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Frostweaver

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Everything posted by Frostweaver

  1. I have noticed that on defense-based sets like shield, SR, and Ice, where defense debuff resistance is a real issue, the survivability differences between brutes and tankers seems almost negligible. but on sets that rely on a combination or are 'middle of the road' against normal content, such as fire and willpower the tanks seem to survive much more aggression. in a low-inspiration environment (big teams) or an environment where there's little damage buffing, Brutes seem to weigh in much better DPS wise than tankers, but in an environment where everyone stay near cap, Tanks and brutes tend to perform similarly. Tanks hold aggro vastly better than brutes, not only because of their longer punchvoke duration, but also because of the larger radius on their aoe's and taunt effects. But soloing? Brute's 'easy' higher damage tends to result in vastly faster inspiration collection, which means vastly more time spent at damage cap, which means much, much faster.
  2. The Strong and Pretty Meme was my fault. I was very... aggressive about defending Energy Aura back when it had some serious Problems. And the individual that created that graphic did so as a response. It will haunt me forever. Now, for those who don't believe in the Strong and Pretty... Original (live) Brickhouse Brawler: [ Rebuilt to NEW standards, she is able to dominate incarnate content without being incarnate. She leg-locks Romulus Nictus and chokes the life out of his head. She shelled Black scorpion like a Maryland crab and Beat Lord Recluse mostly to death with his own detatched arms, and then did the same thing (Much more messily) to Statesman. She beat every Praetorian AV solo back BEFORE Mace/EA was 'fixed' and did it again afterwards (and after Maria's chain changed to the 'new' extradimensionals) THAT is so strong and pretty that you cannot survive it. And she always has been!
  3. I disagree with coyote a little bit. Water is a naturally pure ranged set, but MC is utterly Blappery... and as a set with a LOT of omni-directional aoe and decent mitigation at all ranges, water/mc slips right into blapperspace beautifully. Reaction time's -recharge and the TIME it makes things to run into melee range with you, as well as the -speed that makes whirlpool VASTLY more deadly at close range, turn you into a point-blank machine... you also have a ton of healing and absorption going on, and most of your aoe's have the enemy flopping as well... even though, as a blaster, your melee defense is guaranteed to be lower than your ranged defense, that doesn't matter when nothing can actually stand up long enough to do enough damage to break your absorption. And later, of course, you can always take the melee hybrid to taunt them and crank up your defense at the same time. In blapperspace, eagle's claw is absolutely BRUTAL, outdamaging every single st and aoe attack you have except your nuke, and out-dps'ing the crap out of that as well. outstanding boss killer, and if you set inner will on 'auto' you almost never have to worry about any kind of mez effects... although I would reccommend taking some -KB IO's or set bonuses since kb doesn't trigger inner will. Just remember that your 'blapperyness' is in the range when they stop running so fast but are just outside of melee range... and are panicking and running away VERY slowly. That is your golden range, and eagle's claw is to punish the very few that get inside of that range... with ki push to help keep the few troublesome ones staying OUTSIDE. Ue the burst of speed macro /bind G "powexec_location target Burst Of Speed" in order to initially traumatize a big spawn, flicking it three times as you dragon's tail, water burst, nuke, or whirlpool... once you get to whirlpool, the spawn is your complete bitch. I will usually BOS once, dragon's tail to break alpha, bos a second time, nuke or water burst, and then bos a third time to drop a hugely damage-boosted whirlpool, following up with (now fully combo charged) whatever I need, from a heal/drain to a double water bolt, another water burst... hit the boss with eagle's claw and then finish him at your leisure... You have lots of options, which is good because your attack chain changes based on your combo level. Any dips, mezzes, or low health/end is taken care of by auto-inner will. Only EB's and such actually need you to pop an inspiration or two.
  4. @Sir Myshkin: *shrug* he was looking for a T9 replacement. Me, I don't keep it in my attack chain unless I am on something like an ITF where the -res MORE than makes up for the 'dps hole' you speak of. Every once in a while it is nice keeping something in your build that actually benefits teammates more than yourself. I know there is a -resist floor, but even stacked defenders sometimes have trouble hitting it, and dropping Rom, Requiem, and Phalanx on a +4 in less than 4 minutes is worth it 🙂
  5. @subbacultchas- force of will: weaken resolve. Slot an achilles heel and a single accuracy IO. with global recharge, you can keep it on a hard target 100% of the time, and it provides about -30% resistance. It is the new hasten.
  6. My DP/MC has a somewhat different philosophy, since I use farms and Dark Astoria as sort of a 'proving ground' for my builds. I tend to go for more emergency measures, and I avoided hasten so I could auto inner will. which is up about half the time (When I need it), and mez between that and the melee radial is really rarely anything other than a half a second speed bump. Right now I use acro, but I figure I will ditch it and SJ once my incarnates finish fleshing out. 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 Blaster Primary Power Set: Dual Pistols Secondary Power Set: Martial Combat Power Pool: Concealment Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mu Mastery Hero Profile: Level 1: Pistols -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(3), Dcm-Acc/EndRdx/Rchg(3), Dcm-Dmg/EndRdx(5), Dcm-Acc/Dmg(5) Level 1: Ki Push -- KntCrs-Acc/Dmg/KB(A), KntCrs-Dmg/KB(7), KntCrs-Acc/KB(7) Level 2: Empty Clips -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(9), SprBlsWrt-Acc/Dmg/EndRdx(11), SprBlsWrt-Acc/Dmg/Rchg(11), SprBlsWrt-Dmg/Rchg(13), SprBlsWrt-Acc/Dmg(13) Level 4: Reach for the Limit Level 6: Swap Ammo Level 8: Bullet Rain -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(19), Rgn-Acc/Rchg(19), Rgn-Acc/Dmg/Rchg(21), Rgn-Dmg/Rchg(21) Level 10: Burst of Speed -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(23), SprAvl-Acc/Dmg(23), SprAvl-Acc/Dmg/Rchg(25), SprAvl-Acc/Dmg/EndRdx(25) Level 12: Stealth -- LucoftheG-Def/Rchg+(A) Level 14: Dual Wield -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(27), Thn-Dmg/EndRdx(27), Thn-Dmg/EndRdx/Rchg(29), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/Rchg(31) Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 18: Executioner's Shot -- Apc-Dmg/Rchg(A), Apc-Dam%(31), Apc-Dmg/EndRdx(31), Apc-Acc/Rchg(33), Apc-Acc/Dmg/Rchg(33) Level 20: Reaction Time -- Prv-Absorb%(A), Prv-Heal(33), PwrTrns-+Heal(34), PwrTrns-EndMod(34), PwrTrns-Dam/EndMod(34) Level 22: Kick -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), GldArm-ResDam(40), GldArm-End/Res(42) Level 26: Piercing Rounds -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(36), SprDfnBrr-Acc/Dmg/EndRdx(36), SprDfnBrr-Acc/Dmg/Rchg(37), SprDfnBrr-Dmg/Rchg(37), SprDfnBrr-Acc/Dmg(37) Level 28: Inner Will -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(39), NmnCnv-Heal/EndRdx/Rchg(39), NmnCnv-Heal/Rchg(39), NmnCnv-EndRdx/Rchg(40), NmnCnv-Heal/EndRdx(40) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(45), LucoftheG-Def/EndRdx/Rchg(50) Level 32: Hail of Bullets -- FrcFdb-Rechg%(A), Arm-Dam%(43), Arm-Dmg/EndRdx(43), Arm-Acc/Rchg(43), Arm-Acc/Dmg/Rchg(45), Arm-Dmg/Rchg(45) Level 35: Dragon's Tail -- FrcFdb-Rechg%(A), Obl-Acc/Dmg/EndRdx/Rchg(36), Obl-Dmg(42), Obl-Dmg/Rchg(48), Obl-%Dam(50), Obl-Acc/Dmg/Rchg(50) Level 38: Eagles Claw -- Hct-Dam%(A), Hct-Dmg/EndRdx(46), Hct-Acc/Rchg(46), Hct-Acc/Dmg/Rchg(46), Hct-Dmg/Rchg(48) Level 41: Charged Armor -- StdPrt-ResDam/Def+(A), StdPrt-ResDam/EndRdx(48) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 47: Super Jump -- BlsoftheZ-ResKB(A) Level 49: Acrobatics -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form 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), Clr-EndRdx(9) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PwrTrns-+Heal(A), PwrTrns-EndMod(15), PrfShf-End%(17), PrfShf-EndMod(17) Level 6: Chemical Ammunition Level 6: Cryo Ammunition Level 6: Incendiary Ammunition Level 50: Ion Core Final Judgement Level 50: Reactive Core Flawless Interface Level 50: Polar Lights Radial Superior Ally Level 50: Melee Radial Embodiment Level 50: Ageless Radial Epiphany Level 50: Musculature Total Radial Revamp ------------
  7. Even at level 50 with incarnates, there is still something incredibly, viscerally satisfying about using Ki Push. Watching a boss fly away from me as I fill him full of incendiary bullets is the coolness factor that keeps me playing her. It's Like John Woo if John Woo didn't sell out.
  8. you don't need 'em. My ill/traps soloed cuda as av +2 and I think the only temp I used was daggers. Rad definitely has just as many debuffs as traps, but less toe-bombing.
  9. You want to allow KB to KD on demand? Sure. as long as you remember that that 'toggle' should cut Energy's damage in half.
  10. No, when there is a divergence in facts, one of those facts is WRONG. There can be no compromise without both sides becoming wrong. This Idea is TERRIBLE. Every set pays a price for their advantages. and KB slotting is a HUGE advantage... force feedback procs are a HUGE advantage. Other sets offer that slotting option, but you pay a price... water and dp both have sweet slotting options, but pay for it in lower dps, lack of snipes, or lack of buildup. AR has sweet slotting options, but pays for it with lower damage and the most resisted damage type in the game, by a large margin. Even FIRE pays a price... dot's mean a ton of it's damage is 'wasted', and it has terrible slotting options and near zero mitigation. Energy is arguably the BEST blast set in the game... it has fantastic ST, good aoe, and is one of less resisted damage types in the game... Aside from the small KB problem, EVERYONE KNOWS that energy blast is one of the 'high damage' sets. It is, in fact, the rank 2 damage champion right behind fire when it comes to both ST and AOE damage, and it has amazing mitigation, and unlike fire, all of it's damage is front-loaded.... no dot ticks that your targets can die during. You want to make KB to KD 'optional', then what do you propose to keep EB from becoming even more OP than Titan weapons? What other way do you want to cripple EB in order to keep it in balance with the rest of the blast sets? Take out it's snipe or build-up? drop it's dps by 20%? turn all of it's attacks to 100% lethal damage? How about we just take the KB slotting out of all the powers altogether? This proposal is basically turning energy blast into RAD, only instead of the relatively minor -def, it willl keep it's top-tier damage, Keep the best mitigation tool blasters have, knockdown, and keep i's less-resisted damage type. It's funny, actually, Redlynne accused me of 'arguing in bad faith' while projecting... Bad faith. She's arguing to allow her pet project to become brutally OP, and refuses to see how that could be a serious problem. KB to KD as a 'choice' is a very, very bad idea.
  11. I hear ya on that one. I am actually in the process of trying to tweak the heck out of my dp/Mc blaster before I share the build, and I came to a majorly odd understanding. Force feedback proc is a MASSIVE advantage. The sets that can slot it generally pay for that by having an uncomfortable level of KB by default. DP does not, it pays this 'price' with no snipe, no buildup, and a lower overall dps. Water pays a similar price for the same reason... It's slotting options are awesome. But it made me realize how terrible the arguments supporting giving energy blast teh option of turning KB to KD at will while still allowing KB slotting really is. DP is awesome and pays the prices.... every set's awesome comes with a steep price... heck, even fire pays a steep price in that they have crappy slotting options and tons of their damage is DoT and often wasted. Ugh.
  12. meh, I slot mine with avalanche proc for mitigation reasons. Between DT and BoS I get lots of flopping when I first enter close melee with a large spawn, That seems pretty good for me. My defenses are good, but breaking alphas and slowing damage is even better in blapper mode.
  13. One of the most useful things I have found for this combo is /macro BOS "powerexec_location target Burst Of Speed" or bind. I find a target in the middle, flick this three times, and not only is everything around me badly hurt, but I have a (minor) damage bonus to hail of bullets (Like 7.5%). It also seems to proc every single time you flick it as though they were all on the 1.30 cooldown timer... meaning it procs a TON. Now, if only I could figure out how to get the most out of reaction time. When do you turn it on? When do you turn it off? I wish someone would write a guide 😛
  14. Well, even 'tonight' is kind of a nebulous term since we could have people in Hawaii 🙂 At about 5 pm mountain Time on Excelsior I am going to try and float a sentinel-only ITF. Not sure what the 'MO' part means, though.
  15. Thanks @Gobbledegook! You just inspired me to find a place for unbreakable guard 7.5% HP enhancement 🙂
  16. Okay, I finally banged the build together a bit better, on suggestions of both @oldskool and @nihilii. I am not sure that I like having such low resistances, but in testing (solo farms, several ITF's, Katie, Hess, MSR and 3 Itrials) It holds up extremely well... I am not exactly outblasting blasters, but darned close. At times it feels like luck has a huge hand, but between Master Brawler's absorb every 20 seconds or so and constant heal firings, every time I hit a bad chain my health shoots back up extremely quickly. It feels like I spend half my fighting time with another HP bar from absorbs, and several times I was sitting at 20% health AND 20% absorb and the absorb bar was barely flickering despite lots of incoming fire. I am quite pleased with the build right now... It seems to definitely be useful for stupid sentinel tricks, and has really changed my opinions on sentinels... being able to slot for damage instead of trying to shore up a blaster's defenses has made a huge difference. The endurance profile is really decent, and, of course, a full end bar is just a defensive opportunity away. I got rid of kismet because my average accuracy was 150%, and I have a bit of -def also. Anyway, this looks like the final build. I am still trying to get enough cash/levels/merits to polish off the incarnates, but it will take a while... it's worth the trip, though.
  17. Thank you, John. Definitely not my sort of Blaster, but very interesting 🙂
  18. Yeah... Umm...corrupters really don't need to control everything... or anything, really. What you need to do is restrict their MOVEMENT, when they are on oil slick and/or ignite. Your most important tool will be glue arrow, because it restricts their movement and tends to funnel them towards you. Assault rifle is all about the cones, so Ideally you need something to STOP them in perfect formation for a cone... so why not another cone? Enter Leviathan mastery. It has exactly what you need, a cone immobilize, and is the only corrupter ancillary that HAS a mass immobilize, and it has a nice, long duration to it. You don't want to hold your enemy, that's for sominators and controllers, you want to END them as quickly as possible. And your idea of stacked oil slick/ignite is absolutely the way to do that... IF you can keep them close enough together, and IF you can keep them from running out of the patch... the brutal scourge near the end of it will shred everything except bosses, and even bosses will take huge damage and likely some nasty scourge ticks. That being said, you can stack immobilize from school of sharks and entangling arrow TO keep one, possibly two bosses in your death zone. But again, you are a corrupter, not a controller. What you need is enough ranged def and resistance to handle the return fire easily. Enough recharge to keep up with a steamroll easily or to create your own solo steamroll, and enough st damage to handle loose mobs. This is sort of a levelling setup. It is VERY hard to create a build without knowing what you are going to slot in, so I created a level 25 'level up' build for you to work for. If you like it, I will work up the full total build for eventuals...but ya gotta work with what you can 🙂 I will post further levelling builds later, waiting for pizza
  19. My change is much simpler. Give sentinels blaster aoe target caps instead of scrapper. leave the rest the same. They don't have scrapper dps, defenses (Not really at their hp) or criticals. Even several scrapper/stalker sets do appreciably more aoe, and several sets for sentinels require just as much time in melee as scrapper sets do (I am looking at you, rad/) They should at least be able to affect a whole spawn. The scrapper target cap feels like an utter kludge to 'range is a defense' but when it comes to late-game content, range is NOT a defense. Everything seems to have -fly or more dangerous ranged attacks.
  20. BR and DP are the two sets where arguably the Sentinel version is MUCH more powerful than the blaster version (arguably in DP's case... Beam Rifle, on the other hand, loses half it's aoe and is horribly worse on blasters) Archery is great on sentinels, but you miss the range advantages that devices and Trick Arrow users get on blasters. Ar is slightly worse off damage, but it has a ton of aoe and works extremely well for a purely ranged build. All of it's cones work really well for hoversentinels AND ground-bound except it's T9. but the cone disparity for FA is well known and worked around by AR users. While it loses it's burn patch, incinerate does some truly disgusting single target damage to make up for it... and the sentinel version of AR provides the full single-target attack chain and damage versatility that Blaster AR sort of lacks, especially since bean bag has been replaced by a very nice ST attack with a similar stun component. The only set I would recommend against for a natural ground-bound type though, is archery... because it magnifies some of Sentinel's problems as a pure lethal set, and doesn't offer much in the way of tools to help mitigate at a distance without delving into Procs. It also offers a lot less slotting options to crank your DPS than the others, since most of it's attacks offer primary IO slotting only (aoe, range). DP and AR both offer multiple sets and ways to crank your mitigation up through aoe KD, stun, slows, etc. Not so important for a hoversentinel, potentially critical for someone that can get hit by melee. As Oldskool mentioned, Tashibishi is a really amazing tool for a ground-based sentinel... but the pool's other stuff is lackluster to make up for it. Still, it will keep stuff away from you while you rack up your kill count, and if you want to do archery, it's almost mandatory. there IS a lot to be said for a thematic archery/ninjitsu/ninja tools natural though... and a lot of it has to do with a Tier 9 that recharges in about 15 seconds 🙂
  21. Hardboiled- The Hardest part I am thinking to playing a sentinel is knowing that the contribution, although huge, is almost completely unnoticeable. Defenders get special effects, VEAT's get Black Buff icons, but a sentinel just speeds up a steamroll by a higher percentage than the extra player DPS... You join as the 4th player on the steamroll team, the team speeds up by 50% and nobody notices. You join an ITF as player #6, and Romulus drops in 1/3rd less time, as do the minotaurs and cyclopes. If two sentinels are on the team, the cyclopes and minotaur t9 becomes irrelevant and you save the team huge amounts of kill time... and no one really notices. It took me a year to figure it out, but sentinels are sort of team lubricant... they ease the way between the brutes, tanks, and scrappers running in front and the buffers, REAL dps, and utility struggling to keep up with their idiocy. That's probably why they are called sentinels... because, if played well, they help prevent the spikes that cause surprise wipes. In fact, Sentinels are kind of like the 'new normal' for CoH... average damage, (Very average between brutes at one end and controllers at the other) average defense (Tankers at one end and dominators at the other), average buffs/debuffs, (defenders at one end and blasters at the other), a little control from of the primaries and secondaries, And literally as much customizing potential as you could possibly imagine because they can CHOOSE how they want to play. The New Normal.
  22. Hehe. Yes, I kinda had an ITF in mind too since all those EB's and the Nictus at the end are kind of a litmus test for dps/debuff sets. My husband was helping me pound all this stuff out (and get all the IO's, which is not a trivial project even if you have the cash unless you don't mind getting ripped off) and he noticed something, though. That the overall aoe DPS for a BR sentinel was greater than like three quarters of most blaster ranged endgame aoe chains. the only blaster aoe chains that defeated it was like AR/dev and fire/dev, and fire/dev only barely. I pointed out the target caps for Sentinels and he nodded and said he took that into account, but that even without adding in stuff like offensive opportunity, the math (according to mids) was supporting this. I mean, obviously pop a few reds and the Blaster's much higher cap (and less need for procs) takes over, but still it's actually kind of cool. Is this a mid's math error or is this legit? I mean, I intend to run a few ITF completion time tests, but since this are based on a lack of faceplanting as much as aoe chain dps, and ST will make a huge diff, I don't think it's a very good test... heh, Maybe farm times or something.
  23. Thanks, a lot of that was part of the worry I had. I DO understand that that Gaussian's was a bit of overkill, but I hadn't even thought about dumping the extra accuracy in order to use the LOTG 4 slot to bring up the global accuracy. That was exactly the kind of clever Idea I was hoping for. I am not too worried about the -res, proc in overcharge, considering that weaken resolve with nothing but global recharge gives me darned near 100% chance of it going off there... There's already more than enough -res for street trash without worry about overloading it, and since achille's doesn't stack, not much need for achilles to take out minions, even for a sentinel. In point of fact, I tend to like having a minion or two around to hit with a single shot in hopes of spreading disintegrate, although, to be fair, it gets pretty tough to spread dis when all your legal beams hit for 200+ damage 🙂 I actually didn't notice the regen overcap. Thank you for doing so. Not too worried about the costs involved, not that money is no object, but it's not a very big one when you have a couple of farmers and actually ENJOY playing the superpack/converter game. I noticed your rebuild pretty much caps without the need for incarnates. I was having a little trouble with the incarnate thing, since I like to build for melee hybrid taunt... but that does not seem like a useful strategy for a hoverblaster. Umm... Fly. After much thoguht I realized I have NO problems with buying jetpacks for flight, since it sort of fits the theme... The only real use I could see for the fly would be slotting a winter's gift slow resistance compared to...say... stealing the proc slot from disintegrate to replace it with hasten and 2 slot it for recharge.... Would that really screw with the recovery sustain, considering the end dump every 2 minutes? Not too worried about winter's 20% slow resistance with SR's already sorta sick slow resistance. I figured that with aim proccing gaussian's every 25 seconds or so, almost 100% based on it's (technically) 45 second profile, that could easily massage in an extra 20-30% or so DPS.... but of course, the increased speed without some kind of click sustain might make it untenable or require some sort of incarnate end sustain... Of course, that incarnate sustain could be utterly tenable if I swap box and fly (hasten) and then swap hasten and tashinishi so Hasten comes at 49... That way, if I exemplar to peregrine levels, I lose the end booster (say, ageless) but I ALSO lose access to the over endurance pushing of hasten, making it a little more self sustaining. Of course, then that raises the question... is it worth losing barrier in favor of ageless just to sustain hasten? (and maybe leading to a nearly 50% dps boost overall due to recharges and more frequent build-up proc firing) considering the low resist levels? I figure you would know better than most, considering the sick performance you have dragged out of sentinels 🙂. but I don't have quite enough experience with sentinels to know where survival break points are worth making in favor of DPS. On a Blaster, brute, or tanker I would absolutely say yes... brutes and tankers cause their HP and regen can handle the load, blaster because killing in half the time is worth the load as well. But on a stalker or scrapper I would say no, because they NEED the resistance to survive the rare hit a lot more when that hit can 1-shot them. As a hoversentinel with decent HP, I just.... don't know. maybe support hybrid would be best because it kicks defenses up to neart incarnate softcaps AND handles the extra recovery strain I assume Lancer's a better carrier because of the nearly 30% proc chance? Can refracter beam reliably get absorb if there are no extra minions about? I assume that the refractions are considered pseudopets but procs go to you. I know Tashibishi is a bit weird, but I am pretty sure you can see what I intend using it for... a little /devices hoverblaster trick that I REALLY appreciate for clump-herding spawns with quite a bit of appreciable addon. I am not addicted to the idea, but if I have to dump it's procs for 4 slotting impeded swiftness, or put a waster like fly and move the slots elsewhere, I will.... but to be completely honest, most of the epic pools for sentinels are absolutely identical except for damage type, and Ninja Tools is the only one I actually like because it is different. Oh, I also, I figured that if 2 slotted enduring was good, 3 slotted enduring (with yet ANOTHER of my beloved chance to heal self) would be better, for the extra points of end. It cost me the proc in charged shot, but it's chances were so low thgat it barely offered 2 damage per shot on average anyway... I also slotted the new bombardment fire proc into cutting beam, because i don't know any mobs out there that resist both energy AND fire without resisting EVERYTHING, and you can see I have sort of a fire proc theme going on 🙂
  24. So wait, with master Brawler I could get status protection AND still hjave an auto open for hasten? Daaaaayum. Yah, swapped those into health. You were right. I have NO idea why I three slotted Numina's... 1.3% health is not worth it.
  25. I don't really understand master Brawler AT ALL. How's it work? (edit- finally found a useful article) And I must have utterly spaced it, I ALWAYS have Panacea slotted someplace. ugh. BTW, I appreciate your time for the commentary.
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