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Cutter

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Everything posted by Cutter

  1. I tried out the leaping power on a lowbie (L4) last night, and was likewise disappointed. Same speed/height as Super Jump, no problem there, but the secondary "Takeoff" ability was painfully underwhelming. Toggled on in the middle of a pack of +0 Hellions in AP and hit Takeoff. Only half the spawn was knocked down, and I honestly didn't notice the speed increase. (I forgot to check my stats to see what the actual increase is.) For a power on a 2-minute timer, I was hoping for at least a guaranteed KD, or maybe a smidge of damage, or... something.
  2. Yeah I've carved out time to get into one MSR thus far. I only ended up with about half what you suggest is possible tho - is there a secret?
  3. Thanks @Hyperstrike for taking a look. I'll definitely plug a Miracle in, and make the Boxing > Kick swap (I usually do for my builds, clearly I slipped up this time!). Given that your suggestion is an aspirational build for me, it's going to be baby steps to get there. To that end, in your opinion is there a purple/PVP set that's going to give me more bang for my buck than others and should be prioritized? The Superior Winter's Bite perhaps, as you specifically called that one out? Or would I be better off super-ing my ATOs first?
  4. Electric Daisy hit 50 just before ToT. I've since unlocked her Alpha, Judgment & Interface slots, and halfway to Lore & Destiny. I've got a respec planned because of the tanker changes incoming. And I should prolly work on making some superior ATOs. That's a lot to do, and I'm lost as to when it should all be done & the best way to go about it. In terms of specific lines of advice, I'm looking for info on: I have no hot clue about incarnate slotting (my only incarnate back on live was a Spine/Dark scrapper who went Cardiac & didn't unlock any other slots). I'm seeing benefit from a lot of different things, and the way the various incarnate pieces can be made to work together doesn't steer me in any clear direction. I started out thinking Spiritual or Agility alpha because I have a couple small attack chain gaps, and getting Energize back a couple seconds sooner would be spiffy, but I don't know if that's entirely optimal given I can also get recharge out of Ageless destiny. (Like I said, too many options!) As a follow-up to that, I don't see Alpha slotting as a prerequisite to the others. Should I be looking at filling a different slot before Alpha? With the ATOs, I believe I'm best off catalyzing them a set at a time so I don't lose bonii from running split regular/superior versions? For the planned build below, aside from upgrading to purples (of which I currently have exactly 2, thanks to a drop and a gift), have I made any glaring bad decisions? Can I squeeze more recharge in anywhere? Am I overdoing it on defense given zero DDR (or conversely am I way under-targetting what I can do with defense)? It's a lot to ask, but I'm essentially a noob at this stage of the game, and I want Daisy to be her best. Many thanks in advance for all advice offered! Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Electric Daisy: Level 50 Technology Tanker Primary Power Set: Electric Armor Secondary Power Set: Staff Fighting Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Hero Profile: Level 1: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(13), UnbGrd-Max HP%(21), UnbGrd-EndRdx/Rchg(33) Level 1: Mercurial Blow -- CrsImp-Acc/Dmg(A), CrsImp-Acc/Dmg/EndRdx(37), CrsImp-Acc/Dmg/Rchg(48), CrsImp-Dmg/EndRdx(48), CrsImp-Dmg/Rchg(48), CrsImp-Dmg/EndRdx/Rchg(50) Level 2: Conductive Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(3), Ags-ResDam/EndRdx/Rchg(7), Ags-ResDam(13), Ags-Psi/Status(21), Ags-EndRdx/Rchg(33) Level 4: Guarded Spin -- LucoftheG-Rchg+(A), ScrDrv-Acc/Dmg(5), ScrDrv-Dmg/EndRdx(5), ScrDrv-Acc/Dmg/EndRdx(9), ScrDrv-Dmg/Rchg(9), ScrDrv-Acc/Rchg(34) Level 6: Static Shield -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam/EndRdx/Rchg(46), UnbGrd-ResDam(46), UnbGrd-Rchg/ResDam(46) Level 8: Grounded -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(45) Level 10: Taunt -- PrfZng-Dam%(A) Level 12: Energize -- NmnCnv-Heal/Rchg(A), NmnCnv-Heal/EndRdx/Rchg(23), Mrc-Heal/Rchg(23), Mrc-Heal/EndRdx/Rchg(45) Level 14: Lightning Field -- MghoftheT-Rchg/Res%(A), ScrDrv-Dmg/EndRdx(15), ScrDrv-Acc/Dmg/EndRdx(15), ScrDrv-Acc/Dmg(43), ScrDrv-Dmg/Rchg(43), ScrDrv-Dam%(43) Level 16: Eye of the Storm -- MghoftheT-Acc/Dmg(A), MghoftheT-Dmg/Rchg(17), MghoftheT-Acc/Dmg/Rchg(17), MghoftheT-Dmg/EndRdx/Rchg(19), MghoftheT-Acc/Dmg/EndRdx/Rchg(19), FrcFdb-Rechg%(34) Level 18: Lightning Reflexes -- Run-I(A) Level 20: Staff Mastery Level 22: Boxing -- Empty(A) Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(25), ImpArm-ResDam(25), ImpArm-ResDam/EndRdx/Rchg(27), ImpArm-ResPsi(31) Level 26: Power Sink -- EffAdp-EndMod/Rchg(A), EffAdp-EndMod/Acc/Rchg(27) Level 28: Serpent's Reach -- Dvs-Acc/Dmg/EndRdx/Rchg(A), EntChs-Acc/Dmg(29), EntChs-Dmg/EndRdx/Rchg(29), EntChs-Dmg/EndRdx(31), EntChs-Dmg/Rchg(31), EntChs-Heal%(34) Level 30: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(45) Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 35: Innocuous Strikes -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37) Level 38: Sky Splitter -- GntFis-Acc/Dmg(A), GntFis-Dmg/Rchg(39), GntFis-Acc/Dmg/Rchg(39), GntFis-Rchg/+Absorb(39), GntFis-Dmg/EndRdx/Rchg(40), GntFis-Acc/Dmg/EndRdx/Rchg(40) Level 41: Weave -- LucoftheG-Rchg+(A), Rct-Def/EndRdx(42), Rct-Def(42), Rct-ResDam%(42) Level 44: Super Jump -- WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng(50) Level 47: Assault -- EndRdx-I(A) Level 49: Maneuvers -- LucoftheG-Def/EndRdx(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 -- Run-I(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(11), RgnTss-Regen+(40), Prv-Absorb%(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 20: Form of the Body Level 20: Form of the Mind Level 20: Form of the Soul Level 0: Task Force Commander Level 0: The Atlas Medallion ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1559;726;1452;HEX;| |78DA6594594F534114C7E7722F20A550504A8152682BD8055A5BC0578D0A6A224D4| |820BED64B19A0B1B64D6F51AA898AC6C40D5C5EFC08BEF929DCFD20EA03A0B2BBD5| |D3FB3F94269DA4FDCDFC67CED633D3D8E2A8F5F5F9A55342B19E4DE986119FD2D35| |764CE322513F3E94C2A335710349AC7523291CF2513EE513D6914EA4972E1607C54| |CECAB421C3FB27E2A77357333927EFC6644ACAF0645E9F9D8D9F4BCECDE793E939D| 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  5. I've been having success with my /Regen guy. With only 2 clickies it's pretty set-and-forget. While I'm only sitting in the mid-teens to low 20's for defense, and mid-20's for resists, so far that plus native regen has been enough to take me to 44 incredibly smoothly. I think he's hospital'd once? Of course, I solo on -1/x2 because speed, but I've done enough team content at higher difficulties to get a decent sense of his survivability there. Once he 50's, my next project is going to be one of the defense sets so I can get a good feel for it, because given the choice I'd rather shoot for soft defense than hard 70% resist.
  6. Prolly a stupid question but one I haven't seen answered elsewhere... if my tank is overcapped on a resist (e.g. Elec/ way overcaps to Energy), does the overcap in any way compensate for the debuff? I.e. Say I'm sitting at 120% energy resist on a 90% cap; when the Rage crash drops me by 20%, am I now at 70%, or at 100% on a 90% cap?
  7. I had a DA scrapper back in the day and I keep telling myself I'm gonna re-roll him as a tanker. Definitely using this as a starting point for when I get to that project!
  8. To answer the defense cap question, all the mainly +def sets can reach the regular content softcap with varying amounts of effort. Heck, I'm mediocre at best and I can build an SR tanker to incarnate softcaps without purple sets for goodness sake. Of the mainly +res sets I think Invul is your best bet for hitting some of the defense softcaps.
  9. +to-hit and +perception are flavourful, and in the lower levels the +tohit at least would be welcomed. That said, they are not really compelling or exciting, which I'd suggest a non-zero number of us would agree are desirable attributes on our New Inherent Wishlist. THAT said, I very much doubt people roll Defenders because "Vigilance is teh awesome"; which leads to: If the class, through its primary and secondary, does something unique and interesting and effective, I'd prolly be OK with a less-than-overwhelming inherent. In its current form, I enjoy playing my Sentinels as mini hover-tanks (I also come with a very strong preference for armour sets on my toons, so...), and I don't get that same experience from the other ranged classes. The only part of the AT, as it is now, that I dislike is Opportunity. Specifically: (1) if I miss with my preferred attack, I have to either settle for the other or wait and try again, which slows me down; and (2) outside of AVs/GMs, the value of the big Opportunity debuff (in teams especially) is usually wasted because everything dies so fast anyway. So for me and my playstyle, an inherent that is neither frustrating nor feels wasted would be a significant improvement, notwithstanding any other changes to the AT.
  10. I really like the "alt-Leadership" approach @PaxArcana, particularly the debuff resistance aspect. As far as a defensive buff is concerned, tho, I don't know that straight +res is the way to go, simply because the Sentinels' secondaries are not all resistance based and I personally like the idea of something a little more flavour-agnostic (yes, I do get that you're trying not to step on Maneuvers' toes with this as well). To that end, along with the debuff resistance, I'd propose +perception (cause I'm still trying to find the flavour of "lookout/spotter", dangit!) and some foe -damage & -tohit (which better supports the multiple armour types in the game). Shooting for an "I am the Sentinel, the Watcher Over All, and I see your tricks coming from a mile away" kinda vibe.
  11. Thinking on it a bit more, I'd ask for a couple clarifications from @Captain Powerhouse, if I may: What does "ranged scrapper" actually mean? And to echo @Bossk_Hogg, what actually IS the difference between that and an "armoured blaster"? Lower damage and better armour? What is the vision of the "spotter/lookout" role addition? I thought of several pulled-out-of-my-butt ways to mechanically represent something that might align with those terms, but what actually jives with your idea behind it?
  12. Let the wild speculation begin! Based on the bolded bit, I'm guessing +Perception will be part of it (tho TBH I've never found that to be a significant effect - maybe I just haven't hit the "right" content for it?). Possibly some kind of targeting assist buff, e.g. teammates who target through the Sentinel add bonus damage somehow? Baked-in Tactics? Spidey sense for ambushes? Based on the italicized bit, does that mean tweaking primary and secondary sets away from melee-scope/PBAoE effects?
  13. Kinda early to be quoting myself, but does +taunt in Sentinel attacks, rather than a taunt aura, make that idea more appealing?
  14. This has mostly been my experience as well. If the star says "follow the tank", then hey great my job just got easier. If nobody says anything, I go in first anyway and take my aggro, then watch for strays. When I see people going off on their own, welp, guess that's your aggro now and I'm trusting that you know your build well enough to handle what you pull, especially if you're 3 rooms away.
  15. I'm intrigued by the "off-tank" role suggestion. I'd only change it slightly, adding +taunt (single-target only) to the Sentinel's attacks instead of granting an aura. They're never gonna pull a mob off the tank/brute, but this would let them engage and redirect aggro from runners, adds, etc. off the backliners who typically are the most endangered in those situations. Why taunt in attacks instead of an aura? Because some of us like to hover out of melee, and others would rather run right in. The aura effect clashes with the former playstyle, whereas taunt in attacks does not clash with either. Plus it enables engagement from range instead of forcing movement.
  16. This was where my brain was going as I read through the thread (along with memories of my recent sentinel sessions). Roll Off/Def into the same effect, with more opportunities (heh) to trigger it without mandating "forced" power picks. As far as effects go, what I'd like to see is +dam/to-hit/range (from the Offensive half) and +rcv/def/res/regen (from the Defensive half). All effects trigger on cast and last while Opportunity is active, so no getting hosed by the RNG and seeing a string of misses while under current defensive. Yeah it's a lot of things rolled into one inherent; I want my tankmage to have a few moments of actual tankmageyness! In fact, I'd go even go further and allow Opportunity to proc on any attack, balanced (if testing says it's needed) against a downscaling unresistible -res effect depending on the target cap of the power used (1-3 target power applies the current -20 debuff; 4-7 target power applies -14 debuff; and 8+ target power applies -8 debuff). THEN AND ONLY THEN, I'd start looking at individual power sets (AR as mentioned, etc.) to see if and by how much they are still underperforming under the new version of Opportunity.
  17. Happened to me last night. Resolved after zoning (no relogging required).
  18. So this may have been brought up before (either here or in other threads), so apologies if it's retrod ground. Since the bulk of comparisons are between Tanker and Brute: Looking at the descriptions of the ATs in-game, I'd ask a few questions: Do these descriptions accurately describe the way the ATs play? Do these descriptions match players' expectations of the way the ATs play? Do these descriptions identify clearly defined roles for each AT? As a follow up to that, are the defined roles meaningfully distinct? Do the numbers accurately represent the differences in build performance? If there is a disconnect anywhere, how do we resolve it? Change AT to match the description/numbers, or change the description/numbers to match the AT? Finally, once the answers to these questions are determined, do the proposed changes validate the description, player expectation and defined role of the Tanker, in a way that makes it meaningfully distinct from the Brute?
  19. Can some of these changes be rolled into an inherent (Gauntlet 2.0), and be built to apply scaling buffs, akin to Defenders' Vigilance? Something like: Team Size Damage Buff % Cone Size % AOE Size % Taunt Mag % 1 (solo) 20 +0 +0 +0 2 17.5 +14 +9 +2.5 3 15 +28 +18 +5 4 12.5 +42 +27 +7.5 5 10 +56 +36 +10 6 7.5 +70 +45 +12.5 7 5 +84 +54 +15 8 2.5 +98 +63 +17.5 This way, solo tankers get a damage buff to kill things faster, while in teams they get increased range and aggro generation to more effectively pull things off their teammates and onto themselves?
  20. Frigid Shield is an absorb toggle, basically a constantly refreshing blip of temporary hit points. Seems like it needs heal slotting to be really effective. Ninjutsu also offers positional defenses.
  21. I've had a similar thought in the past, but in my head I was trying to tie set-appropriate secondary effects to Gauntlet rather than simply proliferating -res. Your way is much cleaner. +1.
  22. Holy cow, so you did! That thread was kinda a mess, and I stopped reading earlier pages at some point. Clearly I missed/forgot your ideas from it. Derp.
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