Unbreakable Guard - +Max HP Level 41: Evasion (A) Luck of the Gambler - Defense (45) Luck of the Gambler - Defense/Recharge (46) Luck of the Gambler - Defense/Increased Global Recharge Speed (46) Luck of the Gambler - Defense/Endurance Level 44: Mind Probe (A) Empty Level 47: Dominate (A) Unbreakable Constraint - Chance for Smashing Damage (47) Apocalypse - Chance of Damage(Negative) (47) Gladiator's Javelin - Chance of Damage(Toxic) (47) Neuronic Shutdown - Chance of Damage(Psionic) (48) Ghost Widow's Embrace - Chance of Damage(Psionic) (48) Gladiator's Net - Chance of Damage(Lethal) Level 49: Weave (A) Luck of the Gambler - Defense/Endurance Level 1: Opportunity Level 1: Brawl (A) Empty Level 1: Sprint (A) Empty Level 2: Rest (A) Empty Level 1: Swift (A) Empty Level 1: Hurdle (A) Empty Level 1: Health (A) Panacea - +Hit Points/Endurance (9) Numina's Convalesence - +Regeneration/+Recovery (11) Miracle - +Recovery Level 1: Stamina (A) Performance Shifter - Chance for +End ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1355;678;1356;HEX;| |78DA65534B4F135114BEF328A52D050AD4B6D0D227D0D27628F85A9A28683434692| |0D1858F3AC2A58C29A5E9D404962EFC036E5C69E2C6C48D6BB7EEC5C74E5117261A| |573E12572E4C3D9DF3514C98A4FDEE3DCFEF7C67A6BCB338F0ECC2DD3342193C573| |76DBBBA2A1B6DAB21EBAEB259B3D6043DBE15B9D192F6E61679DC749F3808A9AE98| |8D9A5C37AE986DD9AA9EA5F476BCE75B941BB2614B63F54E939C54A22E77A42D7C9| |5EDEDBA71BE6ED536DB7E3E778F56A3E6756EAB4D29D7879CE3B234D765CBDEB49A| |91A5A6B566F44A576CAB5AA666B2B51B213E71FA45B3F4A774D9765C42D18488E94| |255811AA3AE035D8C7D7D8C570F733511A4C33CF98619FBC7188B01C65816A1D447| |29688E6D6057156294F089E2D41B7C281CFBE063C6E1478CD72857431F0DF587517| |7047D46D07F92625D98C7758AEACF7BC4D871D5F18D9D603C7612789A317C8F314E| |B96E70741738370CAEE3E038BEC7B15168100DB3DF43891EEE2B3CFB1C93A47A3ED| |4F3BDD499DF1EF015F03563E20DF02DA34AF5FCA8E707BF1B546F88EB2943939AC3| |2F11674C912F80B903D031091D93D0318919D29829FD99D1A4DC51CE55471F70AFF| |45FE1C496EEF3FD3AC504B18320B4CE40FB0C7692C14E6E526C8863951062A77F73| |AF14CD15812F92170EF769E02DCA9BC0CC1369E69C205B0CF1B183F8A7CC2993E57| |7B83B73FC1DEB36F31EB80FFCC098FB08FCC498A6DC14F44A2DF0AE73CFB9E72C76| |3C8B1DCF7E63EE8517FCBE6A34C314F49A5A802FC4DACEFDE1FB1AD5CF42AF2C742| |A409F22342942B72F3921F23C87C877E8115FC962809D7191D918F3406CCF30D171| |8BABCC2DB15D277625A8584287DBB9EE97EAEADA3A515DE0E974AFD46DF988A5A2F| |7BE56A13896EFDEDEB78E981F472C3F0F2DAA48329BFECBCCC07B89704617BFFECF| |C2BBF60F00B1CBBF| |-------------------------------------------------------------------|
  8. I'm in the process of figuring out how i want to build my new 50 water/SR sent. I will of course be procing it out as much as possible. But as I flitter and decide what to do, here my notes on Sentinel Water Blast. I'll probably add some additional thoughts as I work on the build some more. Dehydrate, Hydro Blast, and Steam Spray have really nice proc options and potential. Water jet has a good rate, but not good choice options. Sentinel Water Blast Notes I didn't put in the t9 nuke or the rain power. Here is the Non-recharge enhanced proc chances and attack side effects. Water Jet is a weird one if you look it up on City of Data 2. It appears to actually be 2 different attacks and it depends if you use the "enhanced" version or not. https://cod.uberguy.net./html/powerset.html?pset=sentinel_ranged.water_blast&at=sentinel >>> Single Target Attacks <<< Aqua Bolt * Base 23.333% to proc 3.5 Standard PPM * Base 30.000% to proc 4.5 Epic PPM -7.0% Base Defense for 8s (all affected targets) for 8s Hydro Blast * Base 50.575% to proc 3.5 Standard PPM * Base 65.025% to proc 4.5 Epic PPM -20% JumpHeight Strength for 10s (all affected targets) for 10s -20% RunningSpeed, FlyingSpeed, JumpingSpeed for 10s (all affected targets) for 10s 20% chance for Mag +0.67 to Knockback (all affected targets) Dehydrate * Base 57.575% to proc 3.5 Standard PPM * Base 74.025% to proc 4.5 Epic PPM -7.0% Base Defense for 8s (all affected targets) for 8s -20% JumpHeight Strength for 8s (all affected targets) for 8s -20% RunningSpeed, FlyingSpeed, JumpingSpeed for 8s (all affected targets) for 8s non-enhanced: Heal 22.0873 points of damage (self only) every 1.0s for 3.1s (100% chance) enhanced: Heal 33.171 points of damage (self only) every 1.0s for 3.1s (100% chance) Water Jet (Normal) 1.43 cast time, 10 sec recharge * Base 66.675% to proc 3.5 Standard PPM * Base 85.725% to proc 4.5 Epic PPM -20% JumpHeight Strength for 8s (all affected targets) for 8s -20% RunningSpeed, FlyingSpeed, JumpingSpeed for 8s (all affected targets) for 8s Water Jet (Enhanced [fast]) 1.0 sec cast time, 10 sec recharge * Base 64.167% to proc 3.5 Standard PPM * Base 82.5% to proc 4.5 Epic PPM -20% JumpHeight Strength for 8s (all affected targets) for 8s -20% RunningSpeed, FlyingSpeed, JumpingSpeed for 8s (all affected targets) for 8s >>> AOE Target Attacks <<< Water Burst (TAOE) * Base 38.484% to proc 3.5 Standard PPM * Base 49.479% to proc 4.5 Epic PPM -30% JumpHeight Strength for 10s (all affected targets) for 10s -30% RunningSpeed, FlyingSpeed, JumpingSpeed for 10s (all affected targets) for 10s 33%, or 45%, or 70% chance of Mag +0.67 to Knockback (all affected targets) ( %chance depends on Tidal Power Stacks) Steam Spray (Cone) * Base 62.883% to proc 3.5 Standard PPM * Base 80.849% to proc 4.5 Epic PPM -7.0% Base Defense for 8s (all affected targets) for 8s
  9. I've done radiation and super reflexes. It's nice, the nuke is pbaoe like half of the other nukes are so you will have to be up close, and that is ok since your a sentinel. The best thing about Radiation is that the attacks take Defense Debuff and Accurate Defense Debuff sets. That in turn means that you can put Lady Gray Negative damage proc and Shield Breaker smash damage proc in your attacks for extra damage. You can also add in the Achilees Heel -res proc where you feel it is appropriate. Radiation is good for using procs. Another thing that I like is that it has a pbaoe, and a targeted aoe instead of cones. So its pretty easy to use.
  10. this bug seems to be back. I am not getting the serum on my level 22 character.
  11. Just don't group with the villain named Purple Drop Thief and his sidekick RNGudas. I did that last week and I got no purple drops and I lost 30 from my inventory . oh well. In hindsight there might have been clues.
  12. I probably should have posted this in your other thread, but I feel that there isn't that big of a difference between the primaries in regards to soloing as long as you put the available damage/-res procs in your attacks that can take them. The true powergamers are dealing in relatively small percentage points of difference usually. Maybe 10% at max difference???. I have numerous level 50 primaries with the Super Reflexes secondary (Ice, Beam Rifle, Radiation, Dual Pistols). My Water/SR is just level 45 but at this time I see no major difference between it and the others besides the playstyle of it having a fully ranged nuke and a rain power. Once 50 they can all solo a pylon and they can all do 4/8 with the incarnate level shift and 3/8 out the gate once kitted out with set IO's. So truthfully in my experience, if you want water, and like the way it plays then play water. After you play it then you can mess around with the procs in each attack. For example the water heal called Dehydrate isn't that good of a heal, but it can slot more procs than powers that other attack sets have, which is a big bonus if you like that kind of stuff. So you would just have to make your build with enough accuracy to be able to slot them all, or you can just slot a few. Water is a good set for procing out the attacks. Its one of my favorite attack sets, it just annoys me after a while due to the Tidal Power mechanic. I find myself watching for the orange circle on the power icon bar instead of the actual battle. Level 6: Dehydrate (A) Empty (put a acc/dam, or acc/dam/end here. Just don't put in any io's that have recharge if you go with procs) (7) Gladiator's Javelin - Chance of Damage(Toxic) (7) Shield Breaker - Chance for Lethal Damage (9) Touch of the Nictus - Chance for Negative Energy Damage (9) Touch of Lady Grey - Chance for Negative Damage (11) Impeded Swiftness - Chance of Damage(Smashing) Now again, my Water Sent is just 45, and he doesn't have all the procs in the above build and he isn't fully decked out yet. He is using 2 Thunderstrikes for acc/dam and acc/dam/end. But you will see things like the extracts below. Just take into account that this is against level 45 mobs. The key take away is how much difference the procs make. With Tidal Power active
  13. I use it. But i've never done numeric analysis to see how useful it is. I have a macro that targets my pet and casts it in one press. Or I just rely on passthrou targeting if I don't have aggro.
  14. FF in pet's are useless. It doesnt effect the MM. And pets aren't impacted by recharge bonuses to their abilities
  15. I think you hit the nail on the head in the last part of your post. It would truly depend on how often you are using the power. If its in a low odds attack then make sure your combat plan will be utilizing that attack a lot, or at least enough to have a good chance for it to fire. So to me it really seems a lot on how the play-style meshes with the build. @Bopper has a spreadsheet that I use to calculate the proc chances for different attacks. https://docs.google.com/spreadsheets/d/1WOF57R0Q-S1hG8YXW_Z2GokbcN1Zj2Zwvz9lDz8D0xw/copy ----------------------------------- @SableShrike Interesting build. I haven't had time to dig into it yet, but I find the initial glance at the pet slotting intriguing. I have several Mercs MM's with and I've been trying to figure out how to get their defenses up and still fit the procs and get accuracy and damage. It never occurred to me to use Hami's. I just love the all ranged aspect of Mercs!
  16. The only brute that I have is a spine/fire farmer. I want to make an alternate build for general playing, but I have no idea where to start or even how to approach it. What kind of rotation should I be looking to use? Are there some Spines abilities that just aren't worth using? What are some general slotting approaches when it goes to -res procs, such as which abilities should they go in? Are there attacks that are usually just used as set mules? Is there a common approach for using the ATO's on brutes? Is there some epic pool skills that really enhance brutes and are "must haves"? Such as a good blast, or some nice utility?
  17. Nice. thanks for posting this. I was working on a Beasts/Time and also a Beasts/Rad melee build, but I never finished fleshing them out.
  18. To verify hit chances. You can show the Last Hit Chance attribute on your combat attributes window.
  19. In my experience, a MM can't hold aggro off of his pets just with the attacks. So for a true hardcore tankermind that wants to control aggro to the utmost then yes you need provoke. It gives you the option to let the pets pull aggro off of you or you can pull aggro off them or players. Provoke also gives an advantage when using ranged pets. You can issue a "goto" or "stay" command then run a little bit away from them and them aggro the mobs. That minimizes the negative effects of mob AOE's and especially patch aoe's like caltrops.
  20. A Ninjas/Kinetics Mastermind. That would be tough.
  21. Not needed. But I do find it a pretty handy tool. I don't take it on all my MM's. And on some I go back and forth on builds with it.
  22. It buffs /nature's absorb. But your still capped at 50% of the targets HP as absorb
  23. If you go with a healing set then you have the responsibility to heal if the need arises. So youd have that stress 🙂 I'd go sonic or force field, and I'd do it on a mastermind. Next on the list would probably be Cold. I have a bots FF that is passive and fun. Then its just decide on your pets. Do you want melee ones or ranged or mixed. Bots and Mercs are all ranged. Beasts are all melee and easy to control. If you go defender I'd go with a secondary that has a ranged nuke and no important pbaoes. so you don't have to run back and forth. that leaves you with Beam, Ice, Electric, Archery, Assault Rifle and Water. Electric does have a pbaoe but it isnt critical. Beam has to deal with disintegrate, and water has to deal with it's clunky mechanic. I'd probably go. Electric, Archery or Assault Rifle. - Probably Electric. **T9 Ranged Nukes** Archery Assault Rifle Beam Rifle Electrical Blast - (but the Short Circuit attack is pbaoe) Ice Blast Water Blast **T9 Pbaoe Nukes** Dark Dual Pistols Energy Fire Psychic Radiation Sonic Edit. Trick Arrow maybe also. But its kind of busy. But I have macros to make it uber easy. Just popping Poison Gas Arrow and Flash Arrow can be a team saver. massive -damage and -to hit. 😉
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